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The Shaman is a very versatile hero class. One of the reasons for this versatility is the three different animal totems that a shaman can follow - the eagle, the bear or the snake. Away from these totems, there are many ways to combine skills. How you play your shaman in detail always depends on the respective group and your own preferences . The great versatility of the shaman is not only its attraction, but also its difficulty, which is why this hero class is more suitable for experienced and demanding players.
+
[[Compendium - Classes and Races|Classes and Races]]
 +
==Introduction==
  
Most shamans are adorned with splendid [[Item Class - Tattoos|Tattoos]] that they like to display and therefore wear no armor on their torso and legs. You can only remove the tattoos by using a reset point. To compensate, shamans start with 5 additional reset points. You can buy tattoo ashes and new tattoos at any time from Claudius Goldsack at the market. There are three different symbols, each with seven different colors. Each symbol represents one of the three animal totems that a shaman can follow: the block symbolizes the bear, the line the snake, and the dot the eagle.
+
Beginner Adventurer is easy to play, melee or ranged fighter
==Skills==
 
  
===Shaman's Special Skills===
+
===Playing difficulty===
 +
The Adventurer is appropriate for beginners.
 +
Adventurers are young and inexperienced, but full of enthusiasm and energy.
  
====Attack====
+
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.
* Taloned Hand: While other classes are proficient in unarmed combat, Shaman attack with her taloned hand instead. This is also definitely not an embarrassment attack! With the skill "Sharp Claws" their effect is further increased.
 
* Hailstone, hailstone: a shaman can invoke the forces of nature and attack opponents with powerful hailstones.
 
* Blowgun single shot/multiple shot: the silent attack with a [[Item Class - Blowgun|Blowgun]] does not cause direct damage, but it can weaken the opponents with various poisons and even kill them slowly!
 
  
====Support====
+
Special:
* Soothing Words: The forces of nature can also be used to heal fellow combatants and yourself.
+
1. This class has an extra free job transfer times;
* Hyena's call/laugh: a shaman can frighten animals by imitating a hyena.
+
2. When changing jobs from Adventurer/Apprentice, the free transfer times will be lost!
* Loyal Companion, Nature's Call: allows you to summon one or more animal companions to aid you in battle. You will need a [[Item Class - Mark of Bonding|Mark of Bonding]] and, for Nature's Lure, an additional [[Item Class - Lure|Lure]]. With the command "Sit!" can you restrain your animals Since the Mark of Bond can only be activated once per dungeon, you can only summon one or more animals. Animals attracted by the lure call consume some of your mana every turn, if you can't spare it, they disappear.
 
* Alternative medicine: you can use it to strengthen yourself with [[Item Class - Herb Brew|Herb Brew]].
 
* Prepare herbal tea: your fellow combatants will surely be happy about a delicious [[Item Class - Herbal Teas|Herbal Tea]]!
 
  
===General Skills===
+
===Description=
* Knife Fighting: A knife is a useful tool in the wilderness, so shamans learn knife handling at an early age.
 
* Take healing potion, take mana potion, eat something first!, drink, apply buff/weak artefact: These skills are available to all classes, including the shaman.
 
* Dodge Slash, Dodge Missile, Magic Resistance, Strong Will: [[Combat System - Attack Repelling|Parry]]
 
* Mana Regeneration, Asceticism: help you stock up on mana.
 
* Reaction: this allows you to get more [[Action|Actions]].
 
* Mark Target: lowers an opponent's ranged parry.
 
* Ambush, Detect Ambush, Star Favor.
 
* Vigilance: Ability to [[Initiative]].
 
* Wisdom, Willpower, Authority, Eagle Eye: increase the corresponding [[Traits]].
 
  
===Nature Skills===
+
==Facts about the class==
Creature skills are heavily influenced by tattoos, each strengthening one totem and weakening the other two. Therefore it is only possible with difficulty to unite more than one being in oneself. Each of the three totems can be cast on yourself, the group, or your teammates (like group but with more targets). This makes it possible to cast two buffs on your teammates and even three on yourself. In addition to these general skills, each totem animal has special skills that also belong to that path:
+
===Class Bonuses===
  
====Way of the Eagle====
+
{|
Essence skills from [[Skill Class - Way of the Eagle|Way of the Eagle]] increase Perception and ranged attack roll while reducing mana regeneration. The self buff also boosts the ranks of the Blowgun attack.
+
* Flight of the eagle: an eagle is fast, very fast. This increases your initiative and speed and strengthens you in close combat.
+
|-
* Eagle's Vision: an eagle will be taken by surprise, increasing your parry against ambushes and ranged attacks.
+
|[[Strength]]
 +
| <font color="limegreen"> +1 </font>
 +
|-
 +
|[[Constitution]]
 +
| <font color="limegreen"> +1 </font>
 +
|-
 +
|[[Dexterity]]
 +
| <font color="limegreen"> +1 </font>
 +
|-
 +
|[[Agility]]
 +
| <font color="limegreen"> +1 </font>
 +
|-
 +
|[[Hitpoints]]
 +
| <font color="limegreen"> +10% </font>
 +
|-
 +
|[[Reaction]]
 +
| <font color="limegreen"> +1 </font>
 +
|-
 +
|[[Mana Points]]
 +
| <font color="red"> -10 </font>
 +
|}
  
====Way of the Bear====
+
===List of Skills===
The essence skills of [[Skill Class - Way of the Bear|Way of the Bear]] increase strength and attack roll in melee combat, also at the expense of mana regeneration.
+
'''Attack Skills'''<br />
* Bear's Rage: an angry bear is dangerous... with this skill you can strengthen yourself for close combat and get more actions, but at the expense of parries.
+
[[Skill - Axemanship|Axemanship]] (primary skill; available as of level 1)<br />
* Bear's Tenacity: this makes an opponent tough and resilient.
+
[[Skill - Use Throwing Weapons|Use Throwing Weapons]] (primary skill; available as of level 2)<br />
 +
[[Skill - Brawling|Brawling]] (secondary skill; available as of level 2)<br />
 +
[[Skill - Swordsmanship|Swordsmanship]] (secondary skill; available as of level 5)<br />
 +
[[Skill - Crushing Weapons|Crushing Weapons]] (secondary skill; available as of level 5)<br />
 +
[[Skill - Double Strike|Double Strike]] (primary skill; available as of level 6)<br />
 +
[[Skill - Use Polearms|Use Polearms]] (exceptional skill; available as of level 13)<br />
  
====Way of the Serpent====
+
'''Parry Skills'''<br />
The essence skills of [[Skill Class - Way of the Serpent|Way of the Serpent]] increase Intellect and Charisma, attack roll for social attacks and spells, and unlike the other two totems, increase mana regeneration .
+
[[Skill - Dodge Blow|Dodge Blow]] (primary skill; available as of level 1)<br />
* Cobra's Gaze: a powerful social attack that can freeze your opponents.
+
[[Skill - Use Shield|Use Shield]] (secondary skill; available as of level 9)<br />
* Skinning of the snake: a comrade-in-arms can be put into a state of rigidity, from which he awakens with new strength.
+
[[Skill - Dodge Missile|Dodge Missile]] (secondary skill; available as of level 10)<br />
 +
[[Skill - Resist Magic|Resist Magic]] (exceptional skill; available as of level 19)<br />
  
===Trances===
+
'''Improvement Skills'''<br />
The trances have a special role among the shaman's skills. They are divided into two types of skills:
+
[[Skill - Drink|Drink]] (secondary skill; available as of level 2)<br />
* The trances themselves, light trance and deep trance. They increase actions for a short time, but after a light trance you are dazed for a round, after a deep trance you can no longer participate in the rest of the fight. Direct attacks are impossible while in a trance, and your parries suffer as well.
+
[[Skill - Reaction|Reaction]] (secondary skill; available as of level 3)<br />
* The four skills Rapture Power, Ghostly Rage, Ghostly Flight, and Spirit's Refreshment can only be leveled to 1, but receive high bonuses from the trance. As a result, you can only use these skills effectively while in a trance. These skills each have short-term effects that can ease certain levels, and long-term effects that freeze the entire dungeon - but prevent you from benefiting from the short-term effects more than once. Rapture Power itself offers few bonuses, but can also be used with [[Item Class - Rapture Paraphernalia (Shaman)|Rupture Paraphernalia]].
 
Here it is important to weigh up which trance bonuses your group needs and when the trances can be used.
 
  
===Gifts===
 
At level 21, you can choose one of three [[Hero - Feats|Feed Lines]].
 
  
;Guardian/in the old ways: The keeper specializes in trances, herbal brews and herbal teas and also offers good bonuses for mana and mana regeneration. As the main supporter, this is your first choice.
+
'''Healing Skills'''<br />
;Lord of Nature: This talent chain provides bonuses to the Shaman's force of nature attacks, strengthens your summoned animals, and has another force of nature attack in its repertoire that you can use to weaken opponents. If you are a full-time hagler (or earth dagger) you should choose this.
+
[[Skill - Drink Healing Potion|Drink Healing Potion]] (exceptional skill; available as of level 1)<br />
;Huntress in the Night: As a hunter, you get bonuses to claw and blowgun attacks, as well as creature skills. This talent strand is recommended for offensive alignments that use the appropriate attacks.
+
[[Skill - Drink Mana Potion|Drink Mana Potion]] (exceptional skill; available as of level 1)<br />
  
==Skill Distribution==
+
'''Initiative Skills'''<br />
A shaman has more skills than any other class and there are few that are mutually exclusive, these are the essence skills. Otherwise, you can combine any totem with any type of attack, and any shaman with a Mark of Bond can summon animals. The trances and herbal teas are also open to every shaman. This gives you a multitude of options. Basically, it is advisable to go into a broader range with a shaman. Even a weak animal catches at least one hitfrom , the trances are at least a nice buff even at low levels and can save the day at higher levels, the nature skills are always welcome buffs in your group and in between you can also attack or heal.
+
[[Skill - Berserker|Berserker]] (exceptional skill; available as of level 6)<br />
  
You can see some examples in the shaman forum, the gateway to the spirit world.
 
  
==Race Choice==
 
The choice of race mainly depends on your preferred attack type :
 
* If you use a blowgun, bonuses for ranged combat and on perception are interesting. Borderlands and Mag-Mor Elves are good choices.
 
* As a melee fighter with the clawed hand, you primarily need speed, plus strength for the attack, intelligence and constitution increase your damage. The typical melee races are Dinturan, Kerasi and Dwarves.
 
* When hailing, willpower is most important. A woodsman has a unique bonus to force of nature attacks, while a gnome allows use of rock crystals as [[Item Class - Ice Crystals|Ice Crystal]].
 
* As a support, you are mainly interested in the initiative bonus that a race can offer via the Agile skill, bonuses to perception and speed are also welcome. A Rashani can increase trances by smoking [[Item Class - Pipes|pipe]]. A Tirem-Ag-Elf is a little better at handling herbs.
 
Basically, you have a lot of freedom and it can often be an advantage to be able to use a certain folk skill for the group.
 
  
==Items==
 
A shaman's gear is as varied as his ways of playing it, so not all of the [[item|items]] in question can be listed here. However, there is a very extensive and informative collection of important items for the shaman in the shaman forum. Here are a few links to articles describing item classes that are (also) useful for a shaman:
 
*[[Item Class - Arcane Tools|Arcane Tools]]
 
*[[Item Class - Blowgun|Blowguns]] and arrows for blowgun as ammo
 
*[[Item Class - Ice Crystals|Ice Crystals]]
 
*[[Item Class - Herbal Brew|Herbal Brew]] *[[Item Class
 
- Herbal Teas|Herbal Teas]]
 
*[[Item Class - Attractant|Attractant]] and the [[Item Class - Mark of Bonding| Mark of Bonding]]
 
*[[Item Class - Magic Items|Magic Items]]
 
*[[Item Class - Materials of Nature|Materials of Nature]]
 
*[[Item Class - Tattoos|Tattoos]]
 
*[[Item Class - Paraphernalia of the Rapture ( shaman)|utensils of rapture]]
 
  
==Forum==
+
==Main class orientations==
The shaman's hero forum, the gateway to the spirit world: {{jumpbox| ERROR: invalid forum id }}
+
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.
  
{{class peoples}}
+
'''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.
 +
 
 +
{|
 +
 +
|-
 +
|<font color="orange">Melee defense (Dodge Blow):</font>
 +
|2 x Dexterity + Agility + 2 x Dodge Blow
 +
|-
 +
|<font color="orange">Ranged defense (Dodge Missile)</font>
 +
|2 x Agility + Perception + 2 x Dodge Missile
 +
|-
 +
|<font color="orange">Magic defense (Magic Resistance):</font>
 +
|2 x Willpower + Intelligence + 2 x Magic Resistance
 +
|-
 +
|<font color="orange">Social defense (Oxen Stubbornness:</font>
 +
|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 [[Combat System - Parry Attacks|standard parry]] is used.
 +
 
 +
====Advantages / Disadvantages====
 +
 
 +
<u>Advantages:</u>
 +
* you protect the group
 +
* not too timeconsuming
 +
 
 +
<u>Disadvantages:</u>
 +
* 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====
 +
{|
 +
|-
 +
|<font color="orange">Strength:</font>
 +
|for HP and requirements.
 +
|-
 +
|<font color="orange">Constitution:</font>
 +
|for HP, disease defense and requirements.
 +
|-
 +
|<font color="orange">Intelligence:</font>
 +
|for item requirements.
 +
|-
 +
|<font color="orange">Dexterity:</font>
 +
|most important Attribute for melee defense.
 +
|-
 +
|<font color="orange">Charisma:</font>
 +
|for item requirements.
 +
|-
 +
|<font color="orange">Agility:</font>
 +
|main attribute for ranged defense, second attribute for melee defense. Possibly skill even higher than Dexterity.
 +
|-
 +
|<font color="orange">Perception:</font>
 +
|secondary attribute for ranged defense.
 +
|-
 +
|<font color="orange">Willpower:</font>
 +
|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====
 +
{|
 +
|-
 +
|[[Skill - Dodge Blow|Dodge Blow]]
 +
|as high that you won't get hit (consider attribute costs)
 +
|-
 +
|[[Skill - Dodge Missile|Dodge Missile]]
 +
|as high as possible (consider attribute costs)
 +
|-
 +
|[[Skill - Magic Resistance|Magic Resistance]]
 +
|later goal should be at least rank 10
 +
|-
 +
|[[Skill - Oxen Stubbornness|Oxen Stubbornness]]
 +
|later goal should be at least rank 10
 +
|-
 +
|[[Skill - Brawling|Brawling]]
 +
|increase to 6, when Dodge Blow is at rank 13
 +
|-
 +
|[[Skill - Axemanship|Axemanship]]
 +
|increase for item requirements (Same with [[Skill - Crushing Weapons|Crushing Weapons]] or [[Skill - Swordsmanship|Swordsmanship]] depending on the weapons you use)
 +
|-
 +
|[[Skill - Acrobatics|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
 +
|-
 +
|[[Skill - Eagle-Eye|Eagle-Eye]]
 +
|perception boost.
 +
|-
 +
|[[Skill - Use Throwing Weapons|Use Throwing Weapons]]
 +
|nice additional debuff with poisoned weapons.
 +
|-
 +
|[[Skill - Reaction|Reaction]]
 +
|for additional actions.
 +
|}
 +
 
 +
[[Skill - Skin of wood|Skin of wood]], [[Skill - Stoneskin|Stoneskin]], [[Skill - Ironskin|Ironskin]] may be increased, but it's not necessary, higher than rank 4 is not recommendable. That goes for [[Skill - Obsidian Skin|Obsidian Skin]] as well, higher than rank 3 is not advisable.
 +
 
 +
If your group supports you with sufficient mana, you can also increase [[Skill - Battle Cry|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====
 +
 
 +
<u>Advantages:</u>
 +
* 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
 +
 
 +
<u>Disadvantages:</u>
 +
* 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====
 +
{|
 +
|-
 +
|<font color="orange">Dexterity:</font>
 +
|pretty high as well, primary for melee parry, secondary for attack.
 +
|-
 +
|<font color="orange">Agility:</font>
 +
|very high, primary for attack, range parry, initiative, secondary for melee parry.
 +
|-
 +
|<font color="orange">Perception:</font>
 +
|increase for more damage, secondary for initiative and range parry.
 +
|-
 +
|<font color="orange">Strength:</font>
 +
|hitpoints and damage (secondary attribute).
 +
|-
 +
|<font color="orange">Constitution:</font>
 +
|for HP and item requirements.
 +
|-
 +
|<font color="orange">Remaining:</font>
 +
|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====
 +
{|
 +
|-
 +
|[[Skill - Throwing Weapons|Throwing Weapons]]
 +
|your main attack skill
 +
|-
 +
|[[Skill - Dodge Blow|Dodge Blow]]
 +
|high enough so you won't get hit
 +
|-
 +
|[[Skill - Dodge Missile|Dodge Missile]]
 +
|high enough so you won't get hit
 +
|-
 +
|[[Skill - Magic Resistance|Magic Resistance]]
 +
|later goal should be about rank 10
 +
|-
 +
|[[Skill - Oxen Stubbornness|Oxen Stubbornness]]
 +
|later goal should be about rank 10
 +
|-
 +
|[[Skill - Strength of the bear|Strength of the bear]]
 +
|increase in steps of 2
 +
|-
 +
|[[Skill - Burst of Speed|Burst of Speed]]
 +
|increase in steps of 2, use in preround.
 +
|-
 +
|[[Skill - Berserker|Berserker]]
 +
|increase and use for better initiative.
 +
|-
 +
|[[Skill - Reaction|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
 +
 
 +
 
 +
[[Compendium - Classes and Races|Classes and Races]]

Latest revision as of 11:48, 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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