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    In General 

  • Armor-Piercing Attack: 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), 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.
  • Full Health Bonus: 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.
  • High-Class Glass: The Collector's Monocle ring.
  • One-Hit Polykill: 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.
  • The Power of Blood: The ST Bloodstone Ring is said to be made out of the blood of slain heroes.

Dagger Classes


  • Devious Daggers: The Rogue, Trickster and Assassin use daggers as their main weapons.

Bow Classes


  • Arrows on Fire: The tier 5 Fire Bow shoots flaming arrows.
  • Automatic Crossbows: The UT Thousand Shot, 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.
  • Herd-Hitting Attack: The bow fires multiple piercing projectiles, so Bow classes can quickly clear mobs of weak enemies.
  • Instrument of Murder: The Harmonious Harp "bow" is a harp that shoots damaging music notes at enemies.
  • 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, and B.O.W. fire 5. Because of this, bow classes need to get close in order to dish out the most damage possible.
  • No "Arc" in "Archery": Bows can perfectly fire straight, without an arc.

Staff Classes


  • Magic Staff: Staves are a long-ranged weapon with good damage used by Wizards, Necromancers, and Mystics.

Wand Classes


  • Long-Range Fighter: Wands have the longest range in the game, with the normal wands having 9.
  • Painfully Slow Projectile: The Wand of the Bulwark 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.

Sword Classes


  • Flaming Sword: The tier 5 Fire Sword is a fiery blade embedded with a Fire Crystal.
  • Randomized Damage Attack: Downplayed for the tier 6 Glass Sword, which is unusual for its extreme damage range. Its minimum damage is the lowest among all swords, while its maximum damage is equal to the minimum damage of the Skysplitter Sword, five tiers above.

Katana Classes


  • Poisoned Weapons: The Doku no Ken is coated in the Son of Arachna's venom, though this never comes up in the game itself outside of a secondary "poison burst" attack.
  • The Power of the Sun: The Ray Katana is charged with the power of the sun itself.
  • Katanas Are Just Better: Used by the Samurai, Ninja, and Kensei classes. Katanas have higher range than swords and can pierce through enemies in exchange for dealing less damage.
  • Wooden Katanas Are Even Better: The tier 1 katana is the Kendo Stick, good for practice.

    Rogue 
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.


  • Achilles' Heel: Quiet will instantly dispel a Rogue's invisibility, which can be disastrous if this happens in the middle of a large group of enemies.
  • Badass in a Nice Suit: The Eligible Bachelor skin wears a tuxedo.
  • Decoy Getaway: The UT Cloak of Refraction creates a decoy behind the user that draws enemy fire, just like a Trickster's Prism.
  • Difficult, but Awesome: 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.
  • The Faceless: The Rogue always wears a red mask.
  • Flash Step: The untiered Cloak of the Planewalker, in addition to turning the Rogue invisible, also teleports him a short distance.
  • Fragile Speedster: 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. In particular, the ST Legacy Ghastly Drape, in addition to giving you invisibilty, increases the Rogue's already-insane speed by 50% for 2 seconds while cloaked, allowing him to zoom through dungeons with ease.
  • In the Hood: The Brigand skin.
  • Invisibility: The Rogue's special ability turns him invisible.
  • The Paralyzer: The ST Ghastly Drape releases a nova of 10 damaging paralyzing shots when he goes invisible. This can help disable any nearby enemies.
  • Solo Class: The Rogue is not much of a team player since his ability to cloak means that the boss doesn’t fire at all if 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.
  • Stealth Expert
  • Stealth Run: 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.
  • Stone Wall: The Cloak of the Mad God and Cloak of the Darkened Sun. The Cloak of the Mad God gives Armored to the Rogue, multiplying his 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, at the cost of his usual speed or stealth abilities.

    Archer 
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.


  • Armor-Piercing Attack: The Quiver of the Shadows fires a devastating blast of 5 arrows that ignore enemy defense.
  • Blob Monster: With the Slime Archer skin.
  • Jack of All Stats: The Archer has very balanced stats across the board with the exception of his 75 ATT. Because of this, 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. Instead, he's a good option for those who like to try a bit of everything: midlands, godlands, dungeons, and (when maxed) events.
  • Javelin Thrower: The UT Mad Javelin "quiver" deals high damage and buffs the Archer's attack but only has 1 shot and has a cooldown.
  • Lightning Bruiser: The Phantom Archer ST set turns him into this.
  • 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, as if a Wizard's spell was directly aimed on the player.
  • One-Hit Polykill: The Quiver's arrow pierces through enemies, except the Quiver of Thunder.
  • The Paralyzer: From the tier 3 Elvencraft Quiver onwards, quivers inflict paralysis on enemies they hit.
  • Power Limiter: The Quiver of Thunder dazes any enemy it hits, halving the number of bullets they fire.
  • Status Effects: The T0-T2 quivers inflict slow, while the T3+ quivers paralyze.
  • The Turret Master: The Sentry Turret UT Quiver, instead of firing stronger-than-normal arrows, creates immobile turrets which shoot at enemies.

    Wizard 
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.


  • Action Girl: The Witch skin.
  • All-Encompassing Mantle: The Twilight Archmage ST set, just like the boss it's based on.
  • Armor-Piercing Attack: The ST Ancient Spell trades raw damage output for the ability to ignore enemy defense.
  • Badass in a Nice Suit: The Gentleman skin's outfit, complete with tuxedo and top hat.
  • Beam Spam: Spells fire 20 projectiles around a targeted point. This is also his primary means of attack.
  • Black Mage: 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.
  • Blob Monster: With the Slime Wizard skin.
  • Disc-One Nuke: Despite being the starter class, the Wizard is generally agreed to be one of the strongest classes in the game 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.
  • Fragile Speedster: 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, and that's not even accounting any potential Speedy buffs.
  • Glass Cannon: 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.
  • Herd-Hitting Attack: Averted by the tiered spells, which only has 20 projectiles and can be blocked. Played straight with the untiered Jade Storm and Penetrating Blast Spell, whose shots pierce through enemies.
  • High-Class Glass: The Gentleman skin wears a monocle and tuxedo.
  • Long-Range Fighter: 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.
  • Magic Mushroom: The Sporous Spray Spell creates a mushroom at the cursor that damages enemies.
  • Magic Staff
  • Robe and Wizard Hat
  • Spam Attack: 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.
  • Squishy Wizard: 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.
  • Starter Equipment: Every new player starts as a Wizard, the only available class in the game at the very beginning, which partially explains the overabundance of wizards in the Nexus.
  • Trap Master: The Sporous Spray Spell creates a mushroom at the cursor's location that damages enemies near it.
  • The Turret Master: The Genesis Spell creates four portals that zap enemies near them.
  • Wizard Beard: With the Santa Claus and Elder Wizard skins.

    Priest 
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.


  • Achilles' Heel:
    • The Quiet and Silence effects hit Priests very hard. Quiet reduces the mana pool to 0 while active and disables MP regeneration while active, while Silence prevents players from using abilities. A Priest affected by either can't rely on his trusty tome, and without healing, he's just as squishy as the 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.
  • Action Girl: The Nun skin.
  • Armor-Piercing Attack: The UT Chaotic Scripture tome attacks enemies with Chaos Beams that ignore the defense of targets. However it has the lowest healing of all Tomes of its tier.
  • Badass Bookworm: 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.
  • Blob Monster: With the Slime Priest skin.
  • Combat Medic: Besides his healing, he can directly fight with long-ranged magic. However, his offensive abilities are the worst of any class in the game.
  • In the Hood: The Robed Priest skin wears a long robe complete with a hood.
  • Magic Mushroom: 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.
  • The Medic: 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.
  • Nerf: Priest was arguably hit the hardest with the Vital Combat update that overhauled much of the game's combat mechanics, because his Tomes had their healing reduced for every target, and the infamous Tome of Purification no longer 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.
  • The Red Mage: 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.
  • Status-Buff Dispel: The untiered Tome of Purification removes all debuffs on the Priest.
  • Stone Wall: With the Tome of Holy Protection, which 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.
  • Support Party Member: Has low DPS but excels at keeping groups alive. The Priest of Geb ST set gives the Priest more survivability and ability usage in exchange for absolutely terrible DPS even by Priest standards.
  • Tome of Eldritch Lore: 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 White Mage into The Red Mage, sacrificing some healing for the ability to curse enemies or deal damage.
  • White Mage: 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 and Summoner.
  • Wizard Beard: The Father Time skin has a beard of epic proportions.
  • White Mage: A long-ranged magical fighter who specializes in healing and buffing magic.

    Warrior 
https://static.tvtropes.org/pmwiki/pub/images/warrior.PNG
Weapon: Sword
Armor: Heavy
Ability: Helm
The Warrior uses swords and wears heavy 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.


  • Action Girl: With certain skins.
  • Badass Normal: No magical abilities here, just a man in a helm and suit of armor wearing a helm.
  • Cool Helmet: Natch.
  • Counter-Attack: The Tricorne of the High Seas shoots a cluster of damaging cannonballs if the user if hit for at least 60 damage.
  • Death of a Thousand Cuts: The UT Helm of Exalted Might decreases attack but increases dexterity when used.
  • Dem Bones: The Skeleton Warrior skin.
  • Dressed to Plunder: The Pirate King Warrior ST set.
  • Hat of Power: The Warrior's ability item is the Helm, which increases the movement and attack speed of the Warrior and nearby allies.
  • Helmets Are Hardly Heroic: Ironically, the Land Down Under skin doesn't wear a helmet, only a hat, despite the Warrior's ability being the helm.
  • Horseback Heroism: With the Light Cavalry Warrior skin.
  • Implacable Man: The Helm of the Juggernaut, which gives Armored instead of Speedy, 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.
  • Lightning Bruiser: The Warrior is a durable melee fighter, can deal very high DPS and run very fast with the help of his helm.
  • Magikarp Power: 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 are terrible in comparison to 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.
  • Mighty Glacier: 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.
  • Mushroom Man: The Shroom Warrior skin.
  • Our Werewolves Are Different: With the B.B. Wolf skin, the Warrior becomes a werewolf.
  • Pirate: The Pirate King Warrior ST set.
  • Playing with Fire: The Helm of Draconic Dominance shoots three highly damaging fireballs in addition to temorarily granting the Warrior more HP.
  • Summon Magic: The Hivemaster Helm summons bees that damage and curse enemies.

    Knight 
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.


  • Armor-Piercing Attack: The Spiteful Scutum and the Exalted Beams fired by Oryx's Escutcheon ignore the defense of their targets.
  • Achilles' Heel: 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.
  • Blob Monster: With the Slime Knight skin.
  • Boring, but Practical: 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 cost often results in some Knights preferring to keep their starter shield as a swapout, even when they have high-tier alternatives.
  • Crutch Character: 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 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.
  • Damage-Increasing Debuff: The Shield of Ogmur and the Joke Item Shield of Pogmur forgo the stun in exchange for temporarily reducing the target's DEF to zero.
  • Defend Command: The untiered Crystal Shield turns the Knight Armored while the ability key is held down while launching a Counter-Attack 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.
  • Difficult, but Awesome:
    • 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 is a different story. However, if a Knight can get the stun on something like Oryx 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 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.
  • The Faceless: His default skin wears a full helm.
  • Luckily, My Shield Will Protect Me: 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.
  • Made of Iron: The Knight has monumental DEF and HP, wears heavy 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.
  • Mighty Glacier: The Oryx's Battle Attires ST set turns him into this, increasing his DPS in exchange for lower defense.
  • Shield Bash: 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.
  • Stone Wall: 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 
https://static.tvtropes.org/pmwiki/pub/images/paladin.PNG
Weapon: Sword
Armor: Heavy
Ability: Seal
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.


  • Action Girl: The Bashing Bride skin.
  • A.I. Is a Crapshoot: 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.
  • Bling of War: He wears golden armor.
  • Combat Medic: The Paladin can heal himself and other allies with his seal.
  • Critical Hit Class: 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.
  • Dark Is Not Evil: The Seal of Blasphemous Prayer is black and is described as being considered dangerous, but it still heals you and your friends.
  • Helmets Are Hardly Heroic: The Founding Father skin doesn't wear a helmet.
  • Implacable Man: 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.
  • Magic Knight: The Paladin is a sword-wielding, heavily-armored class whose special ability is decidedly magical.
  • Magikarp Power: 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 are terrible in comparison to 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.
  • Mechanically Unusual Class: 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. It also briefly inflicts Hallucinating status on the player using it.
  • Mighty Glacier: The Paladin is quite durable thanks to the healing from his seal and his heavy 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.
  • Support Party Member: 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.
  • Stone Wall: The Marble Seal summons an Eye of Marble that gives the extremely powerful armored buff on top of damaging to any players near it, increasing their DEF by 50%. However, it can limit their mobility because it requires them to be near it.

    Assassin 
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.


  • Armor-Piercing Attack: His Poisons ignore enemy defense, and even invulnerability if they were poisoned before they went invincible.
  • Balance Buff: Month of the Mad God 2022 offered the previously-underperforming Assassin a number of buffs, the most important of them being the Damage-Increasing Debuff on his poisons and the ability for them to scale with Wisdom, or even other stats for the Untiered ones.
  • The Black Death: The untiered Plague Poison infects many victims but takes a long time to work.
  • Counter-Attack: The Virulent Venom poison throws a poison at the attacker when the assassin gets hit.
  • Damage-Increasing Debuff:
    • 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.
  • Death of a Thousand Cuts: The Plague Poison deals especially high damage, spread over a very long duration.
  • Difficult, but Awesome: The UT Murky Toxin fires two bombs simultaneously, a normal one dealing less damage and a precise one dealing triple damage. Precise aiming is mandatory to use this poison, but players who can plant it precisely will be able to strike targets for a massive 1400 damage along with the largest damage amplification effect out of all of them.
  • Electric Jellyfish: The Bottled Medusozoan poison, when used, creates a cnidarian that remains stationary where it has been launched, releasing bursts of damage every half-second.
  • The Faceless: The default Assassin always wears a red mask.
  • Fragile Speedster/Glass Cannon: 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.
  • Herd-Hitting Attack: The poison deals damage in an area, and doesn't use projectiles, making it an excellent way to clear swarms of weak enemies.
  • Highly-Visible Ninja
  • Hit-and-Run Tactics: 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.
  • Master Poisoner
  • Mighty Glacier: The Acidified Assassin ST set turns him into this, increasing his defense and HP but decreasing his speed, attack range and attack speed.
  • No Biochemical Barriers: Poison affects all victims equally, whether they be The Undead, living trees, robots, statues, or crystals.
  • Painfully Slow Projectile: The poison grenade flies slowly, taking 1.5s to reach its mark, making good targeting essential to consistently land poisons against fast enemies.
  • Technicolor Toxin: 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.
  • Trap Master: The Bottled Medusozoan throws a bottled friendly Cnidarian at the cursor's location that damages nearby enemies.

    Necromancer 
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.
  • Achilles' Heel: 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.
  • Armor-Piercing Attack: Damage from his skulls ignore a portion of the target's 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 Nigh-Invulnerable like a Tormented Golem or Parasite Colony.
  • Black Mage: 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.
  • Bling of War: The Cracked and Sealed Crystal Skulls, being archaeological artifacts, and the Skull of Corrupted Souls along with the Dummied Out tier 8 Sacrilege Skull, both of which are adorned with crowns.
  • Combat Medic: The only class that can heal players and also dish out lots of damage.
  • Crutch Character: 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.
  • Crystal Skull: Two untiered skulls are called Cracked Crystal Skull and Sealed Crystal Skull.
  • Dark Is Not Evil: 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 Void Entity itself to slow down enemies affected by it.
  • Damage-Increasing Debuff: The Skull of Corrupted Souls inflicts Curse, which increases all damage taken by affected enemies by 20%.
  • Flaming Skulls: The Skull of Endless Torment glows with the power of a phoenix trapped by Shaitan.
  • Glass Cannon: The Hollow King Necromancer ST set trades all healing capabilities for more DPS, making him play more like a Wizard.
  • Green Thumb: The Perennial Cranium creates a damaging, life-stealing plant.
  • Herd-Hitting Attack: The skull hits enemies in an area, and doesn't use projectiles, allowing it to clear crowds of weak enemies.
  • Life Drain: The Necromancer's ability leeches HP from enemies in order to heal him and his allies.
  • Long-Range Fighter: 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.
  • Magic Staff
  • Master of None: 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 and increased HP.
  • 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 a pompous ass who died from his "high IQ" and became the Epiphany Skull.
  • The Red Mage: 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.
  • Robe and Wizard Hat
  • Series Mascot: 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 Hollow King set.
  • Squishy Wizard: 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.
  • Summon Magic: 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.
  • Support Party Member: With a Skull of Endless Torment, the Necromancer gains the ability to purge debuffs from himself and his teammates (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.

    Huntress 
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.


  • Action Girl
  • Attack! Attack! Attack!: 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.
  • Balance Buff: 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.
  • Bee Afraid: The Swarming Huntress ST set turns her into a bee-human hybrid.
  • Boring, but Practical: 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.
  • Decoy Getaway: The Mimicry Trap creates a decoy on impact that draws enemy fire, just like a Trickster's prism.
  • Green Thumb: Instead of dealing damage and inflicting status effects on enemies, the Lifebringing Lotus "trap" grants healing and berserk to anyone hit by it.
  • Jack of All Stats: 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.
  • Herd-Hitting Attack: 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.
  • More Dakka: 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.
  • Moveset Clone: 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.
  • Our Fairies Are Different: The Horticultural Huntress ST set turns her into a fairy.
  • The Paralyzer: The Coral Venom Trap, which paralyses all of its victims.
  • New-Age Retro Hippie: The Horticultural Huntress ST set.
  • Trap Master: The Huntress' ability lays a trap, which explodes when an enemy comes nearby.

    Mystic 
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.


  • Action Girl: Described as a female class in her introduction quote. She shares this particularity with the Huntress and Trickster.
  • Armor-Piercing Attack: The ST Scorchium Stone orb shoots fireballs that ignore enemy defense.
  • Damage-Increasing Debuff: Most Orbs inflict Curse, which increases all damage taken by affected enemies by 25%. The T7 Dimensiongate Orb can inflict the longest curse in the game at 11 seconds.
  • Dark Is Not Evil: 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.
  • Difficult, but Awesome: 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.
  • Fragile Speedster: 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.
  • Little Red Fighting Hood: With the Lil' Red skin.
  • Locked Out of the Fight: Enemies put into stasis cannot do anything and become invulnerable for the duration.
  • Playing with Fire: The ST Scorchium Stone orb shoots five armor piercing, cursing fireballs at the cursor instead of inflicting stasis.
  • Squishy Wizard: The Mystic, along with other robe classes, is one of the most fragile classes in the game with respect to health and defense.
  • Support Party Member: 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.
  • Trap Master: 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.

    Trickster 
https://static.tvtropes.org/pmwiki/pub/images/trickster.PNG
Weapon: Dagger
Armor: Leather
Ability: Prism
The Trickster is a dagger class that wears leather 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.


  • Action Girl: Described as a female class in her introduction quote. She shares this particularity with the Huntress and Mystic.
  • Action Bomb: 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.
  • Boring, but Practical: 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.
  • Decoy Getaway: 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.
  • Difficult, but Awesome: The Prism is considered by many players to be the hardest ability item to 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.
  • Fragile Speedster: 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.
  • Flash Step: The Trickster's Prism allows her to teleport a short distance while leaving behind a decoy.
  • Jack of All Stats: Good Tricksters can fulfil almost all roles in a group, from team support, soloing bosses, damage dealing, to rushing.
  • Our Elves Are Different: The Drow Trickster skin.
  • Royals Who Actually Do Something: The King Knifeula skin.
  • Stealth Run: The job of dungeon rushing Tricksters: run through rooms, bypass enemy fire, and let their allies teleport to them at the boss.

    Sorcerer 
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.


  • Action Girl: The Sorceress skin.
  • Balance Buff: 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.
  • Black Mage: Like the Wizard, the Sorcerer's role is almost pure damage, with his scepter ability.
  • Chain Lightning: The Scepter fires a lightning bolt that bounces and deals damage.
  • Glass Cannon: 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.
  • Glowing Eyes: The Warlock skin's eyes appear to glow under his black hat.
  • In the Hood
  • Killer Rabbit: The Stanley the Spring Bunny skin.
  • Long-Range Fighter: Both his wand and scepter have very long 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.
  • Magic Staff: The Sorcerer's ability item is a Scepter.
  • Painfully Slow Projectile: 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.
  • Robe and Wizard Hat
  • Shock and Awe: His Scepters shoot lighting.
  • Squishy Wizard: Like the other robe classes, the Sorcerer is one of the most fragile classes in the game with respect to health and defense. He does, however, have an unusually high VIT of 75 (usually only reserved for melee classes), letting him get back into the fight quicker.

    Ninja 
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.


  • Armor-Piercing Attack: The UT Ballistic Star ignores the defense of its targets.
  • Blob Monster: With the Slime Ninja skin.
  • Boring, but Practical: 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.
  • Counter-Attack: The ST Crystalline Kunai star fires three kunai blades at the attacker when the Ninja is hit by an attack.
  • Difficult, but Awesome: 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.
  • The Faceless: The Ninja is always covered in a mask.
  • Fragile Speedster: 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.
  • Glass Cannon: 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 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.
  • Green Thumb: The Hanagasaku star plants a Bud Bomb that explodes and deals damage.
  • Highly-Visible Ninja
  • The Paralyzer: The untiered Midnight Star paralyses any enemy it hits. For a whopping 4 seconds too.
  • Prophet Eyes: The Shadow skin has white eyes.
  • Stone Wall: The ST Daybreak Chakram gives the Ninja armored while the spacebar is held down. However it has a high mp cost and disables MP healing while the spacebar is held down, which prevents it from being spammed.

    Samurai 
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.


  • Armor-Piercing Attack: The ST Ryu's Blade Wakizashi ignores enemy defense.
  • Damage-Increasing Debuff: 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.
  • Everything's Better with Samurai
  • Flaming Sword: The UT Wakizashi of Crossing Fires is a flaming wakizashi.
  • Herd-Hitting Attack: Katanas and his Wakizashi both pierce enemies.
  • Jack of All Stats: 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, a Katana, and a psuedo-Spell already makes the Samurai uniquely powerful and very safe to play.
  • Playing with Fire: The Wakizashi of Crossing Fires is a flaming wakizashi which deals higher damage than tiered Wakizashi but doesn't inflict exposed for as long.
  • Samurai Cowboy: The Cowboy Samurai skin.
  • Yakuza: The Tatooed Yakuza Samurai skin.

    Bard 
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, with stronger Lutes also giving a DEF bonus. While not the strongest on his own, he is invaluable to a group.


  • The Bard
  • Blow That Horn: The UT Chief's War Horn is a horn that slows down nearby enemies and places down a banner that increases the attack speed of nearby players.
  • Flying on a Cloud: The Angelic Bard ST set has him flying around on a cloud.
  • Fragile Speedster: 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.
  • Holy Halo: The Angelic Bard ST set has one.
  • Master of None: 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.
  • Our Angels Are Different: The Angelic Bard ST set turns him into an angel.
  • Pirate Parrot: The Wavecrest Concertina, obtained from the Deadwater Docks, summons a fighting parrot to attack enemies.
  • Support Party Member: The Bard doesn't have very high DPS, but is very useful in a 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.
  • Stone Wall: The Pharaoh's Requiem lute weakens the attack power of enemies and temporarily gives the Bard +50% defense if he takes at least 50 damage, making him very resilient. On top of that it also gives defense on equip.

    Summoner 
https://static.tvtropes.org/pmwiki/pub/images/summoner_5.png
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.


  • Action Girl
  • Killer Rabbit: The minions of the Incubation Mace.
  • Long Ranged Fighter: 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.
  • Summon Magic: The Summoner's ability is to summon familiars to fight enemies. Depending on the Mace, these can range between cursor-guided minions, orbiting protectors, or stationary turrets.

    Kensei 
Weapon: Katana
Armor: Heavy
Ability: Sheath

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.


  • Dash Attack: 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).
  • Difficult, but Awesome: 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.
  • Invulnerable Attack: The dash of a Sheath grants a brief moment of Invulnerability.

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