Classes have not been officially released in the ARPG, but feel free to have a sneak peek as they are being developed for release in future phases of the game!
Warriors are the front line in battle, the tanks, and the main melee fighters. They draw the enemy's attacks so that their allies can avoid direct fire from dangerous opponents. When a warrior joins an expedition, all party members have a reduced chance of being injured.
Warriors spec into their primary stat, Strength (STR).
Warrior Passive Stat Bonus:
+3 STR, +1 MEN +1 AGI, +3 HP, +3 ATK, +1 HIT
Chainmail Armor +1 Def
Your choice of:
Wooden Sword +2 Atk
Treecutter's Axe +2 Atk
Makeshift Spear +2 Atk
Buckler +1 Def
Constitution - +50% HP. Passive.
Recovery - Recover 50% of your HP. Costs 5 MP.
Cleave - Attack two enemies at -1 HIT. Costs 3 MP.
Quick Intuition - Double your EVA against the next attack. Costs 1 MP.
Close Combat - Change stances, granting -2 to DEF and +2 to ATK. Costs 2 MP.
Charger - Gain +1 HIT and +2 to damage when wielding polearms and spears. Passive.
Swordmancy - Gain +1 EVA and +2 ATK when wielding swords. Passive.
Dreadnaught - Gain +1 DEF and +2 ATK when wielding axes, hammers, maces, and clubs. Passive.
Flag Bearer - Boost your allies' ATK and EVA by +2 for 3 turns. Costs 5 MP.
Magi are in charge of magic attacks and spellcasting. They offer the most variety of crowd control options thanks to their spells. A magus increases the chance of a difficult expedition succeeding, and attacks the weak points of enemies with high defense, but low resistance to magic. Magi are also capable of healing their allies if they choose to subclass as a priest, allowing many of their allies to be healed of their injuries during expeditions.
Magi spec into their primary stat, Mental Fortitude (MEN).
MAGUS Passive Stat Bonus:
+4 MEN +1 AGI, +3 MP, +4 MAG
Comfy Robes +1 Res
Your choice of:
Twig Wand +3 Mag
Walking Staff +3 Mag
Energy Bolt - Basic magic attack channeled through your magic instrument. Costs 1 MP.
Magic Guard - Change stance, causing half of the HP damage you take to be subtracted from your MP pool instead. Costs 1 MP.
Mage Armor - Gain +3 DEF for 3 turns. Costs 3MP.
Mana Reserves - +50% MP. Passive.
Rejuvenate - A low tier healing spell that recovers 2 HP to your target. May target yourself or allies. Costs 2 MP.
Burning Embers - Gain a fire elemental affinity, granting +5 MAG when using fire based spells. Can no longer take the Frigid Air or Crackling Sparks talents. Passive.
Frigid Air - Gain an ice elemental affinity, granting +5 MAG when using ice based spells. Can no longer take the Burning Embers or Crackling Sparks talents. Passive.
Crackling Sparks - gain a lightning elemental affinity, granting +5 MAG when using lightning based spells. Can no longer take the Burning Embers or Frigid Air talents. Passive.
Snipers specialize in long distance DPS while keeping out of harm’s way. They specialize in Hit Rate in order to get loads of free damage off on their enemies, and get tons of evasion passives to avoid harm’s way.
Snipers spec into their primary stats, Hit Rate (HIT).
Sniper Passive Stat Bonus:
+4 MEN +1 AGI, +4 HIT, +3 EVA
Gloves +1 Hit
Your choice of:
Shortbow +3 Atk
Simple Crossbow +3 Atk
Pack of 10 Arrows/Bolts +3 Atk
TBA
Rogues, like Snipers, choose to avoid direct confrontation and pick specialized roles and battle styles, and can have a variety of special skills to aid their party. They can skulk forth as a scout, they can set traps, they can disarm traps, they can be masters of stealth and subterfuge, and they can master an unorthodox way of fighting without held weapons or armor on the level as their peers.
Rogues spec into their primary stat, Agility (AGI).
Sniper Passive Stat Bonus:
+1 MEN +3 AGI, +3 ATK, +2 HIT, +3 EVA
Headband +1 Eva
Your choice of:
Dagger +2 Atk
Claw +2 Atk
Pack of 10 Throwing Stars +3 Atk
Pack of 10 Throwing Knives +3 Atk
Boxing Glove +1 Atk
TBA