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'''Ember Online''' enjoys a variety of racial and class combinations to suite a persons taste and preferred playing style.
+
___TOC__
  
'''NOTE:''' Class specifics are currently changing and the information will be added and updated as abilities and features are finalized. Also Remember to check out the Races section (https://ember-online.com/wiki/index.php/Races). Some races are better suited to certain classes than others.
+
== Overview ==
 +
'''Ember Online''' features a diverse range of classes divided into four primary archetypes. Success in the game depends on balancing your race's stat caps with your class's primary requirements.
  
'''SURVIVAL:''' Every class benefits from having maximum Endurance (for damage absorption), Agility (for dodging physical attacks) and a high Wisdom (for resisting magical attacks).  
+
== Fighter Classes ==
 +
Frontline combatants focusing on high health, physical defense, and consistent damage.
  
'''MR:''' To benefit from a classes natural magic resistance you will still need a high WIS.
+
=== [[Barbarian]] ===
 +
* '''Important Stats:''' Strength (Dmg), Agility (Hit/Dodge), Endurance (HP), Wisdom (MR), Charisma (Minor HP)
 +
* '''Ease:''' Easy | '''Survivability:''' Low-Medium | '''DPS:''' High
 +
* '''PVP Value:''' Medium-High | '''PVE Value:''' High
 +
* '''Growth:''' 300M EXP to Lv 25 | '''Attack Increments:''' 3, 10, 25
 +
* '''Armor:''' Heavy, Medium, Shield, Heavy Helmet
 +
* '''Weapons:''' Axes, Blunts, Daggers, Fists, Swords
 +
* '''Class Traits:'''
 +
** -8% MR reduction | -1.25 AGI dodge reduction | 8% HP increase.
 +
** '''Focus:''' Gain Focus Points on '''missing'''. FP is based on max Strength.
 +
** '''Dual Wield:''' Can wield two weapons for a 10% overall damage bonus.
 +
** '''Weapon Specialty (Stackable):'''
 +
*** '''Two-Handed Sword/Axe:''' +5%-8% damage and critical hit bonuses.
 +
*** '''Axe/Sword:''' Provides the best raw damage.
 +
*** '''Dagger:''' +0.4 attack agility, -0.075s to exhaustion cooldown.
 +
*** '''Hammer:''' 4% chance to silence target for 2 ticks (4-8 seconds).
 +
* '''Skills:'''
 +
** '''Rage:''' After 3 hits, enter a rage for +40% damage (increasing 5% per rage hit). Resets on miss, moving to a safe area, or landing 3 rage attacks.
 +
** '''Extra Damage:''' Deal +1% damage per FP. Resets on moving or changing targets.
  
'''DUAL WIELDING:''' When you dual wield the weapon chosen in each attack is random (you will not always be hitting with the best weapon).
+
=== [[Knight]] ===
 +
* '''Important Stats:''' Strength, Agility, Endurance, Charisma (Taunt/FP), Wisdom
 +
* '''Ease:''' Easy | '''Survivability:''' High | '''DPS:''' Medium
 +
* '''PVP Value:''' Medium-High | '''PVE Value:''' High
 +
* '''Growth:''' 300M EXP to Lv 25 | '''Attack Increments:''' 3, 10, 25
 +
* '''Armor:''' Heavy, Shields, Heavy Helmets
 +
* '''Weapons:''' Axes, Blunts, Daggers, Fists, Staves, Swords
 +
* '''Class Traits:'''
 +
** +4% HP increase | +1.25 AGI attack hitrate increase.
 +
** '''Focus:''' Gain Focus Points on '''attacking'''. Max FP is based on Charisma.
 +
** '''Shield Mastery:''' Gain 20% more shield AC on equip. Shield deflects negate double damage (up to 100%).
 +
** '''2H Mastery:''' Can use 2H weapons for +5%-8% damage and special bonuses. Counter-bashing or 2H crits grant extra FP.
 +
* '''Skills:'''
 +
** '''Charge:''' Out-of-combat opener. Reduces defender dodge by 66% and deals 10% more damage. (+3 FP on hit, +1 on miss).
 +
** '''Kick:''' (4 FP) Lowers target Endurance (CHR based) and Dodge (33%). Breaks protect (8s lockout).
 +
** '''Strike:''' (Min 2 FP) Uses all FP. Each point deals 13% more damage and +5% hit chance.
 +
** '''Smash:''' (3 FP) +25% damage and reduces target Intelligence (CHR based).
 +
** '''Taunt:''' Forced targeting and massive damage reduction (CHR based). 2x effectiveness vs NPCs.
 +
** '''Shield Bash:''' On shield deflect, deal 50% damage back to the attacker.
  
==Fighter==
+
=== [[Monk]] ===
Tasked primarily with dealing damage via weapons, the Fighter classes rely heavily on Strength to overwhelm their opponents.
+
* '''Important Stats:''' Strength, Agility, Endurance, Wisdom, Charisma
====[[Barbarian]]====
+
* '''Ease:''' Easy | '''Survivability:''' Medium | '''DPS:''' Medium-High
 +
* '''PVP Value:''' High | '''PVE Value:''' Medium
 +
* '''Growth:''' 350M EXP to Lv 25 | '''Attack Increments:''' 4, 13, 25
 +
* '''Armor:''' Light
 +
* '''Weapons:''' Staves
 +
* '''Class Traits:'''
 +
** +2 AGI dodge increase | Resistance to poison.
 +
** +17 armor at level 25 (+1 every 3 levels).
 +
** '''Dual Wield:''' Can dual wield for an extra stamina point.
 +
* '''Skills:'''
 +
** '''Flash Bombs:''' Hides self or party. Out of combat grants Atk AGI and Spell Pierce bonus.
 +
** '''Meditate:''' Out-of-combat HP regen (INT based).
 +
** '''Roundhouse:''' Every 3rd successful hit deals 2x damage. Resets on miss or moving.
 +
** '''Stances:''' Up to 3 stances that adjust stats/attributes for specialized combat.
  
Stat Priority: Strength, Agility, Endurance.
+
== Rogue Classes ==
 +
Specialists in stealth, utility, and high burst damage.
  
Attack Increments At Levels: 3, 10, 25
+
=== [[Assassin]] ===
 +
* '''Important Stats:''' Strength, Agility, Endurance, Intelligence (Stealth), Wisdom, Charisma
 +
* '''Ease:''' Medium | '''Survivability:''' Low-Medium | '''DPS:''' High
 +
* '''PVP Value:''' High | '''PVE Value:''' Low-Medium
 +
* '''Growth:''' 350M EXP to Lv 25 | '''Attack Increments:''' 1, 9, 25
 +
* '''Armor:''' Cloth, Shield, Heavy Helmet
 +
* '''Weapons:''' Daggers, Swords
 +
* '''Class Traits:'''
 +
** +7.5% damage taken from incoming hostile spells.
 +
** '''Dual Wield:''' 10% overall damage bonus.
 +
* '''Skills:'''
 +
** '''Autosneak:''' Unseen movement. Distance based on Intelligence.
 +
** '''Hide:''' Stay hidden in a room. Quality based on Intelligence.
 +
** '''Backstab:''' 4x damage (4.5x dual wielding). Requires daggers and being hidden.
 +
** '''Track:''' Shows players who recently passed through the room.
  
Needed EXP to Level 25: 300mil
+
=== [[Archer]] ===
 +
* '''Important Stats:''' Strength, Agility, Endurance, Intelligence (Debuffs), Wisdom, Charisma
 +
* '''Ease:''' Medium | '''Survivability:''' Low-Medium | '''DPS:''' High
 +
* '''PVP Value:''' High | '''PVE Value:''' Medium
 +
* '''Growth:''' 350M EXP to Lv 25 | '''Attack Increments:''' 3, 13, 19, 25
 +
* '''Armor:''' Light Armor, Heavy Helmet
 +
* '''Weapons:''' Bow
 +
* '''Class Traits:'''
 +
** Bows grant bonus armor based on min/max values.
 +
** +1 attack (5 total at level 25).
 +
* '''Skills:'''
 +
** '''Pierce Shot:''' Ignores absorb/deflect. Bonus damage vs heavy armor (INT based).
 +
** '''Rapid Shot:''' Uses all attacks instantly. Starts at 90% damage, scales +20% per hit.
 +
** '''Divinity Shots (INT Based):'''
 +
*** '''Drain Shot:''' Mana leech. 100% damage if Earth divinity.
 +
*** '''Slow Shot:''' Target slow. 100% damage if Water divinity.
 +
*** '''Sap Shot:''' Stat reduction. 100% damage if Night divinity.
 +
*** '''Bind Shot:''' 2-tick bind (no stack). 100% damage if Lightning divinity.
 +
*** '''Hail Shot:''' Physical AOE (up to 5 targets). +5% damage if Fire divinity.
  
Can wield swords, axes, blunts, fists, daggers, two handed weapons (which grant damage bonuses and unique abilities), and staves. Can dual wield (this gives a +10% damage bonus).
+
=== [[Thief]] ===
 +
* '''Important Stats:''' Agility (Steal/Hit), Strength, Endurance, Intelligence (Hide), Wisdom, Charisma
 +
* '''Ease:''' Medium | '''Survivability:''' Medium | '''DPS:''' Medium
 +
* '''PVP Value:''' Medium | '''PVE Value:''' Medium
 +
* '''Growth:''' 275M EXP to Lv 25 | '''Attack Increments:''' 1, 10, 25
 +
* '''Armor:''' Cloth, Shield, Heavy Helmet
 +
* '''Weapons:''' Bows, Daggers
 +
* '''Class Traits:'''
 +
** +33% party item drop rate increase.
 +
** +25% hide effectiveness (Harder to be searched out).
 +
** Bows can use unique arrows with Critical hit chances.
 +
* '''Skills:'''
 +
** '''Ambush/Backstab:''' 3x damage from hide (Bow ~3.5x).
 +
** '''Hinder/Rip:''' 2.5x dmg + potion cooldown increase or movement bind/AGI loss.
 +
** '''Traps:''' Sensor, Damage, or Bind. Difficulty based on Intelligence. Can disarm/retrieve.
 +
** '''Steal:''' Steals gold from players and NPCs.
 +
** '''Spy:''' View players in adjacent rooms.
  
Can wear medium, light, cloth, shields, and helmets
+
=== [[Ranger]] ===
 +
* '''Important Stats:''' Charisma (Pet power), Strength, Agility, Endurance, Wisdom
 +
* '''Ease:''' Medium | '''Survivability:''' High | '''DPS:''' Medium
 +
* '''PVP Value:''' Medium | '''PVE Value:''' Medium-High
 +
* '''Growth:''' 300M EXP to Lv 25 | '''Attack Increments:''' 2, 8, 25
 +
* '''Armor:''' Medium, Shield, Heavy Helmet
 +
* '''Weapons:''' Axes, Blunts, Bows, Daggers, Fists, Staves, Swords
 +
* '''Class Traits:'''
 +
** +1.5% MR increase | +25 steps to Autosneak.
 +
** Pet automatically targets owner's target.
 +
** Bows use unique arrows for '''Double''' Critical hit chance.
 +
** Bonus: Pet gets free attack of opportunity on found hidden targets (Pet Blitz).
 +
* '''Skills:'''
 +
** '''Capture:''' Tame a beast (<50% HP and lower level).
 +
** '''Favored Enemy:''' Bonus damage vs 2 NPC races and 1 player race.
 +
** '''Pet Protection:''' Pet may automatically defend owner based on pet's Taunt and Dodge.
 +
** '''Pet Equip:''' Pets can be equipped with gear and skills/spells.
  
-7.5% MR Reduction
+
== Mage Classes ==
 +
Specialists in magic damage, crowd control, and party sustain.
  
5% less dodge rate
+
=== [[Necromancer]] ===
 +
* '''Important Stats:''' Intelligence, Wisdom (MP/MR), Agility, Endurance, Charisma
 +
* '''Ease:''' Medium | '''Survivability:''' Medium | '''DPS:''' Medium
 +
* '''PVP Value:''' High | '''PVE Value:''' Medium-High
 +
* '''Growth:''' 350M EXP to Lv 25 | '''Attack Increments:''' 4, 14, 25
 +
* '''Armor:''' Cloth, Light Helmet
 +
* '''Weapons:''' Daggers, Staves, Wands, Tomes
 +
* '''Class Traits:'''
 +
** +8% MP increase | +1 Armor per 6 levels.
 +
** +25% bonus chance to pierce MR with debuff spells.
 +
** '''Life Leech:''' Kill credit heals caster for % of target's max HP (INT based).
 +
* '''Skills:'''
 +
** '''Summons:''' Imp or Undead (Zombies). Can summon 2 zombies at once.
 +
** '''Wither:''' Lowers target AC and MR (Extra +25% pierce bonus).
 +
** '''Leech:''' 1:1 damage to heal spell.
 +
** '''Beam:''' High pierce chance damage spell.
 +
** '''Rot:''' Poison DoT damage.
  
8% more overall HP
+
=== [[Sorcerer]] ===
 +
* '''Important Stats:''' Intelligence, Wisdom, Agility, Endurance, Charisma
 +
* '''Ease:''' Medium | '''Survivability:''' Medium | '''DPS:''' Medium-High
 +
* '''PVP Value:''' High | '''PVE Value:''' High
 +
* '''Growth:''' 350M EXP to Lv 25 | '''Attack Increments:''' 4, 14, 25
 +
* '''Armor:''' Cloth, Light Helmet
 +
* '''Weapons:''' Staves, Wands, Codex
 +
* '''Class Traits:'''
 +
** +13% MP increase.
 +
** '''Teleportation:''' Uses Crystal Actuators and Chandorite Crystals to travel. Access to world portals.
 +
* '''Skills:'''
 +
** '''Shield:''' Heavy deflect armor + immunity to 'Wither' and 'Dispel'.
 +
** '''Fade:''' Invisibility. First attack grants Atk AGI and Spell Pierce bonus.
 +
** '''Barrage:''' AOE damage; bypasses Guardian Protect.
 +
** '''Watcher:''' Arcane scout that explodes on hidden targets.
 +
** '''Golem:''' Summons elemental pet.
  
Rage - After three successful attacks regardless of misses, you will enter a rage, dealing 40% increased damage, increasing 5% for each successful rage attack. Rage will be reset if you miss while raged, move into a safe area, or land three successful rage attacks.
+
== Healer Classes ==
 +
=== [[Cleric]] ===
 +
* '''Important Stats:''' Intelligence, Wisdom (MP/MR), Agility, Endurance, Charisma
 +
* '''Ease:''' Medium-Hard | '''Survivability:''' Very High | '''DPS:''' Low
 +
* '''PVP Value:''' High | '''PVE Value:''' Very High
 +
* '''Growth:''' 300M EXP to Lv 25 | '''Attack Increments:''' 4, 13, 25
 +
* '''Armor:''' Light, Shield, Heavy Helmet
 +
* '''Weapons:''' Blunts, Fists, Rods, Staves
 +
* '''Class Traits:''' Cannot use neutral divinity.
 +
* '''Skills:'''
 +
** '''Aid/Heal/Cure:''' Primary tiers of healing spells.
 +
** '''Aegis:''' Bonus AC + Divinity resistance. Cleric heals grant extra HP while active.
 +
** '''Prayer:''' Out-of-combat mana regeneration (INT based).
 +
** '''Smite:''' Bonus damage vs Undead and Demons.
 +
** '''Remedy:''' Cures Poison, Bleed, Rip, and Hinder.
 +
** '''Scribe:''' Create Bless or Soulbind scrolls.
  
Extra Damage - As you drop in health, you deal increased damage, up to 8% with 1HP.
+
=== [[Druid]] ===
 +
* '''Important Stats:''' Wisdom (Morph/MR), Charisma (Debuffs), Strength, Agility, Endurance
 +
* '''Ease:''' Medium-Hard | '''Survivability:''' High | '''DPS:''' High
 +
* '''PVP Value:''' High | '''PVE Value:''' High
 +
* '''Growth:''' 325M EXP to Lv 25 | '''Attack Increments:''' 4, 13, 25
 +
* '''Armor:''' Medium
 +
* '''Weapons:''' Blunts, Fists, Rods, Staves, Talismans
 +
* '''Skills:'''
 +
** '''Morph:''' Changes form (decreases MR slightly).
 +
*** '''Cat Form:''' +1 Attack, High Atk AGI. Hits cause Bleed (AGI based). Bleeding targets take +5% physical dmg. 10% chance for extra attack.
 +
*** '''Bear Form:''' High Armor/STR. 20-50% chance to absorb damage (END based).
 +
** '''Bloom:''' Stationary party heal NPC (16s duration). Out-of-combat only.
 +
** '''Roar:''' Bear taunt; reduces damage taken (CHR based). 2x effect vs NPCs.
 +
** '''Faeriefire:''' Lowers target AC; prevents Fading/Autosneaking.
  
======Barbarian Sample Builds (format 1)======
+
=== [[Bard]] ===
{| class="sortable"  
+
* '''Important Stats:''' Charisma (Song Power), Strength, Agility, Endurance, Wisdom
 +
* '''Ease:''' Low-Medium | '''Survivability:''' Medium | '''DPS:''' Low
 +
* '''PVP Value:''' Low-Medium | '''PVE Value:''' Medium-High
 +
* '''Growth:''' 325M EXP to Lv 25 | '''Attack Increments:''' 3, 10, 25
 +
* '''Armor:''' Medium, Light Helmet
 +
* '''Weapons:''' Axes, Blunts, Daggers, Fists, Instruments, Staves, Swords
 +
* '''Class Traits:''' -15% MP reduction.
 +
* '''Skills:'''
 +
** '''Songs:''' Party buffs (Regen, Power, Magic, Tempo, Break). Scaled by Charisma and instrument power.
 +
** '''Shell:''' Reduces physical and magical damage taken.
 +
 
 +
== Event Classes ==
 +
 
 +
=== [[Squire]] ===
 +
* '''Important Stats:''' Agility, Strength, Endurance, Intelligence, Wisdom, Charisma
 +
* '''Growth:''' 2000M EXP to Lv 25 | '''Attack Increments:''' 1, 8, 16
 +
* '''Armor:''' Heavy, Shield, Heavy Helmet
 +
* '''Weapons:''' Swords
 +
* '''Class Traits:''' Every successful hit grants +10% damage (up to 100%). Reset on miss or hitting a player.
 +
* '''Skills:'''
 +
** '''Self Cure:''' Healing self (scales to level 24). INT based.
 +
** '''Meditate:''' Out-of-combat heal (INT based).
 +
 
 +
== Experience Table (Level 25) ==
 +
 
 +
{| class="sortable" style="text-align:center;"
 
|-
 
|-
! Race !! Str !! Agi !! End !! Int !! Wis !! Chr !! Race Traits
+
! Class !! Required EXP to Level 25
 
|-
 
|-
|[[Races#Dark Elf|'''Dark Elf''']] || ?? || ?? || ?? || ?? || ?? || ?? ||
+
| [[Thief]] || 275,000,000
Infrared vision,
+
2 HP Regen,
+
10% Fizzle rate reduction
+
 
|-
 
|-
| [[Races#Drakeblood|'''Drakeblood''']] || ?? || ?? || ?? || ?? || ?? || ?? ||
+
| [[Barbarian]] || 300,000,000
+4 AC
+
 
|-
 
|-
| [[Races#Dwarf|'''Dwarf''']] || ?? || ?? || ?? || ?? || ?? || ?? ||
+
| [[Knight]] || 300,000,000
Infrared vision,
+
+6 AC,  
+
2 HP Regen,
+
10 spell damage negation
+
 
|-
 
|-
| [[Races#Elemental|'''Elemental''']] || ?? || ?? || ?? || ?? || ?? || ?? ||
+
| [[Paladin]] || 300,000,000
-4% MR
+
 
|-
 
|-
| [[Races#Elf|'''Elf''']] || ?? || ?? || ?? || ?? || ?? || ?? ||
+
| [[Ranger]] || 300,000,000
40% Fizzle rate reduction
+
 
|-
 
|-
| [[Races#Gnome|'''Gnome''']] || ?? || ?? || ?? || ?? || ?? || ?? ||
+
| [[Cleric]] || 300,000,000
20% Fizzle rate reduction
+
 
|-
 
|-
| [[Races#Goblin|'''Goblin''']] || ?? || ?? || ?? || ?? || ?? || ?? ||
+
| [[Bard]] || 325,000,000
Infrared vision,
+
-75% poison effect,  
+
10 Spell Damage Reduction,
+
+4% MR
+
 
|-
 
|-
| [[Races#Half_Elf|'''Half Elf''']] || ?? || ?? || ?? || ?? || ?? || ?? ||
+
| [[Druid]] || 325,000,000
15% Fizzle rate reduction,  
+
2 stat points to +1 stat
+
 
|-
 
|-
| [[Races#Halfling|'''Halfling''']] || ?? || ?? || ?? || ?? || ?? || ?? ||
+
| [[Monk]] || 350,000,000
+1 AGI to dodge
+
 
|-
 
|-
| [[Races#Half_Orc|'''Half Orc''']] || ?? || ?? || ?? || ?? || ?? || ?? ||
+
| [[Archer]] || 350,000,000
4 HP/tick,  
+
-10% cooldown timer for potion/food use.
+
 
|-
 
|-
| [[Races#Human|'''Human''']] || ?? || ?? || ?? || ?? || ?? || ?? ||
+
| [[Assassin]] || 350,000,000
2 stat points to +1 stat,
+
10% Fizzle rate reduction,
+
-15% cooldown timer for potion/food use.
+
 
|-
 
|-
| [[Races#Saurian|'''Saurian''']] || ?? || ?? || ?? || ?? || ?? || ?? ||
+
| [[Necromancer]] || 350,000,000
+2 AC
+
|}
+
 
+
======Barbarian Sample Builds (format 2)======
+
{| class="sortable"
+
 
|-
 
|-
! Race !! Str !! Agi !! End !! Int !! Wis !! Chr !! Pro's/Con's
+
| [[Sorcerer]] || 350,000,000
|-
+
|[[Races#Dark Elf|'''Dark Elf''']] || ?? || ?? || ?? || ?? || ?? || ?? ||
+
 
+
|-
+
| [[Races#Drakeblood|'''Drakeblood''']] || ?? || ?? || ?? || ?? || ?? || ?? ||
+
 
+
|-
+
| [[Races#Dwarf|'''Dwarf''']] || ?? || ?? || ?? || ?? || ?? || ?? ||
+
 
+
|-
+
| [[Races#Elemental|'''Elemental''']] || ?? || ?? || ?? || ?? || ?? || ?? ||
+
 
+
|-
+
| [[Races#Elf|'''Elf''']] || ?? || ?? || ?? || ?? || ?? || ?? ||
+
 
+
|-
+
| [[Races#Gnome|'''Gnome''']] || ?? || ?? || ?? || ?? || ?? || ?? ||
+
 
+
|-
+
| [[Races#Goblin|'''Goblin''']] || ?? || ?? || ?? || ?? || ?? || ?? ||
+
 
+
|-
+
| [[Races#Half_Elf|'''Half Elf''']] || ?? || ?? || ?? || ?? || ?? || ?? ||
+
 
+
|-
+
| [[Races#Halfling|'''Halfling''']] || ?? || ?? || ?? || ?? || ?? || ?? ||
+
 
+
|-
+
| [[Races#Half_Orc|'''Half Orc''']] || ?? || ?? || ?? || ?? || ?? || ?? ||
+
 
+
|-
+
| [[Races#Human|'''Human''']] || ?? || ?? || ?? || ?? || ?? || ?? ||
+
 
+
|-
+
| [[Races#Saurian|'''Saurian''']] || ?? || ?? || ?? || ?? || ?? || ?? ||
+
 
+
 
|}
 
|}
  
======Barbarian Sample Builds (format 3)======
+
[[Category:Game Mechanics]]
[[Races#Dark Elf|'''Dark Elf''']] '''STR''' ??, '''AGI''' ??, '''CON''' ??, '''INT''' ??, '''WIS''' ??, '''CHA''' ??
+
[[Category:Classes]]
'''Pro's:'''
+
'''Con's:'''
+
 
+
[[Races#Drakeblood|'''Drakeblood''']] '''STR''' ??, '''AGI''' ??, '''CON''' ??, '''INT''' ??, '''WIS''' ??, '''CHA''' ??
+
'''Pro's:'''
+
'''Con's:'''
+
----
+
 
+
====[[Knight]]====
+
 
+
Stat Priority: Strength, Agility, Endurance, Charisma.
+
 
+
Attack Increments At Levels: 3, 10, 25
+
 
+
Needed EXP to Level 25: 300mil
+
 
+
Can wield swords, axes, daggers, blunts, fists, two handed weapons (which grant damage bonuses and unique abilities), and staves
+
 
+
Can wear heavy, medium, light, cloth, shields, and helmets
+
 
+
Can /TAUNT. Charisma based skill. The more charisma you have, the better distraction your taunt will be. Taunt also grants a damage reduction based on Charisma.
+
 
+
SHIELD BASH skill. When your shield deflects, deal 50% of your damage to the attacker.
+
 
+
5% Increased Hit Rate
+
 
+
4% more overall HP
+
 
+
====[[Monk]]====
+
 
+
Stat Priority: Strength, Agility, Endurance.
+
 
+
Attack Increments At Levels: 4, 13, 25
+
 
+
Needed EXP to Level 25: 350mil
+
 
+
Can wield staves, can dual wield (gaining an extra attack)
+
 
+
Can wear light, cloth, and light helmet.
+
 
+
7.5% more dodge rate
+
 
+
7.5% MR Bonus
+
 
+
Immunity to poison (75% duration reduction)
+
 
+
Can roundhouse. After 2 successful hits, roundhouse will take into effect next attack and will deals 2.0x. Missing or moving restarts the count.
+
 
+
Can use /meditate. This ability acts like food (but INT factors into it). Health is regenerated over time, can only be used out of combat. It also negates poison.
+
 
+
+1 armor per level
+
 
+
+6 (level 1) to +14 (level 25) attack modifier. +1 per 3 levels.
+
 
+
====[[Paladin]]====
+
 
+
Stat Priority: Strength, Agility, Endurance, Wisdom/Intelligence.
+
 
+
Attack Increments At Levels: 3, 10, 25
+
 
+
Needed EXP to Level 25: 300mil
+
 
+
Can wield swords, axes, blunts, staves, and daggers
+
 
+
Can wear heavy, medium, light, cloth, shields, and helmets
+
 
+
5% MR Bonus
+
 
+
Can /PROTECT. /protect You can protect a target from all incoming damage: you are attaked, whenever the person you are protected is aimed at, instead.
+
 
+
16% Blunt Damage Bonus. (Will be on par or little better than sword at level 15 decked item and should be better then swords at level 20 in any case).
+
 
+
/scribe Bless. This is  used in the creation of scrolls of Bless (see Decking in the New Players Guide section). Ability gained at 16th LVL.
+
 
+
 
+
Spells:
+
 
+
Cure (5 MP Cost) - A minor healing spell (used on self or target). Can also be used to damage undead for half of the heal amount.
+
 
+
Heal (10 MP Cost) - A healing spell that is a step up from Cure (used on self or target). Can also be used to damage undead for half of the heal amount.
+
 
+
Remedy (20 MP Cost) - Negates the effects of poison (used on self or target).
+
 
+
Sight (10 MP Cost) - Allows the target of the spell too see in dark places (used on self or target) and also negates the Blind (Necromancer Spell) effect.
+
 
+
Aegis (20 MP Cost) - Gives a small buff to your armour and reduces damage taken slightly from those you have DIV on (used on self).
+
 
+
Smite (8 MP Cost) - Calls down a storm of divinity-based elemental damage on a single target. Does massive damage to undead and about a third of that damage to enemies that are not undead (including players).
+
 
+
====[[Ranger]]====
+
 
+
Stat Priority: Strength, Agility, Endurance, Charisma.
+
 
+
Attack Increments At Levels: 2, 8, 25
+
 
+
Needed EXP to Level 25: 300mil
+
 
+
Can wield swords, axes, blunts, fists, staves, daggers, and bows
+
 
+
Can wear medium, light, cloth, shields, and helmets
+
 
+
Can use /track. /track gets more useful as you level up and can become a very handy tracking tool.
+
 
+
Can use /scribe. Can scribe 'identify\. Identify gets information on NPCs such as divinity and type.
+
 
+
Can have a /pet. Pets need to be /capture'd first.
+
 
+
Ranger Pets will automatically attack the target you are attacking.
+
 
+
The higher the rangers CHR the better the pet will perform.
+
 
+
Bows can use unique arrows which grant critical hit chances.
+
 
+
Ranger pets can have equipment bought for them to further increase their effectiveness. To equip a piece of gear (after you have bought it from the Rangers Camp) you need to have your pet un-summoned (/reclaim), then you right click and use the appropriate pet item. The pet can have one weapon, one piece of armour, one special and one description item. You can replace items by going through the same process (the new item will replace the old).
+
 
+
Ranger pets have a chance to block attacks on their owners, similar to Paladins /protect. This is based on taunt level (major) and dodge agility (minor) of your pet.
+
 
+
2.5% MR Bonus
+
 
+
==Rogue==
+
Although less heavily armored than their fighter cousins, the Rogues use their Agility and stealth abilities  to avoid damage and deliver wicked surprise attacks dealing amazing damage.
+
====[[Assassin]]====
+
 
+
Stat Priority: Strength, Agility, Endurance, Intelligence.
+
 
+
Attack Increments At Levels: 1, 9, 25
+
 
+
Needed EXP to Level 25: 350mil
+
 
+
Can wield daggers and swords, can dual wield (gaining a 10% damage bonus)
+
 
+
Can wear medium, light, cloth, shields, and helmets
+
 
+
-5% MR Reduction
+
 
+
Can autosneak (/autosneak), can hide (/hide). Being found (by someone who uses /search command, the chance of finding is based on INT and LVL of hider/searcher) or backstabbing someone means you need to move squares to rehide. (Autosneak/Hide work well together). INT and LVL increases the amount of squares you can move in /autosneak before becoming exhausted.
+
 
+
Can use /track. /track gets more useful as you level up and can become a very handy tracking tool.
+
 
+
Equipping a dagger allows you to backstab for 4x more damage. You must equip DAGGER(s) to backstab.
+
 
+
In order to backstab you have two methods, you can move off the square you are on and back again. Then hide, then attack, or wait 1 second on the same square you just backstabbed on.
+
 
+
====[[Bard]]====
+
 
+
Stat Priority: Charisma, Agility, Endurance, Strength, Wisdom
+
 
+
Attack Increments At Levels: 3, 10, 25
+
 
+
Needed EXP to Level 25: 325mil
+
 
+
Can wield instruments, swords, axes, blunts, fists, daggers, and staves
+
 
+
Can wear medium, light, cloth, and light helmets
+
 
+
Can use /song - Has three different songs. Song power is based on instrument.
+
 
+
25% less mana
+
 
+
5% MR Bonus
+
 
+
 
+
Spells:
+
 
+
Cure - A minor healing spell (used on self or target).
+
 
+
Shell - Provides a minor buff to your Armour and MR (used on self).
+
 
+
 
+
/song #. This ability allows the Bard to sing three different song. Song effects do not stack, but you can have all three songs being played at the same time (assuming you have three Bards in the party). Costs 5 MP to cast and 2 MP a tick to sustain. You need an instrument. The instruments quality and Bards CHR determines how beneficial the song is. You cannot eat or drink while playing a song (but you can use mana restoratives or any other potion, and you can also cast magic).
+
 
+
/song 1 - This song provides a passive HP/MP regeneration, every tick, for every member in the party. The MP regen will not affect the Bard (they will still lose 2 MP per tick).
+
 
+
/song 2 - This song increases the STR and Armour of every member in the party.
+
 
+
/song 3 - This song increases the INT and Spell Penetration of every member in the party.
+
 
+
====[[Thief]]====
+
 
+
Stat Priority: Agility, Endurance, Intelligence, Strength
+
 
+
Attack Increments At Levels: 1, 10, 25
+
 
+
Needed EXP to Level 25: 275mil
+
 
+
Can wield daggers and bows.
+
 
+
Can wear medium, light, cloth, shields, and helmets
+
 
+
Can autosneak (/autosneak), can hide (/hide). Being found (by someone who uses /search command, the chance of finding is based on INT and LVL of hider/searcher) or backstabbing someone means you need to move squares to rehide. (Autosneak/Hide work well together). INT and LVL increases the amount of squares you can move in /autosneak before becoming exhausted.
+
 
+
Equipping a dagger allows you to backstab for 3x more damage while being hidden.
+
 
+
Equipping a bow allows you to ambush for (3x + 10%) more damage while being hidden. (Average of 13% more minimum damage and 8% more maximum damage when using bows at level 25). Bows can use unique arrows which grant critical hit chances.
+
 
+
Thieves can steal (/steal) gold from players and NPC. 30% boosted chance to steal on NPCs. Stealing is calculated by rolling Agility and LVL of the Thief vs INT and LVL of the victim.
+
 
+
Thieves have a 33% higher drop rate on items dropped from monsters. (I.E If a monster has 50% drop rate, then it would be 60%. I.E 0.5*1.33=0.665). This effects WHOLE party if in party, but only once (in other words there is no increased benefit in having more than one thief in the party).
+
 
+
Trap Disarming: Thieves have an automatic check to disarm a trap whenever they stand on a trap square (there is no command needed). The higher the thieves INT and LVL the better the chance. NOT IMPLEMENTED YET.
+
 
+
==Mage==
+
No RPG is complete without an arcane caster. Mages use their Intelligence to power a variety of spells.
+
====[[Necromancer]]====
+
 
+
Stat Priority: Intelligence, Wisdom, Endurance, Agility
+
 
+
Attack Increments At Levels: 4, 14, 25
+
 
+
Needed EXP to Level 25: 350mil
+
 
+
Can wield staves, wands, and daggers
+
 
+
Can wear cloth and light helmets
+
 
+
8% MR Bonus
+
 
+
10% more mana
+
 
+
+1 armor per 6 levels.
+
 
+
 
+
Spells:
+
 
+
Beam (level 1) - Your first damaging spell, you will have this on character creation (used on enemy).
+
 
+
Stoneskin (level 1) - This is a buff to the armour rating of the target. This has a higher effect on the caster than on anyone else (used on self or target).
+
 
+
Undead (level 10) - Summons a zombie to fight by your side, any damage it does heals it for about 1/3 of the damage it did.
+
 
+
Rot (level 12) - Inflicts a DoT (damage over time) poison effect onto the target. The damage is less than Leech spells damage, but more than Beam  (used on enemy).
+
 
+
Leech (level 16) - This spell damages the enemy enemies life force and some this life force is siphoned from it to heal the caster (used on enemy). Casting leech on your zombie will heal them.
+
 
+
Wither (level 19) - This is a debuff that increases the damage taken by the target of the spell (used on enemy).
+
 
+
Blind (level 20) - This spell blinds the target. Inflicting a -2 to AGL and also removing the auto map until the effect ends (used on enemy).
+
 
+
====[[Sorceror]]====
+
 
+
Stat Priority: Intelligence, Wisdom, Endurance, Agility
+
 
+
Attack Increments At Levels: 4, 14, 25
+
 
+
Needed EXP to Level 25: 350mil
+
 
+
Can wield staves and wands
+
 
+
Can wear cloth and light helmets
+
 
+
20% more mana
+
 
+
10% MR Bonus
+
 
+
Can use /scribe - Enchant (needs the enchant spell) This is gained at 10th level and increases in effect every 5 levels. Refer to Decking in the New Players Guide Section.
+
 
+
 
+
Spells:
+
 
+
Beam - Your first damaging spell, you will have this on character creation (used on enemy).
+
 
+
Stoneskin - This is a buff to the armour rating of the target. This has a higher effect on the caster than on anyone else (used on self or target).
+
 
+
Blast - A more damaging spell than Beam (used on enemy).
+
 
+
Sap - Reduces the STR of the spells target (used on enemy).
+
 
+
Power - Increases the STR of the spells target (used on self or target).
+
 
+
Golem - Summons a golem based on the div of the caster. It is cannon fodder for the Sorcerer - so do not get attached to it.
+
 
+
Fade - This will turn the target of the spell invisible. You can still attack and be attacked - you just won't be seen (used on self or target).
+
 
+
Hover - This spells floats the target from the ground, making them un-trackable and allowing them to avoid certain floor based traps (used on self or target).
+
 
+
==Healer==
+
Using a mix of martial ability and divine power, the Healers are a versatile class that can deal damage via spell or weapon as well as keep an entire party alive and fighting.
+
====[[Cleric]]====
+
Stat Priority: Intelligence, Wisdom, Endurance, Agility
+
 
+
Attack Increments At Levels: 4, 13, 25
+
 
+
Needed EXP to Level 25: 300mil
+
 
+
Can wield blunts, fists, staves, rods
+
 
+
Can wear light, cloth, shields, and helmets
+
 
+
-2.5% MR Reduction
+
 
+
Can use /scribe Soulbind and /scribe Bless. Refer to the Decking in the New Players Guide section. Soulbind is gained at level 8 and Bless is gained at level 13.
+
 
+
 
+
Spells:
+
 
+
Ray - Your first attack spell, you start with this spell (used on an enemy).
+
 
+
Cure - A minor healing spell (used on self or target).
+
 
+
Heal - This is the next step up from cure (used on self or target).
+
 
+
Smite (level 18) - This is a damage spell used vs undead (such as those found at the Graveyard)
+
 
+
Aid (level 19) - This is the best healing spell a cleric can have. Never leave home without it (used on self or target).
+
 
+
Remedy - This removes the effects of poison on the target of the spell (used on self or target).
+
 
+
Aegis - Gives a small buff to your armour and reduces damage taken slightly from those you have DIV on (used on self).
+
 
+
====[[Druid]]====
+
 
+
Stat Priority: Wisdom, Agility, Endurance, Strength, Intelligence.
+
 
+
Attack Increments At Levels: 4, 13, 25
+
 
+
Needed EXP to Level 25: 325mil
+
 
+
Can wield blunts. fists, staves, rods
+
 
+
Can wear medium, light, and cloth
+
 
+
-10% MR Reduction
+
 
+
Can morph - Cat form (offensive) at level 10, and Bear form (defensive) at level 19.
+
 
+
Morph Forms (just cosmetics - has no affect on stats) based on divs:
+
*Fire: Tiger/Sun Bear
+
*Night: Panther/Black Bear
+
*Ice: Lynx/Ice Polar Bear
+
*Lightning: Jaguar/Giant Panda
+
*Earth: Lion/Kodiak Bear
+
*Neutral: Earth Tiger/Moon Bear
+
 
+
Can /ROAR in bear form (from level 19). Charisma based skill. The more charisma you have, the better distraction your taunt will be. (Half the effects as the Knights TAUNT skill, but no damage reduction).
+
 
+
 
+
Spells:
+
 
+
Ray - Your first attack spell, you start with this spell (used on an enemy).
+
 
+
Cure - A minor healing spell (used on self or target).
+
 
+
Remedy - This removes the effects of poison on the target of the spell (used on self or target).
+
 
+
Haste - Increases the speed of Stamina regeneration so that you can act faster (used on self or target).
+
 
+
Nourish - This provides a food like HP regeneration effect. This is out of combat only (used on self or target).
+
 
+
Faeriefire - This spell highlights the enemy by wreathing them in a harmless fire like aura, making them easier to hit. It removes the ability to hide from Assassins or Thieves (used on enemy).
+

Latest revision as of 22:38, 17 January 2026

_

Overview

Ember Online features a diverse range of classes divided into four primary archetypes. Success in the game depends on balancing your race's stat caps with your class's primary requirements.

Fighter Classes

Frontline combatants focusing on high health, physical defense, and consistent damage.

Barbarian

  • Important Stats: Strength (Dmg), Agility (Hit/Dodge), Endurance (HP), Wisdom (MR), Charisma (Minor HP)
  • Ease: Easy | Survivability: Low-Medium | DPS: High
  • PVP Value: Medium-High | PVE Value: High
  • Growth: 300M EXP to Lv 25 | Attack Increments: 3, 10, 25
  • Armor: Heavy, Medium, Shield, Heavy Helmet
  • Weapons: Axes, Blunts, Daggers, Fists, Swords
  • Class Traits:
    • -8% MR reduction | -1.25 AGI dodge reduction | 8% HP increase.
    • Focus: Gain Focus Points on missing. FP is based on max Strength.
    • Dual Wield: Can wield two weapons for a 10% overall damage bonus.
    • Weapon Specialty (Stackable):
      • Two-Handed Sword/Axe: +5%-8% damage and critical hit bonuses.
      • Axe/Sword: Provides the best raw damage.
      • Dagger: +0.4 attack agility, -0.075s to exhaustion cooldown.
      • Hammer: 4% chance to silence target for 2 ticks (4-8 seconds).
  • Skills:
    • Rage: After 3 hits, enter a rage for +40% damage (increasing 5% per rage hit). Resets on miss, moving to a safe area, or landing 3 rage attacks.
    • Extra Damage: Deal +1% damage per FP. Resets on moving or changing targets.

Knight

  • Important Stats: Strength, Agility, Endurance, Charisma (Taunt/FP), Wisdom
  • Ease: Easy | Survivability: High | DPS: Medium
  • PVP Value: Medium-High | PVE Value: High
  • Growth: 300M EXP to Lv 25 | Attack Increments: 3, 10, 25
  • Armor: Heavy, Shields, Heavy Helmets
  • Weapons: Axes, Blunts, Daggers, Fists, Staves, Swords
  • Class Traits:
    • +4% HP increase | +1.25 AGI attack hitrate increase.
    • Focus: Gain Focus Points on attacking. Max FP is based on Charisma.
    • Shield Mastery: Gain 20% more shield AC on equip. Shield deflects negate double damage (up to 100%).
    • 2H Mastery: Can use 2H weapons for +5%-8% damage and special bonuses. Counter-bashing or 2H crits grant extra FP.
  • Skills:
    • Charge: Out-of-combat opener. Reduces defender dodge by 66% and deals 10% more damage. (+3 FP on hit, +1 on miss).
    • Kick: (4 FP) Lowers target Endurance (CHR based) and Dodge (33%). Breaks protect (8s lockout).
    • Strike: (Min 2 FP) Uses all FP. Each point deals 13% more damage and +5% hit chance.
    • Smash: (3 FP) +25% damage and reduces target Intelligence (CHR based).
    • Taunt: Forced targeting and massive damage reduction (CHR based). 2x effectiveness vs NPCs.
    • Shield Bash: On shield deflect, deal 50% damage back to the attacker.

Monk

  • Important Stats: Strength, Agility, Endurance, Wisdom, Charisma
  • Ease: Easy | Survivability: Medium | DPS: Medium-High
  • PVP Value: High | PVE Value: Medium
  • Growth: 350M EXP to Lv 25 | Attack Increments: 4, 13, 25
  • Armor: Light
  • Weapons: Staves
  • Class Traits:
    • +2 AGI dodge increase | Resistance to poison.
    • +17 armor at level 25 (+1 every 3 levels).
    • Dual Wield: Can dual wield for an extra stamina point.
  • Skills:
    • Flash Bombs: Hides self or party. Out of combat grants Atk AGI and Spell Pierce bonus.
    • Meditate: Out-of-combat HP regen (INT based).
    • Roundhouse: Every 3rd successful hit deals 2x damage. Resets on miss or moving.
    • Stances: Up to 3 stances that adjust stats/attributes for specialized combat.

Rogue Classes

Specialists in stealth, utility, and high burst damage.

Assassin

  • Important Stats: Strength, Agility, Endurance, Intelligence (Stealth), Wisdom, Charisma
  • Ease: Medium | Survivability: Low-Medium | DPS: High
  • PVP Value: High | PVE Value: Low-Medium
  • Growth: 350M EXP to Lv 25 | Attack Increments: 1, 9, 25
  • Armor: Cloth, Shield, Heavy Helmet
  • Weapons: Daggers, Swords
  • Class Traits:
    • +7.5% damage taken from incoming hostile spells.
    • Dual Wield: 10% overall damage bonus.
  • Skills:
    • Autosneak: Unseen movement. Distance based on Intelligence.
    • Hide: Stay hidden in a room. Quality based on Intelligence.
    • Backstab: 4x damage (4.5x dual wielding). Requires daggers and being hidden.
    • Track: Shows players who recently passed through the room.

Archer

  • Important Stats: Strength, Agility, Endurance, Intelligence (Debuffs), Wisdom, Charisma
  • Ease: Medium | Survivability: Low-Medium | DPS: High
  • PVP Value: High | PVE Value: Medium
  • Growth: 350M EXP to Lv 25 | Attack Increments: 3, 13, 19, 25
  • Armor: Light Armor, Heavy Helmet
  • Weapons: Bow
  • Class Traits:
    • Bows grant bonus armor based on min/max values.
    • +1 attack (5 total at level 25).
  • Skills:
    • Pierce Shot: Ignores absorb/deflect. Bonus damage vs heavy armor (INT based).
    • Rapid Shot: Uses all attacks instantly. Starts at 90% damage, scales +20% per hit.
    • Divinity Shots (INT Based):
      • Drain Shot: Mana leech. 100% damage if Earth divinity.
      • Slow Shot: Target slow. 100% damage if Water divinity.
      • Sap Shot: Stat reduction. 100% damage if Night divinity.
      • Bind Shot: 2-tick bind (no stack). 100% damage if Lightning divinity.
      • Hail Shot: Physical AOE (up to 5 targets). +5% damage if Fire divinity.

Thief

  • Important Stats: Agility (Steal/Hit), Strength, Endurance, Intelligence (Hide), Wisdom, Charisma
  • Ease: Medium | Survivability: Medium | DPS: Medium
  • PVP Value: Medium | PVE Value: Medium
  • Growth: 275M EXP to Lv 25 | Attack Increments: 1, 10, 25
  • Armor: Cloth, Shield, Heavy Helmet
  • Weapons: Bows, Daggers
  • Class Traits:
    • +33% party item drop rate increase.
    • +25% hide effectiveness (Harder to be searched out).
    • Bows can use unique arrows with Critical hit chances.
  • Skills:
    • Ambush/Backstab: 3x damage from hide (Bow ~3.5x).
    • Hinder/Rip: 2.5x dmg + potion cooldown increase or movement bind/AGI loss.
    • Traps: Sensor, Damage, or Bind. Difficulty based on Intelligence. Can disarm/retrieve.
    • Steal: Steals gold from players and NPCs.
    • Spy: View players in adjacent rooms.

Ranger

  • Important Stats: Charisma (Pet power), Strength, Agility, Endurance, Wisdom
  • Ease: Medium | Survivability: High | DPS: Medium
  • PVP Value: Medium | PVE Value: Medium-High
  • Growth: 300M EXP to Lv 25 | Attack Increments: 2, 8, 25
  • Armor: Medium, Shield, Heavy Helmet
  • Weapons: Axes, Blunts, Bows, Daggers, Fists, Staves, Swords
  • Class Traits:
    • +1.5% MR increase | +25 steps to Autosneak.
    • Pet automatically targets owner's target.
    • Bows use unique arrows for Double Critical hit chance.
    • Bonus: Pet gets free attack of opportunity on found hidden targets (Pet Blitz).
  • Skills:
    • Capture: Tame a beast (<50% HP and lower level).
    • Favored Enemy: Bonus damage vs 2 NPC races and 1 player race.
    • Pet Protection: Pet may automatically defend owner based on pet's Taunt and Dodge.
    • Pet Equip: Pets can be equipped with gear and skills/spells.

Mage Classes

Specialists in magic damage, crowd control, and party sustain.

Necromancer

  • Important Stats: Intelligence, Wisdom (MP/MR), Agility, Endurance, Charisma
  • Ease: Medium | Survivability: Medium | DPS: Medium
  • PVP Value: High | PVE Value: Medium-High
  • Growth: 350M EXP to Lv 25 | Attack Increments: 4, 14, 25
  • Armor: Cloth, Light Helmet
  • Weapons: Daggers, Staves, Wands, Tomes
  • Class Traits:
    • +8% MP increase | +1 Armor per 6 levels.
    • +25% bonus chance to pierce MR with debuff spells.
    • Life Leech: Kill credit heals caster for % of target's max HP (INT based).
  • Skills:
    • Summons: Imp or Undead (Zombies). Can summon 2 zombies at once.
    • Wither: Lowers target AC and MR (Extra +25% pierce bonus).
    • Leech: 1:1 damage to heal spell.
    • Beam: High pierce chance damage spell.
    • Rot: Poison DoT damage.

Sorcerer

  • Important Stats: Intelligence, Wisdom, Agility, Endurance, Charisma
  • Ease: Medium | Survivability: Medium | DPS: Medium-High
  • PVP Value: High | PVE Value: High
  • Growth: 350M EXP to Lv 25 | Attack Increments: 4, 14, 25
  • Armor: Cloth, Light Helmet
  • Weapons: Staves, Wands, Codex
  • Class Traits:
    • +13% MP increase.
    • Teleportation: Uses Crystal Actuators and Chandorite Crystals to travel. Access to world portals.
  • Skills:
    • Shield: Heavy deflect armor + immunity to 'Wither' and 'Dispel'.
    • Fade: Invisibility. First attack grants Atk AGI and Spell Pierce bonus.
    • Barrage: AOE damage; bypasses Guardian Protect.
    • Watcher: Arcane scout that explodes on hidden targets.
    • Golem: Summons elemental pet.

Healer Classes

Cleric

  • Important Stats: Intelligence, Wisdom (MP/MR), Agility, Endurance, Charisma
  • Ease: Medium-Hard | Survivability: Very High | DPS: Low
  • PVP Value: High | PVE Value: Very High
  • Growth: 300M EXP to Lv 25 | Attack Increments: 4, 13, 25
  • Armor: Light, Shield, Heavy Helmet
  • Weapons: Blunts, Fists, Rods, Staves
  • Class Traits: Cannot use neutral divinity.
  • Skills:
    • Aid/Heal/Cure: Primary tiers of healing spells.
    • Aegis: Bonus AC + Divinity resistance. Cleric heals grant extra HP while active.
    • Prayer: Out-of-combat mana regeneration (INT based).
    • Smite: Bonus damage vs Undead and Demons.
    • Remedy: Cures Poison, Bleed, Rip, and Hinder.
    • Scribe: Create Bless or Soulbind scrolls.

Druid

  • Important Stats: Wisdom (Morph/MR), Charisma (Debuffs), Strength, Agility, Endurance
  • Ease: Medium-Hard | Survivability: High | DPS: High
  • PVP Value: High | PVE Value: High
  • Growth: 325M EXP to Lv 25 | Attack Increments: 4, 13, 25
  • Armor: Medium
  • Weapons: Blunts, Fists, Rods, Staves, Talismans
  • Skills:
    • Morph: Changes form (decreases MR slightly).
      • Cat Form: +1 Attack, High Atk AGI. Hits cause Bleed (AGI based). Bleeding targets take +5% physical dmg. 10% chance for extra attack.
      • Bear Form: High Armor/STR. 20-50% chance to absorb damage (END based).
    • Bloom: Stationary party heal NPC (16s duration). Out-of-combat only.
    • Roar: Bear taunt; reduces damage taken (CHR based). 2x effect vs NPCs.
    • Faeriefire: Lowers target AC; prevents Fading/Autosneaking.

Bard

  • Important Stats: Charisma (Song Power), Strength, Agility, Endurance, Wisdom
  • Ease: Low-Medium | Survivability: Medium | DPS: Low
  • PVP Value: Low-Medium | PVE Value: Medium-High
  • Growth: 325M EXP to Lv 25 | Attack Increments: 3, 10, 25
  • Armor: Medium, Light Helmet
  • Weapons: Axes, Blunts, Daggers, Fists, Instruments, Staves, Swords
  • Class Traits: -15% MP reduction.
  • Skills:
    • Songs: Party buffs (Regen, Power, Magic, Tempo, Break). Scaled by Charisma and instrument power.
    • Shell: Reduces physical and magical damage taken.

Event Classes

Squire

  • Important Stats: Agility, Strength, Endurance, Intelligence, Wisdom, Charisma
  • Growth: 2000M EXP to Lv 25 | Attack Increments: 1, 8, 16
  • Armor: Heavy, Shield, Heavy Helmet
  • Weapons: Swords
  • Class Traits: Every successful hit grants +10% damage (up to 100%). Reset on miss or hitting a player.
  • Skills:
    • Self Cure: Healing self (scales to level 24). INT based.
    • Meditate: Out-of-combat heal (INT based).

Experience Table (Level 25)

Class Required EXP to Level 25
Thief 275,000,000
Barbarian 300,000,000
Knight 300,000,000
Paladin 300,000,000
Ranger 300,000,000
Cleric 300,000,000
Bard 325,000,000
Druid 325,000,000
Monk 350,000,000
Archer 350,000,000
Assassin 350,000,000
Necromancer 350,000,000
Sorcerer 350,000,000