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* ArmorPiercingAttack: For every weapon type, there is at least one UT or ST item whose attacks ignore the enemy's DEF: the Queen's Stinger Dagger (dagger), the Bergenia Bow (bow), the Tezcacoatl's Tail (staff), the Crystal Wand (wand), Oryx's Greatsword (sword) and Reikoku (katana). The Divinity sword's normal projectiles do not ignore DEF, but its Exalted Beams do.

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* ArmorPiercingAttack: For every weapon type, there is at least one UT or ST item whose attacks ignore the enemy's DEF: the Queen's Stinger Dagger (dagger), the Bergenia Bow (bow), the Tezcacoatl's Tail (staff), the Crystal Wand (wand), Oryx's Greatsword Greatsword, (sword) and Reikoku (katana). The Divinity sword's normal projectiles do not ignore DEF, but its Exalted Beams do.



* OneHitPolykill: By default, all bows (except the Leaf Bow) and katanas (except the Celestial Blade and Enforcer) can pierce through targets, as can all tiered wands and certain UT and ST wands, swords, daggers and staves.

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* OneHitPolykill: By default, all bows (except the Leaf Bow) and katanas (except the Celestial Blade and Enforcer) can pierce through targets, as can all tiered wands and certain UT and ST wands, swords, daggers daggers, and staves.



* {{Multishot}}: The Double Bow, Coral Bow and Harmonius Harp fire 2 arrows per shot, tiered bows fire 3, the Nectar Crossfire fires 4, the Predator Bow, Bolt Thrower, Butter Bow and B.O.W. fire 5. Because of this, bow classes need to get close in order to dish out the most damage possible.

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* {{Multishot}}: The Double Bow, Coral Bow and Harmonius Harp fire 2 arrows per shot, tiered bows fire 3, the Nectar Crossfire fires 4, and the Predator Bow, Bolt Thrower, Butter Bow Bow, and B.O.W. fire 5. Because of this, bow classes need to get close in order to dish out the most damage possible.



* MagicStaff: Staves are a long-ranged weapon with good damage used by Wizards, Necromancers and Mystics.

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* MagicStaff: Staves are a long-ranged weapon with good damage used by Wizards, Necromancers Necromancers, and Mystics.



* PainfullySlowProjectile: The Wand of the Bulwark fire projectiles that float slowly and last a very long time. Because of this, they can't be accurately aimed at enemies, but can be used to saturate an area with projectiles before luring enemies in.

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* PainfullySlowProjectile: The Wand of the Bulwark fire fires projectiles that float slowly and last a very long time. Because of this, they can't be accurately aimed at enemies, but can be used to saturate an area with projectiles before luring enemies in.



* KatanasAreJustBetter: Used by the Samurai and Ninja classes. Katanas have higher range than swords as well as being able to pierce enemies. However they deal less damage.

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* KatanasAreJustBetter: Used by the Samurai Samurai, Ninja, and Ninja Kensei classes. Katanas have higher range than swords as well as being able to and can pierce enemies. However they deal through enemies in exchange for dealing less damage.



* SoloClass: The Rogue is not much of a team player, his ability to cloak means that the boss doesn’t fire at all if he is on his own. The presence of any other uncloaked players will result in the enemy firing, and, if the allies are in the same relative direction, can get the Rogue hit as well, even if he is cloaked.

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* SoloClass: The Rogue is not much of a team player, player since his ability to cloak means that the boss doesn’t fire at all if he is he's on his own. The presence of any other uncloaked players will result in the enemy firing, and, if the allies are in the same relative direction, can get the Rogue hit as well, even if he is cloaked.



* JackOfAllStats: The Archer has very balanced stats across the board with the exception of his 75 ATT. Because of this, he is often seen as a “middle of the road” class; he’s not as powerful as the Wizard, nor as durable as the Knight, rather he is a good option for those who like to try a bit of everything: midlands, godlands, dungeons, and (when maxed) events.

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* JackOfAllStats: The Archer has very balanced stats across the board with the exception of his 75 ATT. Because of this, he is he's often seen as a “middle of the road” class; he’s not as powerful as the Wizard, nor as durable as the Knight, rather he is Knight. Instead, he's a good option for those who like to try a bit of everything: midlands, godlands, dungeons, and (when maxed) events.



* {{Multishot}}: The UT Beehemoth Quivers fire a spread of 3 arrows, and the even rarer Quiver of the Shadows fires ''5.'' The ST Quiver of Shrieking Specters shoots 20 arrows out from around the player similar to if a Wizard's spell was directly aimed on the player.

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* {{Multishot}}: The UT Beehemoth Quivers fire a spread of 3 arrows, and the even rarer Quiver of the Shadows fires ''5.'' The ST Quiver of Shrieking Specters shoots 20 arrows out from around the player similar to player, as if a Wizard's spell was directly aimed on the player.



* PowerLimiter: The Quiver of Thunder dazes any enemy it hits, making them attack very slowly.

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* PowerLimiter: The Quiver of Thunder dazes any enemy it hits, making them attack very slowly.halving the number of bullets they fire.



The Wizard is the glass cannon of the Realm. He is raw DPS put into pixels, capable of laying waste to enemies at range with his staff and lethally powerful spells. However, as one of the only robe classes with no healing or getaway options, Wizards are very prone to gruesome deaths.

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The Wizard is the glass cannon GlassCannon of the Realm. He is raw DPS put into pixels, capable of laying waste to enemies at range with his staff and lethally powerful spells. However, as one of the only robe classes with no healing or getaway options, Wizards are very prone to gruesome deaths.



* DiscOneNuke: Despite being the starter class, the Wizard is generally agreed to be one of the strongest classes in the game due to his long range, extraordinary DPS, and on-demand nuke of a spellbomb. Even in the endgame when players have all of the classes at their disposal, the Wizard is still one of the most popular picks.

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* DiscOneNuke: Despite being the starter class, the Wizard is generally agreed to be one of the strongest classes in the game due to because of his long range, extraordinary DPS, and on-demand nuke of a spellbomb. Even in the endgame when players have all of the classes at their disposal, the Wizard is still one of the most popular picks.



** The [[PowerNullifier Quiet]] effect hits Priests very hard: since it completely removes the mana pool of its victims, a quieted Priest can find himself without the help of his trusty tome, and without the healing he's no less squishy than other robe wearers.

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** The [[PowerNullifier Quiet]] effect hits Quiet and Silence]] effects hit Priests very hard: since it completely removes hard. Quiet reduces the mana pool of its victims, a quieted to 0 while active and disables MP regeneration while active, while Silence prevents players from using abilities. A Priest can find himself without the help of affected by either can't rely on his trusty tome, and without the healing healing, he's no less just as squishy than as the other robe wearers.



* {{Nerf}}: Priest was arguably hit the hardest with the Vital Combat update that overhauled much of the game's combat mechanics, due to his Tomes now having their healing reduced for every target, and the infamous Tome of Purification no longer providing a party-wide heal. This was to discourage the "facetanking" meta that was considered to be the overwhelmingly best option in most endgame dungeons.
* TheRedMage: Certain untiered/set tiered items sacrifice some of the Priest's healing ability in favour of offensive power. The Necronomicon curses enemies while dealing damage, the Ceremonial Merlot and Tome of Holy Furor increase his attack and dexterity respectively, and the Tome of Pain, Tome of the Tarnished Gods and Chaotic Scripture deal raw damage.

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* {{Nerf}}: Priest was arguably hit the hardest with the Vital Combat update that overhauled much of the game's combat mechanics, due to because his Tomes now having had their healing reduced for every target, and the infamous Tome of Purification no longer providing provided a party-wide heal. This was to discourage the "facetanking" meta that was considered to be the overwhelmingly best option in most endgame dungeons.
* TheRedMage: Certain untiered/set tiered items sacrifice some of the Priest's healing ability in favour of offensive power. The Necronomicon curses enemies while dealing damage, the Ceremonial Merlot and Tome of Holy Furor increase his attack and dexterity respectively, and the Tome of Pain, Tome of the Tarnished Gods Gods, and Chaotic Scripture deal raw damage.



The Warrior uses swords and wear heavy armour. With reasonably high bulk, an extremely high attack stat, and an ability providing him both speed and a substantial fire rate buff to himself and teammates, the Warrior is capable of extreme DPS at the cost of being restricted to short range.

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The Warrior uses swords and wear wears heavy armour.armor. With reasonably high bulk, an extremely high attack stat, and an ability providing him both speed and a substantial fire rate buff to himself and teammates, the Warrior is capable of extreme DPS at the cost of being restricted to short range.



* BadassNormal

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* BadassNormalBadassNormal: No magical abilities here, just a man in a helm and suit of armor wearing a helm.



* MagikarpPower: A fresh Warrior, like any sword user, is not that great. The averages are just too low for the Warrior to succeed in killing almost any boss, or even farm the Godlands, and do terrible in comparison to another class, such as the Wizard and Necromancer. The low range of the sword is the main cause, and bad range along with low stats do not make a good combination. A maxed Warrior, is a different story, however. The Warrior tanks nicely and deals absurdly high damage when capped, while his very high VIT complements that ability nicely.

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* MagikarpPower: A fresh Warrior, like any sword user, is not that great. The averages are just too low for the Warrior to succeed in killing almost any boss, or even farm the Godlands, and do are terrible in comparison to another class, other classes, such as the Wizard and Necromancer. The low range of the sword is the main cause, and bad range along with low stats do not make a good combination. A maxed Warrior, is a different story, however. The Warrior tanks nicely and deals absurdly high damage when capped, while his very high VIT complements that ability nicely.



* BoringButPractical: Although there are many higher-tier shields that do more damage and have more range, the fact that the basic Wooden Shield has the same stun duration for a significantly lower costs often results in some Knights preferring to keep their starter shield, even when they have high-tier alternatives.

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* BoringButPractical: Although there are many higher-tier shields that do more damage and have more range, the fact that the basic Wooden Shield has the same stun duration for a significantly lower costs cost often results in some Knights preferring to keep their starter shield, shield as a swapout, even when they have high-tier alternatives.



* MadeOfIron: The Knight has monumental DEF and HP, wears heavy armour and wields shields that further boost DEF, allowing him to shrug off damage from most swarm attacks and proceed to attack a boss directly. Because they have such high Defense and HP, Knights should always be at the front of the fight to tank hits for the more fragile classes.

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* MadeOfIron: The Knight has monumental DEF and HP, wears heavy armour armor and wields shields that further boost DEF, allowing him to shrug off damage from most swarm attacks and proceed to attack a boss directly. Because they have such high Defense and HP, Knights should always be at the front of the fight to tank hits for the more fragile classes.



The Paladin is a sword-wielding melee the Knight and Warrior, but is separated by having access to an ability that provides HP, regeneration, and damage buffs in an area. This makes the Paladin both a powerful combatant and essential support member, but he suffers from lower stat caps than his melee compatriots.

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The Paladin is a sword-wielding melee like the Knight and Warrior, but is separated by having access to an ability that provides HP, regeneration, and damage buffs in an area. This makes the Paladin both a powerful combatant and essential support member, but he suffers from lower stat caps than his melee compatriots.



* BlingOfWar: He wears golden armour.

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* BlingOfWar: He wears golden armour.armor.



* MagicKnight: The Paladin is a sword-wielding, heavily-armoured class whose special ability is decidedly magical.
* MagikarpPower: A fresh Paladin, like any sword user, is not that great. The averages are just too low for the Paladin to succeed in killing almost any boss, or even farm the Godlands, and do terrible in comparison to another class, such as the Wizard and Necromancer. The low range of the sword is the main cause, and bad range along with low stats do not make a good combination. A maxed Paladin, is a different story, however. With his HP and WIS, the Paladin tanks nicely and deals great damage when capped, and his Seals combined with his bulk offer him some of the highest effective survivability in the game.

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* MagicKnight: The Paladin is a sword-wielding, heavily-armoured heavily-armored class whose special ability is decidedly magical.
* MagikarpPower: A fresh Paladin, like any sword user, is not that great. The averages are just too low for the Paladin to succeed in killing almost any boss, or even farm the Godlands, and do are terrible in comparison to another class, other classes, such as the Wizard and Necromancer. The low range of the sword is the main cause, and bad range along with low stats do not make a good combination. A maxed Paladin, is a different story, however. With his HP and WIS, the Paladin tanks nicely and deals great damage when capped, and his Seals combined with his bulk offer him some of the highest effective survivability in the game.



* MightyGlacier: The Paladin is quite durable thanks to the healing from his seal and his heavy armour, and his swords also deal very high damage. However, just like the Knight, his speed and range suffer as a result. The Swoll Paladin ST set takes this even further, giving the Paladin more defense and attack but lowering his speed.

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* MightyGlacier: The Paladin is quite durable thanks to the healing from his seal and his heavy armour, armor, and his swords also deal very high damage. However, just like the Knight, his speed and range suffer as a result. The Swoll Paladin ST set takes this even further, giving the Paladin more defense and attack but lowering his speed.



* StoneWall: The Marble Seal summons an Eye of Marble that gives the extremely powerful armored buff on top of damaging to any players near it, giving +50 to their current defense. However it limits their mobility due to requiring them to be near it.

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* StoneWall: The Marble Seal summons an Eye of Marble that gives the extremely powerful armored buff on top of damaging to any players near it, giving +50 to increasing their current defense. However DEF by 50%. However, it limits can limit their mobility due to requiring because it requires them to be near it.



The Trickster is a dagger class that wears leather armour. Her special ability is the Prism, which teleports her and creates a decoy of herself. The Trickster is a decent combatant and an extremely efficient rusher who can both divert and bypass enemies easily, while having the highest DPS of the dagger classes - but she's extremely difficult to use optimally and highly punishing if used incorrectly.

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The Trickster is a dagger class that wears leather armour.armor. Her special ability is the Prism, which teleports her and creates a decoy of herself. The Trickster is a decent combatant and an extremely efficient rusher who can both divert and bypass enemies easily, while having the highest DPS of the dagger classes - but she's extremely difficult to use optimally and highly punishing if used incorrectly.

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* PoisonedWeapons: The Doku no Ken is coated in the Son of Arachna's venom, though this never comes up in the game itself.

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* PoisonedWeapons: The Doku no Ken is coated in the Son of Arachna's venom, though this never comes up in the game itself.itself outside of a secondary "poison burst" attack.



* StoneWall: The Cloak of the Mad God and Cloak of the Darkened Sun. The Cloak of the Mad God gives Armored to the Rogue, doubling his defense. The Cloak of the Darkened sun temporarily increases the Rogue's max HP and heals him when he takes damage while cloaked. Both of these cloaks greatly increase the survival chances of a Rogue who gets uncloaked by an attack while in a bad spot.

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* StoneWall: The Cloak of the Mad God and Cloak of the Darkened Sun. The Cloak of the Mad God gives Armored to the Rogue, doubling multiplying his defense.DEF by 1.5 times. The Cloak of the Darkened sun temporarily increases the Rogue's max HP and heals him when he takes damage while cloaked. Both of these cloaks greatly increase the survival chances of a Rogue who gets uncloaked by an attack while in a bad spot.spot, at the cost of his usual speed or stealth abilities.



* JackOfAllStats: The Archer has very balanced stats across the board with the exception of his 75 ATT. Because of this, he is often seen as a “middle of the road” class; he’s not as powerful as the Wizard, nor as durable as the Knight, rather he is a good option for those who like to try a bit of everything, midlands, godlands, dungeons, and (when maxed) events.

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* JackOfAllStats: The Archer has very balanced stats across the board with the exception of his 75 ATT. Because of this, he is often seen as a “middle of the road” class; he’s not as powerful as the Wizard, nor as durable as the Knight, rather he is a good option for those who like to try a bit of everything, everything: midlands, godlands, dungeons, and (when maxed) events.



* StatusEffects: The [=T0-T2=] quivers inflict slow, while the [=T3+=] quivers paralyse.

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* StatusEffects: The [=T0-T2=] quivers inflict slow, while the [=T3+=] quivers paralyse.paralyze.



* StarterEquipment: Every new player starts as a Wizard, the only available class in the game at the very beginning, which partially explains the [[YouALLLookFamiliar overabundance of wizards]] in Nexus.

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* StarterEquipment: Every new player starts as a Wizard, the only available class in the game at the very beginning, which partially explains the [[YouALLLookFamiliar overabundance of wizards]] in the Nexus.



* MagicMushroom: The Tome of the Mushroom Tribes spawns a stationary mushroom that heals players.

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* MagicMushroom: The Tome of the Mushroom Tribes spawns a stationary mushroom that heals players. With enough MP to burn, a Priest with this can set up entire gardens of healing shrooms.



* TheRedMage: Certain untiered/set tiered items sacrifice some of the Priest's healing ability in favour of offensive power. The Necronomicon curses enemies, the Ceremonial Merlot and Tome of Holy Furor increase his attack and dexterity respectively, and the Tome of Pain, Tome of the Tarnished Gods and Chaotic Scripture deal raw damage.

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* {{Nerf}}: Priest was arguably hit the hardest with the Vital Combat update that overhauled much of the game's combat mechanics, due to his Tomes now having their healing reduced for every target, and the infamous Tome of Purification no longer providing a party-wide heal. This was to discourage the "facetanking" meta that was considered to be the overwhelmingly best option in most endgame dungeons.
* TheRedMage: Certain untiered/set tiered items sacrifice some of the Priest's healing ability in favour of offensive power. The Necronomicon curses enemies, enemies while dealing damage, the Ceremonial Merlot and Tome of Holy Furor increase his attack and dexterity respectively, and the Tome of Pain, Tome of the Tarnished Gods and Chaotic Scripture deal raw damage.



* StoneWall: With the Tome of Holy Protection, which doubles the Priest's DEF for 4 seconds in addition to the healing, he can become a tank potentially stronger than the Knight for 4 seconds. The Priest can eat walls of shotguns and walk through mobs of enemies with this tome without even much concern, because of his high wisdom and MP stat, and bringing MP potions only makes things easier. Of course, his main weakness - lack of damage - still stands.

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* StoneWall: With the Tome of Holy Protection, which doubles the Priest's gives +50% DEF for 4 seconds in addition to the healing, he can become a tank potentially stronger than the Knight for 4 seconds. The Priest can eat walls of shotguns and walk through mobs of enemies with this tome without even much concern, because of his high wisdom and MP stat, and bringing MP potions only makes things easier. Of course, his main weakness - lack of damage - still stands.



* BadassNormal



* DamageIncreasingDebuff: The Shield of Ogmur and Shield of Pogmur forgo the stun in exchange for temporarily reducing the target's DEF to zero.

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* DamageIncreasingDebuff: The Shield of Ogmur and the JokeItem Shield of Pogmur forgo the stun in exchange for temporarily reducing the target's DEF to zero.zero.
* DefendCommand: The untiered Crystal Shield turns the Knight Armored while the ability key is held down while launching a CounterAttack whenever he's hit and healing off a portion of the damage if he's hit hard enough. A Knight without Armored will generally already be approaching 100 DEF, meaning an ''Armored'' Knight will outright shrug off anything that isn't armor piercing or an incredibly endgame boss. However it drains 40 MP per second and disables all MP recovery, while also massively decreasing the already slow Knight's speed.



** Despite his general reputation as a no-skill class, it is admittedly difficult to get close to one of the endgame bosses who are spewing high-damage shots constantly in order to stun them. However, if a Knight can get the stun on something like Oryx 2, he can cripple the boss long enough for everyone else to run in and deal enormous damage.
** The Spiteful Scutum has an extremely narrow shot that requires a good deal of skill to land consistently. Those who can, however, will enjoy a 1 second longer stun time, extended range, and a decreased MP cost, allowing them to chainstun more easily.

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** Despite his general reputation as a no-skill class, it is admittedly difficult to get close to one of the endgame Stunlocking earlier bosses to trivialize them is an easy feat, but doing so to the higher-level ones who are spewing high-damage shots constantly in order to stun them. is a different story. However, if a Knight can get the stun on something like Oryx 2, 2 or a Tomb God, he can cripple the boss long enough for everyone else to run in and deal enormous damage.
** The Spiteful Scutum has an extremely narrow shot and a cooldown that requires a good deal of skill to land consistently.makes missing more unforgiving. Those who can, however, will enjoy a 1 second longer stun time, extended range, and a decreased MP cost, allowing them to chainstun more easily.



* ImplacableMan: The untiered Crystal Shield turns the Knight Armored while the ability key is held down. However it drains 40 MP per second and disables all MP recovery, while also massively decreasing the already slow Knight's speed, making it a niche item.



* MagikarpPower: A fresh Paladin, like any sword user, is not that great. The averages are just too low for the Paladin to succeed in killing almost any boss, or even farm the Godlands, and do terrible in comparison to another class, such as the Wizard and Necromancer. The low range of the sword is the main cause, and bad range along with low stats do not make a good combination. A maxed Paladin, is a different story, however. With his HP and WIS, the Paladin tanks nicely and deals great damage when capped.

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* MagikarpPower: A fresh Paladin, like any sword user, is not that great. The averages are just too low for the Paladin to succeed in killing almost any boss, or even farm the Godlands, and do terrible in comparison to another class, such as the Wizard and Necromancer. The low range of the sword is the main cause, and bad range along with low stats do not make a good combination. A maxed Paladin, is a different story, however. With his HP and WIS, the Paladin tanks nicely and deals great damage when capped.capped, and his Seals combined with his bulk offer him some of the highest effective survivability in the game.



* StoneWall: The Marble Seal summons an Eye of Marble that gives the extremely powerful armored buff on top of damaging to any players near it, doubling their current defense. However it limits their mobility due to requiring them to be near it.

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* StoneWall: The Marble Seal summons an Eye of Marble that gives the extremely powerful armored buff on top of damaging to any players near it, doubling giving +50 to their current defense. However it limits their mobility due to requiring them to be near it.



* ArmorPiercingAttack: His Poisons ignore enemy defense.

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* ArmorPiercingAttack: His Poisons ignore enemy defense.defense, and even invulnerability if they were poisoned before they went invincible.
* BalanceBuff: Month of the Mad God 2022 offered the previously-underperforming Assassin a number of buffs, the most important of them being the DamageIncreasingDebuff on his poisons and the ability for them to scale with Wisdom, or even other stats for the Untiered ones.



* DamageIncreasingDebuff: The Parasitic Concoction inflicts Curse, which increases all damage taken by affected enemies by 20%. The Crystallised Fang's Venom inflicts Armor Broken, which temporarily removes the afflicted enemies' DEF.

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* DamageIncreasingDebuff: DamageIncreasingDebuff:
** Poisons will inflict a debuff on hit which causes the target to take more damage from the user, which scales with the Assassin's stats and the tier of the poison.
**
The Parasitic Concoction inflicts Curse, which increases all damage taken by affected enemies by 20%. The Crystallised Fang's Venom inflicts Armor Broken, which temporarily removes the afflicted enemies' DEF.



* DifficultButAwesome: The UT Murky Toxin fires two bombs simultaneously, a normal one dealing only 300 damage and a precise one dealing a whopping 900 damage. Since the 900-damage one has a tiny radius, precise aiming is mandatory to use this poison, but players who can plant it precisely will be able to strike targets for a massive 1200 damage.

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* DifficultButAwesome: The UT Murky Toxin fires two bombs simultaneously, a normal one dealing only 300 less damage and a precise one dealing a whopping 900 ''triple'' damage. Since the 900-damage one has a tiny radius, precise Precise aiming is mandatory to use this poison, but players who can plant it precisely will be able to strike targets for a massive 1200 damage.1400 damage along with the largest damage amplification effect out of all of them.



* BalanceBuff: Her traps got a major buff in the June 2017 update, that gave them massively decreased deploy times, more damage, less Mana costs and stat bonuses. Before, there was almost no reason to use a Huntress over an Archer as the Quiver had vastly superior damage and status effects.



* TookALevelInBadass: Her traps got a major buff in the June 2017 update, that gave them massively decreased deploy times, more damage, less Mana costs and stat bonuses. Before, there was almost no reason to use a Huntress over an Archer as the Quiver had vastly superior damage and status effects.



* DamageIncreasingDebuff: Most Orbs inflict Curse, which increases all damage taken by affected enemies by 20%. The T7 Dimensiongate Orb can inflict the longest curse in the game at 11 seconds.

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* DamageIncreasingDebuff: Most Orbs inflict Curse, which increases all damage taken by affected enemies by 20%.25%. The T7 Dimensiongate Orb can inflict the longest curse in the game at 11 seconds.



* TrapMaster: The Orb of Aether and Orb of Conquest. The Orb of Aether creates an Aether Orb at the cursor's location that paralyses and slows enemies caught in it. The Orb of Conquest creates a Beacon at the cursor's location that damages and curses enemies near it in three bursts.
* {{Troll}}: Many players regard Mystic as a troll pick, due to the fact that countless players abuse the stasis ability to deliberately stasis enemies that others are trying to kill, including Test Chests and minor bosses. While not all Mystics will abuse their power, this has given a bad name to the class in general, however those who can handle the power are an invaluable support class. Most of the bosses were rendered stasis-immune during an update as an answer to that, however trolling Mystics are still present here and there.
[[/folder]]

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* TrapMaster: The Orb of Aether and Orb of Conquest. The Orb of Aether creates an Aether Orb at the cursor's location that paralyses and slows enemies caught in it. The Orb of Conquest creates a Beacon at the cursor's location that damages and curses enemies near it in three bursts.
* {{Troll}}: Many players regard Mystic as a troll pick, due to the fact that countless players abuse the stasis ability to deliberately stasis enemies that others are trying to kill, including Test Chests and minor bosses. While not all Mystics will abuse their power, this has given a bad name to the class in general, however those who can handle the power are an invaluable support class. Most of the bosses were rendered stasis-immune during an update as an answer to that, however trolling Mystics are still present here and there.
bursts.[[/folder]]



* DifficultButAwesome: The Prism is considered by many players to be the hardest ability item to master, but can be used in many different situations by improvising. Using it correctly can yield many rewards, helping you and your group. For example, it can be used to rush dungeons very quickly, but only if used at the right time, or it can be used to effectively “cloak” an entire group from enemy fire.

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* DifficultButAwesome: The Prism is considered by many players to be the hardest ability item to master, master and can very easily send the user to their death in a single button press, but can be used in many different situations by improvising. Using it correctly can yield many rewards, helping you and your group. For example, it can be used to rush dungeons very quickly, but only if used at the right time, or it can be used to effectively “cloak” an entire group from enemy fire.



* BalanceBuff: An update in June 2017 gave Sorcerer a major buff, increasing his max ATT to 70, boosting the overall damage on wands, and giving the scepters a huge damage boost and a WIS scaling that increases their damage/# of targets based on your wisdom stat while making it so that they deal less damage with each consecutive bounce. Month of the Mad God 2022 made him even stronger by buffing his base stats again and giving Scepters the Shockblast ability, causing the primary target to constantly emit electric explosions that damage everything around them.



* LongRangeFighter: Both the wand and the scepter has very long ranges. Much needed, because the Sorcerer's low survivability will easily get him killed if he has to fight in close range.

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* LongRangeFighter: Both the his wand and the scepter has have very long ranges.range, even more so than the likes of a Wizard. Much needed, because the Sorcerer's low survivability will easily get him killed if he has to fight in close range.



* SquishyWizard: Like the other robe classes, the Sorcerer is one of the most fragile classes in the game with respect to health and defense.
* TookALevelInBadass: An update in June 2017 gave Sorcerer a major buff, increasing his max ATT to 70, boosting the overall damage on wands, and giving the scepters a huge damage boost and a WIS scaling that increases their damage/# of targets based on your wisdom stat while making it so that they deal less damage with each consecutive bounce.

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* SquishyWizard: Like the other robe classes, the Sorcerer is one of the most fragile classes in the game with respect to health and defense.
* TookALevelInBadass: An update in June 2017 gave Sorcerer a major buff, increasing his max ATT to 70, boosting
defense. He does, however, have an unusually high VIT of 75 (usually only reserved for melee classes), letting him get back into the overall damage on wands, and giving the scepters a huge damage boost and a WIS scaling that increases their damage/# of targets based on your wisdom stat while making it so that they deal less damage with each consecutive bounce.fight quicker.



* StoneWall: The ST Daybreak Chakram gives the Ninja armored while the spacebar is held down, which doubles his defense. However it has a high mp cost and disables MP healing while the spacebar is held down, which prevents it from being spammed.

to:

* StoneWall: The ST Daybreak Chakram gives the Ninja armored while the spacebar is held down, which doubles his defense.down. However it has a high mp cost and disables MP healing while the spacebar is held down, which prevents it from being spammed.



* JackOfAllStats: Samurai combines elements from Ninja and the melee classes, in addition to having decent stat caps all around (with the standout being his 75 ATT). While he cannot replicate their strengths as well, the combination of heavy armor and a Katana already makes the Samurai uniquely powerful.

to:

* JackOfAllStats: Samurai combines elements from Ninja and the melee classes, in addition to having decent stat caps all around (with the standout being his 75 ATT). While he cannot replicate their strengths as well, the combination of heavy armor armor, a Katana, and a Katana psuedo-Spell already makes the Samurai uniquely powerful.powerful and very safe to play.



* SummonMagic: The Summoner's ability is to summon cursor-guided familiars to fight enemies.

to:

* ActionGirl
* KillerRabbit: The minions of the Incubation Mace.
* LongRangedFighter: She has the standard long range expected of a Wand class, but her ability to have her summons fight anywhere she can place the cursor gives her some of the longest effective range in the game.
* SummonMagic: The Summoner's ability is to summon cursor-guided familiars to fight enemies.enemies. Depending on the Mace, these can range between cursor-guided minions, orbiting protectors, or stationary turrets.


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The Kensei wields a katana and wears heavy armor, along with having a Sheath which lets him charge up stacks of a dash to move around, also damaging enemies and giving him stacking stat buffs if he hits targets. If used correctly, he can easily dodge attacks that would give any other class trouble while dishing out damage in turn.


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* DifficultButAwesome: Kensei's instant dashes complete with invincibility frames offer him incredible evasiveness and let him get away with ridiculously risky plays, but it's also incredibly easy to mistime a dash and instantly send him to his death, especially if they weren't keeping track of how many charges they had stored up. A novice Kensei is essentially living on borrowed time until they're instantly killed from a misplay; a skilled Kensei can become nearly untouchable while using their Katana and buff stacking to launch a vicious counterattack.
* InvulnerableAttack: The dash of a Sheath grants a brief moment of Invulnerability.

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* TheTurretMaster: The Sentry Turret UT Quiver, instead of firing stronger-than-normal arrows, creates immobile turrets which shoot at enemies.



* StoneWall: With the Tome of Holy Protection, which doubles the Priest's DEF for 4 seconds, he can become a tank potentially stronger than the Knight for 4 seconds, and it heals HP. The Priest can eat walls of shotguns and walk through mobs of enemies with this tome without even much concern, because of his high wisdom and MP stat, and bringing MP potions only makes things easier. Of course, his main weakness - lack of damage - still stands.

to:

* StoneWall: With the Tome of Holy Protection, which doubles the Priest's DEF for 4 seconds, seconds in addition to the healing, he can become a tank potentially stronger than the Knight for 4 seconds, and it heals HP.seconds. The Priest can eat walls of shotguns and walk through mobs of enemies with this tome without even much concern, because of his high wisdom and MP stat, and bringing MP potions only makes things easier. Of course, his main weakness - lack of damage - still stands.



* WhiteMage: The Priest's powerful heal comes at the cost of the worst DPS in the game: wands do not deal much damage, and the Priest has no ability to alleviate this weakness unlike the Sorcerer.

to:

* WhiteMage: The Priest's powerful heal comes at the cost of the worst DPS in the game: wands do not deal much damage, and the Priest has no ability to alleviate this weakness unlike the Sorcerer.Sorcerer and Summoner.



* ImplacableMan: The untiered Crystal Shield turns the Knight invulnerable to all damage while the ability key is held down. However it drains 70 MP per second and disables all MP recovery, while also massively decreasing the already slow Knight's speed, making it a niche item.

to:

* ImplacableMan: The untiered Crystal Shield turns the Knight invulnerable to all damage Armored while the ability key is held down. However it drains 70 40 MP per second and disables all MP recovery, while also massively decreasing the already slow Knight's speed, making it a niche item.



* MechanicallyUnusualClass: The Crystal Shield is one of the only two items in the game to utilise the otherwise enemy-exclusive Invulnerable stats.



* PeekABangs: Both the Deadly Vixen skin and the Drow Trickster skin have their right eyes covered by hair.


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[[/folder]]

[[folder:Kensei]]
->'''Weapon:''' Katana
->'''Armor:''' Heavy
->'''Ability:''' Sheath
----
* DashAttack: When first activated, the Kensei's Sheath charges up a number of charges, which are later consumed so the Kensei can dash in the direction of the cursor, dealing damage to enemies hit and boosting a stat (which is always ATT for tiered Sheaths).

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* AutomaticCrossbows: The tier 2 Crossbow and the tier 7 Heavy Crossbow can fire as fast as a normal bow. Taken UpToEleven with the UT Thousand Shot, which actually has the fastest rate of fire of any weapon in the game. The ST Deathless Crossbow fires ''slightly'' more slowly than most bows but not by much.

to:

* AutomaticCrossbows: The tier 2 Crossbow and the tier 7 Heavy Crossbow can fire as fast as a normal bow. Taken UpToEleven with the UT Thousand Shot, which despite being a crossbow, actually has the fastest rate of fire of any weapon in the game. The ST Deathless Crossbow fires ''slightly'' more slowly than most bows but not by much.



* {{Multishot}}: The Double Bow, Coral Bow and Harmonius Harp fire 2 arrows per shot, while the T8+ bows fire 3. Taken UpToEleven by the Nectar Crossfire and Predator Bow, which fire 4 and 5 arrows respectively. Because of this, bow classes need to get close in order to dish out the most damage possible.

to:

* {{Multishot}}: The Double Bow, Coral Bow and Harmonius Harp fire 2 arrows per shot, while the T8+ tiered bows fire 3. Taken UpToEleven by 3, the Nectar Crossfire and fires 4, the Predator Bow, which Bolt Thrower, Butter Bow and B.O.W. fire 4 and 5 arrows respectively.5. Because of this, bow classes need to get close in order to dish out the most damage possible.



* FragileSpeedster: Though not as squishy as robe classes, the Rogue is nowhere near as durable as Warriors or Paladins, meaning that if your cloak timing is off, you can get bombarded with shots and possibly be killed. However, the invisibility from the cloak and their massive base speed of 75 makes Rogues amazing dungeon rushers because of their ability to run through rooms quickly and bypass enemy fire. Taken UpToEleven with the ST Legacy Ghastly Drape. In addition to giving you invisibilty, it increases Rogues' already-insane speed by 50% for 2 seconds while cloaked, allowing him to zoom through dungeons with ease.

to:

* FragileSpeedster: Though not as squishy as robe classes, the Rogue is nowhere near as durable as Warriors or Paladins, meaning that if your cloak timing is off, you can get bombarded with shots and possibly be killed. However, the invisibility from the cloak and their massive base speed of 75 makes Rogues amazing dungeon rushers because of their ability to run through rooms quickly and bypass enemy fire. Taken UpToEleven with In particular, the ST Legacy Ghastly Drape. In Drape, in addition to giving you invisibilty, it increases Rogues' the Rogue's already-insane speed by 50% for 2 seconds while cloaked, allowing him to zoom through dungeons with ease.



* SupportPartyMember: Has low DPS but excels at keeping groups alive. The Priest of Geb ST set takes this UpToEleven, giving the Priest more survivability and ability usage in exchange for absolutely terrible DPS even by Priest standards.

to:

* SupportPartyMember: Has low DPS but excels at keeping groups alive. The Priest of Geb ST set takes this UpToEleven, giving gives the Priest more survivability and ability usage in exchange for absolutely terrible DPS even by Priest standards.



* HatOfPower: The Warrior's ability item is the Helm, which increases the movement and attack speed of the Warrior and nearby allies.



* NiceHat: The Tricorne of the High Seas.



* NoBiochemicalBarriers: UpToEleven: Poison affects all victims equally, whether they be TheUndead, living trees, robots, statues, or crystals.

to:

* NoBiochemicalBarriers: UpToEleven: Poison affects all victims equally, whether they be TheUndead, living trees, robots, statues, or crystals.



* AutomaticCrossbows: The tier 2 Crossbow and the tier 7 Heavy Crossbow can fire as fast as a normal bow. Taken UpToEleven with the UT Thousand Shot, which actually has the highest rate of fire of any weapon in the game. The ST Deathless Crossbow fires ''slightly'' more slowly than most bows but not by much.



* GlassCannon: Like his fellow leather armor classes, he's fairly fragile with low DEF and HP stats, but can dish out staggering damage to multiple targets at a time using his katanas.
** The Raijin Disciple ST set takes this UpToEleven, giving very low defense but increasing the Ninja's dps to obscene levels. The Daybreak Chakram star of the set somewhat averts this by giving the Ninja armored, however it has an extremely high mp cost and disables MP healing while the spacebar is held down, which turns it into more of a last-resort ability than something that can be spammed. Damage-wise it plays this straight, having some of the most damage of any star.

to:

* GlassCannon: Like his fellow leather armor classes, he's fairly fragile with low DEF and HP stats, but can dish out staggering damage to multiple targets at a time using his katanas.
**
katanas. The Raijin Disciple ST set takes this UpToEleven, giving gives very low defense but increasing the Ninja's dps to obscene levels. The Daybreak Chakram star of the set somewhat averts this by giving the Ninja armored, however it has an extremely high mp cost and disables MP healing while the spacebar is held down, which turns it into more of a last-resort ability than something that can be spammed. Damage-wise it plays this straight, having some of the most damage of any star.

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* BreakablePowerUp: The Exalted God's Horn provides a permanent +10 DEX boost as long as its user is attacking while above 90% HP. This boost provides a devastatingly effective increase to DPS provided the user can constantly remain above the health threshold.

to:

* BreakablePowerUp: FullHealthBonus: The Exalted God's Horn provides a permanent +10 DEX boost as long as its user is attacking while above 90% HP. This boost provides a devastatingly effective increase to DPS provided the user can constantly remain above the health threshold.



* KnifeNut: The Rogue, Trickster and Assassin use daggers as their main weapons.

to:

* KnifeNut: DeviousDaggers: The Rogue, Trickster and Assassin use daggers as their main weapons.



* {{Invisibility}}: The Rogue's special ability, which turns him invisible.

to:

* {{Invisibility}}: The Rogue's special ability, which ability turns him invisible.



* SummonMagic

to:

* SummonMagicSummonMagic: The Summoner's ability is to summon cursor-guided familiars to fight enemies.

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Bald Of Awesome has been disambig'd and is no longer a trope


* BaldOfAwesome



* ChurchMilitant

to:

* %%* ChurchMilitant
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Dewicked trope


* BadassBeard: The Elder Wizard and Santa Claus skins.



* BadassBeard: The King Knifeula skin.
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* StandardStatusEffects: The [=T0-T2=] quivers inflict slow, while the [=T3+=] quivers paralyse.

to:

* StandardStatusEffects: StatusEffects: The [=T0-T2=] quivers inflict slow, while the [=T3+=] quivers paralyse.
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* StatusBuffDispel: The untiered Tome of Purification and set tier Book of Geb remove all negative buffs in an area around the Priest.

to:

* StatusBuffDispel: The untiered Tome of Purification and set tier Book of Geb remove removes all negative buffs in an area around debuffs on the Priest.

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* FragileSpeedster: The Slurp Scion ST set is all about speed. It provides 25 SPD by default, plus 25 more when the Slurpian Sea Scroll is activated. A Wizard with the full set equipped can potentially reach '''100 speed''' by themselves.

to:

* FragileSpeedster: The Slurp Scion ST set is all about speed. It provides 25 SPD by default, plus 25 more when the Slurpian Sea Scroll is activated. A Wizard with the full set equipped can potentially reach '''100 speed''' by themselves.themselves, and that's not even accounting any potential Speedy buffs.



* ArmorPiercingAttack: Damage from his skulls (particularly the Memento Mori) ignore a portion of the target's defense.

to:

* ArmorPiercingAttack: Damage from his skulls (particularly the Memento Mori) ignore a portion of the target's defense.defense depending on the skull. The ST Memento Mori takes this a step further by having the DEF negation being the same as its high 500 damage, which means it will invariably deal full damage to anything that isn't NighInvulnerable like a Tormented Golem or Parasite Colony.



* CrutchCharacter: Necromancers, bar none, are the single best class for a new player. They're incredibly safe, with a reasonable heal and decent DPS at long range. However, this falls apart as you gain more experience with the game--Priests outclass Necromancers in the safety and healing abilities, as their heal is not only more powerful but also doesn't require enemies to target and buffs the Priest using it, and Wizards and Mystics both outclass Necromancers in DPS and crowd control--and a high level pet with Heal means that even the Necro's survivability is negated as a compelling factor.

to:

* CrutchCharacter: Necromancers, bar none, are the single best class for a new player. They're incredibly safe, with a reasonable heal and decent DPS at long range. However, this falls apart as you gain more experience with the game--Priests outclass Necromancers in the safety and healing abilities, as their heal is not only more powerful but also doesn't require enemies to target and buffs the Priest using it, and Wizards and Mystics both outclass Necromancers in DPS and crowd control--and a high level pet with Heal means that even the Necro's survivability is negated as a compelling factor. Their main redeeming factor is their exceptional HP for a robe class which couples well with their life steal.



* FlamingSkulls: The Skull of Endless Torment glows with the power of Shaitan.

to:

* FlamingSkulls: The Skull of Endless Torment glows with the power of a phoenix trapped by Shaitan.



* MasterOfNone: A decently solid all-rounder, in a game where specialisation is key and pets have taken most of his role. Somewhat averted now that he has the same ATK stat as the Wizard.

to:

* MasterOfNone: A decently solid all-rounder, in a game where specialisation is key and pets have taken most of his role. Somewhat averted now that he has the same ATK stat as the Wizard.Wizard and increased HP.


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* SummonMagic: Some of Necro's UT and ST skulls let them summon familiars to do their bidding, such as the Demon Lord's Skull and Cubic Frame.
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* DiscOneNuke: Despite being the starter class, the Wizard is generally agreed to be one of the strongest classes in the game due to his long range, extraordinary DPS, and on-demand nuke of a spellbomb. Even in the endgame when players have all of the classes at their disposal, the Wizard is still one of the most popular picks.
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* AchillesHeel: Quiet will instantly dispel a Rogue's invisibility, which can be disastrous if this happens in the middle of a large group of enemies.
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* MasterOfNone: Defied. The Angelic Bard ST enables him to fight like a Lumiaire wand user, buff like a Paladin, and apply Inspired like himself, with the obvious cost that he isn't as great at any of those roles as the real deals/a pure Bard; buff durations don't last as long and lack a wisdom modifier, the HP buff doesn't compete with a tier 6 or 7 seal, and the damage buff is a flat ATK boost instead of a percentage increase. However, the fact that he can juggle all three of these roles ''at all'' makes him a nearly-unstoppable force if used correctly.

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[[quoteright:192:https://static.tvtropes.org/pmwiki/pub/images/summoner_5.png]]




to:

* SummonMagic

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The Bard wields a bow and wears a Robe. He has the unique ability to increase the attack range of himself and his allies with his Lute. While not the strongest on his own, he is invaluable to a group.

to:

The Bard wields a bow and wears a Robe. He has the unique ability to increase the attack range of himself and his allies with his Lute.Lute, with stronger Lutes also giving a DEF bonus. While not the strongest on his own, he is invaluable to a group.



* SupportPartyMember: The Bard doesn't have very high DPS but is very useful in a group.
* StoneWall: The Pharaoh's Requiem lute weakens the attack power of enemies and doubles the Bard's defense if he takes at least 50 damage. On top of that it also gives defense on equip.

to:

* SupportPartyMember: The Bard doesn't have very high DPS DPS, but is very useful in a group.
group thanks to his range-buffing and DEF increasing abilities. More range means players can attack bosses from a much safer distance (especially those which are very dangerous to approach), and more DEF means that even if they take hits, they can walk them off more easily.
* StoneWall: The Pharaoh's Requiem lute weakens the attack power of enemies and doubles temporarily gives the Bard's Bard +50% defense if he takes at least 50 damage. damage, making him very resilient. On top of that it also gives defense on equip.equip.
[[/folder]]

[[folder:Summoner]]
->'''Weapon:''' Wand
->'''Armor:''' Robe
->'''Ability:''' Mace
The Summoner is a wand-wielding robe class who uses a Mace, which can summon cursor-guided familiars to battle for her. Although she requires more micromanagement to use her summons well, she's one of the safest classes in the game as a result, capable of high damage over an extremely long range.

----

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* BlingOfWar: The Cracked and Sealed {{Crystal Skull}}s, being archaeological artifacts, and the Skull of Corrupted Souls along with the DummiedOut tier 8 Sacrilege Skull, both of which are adorned with crowns.



* {{Necromancer}}: Normally, the Necromancer drains life from his victims, and doesn't raise undead minions, except when equipped with the Demon Lord's Skull.

to:

* {{Necromancer}}: Normally, the Necromancer drains life from his victims, and doesn't raise undead minions, except when equipped with the Demon Lord's Skull. There ''was'' an in-story attempt to get Necromancers to start working as summoners full-time, but the person responsible for figuring that one out was [[GiftedlyBad a pompous ass]] who died from his "[[KnowNothingKnowItAll high IQ]]" and became the [[JokeItem Epiphany Skull]].

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* DarkIsNotEvil: All Necromancers are good. The evil ones are called Deathmages.

to:

* DarkIsNotEvil: All Necromancers are good. The evil ones are called Deathmages. With the Skullish Remains of Esben, this is taken even further as it all but states a Necromancer using it is tapping into the power of the ''[[GreaterScopeVillain Void Entity]] itself'' to slow down enemies affected by it.


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* SeriesMascot: Takes center stage for ''Exalt'''s promotional art in the form of the Hollow Prince, a regular-sized version of the transformation granted by the [[BlackMage Hollow King]] set.


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* SupportPartyMember: With a Skull of Endless Torment, the Necromancer gains the ability to purge debuffs from himself and his teammates ([[MasterOfNone at the cost of requiring multiple enemy targets to trigger, in comparison to a Priest with similar abilities]]) With a Skull of Corrupted Souls, the Necromancer can curse opponents to provide a DPS buff. With the Skullish Remains of Esben, the Necromancer can inflict instantaneous slows on incoming foes - one of if not the only role that surpasses other classes capable of the same thing, as there is no travel time for his abilities. Collect all three, and a Necromancer can play three roles that are vital to endgame dungeons for the price of one.
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dewicking Our Elves Are Better per trs


* OurElvesAreBetter: The Drow Trickster skin.

to:

* OurElvesAreBetter: OurElvesAreDifferent: The Drow Trickster skin.

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* HighClassGlass: The Collector's Monocle ring.




to:

* ThePowerOfBlood: The ST Bloodstone Ring is said to be made out of the blood of slain heroes.



* InstrumentOfMurder: The Harmonious Harp "bow" is a harp that shoots damaging music notes at enemies.



* FragileSpeedster: The Slurp Scion ST set provides 25 SPD by default, plus 25 more when the Slurpian Sea Scroll is activated. A Wizard with the full set equipped can potentially reach '''100 speed''' by themselves.

to:

* FragileSpeedster: The Slurp Scion ST set is all about speed. It provides 25 SPD by default, plus 25 more when the Slurpian Sea Scroll is activated. A Wizard with the full set equipped can potentially reach '''100 speed''' by themselves.



* BlowThatHorn: The Chief's War Horn UT is a horn that slows down nearby enemies and places down a banner that increases the attack speed of nearby players.

to:

* BlowThatHorn: The UT Chief's War Horn UT is a horn that slows down nearby enemies and places down a banner that increases the attack speed of nearby players.


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* FragileSpeedster: The UT Snake Charmer Pungi increases the Bard's speed on equip and gives him the Speedy buff, but doesn't give a range buff when used.


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* StoneWall: The Pharaoh's Requiem lute weakens the attack power of enemies and doubles the Bard's defense if he takes at least 50 damage. On top of that it also gives defense on equip.

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* HerdHittingAttack: The bow fires multiple piercing projectiles, so the Archer can quickly clear mobs of weak enemies.
* {{Multishot}}: The Double Bow, Coral Bow and Harmonius Harp fire 2 arrows per shot, while the T8+ bows fire 3. Taken UpToEleven by the Nectar Crossfire and Predator Bow, which fire 4 and 5 arrows respectively. Because of this, Archers need to get close in order to dish out the most damage possible.

to:

* HerdHittingAttack: The bow fires multiple piercing projectiles, so the Archer Bow classes can quickly clear mobs of weak enemies.
* {{Multishot}}: The Double Bow, Coral Bow and Harmonius Harp fire 2 arrows per shot, while the T8+ bows fire 3. Taken UpToEleven by the Nectar Crossfire and Predator Bow, which fire 4 and 5 arrows respectively. Because of this, Archers bow classes need to get close in order to dish out the most damage possible.



* KatanasAreJustBetter: Used by the Samurai and Ninja classes. Katanas have higher range than swords as well as being able to pierce enemies. However they deal less damage.



* DecoyGetaway: The UT Cloak of Refraction creates a decoy behind the user that draws enemy fire, just like a Trickster's Prism.



* StoneWall: The Cloak of the Mad God and Cloak of the Darkened Sun. The Cloak of the Mad God gives Armored to the Rogue, doubling his defense. The Cloak of the Darkened sun temporarily increases the Rogue's max HP and heals him when he takes damage while cloaked. Both of these cloaks greatly increase the survival chances of a Rogue who gets uncloaked by an attack while in a bad spot.



* ArmorPiercingAttack: The UT Crystal Wand ignores the defense of targets.

to:

* ArmorPiercingAttack: The UT Crystal Wand ignores Chaotic Scripture tome attacks enemies with Chaos Beams that ignore the defense of targets.targets. However it has the lowest healing of all Tomes of its tier.



* ArmorPiercingAttack: The ST Oryx's Greatsword ignores the defense of its targets.



* TheBlackDeath: The untiered Plague Poison infects many victims but take a long time to work.

to:

* TheBlackDeath: The untiered Plague Poison infects many victims but take takes a long time to work.



* ArmorPiercingAttack: The ST Scorchium Stone orb ignores enemy defense.

to:

* ArmorPiercingAttack: The ST Scorchium Stone orb ignores shoots fireballs that ignore enemy defense.



* ArmorPiercingAttack: The UT Ballistic Star ignores the defense of its targets.



* CounterAttack: The ST Crystalline Kunai star fires three kunai blades at the attacker when the Ninja is hit by an attack.



** The Raijin Disciple ST set takes this UpToEleven, giving very low defense but increasing the Ninja's dps to obscene levels. The Daybreak Chakram star of the set somewhat averts this by giving the Ninja armored, however it has an extremely high mp cost and disables MP healing while the spacebar is held down, which turns it into more of a last-resort ability than something that can be spammed. Damage-wise it plays this straight, having some of the most damage of any star.
* GreenThumb: The Hanagasaku star plants a Bud Bomb that explodes and deals damage.
* HighlyVisibleNinja



* StoneWall: The ST Daybreak Chakram gives the Ninja armored while the spacebar is held down, which doubles his defense. However it has a high mp cost and disables MP healing while the spacebar is held down, which prevents it from being spammed.



* ArmorPiercingAttack: The ST Ryu's Blade Wakizashi ignores enemy defense.



* PlayingWithFire: The Wakizashi of Crossing Fires is a flaming wakizashi which has higher damage than tiered Wakizashi but doesn't inflict exposed for as long.

to:

* PlayingWithFire: The Wakizashi of Crossing Fires is a flaming wakizashi which has deals higher damage than tiered Wakizashi but doesn't inflict exposed for as long.



* HerdHittingAttack: The bow fires multiple piercing projectiles, so the Bard can quickly clear mobs of weak enemies.

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!!Rogue
[[quoteright:192:https://static.tvtropes.org/pmwiki/pub/images/rogue.PNG]]
->'''Weapon:''' Dagger
->'''Armor:''' Leather
->'''Ability:''' Cloak
The Rogue is a fast dagger class with light armor and the cloak that turns himself invisible. The Rogue is the least group-compatible class, but works great by himself. The Rogue is almost invincible when used correctly, but takes plenty of skill in timing and dodging, as he's rather poor in direct combat.

to:

!!Rogue
[[quoteright:192:https://static.tvtropes.org/pmwiki/pub/images/rogue.PNG]]
->'''Weapon:''' Dagger
->'''Armor:''' Leather
->'''Ability:''' Cloak
The Rogue is a fast dagger class with light armor and the cloak that turns himself invisible. The Rogue is the least group-compatible class, but works great by himself. The Rogue is almost invincible when used correctly, but takes plenty of skill in timing and dodging, as he's rather poor in direct combat.
[[foldercontrol]]
[[folder:In General]]



* ArmorPiercingAttack: The UT Queen's Stinger Dagger, dropped by the Killer Bee Queen, ignores the defense of its targets.
* BadassInANiceSuit: The Eligible Bachelor skin wears a tuxedo.
* DifficultButAwesome: The Rogue has a very hard-to-master ability and is completely incapable of supporting a group, while he's also one of the best classes for rushing and soloing dungeons. This makes the Rogue a high risk, high reward class to play.
* TheFaceless: The Rogue always wears a red mask.
* FlashStep: The untiered Cloak of the Planewalker, in addition to turning the Rogue invisible, also teleports him a short distance.
* FragileSpeedster: Though not as squishy as robe classes, the Rogue is nowhere near as durable as Warriors or Paladins, meaning that if your cloak timing is off, you can get bombarded with shots and possibly be killed. However, the invisibility from the cloak and their massive base speed of 75 makes Rogues amazing dungeon rushers because of their ability to run through rooms quickly and bypass enemy fire.
** Taken UpToEleven with the ST Legacy Ghastly Drape. In addition to giving you invisibilty, it increases Rogues' already-insane speed by 50% for 2 seconds while cloaked, allowing him to zoom through dungeons with ease.
* InTheHood: The Brigand skin.
* {{Invisibility}}: The Rogue's special ability, which turns him invisible.
* KnifeNut
* TheParalyzer: The ST Ghastly Drape releases a nova of 10 damaging paralyzing shots when he goes invisible. This can help disable any nearby enemies.
* SoloClass: The Rogue is not much of a team player, his ability to cloak means that the boss doesn’t fire at all if he is on his own. The presence of any other uncloaked players will result in the enemy firing, and, if the allies are in the same relative direction, can get the Rogue hit as well, even if he is cloaked.
* StealthExpert
* StealthRun: The job of Rogue dungeon rushers: cloak past every enemy, reach the boss room, then let other people teleport to fight. Made harder by the fact that players can't teleport to invisible Rogues.

!!Archer
[[quoteright:192:https://static.tvtropes.org/pmwiki/pub/images/archer.PNG]]
->'''Weapon:''' Bow
->'''Armor:''' Leather
->'''Ability:''' Quiver
The Archer is a ranged class who uses a bow, and can use his magic quiver to strike enemies with status-inflicting arrows. The Archer is a well-rounded but nonetheless powerful class in almost anyone’s hands.

to:

* ArmorPiercingAttack: The For every weapon type, there is at least one UT or ST item whose attacks ignore the enemy's DEF: the Queen's Stinger Dagger, dropped by Dagger (dagger), the Killer Bee Queen, ignores Bergenia Bow (bow), the defense of Tezcacoatl's Tail (staff), the Crystal Wand (wand), Oryx's Greatsword (sword) and Reikoku (katana). The Divinity sword's normal projectiles do not ignore DEF, but its targets.
Exalted Beams do.
* BadassInANiceSuit: BreakablePowerUp: The Eligible Bachelor skin wears Exalted God's Horn provides a tuxedo.
* DifficultButAwesome: The Rogue has a very hard-to-master ability and
permanent +10 DEX boost as long as its user is completely incapable of supporting a group, attacking while he's also one of the best classes for rushing and soloing dungeons. above 90% HP. This makes boost provides a devastatingly effective increase to DPS provided the Rogue a high risk, high reward class to play.
* TheFaceless: The Rogue always wears a red mask.
* FlashStep: The untiered Cloak of
user can constantly remain above the Planewalker, in addition to turning health threshold.
* OneHitPolykill: By default, all bows (except
the Rogue invisible, also teleports him a short distance.
* FragileSpeedster: Though not as squishy as robe classes,
Leaf Bow) and katanas (except the Rogue is nowhere near as durable as Warriors or Paladins, meaning that if your cloak timing is off, you Celestial Blade and Enforcer) can get bombarded with shots and possibly be killed. However, the invisibility from the cloak and their massive base speed of 75 makes Rogues amazing dungeon rushers because of their ability to run pierce through rooms quickly targets, as can all tiered wands and bypass enemy fire.
** Taken UpToEleven with the ST Legacy Ghastly Drape. In addition to giving you invisibilty, it increases Rogues' already-insane speed by 50% for 2 seconds while cloaked, allowing him to zoom through dungeons with ease.
* InTheHood: The Brigand skin.
* {{Invisibility}}: The Rogue's special ability, which turns him invisible.
* KnifeNut
* TheParalyzer: The ST Ghastly Drape releases a nova of 10 damaging paralyzing shots when he goes invisible. This can help disable any nearby enemies.
* SoloClass: The Rogue is not much of a team player, his ability to cloak means that the boss doesn’t fire at all if he is on his own. The presence of any other uncloaked players will result in the enemy firing, and, if the allies are in the same relative direction, can get the Rogue hit as well, even if he is cloaked.
* StealthExpert
* StealthRun: The job of Rogue dungeon rushers: cloak past every enemy, reach the boss room, then let other people teleport to fight. Made harder by the fact that players can't teleport to invisible Rogues.

!!Archer
[[quoteright:192:https://static.tvtropes.org/pmwiki/pub/images/archer.PNG]]
->'''Weapon:''' Bow
->'''Armor:''' Leather
->'''Ability:''' Quiver
The Archer is a ranged class who uses a bow,
certain UT and can use his magic quiver to strike enemies with status-inflicting arrows. The Archer is a well-rounded but nonetheless powerful class in almost anyone’s hands.
ST wands, swords, daggers and staves.

!!Dagger Classes



* ArcherArchetype
* ArmorPiercingAttack: The Quiver of the Shadows fires a devastating blast of 5 arrows that ignore enemy defense. The ST Bergenia Bow also ignores enemy defense.
* ArrowsOnFire: The projectiles of the tier 5 Fire Bow.

to:

* ArcherArchetype
* ArmorPiercingAttack:
KnifeNut: The Quiver of the Shadows fires a devastating blast of 5 arrows that ignore enemy defense. The ST Bergenia Bow also ignores enemy defense.
Rogue, Trickster and Assassin use daggers as their main weapons.

!!Bow Classes
----
* ArrowsOnFire: The projectiles of the tier 5 Fire Bow.Bow shoots flaming arrows.



* BlobMonster: With the Slime Archer skin.



* JackOfAllStats: The Archer has very balanced stats across the board with the exception of his 75 ATT. Because of this, he is often seen as a “middle of the road” class; he’s not as powerful as the Wizard, nor as durable as the Knight, rather he is a good option for those who like to try a bit of everything, midlands, godlands, dungeons, and (when maxed) events.
* JavelinThrower: The UT Mad Javelin "quiver" deals high damage and buffs the Archer's attack but only has 1 shot and has a cooldown.
* LightningBruiser: The Phantom Archer ST set turns him into this.
* {{Multishot}}[=/=]SpreadShot: The Double Bow, Coral Bow and Harmonius Harp fire 2 arrows per shot, while the T8+ bows fire 3. Taken UpToEleven by the Nectar Crossfire and Predator Bow, which fire 4 and 5 arrows respectively. Because of this, Archers need to get close in order to dish out the most damage possible.
** The UT Beehemoth Quivers fire a spread of 3 arrows, and the even rarer Quiver of the Shadows fires ''5.'' The ST Quiver of Shrieking Specters shoots 20 arrows out from around the player similar to if a Wizard's spell was directly aimed on the player.
* NoArcInArchery: Their bows can perfectly fire straight, without an arc.
* TheParalyzer: From the tier 3 Elvencraft Quiver onwards, quivers inflict paralysis on enemies they hit.
* PowerLimiter: The Quiver of Thunder dazes any enemy it hits, making them attack very slowly.
* StandardStatusEffects: The [=T0-T2=] quivers inflict slow, while the [=T3+=] quivers paralyse.

!!Wizard
[[quoteright:192:https://static.tvtropes.org/pmwiki/pub/images/wizard.PNG]]
->'''Weapon:''' Staff
->'''Armor:''' Robe
->'''Ability:''' Spell
The Wizard is the glass cannon of the Realm. He is raw DPS put into pixels, capable of laying waste to enemies at range with his staff and lethally powerful spells. However, as one of the only robe classes with no healing or getaway options, Wizards are very prone to gruesome deaths.

to:

* JackOfAllStats: The Archer has very balanced stats across the board with the exception of his 75 ATT. Because of this, he is often seen as a “middle of the road” class; he’s not as powerful as the Wizard, nor as durable as the Knight, rather he is a good option for those who like to try a bit of everything, midlands, godlands, dungeons, and (when maxed) events.
* JavelinThrower: The UT Mad Javelin "quiver" deals high damage and buffs the Archer's attack but only has 1 shot and has a cooldown.
* LightningBruiser: The Phantom Archer ST set turns him into this.
* {{Multishot}}[=/=]SpreadShot:
{{Multishot}}: The Double Bow, Coral Bow and Harmonius Harp fire 2 arrows per shot, while the T8+ bows fire 3. Taken UpToEleven by the Nectar Crossfire and Predator Bow, which fire 4 and 5 arrows respectively. Because of this, Archers need to get close in order to dish out the most damage possible.
** The UT Beehemoth Quivers fire a spread of 3 arrows, and the even rarer Quiver of the Shadows fires ''5.'' The ST Quiver of Shrieking Specters shoots 20 arrows out from around the player similar to if a Wizard's spell was directly aimed on the player.
* NoArcInArchery: Their bows Bows can perfectly fire straight, without an arc.
* TheParalyzer: From the tier 3 Elvencraft Quiver onwards, quivers inflict paralysis on enemies they hit.
* PowerLimiter: The Quiver of Thunder dazes any enemy it hits, making them attack very slowly.
* StandardStatusEffects: The [=T0-T2=] quivers inflict slow, while the [=T3+=] quivers paralyse.

!!Wizard
[[quoteright:192:https://static.tvtropes.org/pmwiki/pub/images/wizard.PNG]]
->'''Weapon:''' Staff
->'''Armor:''' Robe
->'''Ability:''' Spell
The Wizard is the glass cannon of the Realm. He is raw DPS put into pixels, capable of laying waste to enemies at range with his staff and lethally powerful spells. However, as one of the only robe classes with no healing or getaway options, Wizards are very prone to gruesome deaths.
arc.

!!Staff Classes



* ActionGirl: The Witch skin.
* AllEncompassingMantle: The Twilight Archmage ST set, just like the boss it's based on.
* ArmorPiercingAttack: The ST Ancient Spell: Pierce trades raw damage output for the ability to ignore enemy defense. The UT Tezcacoatl’s Tail staff also ignores enemy defense.
* BadassBeard: The Elder Wizard and Santa Claus skins.
* BadassInANiceSuit: The Gentleman skin's outfit, complete with tuxedo and top hat.
* BeamSpam: Spells fire 20 projectiles around a targeted point. This is also his primary means of attack.
* BlackMage: The Wizard's stats and spell lend themselves to a purely offensive role. He is amazing at decimating entire hordes of enemies, and pretty much nothing else.
* BlobMonster: With the Slime Wizard skin.
* FragileSpeedster: The Slurp Scion ST set turns the Wizard into this. A Wizard with the full set equipped can potentially reach '''100 speed''' by themselves.
* GlassCannon: The Wizard’s role is to kill everything. With high ATK and DEX, and the good damage from his staffs and spells, Wizards can thin out enemies very quickly, but he can only wear robes and is very fragile.
* HerdHittingAttack: Averted by the tiered spells, which only has 20 projectiles and can be blocked. Played straight with the untiered Tablet of the King's Avatar, whose shots pierce through enemies.
* HighClassGlass: The Gentleman skin wears a monocle and tuxedo.
* LongRangeFighter: Wizard staffs and spells have long range, allowing them to deal damage while staying far from enemies. Much needed, because the Wizard is very squishy.
* MagicMushroom: The Sporous Spray Spell creates a mushroom at the cursor that damages enemies.
* MagicStaff
* RobeAndWizardHat
* SpamAttack: The UT Penetrating Blast Spell does less damage than most other spells, but pierces enemies and has a low mana cost allowing it to be spammed to clear groups of enemies.
* SquishyWizard: While his 75 DEX/ATT and the immense damage on his spells mean that most enemies will disintegrate before his damage output, his low HP and DEF make him prone to getting killed instantly by bosses.
* StarterEquipment: Every new player starts as a Wizard, the only available class in the game at the very beginning, which partially explains the [[YouALLLookFamiliar overabundance of wizards]] in Nexus.
* TrapMaster: The Sporous Spray Spell creates a mushroom at the cursor's location that damages enemies near it.
* TheTurretMaster: The Genesis Spell creates four portals that zap enemies near them.
* WizardBeard: With the Santa Claus and Elder Wizard skins.

!!Priest
[[quoteright:192:https://static.tvtropes.org/pmwiki/pub/images/priest.PNG]]
->'''Weapon:''' Wand
->'''Armor:''' Robe
->'''Ability:''' Tome
The Priest is a wand-wielding robe class with an ability that provides potent healing for an entire group. While Priests are invaluable assets in any group effort, they fare poorly in direct combat.

to:

* ActionGirl: The Witch skin.
* AllEncompassingMantle: The Twilight Archmage ST set, just like the boss it's based on.
* ArmorPiercingAttack: The ST Ancient Spell: Pierce trades raw damage output for the ability to ignore enemy defense. The UT Tezcacoatl’s Tail staff also ignores enemy defense.
* BadassBeard: The Elder Wizard and Santa Claus skins.
* BadassInANiceSuit: The Gentleman skin's outfit, complete
MagicStaff: Staves are a long-ranged weapon with tuxedo and top hat.
* BeamSpam: Spells fire 20 projectiles around a targeted point. This is also his primary means of attack.
* BlackMage: The Wizard's stats and spell lend themselves to a purely offensive role. He is amazing at decimating entire hordes of enemies, and pretty much nothing else.
* BlobMonster: With the Slime Wizard skin.
* FragileSpeedster: The Slurp Scion ST set turns the Wizard into this. A Wizard with the full set equipped can potentially reach '''100 speed''' by themselves.
* GlassCannon: The Wizard’s role is to kill everything. With high ATK and DEX, and the
good damage from his staffs used by Wizards, Necromancers and spells, Wizards can thin out enemies very quickly, but he can only wear robes and is very fragile.
* HerdHittingAttack: Averted by the tiered spells, which only has 20 projectiles and can be blocked. Played straight with the untiered Tablet of the King's Avatar, whose shots pierce through enemies.
* HighClassGlass: The Gentleman skin wears a monocle and tuxedo.
* LongRangeFighter: Wizard staffs and spells have long range, allowing them to deal damage while staying far from enemies. Much needed, because the Wizard is very squishy.
* MagicMushroom: The Sporous Spray Spell creates a mushroom at the cursor that damages enemies.
* MagicStaff
* RobeAndWizardHat
* SpamAttack: The UT Penetrating Blast Spell does less damage than most other spells, but pierces enemies and has a low mana cost allowing it to be spammed to clear groups of enemies.
* SquishyWizard: While his 75 DEX/ATT and the immense damage on his spells mean that most enemies will disintegrate before his damage output, his low HP and DEF make him prone to getting killed instantly by bosses.
* StarterEquipment: Every new player starts as a Wizard, the only available class in the game at the very beginning, which partially explains the [[YouALLLookFamiliar overabundance of wizards]] in Nexus.
* TrapMaster: The Sporous Spray Spell creates a mushroom at the cursor's location that damages enemies near it.
* TheTurretMaster: The Genesis Spell creates four portals that zap enemies near them.
* WizardBeard: With the Santa Claus and Elder Wizard skins.

!!Priest
[[quoteright:192:https://static.tvtropes.org/pmwiki/pub/images/priest.PNG]]
->'''Weapon:''' Wand
->'''Armor:''' Robe
->'''Ability:''' Tome
The Priest is a wand-wielding robe class with an ability that provides potent healing for an entire group. While Priests are invaluable assets in any group effort, they fare poorly in direct combat.
Mystics.

!!Wand Classes



* AchillesHeel:
** The [[PowerNullifier Quiet]] effect hits Priests very hard: since it completely removes the mana pool of its victims, a quieted Priest can find himself without the help of his trusty tome, and without the healing he's no less squishy than other robe wearers.
** Sick can too, as it nullifies all healing for a short time, but to a lesser extent, as Sick Priests still have mana and can use the Tome of Purification to instantly cleanse it.
* ActionGirl: The Nun skin.
* ArmorPiercingAttack: The UT Crystal Wand ignores the defense of targets.
* BadassBookworm: Compared to the other robe wearers, the Priest is surprisingly durable because of his healing, which costs little MP, heals a generous amount, and the Priest’s naturally high wisdom stat allows him to recover quickly.
* BaldOfAwesome
* BlobMonster: With the Slime Priest skin.
* ChurchMilitant
* CombatMedic: Besides his healing, he can directly fight with long-ranged magic. However, his offensive abilities are the worst of any class in the game.
* InTheHood: The Robed Priest skin wears a long robe complete with a hood.



* MagicMushroom: The Tome of the Mushroom Tribes spawns a stationary mushroom that heals players.
* MagicWand
* TheMedic: His Tomes allow him to heal himself and all nearby players for an enormous amount, which may increase depending on how high his wisdom stat is. Higher-level tomes not only heal, but give everyone a temporary buff that pumps their regeneration through the roof.



* TheRedMage: Certain untiered/set tiered items turn him into this. The Necronomicon curses enemies, the Ceremonial Merlot and Tome of Holy Furor increase his attack and dexterity respectively, and the Tome of Pain, Tome of the Tarnished Gods and Chaotic Scripture deal raw damage. All of them sacrifice some healing ability to do so. The Mad God's Messenger ST set also turns the Priest into this.
* StatusBuffDispel: The untiered Tome of Purification and set tier Book of Geb, which remove all negative buffs in an area around the Priest.
* StoneWall: With the Tome of Holy Protection, which doubles the Priest's DEF for 4 seconds, he can become a tank potentially stronger than the Knight for 4 seconds, and it heals HP. The Priest can eat walls of shotguns and walk through mobs of enemies with this tome without even much concern, because of his high wisdom and MP stat, and bringing MP potions only makes things easier. Of course, his main weakness - lack of damage - still stands.
* SupportPartyMember: Has low DPS but excels at keeping groups alive. The Priest of Geb ST set takes this UpToEleven, giving the Priest more survivability and ability usage in exchange for absolutely terrible DPS even by Priest standards.
* TomeOfEldritchLore: The Necronomicon and Tome of Pain are described as possessing secrets of forbidden or blasphemous magic. Appropriately enough, they also turn the Priest from a standard WhiteMage into TheRedMage, sacrificing some healing for the ability to curse enemies or deal damage.
* WhiteMage: The Priest's powerful heal comes at the cost of the worst DPS in the game: wands do not deal much damage, and the Priest has no ability to alleviate this weakness unlike the Sorcerer.
* WizardBeard: The Father Time skin has a beard of epic proportions.
* WhiteMage: A long-ranged magical fighter who specializes in healing and buffing magic.

!!Warrior
[[quoteright:192:https://static.tvtropes.org/pmwiki/pub/images/warrior.PNG]]
->'''Weapon:''' Sword
->'''Armor:''' Heavy
->'''Ability:''' Helm
The Warrior uses swords and wear heavy armour. With reasonably high bulk, an extremely high attack stat, and an ability providing him both speed and a substantial fire rate buff to himself and teammates, Warrior is capable of extreme DPS at the cost of being restricted to short range.

to:

* TheRedMage: Certain untiered/set tiered items turn him into this. The Necronomicon curses enemies, the Ceremonial Merlot and Tome of Holy Furor increase his attack and dexterity respectively, and the Tome of Pain, Tome of the Tarnished Gods and Chaotic Scripture deal raw damage. All of them sacrifice some healing ability to do so. The Mad God's Messenger ST set also turns the Priest into this.
* StatusBuffDispel: The untiered Tome of Purification and set tier Book of Geb, which remove all negative buffs in an area around the Priest.
* StoneWall: With the Tome of Holy Protection, which doubles the Priest's DEF for 4 seconds, he can become a tank potentially stronger than the Knight for 4 seconds, and it heals HP. The Priest can eat walls of shotguns and walk through mobs of enemies with this tome without even much concern, because of his high wisdom and MP stat, and bringing MP potions only makes things easier. Of course, his main weakness - lack of damage - still stands.
* SupportPartyMember: Has low DPS but excels at keeping groups alive. The Priest of Geb ST set takes this UpToEleven, giving the Priest more survivability and ability usage in exchange for absolutely terrible DPS even by Priest standards.
* TomeOfEldritchLore: The Necronomicon and Tome of Pain are described as possessing secrets of forbidden or blasphemous magic. Appropriately enough, they also turn the Priest from a standard WhiteMage into TheRedMage, sacrificing some healing for the ability to curse enemies or deal damage.
* WhiteMage: The Priest's powerful heal comes at the cost of the worst DPS in the game: wands do not deal much damage, and the Priest has no ability to alleviate this weakness unlike the Sorcerer.
* WizardBeard: The Father Time skin has a beard of epic proportions.
* WhiteMage: A long-ranged magical fighter who specializes in healing and buffing magic.

!!Warrior
[[quoteright:192:https://static.tvtropes.org/pmwiki/pub/images/warrior.PNG]]
->'''Weapon:''' Sword
->'''Armor:''' Heavy
->'''Ability:''' Helm
The Warrior uses swords and wear heavy armour. With reasonably high bulk, an extremely high attack stat, and an ability providing him both speed and a substantial fire rate buff to himself and teammates, Warrior is capable of extreme DPS at the cost of being restricted to short range.

!!Sword Classes



* ActionGirl: With certain skins.
* ArmorPiercingAttack: The ST Oryx's Greatsword ignores the defense of its targets.
* BadassNormal
* CoolHelmet: Natch.
* CounterAttack: The Tricorne of the High Seas shoots a cluster of damaging cannonballs if the user if hit for at least 60 damage.
* DeathOfAThousandCuts: The UT Helm of Exalted Might decreases attack but increases dexterity when used.
* DemBones: The Skeleton Warrior skin.
* DressedToPlunder: The Pirate King Warrior ST set.
* FlamingSword: The tier 5 Fire Sword.
* HelmetsAreHardlyHeroic: Ironically, the Land Down Under skin doesn't wear a helmet, only a hat, despite the Warrior's ability being the helm.
* HeroesPreferSwords
* HorsebackHeroism: With the Light Cavalry Warrior skin.
* ImplacableMan: With the Helm of the Juggernaut, which gives Armored instead of Speedy. This helm is the best for tanking shots, especially those that can’t be easily dodged even with a speed boost, or for boosting damage when a Speedy status effect would be detrimental (e.g. godlands or tombs). A Warrior operating under an Armored status effect is capable of over 120 defense, and can even tank Skull Shrine or Cube God shotguns.
* LightningBruiser: The Warrior is a durable melee fighter, can deal very high DPS and run very fast with the help of his helm.
* MagikarpPower: A fresh Warrior, like any sword user, is not that great. The averages are just too low for the Warrior to succeed in killing almost any boss, or even farm the Godlands, and do terrible in comparison to another class, such as the Wizard and Necromancer. The low range of the sword is the main cause, and bad range along with low stats do not make a good combination. A maxed Warrior, is a different story, however. The Warrior tanks nicely and deals absurdly high damage when capped, while his very high VIT complements that ability nicely.
* MightyGlacier: The Pirate King Warrior ST set turns him into this. It grants '''101 attack''' as well as a good amount of HP and defense, but decreases his dexterity and speed by a lot in return.
* MushroomMan: The Shroom Warrior skin.
* NiceHat: The Tricorne of the High Seas.
* OurWerewolvesAreDifferent: With the B.B. Wolf skin, the Warrior becomes a werewolf.
* {{Pirate}}: The Pirate King Warrior ST set.
* PlayingWithFire: The Helm of Draconic Dominance, which shoots three highly damaging fireballs in addition to temorarily granting the Warrior more HP.
* SummonMagic: The Hivemaster Helm summons bees that damage and curse enemies.

!!Knight
[[quoteright:192:https://static.tvtropes.org/pmwiki/pub/images/knight.PNG]]
->'''Weapon:''' Sword
->'''Armor:''' Heavy
->'''Ability:''' Shield
The Knight is a melee class characterized by his monumental defenses, which are further bolstered by his Shield. While he's still restricted to short range and has comparatively low damage, a maxed Knight can effortlessly eat bullets - and use his ability to stun foes, rendering them unable to attack altogether.

to:

* ActionGirl: With certain skins.
* ArmorPiercingAttack: The ST Oryx's Greatsword ignores the defense of its targets.
* BadassNormal
* CoolHelmet: Natch.
* CounterAttack: The Tricorne of the High Seas shoots a cluster of damaging cannonballs if the user if hit for at least 60 damage.
* DeathOfAThousandCuts: The UT Helm of Exalted Might decreases attack but increases dexterity when used.
* DemBones: The Skeleton Warrior skin.
* DressedToPlunder: The Pirate King Warrior ST set.
* FlamingSword: The tier 5 Fire Sword.
* HelmetsAreHardlyHeroic: Ironically, the Land Down Under skin doesn't wear a helmet, only a hat, despite the Warrior's ability being the helm.
* HeroesPreferSwords
* HorsebackHeroism: With the Light Cavalry Warrior skin.
* ImplacableMan: With the Helm of the Juggernaut, which gives Armored instead of Speedy. This helm
Sword is the best for tanking shots, especially those that can’t be easily dodged even a fiery blade embedded with a speed boost, or for boosting damage when a Speedy status effect would be detrimental (e.g. godlands or tombs). A Warrior operating under an Armored status effect is capable of over 120 defense, and can even tank Skull Shrine or Cube God shotguns.
Fire Crystal.
* LightningBruiser: The Warrior is a durable melee fighter, can deal very high DPS and run very fast with the help of his helm.
* MagikarpPower: A fresh Warrior, like any sword user, is not that great. The averages are just too low
RandomizedDamageAttack: {{Downplayed|Trope}} for the Warrior to succeed in killing almost any boss, or even farm tier 6 Glass Sword, which is unusual for its extreme damage range. Its minimum damage is the Godlands, and do terrible in comparison lowest among all swords, while its maximum damage is equal to another class, such as the Wizard and Necromancer. The low range minimum damage of the sword is the main cause, and bad range along with low stats do not make a good combination. A maxed Warrior, is a different story, however. The Warrior tanks nicely and deals absurdly high damage when capped, while his very high VIT complements that ability nicely.
* MightyGlacier: The Pirate King Warrior ST set turns him into this. It grants '''101 attack''' as well as a good amount of HP and defense, but decreases his dexterity and speed by a lot in return.
* MushroomMan: The Shroom Warrior skin.
* NiceHat: The Tricorne of the High Seas.
* OurWerewolvesAreDifferent: With the B.B. Wolf skin, the Warrior becomes a werewolf.
* {{Pirate}}: The Pirate King Warrior ST set.
* PlayingWithFire: The Helm of Draconic Dominance, which shoots three highly damaging fireballs in addition to temorarily granting the Warrior more HP.
* SummonMagic: The Hivemaster Helm summons bees that damage and curse enemies.

!!Knight
[[quoteright:192:https://static.tvtropes.org/pmwiki/pub/images/knight.PNG]]
->'''Weapon:''' Sword
->'''Armor:''' Heavy
->'''Ability:''' Shield
The Knight is a melee class characterized by his monumental defenses, which are further bolstered by his Shield. While he's still restricted to short range and has comparatively low damage, a maxed Knight can effortlessly eat bullets - and use his ability to stun foes, rendering them unable to attack altogether.
Skysplitter Sword, five tiers above.

!!Katana Classes



* ArmorPiercingAttack: The Shield of Ogmur, which doesn't stun but instead inflicts Armor Broken, which temporarily removes the afflicted enemies' DEF. The Spiteful Scutum and Oryx's Greatsword don't armor break but still ignore the defense of their targets.
* AchillesHeel: Because Knights are reliant on their staggering DEF values to shrug off damage, they're considerably weaker against enemies that have armor-piercing attacks or the ability to inflict Armor Broken.
* BadassNormal
* BlobMonster[=/=]MonsterKnight: With the Slime Knight skin.
* BoringButPractical: The default Wooden Shield. Although there are many higher-tier shields that do more damage and have more range, the fact that the basic Wooden Shield has the same stun duration for a significantly lower costs often results in some Knights preferring to keep their starter shield, even when they have high-tier alternatives.
* CrutchCharacter: The Knight's obscenely high DEF and HP, coupled with the potent damage and stunning ability his shield provides, makes him perform exceptionally well in early to mid-game confrontations, to the point that several once-difficult bosses can be made into pushovers by tanking/chain-stunning them. The endgame, however, is a different story. Not only do most endgame bosses spew [[BulletHell so many projectiles that it's hard to even approach them,]] but almost all the strongest bosses will be both Stun Immune and employ a large number of Armor Piercing/Breaking bullets, which takes away his two most powerful advantages.
* DamageIncreasingDebuff: The Shield of Ogmur, which forgoes the stun in exchange for temporarily reducing the target's DEF to zero.
* DifficultButAwesome: The Spiteful Scutum, which has an extremely narrow shot that requires a good deal of skill to land consistently. Those who can, however, will enjoy a 1 second longer stun time, extended range, and a decreased MP cost, allowing them to chainstun more easily.
** Despite his general reputation as a no-skill class, it is admittedly difficult to get close to one of the endgame bosses who are spewing high-damage shots constantly in order to stun them. However, if a Knight can get the stun on something like Oryx 2, he can cripple the boss long enough for everyone else to run in and deal enormous damage.
* TheFaceless: His default skin wears a full helm.
* FlamingSword: The tier 5 Fire Sword, and the UT Sword of Illumination.
* HeroesPreferSwords
* ImplacableMan: With the untiered Crystal Shield, which grants the Knight invulnerability to all damage while the ability key is held down. However it drains 70 MP per second and disables all MP recovery, while also massively decreasing the already slow knight's speed. This makes it impractical to use the majority of the time but it still has some good uses.
* LuckilyMyShieldWillProtectMe: His shields provide high DEF bonuses, not counting any other ones from high-tier shields, but they are also the source of a devastating melee attack capable of stunning targets.
* MadeOfIron: The Knight has monumental DEF and HP, wears heavy armour and wields shields that further boost DEF, allowing him to shrug off damage from most swarm attacks and proceed to attack a boss directly. Because they have such high Defense and HP, Knights should always be at the front of the fight to tank hits for the more fragile classes.
* MechanicallyUnusualClass: The Crystal Shield is one of the only two items in the game to utilise the otherwise enemy-exclusive Invulnerable stats.
* MightyGlacier: The Oryx's Battle Attires ST set turns him into this, increasing his DPS in exchange for lower defense.
* ShieldBash: The Knight's ability, which damages and stuns enemies in a cone in front of him.
* {{Snowlems}}: With the Iceman skin.
* StoneWall: Knight has rather poor DPS compared to the likes of Warrior and Paladin, since he has a mediocre ATT stat and no way to boost his own DPS. However, he makes up with it for a base defense of ''40'' which, when coupled with the DEF bonuses from his armor and shield, give him unparalleled durability - and that's not counting how he can outright disable most enemies' firepower using his shield.

!!Paladin
[[quoteright:192:https://static.tvtropes.org/pmwiki/pub/images/paladin.PNG]]
->'''Weapon:''' Sword
->'''Armor:''' Heavy
->'''Ability:''' Seal
The Paladin is a sword-wielding melee the Knight and Warrior, but is separated by having access to an ability that provides HP, regeneration, and damage buffs in an area. This makes the Paladin both a powerful combatant and essential support member, but he suffers from lower stat caps than his melee compatriots.

to:

* ArmorPiercingAttack: PoisonedWeapons: The Shield of Ogmur, which doesn't stun but instead inflicts Armor Broken, which temporarily removes Doku no Ken is coated in the afflicted enemies' DEF. The Spiteful Scutum and Oryx's Greatsword don't armor break but still ignore the defense Son of their targets.
* AchillesHeel: Because Knights are reliant on their staggering DEF values to shrug off damage, they're considerably weaker against enemies that have armor-piercing attacks or the ability to inflict Armor Broken.
* BadassNormal
* BlobMonster[=/=]MonsterKnight: With the Slime Knight skin.
* BoringButPractical: The default Wooden Shield. Although there are many higher-tier shields that do more damage and have more range, the fact that the basic Wooden Shield has the same stun duration for a significantly lower costs often results in some Knights preferring to keep their starter shield, even when they have high-tier alternatives.
* CrutchCharacter: The Knight's obscenely high DEF and HP, coupled with the potent damage and stunning ability his shield provides, makes him perform exceptionally well in early to mid-game confrontations, to the point that several once-difficult bosses can be made into pushovers by tanking/chain-stunning them. The endgame, however, is a different story. Not only do most endgame bosses spew [[BulletHell so many projectiles that it's hard to even approach them,]] but almost all the strongest bosses will be both Stun Immune and employ a large number of Armor Piercing/Breaking bullets, which takes away his two most powerful advantages.
* DamageIncreasingDebuff: The Shield of Ogmur, which forgoes the stun in exchange for temporarily reducing the target's DEF to zero.
* DifficultButAwesome: The Spiteful Scutum, which has an extremely narrow shot that requires a good deal of skill to land consistently. Those who can, however, will enjoy a 1 second longer stun time, extended range, and a decreased MP cost, allowing them to chainstun more easily.
** Despite his general reputation as a no-skill class, it is admittedly difficult to get close to one of the endgame bosses who are spewing high-damage shots constantly in order to stun them. However, if a Knight can get the stun on something like Oryx 2, he can cripple the boss long enough for everyone else to run in and deal enormous damage.
* TheFaceless: His default skin wears a full helm.
* FlamingSword: The tier 5 Fire Sword, and the UT Sword of Illumination.
* HeroesPreferSwords
* ImplacableMan: With the untiered Crystal Shield, which grants the Knight invulnerability to all damage while the ability key is held down. However it drains 70 MP per second and disables all MP recovery, while also massively decreasing the already slow knight's speed. This makes it impractical to use the majority of the time but it still has some good uses.
* LuckilyMyShieldWillProtectMe: His shields provide high DEF bonuses, not counting any other ones from high-tier shields, but they are also the source of a devastating melee attack capable of stunning targets.
* MadeOfIron: The Knight has monumental DEF and HP, wears heavy armour and wields shields that further boost DEF, allowing him to shrug off damage from most swarm attacks and proceed to attack a boss directly. Because they have such high Defense and HP, Knights should always be at the front of the fight to tank hits for the more fragile classes.
* MechanicallyUnusualClass: The Crystal Shield is one of the only two items
Arachna's venom, though this never comes up in the game to utilise the otherwise enemy-exclusive Invulnerable stats.
itself.
* MightyGlacier: ThePowerOfTheSun: The Oryx's Battle Attires ST set turns him into this, increasing his DPS in exchange for lower defense.
* ShieldBash: The Knight's ability, which damages and stuns enemies in a cone in front of him.
* {{Snowlems}}: With the Iceman skin.
* StoneWall: Knight has rather poor DPS compared to the likes of Warrior and Paladin, since he has a mediocre ATT stat and no way to boost his own DPS. However, he makes up with it for a base defense of ''40'' which, when coupled
Ray Katana is charged with the DEF bonuses from his armor and shield, give him unparalleled durability - and that's not counting how he can outright disable most enemies' firepower using his shield.

!!Paladin
power of the sun itself.
* WoodenKatanasAreEvenBetter: The tier 1 katana is the Kendo Stick, good for practice.
[[/folder]]

[[folder:Rogue]]
[[quoteright:192:https://static.tvtropes.org/pmwiki/pub/images/paladin.org/pmwiki/pub/images/rogue.PNG]]
->'''Weapon:''' Sword
Dagger
->'''Armor:''' Heavy
Leather
->'''Ability:''' Seal
Cloak
The Paladin Rogue is a sword-wielding melee fast dagger class with light armor and the Knight and Warrior, but is separated by having access to an ability cloak that provides HP, regeneration, turns himself invisible. The Rogue is the least group-compatible class, but works great by himself. The Rogue is almost invincible when used correctly, but takes plenty of skill in timing and damage buffs dodging, as he's rather poor in an area. This makes the Paladin both a powerful combatant and essential support member, but he suffers from lower stat caps than his melee compatriots.
direct combat.



* ActionGirl: The Bashing Bride skin.
* AIIsACrapshoot: The Exploratory Bot Paladin skin was originally a robot sent by Commander Calbrik to scout the realm for potential threats. It lost interest in its original directive and decided to fight Oryx instead.
* ArmorPiercingAttack: The ST Oryx's Greatsword ignores the defense of its targets.
* BlingOfWar: He wears golden armour.
* CombatMedic: The Paladin can heal himself and other allies with his seal.
* CriticalHitClass: The Seal of the Battle God increases the Paladin's attack by a whopping '''150''' for 0.4 seconds. Its incredibly short duration means that the user will only be able to get one attack off before the buff wears off, but that one attack will be incredibly powerful, killing a lot of normal enemies in one hit.
* DarkIsNotEvil: The Seal of Blasphemous Prayer is black and is described as being considered dangerous, but it still heals you and your friends.
* FlamingSword: The tier 5 Fire Sword.
* HelmetsAreHardlyHeroic: The [[UsefulNotes/GeorgeWashington Founding Father]] skin doesn't wear a helmet.
* HeroesPreferSwords
* ImplacableMan: With the untiered Seal of Blasphemous Prayer, which grants the Paladin invulnerability to all damage for 1.4 seconds. It is useful for charging in on a boss, taking absolutely no damage (for a short 1.4 seconds), and rushing back.
* MagicKnight: The Paladin is a sword-wielding, heavily-armoured class whose special ability is decidedly magical.
* MagikarpPower: A fresh Paladin, like any sword user, is not that great. The averages are just too low for the Paladin to succeed in killing almost any boss, or even farm the Godlands, and do terrible in comparison to another class, such as the Wizard and Necromancer. The low range of the sword is the main cause, and bad range along with low stats do not make a good combination. A maxed Paladin, is a different story, however. With his HP and WIS, the Paladin tanks nicely and deals great damage when capped.
* MechanicallyUnusualClass: The Seal of Blasphemous Prayer is one of the only two items in the game to utilise the otherwise enemy-exclusive Invulnerable stats.
** Within the Paladin's seals, the Legacy Seal of the Enchanted Forest acts as this. Instead of the Healing and Damaging buff the other seals grant, it inflicts Slow on enemies in an AOE centered on the player. [[MushroomSamba It also briefly inflicts Hallucinating status on the player using it.]]
* MightyGlacier: The Paladin is quite durable thanks to the healing from his seal and his heavy armour, and his swords also deal very high damage. However, just like the Knight, his speed and range suffer as a result. The Swoll Paladin ST set takes this even further, giving the Paladin more defense and attack but lowering his speed.
* SupportPartyMember: The Paladin lacks the staggering DPS of the Warrior and the monumental DEF/HP of the Knight, making him less suited for direct combat than the other two. However, he is far from helpless and is an extremely potent team player due to the HP, regen and damage bonuses provided by his seals.
* StoneWall: The Marble Seal summons an Eye of Marble that gives the extremely powerful armored buff on top of damaging to any players near it, doubling their current defense. However it limits their mobility due to requiring them to be near it.

!!Assassin
[[quoteright:192:https://static.tvtropes.org/pmwiki/pub/images/assassin.PNG]]
->'''Weapon:''' Dagger

to:

* ActionGirl: BadassInANiceSuit: The Bashing Bride skin.
* AIIsACrapshoot: The Exploratory Bot Paladin
Eligible Bachelor skin was originally a robot sent by Commander Calbrik to scout the realm for potential threats. It lost interest in its original directive and decided to fight Oryx instead.
* ArmorPiercingAttack: The ST Oryx's Greatsword ignores the defense of its targets.
* BlingOfWar: He
wears golden armour.
a tuxedo.
* CombatMedic: DifficultButAwesome: The Paladin can heal himself Rogue has a very hard-to-master ability and other allies with his seal.
* CriticalHitClass: The Seal
is completely incapable of supporting a group, while he's also one of the Battle God best classes for rushing and soloing dungeons. This makes the Rogue a high risk, high reward class to play.
* TheFaceless: The Rogue always wears a red mask.
* FlashStep: The untiered Cloak of the Planewalker, in addition to turning the Rogue invisible, also teleports him a short distance.
* FragileSpeedster: Though not as squishy as robe classes, the Rogue is nowhere near as durable as Warriors or Paladins, meaning that if your cloak timing is off, you can get bombarded with shots and possibly be killed. However, the invisibility from the cloak and their massive base speed of 75 makes Rogues amazing dungeon rushers because of their ability to run through rooms quickly and bypass enemy fire. Taken UpToEleven with the ST Legacy Ghastly Drape. In addition to giving you invisibilty, it
increases the Paladin's attack Rogues' already-insane speed by a whopping '''150''' 50% for 0.4 seconds. Its incredibly short duration 2 seconds while cloaked, allowing him to zoom through dungeons with ease.
* InTheHood: The Brigand skin.
* {{Invisibility}}: The Rogue's special ability, which turns him invisible.
* TheParalyzer: The ST Ghastly Drape releases a nova of 10 damaging paralyzing shots when he goes invisible. This can help disable any nearby enemies.
* SoloClass: The Rogue is not much of a team player, his ability to cloak
means that the user will only be able to get one attack off before the buff wears off, but that one attack will be incredibly powerful, killing a lot of normal enemies in one hit.
* DarkIsNotEvil:
boss doesn’t fire at all if he is on his own. The Seal presence of Blasphemous Prayer is black and is described as being considered dangerous, but it still heals you and your friends.
* FlamingSword: The tier 5 Fire Sword.
* HelmetsAreHardlyHeroic: The [[UsefulNotes/GeorgeWashington Founding Father]] skin doesn't wear a helmet.
* HeroesPreferSwords
* ImplacableMan: With the untiered Seal of Blasphemous Prayer, which grants the Paladin invulnerability to all damage for 1.4 seconds. It is useful for charging in on a boss, taking absolutely no damage (for a short 1.4 seconds), and rushing back.
* MagicKnight: The Paladin is a sword-wielding, heavily-armoured class whose special ability is decidedly magical.
* MagikarpPower: A fresh Paladin, like
any sword user, is not that great. The averages are just too low for the Paladin to succeed in killing almost any boss, or even farm the Godlands, and do terrible in comparison to another class, such as the Wizard and Necromancer. The low range of the sword is the main cause, and bad range along with low stats do not make a good combination. A maxed Paladin, is a different story, however. With his HP and WIS, the Paladin tanks nicely and deals great damage when capped.
* MechanicallyUnusualClass: The Seal of Blasphemous Prayer is one of the only two items in the game to utilise the otherwise enemy-exclusive Invulnerable stats.
** Within the Paladin's seals, the Legacy Seal of the Enchanted Forest acts as this. Instead of the Healing and Damaging buff the
other seals grant, it inflicts Slow on enemies in an AOE centered on the player. [[MushroomSamba It also briefly inflicts Hallucinating status on the player using it.]]
* MightyGlacier: The Paladin is quite durable thanks to the healing from his seal and his heavy armour, and his swords also deal very high damage. However, just like the Knight, his speed and range suffer as a result. The Swoll Paladin ST set takes this even further, giving the Paladin more defense and attack but lowering his speed.
* SupportPartyMember: The Paladin lacks the staggering DPS of the Warrior and the monumental DEF/HP of the Knight, making him less suited for direct combat than the other two. However, he is far from helpless and is an extremely potent team player due to the HP, regen and damage bonuses provided by his seals.
* StoneWall: The Marble Seal summons an Eye of Marble that gives the extremely powerful armored buff on top of damaging to any
uncloaked players near it, doubling their current defense. However it limits their mobility due will result in the enemy firing, and, if the allies are in the same relative direction, can get the Rogue hit as well, even if he is cloaked.
* StealthExpert
* StealthRun: The job of Rogue dungeon rushers: cloak past every enemy, reach the boss room, then let other people teleport
to requiring them fight. Made harder by the fact that players can't teleport to be near it.

!!Assassin
invisible Rogues.
[[/folder]]

[[folder:Archer]]
[[quoteright:192:https://static.tvtropes.org/pmwiki/pub/images/assassin.org/pmwiki/pub/images/archer.PNG]]
->'''Weapon:''' DaggerBow



->'''Ability:''' Poison
The Assassin is a somewhat frail, medium-range fighter who uses a dagger and leather armor. His ability deals area damage and poisons groups of enemies, dealing large amounts of damage to them. Assassins have the safest playstyle of the dagger classes, although his utility is also lower as a result.

to:

->'''Ability:''' Poison
Quiver
The Assassin Archer is a somewhat frail, medium-range fighter ranged class who uses a dagger bow, and leather armor. His ability deals area damage and poisons groups of enemies, dealing large amounts of damage to them. Assassins have the safest playstyle of the dagger classes, although can use his utility magic quiver to strike enemies with status-inflicting arrows. The Archer is also lower as a result.
well-rounded but nonetheless powerful class in almost anyone’s hands.



* ArmorPiercingAttack: His Poisons ignore enemy defense. The Crystallised Fang's Venom inflicts Armor Broken, which temporarily removes the afflicted enemies' DEF. The UT Queen's Stinger Dagger, dropped by the Killer Bee Queen, also ignores the defense of its targets.
* TheBlackDeath: The untiered Plague Poison, which infects many victims but take a long time to work.
* CounterAttack: The Virulent Venom poison throws a poison at the attacker when the assassin gets hit.
* DamageIncreasingDebuff: The Parasitic Concoction inflicts Curse, which increases all damage taken by affected enemies by 20%.
* DeathOfAThousandCuts: With the poison, which deals high damage over time.
* DifficultButAwesome: The UT Murky Toxin fires two bombs simultaneously, a normal one dealing only 300 damage and a precise one dealing a whopping 900 damage. Since the 900-damage one has a tiny radius, precise aiming is mandatory to use this poison, but players who can plant it precisely will be able to strike targets for a massive 1200 damage.
* ElectricJellyfish: The Bottled Medusozoan poison.
* TheFaceless: The default Assassin always wears a red mask.
* FragileSpeedster[=/=]GlassCannon: The Assassin has the highest SPD in the game, and has higher damage than other dagger classes thanks to his poison, but as a leather class, he is nowhere as durable as Warriors or Paladins, let alone Knights. Because of this, he often has to kill gods by hit-and-run with his poison.
* HerdHittingAttack: The poison deals damage in an area, and doesn't use projectiles, making it an excellent way to clear swarms of weak enemies.
* HighlyVisibleNinja
* HitAndRunTactics: Since the poison deals high damage but needs time to work, combined with the Assassin's high speed and damage output, he can often succeed by darting in, quickly damaging a target, fleeing and letting the poison do its work.
* KnifeNut
* MasterPoisoner
* MightyGlacier: The Acidified Assassin ST set turns him into this, increasing his defense and HP but decreasing his speed, attack range and attack speed.
* NoBiochemicalBarriers: UpToEleven: Poison affects all victims equally, whether they be TheUndead, living trees, robots, statues, or crystals.
* PainfullySlowProjectile: The poison grenade flies slowly, taking 1.5s to reach its mark, making good targeting essential to consistently land poisons against fast enemies.
* TechnicolorToxin: From green, yellow, red, blue, violet, orange, grey to dark blue as we move up the tiers; and sickly green for the UT Plague Poison, brown for the UT Murky Toxin, green again for the ST Virulent Venom, purple again for the UT Crystallised Fang's Venom and lastly red again for the UT Tyrant's Toxin and ST Parasitic Concoction.
* TrapMaster: The Bottled Medusozoan throws a bottled friendly Cnidarian at the cursor's location that damages nearby enemies.

!!Necromancer
[[quoteright:192:https://static.tvtropes.org/pmwiki/pub/images/necromancer_59.png]]

to:

* ArmorPiercingAttack: His Poisons The Quiver of the Shadows fires a devastating blast of 5 arrows that ignore enemy defense. The Crystallised Fang's Venom inflicts Armor Broken, which temporarily removes the afflicted enemies' DEF. The UT Queen's Stinger Dagger, dropped by the Killer Bee Queen, also ignores the defense of its targets.
defense.
* TheBlackDeath: The untiered Plague Poison, which infects many victims but take a long time to work.
* CounterAttack: The Virulent Venom poison throws a poison at the attacker when the assassin gets hit.
* DamageIncreasingDebuff: The Parasitic Concoction inflicts Curse, which increases all damage taken by affected enemies by 20%.
* DeathOfAThousandCuts:
BlobMonster: With the poison, which deals high damage over time.
Slime Archer skin.
* DifficultButAwesome: JackOfAllStats: The UT Murky Toxin fires two bombs simultaneously, a normal one dealing only 300 damage and a precise one dealing a whopping 900 damage. Since Archer has very balanced stats across the 900-damage one has a tiny radius, precise aiming is mandatory to use this poison, but players who can plant it precisely will be able to strike targets for a massive 1200 damage.
* ElectricJellyfish: The Bottled Medusozoan poison.
* TheFaceless: The default Assassin always wears a red mask.
* FragileSpeedster[=/=]GlassCannon: The Assassin has
board with the highest SPD in the game, and has higher damage than other dagger classes thanks to exception of his poison, but as a leather class, he is nowhere as durable as Warriors or Paladins, let alone Knights. 75 ATT. Because of this, he is often has seen as a “middle of the road” class; he’s not as powerful as the Wizard, nor as durable as the Knight, rather he is a good option for those who like to kill gods by hit-and-run with his poison.
try a bit of everything, midlands, godlands, dungeons, and (when maxed) events.
* HerdHittingAttack: JavelinThrower: The poison deals damage in an area, and doesn't use projectiles, making it an excellent way to clear swarms of weak enemies.
* HighlyVisibleNinja
* HitAndRunTactics: Since the poison
UT Mad Javelin "quiver" deals high damage and buffs the Archer's attack but needs time to work, combined with the Assassin's high speed only has 1 shot and damage output, he can often succeed by darting in, quickly damaging has a target, fleeing and letting the poison do its work.
cooldown.
* KnifeNut
* MasterPoisoner
* MightyGlacier:
LightningBruiser: The Acidified Assassin Phantom Archer ST set turns him into this, increasing his defense this.
* {{Multishot}}: The UT Beehemoth Quivers fire a spread of 3 arrows,
and HP but decreasing his speed, the even rarer Quiver of the Shadows fires ''5.'' The ST Quiver of Shrieking Specters shoots 20 arrows out from around the player similar to if a Wizard's spell was directly aimed on the player.
* OneHitPolykill: The Quiver's arrow pierces through enemies, except the Quiver of Thunder.
* TheParalyzer: From the tier 3 Elvencraft Quiver onwards, quivers inflict paralysis on enemies they hit.
* PowerLimiter: The Quiver of Thunder dazes any enemy it hits, making them
attack range and attack speed.
very slowly.
* NoBiochemicalBarriers: UpToEleven: Poison affects all victims equally, whether they be TheUndead, living trees, robots, statues, or crystals.
* PainfullySlowProjectile:
StandardStatusEffects: The poison grenade flies slowly, taking 1.5s to reach its mark, making good targeting essential to consistently land poisons against fast enemies.
* TechnicolorToxin: From green, yellow, red, blue, violet, orange, grey to dark blue as we move up
[=T0-T2=] quivers inflict slow, while the tiers; and sickly green for the UT Plague Poison, brown for the UT Murky Toxin, green again for the ST Virulent Venom, purple again for the UT Crystallised Fang's Venom and lastly red again for the UT Tyrant's Toxin and ST Parasitic Concoction.
* TrapMaster: The Bottled Medusozoan throws a bottled friendly Cnidarian at the cursor's location that damages nearby enemies.

!!Necromancer
[=T3+=] quivers paralyse.
[[/folder]]

[[folder:Wizard]]
[[quoteright:192:https://static.tvtropes.org/pmwiki/pub/images/necromancer_59.png]]org/pmwiki/pub/images/wizard.PNG]]



->'''Ability:''' Skull
The Necromancer is a long-range fighter who uses a staff and wears robe armor. His ability targets enemies, dealing damage to them and absorbing that damage into health for the Necromancer and his allies, all while giving him passive HP bonuses to aid his survivability. He's effectively a bulkier, safer version of the Wizard, although his DPS suffers as result.

to:

->'''Ability:''' Skull
Spell
The Necromancer Wizard is a long-range fighter who uses a the glass cannon of the Realm. He is raw DPS put into pixels, capable of laying waste to enemies at range with his staff and wears robe armor. His ability targets enemies, dealing damage to them and absorbing that damage into health for the Necromancer and his allies, all while giving him passive HP bonuses to aid his survivability. He's effectively a bulkier, safer version lethally powerful spells. However, as one of the Wizard, although his DPS suffers as result.only robe classes with no healing or getaway options, Wizards are very prone to gruesome deaths.



* AchillesHeel: Like Priest before him, Quiet and Sick shut him down very hard, as they deprive him of his ability to drain HP. Unlike Priest, though, Necromancer is perfectly able to handle threats without his healing.
* ArmorPiercingAttack: Damage from his skulls ignore a portion of the target's defense. The Memento Mori skull ignores a lot more than the others. The UT Tezcacoatl’s Tail staff fully ignores enemy defense.
* AttackAttackAttack: The Memento Mori skull doesn't heal at all, but deals the most single hit damage of any skull, gives the user damaging for three seconds, and ignores a very high amount of defense.
* CombatMedic: The only class that can heal players and also dish out lots of damage.
* CrutchCharacter: Necromancers, bar none, are the single best class for a new player. They're incredibly safe, with a reasonable heal and decent DPS at long range. However, this falls apart as you gain more experience with the game- Priests outclass Necromancers in the safety and healing abilities, as their heal is not only more powerful but also doesn't require enemies to target and buffs the Priest using it, and Wizards and Mystics both outclass Necromancers in DPS and crowd control- and a high level pet with Heal means that even the Necro's survivability is negated as a compelling factor.
** Somewhat averted with a recent buff that boosted his attack to 75, making his DPS on par with the Wizard. Of course, it's still lower due to Wizard's higher DEX and spells, but it made the Necro a viable class again.
* CrystalSkull: The untiered Cracked Crystal Skull and Sealed Crystal Skull.
* DarkIsNotEvil: All Necromancers are good. The evil ones are called Deathmages.
* DamageIncreasingDebuff: The Skull of Corrupted Souls inflicts Curse, which increases all damage taken by affected enemies by 20%.
* FlamingSkulls[=/=]PowerGlows: The Skull of Endless Torment glows with the power of Shaitan.
* GlassCannon: The Hollow King Necromancer ST set trades all healing capabilities for more DPS, making him play more like a Wizard.
* GreenThumb: The Perennial Cranium creates a damaging, life-stealing plant.
* HerdHittingAttack: The skull hits enemies in an area, and doesn't use projectiles, allowing it to clear crowds of weak enemies.
* LifeDrain: The Necromancer's ability, which leeches HP from enemies in order to heal him and his allies.
* LongRangeFighter: Similar to the Wizard, the Necromancer benefits best by staying afar, behind his allies, because of the long range of his staff and of his squishiness.

to:

* AchillesHeel: Like Priest before him, Quiet and Sick shut him down very hard, as they deprive him of his ability to drain HP. Unlike Priest, though, Necromancer is perfectly able to handle threats without his healing.
ActionGirl: The Witch skin.
* AllEncompassingMantle: The Twilight Archmage ST set, just like the boss it's based on.
* ArmorPiercingAttack: Damage from his skulls The ST Ancient Spell trades raw damage output for the ability to ignore a portion of the target's defense. The Memento Mori skull ignores a lot more than the others. The UT Tezcacoatl’s Tail staff fully ignores enemy defense.
* AttackAttackAttack: BadassBeard: The Memento Mori skull doesn't heal at all, but deals the most single hit damage of any skull, gives the user damaging for three seconds, Elder Wizard and ignores a very high amount of defense.
Santa Claus skins.
* CombatMedic: BadassInANiceSuit: The only class that can heal players Gentleman skin's outfit, complete with tuxedo and top hat.
* BeamSpam: Spells fire 20 projectiles around a targeted point. This is
also dish out lots of damage.
* CrutchCharacter: Necromancers, bar none, are the single best class for a new player. They're incredibly safe, with a reasonable heal and decent DPS at long range. However, this falls apart as you gain more experience with the game- Priests outclass Necromancers in the safety and healing abilities, as their heal is not only more powerful but also doesn't require enemies to target and buffs the Priest using it, and Wizards and Mystics both outclass Necromancers in DPS and crowd control- and a high level pet with Heal
his primary means that even the Necro's survivability is negated as a compelling factor.
** Somewhat averted with a recent buff that boosted his attack to 75, making his DPS on par with the Wizard. Of course, it's still lower due to
of attack.
* BlackMage: The
Wizard's higher DEX stats and spells, but it made spell lend themselves to a purely offensive role. He is amazing at decimating entire hordes of enemies, and pretty much nothing else.
* BlobMonster: With
the Necro a viable class again.
Slime Wizard skin.
* CrystalSkull: FragileSpeedster: The untiered Cracked Crystal Skull and Sealed Crystal Skull.
* DarkIsNotEvil: All Necromancers are good. The evil ones are called Deathmages.
* DamageIncreasingDebuff: The Skull of Corrupted Souls inflicts Curse, which increases all damage taken
Slurp Scion ST set provides 25 SPD by affected enemies by 20%.
* FlamingSkulls[=/=]PowerGlows: The Skull of Endless Torment glows
default, plus 25 more when the Slurpian Sea Scroll is activated. A Wizard with the power of Shaitan.
full set equipped can potentially reach '''100 speed''' by themselves.
* GlassCannon: The Hollow King Necromancer ST set trades all healing capabilities for more DPS, making him play more like a Wizard.
* GreenThumb: The Perennial Cranium creates a damaging, life-stealing plant.
Wizard's role is to kill everything. With high ATK and DEX, and the good damage from his staffs and spells, Wizards can thin out enemies very quickly, but he can only wear robes and is very fragile.
* HerdHittingAttack: The skull hits enemies in an area, Averted by the tiered spells, which only has 20 projectiles and doesn't use projectiles, allowing it to clear crowds of weak can be blocked. Played straight with the untiered Jade Storm and Penetrating Blast Spell, whose shots pierce through enemies.
* LifeDrain: HighClassGlass: The Necromancer's ability, which leeches HP from enemies in order to heal him Gentleman skin wears a monocle and his allies.
tuxedo.
* LongRangeFighter: Similar Wizard staffs and spells have long range, allowing them to the Wizard, the Necromancer benefits best by deal damage while staying afar, behind his allies, far from enemies. Much needed, because of the long range of his staff and of his squishiness.Wizard is very squishy.
* MagicMushroom: The Sporous Spray Spell creates a mushroom at the cursor that damages enemies.



* MasterOfNone: A decently solid all-rounder, in a game where specialisation is key and pets have taken most of his role. Somewhat averted now that he has the same ATK stat as the Wizard.
* {{Necromancer}}: Subverted, because the Necromancer doesn't raise undead minions, but instead drains life from his victims.
** Finally {{PlayedStraight}} with the Demon Lord's Skull, which summons undead demon minions.
* TheRedMage: His kit is a balance of healing abilities and extremely potent damage. When compared to other staff classes, the HP bonuses his skulls give make him deceptively durable, being the first robe class able to hit 1000 HP.



* SquishyWizard: The Necromancer, along with other robe classes, is one of the most fragile classes in the game with respect to health and defense. Even though his healing and HP bonuses somewhat alleviates this, he is very fragile against shotguns and can still easily die to short bursts of damage.

!!Huntress
[[quoteright:192:https://static.tvtropes.org/pmwiki/pub/images/huntress_3.png]]
->'''Weapon:''' Bow
->'''Armor:''' Leather
->'''Ability:''' Trap
The Huntress wields a bow and wears leather armor. Her ability is the trap, a proximity mine that damages and disables the first enemies to trigger it. With the same stat caps as the Archer, she is a powerful class that excels at taking down groups of enemies or running dungeons.

to:

* SpamAttack: The UT Penetrating Blast Spell does less damage than most other spells, but pierces enemies and has a low mana cost allowing it to be spammed to clear groups of enemies.
* SquishyWizard: The Necromancer, along with other robe classes, is one of While his 75 DEX/ATT and the immense damage on his spells mean that most fragile classes enemies will disintegrate before his damage output, his low HP and DEF make him prone to getting killed instantly by bosses.
* StarterEquipment: Every new player starts as a Wizard, the only available class
in the game with respect to health and defense. Even though his healing and HP bonuses somewhat alleviates this, he is at the very fragile against shotguns beginning, which partially explains the [[YouALLLookFamiliar overabundance of wizards]] in Nexus.
* TrapMaster: The Sporous Spray Spell creates a mushroom at the cursor's location that damages enemies near it.
* TheTurretMaster: The Genesis Spell creates four portals that zap enemies near them.
* WizardBeard: With the Santa Claus
and can still easily die to short bursts of damage.

!!Huntress
Elder Wizard skins.
[[/folder]]

[[folder:Priest]]
[[quoteright:192:https://static.tvtropes.org/pmwiki/pub/images/huntress_3.png]]
org/pmwiki/pub/images/priest.PNG]]
->'''Weapon:''' Bow
Wand
->'''Armor:''' Leather
Robe
->'''Ability:''' Trap
Tome
The Huntress wields Priest is a bow and wears leather armor. Her wand-wielding robe class with an ability is the trap, a proximity mine that damages and disables the first enemies to trigger it. With the same stat caps as the Archer, she is a powerful class that excels at taking down groups of enemies or running dungeons.
provides potent healing for an entire group. While Priests are invaluable assets in any group effort, they fare poorly in direct combat.



* ActionGirl
* ArcherArchetype
* ArmorPiercingAttack: The ST Bergenia Bow ignores enemy defense.
* ArrowsOnFire: The projectiles of the tier 5 Fire Bow.
* AttackAttackAttack: Her Trap of the Vile Spirit is entirely designed for pure damage, sacrificing any status effects for a whopping 650 damage (for comparison, that's almost twice as much as the other highest-tier traps). The Cave Dweller Trap trades the ability to hit multiple targets at once for even more DPS.
* AutomaticCrossbows: The tier 2 Crossbow and the tier 7 Heavy Crossbow can fire as fast as a normal bow. Taken UpToEleven with the UT Thousand Shot, which actually has the highest rate of fire of any weapon in the game. The ST Deathless Crossbow fires ''slightly'' more slowly than most bows but not by much.
* BeeAfraid: The Swarming Huntress ST set turns her into a bee-human hybrid.
* BoringButPractical: The starter Hunting Trap. If the Huntress can repeatedly hit multiple enemies with her trap, she can quickly rip them apart with her bow. The Hunting Trap is most suited for this purpose, because it costs the least MP and slows for the same amount as higher-tiered ones.
* DecoyGetaway: The Mimicry Trap creates a decoy on impact that draws enemy fire, just like a Trickster's prism.
* GreenThumb: Instead of dealing damage and inflicting status effects on enemies, the Lifebringing Lotus "trap" grants healing and berserk to anyone hit by it.
* JackOfAllStats: The Huntress is often seen as a “middle of the road” class; she’s not as powerful as the Wizard, nor as durable as the Knight, rather she is a good option for those who like to try a bit of everything, midlands, godlands, dungeons, and (when maxed) events.
* HerdHittingAttack: The bow fires multiple piercing projectiles, while the trap's explosion doesn't use projectiles, so the Huntress can quickly clear mobs of weak enemies.
* MoreDakka: The Horticultural Huntress ST set gives her very high dexterity, the ability to buff herself with berserk, and an additional chance to get even more dexterity when getting hit.
* MovesetClone: Literally the only difference between Archers and Huntresses is their ability, making it largely personal choice when choosing which one to play.
* {{Miko}}: The Nexus no Miko skin.
* {{Multishot}}[=/=]SpreadShot: The Double Bow, Coral Bow and Harmonius Harp fire 2 arrows per shot, while the T8+ bows fire 3. Taken UpToEleven by the Nectar Crossfire and Predator Bow, which fire 4 and 5 arrows respectively. Because of this, Huntresses need to get close in order to dish out the most damage possible.
* OurFairiesAreDifferent: The Horticultural Huntress ST set turns her into a fairy.
* TheParalyzer: The Coral Venom Trap, which paralyses all of its victims.
* NewAgeRetroHippie: The Horticultural Huntress ST set.
* NoArcInArchery
* TookALevelInBadass: Her traps got a major buff in the June 2017 update, that gave them massively decreased deploy times, more damage, less Mana costs and stat bonuses. Before, there was almost no reason to use a Huntress over an Archer as the Quiver had vastly superior damage and status effects.
* TrapMaster: The Huntress' ability lays a trap, which explodes when an enemy comes nearby.

!!Mystic
[[quoteright:192:https://static.tvtropes.org/pmwiki/pub/images/mystic.png]]
->'''Weapon:''' Staff
->'''Armor:''' Robe
->'''Ability:''' Orb
The Mystic is a low-defense, surprisingly fast ranged damage dealer whose ability, the orb, is solely based around crowd-control. The Orb places all monsters caught within its radius into Stasis, rendering them grey, immovable, and invulnerable for the duration - and higher-tiered orbs can both debuff foes and buff herself. This makes the Mystic a powerful class capable of controlling the battlefield as she pleases, although she shares the same weaknesses as her fellow robe classes while having lower damage output.

to:

* ActionGirl
AchillesHeel:
** The [[PowerNullifier Quiet]] effect hits Priests very hard: since it completely removes the mana pool of its victims, a quieted Priest can find himself without the help of his trusty tome, and without the healing he's no less squishy than other robe wearers.
** Sick can too, as it nullifies all healing for a short time, but to a lesser extent, as Sick Priests still have mana and can use the Tome of Purification to instantly cleanse it.
* ArcherArchetype
ActionGirl: The Nun skin.
* ArmorPiercingAttack: The ST Bergenia Bow UT Crystal Wand ignores enemy defense.
the defense of targets.
* ArrowsOnFire: BadassBookworm: Compared to the other robe wearers, the Priest is surprisingly durable because of his healing, which costs little MP, heals a generous amount, and the Priest's naturally high wisdom stat allows him to recover quickly.
* BaldOfAwesome
* BlobMonster: With the Slime Priest skin.
* ChurchMilitant
* CombatMedic: Besides his healing, he can directly fight with long-ranged magic. However, his offensive abilities are the worst of any class in the game.
* InTheHood:
The projectiles Robed Priest skin wears a long robe complete with a hood.
* MagicMushroom: The Tome
of the tier 5 Fire Bow.
Mushroom Tribes spawns a stationary mushroom that heals players.
* AttackAttackAttack: Her Trap TheMedic: His Tomes allow him to heal himself and all nearby players for an enormous amount, which may increase depending on how high his wisdom stat is. Higher-level tomes not only heal, but give everyone a temporary buff that pumps their regeneration through the roof.
* TheRedMage: Certain untiered/set tiered items sacrifice some
of the Vile Spirit is entirely designed Priest's healing ability in favour of offensive power. The Necronomicon curses enemies, the Ceremonial Merlot and Tome of Holy Furor increase his attack and dexterity respectively, and the Tome of Pain, Tome of the Tarnished Gods and Chaotic Scripture deal raw damage.
* StatusBuffDispel: The untiered Tome of Purification and set tier Book of Geb remove all negative buffs in an area around the Priest.
* StoneWall: With the Tome of Holy Protection, which doubles the Priest's DEF
for pure damage, 4 seconds, he can become a tank potentially stronger than the Knight for 4 seconds, and it heals HP. The Priest can eat walls of shotguns and walk through mobs of enemies with this tome without even much concern, because of his high wisdom and MP stat, and bringing MP potions only makes things easier. Of course, his main weakness - lack of damage - still stands.
* SupportPartyMember: Has low DPS but excels at keeping groups alive. The Priest of Geb ST set takes this UpToEleven, giving the Priest more survivability and ability usage in exchange for absolutely terrible DPS even by Priest standards.
* TomeOfEldritchLore: The Necronomicon and Tome of Pain are described as possessing secrets of forbidden or blasphemous magic. Appropriately enough, they also turn the Priest from a standard WhiteMage into TheRedMage,
sacrificing any status effects some healing for a whopping 650 damage (for comparison, that's almost twice as much as the other highest-tier traps). The Cave Dweller Trap trades the ability to hit multiple targets at once for even more DPS.
curse enemies or deal damage.
* AutomaticCrossbows: WhiteMage: The tier 2 Crossbow Priest's powerful heal comes at the cost of the worst DPS in the game: wands do not deal much damage, and the tier 7 Heavy Crossbow can fire as fast as a normal bow. Taken UpToEleven with the UT Thousand Shot, which actually Priest has the highest rate of fire of any weapon in the game. The ST Deathless Crossbow fires ''slightly'' more slowly than most bows but not by much.
* BeeAfraid: The Swarming Huntress ST set turns her into a bee-human hybrid.
* BoringButPractical: The starter Hunting Trap. If the Huntress can repeatedly hit multiple enemies with her trap, she can quickly rip them apart with her bow. The Hunting Trap is most suited for
no ability to alleviate this purpose, because it costs weakness unlike the least MP and slows for the same amount as higher-tiered ones.
Sorcerer.
* DecoyGetaway: WizardBeard: The Mimicry Trap creates Father Time skin has a decoy on impact that draws enemy fire, just like a Trickster's prism.
* GreenThumb: Instead
beard of dealing damage and inflicting status effects on enemies, the Lifebringing Lotus "trap" grants epic proportions.
* WhiteMage: A long-ranged magical fighter who specializes in
healing and berserk to anyone hit by it.
* JackOfAllStats: The Huntress is often seen as a “middle of the road” class; she’s not as powerful as the Wizard, nor as durable as the Knight, rather she is a good option for those who like to try a bit of everything, midlands, godlands, dungeons, and (when maxed) events.
* HerdHittingAttack: The bow fires multiple piercing projectiles, while the trap's explosion doesn't use projectiles, so the Huntress can quickly clear mobs of weak enemies.
* MoreDakka: The Horticultural Huntress ST set gives her very high dexterity, the ability to buff herself with berserk, and an additional chance to get even more dexterity when getting hit.
* MovesetClone: Literally the only difference between Archers and Huntresses is their ability, making it largely personal choice when choosing which one to play.
* {{Miko}}: The Nexus no Miko skin.
* {{Multishot}}[=/=]SpreadShot: The Double Bow, Coral Bow and Harmonius Harp fire 2 arrows per shot, while the T8+ bows fire 3. Taken UpToEleven by the Nectar Crossfire and Predator Bow, which fire 4 and 5 arrows respectively. Because of this, Huntresses need to get close in order to dish out the most damage possible.
* OurFairiesAreDifferent: The Horticultural Huntress ST set turns her into a fairy.
* TheParalyzer: The Coral Venom Trap, which paralyses all of its victims.
* NewAgeRetroHippie: The Horticultural Huntress ST set.
* NoArcInArchery
* TookALevelInBadass: Her traps got a major buff in the June 2017 update, that gave them massively decreased deploy times, more damage, less Mana costs and stat bonuses. Before, there was almost no reason to use a Huntress over an Archer as the Quiver had vastly superior damage and status effects.
* TrapMaster: The Huntress' ability lays a trap, which explodes when an enemy comes nearby.

!!Mystic
buffing magic.
[[/folder]]

[[folder:Warrior]]
[[quoteright:192:https://static.tvtropes.org/pmwiki/pub/images/mystic.png]]
org/pmwiki/pub/images/warrior.PNG]]
->'''Weapon:''' Staff
Sword
->'''Armor:''' Robe
Heavy
->'''Ability:''' Orb
Helm
The Mystic is a low-defense, surprisingly fast ranged damage dealer whose ability, the orb, is solely based around crowd-control. The Orb places all monsters caught within its radius into Stasis, rendering them grey, immovable, Warrior uses swords and invulnerable for the duration - wear heavy armour. With reasonably high bulk, an extremely high attack stat, and higher-tiered orbs can an ability providing him both debuff foes speed and a substantial fire rate buff herself. This makes to himself and teammates, the Mystic a powerful class Warrior is capable of controlling extreme DPS at the battlefield as she pleases, although she shares the same weaknesses as her fellow robe classes while having lower damage output.
cost of being restricted to short range.



* ActionGirl: Described as a female class in her introduction quote. She shares this particularity with the Huntress and Trickster.
* ArmorPiercingAttack: The ST Scorchium Stone orb and UT Tezcacoatl’s Tail staff ignore enemy defense.
* DamageIncreasingDebuff: Most Orbs inflict Curse, which increases all damage taken by affected enemies by 20%. The T7 Dimensiongate Orb can inflict the longest curse in the game at 11 seconds.
* DarkIsNotEvil: The Orb of Conflict, which, according to its description, has a dark reputation of twisting those that wield it. In the game, however, it still puts enemies into stasis while also buffing the Mystic's DEX and ATT.
* DifficultButAwesome: The Orb is rather difficult to master as putting enemies into stasis is much trial and error at first, especially when in presence of heavy clusters of enemies. This can initially lead to awkward situations where every enemy in a room is in stasis and the orb's use was rendered moot due to the party having to fight the enemies again anyways afterwards. However, with experience, a skilled Mystic can prove absolutely indispensable during some Event bosses such as the Cube God or the Skull Shrine, as her Stasis ability allows to get temporarily rid of most of the boss' flunky, allowing the other party members to deal shattering amounts of damage to the main boss (which is generally Stasis-immune itself). An even more experienced Mystic can go and freeze half of a dungeon room to soften up enemy damage so the party can go and obliterate the remaining half during it.
* FragileSpeedster: The Mystic has the highest speed stat of all the robe classes, even rivalling Rogues sometimes, but is just as fragile as any other robe class. This can be boosted even further with the Orb of Conflict or Soul of the Bearer.
* LittleRedFightingHood: With the [[Literature/LittleRedRidingHood Lil' Red]] skin.
* LockedOutOfTheFight: Enemies put into stasis cannot do anything and become invulnerable for the duration.
* MagicStaff: Her weapon of choice, shared with Wizard and Necromancer.
* PlayingWithFire: The ST Scorchium Stone orb shoots five armor piercing, cursing fireballs at the cursor instead of inflicting stasis.
* SquishyWizard: The Mystic, along with other robe classes, is one of the most fragile classes in the game with respect to health and defense.
* SupportPartyMember: The Mystic's orb can control the flow of the battle, and can help take on entire groups by gradually diminishing large numbers of enemies, but the Mystic herself has very little damage output compared to the Wizard or Necromancer.
* TrapMaster: The Orb of Aether and Orb of Conquest. The Orb of Aether creates an Aether Orb at the cursor's location that paralyses and slows enemies caught in it. The Orb of Conquest creates a Beacon at the cursor's location that damages and curses enemies near it in three bursts.
* {{Troll}}: Many players regard Mystic as a troll pick, due to the fact that countless players abuse the stasis ability to deliberately stasis enemies that others are trying to kill, including Test Chests and minor bosses. While not all Mystics will abuse their power, this has given a bad name to the class in general, however those who can handle the power are an invaluable support class. Most of the bosses were rendered stasis-immune during an update as an answer to that, however trolling Mystics are still present here and there.

!!Trickster
[[quoteright:192:https://static.tvtropes.org/pmwiki/pub/images/trickster.PNG]]
->'''Weapon:''' Dagger
->'''Armor:''' Leather
->'''Ability:''' Prism
The Trickster is a dagger class that wears leather armour. Her special ability is the Prism, which teleports her and creates a decoy of herself. The Trickster is a decent combatant and an extremely efficient rusher who can both divert and bypass enemies easily, while having the highest DPS of the dagger classes - but she's extremely difficult to use optimally and highly punishing if used incorrectly.

to:

* ActionGirl: Described as a female class in her introduction quote. She shares this particularity with the Huntress and Trickster.
With certain skins.
* ArmorPiercingAttack: The ST Scorchium Stone orb and Oryx's Greatsword ignores the defense of its targets.
* BadassNormal
* CoolHelmet: Natch.
* CounterAttack: The Tricorne of the High Seas shoots a cluster of damaging cannonballs if the user if hit for at least 60 damage.
* DeathOfAThousandCuts: The
UT Tezcacoatl’s Tail staff ignore enemy defense.
* DamageIncreasingDebuff: Most Orbs inflict Curse, which
Helm of Exalted Might decreases attack but increases all damage taken by affected enemies by 20%. dexterity when used.
* DemBones:
The T7 Dimensiongate Orb can inflict Skeleton Warrior skin.
* DressedToPlunder: The Pirate King Warrior ST set.
* HelmetsAreHardlyHeroic: Ironically,
the longest curse in Land Down Under skin doesn't wear a helmet, only a hat, despite the game at 11 seconds.
Warrior's ability being the helm.
* DarkIsNotEvil: HorsebackHeroism: With the Light Cavalry Warrior skin.
* ImplacableMan:
The Orb Helm of Conflict, which, according to its description, has a dark reputation the Juggernaut, which gives Armored instead of twisting Speedy, is the best for tanking shots, especially those that wield it. In the game, however, it still puts enemies into stasis while also buffing the Mystic's DEX and ATT.
* DifficultButAwesome: The Orb is rather difficult to master as putting enemies into stasis is much trial and error at first, especially
can't be easily dodged even with a speed boost, or for boosting damage when in presence a Speedy status effect would be detrimental (e.g. godlands or tombs). A Warrior operating under an Armored status effect is capable of heavy clusters of enemies. This over 120 defense, and can initially lead to awkward situations where every enemy in a room even tank Skull Shrine or Cube God shotguns.
* LightningBruiser: The Warrior
is in stasis a durable melee fighter, can deal very high DPS and the orb's use was rendered moot due to the party having to fight the enemies again anyways afterwards. However, run very fast with experience, a skilled Mystic can prove absolutely indispensable during some Event bosses the help of his helm.
* MagikarpPower: A fresh Warrior, like any sword user, is not that great. The averages are just too low for the Warrior to succeed in killing almost any boss, or even farm the Godlands, and do terrible in comparison to another class,
such as the Cube God or the Skull Shrine, as her Stasis ability allows to get temporarily rid of most of the boss' flunky, allowing the other party members to deal shattering amounts of damage to the main boss (which is generally Stasis-immune itself). An even more experienced Mystic can go and freeze half of a dungeon room to soften up enemy damage so the party can go and obliterate the remaining half during it.
* FragileSpeedster: The Mystic has the highest speed stat of all the robe classes, even rivalling Rogues sometimes, but is just as fragile as any other robe class. This can be boosted even further with the Orb of Conflict or Soul of the Bearer.
* LittleRedFightingHood: With the [[Literature/LittleRedRidingHood Lil' Red]] skin.
* LockedOutOfTheFight: Enemies put into stasis cannot do anything and become invulnerable for the duration.
* MagicStaff: Her weapon of choice, shared with
Wizard and Necromancer.
Necromancer. The low range of the sword is the main cause, and bad range along with low stats do not make a good combination. A maxed Warrior, is a different story, however. The Warrior tanks nicely and deals absurdly high damage when capped, while his very high VIT complements that ability nicely.
* MightyGlacier: The Pirate King Warrior ST set turns him into this. It grants '''101 attack''' as well as a good amount of HP and defense, but decreases his dexterity and speed by a lot in return.
* MushroomMan: The Shroom Warrior skin.
* NiceHat: The Tricorne of the High Seas.
* OurWerewolvesAreDifferent: With the B.B. Wolf skin, the Warrior becomes a werewolf.
* {{Pirate}}: The Pirate King Warrior ST set.
* PlayingWithFire: The ST Scorchium Stone orb Helm of Draconic Dominance shoots five armor piercing, cursing three highly damaging fireballs at in addition to temorarily granting the cursor instead of inflicting stasis.
Warrior more HP.
* SquishyWizard: SummonMagic: The Mystic, along with other robe classes, is one of the most fragile classes in the game with respect to health and defense.
* SupportPartyMember: The Mystic's orb can control the flow of the battle, and can help take on entire groups by gradually diminishing large numbers of enemies, but the Mystic herself has very little
Hivemaster Helm summons bees that damage output compared to the Wizard or Necromancer.
* TrapMaster: The Orb of Aether
and Orb of Conquest. The Orb of Aether creates an Aether Orb at the cursor's location that paralyses and slows enemies caught in it. The Orb of Conquest creates a Beacon at the cursor's location that damages and curses enemies near it in three bursts.
* {{Troll}}: Many players regard Mystic as a troll pick, due to the fact that countless players abuse the stasis ability to deliberately stasis enemies that others are trying to kill, including Test Chests and minor bosses. While not all Mystics will abuse their power, this has given a bad name to the class in general, however those who can handle the power are an invaluable support class. Most of the bosses were rendered stasis-immune during an update as an answer to that, however trolling Mystics are still present here and there.

!!Trickster
curse enemies.
[[/folder]]

[[folder:Knight]]
[[quoteright:192:https://static.tvtropes.org/pmwiki/pub/images/trickster.org/pmwiki/pub/images/knight.PNG]]
->'''Weapon:''' Dagger
Sword
->'''Armor:''' Leather
Heavy
->'''Ability:''' Prism
Shield
The Trickster Knight is a dagger melee class that wears leather armour. Her special characterized by his monumental defenses, which are further bolstered by his Shield. While he's still restricted to short range and has comparatively low damage, a maxed Knight can effortlessly eat bullets - and use his ability is the Prism, which teleports her and creates a decoy of herself. The Trickster is a decent combatant and an extremely efficient rusher who can both divert and bypass enemies easily, while having the highest DPS of the dagger classes - but she's extremely difficult to use optimally and highly punishing if used incorrectly.
stun foes, rendering them unable to attack altogether.



* ActionGirl: Described as a female class in her introduction quote. She shares this particularity with the Huntress and Mystic.
* ActionBomb: Played with. The UT Ghostly Prism teleports her, and instead of leaving a decoy, leaves behind spirit bombs that detonate and cause damage. Played straight with the UT Prism of Dire Instability, which sends out a decoy that explodes afterwards.
* ArmorPiercingAttack: The UT Queen's Stinger Dagger, dropped by the Killer Bee Queen, ignores the defense of its targets.
* BadassBeard: The King Knifeula skin.
* BoringButPractical: The starting Decoy Prism. With a low cost of 60 MP, but a low duration of 3 seconds, this is the best prism to use if the user wishes to solely teleport to another location or rush different areas, because the decoy is of no concern.
* DecoyGetaway: When the Prism is used, you teleport to the location of your cursor when activated. A decoy appears where you were before the activation, and walks towards the way you were moving (it goes in a random direction of stays still if you teleport while stationary), causing enemies to attack it, if it’s close enough.
* DifficultButAwesome: The Prism is considered by many players the hardest ability item to master, but can be used in many different situations by improvising. Using it correctly can yield many rewards, helping you and your group. For example, it can be used to rush dungeons very quickly, but only if used at the right time, or it can be used to effectively “cloak” an entire group from enemy fire.
* FragileSpeedster: The Trickster is the fastest class (tied with the Rogue and the Assassin), and has good DPS with her dagger, but she lacks healing and defence, so if her decoy or teleport placement is off she can easily get herself killed.
* FlashStep: The Trickster's Prism allows her to teleport a short distance while leaving behind a decoy.
** LightningBruiser: Unlike the Rogue and Assassin, the Trickster has a high max 60 Attack stat, which lets her put out very significant amounts of damage. Combined with the Prism of Dancing Swords and Ghostly Prism giving bonuses to Attack as well, and you an put out a ''lot'' of damage in a short space of time.
* JackOfAllStats: Good Tricksters can fulfil almost all roles in a group, from team support, soloing bosses, damage dealing, to rushing.
* KnifeNut
* OurElvesAreBetter: The Drow Trickster skin.
* PeekABangs: Both the Deadly Vixen skin and the Drow Trickster skin have their right eyes covered by hair.
* RoyalsWhoActuallyDoSomething: The King Knifeula skin.
* StealthRun: The job of dungeon rushing Tricksters: run through rooms, bypass enemy fire, and let their allies teleport to them at the boss.

!!Sorcerer
[[quoteright:192:https://static.tvtropes.org/pmwiki/pub/images/sorcerer.png]]
->'''Weapon:''' Wand
->'''Armor:''' Robe
->'''Ability:''' Scepter
The Sorcerer uses a wand and wears a robe. With good offenses, piercing attacks, extreme range, and a long-ranged ability that chains powerful lightning to multiple enemies, the Sorcerer functions as a long-distance sniper and crowd controller that can deal high damage at a safe range. However, he also suffers from the same weaknesses of his closest relative, the Wizard.

to:

* ActionGirl: Described as a female class in her introduction quote. She shares this particularity with the Huntress and Mystic.
* ActionBomb: Played with. The UT Ghostly Prism teleports her, and instead of leaving a decoy, leaves behind spirit bombs that detonate and cause damage. Played straight with the UT Prism of Dire Instability, which sends out a decoy that explodes afterwards.
* ArmorPiercingAttack: The UT Queen's Stinger Dagger, dropped by Spiteful Scutum and the Killer Bee Queen, ignores Exalted Beams fired by Oryx's Escutcheon ignore the defense of its their targets.
* BadassBeard: The King Knifeula AchillesHeel: Because Knights are reliant on their staggering DEF values to shrug off damage, they're considerably weaker against enemies that have armor-piercing attacks or the ability to inflict Armor Broken.
* BadassNormal
* BlobMonster: With the Slime Knight
skin.
* BoringButPractical: The starting Decoy Prism. With a low cost of 60 MP, but a low Although there are many higher-tier shields that do more damage and have more range, the fact that the basic Wooden Shield has the same stun duration of 3 seconds, this is for a significantly lower costs often results in some Knights preferring to keep their starter shield, even when they have high-tier alternatives.
* CrutchCharacter: The Knight's obscenely high DEF and HP, coupled with
the best prism potent damage and stunning ability his shield provides, makes him perform exceptionally well in early to use if mid-game confrontations, to the user wishes to solely teleport to another location or rush point that several once-difficult bosses can be made into pushovers by tanking/chain-stunning them. The endgame, however, is a different areas, because the decoy is of no concern.
* DecoyGetaway: When the Prism is used, you teleport to the location of your cursor when activated. A decoy appears where you were before the activation, and walks towards the way you were moving (it goes in a random direction of stays still if you teleport while stationary), causing enemies to attack it, if it’s close enough.
* DifficultButAwesome: The Prism is considered by
story. Not only do most endgame bosses spew [[BulletHell so many players the hardest ability item projectiles that it's hard to master, even approach them,]] but can be used in many different situations by improvising. Using it correctly can yield many rewards, helping you and your group. For example, it can be used to rush dungeons very quickly, but only if used at the right time, or it can be used to effectively “cloak” an entire group from enemy fire.
* FragileSpeedster: The Trickster is the fastest class (tied with the Rogue and the Assassin), and has good DPS with her dagger, but she lacks healing and defence, so if her decoy or teleport placement is off she can easily get herself killed.
* FlashStep: The Trickster's Prism allows her to teleport a short distance while leaving behind a decoy.
** LightningBruiser: Unlike the Rogue and Assassin, the Trickster has a high max 60 Attack stat, which lets her put out very significant amounts of damage. Combined with the Prism of Dancing Swords and Ghostly Prism giving bonuses to Attack as well, and you an put out a ''lot'' of damage in a short space of time.
* JackOfAllStats: Good Tricksters can fulfil
almost all roles the strongest bosses will be both Stun Immune and employ a large number of Armor Piercing/Breaking bullets, which takes away his two most powerful advantages.
* DamageIncreasingDebuff: The Shield of Ogmur and Shield of Pogmur forgo the stun
in exchange for temporarily reducing the target's DEF to zero.
* DifficultButAwesome:
** Despite his general reputation as
a group, from team support, soloing bosses, no-skill class, it is admittedly difficult to get close to one of the endgame bosses who are spewing high-damage shots constantly in order to stun them. However, if a Knight can get the stun on something like Oryx 2, he can cripple the boss long enough for everyone else to run in and deal enormous damage.
** The Spiteful Scutum has an extremely narrow shot that requires a good deal of skill to land consistently. Those who can, however, will enjoy a 1 second longer stun time, extended range, and a decreased MP cost, allowing them to chainstun more easily.
* TheFaceless: His default skin wears a full helm.
* ImplacableMan: The untiered Crystal Shield turns the Knight invulnerable to all
damage dealing, to rushing.
while the ability key is held down. However it drains 70 MP per second and disables all MP recovery, while also massively decreasing the already slow Knight's speed, making it a niche item.
* KnifeNut
LuckilyMyShieldWillProtectMe: His shields provide high DEF bonuses, not counting any other ones from high-tier shields, but they are also the source of a devastating melee attack capable of stunning targets.
* OurElvesAreBetter: MadeOfIron: The Drow Trickster Knight has monumental DEF and HP, wears heavy armour and wields shields that further boost DEF, allowing him to shrug off damage from most swarm attacks and proceed to attack a boss directly. Because they have such high Defense and HP, Knights should always be at the front of the fight to tank hits for the more fragile classes.
* MechanicallyUnusualClass: The Crystal Shield is one of the only two items in the game to utilise the otherwise enemy-exclusive Invulnerable stats.
* MightyGlacier: The Oryx's Battle Attires ST set turns him into this, increasing his DPS in exchange for lower defense.
* ShieldBash: When activated, a Knight's Shield (except Oryx's Escutcheon) damages and stuns enemies in a cone in front of him.
* {{Snowlems}}: With the Iceman
skin.
* PeekABangs: Both StoneWall: Knight has rather poor DPS compared to the Deadly Vixen skin likes of Warrior and Paladin, since he has a mediocre ATT stat and no way to boost his own DPS. However, he makes up with it for a base defense of ''40'' which, when coupled with the Drow Trickster skin have their right eyes covered by hair.
* RoyalsWhoActuallyDoSomething: The King Knifeula skin.
* StealthRun: The job of dungeon rushing Tricksters: run through rooms, bypass enemy fire,
DEF bonuses from his armor and let their allies teleport to them at the boss.

!!Sorcerer
shield, give him unparalleled durability - and that's not counting how he can outright disable most enemies' firepower using his shield.
[[/folder]]

[[folder:Paladin]]
[[quoteright:192:https://static.tvtropes.org/pmwiki/pub/images/sorcerer.png]]
org/pmwiki/pub/images/paladin.PNG]]
->'''Weapon:''' Wand
Sword
->'''Armor:''' Robe
Heavy
->'''Ability:''' Scepter
Seal
The Sorcerer uses Paladin is a wand sword-wielding melee the Knight and wears a robe. With good offenses, piercing attacks, extreme range, and a long-ranged Warrior, but is separated by having access to an ability that chains provides HP, regeneration, and damage buffs in an area. This makes the Paladin both a powerful lightning to multiple enemies, the Sorcerer functions as a long-distance sniper combatant and crowd controller that can deal high damage at a safe range. However, essential support member, but he also suffers from the same weaknesses of lower stat caps than his closest relative, the Wizard.
melee compatriots.



* ActionGirl: The Sorceress skin.
* ArmorPiercingAttack: The UT Crystal Wand ignores the defense of targets.
* BlackMage: Like the Wizard, the Sorcerer's role is almost pure damage, with his scepter ability.
* ChainLightning: The Scepter fires a lightning bolt that bounces and deals damage.
* GlassCannon: The Sorcerer has very high damage output at an extremely long range, but because of his fragility, the Sorcerer cannot absorb damage, and cannot heal himself, which puts him in the same vein as the Wizard.
* GlowingEyes: The Warlock skin's eyes appear to glow under his black hat.
* InTheHood
* KillerRabbit: The Stanley the Spring Bunny skin.
* LongRangeFighter: Both the wand and the scepter has very long ranges. Much needed, because the Sorcerer's low survivability will easily get him killed if he has to fight in close range.
* MagicStaff: The Sorcerer's ability, the Scepter.
* MagicWand
* PainfullySlowProjectile: The Wand of the Bulwark fire projectiles that float slowly and last a very long time. Because of this, they can't be accurately aimed at enemies, but can be used to saturate an area with projectiles before luring enemies in.
* RobeAndWizardHat
* ShockAndAwe: His Scepters shoot lighting.
* SquishyWizard: Like the other robe classes, the Sorcerer is one of the most fragile classes in the game with respect to health and defense.
* TookALevelInBadass: An update in June 2017 gave Sorcerer a major buff, increasing his max ATT to 70, boosting the overall damage on wands, and giving the scepters a huge damage boost and a WIS scaling that increases their damage/# of targets based on your wisdom stat while making it so that they deal less damage with each consecutive bounce.

!!Ninja
[[quoteright:192:https://static.tvtropes.org/pmwiki/pub/images/ninja_3.png]]
->'''Weapon:''' Katana

to:

* ActionGirl: The Sorceress Bashing Bride skin.
* ArmorPiercingAttack: AIIsACrapshoot: The UT Crystal Wand ignores Exploratory Bot Paladin skin was originally a robot sent by Commander Calbrik to scout the defense of targets.
realm for potential threats. It lost interest in its original directive and decided to fight Oryx instead.
* BlackMage: Like the Wizard, the Sorcerer's role is almost pure damage, BlingOfWar: He wears golden armour.
* CombatMedic: The Paladin can heal himself and other allies
with his scepter ability.
seal.
* ChainLightning: CriticalHitClass: The Scepter fires Seal of the Battle God increases the Paladin's attack by a lightning bolt whopping '''150''' for 0.4 seconds. Its incredibly short duration means that bounces the user will only be able to get one attack off before the buff wears off, but that one attack will be incredibly powerful, killing a lot of normal enemies in one hit.
* DarkIsNotEvil: The Seal of Blasphemous Prayer is black and is described as being considered dangerous, but it still heals you and your friends.
* HelmetsAreHardlyHeroic: The [[UsefulNotes/GeorgeWashington Founding Father]] skin doesn't wear a helmet.
* ImplacableMan: The untiered Seal of Blasphemous Prayer grants the Paladin invulnerability to all damage for 1.4 seconds. It is useful for charging in on a boss, taking absolutely no damage (for a short 1.4 seconds), and rushing back.
* MagicKnight: The Paladin is a sword-wielding, heavily-armoured class whose special ability is decidedly magical.
* MagikarpPower: A fresh Paladin, like any sword user, is not that great. The averages are just too low for the Paladin to succeed in killing almost any boss, or even farm the Godlands, and do terrible in comparison to another class, such as the Wizard and Necromancer. The low range of the sword is the main cause, and bad range along with low stats do not make a good combination. A maxed Paladin, is a different story, however. With his HP and WIS, the Paladin tanks nicely
and deals damage.
* GlassCannon: The Sorcerer has very high
great damage output at an extremely long range, but because of his fragility, the Sorcerer cannot absorb damage, and cannot heal himself, which puts him in the same vein as the Wizard.
when capped.
* GlowingEyes: MechanicallyUnusualClass: The Warlock skin's eyes appear to glow under his black hat.
* InTheHood
* KillerRabbit: The Stanley the Spring Bunny skin.
* LongRangeFighter: Both the wand and the scepter has very long ranges. Much needed, because the Sorcerer's low survivability will easily get him killed if he has to fight in close range.
* MagicStaff: The Sorcerer's ability, the Scepter.
* MagicWand
* PainfullySlowProjectile: The Wand
Seal of the Bulwark fire projectiles that float slowly and last a very long time. Because of this, they can't be accurately aimed at enemies, but can be used to saturate an area with projectiles before luring enemies in.
* RobeAndWizardHat
* ShockAndAwe: His Scepters shoot lighting.
* SquishyWizard: Like the other robe classes, the Sorcerer
Blasphemous Prayer is one of the most fragile classes only two items in the game with respect to health utilise the otherwise enemy-exclusive Invulnerable stats. Within the Paladin's seals, the Legacy Seal of the Enchanted Forest acts as this. Instead of the Healing and defense.
* TookALevelInBadass: An update
Damaging buff the other seals grant, it inflicts Slow on enemies in June 2017 gave Sorcerer a major buff, increasing an AOE centered on the player. [[MushroomSamba It also briefly inflicts Hallucinating status on the player using it.]]
* MightyGlacier: The Paladin is quite durable thanks to the healing from
his max ATT to 70, boosting seal and his heavy armour, and his swords also deal very high damage. However, just like the overall damage on wands, Knight, his speed and range suffer as a result. The Swoll Paladin ST set takes this even further, giving the scepters a huge Paladin more defense and attack but lowering his speed.
* SupportPartyMember: The Paladin lacks the staggering DPS of the Warrior and the monumental DEF/HP of the Knight, making him less suited for direct combat than the other two. However, he is far from helpless and is an extremely potent team player due to the HP, regen and
damage boost and a WIS scaling bonuses provided by his seals.
* StoneWall: The Marble Seal summons an Eye of Marble
that increases gives the extremely powerful armored buff on top of damaging to any players near it, doubling their damage/# of targets based on your wisdom stat while making current defense. However it so that they deal less damage with each consecutive bounce.

!!Ninja
limits their mobility due to requiring them to be near it.
[[/folder]]

[[folder:Assassin]]
[[quoteright:192:https://static.tvtropes.org/pmwiki/pub/images/ninja_3.png]]
org/pmwiki/pub/images/assassin.PNG]]
->'''Weapon:''' KatanaDagger



->'''Ability:''' Star
The Ninja is a katana-wielding class packing extreme speed and firepower, which is accentuated by his ability providing both a speed buff and burst damage. Ninja can clear crowds and rip through bosses extremely fast, but a combination of fragility and short range makes him prone to sudden deaths.

to:

->'''Ability:''' Star
Poison
The Ninja Assassin is a katana-wielding class packing extreme speed somewhat frail, medium-range fighter who uses a dagger and firepower, which is accentuated by his leather armor. His ability providing both a speed buff deals area damage and burst damage. Ninja can clear crowds and rip through bosses extremely fast, but a combination poisons groups of fragility and short range makes him prone enemies, dealing large amounts of damage to sudden deaths.
them. Assassins have the safest playstyle of the dagger classes, although his utility is also lower as a result.



* ArmorPiercingAttack: The ST Reikoku katana ignores enemy defense.
* BlobMonster: With the Slime Ninja skin.
* BoringButPractical: Although the MP cost of 10MP/second does not increase as you move up the tiers, ninjas may opt to carry a starter Basic Star to conserve MP while using the Speedy effect if they must move precisely and pulse the ability button. This is because a shuriken is thrown every time the ability button is released, which can excessively drain mana at higher tiers. Ninja may equip this when speed is important and damage is not a priority.
* DifficultButAwesome: Because of his fragility relative to other melee classes, the Ninja needs to be able to dodge and aim at the same time. If you don’t dodge your Ninja won’t last very long. However, his DPS is one of the highest in the game, and he can easily rip through enemies if maxed, especially due to the fact that his weapons pierce.
* TheFaceless: The Ninja is always covered in a mask.
* FragileSpeedster: The Ninja can run very fast with the shuriken, but his short range is paired with his fragility and low vitality relative to the melee classes. To overcome this, the Ninja uses extreme speed to evade damage, and his damage output to defeat enemies quickly - paired together, the Ninja often closes up on its target quickly and brings it down before he takes too much damage.
* GlassCannon: Like his fellow leather armor classes, he's fairly fragile with low DEF and HP stats, but can dish out staggering damage to multiple targets at a time using his katanas.
* HerdHittingAttack: Unlike sword using melee classes, his weapons pierce targets, allowing him to clear hordes faster than the Warrior or Knight can.

to:

* ArmorPiercingAttack: The ST Reikoku katana ignores His Poisons ignore enemy defense.
* BlobMonster: With the Slime Ninja skin.
* BoringButPractical: Although the MP cost of 10MP/second does not increase as you move up the tiers, ninjas may opt to carry
TheBlackDeath: The untiered Plague Poison infects many victims but take a starter Basic Star to conserve MP while using the Speedy effect if they must move precisely and pulse the ability button. This is because a shuriken is thrown every long time to work.
* CounterAttack: The Virulent Venom poison throws a poison at
the ability button is released, attacker when the assassin gets hit.
* DamageIncreasingDebuff: The Parasitic Concoction inflicts Curse,
which can excessively drain mana at higher tiers. Ninja may equip this when speed is important and increases all damage is not taken by affected enemies by 20%. The Crystallised Fang's Venom inflicts Armor Broken, which temporarily removes the afflicted enemies' DEF.
* DeathOfAThousandCuts: The Plague Poison deals especially high damage, spread over
a priority.
very long duration.
* DifficultButAwesome: Because of his fragility relative to other melee classes, The UT Murky Toxin fires two bombs simultaneously, a normal one dealing only 300 damage and a precise one dealing a whopping 900 damage. Since the Ninja needs 900-damage one has a tiny radius, precise aiming is mandatory to use this poison, but players who can plant it precisely will be able to dodge and aim at the same time. If you don’t dodge your Ninja won’t last very long. However, his DPS is one of the highest in the game, and he can easily rip through enemies if maxed, especially due to the fact strike targets for a massive 1200 damage.
* ElectricJellyfish: The Bottled Medusozoan poison, when used, creates a cnidarian
that his weapons pierce.
remains stationary where it has been launched, releasing bursts of damage every half-second.
* TheFaceless: The Ninja is default Assassin always covered in wears a red mask.
* FragileSpeedster: FragileSpeedster[=/=]GlassCannon: The Ninja can run very fast with Assassin has the shuriken, highest SPD in the game, and has higher damage than other dagger classes thanks to his poison, but his short range as a leather class, he is paired nowhere as durable as Warriors or Paladins, let alone Knights. Because of this, he often has to kill gods by hit-and-run with his fragility and low vitality relative to the melee classes. To overcome this, the Ninja uses extreme speed to evade damage, and his damage output to defeat enemies quickly - paired together, the Ninja often closes up on its target quickly and brings it down before he takes too much damage.
* GlassCannon: Like his fellow leather armor classes, he's fairly fragile with low DEF and HP stats, but can dish out staggering damage to multiple targets at a time using his katanas.
poison.
* HerdHittingAttack: Unlike sword using melee classes, his weapons pierce targets, allowing him The poison deals damage in an area, and doesn't use projectiles, making it an excellent way to clear hordes faster than the Warrior or Knight can.swarms of weak enemies.



* KatanasAreJustBetter
** WoodenKatanasAreEvenBetter: The tier 1 Kendo Stick, good for practice.
* TheParalyzer: The untiered Midnight Star paralyses any enemy it hits. For a whopping ''4 seconds too.''
* PoisonedWeapons: The Doku no Ken, coated in the Son of Arachna's venom.
* ThePowerOfTheSun: The Ray Katana is charged with the power of the sun itself.
* ProphetEyes: The Shadow skin has white eyes.

!!Samurai
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/samurai_3.png]]
->'''Weapon:''' Katana
->'''Armor:''' Heavy
->'''Ability:''' Wakizashi
The Samurai is a heavy armor katana class who combines the defenses of a melee with the range of a Ninja, although he doesn't quite match their respective specialties. With a very high attack stat and good defensive abilities, Samurai can deal piercing damage at a good distance, while using their abilities to deal burst damage and debuff foes' defenses.

to:

* KatanasAreJustBetter
** WoodenKatanasAreEvenBetter: The tier 1 Kendo Stick, good for practice.
* TheParalyzer: The untiered Midnight Star paralyses any enemy it hits. For a whopping ''4 seconds too.''
* PoisonedWeapons: The Doku no Ken, coated in
HitAndRunTactics: Since the Son of Arachna's venom.
* ThePowerOfTheSun: The Ray Katana is charged
poison deals high damage but needs time to work, combined with the power of Assassin's high speed and damage output, he can often succeed by darting in, quickly damaging a target, fleeing and letting the sun itself.
poison do its work.
* ProphetEyes: MasterPoisoner
* MightyGlacier:
The Shadow skin has white eyes.

!!Samurai
[[quoteright:200:https://static.
Acidified Assassin ST set turns him into this, increasing his defense and HP but decreasing his speed, attack range and attack speed.
* NoBiochemicalBarriers: UpToEleven: Poison affects all victims equally, whether they be TheUndead, living trees, robots, statues, or crystals.
* PainfullySlowProjectile: The poison grenade flies slowly, taking 1.5s to reach its mark, making good targeting essential to consistently land poisons against fast enemies.
* TechnicolorToxin: From green, yellow, red, blue, violet, orange, grey to dark blue as we move up the tiers; and sickly green for the UT Plague Poison, brown for the UT Murky Toxin, green again for the ST Virulent Venom, purple again for the UT Crystallised Fang's Venom and lastly red again for the UT Tyrant's Toxin and ST Parasitic Concoction.
* TrapMaster: The Bottled Medusozoan throws a bottled friendly Cnidarian at the cursor's location that damages nearby enemies.
[[/folder]]

[[folder:Necromancer]]
[[quoteright:192:https://static.
tvtropes.org/pmwiki/pub/images/samurai_3.org/pmwiki/pub/images/necromancer_59.png]]
->'''Weapon:''' Katana
Staff
->'''Armor:''' Heavy
Robe
->'''Ability:''' Wakizashi
Skull
The Samurai Necromancer is a heavy armor katana class long-range fighter who combines uses a staff and wears robe armor. His ability targets enemies, dealing damage to them and absorbing that damage into health for the defenses Necromancer and his allies, all while giving him passive HP bonuses to aid his survivability. He's effectively a bulkier, safer version of a melee with the range of a Ninja, Wizard, although he doesn't quite match their respective specialties. With a very high attack stat and good defensive abilities, Samurai can deal piercing damage at a good distance, while using their abilities to deal burst damage and debuff foes' defenses.
his DPS suffers as result.



* ArmorPiercingAttack: The ST Reikoku katana ignores enemy defense.
* DamageIncreasingDebuff: Higher-tiered and UT Wakizashi inflict Exposed on foes, lowering their DEF by 20. The Wakizashi of Eastern Winds does lower damage but inflicts Exposed for longer.
* EverythingsBetterWithSamurai
* FlamingSword: The UT Wakizashi of Crossing Fires and UT Fire Blade
* HerdHittingAttack: Katanas and his Wakizashi both pierce enemies.
* JackOfAllStats: Samurai combines elements from Ninja and the melee classes, in addition to having decent stat caps all around (with the standout being his 75 ATT). While he cannot replicate their strengths as well, the combination of heavy armor and a Katana already makes the Samurai uniquely powerful.
* KatanasAreJustBetter
** WoodenKatanasAreEvenBetter: The tier 1 Kendo Stick, good for practice.
* PlayingWithFire: The Wakizashi of Crossing Fires, a flaming Wakizashi which has higher damage than tiered Wakizashi but doesn't inflict exposed for as long.
* PoisonedWeapons: The Doku no Ken, coated in the Son of Arachna's venom.
* SamuraiCowboy: The Cowboy Samurai skin.
* ThePowerOfTheSun: The Ray Katana is charged with the power of the sun itself.
* {{Yakuza}}: The Tatooed Yakuza Samurai skin.

!!Bard
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/bard_9.png]]

to:

* AchillesHeel: Like the Priest, Quiet and Sick shut him down very hard, as they deprive him of his ability to drain HP. Unlike the Priest, though, the Necromancer is perfectly able to handle threats without his healing.
* ArmorPiercingAttack: The ST Reikoku katana ignores enemy Damage from his skulls (particularly the Memento Mori) ignore a portion of the target's defense.
* BlackMage: The Memento Mori skull doesn't heal at all, but deals the most single hit damage of any skull, gives the user damaging for three seconds, and ignores a very high amount of defense.
* CombatMedic: The only class that can heal players and also dish out lots of damage.
* CrutchCharacter: Necromancers, bar none, are the single best class for a new player. They're incredibly safe, with a reasonable heal and decent DPS at long range. However, this falls apart as you gain more experience with the game--Priests outclass Necromancers in the safety and healing abilities, as their heal is not only more powerful but also doesn't require enemies to target and buffs the Priest using it, and Wizards and Mystics both outclass Necromancers in DPS and crowd control--and a high level pet with Heal means that even the Necro's survivability is negated as a compelling factor.
* CrystalSkull: Two untiered skulls are called Cracked Crystal Skull and Sealed Crystal Skull.
* DarkIsNotEvil: All Necromancers are good. The evil ones are called Deathmages.
* DamageIncreasingDebuff: Higher-tiered and UT Wakizashi inflict Exposed on foes, lowering their DEF by 20. The Wakizashi Skull of Eastern Winds does lower damage but Corrupted Souls inflicts Exposed Curse, which increases all damage taken by affected enemies by 20%.
* FlamingSkulls: The Skull of Endless Torment glows with the power of Shaitan.
* GlassCannon: The Hollow King Necromancer ST set trades all healing capabilities
for longer.
more DPS, making him play more like a Wizard.
* EverythingsBetterWithSamurai
* FlamingSword:
GreenThumb: The UT Wakizashi of Crossing Fires and UT Fire Blade
Perennial Cranium creates a damaging, life-stealing plant.
* HerdHittingAttack: Katanas The skull hits enemies in an area, and his Wakizashi both pierce enemies.
* JackOfAllStats: Samurai combines elements from Ninja and the melee classes, in addition to having decent stat caps all around (with the standout being his 75 ATT). While he cannot replicate their strengths as well, the combination of heavy armor and a Katana already makes the Samurai uniquely powerful.
* KatanasAreJustBetter
** WoodenKatanasAreEvenBetter: The tier 1 Kendo Stick, good for practice.
* PlayingWithFire: The Wakizashi of Crossing Fires, a flaming Wakizashi which has higher damage than tiered Wakizashi but
doesn't inflict exposed for as long.
use projectiles, allowing it to clear crowds of weak enemies.
* PoisonedWeapons: LifeDrain: The Doku no Ken, coated Necromancer's ability leeches HP from enemies in order to heal him and his allies.
* LongRangeFighter: Similar to
the Son Wizard, the Necromancer benefits best by staying afar, behind his allies, because of Arachna's venom.
the long range of his staff and of his squishiness.
* SamuraiCowboy: The Cowboy Samurai skin.
MagicStaff
* ThePowerOfTheSun: The Ray Katana MasterOfNone: A decently solid all-rounder, in a game where specialisation is charged key and pets have taken most of his role. Somewhat averted now that he has the same ATK stat as the Wizard.
* {{Necromancer}}: Normally, the Necromancer drains life from his victims, and doesn't raise undead minions, except when equipped
with the power Demon Lord's Skull.
* TheRedMage: His kit is a balance of healing abilities and extremely potent damage. When compared to other staff classes, the HP bonuses his skulls give make him deceptively durable, being the first robe class able to hit 1000 HP.
* RobeAndWizardHat
* SquishyWizard: The Necromancer, along with other robe classes, is one
of the sun itself.
* {{Yakuza}}: The Tatooed Yakuza Samurai skin.

!!Bard
[[quoteright:200:https://static.
most fragile classes in the game with respect to health and defense. Even though his healing and HP bonuses somewhat alleviates this, he is very fragile against shotguns and can still easily die to short bursts of damage.
[[/folder]]

[[folder:Huntress]]
[[quoteright:192:https://static.
tvtropes.org/pmwiki/pub/images/bard_9.org/pmwiki/pub/images/huntress_3.png]]



->'''Armor:''' Robe
->'''Ability:''' Lute
The Bard wields a bow and wears a Robe. He has the unique ability to increase the attack range of himself and his allies with his Lute. While not the strongest on his own, he is invaluable to a group.

to:

->'''Armor:''' Robe
Leather
->'''Ability:''' Lute
Trap
The Bard Huntress wields a bow and wears a Robe. He has the unique leather armor. Her ability to increase is the attack range of himself trap, a proximity mine that damages and his allies with his Lute. While not disables the strongest on his own, he first enemies to trigger it. With the same stat caps as the Archer, she is invaluable to a group.
powerful class that excels at taking down groups of enemies or running dungeons.



* ArmorPiercingAttack: The ST Bergenia Bow ignores enemy defense.

to:

* ActionGirl
* AttackAttackAttack: Her Trap of the Vile Spirit is entirely designed for pure damage, sacrificing any status effects for a whopping 650 damage (for comparison, that's almost twice as much as the other highest-tier traps). The Cave Dweller Trap trades the ability to hit multiple targets at once for even more DPS.
* AutomaticCrossbows: The tier 2 Crossbow and the tier 7 Heavy Crossbow can fire as fast as a normal bow. Taken UpToEleven with the UT Thousand Shot, which actually has the highest rate of fire of any weapon in the game. The ST Deathless Crossbow fires ''slightly'' more slowly than most bows but not by much.
* BeeAfraid: The Swarming Huntress ST set turns her into a bee-human hybrid.
* BoringButPractical: The starter Hunting Trap. If the Huntress can repeatedly hit multiple enemies with her trap, she can quickly rip them apart with her bow. The Hunting Trap is most suited for this purpose, because it costs the least MP and slows for the same amount as higher-tiered ones.
* DecoyGetaway: The Mimicry Trap creates a decoy on impact that draws enemy fire, just like a Trickster's prism.
* GreenThumb: Instead of dealing damage and inflicting status effects on enemies, the Lifebringing Lotus "trap" grants healing and berserk to anyone hit by it.
* JackOfAllStats: The Huntress is often seen as a “middle of the road” class; she’s not as powerful as the Wizard, nor as durable as the Knight, rather she is a good option for those who like to try a bit of everything, midlands, godlands, dungeons, and (when maxed) events.
* HerdHittingAttack: The bow fires multiple piercing projectiles, while the trap's explosion doesn't use projectiles, so the Huntress can quickly clear mobs of weak enemies.
* MoreDakka: The Horticultural Huntress ST set gives her very high dexterity, the ability to buff herself with berserk, and an additional chance to get even more dexterity when getting hit.
* MovesetClone: Literally the only difference between Archers and Huntresses is their ability, making it largely personal choice when choosing which one to play.
* {{Miko}}: The Nexus no Miko skin.
* OurFairiesAreDifferent: The Horticultural Huntress ST set turns her into a fairy.
* TheParalyzer: The Coral Venom Trap, which paralyses all of its victims.
* NewAgeRetroHippie: The Horticultural Huntress ST set.
* TookALevelInBadass: Her traps got a major buff in the June 2017 update, that gave them massively decreased deploy times, more damage, less Mana costs and stat bonuses. Before, there was almost no reason to use a Huntress over an Archer as the Quiver had vastly superior damage and status effects.
* TrapMaster: The Huntress' ability lays a trap, which explodes when an enemy comes nearby.
[[/folder]]

[[folder:Mystic]]
[[quoteright:192:https://static.tvtropes.org/pmwiki/pub/images/mystic.png]]
->'''Weapon:''' Staff
->'''Armor:''' Robe
->'''Ability:''' Orb
The Mystic is a low-defense, surprisingly fast ranged damage dealer whose ability, the orb, is solely based around crowd-control. The Orb places all monsters caught within its radius into Stasis, rendering them grey, immovable, and invulnerable for the duration - and higher-tiered orbs can both debuff foes and buff herself. This makes the Mystic a powerful class capable of controlling the battlefield as she pleases, although she shares the same weaknesses as her fellow robe classes while having lower damage output.

----
* ActionGirl: Described as a female class in her introduction quote. She shares this particularity with the Huntress and Trickster.
* ArmorPiercingAttack: The ST Bergenia Bow Scorchium Stone orb ignores enemy defense.defense.
* DamageIncreasingDebuff: Most Orbs inflict Curse, which increases all damage taken by affected enemies by 20%. The T7 Dimensiongate Orb can inflict the longest curse in the game at 11 seconds.
* DarkIsNotEvil: The Orb of Conflict, which, according to its description, has a dark reputation of twisting those that wield it. In the game, however, it still puts enemies into stasis while also buffing the Mystic's DEX and ATT.
* DifficultButAwesome: The Orb is rather difficult to master as putting enemies into stasis is much trial and error at first, especially when in presence of heavy clusters of enemies. This can initially lead to awkward situations where every enemy in a room is in stasis and the orb's use was rendered moot due to the party having to fight the enemies again anyways afterwards. However, with experience, a skilled Mystic can prove absolutely indispensable during some Event bosses such as the Cube God or the Skull Shrine, as her Stasis ability allows to get temporarily rid of most of the boss' flunky, allowing the other party members to deal shattering amounts of damage to the main boss (which is generally Stasis-immune itself). An even more experienced Mystic can go and freeze half of a dungeon room to soften up enemy damage so the party can go and obliterate the remaining half during it.
* FragileSpeedster: The Mystic has the highest speed stat of all the robe classes, even rivalling Rogues sometimes, but is just as fragile as any other robe class. This can be boosted even further with the Orb of Conflict or Soul of the Bearer.
* LittleRedFightingHood: With the [[Literature/LittleRedRidingHood Lil' Red]] skin.
* LockedOutOfTheFight: Enemies put into stasis cannot do anything and become invulnerable for the duration.
* PlayingWithFire: The ST Scorchium Stone orb shoots five armor piercing, cursing fireballs at the cursor instead of inflicting stasis.
* SquishyWizard: The Mystic, along with other robe classes, is one of the most fragile classes in the game with respect to health and defense.
* SupportPartyMember: The Mystic's orb can control the flow of the battle, and can help take on entire groups by gradually diminishing large numbers of enemies, but the Mystic herself has very little damage output compared to the Wizard or Necromancer.
* TrapMaster: The Orb of Aether and Orb of Conquest. The Orb of Aether creates an Aether Orb at the cursor's location that paralyses and slows enemies caught in it. The Orb of Conquest creates a Beacon at the cursor's location that damages and curses enemies near it in three bursts.
* {{Troll}}: Many players regard Mystic as a troll pick, due to the fact that countless players abuse the stasis ability to deliberately stasis enemies that others are trying to kill, including Test Chests and minor bosses. While not all Mystics will abuse their power, this has given a bad name to the class in general, however those who can handle the power are an invaluable support class. Most of the bosses were rendered stasis-immune during an update as an answer to that, however trolling Mystics are still present here and there.
[[/folder]]

[[folder:Trickster]]
[[quoteright:192:https://static.tvtropes.org/pmwiki/pub/images/trickster.PNG]]
->'''Weapon:''' Dagger
->'''Armor:''' Leather
->'''Ability:''' Prism
The Trickster is a dagger class that wears leather armour. Her special ability is the Prism, which teleports her and creates a decoy of herself. The Trickster is a decent combatant and an extremely efficient rusher who can both divert and bypass enemies easily, while having the highest DPS of the dagger classes - but she's extremely difficult to use optimally and highly punishing if used incorrectly.

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* ActionGirl: Described as a female class in her introduction quote. She shares this particularity with the Huntress and Mystic.
* ActionBomb: Played with. The UT Ghostly Prism teleports her, and instead of leaving a decoy, leaves behind spirit bombs that detonate and cause damage. Played straight with the UT Prism of Dire Instability, which sends out a decoy that explodes afterwards.
* BadassBeard: The King Knifeula skin.
* BoringButPractical: The starting Decoy Prism. With a low cost of 60 MP, but a low duration of 3 seconds, this is the best prism to use if the user wishes to solely teleport to another location or rush different areas, because the decoy is of no concern.
* DecoyGetaway: When the Prism is used, you teleport to the location of your cursor when activated. A decoy appears where you were before the activation, and walks towards the way you were moving (it goes in a random direction of stays still if you teleport while stationary), causing enemies to attack it, if it’s close enough.
* DifficultButAwesome: The Prism is considered by many players to be the hardest ability item to master, but can be used in many different situations by improvising. Using it correctly can yield many rewards, helping you and your group. For example, it can be used to rush dungeons very quickly, but only if used at the right time, or it can be used to effectively “cloak” an entire group from enemy fire.
* FragileSpeedster: The Trickster is the fastest class (tied with the Rogue and the Assassin), and has good DPS with her dagger, but she lacks healing and defence, so if her decoy or teleport placement is off she can easily get herself killed.
* FlashStep: The Trickster's Prism allows her to teleport a short distance while leaving behind a decoy.
* JackOfAllStats: Good Tricksters can fulfil almost all roles in a group, from team support, soloing bosses, damage dealing, to rushing.
* OurElvesAreBetter: The Drow Trickster skin.
* PeekABangs: Both the Deadly Vixen skin and the Drow Trickster skin have their right eyes covered by hair.
* RoyalsWhoActuallyDoSomething: The King Knifeula skin.
* StealthRun: The job of dungeon rushing Tricksters: run through rooms, bypass enemy fire, and let their allies teleport to them at the boss.
[[/folder]]

[[folder:Sorcerer]]
[[quoteright:192:https://static.tvtropes.org/pmwiki/pub/images/sorcerer.png]]
->'''Weapon:''' Wand
->'''Armor:''' Robe
->'''Ability:''' Scepter
The Sorcerer uses a wand and wears a robe. With good offenses, piercing attacks, extreme range, and a long-ranged ability that chains powerful lightning to multiple enemies, the Sorcerer functions as a long-distance sniper and crowd controller that can deal high damage at a safe range. However, he also suffers from the same weaknesses of his closest relative, the Wizard.

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* ActionGirl: The Sorceress skin.
* BlackMage: Like the Wizard, the Sorcerer's role is almost pure damage, with his scepter ability.
* ChainLightning: The Scepter fires a lightning bolt that bounces and deals damage.
* GlassCannon: The Sorcerer has very high damage output at an extremely long range, but because of his fragility, the Sorcerer cannot absorb damage, and cannot heal himself, which puts him in the same vein as the Wizard.
* GlowingEyes: The Warlock skin's eyes appear to glow under his black hat.
* InTheHood
* KillerRabbit: The Stanley the Spring Bunny skin.
* LongRangeFighter: Both the wand and the scepter has very long ranges. Much needed, because the Sorcerer's low survivability will easily get him killed if he has to fight in close range.
* MagicStaff: The Sorcerer's ability item is a Scepter.
* PainfullySlowProjectile: The Wand of the Bulwark fire projectiles that float slowly and last a very long time. Because of this, they can't be accurately aimed at enemies, but can be used to saturate an area with projectiles before luring enemies in.
* RobeAndWizardHat
* ShockAndAwe: His Scepters shoot lighting.
* SquishyWizard: Like the other robe classes, the Sorcerer is one of the most fragile classes in the game with respect to health and defense.
* TookALevelInBadass: An update in June 2017 gave Sorcerer a major buff, increasing his max ATT to 70, boosting the overall damage on wands, and giving the scepters a huge damage boost and a WIS scaling that increases their damage/# of targets based on your wisdom stat while making it so that they deal less damage with each consecutive bounce.
[[/folder]]

[[folder:Ninja]]
[[quoteright:192:https://static.tvtropes.org/pmwiki/pub/images/ninja_3.png]]
->'''Weapon:''' Katana
->'''Armor:''' Leather
->'''Ability:''' Star
The Ninja is a katana-wielding class packing extreme speed and firepower, which is accentuated by his ability providing both a speed buff and burst damage. Ninja can clear crowds and rip through bosses extremely fast, but a combination of fragility and short range makes him prone to sudden deaths.

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* BlobMonster: With the Slime Ninja skin.
* BoringButPractical: Although the MP cost of 10MP/second does not increase as you move up the tiers, ninjas may opt to carry a starter Basic Star to conserve MP while using the Speedy effect if they must move precisely and pulse the ability button. This is because a shuriken is thrown every time the ability button is released, which can excessively drain mana at higher tiers. Ninja may equip this when speed is important and damage is not a priority.
* DifficultButAwesome: Because of his fragility relative to other melee classes, the Ninja needs to be able to dodge and aim at the same time. If you don’t dodge your Ninja won’t last very long. However, his DPS is one of the highest in the game, and he can easily rip through enemies if maxed, especially due to the fact that his weapons pierce.
* TheFaceless: The Ninja is always covered in a mask.
* FragileSpeedster: The Ninja can run very fast with the shuriken, but his short range is paired with his fragility and low vitality relative to the melee classes. To overcome this, the Ninja uses extreme speed to evade damage, and his damage output to defeat enemies quickly - paired together, the Ninja often closes up on its target quickly and brings it down before he takes too much damage.
* GlassCannon: Like his fellow leather armor classes, he's fairly fragile with low DEF and HP stats, but can dish out staggering damage to multiple targets at a time using his katanas.
* TheParalyzer: The untiered Midnight Star paralyses any enemy it hits. For a whopping ''4 seconds too.''
* ProphetEyes: The Shadow skin has white eyes.
[[/folder]]

[[folder:Samurai]]
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/samurai_3.png]]
->'''Weapon:''' Katana
->'''Armor:''' Heavy
->'''Ability:''' Wakizashi
The Samurai is a heavy armor katana class who combines the defenses of a melee with the range of a Ninja, although he doesn't quite match their respective specialties. With a very high attack stat and good defensive abilities, Samurai can deal piercing damage at a good distance, while using their abilities to deal burst damage and debuff foes' defenses.

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* DamageIncreasingDebuff: Higher-tiered and UT Wakizashi inflict Exposed on foes, lowering their DEF by 20. The Wakizashi of Eastern Winds does lower damage but inflicts Exposed for longer.
* EverythingsBetterWithSamurai
* FlamingSword: The UT Wakizashi of Crossing Fires is a flaming wakizashi.
* HerdHittingAttack: Katanas and his Wakizashi both pierce enemies.
* JackOfAllStats: Samurai combines elements from Ninja and the melee classes, in addition to having decent stat caps all around (with the standout being his 75 ATT). While he cannot replicate their strengths as well, the combination of heavy armor and a Katana already makes the Samurai uniquely powerful.
* PlayingWithFire: The Wakizashi of Crossing Fires is a flaming wakizashi which has higher damage than tiered Wakizashi but doesn't inflict exposed for as long.
* SamuraiCowboy: The Cowboy Samurai skin.
* {{Yakuza}}: The Tatooed Yakuza Samurai skin.
[[/folder]]

[[folder:Bard]]
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/bard_9.png]]
->'''Weapon:''' Bow
->'''Armor:''' Robe
->'''Ability:''' Lute
The Bard wields a bow and wears a Robe. He has the unique ability to increase the attack range of himself and his allies with his Lute. While not the strongest on his own, he is invaluable to a group.

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* ArrowsOnFire: The projectiles of the tier 5 Fire Bow.
* AutomaticCrossbows: The tier 2 Crossbow and the tier 7 Heavy Crossbow can fire as fast as a normal bow. Taken UpToEleven with the UT Thousand Shot, which actually has the fastest rate of fire of any weapon in the game. The ST Deathless Crossbow fires ''slightly'' more slowly than most bows but not by much.

to:

* ArrowsOnFire: BlowThatHorn: The projectiles of Chief's War Horn UT is a horn that slows down nearby enemies and places down a banner that increases the tier 5 Fire Bow.
* AutomaticCrossbows: The tier 2 Crossbow and the tier 7 Heavy Crossbow can fire as fast as a normal bow. Taken UpToEleven with the UT Thousand Shot, which actually has the fastest rate
attack speed of fire of any weapon in the game. The ST Deathless Crossbow fires ''slightly'' more slowly than most bows but not by much.nearby players.



* BlowThatHorn: The Chief's War Horn UT is a horn that slows down nearby enemies and places down a banner that increases the attack speed of nearby players.
* {{Multishot}}[=/=]SpreadShot: The Double Bow and Coral Bow fire 2 arrows per shot, while the T8+ bows fire 3. The Double Bow, Coral Bow and Harmonius Harp fire 2 arrows per shot, while the T8+ bows fire 3. Taken UpToEleven by the Nectar Crossfire and Predator Bow, which fire 4 and 5 arrows respectively.
* NoArcInArchery: Their bows can perfectly fire straight, without an arc.



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* HerdHittingAttack: The bow fires multiple piercing projectiles, so the Archer can quickly clear mobs of weak enemies.

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* HerdHittingAttack: The bow fires multiple piercing projectiles, so the Archer Bard can quickly clear mobs of weak enemies.
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* PirateParrot: The Wavecrest Concertina, obtained from the [GangplankGalleon Deadwater Docks]], summons a fighting parrot to attack enemies.

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* PirateParrot: The Wavecrest Concertina, obtained from the [GangplankGalleon [[GangplankGalleon Deadwater Docks]], summons a fighting parrot to attack enemies.
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* FlyingOnACloud: The Angelic Bard ST set has him flying around on a cloud.


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* HolyHalo: The Angelic Bard ST set has one.
* BlowThatHorn: The Chief's War Horn UT is a horn that slows down nearby enemies and places down a banner that increases the attack speed of nearby players.


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* OurAngelsAreDifferent: The Angelic Bard ST set turns him into an angel.
* PirateParrot: The Wavecrest Concertina, obtained from the [GangplankGalleon Deadwater Docks]], summons a fighting parrot to attack enemies.
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!!Rogue
[[quoteright:192:https://static.tvtropes.org/pmwiki/pub/images/rogue.PNG]]
->'''Weapon:''' Dagger
->'''Armor:''' Leather
->'''Ability:''' Cloak
The Rogue is a fast dagger class with light armor and the cloak that turns himself invisible. The Rogue is the least group-compatible class, but works great by himself. The Rogue is almost invincible when used correctly, but takes plenty of skill in timing and dodging, as he's rather poor in direct combat.

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* ArmorPiercingAttack: The UT Queen's Stinger Dagger, dropped by the Killer Bee Queen, ignores the defense of its targets.
* BadassInANiceSuit: The Eligible Bachelor skin wears a tuxedo.
* DifficultButAwesome: The Rogue has a very hard-to-master ability and is completely incapable of supporting a group, while he's also one of the best classes for rushing and soloing dungeons. This makes the Rogue a high risk, high reward class to play.
* TheFaceless: The Rogue always wears a red mask.
* FlashStep: The untiered Cloak of the Planewalker, in addition to turning the Rogue invisible, also teleports him a short distance.
* FragileSpeedster: Though not as squishy as robe classes, the Rogue is nowhere near as durable as Warriors or Paladins, meaning that if your cloak timing is off, you can get bombarded with shots and possibly be killed. However, the invisibility from the cloak and their massive base speed of 75 makes Rogues amazing dungeon rushers because of their ability to run through rooms quickly and bypass enemy fire.
** Taken UpToEleven with the ST Legacy Ghastly Drape. In addition to giving you invisibilty, it increases Rogues' already-insane speed by 50% for 2 seconds while cloaked, allowing him to zoom through dungeons with ease.
* InTheHood: The Brigand skin.
* {{Invisibility}}: The Rogue's special ability, which turns him invisible.
* KnifeNut
* TheParalyzer: The ST Ghastly Drape releases a nova of 10 damaging paralyzing shots when he goes invisible. This can help disable any nearby enemies.
* SoloClass: The Rogue is not much of a team player, his ability to cloak means that the boss doesn’t fire at all if he is on his own. The presence of any other uncloaked players will result in the enemy firing, and, if the allies are in the same relative direction, can get the Rogue hit as well, even if he is cloaked.
* StealthExpert
* StealthRun: The job of Rogue dungeon rushers: cloak past every enemy, reach the boss room, then let other people teleport to fight. Made harder by the fact that players can't teleport to invisible Rogues.

!!Archer
[[quoteright:192:https://static.tvtropes.org/pmwiki/pub/images/archer.PNG]]
->'''Weapon:''' Bow
->'''Armor:''' Leather
->'''Ability:''' Quiver
The Archer is a ranged class who uses a bow, and can use his magic quiver to strike enemies with status-inflicting arrows. The Archer is a well-rounded but nonetheless powerful class in almost anyone’s hands.

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* ArcherArchetype
* ArmorPiercingAttack: The Quiver of the Shadows fires a devastating blast of 5 arrows that ignore enemy defense. The ST Bergenia Bow also ignores enemy defense.
* ArrowsOnFire: The projectiles of the tier 5 Fire Bow.
* AutomaticCrossbows: The tier 2 Crossbow and the tier 7 Heavy Crossbow can fire as fast as a normal bow. Taken UpToEleven with the UT Thousand Shot, which actually has the fastest rate of fire of any weapon in the game. The ST Deathless Crossbow fires ''slightly'' more slowly than most bows but not by much.
* BlobMonster: With the Slime Archer skin.
* HerdHittingAttack: The bow fires multiple piercing projectiles, so the Archer can quickly clear mobs of weak enemies.
* JackOfAllStats: The Archer has very balanced stats across the board with the exception of his 75 ATT. Because of this, he is often seen as a “middle of the road” class; he’s not as powerful as the Wizard, nor as durable as the Knight, rather he is a good option for those who like to try a bit of everything, midlands, godlands, dungeons, and (when maxed) events.
* JavelinThrower: The UT Mad Javelin "quiver" deals high damage and buffs the Archer's attack but only has 1 shot and has a cooldown.
* LightningBruiser: The Phantom Archer ST set turns him into this.
* {{Multishot}}[=/=]SpreadShot: The Double Bow, Coral Bow and Harmonius Harp fire 2 arrows per shot, while the T8+ bows fire 3. Taken UpToEleven by the Nectar Crossfire and Predator Bow, which fire 4 and 5 arrows respectively. Because of this, Archers need to get close in order to dish out the most damage possible.
** The UT Beehemoth Quivers fire a spread of 3 arrows, and the even rarer Quiver of the Shadows fires ''5.'' The ST Quiver of Shrieking Specters shoots 20 arrows out from around the player similar to if a Wizard's spell was directly aimed on the player.
* NoArcInArchery: Their bows can perfectly fire straight, without an arc.
* TheParalyzer: From the tier 3 Elvencraft Quiver onwards, quivers inflict paralysis on enemies they hit.
* PowerLimiter: The Quiver of Thunder dazes any enemy it hits, making them attack very slowly.
* StandardStatusEffects: The [=T0-T2=] quivers inflict slow, while the [=T3+=] quivers paralyse.

!!Wizard
[[quoteright:192:https://static.tvtropes.org/pmwiki/pub/images/wizard.PNG]]
->'''Weapon:''' Staff
->'''Armor:''' Robe
->'''Ability:''' Spell
The Wizard is the glass cannon of the Realm. He is raw DPS put into pixels, capable of laying waste to enemies at range with his staff and lethally powerful spells. However, as one of the only robe classes with no healing or getaway options, Wizards are very prone to gruesome deaths.

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* ActionGirl: The Witch skin.
* AllEncompassingMantle: The Twilight Archmage ST set, just like the boss it's based on.
* ArmorPiercingAttack: The ST Ancient Spell: Pierce trades raw damage output for the ability to ignore enemy defense. The UT Tezcacoatl’s Tail staff also ignores enemy defense.
* BadassBeard: The Elder Wizard and Santa Claus skins.
* BadassInANiceSuit: The Gentleman skin's outfit, complete with tuxedo and top hat.
* BeamSpam: Spells fire 20 projectiles around a targeted point. This is also his primary means of attack.
* BlackMage: The Wizard's stats and spell lend themselves to a purely offensive role. He is amazing at decimating entire hordes of enemies, and pretty much nothing else.
* BlobMonster: With the Slime Wizard skin.
* FragileSpeedster: The Slurp Scion ST set turns the Wizard into this. A Wizard with the full set equipped can potentially reach '''100 speed''' by themselves.
* GlassCannon: The Wizard’s role is to kill everything. With high ATK and DEX, and the good damage from his staffs and spells, Wizards can thin out enemies very quickly, but he can only wear robes and is very fragile.
* HerdHittingAttack: Averted by the tiered spells, which only has 20 projectiles and can be blocked. Played straight with the untiered Tablet of the King's Avatar, whose shots pierce through enemies.
* HighClassGlass: The Gentleman skin wears a monocle and tuxedo.
* LongRangeFighter: Wizard staffs and spells have long range, allowing them to deal damage while staying far from enemies. Much needed, because the Wizard is very squishy.
* MagicMushroom: The Sporous Spray Spell creates a mushroom at the cursor that damages enemies.
* MagicStaff
* RobeAndWizardHat
* SpamAttack: The UT Penetrating Blast Spell does less damage than most other spells, but pierces enemies and has a low mana cost allowing it to be spammed to clear groups of enemies.
* SquishyWizard: While his 75 DEX/ATT and the immense damage on his spells mean that most enemies will disintegrate before his damage output, his low HP and DEF make him prone to getting killed instantly by bosses.
* StarterEquipment: Every new player starts as a Wizard, the only available class in the game at the very beginning, which partially explains the [[YouALLLookFamiliar overabundance of wizards]] in Nexus.
* TrapMaster: The Sporous Spray Spell creates a mushroom at the cursor's location that damages enemies near it.
* TheTurretMaster: The Genesis Spell creates four portals that zap enemies near them.
* WizardBeard: With the Santa Claus and Elder Wizard skins.

!!Priest
[[quoteright:192:https://static.tvtropes.org/pmwiki/pub/images/priest.PNG]]
->'''Weapon:''' Wand
->'''Armor:''' Robe
->'''Ability:''' Tome
The Priest is a wand-wielding robe class with an ability that provides potent healing for an entire group. While Priests are invaluable assets in any group effort, they fare poorly in direct combat.

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* AchillesHeel:
** The [[PowerNullifier Quiet]] effect hits Priests very hard: since it completely removes the mana pool of its victims, a quieted Priest can find himself without the help of his trusty tome, and without the healing he's no less squishy than other robe wearers.
** Sick can too, as it nullifies all healing for a short time, but to a lesser extent, as Sick Priests still have mana and can use the Tome of Purification to instantly cleanse it.
* ActionGirl: The Nun skin.
* ArmorPiercingAttack: The UT Crystal Wand ignores the defense of targets.
* BadassBookworm: Compared to the other robe wearers, the Priest is surprisingly durable because of his healing, which costs little MP, heals a generous amount, and the Priest’s naturally high wisdom stat allows him to recover quickly.
* BaldOfAwesome
* BlobMonster: With the Slime Priest skin.
* ChurchMilitant
* CombatMedic: Besides his healing, he can directly fight with long-ranged magic. However, his offensive abilities are the worst of any class in the game.
* InTheHood: The Robed Priest skin wears a long robe complete with a hood.
* LongRangeFighter: Wands have the longest range in the game, with the normal wands having 9.
* MagicMushroom: The Tome of the Mushroom Tribes spawns a stationary mushroom that heals players.
* MagicWand
* TheMedic: His Tomes allow him to heal himself and all nearby players for an enormous amount, which may increase depending on how high his wisdom stat is. Higher-level tomes not only heal, but give everyone a temporary buff that pumps their regeneration through the roof.
* PainfullySlowProjectile: The Wand of the Bulwark fire projectiles that float slowly and last a very long time. Because of this, they can't be accurately aimed at enemies, but can be used to saturate an area with projectiles before luring enemies in.
* TheRedMage: Certain untiered/set tiered items turn him into this. The Necronomicon curses enemies, the Ceremonial Merlot and Tome of Holy Furor increase his attack and dexterity respectively, and the Tome of Pain, Tome of the Tarnished Gods and Chaotic Scripture deal raw damage. All of them sacrifice some healing ability to do so. The Mad God's Messenger ST set also turns the Priest into this.
* StatusBuffDispel: The untiered Tome of Purification and set tier Book of Geb, which remove all negative buffs in an area around the Priest.
* StoneWall: With the Tome of Holy Protection, which doubles the Priest's DEF for 4 seconds, he can become a tank potentially stronger than the Knight for 4 seconds, and it heals HP. The Priest can eat walls of shotguns and walk through mobs of enemies with this tome without even much concern, because of his high wisdom and MP stat, and bringing MP potions only makes things easier. Of course, his main weakness - lack of damage - still stands.
* SupportPartyMember: Has low DPS but excels at keeping groups alive. The Priest of Geb ST set takes this UpToEleven, giving the Priest more survivability and ability usage in exchange for absolutely terrible DPS even by Priest standards.
* TomeOfEldritchLore: The Necronomicon and Tome of Pain are described as possessing secrets of forbidden or blasphemous magic. Appropriately enough, they also turn the Priest from a standard WhiteMage into TheRedMage, sacrificing some healing for the ability to curse enemies or deal damage.
* WhiteMage: The Priest's powerful heal comes at the cost of the worst DPS in the game: wands do not deal much damage, and the Priest has no ability to alleviate this weakness unlike the Sorcerer.
* WizardBeard: The Father Time skin has a beard of epic proportions.
* WhiteMage: A long-ranged magical fighter who specializes in healing and buffing magic.

!!Warrior
[[quoteright:192:https://static.tvtropes.org/pmwiki/pub/images/warrior.PNG]]
->'''Weapon:''' Sword
->'''Armor:''' Heavy
->'''Ability:''' Helm
The Warrior uses swords and wear heavy armour. With reasonably high bulk, an extremely high attack stat, and an ability providing him both speed and a substantial fire rate buff to himself and teammates, Warrior is capable of extreme DPS at the cost of being restricted to short range.

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* ActionGirl: With certain skins.
* ArmorPiercingAttack: The ST Oryx's Greatsword ignores the defense of its targets.
* BadassNormal
* CoolHelmet: Natch.
* CounterAttack: The Tricorne of the High Seas shoots a cluster of damaging cannonballs if the user if hit for at least 60 damage.
* DeathOfAThousandCuts: The UT Helm of Exalted Might decreases attack but increases dexterity when used.
* DemBones: The Skeleton Warrior skin.
* DressedToPlunder: The Pirate King Warrior ST set.
* FlamingSword: The tier 5 Fire Sword.
* HelmetsAreHardlyHeroic: Ironically, the Land Down Under skin doesn't wear a helmet, only a hat, despite the Warrior's ability being the helm.
* HeroesPreferSwords
* HorsebackHeroism: With the Light Cavalry Warrior skin.
* ImplacableMan: With the Helm of the Juggernaut, which gives Armored instead of Speedy. This helm is the best for tanking shots, especially those that can’t be easily dodged even with a speed boost, or for boosting damage when a Speedy status effect would be detrimental (e.g. godlands or tombs). A Warrior operating under an Armored status effect is capable of over 120 defense, and can even tank Skull Shrine or Cube God shotguns.
* LightningBruiser: The Warrior is a durable melee fighter, can deal very high DPS and run very fast with the help of his helm.
* MagikarpPower: A fresh Warrior, like any sword user, is not that great. The averages are just too low for the Warrior to succeed in killing almost any boss, or even farm the Godlands, and do terrible in comparison to another class, such as the Wizard and Necromancer. The low range of the sword is the main cause, and bad range along with low stats do not make a good combination. A maxed Warrior, is a different story, however. The Warrior tanks nicely and deals absurdly high damage when capped, while his very high VIT complements that ability nicely.
* MightyGlacier: The Pirate King Warrior ST set turns him into this. It grants '''101 attack''' as well as a good amount of HP and defense, but decreases his dexterity and speed by a lot in return.
* MushroomMan: The Shroom Warrior skin.
* NiceHat: The Tricorne of the High Seas.
* OurWerewolvesAreDifferent: With the B.B. Wolf skin, the Warrior becomes a werewolf.
* {{Pirate}}: The Pirate King Warrior ST set.
* PlayingWithFire: The Helm of Draconic Dominance, which shoots three highly damaging fireballs in addition to temorarily granting the Warrior more HP.
* SummonMagic: The Hivemaster Helm summons bees that damage and curse enemies.

!!Knight
[[quoteright:192:https://static.tvtropes.org/pmwiki/pub/images/knight.PNG]]
->'''Weapon:''' Sword
->'''Armor:''' Heavy
->'''Ability:''' Shield
The Knight is a melee class characterized by his monumental defenses, which are further bolstered by his Shield. While he's still restricted to short range and has comparatively low damage, a maxed Knight can effortlessly eat bullets - and use his ability to stun foes, rendering them unable to attack altogether.

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* ArmorPiercingAttack: The Shield of Ogmur, which doesn't stun but instead inflicts Armor Broken, which temporarily removes the afflicted enemies' DEF. The Spiteful Scutum and Oryx's Greatsword don't armor break but still ignore the defense of their targets.
* AchillesHeel: Because Knights are reliant on their staggering DEF values to shrug off damage, they're considerably weaker against enemies that have armor-piercing attacks or the ability to inflict Armor Broken.
* BadassNormal
* BlobMonster[=/=]MonsterKnight: With the Slime Knight skin.
* BoringButPractical: The default Wooden Shield. Although there are many higher-tier shields that do more damage and have more range, the fact that the basic Wooden Shield has the same stun duration for a significantly lower costs often results in some Knights preferring to keep their starter shield, even when they have high-tier alternatives.
* CrutchCharacter: The Knight's obscenely high DEF and HP, coupled with the potent damage and stunning ability his shield provides, makes him perform exceptionally well in early to mid-game confrontations, to the point that several once-difficult bosses can be made into pushovers by tanking/chain-stunning them. The endgame, however, is a different story. Not only do most endgame bosses spew [[BulletHell so many projectiles that it's hard to even approach them,]] but almost all the strongest bosses will be both Stun Immune and employ a large number of Armor Piercing/Breaking bullets, which takes away his two most powerful advantages.
* DamageIncreasingDebuff: The Shield of Ogmur, which forgoes the stun in exchange for temporarily reducing the target's DEF to zero.
* DifficultButAwesome: The Spiteful Scutum, which has an extremely narrow shot that requires a good deal of skill to land consistently. Those who can, however, will enjoy a 1 second longer stun time, extended range, and a decreased MP cost, allowing them to chainstun more easily.
** Despite his general reputation as a no-skill class, it is admittedly difficult to get close to one of the endgame bosses who are spewing high-damage shots constantly in order to stun them. However, if a Knight can get the stun on something like Oryx 2, he can cripple the boss long enough for everyone else to run in and deal enormous damage.
* TheFaceless: His default skin wears a full helm.
* FlamingSword: The tier 5 Fire Sword, and the UT Sword of Illumination.
* HeroesPreferSwords
* ImplacableMan: With the untiered Crystal Shield, which grants the Knight invulnerability to all damage while the ability key is held down. However it drains 70 MP per second and disables all MP recovery, while also massively decreasing the already slow knight's speed. This makes it impractical to use the majority of the time but it still has some good uses.
* LuckilyMyShieldWillProtectMe: His shields provide high DEF bonuses, not counting any other ones from high-tier shields, but they are also the source of a devastating melee attack capable of stunning targets.
* MadeOfIron: The Knight has monumental DEF and HP, wears heavy armour and wields shields that further boost DEF, allowing him to shrug off damage from most swarm attacks and proceed to attack a boss directly. Because they have such high Defense and HP, Knights should always be at the front of the fight to tank hits for the more fragile classes.
* MechanicallyUnusualClass: The Crystal Shield is one of the only two items in the game to utilise the otherwise enemy-exclusive Invulnerable stats.
* MightyGlacier: The Oryx's Battle Attires ST set turns him into this, increasing his DPS in exchange for lower defense.
* ShieldBash: The Knight's ability, which damages and stuns enemies in a cone in front of him.
* {{Snowlems}}: With the Iceman skin.
* StoneWall: Knight has rather poor DPS compared to the likes of Warrior and Paladin, since he has a mediocre ATT stat and no way to boost his own DPS. However, he makes up with it for a base defense of ''40'' which, when coupled with the DEF bonuses from his armor and shield, give him unparalleled durability - and that's not counting how he can outright disable most enemies' firepower using his shield.

!!Paladin
[[quoteright:192:https://static.tvtropes.org/pmwiki/pub/images/paladin.PNG]]
->'''Weapon:''' Sword
->'''Armor:''' Heavy
->'''Ability:''' Seal
The Paladin is a sword-wielding melee the Knight and Warrior, but is separated by having access to an ability that provides HP, regeneration, and damage buffs in an area. This makes the Paladin both a powerful combatant and essential support member, but he suffers from lower stat caps than his melee compatriots.

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* ActionGirl: The Bashing Bride skin.
* AIIsACrapshoot: The Exploratory Bot Paladin skin was originally a robot sent by Commander Calbrik to scout the realm for potential threats. It lost interest in its original directive and decided to fight Oryx instead.
* ArmorPiercingAttack: The ST Oryx's Greatsword ignores the defense of its targets.
* BlingOfWar: He wears golden armour.
* CombatMedic: The Paladin can heal himself and other allies with his seal.
* CriticalHitClass: The Seal of the Battle God increases the Paladin's attack by a whopping '''150''' for 0.4 seconds. Its incredibly short duration means that the user will only be able to get one attack off before the buff wears off, but that one attack will be incredibly powerful, killing a lot of normal enemies in one hit.
* DarkIsNotEvil: The Seal of Blasphemous Prayer is black and is described as being considered dangerous, but it still heals you and your friends.
* FlamingSword: The tier 5 Fire Sword.
* HelmetsAreHardlyHeroic: The [[UsefulNotes/GeorgeWashington Founding Father]] skin doesn't wear a helmet.
* HeroesPreferSwords
* ImplacableMan: With the untiered Seal of Blasphemous Prayer, which grants the Paladin invulnerability to all damage for 1.4 seconds. It is useful for charging in on a boss, taking absolutely no damage (for a short 1.4 seconds), and rushing back.
* MagicKnight: The Paladin is a sword-wielding, heavily-armoured class whose special ability is decidedly magical.
* MagikarpPower: A fresh Paladin, like any sword user, is not that great. The averages are just too low for the Paladin to succeed in killing almost any boss, or even farm the Godlands, and do terrible in comparison to another class, such as the Wizard and Necromancer. The low range of the sword is the main cause, and bad range along with low stats do not make a good combination. A maxed Paladin, is a different story, however. With his HP and WIS, the Paladin tanks nicely and deals great damage when capped.
* MechanicallyUnusualClass: The Seal of Blasphemous Prayer is one of the only two items in the game to utilise the otherwise enemy-exclusive Invulnerable stats.
** Within the Paladin's seals, the Legacy Seal of the Enchanted Forest acts as this. Instead of the Healing and Damaging buff the other seals grant, it inflicts Slow on enemies in an AOE centered on the player. [[MushroomSamba It also briefly inflicts Hallucinating status on the player using it.]]
* MightyGlacier: The Paladin is quite durable thanks to the healing from his seal and his heavy armour, and his swords also deal very high damage. However, just like the Knight, his speed and range suffer as a result. The Swoll Paladin ST set takes this even further, giving the Paladin more defense and attack but lowering his speed.
* SupportPartyMember: The Paladin lacks the staggering DPS of the Warrior and the monumental DEF/HP of the Knight, making him less suited for direct combat than the other two. However, he is far from helpless and is an extremely potent team player due to the HP, regen and damage bonuses provided by his seals.
* StoneWall: The Marble Seal summons an Eye of Marble that gives the extremely powerful armored buff on top of damaging to any players near it, doubling their current defense. However it limits their mobility due to requiring them to be near it.

!!Assassin
[[quoteright:192:https://static.tvtropes.org/pmwiki/pub/images/assassin.PNG]]
->'''Weapon:''' Dagger
->'''Armor:''' Leather
->'''Ability:''' Poison
The Assassin is a somewhat frail, medium-range fighter who uses a dagger and leather armor. His ability deals area damage and poisons groups of enemies, dealing large amounts of damage to them. Assassins have the safest playstyle of the dagger classes, although his utility is also lower as a result.

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* ArmorPiercingAttack: His Poisons ignore enemy defense. The Crystallised Fang's Venom inflicts Armor Broken, which temporarily removes the afflicted enemies' DEF. The UT Queen's Stinger Dagger, dropped by the Killer Bee Queen, also ignores the defense of its targets.
* TheBlackDeath: The untiered Plague Poison, which infects many victims but take a long time to work.
* CounterAttack: The Virulent Venom poison throws a poison at the attacker when the assassin gets hit.
* DamageIncreasingDebuff: The Parasitic Concoction inflicts Curse, which increases all damage taken by affected enemies by 20%.
* DeathOfAThousandCuts: With the poison, which deals high damage over time.
* DifficultButAwesome: The UT Murky Toxin fires two bombs simultaneously, a normal one dealing only 300 damage and a precise one dealing a whopping 900 damage. Since the 900-damage one has a tiny radius, precise aiming is mandatory to use this poison, but players who can plant it precisely will be able to strike targets for a massive 1200 damage.
* ElectricJellyfish: The Bottled Medusozoan poison.
* TheFaceless: The default Assassin always wears a red mask.
* FragileSpeedster[=/=]GlassCannon: The Assassin has the highest SPD in the game, and has higher damage than other dagger classes thanks to his poison, but as a leather class, he is nowhere as durable as Warriors or Paladins, let alone Knights. Because of this, he often has to kill gods by hit-and-run with his poison.
* HerdHittingAttack: The poison deals damage in an area, and doesn't use projectiles, making it an excellent way to clear swarms of weak enemies.
* HighlyVisibleNinja
* HitAndRunTactics: Since the poison deals high damage but needs time to work, combined with the Assassin's high speed and damage output, he can often succeed by darting in, quickly damaging a target, fleeing and letting the poison do its work.
* KnifeNut
* MasterPoisoner
* MightyGlacier: The Acidified Assassin ST set turns him into this, increasing his defense and HP but decreasing his speed, attack range and attack speed.
* NoBiochemicalBarriers: UpToEleven: Poison affects all victims equally, whether they be TheUndead, living trees, robots, statues, or crystals.
* PainfullySlowProjectile: The poison grenade flies slowly, taking 1.5s to reach its mark, making good targeting essential to consistently land poisons against fast enemies.
* TechnicolorToxin: From green, yellow, red, blue, violet, orange, grey to dark blue as we move up the tiers; and sickly green for the UT Plague Poison, brown for the UT Murky Toxin, green again for the ST Virulent Venom, purple again for the UT Crystallised Fang's Venom and lastly red again for the UT Tyrant's Toxin and ST Parasitic Concoction.
* TrapMaster: The Bottled Medusozoan throws a bottled friendly Cnidarian at the cursor's location that damages nearby enemies.

!!Necromancer
[[quoteright:192:https://static.tvtropes.org/pmwiki/pub/images/necromancer_59.png]]
->'''Weapon:''' Staff
->'''Armor:''' Robe
->'''Ability:''' Skull
The Necromancer is a long-range fighter who uses a staff and wears robe armor. His ability targets enemies, dealing damage to them and absorbing that damage into health for the Necromancer and his allies, all while giving him passive HP bonuses to aid his survivability. He's effectively a bulkier, safer version of the Wizard, although his DPS suffers as result.
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* AchillesHeel: Like Priest before him, Quiet and Sick shut him down very hard, as they deprive him of his ability to drain HP. Unlike Priest, though, Necromancer is perfectly able to handle threats without his healing.
* ArmorPiercingAttack: Damage from his skulls ignore a portion of the target's defense. The Memento Mori skull ignores a lot more than the others. The UT Tezcacoatl’s Tail staff fully ignores enemy defense.
* AttackAttackAttack: The Memento Mori skull doesn't heal at all, but deals the most single hit damage of any skull, gives the user damaging for three seconds, and ignores a very high amount of defense.
* CombatMedic: The only class that can heal players and also dish out lots of damage.
* CrutchCharacter: Necromancers, bar none, are the single best class for a new player. They're incredibly safe, with a reasonable heal and decent DPS at long range. However, this falls apart as you gain more experience with the game- Priests outclass Necromancers in the safety and healing abilities, as their heal is not only more powerful but also doesn't require enemies to target and buffs the Priest using it, and Wizards and Mystics both outclass Necromancers in DPS and crowd control- and a high level pet with Heal means that even the Necro's survivability is negated as a compelling factor.
** Somewhat averted with a recent buff that boosted his attack to 75, making his DPS on par with the Wizard. Of course, it's still lower due to Wizard's higher DEX and spells, but it made the Necro a viable class again.
* CrystalSkull: The untiered Cracked Crystal Skull and Sealed Crystal Skull.
* DarkIsNotEvil: All Necromancers are good. The evil ones are called Deathmages.
* DamageIncreasingDebuff: The Skull of Corrupted Souls inflicts Curse, which increases all damage taken by affected enemies by 20%.
* FlamingSkulls[=/=]PowerGlows: The Skull of Endless Torment glows with the power of Shaitan.
* GlassCannon: The Hollow King Necromancer ST set trades all healing capabilities for more DPS, making him play more like a Wizard.
* GreenThumb: The Perennial Cranium creates a damaging, life-stealing plant.
* HerdHittingAttack: The skull hits enemies in an area, and doesn't use projectiles, allowing it to clear crowds of weak enemies.
* LifeDrain: The Necromancer's ability, which leeches HP from enemies in order to heal him and his allies.
* LongRangeFighter: Similar to the Wizard, the Necromancer benefits best by staying afar, behind his allies, because of the long range of his staff and of his squishiness.
* MagicStaff
* MasterOfNone: A decently solid all-rounder, in a game where specialisation is key and pets have taken most of his role. Somewhat averted now that he has the same ATK stat as the Wizard.
* {{Necromancer}}: Subverted, because the Necromancer doesn't raise undead minions, but instead drains life from his victims.
** Finally {{PlayedStraight}} with the Demon Lord's Skull, which summons undead demon minions.
* TheRedMage: His kit is a balance of healing abilities and extremely potent damage. When compared to other staff classes, the HP bonuses his skulls give make him deceptively durable, being the first robe class able to hit 1000 HP.
* RobeAndWizardHat
* SquishyWizard: The Necromancer, along with other robe classes, is one of the most fragile classes in the game with respect to health and defense. Even though his healing and HP bonuses somewhat alleviates this, he is very fragile against shotguns and can still easily die to short bursts of damage.

!!Huntress
[[quoteright:192:https://static.tvtropes.org/pmwiki/pub/images/huntress_3.png]]
->'''Weapon:''' Bow
->'''Armor:''' Leather
->'''Ability:''' Trap
The Huntress wields a bow and wears leather armor. Her ability is the trap, a proximity mine that damages and disables the first enemies to trigger it. With the same stat caps as the Archer, she is a powerful class that excels at taking down groups of enemies or running dungeons.

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* ActionGirl
* ArcherArchetype
* ArmorPiercingAttack: The ST Bergenia Bow ignores enemy defense.
* ArrowsOnFire: The projectiles of the tier 5 Fire Bow.
* AttackAttackAttack: Her Trap of the Vile Spirit is entirely designed for pure damage, sacrificing any status effects for a whopping 650 damage (for comparison, that's almost twice as much as the other highest-tier traps). The Cave Dweller Trap trades the ability to hit multiple targets at once for even more DPS.
* AutomaticCrossbows: The tier 2 Crossbow and the tier 7 Heavy Crossbow can fire as fast as a normal bow. Taken UpToEleven with the UT Thousand Shot, which actually has the highest rate of fire of any weapon in the game. The ST Deathless Crossbow fires ''slightly'' more slowly than most bows but not by much.
* BeeAfraid: The Swarming Huntress ST set turns her into a bee-human hybrid.
* BoringButPractical: The starter Hunting Trap. If the Huntress can repeatedly hit multiple enemies with her trap, she can quickly rip them apart with her bow. The Hunting Trap is most suited for this purpose, because it costs the least MP and slows for the same amount as higher-tiered ones.
* DecoyGetaway: The Mimicry Trap creates a decoy on impact that draws enemy fire, just like a Trickster's prism.
* GreenThumb: Instead of dealing damage and inflicting status effects on enemies, the Lifebringing Lotus "trap" grants healing and berserk to anyone hit by it.
* JackOfAllStats: The Huntress is often seen as a “middle of the road” class; she’s not as powerful as the Wizard, nor as durable as the Knight, rather she is a good option for those who like to try a bit of everything, midlands, godlands, dungeons, and (when maxed) events.
* HerdHittingAttack: The bow fires multiple piercing projectiles, while the trap's explosion doesn't use projectiles, so the Huntress can quickly clear mobs of weak enemies.
* MoreDakka: The Horticultural Huntress ST set gives her very high dexterity, the ability to buff herself with berserk, and an additional chance to get even more dexterity when getting hit.
* MovesetClone: Literally the only difference between Archers and Huntresses is their ability, making it largely personal choice when choosing which one to play.
* {{Miko}}: The Nexus no Miko skin.
* {{Multishot}}[=/=]SpreadShot: The Double Bow, Coral Bow and Harmonius Harp fire 2 arrows per shot, while the T8+ bows fire 3. Taken UpToEleven by the Nectar Crossfire and Predator Bow, which fire 4 and 5 arrows respectively. Because of this, Huntresses need to get close in order to dish out the most damage possible.
* OurFairiesAreDifferent: The Horticultural Huntress ST set turns her into a fairy.
* TheParalyzer: The Coral Venom Trap, which paralyses all of its victims.
* NewAgeRetroHippie: The Horticultural Huntress ST set.
* NoArcInArchery
* TookALevelInBadass: Her traps got a major buff in the June 2017 update, that gave them massively decreased deploy times, more damage, less Mana costs and stat bonuses. Before, there was almost no reason to use a Huntress over an Archer as the Quiver had vastly superior damage and status effects.
* TrapMaster: The Huntress' ability lays a trap, which explodes when an enemy comes nearby.

!!Mystic
[[quoteright:192:https://static.tvtropes.org/pmwiki/pub/images/mystic.png]]
->'''Weapon:''' Staff
->'''Armor:''' Robe
->'''Ability:''' Orb
The Mystic is a low-defense, surprisingly fast ranged damage dealer whose ability, the orb, is solely based around crowd-control. The Orb places all monsters caught within its radius into Stasis, rendering them grey, immovable, and invulnerable for the duration - and higher-tiered orbs can both debuff foes and buff herself. This makes the Mystic a powerful class capable of controlling the battlefield as she pleases, although she shares the same weaknesses as her fellow robe classes while having lower damage output.

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* ActionGirl: Described as a female class in her introduction quote. She shares this particularity with the Huntress and Trickster.
* ArmorPiercingAttack: The ST Scorchium Stone orb and UT Tezcacoatl’s Tail staff ignore enemy defense.
* DamageIncreasingDebuff: Most Orbs inflict Curse, which increases all damage taken by affected enemies by 20%. The T7 Dimensiongate Orb can inflict the longest curse in the game at 11 seconds.
* DarkIsNotEvil: The Orb of Conflict, which, according to its description, has a dark reputation of twisting those that wield it. In the game, however, it still puts enemies into stasis while also buffing the Mystic's DEX and ATT.
* DifficultButAwesome: The Orb is rather difficult to master as putting enemies into stasis is much trial and error at first, especially when in presence of heavy clusters of enemies. This can initially lead to awkward situations where every enemy in a room is in stasis and the orb's use was rendered moot due to the party having to fight the enemies again anyways afterwards. However, with experience, a skilled Mystic can prove absolutely indispensable during some Event bosses such as the Cube God or the Skull Shrine, as her Stasis ability allows to get temporarily rid of most of the boss' flunky, allowing the other party members to deal shattering amounts of damage to the main boss (which is generally Stasis-immune itself). An even more experienced Mystic can go and freeze half of a dungeon room to soften up enemy damage so the party can go and obliterate the remaining half during it.
* FragileSpeedster: The Mystic has the highest speed stat of all the robe classes, even rivalling Rogues sometimes, but is just as fragile as any other robe class. This can be boosted even further with the Orb of Conflict or Soul of the Bearer.
* LittleRedFightingHood: With the [[Literature/LittleRedRidingHood Lil' Red]] skin.
* LockedOutOfTheFight: Enemies put into stasis cannot do anything and become invulnerable for the duration.
* MagicStaff: Her weapon of choice, shared with Wizard and Necromancer.
* PlayingWithFire: The ST Scorchium Stone orb shoots five armor piercing, cursing fireballs at the cursor instead of inflicting stasis.
* SquishyWizard: The Mystic, along with other robe classes, is one of the most fragile classes in the game with respect to health and defense.
* SupportPartyMember: The Mystic's orb can control the flow of the battle, and can help take on entire groups by gradually diminishing large numbers of enemies, but the Mystic herself has very little damage output compared to the Wizard or Necromancer.
* TrapMaster: The Orb of Aether and Orb of Conquest. The Orb of Aether creates an Aether Orb at the cursor's location that paralyses and slows enemies caught in it. The Orb of Conquest creates a Beacon at the cursor's location that damages and curses enemies near it in three bursts.
* {{Troll}}: Many players regard Mystic as a troll pick, due to the fact that countless players abuse the stasis ability to deliberately stasis enemies that others are trying to kill, including Test Chests and minor bosses. While not all Mystics will abuse their power, this has given a bad name to the class in general, however those who can handle the power are an invaluable support class. Most of the bosses were rendered stasis-immune during an update as an answer to that, however trolling Mystics are still present here and there.

!!Trickster
[[quoteright:192:https://static.tvtropes.org/pmwiki/pub/images/trickster.PNG]]
->'''Weapon:''' Dagger
->'''Armor:''' Leather
->'''Ability:''' Prism
The Trickster is a dagger class that wears leather armour. Her special ability is the Prism, which teleports her and creates a decoy of herself. The Trickster is a decent combatant and an extremely efficient rusher who can both divert and bypass enemies easily, while having the highest DPS of the dagger classes - but she's extremely difficult to use optimally and highly punishing if used incorrectly.

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* ActionGirl: Described as a female class in her introduction quote. She shares this particularity with the Huntress and Mystic.
* ActionBomb: Played with. The UT Ghostly Prism teleports her, and instead of leaving a decoy, leaves behind spirit bombs that detonate and cause damage. Played straight with the UT Prism of Dire Instability, which sends out a decoy that explodes afterwards.
* ArmorPiercingAttack: The UT Queen's Stinger Dagger, dropped by the Killer Bee Queen, ignores the defense of its targets.
* BadassBeard: The King Knifeula skin.
* BoringButPractical: The starting Decoy Prism. With a low cost of 60 MP, but a low duration of 3 seconds, this is the best prism to use if the user wishes to solely teleport to another location or rush different areas, because the decoy is of no concern.
* DecoyGetaway: When the Prism is used, you teleport to the location of your cursor when activated. A decoy appears where you were before the activation, and walks towards the way you were moving (it goes in a random direction of stays still if you teleport while stationary), causing enemies to attack it, if it’s close enough.
* DifficultButAwesome: The Prism is considered by many players the hardest ability item to master, but can be used in many different situations by improvising. Using it correctly can yield many rewards, helping you and your group. For example, it can be used to rush dungeons very quickly, but only if used at the right time, or it can be used to effectively “cloak” an entire group from enemy fire.
* FragileSpeedster: The Trickster is the fastest class (tied with the Rogue and the Assassin), and has good DPS with her dagger, but she lacks healing and defence, so if her decoy or teleport placement is off she can easily get herself killed.
* FlashStep: The Trickster's Prism allows her to teleport a short distance while leaving behind a decoy.
** LightningBruiser: Unlike the Rogue and Assassin, the Trickster has a high max 60 Attack stat, which lets her put out very significant amounts of damage. Combined with the Prism of Dancing Swords and Ghostly Prism giving bonuses to Attack as well, and you an put out a ''lot'' of damage in a short space of time.
* JackOfAllStats: Good Tricksters can fulfil almost all roles in a group, from team support, soloing bosses, damage dealing, to rushing.
* KnifeNut
* OurElvesAreBetter: The Drow Trickster skin.
* PeekABangs: Both the Deadly Vixen skin and the Drow Trickster skin have their right eyes covered by hair.
* RoyalsWhoActuallyDoSomething: The King Knifeula skin.
* StealthRun: The job of dungeon rushing Tricksters: run through rooms, bypass enemy fire, and let their allies teleport to them at the boss.

!!Sorcerer
[[quoteright:192:https://static.tvtropes.org/pmwiki/pub/images/sorcerer.png]]
->'''Weapon:''' Wand
->'''Armor:''' Robe
->'''Ability:''' Scepter
The Sorcerer uses a wand and wears a robe. With good offenses, piercing attacks, extreme range, and a long-ranged ability that chains powerful lightning to multiple enemies, the Sorcerer functions as a long-distance sniper and crowd controller that can deal high damage at a safe range. However, he also suffers from the same weaknesses of his closest relative, the Wizard.

----
* ActionGirl: The Sorceress skin.
* ArmorPiercingAttack: The UT Crystal Wand ignores the defense of targets.
* BlackMage: Like the Wizard, the Sorcerer's role is almost pure damage, with his scepter ability.
* ChainLightning: The Scepter fires a lightning bolt that bounces and deals damage.
* GlassCannon: The Sorcerer has very high damage output at an extremely long range, but because of his fragility, the Sorcerer cannot absorb damage, and cannot heal himself, which puts him in the same vein as the Wizard.
* GlowingEyes: The Warlock skin's eyes appear to glow under his black hat.
* InTheHood
* KillerRabbit: The Stanley the Spring Bunny skin.
* LongRangeFighter: Both the wand and the scepter has very long ranges. Much needed, because the Sorcerer's low survivability will easily get him killed if he has to fight in close range.
* MagicStaff: The Sorcerer's ability, the Scepter.
* MagicWand
* PainfullySlowProjectile: The Wand of the Bulwark fire projectiles that float slowly and last a very long time. Because of this, they can't be accurately aimed at enemies, but can be used to saturate an area with projectiles before luring enemies in.
* RobeAndWizardHat
* ShockAndAwe: His Scepters shoot lighting.
* SquishyWizard: Like the other robe classes, the Sorcerer is one of the most fragile classes in the game with respect to health and defense.
* TookALevelInBadass: An update in June 2017 gave Sorcerer a major buff, increasing his max ATT to 70, boosting the overall damage on wands, and giving the scepters a huge damage boost and a WIS scaling that increases their damage/# of targets based on your wisdom stat while making it so that they deal less damage with each consecutive bounce.

!!Ninja
[[quoteright:192:https://static.tvtropes.org/pmwiki/pub/images/ninja_3.png]]
->'''Weapon:''' Katana
->'''Armor:''' Leather
->'''Ability:''' Star
The Ninja is a katana-wielding class packing extreme speed and firepower, which is accentuated by his ability providing both a speed buff and burst damage. Ninja can clear crowds and rip through bosses extremely fast, but a combination of fragility and short range makes him prone to sudden deaths.

----
* ArmorPiercingAttack: The ST Reikoku katana ignores enemy defense.
* BlobMonster: With the Slime Ninja skin.
* BoringButPractical: Although the MP cost of 10MP/second does not increase as you move up the tiers, ninjas may opt to carry a starter Basic Star to conserve MP while using the Speedy effect if they must move precisely and pulse the ability button. This is because a shuriken is thrown every time the ability button is released, which can excessively drain mana at higher tiers. Ninja may equip this when speed is important and damage is not a priority.
* DifficultButAwesome: Because of his fragility relative to other melee classes, the Ninja needs to be able to dodge and aim at the same time. If you don’t dodge your Ninja won’t last very long. However, his DPS is one of the highest in the game, and he can easily rip through enemies if maxed, especially due to the fact that his weapons pierce.
* TheFaceless: The Ninja is always covered in a mask.
* FragileSpeedster: The Ninja can run very fast with the shuriken, but his short range is paired with his fragility and low vitality relative to the melee classes. To overcome this, the Ninja uses extreme speed to evade damage, and his damage output to defeat enemies quickly - paired together, the Ninja often closes up on its target quickly and brings it down before he takes too much damage.
* GlassCannon: Like his fellow leather armor classes, he's fairly fragile with low DEF and HP stats, but can dish out staggering damage to multiple targets at a time using his katanas.
* HerdHittingAttack: Unlike sword using melee classes, his weapons pierce targets, allowing him to clear hordes faster than the Warrior or Knight can.
* HighlyVisibleNinja
* KatanasAreJustBetter
** WoodenKatanasAreEvenBetter: The tier 1 Kendo Stick, good for practice.
* TheParalyzer: The untiered Midnight Star paralyses any enemy it hits. For a whopping ''4 seconds too.''
* PoisonedWeapons: The Doku no Ken, coated in the Son of Arachna's venom.
* ThePowerOfTheSun: The Ray Katana is charged with the power of the sun itself.
* ProphetEyes: The Shadow skin has white eyes.

!!Samurai
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/samurai_3.png]]
->'''Weapon:''' Katana
->'''Armor:''' Heavy
->'''Ability:''' Wakizashi
The Samurai is a heavy armor katana class who combines the defenses of a melee with the range of a Ninja, although he doesn't quite match their respective specialties. With a very high attack stat and good defensive abilities, Samurai can deal piercing damage at a good distance, while using their abilities to deal burst damage and debuff foes' defenses.

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* ArmorPiercingAttack: The ST Reikoku katana ignores enemy defense.
* DamageIncreasingDebuff: Higher-tiered and UT Wakizashi inflict Exposed on foes, lowering their DEF by 20. The Wakizashi of Eastern Winds does lower damage but inflicts Exposed for longer.
* EverythingsBetterWithSamurai
* FlamingSword: The UT Wakizashi of Crossing Fires and UT Fire Blade
* HerdHittingAttack: Katanas and his Wakizashi both pierce enemies.
* JackOfAllStats: Samurai combines elements from Ninja and the melee classes, in addition to having decent stat caps all around (with the standout being his 75 ATT). While he cannot replicate their strengths as well, the combination of heavy armor and a Katana already makes the Samurai uniquely powerful.
* KatanasAreJustBetter
** WoodenKatanasAreEvenBetter: The tier 1 Kendo Stick, good for practice.
* PlayingWithFire: The Wakizashi of Crossing Fires, a flaming Wakizashi which has higher damage than tiered Wakizashi but doesn't inflict exposed for as long.
* PoisonedWeapons: The Doku no Ken, coated in the Son of Arachna's venom.
* SamuraiCowboy: The Cowboy Samurai skin.
* ThePowerOfTheSun: The Ray Katana is charged with the power of the sun itself.
* {{Yakuza}}: The Tatooed Yakuza Samurai skin.

!!Bard
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/bard_9.png]]
->'''Weapon:''' Bow
->'''Armor:''' Robe
->'''Ability:''' Lute
The Bard wields a bow and wears a Robe. He has the unique ability to increase the attack range of himself and his allies with his Lute. While not the strongest on his own, he is invaluable to a group.

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* ArmorPiercingAttack: The ST Bergenia Bow ignores enemy defense.
* TheBard
* ArrowsOnFire: The projectiles of the tier 5 Fire Bow.
* AutomaticCrossbows: The tier 2 Crossbow and the tier 7 Heavy Crossbow can fire as fast as a normal bow. Taken UpToEleven with the UT Thousand Shot, which actually has the fastest rate of fire of any weapon in the game. The ST Deathless Crossbow fires ''slightly'' more slowly than most bows but not by much.
* HerdHittingAttack: The bow fires multiple piercing projectiles, so the Archer can quickly clear mobs of weak enemies.
* {{Multishot}}[=/=]SpreadShot: The Double Bow and Coral Bow fire 2 arrows per shot, while the T8+ bows fire 3. The Double Bow, Coral Bow and Harmonius Harp fire 2 arrows per shot, while the T8+ bows fire 3. Taken UpToEleven by the Nectar Crossfire and Predator Bow, which fire 4 and 5 arrows respectively.
* NoArcInArchery: Their bows can perfectly fire straight, without an arc.
* SupportPartyMember: The Bard doesn't have very high DPS but is very useful in a group.
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