Class

Each class has their own unique ability and scaling attributes that are linked to your level. Split into basic and advanced classes.

### Midline

* **Classless** (base class) has +10% increased XP but -70% gold income from common share

## Basic Classes (level 10)

### Frontline

* **Knight** increase their attack by 10% and def by 20% every attack received during the turn (reset after each turn)

### Midline

* **Warrior** (Swordsman) deal 50% more damage against enemies with more attack than theirs
* **Rogue** deal an additional +10% of their attack as True Damage
* **Healer** heals 1 player by [their level + 1% of their int] reduced by 1% every turn, ~~(a healer always does a full heal now)~~ the amount of players healed increases by 1 [for every 2 weapon fuse/evolves] but loses 50% of its power for every player (Forging does not count)

### Backline

* **Archer** deal +10% of the enemy attack
* **Mage** increases their damage by +10% every turn exponentially
* **Scholar** increase the exp of the guild by 5% and +3% for themselves. Scholar earn and lose double karma and have double vote power. Each Scholar increases by +10% chances to attack the first enemy in the row (start at 0%).

## Advanced Classes (level 60)

### Frontline

* **Tank** (Defender) have [25 + item evolve]% chance to maximise their defence and reduce the attack received to the minimum for one attack
* **Paladin** upon taking damage, convert their damage received into a healing ability that heals the lowest health player for 50% of the damage taken (25% for self). Paladin resurrect [1 + item evolve/3] players on death by 25% of their health (this does not work on themselves AND other Paladins).
* **Blacksmith** (Searcher) increase the chance to get a weapon by 5%/blacksmith and give x1.2 drop chance to the whole guild, they have 2x more chances to drop smithing stones from monsters
* **Monk** heal for 100% of their damage dealt on lowest ally, or 10% on themselves
* **Brawler** ~~is an AoE melee class~~ do multi-attacks on enemies (1 base, +1 attack per 5 upgrades on both weapon and/or item)

### Midline

* Preist **~~Protector~~** ~~(Support) temporarily buff all players stats defense respectively at their turn by INT^0.4/100 + their 10% DEF~~ each turn they can resurrect a dead player and grant them a Heal/5, if there is no dead players, they will heal all players alive by Heal/10 (Heal = Level + INT\*0.01). They can also use the !mana res command on players (if they aren't dead, they'll get healed instead)
* **Samurai** deal +150% damage but lose 50% of their current health at each attack
* **Berserker** when below 25% gets +50% attack and +50% lifesteal, however every turn they lose 1% lifesteal but gain 1% attack
* **Assassin** instantly kill any enemy below 25% health on crit and always target the lowest health enemy
* **Ninja** ~~do [2 + item evolve/10] consecutive attacks to a random enemy on the field~~ do consecutive strikes without delay now, each strike deals 50% of the initial damage but they strike for every speed they have
* **Bard** (Enchanter) ~~temporarily buff all players attack at their turn by their 10% + INT^0.4~~ update; Bard now buffs both attack and defence by 5+INT^0.35
* **Hunter** deal +100% to their element weakness, and will always target the enemies with elements weak to them first. Hunter lose 10% of their karma when dying (instead of 25%)
* **Merchant** increase the gold of the guild by 5% and +3% for themselves, they are also exempt from Taxes transfer when RECEIVING gold
* **Tamer** increase the chance for the guild to get a pet by 10%/tamer. Tamers have x1.5 more chance to increase the stats of their pet, but if they lose the battle, their pet loses 2 health.
* **Alchemists** auto use potions at 25% of their health instead of 10%
* **Scout** can now vote for a specific tier during the first 2min of Quest launch, after this, the most voted by scouts tier will show the monsters in it (the number of scouts increase the information retrieved)

### Backline

* **Geomancer** ~~Archmage~~ deal area of attack to all the enemies
* **Necromancer** increase their damage with 10% of all the deads attack stats
* **Sniper** have double damage when they are above 95% hp, they also pierce 1 enemies with their attack (+1 every 2 weapon evolve)
* **Joker** get a random bonus/malus of attack varying between -200% and 200%
* **Mystic** during their attack restore every player alive's Mana by 1 + int/1000 + level/100

Sadge is now an enemy type

### **Class Changes**

It is possible to change class by typing **!changeclass** and you need to pay with gold to use the command. When you are on **basic** class, it will cost **10K golds**, while the **advanced** class one cost **100K gold.**