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[[Compendium - Classes and Races|Classes and Races]]
 
[[Compendium - Classes and Races|Classes and Races]]
 
==Introduction==
 
==Introduction==
'''The Encyclopaedia Team is sorry but this guide is outdated and incomplete. We are working on guide
 
  
 
  Beginner Adventurer is easy to play, melee or ranged fighter
 
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1. This class has an extra free job transfer times;
 
1. This class has an extra free job transfer times;
 
2. When changing jobs from Adventurer/Apprentice, the free transfer times will be lost!
 
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Latest revision as of 10:48, 29 August 2023

Classes and Races

Introduction

Beginner Adventurer is easy to play, melee or ranged fighter

Playing difficulty

The Adventurer is appropriate for beginners. Adventurers are young and inexperienced, but full of enthusiasm and energy.

They took up the swords left by their fathers, filled themselves with courage, and set off to find their first adventure. They hope that in the future they will become a legendary hero sung by bards in taverns and sung by historians.

Special: 1. This class has an extra free job transfer times; 2. When changing jobs from Adventurer/Apprentice, the free transfer times will be lost!

==Description

Facts about the class

Class Bonuses

Strength +1
Constitution +1
Dexterity +1
Agility +1
Hitpoints +10%
Reaction +1
Mana Points -10

List of Skills

Attack Skills
Axemanship (primary skill; available as of level 1)
Use Throwing Weapons (primary skill; available as of level 2)
Brawling (secondary skill; available as of level 2)
Swordsmanship (secondary skill; available as of level 5)
Crushing Weapons (secondary skill; available as of level 5)
Double Strike (primary skill; available as of level 6)
Use Polearms (exceptional skill; available as of level 13)

Parry Skills
Dodge Blow (primary skill; available as of level 1)
Use Shield (secondary skill; available as of level 9)
Dodge Missile (secondary skill; available as of level 10)
Resist Magic (exceptional skill; available as of level 19)

Improvement Skills
Drink (secondary skill; available as of level 2)
Reaction (secondary skill; available as of level 3)


Healing Skills
Drink Healing Potion (exceptional skill; available as of level 1)
Drink Mana Potion (exceptional skill; available as of level 1)

Initiative Skills
Berserker (exceptional skill; available as of level 6)



Main class orientations

This is supposed to be a guide, that separates the Adventurer into the four main ways of playing and explains where to pay special attention to. It's not meant to be the ultimate guide or the one and only way to play a Barbarian, depending on the group you are in other things may be important! A mixture of the four ways is just as possible.

There is no wrong way, just another, and all can be successful.

The Tank

A tank is the backbone of his group. If he falls, normally the whole group falls. So your primary goal is to keep standing on your feet by all means. The group must provide sufficient healing and pushes that increase the parries.

The Thrower

Basicly there are 2 ways to play a throwing weapons Barb. A defensive one, especially suited for the first 10 levels and an offensive one that is more useful in the later levels.

The Ranger

Same but with bow and crossbow


Detailed information on the orientations

The Tank

Description

A tank is the backbone of his group. If he falls, normally the whole group falls. So your primary goal is to keep standing on your feet by all means. The group must provide sufficient healing and pushes that increase the parries.

Melee defense (Dodge Blow): 2 x Dexterity + Agility + 2 x Dodge Blow
Ranged defense (Dodge Missile) 2 x Agility + Perception + 2 x Dodge Missile
Magic defense (Magic Resistance): 2 x Willpower + Intelligence + 2 x Magic Resistance
Social defense (Oxen Stubbornness: 2 x Willpower + Charisma + 2 x Oxen Stubbornness

Be aware that parries for magic and social attacks are not available before level 19 and 20 and they are exceptional skills, so they get expensive fast. Without support from the group one will not really be able to block in those disciplines. Though the parry for ranged combat is only a secondary skill, it's possible to make a decent throw with the help of attributes.

As a matter of principle... if you don't accomplish to parry an attack, you should manage to stay in a range where you have enough armour to get over it, which means to avoid good and critical hits. The group should definitly support you concerning social parries. Here it doesn't matter how the enemy hits you, once he hits you, the mali are upon you, which means a deduction of parry in most cases. As blocker you should also have a lot of healthpoints, in case you get hit several times in a row. If a parry skill isn't available, the standard parry is used.

Advantages / Disadvantages

Advantages:

  • you protect the group
  • not too timeconsuming

Disadvantages:

  • hardly any offensive capabilities
  • you have to take many blows, your equipment as well...

Suggested Races

Every class can be played with every race, but some races are better suited for a Tank than others.

Mag-Mor Elf
  • melee +1 +20% of level <<< not really important, but nice to have
  • no mali on parry <<< is always a good thing
  • bonus on agility and perception <<< improves melee and range parry
  • Perfect Sight <<< gives +1 perception at rank 6
  • Sixth Sense <<< improves trap parry
  • malus on constitution and hitpoints(-10%) <<< typical elf, low hitpoints
Hill-Dwarves
  • bonus on strength and constitution <<< more hitpoints, always good
  • hitpoints +5% <<< even more hitpoints
  • malus on agility <<< worsens melee and range parry
  • ranged combat +1+20% of level <<< improves range parry
  • magic +2+25% of level <<< improves magic parry
  • Health <<< improves disease parry
  • Indifference <<< improves social parry
  • Sixth Sense <<< improves trap parry
  • Toughness <<< more hitpoints
  • Mineralogy <<< more pushes by minerals
Mountain-Dwarves
  • bonus on willpower <<< increases magic and social parry
  • bonus on constitution and hitpoints(+5%) <<< bonus on hitpoints, disease
  • malus on charisma <<< lowers social parry, more difficult to wear helions
  • ranged +1+20% of level <<< increases range parry
  • magic +2+25% of level <<< increases magic parry
  • Trollblood <<< increase in steps of 3, adds to hitpoint regeneration
  • Indifference <<< improves social parry
  • Toughness <<< increases hitpoints
  • Naturalist <<< improves nature parry
  • Mineralogy <<< more pushes by minerals
Halfling
  • bonus on dexterity and charisma <<< increases melee and social parry
  • malus on strength and hitpoints(-5%)<<< less hitpoints
  • ranged combat +2+25% of level <<< improves range parry
  • magic +1+20% of level <<< improves magic parry
  • social -2-25% of level <<< improves social parry
  • Health <<< improves disease parry
  • Sixth Sense <<< improves trap parry
  • Undertall <<< improves range parry
Halfling
  • bonus on strength and intelligence <<< strength increases hitpoints
  • malus on perception <<< lowers range parry
  • malus on hitpoints(-5%) <<< less hitpoints
  • magic +2+25% of level <<< increases magic parry
  • ranged combat +1+20% of level <<< increases range parry
  • melee -1-20% of level <<< lowers close combat parry, can be compensated
  • Indifference <<< improves social parry
  • Naturalist <<< improves nature parry
  • Undertall <<< improves range parry
  • Stubborn <<< improves magic and social parry
  • Blessing of Fire <<< using that increases dexterity, agility and melee parry, but you'll lose some hitpoints, though that shouldn't matter much (needs expendables)

Attributes

Strength: for HP and requirements.
Constitution: for HP, disease defense and requirements.
Intelligence: for item requirements.
Dexterity: most important Attribute for melee defense.
Charisma: for item requirements.
Agility: main attribute for ranged defense, second attribute for melee defense. Possibly skill even higher than Dexterity.
Perception: secondary attribute for ranged defense.
Willpower: for social and magical defense.

Note - if it costs less than primary roll attributes, you should raise the secondary ones 2 times, so the roll gain is the same.

Skills

Dodge Blow as high that you won't get hit (consider attribute costs)
Dodge Missile as high as possible (consider attribute costs)
Magic Resistance later goal should be at least rank 10
Oxen Stubbornness later goal should be at least rank 10
Brawling increase to 6, when Dodge Blow is at rank 13
Axemanship increase for item requirements (Same with Crushing Weapons or Swordsmanship depending on the weapons you use)
Acrobatics at least rank 1 (rank 10 is advisable later on, when costs for DB and DM are too high), but better rank 4 or rank 8 and use it in preliminary round
Eagle-Eye perception boost.
Use Throwing Weapons nice additional debuff with poisoned weapons.
Reaction for additional actions.

Skin of wood, Stoneskin, Ironskin may be increased, but it's not necessary, higher than rank 4 is not recommendable. That goes for Obsidian Skin as well, higher than rank 3 is not advisable.

If your group supports you with sufficient mana, you can also increase Battle Cry. Thereby you lower your opponents attack, which is the same as a higher parry.


Items

Boots of agility

Items of vitality

Helions amulet of minor healing or Helions amulet of healing

One sided comb

Concerning medals, you're best suited with the best oak leaf and two shamrocks


Regarding your weapons, observe that they don't have a malus on parry, like e.g. the War Axe. Instead take a weapon without parry malus, like e.g. the Broad Axe. The weapon should have the suffix "of nimbleness" or "of dexterity" and the prefix "quartz". Of course the same is true of swords and crushing weapons, here you'll have a wider variety of choice. In the left hand you should carry a shield, a hand axe of dexterity/nimbleness or a brawling item. The shield increases your armor and adds to your ranged defense (Attention! You keep on blocking using DB), while the Brawling item lowers the cost for Brawling and they are available with suffix like "of agility" or "of dexterity" as well, e.g. cloth strips of agility. The hand axe provides bonus on attributes as well. If you've chosen one of the dwarven races (more later on), you have the ability to use minerals. Recommendable are small gwindle, small topaz and small elbait, later on the large variants of course.

The Thrower

Description

Basicly there are 2 ways to play a throwing weapons Barb. A defensive one, especially suited for the first 10 levels and an offensive one that is more useful in the later levels.

Advantages / Disadvantages

Advantages:

  • Ranged attacks, where most monsters and heroes, except archer etc. have a significantly lower parry against
  • You can without reskilling deliver cutting, piercing and crushing damage. No other skill can do that!
  • Choose your target freely
  • High initiative

Disadvantages:

  • Less HP in comparison to other Barbarians, conditioned by choice of race and attributes
  • Less damage in comparison to other Barbarians, at least until you get the gift of deadly precision (throwing weapons)
  • Less possibilities to push the own attack and defense
  • No mass-attacks


Attributes

Dexterity <<< very high, it's a primary attribute

Agility <<< pretty high as well, it's a secondary attribute and increases initiative

Willpower <<< pretty high, gives you the needed mana

Strength <<< increase for hitpoints

Constitution <<< increase for hitpoints

Perception <<< increase a bit for intiative (secondary)

Intelligence <<< increase a bit for more mana

Remaining <<< for item requirements

Skills

Throwing Weapons <<< pretty high Dodge Blow <<< so high that you don't get hit Dodge Missile <<< so high that you don't get hit Oxen Stubbornness <<< later rank 10 is recommended Magic Resistance <<< later rank 10 is recommend Berserker <<< increase and use for better initiative Reaction <<< increase to rank 9 to get an additional action

Talents

Items

In general, all items that increase agility and dexterity

Equip a one handed axe (broad axe, dwarven axe) of nimbleness in your right hand. Important is that it doesn't have any malus on parrying. In your left hand a hand axe of nimbleness is recommended.

Advantages / Disadvantages

Advantages:


   * many actions
   * extremely high damage to a single opponent
   * parries can be resetted and more experiences for other skills
   * good duel abilities


Disadvantages:


   * needs intensive support
   * no parry

Suggested Races

Every race can be played with every race, but some races are better suited for a Support-Hunter than others.

Attributes

Dexterity: pretty high as well, primary for melee parry, secondary for attack.
Agility: very high, primary for attack, range parry, initiative, secondary for melee parry.
Perception: increase for more damage, secondary for initiative and range parry.
Strength: hitpoints and damage (secondary attribute).
Constitution: for HP and item requirements.
Remaining: for item requirements.

Note - if it costs less than primary roll attributes, you should raise the secondary ones 2 times, so the roll gain is the same.

Skills

Throwing Weapons your main attack skill
Dodge Blow high enough so you won't get hit
Dodge Missile high enough so you won't get hit
Magic Resistance later goal should be about rank 10
Oxen Stubbornness later goal should be about rank 10
Strength of the bear increase in steps of 2
Burst of Speed increase in steps of 2, use in preround.
Berserker increase and use for better initiative.
Reaction increase to rank 9 to get an additional action.

items =

Both have high damage and mali for the enemy, whereas hariettas mali are only interesting for mages. Both have high fame requirements though.

As belt you should wear your trusted loincloth, e.g. good loincloth (orc skin)

Rings of dexterity, strength, agility and perception (or others) are always a good thing to have, the higher the bonus the better.

Around your neck a Helions amulet of minor healing is recommended, or in case of lack of mana a Helion of regeneration. Later on, the bigger variants are getting interesting.


Advantages / Disadvantages

Advantage:


   * attack many opponents at once
   * inexpensive change of damage types


Disadvantages:


   * needs a lot of support
   * useless in duels
   * less damage without support

Suggested Races

Every race can be played with every racce, but some races are better suited for a Support-Hunter than others.


Attributes

Attributes:

Dexterity <<< very high, it's a primary attribute Agility <<< pretty high as well, it's a secondary attribute and increases initiative Willpower <<< pretty high, gives you the needed mana Strength <<< increase for hitpoints Constitution <<< increase for hitpoints Perception <<< increase a bit for intiative (secondary) Intelligence <<< increase a bit for more mana Remaining <<< for item requirements

Skills

Skills:

Parries (Dodge Blow, Dodge Missile) are an issue for


Classes and Races

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