Difference between revisions of "Classes"

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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.
 
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.
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All Class Skills have minimum stat requirements. All the non-class skills, with the exception of [Enchanting], don't have stat requirements.
  
 
The stat requirements to get 100 % points in a skill are:
 
The stat requirements to get 100 % points in a skill are:

Revision as of 17:47, 30 January 2009

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%, then 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. The only way you can do the best stuff with your character is to get 100% in your class. The other 25% can go to anything else.

That other 25% : For Fighters, Mage or Rogue works well. Either one will give you access to a form of invisibility and a faster way to unlock doors, among other bonuses. For Mages, Fighter is a good choice so that you will have something to lie back on when you run out of mana. Rogue would be redundant, the only new ability gained would be the ability to detect and disable traps. For Rogues, picking Fighter will get you more melee abilities and tactics, raising AS and AC, but Mage will give you a few helpful spells such as Mani, An Nox, and other low level spells. Be careful, for these skills will be very weak at 25%.

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. All the non-class skills, with the exception of [Enchanting], 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