Overview | Combatants Mages | Priests

Rogues

Class Role(s): DPS, Self Support

There is no doubt that Assassins were trained by the best to be the best at what they do… killing things. If you want an enemy dead, and quickly, the Assassin is the ally you want beside you and behind the target. Provide an Assassin with an opportunity to flank an enemy, and he will be dispatched in short order.

Most Effective Weapon(s): Dual Wield Daggers
RE Armor: Leather
DE Armor: Chainmail

Available Races:

Ursa, Goblin, Human, Troll, Vermi, Dark Elf, Fae, Brownie, Nymph, Wood Elf, Jagua

Abilities

Momentum

  • 1. Precise Strikes - Channel: The assassin performs a chain of attacks; each hit increasing in damage
  • 2. Assassinate - Deals x direct damage (requires you to be behind the target and in stealth)
  • 3. Shadow Leap - Leap through the shadows closing the distance to your target, dealing moderate damage
  • 4. Puncture - Puncture the target's artery causing x direct damage and x bleeding damage over time for x seconds

Non-momentum

  • 5. Poison Mastery - Buff: Self: Expertise in poisons increases effectiveness of poisons you apply to your weapons by x% for x minutes
  • 6. Shadowy Mirage - Draws shadows to you letting you blend in with the surrounding area becoming unseen by the naked eye for x seconds

The Assassin stands above all as the master of shadows. An assassin’s job is not flashy. It’s not filled with bright lights or fireworks. There is one thing and one thing alone this rogue excels at: assassination. Killing enemies that don’t even realize he’s there, the Assassin's job is all about straight damage. Whether sticking with dual wielding daggers for up close and personal high spike damage fights or stepping back with a ranged weapon for added survivability at a cost to damage output, the player’s main concern as an Assassin is dealing damage.

A group can have great healers and a wonderful tank but if there’s no one dealing damage then the situation can become very brutal, very quickly. An asset to any group, the assassin is a master at applying poisons. Stepping from the shadows to strike quickly before silently sliding back into hiding, a good assassin does not draw attention to themselves. Let the brutes stand in front to get beat on, while we true killers silently slide our blade between the target’s ribs.

“Death is our job, and business is good.” ~ Dre’bar The Assassin

Class Role(s): Group Support, CC

The Bards focus on their use of instrumentation to enhance their group's capabilities and/or diminish their enemy's effectiveness in combat. While using an instrument will give the Bards more out of their songs, many have been known to utilize weapons during combat as well, in order to assist with some of the overall damage output… though this is a rare practice.

Most Effective Weapon(s): Instruments (Dual Wield and Two Handed)
RE Armor: Leather
DE Armor: Chainmail

Available Races:

Goblin, Human, Moon Elf, Gnome, Vermi, Dark Elf, Brownie, Oaken, Nymph, Halfling, Wood Elf

Abilities

Momentum

  • 1. Tethered Lullaby - Put a target to sleep for x seconds; any damage will wake the target up
  • 2. Enchanting Chords - Charm a target for x seconds; effect cannot be reapplied by the same person within x seconds of wearing off; when the charm wears off the person who cast it will have a high amount of threat
  • 3. Assaulting Chords - Buff: Group: Provides all party members (to a maximum of half the maximum raid size) within x meters a x% chance to proc additional non-elemental damage per ability used for x damage per strike for x seconds
  • 4. Resisting Force - Increases all resists of party members (to a maximum of half the maximum raid size) within x meters by x% (or x amount) for x seconds

Non-momentum

  • 5. Quick Cadence - Buff: Group: Increases movement speed of party (NO CAP ON HOW MANY TARGETS - MUST BE GROUPED) by x% for x seconds
  • 6. Soothing Song - Sooth the aggressive nature of your target reducing its agro radius by x% (or x meters) for x seconds

The Bard is a rather unique class that masters no specific category but can fulfill an above average capability in several areas to provide valuable functionality no matter what your group or raid may face. Where all other classes use spells, the Bard is the only one that has cast timers (think the playing of each note to the conclusion of a short piece to gain the desired result) but can remain mobile will playing or casting. The Bard’s effects have a much shorter duration than any other class but can be applied to multiple targets within a short amount of time. Essentially, the Bard is an exceptional compliment to any primary role type!

The class is designed to function with instruments in hand as their desired weapon type where wielding an instrument that coincides with the type of songs being utilized results in more powerful effects and less consumption of primary and secondary resources. Fear not though, even using songs that do not match the instrument type prove effective in the hands of the right Bard!

The Bard will debuff and expose enemy weaknesses, empower the group to perform at higher levels, and even distract and completely debilitate mobs for a few moments within the same fight! Maybe you’ve got CC locked down but at times your abilities are being resisted; have the Bard debuff each of your targets and make your spells nearly unresistable! Maybe your DPS is performing at peak but you know you can push yourself a bit more; send the Bard in to sing cadences that will inspire quicker attacks, faster resource regeneration, and higher critical hit chances! Even tanks find that the increased threat generation and mitigation improvements (through movement speed or dampening damage even further) provided by the Bard are simply too amazing to overlook in the deepest, darkest dungeons!

Bards will be one of the few classes with the unique capability to limit the amount of enemies brought to the group during the pull phase, or “pre-fight phase”. By using lulls and debuffs, coupled with class skills and their enhancements, the Bard can isolate a single target out of a group of enemies and have that following the Bard to the awaiting group ambush on the other side of the stone door. No matter what your group is going to do the Bard is sure to be an asset that cannot be so easily overlooked! And why would you even want to?

“Did you hear the one about Hrthar? No? Allow me…” ~ Olithym the Torturer

Class Role(s): Tank, DPS, Self Support

The Duelist practices the art of fencing, which allows for maximum parry and riposte capabilities while leaving the offhand open to take advantage of strategic positioning. Duelists generate an immense amount of threat when successfully avoiding attacks by aggravating their enemies.

Most Effective Weapon(s): 1 Hand Sword (Empty Off-hand)
RE Armor: Leather
DE Armor: Chainmail

Available Races:

Goblin, Orc, Human, Moon Elf, Vermi, Dark Elf, Fae, Brownie, Halfling, Jagua

Abilities

Momentum

  • 1. Blade Weaver - Channeled: The Duelist performs a series of parries to mitigate incoming damage by x% (must have a 1-handed weapon equipped and an empty off-hand; damage mitigation is calculated before armor mitigation; each second held reduces mitigation by x% per second)
  • 2. Pirouette - A defensive maneuver that spins to the target's flank, avoiding damage while increasing threat
  • 3. Fluid Maneuvers - A short duration self buff that increases avoidance and causes each attack to increase the Duelist’s threat generation and damage by x%
  • 4. Insult to Injury - The Duelist taunts the target for x threat with an off-hand slap that deals x damage

Non-momentum

  • 5. Sponsor - Applies a single target buff that links the Duelist to a group member and transfers x% of the group member's threat to the Duelist
  • 6. Battle Dance - Toggles stance between offensive and defensive: Offensive: Increases damage while lowering threat and avoidance; Defensive: Increases avoidance and threat while lowering damage

Quicker than a brute with a sword, flashier than a sneak in the shadows, the Duelist focuses on making a single blade dance with a precision that is beautiful to behold. Any opponent who dismisses the Duelist as a flashy dancer soon learns just how sharp his blade is. A rogue at heart, the Duelist never underestimates his enemy. While always sharp, this fighter's blade may not always be... clean.

Avoiding damage is what keeps the Duelist alive and, as such, most will prefer single target tanking melee enemies. Abilities that allow you to parry and riposte not only prevent damage but can turn some attacks back on the attacker. Avoiding and returning damage while constantly poking at the target has a tendency to anger, quickly drawing attention away from the Duelist’s comrades. The ability to feed the hate gained to a focused target means that even a group that already contains a tank can benefit greatly from the presence of a good Duelist.

“The only dancing I do, I do with my blade.” ~ Maid Fallia, any time she’s asked to dance.

Class Role(s): CC, DPS

The Jester is the ultimate trickster. By using pranks and deadly jokes, Jesters can entrance enemies, dazzling and distracting them with their antics. While the enemies are busy gaping at the Jester, his allies swoop in for the kill.

Most Effective Weapon(s): Dual Wield Daggers
RE Armor: Leather
DE Armor: Chainmail

Available Races:

Goblin, Human, Dwarf, Vermi, Fae, Brownie, Nymph, Halfling, Wood Elf

Abilities

Momentum

  • 1. Powder Pot - Damages and Silences an enemy preventing spell usage for a short duration
  • 2. Hypnotize - Puts an enemy into a hypnotic trance preventing any action; Damage wakes the target
  • 3. Knife Show - First blade snares the target, second blade Bleeds the target, third blade Stuns the target
  • 4. Show Time - Channeled: targets in AoE are distracted by the Jester, forgetting all else to watch the show

Non-momentum

  • 5. Play Dead - The Jester is a master actor who plays dead so convincingly enemies believe he has died and move on to other targets
  • 6. Thespian - Jester disguises themselves as the targets ally, becoming non aggro while out of combat and reducing aggro during combat

The epitome of flash and grandeur, the Jester is always on stage. Putting on a show that thrills the group is the way that it dazzles enemies. From juggling knives that have a tendency to disappear into a target's throat to acting the role of a corpse, the Jester is a master performer. This trickster is so entertaining that the enemy may not even realize his buddy was just slaughtered by your groupmates.

This rogue prefers to dance in the spotlight rather than the shadows. Daze, hypnotize, or mesmerize... the Jester excels at crowd control. In leather armor this performer dances around among enemies during battle. Dealing with additional enemies mid-fight is easily managed, or ignored altogether as the Jester keeps them “entertained”. Few other classes have the ability to pull individual targets out of a group like the Jester.

While solo, the Jester has a wide array of tricks to handle multiple targets at once. If the situation becomes so dire that death is almost certain, the Jester has a final card to play: the Jester utilizes his superb acting skills to feign his own death so convincingly that the enemy leaves him for dead. This ability can not only save the rogue while he’s solo, but can be the difference between a raid wipe and a recovery. No raid benefits from a lack of crowd control. With a Jester in the group your chances of success are greatly increased no matter the situation.

“I can’t pull a rabbit from a hat, but if you’ll pass me your crown for just a moment, Your Majesty, I’ll show you how to get a jackass out of it.” ~ Jin BungleStep

Class Role(s): DPS, Self Support

Rangers have become so in tune with the land that they can create unique bonds with some of its wildlife, encouraging these creatures to aid them in combat. While the Ranger’s pet distracts you, it is the arrows that you’ve only just realized, too late might we add, are the real threat.

The Ranger has always been a traveler, ranging far afield with their animal companions. Of all the rogue archetypes, the Ranger is the only one with the use of a pet. The animal companion the Ranger uses determines the pet's function in combat. Whether using a pet that does slashing damage or one that uses bludgeoning attacks, a good companion is what makes the Ranger shine.

Preferring to hunt their enemies like a natural predator, this rogue can move quietly through any surrounding. A sustained DPS class, the Ranger shines when working in harmony with their pets, making them a valuable asset to any group. While most prefer to stay at a distance - using a bow to pepper the enemy with arrows - some have been known to wade right into the thick of combat. Doing so requires great skill, however, as the Ranger’s medium armor is meant for stalking prey through the underbrush more than taking direct hits from powerful opponents.

It’s this stalking of prey that allows the Ranger to learn how best to control the animals they've hunted. Once the Ranger has studied enough powerful animals, they learn how to tame one as a loyal companion. The traits of each animal come into play often, as some will attempt to slash at their enemies to very little effect. Learning the strength of your animal companions and the weaknesses of your enemies separates a strong Ranger from a novice woodsman.

“The beasts of the field are an extension of my will.” ~ Unknown Ranger

Most Effective Weapon(s): Bow
RE Armor: Leather
DE Armor: Chainmail

Pet Creature Type: ALL Beastial (non-sentient)

Available Races:

Orc, Human, Lupine, Moon Elf, Vermi, Lizar, Fae, Avian, Brownie, Wood Elf, Jagua

Abilities

Momentum

  • 1. Quick Strike - A lightning fast, low damage attack that cannot be avoided and creates an opening for pet’s next attack
  • 2. Cloud - Throws a flask at target location snaring all enemies within by x% and dealing x poison damage over time for x seconds
  • 3. Opening - Creates an opening for the Ranger’s pet; pet attacks for the following x seconds are critical hits
  • 4. Precise Strike - The Ranger and its pet perform a High damage combo attack

Non-momentum

  • 5. Aspect of the Wild - Minor camouflage and run speed bonus if no pet active; if pet active then the Ranger and the pet get a buff based on the type of pet
  • 6. Help from the Field - Summons an animal companion; permanent pet

Attack-based Synergy Style

The Ranger uses abilities to open up opportunities for increased damage or crit chance or other increases in attack.

Enhanced Commands

Using abilities (launching specific attacks defined in the Harmony Board) will direct the pets to attack from specific locations. “Ranger uses Strike on the left flank of the target; the pet will move to that side and perform an attack.”

Additionally, if the Ranger uses an attack on a target that is facing the wall but now has turned with their back to the wall, the pet will attempt to get to the back but won’t be able to. At this point the player can define a set amount of time where the pet will attempt to reach the specific position on the target, stop attempting to reach that position and simply attack, and how long it will stop before attempting to reach that position again.

Beyond that, players will have a Harmony System that will allow them to set up priority actions based on what’s going on in the fight. Players will be able to pre-load four Harmony Layouts so they can swap seamlessly mid-fight. Each Harmony Board will allow for a currently unknown number of presets (to be determined during testing) and can expand upon the base amount through quest rewards and achievement rewards found in the game.

Harmony Board Preset Example:

Ranger: IF “Ranger casts Blank Shot” on “Target”, THEN “Cast Quick Strike” on “Same Target”

NOTE: All items in “Gold Quotations” are considered items that can be changed to established parameters.

Permanent Pets

These pets will all be single target focused but will be summoned for different damage types (slashing, fire, air, blunt, etc…) and will attack whatever target the player commands.

Temporary Pets

The Ranger has no temporary pets.

Swarm Pets

The Ranger has no swarm pets.

Obtaining Pets

Rangers will gather pets by performing a series of tasks within the Capture portion of the Pact System (Studying, Gathering, Bonding, and Training).

During the Studying phase, Rangers will need to study piles of shit (these will be labelled as “Pile of Shit”), leftover carcasses, and other markings left behind by specific creature types. This will give them insight into what the creatures like to eat. After completing 'x' amount of these events, players will be flagged for the Gathering phase.

During the Gathering phase, Rangers will use the information they obtained from studying the creatures to gather food. After completing 'x' amount of these events, players will be flagged for the Bonding phase.

During the Bonding phase, Rangers will use the food to lure creatures in to build a trusting bond. Unlike the previous phase sequences, immediately after bonding with a single creature the Ranger will perform a Training phase sequence where they fight alongside the creature until it runs away. Each series of combat that takes place within 'x' hours of the previous one will cause the creature to stay for longer, until eventually it stays indefinitely. At that point, the player has earned that creature as a pet and may continue to train the creature outside of the Capture Feature of the Pact System.

Once the Ranger can summon the pet, then every fight will increase the Combat Training phase of the Pact System to improve its combat effectiveness; this can also be increased through training grounds found within the Capital Cities.

Class Role(s): DPS, Self Support

Using magic to enhance their weapons, Snipers are adept at finding an enemy's weak point from max range, finishing them off before they even realize they've been targeted.

Most Effective Weapon(s): Sniper Rifle
RE Armor: Leather
DE Armor: Chainmail

Available Races:

Goblin, Human, Moon Elf, Gnome, Vermi, Dark Elf, Avian, Nymph, Wood Elf, Jagua

Abilities

Momentum

  • 1. Suppressing Fire - Covers a targeted area in damage
  • 2. Prone - Sniper deals increased damage for x seconds
  • 3. Incendiary round - Sets target on fire
  • 4. Snipe - High damage long range attack, with increased damage the further away the target is

Non-momentum

  • 5. Extraction - Evacuates the Sniper to a safe location
  • 6. Ghillie - Camouflage: Sniper enters into stealth (movement breaks stealth)

A true master of ranged combat, the Sniper excels at staying away from enemies. Where the Ranger relies on his animal companions, the Sniper relies solely upon his weapon and skills. At home in the distance, a Sniper prefers that his enemy never sees him coming. Custom-made rifles are the most accurate of firearms and no class uses them quite as effectively as the Sniper.

Precision attacks from a distance are the bread and butter of the Sniper. Staying out of harm's way, this rogue is not designed for the up close and personal attacks of many other rogue classes. Shadows are nice but a well-designed ghillie suit is much more reliable camouflage for the well-trained marksman. With damage increased the further away the Sniper is from the target, a good Sniper will stay as far from danger as possible.

This max distance spike damage makes the Sniper a benefit to any group situation. While solo the Sniper is a master at the opening shot, preferring to take out enemy targets before they get into close range. Sniper rifles are distinct as they deal physical damage from max range. Even if that target is strong against the mages, the group has high spike damage with the added safety of range when they bring a Sniper along.

“... My rifle, without me, is useless. Without my rifle, I am useless. I must fire my rifle true...” ~ Major General Rupertus