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Current Class Modifiers & Skills/Spells

Posted: Thu May 19, 2016 5:46 am
by NiteHawk
This post will be updated as I work on classes. It will contain any bonuses that classes give and spells/skills that are in game. Please note spells will be in last as I need to make a system that allows purchasing them. Won't be giving out some information as it won't make much sense to know there damage modifier for example without knowing how the formula works 100%.

Again, skills/spells that are NOT IN YET won't show.

https://ember-online.com/helper/ClassesFull.html

Re: Current Class Modifiers & Skills/Spells

Posted: Sat May 28, 2016 1:56 pm
by Grahf
What do the restrictions mean?

Re: Current Class Modifiers & Skills/Spells

Posted: Sat May 28, 2016 2:00 pm
by Satsujin
Stat restrictions, meaning you need to be able to meet each stat with your chosen race to make that race/class combo.

Re: Current Class Modifiers & Skills/Spells

Posted: Thu Jun 16, 2016 11:38 am
by NiteHawk
As I felt MR was slightly too low, instead of putting more into races, I threw some into classes.

12% Monk
8% Sorc
7% Cleric
6% Necromancer/Paladin
5% Bard
4% Ranger
3% Druid
2% Thief
1% Knight
0% Barb/Assassin

With the upcoming damage spells for sorcs/necros I think this will help. Obviously MR means nothing if you have no wisdom 8)

Re: Current Class Modifiers & Skills/Spells

Posted: Thu Jun 16, 2016 2:19 pm
by Kudaith
I don't suppose there's any chance the class restrictions or racial maximums could be adjusted to allow for every race to get into every class?
Having played a few games, and most recently 5e, I've become rather attracted to less restrictive and more permissive. I get flavor and weighted population but it'd be nice to be able to play/see non-optimized or counter-stereotype combinations; or at least know that it's a possible goal for the future once the basics are in place.

Re: Current Class Modifiers & Skills/Spells

Posted: Thu Jun 16, 2016 2:36 pm
by NiteHawk
Kudaith wrote:I don't suppose there's any chance the class restrictions or racial maximums could be adjusted to allow for every race to get into every class?
Having played a few games, and most recently 5e, I've become rather attracted to less restrictive and more permissive. I get flavor and weighted population but it'd be nice to be able to play/see non-optimized or counter-stereotype combinations; or at least know that it's a possible goal for the future once the basics are in place.


It's really hard to do this without nerfing alot of races because of how it's designed right now. It might be a bit too op in making certain classes to easy to get into while having maximum stats in whats needed. Everyone would be the same in the end. Not sure bout that.

Re: Current Class Modifiers & Skills/Spells

Posted: Fri Jun 17, 2016 11:13 am
by Rodeo
I always knigts should have a decent amount of MR since it's usually a knight that gets sent off to slay dragons and wizards. :lol:

Re: Current Class Modifiers & Skills/Spells

Posted: Fri Jun 17, 2016 11:29 am
by Mujahideen
Will clerics get another more powerful healing spell? They have the exact same healing powers as a paladin.

Re: Current Class Modifiers & Skills/Spells

Posted: Fri Jun 17, 2016 12:26 pm
by Kudaith
Rodeo wrote:I always knigts should have a decent amount of MR since it's usually a knight that gets sent off to slay dragons and wizards. :lol:


Haven't you seen Shrek? That's why the knights are always dying and why the king is always looking for a hero.

Re: Current Class Modifiers & Skills/Spells

Posted: Fri Jun 17, 2016 12:31 pm
by NiteHawk
Mujahideen wrote:Will clerics get another more powerful healing spell? They have the exact same healing powers as a paladin.


Of course they will.