Difference between revisions of "Classes"

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Below is the full list of classes. You can view the basic information here. You can select the links to view detailed information about the class, as well as quick references to other useful pages such as strategies, stat priorities, and class skills/spells.
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{| class="wikitable" style="margin:auto"
 
{| class="wikitable" style="margin:auto"
!Class!!Type!!Alignments
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!Class!!Type!!Alignments!! Description
 
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| [[Battlemage]] || Caster || GNE
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| [[Battlemage]] || Caster || GNE || "Melee mages" in that most of their damage comes from spells that grant passive damage sources. They have a mix of utility and moderate damage spells as a supplement.
 
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| [[Invoker]] || Caster || GNE
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| [[Invoker]] || Caster || GNE || Elemental mages. They can hit a wide array of elemental weaknesses with their spells, including fire, ice, air, water, and lightning.
 
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| [[Necromancer]] || Caster || E
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| [[Necromancer]] || Caster || E || Death mages. They animate corpses to fight alongside them, and control magic that debilitates their foes.
 
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| [[Cleric]] || Caster || GNE
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| [[Cleric]] || Caster || GNE || Holy mages. They are primarily defensive, focusing more on curative ability. They do have some damaging abilities as well, but with a narrower range.
 
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| [[Healer]] || Caster || G
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| [[Healer]] || Caster || G || Name says it all. They have almost no offense, and instead focus on supporting others with curatives and utility spells. They can be potent undead killers.
 
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| [[Shaman]] || Caster || E
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| [[Shaman]] || Caster || E || Maledictive casters. They have next to no direct damage abilities, and instead focus on wearing down their victims with poisons, diseases, debilitating curses, and pestilence.
 
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| [[Druid]] || Hybrid || N
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| [[Druid]] || Hybrid || N || The Swiss army knife of nature. They have decent casting powers, and decent melee output, but truly excel at defense, utility, and adaptability. Can transform into a wide range of beastial forms.
 
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| [[Paladin]] || Hybrid || G
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| [[Paladin]] || Hybrid || G || Holy knights. More offensive than clerics, with respectable melee output, at the cost of reduced utility and curative powers.
 
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| [[Dark Knight]] || Hybrid || E
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| [[Dark Knight]] || Hybrid || E || Unholy knights. Can cast maledictive spells in addition to a few afflictive spells. Can beckon dark entities to possess a weapon, making it more powerful.
 
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| [[Bard]] || Hybrid || GN
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| [[Bard]] || Hybrid || GN || Songsmiths. Utilize songs for a wide array of effects.
 
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| [[Assassin]] || Hybrid || NE
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| [[Assassin]] || Hybrid || NE || Stealthy fighters. Can focus on melee, poisons, or straight up burst damage.
 
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| [[Vampire]] || Hybrid || E
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| [[Vampire]] || Hybrid || E || Hunters of the night. Weaker in the daylight. Utilize blood magic to supplement their melee capabilities. Can transform into wolves, bats, or mist as needed.
 
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| [[Warrior]] || Melee || GNE
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| [[Warrior]] || Melee || GNE || Quintessential martial fighters. Specialize in weapons of their choosing, which greatly increases their proficiency in those weapons, and unlocks abilities for a specific chosen weapon type.
 
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| [[Ranger]] || Melee || GNE
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| [[Ranger]] || Melee || GNE || Forest hunters. Calls wild animals to fight with them, and are deadly with a bow.
 
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| [[Berserker]] || Melee || GNE
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| [[Berserker]] || Melee || GNE || Angry fighters. They can enter a rage for a powerful boost to both accuracy and damage, but at the cost of being unable to flee or dodge attacks. Have three paths with varied abilities and rage effects.
 
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| [[Monk]] || Melee || GNE
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| [[Monk]] || Melee || GNE || Hand to hand fighters. Utilize stances and chakera strikes to attack their foes.
 
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| [[Blademaster]] || Melee || GNE
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| [[Blademaster]] || Melee || GNE || Masters of bladed weapons. Utilize stances for special effects, and can target specific areas of their opponents bodies for devastating effects.
 
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| [[Thief]] || Melee || GNE
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| [[Thief]] || Melee || GNE || Stealthy fighters. Uses deceit as a weapon, able to set traps and perform unprecedented feats of dexterity to avoid incoming attacks.
 
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| [[Rogue]] || Melee || GNE
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| [[Rogue]] || Melee || GNE || Base class for bards, assassins, and thieves. Doesn't have anything past level 20.
 
|}
 
|}

Revision as of 18:12, 11 September 2023

Below is the full list of classes. You can view the basic information here. You can select the links to view detailed information about the class, as well as quick references to other useful pages such as strategies, stat priorities, and class skills/spells.

Class Type Alignments Description
Battlemage Caster GNE "Melee mages" in that most of their damage comes from spells that grant passive damage sources. They have a mix of utility and moderate damage spells as a supplement.
Invoker Caster GNE Elemental mages. They can hit a wide array of elemental weaknesses with their spells, including fire, ice, air, water, and lightning.
Necromancer Caster E Death mages. They animate corpses to fight alongside them, and control magic that debilitates their foes.
Cleric Caster GNE Holy mages. They are primarily defensive, focusing more on curative ability. They do have some damaging abilities as well, but with a narrower range.
Healer Caster G Name says it all. They have almost no offense, and instead focus on supporting others with curatives and utility spells. They can be potent undead killers.
Shaman Caster E Maledictive casters. They have next to no direct damage abilities, and instead focus on wearing down their victims with poisons, diseases, debilitating curses, and pestilence.
Druid Hybrid N The Swiss army knife of nature. They have decent casting powers, and decent melee output, but truly excel at defense, utility, and adaptability. Can transform into a wide range of beastial forms.
Paladin Hybrid G Holy knights. More offensive than clerics, with respectable melee output, at the cost of reduced utility and curative powers.
Dark Knight Hybrid E Unholy knights. Can cast maledictive spells in addition to a few afflictive spells. Can beckon dark entities to possess a weapon, making it more powerful.
Bard Hybrid GN Songsmiths. Utilize songs for a wide array of effects.
Assassin Hybrid NE Stealthy fighters. Can focus on melee, poisons, or straight up burst damage.
Vampire Hybrid E Hunters of the night. Weaker in the daylight. Utilize blood magic to supplement their melee capabilities. Can transform into wolves, bats, or mist as needed.
Warrior Melee GNE Quintessential martial fighters. Specialize in weapons of their choosing, which greatly increases their proficiency in those weapons, and unlocks abilities for a specific chosen weapon type.
Ranger Melee GNE Forest hunters. Calls wild animals to fight with them, and are deadly with a bow.
Berserker Melee GNE Angry fighters. They can enter a rage for a powerful boost to both accuracy and damage, but at the cost of being unable to flee or dodge attacks. Have three paths with varied abilities and rage effects.
Monk Melee GNE Hand to hand fighters. Utilize stances and chakera strikes to attack their foes.
Blademaster Melee GNE Masters of bladed weapons. Utilize stances for special effects, and can target specific areas of their opponents bodies for devastating effects.
Thief Melee GNE Stealthy fighters. Uses deceit as a weapon, able to set traps and perform unprecedented feats of dexterity to avoid incoming attacks.
Rogue Melee GNE Base class for bards, assassins, and thieves. Doesn't have anything past level 20.