Class Tips

This page consists of tips on how to use some of the classes in FARA. I will update it as I learn more about the different possible strategies for each class.

If you have anything you'd like to add here for any newcomers to FARA, feel free to update it as you please.

Demon Slayer
This class excels in melee combat due to Its Good Resilience and Above Average Strength/Health, which allows this class to take lots of damage while dealing good damage up close. 'Know Thy Foe' also Silences enemies, preventing them from spellcasting. Classes that rely on spells are at a huge disadvantage against this class.

Some good ways to effectively use Demon Slayer are:


 * Always keep spells that give you Rage, Fortification, and/or Rejuvenation, on you. These spells will come in handy if you cast them before you engage an enemy.
 * Hearty and Robust Meals/Mixtures/Dishes are good for temporary buffs before you fight something or explore dungeons.
 * Try to keep most, if not all, battles up close. You can choose to raise Finesse of you like, but keep battles up close at the beginning of your game.
 * If you are focusing on strength and resilience use a warhammer. (You can find them in grand chest, easy way to get grand chests are in labyrinths or start out with one if you are lucky) the warhammer's heavy skill increases the amount of damage based on resilience and it needs strength to be effective. Though one of its down sides is it can use a shield without taking away a damage bonus (Its a two handed weapon). You can also use a Battle Axe which makes it easy to kill a crowd of enemies like a Castle.
 * Other weapons are spear, halberd, meteor hammer or any weapon that has range requiring strength. The reason behind this is if you are battling any melee enemy and your at low HP you can push away the enemy with the heavy skill except for meteor hammer. These weapons can use shields without any negative effects
 * Grappling hooks are your friends against ranged enemies it can bring your enemies towards you by using the heavy skill, keeping your enemies close to one shot or 2 shot them.

Gatekeeper
Gatekeeper's are very good at protecting allies, making them very good at escort quests. Their Protect ability allows them to half all incoming damage dealt to an ally, at the cost of around 1/3 of your stamina. They automatically deflect projectiles aimed toward them, and their armor takes less durability damage from combat and wear-and-tear alike.

Some good ways to effectively use Gatekeeper are:


 * Try and always keep a Silencing spell ready. Silencing enemies prevents them from spellcasting anything that hinders your ability to use Protect or any other spells.
 * Gatekeepers have Average Strength and Finesse at the start, so its up to you whether you want to use ranged or melee weapons.
 * Its also a good idea to keep meals/mixtures/dishes with either Strength or Finesse buffs on hand for temporary buffs.
 * Shields are very useful to Gatekeepers. With full armor and a shield that has Average or higher damage reduction, there is a chance that the Gatekeeper will be able to take about 2-3 hits without dealing direct damage to your Health.
 * Tanking tips: You can "taunt" an enemy to focus on you by /eating a meal within their attack range. Doing so would make you a higher priority target and ignore your other allies.

Merchant
Merchants are good with crafting and loots. In my personal words they are the "Hoarder's dream". Their 'Rags to riches' ability allows them to have 3x the inventory of other classes (75 to be exact, as opposed to 25) and their salvaging tends to bring back more loots. Along with their Good Charm, which raises your likelihood to find chest and loots, merchant is a good class for crafting the best equipments and finishing retrieval quests.

Some good ways to effectively use merchants are:


 * Raising your Charm stat could increase the chance of you randomly finding small and big chests, more so than an adventurer (adventurer part is personal experience).
 * Starting merchants aren't ideal fighters. In order to compensate, you can tame animals with high Resilience while salvaging materials to build suitable equipments. Animals like Young Moose have Legendary(?) Resilience making them an ideal tank (Personal experience, don't pick mercenaries. They drop like flies). One good way to find ideal animals if it says in red "Attacking this animal would be your undoing".
 * Keeping inventory 1/4 full (25 units) could make your journey longer and allow you to explore more before emptying your inventory at your base.
 * Mix the merchant with Crafting Traits and you now have a craftsman- wait a minute... isn't he supposed to be a merchant? Wouldn't it better if it has a bonus to smugglers? Well, this is just a rant so move ahead...

Kensai
Kensai's are good at quick damage dealing. Their 'Samurai Showdown' ability has a wide variety of uses, including the ability to practically teleport to an area in an instant. Depending on how you want to play Kensai, the class is very expendable.

Some good ways to play Kensai are:


 * 'Samurai Showdown' doesn't have to be used against a target. Since the ability allows you practically teleport, you can use this to your advantage by teleporting away from an enemy or conflict that you have a low chance of winning. Due to the amount of stamina it uses, it is really more of a last resort.
 * If you have a ranged weapon (either a sling or bow), you can try this.
 * Shoot your target at range and keep an even distance. If you feel the target is getting too close, use 'Samurai Showdown' to teleport behind the target, then keep shooting at range. This will help limit the damage you take significantly if you play your cards right


 * The Fury you get after dashing through an enemy boosts your critical damage, so it's a good idea to have either a light or an illumination spell to guarantee a critical hit.

Reaper
Reaper is a very complex class to play. With low health and strength, its hard to get kills without learning spells. Some of the most important runes you will need are:


 * Rejuvenation, Fortification, Blinding, Silencing

Another drawback is its ability 'Deathsense', which buffs strength and insight when a nearby entity is close to dying. With low strength to start out with, getting close and trying to melee is very hard, and can kill you nearly every time without the proper equipment. Having at least one healing spell is crucial to playing this class, as you will find out your health gets drained in a matter of a couple rounds.

Peasant
I mean, c'mon. This is obviously the most op class. To be honest, playing this class is hilarious, as you feel like your a little baby roaming a big world full of monsters. At the beginning, nearly every fight will kill you. But it's fun!