Humans of Karterant

Fighter

The brawn of the human nation. Possessed of incredible strength and endurance and versed in weapons of all shapes and sizes, Fighters can use almost all close combat weapons. They usually act as close-range strikers in a party. Even though they are weak at range, they are invaluable in protecting other party members. At level 10 they become a Defender or a Warrior.

Defender

The protectors of the human nation. They believe the best offense is a good defense, and have the highest HP of all human classes. They gain STR and CON equally, so they can wear heavy armor and still deal mighty blows. The price: they are slower and less accurate than Warriors, and nearly defenseless against magic without specially enchanted equipment.

Stats per level STR 1.5, CON 1.5

  • STR: damage, accuracy, evasion, magic defense
  • CON: max HP, HP recovery

Warrior

The most physically dangerous human class: fast, accurate and deadly. Dual Mastery lets them wield two weapons at a time, which makes them the best damage dealers in the game. But they cannot carry more than a Buckler, their HP stays low, and they must always watch out for magic users.

Stats per level STR 2, CON 1

  • STR: damage, accuracy, evasion, magic defense, speed, magic power, max MP, MP recovery, dual wield
  • CON: max HP, HP recovery

Rogue

Rogues have remarkable agility and speed and use lighter weapons than Fighters and Acolytes. They try to deal a single fatal blow, striking and retreating before the enemy can react. With lower HP they are not made for close combat, but their ambush attacks and stealth are very powerful. At level 10 they become an Archer or an Assassin.

Assassin

The fastest of all classes, human and Ak’kan alike. They rely on speed, stealth and a devastating first attack, but are doomed when immobilized: low HP and defense make them easy targets. STR Assassins hit hardest; DEX Assassins are faster, with better skills and item options.

Stats per level DEX 2, STR 1

  • DEX: speed, critical rate
  • STR: damage, accuracy, evasion, max HP, HP recovery, max MP, MP recovery, magic resistance

Archer

The most versatile fighters of all classes. They fire at long range and are nearly as good up close. Like Assassins, they are vulnerable when trapped. STR raises their damage, HP and MP; DEX raises speed, skill level and item options.

Stats per level DEX 1.5, STR 1.5

  • DEX: speed, critical rate
  • STR: damage, accuracy, evasion, max HP, HP recovery, max MP, MP recovery, magic resistance

Mage

Poor in melee, but their mystical knowledge makes up for it. Mages gain only HP from CON and cannot wear gloves, boots or shields that need CON. They need protection, but their ranged attack and support spells help the party in many situations. At level 10 they become a Sorcerer or an Enchanter.

Sorcerer

Sorcerers attack from afar with powerful elemental spells. With DEX they can fight with a dagger, but they lose much of their spells’ punch, which depends on INT. Without enough INT they cannot use the most powerful spells.

Stats per level INT 2, DEX 1

  • INT: max MP, MP recovery, magic, magic resistance
  • DEX: damage, accuracy, evasion

Enchanter

The defensive specialists among Mages: blessings, deflections and long-range attacks that demoralize the enemy. Formidable with a staff enchanted for magic, but they get no defense from CON and are very vulnerable in combat.

Stats per level INT 1.5, DEX 1.5

  • INT: max MP, MP recovery, magic, magic resistance
  • DEX: damage, accuracy, evasion, max HP, HP recovery

Acolyte

Acolytes use white magic to protect and cure their allies and are nearly as good in close combat as Fighters. They cannot heal a party member directly yet, but they can revive the dead, raise recovery speed and cast many protection spells. At level 10 they become a Priest or a Cleric.

Priest

Priests support their party with protective blessings and recovery spells rather than fight in front. They have an excellent set of armor and strengthening spells. WIS Priests are stronger on offense, CON Priests on defense.

Stats per level WIS 1.5, CON 1.5

  • WIS: damage, accuracy, max MP, MP recovery, magic, magic resistance
  • CON: evasion, max HP, HP recovery

Cleric

Often called a support class, but their broad range of abilities makes them good solo players too. Their physical attacks are weak, their spells make up for it, and they are even more dangerous in a party with strong damage dealers. A higher WIS lets them support more party members at a time.

Stats per level WIS 2, CON 1

  • WIS: damage, accuracy, max MP, MP recovery, magic, magic resistance
  • CON: evasion, max HP, HP recovery

Ak’kan of Merkadia

Combatant

The males of the Ak’kan are hulking, massive brutes. Combatants are the elite of their kind, masters of the physical arts of war, with high strength, high HP and powerful attacks. Only males can be Combatants. At level 10 they become a Templar, an Attacker or a Gunner.

Templar

The shield-men of the Ak’kan: walking fortresses that grow stronger with their CON. Their accuracy, evasion and speed are low, and the stronger their defense, the weaker their offense. Exceptional against physical attacks, weak against magic.

Stats per level STR 1.5, CON 1.5

  • STR: damage, accuracy, evasion, magic resistance
  • CON: max HP, HP recovery

Attacker

The most aggressive and dangerous Combatants. As their STR grows, so do accuracy, evasion and speed. Skill Arms, ancient devices that enhance battle skills, make them deadlier still. They cannot carry shields, which makes them vulnerable to physical attacks.

Stats per level STR 2, CON 1

  • STR: damage, accuracy, evasion, max MP, MP recovery, magic, magic resistance
  • CON: max HP, HP recovery, defense

Gunner

The long-range support for Templars and Attackers, a living artillery barrage. Weak up close, immensely powerful from afar with their Gun Arm, as long as no enemy catches them with Net. DEX Gunners hit and run; CON Gunners hold their ground like a turret.

Stats per level DEX 1.5, CON 1.5

  • DEX: damage, accuracy
  • CON: evasion, max MP, MP recovery, magic resistance

Officiator

The females of the Ak’kan are slim, lithe and exceptionally intelligent. Officiators, the priestesses of Merkadia, are spiritually strong and extremely dangerous in the mystical arts of war. They have lower HP than Combatants but powerful magic and extraordinary speed. Only females can be Officiators. At level 10 they become a Life, Rune or Shadow Officiator.

Life Officiator

Weak alone, fearsome together with another Officiator or Ak’kan warrior. They bring allies back to life and immobilize enemies so their allies can crush them. Their DEX gives physical attack and some HP, their WIS magic.

Stats per level WIS 2, DEX 1

  • WIS: max MP, MP recovery, magic, magic resistance
  • DEX: damage, accuracy, evasion, max HP, HP recovery

Rune Officiator

They rely on powerful elemental spells, preferably from afar. Some focus on DEX for close combat, but the most effective Rune Officiators rain destruction with magic.

Stats per level INT 2, DEX 1

  • INT: max MP, MP recovery, magic, magic resistance
  • DEX: damage, accuracy, evasion

Shadow Officiator

The assassins of the Ak’kan: silent, deadly and blindingly fast, at their best attacking from stealth. Vulnerable when immobilized, but their high evasion makes them hard to catch, and they are tougher than human Assassins.

Stats per level DEX 2, STR 1

  • DEX: speed, critical rate
  • STR: damage, accuracy, evasion, max HP, HP recovery, max MP, MP recovery, magic resistance