Classes

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Alchemist

  • Can mix potions without danger of explosion
  • Can shoot potions

− Has no initial melee equipment

Initial Power: Lv 2

Initial Equipment:

Arcane

  • Can use high level spells
  • Extends wands life and make wands more powerful
  • Makes spells more powerful

− Can not equip any armor beyond Defense 1 armor (ie: Leather Armor)
− Many weapons (anything that isn't a wand or staff) have a lower damage output (most of them becoming 1D3)

Initial Power: Lv 1

Initial Equipment:

Paladin

  • Can wear any armor
  • Can parry and block attacks
  • Occasionally prevents weapon degrading

− No initial ranged equipment
− Melee emphasis implies monsters get more hits in - luck reliant class

Initial Power: Lv 3

Initial Equipment:

Hunter

  • Higher accuracy and range using bows
  • Can deal critical damage with arrows
  • Higher chance of arrows not disappearing after use

− All pros are bow based, thus follow bow restrictions (need to be 2 or more squares away, can't be blocked)

Initial Power: Lv 2

Initial Equipment:

Slayer

(Requires Fellowship Edition)

Barbarian

(Requires Fellowship Edition)