Warrior Classes
Guardian
The Guardian class boasts the highest defensive stats of all of the 12 classes. As a result, this class is almost always on the front line. A Guardian’s duty is to draw attention away from other party members and absorb large amounts of damage without falling. Guardians are able to equip most types of weapons and armours, but most will normally choose heavy plate armour, a good shield and a one-handed weapon, as it suits the Guardian’s battling role.
Sadly, Guardians to not do much upfront damage, and require good gear to be effective, which is a weakness for the class.
Stats
Role:
Tank
Armour:
Plate
Chain
Leather
Cloth
Large Shields
Weapon:
Swords
Daggers
Maces
Axes
Paladin
Noble knights who protect the weak with an assortment of inspiring prayers and holy magic. Similar to Guardians, Paladins fight at the front lines of the battlefield, and take most of the hits in the place of other party members. Paladins use an assortment of minor self-heals and Area of Effect spells to sustain themselves and protect allies and combat multiple enemies at the same time. Although these AOE spells are not targeted, and are instead a set distance around the Paladin casting the abilities. They also tend to not deal much damage, but do things such as stun adversaries temporarily.
Much like Guardians, Paladins are unable to deal a large amount of damage during the course of a fight due to their abilities focusing on mass disruption of enemy ranks. They also require decent gear to be effective. Paladins also tend have long cooldowns on most of their abilities. Due to their healing ability, Paladins are slightly less resilient against damage overall in comparison to the Guardian.
Stats
Role:
Tank
Armour:
Plate
Chain
Cloth
Large Shields
Small Shields
Weapons:
Hammers
Maces
Spears
Monk
While Monks have the highest HP stat of all of the classes, they are restricted to lighter armours such as cloth, and are unable to equip shields. In comparison to the other Warrior classes, Monks have the lowest defensive stats. Despite this, Monks have high resistances to special attacks, and an even higher evasion rate, which allows Monks to still be effective in combat.
Skills acquired by Monks tend to have short cooldowns, meaning Monks are able to constantly attack on the battlefield. Some of the abilities come with additional effects if used in a predetermined order, giving the Monks diverse and powerful offensive options in comparison to the other Warrior classes. Despite this, a Monk’s Mana Pool is actually fairly small, and monks have to be cautious to not completely deplete it in a short amount of time.
This class is popular amongst solo players in Elder Tale.
Stats
Role:
Offensive Front-line
Guerilla
Armour:
Cloth
Weapons:
Bare Fists
Specialized Weapons (Cestuses)
Throwing Weapons
Weapon-Based Classes
Assassin
Assassins are known and feared on the battlefield for their ability to do ridiculously large amounts of physical damage in a short amount of time. Assassins capable of wielding a very large variety of melee and ranged weaponry, and may also dual wield swords and daggers to deal even more damage in a shorter amount of time.
On the other hand, Assassins have a severe lack of defensive skills, and may only equip cloth or leather armour. This class does not use shields, and instead relies on evasion to protect themselves. Assassin abilities also tend to have long cooldowns, as burst damage is key.
Stats
Role:
Offensive Front Line
Rear Guard Sniper
Armour:
Leather
Cloth
Weapons:
Swords
Daggers
Short Bows
Long Bows
Crossbows
Swashbuckler
The masters of dual wielding. Swashbucklers are experts at fighting multiple targets at once, and can even be considered the best defender among its weapon-based brethren classes, having more HP and defense in comparison. Unlike Assassins, who rely on burst damage to kill targets, Swashbucklers specialize in unleashing combos and continuous chain attacks for longer streams of damage. As a result, Assassins are a better choice for fighting a single target.
Swashbucklers tend to have abilities which deal Area of Effect damage, meaning they can take on multiple enemies at once. Quite a few of their abilities can also have status effects to cripple groups of enemies also. In cases such as these, Swashbucklers can deal as much DPS as an Assassin.
Stats
Role:
Vanguard
Guerilla
Armour:
Chain
Leather
Cloth
Buckler Shields
Weapons:
One-handed Swords
Throwing Weapons
Bard
Wandering musicians who empower allies with varying melodies. Bards use Song Magic, allowing them to provide a constant, permanent buff to allies until cancelled. These songs can greatly increase a group's’ combat prowess and are easily stronger than an Enchanter’s buffs, however, they have an extremely long cast time, and only one song can be played at a time. A Bard must have good coordination and planning in order to maximise their presence on the battlefield. Despite focusing on music most of the time, Bards are also able to equip weapons such as bows and swords.
Bards lack many offensive abilities, meaning they are reliant on a party to do well. High level bards are able to play two songs at the same time, and can have a maximum of 15 different songs.
Stats
Role:
Vanguard Attacker
Back Row Sniper
Support
Armour:
Leather
Cloth
Weapons:
One-handed weapons
Musical Instruments
Some Two-handed Weapons
Short Bows
Long Bows
Healer Classes
Templar
Righteous Healers who fight until they reach the brink of death...and then continue fighting regardless. Templars have the innate mastery over both life and death, and can sway the tides of battle with quick decision making and good management of their abilities. Templars have shielding abilities which become stronger based on how much health a target is missing. These shields can have varying effects, such as an area DoT shield, or a shield which absorbs a set amount of damage before releasing it in an area as magical damage. Shields with effects such as these however, do not scale with missing health. Templars are slightly more durable than the other healing classes, and can be closer to the front lines, but they are not truly suited to participating in all-out combat as a front-liner.
Being a healing class, Templars lack many offensive abilities, and may have trouble against classes which are combat-focused. They may also be the target of Assassins, who will bypass the missing health bonus Templars have by killing low health targets before they can even react.
Stats
Role:
Vanguard
Support
Armour:
Plate
Chain
Leather
Cloth
Buckler Shields
Weapons:
Hammers
Swords
Magical Devices
Druid
Masters of slow regeneration. A Druid’s deep bond with nature allows them to have powerful regenerative healing magic. Of all of the twelve different classes, Druids are able to achieve the highest rate of HP-per-second recovery with their ability to stack different regeneration spells.
Druids are also considered to be the most balanced of the healing classes, being a combination of both offense and defense. Their magic revolves around the forest, meaning that Druids fighting inside of a forest will receive bonuses and slight advantages against enemies.
However, the Druid has the weakness of being a MP consumer. Their spells drain their mana pool at a fairly fast rate, meaning that a Druid cannot fight for an extremely long time. As a result, Druids must always be paying attention to their mana pool, and try to conserve their mana usage.
Stats
Role:
Frontline Attacker
Back Row Support
Center Support
Armour:
Leather
Cloth
Weapons:
Staffs
Spears
Whips
Axes
Blunt Weapons
Magical Devices
Twigs
Exorcist
Spirit Mediums who support allies by removing or controlling threats. Exorcists have the least potent heals of all of the Healer classes, but make up for this by being able to disrupt enemies, and augment other healers. Exorcists have the ability to “banish” targets - including themselves, from the battlefield and into another plane. This prevents them from taking any action, including dishing out and receiving damage for a short time. Banished allied targets tend to return with restored MP, but it is a relatively minor mana restoration. Banished enemies sometimes take different forms of damage on their return, but this tends to be mediocre damage. This class tends to have trouble soloing anything, and requires a team to be effective.
Exorcists are also able to purge allies of random debuffs, and provide temporary immunity to debuffs - a unique trait among Exorcists. However, these abilities have long cooldowns, and should be used carefully.
Stats
Role:
Support
Armor:
Cloth
Weapons:
Staffs
Magical Devices
Mage Classes
Sorcerer
Specializing in tapping into the power of the elements for fierce and powerful spells, the Sorcerer has the highest magical damage out of the twelve classes and is essentially the magical counterpart of the Assassin. Utilizing the different attributes of offensive magic, the Sorcerer has a richer variety of Area of Effect damaging spells compared to Weapon-based classes, making it an extremely versatile class. However, this class suffers from low HP and defense and can easily die in a few seconds if attacked. Normally, a sorcerer is more of a support fighter and likened to long-range artillery. They are not meant for front-line combat unless the sorcerer is well-defended.
It should also be noted that through the use of subclasses, Sorcerers can become more oriented to a specific element and become much more proficient at it, at the cost of weakening their other elemental abilities.
Stats
Role:
Ranged DPS
Armour:
Cloth
Weapons:
Staff
Short Sword
Grimoire
Magical Devices
Summoner
Summoners have the magic that allows them to summon mystical beasts or spirits. There are over 100 different types of creatures that can be summoned. However, in order to prevent the class from being almighty and omnipotent, the maximum number of summoned creatures that a player can summon at any moment is twelve. Some high-level beasts can only be summoned at special locations after completing their specific quests.
Summoners themselves have extremely low HP and defense stats. However, due to the wide variety of creatures that can be summoned and the ways these creatures can interact with other beings and the environment, a Summoner's role within a party can include offense, healing, or support. This inherent flexibility makes it an extremely popular class among players, including solo players.
Summoners can generally be categorized into four sub-specialties: Elementalists, Necromancers, Puppet Masters, and Beast Tamers.
Stats
Role:
Rear Attack
Controlling Summoned Beasts
Armour:
Cloth
Weapons:
Staff
Short Sword
Whip
Grimoire
Magical Items
Enchanter
Among the twelve classes, the Enchanter has the highest MP stat. However, its offensive damage in terms of both specialized spells and melee is extremely low, making it inherently a support class. Its defensive stamina is also very low, making it an unsuitable class for solo play and the least popular class in Elder Tale. Some players say that the class is one that exists in concept but that they've never actually encountered an Enchanter in the game.
Enchanters are usually able to stay in combat for long periods of time because their spells consume MP at a slow rate, and they generally support other party members, rather than engaging directly in combat themselves.
Enchanters are an extremely versatile class that boasts a rich repertoire of spells at their full disposal. These range from buffs that raise the combat prowess of party members to spells that add status effects to enemies. Still, due to the Enchanter's extremely low offensive and defensive capabilities, it is nearly impossible for an Enchanter to finish a fight alone.
Stats
Role:
Rear Strike
Battlefield Management
Armour:
Cloth
Weapons:
Staff
Short Sword
Grimoire
Magical Devices