The Alchemist, Enchanter, Magician, Necromancer, and Wizard make up this archetype. Caster characters typically have the lowest health and defense compared with any other character, but are able to deal steady damage directly through offensive spells such as lightning bolts and poisons, or through indirect effects such as damage shields.
Enchanters, magicians, and necromancers also have a sub-archetype, the "Summoner", or "Pet class". These classes tend to rely heavily on their pet in order to deal damage or protect themselves from danger. Summoners may only have one summoned pet active at any given time.
There is also another sub class, the "Battery", typically the Enchanter's primary role, and to a lesser extent, depending on their chosen path, the Necromancer. Batteries provide the group with power, either by transfering it directly from their own power pool or granting it over time via buffs. The Magician can summon tradeable drinks that restore power over time, and so functions as a battery in that way.
Caster characters have special masteries available to them that are unavailable to other archetypes.
|10||Mental Clarity 1||15||100 INT||PoT +4||
Focus and reason often grant spell casters an uncanny clarity,
|15||Mental Clarity 2||24||140 INT||-||-|
|20||Mental Clarity 3||34||180 INT||-||-|
|25||Mental Clarity 4||44||235 INT||-||-|
|30||Mental Clarity 5||55||250 INT||-||-|
|20||Arcane Fortitude 1||10||100 STA||STA +10||Some spell casters have toughened their bodies through arcane practice giving them additional stamina.|
|30||Arcane Fortitude 2||30||-||STA +15||-|
|40||Arcane Fortitude 3||60||-||STA +20, DEF MOD +1||-|
|20||Sage's Form 1||25||Vigor 1||STA +15||Many spell casters possess a sage's form, granting them increased stamina.|
|25||Sage's Form 2||40||Vigor 2||STA +15||-|
|30||Sage's Form 3||55||Vigor 3||STA +20||-|
|20||Sage's Knack 1||25||Balance 1||DEX +15||Many spell casters possess a sage's knack, granting them increased dexterity.|
|25||Sage's Knack 2||40||Balance 2||DEX +15||-|
|30||Sage's Knack 3||55||Balance 3||DEX +20||-|
|20||Sage's Intuition 1||25||Insight 1||WIS +15||Many spell casters possess a sage's intuition, granting them increased intelligence.|
|25||Sage's Intuition 2||40||Insight 2||WIS +15||-|
|30||Sage's Intuition 3||55||Insight 3||WIS +20||-|
|20||Sage's Thought 1||25||Wit 1||INT +15||Many spell casters possess a sage's thought, granting them increased wisdom.|
|25||Sage's Thought 2||40||Wit 2||INT +15||-|
|30||Sage's Thought 3||55||Wit 3||INT +20||-|
|5||Physical Training 1||30||NONE||STR +15, INT -5||?|
|10||Physical Training 2||45||-||STR +35, INT -10||-|
Master Classes (Archetype)Edit
All four archetypes possess two unique master classes that only characters whose class is within that archetype can unlock. These master classes have much higher requirements to achieve than a normal master class, but can provide extremely powerful benefits for particular playstyles.
The two archetype master classes available to casters are: Sage and Arcane Were-Hunter.
INT MAX +50
Obtaining the Sage master class tag unlocks the following CMs:
INT MAX +50
Obtaining the Arcane Were-Hunter master class tag unlocks the following CMs for purchase:
- In order to unlock Heroic Were-Hunter, a player must complete the first Were-Hunter related quest starting at level 30, and become "branded". This will permanently prevent them from becoming infected by lycanthropes, and allow them to unlock were-hunter related CMs, including Heroic Were-Hunter (assuming all other prerequisites have been met).