Please reference THE TUTORIAL if you have trouble understanding the Classes plugin.
/class - to show your current class
/class set <classname> - to set your class to the specified race
/class list - to show a list of all classes
/class spelllist - lists the available skills and spells by both race and class
/class bind <spellname> - to bind a spell to an item ingame
/class unbind - unbinds a spell from the item in hand.
/class <spellname> - casts the spell via chat command
Skills and spells by classes vary from those of the races. Class spells use mana, which on TruForge, is the enderpearl, which are readily (and cheaply) available at spawn. Each spell uses a certain number of enderpearls. For non-magic classes, spells will use more mana; for magic classes, spells will use less mana. (Some spells are passive and require nothing, though).
Classes are a bit more indepth than races, with different tools and even HP used per class. Every class can use every type of armor.
Base Weapon Damage
Wood Sword: 1.5 Hearts
Stone Sword: 2.5 Hearts
Iron Sword: 3 Hearts
Gold Sword: 3 Hearts
Diamond Sword: 3.5 Hearts
Arrow: 3.5 Hearts
Every additional level of enchantment to a weapon should add 40% of 1 heart damage to the weapon. These Base Damage Values can be modified by Race and Class spells, in addition to enchantments.
MAGE
Magic Damage-dealing class. Mages have some long-range spells, but they shouldn't be too difficult for targets to dodge.
Mages can only use wooden swords and have 10 Hearts HP.
Fireball - Fires a Ghast-style fireball at your target
Bolt - Smite a target with lightning
Frostbite - Hit a target with a painful, slowing spell
KNIGHT
Balanced Melee Class. Knights are your basic player, capable in almost all situations.
Knights can use all swords and have 10 Hearts HP.
Glory - Increase your attack strength by 15%
Shield - Minimize incoming damage when holding doors in hand
ARCHER
Ranged Damage-dealing class. Archers prefer long distances between them and their enemies, attacking from afar.
Archers can only use bows and wooden swords and have 10 Hearts HP.
Snipe - Increase arrow damage by 75%
BleedArrow - The next arrow that hits does extra damage (2.5 hearts) over time (10 seconds)
RapidFire - Shoot 12 arrows in 7.5 seconds
SummonArrow - Receive 32 arrows instantly
ASSASSIN
Melee Damage-dealing class. Assassins are hit-and-run experts who pack a hell of a punch.
Assassins can use any swords and have 10 Hearts HP.
Bloodlust - Forfeit your own health to maximize attack
Dart - Fire a deadly poison dart at your target
GUARD
Melee defensive class. Guards are tanks who can take a hell of a beating.
Guards can use any swords except diamond and have 14 Hearts HP. They do about 75% of base damage.
Revoke - Prevent the target from using spells
Brace - A period of immobile invulnerability
CLERIC
Magic healing class. Clerics are healers who can be very defensive, but lack attack strength entirely.
Clerics can only use wooden swords and have 10 Hearts HP.
Recover - Give yourself health
Heal - Give a target health
Blanket - Gives health to those near you - everyone near you
Cure - Throw an egg... whoever it hits is fully healed!
Protect - Throw an egg...halve the incoming damage to the person you hit!
/class - to show your current class
/class set <classname> - to set your class to the specified race
/class list - to show a list of all classes
/class spelllist - lists the available skills and spells by both race and class
/class bind <spellname> - to bind a spell to an item ingame
/class unbind - unbinds a spell from the item in hand.
/class <spellname> - casts the spell via chat command
Skills and spells by classes vary from those of the races. Class spells use mana, which on TruForge, is the enderpearl, which are readily (and cheaply) available at spawn. Each spell uses a certain number of enderpearls. For non-magic classes, spells will use more mana; for magic classes, spells will use less mana. (Some spells are passive and require nothing, though).
Classes are a bit more indepth than races, with different tools and even HP used per class. Every class can use every type of armor.
Base Weapon Damage
Wood Sword: 1.5 Hearts
Stone Sword: 2.5 Hearts
Iron Sword: 3 Hearts
Gold Sword: 3 Hearts
Diamond Sword: 3.5 Hearts
Arrow: 3.5 Hearts
Every additional level of enchantment to a weapon should add 40% of 1 heart damage to the weapon. These Base Damage Values can be modified by Race and Class spells, in addition to enchantments.
MAGE
Magic Damage-dealing class. Mages have some long-range spells, but they shouldn't be too difficult for targets to dodge.
Mages can only use wooden swords and have 10 Hearts HP.
Fireball - Fires a Ghast-style fireball at your target
- Damage - 2.5 hearts
- Cooldown - 2.5 seconds
- Cost - 1 Enderpearl
Bolt - Smite a target with lightning
- Damage: 4 hearts
- Cooldown: 25 seconds
- Cost: 3 Enderpearls
Frostbite - Hit a target with a painful, slowing spell
- Damage: 3 hearts + 6 second slow
- Cooldown: 10 seconds
- Cost: 2 Enderpearls
KNIGHT
Balanced Melee Class. Knights are your basic player, capable in almost all situations.
Knights can use all swords and have 10 Hearts HP.
Glory - Increase your attack strength by 15%
- Duration: 30 seconds
- Cooldown: 2 minutes
- Cost: 5 Enderpearls
Shield - Minimize incoming damage when holding doors in hand
- Iron door blocks 50%, Wood door blocks 40%, Trap door blocks 40%
- Duration: none (passive)
- Cooldown: none (passive)
- Cost: none (passive)
ARCHER
Ranged Damage-dealing class. Archers prefer long distances between them and their enemies, attacking from afar.
Archers can only use bows and wooden swords and have 10 Hearts HP.
Snipe - Increase arrow damage by 75%
- Duration: 20 seconds
- Cooldown: 2 minutes
- Cost: 5 Enderpearls + 30 seconds slow to player
BleedArrow - The next arrow that hits does extra damage (2.5 hearts) over time (10 seconds)
- Cooldown: 2 minutes
- Duration: 30 seconds
- Cost: 3 Enderpearls
RapidFire - Shoot 12 arrows in 7.5 seconds
- Cooldown: 2 minutes
- Duration: 7.5 seconds
- Cost: 3 Enderpearls + 12 arrows
SummonArrow - Receive 32 arrows instantly
- Cooldown: 20 seconds
- Cost: 4 Enderpearls
ASSASSIN
Melee Damage-dealing class. Assassins are hit-and-run experts who pack a hell of a punch.
Assassins can use any swords and have 10 Hearts HP.
Bloodlust - Forfeit your own health to maximize attack
- Duration: 20 seconds of 2x Attack, 7.5 seconds of 2x Speed
- Cooldown: 2 minutes
- Cost: 4 Enderpearls + 9 Hearts of Health
Dart - Fire a deadly poison dart at your target
- Damage: ~5 hearts
- Duration: 6 seconds
- Cooldown: 2 minutes
- Cost: 6 Enderpearls
GUARD
Melee defensive class. Guards are tanks who can take a hell of a beating.
Guards can use any swords except diamond and have 14 Hearts HP. They do about 75% of base damage.
Revoke - Prevent the target from using spells
- Duration: 30 seconds
- Cooldown: 2 minutes
- Range: 12 blocks
- Cost: 3 Enderpearls
Brace - A period of immobile invulnerability
- Duration: 10 seconds
- Cooldown: 2 minutes
- Cost: 3 Enderpearls
CLERIC
Magic healing class. Clerics are healers who can be very defensive, but lack attack strength entirely.
Clerics can only use wooden swords and have 10 Hearts HP.
Recover - Give yourself health
- Amount: 3 hearts
- Cooldown: 5 seconds
- Cost: 1 Enderpearl
Heal - Give a target health
- Amount: 4 hearts
- Range: 12 blocks
- Cooldown: 15 seconds
- Cost: 1 Enderpearl
Blanket - Gives health to those near you - everyone near you
- Amount: 3 hearts
- Range: 8 blocks
- Cooldown: 30 seconds
- Cost: 2 Enderpearls
Cure - Throw an egg... whoever it hits is fully healed!
- Amount: full hearts
- Cooldown: 1.5 minutes
- Cost: 2 Enderpearls
Protect - Throw an egg...halve the incoming damage to the person you hit!
- Duration: 15 seconds
- Cooldown: 2 minutes
- Cost: 3 Enderpearls