Ember Online enjoys a variety of racial and class combinations to suite a persons taste and preferred playing style. The following base classes are available.
NOTE: Class specifics are currently changing and the information will be added and updated as abilities and features are finalized
Fighter
Tasked primarily with dealing damage via weapons, the Fighter classes rely heavily on Strength to overwhelm their opponents.
Barbarian
Attack Increments At Levels: 3, 10, 25
Needed EXP to Level 25: 300mil
Can wield swords, axes, blunts, fists, daggers, two handed weapons, and staves
Can wear medium, light, cloth, shields, and helmets
-10% MR Bonus
5% less dodge rate
8% more overall HP
Gain RAGE after 2 successful attacks. Rage dealing 40% increased damage. Rage will be reset if you miss, move, or land three successful rage attacks.
Knight
Attack Increments At Levels: 3, 10, 25
Needed EXP to Level 25: 300mil
Can wield swords, axes, daggers, blunts, fists, two handed weapons, and staves
Can wear heavy, medium, light, cloth, shields, and helmets
Can TAUNT. Charisma based skill. The more charisma you have, the better distraction your taunt will be. Taunt also grants a damage reduction based on Charisma.
SHIELD BASH skill. When your shield deflects, deal 50% of your damage to the attacker.
4% Increased Hit Rate
4% more overall HP
Monk
Attack Increments At Levels: 4, 13, 25
Needed EXP to Level 25: 350mil
Can wield staves, can dual wield (gaining an extra attack)
Can wear light and cloth
7.5% more dodge rate
10% MR Bonus
Immunity to poison (75% duration reduction)
Can roundhouse. After 2 successful hits, roundhouse will take into effect next attack and will deals 2.0x. Missing or moving restarts the count.
Can use /meditate. Healing spell based on intelligence. Similar to food.
+1 armor per level
+6 (level 1) to +14 (level 25) attack modifier. +1 per 3 levels.
Paladin
Attack Increments At Levels: 3, 10, 25
Needed EXP to Level 25: 300mil
Can wield swords, axes, blunts, staves, and daggers
Can wear heavy, medium, light, cloth, shields, and helmets
6% MR Bonus
Can /PROTECT. /protect reduces your MR by 10%. You can protect a target from all incoming damage.
16% Blunt Damage Bonus. (Will be on par or little better than sword at level 15 decked item and should be better then swords at level 20 in any case.)
Spells: Cure, Heal, Remedy, Sight, Aegis
Can use /scribe - Bless
Ranger
Attack Increments At Levels: 2, 8, 25
Needed EXP to Level 25: 300mil
Can wield swords, axes, blunts, fists, staves, daggers, and bows
Can wear medium, light, cloth, shields, and helmets
Can use /track. /track gets more useful as you level up and can become a very handy tracking tool.
Can have a /pet. Pets need to be /capture'd first.
Ranger Pets will automatically attack the target you are attacking.
5% MR Bonus
Rogue
Although less heavily armored than their fighter cousins, the Rogues use their Agility and stealth abilities to avoid damage and deliver wicked surprise attacks dealing amazing damage.
Assassin
Attack Increments At Levels: 1, 9, 25
Needed EXP to Level 25: 350mil
Can wield daggers and swords, can dual wield (gaining a 10% damage bonus)
Can wear medium, light, cloth, shields, and helmets
-7.5% MR Bonus
Can autosneak (/autosneak), can hide (/hide). Being found or backstabbing someone means you need to move squares to rehide. (Autosneak/Hide work well together).
Can use /track. /track gets more useful as you level up and can become a very handy tracking tool.
Equipping a dagger allows you to backstab for 4x more damage. You must equip DAGGER(s) to backstab.
In order to backstab again, you will need to move off the square you are on and back again. Then hide, then attack.
Bard
Attack Increments At Levels: 3, 10, 25
Needed EXP to Level 25: 325mil
Can wield instruments, swords, axes, blunts, fists, daggers, and staves
Can wear medium, light, cloth, and light helmets
Can use /song - Has four different songs. Song power is based on instrument.
Spells: Cure, Shell
25% less mana
8% MR Bonus
Thief
Mage
No RPG is complete without an arcane caster. Mages use their Intelligence to power a variety of spells.
Necromancer
Attack Increments At Levels: 4, 14, 25
Needed EXP to Level 25: 350mil
Can wield staves, wands, and daggers
Can wear cloth and light helmets
12.5% MR Bonus
10% more mana
+1 armor per 6 levels.
Spells: Beam, Stoneskin, Rot, Undead, Leech, Blind, Wither
Sorceror
Healer
Using a mix of martial ability and divine power, the Healers are a versatile class that can deal damage via spell or weapon as well as keep an entire party alive and fighting.
Cleric
Attack Increments At Levels: 4, 13, 25
Needed EXP to Level 25: 300mil
Can wield blunts, fists, staves, rods
Can wear light, cloth, shields, and helmets
Spells: Ray, Cure, Heal, Aid, Remedy, Aegis
2% MR Bonus
Can use /scribe - Soulbind and Bless
Druid
Attack Increments At Levels: 4, 13, 25
Needed EXP to Level 25: 325mil
Can wield blunts. fists, staves, rods
Can wear medium, light, and cloth
4% MR Bonus
4.5% less overall dodge (Gained back on morphing)
Spells: Ray, Cure, Remedy, Haste, Noursh, Faeriefire
Can morph - Cat form at level 10, and Bear form at level 19.
Can ROAR in bear form. Charisma based skill. The more charisma you have, the better distraction your taunt will be. (Half the effects as the TAUNT skill, but no damage reduction).