Peasant

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Peasant
Peasant.png
Class Type: Special
Position: Front/Back
Changes At: N/A
Number of Skills: 5
Total Quest Skills: 0

Overview[edit | edit source]

"Not all heroes come from the common folk or the rich. Even the lowliest of people can become great warriors, wizards, or hunters. The peasant has braved the elements and knows survival like no other. Though frail and only able to equip their basic gear, the peasant can work their way up to being on par with the common folk."

A true challenge to play - as they are not trained to fight like a soldier or act as a scout - nor are they skilled at casting magics. Most don't even start with any magic talent. Instead, their experience with hard work and effort over the scale of years give these hardy country folk a permanent endurance bonus against the element of the dungeon or area they are in.

Peasants give the player an idea as to what the three basic starter classes are like without making a commitment. However, they do not start with ANYTHING (save for 60 Legens and one Small Potion).

Peasants, upon completing 13 quests, change into a Soldier, Scout, Scholar, Performer, or even Adventurer. See the notes on changing class for further information.

Peasant Pros/Cons[edit | edit source]

Pros[edit | edit source]

  • ALL damage is a roll of 1d100. Both attacking and receiving. This is done before defensive calculations and resistances/weaknesses. Thus, it is possible to take down even highly dangerous enemies as a peasant.
  • Can wear ANY armor and use ANY weapon.
  • Elemental/Status/Weapon Resistance +2%
  • Can cast any magic with any weapon.
  • The peasant can experience various aspects of the starting classes before making a decision.
  • Upon class change, a player who spent the first 13 quests as a peasant gains two additional job points.

Cons[edit | edit source]

  • Starts with 60 Legens and one Small Potion.
  • Due to the way peasants deal damage, they will never deal damage higher than 1d100 or multiples thereof.
  • At 13 quests they are forced to pick a job.

Gear/Stats[edit | edit source]

Peasants start off with absolutely NOTHING for gear, but you can still fill it in as you wish. Furthermore, they will only gain 60 points for Life/Will allocation upon leveling up, though they do still gain four stat points on level up like all classes. They do start with 20 points in both defense and magic defense, and thus human peasants will have 55 base defense and magic defense. Since their attack/magic attack is fixed to a dice roll, you can only allocate stat points to defense and/or magic defense.

Available Weapon Types[edit | edit source]

  • All weapon types are available to the peasant. See Weapon Types.

Available Armor Types[edit | edit source]

  • All armor types are available to the peasant. See Armor Types.

Starting Base Stats[edit | edit source]

  • Life: 150
  • Will: 100
  • Attack: 1d100
  • Defense: 20
  • Magic Attack: 1d100
  • Magic Defense: 20

Starting Gear[edit | edit source]

  • Peasants start with no gear, but you may still fill it in for the sake of RP purposes.

Skills[edit | edit source]

Skill Name Description Type
Bash.png Bash
Strikes a single target to deal double damage. Offensive
Campfire.png Campfire
Set up a campfire out of combat to heal yourself and your party. Active
Escape.png Escape Lv. 1
Increases escape chance and adds chance of skipping boss battles. Passive
Magic.png Fire
Deals fire magic damage to one target. Offensive
Gatherer.png Gatherer
Doubles drops at the end of battle. Passive

Class Change[edit | edit source]

On achieving 13 quests, the character MUST choose to be inducted into the basic classes. However, the way in which it works becomes slightly confusing when playing in lite mode, and it also becomes confusing regarding stats.

If playing in Lite Mode, the player only needs 18 posts in order to class change. However, playing in lite mode and class changing as a peasant to, for example, a soldier, will not force the character to be played in pure lite mode. This effect will be caused, however, if the player were to change classes in lite mode as a soldier (the same would apply to scout, scholar, and the others).

In regards to stats on class changing, what you will keep, lose, and have reset is as follows...

KEEP

  • Your quest level of 13.
  • Your character details.
  • Your inventory.

LOSE

  • Your peasant stats.
  • Your peasant damage rolling.
  • Your elemental/status/weapon resistance.
  • Your ability to cast any magic with any weapon.

RESET

  • Your life and will to the base life and will of the chosen class.
  • Your stats are reset and changed to match that of the chosen class (plus racial modifiers).
  • Your 52 stat points to reallocate.
  • Your 1950 or 2600 life and will points to reallocate.
    • This value is NOT supposed to be 780, as the 13 quests now count as if you completed them as a true first class. Peasants who became adventurers will have 2600 points rather than 1950.

Furthermore, you will be granted two additional job points to allocate.