Archaion Class List
Archaion Classes List

 

Class Quick List
Anti-PaladinAssassinChanneler
ClericElemenalistMonk
NecromancerPaladinRanger
SummonerThiefWarrior

 

Anti-Paladin

Little is known about the origin of the Anti-Paladins.  However, it is clear that they come (in force) into the world shortly after the rise of the Paladins.   It is rumored that these warriors of chaos and evil were traitor paladins, children trained by demons, or possibly even demons themselves.

There have been those who have claimed to learn the secrets of these "anti-paladins", but this is all most would reveal: It is said the Guild of Legion (which is claimed to be the true name of the Anti-Paladin's guild) is similar to that of the monks.  Young men and woman of all races come to the guilds in hope of learning to better themselves and harming the world.  Through years of training, the Legionaires learned to embrace the ways of chaos and evil.  It is this mindframe that allows them to unleash thgeir dangerous magics upon Archaion.  There are stories that tell of those who have left the guild to lead more peacful lives, and found themselves unable to use their former magics, their powerful skills, and even unable to walk or speak.

It is unknown if these stories are true or false, however, one thing is clear: These mage-warriros want nothing more than the destruction of all that doesn't belong to them and their guild.

Comments / Suggestions

The Anti-Paladin is the evil brother of the Paladin.  Their skills are identical, and their spells vary only between whether they call upon their powers to heal and protect or hurt and maim.

 

Assassin

The assassin is a sinister being; a plague upon society.  They live o steal, kill and maim, and cannot rest until their contracts are complete.  Very ittle is known about the Assassin's guild except that it does everything within it's ower to fulfill a contract that it receives.  Assassins lurk in the shadows, and heir hands are never far from their daggers.  Despite or perhaps because of their outward coolness and calmness in battle, they are a formidable foe.

Comments / Suggestions

The Assassin is akin to the thief.  He has about the same strength and attack prowess, but loses some of the thieve's skills such as picking locks and stealing.  However, in turn, the assassin gains considerable magical abilities for a primarily fighting-oriented class, mostly dealing with detection and concealment.

 

Channeler

Channelers are the local spongest, not a very outstanding title but one which they bare with much pride.  These select few have been chosen by the gods to absorb the excess powers of the world and redirect them for their use at their discretion.   It has been said that a channeler can stand face to face with a dragon and absorb his fireballs as if they were not there, and then to shoot them back at the dragon with even more power than they were originally formed.

Comments / Suggestions

Like all magic-oriented classes, the Channeler is highly difficult to use at the beginning of the game, although a high-level Channeler is a force to be reckoned with.  The Channeler, like Elementalists, Necromancers and Summoners, are not recommended for the novice player.

 

Cleric

Clerics are the most defensively oriented of all the classes.  Most of their spells focus on healing or defending the faithful, with their few combat spells being far less powerful than those of mages.  However, clerics are the best class by far at healing magics, and they posess an impressive array of protective magics, as well as fair combat prowess.

Comments / Suggestions

A cleric is a hard character class to play by oneself.  As stated in he description, their primary focus is healing and protection--both of which are of ittle good if you cannot kill any monsters to gain those spells.

 

Elementalist

The elementalist seeks to harness and control the powerful forces of earth, air, fire and water.  While lacking the sheer raw magical power of the channeler, and the armies of servants of the necromancer, the elementalist can tailor his powers to exploit the specific weaknesses of the creatures of Archaion.  The elementalist is the caller of earthquakes and the summoner of tidal waves.  Truly adept elementalists can call upon creatures from the elemental planes to serve them.

Comments / Suggestions

The elementalist, like all the other magic-based classes, is difficult to play from the start but becomes a powerful force later on in the game.  They have the most broad-ranged magical abilities of any of the classes

 

Monk

Monks are martial artists dedicated to the understanding of the body and the perfection of it into total control.  Monks are adept at unarmed combat and lose much of their skill when using weapons.

A monk who fights hand to hand can get up to fourth attack, but lose the ability to hit with third and fourth attacks when using weapons.  All monks are lawful due to their strict regime of meditation and martial arts practice.  They can be either good or neutral.

Comments / Suggestions

The monk's raw attack power is hardly an impressive statistic to compare for much of the early part of a monk's life; however, their ability to strike multiple times makes them comparable to the warrior.  Their magical abilities are limited and more directed towards self-help and healing than outward attack and protection.

 

Necromancer

Wielders of black magic, they study the darkest and most hated of all the magical arts, that of giving life to something without any.  In other words, raising the dead.  it is said once a necromancer reaches a certain level of efficiency with his spell weaving the dead themselves will heed his call.

Comments / Suggestions

The necromancer is a difficult character class to play from the start.   However, his ability to raise followers makes him a considerable foe.  Beware, however, for followers count as group members, and groups with too many members will start depleting the experience gained from battles.

 

Paladin

These warriors have chosen the path of virtue and chivalry above all others.  This dedication to their case grants them priest-like spells and healing powers.  They are also formidable fighters, always questing to stamp out evil.   Paladins must stay good in order to cast their spells.  THose who forsake goddness are frowned upon.  Paladins are expected to be truthful, chivalrous, humble, merciful, kind, bold, and noble of spirit.  Paladins must be lawful and good.

Comments / Suggestions

The paladin is a very powerful cleric-warrior mix.  They have strength and fighting abilities near those of the warrior, along with healing and protective powers rivaling that of the cleric.  The paladin is a great class to become and fairly easy to maintain.

 

Ranger

Outdoorsmen, hunters, masters of woodcraft, Rangers are the guardians of the forests.  in addition to having excellent fighting skills, they are also wielders of some powerful magic.  Some Rangers have been known to call large bears, lions, wolves and falcons to their aid, fashion mystrical staves, and be able to camouflage beyond detection.  Their ability to ambush oppenents makes them deadly foes.

Comments / Suggestions

The ranger is similar to a thief with perhaps slightly better attacking abilities and better magic, but less the thieve's stealing and lying talents.  They are a marginal class, and are not (necessarily) recommended from beginners.

 

Summoner

Summoners are a cross-breed of all the magic users and in fact, must be.   They have the unique ability to call upon hideous and ultra-powerful beasts from another realm to attack their foes.  Such a power must join all the magics of all the other magic classes: the raising and summoning power of the Necromancer, the sheer magical energy of the Channeler, the controling powers of the Elementalist, and finally the firmness of mind that only they themselves possess.

Comments / Suggestions

The Summoner is a diffuclt class to play until much higher levels when he learns his powerful summon abilities, which have the capabilites to kill lesser foes in one swipe.  The Summoner knows a good deal of the same spells that all the other magic classes do, but he learns them at much higher levels and with greater difficulty than other classes.

 

Thief

Thieves are a marginal class.  They do few things better than any other class, but have a very wide range of skills available.  Thieves are specialists at thievery and covert actions, being capable of entering areas undetected where more powerful adventurers would fear to tread.  They are better fighters than clerics, but lack the wide weapon selection of warriors.

Comments / Suggestions

Thieves are a less-powerful form of a warrior.  They have more intricate (and hard to use) options available to them, but they can most likely be used by even the most novice player without too much difficulty.  A thief is a valuable asset to any group.

 

Warrior

Warriors live for combat and the thrill of battle.  They are the best fighters of all the classes, but lack the subtle skills of thieves and the magical talents of mages and priests.  Warriors are best for those who don't mind taking the direct approach, even when another method might be called for.

Comments / Suggestions

The warriors are versatile warriors who gain hitpoints and attack power with amazing speed.  They are the simplest character to play, and are always good to have in a group with you.  The warrior is recommended for the beginning character who hasn't yet learned the intricacies of the game.