Class Info: Difference between revisions
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The prime stat is kinda the determining factor on the characters usage, so here's a quick reference of that | The prime stat is kinda the determining factor on the characters usage, so here's a quick reference of that | ||
For more information on each individual stat and what it is used for, see [[Stats]] | |||
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Revision as of 14:11, 12 May 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. The help file for each class explains the details of that class.
- Each class has a Primary, Secondary, and Deficient stat.
- Primary stat = 25
- Secondary stat = 22
- Deficient stat = 18
- Others: 20
The prime stat is kinda the determining factor on the characters usage, so here's a quick reference of that
For more information on each individual stat and what it is used for, see Stats
Class | Primary Stat |
---|---|
Thief, Fathomer, Vampire | Dex |
Barbarian, Warrior, Ranger, Paladin | Str |
Cleric, Druid, Augurer | Wis |
Mage, Nephandi | Int |
Here's a table showing each class's max status in full:
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 |
Here's another way of looking at that data someone else made, I find it a bit more confusing, but it 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 for the chance to attain max hp gains.
- You MUST have max Int in order for the chance 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.
Notable Notes
Some things you should really know.
- You're going to need every class. The whole game is balanced out so that no class/attack can kill everything. You do need the gimmick attacks too, they make some things so vastly easier than 'the hard way' that nobody even goes and runs those as a group anymore. You should kinda always be leveling more chars in your downtime when there isn't much else going on.
- Clerics get the near gamebreaking spell 'necromantic touch' at level 14 if you are Evil align. This spell not only gets you a literal shit fuck ton of xp per hit, but also sucks life from the mob to you, so you never need to heal. Just buy some mana's, and go necro your face off. This is by far the fastest class to level. You don't ever need to worry about stats or equipment, it's so easy its almost kinda broken.
- Paladins are probably the next easiest to level.
- Cleric's and Mage's have additional "Paths" you can specialize in at level 50. See links:
See: Cleric Path Info & Mage Path Info