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Due to the large amount of playable classes in the game and the detail it entails, it is more practical to list the classes and the paradigms they embody right here.

(Also, always in construction.)

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    Free Classes 

Archer

Primary Weapons: Bows, Crossbows, Slings, Blunderbusses
Secondary Weapons: Brawling
Foreign Weapons: Throwing Weapons

An expert of most major ranged weapons who can also disarm traps and heal. A staple despite being a free class, they are typically fast and hits hard, but can't take a melee or magic hit.

Tropes:

  • Combat Medic: With the First Aid skill.
  • Critical Hit Class: For ranged attackers. It's not uncommon for well-built Archers to break 300 in attack rolls by mid-game.
  • The Gunslinger: With muskets.
  • Hand Cannon/BFG: There's one in-game named Bombaah Cannon. It's generally thought to be rather worthless since it takes out one of the Archer's main advantage (initiative), consumes a lot of supplies, and not as damaging as it could be.
  • Paper Ram: With their fragility and large damage coupled with high initiative rolls, they are more in line to the Raider type. As such, they are usually kept in the back position away from melee.

Barbarian

Primary Weapons: Axes, Throwing Weapons
Secondary Weapons: Swords, Maces, Brawling
Foreign Weapons: Spears

A brawny expert of close combat who can either protect the party or dish out damage through various means. They can be played in a surprisingly diverse role, from tanking to dealing ranged damage.

Tropes:

  • The Berserker: The skill Raging Boar is the embodiment of this, since it gives the extra attack turns when used. Even if the character's build isn't centered on this skill, it is still advised to take at least one level.
  • Lightning Bruiser: The offensive builds can be a mix of this and Paper Ram for their (relative) fragility.
  • Stone Wall: Defensive barbarians tend to be this, mixed with some debuffing options.
  • Spin Attack: The Roundhouse skill. Builds centered around this skill function as melee AOE damage dealers.

Mage

Primary Weapons: -
Secondary Weapons: Staffs
Foreign Weapons: Brawling

A magic user with small life point pool who can either deal damage or support the party. They can specialize in fire, ice, or supportive magic.

Tropes:

  • Damage Over Time: Fire mage builds mixes this a little into their style (fire spells deal damage over time), though they do a lot of damage on their own.
  • Fire, Ice, Lightning: The primary damage system; Interestingly, the 'lightning' part often ends up being the bread-and-butter in damage-dealing of most mages due to them not consuming any consumable item (fire needs sulfur to cast, while ice needs ice crystals), thus making it cheaper to cast especially in the lower levels.
  • Magic Wand: Wielded with two hands, apparently for game balance.
  • Status Buff: What a support mage will do, when s/he isn't busy raining thunders on the enemy.
  • Status Effects: Also a support mage's job, if s/he chooses to do it with various offensive scrolls. Ice-build mages also deal various penalties to the enemy while doing smaller damage than fire-build mages.

    Premium Classes 

Alchemist

Primary Weapons: -
Secondary Weapons: Brawling, Staffs
Foreign Weapons: -

carries the Mad Scientist archaetype; The class has the greatest potential for healing, but can also deal damage via Stuff Blowing Up.

Bard

Primary Weapons: -
Secondary Weapons: Rapiers, Maces, Swords, Brawling, Crossbows
Foreign Weapons: Blunderbusses, Throwing Weapons

A wandering musician in search of tales and adventure, they are magicians who supports his party or undermine his enemies through song.

Tropes:

Drifter

Primary Weapons: Duel Pistols
Secondary Weapons: Rapiers, Brawling
Foreign Weapons: -

An adventuring swashbuckler who either wants to bring good name to one's family, or distance him/herself from it. Formidable duelists who uses guns or rapiers to inflict damage to their enemies.

Tropes:

  • Flynning: Not really apparent, but considering the amount of movement skills in the Drifter's arsenal they must be prancing around. More apparent if they use the Fencing skills as a means to defend themselves (i.e. turning it into a defensive skill).
  • Master Swordsman: One of the Prestige Class turns the Drifter into a rapier-wielding one.
  • Pirate: One possible prestige class, although the associated skills are there in the basic class and the prestige class merely strengthens them.
  • Royal Rapier: Interestingly, not the Drifter's Primary weapon skill.
  • Royals Who Actually Do Something: Another possible prestige choice.
  • Swashbuckler
  • Sword and Gun: The guns are either wielded in the Drifter's off hand, or hidden in their clothes.

Gladiator

Primary Weapons: Nets, Brawling
Secondary Weapons: Almost all melee weapons except class-specific ones
Foreign Weapons: Throwing Weapons

An unparallelled warrior and user of all weapons, although they can punch things well too.

Tropes:

Hunter

Primary Weapons: Bows, Knives, Spears
Secondary Weapons: Throwing Weapons, Nets, Brawling
Foreign Weapons: -

The woodsman archaetype with both melee and ranged capability, but can also support the party with poisons.

Tropes:

Juggler

Primary Weapons: -
Secondary Weapons: Brawling, Staffs
Foreign Weapons: -

Fighting clowns who can throw a knife at their enemies or cut their throat.

Knight

Primary Weapons: Swords, Maces, Spears
Secondary Weapons: Axes, Crossbows, Brawling
Foreign Weapons: -

The martial commanders of Ezantoh, these brave men and women exemplify warriors who lead from the front line, clad in heavy armor and using their force of personality to rouse their comrades or unnerve their enemies.

Tropes:

Paladin

Primary Weapons: Swords, Maces
Secondary Weapons: Crossbows, Spears
Foreign Weapons: Brawling

The more religious variation of Knights, masters of the shield and generally being hard to kill. It is one of the more popular premium class.

Tropes:

  • Barrier Warrior: Some of their Spheres, though not quite a Beehive Barrier, adds armor bonus to team-mates.
  • Combat Medic: Paladins get one healing spell (shared with Priests), although they are considered secondary healers at best.
  • Luckily, My Shield Will Protect Me: One of their Primary defense skill.
  • Magic Knight: The defensive variant, since their 'Spheres' skill group can buff out fellow party members.
  • Stone Wall: The turtling incarnate of this game, especially when melee defense is considered. They can even elect to not carry weapons to maximize defense/buffing options.

Priest

Primary Weapons: -
Secondary Weapons: Brawling, Staffs
Foreign Weapons: -

Religious devotees belonging to the church, and surprisingly versatile.

Scholar

Primary Weapons: -
Secondary Weapons: Brawling, Staffs
Foreign Weapons: -

A more watered down version of Badass Bookworm and Adventurer Archaeologist, this class supports the party through lectures.

Shaman

Primary Weapons: Claws, Blowpipes
Secondary Weapons: Knives
Foreign Weapons: -

Nature-based warriors with great versatility on their roles. They could be melee attackers, ranged attackers, or mages with buffing and damage dealing spells.

Tropes:

  • Combat Medic: Shamans have some healing magic.
  • Druid
  • Gaia's Vengeance: They are usually viewed as Gaia's Avengers.
  • Status Buff: Their buffs divided into three main designations: Bear shamans buff physical strength, Eagle shamans buff awareness and celerity, and Snake shamans buff intelligence.
  • Summon Magic
    • The Minion Master: Some summoning shamans prefer summoning lots of weaker creatures.

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