Post by pantalaimon on Jan 22, 2008 15:32:16 GMT -8
A-Z of abilities and an Overview of Classes
Post 2: Base classes
Fighter (wrr)
Mage (mge)
Rogue (rge)
Post 3: Advanced classes
Pirate (prt)
Ninja (nnj)
Deathknight (dnt)
Dragonlord (dld)
Guardian (grd)
Post 4: Special Classes
Dragon Rider (drd)
Snugglebear (sng)
Chickencowlord (ckc)
Pumpkinlord (pkl)
*****
A-Z of Abilities
Acid (Mage)
Aimed (Rogue)
Aimed (Warrior)
Arcane Shield (Mage)
Attack (Mage)
Attack (Rogue)
Attack (Warrior)
Backstab (Pirate Rogue)
Berserk (Dragonlord)
Bite (Dragon Rider)
Blast (Deathknight)
Blast (Pirate Mage)
Blind (Mage)
Blind (Rogue)
Book It (Chickencowlord)
Boost (Deathknight Warrior)
Breath (Dragon Rider)
Burn (Deathknight Rogue)
Burn (Dragon Rider)
Byouso (Ninja Rogue)
Call Minion (Deathknight)
Candy (Health)(Pumpkinlord)
Candy (Mana)(Pumpkinlord)
Cannon (Pirate)
Chicken Out (Chickencowlord)
Chickensive Stance (Chickencowlord)
Coil (DeathKnight)
Coil (Dragon Rider)
Cold Blast (Deathknight Mage)
Cripple (Guardian)
Curse (Pirate Mage)
Cursed (Deathknight)
Daze (Dragon Rider)
Deadly Strike (Deathknight)
Deathwish (Ninja)
Defensive Stance (Warrior)
Demon (Deathknight)
Distract (Rogue)
Dokusei (Ninja)
Double Attack (Warrior)
Dragon Eye (Dragon Rider)
Dragon Eye (Dragonlord)
Dragon Heart (Dragonlord)
Dragon Scale (Dragon Rider)
Dragon Scale (Dragonlord)
Dragon Strike (Dragon Rider)
Earth Dragon Spirit (Dragonlord)
Egg Beater (Chickencowlord)
Elemental Align (Dragonlord)
Energy Beam (Dragonlord)
Eternal Night (Pumpkinlord)
Evade (Guardian)
Fade (Ninja)
Featherbomb (Chickencowlord)
Final (Pumpkinlord)
Final Attack (Warrior)
Final Blast (Mage)
Final Blow (Deathknight)
Final Strike (Rogue)
Fire Dragon Spirit (Dragonlord)
Fireball (Mage)
Firey (Deathknight Warrior)
Flee (Chickencowlord)
Frenzy (Dragon Rider)
Freeze (Deathknight Rogue)
Futae (Ninja Warrior)
Guardian Blast (Guardian)
Guardian Heroes (Guardian)
Guardian Rage (Guardian)
Guardian Shield (Guardian)
Guardian Shock (Guardian)
Happy Dance (Snugglebear)
Heal (Dragonlord)
Heart Attack (Snugglebear)
Hearty Groove! (Snugglebear)
Hex (Pirate Mage)
Holy Strike (Guest: Artix)
Hot Wings (Chickencowlord)
Ice Strike (Guest: Warlic)
Ice Strike (Mage)
Icy (Deathknight Warrior)
Inbo (Ninja)
Infliction (Deathknight Mage)
Kai (Ninja Mage)
Keen Edge (Guardian)
Last Resort (Ninja)
Lightning (Mage)
Light Strike (Guardian)
Lime Aid (Pirate)
Mad Chickencow Attack (Chickencowlord)
MageFury (Mage)
Mana Blackout (Mage)
Mana Regen (Dragon Rider)
Mana Strike (Guardian)
Mana Strike (Warrior)
Meditate (Mage)
MegaBurn (Dragon Rider)
Metsubishi (Ninja)
Mimic (Ninja)
Mind Numb (Rogue)
Multi (Ninja)
Multi (Pumpkinlord)
Multi Attack (Dragonlord)
Multi Attack (Guardian)
Multi Strike (Deathknight)
Multi Strike (Warrior)
Pickpocket (Pirate Rogue)
Pierce (Dragon Rider)
Pierce (Dragonlord)
Pirate Ghost (Pirate)
Pistol Shot (Pirate Warrior)
Poison (Rogue)
Potion (Rogue)
Power (Warrior)
Power Boost (Mage)
Pumpkin Bomb (Pumpkinlord)
Pumpkin Scale (Pumpkinlord)
Qi (Ninja Mage)
Quick Shot (Pirate)
Rapid Attack (Rogue)
Red Shift (Guardian)
Regenerate (Dragonlord)
Rend (Dragon Rider)
Rin (Ninja)
Roar (Dragon Rider)
Root (Mage)
Root (Pumpkinlord)
Run (Chickencowlord)
Rush (Dragonlord)
Scale (Dragonlord)
Scurvy (Pirate)
Scythe (Pumpkinlord)
Sea Legs (Pirate Warrior)
Sha (Ninja)
Shell (Pumpkinlord)
Shield (Deathknight)
Shield (Pirate)
Shield (Pumpkinlord)
Shout (Pirate)
Slash (Ninja)
Sleep (Mage)
Smoke (Rogue)
Sneaky (Pirate)
Spikes (Pumpkinlord)
Strength Strike (Warrior)
Stealth (Pirate Rogue)
Stealth (Rogue)
Stun (Deathknight)
Stun (Dragonlord)
Stun (Pirate)
Stun (Warrior)
Summon Crackers (Pirate)
Surprise Attack (Rogue)
Swordplay (Pirate Warrior)
Tangle (Rogue)
Thorns (Pumpkinlord)
Throw (Guest: Valencia)
Throw (Rogue)
Throw (Warrior)
Toxic (Deathknight Rogue)
Trip (Warrior)
Triple Attack (Warrior)
Ultimate (Deathknight)
Vine Whip (Pumpkinlord)
War Cry (Warrior)
Weaken (Guardian)
Wild Daggers (Rogue)
Wind Strike (Mage)
Wither (Deathknight Mage)
Wound (Warrior)
Zap (Guest: Warlic)
Zuruki (Ninja Warrior)
Misc.
1st Mate Aid (Pirate)
? (Guardian)
*****
Base Classes
Base classes are chosen when you create your character. Each character can only use one, and they form the basis of your characters development. Base classes have the simplest training method, because they will gain new abilities as the character levels up.
*****
Warrior
Warriors were the first class made. They are incredible in one-on-one combat, and so are good against bosses. However, they stink against multiple opponents, although to be honest most fights against multiple opponents aren't very difficult anyway.
Warriors wear the Warrior Armor, and learn these abilities:
Level 2: WarCry (For 5 MP, add 10 to Boost for 5 turns)
Level 2: Double Attack (After attacking, this unlocks. Two hits of 80% base and random.)
Level 3: Triple Attack (After Double Attack, this unlocks. Three hits of 80% base and random)
Level 4: Defensive Stance (For 20 MP, add 80 to Block for 2 turns)
Level 4: Mana Strike (For 5 MP, deals damage to enemy MP instead of HP)
Level 5: Stun (For 20 MP, damages the target and stops him attacking for 3 turns)
Level 5: Multi Strike (For 10 MP, 100% base and random ranged metal damage to all enemies)
Level 6: Throw (For 10 MP, 100% base and random ranged metal damage)
Level 7: Trip (For 20 MP, damages enemy and stops him running away)
Level 8: Aimed (For 5 MP, deals damage with 20 bonus)
Level 9: Power (For 10 MP, deals 150% base and random)
Level 10: Strenth Strike (For 10 MP, reduces enemy damage by 20%)
Level 11: Wound (For 5 MP, 20% base and random, very weak metal DOT for 10 turns)
Level 18: Final Blow (For 5 MP, guarantees critical hit)
Warriors should put as many stat points as possible into STR and END. DEX may be worth considering for the multi attack, and just add LUK and/or CHA as you feel comfortable. INT has no use here.
*****
Mage
The Mage has an advantage against multiple enemies because of the MageFury attack, but isn't entirely great against single enemies.
Mages wear Mage Robes, and learn these abilities:
Level 2: Arcane Shield (For 5 MP, adds 80 to Black for 2 turns)
Level 2: PowerBoost (For 5 MP, adds 15 to Boost for 5 turns)
Level 4: Meditate (Restores 10 MP)
Level 6: Fireball (5 MP, 100% base and 150% random magic fire damage)
Level 6: Ice Strike (5 MP, 100% base and 150% random magic ice damage)
Level 6: Wind Strike (5 MP, 100% base and 150% random magic wind damage)
Level 6: Lightning (5 MP, 100% base and 150% random magic energy damage)
Level 6: Sleep (For 5 MP, stops the opponent taking action for 3 turns)
Level 7: Blind (For 10 MP, reduces enemy Bonus by 50 for 5 turns)
Level 8: Mana Blackout (For 5 MP, damages MP instead of HP)
Level 10: MageFury (For 10 MP, 100% base and 150% random magic damage to all enemies and no cooldown)
Level 12: Root (For 20 MP, prevents enemy from running away)
Level 15: Acid (For 5 MP, weak fire DOT for 10 turns)
Level 18: Final Blast (For 5 MP, guarantees critical hit)
Mages should put as many stat points as possible into INT and END. Add LUK and/or CHA as you feel comfortable. STR and DEX are useless here.
*****
Rogue
The Rogue has less defensive ability than a mage, and less power than a warrior. This class is a balance of the two.
Rogues wear Rogue Armour, and learn these abilities:
Level 2: Stealth (For 5 MP, adds 10 to critical for 10 turns)
Level 3: Rapid (Identical to the warriors Double, except with daggers, when it will do 4 hits of 50% base and random each)
Level 4: Suprise (100% base and 150% random, only avaliable when stealthed)
Level 5: Smoke (For 20 MP, adds 80 to dodge for 2 turns)
Level 6: Distract (For 20 MP, stops the opponent taking action for 3 turns)
Level 7: Poison (For 5 MP, weak poison DOT for 10 turns)
Level 8: Throw (For 10 MP, 100% base and random ranged metal damage)
Level 9: Mind Numb (For 5 MP, attacks enemy MP instead of HP)
Level 10: Tangle (For 20 MP, prevents opponent from fleeing)
Level 11: Aimed (For 5 MP, attacks with 20 bonus)
Level 11: Wild daggers (For 10 MP, attacks all enemies with ranged metal damage)
Level 12: Blind (For 10 MP, attacks and removes 10 Bonus from enemy for 10 turns)
Level 15: Potion (Has a 15% chance of finding an extra potion, and then using it)
Level 18: Final Strike (For 5 MP, guarantees critical hits)
Rogues should put as many stat points as possible into STR and END. DEX may be worth considering for Wild Daggers, and just add LUK and/or CHA as you feel comfortable. INT has no use here.
*****
Advanced Classes
Unlike the base classes, advanced classes are trained through quests and a character can have more than one. In fact, at the moment all characters have the potential to have all the classes, although not all will because of the requirements for Dragonlord and Guardian.
*****
Pirate
Pirate was the first major additional class for free players. However, half the abilities require a Dragon Amulet to use and three of the abilities will be different depending on your base class. As a class, Pirate is fairly powerful and suited for bosses, although it has some issues against multiple enemies.
Pirate Armour can be obtained at a cost of 3500 Gold, for which you can buy Forged Papers from Meringues Shop or the Piratical Pets Shop (both found in Osprey Cove). You then take these to First Mate Rhubarb (also in Osprey Cove), and you can now wear the Pirate armour!
Training the armour consists of taking one of Rhubarbs Random Quests. Thes quests are all obtained from Rhubarb. They are:
Belly of the Beast
Cleaning House
Irate Pirates
All of these quests can drop a Black Pearl, which can be used to upgrade your armour to receive its next skill. The skills pirates learn are:
Pearl 1: Shield (For 20 MP, +80 Block for 2 turns)
Pearl 2: Scurvy (For 5 MP, weak disease DoT attack)
Pearl 3: Stun (Target canot act for 3 rounds)
Pearl 4: Sneaky (This costs 10 MP and can only be used directly after a critical hit. For 10 turns, your bonus is increased by 30)
Pearl 5: 1st Mate Aid (This can only be used after an enemy resists your stun attack. It costs 20 MP and restores 20% of your current HP)
Pearl 6: Quick Shot (Costs 15 MP. Hits all enemies with ranged metal damage)
Pearl 6: Summon Crackers (Costs 20 MP. Double attack with ranged nature damage)
Pearl 7 Shout (Costs 30 MP. Takes 70 Bonus away from the enemy, but adds 70 Critical)
Pearl 8:
Warrior: Sea Legs (Free. Removes 20 Boost from enemy for 5 turns)
Mage: Blast (Costs 10 MP. Deals 110% base and random damage)
Rogue: Stealth (Identical to rogue stealth [10MP, +10 crit for 10 turns])
Pearl 9: Lime Aid (This ability is free and adds 25 boost for 5 turns)
Pearl 10:
Warrior: Pistol Shot (Costs 10 MP. Does 2 hits of ranged metal damage, each with 100% base and 150% random damage)
Mage: Curse (Costs 30 MP. Deals 120% base and random and gives enemy -20 Boost for 3 turns)
Rogue: Backstab (120% base and random, -20 bonus to enemy for 3 turns)
Pearl 11: Cannon (This ability costs 10 MP. It does 120% base and random fire damage)
Pearl 12:
Warrior: Swordplay (Costs 10 MP, and can only be used directly after a successful pistol shot. 2 hits, unknown damage amounts)
Mage: Hex (Costs 40 MP. Does 120% base and random to a cursed enemy)
Rogue: Pickpocket (Approx. 34.5% success rate, may obtain a health potion, a mana potion or around 200 gold)
Pearl 13: Pirate Ghost (Costs 20 MP. 3 hits of 40% base and random damage, with garunteed crits for all 3, for a total of 240% base and random damage)
*****
Ninja
The Ninja class was released shortly after The First Pirate vs Ninja War. At the time of its release, it was thought by many to be massively overpowered. It has been slightly nerfed since then, but it remains a very powerful class. Apart from Pirate, it is the only major additional class open to free players.
Ninja Armour can be obtained at a cost of 3500 Gold, for which you can buy Itchy Itchy Paradise from Jubei's Shop or Ayane's Masks (both found in the Shadow of the Wind Village). You then take these to Jonin Thyton (also in the Shadow of the Wind Village), and you can now wear the Ninja armour!
Training the armour consists of taking one of Thytons Random Quests. Thes quests are all obtained from Thyton. They are:
Stealing Back Stars
Chart Captors
The Haunted Dojo
All of these quests can drop a Wind Scroll, which can be used to upgrade your armour to receive its next skill. The skills ninjas learn are:
Scroll 1: Fade (5 MP, +80 dodge for 2 turns)
Scroll 2: Dokusei (10 MP, weak DoT poison attack)
Scroll 3: Inbo (20 MP, guaranteed crit)
Scroll 4: Metsubishi (Free, -30 bonus to enemy for 5 turns)
Scroll 5: Retsu (20 MP, 3 turn stun)
Scroll 6: Last Resort (20 MP, -100 bonus to enemy next turn, reduces your HP to 1)
Scroll 7: Multi (15 MP, 100% base and random to all enemies)
Scroll 8: Slash (20 MP, only after a sucessful attack, 2 hits of 60% base and random)
Scroll 9:
Warrior: Zuruki (Free, -30 bonus to enemy for 3 turns)
Mage: Qi (10 MP, -20 boost to all enemies)
Rogue: Dokuse (10 MP, increases effectiveness of DoT for 2 turns)
Scroll 10: Sha (15 MP, heals 5% max HP for 4 turns)
Scroll 11: Rin (Free, adds 10 STR for 5 turns, except mages who get +10 INT for 5 turns)
Scroll 12: Mimic (30 MP, only after a sucessful Rin, copies enemies last attack)
Scroll 13:
Warrior: Futae (10MP, 2 hits of 70% base and random each)
Mage: Kai (40 MP, enemy gets +10 resistance to element of the attack before Kai and -20 resistance to the element of your weapon)
Rogue: Byosou (10 MP, does 150% base and random if you have faded)
Scroll 14: DeathWish (30 MP, requires sucessful fade, 3 hits of 80% base and random each with -50 crit)
*****
Deathknight
Deathknight was avaliable from Ballyhoo until recently. Now, AE are making the final adjustments to the full version. For now however, you cannot use it.
When Deathknight was avaliable, these were it's abilities:
1: Coil (20 MP, 3 turn darkness DoT on ememy equal to 10% of your HP, you heal by same amount)
2: Shield (20 MP, +80 parry for 3 turns)
3: Cursed (Free, once toggled your attacks do 15% more, you lose 10% HP for every attack)
4: Stun (20 MP, stuns for 3 turns)
5: Blast (20 MP, 50% base and random damage, enemy gets -25 to darkness for 5 turns)
6: Final Blow (5 MP, guarantees critical hit)
7: Call Minion (10 MP, 1 hit of maximum damage possible with equipped weapon)
8: Multi Strike (10 MP, hits all enemies for 100% base and random magic darkness damage)
9: Demon (40 MP, 150% base and random, -25 to all elements)
10:
Warrior: Boost (15 MP, +15 Boost for 5 turns)
Mage: Wither (15 MP, -30 Boost to enemy for 3 turns)
Rogue: Toxic (12 MP, 75% base and random damage, weak poison DoT for 5 turns)
11: Ultimate (15 MP, damage increases by around 20% for each peice of deathknight equipment equipped)
12:
Warrior: Icy (10 MP, 120% base and random ice damage, 25 to -50 bonus for 5 turns)
Mage: Cold Blast (10 MP, 100% base and random ice damage {supposed to be to all enemies, but only attacks one})
Rogue: Freeze (10 MP, -30 Boost for 4 turns, chance for -50 fire for 4 turns instead)
13: Deadly Strike (30 MP, 3 hits of 75% base and random damage each)
14:
Warrior: Firey (20 MP, 150% base and random fire damage with +10 Crit)
Mage: Infliction (20 MP, 2 hits of 100% base and random damage each, you lose 25% HP)
Rogue: Burn (20 MP, 3 hits, experimenting needed here)
*****
Dragonlord
The Dragonlord class is considered by many to be the most powerful class in the game. The entire class is DA only. In order to train Dragonlord, you must first have obtained the Baby Dragon and be at least level 8, then you must go to Lady Celestia in Sunbreeze Grove and select Dragonlord, then Get. You will go on The Dragonlord Armor quest. Once you have completed this quest, you will be allowed to wear the Dragonlord Armor. To train it, talk to Lady Celestia again, select Dragonlord, Wear and Train, as you need to be wearing the armor for it to be trainable. Training consists of going on the Togzilla quest. Every time you complete the quest, you will gain a new skill.Dragonlords learn the following skills:
Level 8: Dragon Scale (5 MP, +80 melee and range defence for 1-3 turns)
Level 9: Pierce (Requires successful attack, 100% base and random, 50% chance of attacking twice)
Level 10: Rush (Requires successful pierce, 3 hits of 66% base and random each)
Level 11: Elemental Align (10 MP, +50 to all elements for 3 turns)
Level 12: Heal (35 MP, restore 10% of total HP for 3 turns)
Level 13: Multi Attack (15 MP, hits all enemies for 100% base and random magic wind damage to all enemies)
Level 14: Stun (20 MP, enemy is stunned for 1-3 turns)
Level 15: Energy Beam (20 MP, 100% base and random magic energy damage, weak energy DoT)
Level 16: Earth Dragon Spirit (20 MP, 100% base and random magic stone damage, weak stone DoT)
Level 17: Fire Dragon Spirit (20 MP, 100% base and random magic fire damage, weak fire DoT)
Level 18: Regenerate (Free, restores 25% total MP)
Level 19: Dragon Eye (10 MP, 100% base and random with +100 Bonus)
Level 20: Berserk (10 MP, HP must be below 30%, 6 hits of 25% base and random with +5 crit each)
Level 21: Dragon Heart (30 MP, requires DoT on enemy, 3 hits of 75% base and random each)
*****
Guardian
The Guardian class was the first class ever to be released other than the base classes. It is only avaliable to those who are Guardians in Artix Entertainments first game, Adventure Quest. In that game, Guardians are the equivalent of Dragonlords in DF. It is a class worth training for the variety of skills it has, but it is not really worth becoming an AQ Guardian just for this class. If you just so happen to be an AQ Guardian however, be sure to train this.
Each skill in this class requires you to do something different. If you want to know what they are, Ghostbear5 has written a guide about Guardians here. That guide also answers any question about guardianship. As for this guide, all I will do is list the skills.
1: Guardian Blast (5 MP, 2 hits of 75% base and random magic fire damage each)
2: Multi Attack (10 MP, hits all enemies for 100% base asnd random magic energy damage)
3: Guardian Shock (20 MP, 100% base and 10% random damage, for 10 turns the enemy has a 10% chance of being stunned)
4: Guardian Shield (20 MP, requires guardian blade to be equipped, +80 block for 2 turns)
5: Light Strike (10 MP, requires guardian blade to be equipped, 120% base and random magic light damage)
6: Mana Strike (10 MP, requires guardian blade to be equipped, damages enemy MP instead of HP)
7: Keen Edge (10 MP, +5 crit for 10 turns)
8: Guardian Heroes 10 MP, requires guardian blade to be equipped, 100% base and 150% random magic darkness damage)
9: Cripple (5 MP, 3 turn DoT of 33% base and random each turn)
10: Red Shift (50 MP, requires guardian blade to be equipped, reduces all cooldown by 3)
11: Evade (10 MP, -30 Bonus to enemy for 5 turns)
12: Weaken (10 MP, -10 Boost to enemy for 10 turns)
13: Guardian Rage (10 MP, requires guardian blade to be equipped, 12 hits of 200% base and 10% random damage in a random element)
14: ? (This has not been released yet)
*****
Special Classes
These are classes which for some reason should be seperated from the rest.
*****
Dragon Rider
Dragon Rider is the other dragonlord armor, and is only used for titan battles. Like dragonlord, Dragon Rider is DA only, and so are titan battles. (Exception being the Titans of Battleon quest, which free players can take)
In order to train Dragon Rider, you must first have obtained the Baby Dragon and be at least level 10, then you must go to Lady Celestia in Sunbreeze Grove and select Dragon Quests, Summon, then Train. You will go on the Togzilla Attacks quest. Every time you complete the quest, you will gain a new skill, but the enemies in the quest also level up every time. Also, you must gain a level before you are allowed to train the next skill.
Your Dragon will learn these attacks:
Level 10: Dragon Scale (750 MP, +80 melee and range defence for 1-3 turns)
Level 11: Breath (Requires successful attack, 120% base and random)
Level 12: Roar (750 MP, 50% chance to stun for 2 turns)
Level 13: Rend (250 MP, 50% base and random, 45% DoT for 3 turns)
Level 14: Mana Regen (Free, restores 25% max MP)
Level 15: Bite (500 MP, 50% base and random, enemy gets +10 boost and -20 to element of dragon)
Level 16: Dragon Eye (250 MP, 100% base and random with +100 bonus)
Level 17: Pierce (1000 MP, 125% base and random, -10 boost to enemy for 5 turns)
Level 18: Coil (2500 MP, heals either 20% or 10% of max HP)
Level 19: Daze (2000 MP, 20% base and random, -40 bonus to enemy for 5 turns)
Level 20: Dragon Strike (1500 MP, requires an attack to miss, +35 crit for 3 turns)
Level 21: Burn (1000 MP, 100% base and random, 15% DoT for 4 turns)
Level 22: Frenzy (1000 MP, HP must be below 20%, 2 hits of 100% base and random each)
Level 23: MegaBurn (1500 MP, requires prior successful Burn, 2 hits of 100% base and random each)
*****
Snugglebear
Snugglebear is the event class for Heroes Heart Day, which is an event held on the same day as Valentines Day in the real world. Right now, the only way to use this class is to use the Snugglebear Helm, which can only be found as a rare drop in the Crystal Clear Lake quest.
Snugglebear comes already with its abilities. They are:
1: Heart Attack (30 MP, 100% base and random ranged metal damage)
2: Happy Dance (Normal attack with different animation)
3: Hearty Groove! (Normal attack with different animation)
*****
Chickencowlord
Chickencowlord is a joke class originally released for April Fools Day '07. You can still find it in Cysero's Shop for 45 dragoncoins, and it is also a rare drop from these quests:
Crystal Clear Lake
100 Rooms of Firey Doom!
Firey Heart of Mt. Shining Star
The Floating Cave
It's a Dirty Job...
The Secret of the Tower/Race to the Keygems
Save the Mill!
Sir Koff*gus Sarcophagus
Well, Well, Well.
Yaga Stone Circle
Chickencowlords abilitys don't need training. They are:
1: Feather Bomb (10 MP, 100% base and 300% random nature damage)
2: Flee (Free, Takes you to the start of the quest with 1 HP)
3: Egg Beater (Free, 100% base and random ranged nature damage)
4: Run (Free,Takes you to the start of the quest with 1 HP)
5: Chickensive Stance (10 MP, +75 Melee defence for 2 turns)
6: Book It (Free, Takes you to the start of the quest with 1 HP)
7: Hot Wings (5 MP, 125% base and 200% random melee fire damage)
8: Chicken Out (Free, Takes you to the start of the quest with 1 HP)
9: Mad Chickencow Attack (Free, 12 hits of 10% base and 20% random melee damage each)
*****
Pumpkinlord
Pumpkinlord was released for Mogloween '07. Mogloween is the ingame equivalent of Halloween. At the moment, this class cannot be used as Mogloween is over and a permanent armor was never released.
To get the Pumpkin Armor, you had to complete all the preliminary mogloween quests, then pay 700 candy to unlock the armor. Each new skill on the armor cost 200 candy to unlock. The skills were:
1: Vine Whip (10 MP, 150% base and random ranged nature damage)
2: Shield (10 MP, +80 block for 2 turns)
3: Thick Shell (20 MP, +25 to all elements for 5 turns)
4: Health Candy (-5 candy, +150 HP)
5: Mana Candy (-5 candy, +200 MP)
6: Scythe (15 MP, 3 hits of low ranged nature damage, chance of stunning for 1 turn)
7: Multi (15 MP, hits all enemies with nature damage)
8: Thorns (20 MP, requires successful attack or Multi, hits all enemies with nature damage)
9: Pumpkin Bomb (20 MP, 100% base and random magic fire damage, -25 bonus to enemy for 4 turns)
10: Root (30 MP, stuns for 3 rounds, weak nature DoT for 3 rounds)
11: Pumpkin Scale (10 MP, +5 melee, ranged and magic defence for 20 rounds)
12: Spikes (25 MP, enemy must be rooted, nature damage, -30 boost to enemy for 5 rounds)
13: Final (40 MP, garunteed crit)
14: Eternal Night (35 MP, 3 hits with unknown damage %)
Post 2: Base classes
Fighter (wrr)
Mage (mge)
Rogue (rge)
Post 3: Advanced classes
Pirate (prt)
Ninja (nnj)
Deathknight (dnt)
Dragonlord (dld)
Guardian (grd)
Post 4: Special Classes
Dragon Rider (drd)
Snugglebear (sng)
Chickencowlord (ckc)
Pumpkinlord (pkl)
*****
A-Z of Abilities
Acid (Mage)
Aimed (Rogue)
Aimed (Warrior)
Arcane Shield (Mage)
Attack (Mage)
Attack (Rogue)
Attack (Warrior)
Backstab (Pirate Rogue)
Berserk (Dragonlord)
Bite (Dragon Rider)
Blast (Deathknight)
Blast (Pirate Mage)
Blind (Mage)
Blind (Rogue)
Book It (Chickencowlord)
Boost (Deathknight Warrior)
Breath (Dragon Rider)
Burn (Deathknight Rogue)
Burn (Dragon Rider)
Byouso (Ninja Rogue)
Call Minion (Deathknight)
Candy (Health)(Pumpkinlord)
Candy (Mana)(Pumpkinlord)
Cannon (Pirate)
Chicken Out (Chickencowlord)
Chickensive Stance (Chickencowlord)
Coil (DeathKnight)
Coil (Dragon Rider)
Cold Blast (Deathknight Mage)
Cripple (Guardian)
Curse (Pirate Mage)
Cursed (Deathknight)
Daze (Dragon Rider)
Deadly Strike (Deathknight)
Deathwish (Ninja)
Defensive Stance (Warrior)
Demon (Deathknight)
Distract (Rogue)
Dokusei (Ninja)
Double Attack (Warrior)
Dragon Eye (Dragon Rider)
Dragon Eye (Dragonlord)
Dragon Heart (Dragonlord)
Dragon Scale (Dragon Rider)
Dragon Scale (Dragonlord)
Dragon Strike (Dragon Rider)
Earth Dragon Spirit (Dragonlord)
Egg Beater (Chickencowlord)
Elemental Align (Dragonlord)
Energy Beam (Dragonlord)
Eternal Night (Pumpkinlord)
Evade (Guardian)
Fade (Ninja)
Featherbomb (Chickencowlord)
Final (Pumpkinlord)
Final Attack (Warrior)
Final Blast (Mage)
Final Blow (Deathknight)
Final Strike (Rogue)
Fire Dragon Spirit (Dragonlord)
Fireball (Mage)
Firey (Deathknight Warrior)
Flee (Chickencowlord)
Frenzy (Dragon Rider)
Freeze (Deathknight Rogue)
Futae (Ninja Warrior)
Guardian Blast (Guardian)
Guardian Heroes (Guardian)
Guardian Rage (Guardian)
Guardian Shield (Guardian)
Guardian Shock (Guardian)
Happy Dance (Snugglebear)
Heal (Dragonlord)
Heart Attack (Snugglebear)
Hearty Groove! (Snugglebear)
Hex (Pirate Mage)
Holy Strike (Guest: Artix)
Hot Wings (Chickencowlord)
Ice Strike (Guest: Warlic)
Ice Strike (Mage)
Icy (Deathknight Warrior)
Inbo (Ninja)
Infliction (Deathknight Mage)
Kai (Ninja Mage)
Keen Edge (Guardian)
Last Resort (Ninja)
Lightning (Mage)
Light Strike (Guardian)
Lime Aid (Pirate)
Mad Chickencow Attack (Chickencowlord)
MageFury (Mage)
Mana Blackout (Mage)
Mana Regen (Dragon Rider)
Mana Strike (Guardian)
Mana Strike (Warrior)
Meditate (Mage)
MegaBurn (Dragon Rider)
Metsubishi (Ninja)
Mimic (Ninja)
Mind Numb (Rogue)
Multi (Ninja)
Multi (Pumpkinlord)
Multi Attack (Dragonlord)
Multi Attack (Guardian)
Multi Strike (Deathknight)
Multi Strike (Warrior)
Pickpocket (Pirate Rogue)
Pierce (Dragon Rider)
Pierce (Dragonlord)
Pirate Ghost (Pirate)
Pistol Shot (Pirate Warrior)
Poison (Rogue)
Potion (Rogue)
Power (Warrior)
Power Boost (Mage)
Pumpkin Bomb (Pumpkinlord)
Pumpkin Scale (Pumpkinlord)
Qi (Ninja Mage)
Quick Shot (Pirate)
Rapid Attack (Rogue)
Red Shift (Guardian)
Regenerate (Dragonlord)
Rend (Dragon Rider)
Rin (Ninja)
Roar (Dragon Rider)
Root (Mage)
Root (Pumpkinlord)
Run (Chickencowlord)
Rush (Dragonlord)
Scale (Dragonlord)
Scurvy (Pirate)
Scythe (Pumpkinlord)
Sea Legs (Pirate Warrior)
Sha (Ninja)
Shell (Pumpkinlord)
Shield (Deathknight)
Shield (Pirate)
Shield (Pumpkinlord)
Shout (Pirate)
Slash (Ninja)
Sleep (Mage)
Smoke (Rogue)
Sneaky (Pirate)
Spikes (Pumpkinlord)
Strength Strike (Warrior)
Stealth (Pirate Rogue)
Stealth (Rogue)
Stun (Deathknight)
Stun (Dragonlord)
Stun (Pirate)
Stun (Warrior)
Summon Crackers (Pirate)
Surprise Attack (Rogue)
Swordplay (Pirate Warrior)
Tangle (Rogue)
Thorns (Pumpkinlord)
Throw (Guest: Valencia)
Throw (Rogue)
Throw (Warrior)
Toxic (Deathknight Rogue)
Trip (Warrior)
Triple Attack (Warrior)
Ultimate (Deathknight)
Vine Whip (Pumpkinlord)
War Cry (Warrior)
Weaken (Guardian)
Wild Daggers (Rogue)
Wind Strike (Mage)
Wither (Deathknight Mage)
Wound (Warrior)
Zap (Guest: Warlic)
Zuruki (Ninja Warrior)
Misc.
1st Mate Aid (Pirate)
? (Guardian)
*****
Base Classes
Base classes are chosen when you create your character. Each character can only use one, and they form the basis of your characters development. Base classes have the simplest training method, because they will gain new abilities as the character levels up.
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Warrior
Warriors were the first class made. They are incredible in one-on-one combat, and so are good against bosses. However, they stink against multiple opponents, although to be honest most fights against multiple opponents aren't very difficult anyway.
Warriors wear the Warrior Armor, and learn these abilities:
Level 2: WarCry (For 5 MP, add 10 to Boost for 5 turns)
Level 2: Double Attack (After attacking, this unlocks. Two hits of 80% base and random.)
Level 3: Triple Attack (After Double Attack, this unlocks. Three hits of 80% base and random)
Level 4: Defensive Stance (For 20 MP, add 80 to Block for 2 turns)
Level 4: Mana Strike (For 5 MP, deals damage to enemy MP instead of HP)
Level 5: Stun (For 20 MP, damages the target and stops him attacking for 3 turns)
Level 5: Multi Strike (For 10 MP, 100% base and random ranged metal damage to all enemies)
Level 6: Throw (For 10 MP, 100% base and random ranged metal damage)
Level 7: Trip (For 20 MP, damages enemy and stops him running away)
Level 8: Aimed (For 5 MP, deals damage with 20 bonus)
Level 9: Power (For 10 MP, deals 150% base and random)
Level 10: Strenth Strike (For 10 MP, reduces enemy damage by 20%)
Level 11: Wound (For 5 MP, 20% base and random, very weak metal DOT for 10 turns)
Level 18: Final Blow (For 5 MP, guarantees critical hit)
Warriors should put as many stat points as possible into STR and END. DEX may be worth considering for the multi attack, and just add LUK and/or CHA as you feel comfortable. INT has no use here.
*****
Mage
The Mage has an advantage against multiple enemies because of the MageFury attack, but isn't entirely great against single enemies.
Mages wear Mage Robes, and learn these abilities:
Level 2: Arcane Shield (For 5 MP, adds 80 to Black for 2 turns)
Level 2: PowerBoost (For 5 MP, adds 15 to Boost for 5 turns)
Level 4: Meditate (Restores 10 MP)
Level 6: Fireball (5 MP, 100% base and 150% random magic fire damage)
Level 6: Ice Strike (5 MP, 100% base and 150% random magic ice damage)
Level 6: Wind Strike (5 MP, 100% base and 150% random magic wind damage)
Level 6: Lightning (5 MP, 100% base and 150% random magic energy damage)
Level 6: Sleep (For 5 MP, stops the opponent taking action for 3 turns)
Level 7: Blind (For 10 MP, reduces enemy Bonus by 50 for 5 turns)
Level 8: Mana Blackout (For 5 MP, damages MP instead of HP)
Level 10: MageFury (For 10 MP, 100% base and 150% random magic damage to all enemies and no cooldown)
Level 12: Root (For 20 MP, prevents enemy from running away)
Level 15: Acid (For 5 MP, weak fire DOT for 10 turns)
Level 18: Final Blast (For 5 MP, guarantees critical hit)
Mages should put as many stat points as possible into INT and END. Add LUK and/or CHA as you feel comfortable. STR and DEX are useless here.
*****
Rogue
The Rogue has less defensive ability than a mage, and less power than a warrior. This class is a balance of the two.
Rogues wear Rogue Armour, and learn these abilities:
Level 2: Stealth (For 5 MP, adds 10 to critical for 10 turns)
Level 3: Rapid (Identical to the warriors Double, except with daggers, when it will do 4 hits of 50% base and random each)
Level 4: Suprise (100% base and 150% random, only avaliable when stealthed)
Level 5: Smoke (For 20 MP, adds 80 to dodge for 2 turns)
Level 6: Distract (For 20 MP, stops the opponent taking action for 3 turns)
Level 7: Poison (For 5 MP, weak poison DOT for 10 turns)
Level 8: Throw (For 10 MP, 100% base and random ranged metal damage)
Level 9: Mind Numb (For 5 MP, attacks enemy MP instead of HP)
Level 10: Tangle (For 20 MP, prevents opponent from fleeing)
Level 11: Aimed (For 5 MP, attacks with 20 bonus)
Level 11: Wild daggers (For 10 MP, attacks all enemies with ranged metal damage)
Level 12: Blind (For 10 MP, attacks and removes 10 Bonus from enemy for 10 turns)
Level 15: Potion (Has a 15% chance of finding an extra potion, and then using it)
Level 18: Final Strike (For 5 MP, guarantees critical hits)
Rogues should put as many stat points as possible into STR and END. DEX may be worth considering for Wild Daggers, and just add LUK and/or CHA as you feel comfortable. INT has no use here.
*****
Advanced Classes
Unlike the base classes, advanced classes are trained through quests and a character can have more than one. In fact, at the moment all characters have the potential to have all the classes, although not all will because of the requirements for Dragonlord and Guardian.
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Pirate
Pirate was the first major additional class for free players. However, half the abilities require a Dragon Amulet to use and three of the abilities will be different depending on your base class. As a class, Pirate is fairly powerful and suited for bosses, although it has some issues against multiple enemies.
Pirate Armour can be obtained at a cost of 3500 Gold, for which you can buy Forged Papers from Meringues Shop or the Piratical Pets Shop (both found in Osprey Cove). You then take these to First Mate Rhubarb (also in Osprey Cove), and you can now wear the Pirate armour!
Training the armour consists of taking one of Rhubarbs Random Quests. Thes quests are all obtained from Rhubarb. They are:
Belly of the Beast
Cleaning House
Irate Pirates
All of these quests can drop a Black Pearl, which can be used to upgrade your armour to receive its next skill. The skills pirates learn are:
Pearl 1: Shield (For 20 MP, +80 Block for 2 turns)
Pearl 2: Scurvy (For 5 MP, weak disease DoT attack)
Pearl 3: Stun (Target canot act for 3 rounds)
Pearl 4: Sneaky (This costs 10 MP and can only be used directly after a critical hit. For 10 turns, your bonus is increased by 30)
Pearl 5: 1st Mate Aid (This can only be used after an enemy resists your stun attack. It costs 20 MP and restores 20% of your current HP)
Pearl 6: Quick Shot (Costs 15 MP. Hits all enemies with ranged metal damage)
Pearl 6: Summon Crackers (Costs 20 MP. Double attack with ranged nature damage)
Pearl 7 Shout (Costs 30 MP. Takes 70 Bonus away from the enemy, but adds 70 Critical)
Pearl 8:
Warrior: Sea Legs (Free. Removes 20 Boost from enemy for 5 turns)
Mage: Blast (Costs 10 MP. Deals 110% base and random damage)
Rogue: Stealth (Identical to rogue stealth [10MP, +10 crit for 10 turns])
Pearl 9: Lime Aid (This ability is free and adds 25 boost for 5 turns)
Pearl 10:
Warrior: Pistol Shot (Costs 10 MP. Does 2 hits of ranged metal damage, each with 100% base and 150% random damage)
Mage: Curse (Costs 30 MP. Deals 120% base and random and gives enemy -20 Boost for 3 turns)
Rogue: Backstab (120% base and random, -20 bonus to enemy for 3 turns)
Pearl 11: Cannon (This ability costs 10 MP. It does 120% base and random fire damage)
Pearl 12:
Warrior: Swordplay (Costs 10 MP, and can only be used directly after a successful pistol shot. 2 hits, unknown damage amounts)
Mage: Hex (Costs 40 MP. Does 120% base and random to a cursed enemy)
Rogue: Pickpocket (Approx. 34.5% success rate, may obtain a health potion, a mana potion or around 200 gold)
Pearl 13: Pirate Ghost (Costs 20 MP. 3 hits of 40% base and random damage, with garunteed crits for all 3, for a total of 240% base and random damage)
*****
Ninja
The Ninja class was released shortly after The First Pirate vs Ninja War. At the time of its release, it was thought by many to be massively overpowered. It has been slightly nerfed since then, but it remains a very powerful class. Apart from Pirate, it is the only major additional class open to free players.
Ninja Armour can be obtained at a cost of 3500 Gold, for which you can buy Itchy Itchy Paradise from Jubei's Shop or Ayane's Masks (both found in the Shadow of the Wind Village). You then take these to Jonin Thyton (also in the Shadow of the Wind Village), and you can now wear the Ninja armour!
Training the armour consists of taking one of Thytons Random Quests. Thes quests are all obtained from Thyton. They are:
Stealing Back Stars
Chart Captors
The Haunted Dojo
All of these quests can drop a Wind Scroll, which can be used to upgrade your armour to receive its next skill. The skills ninjas learn are:
Scroll 1: Fade (5 MP, +80 dodge for 2 turns)
Scroll 2: Dokusei (10 MP, weak DoT poison attack)
Scroll 3: Inbo (20 MP, guaranteed crit)
Scroll 4: Metsubishi (Free, -30 bonus to enemy for 5 turns)
Scroll 5: Retsu (20 MP, 3 turn stun)
Scroll 6: Last Resort (20 MP, -100 bonus to enemy next turn, reduces your HP to 1)
Scroll 7: Multi (15 MP, 100% base and random to all enemies)
Scroll 8: Slash (20 MP, only after a sucessful attack, 2 hits of 60% base and random)
Scroll 9:
Warrior: Zuruki (Free, -30 bonus to enemy for 3 turns)
Mage: Qi (10 MP, -20 boost to all enemies)
Rogue: Dokuse (10 MP, increases effectiveness of DoT for 2 turns)
Scroll 10: Sha (15 MP, heals 5% max HP for 4 turns)
Scroll 11: Rin (Free, adds 10 STR for 5 turns, except mages who get +10 INT for 5 turns)
Scroll 12: Mimic (30 MP, only after a sucessful Rin, copies enemies last attack)
Scroll 13:
Warrior: Futae (10MP, 2 hits of 70% base and random each)
Mage: Kai (40 MP, enemy gets +10 resistance to element of the attack before Kai and -20 resistance to the element of your weapon)
Rogue: Byosou (10 MP, does 150% base and random if you have faded)
Scroll 14: DeathWish (30 MP, requires sucessful fade, 3 hits of 80% base and random each with -50 crit)
*****
Deathknight
Deathknight was avaliable from Ballyhoo until recently. Now, AE are making the final adjustments to the full version. For now however, you cannot use it.
When Deathknight was avaliable, these were it's abilities:
1: Coil (20 MP, 3 turn darkness DoT on ememy equal to 10% of your HP, you heal by same amount)
2: Shield (20 MP, +80 parry for 3 turns)
3: Cursed (Free, once toggled your attacks do 15% more, you lose 10% HP for every attack)
4: Stun (20 MP, stuns for 3 turns)
5: Blast (20 MP, 50% base and random damage, enemy gets -25 to darkness for 5 turns)
6: Final Blow (5 MP, guarantees critical hit)
7: Call Minion (10 MP, 1 hit of maximum damage possible with equipped weapon)
8: Multi Strike (10 MP, hits all enemies for 100% base and random magic darkness damage)
9: Demon (40 MP, 150% base and random, -25 to all elements)
10:
Warrior: Boost (15 MP, +15 Boost for 5 turns)
Mage: Wither (15 MP, -30 Boost to enemy for 3 turns)
Rogue: Toxic (12 MP, 75% base and random damage, weak poison DoT for 5 turns)
11: Ultimate (15 MP, damage increases by around 20% for each peice of deathknight equipment equipped)
12:
Warrior: Icy (10 MP, 120% base and random ice damage, 25 to -50 bonus for 5 turns)
Mage: Cold Blast (10 MP, 100% base and random ice damage {supposed to be to all enemies, but only attacks one})
Rogue: Freeze (10 MP, -30 Boost for 4 turns, chance for -50 fire for 4 turns instead)
13: Deadly Strike (30 MP, 3 hits of 75% base and random damage each)
14:
Warrior: Firey (20 MP, 150% base and random fire damage with +10 Crit)
Mage: Infliction (20 MP, 2 hits of 100% base and random damage each, you lose 25% HP)
Rogue: Burn (20 MP, 3 hits, experimenting needed here)
*****
Dragonlord
The Dragonlord class is considered by many to be the most powerful class in the game. The entire class is DA only. In order to train Dragonlord, you must first have obtained the Baby Dragon and be at least level 8, then you must go to Lady Celestia in Sunbreeze Grove and select Dragonlord, then Get. You will go on The Dragonlord Armor quest. Once you have completed this quest, you will be allowed to wear the Dragonlord Armor. To train it, talk to Lady Celestia again, select Dragonlord, Wear and Train, as you need to be wearing the armor for it to be trainable. Training consists of going on the Togzilla quest. Every time you complete the quest, you will gain a new skill.Dragonlords learn the following skills:
Level 8: Dragon Scale (5 MP, +80 melee and range defence for 1-3 turns)
Level 9: Pierce (Requires successful attack, 100% base and random, 50% chance of attacking twice)
Level 10: Rush (Requires successful pierce, 3 hits of 66% base and random each)
Level 11: Elemental Align (10 MP, +50 to all elements for 3 turns)
Level 12: Heal (35 MP, restore 10% of total HP for 3 turns)
Level 13: Multi Attack (15 MP, hits all enemies for 100% base and random magic wind damage to all enemies)
Level 14: Stun (20 MP, enemy is stunned for 1-3 turns)
Level 15: Energy Beam (20 MP, 100% base and random magic energy damage, weak energy DoT)
Level 16: Earth Dragon Spirit (20 MP, 100% base and random magic stone damage, weak stone DoT)
Level 17: Fire Dragon Spirit (20 MP, 100% base and random magic fire damage, weak fire DoT)
Level 18: Regenerate (Free, restores 25% total MP)
Level 19: Dragon Eye (10 MP, 100% base and random with +100 Bonus)
Level 20: Berserk (10 MP, HP must be below 30%, 6 hits of 25% base and random with +5 crit each)
Level 21: Dragon Heart (30 MP, requires DoT on enemy, 3 hits of 75% base and random each)
*****
Guardian
The Guardian class was the first class ever to be released other than the base classes. It is only avaliable to those who are Guardians in Artix Entertainments first game, Adventure Quest. In that game, Guardians are the equivalent of Dragonlords in DF. It is a class worth training for the variety of skills it has, but it is not really worth becoming an AQ Guardian just for this class. If you just so happen to be an AQ Guardian however, be sure to train this.
Each skill in this class requires you to do something different. If you want to know what they are, Ghostbear5 has written a guide about Guardians here. That guide also answers any question about guardianship. As for this guide, all I will do is list the skills.
1: Guardian Blast (5 MP, 2 hits of 75% base and random magic fire damage each)
2: Multi Attack (10 MP, hits all enemies for 100% base asnd random magic energy damage)
3: Guardian Shock (20 MP, 100% base and 10% random damage, for 10 turns the enemy has a 10% chance of being stunned)
4: Guardian Shield (20 MP, requires guardian blade to be equipped, +80 block for 2 turns)
5: Light Strike (10 MP, requires guardian blade to be equipped, 120% base and random magic light damage)
6: Mana Strike (10 MP, requires guardian blade to be equipped, damages enemy MP instead of HP)
7: Keen Edge (10 MP, +5 crit for 10 turns)
8: Guardian Heroes 10 MP, requires guardian blade to be equipped, 100% base and 150% random magic darkness damage)
9: Cripple (5 MP, 3 turn DoT of 33% base and random each turn)
10: Red Shift (50 MP, requires guardian blade to be equipped, reduces all cooldown by 3)
11: Evade (10 MP, -30 Bonus to enemy for 5 turns)
12: Weaken (10 MP, -10 Boost to enemy for 10 turns)
13: Guardian Rage (10 MP, requires guardian blade to be equipped, 12 hits of 200% base and 10% random damage in a random element)
14: ? (This has not been released yet)
*****
Special Classes
These are classes which for some reason should be seperated from the rest.
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Dragon Rider
Dragon Rider is the other dragonlord armor, and is only used for titan battles. Like dragonlord, Dragon Rider is DA only, and so are titan battles. (Exception being the Titans of Battleon quest, which free players can take)
In order to train Dragon Rider, you must first have obtained the Baby Dragon and be at least level 10, then you must go to Lady Celestia in Sunbreeze Grove and select Dragon Quests, Summon, then Train. You will go on the Togzilla Attacks quest. Every time you complete the quest, you will gain a new skill, but the enemies in the quest also level up every time. Also, you must gain a level before you are allowed to train the next skill.
Your Dragon will learn these attacks:
Level 10: Dragon Scale (750 MP, +80 melee and range defence for 1-3 turns)
Level 11: Breath (Requires successful attack, 120% base and random)
Level 12: Roar (750 MP, 50% chance to stun for 2 turns)
Level 13: Rend (250 MP, 50% base and random, 45% DoT for 3 turns)
Level 14: Mana Regen (Free, restores 25% max MP)
Level 15: Bite (500 MP, 50% base and random, enemy gets +10 boost and -20 to element of dragon)
Level 16: Dragon Eye (250 MP, 100% base and random with +100 bonus)
Level 17: Pierce (1000 MP, 125% base and random, -10 boost to enemy for 5 turns)
Level 18: Coil (2500 MP, heals either 20% or 10% of max HP)
Level 19: Daze (2000 MP, 20% base and random, -40 bonus to enemy for 5 turns)
Level 20: Dragon Strike (1500 MP, requires an attack to miss, +35 crit for 3 turns)
Level 21: Burn (1000 MP, 100% base and random, 15% DoT for 4 turns)
Level 22: Frenzy (1000 MP, HP must be below 20%, 2 hits of 100% base and random each)
Level 23: MegaBurn (1500 MP, requires prior successful Burn, 2 hits of 100% base and random each)
*****
Snugglebear
Snugglebear is the event class for Heroes Heart Day, which is an event held on the same day as Valentines Day in the real world. Right now, the only way to use this class is to use the Snugglebear Helm, which can only be found as a rare drop in the Crystal Clear Lake quest.
Snugglebear comes already with its abilities. They are:
1: Heart Attack (30 MP, 100% base and random ranged metal damage)
2: Happy Dance (Normal attack with different animation)
3: Hearty Groove! (Normal attack with different animation)
*****
Chickencowlord
Chickencowlord is a joke class originally released for April Fools Day '07. You can still find it in Cysero's Shop for 45 dragoncoins, and it is also a rare drop from these quests:
Crystal Clear Lake
100 Rooms of Firey Doom!
Firey Heart of Mt. Shining Star
The Floating Cave
It's a Dirty Job...
The Secret of the Tower/Race to the Keygems
Save the Mill!
Sir Koff*gus Sarcophagus
Well, Well, Well.
Yaga Stone Circle
Chickencowlords abilitys don't need training. They are:
1: Feather Bomb (10 MP, 100% base and 300% random nature damage)
2: Flee (Free, Takes you to the start of the quest with 1 HP)
3: Egg Beater (Free, 100% base and random ranged nature damage)
4: Run (Free,Takes you to the start of the quest with 1 HP)
5: Chickensive Stance (10 MP, +75 Melee defence for 2 turns)
6: Book It (Free, Takes you to the start of the quest with 1 HP)
7: Hot Wings (5 MP, 125% base and 200% random melee fire damage)
8: Chicken Out (Free, Takes you to the start of the quest with 1 HP)
9: Mad Chickencow Attack (Free, 12 hits of 10% base and 20% random melee damage each)
*****
Pumpkinlord
Pumpkinlord was released for Mogloween '07. Mogloween is the ingame equivalent of Halloween. At the moment, this class cannot be used as Mogloween is over and a permanent armor was never released.
To get the Pumpkin Armor, you had to complete all the preliminary mogloween quests, then pay 700 candy to unlock the armor. Each new skill on the armor cost 200 candy to unlock. The skills were:
1: Vine Whip (10 MP, 150% base and random ranged nature damage)
2: Shield (10 MP, +80 block for 2 turns)
3: Thick Shell (20 MP, +25 to all elements for 5 turns)
4: Health Candy (-5 candy, +150 HP)
5: Mana Candy (-5 candy, +200 MP)
6: Scythe (15 MP, 3 hits of low ranged nature damage, chance of stunning for 1 turn)
7: Multi (15 MP, hits all enemies with nature damage)
8: Thorns (20 MP, requires successful attack or Multi, hits all enemies with nature damage)
9: Pumpkin Bomb (20 MP, 100% base and random magic fire damage, -25 bonus to enemy for 4 turns)
10: Root (30 MP, stuns for 3 rounds, weak nature DoT for 3 rounds)
11: Pumpkin Scale (10 MP, +5 melee, ranged and magic defence for 20 rounds)
12: Spikes (25 MP, enemy must be rooted, nature damage, -30 boost to enemy for 5 rounds)
13: Final (40 MP, garunteed crit)
14: Eternal Night (35 MP, 3 hits with unknown damage %)