Classes

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• Each class uses a certain set of relics, stats, items, and skills. Listed below is information for each class.

• Most players choose to do their leveling equipped as vamps. This is done because vamp's never miss their enemy or get blocked, and it's easy to do large amounts of damage. A simple DS/ED/VV will kill high enough monsters that you will gain the max experience for several hundred levels. You do NOT have to be a real vamp to level as one. If you wanted to be a fighter for all purposes but leveling, you would use vamp equipment (a VV for example) while leveling, but you would train/raise your Str and Dex stats, not Dur like a real vamp. When you decide to duel/kill beasts (the main purposes of leveling) you would then equip your fighter gear.

• Typically all classes should skill their Haste up quite a bit first, as it is virtually the most important skill in the game and will benefit you in all areas of the game.

• At max level, you can transfer (rearrange) your stats to improve your character in the class that it is, or to even change class.

                  

* Denotes Non-Annullable relic
% Damage increase means it raises your first/second attack/cast and is not the total damage boost. It does not boost relic damage.
Example of how to figure out the boost: Strong arm boosts Str by 40%, so you take your base Str and multiple by 1.4. SR's boost Str 100% so they double your Str.
The relic boosts listed below may NOT be the full range of boosts from the relics, just the ones that pertain to that class.
All classes benefit from DDD/D*Devs; there are certain types of D*D that gives extra boosts to certain stats which can be found on the relics page.

           

Fighters
Damage stat Str
Accuracy stat Dex
Equipment

Enlightened Everbearing base items up to Protectant Prevailation gives 20% Str boost per piece.
Demonic to Shadow base items gives 44% Str boost per piece.
Heavy weapons doubles your attack, which doubles your damage.
Precise weapons doubles Dex.
Rapid spell cuts delay time in half. It doesn't matter what your second spell is.

Relics

Strong Arm - 40% Str
Archers Eye - 40% Dex
The Calling of Titus - 20% Dex, 20% Str
Dawdle - Negative 40% enemy Agi
The Calling of Cara - 20% Dex, 20% Str, 10% Mez, 15% Damage, 15% Defense
Dexterous Hoist - 60% Dex
*Denial of the Believer - 20% Dex, 20% Str, 10% Mez, 15% Damage, 15% Defense, relic damage
*Melee's Rage - 80% Dex, 80% Str, 15% Damage, 15% Defense, 10% Mez
*Melee's Undying Rage - 92% Dex, 92% Str, 15% Damage, 15% Defense, 10% Mez, 2% voidance resistance.
*Shirt Ripper - 100% Str
*Devils Deliverance - 80% Str, 80% Dex, Voidance, Annul, Mez, Double Defense, Double Damage..
*
Devil's Deleterious Deliverance - 92% Dex, 92% Str, Double Defense, Voidance, Annulment, 4% Voidance resistance,  2% mesmerization resistance, Doubles damage.

Skills Attacking Accuracy, Attacking Precision, Criticality, Regeneration, Haste, Defensive
Quest items Coif of Refulgence - Quadruples Dexterity for Armsman and Master of Arms classes.
Warrior’s Squire - Only Master Berserkers and Master of Arms are able to get this drop and its effects.
100x boost to Strength, 5x boost to Dexterity and 20% resistance to Voidance and Mesmerization.
Sanction of Serenity - Armsmen and Master of Arms have a 75% chance of a double attack with their single spell or weapon in addition to their normal bonuses
Extra info/advice You can use 2 precise weapons and gain a 4x Dex boost.
At higher levels fighters typically use around 4x more Str than Dex.
Fighters get a damage boost from Fires and Flames.
SoSe fighters can equip a shield and still get 2 attacks (75% of the time) while getting the boosts from Coif of Refulgence at the same time; giving them 4x more Dex and 2x more Str.
The Master armsman and berserker classes require 75% of your total stats being in Str and Dex.
Non Innate Resists 20% resistance to Voidance and Mesmerization from Warrior’s Squire.
Innate Resists The Armsman class now receives an additional 10% resistance to voidance.
The Master of Arms class now receives an additional 20% resistance to voidance.
The Berserker class now receives an additional 5% resistance to voidance.
The Master Berserker class now receives an additional 10% resistance to voidance.
The Armsman class now receives an additional 10% resistance to mesmerization.
The Master of Arms class now receives an additional 20% resistance to mesmerization.
The Berserker class now receives an additional 5% resistance to mesmerization.
The Master Berserker class now receives an additional 10% resistance to mesmerization.

 

Casters
Damage stat Ntl
Accuracy stat Cnc
Equipment

Enlightened Everbearing base items up to Protectant Prevailation gives 20% Ntl boost per piece.
Demonic to Shadow base items gives 44% Ntl boost per piece.
Major damage spell doubles your Cast, which doubles your damage.
Accurate spells double Cnc.
Heal spell lets you heal.
Light weapon cuts delay time in half.

Relics

Merlin's Insight - 40% Ntl
Mental Focus - 40% Cnc
Mind Pierce - Negative 40% enemy Cnt
The Calling of Titus - 20% Cnc, 20% Ntl
The Calling of Cara - 20% Cnc, 20% Ntl, 10% Mez, 15% Damage, 15% Defense
Stream of Conscious - 60% Cnc
*Denial of the Believer - 20% Cnc, 20% Ntl, 10% Mez, 15% Damage, 15% Defense.
*Caster's Revenge - 80% Cnc, 80% Ntl, 15% Damage, 15% Defense, 10% Mez
*Caster's Eternal Revenge - 92% Cnc, 92% Ntl, 15% Damage, 15% Defense, 10% Mez, 2% voidance resistance.
*Brain Swell - 100% Str
*Devils Deliverance - 80% Ntl, 80% Cnc, Voidance, Annul, Mez, Double Defense, Double Damage, relic damage.
*
Devil's Deleterious Deliverance - 92% Cnc, 92% Ntl, Double Defense, Voidance, Annulment, 4% Voidance resistance,  2% mesmerization resistance, Doubles damage.

Skills Casting Accuracy, Casting Precision, Criticality, Regeneration, Haste, Defensive
Quest items Cloak of Debilitation - Quadruples Cnc for Magician and Master Magician classes.
Caster’s Familiar - Only Master Magicians and Master Wizards are able to get this drop and its effects.
50x boost to Intelligence, 3x boost to Concentration and 10% resistance to Voidance and Mesmerization.
Sanction of Serenity - Magicians and Master Magicians have a 75% chance of a double attack with their single spell or weapon in addition to their normal bonuses
Extra info/advice You can use 2 accurate spells and gain a 4x Cnc boost.
At higher levels casters typically use around 4x more Ntl than Cnc.
Casters get a damage boost from Lightnings and Storms.
SoSe casters can equip a heal spell and still get 2 damage casts (75% of the time) while getting the boosts from at the same time; giving them 4x more Cnc and 2x more Ntl. Note that you CANNOT get 2 damage casts and a heal at the same time.
The Master Magician and Wizard classes require 75% of your total stats being in Ntl and Cnc.
A caster can also equip a bow/arrow and gain the 5x Cnc boost from being an Archer, but this is generally not needed and causes extra delay.
Casters are like fighters in many ways; the main differences being fighters get additional accuracy and damage from quest items and more resists, but Casters gain the ability to heal and survive death sometimes.
Non Innate Resists 10% resistance to Voidance and Mesmerization from Caster’s Familiar
Innate Resists The Magician class now receives an additional 5% resistance to voidance.
The Master Magician class now receives an additional 10% resistance to voidance.
The Wizard class now receives an additional 3% resistance to voidance.
The Master Wizard class now receives an additional 5% resistance to voidance.
The Magician class now receives an additional 5% resistance to mesmerization.
The Master Magician class now receives an additional 10% resistance to mesmerization.
The Wizard class now receives an additional 3% resistance to mesmerization.
The Master Wizard class now receives an additional 5% resistance to mesmerization.

 

Archers 
Damage stat Cnc
Accuracy stat Dex
Equipment No Armor gives boosts to archers. Bows affect damage, while arrows affect fighting delay.
1 Rapid and Accurate spell, or 2 Accurate spells if you need more damage (good when fighting beasts) if you have Archers Aide, or no spells without it.
If you have Attackers Balance you can equip a heal spell and still get the 100x Cnc theurgist boost.
Relics

Archer's Eye - 40% Dex
Mental Focus - 40% Cnc
Dawdle - Negative 40% enemy Agi
The Calling of Titus - 20% Cnc, 20% Dex
The Calling of Cara - 20% Cnc, 20% Dex, 10% Mez, 15% Damage, 15% Defense
Stream of Conscious - 60% Cnc
*Denial of the Believer - 20% Cnc, 20% Dex, 10% Mez, 15% Damage, 15% Defense.
*Caster's Revenge - 80% Cnc, 20% Dex, 15% Damage, 15% Defense, 10% Mez
*Caster's Eternal Revenge - 92% Cnc, 20% Dex, 15% Damage, 15% Defense, 10% Mez, 2% voidance resistance.
*Melee's Rage - 80% Dex, 20% Cnc, 20% Damage, 15% Defense, 10% Mez
*Melee's Undying Rage - 92% Dex, 20% Cnc, 20% Damage, 15% Defense, 10% Mez, 2% voidance resistance.
*Devils Deliverance - 80% Dex, 80% Cnc, Voidance, Annul, Mez, Double Defense, Double Damage, relic damage.
*
Devil's Deleterious Deliverance - 92% Cnc, 92% Dex, Double Defense, Voidance, Annulment, 4% Voidance resistance,  2% mesmerization resistance, Doubles damage.

Skills Attacking Accuracy, Attacking Precision, Casting Accuracy, Criticality, Regeneration, Haste, Defensive
Quest items Archer’s Pouch of Secrecy - Gives archers a 75% of having 2 attacks, and also doubles the speed of chanting and crafting
Archer’s Aide - Only Master Bowmen and Grandmaster Bowmen are able to get this drop and its effects.
500x boost to Concentration and 10% resistance to Voidance and Mesmerization. Also increases your chances of attacking twice to 90% as opposed to 75% with the Archer's Pouch.
Sanction of Serenity - The haste improvement for arrows better than Divine Transcension will be greatly increased. A dodge ability that is as effective as having two shields equipped but only works against melee attacks.
Extra info/advice • Archers gain a natural 5x Dex and Cnc boost, but pay for it with additional attacking delay that no other class gets.
• By using a better arrow they can reduce the delay.
• A better bow increases damage.
• You will most likely NEVER want to level as an archer because of the extra delay (use the vamp method above).
• Archers can use no spells to become an Archer Theurgist and gain an addition 100x Cnc boost from it.
• If you get Archers Aide you gain a 500x boost from having at least one spell equipped (using accurate spells boost it even more).
• At higher levels archers typically use around 4x more Cnc than Dex.
• Archers get a damage boost from Fires and Flames.
Non Innate Resists 10% resistance to Voidance and Mesmerization when at least one spell is equipped from Archer's Aide.
Grandmaster Bowmen get an additional 10% mez and void resistance from Sanction of Serenity.
Innate Resists The Master Bowman class now receives an additional 10% resistance to voidance.
The Grandmaster Bowman class now receives an additional 20% resistance to voidance.

 

Monks 
Damage stat Cnt
Accuracy stat Agi
Equipment Reivived Organismal - 50% Agi
Clarified Creation - 50% Cnt
Crystal/Shadow armor - 25% Cnt, 25% Agi
Spirit Bind - 50% Agi
Eternal Yearning - 50% Cnt
Rapid spell to reduce delay in half.
NO weapons or shields.
Relics Cat's Feet - 40% Agi
Impediment - 40% Cnt
Dawdle -  Negative 40% enemy Agi.
Filched Feet - Increases your agility by 20% and decreases your enemy's agility by that amount.
The Calling of Titus - 20% Cnt, 20% Agi
The Calling of Cara - 20% Cnt, 20% Agi, 10% Mez, 15% Damage, 15% Defense

*Denial of the Believer - 20% Cnt, 20% Agi, 10% Mez, 15% Damage, 15% Defense.
*Devils Deliverance - 80% Agi, 80% Cnt, Voidance, Annul, Mez, Double Defense, Double Damage, relic damage.
*
Devil's Deleterious Deliverance - 92% Cnt, 92% Agi, Double Defense, Voidance, Annulment, 4% Voidance resistance,  2% mesmerization resistance, Doubles damage.
Skills Attacking Accuracy, Attacking Precision, Criticality, Regeneration, Haste, Defensive, Monk Discipline
Quest items Fists of Flames - Upgrades your fists to a weapon 30 items higher than your current Monk Discipline skill (to a max of 70 MD).
Sanction of Serenity - Master of Fists characters receive a dodge ability that is as effective as having two shields equipped but only works against melee attacks.
Extra info/advice • Monks damage depends on their Monk Discipline skill instead of a weapon. This means you have to do lots of skilling (which can be hard without upgrades) instead of simply upgrading your items.
• They also lack the ability to equip anything in their hand slots, which leaves them with 2 relics less than most classes.
• Monks are the only class to be able to get both accuracy and damage boosts from armor, with Crystal and Shadow items giving both at once.
• Monks get a damage boost from Fires and Flames.
Non Innate Resists Masters of Fists receive an additional 10% mesmerization and void resistance from Sanction of Serenity.
Innate Resists The Master of Fists class now receives an additional 5% resistance to mesmerization.

 

Vampires  
Damage stat Dur
Accuracy stat None
Equipment Regular Durability armor - 15% Dur
Enlightened Everbearing base items up to Protectant Prevailation gives 21% Dur boost per armor piece.
Enlightened Everbearing base items up to Protectant Prevailation gives 5% Dur boost per spell/weapon piece.
Demonic to Shadow based items give 45% Dur per armor piece.
Demonic to Crystal based items give 26% Dur per spell/weapon piece.
Dur Shadow shield - 130% Dur
Shadow weapons/spells - 100% Dur per piece.
Durability Imbued Perfection shields - 130% Dur
Durability Imbued Perfection
bow/arrow - 100% Dur
Body Singe Durability - 100% Dur
Double Axe of Durability - 100% Dur
Relics Touch of the Damned - Lowers enemy health by 40% OR by 40% of your durability, whichever is lower.
*Blood Pinch - Steals health from your enemy in the amount of 20% of your durability.
*Calling of Lestat - Steals health from your enemy in the amount of 10% of your durability.
*Blood Bath - Lowers enemy health by 60% OR by 60% of your durability, whichever is lower.
*Vampiric Leech - Steals 50% enemy health OR 50% of your durability, whichever is lower.
*Death Spike - Does 1,000,000 unstoppable damage.
*Denial of the Believer - Lowers enemy health by 90% OR by 90% of your durability, whichever is lower.
*Vampire's Scorn - 20% durability boost  + 10 Death Spikes + Double Defense + Confusion + Blood Pinch
*Vampire's Amaranthine Scorn - 25% durability boost + 15 Death Spikes + Double Defense + Confusion + Blood Pinch + 2% voidance resistance
*Devil's Deliverance - Denial of the Believer + 50% boost to all stats + 10 Death Spikes + Double Defense + Voidance + Annulment
*Devil's Deleterious Deliverance - Denial of the Believer + 60% boost to all stats + 20 Death Spikes + Double Defense + Voidance + Annulment + 4% Voidance resistance + 2% mesmerization resistance
*Encephalon Decay - Does 2,000,000 unstoppable damage (only found on surface)
*Vogar's Vice - Does 3,000,000 unstoppable damage (only found on surface)
*Putrefaction - Does 5,000,000 unstoppable damage (speak with Vogar)
Skills Criticality, Regeneration, Haste, Defensive
Quest items Vamp Horns - Increases your durability in battle by 100%.
Fangs of the Bloodletter - Having this item will change a Blood Tyrant into a Bloodletter which prevents the beasts that they attack from having such a strong resistance to relic damage, allowing them to do up to 10 times more damage.
Sanction of Serenity - Bloodletters do an additional 10x damage (100x damage total).
Extra info/advice • Vamps are generally called the "easiest" to make.
• They deal damage based on relic damage, which allows them to advance to harder monsters faster.
• They also use only one stat where where others need to worry about 2 or 3.
• As listed at the top of this page, vamps excel when leveling because they never miss their enemy.
• High level vamps get the most damage from Blood Pinch, Vampire's Scorn, and Devil's Deliverance; while lower vamps do more damage with Denial of the Believer and Death Spike, Encephalon Decay, Vogar's Vice, and Putrefaction... the trick is knowing when to switch relics.
• While vamps look appealing at first, they lack in the area of dueling (at high levels) and killing beasts compared to other classes.
• Vampires need 66.666% of their stats in Dur to become a Blood Tyrant.
• Vampires get a Dur boost from Ice and Shards
• The Vampeyes girlfriend will double your Dur allowing you to deal more relic damage.
Non Innate Resists Bloodletters receive an additional 10% mesmerization and void resistance from Sanction of Serenity.
Innate Resists The Blood Tyrant and Bloodletter class now receives an additional 3% resistance to voidance.

 

Theurgists  
Damage stat Dur
Accuracy stat Cnc
Equipment Demonics and above give and additional 10% chance of a second cast with each pieced (added in a way so that 6 pieces is 60%)
Demonics and above boost casting damage by 70% per piece.
All of the Dur boosting items listed for vamps above can be used for theurgs.
Heal spell that boosts Dur once you have Attackers Balance.
Relics Mental Focus - 40% Cnc
Mind Pierce - Negative 40% enemy Cnt
The Calling of Titus - 20% Cnc, 20% Ntl
The Calling of Cara - 20% Cnc, 20% Ntl, 10% Mez, 15% Damage, 15% Defense
Stream of Conscious - 60% Cnc
*Denial of the Believer - 20% Cnc, 20% Ntl, 10% Mez, 15% Damage, 15% Defense.
*Caster's Revenge - 80% Cnc, 80% Ntl, 15% Damage, 15% Defense, 10% Mez
*Caster's Eternal Revenge - 92% Cnc, 92% Ntl, 15% Damage, 15% Defense, 10% Mez, 2% voidance resistance.
*Devils Deliverance - 80% Dur, 80% Cnc, Voidance, Annul, Mez, Double Defense, Double Damage, relic damage.
*Devil's Deleterious Deliverance - 92% Cnc, 92% Dur, Double Defense, Voidance, Annulment, 4% Voidance resistance, 2% mesmerization resistance, Doubles damage.
*Vampire's Scorn - 20% durability boost + 10 Death Spikes + Double Defense + Confusion + Blood Pinch
*Vampire's Amaranthine Scorn - 25% durability boost + 15 Death Spikes + Double Defense + Confusion + Blood Pinch + 2% voidance resistance.
Theurgal Conquest - Raises Theurgist damage by a factor of 6.25 + Voidance (Not including Confusion). There is NO damage boost beyond using 10 of these relics.
Skills Casting Accuracy, Casting Precision, Criticality, Regeneration, Haste, Defensive
Quest items Vamp Horns - Increases your durability in battle by 100%.
Theurgal Damnation Staff - Raises a Theurgists minimum random casting attack to that of the spell Meteor Swarm.
Attacker’s Balance - Allows Theurgists to equip a single heal spell.
Theurg Orb - Only Theurgal Divinators and Masters of the Arcane are able to get this drop and its effects.
4x damage increase and 10% resistance to Voidance and Mesmerization.
Sanction of Serenity - Theurgal Diviniators get an extra 50% chance of a double cast and 5x damage bonus.
Extra info/advice • Theurgists cast without having any spells equipped.
• Having Attackers Balance allows Theurgists to equip a single Heal Spell.
• Theurgists have a random First/second Cast (shown in /st) that becomes less random with the more TC's you equip.
• 10 TC's gives the maximum cast, which is equal in strength to 99 Monk Discipline skill.
• Each piece of Demonic or higher armor gives a 10% chance of 2 casts (with a maximum of 9 pieces which is 90%).
• Theurgs get a Dur boost from Ice and Shards, and a cast damage boost from Lightings and Storms. It's better to get Ice/Shards because the casting damage increase is the same, but you also get more relics damage and more Dur so you can take more damage.
• The Vampeyes girlfriend will double your Dur allowing you to deal more relic and casting damage.
Non Innate Resists Theurgal Diviniators receive an additional 10% mesmerization and void resistance from Sanction of Serenity.
Theurgal Divinators get a 10% resistance to Voidance and Mesmerization from Theurg Orb.
Innate Resists None