Post by Caseus on Feb 17, 2006 12:49:47 GMT -5
anatras friend is going to start playing the dark age soon as he gets a computer so she told me to make a list of all the alb classes and their abilities and i figured id post it here if anyone else is not sure about a class they want to try
(Note: some information may be wrong, if you find any mistakes please send me a personal message or post it here and i will fix it)
Armsman. The primary tanks of the realm. they have the most HP, strongest armor, and have access to the largest weapons in the realm or smaller weapons and large shields. they are able to do large amounts of damage in a short amount of time but over the course of a long fight they will do much less. (best used in 3 or 4 fights than there performance goes down heavily.)
Paladin. Defensive tanks, though they have less HP and the same armor as Armsmen they are able to take more hits because of there ability to use chants and defensive spells and the fact that they have almost nothing better to get than higher shield spec. They have very low damage in short fights but can outlast any other class so in very very long fights they will out damage others. (able to fight continually without rest.)
Mercenary. Light tank of the realm. They wear lighter armor than Armsmen and Paladins, have less HP, and cannot use shields, however they do more damage and have the ability to wield two weapons to do even more damage. They do medium-high damage at the start of a fight but it dose not decrease with time, best in medium length fights. (best used in 3 or 4 fights than there performance goes down heavily.)
Reaver. A hybrid tank. Wears the same armor as a Mercenary, has about the same HP, and uses a single weapon and large shield along with an array of instantly casting spells including but not limited to a life tap, area effect damage chant, and self life tap proc buff. They are equally good at offense and defense because of there high chance to block and large array of life taps and strong styles. They do medium-high damage at the start of a fight and medium damage during a longer fight. (best used in 3 or 4 fights than there performance goes down heavily.)
Cleric. The primary healer of the realm. they are pure healers able to wear the same armor Reavers wear and have a large array of healing spells and buffs to help allies. Dose very low damage threw out a fight but have an excellent ability to heal others. (ability to last longer depends on the difficulty of the fight, ranging from only 1 fight to an infinite amount.)
Friar. A hybrid light tank/healer. Friars wield large staves and wear leather armor (two steps below that of a cleric) however they get a small array of weaker heals and self buffs to greatly enhance there ability to fight. They do about the same amount of damage as a mercenary however since they use self buffs to do this a buffed mercenary will be able to out damage them. Also have the ability to heal if needed. (able to fight a very long time without rest, between 10 and 20 fights.)
Heretic. A hybrid tank/caster/healer. They have a medium amount of hp, the worst armor (cloth) and are only able to wield a weapon and small shield, however they also get the best self buffs in the game which more than makes up for the lack of defense. They are able to either fight in melee or cast focus spells which start with very low damage but the damage raises every 3 seconds. With spells they deal very low damage at the start of a fight but after a short wile the damage will ramp up to a very large amount, with melee they will do medium damage threw out the fight with the damage increasing slightly with the help of a few instant spells. (able to fight around 6 to 8 battles before needing rest in a group or around 3 to 5 solo)
Infiltrator. The assassins of the realm. they have rather low hp and leather armor but they also have the ability to wield two weapons at a time, stealth, poison there weapons, climb walls, and many other abilities that make them very efficient assassins. Also thanks to there stealth ability they are one of the few classes able to pick there fights. They are able to either do a very large amount of damage in one hit than medium-low damage the rest of the fight or medium high damage threw out the fight depending on their specialization. (able to kill a single enemy very fast but after the first fight there effectiveness goes way down.)
Minstrel. A support class with light ability to melee. Minstrels have medium hp and wear chain armor with a small shield they are not able to specialize in but are able to play songs to help a group move faster, regain health faster, regain power faster, or take less damage. They also have the ability to use instantly casting spells to damage and stun opponents wile they fight them melee. Medium-low damage threw out the fight with a slight boost in damage every 20-30 seconds. (able to fight 3-4 fights in a row but has very low downtime solo, in groups they can fight almost constantly)
Scout. Known as snipers or archers. Scouts have rather low hp and studded armor (one step above infiltrators armor) and wield a single weapon and small shield in melee but are able to use longbows at range, stealth so they can pick their battles and always start at maximum range, and still have the ability to melee if the target is able to get to you. Like infiltrators scouts first shot has very high damage but after that the damage decreases to medium/medium-low at range. In melee there damage is always rather low. (like infiltrators scouts are best in 1 or 2 fights than there effectiveness goes way down.)
Cabalist. Pet controlling spell casters of the realm. they have low hp and wear cloth armor and have no weapon they are able to specialize in, however they have a huge array of spells they are able to cast, including but not limited to pet summoning spells, damage over time spells, life taps and transfers, debuffs, and pet buffs. Damage threw out a fight will very depending on specialization. (good for anywhere between 2 and 6 fights depending on difficulty of the fight and specialization)
Sorcerer. Crowd control spell caster. Like the cabalist they have low hp, cloth armor, and no weapon specialization, however they have a very large array of spells including but not limited to crowd control spells (stuff that stops people from moving, attacking, casting spells, and such), direct damage spells, debuffs, and the ability to charm pets from the wild. They usually do rather low of damage threw out fights but that can change depending on your specialization. (like the cabalist sorcerers can last anywhere between 2 and 6 fights depending on specialization and difficulty)
Theurgist. Pet massing spell caster. Yet again they have low hp, cloth armor, and no weapon, but a large array of spells including but not limited to the ability to summon very large numbers of weak pets of different elements depending on specialization (different elements will have different abilities such as ice is able to slow from far away, air is able to stun, and so on.), direct damage spells, weak crowd control spells, and the only class in the realm able to use pulsing blade turn (a spell that every 10, 8, or 6 depending on level seconds will prevent 1 melee attack from hitting). Like cabalists Damage threw out a fight will very depending on specialization. (theurgists can last anywhere between 1 and 4 fights depending on difficulty and specialization)
Wizard. The primary damage spell caster in the realm. you know the deal, low hp, cloth armor, no weapon, but the highest damage spells in the realm including but not limited to bolts (very long range and very high damage spells able to be blocked by shields and on a 30 second recast timer), direct damage spells, damage + resist decreasing spells, and a PBAE (player based area of effect. A spell that deals VERY high damage to everything close to you). Will always deal very high amounts of damage. (able to last anywhere between 1 and 6 fights)
Necromancer. Completely pet reliant spell caster. They have very low hp, cloth armor, and no weapon like all the other spell casters but has a large array of spells including but not limited to the ability to summon a pet and become completely invulnerable until the pet dies (Note: the only spell necromancers can cast without a pet is the summon pet spell), mana taps, life taps, pet only heal over time spells, damage over time spells, very strong pet only damage shields, pet buffs, and a power transfer. Damage can very depending on specialization. [able to kill HUGE numbers of enemies in 1 fight or fight an infinite amount of fights without any down time depending on specialization (best PvE class in the game)]
(Note: armor effectiveness is from lowest to highest Cloth, Leather, Studded, Chain, Plate.)
(Note: larger weapons will swing slower but for more damage, two smaller weapons will do near the same damage at a faster pace, and a weapon and shield will do the least damage of them all but have the best defense)
(Note: some information may be wrong, if you find any mistakes please send me a personal message or post it here and i will fix it)
Armsman. The primary tanks of the realm. they have the most HP, strongest armor, and have access to the largest weapons in the realm or smaller weapons and large shields. they are able to do large amounts of damage in a short amount of time but over the course of a long fight they will do much less. (best used in 3 or 4 fights than there performance goes down heavily.)
Paladin. Defensive tanks, though they have less HP and the same armor as Armsmen they are able to take more hits because of there ability to use chants and defensive spells and the fact that they have almost nothing better to get than higher shield spec. They have very low damage in short fights but can outlast any other class so in very very long fights they will out damage others. (able to fight continually without rest.)
Mercenary. Light tank of the realm. They wear lighter armor than Armsmen and Paladins, have less HP, and cannot use shields, however they do more damage and have the ability to wield two weapons to do even more damage. They do medium-high damage at the start of a fight but it dose not decrease with time, best in medium length fights. (best used in 3 or 4 fights than there performance goes down heavily.)
Reaver. A hybrid tank. Wears the same armor as a Mercenary, has about the same HP, and uses a single weapon and large shield along with an array of instantly casting spells including but not limited to a life tap, area effect damage chant, and self life tap proc buff. They are equally good at offense and defense because of there high chance to block and large array of life taps and strong styles. They do medium-high damage at the start of a fight and medium damage during a longer fight. (best used in 3 or 4 fights than there performance goes down heavily.)
Cleric. The primary healer of the realm. they are pure healers able to wear the same armor Reavers wear and have a large array of healing spells and buffs to help allies. Dose very low damage threw out a fight but have an excellent ability to heal others. (ability to last longer depends on the difficulty of the fight, ranging from only 1 fight to an infinite amount.)
Friar. A hybrid light tank/healer. Friars wield large staves and wear leather armor (two steps below that of a cleric) however they get a small array of weaker heals and self buffs to greatly enhance there ability to fight. They do about the same amount of damage as a mercenary however since they use self buffs to do this a buffed mercenary will be able to out damage them. Also have the ability to heal if needed. (able to fight a very long time without rest, between 10 and 20 fights.)
Heretic. A hybrid tank/caster/healer. They have a medium amount of hp, the worst armor (cloth) and are only able to wield a weapon and small shield, however they also get the best self buffs in the game which more than makes up for the lack of defense. They are able to either fight in melee or cast focus spells which start with very low damage but the damage raises every 3 seconds. With spells they deal very low damage at the start of a fight but after a short wile the damage will ramp up to a very large amount, with melee they will do medium damage threw out the fight with the damage increasing slightly with the help of a few instant spells. (able to fight around 6 to 8 battles before needing rest in a group or around 3 to 5 solo)
Infiltrator. The assassins of the realm. they have rather low hp and leather armor but they also have the ability to wield two weapons at a time, stealth, poison there weapons, climb walls, and many other abilities that make them very efficient assassins. Also thanks to there stealth ability they are one of the few classes able to pick there fights. They are able to either do a very large amount of damage in one hit than medium-low damage the rest of the fight or medium high damage threw out the fight depending on their specialization. (able to kill a single enemy very fast but after the first fight there effectiveness goes way down.)
Minstrel. A support class with light ability to melee. Minstrels have medium hp and wear chain armor with a small shield they are not able to specialize in but are able to play songs to help a group move faster, regain health faster, regain power faster, or take less damage. They also have the ability to use instantly casting spells to damage and stun opponents wile they fight them melee. Medium-low damage threw out the fight with a slight boost in damage every 20-30 seconds. (able to fight 3-4 fights in a row but has very low downtime solo, in groups they can fight almost constantly)
Scout. Known as snipers or archers. Scouts have rather low hp and studded armor (one step above infiltrators armor) and wield a single weapon and small shield in melee but are able to use longbows at range, stealth so they can pick their battles and always start at maximum range, and still have the ability to melee if the target is able to get to you. Like infiltrators scouts first shot has very high damage but after that the damage decreases to medium/medium-low at range. In melee there damage is always rather low. (like infiltrators scouts are best in 1 or 2 fights than there effectiveness goes way down.)
Cabalist. Pet controlling spell casters of the realm. they have low hp and wear cloth armor and have no weapon they are able to specialize in, however they have a huge array of spells they are able to cast, including but not limited to pet summoning spells, damage over time spells, life taps and transfers, debuffs, and pet buffs. Damage threw out a fight will very depending on specialization. (good for anywhere between 2 and 6 fights depending on difficulty of the fight and specialization)
Sorcerer. Crowd control spell caster. Like the cabalist they have low hp, cloth armor, and no weapon specialization, however they have a very large array of spells including but not limited to crowd control spells (stuff that stops people from moving, attacking, casting spells, and such), direct damage spells, debuffs, and the ability to charm pets from the wild. They usually do rather low of damage threw out fights but that can change depending on your specialization. (like the cabalist sorcerers can last anywhere between 2 and 6 fights depending on specialization and difficulty)
Theurgist. Pet massing spell caster. Yet again they have low hp, cloth armor, and no weapon, but a large array of spells including but not limited to the ability to summon very large numbers of weak pets of different elements depending on specialization (different elements will have different abilities such as ice is able to slow from far away, air is able to stun, and so on.), direct damage spells, weak crowd control spells, and the only class in the realm able to use pulsing blade turn (a spell that every 10, 8, or 6 depending on level seconds will prevent 1 melee attack from hitting). Like cabalists Damage threw out a fight will very depending on specialization. (theurgists can last anywhere between 1 and 4 fights depending on difficulty and specialization)
Wizard. The primary damage spell caster in the realm. you know the deal, low hp, cloth armor, no weapon, but the highest damage spells in the realm including but not limited to bolts (very long range and very high damage spells able to be blocked by shields and on a 30 second recast timer), direct damage spells, damage + resist decreasing spells, and a PBAE (player based area of effect. A spell that deals VERY high damage to everything close to you). Will always deal very high amounts of damage. (able to last anywhere between 1 and 6 fights)
Necromancer. Completely pet reliant spell caster. They have very low hp, cloth armor, and no weapon like all the other spell casters but has a large array of spells including but not limited to the ability to summon a pet and become completely invulnerable until the pet dies (Note: the only spell necromancers can cast without a pet is the summon pet spell), mana taps, life taps, pet only heal over time spells, damage over time spells, very strong pet only damage shields, pet buffs, and a power transfer. Damage can very depending on specialization. [able to kill HUGE numbers of enemies in 1 fight or fight an infinite amount of fights without any down time depending on specialization (best PvE class in the game)]
(Note: armor effectiveness is from lowest to highest Cloth, Leather, Studded, Chain, Plate.)
(Note: larger weapons will swing slower but for more damage, two smaller weapons will do near the same damage at a faster pace, and a weapon and shield will do the least damage of them all but have the best defense)