Classes

Classes are the main mechanic in Intertwined Fate. They serve as the base for your character's role in a party. There are tons of available classes in Intertwined Fate. This provides for rich and varied gameplay. =Classes=

Warrior

 * STR: 10


 * DEX: 5


 * CON: 8


 * INT: 3


 * FOC: 8

Warrior Analysis:
Incredible Strength, however a physical build is the only viable strategy, since it’s Intelligence is one of the worst. That forces the Warrior to get close to the enemy to get hits in, and leaves it vulnerable to attacks, in addition, it’s bad Dexterity makes dodging hard. However, the Warrior backs it up by having good Constitution, keeping damage controlled. Another plus, Add it's above average Focus, ensuring hits will almost always hit when going in close.

Rating: 8/10 (Rating taken from Celesh18)

Mage

 * STR: 4


 * DEX: 6


 * CON: 5


 * INT: 10


 * FOC: 7

Mage Analysis:
Mages are ranged attackers, having the best Intelligence in the game means they can cast powerful damaging spells without worrying much about their Mana reserves. However, they must always make sure to stay far from the enemy, because their Constitution is below average, if they get too close it can be game over, or they will for sure take a massive hit. Their Dexterity doesn’t help either for escaping, since speedy enemies will for sure catch up to it and deliver strong hits. Their focus is not bad, it goes well with their ranged build to ensure hits come in. Overall, Mages only have 1 role, and it’s staying far and spamming spells.

Rating: 6/10 (Rating taken from Celesh18)

Thief

 * STR: 6


 * DEX: 10


 * CON: 7


 * INT: 4


 * FOC: 7

Thief Analysis:
Thieves can cover more roles, for example, they can place enemies under status conditions, stun them for other roles to deliver a blow, or be bait. Their best in the game Dexterity makes them able to dodge every single attack from mobs, and it also helps them get close to an opponent, attacking, and retreating right before an attack. However, it lacks firepower, as the weapons it gets are not the most appealing and it’s attack stats are lackluster. Thieves are very good at staying alive, because if for some reason they were to get hit, their fairly good Constitution would tank it, leaving it with a chance to escape. Their Focus is nothing to scoff at, since it guarantees it will almost always get hits. Overall, this class is a must have for a party, for it’s ability to stay alive late game, and be good support.

Rating: 9/10 (Rating taken from Celesh18)

Priest

 * STR: 5


 * DEX: 4


 * CON: 10


 * INT: 7


 * FOC: 6

Priest Analysis:
Priests are the tankiest healers in the game, having the best Constitution of all the classes, and good healing spells, as well as good Intelligence to keep the healing spells and status effects coming. Its Intelligence also makes it available to play the role of ranged attacker, however it does this poorly because of the bad attack spells it gets. It’s Strength is also horrible, and because of the bad Dexterity it hits slowly and weakly, making it unable to attack physically, add to this an average Focus, making it miss hits ocasionally. Overall, this class is a healing one, as well as a good hit taker for the late game.

Rating: 8/10 (Rating taken from Celesh18)

Archer

 * STR: 5


 * DEX: 7


 * CON: 4


 * INT: 6


 * FOC: 10

Archer Analysis:
Archers are glass cannons, hitting averagely, and if hit by any boss special attack, half of their HP will be taken. However, high level Archers get access to special arrows with additional effects, plus the best Focus in game makes the effects be stronger and last longer when a critical hit lands, which will be 50% of the time. Their Dexterity is good, being able to stay out of range easily and dodging most attacks with skill. A drawback for Archers though, is that Archers get hardly any spells, and the ones they get have high Mana costs, draining their Mana rapidly. Overall, Archers are a good support class, being able to weaken mobs and lure them from afar.

Rating : 9/10 (Rating taken from Celesh18)

Adventurer

 * STR: 10
 * DEX: 10
 * CON: 10
 * INT: 10
 * FOC: 10

Adventurer Analysis:
I have no opinion on this class. The literal bishonen of Intertwined Fate. This class has no weakness, and can learn anything, making it suitable for any role, and fulfilling it better than its own current leader.

Samurai:
A faster version of the Warrior. They have less Constitution, but more Strength and Dexterity. They can also unlock a passive skill known as True Stroke that instantly kills someone when you land a critical hit if you´re lucky, or atleast takes a good chunk of their health. Fortunately, it does not work on Bosses.


 * STR: 11


 * DEX: 7


 * CON: 5


 * INT: 3


 * FOC: 9

Samurai Analysis:
If the warrior was a force to be reckoned with, this is a natural disaster hitting New York. This beast has a Strength of 11. It may seem low, but that single point can make the most incredible difference when it comes to DPS. This classes Dexterity is also buffed, which means it can come close to an opponent and be able to dodge its next hit. Apart from this, the passive skill for this is True Strike. An absolute game changer when it comes to luck. And what better way to support it than by giving it 9 base Focus points? The downside for all of these buffs, directly falls on it's Constitution. When the Warrior was able to be a semi-tank, this guy will get hit massively by normal hits and special attacks. In the end, the bad Constitution of this class doesn't stop it from being an absolute beast. Definitely my favorite class.

Rating: 10/10 (Rating taken from Celesh18)

Knight:
A tankier version of the Warrior. They have less Dexterity, but more Constitution and Strength. They can unlock a passive skill known as Noblesse Oblige which gives their party members that have less Health than them +25% more Health.


 * STR: 11


 * DEX: 6


 * CON: 9


 * INT: 3


 * FOC: 7

Knight Analysis:
This one is tough. It’s not a DPS beast although it has high Strength, because its Dexterity is not the best. However, everything isn’t about attack. This class has a lot going towards defense. It can maybe fill a role of a close combat never dodging DPS, or a taunter tank, but never a healer. This because of its bad Intelligence, which makes it have mediocre mana reserves and bad healing rates. Its skill, Noblesse Oblige, is very useful, and can be used to make DPS dealers to last longer on the field. Now, with all this said, this class can only fill 1 role in a good way: Tank.

Rating: 9/10 (Rating taken from Celesh18)

Swordmaster:
A stronger version of the Warrior. They have less Dexterity and Constitution, but more Strength and Focus. They can unlock a passive skill known as Tenacity that nullifies debuffs when your Health is under 15%.

Berserker:
A stronger version of the Warrior. They have less Dexterity and little to no Intelligence, but more Constitution, Strength, and Focus. They can also unlock a passive skill known as Bloodlust that adds a multiplier to their damage whenever their Health is low.

Battle Mage:
A melee-oriented version of the Mage. They have less Intelligence, but have more Strength and Dexterity. They can use their magic to help them in close combat, for example, enhance their weapon with magic, create weapons out of magic, etc etc.

Elementalist:
A version of the Mage that utilizes the Elements in their battles. They can manipulate the Elements, and have multiple high damaging skills. They also have high Focus, along with Intelligence.

Necromancer:
A version of the Mage that can summon the dead. They can summon the dead (kinda already said that) and can turn dead monsters into like, their Pokemon or something. They deal more damage whenever they are close to corpses.

Summoner:
A version of the Mage that can summon monsters to help them in combat. They can summon various monsters via a Summon Circle, or a Summoning Talisman (really rare), or just by using a spell/skill. Every second a summon beast is out, you lose Mana for every second. Thus, Summoners have abnormally high Intelligence. However, if their summoned beasts are gone, the Summoner is basically a sitting goose because all of their other stats are nonexistant.

Abysswalker:
A variant of the Thief that can slink into the shadows and decapitate their foes, killing them instantly. They are really fast and agile, and have high Dexterity and Focus too. However, their Constitution is below average. Of course, they can't instakill everything, only mobs/players that are 10 Levels below them or 3 Levels above them. When they're in the dark, their damage is doubled. They also have night vision. They are weak towards the Light element.

Assassin:
A variant of the Thief most suited for fighting against single foes. They have high Dexterity, Strength, and Focus, but are lacking when it comes to Constitution. They have a 'high risk, high reward' kind of playstyle.

Executioner:
A variant of the Thief that is slow, but packs a punch. They have high Strength and Focus, but below average Dexterity. They carry around Greataxes, and most of their skills are AoE skills.

Merchant:
A variant of the Thief that has a 500% boost to Item amounts, and the chance of finding a Rare Item. They have no combat skills at all, but they have highly appreciated skills like Appraisal, which reveals more info about an item/enemy.

Cleric:
A variant of the Priest that well, heals. They have above average Intelligence, while all the other stats are average. The thing that shines the brightest about Clerics though, is that they can heal! They are the only class that can heal others, besides the Priest and Alchemist.

Paladin:
A slower, more powerful version of the Priest. Basically a buffed Priest, except all of their skills are Light-based and will inflict the [Holy] debuff on enemies when hit. They can also buff others. They have below average Dexterity, but above average Strength and Constitution.

Monk:
A faster variant of the Priest. They carry around Greatstaffs, which require great Strength. They have above average Strength and Dexterity, as well as above average Intelligence. They have several Light based skills.

Vangaurd:
A more powerful variant of the Priest. As their name suggests, they are the Vanguard of a team, and carry around Greatswords. They have above average Strength, Focus, and Constitution, but below average Dexterity and Intelligence.

Hunter:
A variant of the Archer that has close range skills as well as long ranged ones. Carrying around a shortsword and a bow, Hunters are not to be scoffed at. They have a passive Trait known as [Adept] which heightens your Dexterity whenever you are in a Jungle or a Forest.

Ballista:
A variant of the Archer that lugs around a huge ballista that fires giant bolts. They are very slow because they have to carry the ballista around with them, but their damage is big.

Longshot:
A variant of the Archer that is suited for long ranged combat. As their name suggests, they strive at defeating an enemy at long range. They have above average Focus and Strength, and all of their other stats are average.

Alchemist:
A variant of the Archer that can brew potions that either buff your allies, or debuff your enemies. They can also add Runes to weapons, making them a very valuable class.