Character classes
In Fayoria you choose one of six classes. Your class decides which attribute raises your damage, how much health you have and which special ability you bring to every fight. One account can hold several characters, so you can try different play styles.
| Class | Main attribute | Health | Ability |
|---|---|---|---|
| Warrior | Strength | high | Heavy armor and shield - 22% block chance. The least vulnerable to blows. |
| Mage | Intelligence | low | Spells ignore armor, dodges and blocks. Fragile, but painful. |
| Hunter | Dexterity | high | Nimble as a fox - 27% chance to dodge each blow. |
| Paladin | Strength | medium | A holy knight. Each blow heals him for 25% of damage dealt, his shield blocks 12% of blows. |
| Assassin | Dexterity | medium | A strike from the shadows: +12% crit chance, and a crit deals triple damage. 12% dodge. |
| Necromancer | Intelligence | low | Spells ignore armor, dodges and blocks. A curse weakens enemy blows by 15%. |
Warrior
Heavy armor and shield - 22% block chance. The least vulnerable to blows.
The best choice for a first character. Lots of health and a shield that fully blocks about one blow in five make the warrior forgiving while you learn the game.
Invest in Strength and Constitution and upgrade your weapon first at the forge. The warrior shines in long fights, especially on worlds that reward endurance such as Kor or Ambra.
Mage
Spells ignore armor, dodges and blocks. Fragile, but painful.
Spells always land and ignore armour, dodges and blocks, so the mage breaks bosses that are a wall for other classes. In exchange the mage has the least health of all classes.
Invest in Intelligence but do not forget Constitution - a mage who survives one more turn usually wins. Be careful on Aurel, where crystals weaken magic.
Hunter
Nimble as a fox - 27% chance to dodge each blow.
The hunter relies on agility: more than a quarter of enemy blows miss. The hunter also has the most health among the dexterity classes.
Raise Dexterity and Luck. Dodges spoil rivals' plans in the arena, but on the world of Silence (no dodges) the hunter loses that edge.
Paladin
A holy knight. Each blow heals him for 25% of damage dealt, his shield blocks 12% of blows.
Every blow heals the paladin for a quarter of the damage dealt, and the shield blocks some attacks. This class can win a fight of attrition.
Strength raises both damage and healing. The paladin does well against dungeon bosses who hit hard but rarely. Beware of bosses with the Curse trait - it halves healing.
Assassin
A strike from the shadows: +12% crit chance, and a crit deals triple damage. 12% dodge.
The assassin has a higher chance of critical hits, and those crits deal triple damage. The assassin also dodges some blows.
Dexterity and Luck are the basics. The assassin ends fights quickly, which suits the Tower of Trials and the arena. On the world of Silence (no crits) the assassin is weaker.
Necromancer
Spells ignore armor, dodges and blocks. A curse weakens enemy blows by 15%.
The necromancer combines magic that ignores defence with a curse that weakens enemy blows by 15%. Tougher than the mage, with slightly lower damage.
Raise Intelligence and Constitution. The curse works in every fight, which makes the necromancer comfortable in dungeons and on hard worlds with strong guardians.
Which class should you choose?
If you are new, take the Warrior or the Paladin - they are tough and let you learn without constant defeats. If you like fast, powerful fights, choose the Mage or the Assassin. The Hunter and the Necromancer sit in between: good defence and steady damage. Skills can be reset (the first time for free), and you can create more characters, so your choice never locks you out of anything.
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