CLASSES in Stash: Warrior, Healer, Elementalist, Hunter and more to come.
Your character's class is possibly the most significant element of character creation. Your class is the source of most of your abilities and largely determines your role in a party.
The backbone of any adventuring group is the warrior. Warriors provide excellent defense for the entire group and learn special tactics to keep the attention of foes upon themselves and away from their allies. This is especially important for members with limited defenses or with the need to channel arcane or mystical powers.
The heart of a warrior is one that strives for perfection with arms and the glorious challenge of physical combat. As straightforward as the duties of this profession may be, mastering the way of the warrior can be as complex as any other class.
- Tanking and Melee Damage.
- Plate and Chain Armor.
- Shield Use.
- Great Weapons.
- Dual Wielding.
- War Cries.
The heart of every adventuring group is the healer. With a healer in the group, other classes are magnified in effectiveness. In addition to the healing powers they possess, healers are able to grant a variety of physical and mental enhancements to themselves and their group.
The manipulation of life energies also allows healers to stun or hold enemies, and to be particularly dangerous to undead. The most powerful and gifted healers can even breathe life back into the bodies of their fellow adventurers.
- Healing, Crowd Control, Buffing.
- Chain and Leather Armor.
- Shield Use.
- Bane of Undead.
Elementalists manipulate the basic essences of the world in mystical and magical ways. Earth, Air, Fire, and Water all answer to the call of these spell casters. Elementalists can specialize in a single element or dabble in multiple.
- Air Elementalists specialize in stunning their opponents and damaging them with bursts of air or storms of lightning.
- Fire Elementalists specialize in spectacular bursts of fire that can set multiple foes ablaze.
- Water Elementalists specialize in summoning torrents of water and ice to batter or drive an enemy away.
- Earth Elementalists call upon the ground itself to trap or bash their foes into submission.
Their mystical abilities stem from inherent talent are strict training. Only those who truly feel the calling can climb to the highest levels of power.
- Ranged Damage and Crowd Control.
- Light Armor (dusters, robes, bracers).
- Powerful Area of Effect Abilities.
- Elemental Walls and Pools that change the battlefield.
Hunters are agile fighters who strike with precision and skill. They are masters of both ranged and close combat and use a variety of weapons and tools for the job. They can be deceptive and unpredictable in combat, and have the ability to severely hinder and harry their foes.
Hunters possess an uncanny knowledge of living outdoors whether it the city or the wilderness. These survival skills can be incredibly useful for themselves or a party. Through training and innate talent, they can live in harmony with their surroundings.
- Ranged and Melee Damage.
- Debuffs and Utility.
- Ringmail and Leather.
- Dual Wielding.
- Combat Pets.
Why Four Classes at Launch?
We want all four launch classes to be really fun and awesome, with many build options and ways to specialize your character. We want our classes to play very differently from each other and have unique roles on a team. We also want each class to have a distinctive look, with varied silhouettes and ability animations.
Why These Four Classes?
These four classes cover all the most vital areas: tanking, healing, crowd control, buffing, debuffing, utility, and damage. They also fit the lore of Stash very well and provide a great foundation for future classes and hybrids.
Our design process at Frogdice is to build basic prototypes and then iterate like crazy on them. That's the same strategy we have for classes: build four amazing classes, and then iterate on that by adding more.
Classes on Our Drawing Board
We already have a bunch of classes on our radar for future development. Some of them even have quite a bit of design behind them. We have no ETAs for these at all, but I will share them so you have an idea of where we are headed.
- Bard: Incredible buffs, supplementary healing, good debuffs, some damage, and some fun roleplay oriented "fluff" abilities.
- Alchemist: Damage, buffs, and debuffs through chemistry and mixtures.
- Paladin: Tanky warriors who can also heal and provide buffs or debuffs via auras.
- Necromancer: Students of the power of death, they use undead servants to do their bidding. They also utilize tainted elemental conduits to wield spells and magic.
- Psion: Damage and debuffs by attacking the minds and molecular structure of their enemies.
- Monk: Hand to hand combat specialists who primarily dish out damage. They are not tanks, as they lack abilities to control enemies and the battlefield, but they are very hard to kill.
We are also open to ideas and will certainly respond to the interests of the community.
With our max party size of 6, the potential combinations of classes and roles are enormous. You can play to the strengths of your party when choosing where to explore and how to fight. Multiple tanks? Lots of healing? Little or no healing? Tons of crowd control? Tons of buffs and debuffs? Massive damage? Balanced? You are not locked into a specific combination of classes or roles when building an excellent and highly effective party.