For a full listing of all class skills, songs and spells, navigate to each of the classes listed below. Some of the summary comments might seem a bit confusing, so use the JediMUD Glossary for a better understanding of the terminology.
| Class | Summary | Boss Targets |
|---|---|---|
| Antipaladin | Antipaladins are primarily dark fighter mages, able to buff themselves, heal in a pinch, and deal massive amounts of damage with shieldbash, and later, shieldcharge. Their protection from anarchy spell is useful in farming some non-tossing boss mobs, like Zareef the Dragon in Dragon City. | Zareef |
| Bard | Bards are primarily buffers and debuffers, a set up class for healer and tank combos. As an offensive force, a mana/mana regen bard paired with a summoning high mana cleric can petrify/summon down stepping boss mobs that are otherwise strike capped. The bard's ability to confuse and scare allow them to perform area puzzle solving. | Count Cagliostro, Algodon, Zephyr, Terrel, Vendenthiel, Sunniva |
| Cleric | Clerics are the prime healing class of the game, with the ability to be outfitted for damage assist for non-entropy, tossing mob melee in conjuction with a defend bodyslam ninja tank. Clerics also are the best support class to take your low level characters to level 30. | Keeper of the Ring |
| Jedi | Typically run in good jedi mode until the arrival of brain implosion, the evil remort 25INT jedi is a mage squad all-in-one, able to take down the toughest boss mobs quickly and speed your farming joy. | Drakken Ru, Tiamat, Mannam, Siawyn, Andrus |
| Mage | Nuclear mages are an excellent early leveling class for your other characters, provide gate walking for your squad, or locate objects after crashes. High INT mages can stat enchant holdables to satisfy your +STR +WIS +ETC holdable needs. | General Quagar, Asmodeus, Ancient Firedragon |
| Ninja | A fighting class with an important role in eq groups running tossing mobs, the ninja's critical hit skill allows for easy farming of !phys mobs such a found in Trog Caves and Outpost, Rhyoden. | Augustus |
| Paladin | A dual healer/fighter, solo paladins were the class of choice in pre-duo-multi days of JediMUD. If you like role-playing, the paladin is designed to fight undead and demonic mobs. | Water Demon |
| Ranger | When not in a full set of dam/str/hp skins, the ranger is a primary debuffer with the fumble spell. Run in pairs with high mana/ high mana regen, animal calling rangers can farm extremely difficult boss mobs. | Toykenstein |
| Primarily a fighter mage, the sohei's strike capability, especially post 7 remort, allows for non-damage-cap boss mob farming of the highest order. | Onivel, Ant Captain, Zeus | |
| Thief | Like bard/cleric petrify combos, thief/cleric bstab combos can take down some difficult stepping mobs, especially boss mobs in !magic rooms. | Notna, Shinjin, Ogaan |
| Warrior | A tank staple, the dhitting disarming grappling warrior will always be in high demand, for both group and duo play. | Welmar |
