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WARRIOR


Forged from steel and bred for combat, the warrior is an absolute necessity when a situation turns to violence. The best armour and equipment are reserved for this class and massive damage is the warriors creed.

Warrior Statistics Bonuses (Begins with STR +2)

STRENGTH
Every 3 ST Points = +1-1 DAMAGE

AGILITY
Every 3 ST Points = +1 ACCURACY
Every 5 ST Points = +1 DODGE

CONSTITUTION
Every 4 ST Points = +1 DEFENCE



MAGICIAN


The line of Cazorius shall not be broken until fire and light are no longer called from the heavens. Magicians call upon the arcane knowledge of nature and her elements to twist reality to to their liking.

Magician Statistics Bonuses (Begins with WIS +2)

INTELLIGENCE
Every 3 ST Points = +1-1 DAMAGE

WISDOM
Every 3 ST Points = +1 ACCURACY
AGILITY
Every 4 ST Points = +1 DODGE

CONSTITUTION
Every 5 ST Points = +1 DEFENCE


Magician Spells

Spell Requirement Level Teacher Price

Small Fire
4 str
2 int
2 wis
2 Anundo Master 500g

Small Thunder
4 int
2 wis
2 Anundo Master 500g

Fire Ball
Small Fire
5 str
4 int
4 wis
4 Padu in the Swamp 0

Energy Ball
4 str
10 int
4 wis
15 Padu in the Swamp 0

Boulders
5 str
15 int
6 wis
20 Padu in the Swamp 0

PRIEST


Confession is good for the soul but a priest is better. Essential for party combat the priest is perhaps as devastating as the warrior class though it is through the knowledge of anatomy that they inflict their damage rather than brute force.

Priest Statistics Bonuses (Begins with INT +2)

INTELLIGENCE
Every 3 ST Points = +1-1 DAMAGE

WISDOM
Every 3 ST Points = +1 ACCURACY
AGILITY
Every 4 ST Points = +1 DODGE

CONSTITUTION
Every 5 ST Points = +1 DEFENCE


Priest Spells

Spell Requirement Level Teacher Price

Heal Self
1 int
1 wis
1 Aeven Master 100g

Small Heal
3 int
4 wis
3 Aeven Master 200

Medium Heal
8 int
10 wis
6 Aeven Master 1,000g

Large Heal
12 int
16 wis
10 Anundo Master 3,000g

Group Heal
4 int
12 wis
5 Anundo Master 2,000g

Magic Shield
Heal self
1 str
1 int
1 wis
1 agi
1 con
1 cha
8 Padu in the Swamp 0

ARCHER


A wise saying with archers and bluegrass music. If you hear the twang you're already dead. Capable of amazing ranged combat the Archer is weak when face to face with the enemy but deadly from a distance. The archer relies on various bow and arrow combinations to augment weak damage advancement.

Archer Statistics Bonuses (Begins with AGI +2, can use bows and arrows)

STRENGTH
Every 6 ST Points = +1-1 DAMAGE

AGILITY
Every 4 ST Points = +1 ACCURACY
Every 5 ST Points = +1 DODGE

CONSTITUTION
Every 5 ST Points = +1 DEFENCE



ROGUE


The Rogue is mysterious and overlooked. Perhaps it's better that way. Warriors face their problems head on. Magicians from a distance. Rogues simply slip by. Especially useful in parties where stealth is required and in player versus player combat where it's better when one can't be hit at all.

Rogue Statistics Bonuses (Begins with AGI +2)

STRENGTH
Every 5 ST Points = +1-1 DAMAGE

AGILITY
Every 3 ST Points = +1 ACCURACY
Every 3 ST Points = +1 DODGE

CONSTITUTION
Every 4 ST Points = +1 DEFENCE



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