Overview | Combatants Mages | Rogues

Priests

cleric concept art

Class Role(s): HP Healing, Group Support

No other class can direct heal as hard as the Cleric. Some healers use other forms and a bit of finesse but the Cleric has maintained his mantra from the beginning of time: heal hard, heal now. Let’s be honest, who can argue?

Most Effective Weapon(s): Wand and Relic
RE Armor: Cloth
DE Armor: Leather

Available Races:

Ursa, Goblin, Human, Moon Elf, Gnome, Dwarf, Ogre, Dark Elf, Fae, Brownie, Oaken, Jagua

Abilities

Momentum

  • 1. Infuse - Enchants the group’s weapons with magical energy. Increasing base attack damage and adding a non-elemental magic proc
  • 2. Confuse - Mesmerizes target, preventing any action to be taken. Broken when target takes damage
  • 3. Confound - Momentarily silences the target and lowers their magical resistances
  • 4. Charm - Charms the target to fight on behalf of the Infuser

Non-momentum

  • 5. Mind’s Eye - Returns magic primary resource to surrounding mages
  • 6. Link - Links the target’s mind to the Infuser, increasing target's spell power by % of the Infuser’s own

Clerics have been around for ages, and there’s a reason for that. When it comes to pure emergency healing power few can compete. In times of war it’s the Clerics who patch up the worst wounds quickly then send their patients back to battle. Stitching major wounds quickly is the simplest form of healing and its usefulness can’t be denied.

Resource management is key to a well-played Cleric. Though they lack the tricks some others healers possess, they have raw power in abundance... power which comes at a cost. Single target or multiple targets, the Cleric is there when the group needs healing. If spikes of health turn out to be too little too late, the Cleric resurrects their group members during combat to keep the fight going until victory is achieved.

Simple to pick up and learn, the Cleric is difficult to master. A well-played Cleric will always find his spot in any group or raid, while a poorly-played Cleric better hope he has friends that understand and don’t mind dying a few times.

“Hey, if he kept Kraive alive he’s a great Cleric, we need more like him. Or less like Kraive...” ~ Pseudo Tanks everywhere

Druid Concept Art

Class Role(s): HP Healing, CE Healing, Group Support

Sometimes blunt healing isn’t nearly as efficient as placing longer lasting heals on a target. Druids generate bonds with nature and use that energy to place long-lasting healing effects that heal for less up front but more over their duration.

Most Effective Weapon(s): Wand and Relic
RE Armor: Leather
DE Armor: Chainmail
Pet Creature Type: Lower Class Sentient Fae, Faerie, Sprite, Brownie, etc...

The Druid is far more at home in the wilderness - any wilderness - than they are in settlements. Some have been known to literally live in trees. Nature itself accepts the Druid as much as the Druid loves nature. It is quite common to see them in the company of sprites, which is a testament to their devotion to nature. Many communities of sprites require proof of dedication before bestowing their blessing upon a Druid.

A pet class, a priest, a healer - the Druid wears many hats, once you clean the twigs and leaves out of their hair. Their pets are sprites, and like all pet classes there are a variety of sprites a Druid can obtain as a companion, each with its own benefits. Some emanate health from their very presence while others may surround the Druid's group in damaging thorns. Using the best pet for the job is part of the excitement of this class.

This medium armor wearing priest approaches healing in its own way, with heal over time spells: regeneration that constantly feeds small amounts of health to the target, targets, or target area depending upon the skills used. A sustained healer, the Druid is designed to last the duration of the fight. All of these attributes make this class a true asset to every situation. Take a Druid with you, and you might just hug a tree yourself when the smoke clears.

“Of course I’m all natural...” ~ Ethenrol Tusor; Druid of the 7th Order

Available Races:

Ursa, Goblin, Human, Lupine, Moon Elf, Lizar, Dark Elf, Avian, Brownie, Oaken, Nymph, Halfling, Jagua

Abilities

Momentum

  • 1. Burst - A strong initial heal followed by a heal over time
  • 2. Healing Fountain - Summons a healing pool of water that lasts for (X) seconds; Heals players for (Y) when entering the pool and (Z) every second while standing in the pool
  • 3. Fairy Lights - Surrounds the target with Fairy Light, increasing vision and granting Regen
  • 4. Willow Wind - Plants a Willow tree that improves all healing done in the vicinity

Non-momentum

  • 5. Nature’s Spirit - Pet Sprite; summons a permanent pet based upon equipped item
  • 6. Will-o-Wisp - summons a will-o-wisp over the Druids shoulder that grants increased health regen, provides a light source, and heals group members for X every Y seconds when out of combat

Pet Free/Controlled Healing Style

Druids will summon pets that begin to work on healing their allies the moment they start losing health. The pets’ targets and abilities can be controlled by the Druid if the Druid wishes it, but the total combined healing from both the Druid and their permanent pets are equal to all other healers.

Enhanced Commands

Druids will have a unique pet UI window called Priority Targeting System (Pet). This will be displayed in a similar fashion to the Harmony System except the Druid will need to list the priority of targets based on Role of players, HP missing, and CE missing and assign each one to a priority list. To that end, the Druid will need multiple boards and the ability to cycle through each board in combat at the click of a button.

This PTS (Pet) board will layout the following information (as an example):

Raid Melee Healer
Priority 1: Melee DPS CE (within group x, y, and z) less than 60%
Priority 2: Melee DPS HP (within group x, y, and z) less than 40%
Priority 3: Support CE (within group x, y, and z) less than 50%
Priority 4: CC CE (within group x, y, and z) less than 50%
Priority 5: Support HP (within group x, y, and z) less than 40%
Priority 6: CC HP (within group x, y, and z) less than 40%

Raid Ranged Healer
Priority 1: Ranged DPS CE (within group x, y, and z) less than 60%
Priority 2: Ranged DPS HP (within group x, y, and z) less than 40%
Priority 3: Support CE (within group x, y, and z) less than 50%
Priority 4: CC CE (within group x, y, and z) less than 50%
Priority 5: Support HP (within group x, y, and z) less than 40%
Priority 6: CC HP (within group x, y, and z) less than 40%

Raid Main Tank Healer
Priority 1: Tank CE (holding primary threat of primary target *boss*) less than 60%
Priority 2: Tank HP (holding primary threat of primary target *boss*) less than 30%
Priority 3: Melee DPS CE (within group x, y, and z) less than 60%
Priority 4: Melee DPS HP (within group x, y, and z) less than 40%
Priority 5: Support HP (within group x, y, and z) less than 40%
Priority 6: Support CE (within group x, y, and z) less than 55%

Raid Off Tank Healer
Priority 1: Tank CE (holding primary threat of additional targets) less than 60%
Priority 2: Tank HP (holding primary threat of additional targets) less than 40%
Priority 3: Ranged DPS CE (within group x, y, and z) less than 60%
Priority 4: Ranged DPS HP (within group x, y, and z) less than 40%
Priority 5: CC HP (within group x, y, and z) less than 40%
Priority 6: CC CE (within group x, y, and z) less than 55%

Permanent Pets

Permanent pets will spawn and will remain within 15 meters of the Druid who summoned it. The pet will heal any target within 10 meters of itself, and it will have an awareness of all targets within 25 meters of the Druid to prevent issues in not healing priority targets that it would ideally be in range of. The permanent pet will use the Priority Target System (Pet) to determine who it will heal and in what order. No abilities will be interrupted when the pet begins to use them. Each pet will heal either CE or HP and no pet will have abilities that can heal both.

Temporary Pets

The temporary pet will either increase healing effectiveness of all healers and their pets who are standing within the pet's aura (offensive) or, when cast using an alternate key, will increase all healing received from all sources (includes procs and life taps) (defensive) for all people, up to half the maximum raid size, standing within the pet's aura.

Swarm Pets

The swarm pets will always summon in groups of six and will automatically seek targets within 30 meters based on the Druid’s Priority Target System (Player).

Obtaining Pets

Druids will obtain pets by first finding Fairie Groves scattered throughout the world. Each of these groves will provide the Druid with a quest line that the Druid will need to complete. Once complete, one of the Fairies of the grove will dedicate their life to the Druid out of gratitude and assist the Druid whenever called upon.

Once the Druid can summon the pet, then every fight will increase the Bond phase of the Grove System to improve its combat effectiveness; this can also be increased by returning to the grove where the Druid earned the pet as an ally.

Class Role(s): DPS, CC

The Gun Priests were trained in the art of stripping their enemies of their defenses and making them bleed... a lot. Like... dead. Zombies beware...

Class Role(s): Group Support, DPS

The Invoker evokes the power of spirits and even death itself to buff their allies’ combat prowess. From boosting damage to boosting survival the Invoker can turn an impossible situation into a rewarding encounter.

Most Effective Weapon(s): Staff
RE Armor: Chainmail
DE Armor: Plate

Available Races:

Goblin, Human, Moon Elf, Gnome, Troll, Dark Elf, Fae, Brownie, Nymph, Wood Elf

Abilities

Momentum

  • 1. Evocation - Invokes cursed spirits to enshroud group member’s weapons with disease for x seconds, adding a disease proc for x damage over time that lasts for x seconds; cannot trigger more than once every x seconds
  • 2. Invocation - Channel: Channels spiritual energies dealing x damage; each consecutive hit increases the damage of the next hit
  • 3. Beseech - Calls upon arcane ancestors to create spectral clones of group members within x meters (to a maximum of half the maximum raid size) intercepting x% of damage in place of the group member and mirroring 1 attack at reduced effectiveness
  • 4. Summoned Ferocity - Invokes feral spirits of the wild to aid group members, increasing effectiveness by x%

Non-momentum

  • 5. Levitate - Buff: Group: Provides allies within x meters levitation that slows their falling speed and reduces falling damage by 100%
  • 6. Invoke Shadows - Buff: Group: Coats the group members’ movements in shadow granting them Invisibility to Undead

The Invoker, like the Strategist, has the unique ability to convert single target abilities to frontal cone AoEs without losing any of the desired effect. The Invoker takes a melee approach to what the Infuser does, but with heavier armor and a stronger general CC effect, all while whacking enemies with its melee weapon of choice. Where the Berserker uses its weapon as a CC instrument with stuns and knockdowns, the Invoker has such faith that they it use to invoke divine power directly from their deity.

The more protective armor of the Invoker allows it to wade into combat like few other casters. Its use of 2-handed weapons also means that its melee damage is noticeable - far from the best, of course, but noticeable nonetheless. Even though it is arguably the squishiest class that uses heavy armor, it still maintains more durability than glass cannons. The multi-functionality of this class makes it a valued party member for groups of every size.

“I tried to reason with it first… I swear to it!” ~ Vishna Ra'duhl

shaman concept art

Class Role(s): HP Healing, CE Healing, Group Support

Shamans are almost as mysterious as their healing techniques. Placing a buff on you that only reacts when you take damage is their specialty. Some find it difficult to embrace this technique, but fear not, the Shaman has been doing this for thousands of years!

Most Effective Weapon(s): Wand and Relic
RE Armor: Leather
DE Armor: Chainmail

Available Races:

Ursa, Human, Troll, Vermi, Lizar, Ogre, Avian, Oaken, Halfling, Wood Elf

Abilities

Momentum

  • 1. Favor - Reactive heal, when target receives damage they are healed for % of max health. Applies 3 charges
  • 2. Mystic Blessing - Cures the target, heals for each detrimental effect removed
  • 3. Mystical Light - Group glows with an inner light. Reactive group heal. Heal for X amount when damage received. 10 hits group wide
  • 4. Spiritual Burst - Applies an in combat burst of movement speed

Non-momentum

  • 5. Mystical Barrier - For 2 seconds, all damage dealt to target is prevented. When buff expires, ally is healed for the amount of prevented damage
  • 6. Ethereal Empowerment - Increases the target’s skill power (Single target buff); Target receives more Momentum and Primary resource gain from abilities

The Shaman, a very primal healer, lives by a simple motto: if it’s not broken, why fix it? Preferring to don medium armors, these healers understand the ebb and flow of life itself. One thing dies, so another may live. It’s one of the most obvious forms of cause and effect and it had a profound role on the early Shaman. Embracing this law of life, the Shaman have made it work in their favor.

Reactive heals are an ability unique to the Shaman and used with such subtle finesse you might forget the savage that cast it. A hit is the cause; a heal the effect. This is difficult to learn and difficult to master, but at the hands of a skilled Shaman this heal type can perform amazing feats. Why wait until the damage is done to heal it? Reactives are pre-emptive heals and are what make the Shaman stand apart as a class.

In a group Shaman are effective healers, and solo they can be hearty opponents who refuse to fall. However, it is in a raid that their true talent shines. With ease the Shaman focuses on keeping people who take damage in health by supplementing their reactive healing buffs with totems and temporary pets to help place small wards and smaller targeted benefits for others. Rather than heal a whole area, which allows healing to be wasted on targets with full health, the Shaman specifically and precisely heals only those taking damage. These are not your emergency healers, this class is a sustained healer.

“Here’s to that voodoo, that you do so well!” ~ Survivors' toast

Witch Doctor Concept Art

Class Role(s): DPS, HP Healing, CE Healing, CC

Despite how a Witch Doctor may look, they are more than capable of placing a painful curse on your head. If you’re lucky, you may even find the Witch Doctor more focused on their own allies instead of on you. Don't get too comfortable though; they will return their attention to you in short order. This is going to hurt, we promise.

Most Effective Weapon(s): Wand and Relic
RE Armor: Cloth
DE Armor: Leather

Available Races:

Ursa, Human, Dwarf, Troll, Lizar, Ogre, Fae, Avian, Oaken, Jagua

Abilities

Momentum

  • Weaken - Applies a DoT that weakens target's attacks
  • Curse Spike - A Cursed Spike deals damage and causes blood to squirt from the target for x seconds doing an AoE CE/HP heal to nearby players
  • Bog - Turns the ground surrounding the Witch Doctor into a bog, snaring targets
  • Permute - Transforms harmful DoTs on nearby group members to HP/CE HoTs equivalent to 50% of their power

Non-Momentum

  • Hex Doll - Summons a clickie item for target. Clickie effect: Sacrifices primary resource to gain some CE and HP
  • Corrode - Acidic DoT that deteriorates the target's armor, lowering its resistances

Some may call the Witch Doctor’s way of casting spells comical to look upon. Anyone caught on the wrong side of one of their spells isn’t laughing, however. Curses wreak havoc upon the Witch Doctor’s enemies, while beneficial boons are pleasing to any that this priest decides to lay them near. Tribes have relied upon their Witch Doctors for generations for magical protection. Whether it’s making their warriors stronger or enemies weaker, the Witch Doctor delivers.

This light armor wearing priest is not a front line fighter. Sticking to the back ranks and working from a distance, the Witch Doctor serves two purposes in a group. DoT Damage to the enemy ensures that it is losing more life every second, while buffs from temporary pets promise to keep your group at higher proficiency than usual. A well-played Witch Doctor will quickly make a name for themselves, not for the healing they do, but rather for how much better the group performs because of their presence and added damage.

“Hocus Pocus,
One dead joker
dead man’s boon,
all mine soon,
blood of croaker
blood red moon
bloodied Rune
Death’s own broker…”
~ Witch Doctor’s mantra

Class Role(s): Tank, Self Healing

The Zealot began as a healer and realized - almost too late - that she really enjoyed the abuse of combat. This crazy bastard can sustain a bit of lost health, while allies repair any major wounds, and keep the big and the bad focused on her entirely.

Most Effective Weapon(s): Wand and Relic
RE Armor: Chainmail
DE Armor: Plate

Available Races:

Ursa, Orc, Human, Lupine, Gnome, Dwarf, Ogre, Dark Elf, Brownie, Oaken, Jagua

Abilities

Momentum

  • Sacred Weapon - Weapon attack that heals and increases threat
  • Sacred Shield - Blocked damage heals for % of damage blocked
  • Fervent Shout - Shouts at target increasing threat by a large amount
  • Zealotry - PBAoE heal (heal amount per target decreases with more players in range and increases with less players in range)

Non-Momentum

  • Fanatic - Summons a disciple to aide in combat
  • Shield Slap - Gap Closer, Charges into battle and bashes with equipped shield dealing x damage to target

The Zealot is a priest armored with such righteous conviction that it knows no fear. The Zealot laughs at the hits it takes while healing itself. This self-healing infuriates enemies, making the Zealot a great aggro management tank. Similar to the Paladin and yet different in form and function, the Zealot lacks the massive mitigation of the fighter. Instead this priest chooses to rely on the fact that its faith is stronger than any damage its taking.

This self-sustainability serves the Zealot well while solo, but don’t get too cocky. The damage output of the Zealot can make for long fights. Heavier armor helps mitigate incoming damage, making this one of the stand-there-and-take-the-hit tanks. Resource management and knowing when to react is required of all tanks, and the same is true of the Zealot. Casting that heal may save your life, or it may just leave you wide open to a stronger hit. The skilled Zealot will easily stand out from those that find themselves in need of training. Healer getting bogged down trying to heal the whole group? Let the Zealot to take care of itself for a moment, buying the healer some breathing room when needed.

“There was a den of thieves and cultists up in the hills, had to be easily thirty strong. The Zealot Brauhm walked in, then he walked out. No one else has walked out since.” ~ Tavern gossip at the Rusty Chalice.