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Classes

These are the minor catagories within jobs. When you begin a job, you start at the lowest class. That is, the one with the highest number. So a Soldier starts as a Fighter. This page has a short description of the classes and the stats they have. Every class also has a special skill. Once you've had a class you keep the skill forever. So, a Knight will still have Slash from being a Fighter, as well as Guard. A skill does not use a round in combat unless otherwise stated. Using the stats is explained on the rules page. To raise your class, you must obtain Skill Points (SP). "Round up" and "Round down" pertains only to decimal values.

Soldier


Fighter, 4th Class - Born to die in combat, and commonly missing a tooth or two. This class is the equivalent of a Squire.
Weapons: All
Bonus: + 5 Attack when using a sword.
Skill: Slash - Attack with any bladed weapon. This move uses one attack.
Strength 30
Vitality 30
Dexterity 20
Agility 15
Intelligence 5
Stamina 20
Speed 15

Knight, 3rd Class - A Fighter with experience under his belt. Tough to beat in close range combat.
Weapons: All
Bonus: + 20 Attack when using a sword.
Skill: Guard - Take a defensive position, and receive only half damage from physical attacks next time you are hit. This move uses one attack.
Strength 120
Vitality 110
Dexterity 110
Agility 40
Intelligence 15
Stamina 90
Speed 60

Arc Knight, 2nd Class A - A skilled Knight who follows the path of good.
Weapons: All
Bonus: + 60 Attack when using a sword.
Skill: Celerity - All stats increase by 50% for 3 turns. (Cannot be layered with itself). MP cost is 1/3 your max MP. (Round up). Increases current HP only if you are at max, no increase in MP.
Strength 205
Vitality 195
Dexterity 195
Agility 80
Intelligence 25
Stamina 160
Speed 100

Holy Knight, 1st Class A - The pursuers of honor, strength, and beauty, Holy Knight is the one true noble class of Tantagel.
Weapons: All
Bonus: + 100 Attack when using a sword.
Skill: Goddess Flare - By calling power from the goddess of life, you can ignite your weapon, even your fists, with a blazing white flame that doubles your attack for one turn. Cost is half your max MP. (Round up)
Strength 300
Vitality 290
Dexterity 275
Agility 125
Intelligence 35
Stamina 230
Speed 150

Divine Knight, 2nd Class B - A skilled Knight who has chosen to be neither good nor evil.
Weapons: All
Bonus: + 60 Attack when using a sword.
Skill: Double Down - A downward slice from the upper right to the lower left, a spin, and a second slice from the upper left to lower right. Add damage to your normal attack equal to half the MP spent on this move, which you choose. Max MP you may spend is 1000. This skill uses an attack. Can only be used twice per battle.
Strength 200
Vitality 200
Dexterity 190
Agility 85
Intelligence 20
Stamina 165
Speed 95

Dragon Knight, 1st Class B - The bane of scaly, firebreathing lizards everywhere. Dragon Knights are respected for hidden strength.
Weapons: All
Bonus: + 100 Attack when using a sword.
Skill: Sudden Spark - A bolt of light comes into creation behind your opponent and slams them in the back. There is no chance to dodge (Hit=200%) and the attack ignores half your opponent's defense (Def=50%, round up). Damage is equal to Magic + Strength x .5. This skill uses an attack. Can only be used 3 times per battle, and not on consecutive turns.
Strength 295
Vitality 295
Dexterity 270
Agility 130
Intelligence 30
Stamina 235
Speed 145

Lune Knight, 2nd Class C - A skilled knight on the path to darkness. Not nice people.
Weapons: All
Bonus: + 60 Attack when using a sword.
Skill: Vampiric Sword - Enchant your weapon with a bloodthirsty nature, causing it to deal more vicious wounds to your opponent. An opponent can count only armor for defense when you attack with this skill. This skill uses an attack, and can only be used twice per battle.
Strength 195
Vitality 205
Dexterity 185
Agility 90
Intelligence 15
Stamina 170
Speed 90

Dark Knight, 1st Class C - Those Dark Knights who haven't been called demonic, are usually those who cut out their opponents vocals cords too quickly. Probably not your best friend.
Weapons: All
Bonus: + 100 Attack when using a sword.
Skill: Grim Reaper - A move made for those who like to end battles quickly. On the first use, the target receives a "Mark of Death" and the attacker is reduced to half their current HP. On the second use, the target is lowered to 1 HP and the attacker is reduced by another half of their current HP. This skill uses an attack. "Mark of Death" effect ends at the end of battle.
Strength 290
Vitality 300
Dexterity 265
Agility 130
Intelligence 25
Stamina 240
Speed 140


Covert


Spy, 4th Class - Specialize in sneaking around, only good when they're on your side.
Weapons: Dagger, Knife
Bonus: + 5 Attack when using a Dagger or Knife.
Skills: Sneak - Use to "peek" at the abilities of your opponent. You can ask them one question about their character, which they must answer truthfully. Ex. "What is your strength stat?", "How much Zenni are you carrying?" Can only be used once every 10 minutes.
Slice - Attack with a Dagger, Knife or Katana. This skill uses an attack.
Strength 15
Vitality 20
Dexterity 30
Agility 20
Intelligence 15
Stamina 10
Speed 20

Ninja, 3rd Class - The clandestine tactics of the Ninja are the answer to beating the superior strength of a Knight.
Weapons: Katana
Bonus: + 20 Attack when using a Katana.
Skill: Stealth - While a Ninja is using stealth, he cannot be forced into a battle. A Ninja using this will also always get the first turn, regardless of speeds. (Cannot be successfully invoked AFTER a challenge to battle without a smoke bomb). Abusing this ability could easily lead to having a bad reputation in the kingdom, however.
Strength 50
Vitality 70
Dexterity 100
Agility 80
Intelligence 45
Stamina 40
Speed 75

Samurai, 2nd Class - Honorable warriors who have risen (slightly) above their past treachery. But Samurai aren't afraid to do what must be done.
Weapons: Katana
Bonus: + 60 Attack when using a Katana.
Skill: Kiai - By calling upon their fighting spirit, Samurai can absorb one attack of any kind without taking any damage. Usable once per battle.
Strength 105
Vitality 130
Dexterity 180
Agility 150
Intelligence 85
Stamina 70
Speed 140

Shogun, 1st Class - Great leaders, Shoguns are famous for rivaling the power of emperors.
Weapons: Katana
Bonus: + 100 Attack when using a Katana.
Skill: Leadership - When a Shogun is the leader of a party, all party memebers get HP +1,000 for the duration of any fight.
Strength 145
Vitality 220
Dexterity 280
Agility 250
Intelligence 135
Stamina 100
Speed 240


Karate


Student, 4th Class - A beginner in the ways of the martial arts.
Weapons: Fists, Claw
Bonus: + 20 Attack when unarmed, + 5 when using a claw.
Skill: Punch - Attack by punching. This skill uses one attack.
Strength 20
Vitality 20
Dexterity 15
Agility 20
Intelligence 15
Stamina 20
Speed 15

Monk, 3rd Class - A Monk has gained some skill in using his body as a weapon. Even unarmed, Monks are not defenseless.
Weapons: Fists, Claw
Bonus: + 60 Attack when unarmed, + 20 with claw.
Skill: Kick - A better distanced and usually stronger alternative to punching. Calculate damage like a punch, then add 50. This skill uses an attack.
Strength 70
Vitality 65
Dexterity 50
Agility 60
Intelligence 55
Stamina 75
Speed 65

Black Belt, 2nd Class - Years of training mind and body create a will of iron, and even stronger fists.
Weapons: Fists, Claw
Bonus: + 100 Attack when unarmed, + 60 with claw.
Skill: Disarm - An equalizing technique, Disarm knocks every weapon an opponent is carrying off of their body and onto the ground. They can either fight with their fists, or pick weapons back up at a cost of one turn per weapon. All weapons are automatically reclaimed by the owner at the end of battle. This skill uses an attack.
Strength 150
Vitality 140
Dexterity 110
Agility 135
Intelligence 95
Stamina 160
Speed 115

Master, 1st Class - A living weapon, and the champion of self-defense. Never, EVER underestimate a Master of the martial arts.
Weapons: Fists, Claw
Bonus: + 150 Attack when unarmed, + 100 with claw.
Skill: Grapple - Take your opponent to the ground and use various painful techniques. This move reduces your opponent's HP to half of what it currently is. This skill can only be used once per battle and uses one attack.
Strength 215
Vitality 205
Dexterity 160
Agility 200
Intelligence 145
Stamina 235
Speed 170


Archer


Scout, 4th Class - Known for facing their foes indirectly and at a distance. Scouts can provide a good advantage in war situations, too.
Weapons: Longbow
Bonus: + 5 Attack when using a bow.
Skill: Shoot - Attack with a Longbow or Crossbow. This skill uses an attack.
Strength 10
Vitality 15
Dexterity 30
Agility 15
Intelligence 20
Stamina 15
Speed 30

Bowman, 3rd Class - Possessing skill in long-range weapons that cannot be matched by the untrained, Bowmen are a useful ally.
Weapons: Longbow
Bonus: + 20 Attack when using a bow.
Skill: Pierce - The power of your arrow can punch a hole through shields, making them useless. In game terms, your opponent cannot count defense from a shield when you attack with a Longbow. This skill does not apply to Crossbows.
Strength 35
Vitality 50
Dexterity 80
Agility 50
Intelligence 60
Stamina 45
Speed 70

Marksman, 2nd Class - Marksmen have been known for hitting the target without even looking, upon occasion. Don't stand out in the open against these arrow flinging experts.
Weapons: Crossbow, Longbow
Bonus: + 60 Attack when using a bow.
Skill: Sense - Being blind does not affect your ability to hit the target. (No loss of "Hit" stat).
Strength 65
Vitality 110
Dexterity 170
Agility 100
Intelligence 140
Stamina 105
Speed 160

Ranger, 1st Class - Masters at putting the arrow right where they want it, the aim of a Ranger can astound even a Marksman.
Weapons: Crossbow, Longbow
Bonus: + 100 Attack when using a bow.
Skill: Aim - Increases your Dexterity stat by + 300 when attacking with a bow.
Strength 100
Vitality 160
Dexterity 285
Agility 150
Intelligence 230
Stamina 155
Speed 270


Barbarian


Scavanger, 4th Class - Undercivilized, they make use of anything they can find.
Weapons: Axe, Mace
Bonus: + 5 attack when using an Axe or Mace
Skill: Scrounge - Find something useful where others wouldn't. Can be used only with a webmaster present, and outcome depends on situation and need.
Bash - Attack with an Axe or Mace. This skill uses an attack.
Strength 30
Vitality 30
Dexterity 20
Agility 15
Intelligence 5
Stamina 20
Speed 15

Berserker, 3rd Class - Raging warriors who can sacrifice their sanity for great power in battle.
Weapons: Axe, Mace
Bonus: + 20 attack when using an Axe or Mace
Skill: Frenzy - Pick one physical attack you can use, and use it for every attack for the rest of the battle. Strength increases + 300.
Strength 140
Vitality 130
Dexterity 70
Agility 45
Intelligence 15
Stamina 55
Speed 40

Titan, 2nd Class - Warriors built for power, and little else.
Weapons: Axe, Mace
Bonus: + 60 attack when using an Axe or Mace
Skill: Tremor - Shake the ground with your mighty strength, causing your opponent to lose their next turn. Deals half your raw strength in damage, and can only be used twice per battle, with at least 2 of your opponents turns in between. This skill uses an attack.
Strength 230
Vitality 220
Dexterity 150
Agility 130
Intelligence 25
Stamina 135
Speed 110

Warlord, 1st Class - As the name implies, they like nothing better than the smell of battle.
Weapons: Axe, Mace
Bonus: + 100 attack when using an Axe or Mace
Skill: Battlelust - Automatically gain back ¼ your HP (if hurt) and increase strength and vitality +200 when around bloodshed.
Strength 300
Vitality 295
Dexterity 230
Agility 180
Intelligence 35
Stamina 205
Speed 160


Thief


Cheater, 4th Class - Typical thief. Uses misinformation to increase his fortune.
Weapons: Dagger
Bonus: + 5 attack when using a Dagger
Skill: Talk down - Can be used against a Merchant of lower intelligence to get a deal on goods.
Stab - Attack with a Dagger. This skill uses an attack when in combat.
Strength 15
Vitality 20
Dexterity 30
Agility 20
Intelligence 15
Stamina 10
Speed 20

Looter, 3rd Class - Outright takers of whatever they desire, if they can get away with it.
Weapons: Dagger
Bonus: + 20 attack when using a Dagger
Skill: Steal - Take a turn of attacking to instead nab Zenni from your opponent (Zenni gained = Half your Dexterity). Can also be used to obtain certain items for free, occasionally, with webmaster approval. This skill uses an attack.
Strength 50
Vitality 110
Dexterity 115
Agility 100
Intelligence 55
Stamina 25
Speed 100

Swindler, 2nd Class - Infamous for moving from place to place just to avoid getting caught.
Weapons: Dagger
Bonus: + 60 attack when using a Dagger
Skill: Hideout - Like Stealth, can be used to avoid being detected or encountered, but does not offer the first attack in combat. However, no action but hiding can be made, or Hideout loses effect.
Strength 90
Vitality 180
Dexterity 200
Agility 170
Intelligence 100
Stamina 50
Speed 170

Rogue, 1st Class - A master of the art of "wealth relocation" and the bane of travelling merchants.
Weapons: Dagger
Bonus: + 100 attack when using a Dagger
Skill: Kidnap - When defeating an opponent, you can actually steal them rather than kill them. The main purpose of this would be for ransom, but other effects are possible (ask an admin).
Strength 150
Vitality 260
Dexterity 290
Agility 240
Intelligence 160
Stamina 80
Speed 245



Light Mage


Apprentice, 4th Class - A beginner in the arts of White magic. A useful addition to a small band of warriors.
Weapons: Staff
Bonus: + 5 attack when using a Staff
Skill: White Lv. 1 - Cast first level White magic spells.
Strength 5
Vitality 15
Dexterity 15
Agility 15
Intelligence 30
Stamina 10
Speed 15

White Mage, 3rd Class - A slightly learned user of magic.
Weapons: Staff
Bonus: + 20 attack when using a Staff
Skill: White Lv. 2 - White magic up to level 2 can be used.
Strength 25
Vitality 40
Dexterity 50
Agility 45
Intelligence 80
Stamina 30
Speed 45

White Wizard, 2nd Class - A very skillful magic user.
Weapons: Staff
Bonus: + 60 attack when using a Staff
Skill: White Lv. 3 - White magic up to Level 3 can be used.
Strength 50
Vitality 80
Dexterity 100
Agility 90
Intelligence 190
Stamina 60
Speed 90

Vitamancer, 1st Class - A master user of White magic.
Weapons: Staff
Bonus: + 100 attack when using a Staff
Skills: White Lv. 4 - Complete use of all White magic.
Goddess Heal - Heal any one person back to full HP, even from death. Cost is 3000 MP. Can only be used once per day, and only on the same person once every 3 days. This skill uses an attack if used in battle.
Strength 80
Vitality 130
Dexterity 150
Agility 140
Intelligence 300
Stamina 100
Speed 145


Dark Mage


Apprentice, 4th Class - A beginner in the arts of Black magic. Most enjoy pain just to know they're still alive.
Weapons: Staff
Bonus: + 5 attack when using a Staff
Skill: Black Lv. 1 - Able to use level 1 Black magic.
Strength 10
Vitality 10
Dexterity 15
Agility 15
Intelligence 30
Stamina 10
Speed 15

Black Mage, 3rd Class - A slightly learned user of magic.
Weapons: Staff
Bonus: + 20 attack when using a Staff
Skill: Black Lv. 2 - Black magic up to level 2 can be used.
Strength 30
Vitality 25
Dexterity 45
Agility 50
Intelligence 75
Stamina 30
Speed 50

Black Wizard, 2nd Class - A very skillful magic user.
Weapons: Staff
Bonus: + 60 attack when using a Staff
Skill: Black Lv. 3 - Black magic up to Level 3 can be used.
Strength 60
Vitality 55
Dexterity 90
Agility 100
Intelligence 185
Stamina 60
Speed 95

Necromancer, 1st Class - A master user of Black magic.
Weapons: Staff
Bonus: + 100 attack when using a Staff
Skills: Black Lv. 4 - Complete use of all Black magic.
Control Undead - Create a zombie servant with exactly half your power (round down) to do your bidding. Costs 4000 MP and wears off in 24 hours, or when it is killed. Can fight for you in combat as though it were you. Spend your own MP for it to cast spells. This skill uses an attack if used in battle.
Strength 100
Vitality 95
Dexterity 140
Agility 150
Intelligence 295
Stamina 100
Speed 150


Fire Mage


Apprentice, 4th Class - A beginner in the arts of Fire magic. Flame flinging fools of feirce force.
Weapons: Staff
Bonus: + 5 attack when using a Staff
Skill: Red Lv. 1 - Cast first level Red magic spells.
Strength 5
Vitality 15
Dexterity 15
Agility 15
Intelligence 30
Stamina 10
Speed 15

Red Mage, 3rd Class - A slightly learned user of magic.
Weapons: Staff
Bonus: + 20 attack when using a Staff
Skill: Red Lv. 2 - Red magic up to level 2 can be used.
Strength 25
Vitality 40
Dexterity 50
Agility 45
Intelligence 80
Stamina 30
Speed 45

Red Wizard, 2nd Class - A very skillful magic user.
Weapons: Staff
Bonus: + 60 attack when using a Staff
Skill: Red Lv. 3 - Red magic up to Level 3 can be used.
Strength 50
Vitality 80
Dexterity 100
Agility 90
Intelligence 190
Stamina 60
Speed 90

Pyromancer, 1st Class - A master user of Red magic.
Weapons: Staff
Bonus: + 100 attack when using a Staff
Skills: Red Lv. 4 - Complete use of all Red magic.
Helium Flash - Named after a phase of tremendous heat and energy in the life of a star. You must have over 75% of your max MP to use this skill. Cost is all your remaining MP. Opponent is dealt damage equal to ¾ their current HP. (Round down). This is a solid number, and not affected by elemental strengths and weaknesses, unless the opponent can cancel the attack completely. They do however still have a chance to lessen damage with their magic defense. Can only be used once every other day. This skill uses an attack.
Strength 80
Vitality 130
Dexterity 150
Agility 140
Intelligence 300
Stamina 100
Speed 145


Water Mage


Apprentice, 4th Class - A beginner in the arts of Blue magic. A specialty magic profession of Aquaria.
Weapons: Staff
Bonus: + 5 attack when using a Staff
Skill: Blue Lv. 1 - Able to use level 1 Blue magic.
Strength 10
Vitality 10
Dexterity 15
Agility 15
Intelligence 30
Stamina 10
Speed 15

Blue Mage, 3rd Class - A slightly learned user of magic.
Weapons: Staff
Bonus: + 20 attack when using a Staff
Skill: Blue Lv. 2 - Blue magic up to level 2 can be used.
Strength 30
Vitality 25
Dexterity 45
Agility 50
Intelligence 75
Stamina 30
Speed 50

Blue Wizard, 2nd Class - A very skillful magic user.
Weapons: Staff
Bonus: + 60 attack when using a Staff
Skill: Blue Lv. 3 - Blue magic up to Level 3 can be used.
Strength 60
Vitality 55
Dexterity 90
Agility 100
Intelligence 185
Stamina 60
Speed 95

Aquamancer, 1st Class - A master user of Blue magic.
Weapons: Staff
Bonus: + 100 attack when using a Staff
Skills: Blue Lv. 4 - Complete use of all Blue magic.
Reflect - Like a pool of water reflects an image, you can use this spell to reflect the next 3 spells cast on you back at the caster. Does not affect skills. Cost is 3600 MP. Warning: This skill will also reflect beneficial spells. This skill uses an attack if used in battle.
Strength 100
Vitality 95
Dexterity 140
Agility 150
Intelligence 295
Stamina 100
Speed 150


Earth Mage


Apprentice, 4th Class - A beginner in the arts of Green magic. The specialy magic of Vanaheim.
Weapons: Staff
Bonus: + 5 attack when using a Staff
Skill: Green Lv. 1 - Cast first level Green magic spells.
Strength 5
Vitality 15
Dexterity 15
Agility 15
Intelligence 30
Stamina 10
Speed 15

Green Mage, 3rd Class - A slightly learned user of magic.
Weapons: Staff
Bonus: + 20 attack when using a Staff
Skill: Green Lv. 2 - Green magic up to level 2 can be used.
Strength 25
Vitality 40
Dexterity 50
Agility 45
Intelligence 80
Stamina 30
Speed 45

Green Wizard, 2nd Class - A very skillful magic user.
Weapons: Staff
Bonus: + 60 attack when using a Staff
Skill: Green Lv. 3 - Green magic up to Level 3 can be used.
Strength 50
Vitality 80
Dexterity 100
Agility 90
Intelligence 190
Stamina 60
Speed 90

Geomancer, 1st Class - A master user of Green magic.
Weapons: Staff
Bonus: + 100 attack when using a Staff
Skills: Green Lv. 4 - Complete use of all Green magic.
Nature's Blessing - Use only when in a natural setting. (Being near a flower pot in the middle of town doesn't count.) The local natural life will attempt to interfere with your opponent, making it harder for them to harm you. Add + 350 to your Vitality and - 250 to their speed. Cost is 4000 MP. This skill uses an attack. Can't be used multiple times in a single battle.
Strength 80
Vitality 130
Dexterity 150
Agility 140
Intelligence 300
Stamina 100
Speed 145


Air Mage


Apprentice, 4th Class - A beginner in the arts of Grey magic. Not to be confused with an air-head.
Weapons: Staff
Bonus: + 5 attack when using a Staff
Skill: Grey Lv. 1 - Able to use level 1 Grey magic.
Strength 10
Vitality 10
Dexterity 15
Agility 15
Intelligence 30
Stamina 10
Speed 15

Grey Mage, 3rd Class - A slightly learned user of magic.
Weapons: Staff
Bonus: + 20 attack when using a Staff
Skill: Grey Lv. 2 - Grey magic up to level 2 can be used.
Strength 30
Vitality 25
Dexterity 45
Agility 50
Intelligence 75
Stamina 30
Speed 50

Grey Wizard, 2nd Class - A very skillful magic user.
Weapons: Staff
Bonus: + 60 attack when using a Staff
Skill: Grey Lv. 3 - Grey magic up to Level 3 can be used.
Strength 60
Vitality 55
Dexterity 90
Agility 100
Intelligence 185
Stamina 60
Speed 95

Aeromancer, 1st Class - A master user of Grey magic.
Weapons: Staff
Bonus: + 100 attack when using a Staff
Skills: Grey Lv. 4 - Complete use of all Grey magic.
Bluster - Aggravate your opponent with wind. Causes blindness for the rest of battle (Reduce Hit to 25% of their current value - Round down) and deals damage to them equal to ¼ your current HP (Round up). Can only be used once per battle. Cost is 3000 MP. This skill uses an attack.
Strength 100
Vitality 95
Dexterity 140
Agility 150
Intelligence 295
Stamina 100
Speed 150



Classes continued