Classes

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Classes in Ancient Anguish tend to work a bit differently than other games. There is no multi-classing, but some forms of subclassing. You may choose any one class at the beginning, and are generally encouraged to stay as the one class. Penalties from switching class include loss of a level(experience), potentially loss of skills, and complete loss of any class abilities you learned. In some cases, some choose to start as one class, and switch to another. Common reasons include skills, level restrictments on the class you eventually want to be, or, perhaps, just general boredom.

Below is the various classes that are found in Ancient Anguish, a brief description for each. For more information about that class, click on the link.

Adventurer

This is the class everyone starts as, not exactly a class as you don't have any special abilities, and skill all weapons somewhat slowly.

Generally not advisable to stay as this class long, unless you don't really know what you want to do.

Artificers

Artificers rely on their ability to create things, from weapons to magical wands to constructs, mechanical pets that help them kill things. Generally regarded as the most difficult class in the game, artificers require vast amounts of time and effort with high chances of disappointment. However, the end result is very possibly the most powerful class in game.

Artificer is the only class that has a true subclass. You may specialize in either Smithcraft or Spellcraft. The differences between the two is almost like having two completely separate classes.

Neutral: You have the option to remain neutral, but do not gain bonuses or penalties for either form of creation, nor either repair or recharge.

Smithcrafters: Can easily create, and repair their mechanical constructs, and easily make weapons and enchant them. Can still make potions, magical wands, rings, amulets and scrolls, but not as easily as spellcrafters. Smithcrafters also do not have the ability to recharge wands.

Spellcrafters: Can easily enchant magical things, make potions. Plays somewhat like you'd think a mage would, with wands that do magical damage on their enemies. Can still forge weapons and make constructs, though with greater cost and less skill. Spellcrafters have the ability to recharge their wands, but cannot repair constructs.

Artificers are very limited in their defenses, either using defend none and armor, or dodge, and use primarily Clubs, Knives and occasionally Curved Blades for weapons.

Clerics

Clerics are the healers of the game, using prayer to heal themselves and others. As well as healing they also have a number of other prayers to help themselves and others, including resistances and general defense, poison curing, and removal of magical tolerance. A few offensive prayers, though not many, and not nearly as effective as a mage's spell.

In addition to these prayers, clerics have the defensive ability to block. This makes them very good at defense, and tend to be very good at being tanks.

As far as weapons go, Clerics primarily use Clubs, Flails and Staves, all considered to be fairly damaging.

Fighters

Fighters are the brutes, raw damage and very little damage reduction. They can disarm their enemies, outflank to control the enemies they are fighting, and whirl, a way to attack all enemies in the room at once.

Being masters of melee damage, fighters may use whatever weapons they wish, and skill fast with everything.

Fighters may use all defense modes, including parry, riposte, block, and dodge. However, fighters are best off using their special defense, berserk, which increases their ability to hit and their damage, or fury, which has a similar effect, but also has chance of special hits for even more damage.

Mages

Mages are the spellcasters. Purely magical, most mages rely on their high spellpoint pools and strong spells to kill their enemies. They have many spells ranging from offensive to defensive, and even have ways of teleporting around.

Mages have something similar to subclassing, choosing a specific school of magic to specialize in, resulting in cheaper spell costs and stronger spells for that specific class. They may use spells from other classes, or even chose to change schools if they wish, so not a permanent choice. The schools are as follows:

Conjuration:Has Acid Arrow, one of the mages primary attack spells. Conjuration is probably considered your classic mage school.

Alteration: Has Haste, a spell that makes you or a friend attack twice as often with melee. Has permanency, which makes some other spells permanent till end of reboot, and also has stoneskin, self only defensive skill, considered the best defensive spell. Probably one of the more versatile magic schools

Drowgar: Similar to Conjuration, but has Venom Spit instead of Acid Arrow, which is considered by some to be superior. Has other spider-related spells as well.

Invocation: Considered by most to be the worst, simply because it doesn't really have any attractive spells. Its primary attack is fireball, which isn't quite as powerful as Acid Arrow or Venom Spit, but is usable. One notable spell is lightning, potentially the most powerful attack spell in the game. However, it can only be cast outside, and is really only good in the rain.

As far as melee and defense goes, mages really only use staves and knives, and can only dodge for defense.