Difference between revisions of "Classes"

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(The Priest)
(How Classes Relate to Skills)
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==How Classes Relate to Skills==
 
==How Classes Relate to Skills==
  
# [[Class Skills|Class specific skills]] belong under one of the three class categories: Fighter, Rogue, Mage or Priest
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# [[Class Skills|Class specific skills]] belong under one of the four class categories: Fighter, Rogue, Mage or Priest
 
# A class's highest skill level determines the class %
 
# A class's highest skill level determines the class %
 
# The total combined class % points is 125% for humans, and 100% for non humans.
 
# The total combined class % points is 125% for humans, and 100% for non humans.

Revision as of 13:23, 5 March 2010

Introduction

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

The Fighter

The fighter is a master of melee combat, utilising weapons such as swords, maces and halberds to defeat his enemies.
See also: Fighter Guide

The Rogue

The rogue uses smaller melee weapons such as daggers, shortswords and foils, ranged weapons and wears lighter armour when adventuring. Rogues also possess skills in security and stealth.
See also: Rogue Guide

The Mage

The mage is a purveyor of magic.
See also: Mage Guide

The Priest

The priest is a fighter/mage hybrid that specialises in holy magic while bludgeoning her enemies to death with her blessed mace.
See also: Priest Guide

How Your Class is Represented

In the player stats box, you will see a number of lines like this:

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

The x% / y% / z% represents the percentage of each class you currently are. The total combined class % points is 125% for humans, and 100% for non humans. Eg, a human character could be 80% fighter, 20% rogue and 25% mage - or any combination thereof.

How Classes Relate to Skills

  1. Class specific skills belong under one of the four class categories: Fighter, Rogue, Mage or Priest
  2. A class's highest skill level determines the class %
  3. The total combined class % points is 125% for humans, and 100% for non humans.

Some examples of which skills belong which classes:

  • Fighter skills: Maces, axes, polearms, longswords and tactics
  • Rogue skills: Shortswords, foils, ranged, locks, traps, stealth
  • Mage skills: Magery, sorcery
  • Priest skills: Piety, divinity, blessed maces

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.

Click here for more info on Class Skills.

Developing Your Classes

It is generally agreed upon that you are better off simply maximising all the Class Skills in just one class.

Since humans get an extra 25% in addition to a full class, they can effectively multi class to some extent. A fighter with 25% in magery will be able to cast the light spell for example. By meditating at the Shrine of Versatility, the human character can expand their class cap beyond 125% all the way to 200%, meaning they can maximise their class skills fully in two classes!

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 governed by a single stat.

Most 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
axes :        75 STR  25 DEX
polearms:     90 STR  10 DEX
maces* :      90 STR  10 DEX

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

magery:      100 INT
sorcery:     100 INT
piety:       100 INT
  • includes blessed maces