Class Info: Difference between revisions

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=Alpha Attacks=
=Primary Attacks=
 
At Avatar level (50), these will be your primary attacks.
 
I've included what is believed to be the primary modifier where known.
 
Attacks flagged with the * represent "Gimmick Attacks" (see below)
 
*'''Augurer:''' Spiral Blast  (HP Based)
*'''Mage:''' Quantum Spike / Paradox Flux / Immobilize* / Invoila Magicka*
*'''Nephandi:''' Qlippothic Shift
*'''Cleric (dev):''' Virtue  (CHA Based)
*'''Fathomer:''' Vindur Gong
*'''Thief:''' Circle  (DR Based)
*'''Paladin:''' Shieldbash (WIS Based)
*'''Ranger:''' Gash (WIS+STR Based), Missile Weapon*
*'''Warrior:''' Smash, Stun
*'''Barbarian:''' Rend (CON based), Chokehold*
*'''Vampire:''' Grasp  (INT & DR Based - See 'news 1149')
*'''Druid:''' Nadur Dorn (MANA Based - See 'news 1171')
 
 
=Gimmick Attacks=
 
Some classes get a 'gimmick' attack that works well against a certain sub-set of mobs. Useful still, because they allow you to go do things solo that would otherwise take a group, but these types of attacks don't tend to work on "big" mobs.
 
*'''Warrior:''' Stun  - Immobilizes mob for 2-5 rounds, then needs re-applied.
*'''Mage (Path of Balance):''' Immobilize - Immobilizes mob for 2-5 rounds, then needs re-applied.
*'''Mage (Path of Countermagick:''' Invoila Magicka - Immunity to ALL magic (including healing) for 40ish rds. Works well against pure magic attack based mobs, or to nullify magic attack penalties for ip check violations.
*'''Ranger:''' Missile Weapon - Craft arrows and fire them from a room away into a mob.
*'''Barbarian:''' Chokehold - Can only initiate a fight, but abusable if you flee, have a friend go do it, round robin, or if you quit/relog you can then redo it.

Revision as of 18:50, 27 April 2023

This page breaks down each class by their stats, gains, attacks, etc.

If you're new to the game, I'd point you towards my Newb Guide for help picking your first character race/class.


Class Stats

Your class determines your max stats.

  • Each class has a Primary, Secondary, and Deficient stat.
    • Primary stat = 25
    • Secondary stat = 22
    • Deficient stat = 18
    • Others: 20


Max Stats per Class
CLASS Str Int Wis Dex Con Cha Lck
Augurer 20 20 25 18 20 20 22
Mage 18 25 22 20 20 20 20
Nephandi 20 25 20 22 20 20 18
Cleric 20 22 25 18 20 20 20
Fathomer 20 22 20 25 18 20 20
Thief 20 20 18 25 20 22 18
Paladin 25 18 22 20 20 20 20
Ranger 25 20 22 22 20 18 20
Warrior 25 18 20 22 20 20 20
Barbarian 25 18 20 20 22 20 20
Vampire 20 22 20 25 20 20 20
Druid 20 20 25 20 22 18 20


Statistics Table

Here's another way of looking at that data someone else made, that also includes which Deities create a sigil that boots that stat.

The table of realms statistics
Statistics Primary Statistic (25) Secondary Statistic (22) Deficient Statistic] (18) Deity Sigils
Strength Warrior, Ranger, Paladin, Barbarian Bladesinger Mage Bael, Tempus, Kardis, Adendra, Sil-Galith, Grishnakh
Dexterity Thief, Fathomer, Bladesinger, Vampire Warrior, Nephandi, Ranger (with mercuria) Cleric, Augurer Keltas, Masefi, LaChte, Shivvan
Intelligence Mage, Nephandi, Cleric, Vampire, Fathomer Warrior, Paladin, Barbarian A'enari, Z'hyal, Gre'Vos, Cawyn
Wisdom Augurer, Cleric, Druid Paladin, Ranger, Mage Thief Vl'aresch, Sarane, Estathius
Constitution None Druid, Barbarian Fathomer Mak'kor, Wirawyth, Kalerd, Tirebaen
Charisma None Thief Ranger, Druid Ghordohl, Sh'Vath
Luck None Augurer Nephandi, Bladesinger Bron'trel


Class XP

Each class has a different experience "schedule" or "xp required" to attain each level.

These are too tedious to document, and really don't matter a whole hell of a lot, but, yes some classes require overall more xp to level up than others. That's often offset by the fact they may gain xp easier, thanks to better attacks, etc, so really I find doesn't matter at all.

Gains per Level

Each class gains a different number of hp, mp, and movement points, per level. These are based on a dice roll with a die of X sides (rng column below)

  • You MUST have max Con in order to attain max hp gains.
  • You MUST have max Int in order to attain the max mp gain
  • I have no idea how movement gains work, and it doesn't matter.


HP/Mana Gains by Class
Class Regular Prestige
HP min HP max rng Mana min Mana max rng HP min HP max rng Mana min Mana max rng
Augurer 13 18 5 2 7 5 14 20 6 3 9 6
Druid 14 19 5 2 8 6 15 21 6 3 10 7
Fathomer 11 17 6 2 8 6 12 19 7 3 10 7
Mage 9 12 3 2 9 7 10 14 4 3 11 8
Nephandi 11 13 2 2 8 6 12 15 3 3 10 7
Paladin 15 19 4 2 7 5 16 21 5 3 9 6
Ranger 15 19 4 2 7 5 16 21 5 3 9 6
Thief 12 17 5 n/a 13 19 6 n/a
Vampire 13 18 5 n/a 14 20 6 n/a
Warrior 15 19 4 n/a 16 21 5 n/a

Primary Attacks

At Avatar level (50), these will be your primary attacks.

I've included what is believed to be the primary modifier where known.

Attacks flagged with the * represent "Gimmick Attacks" (see below)

  • Augurer: Spiral Blast (HP Based)
  • Mage: Quantum Spike / Paradox Flux / Immobilize* / Invoila Magicka*
  • Nephandi: Qlippothic Shift
  • Cleric (dev): Virtue (CHA Based)
  • Fathomer: Vindur Gong
  • Thief: Circle (DR Based)
  • Paladin: Shieldbash (WIS Based)
  • Ranger: Gash (WIS+STR Based), Missile Weapon*
  • Warrior: Smash, Stun
  • Barbarian: Rend (CON based), Chokehold*
  • Vampire: Grasp (INT & DR Based - See 'news 1149')
  • Druid: Nadur Dorn (MANA Based - See 'news 1171')


Gimmick Attacks

Some classes get a 'gimmick' attack that works well against a certain sub-set of mobs. Useful still, because they allow you to go do things solo that would otherwise take a group, but these types of attacks don't tend to work on "big" mobs.

  • Warrior: Stun - Immobilizes mob for 2-5 rounds, then needs re-applied.
  • Mage (Path of Balance): Immobilize - Immobilizes mob for 2-5 rounds, then needs re-applied.
  • Mage (Path of Countermagick: Invoila Magicka - Immunity to ALL magic (including healing) for 40ish rds. Works well against pure magic attack based mobs, or to nullify magic attack penalties for ip check violations.
  • Ranger: Missile Weapon - Craft arrows and fire them from a room away into a mob.
  • Barbarian: Chokehold - Can only initiate a fight, but abusable if you flee, have a friend go do it, round robin, or if you quit/relog you can then redo it.