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Fighter
The Fighter is a highly balanced warrior adept in all around forms of combat. The Fighter is both balanced and valiant, yet is not a master of any form. Closely engaged battles are what the Fighter prefers, but they are not as sure of themselves as the battle hardened Barbarian. This does not stop the Fighter from being adept with their weapons, as they are more intelligent than their melee counterparts and skillfully use their weapons to inflict their damage, rather than relying on brute force alone.

Equipment that a fighter can use:
Weapons: Sword, Club, Axe, Longsword, Spear, Polearm
Armor: All Types
Charms: All Types
StrengthDexterityIntelligenceVitalityPassFail
Starting Stats:50401050Guild Points:21
Barbarian
The Barbarian excels in the front lines of combat. Using brawn over brains, the Barbarian loves to confront enemies with brute strength and sheer bravery. The Barbarian is reluctant to think before acting, preferring to kill first and ask questions later. Few can challenge the Barbarian's sheer power and stamina, but the same can not be said about his mental abilities.


Equipment that a barbarian can use:
Weapons: Sword, Club, Axe, Warhammer, Battleaxe, Polearm
Armor: All Types
Charms: All Types
StrengthDexterityIntelligenceVitalityPassFail
Starting Stats:6025560Guild Points:21
Rogue
The Rogue is a master of speed and attacking from the shadows. The Rogue skillfully uses its speed with weapons to inflict large amounts of damage very quickly. However, this has its drawbacks as being so agile prevents the Rogue from being able to take the same kind of damage returned to them.


Equipment that a rogue can use:
Weapons: Sword, Club, Axe, Dagger, Staff, Spear
Armor: Robe, Padded Robe, Leather Armor, Scale Armor
Charms: All Types
StrengthDexterityIntelligenceVitalityPassFail
Starting Stats:30602535Guild Points:21

Rogues can also detect trap doors in Catacombs.
Magician
The Magician commands the elemental forces of nature into devastating attacks. The Magician, while physically frail, uses his mental prowess to borrow the elements themselves into concentrated spells against his enemies. Like the Rogue, the Magician's main focus is to hit hard, hopefully before the enemy can attack, as they will not have the physical abilities to stand toe to toe with a foe.


Equipment that a magician can use:
Weapons: Dagger, Staff
Armor: Robe, Padded Robe
Charms: All Types
StrengthDexterityIntelligenceVitalityPassFail
Starting Stats:20506020Guild Points:21
Guardian
The Guardian revels in a holy aura from years of pious devotion. The Guardian has sacrificed his ability to understand and harness the power of nature, for the blessings of God. Through his complete physical and mental devotion, the Guardian has taken an oath to protect believers on the battlelines. A virtuous leader, he is able to keep morale among the feeble and strong alike, allowing them to continue their fight against the forces of evil.

Equipment that a guardian can use:
Weapons: Club, Longsword, Warhammer, Battleaxe, Spear, Polearm
Armor: Chain Mail, Plate Mail
Charms: Wild Heal, Heal, Focused Heal
StrengthDexterityIntelligenceVitalityPassFail
Starting Stats:30105555Guild Points:21
Samurai
The Samurai is a noble warrior who strikes fear into the hearts of his adversaries. The Samurai attacks with stealth and purpose, choosing to dice his opponents before they can mount a defense. His defenses are moderate, so he resolves to protect himself before others in battle by using quickness as his cover.


Equipment that a samurai can use:
Weapons: Sword, Dagger, Longsword
Armor: All Types
Charms: All Types
StrengthDexterityIntelligenceVitalityPassFail
Starting Stats:45501050Guild Points:51

* To unlock the Samurai, you must successfully complete the Master Quest as a Fighter, Barbarian, Rogue, Magician, or Guardian.
Paladin
The Paladin is a stalwart and robust hero, sworn to protect the weak and the innocent. He purveys the essence of all that is good and just in the world, and has taken a life long quest to banish the evils from the world. Time-tested on the battlefield, the Paladin brings no fear to the frontlines and gladly shields his allies in his pursuit to rid the realm of the wicked.


Equipment that a paladin can use:
Weapons: Sword, Club, Axe, Longsword, Warhammer, Battleaxe, Polearm
Armor: All Types
Charms: All Types
StrengthDexterityIntelligenceVitalityPassFail
Starting Stats:55302055Guild Points:61

* To unlock the Paladin, you must successfully complete the Master Quest as a Samurai.
Monk
The Monk is an ascetic warrior with a penchant for practically vaporizing his opponents. His alarming speed and intelligence protect him, but he lacks an impenetrable defense. His steely resolve and pious devotion enable him to survive, although he prefers to step lightly when confronted with heavy attacks.


Equipment that a monk can use:
Weapons: Dagger, Staff, Spear
Armor: Robe, Padded Robe
Charms: All Types
StrengthDexterityIntelligenceVitalityPassFail
Starting Stats:40652040Guild Points:101

Monks can also detect trap doors in Catacombs.
* To unlock the Monk, you must successfully complete the Master Quest as a Paladin.
Ninja
The Ninja descends from shadows and pervades the nightmares of any who seek to destroy him. As a master of Martial Arts, the ninja possesses the cunning wit of an assassin’s soul, and the ability to lay devastating blows upon unsuspecting bodies. However, the ninja must take care to disguise his presence, because he lacks the fortitude to withstand sustained force against him.


Equipment that a ninja can use:
Weapons: Sword, Dagger, Spear
Armor: Robe, Padded Robe
Charms: All Types
StrengthDexterityIntelligenceVitalityPassFail
Starting Stats:40701545Guild Points:121

Ninjas can also detect trap doors in Catacombs.
* To unlock the Ninja, you must successfully complete the Master Quest as a Monk.
Warlock
The Warlock combines arcane knowledge and divine inspiration to evoke the wrath of the heavens upon his enemies. By orchestrating the spirits of the supernatural and conjuring powerful magical spells, the Warlock manages to subdue even the most steadfast victims. His physical weakness betrays his elemental brilliance, so the Warlock must hit hard and retreat as needed.


Equipment that a warlock can use:
Weapons: Staff
Armor: Robe, Padded Robe
Charms: All Types
StrengthDexterityIntelligenceVitalityPassFail
Starting Stats:15457535Guild Points:251

* To unlock the Warlock, you must successfully complete the Master Quest as a Ninja.
Headhunter
The Headhunter enjoys getting into the faces of his enemies, and enjoys crushing them even more. With his fearsome aggression and bulk, the ferocious Headhunter poses a serious threat to anything in his path. Unfortunately, he often can’t find his own head, and he disregards his health in favor of a smashing good time.


Equipment that a headhunter can use:
Weapons: Axe, Battleaxe
Armor: Robe, Padded Robe, Leather Armor, Scale Armor
Charms: Lightning, Wild Heal
StrengthDexterityIntelligenceVitalityPassFail
Starting Stats:5575535Guild Points:301

* To unlock the Headhunter, you must successfully complete the Master Quest as a Warlock.
Alchemist
The Alchemist practices the fusion of inorganic materials to produce devices of occult warfare. His opus consists of inestimable elemental magic and syncretism, and despite his fleeting vitality and jellyfish-like arms, legends tell of his tenacious quest to create an elixir of immortality. When he knocks at the doors of his battle-hungry counterparts, his aura blazes like a thousand suns and his pitiless soul casts death itself into their helpless stomachs.

Equipment that an alchemist can use:
Weapons: None
Armor: Robe, Padded Robe
Charms: All Types
StrengthDexterityIntelligenceVitalityPassFail
Starting Stats:104011015Guild Points:1001

* To unlock the Alchemist, you must successfully complete the Master Quest as a Headhunter.

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