Priest Lvl 10 Description: Specializes in the art of buffs and debuffs, these clerics are masters of supporting allies in combat. They are most proficient with crystal balls and staffs. Stat Bonuses: Poison Resistance - 5% --> cannot be upgraded Magic Resistance - 10% --> cannot be upgraded Staff Mastery - 5% --> can be upgraded Crystal Ball Mastery - 10% --> can be upgraded Aura Mastery - 10% --> can be upgraded CON - 25 DEX - 20 INT - 40 STA - 20 MP - 30 HP - 80 Starting Skills: Hearten - Bless can be used twice before used up. Costs 80 MP. Inspiration Circle - Ritual circle that provides Bless to any who are in the circle. Lasts 3 rounds. Costs 100 MP. Curse - Weakens an enemy's attack by (2d2 + caster's STR + caster's DEX + caster's INT). Costs 35 MP. Restrictions: Can use buff/debuff-related skills, staff-specific skills, crystal ball-specific skills, and other support skills that are not class-specific.
Paladin Lvl 10 Description: Specializes in the art of combat and clerical skills, these clerics are masters of combat and support. They are most proficient with swords, shields, and auramancy. Stat Bonuses: Poison Resistance - 5% --> cannot be upgraded Stun Resistance - 5% --> cannot be upgraded Magic Resistance - 10% --> cannot be upgraded Sword Mastery - 10% --> can be upgraded Shield Mastery - 10% --> can be upgraded Aura Mastery - 5% --> can be upgraded CON - 30 DEX - 20 INT - 35 STA - 25 MP - 35 HP - 90 ARM: 100 Starting Skills: Aura Life Circle - Produces a circle of aura that boosts health to nearby allies Roll (2d2 + INT) HP gained. Costs 45 MP. Inspiration Circle - Ritual circle that provides Bless to any who are in the circle. Lasts 3 rounds. Costs 100 MP. Battle Focus - Cannot be stunned or trapped for a round. Costs 30 STA. Restrictions: Can use aura-related skills, cleric-specific skills, sword-specific skills and shield-specific skills.
Druid Lvl 10 Description: Specializes in the art of nature, these clerics are masters of nature spells and animal communication. They are most proficient with staffs and earth/nature magic. Stat Bonuses: Poison Resistance - 10% --> can be upgraded Earth Resistance - 10% --> can be upgraded Nature Resistance - 10% --> can be upgraded Staff Mastery - 10% --> can be upgraded Earth Mastery - 5% --> can be upgraded Nature Mastery - 5% --> can be upgraded Poison Mastery - 5% --> can be upgraded CON - 20 DEX - 20 INT - 40 STA - 25 MP - 50 HP - 100 Starting Skills: Small Beast Change - Can change into a hawk, mouse, and fish. Lasts a round or until user attacks. Costs 25 MP. Summon Vine - Summons a giant vine monster that attacks 500 bludgeoning damage. Attacks on user's turn. Costs 80 MP. Life Bloom - Summons a flower that heals any ally within melee distance for 50 HP per turn for two rounds. Costs 45 MP. Restrictions: Can use staff-specific skills, earth-related spells, and nature-related spells.
Shaman Lvl 10 Description: Specializes in the art of the spirits, these clerics are masters of spiritual spells and animism. They are most proficient with staffs, nature magic, and spiritual magic. Stat Bonuses: Poison Resistance - 10% --> can be upgraded Magic Resistance - 15% --> cannot be upgraded Staff Mastery - 10% --> can be upgraded Magic Mastery - 5% --> can be upgraded CON - 15 DEX - 25 INT - 40 STA - 20 MP - 55 HP - 110 Starting Skills: Spirit Cleanse - Removes curses and confusion. Costs 35 MP. Summon Earth Elemental - Summons an earthen monster that attacks twice with 500 bludgeoning damage each. Attacks on user's turn. Costs 75 MP. Nature's Blessing - When in a forest, user always receive an extra Bless from Nature. Passive. Restrictions: Can use staff-specific skills, spiritual-related spells, and nature-related spells.
Elementalist Lvl 10 Description: With little to no specialization, these mages tend to focus on all parts of magic, adding them together to create a large collection and variety of spells. Special Class Stat Bonuses: Wind Resistance - 5% → can be upgraded Fire Resistance - 5% → can be upgraded Earth Resistance - 5% → can be upgraded Water Resistance - 5% → can be upgraded Magic Resistance - 5% → can be upgraded Magic Mastery - 10% → can be upgraded CON - 10 DEX - 15 INT - 35 MP - 150 HP - 80 Starting Skills: Elemental Bless - Gives an ally the power of one of the elements for their next attack. Elemental Bolt - Shoots out four streams of power, each giving off an aura of a different element. Elemental Shield - Completely blocks magical attacks only for either ally or self Restrictions: Can only use Tier 1 to Tier 5 magic spells.
Hex Warden Lvl 10 Description: Skilled in all forms of auramancy and combat, these clerics masters of buffs, debuffs, and sword attacks. These Hex Wardens tend to stay behind to support allies and interfere with enemies. They only attack when necessary and they are not pencil-pushers either. Special Class Stat Bonuses: Physical Resistance - 10% → cannot be upgraded Magic Resistance - 10% → cannot be upgraded Sword Mastery - 10% → can be upgraded Aura Mastery - 15% → can be upgraded STR - 15 CON - 20 DEX - 20 INT - 50 STA - 50 MP - 100 HP - 100 Starting Skills: Bond Breaker - Frees a trapped ally. Cannot be evolved. (60 STA) Awaken - Mighty mental shout that forcefully awakens a stunned or sleeping ally. Cannot be evolved. (80 MP) Unlucky Curse - Causes an enemy to have bad luck (Enemy roll 1d10 (8-10 success, 1-7 fail). Failed enemies miss their attacks for however many rounds user gets from rolling a 1d4). Cannot be evolved. (100 MP) Restrictions: Can use Tier 1 and Tier 2 sword-specific skills or sword-related skills, can use all support actions, buffs, and debuffs. Can use hex-related mental attacks as well. Cannot wear metal armor. Requirements: Have buffs, debuffs, physical attacks including weapon attack, and must be a devotee of Luck.
Juggernaut Lvl 10 Description: Specializes in the art of offensive defense, these warriors are masters of charging into battle without care of attacks on themselves. They are most proficient with axes, hammers, and maces. These Juggernauts cannot wear metal armor. Special Class Stat Bonuses: Physical Resistance - 10% --> can be upgraded Magic Resistance - 10% --> can be upgraded Axe Mastery - 5% --> can be upgraded Hammer Mastery - 5% --> can be upgraded Mace Mastery - 5% --> can be upgraded CON - 50 DEX - 10 STR - 30 STA - 50 HP - 150 Starting Skills: Unstoppable Charge - User charges 20 feet in a straight line towards enemies, dealing (STR + DEX) damage to all opponents within the path. Cannot level, but can be evolved. Two upgrade points to add 10 more feet of charging distance. (Costs 80 STA) Mighty Blow - Upgraded version of Fierce Swipe. Deals (4d4 + STR + STR + DEX) DMG to enemy. (Costs 120 STA) Painkiller - Decreases any DMG from status effects by 5%. Every two upgrade points increase Painkiller by 5%. (Passive Skill) Restrictions: Can use axe-specific skills, hammer-specific skills, mace-specific skills, and body-related skills. Can use all non-magical and non-mental warrior skills. Requirements: Must have non-magical and non-mental skills. Must have at least two natural Body-Protecting Skills like Hardened Body and Tempered Body.