Dexterity-Based Classes

This page displays all of the **Dexterity-Based Classes** available for players to pick from. These classes rely on their deft movements and consistent strikes to whittle down opponents. They also usually have higher rates of getting critical melee attacks. They usually have toned bodies from years of practice in combat. Being able to consistently land attacks, however, doesn't mean you can consistently take them.

## Rogue

   Rogues value swiftness and dexterity over brute strength. They're not the biggest or the smartest or the strongest but they've picked up the nearest sharp object they could find and by god they're gonna use it. They're different from thieves in that they don't particularly value being sneaky. Their skill with smaller, faster weapons is unmatched.

### Default Abilities:

- **Rogue**: Passive; Critical attacks have their damage turned into true damage. Rogues gain +2 to Melee attacks with small weapons.

### Stat Alterations:

Rogue Health/Resources

Rogue Base Stat Alterations

Rogue Modifier

## Ronin

As their name would imply, Ronin were at one point retainers or swords for hire. For one reason or another they separated from their masters and ventured off to their own path. They're quite skilled in their usage of a sword from their days as a hired blade and can take on opponents with a quick hand and few spare seconds.

### Default Abilities:

- **Ronin**: Passive; Ronin gain a +1 to Melee attacks, and an additional +1 if they use a medium OR bladed weapon. They have a -2 to Defensive abilities. Ronin also gain +5 movespeed when going toward an enemy.

### Stat Alterations:

Ronin Health/Resources

Ronin Base Stat Alterations

Ronin Modifier

## Pugilist

Pugilists are masters of the art of the fist. They exclusively use fist weapons like caestus or knuckledusters in order to fight. They usually like to get in, strike, and get out. They're kinda like monks but without composure and all of that inner-peace stuff, they just like to punch things.

### Default Abilities:

**- Pugilist**: Passive; Gain +3 to Melee attacks with fist-type weapons. Also gains +5 Movespeed.

### Stat Alterations:

Pugilist Health/Resources

Pugilist Base Stat Alterations

Pugilist Modifier

## Spellsword

Spellswords are purveyors of both basic arcana and Swordsmanship. They mostly use Healing arcana to buff themselves and their weapons up before launching a flurry of sword swipes and arcane blasts. No one knows how to amplify a weapon in the same way with magical prowess as they do. Many of Dresilan's finest warriors were Spellswords.

### Default Abilities:

**- Weapon Catalyst**: Passive; +2 to casting Arcana on themselves or allies. Gain +1 to casting Healing Arcana. -1 to casting Corrupting Arcana. Buffs applied to the user's weapon have their duration doubled.

### Stat Alterations:

Spellsword Health/Resources

Spellsword Base Stat Alterations

Spellsword Modifier

## Thief

Thieves are, as their names would imply, thieves. They use a myriad of smaller weapons, from knives to cudgels to even their fists. They also aren't uncommonly found to use ranged weaponry secondarily like throwing knives, crossbows, or even shortbows. Anything they can sneak into places they shouldn't be.

### Default Abilities:

**- Thief**: Passive; Attacks from Stealth from a thief deal True Damage to the opponent. May also attempt lockpicking without a pick. Also does not have to roll DEX+PER to move while stealthed.

**- Sneaky-beaky**: Talent (Extra); 3 Turn Cooldown; User enters Stealth

### Stat Alterations:

Thief Health/Resources

Thief Base Stat Alterations

Thief Modifier

## Privateer

The title of Privateer isn't limited to those seaworthy, but does often exclude those that aren't. Privateers are typically sea-dogs who've taken to fighting for cash and working among big crews in order to finish jobs. As a result they're decent fighters who can also pop out a good hurrah or a shanty to liven up the team.

### Default Abilities:

**- Privateer**: Passive; The user gains +1 to musical abilities. Privateers also gain double the benefits from being "Buzzed" or "Drunk" and receive none of the penalties. If they aren't "Buzzed" or "Drunk", they lose -1 to Melee, Ranged, and Defensive abilities.

### Stat Alterations:

Privateer Health/Resources

Privateer Base Stat Alterations

Privateer Modifier