There are 15 classes you can choose for your main character, each of them fight
differently and some quests will only be available to you if you’re of a
certain class. Once you choose a certain class you cannot change your mind
later.
Fighter Paladin
ShadowKnight
Samurai Ranger Rogue
Ninja Thief Treasure
Hunter
Cleric Druid Mage
Sorcerer Monk Bard
Fighter
The Fighter is the one on the front lines, they are very skilled and versatile
at the art of combat. For years armies have been made up of fighters. They have
the highest Attk, AC, and HP and can wield almost any weapon. Fighters have can
change their stance, which increases their fighting abilities. Some of the more
powerful fighters can throw themselves into a frenzied state, which makes them
very deadly and unpredictable.
Pros:
-Very good at physical combat
-Can use any piece of equipment
-Change Stance and Frenzy skills
Cons:
-Cannot use any kind of magick
-Weak magical resistance
Weapon
Restrictions: none
Armor
Restrictions: none
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Paladin
Paladins are usually seen fighting for a sense of righteousness, many of them
are allied with or working for the church. The stereotype is that all Paladins
are good, however this is untrue as there are many paladins working for
malevolent causes as well. Their creed is solely based on self-righteousness
and loyalty to their homelands. A Paladin can start using Clerical magick once
they reach level 9. Paladins can learn up to level 4 in clerical Magick. They
also have an innate ability called Lay Hands, this ability costs no EP and can
fully restores ones self. Lay Hands is only usable once after each time you
rest. Paladins can also learn how to turn undead, which is described more fully
under the cleric class listing. Some Advanced Paladins have also discovered a
way to raise wounded allies.
Pros:
-Almost matches fighter in combat capabilities
-Level 1-4 Cleric Magick
-Can use Lay Hands and Turn Undead
Cons:
-gains levels slower then normal classes
Weapon
Restrictions: cannot use Katana or Wakizaishi
Armor
Restrictions: none
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Shadow Knight
Also known as the Anti-Paladin. These warriors fight with the power of darkness
rather then light. The Shadow Knight has no creed. Many of them are loners or
mercenaries. Many people have tied Shadow Knights with the occult and some
dislike them, whether this connection is true or not, remains to be seen. The
Shadow Knight gains the ability to use Magick at level 9. He learns his spells
much like a mage and can use up to level 4 spells. Shadow Knights also get an
ability called Harm Touch, which causes a lot of damage to a random enemy. This
ability is usable once each time you rest. They can also learn control undead,
which is described more fully under the cleric class listing. Some of the more
advanced Shadow Knights have devoted their studies to necromancy and can use
Energy Drain, a highly powerful life-stealing spell.
Pros:
-Almost matches fighter in combat capabilities
-Level 1-4 Mage Spells
-Can use Harm Touch and Control Undead
Cons:
-gains levels slower then normal classes
Weapon
Restrictions: cannot use Katana or Wakizaishi
Armor
Restrictions: none
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Samurai
In this day and age, Samurai are very rare. They are said to originate from a nation
called Oykot, which disappeared long ago. They follow a strict code of
discipline and honor. An average Samurai is almost always willing to duel
someone to the death. Samurai can use magick at level 9, they learn spells just
like a sorcerer would. Samurai can also use some monk abilities. Higher level
Samurai have can send an energy wave from their sword that strikes all enemies.
Pros:
-Very Powerful
-Level 1-4 Sorcerer Spells
-Some monk skills and energy wave
-Can use 2 weapons
Cons:
-gains levels slower then normal classes
-Katana's can be rare and expensive
Weapon
Restrictions: can only use Katana and some Wakizaishi
Armor
Restrictions: none
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Ranger
Rangers gain their strength from nature, they are often found wandering or
living in the forest. If you find yourself lost you can bet that a ranger would
be able to find the way out. Rangers are also very good at hunting, some of
them can read the thoughts of animals. At level 9, the ranger can start using
Druid Magick. Some of the more advanced rangers have learned how to use Animal
Summoning III.
Pros:
-Almost matches fighter in combat capabilities
-Level 1-4 Druid Spells
-Some rogue skills and Talk to animals
Cons:
-gains levels slower then normal classes
Weapon Restrictions:
cannot use Katana or Wakizaishi
Armor
Restrictions: none
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Rogue
The expert at stealth and quickness. Rogues are good at moving quickly without
detection. Many of them are thieves, assassins or treasure hunters. Rogues can
use a variety of skills that help them get around. They can Detect and Disarm
traps in dungeons. They can also Move Silently, which reduces the number of
enemy encounters. Rogues can steal items from the enemies in battle. When
fighting they specialize in sneaking behind the enemy and backstabbing them for
extra Damage.
Pros:
-High Speed and Attack power
-Stealth Skills
-Very handy in dungeons
-Gains levels faster then other classes
-Can use 2 weapons
Cons:
-low AC and HP
-No magical ability
Weapon
Restrictions: limited to Daggers and small Guns
Armor
Restrictions: Cannot wear plate armor, chain armor, helmets, or use
shield
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Ninja
A rogue specialized in assassination and fighting.
Pros:
-Higher attack Power then Rogue
-Can use Wakizaishi
Cons:
-all other stats lower
-cannot use guns
Weapon
Restrictions: limited to Daggers and Wakizaishi
Armor
Restrictions: Cannot wear plate armor, chain armor, helmets, or use
shield
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Thief
A rogue specialized in quickness and stealth.
Pros:
-Much Higher Dexterity then Rogue
Cons:
-all other stats lower
Weapon
Restrictions: limited to Daggers and small Guns
Armor
Restrictions: Cannot wear plate armor, chain armor, helmets, or use
shield
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Treasure Hunter
A rogue specialized in detecting traps and exploring dangerous territory
Pros:
-Higher AC and HP then Rogue
-Can use big guns
Cons:
-all other stats lower
Weapon
Restrictions: limited to Daggers and Guns
Armor
Restrictions: Cannot wear plate armor, chain armor, helmets, or use
shield
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Cleric
Clerics are usually found in churches and cathedrals because their magical
ability is related to faith and feeling. Many see this as proof that there is a
god. Clerical magick is based on the light element and many of it revolves
around healing and natural wonders. In order to cast a spell, the cleric must
put his hands together and chant a prayer. This invokes the natural light ether
in their body, which is based around faith and causes the spell to be cast.
Clerics are very well equipped when fighting undead. They can use turn undead,
which causes a lot of damage to undead creatures, or they can use control
undead to make the creatures do their bidding. Clerics learn spells as their
level increases.
Pros:
-Can use level 1-7 Cleric Spells
-Specialized in healing, restoration, and empowering the party
-Average Defensive capability
-Very powerful against undead
Cons:
-low offensive capability
Weapon
Restrictions: Limited to Blunted weapons
Armor
Restrictions: cannot use bigger shields
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Druid
The Druid is very in tune with nature. They are often found participating in
strange, occult religious ceremonies. There is supposedly a secret group of
druids that live in Sanctus Silva, the biggest forest in the world. Some druids
are hostile towards civilization and will attack travelers. Druids can learn
the ability to read the thoughts of animals and other natural spirits. Their
magical abilities are similar to the cleric but they favor the Geo Element
rather then the Light element. Some of the more powerful druids can learn to
use a forbidden spell, Animal Summoning IV. Druids learn spells as their level
increases.
Pros:
-Can use level 1-7 Druid Spells
-Specialized in healing, and invoking the forces of nature
-Many of their spells can hinder the enemy party
Cons:
-low defensive capability
Weapon
Restrictions: Limited to Daggers, Maces, Staves, and small Guns
Armor Restrictions:
cannot use bigger shields, wear plate armor, wear chain armor, or wear helmets.
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Mage
Mages specialize in the dark element of Magick. This element is based on
knowledge and truth. Mages used to be persecuted for allegiance with demonic
forces. Magick is very powerful, not just anyone can become a mage. It takes
intense study and research, along with self-discipline and meditation. Mages
are almost never without their spell books, which they use to record rituals used
to cast spells. Mages learn spells by acquiring scrolls that contain the
ritual. They copy the information onto their book for later use.
Pros:
-Can use level 1-10 Mage Spells
-Specialized in offensive magick
-Many of their spells can hinder the enemy party
Cons:
-low physical capability
-scrolls can be hard to find and/or expensive
Weapon
Restrictions: Limited to Daggers and Staves
Armor
Restrictions: Limited to robes and hats
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Sorcerer
Sorcerers are very similar to mages, except that they seem to have a special
gift from birth. Sorcerers don't study and read books to learn magick, instead
they rely on their inner selves to perform these miracles. Many Sorcerers don't
even know how they use magick, they just can. Sorcerers can choose spells as
they increase in level, once this choice is made it can never be reversed.
Pros:
-Can use level 1-10 Mage Spells
-Specialized in offensive magick
-No need for spell memorization, they can use all their spells at any time
Cons:
-low physical capability
-limited spell selection
-once a spell is chosen it cannot be reversed
Weapon
Restrictions: Limited to Daggers and Staves
Armor
Restrictions: Limited to robes and hats
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Monk
Monks are the masters of hand-to-hand combat. They focus on self-improvement
and self-discipline. They reject weapons and armor as an unnatural burden.
Monks get a variety of attacks that can cause injury to the enemy, many times
hindering them. Instead of buying equipment, the monk must seek out trainers
that can help them improve their technique.
Pros:
-Has a variety of techniques available
-Good balance of base statistics
-Does not need to buy equipment
Cons:
-cannot use accessories
-cannot use armor
Weapon
Restrictions: Cannot use any weapons
Armor
Restrictions: Cannot use any armor
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Bard
More commonly referred to as musicians. Talented bards can intertwine ether
power with music that can empower their group or hinder the enemy. Many of the
bards today just play music without knowing the magical properties that can be
combined with it. Combining ether and music is a very difficult process. Some
bards have become thieves, and can steal from the enemy.
Pros:
-Music uses no EP
-Average physical and mental capability
Cons:
-Bard songs cost AP to learn
Weapon
Restrictions: Cannot use 2 handed weapons or Wakizaishi
Armor
Restrictions: Cannot wear plate
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