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Classes and Jobs
In the world of Zephyr Skies, it is apparently acceptable to be a Robot for a living. Or a Savant. Or even a Stalker, although this not quite what you think. Each of the jobs you can choose for your character in this game feature a wide variety of spells, skills, techniques, and gimmicks. Each of these vastly different player-characters will be more or less difficult to use depending on what their key character aspects are. As such, they have been provided with difficulty ratings. Starting out with a
class will be easier than using a
class, and attempting a
class is only recommended for Zephyr Skies veterans! Or people who like dying. Quickly.

Physical Classes:

Halberdier: A returning favorite from ZS I. As previously, the Halberdier is a well-rounded fighter with limited magical capabilities. However, it’s expanded weapon abilities will allow for damage over long range, crowd control, and self-buffing. In line with the theme of the game and the generic soldier feel of the class, pick up trophies from fallen foes to earn a low percentage fear chance against similar enemies. The halberdier is limited to using axes and polearms, but they also have access to one of the larger armor pools in the game.
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Hunter: Why worry about a zombie when you can kill it from a hundred yards? The Hunter class is like that of a typical ranger on steroids: critical hits and a variety of skills is the name of the game. Ricocheting arrows, firing multiple arrows at once, and specialty arrows will keep the hordes at bay. Should they get too close, the Hunter is in trouble: low defense and health will get you killed in the middle of the fray. High accuracy, attack, and speed will make this the last of your worries, however, and an unnaturally high resistance to status conditions will stave off the worst if these fail.
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Plague-Bearer: You got bitten. By something. This class is meant to simulate playing a member of the horde. Horrendous speed balanced by massive attack, low dodge balanced by huge HP. As the obligatory tank, this class focuses on self-buffing and damage reduction. Evade critical blows and infect enemies to fight for you in order to survive without the advantage of healing items.
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Robot: This is a class designed for use by skilled players. What if you were a character whose stats did not change as you leveled up? Meet the Robot—his stats are affected only by that which he equips. Not only will armor give you armor boosts, but depending on the kind, it can give you skills, health, dodge, accuracy, or something entirely unexpected. Fill your inventory with swords for added attack or fill it with potions for massive amounts of health. However, nothing you do can give the Robot a magic stat at a useable level. The Robot starts with stats far higher than those of his counterparts otherwise, but as mentioned, they won’t get any higher until you find better gear.
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Stalker: An augur of ill fortune. This class specializes in illusion, misdirection, and a mind bending array of special skills designed to keep the enemy guessing. All-or-nothing attacks combined with fear and decoy techniques will allow Stalkers to rack up huge backstab and stealth bonuses. With exploding, illusory clones, invisibility spells, and evasion boosts, this class’s poor defense and attack will barely be a factor. Caught in the open, however, the Stalker can always rely on its high evasion. Limited equipment options can make these characters difficult in the early game.
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Templar: You are one of the last bastions of order in the face of the horrors you will face. Holy damage is the name of the game, and as these foul creatures fear the light, dealing damage will not be a problem. Skills focused around healing and recovery will make playing these characters easy for beginners, but the lack of skill depth and ability to deal damage without skills will make the later stages of the game more challenging. Low attack and high MP will lead towards this result, but high defense will mitigate the worst of it.
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Magic Classes:

Battery: Imagine a character incapable of mele attacks. If that sounds fun, choose the Battery class, because with its huge MP pool, high defense, and high mana, the Battery can dish out a blistering array of spells that hit with some of the highest damages in the game. Worried about running out of MP? Don’t, because every attack you sustain replenishes it. Some of the special skills designed to fit into the Battery’s play style involve temporarily draining enemy stats, especially speed--something a regular Battery lacks. By racking up quick kills, this character becomes nigh-unkillable. Just watch out for ambushes!
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Necrophage: You feed on the undead. Consuming the various breeds of the undead give you varied temporary skill bonuses like added dodge for ghosts, stamina from zombies, magic power from lichs, etc. Your spells will focus around area-of-effect, damage over time, and ensnarement. Low defense and high speed and attack will keep you bouncing between critical health and full power.
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Savant: These gifted spellcasters are primarily focused on the power of the mind. Specializing in nonelemental, psychic attacks, the Savant is capable of teleporting, confusing, and fearing groups of enemies all at once. However, even the best psychic is limited by their willpower. This non-stat increases with each level for Savants, each time increasing the range and/or area of effect of the character’s abilities. Abilities like the confusion bomb will start as short range, single target spell, but at higher levels, it can confuse whole swathes of enemies from great ranges. However, as the name Savant would imply, they suffer greatly in attack, defense and speed. Incredible mana, mp, and accuracy, on the other hand, will keep them alive.
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Seer: Back by popular demand, the Seer will feature many of the same skills it did in ZS I. One major new feature of the Seer is the ability to test possible futures; build up the ability to step back turns of combat. Don’t like getting hit critically? Roll it back. Some of the Seer’s most important skills will allow a skilled player to hit through walls, delay damage until later turns, and leave traps for future enemies. With low HP and speed, high accuracy and high mana become extremely important.
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Warlock: Use confusion, stun, poison, and fear techniques to control the ebb and flow of the battlefield. With a boost to status condition infliction rates, various abilities that let you inflict the reverse of various conditions on yourself will lead to interesting combinations of equipment and skills. Who said getting poisoned was bad if it healed you? Or if Silence gave you a mana boost? Warlocks boast a massive MP pool but will struggle to dish out damage head-on. A larger equipment pool than most magic classes will more that make up for this shortfall.
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Other Classes:

Blade Witch: Serving as a hybrid warrior/spellcaster, the Blade Witch usually combines mana and attack in characteristically hybrid abilities. Buff your mele attacks with elemental and other spell powers, or project your strength over long distances. One of the Blade Witch’s signature abilities is one that allows you to use your weapon, whatever it is, like a boomerang. Using the option to select multiple targets, a clever player can get a ricocheting weapon to strike even more enemies by selecting strategically placed targets. The high damage output of these characters is somewhat tempered by their low defense and speed.
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Mutant: A character constantly in flux. The Mutant starts with low stats all around but builds them through combat. Getting hit will increase HP, hitting enemies will increase attack, dodging attacks will build speed, and so on. And don’t get too attached to their skills; spells and abilities will come and go seemingly at random, but don’t worry: losing a minor spell could lead to the learning of devastating ones. Equip the Mutant with almost any weapon type to learn new weapon skills, and adding different armor to your character might have some unexpected effects…
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