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If you're reading this, then you're probably curious about what are the abilities for each class are! Well, I'm only going to do the 5 first.
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Classes indicated by a * start with 30 mana.
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Class Name: Fighter
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Starting Equipment: Iron Armor, One-handed Weapon of Iron tier, Wooden Buckler. 
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Ability 1: You now have the choice, in between rounds, to swap out your shield for an extra Iron-tier one handed weapon, or an iron two-handed weapon! Your critical chance doubles upon using two swords, but you become unable to use your shield for the remainder of the round. Upon using a two-handed weapon, you become a more menacing sight, as your base attack increases. 
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Ability 2: Your armor feels like a couple of feathers to you. It's becomes virtually weightless, thus doubling your speed without taking the risk of wearing no armor! 
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Ability 3: The Fighter has been gifted by Lord Witch, the entitlement of using the War Horn! The War Horn will stun any enemy in a decent radius for 2 turns upon use. Can be used once every 3 posts.
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Class Name: Archer
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Starting Equipment: Leather Armor, Wooden Bow w/ 20 Arrows, Iron Dagger.
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Ability 1: Channeling your inner AoE, at the expense of 5 arrows, you can launch those into the air and have them rain fury over a certain area of your choosing!
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Ability 1: You have a laser eye, your shtos are super accurate from now on.
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Ability 2: You have a laser-eye. Your shots are super accurate from now on.
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Ability 2: Channeling your inner AoE, at the expense of 5 arrows, you can launch those into the air and have them rain fury over a certain area of your choosing!
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Ability 3: Expending 10 mana, you can now either light the end of your arrow on fire, or have it become chilled with super freeze. (Requires Mana Package).
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Ability 3: You've become quite adept at quickly firing your bow in a rapid succession. Twice during the entire round, you can use up to 5 arrows for 5 different enemies in one post!
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Class Name: Rogue
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Starting Equipment: Leather Armor, 2 Iron Daggers.
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Ability 1:You can become virtually undetectable in the shadows for 4 turns. 
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Ability 2: Upon successfully sneaking up behind an enemy, you can attempt to assassinate them. It's a 50/50 chance to either kill them instantly or leave them majorly injured. 
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Ability 3: You can pickpocket enemies. It's rolled upon, and what you get varies from the roll. 
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Class Name: Mage*
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Starting Equipment: Leather Armor, Magic Staff, one handed iron weapon.
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Ability 1: Mages channel their healing powers and can heal their party members. They can heal up to giant gashes. Anything beyond is unhealable. Costs 20 mana.
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Ability 2: You summon the great 7 Winds of  The World! You can send enemies flying within a small radius into the sky, rendering them useless for 1 turn in the sky and 2 turns on the ground, stunned. Costs 20 mana.
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Ability 2: You can cast a wall of Fire around yourself or a party member. Enemies who fear fire know better to not trench through the wall, or they'd become incinerated, others who don't won't have a good time. Costs 10 mana.
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Class Name: Cleric*
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Starting Equipment: Iron Armor, Wooden Buckler, one handed Iron Weapon of choice.
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Starting Ability: The Cleric can heal a party member for 10 mana!
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Ability 1: The Cleric beefs himself or a party member, increasing their health doubled. Costs 30 mana. can be used once every 4th post.
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Ability 2: The Cleric can cast a Wall of Protection, about the span of 10x10 feet, effectively blocking any CQC, ranged or magic attacks. Can be used every 3rd post. Costs 20 mana.
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Ability 3: The Cleric is capable of refilling empty potion bottles to their original use. Costs 40 mana, can be used every turn.