Check out these final two classes in the gallery and get the full scoop on them in the exclusive dev blogs below. Then watch all seven classes strut their stuff in the trailer at the end.
Role: Damage; Weapon: Pistols
With a pistol in each hand, Gunslingers bring enemies to their knees with a hail of bullets. They employ fiendish traps and lace their shots with magic to stay one step ahead of their opponents in a dangerous game of keep-away. Weak-willed enemies may even find themselves doing the Gunslinger's bidding after being charmed by a beguiling shot.
Role: Damage; Weapon: Cannons
Grenadiers are known for their trademark weapons: massive cannons that convert magical energy into explosive missiles. Since gunpowder is boring on its own, they also like to infuse their shots with a variety of elements such as fire, ice, and electricity. Being experts with machinery, Grenadiers can also engineer makeshift gun turrets and other gadgets to support their allies in battle.
Welcome back one and all to the final round of our class highlights! We've already gone in-depth in our previous posts about the flexibility provided through secondary weapons. Characters level 40 and up can steadily gain access to all the abilities of their chosen secondary weapon, granting a single character the potential to perform one of two roles at any given time. There is, however, yet another perk to secondary weapons.
Some weapons synergize very well with one other, and the end result is an arsenal of powerful combo attacks unique to specific weapon pairings. For instance, if a Duelist (whose primary weapons are dual blades) selects a Gunslinger's twin pistols as a secondary weapon, that Duelist gains access to new abilities such as a sprinting shot in which the Duelist charges, stabs, and fires a salvo at a target. That same Duelist could also opt for a Grenadier's cannon instead, using attacks that combine the explosive power and rapid-fire shots of both weapons.
Likewise, caster weapons work extremely well together to create a wide variety of effects. Sorcerers can take up a staff and gain access to new frost and wind AoE spells as well as a group healing ability. They can also select a Harp as their secondary and combine both weapons to summon fire spirits and smite enemies with holy blades of sonic waves.
The possibilities are endless, and fortunately the option is available for players to change their secondary weapon if they want to experiment with the combo attacks from other pairings. We think this one of Aura Kingdom's most interesting customization options, and we're excited to see which combinations our players like the most!
As always, thanks for reading and stay on the lookout for more info as development rolls smoothly along!