Class Stats and Abilities
Below is a breakdown of all WoR classes and how their battle-oriented benefits change as they gain rank.
Abilities are not perfectly balanced-- we have attempted to balance them as much as possible. Some work best in solo content, while some are designed to be supportive of others in their party.
Abilities are not perfectly balanced-- we have attempted to balance them as much as possible. Some work best in solo content, while some are designed to be supportive of others in their party.
A Reoseans class determines how they contribute in battle, as well as their final statline.
Each class has unique additions to all stats, and an ability, which is separate from Skills.
Each class has unique additions to all stats, and an ability, which is separate from Skills.
AttackerAttackers are known for their ability to hit, and hit hard. These classes are built around dealing damage to others. Their ability to take hits is less than a defender, and they will have next to no utility. Attacker Class List: Soldier, Knight, Bounty Hunter, Beast Tamer, Pit Fighter, Berserker, Royal Drive, Chauffeur, Tactician, Privateer, Theurgist, Warlock, Assassin, Rogue, Shadow Dweller |
DefenderKnown for their ability to draw aggression from targets (enemies), Defenders are able to withstand more damage than the other two classifications. They may have some utility, and commonly rely on defense weapons for extra armour. Defender Class List: Pioneer, Royal Guard, Sentinel, Warden, Spy |
UtilityDefined by their ability to support the other two classifications, these classes contribute either through buffs to stats or direct healing. Some of their abilities will either buff just themselves, or the party as well. Utility Class List: Emissary, Proxy, Diplomat, Ambassador, Adventurer, Peddler, Merchant, Mender, Battle Priest, Warlord, Farmer, Shepherd, Scout, Sailor, Apostle, Sorcerer, Priest, Cleric, Medic, Doctor |
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Messenger [Emissary / Diplomat] |
Emissary: Persuasion [Utility] [On use]
Lowers the guard of one target, causing them to take a -5 penalty to their Armour stat until the end of your next turn. Ability has a one turn cooldown. Proxy: Voice of Reason [Utility] [On use] Attempts to convince one target to stay out of the conflict, inflicting the Sleep status condition for two turns. If the target succeeds on a Magic check with a 15 or higher, they instead take a -2 to their Attack stat for two turns. Ability has a cooldown of three turns. Diplomat: Bag of Tricks [Utility] [Passive]
The Reosean can equip two items into any 1v1 scenario, and up to five items in a dungeon. Ambassador: Encouragement [Utility] [On use] Bolsters the morale of the Reosean’s party, causing them to battle with renewed vigour. All allies gain a +2 to Attack, Magic and Speed for two turns. Ability has a cooldown of three turns. |
Hunter [Soldier / Bounty Hunter] |
Soldier: Calculated Assault [Attacker] [On use]
Gain +3 Attack until the end of the turn. The reosean can make an attack action on the same turn this ability is used. This ability has a cooldown of one turn. Knight: Valiant Fighter [Attacker] [On use] The Knight’s next Melee attack action makes an attack against all targets. The hit and damage is rolled individually. If there is only one target on the field, the Knight gains an extra 4d6 damage on hit until the end of their turn. The Melee attack action can be used on the same turn as this ability. This ability has a cooldown of three turns. Bounty Hunter: Rage [Attacker] [On use]
Adds 3d8 damage to your Reosean’s next successful hit. The Reosean can make an attack action on the same turn this ability is used. The buff will remain active until an attack hits an opponent. Ability can be used once per encounter. Beast Tamer: Bear Trap [Attacker] [On use] The Beast Tamer attacks the opponent with one of their traps. If the trap hits, it deals 3d6 damage and inflicts Bleeding. The Bleeding will last for three turns and deal 1d6 damage per turn. This ability has a cooldown of three turns. |
Traveler [Adventurer / Peddler] |
Adventurer: Spotter [Utility] [On use]
Gain +4 Attack on the turn the ability is used. An Attack action can be used after this ability is used. This ability has a cooldown of one turn. Pioneer: Survival Plan [Defender] [Passive] If any damage would knock out the Pioneer, this ability activates. Instead of being knocked out, the Reosean will survive, become immune to damage until their turn, and immediately restore 30HP. On their next turn, their Attack increased by +2. This ability can only activate once per encounter. Peddlar: Inspiring Speech [Utility] [On use]
Encourages a chosen Reosean. The chosen Reosean will gain +3 Attack and 1d6 bonus damage until the start of your next turn. This ability has a cooldown of two turns. Merchant: Many Wares [Utility] Passive and On Use] The Reosean can equip two items into any 1v1 scenario, and up to five items in a dungeon. Once per battle, they can throw a random looking vial. On a hit, the vial will apply one of the following effects; Bleed (1d6), Poison (until cured) or paralysis for three turns. |
Thrall [Mender / Pit Fighter] |
Mender: Leeching Strikes [Utility] [Passive]
If the mender hits with any Attack action, they also heal themselves for 1d4 + 2 health. Battle Priest: Holy Ring [Utility] [On use] All targets in the battle are automatically hit for 2d10+5 Magic damage, and all allies are healed for 1d10+5. This ability has a cooldown of two turns. Pit Fighter: Recklessness [Attacker] [On use]
The pit fighter attacks with reckless abandon, gaining +2 Attack and 1d6 extra damage in exchange for -8 armour until the start of their next turn. This ability can be used on the same turn as a Melee attack action. Berserker: Wounding Blow [Attacker] [On use] Attacks ferociously, granting +4 Attack until the end of the turn and striking one target. On a hit, the target will be affected by the Bleed status, dealing 1d6 for three turns. This ability has a two turn cooldown. |
Guard [Royal Guard / Sentinel] |
Royal Guard: Shield Bash [Defender] [On use]
Attacks the opponent with their equipped weapon. This ability allows a Reosean equipped with a defence weapon to deal an extra 1d10 damage when making an attack. Warlord: Battlecry [Utility] [On use] The warlord roars with intimidating power. All targets must make a Speed check. If the foe rolls lower than a 15, they become paralyzed for two turns and knocked prone. If they roll higher the target is only knocked prone. Ability has a cooldown of three turns. Sentinel: Shielding Presence [Defender] [On use]
The sentinel can choose a Reosean. The first ability or attack that hits the chosen Reosean before your next turn is redirected to the Sentinel. The Sentinel will take the full damage and any effects from the hit as if they were the original target. Warden: Shieldwall [Defender] [On use] Gives up their weapon (The warden will lose the armour granted by defence weapons ) to grant all allies +3 armour. While in this state, the Warden’s attacks deal damage as if it were a defensive weapon. The weapon returns after the battle, or when the ability is cancelled. |
Hauler [Royal Drive / Farmer] |
Royal Drive: Sheer Power [Attacker] [On use]
When using this skill on an Attack action to make a melee attack, the reosean attacks that target twice. This ability has a cooldown of one turn. Chauffeur: Sweeping Strike [Attacker] [On use] Makes a melee attack action against the target. On a hit, the target must roll 15 or above on a Speed check, or be knocked prone. Ability has a cooldown of one turn. Farmer: Tending [Utility] [On use]
This ability heals the chosen Reosean for 1d10+5 health. Shepherd: Strength in Numbers [Utility] [Passive] Passively grants themselves and all allies +2 armour, +1 Attack, +1 Magic, and 1d4 extra damage on attacks. |
Escort [Scout / Sailor] |
Scout: Light Footwork [Utility] [Passive]
The Reosean is immune to the Prone status effect and they gain +2 armour. Tactician: Called Shot [Attacker] [On use] Choose one target. For the next two turns, the Reosean’s attack is increased by +3, and damage dealt increases by 1d8 when attacking their chosen target. The Reosean can make an Attack action on the same turn as this ability. This ability has a cooldown of two turns. Sailor: Ocean Brew [Utility] [On use]
The chosen Reosean drinks a potent brew, curing one of the following status conditions: Sleep, Paralysis, Poison, or Deadly Venom. If the chosen Reosean has multiple status conditions, you choose which one is cured. Ability has a cooldown of one turn. Privateer: Cunning blade [Attacker] [On use] When the privateer successfully makes an attack, the privateer does an additional 2d10 damage. Ability has a cool down of two turns. |
Scholar [Theurgist / Apostle] |
Theurgist: Homing Bolts [Attacker] [On use]
Four bolts of energy are unleashed, dealing 1d6+3 damage each. These bolts automatically hit, and can be divided amongst multiple targets. This ability has a cooldown of two turns. Warlock: Volley [Attacker] [On use] The warlock can choose to focus all targets or just one. The bolts grant +3 Attack for one turn. On hit, if focusing all targets, they will take 2d10+5 each. If choosing one target, on hit the target will take 6d8+5. This ability has a cooldown of three turns. Apostle: Word of Sleep [Utility] [On use]
The Reosean chooses up to three targets. These targets must pass a Magic Check with a roll of 15 or higher. If they fail, they fall asleep for two turns. If they succeed, they suffer -2 Attack for one turn. Ability has a cooldown of three turns. Sorcerer: Disabling Bolt [Utility] [On use] One chosen target will take a Magic check. If they roll under 18, they will be paralyzed and have -3 armour for two turns. If they roll 18 or above, they take a penalty of -2 armour for one turn. |
Healer [Priest / Medic] |
Priest: Powerful Rite [Utility] [On use]
Heals all allies for 2d10+5 each. Ability has a cooldown of one turn. Cleric: Divine Sanctuary [Utility] [On use] Protects the reosean or an ally from all damage, status effects, and other harmful afflictions until the start of your next turn. This ability can be used once per encounter. The reos using this ability cannot attack on the same turn. Medic: Restorative Tincture [Utility] [On use]
Cures the chosen Reosean of one of these status effects: Sleep, Paralysis, Poison, Deadly Venom or Broken Bones. If the Reosean has multiple conditions applied to them, the medic must choose one to cure. Doctor: Miracle Cure-all [Utility] [On use] Heals the chosen Reosean, curing them of all status conditions and restores 6d10+10 health. This ability can be used once per encounter. |
Thief [Spy / Rogue] |
Spy: Keen Sense [Defender] [Passive]
After the spy hits any melee attack, they gain +6 armour for two turns. This ability does not stack. Assassin: Deadly Intent [Attacker] [On use] The assassin dips their weapon in deadly poison, allowing their next melee attack that hits their foe to confer the Deadly Venom status effect. The initial damage of the hit will also increase by 4d6. Ability can’t be used on the same turn as an attack action. Rogue: Sinister Shank [Attacker] [Passive]
The Rogue’s attacks always deal an extra 2d4 damage and apply the poison status condition. Shadow Dweller: Ephemeral Blade [Attacker] [On use] Fades into the shadows. The Reosean takes a turn to plan their next attack becoming invulnerable to status effects while attacks on them have a 50% chance to miss. The next turn they have a +5 to their attack roll, +3d6 to their damage and apply the Deadly Venom status effect. |
WIP [WIP / WIP] |
WIP
WIP
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