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Vocations
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The Warrior is one of the six starting classes. They can use Swords, Greatswords, Axes, Fisticuffs and Shields. With their high HP, Defence and Weight stats, their job is to push monsters away from more frail party members, even if it means they take damage in the process. Their class skill tree, Courage, focuses on increasing HP, Attack, and Defence, and has abilities focusing around dealing moderate damage whilst debuffing the target. Axes are the recommended weapon choice, thanks to their abilities which similarly debuff the target, as well as the ability to use a shield in conjunction with it, further increasing defence. Whipping Boy, the skill unlocked when 8 Skill Points are allocated to Courage, is a prerequisite for the Paladin unlock quest.
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The Priest is one of the six starting classes. They can use Wands, Spears, Staves, Fisticuffs and Shields. With their high Magical Mending stats, and access to many healing spells, Priests are a support class who can heal and revive their allies, and can use defensive buffs like Kabuff and Dedazzle. Their class skill tree, Faith, provides passive buffs to MP and Magical Mending, and gives one access to abilities that prevent death and improve their Magical Mending. A Priest is best served by the Magical Mending and Defence bonuses of the Wand and Shield combo, whilst Staves and Spears only serve to increase the damage done by a class that, in all likelihood, will never attack.
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The Mage is one of the six starting classes. They can use Daggers, Whips, Heavy Wands, Fisticuffs and Shields. Their high Magical Might stats and myriad of damaging spells make them highly specialised for dealing Area of Effect Damage. Their paper-thin Defence and low HP makes them die quickly, so they should be well-guarded by a melee attacker. Their class skill tree, Spellcraft, gives passive bonuses to MP and Magical Might, as well as abilities that further improve Magical Might and reduce enemy’s resistance to spells. At 100 Skill Points and above, extra spells can be learnt. Mages also get extra spells when they put Skill Points into Daggers, which poison enemies to great effect. Wizard Ward, the 8P skill for Mages, is a prerequisite for the Armamentalist unlock quest.
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The Martial Artist is one of the six starting classes. They can use Claws, Staves, Spears, and Fisticuffs. They have very high Strength and Agility, making them fast and powerful yet fragile attackers. Their class skill tree, Focus, increases Strength, Agility, HP and Deftness, whilst also granting various abilities that allow one to increase their own Tension. Spears are the recommended weapons for Martial Artists, as Spear skills mesh the best with heightened Tension. Martial Artists are not required but highly recommended for the Superstar unlock quest, as they can easily raise their tension.
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Revision as of 21:00, 26 August 2021

Warrior Priest

The Warrior is one of the six starting classes. They can use Swords, Greatswords, Axes, Fisticuffs and Shields. With their high HP, Defence and Weight stats, their job is to push monsters away from more frail party members, even if it means they take damage in the process. Their class skill tree, Courage, focuses on increasing HP, Attack, and Defence, and has abilities focusing around dealing moderate damage whilst debuffing the target. Axes are the recommended weapon choice, thanks to their abilities which similarly debuff the target, as well as the ability to use a shield in conjunction with it, further increasing defence. Whipping Boy, the skill unlocked when 8 Skill Points are allocated to Courage, is a prerequisite for the Paladin unlock quest.

The Priest is one of the six starting classes. They can use Wands, Spears, Staves, Fisticuffs and Shields. With their high Magical Mending stats, and access to many healing spells, Priests are a support class who can heal and revive their allies, and can use defensive buffs like Kabuff and Dedazzle. Their class skill tree, Faith, provides passive buffs to MP and Magical Mending, and gives one access to abilities that prevent death and improve their Magical Mending. A Priest is best served by the Magical Mending and Defence bonuses of the Wand and Shield combo, whilst Staves and Spears only serve to increase the damage done by a class that, in all likelihood, will never attack.

Mage Martial Artist

The Mage is one of the six starting classes. They can use Daggers, Whips, Heavy Wands, Fisticuffs and Shields. Their high Magical Might stats and myriad of damaging spells make them highly specialised for dealing Area of Effect Damage. Their paper-thin Defence and low HP makes them die quickly, so they should be well-guarded by a melee attacker. Their class skill tree, Spellcraft, gives passive bonuses to MP and Magical Might, as well as abilities that further improve Magical Might and reduce enemy’s resistance to spells. At 100 Skill Points and above, extra spells can be learnt. Mages also get extra spells when they put Skill Points into Daggers, which poison enemies to great effect. Wizard Ward, the 8P skill for Mages, is a prerequisite for the Armamentalist unlock quest.

The Martial Artist is one of the six starting classes. They can use Claws, Staves, Spears, and Fisticuffs. They have very high Strength and Agility, making them fast and powerful yet fragile attackers. Their class skill tree, Focus, increases Strength, Agility, HP and Deftness, whilst also granting various abilities that allow one to increase their own Tension. Spears are the recommended weapons for Martial Artists, as Spear skills mesh the best with heightened Tension. Martial Artists are not required but highly recommended for the Superstar unlock quest, as they can easily raise their tension.

Thief Minstrel

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Battle Master Paladin

Battle Masters can use one-handed weapons, two-handed weapons, hammers, martial art skills and are professionals in melee combat.

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Armamentalist Ranger

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Sage Superstar

"The path to wisdom lies in loving the flowers at your feet with the knowledge that encompasses the truth of the universe."

Sages primarily use two-handed staves or fans. Their intelligence also makes them adept at ranged attacks with a bow or a boomerang.

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Monster Master Item Master

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Dancer Fortune Teller

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Druid Gadabout

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Death Master Demon Swordsman

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