Difference between revisions of "Classes"

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==Introduction==
 
==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.
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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.
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Guides to building your character can be found on the forums: http://forums.swut.net/viewforum.php?f=18
  
 
===The Fighter===
 
===The Fighter===
[[Fighter Guide]]
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The fighter is a master of melee combat, utilising weapons such as axes, halberds, maces and swords to defeat enemies.
 
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===The Rogue===
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[[Rogue Guide]]
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===The Mage===
 
===The Mage===
[[Mage Guide]]
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The mage is a purveyor of magic.
  
==How Your Class is Represented==
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===The Monk===
In the player stats box, you will see 3 lines like this:
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The monk is an unarmed fighter that also uses the sanctity school of magic to battle his foes.
  
Fighter: x%
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Link to the monks thread on the forums: http://forums.swut.net/viewtopic.php?f=12&t=4082
Rogue: y%
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Mage: z%
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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%.
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===The Priest===
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The priest is a fighter/mage hybrid that specialises in holy magic while bludgeoning enemies to death with blessed maces.
  
==How Classes Relate to Skills==
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===The Rogue===
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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.
  
# Each of the skills (except craft, item lore and meditation) belong under one of the three class catagories: Fighter, Rogue and Mage.
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===The Necromancer===
# A class's highest skill level determines the class %.
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The necromancer simultaneously casts dark necromantic magic while slashing his or her foes to pieces with a ritualised blade.
# You can have a maximum of 125 points spread out across all 3 classes.
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Some examples of which skills belong which classes:
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http://forums.swut.net/viewtopic.php?f=3&t=5179
  
*Fighter skills: Maces, axes, polearms, longswords, unarmed combat and tactics
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===The Druid===
*Rogue skills: Shortswords, foils, ranged, locks, traps, stealth
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*Mage skills: Magery, sorcery, piety
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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.
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Druids are a staff wielding "nature" magic class that can shift their character stats and play style through polymorphism and druidry class skills. Druids wielding spell enchanted staffs (eg Crook of VOG) can proc the staff enchantment through their druid spells, while all other mages can only do so through melee attacks.  
  
Click here for more info on [[Class Skills]].
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Please consult the forums about them: http://forums.swut.net/viewtopic.php?f=3&t=5347
  
==Developing Your Classes==
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==How Your Class is Represented==
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In the player stats box, you will see a number of lines like this:
  
'''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.
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Fighter: x%
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Rogue: y%
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Mage: z%
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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.
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All races can use [[Shrines#Shrine_of_Versatility|Shrine of Versatility]] to raise their class cap to 200%. Leveling at the Shrine of Versatility increases your class cap by 2% per level.
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==How Classes Relate to Skills==
  
'''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%.
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1. [[Class Skills|Class specific skills]] belong under one of the following categories: Fighter, Mage, Priest, Monk, Rogue or Necromancer<br>
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2. The highest skill from a class category determines the class %<br>
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3. The maximum total combined class % points is 150% for humans, and 125% for non-humans.
  
==Class Skills are Limited by Stats==
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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.
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.
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All Class Skills have minimum stat requirements. The non-class skills don't have stat requirements.
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The Skills belonging to each class category are as follows:
  
The stat requirements to get 100 % points in a skill are:
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*Fighter skills: Axes, Blocking, Longswords, Maces, Polearms, Tactics
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*Rogue skills: Foils, Locks, Ranged, Shortswords, Security (merged Stealth + Traps)
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*Mage skills: Magery, Sorcery, Staves
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*Priest skills: Blessed maces, Divinity, Piety
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*Monk skills: Unarmed combat, Sanctity
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*Necromancer skills: Necromancy, Hexblades, Bonecrafting
  
foils :     100 DEX
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For more detailed information, see[[Class Skills]].
  shortwords:  25 STR  75 DEX
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ranged:      25 STR  75 DEX
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longswords:  50 STR  50 DEX
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unarmed:      50 STR  50 DEX
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polearms:    75 STR  25 DEX
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axes :        75 STR  25 DEX
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maces :      100 STR
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stealth:    100 DEX
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traps:      100 DEX
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locks:      100 DEX
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magery:      100 INT
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sorcery:    100 INT
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piety:      100 INT
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Revision as of 09:26, 27 October 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.

http://forums.swut.net/viewtopic.php?f=3&t=5179

The Druid

Druids are a staff wielding "nature" magic class that can shift their character stats and play style through polymorphism and druidry class skills. Druids wielding spell enchanted staffs (eg Crook of VOG) can proc the staff enchantment through their druid spells, while all other mages can only do so through melee attacks.

Please consult the forums about them: http://forums.swut.net/viewtopic.php?f=3&t=5347

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.

All races can use Shrine of Versatility to raise their class cap to 200%. Leveling at the Shrine of Versatility increases your class cap by 2% per level.

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 150% for humans, and 125% 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.