Epic Manager – Create Your Own Adventuring Agency! Guide

Adventurer Classes for Epic Manager

Adventurer Classes

Overview

A quick breakdown of each of the classes and their possible starting Active Skills.

Introduction

In Epic Manager, you are the CEO of your own adventuring company. Every company needs employees. Here is a breakdown of the starting classes and skills for each of the possible employees you can hire.

In this guide, you will encounter the following symbols:
Combat
Agility
Arcana
Charisma
Hit Points

Warrior

These fearless combattants use heavy weapons, armor and strong armed tactics to gain the upper edge on their foes. Warriors are the most versatile fighters and are always useful when push comes to shove.

  • Class Focus
    &
  • Possible Starting Active Skills
    • Charge
      • Description: The Warrior charges head on at a target, causing heavy physical damage.
      • AP Cost: 6
      • Target: Single Opponent
      • Starting Damage: 52 Physical
    • Intimidate
      • Description: The Warrior releases a shourt that shakes enemies to their core
      • AP Cost: 6
      • Target: All Opponents
      • Duration: 2
      • Debuff: -2 AP Regen
  • Stats Gained On Level Up
    135 60 60 60 120

Monk

Monks are strong yet silent martial artists that have forsaken machinery in order to obtain a purity of mind and body. These fighters add a nice punt to any party of adventurers

  • Class Focus
    &
  • Possible Starting Active Skills
    • Offensive Stance
      • Description: The Monk’s energy grants a bonus to the entire party’s physical damage.
      • AP Cost: 6
      • Target: All Allies
      • Duration: 2
      • Buff: 25% All Damage Types
    • Defensive Stance
      • Description: The Monk’s energy grants a bonus to the entire party’s physical resistances.
      • AP Cost: 7
      • Target: All Allies
      • Duration: 2
      • Buff: 25% Physical Resistance
  • Stats Gained On Level Up
    105 90 60 60 110

Spellsword

Those who cannot contain the arcane powers wihin their bodies sometimes decide to infuse it into their weaponry. They are called Spellswords. Think spellcasting, but without the books…

  • Class Focus
    &
  • Possible Starting Active Skills
    • Arcane Sword
      • Description: The Spellsword imbues his blades with arcane energy, striking a powerful arcane attack at a single foe.
      • AP Cost: 6
      • Target: Single Opponent
      • Damage: 58 Arcane
    • Channel
      • Description: The Spellsword imbues his blades with arcane energy, granting him a bonus to all damage types for a time.
      • AP Cost: 6
      • Target: Self
      • Duration: 3
      • Buff: 45% All Damage Types
  • Stats Gained On Level Up
    105 60 90 60 100

Captain

Every party needs a leader to keep the peace, inspire his companions and decide on the best course of action. He is the Captain. Don’t let him catch you sleeping while on guard duty!

  • Class Focus
    &
  • Possible Starting Active Skills
    • Command
      • Description: The Captain uses his leadership skills to give a command to an ally, providing the target with additional action points
      • AP Cost: 6
      • Target: Single Ally
      • Special: Target granted +4 AP
    • Rally
      • Description: The Captain regroups one of the troops, removing all active combat effects from that adventurer.
      • AP Cost: 4
      • Will remove ALL combat effects, positive AND negative.
  • Stats Gained On Level Up
    105 60 60 90 110

Ranger

The Rangers have a great knowledge of nature that makes them very effective at tracking enemies and slaying them from afar. They also seem to obsess about guarding the North…

  • Class Focus
    &
  • Possible Starting Active Skills
    • Blind Fire
      • Description: The Ranger fires volley of arrows, attacking all enemies with a physical attack.
      • AP Cost: 8
      • Target: All Opponents
      • Damage: 20 Physical
    • Exploit Weakness
      • Description: The Ranger knows how to reveal enemy weaknesses, giving the opposing party a penalty to their physical resistance.
      • AP Cost: 6
      • Target: All Opponents
      • Duration: 2
      • Debuff: -25% All Resistances
  • Stats Gained On Level Up
    90 105 60 60 110

Rogue

Masters of stealth and agility, Rogues are the best for shady jobs that involve robbery or assassination without a hassle. Depending on the amount of gold promised, they may or may not stab you in the back…

  • Class Focus
    &
  • Possible Starting Active Skills
    • Ice Dagger
      • Description: The Rogue switftly throws Ice Daggers at a single foe.
      • AP Cost: 6
      • Target: Single Opponent
      • Damage: 40 Ice
    • Ice Caltrops
      • Description: The Rogue hurls Ice Caltrops at the entire enemy party.
      • AP Cost: 7
      • Target: All Opponents
      • Damage: 24 Ice
  • Stats Gained On Level Up
    60 135 60 60 100

Druid

Guided by their woodland companions, Druids can sense disturbances in the natural areas of the Realm. They also spend a lot of time trying to convince people they’re not hippies.

  • Class Focus
    &
  • Possible Starting Active Skills
    • Nature’s Hand
      • Description: The Druid calls upon the powers of the wild to heal a single ally.
      • AP Cost: 7
      • Target: Single Ally
      • Healing: 46 HP
    • Nurture
      • Description: The Druid calls upon his allies’ natural spirits to regenerate HP for a time.
      • AP Cost: 8
      • Target: All Allies
      • Duration: 3
      • Buff: HP Regen
  • Stats Gained On Level Up
    60 105 90 60 90

Thief

Stealthy and agile, Tieves make great allies or annoying foes. Having them around will often result in additional gold and loot appearing. Just make sure to hide the silverware!

  • Class Focus
    &
  • Possible Starting Active Skills
      • Description: The Thief throws Electric Caltrops towards all of his enemies.
      • AP Cost: 7
      • Target: All Opponents
      • Damage: 22 Electric
    • Pickpocket
      • Description: The Thief attempts to mug an enemy while giving a stab.
      • AP Cost: 6
      • Target: Single Opponent
      • Starting Damage: 30 Physical
      • Will steal a small amount of gold from the enemy.
  • Stats Gained On Level Up
    60 105 60 90 100

Warlock

Those of the arcane who have made a pact with the dwellers of the infernal realm are called Warlocks. This terrible sacrifice now grants them impressive and dangerous abilities.

  • Class Focus
    &
  • Possible Starting Active Skills
    • Blood Offering
      • Description: The Warlock offers his blood to the blood god in exchange for an Action Point Regeneration buff.
      • AP Cost: 0
      • Target: Self
      • Duration: 1
      • Damage to Self: 22
      • Special: AP Regen
    • Hellfire
      • Description: The Warlock offers his blood to the blood god to unleash a rain of fire upon his enemies
      • AP Cost: 8
      • Target: All Opponents
      • Starting Damage: 42 Fire
      • Damage to self: 27
  • Stats Gained On Level Up
    90 60 105 60 100

Witchdoctor

The Witch Doctor can channel spirits through their mortal bodies. Beware – Prolonged exposure to their night time chanting may result in loss of sanity.

  • Class Focus
    &
  • Possible Starting Active Skills
    • Doctor’s Ritual
      • Description: The Witchdoctor channels the souls around him in order to heal himself and his friends.
      • AP Cost: 7
      • Target: All Allies
      • Healing: 22HP
    • Voodoo Curse
      • Description: The witchdoctor channels the souls around him in order to weaken all of his enemies.
      • AP Cost: 6
      • Target: All Opponents
      • Duration: 2
      • Debuff: -25% To All Damage Types
  • Stats Gained On Level Up
    60 90 105 60 90

Mage

Passion for the arcane books and scrolls is what consumes the Mages every single day. They are wise, intelligent and cunning, although sometimes a bit quirky.

  • Class Focus
    &
  • Possible Starting Active Skills
    • Elemental Missile
      • Description: The Mage can choose to focuse his energy to create an Elemental Missile of Fire, Ice or Electricity.
      • AP Cost: 6
      • Damage: None*
        *There’s acutally damage done, it’s just not listed in the skill description tooltip yet.
    • Arcane Nova
      • Description: The Mage cast a mighty arcane spell to strike down the entire enemy forces.
      • AP Cost:8
      • Target: All Opponents
      • Damage: 27 Arcane
  • Stats Gained On Level Up
    60 60 135 60 80

Priest

The faith they carry gives them the strength of light in the face of advers… What am I saying!? These guys wear badass armor and rebuke the undead while healing party members in need.

  • Class Focus
    &
  • Possible Starting Active Skills
    • Divine Protection
      • Description: The Priest cannels the protection of his god to shield the party from all damage types.
      • AP Cost: 7
      • Target: All Allies
      • Duration: 2
      • Buff: 30% All Resistances
    • Healing Circle
      • Description: The Priest envolops the entire party in a healing circle
      • AP Cost: 9
      • Target: All Allies
      • Starting Healing: 23 HP
  • Stats Gained On Level Up
    60 60 105 90 90

Paladin

Paladins have been blessed with a knack for fighting and smiting their enemies by using their faith… and huge weapons! For some reason, they’re either really good people or reaaaaally evil. Strange…

  • Class Focus
    &
  • Possible Starting Active Skills
    • Purify
      • Description: The Paladin calls upon the powers of his faith to heal an ally with divine light.
      • AP Cost: 6
      • Target: Single Ally
      • Healing: 42 HP
    • Protection
      • Description: The Paladin call upon his faith to shield his allies with divine light.
      • AP Cost: 8
      • Target: All Allies
      • Duration: 3
      • Buff: 35% Physical Resistance
  • Stats Gained On Level Up
    90 60 60 105 110

Smuggler

Precise and witty, the Smugglers are always up for a high-stakes job that skirts on the edge of legality and morals. Nothing can stand between them and a nice fat payday – unless it’s a juicier offer!

  • Class Focus
    &
  • Possible Starting Active Skills
    • Lighting Bolt
      • Description: The Smuggler fires a lighting-imbued bolt at a single target.
      • AP Cost: 6
      • Target: Single Opponent
      • Damage: 55 Electric
    • Volley Fire
      • Description: The Smuggler unleashes a volley of burning bolts towards the enemy.
      • AP Cost: 7
      • Target: All Opponents
      • Damage: 20 Fire
  • Stats Gained On Level Up
    60 90 60 105 100

Sorcerer

Sorcerers have incredible magical powers! They can barely control it! They can turn the tide in any fight… One way or another

  • Class Focus
    &
  • Possible Starting Active Skills
    • Chaos Bolt
      • Description: The Sorcerer casts a bolt of chaos magic onto an enemy target, dealing random amounts of damage of a random elemental type.
      • AP Cost: 6
      • Target: Single Opponent
      • Damage: * Random
    • Wild Magic
      • Description: The Sorcerer casts a wave of chaos magic upon his enemies, giving them each a random combat status.
      • AP Cost: 6
      • Target: All Opponents
      • Duration: 3
      • Debuff: One Random Debuff per opponent
  • Stats Gained On Level Up
    60 60 90 105 90

Bard

Charming musicians that can inspire your party to victory or bring fear into the heart of your enemies! Let’s be honest though, they’re just annoying to listen to most of the time…

  • Class Focus
    &
  • Possible Starting Active Skills
    • Song of Heroes
      • Description: The Bard inspires his party. All party members receive a bonus to all damage types.
      • AP Cost: 6
      • Target: All Allies
      • Duration: 2
      • Buff: 30% All Damage Types
    • Lullaby
      • Description: The Bard plays his harp and lulls his enemies, preventing them from dodging
      • AP Cost: 6
      • Target: All Opponents
      • Duration: 2
      • Debuff: -100% Dodge modifier
  • Stats Gained On Level Up
    60 60 60 135 100
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