Class Info: Difference between revisions
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= | =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
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.
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.
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.