Classes

If you have come here from the HELP button in the character creation
screen, then please note that the DEFAULT party has a composition that
is best placed to learn the game mechanics.  If you build your own party
 and it is your first time playing, I recommend including one rogue and
one cleric, as without their lock pick, perception and heal abilities
the game can get a fair bit harder.  Something people try out for fun
later, not something you may want to try too early.

And a bit of creative context: I am fully aware below may
occasionally highlight some imbalances, contradictions to other fantasy
universes or to historical information. I am fine with that, hope you
are, too.

Each class gets rotational extra bonuses on level-up. Basically you
get the same bonus at the same level, there is no randomness in how
these are given, it just rotates through the list on each level-up. This
 is kindof a spoiler for those that rather just experience the game as
it flows, it is not a requirement to know all of this.

FIGHTER
Fighters are versatile, they can proficiently use any weapon type, even
ranged. They are easy to play, as most of their power initially comes
from attacks, buffs like shoulder and shield bash and ‘harden up’. All
these are used by auto tactics as well so he is your primary example of a
 player you can just have on auto. The choices you will make for him
are: 1h+shield vs. 2h melee vs. ranged. And the choice of skill
progression. Later, a fighter is the most versatile in terms of career
path: you can stay a fighter (lower XP needed to level up), become a
warrior, or a knight, or a samurai. Level-up rotational bonuses:
“str”,”hp”,”acc +3″,”dex”,”armor +5″,”tp +2″,”evade +2″. They benefit
from both dex and str depending how you set their focus and equipment.

BARBARIAN
They prefer brutal melee weapons, so no ranged attacks. And their skills
 are like their minds: single focus really. All they can think about is
to RAGE and bash. Other skills that they happen to get good at are the
same buffs as the fighters. They really start to shine when they advance
 to the berserker class. Level-up rotational bonuses: “str”,”hp”,”armor
+8″,”resist elem +3″,”str”,”hp”,”armor +8″. They do well with high
strength, as it amplifies melee damage and cranks up the STUN effect
from blunt weapons.

RANGER
He is has a mixture of blade and bow proficiency, and a varied set of
skills, a ranger always has something to contribute. He starts with
almost exclusive, and certainly far advanced, skill proficiency in
WEAPON SWAP.  Which he can use to replace his bow with his sword, or
swap between two of each.  Bit worse in melee weapons than a fighter,
but better with ranged. He is much better equipped to withstand damage
than an archer. He also has very good with monster lore and perception
skills, uses sprint and determination to provide tactical advantage in
combat. He can stay a ranger, or become a warrior, or become a marksman.
Level-up rotational bonuses: “dex”,”acc +3″,”tp +2″,”resist elem +3”,”str”,”hp”

ARCHER
An archer thinks ranged weapons are the BOMB! And he literally can use
the FLAME ARROWS skill to temporarily throw fire damage enhanced
ammunition (arrow, slingshots, bolts: anything ranged). He does try to
use the determination skill to become even more deadly, however his true
 destiny is to try to become a marksman. There is quite a strength
requirement inherent in some bows, which is often underestimated. once
you have a decent strength though, dexterity becomes an important factor
 to crank up accuracy and crit hit chance.
Level-up rotational bonuses: “dex”,”acc +4″,”str”,”dex”,”acc +4″,”speed +2″,”crit +2″

ROGUE
A rogue can have many skills that other classes are just not going to be
 good at or ever have. None of them are critical, but overall he makes
the party more versatile. He can open doors and chests, deal critical
hits where it counts and some can even teleport through shadows. Most
find it very desirable to try and join the assassin’s guild later in
their life, which greatly increases their potency. I have it on my long
term plan to give rogue and monks a skill to counter-hit when being hit,
 something that resembles their agility in combat tactics.
Level-up rotational bonuses: “evade +4″,”crit +1″,”speed +3″,”tp +2″,”dex”,”crit +1″

MONK
Monks are also versatile, being able to develop feasible attack builds
(but not to the extent you can survive a fist fight with an ogre.
literally), but also being able to do some rudimentary healing and
undead banishing. They have a slow but intrinsic ability to develop
extra undead damage over their life, and become quicker and more
evasive, and holy chant and exorcism skill at low levels is possible.
The ‘true’ form of a combat monk is of course the unarmed one. A monk
can become a samurai, priest, or exorcist. I have it on my long term plan to give
 rogue and monks a skill to counter-hit when being hit, something that
resembles their agility in combat tactics.
Level-up rotational bonuses: “dex”,”evade +3″,”vs undead +05″,”tp +2″,”speed +4″

CLERIC
Clerics are devoted to healing, supporting other party members with
‘resist evil’ or holy chant, and occasionally to drive a
mace-to-the-face themselves. But they are not designed to take much
damage, so best to keep them out of the firing line. It is usually just a
 first career step to then either become a powerful priest, or follow
the confrontational path of the exorcist. With the right staff and a few
 levels and the ‘righteousness’ feat he can have +300% vs undead and
these variants are tempting to be used to get rid of ghost and spectres,
 as long as you can heal the occasional hit they will suffer.
Level-up rotational bonuses: “vs undead +10″,”sp”,”tp +2″

MAGE
The mage is very much a straight forward class, you can expect him to be
 very bad at close combat, unable to use ranged weapons, but very
versatile at specialising in various spells. His magic lore skill will
allow him to increase spells beyond the level the other starter classes
can. He is very focussed on acquiring equipment that boosts his mana
further, or insignia that give him access to spells he did not know
before. His career path is mostly that of a wizard, although old stories
 exist about warlocks who also engage in direct combat.
Level-up rotational bonuses: “tp +2″,”sp”

DRUID
The druid is a bit of everything: no stranger to magic of course, in
fact when it comes to elemental spells he is in fact the expert within
the start classes. But he can also get quite resistant to elemental
damage, wear some armor, and wield melee weapons or a sling. He is not
as good as a mage when it comes to the ‘formal’ magic lore approach to
advancing spells, he is more the hands on person that learns by doing.
He is happy remaining a druid for all his life, but some yearn to become
 a geomancer, a more aggressive specialist in combat magic.
Level-up rotational bonuses: “tp +2″,”sp”,”resist elem +4″,”tp +2″,”sp”,”tp +1″,”sp”

Those were the starter classes. If you want to make your party as
powerful as it can possibly be, then a mix is the best option as these
talents compliment each other well and cover your back when you face
rare odd monsters with unique abilities. having 3 barbarians and 3
archers sounds like a powerful party until you lack the healing to deal
with the odd hit, or face undead. Also don’t underestimate equipment.
The benefits a fighter gets from having every item slot accessible is
significant. A mage however won’t find a useful hat or armor for much
later in the game. Monk is even worse, most helms and belts and armor is
 not befitting of a monk.

WARRIOR
Versatile is what warriors are. Any weapon will do, keeping all stats at
 a good level is their goal. Unlike knights they may develop strategies
to avoid being in a direct melee confrontation. They may find a
formidable exotic weapon late in their career and only then decide to
specialise on it. Like a fighter before him, his wide access to all
types of equipments is a clear advantage, so he should get armor and
resistance bonuses from every item slot, which he can also more easily
adjust to boost ‘resit fire’ items when fighting dragons, or ‘resist
cold’ when tracking down ice demons. He is designed for versatility.
Level-up rotational bonuses: “str”,”hp”,”acc +3″,”dex”,”armor +5″,”tp +3″,”evade +2″

KNIGHT
Taking one for the team is pretty much what knights are meant to do, and
 they are the most proficient when it comes to maximising armor rating
and defensive skills, so they are your tank option. But they are not shy
 to use their strength to swing a mighty 2h weapon around and slay
anyone that dares threaten their chosen order. They do favor 2h swords,
or 1h sword and a shield, and unlike warriors will not use ranged
weapons and dislike axes and hammers.
Level-up rotational bonuses: “tp +2″,”hp”,”armor +5″,”str”

SAMURAI
Samurai are very rare, foreign and mysterious. Most are depicted with
their superior katana sword, but it should be noted that samurai are
actually also masters of the bow. Versatile and devoted, samurai can
become a very powerful and specialised warrior type, and have great
abilities in unarmed combat as well. But they are rarely found anywhere
these days. Their disadvantages are: they don’t use clumsy 2h swords,
won’t obey if you try to make them flee from combat, and have some other
 restrictions on items that they see as too evil or dishonourable.
Level-up rotational bonuses: “hp”,”evade +3″,”speed +3″,”tp +2″,”dex”

BERSERKER
Straight forward. That sums up everything a berserker wants to be.
Aggressive, sturdy, damage-dealing. Preferably 2h axe or 2h blunt of
course. But some also work with 2h sword, or any 1h+shield. Strength in
favour of dexterity, strength to boost the damage dealt, strength to
allow for greater weapon use. Berserker’s have a special skill that
allows them to ignore STUN effects, which comes in handy when
confronting minotaurs, golems, dragons and the like. If you want to fist
 fight and head butt an ogre, try a berserker with 2h hammer and
strength of 40.
Level-up rotational bonuses: “str”,”hp”,”armor +8″,”str”,”hp”,”tp +2″

MARKSMAN
A marksman is as straight forward as a berserker, but almost the
opposite direction: a marksman wants to keep his distance. He is a
master in ranged weapons and shows unrivalled accuracy, ability to land
critical hits and use his determination to make money shots when it
counts. Not versatile, just plain and simply deadly from a distance.
Every archer wants to become a marksman eventually. The only people that
 are said to sometimes come close to their ranged proficiency are
samurai, but these are rarely seen these days.
Level-up rotational bonuses: “dex”,”acc +6″,”str”,”dex”,”acc +6″,”speed +2″

ASSASSIN
An assassin takes the bit of a rogue that you like (evasive, deadly, no
lock can stop him…) and drops the rest. He becomes a master at what the
rogue was only moderately good at: shadow shift, nimble, no escape, crit
 hits, evasion… but he also has special skills like POISON BOOST. A
daily skill where he applies a deadly substance. Only lasting a few
rounds before it crystalises, but it gives a few attacks the right
‘oomph’ to bring down your enemy.
Level-up rotational bonuses: “evade +5″,”crit +2″,”speed +4″,”tp
+2″,”crit +1″,”dex”,”evade +5″,”crit +2″,”speed +4″,”tp +2″,”crit
+1″,”hp”

PRIEST
While a cleric can have mixed devotions and ambitions, a priest has
reached the conclusion that the best way to serve mankind is via healing
 and protection. A priest is able to resurrect, and at higher levels
even without significant XP penalties. HEAL is his second nature, and
HEALING AURA a very powerful area effect version. He can master the
latter so well later that the negative dizzy effect is also far less
severe. Priests also gain significant vs.undead bonus over time and
learn a resurrect spell (for out of combat) that offers a mobile and low
 XP loss option compared to other means of revival.
Level-up rotational bonuses: “vs undead +10″,”sp”,”tp +2″,”sp”

EXORCIST
Not all men of faith can sit idle and just watch their friends being
attacked by evil and undead creatures. Those that directly fight back,
with divine power, spells but also the occasional mace-to-the-face, are
following the path of an exorcist. They have decent weapon abilities but
 most importantly really master the skills and spells needed to kick
some undead butt. They are still able to use healing powers so make a
formidable companion for any party.
Level-up rotational bonuses: “vs undead +20″,”sp”,”tp +3″,”hp”

GEOMANCER:
A more advanced version of a druid you could say. The druids in the
druid cove explain the importance of either, but for those seeking
adventure and purpose in a mixed party, becoming a geomancer is really
where you want to end up as a druid. More powerful elemental spells is
their strength, and they can pack some punch in combat with those. Once
you have a geomancer, a pack of rats or ants just disintegrates with a
single ‘ball of lightning’ spell.
Level-up rotational bonuses: sp”,”tp +3″

WIZARD:
Wizards are studying spells and magic lore to slowly but surely be
superior in all things magic. their main strength is the vast amounts of
 talent points they get to drive those studies. every second level they
get an extra 4 (level-up rotational bonuses: “sp”,”tp +4″). They are
otherwise not that different to mages, although like any advanced class
they take more XP to level than starting classes.

Which leaves me to my closing comment: there are reasons why you may
choose to NOT change a player to an advanced class, main one being the
starting classes level up a bit faster.

WARLOCK, ARCHMAGE, AVATAR:
not implemented yet, I am still working on their design and how to weave
 their guilds and roles into the story. Please note, this game is like
book 1 in a saga. Not everything is happening yet, included yet,
accessible yet that you can see beginnings and traces and comments about
 in the game as well as my background notes. The game in its curent
state is (hopefully) balanced and packs enough hours to make for a cool
experience as is.