Prestige Info: Difference between revisions
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Any prestige character is significantly "better" than the non-prestige version. In my experience, the little things do matter. | Any prestige character is significantly "better" than the non-prestige version. In my experience, the little things do matter. | ||
*Increasing stats by 1 does make a big difference. Having 26 of a stat makes whatever that is super good. 26 dex chars barely catch melee damage and don't drop potions, 26 wis/int chars seem to | *Increasing stats by 1 does make a big difference. Having 26 of a stat makes whatever that is super good. 26 dex chars barely catch melee damage and don't drop potions, 26 wis/int chars seem to succeed is casting spells all the time. Whatever is going on in the game code I dunno, but the minor stat changes matter. | ||
**26 int vamps made grasp game breaking and had to be nerfed (news 1149) | **26 int vamps made grasp game breaking and had to be nerfed (news 1149) | ||
**26 wis druids made dorn game breaking and had to be nerfed (news 1171) | **26 wis druids made dorn game breaking and had to be nerfed (news 1171) |
Revision as of 17:38, 13 April 2023
The prestige option allows you to relevel your character and acquire some gains based on your class (or multiclass).
Prestige Types
There are two types of prestige characters. Some classes can multi-class with another, some can only become better at their existing class.
- These "classic" classes can become multi-class (i.e. Cleric-Druid, or Mage-Thief, etc)
- Your original class will be your "primary class" while your added class we will call your "secondary class".
- Cleric
- Druid
- Mage
- Thief
- Warrior
- Your original class will be your "primary class" while your added class we will call your "secondary class".
- These classes just become "specialized" with greater powers in their own class. (they cannot multi-class).
- Augurer --> Harbinger
- Fathomer --> Buccaneer
- Nephandi --> Infernalist
- Paladin --> Knight
- Ranger --> Hunter
- Vampire --> Dread Vampire
Currently Barbarians and Bladesingers are not possible to prestige.
For the multi-class type, race restrictions still apply. Meaning if your race cannot be a Thief, then you cannot multi as a X-Thief.
Here's a table of which races can be those mutli-capable classes:
Dragonborn | Drow | Dwarf | Elf | Gith | Gnome | Half-Elf | Half-Ogre | Half-Orc | Half-Troll | Halfling | Human | Lizardman | Pixie | Sea-elf | Tiefling | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
X-Cleric | X | X | X | X | X | X | X | ? | X | X | ||||||
X-Druid | X | X | X | X | X | ? | X | X | X | |||||||
X-Mage | X | X | X | X | X | X | X | ? | X | X | X | |||||
X-Thief | X | X | X | X | X | X | X | X | X | X | X | ? | X | X | X | |
X-Warrior | X | X | X | X | X | X | X | X | X | X | X | ? | X | X |
So, for example, if I am a Half-Ogre Thief, then I cannot multi with Cleric/Druid/Mage because Half-Ogres cannot be those. I can ONLY become a Thi-War.
Equipment
- For multi-class prestige:
- The primary class determines what equipment you can wear.
Items made specifically for prestige chars of various classes/multi-classes will be introduced to the game at a later date (2063 at current pace).
Bonuses
Prestige characters get several bonuses, including a max stat increase, hp increase, and skills/spells increase.
Stat Bonus
- For single-class prestige characters, you get a +1 to the maximum value of your prime stat, so it can now reach 26:
Dread Vampire: 26 Dex Buccaneer: 26 Dex Knight: 26 Str Hunter: 26 Str Harbinger: 26 Lck Infernalist: 26 Int
- For multi-class prestige characters, you get a +1 to the max stat value based on the prime stat of the secondary class.
- For example, a Thi-War: Str is the Warrior's prime stat. So Thi-War can have 21 Str.
- For example, a Mag-Thi: Dex is the Thief's prime stat. So Mag-Thi can have 21 Dex.
Secondary Class Increased max stat on the prestige character: Thief: Dex Warrior: Str Mage: Int Cleric: Wis Druid: Wis
Higher stats do have concrete advantages, though not all of these are obvious to detect. Two that are:
- 26 Dex = Impossible to fumble potions.
- +1 Str = Additional 100 lbs carry capacity (max 1100 at 26 Str).
Here's a full table of the possible max stats, with the bonus stat from the secondary class in bold, and noted. Note that some influence the primary class's prime/secondary/deficient stats, which can be interesting to think about.
CLASS | Str | Int | Wis | Dex | Con | Cha | Lck | Notes |
---|---|---|---|---|---|---|---|---|
Thi-War | 21 | 20 | 18 | 25 | 20 | 22 | 20 | +1 Str |
Thi-Dru | 20 | 20 | 19 | 25 | 20 | 22 | 20 | +1 Wis (Thieves deficient stat) |
Thi-Cle | 20 | 20 | 19 | 25 | 20 | 22 | 20 | +1 Wis (Thieves deficient stat) |
Thi-Mag | 20 | 21 | 18 | 25 | 20 | 22 | 20 | +1 Int |
War-Thi | 25 | 18 | 20 | 23 | 20 | 20 | 20 | +1 Dex (Warriors secondary stat) |
War-Mag | 25 | 19 | 20 | 22 | 20 | 20 | 20 | +1 Int (Warriors deficient stat) |
War-Cle | 25 | 18 | 21 | 22 | 20 | 20 | 20 | +1 Wis |
War-Dru | 25 | 18 | 21 | 22 | 20 | 20 | 20 | +1 Wis |
Mag-Thi | 18 | 25 | 22 | 21 | 20 | 20 | 20 | +1 Dex |
Mag-War | 19 | 25 | 22 | 20 | 20 | 20 | 20 | +1 Str (Mages deficient stat) |
Mag-Cle | 18 | 25 | 23 | 20 | 20 | 20 | 20 | +1 Wis (Mages secondary stat) |
Mag-Dru | 18 | 25 | 23 | 20 | 20 | 20 | 20 | +1 Wis (Mages secondary stat) |
Cle-War | 21 | 22 | 25 | 18 | 20 | 20 | 20 | +1 Str |
Cle-Thi | 20 | 22 | 25 | 19 | 20 | 20 | 20 | +1 Dex (Clerics deficient stat) |
Cle-Mag | 20 | 23 | 25 | 18 | 20 | 20 | 20 | +1 Int (Clerics secondary stat) |
Cle-Dru | 20 | 22 | 26 | 18 | 20 | 20 | 20 | +1 Wis (Clerics primary stat) |
Dru-Cle | 20 | 20 | 26 | 20 | 22 | 18 | 20 | +1 Wis (Druids primary stat) |
Dru-Mag | 20 | 21 | 25 | 20 | 22 | 18 | 20 | +1 Int |
Dru-War | 21 | 20 | 25 | 20 | 22 | 18 | 20 | +1 Str |
Dru-Thi | 20 | 20 | 25 | 21 | 22 | 18 | 20 | +1 Dex |
Special Note on one of those. The Dru-Cle or Cle-Dru combination is the ONLY one that causes the prime stat to go up to 26.
This had huge impact for Dru-Cle's especially, as the Druid's main attack spell Dorn Nadur was based on Wis. The 26 wis dorn was so powerful Gonnil had to change it to be based on mana instead (news 1171). Having 26 in a stat CAN make a big difference it seems.
HP Bonus
Upon having an Immortal prestige you, you will be back at level 1. They will auto-level you to 5.
- Prestige characters have their starting hp at level 1 doubled (after Race Statistic Modifiers are applied).
- The equation is: 20 +/- {modifiers} x 2 for starting hp at level 1.
- You will then receive 4 automatic levels with all of your stats being maxed by the immortal's prestige command.
This leaves you at Level 5 with a higher base than a standard character.
(No bonuses to starting mana or movement outside of racial modifiers.)
HP Gains per Level
Gains for multi-class characters are based on primary class, not affected by secondary.
While prestige leveling, your class's min hp gain is +1 from usual, and your max hp gain is +2 from usual.
For example, if a given class has a standard min hp gain of 13 and max of 18 each level, prestige leveling that class would see hp gains between 14 and 20.
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 |
Total HP Gains
My rule of thumb is that you basically get between 4-6 "Free" additional levels worth of hp gains. I usually hit my "old base" around level 44/45. So, whatever I gain after that between 45-50 is additional prestige bonus hp. If you use a generic average hp gain of 15, that's 75 hp. It can of course be significantly more/less depending on race/class and dumb luck.
Here is a list of some actual data points. I apologize for the lack of pre-prestige values in some cases.
CLASS | Race | Original HP | Prestige HP | Average Gain per Level | Total HP Gain |
---|---|---|---|---|---|
Bucc | Human | 687 | 802 | 15.55 | 115hp |
Cle-Dru | Human | 630 | 714 | 13.91 | 84hp |
Cle-Dru | Human | 617 | 706 | 13.59 | 89hp |
Dread | Gith | 765 | 858 | 16.53 | 93hp |
Dread | Gith | ? | 868 | -- | |
Dread | Gith | ? | 848 | -- | |
Dru-Cle | Sea-Elf | 837 | 892 | 17.46 | 55hp |
Dru-Cle | Sea-Elf | ? | 909 | -- | |
Harb | Tiefling | 772 | 855 | 16.63 | 83hp |
Harb | Dwarf | ? | 850 | -- | |
Harb | ? | 751 | 818 | 16 | 67hp |
Hunter | Lizardman | 852 | 915 | 17.77 | 63hp |
Hunter | Pixie | ? | 937 | -- | |
Hunter | Dwarf | ? | 939 | -- | |
Infern | Dragonborn | 611 | 686 | 12.93 | 75hp |
Knight | Elf | 875 | 955 | 18.75 | 80hp |
Knight | Dwarf | ? | 963 | -- | |
Knight | Dwarf | ? | 962 | -- | |
Mag-Thi | Elf | 559 | 626 | 12.04 | 67hp |
Mag-Dru | Pixie | ? | 631 | -- | |
Thi-War | H-Ogre | ? | 802 | -- | |
War-Cle | Drow | 845 | 919 | 17.89 | 74hp |
Skill/Spell Bonus
Easiest to list this by class:
Single-class bonuses
While leveling all skills/spells are auto-adepted to full each level. You do NOT have to "re-learn" things.
- Harbinger:
- Can spiral 17 times between coils, compared to a regular Augurer's 13 spirals
- Spiral costs 11 mana instead of 15
- Buccaneer:
- Impossible to fumble potions while at 26* dex.
- Vindur gong is faster and cheaper (takes 9/13th of regular time, so ~31% faster for ~44% more damage per second, costs 22 mana instead of 35)
- Most spells appear to cost 25% less mana, and rounded down: vindur gong (26 mana vs 35), iceshield (63 mana vs 85), isfundere]] (22 vs 30), rummage (3 vs 5).
- New Skills:
- Retreat: Flee to the last room you were in (directional flee).
- Terrorize: Force mob to flee if significantly lesser level/experience.
- Tactics of the Sea: A short lived (15 rds) resistance buff:
[tactics of ;+030 R: ACID; 13 rds] [tactics of ;+020 R:MAGIC; 13 rds] [tactics of ;+025 R:DRAIN; 13 rds] [tactics of ;+020 R:UNHLY; 13 rds] [tactics of ;+015 R: HOLY; 13 rds] [tactics of ;+025 R:BLUNT; 13 rds] [tactics of ;+020 R: PRCE; 13 rds] [tactics of ;+025 R:SLASH; 13 rds] [tactics of ;+010 R:ENRGY; 13 rds] [tactics of ;+010 R: ELEC; 13 rds] [tactics of ;+030 R: COLD; 13 rds] [tactics of ;+030 R: FIRE; 13 rds] [tactics of ;+030 R:NOMGC; 13 rds] [tactics of ;-004 SV ROD; 13 rds] [tactics of ;-004 SV SPLL; 13 rds] [tactics of ;-006 SV BRTH; 13 rds] [tactics of ;-007 SV PARA; 13 rds] [tactics of ;-006 SV POI; 13 rds] [tactics of ;-004 SV ROD; 13 rds]
- Infernalist:
- New Skills:
- Void Infusion: Stat buffs. The lower your stats when you cast it, the greater the buffs.
- Shared Agony: Resist a % of incoming damage and return it to mob as attack damage.
- Enslaved Summoning: Summon berserk-style gremlin to fight with you.
- New Skills:
- Knight:
- Max carry weight 1100 while at 26 str.
- Slightly faster shieldbash.
- Hunter:
- Max carry weight 1100 while at 26 str.
- Faster, cheaper, stronger Gash
- Can fletch arrows faster
- New Skills:
- Cascade: melee rounds hit EVERY mob in the fight. Nice for whacking lots of small stuff that gangs up on you.
- Indomitable: immune to stun/bash
- Pursue: Similar to hunt, auto-track-move-track-move... to mob.
- Dread Vampire:
- Impossible to fumble potions while at 26 dex.
- Grasp does more damage (it had to be nerfed, but its still increased. See: news 1149)
- Mistwalk works during daytime and night.
- No blood loss during the day.
- Stronger potence (Max +6 dr, based on hp).
- Blood cost reduction for all spells to 1 bp.
Multi-class bonuses
For multi-class prestige, the bonuses are simply that you can learn skills/spells from your secondary class.
- Skills/Spells from the primary class are auto-adepted each level to full. You do NOT need to "re-learn" those.
- Skills/Spells from the secondary class must be adepted as per usual.
- There is a list of multi-class accessible skills/spells in 'help prestige4'.
- If your secondary class would typically learn one of those, you will learn it on your prestige multi-class.
- For example, if you're a Warrior, and you multi with a Cleric, Clerics learn 'sanctuary', and its on the list, so you can learn sanctuary.
- If your secondary class would typically learn one of those, you will learn it on your prestige multi-class.
- Multi Skills/Spells learned thanks you to secondary class have a max adept percentage at 80% of the secondary class's native adept percentage.
- For example, a War-Cleric will get sanctuary. Cleric's learn sanc to 95%. War-Cle will learn it to (95 x .80) = 76%
- If BOTH classes have a skill or spell, whichever class has the higher percentage 'wins', and that value is the new limit for that skill or spell.
- For example, Clerics usually adept rescue to 20%, while Druids adept rescue at 95%. A Cleric-Druid's rescue will adept to 95%.
- Mage path spells, and Cleric pantheon spells, are not included for prestigers.
- Cleric align-based spells DO still apply. You learn both heal & necromantic touch, but your ability to cast each is based on your align dev/evil.
- Mage-X prestige's get a special perk of increased self-buff spells. They're +6 instead of the usual +3.
Here's a table showing what you learn from multi'ing with each Class, and to what percentage adeptness that class adepts that.
(Remember you will only get 80% of the listed adeptness, unless you also share that skill, in which case you just get whichever is the higher value)
X-Cleric | X-Thief | X-Warrior | X-Mage | X-Druid | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
aid | 95 | aid | 70 | aid | 80 | berserk style | 45 | aid | 95 | ||||||
armor | 95 | backstab | 95 | berserk style | 95 | black fist | 95 | berserk style | 45 | ||||||
berserk style | 20 | berserk style | 45 | blitz | 80 | caustic fount | 95 | create food | 95 | ||||||
bless | 95 | circle | 95 | disarm | 85 | continual light | 95 | create spring | 95 | ||||||
continual light | 95 | disarm | 90 | dodge | 70 | create spring | 95 | disarm | 95 | ||||||
create food | 95 | dodge | 95 | doorbash | 85 | fireshield | 95 | dodge | 95 | ||||||
create spring | 95 | dual wield | 85 | dual wield | 85 | float | 95 | dorn nadur | 90 | ||||||
dodge | 50 | gouge | 95 | grip | 90 | fly | 95 | earthquake | 95 | ||||||
fireshield | 95 | grip | 35 | kick | 85 | ice blast | 95 | fire breath | 95 | ||||||
float | 90 | hide | 85 | lunge | 90 | invis | 95 | fireshield | 95 | ||||||
fly | 95 | scan | 90 | parry | 85 | second attack | 45 | float | 95 | ||||||
heal | 95 | second attack | 90 | punt | 95 | slink | 95 | fly | 95 | ||||||
necromantic touch | 95 | sneak | 95 | rescue | 80 | third attack | 30 | forage | 70 | ||||||
prayer | 95 | third attack | 70 | scan | 60 | track | 85 | hide | 95 | ||||||
rescue | 20 | track | 85 | second attack | 95 | invis | 95 | ||||||||
second attack | 50 | shoulder | 90 | ioc dall | 95 | ||||||||||
third attack | 40 | smash | 95 | ioc puinsean | 95 | ||||||||||
true sight | 95 | stun | 85 | kick | 95 | ||||||||||
word of recall | 95 | third attack | 95 | meditate | 95 | ||||||||||
track | 85 | nadur dion | 95 | ||||||||||||
parry | 95 | ||||||||||||||
rescue | 95 | ||||||||||||||
scan | 60 | ||||||||||||||
second attack | 95 | ||||||||||||||
slainte | 95 | ||||||||||||||
sneak | 95 | ||||||||||||||
starlight | 95 | ||||||||||||||
third attack | 90 | ||||||||||||||
track | 95 | ||||||||||||||
word of recall | 95 |
- Stupid Druid spell name translations:
- Ioc dall = cure blindness
- Ioc puinsean = cure poison
- nadur dion = sanctuary
- slainte = heal
- starlight = continual light
Damage Comparisons
I have a lot of data on different attack values, however I don't have a lot of comparison between prestige vs. non-prestige unfortunately (it's basically all prestige data). The one comparison I have however is on Ranger/Hunter Gash, which is pretty huge:
Class | Min | Max | Average | DPS | Damroll | Notes |
---|---|---|---|---|---|---|
Hunter | 141 | 173 | 157 | 85 | 92 | Max str/wis. |
Ranger | 84 | 101 | 92 | 50 | 93 | Max str/wis. |
I think that one is probably more significant of an increase that other classes, but, they are all generically "Better" and fairly noticeable.
In practice, 2 Dreads can kill things 2 Vamps struggle much more to kill, etc.
Speeds are increased (at least for some classes) so even if the attack isn't necessarily stronger you are launching more of them more frequently. The Harbingers being able to launch 17 spirals before Coil of Flame expires compared to a regular Aug's 13 spirals is a nice gain. Plus, since Spiral damage is HP based, your increased prestige HP base will raise that level as well. More damage per hit and more hits overall: Double Whammy.
Leveling Tips
Leveling a prestige character fucking blows:
- MUST be ip-1 game-wide while leveling or drastically reduced xp.
- XP needed per level is jacked way way way up
- XP gain pet hit is jacked way way way down. About 1/7th the usual rate of xp gain per hit.
- Your kill buffer filling up with too many kills of a mob will drop xp down 0, entirely 0 xp per hit or kill.
Advice:
- Get a fucking life and quit this bullshit game.
- Be ip1. Clear buffer every level to start, then twice per level, and by the end after every 'round' of mobs you go and kill.
- I may be paranoid, but I clear it with 25 UNIQUE mobs.
- Melee damage gains far more xp than the other attacks/spells. Just sit there, do nothing, and heal as needed.
- Max your HR as much as possible to land as many melee hits as possible.
- Max your DR as much as possible to land as much damage per melee hit as possible.
- This applies to non-prestige leveling too btw, but really needs to be followed for prestige leveling.
- Classes that get enhanced damage and 2nd/3rd/4th attack early on go much faster than those that do not.
- Finding all the lowbie quests that give xp rewards is helpful (Town Hall, etc)
Grind your face off.
So far for me Knight and Hunter were the fastest. Dread sucks at first but then speeds up. Thief-Warrior is by far the worst. Absolutely awful the entire time start to finish.
How to Prestige
If you have the required glory and gold, go to Queen Mordrineagh Ni Riain in the Castle of Rol Na Feinne.
Zmud/Tintin: #6 s;ne;s;s;se;e;e;s;sw;sw;s;#5 sw;nw;#5 n;ne;n;e;n;ne;n;n;say entry;n;u;u;open west;w Mush:#6s (ne) 2s (se) 2e s 2(sw) s 5(sw) (nw) 5n (ne) n e n (ne) 2n (say entry) n 2u (open west) w
In her room, execute the command prestige. She will provide you a scrippe with your name and the word "prestige" embossed.
Note: She will not verify if your character is already prestiged. Reimbursements will not be made for opportunities purchased if you are already prestige or multi-class.
After you have obtained that scrippe, and once you are ready to pull the trigger remove all your gear and empty your inventory and it may be wise to eat and drink (and maybe rest for a tick) so that you are in perfect health before being auto-leveled to level 5, as mental state and hunger and god knows what else may impact the auto-leveled hp gains.
Finally, contact a level 60 imm and tell them you'd like to prestige your character.
Closing Thoughts
Any prestige character is significantly "better" than the non-prestige version. In my experience, the little things do matter.
- Increasing stats by 1 does make a big difference. Having 26 of a stat makes whatever that is super good. 26 dex chars barely catch melee damage and don't drop potions, 26 wis/int chars seem to succeed is casting spells all the time. Whatever is going on in the game code I dunno, but the minor stat changes matter.
- 26 int vamps made grasp game breaking and had to be nerfed (news 1149)
- 26 wis druids made dorn game breaking and had to be nerfed (news 1171)
- 26 str hunters gash is much stronger (because gash is Wis+Str based)
- The multi-class skills list doesn't look that impressive, but again its the less-fancy skills that make a decent impact
- Adding parry/dodge/etc skills to characters who don't typically have them make a difference.
- Personally, I just really enjoy having additional "utility" skills/spells that make gameplay a lot more convenient.
I'm betting there's a bunch of other ways prestige is game breaking that will eventually be nerfed too once people figure it out, because mostly none of this prestige stuff is super well beta tested. Edmond showed up one day and built it out in about 2 weeks then bailed. He had some people in various orders testing in on the build port for a week, some tweaks were made, then he shoved it onto the production server and let it fly. Unsurprisingly, the above 2 issues were huge and required adjustment, I'm certain there are others.