Classes

In Aetheria, there are five tiers of professions, otherwise known as 'jobs' or simply 'classes'. The five tiers are known as:

* Base
* Adept
* Expert
* Realm
* Uncharted

Realm classes are quite hard to obtain, typically involving the completion of a secret quest of insane difficulty or use of an extremely rare item. Uncharted classes require similar methods but are even harder to obtain.

Most characters choose a "Primary" class, then choose other classes to complement their Primary class. Your Primary class's stat bonuses are increased by 10%, and abilities exclusive to your primary class deal 10% more damage.

All professions could be placed in what was called a class “tree”:

* Fighter -- These classes, as their name suggests, fight!
* Rogue -- These classes move fast and dodge attacks well.
* Mage -- A class that uses magic against enemies.
* Priest -- Almost every priest gets some kind of healing ability. Some are primarily healers, others use it to support more offensive techniques.
* Craftsman -- These classes don't fight. Instead, they craft/enchant/buff items for their team members.

A successful group typically has 1 or 2 fighters/rogues, 1 or 2 mages, and a priest.

It should be known that some fighter or mage professions were sometimes labeled as "Carries" or even "Hypercarries". These were professions with such damage output that they were capable of "carrying" their team to victory; the only professions among the base professions labeled as Carries were the Stalker (and most likely Assassin along with it) and Nethermancer (and probably Lich, as it's a direct upgrade from Nethermancer). However, it should also be known that carrying is very difficult, and could go terribly wrong. It was ALWAYS recommended to work together so that there wasn't that much reliance on a single player.

*Notes:*

*AoE stands for 'area of effect' - an ability that can affect multiple targets, like the explosion from Fire Cube. Most AoE attacks are explosions or otherwise spread out slightly; TNT blasts and splash potions are classic examples.*

*CC stands for 'crowd control' - an ability that can effectively stun, immobilize, frighten or otherwise disable a group.*

*DoT is damage over time - an ability that can cause continuous damage after landing a hit.*

*A **Neophyte** is a term applied to someone who has not chosen a class.*

Numbers in **bold** are multiplied by class level.

**BASIC FIGHTER**

**BASIC ROGUE**

**BASIC MAGE**

**BASIC PRIEST**

 Disciple of Ao
As a worshipper of Ao, you have full access to any temples that worship Ao.
**Fire Adept:**
Fire spells deal **5%** more damage.
**Cleansing Fire (5):**
If you attack an ally with a fire spell, you can use a free action to remove any debuffs that are affecting them.
**Healing Fire (10):**
If an ally is hit by a fire spell you cast, they are healed instead of harmed.
**Temple Healing (15):**
While in a temple, your natural health and mana regen is multiplied by **0.5**.
Once per week, you can call on the power of Ao. While calling on the power of Ao, you do not lose mana, and your spells have no cooldown. This lasts for 1 minute. However, calling on godly power has downsides. After the buff fades, your mana is reduced to 0, you lose half of your current health, and you fall unconscious.
Healing spells are **5%** more effective.
**Nature Magic (5):**
While in a Forest (any type) or Plains biome, you gain **+5%** mana regen.
**All-Natural Buffs (15):**
While in a Forest or Plains biome, you can use an action to give your entire party any potion effect at level 1. This effect lasts 3 turns and ends early if you fall unconscious, enter an area that blocks magic, or use a free action to end the effect. You may only bestow one potion effect at a time in this way.
While in a forest or plains biome, all conscious members of your party heal 1/10 of their Max Health at the beginning of their turn.
Your unarmed attacks deal **2** AD and have +**0.2** AS.
**Martial Artist:**
Combat skill is doubled when making unarmed attacks. This buff only applies if you are unarmored or wearing light armor.
**Extra Attack (5):**
You can make up to 2 unarmed attacks on your turn. This increases to 3 attacks at Monk 10, and 4 attacks at Monk 15.
**Disruptive Attack (15):**
When an enemy attempts to attack a member of your party (including you), and you are in melee range, you can use a reaction to attempt to disrupt their attack with a melee attack of your own (you must do this *before* the target rolls to attack). If you choose to do this, roll to make an unarmed attack against the attacker. If your attack lands, you deal your normal unarmed damage, and the attacker automatically misses, regardless of their roll. If you miss, the target makes their attack normally, *and* they can use a reaction to attack you.
When making an unarmed attack, you have a 5% chance to automatically steal an item from the target's inventory.
Healing spells heal **20%** more HP.
**Healing Adept (5):**
Healing spells cost **3%** less energy.
**Healing Buffs (15):**
When using a spell or potion that gives a buff to a teammate, you can use a free action to heal the recipient of the buff for an amount of health equal to 10 times the level of the buff.
When casting a support spell on an ally you can use a free action to cast the same spell on another teammate for 25% of the mana cost.

**BASIC CRAFTSMAN**

**ADEPT FIGHTER**

**ADEPT ROGUE**

**ADEPT MAGE**

**ADEPT PRIEST**

**ADEPT CRAFTSMAN**

**EXPERT FIGHTER**

**EXPERT ROGUE**

**EXPERT MAGE**

**EXPERT PRIEST**

**EXPERT CRAFTSMAN**

There are currently no Expert Craftsman Classes.

**REALM**

**UNCHARTED**