Difference between revisions of "Classes"

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*Fighter skills: Axes, Blocking, Longswords, Maces, Polearms, Tactics
 
*Fighter skills: Axes, Blocking, Longswords, Maces, Polearms, Tactics
*Rogue skills: Foils, Locks, Ranged, Shortswords, Stealth, Traps
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*Rogue skills: Foils, Locks, Ranged, Shortswords, Security (merged Stealth + Traps)
*Mage skills: Magery, Sorcery
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*Mage skills: Magery, Sorcery, Staves
 
*Priest skills: Blessed maces, Divinity, Piety
 
*Priest skills: Blessed maces, Divinity, Piety
 
*Monk skills: Unarmed combat, Sanctity
 
*Monk skills: Unarmed combat, Sanctity

Revision as of 10:29, 29 September 2018

Introduction

In EUO there are 6 basic classes: the Fighter, the Mage, the Priest, the Monk, the Necromancer and the Rogue. However, unlike most RPG's, you are not tied to a class when you create your character. Instead, the class(es) a character belongs to are based upon the skills that are developed over time.

Guides to building your character can be found on the forums: http://forums.swut.net/viewforum.php?f=18

The Fighter

The fighter is a master of melee combat, utilising weapons such as axes, halberds, maces and swords to defeat enemies.

The Mage

The mage is a purveyor of magic.

The Monk

The monk is an unarmed fighter that also uses the sanctity school of magic to battle his foes.

Link to the monks thread on the forums: http://forums.swut.net/viewtopic.php?f=12&t=4082

The Priest

The priest is a fighter/mage hybrid that specialises in holy magic while bludgeoning enemies to death with blessed maces.

The Rogue

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

The Necromancer

The necromancer simultaneously casts dark necromantic magic while slashing his or her foes to pieces with a ritualised blade.

Please consult the forums about them: http://forums.swut.net/viewtopic.php?f=3&t=5179

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 (what as known as the class cap) is capped at 125% for humans and 100% for non-humans. For example, a human character with a class cap of 125% could be 80% fighter, 20% rogue and 25% mage - or any combination thereof.

Also note that humans have the option of using the Shrine of Versatility to raise their class cap to 200%.

How Classes Relate to Skills

1. Class specific skills belong under one of the following categories: Fighter, Mage, Priest, Monk, Rogue or Necromancer
2. The highest skill from a class category determines the class %
3. The maximum total combined class % points is 125% for humans, and 100% for non-humans.

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.

The Skills belonging to each class category are as follows:

  • Fighter skills: Axes, Blocking, Longswords, Maces, Polearms, Tactics
  • Rogue skills: Foils, Locks, Ranged, Shortswords, Security (merged Stealth + Traps)
  • Mage skills: Magery, Sorcery, Staves
  • Priest skills: Blessed maces, Divinity, Piety
  • Monk skills: Unarmed combat, Sanctity
  • Necromancer skills: Necromancy, Hexblades, Bonecrafting

For more detailed information, see: Class Skills.

Developing Your Class

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

Multiclassing

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.

However by meditating at the Shrine of Versatility, a human character (only) can increase their class cap beyond 125%, and all the way to 200%. Essentially, this allows a human character (albeit at a cost of a number of level-ups) to attain 100% in two classes!