Difference between revisions of "Classes"

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(The Rogue)
m (Class Skills are Limited by Stats: added sorc and piety)
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  foils :      100 DEX
 
  foils :      100 DEX
  shortwords: 25 STR 75 DEX
+
  shortwords:   25 STR 75 DEX
  ranged:     25 STR 75 DEX
+
  ranged:       25 STR 75 DEX
  longswords: 50 STR 50 DEX
+
  longswords:   50 STR 50 DEX
  unarmed:     50 STR 50 DEX
+
  unarmed:     50 STR 50 DEX
  polearms:   75 STR 25 DEX
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  polearms:     75 STR 25 DEX
  axes :       75 STR 25 DEX
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  axes :       75 STR 25 DEX
 
  maces :      100 STR
 
  maces :      100 STR
 
   
 
   
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  magery:      100 INT
 
  magery:      100 INT
 +
sorcery:    100 INT
 +
piety:      100 INT

Revision as of 17:57, 15 September 2005

Introduction

In EUO there are 3 basic classes: the Fighter, the Rogue and the Mage. Unlike a lot of other RPG's, you don't actually pick a class when you create your character, but rather your class is developed over time as you build your skills.

The Fighter

Fighter Guide

The Rogue

Rogue Guide

The Mage

Mage Guide

How Your Class is Represented

In the player stats box, you will see 3 lines like this:

Fighter: x%
Rogue: y%
Mage: z%

The x% / y% / z% represents the percentage of each class you currently are. Contrary to the meaning of percentage, you can actually have 125% total class percent points. Eg, you can be 80% fighter, 20% rogue and 25% mage - or any combination thereof, as long as the total percantage does not go over 125%.

How Classes Relate to Skills

  1. Each of the skills (except craft, item lore and meditation) belong under one of the three class catagories: Fighter, Rogue and Mage.
  2. A class's highest skill level determines the class %.
  3. You can have a maximum of 125 points spread out across all 3 classes.

Some examples of which skills belong which classes:

  • Fighter skills: Maces, axes, polearms, longswords, unarmed combat and tactics
  • Rogue skills: Shortswords, foils, ranged, locks, traps, stealth
  • Mage skills: Magery, sorcery, piety

For example, if you have stealth at 20%, magery at 50% and longswords at 30%, they you will be 20% Rogue, 50% mage and 30% Fighter. Since you can have 125% worth class points, you will have 25 more % points left to spend.

Click here for more info on Class Skills.

Developing Your Classes

Pro tip : Pick a core class to 100% in, and then pick a complementary class to spend the rest of the 25 class points in.

For Fighters, Mage or Rogue works well. Either one will give you access to a form of invisability and a way to unlock chests, among other bonuses. For Mages, Fighter is a good choice so that you will have something to lie back on when mana dries up. Rogue would be redundant, the only new ability gained would be the ability to detect and disable traps. For Rogues, picking Fighter will up your melee abilities with tactics, raising AS and AC, but Mage will give you a few luxeries like VL, AN and sanct.

Class Skills are Limited by Stats

This means that the % in a skill is capped by it's governing stat (eg str/dex/int). Not all skills have a governing stat, and not all skills are wholly goverened by a single stat.

All Class Skills have minimum stat requirements. The non-class skills don't have stat requirements.

The stat requirements to get 100 % points in a skill are:

foils :      100 DEX
shortwords:   25 STR  75 DEX
ranged:       25 STR  75 DEX
longswords:   50 STR  50 DEX
unarmed:      50 STR  50 DEX
polearms:     75 STR  25 DEX
axes :        75 STR  25 DEX
maces :      100 STR

stealth:     100 DEX
traps:       100 DEX
locks:       100 DEX

magery:      100 INT
sorcery:     100 INT
piety:       100 INT