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'''Ember Online''' enjoys a variety of racial and class combinations to suite a persons taste and preferred playing style.  The following base classes are available.
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___TOC__
  
NOTE: Class specifics are currently changing and the information will be added and updated as abilities and features are finalized
+
== Overview ==
 +
'''Ember Online''' features a diverse range of classes divided into four primary archetypes. Success in the game depends on balancing your race's stat caps with your class's primary requirements.
  
Every class benefits from having maximum Endurance (for damage absorption), Agility (for dodging physical attacks) and a high Wisdom (for resisting magical attacks). To benefit from a classes natural magic resistance you will still need a high WIS.
+
== Fighter Classes ==
 +
Frontline combatants focusing on high health, physical defense, and consistent damage.
  
==Fighter==
+
=== [[Barbarian]] ===
Tasked primarily with dealing damage via weapons, the Fighter classes rely heavily on Strength to overwhelm their opponents.
+
* '''Important Stats:''' Strength (Dmg), Agility (Hit/Dodge), Endurance (HP), Wisdom (MR), Charisma (Minor HP)
====[[Barbarian]]====
+
* '''Ease:''' Easy | '''Survivability:''' Low-Medium | '''DPS:''' High
 +
* '''PVP Value:''' Medium-High | '''PVE Value:''' High
 +
* '''Growth:''' 300M EXP to Lv 25 | '''Attack Increments:''' 3, 10, 25
 +
* '''Armor:''' Heavy, Medium, Shield, Heavy Helmet
 +
* '''Weapons:''' Axes, Blunts, Daggers, Fists, Swords
 +
* '''Class Traits:'''
 +
** -8% MR reduction | -1.25 AGI dodge reduction | 8% HP increase.
 +
** '''Focus:''' Gain Focus Points on '''missing'''. FP is based on max Strength.
 +
** '''Dual Wield:''' Can wield two weapons for a 10% overall damage bonus.
 +
** '''Weapon Specialty (Stackable):'''
 +
*** '''Two-Handed Sword/Axe:''' +5%-8% damage and critical hit bonuses.
 +
*** '''Axe/Sword:''' Provides the best raw damage.
 +
*** '''Dagger:''' +0.4 attack agility, -0.075s to exhaustion cooldown.
 +
*** '''Hammer:''' 4% chance to silence target for 2 ticks (4-8 seconds).
 +
* '''Skills:'''
 +
** '''Rage:''' After 3 hits, enter a rage for +40% damage (increasing 5% per rage hit). Resets on miss, moving to a safe area, or landing 3 rage attacks.
 +
** '''Extra Damage:''' Deal +1% damage per FP. Resets on moving or changing targets.
  
Stat Priority: Strength, Agility, Endurance.
+
=== [[Knight]] ===
 +
* '''Important Stats:''' Strength, Agility, Endurance, Charisma (Taunt/FP), Wisdom
 +
* '''Ease:''' Easy | '''Survivability:''' High | '''DPS:''' Medium
 +
* '''PVP Value:''' Medium-High | '''PVE Value:''' High
 +
* '''Growth:''' 300M EXP to Lv 25 | '''Attack Increments:''' 3, 10, 25
 +
* '''Armor:''' Heavy, Shields, Heavy Helmets
 +
* '''Weapons:''' Axes, Blunts, Daggers, Fists, Staves, Swords
 +
* '''Class Traits:'''
 +
** +4% HP increase | +1.25 AGI attack hitrate increase.
 +
** '''Focus:''' Gain Focus Points on '''attacking'''. Max FP is based on Charisma.
 +
** '''Shield Mastery:''' Gain 20% more shield AC on equip. Shield deflects negate double damage (up to 100%).
 +
** '''2H Mastery:''' Can use 2H weapons for +5%-8% damage and special bonuses. Counter-bashing or 2H crits grant extra FP.
 +
* '''Skills:'''
 +
** '''Charge:''' Out-of-combat opener. Reduces defender dodge by 66% and deals 10% more damage. (+3 FP on hit, +1 on miss).
 +
** '''Kick:''' (4 FP) Lowers target Endurance (CHR based) and Dodge (33%). Breaks protect (8s lockout).
 +
** '''Strike:''' (Min 2 FP) Uses all FP. Each point deals 13% more damage and +5% hit chance.
 +
** '''Smash:''' (3 FP) +25% damage and reduces target Intelligence (CHR based).
 +
** '''Taunt:''' Forced targeting and massive damage reduction (CHR based). 2x effectiveness vs NPCs.
 +
** '''Shield Bash:''' On shield deflect, deal 50% damage back to the attacker.
  
Attack Increments At Levels: 3, 10, 25
+
=== [[Monk]] ===
 +
* '''Important Stats:''' Strength, Agility, Endurance, Wisdom, Charisma
 +
* '''Ease:''' Easy | '''Survivability:''' Medium | '''DPS:''' Medium-High
 +
* '''PVP Value:''' High | '''PVE Value:''' Medium
 +
* '''Growth:''' 350M EXP to Lv 25 | '''Attack Increments:''' 4, 13, 25
 +
* '''Armor:''' Light
 +
* '''Weapons:''' Staves
 +
* '''Class Traits:'''
 +
** +2 AGI dodge increase | Resistance to poison.
 +
** +17 armor at level 25 (+1 every 3 levels).
 +
** '''Dual Wield:''' Can dual wield for an extra stamina point.
 +
* '''Skills:'''
 +
** '''Flash Bombs:''' Hides self or party. Out of combat grants Atk AGI and Spell Pierce bonus.
 +
** '''Meditate:''' Out-of-combat HP regen (INT based).
 +
** '''Roundhouse:''' Every 3rd successful hit deals 2x damage. Resets on miss or moving.
 +
** '''Stances:''' Up to 3 stances that adjust stats/attributes for specialized combat.
  
Needed EXP to Level 25: 300mil
+
== Rogue Classes ==
 +
Specialists in stealth, utility, and high burst damage.
  
Can wield swords, axes, blunts, fists, daggers, two handed weapons, and staves, can dual wield (this gives a +10% damage bonus).
+
=== [[Assassin]] ===
 +
* '''Important Stats:''' Strength, Agility, Endurance, Intelligence (Stealth), Wisdom, Charisma
 +
* '''Ease:''' Medium | '''Survivability:''' Low-Medium | '''DPS:''' High
 +
* '''PVP Value:''' High | '''PVE Value:''' Low-Medium
 +
* '''Growth:''' 350M EXP to Lv 25 | '''Attack Increments:''' 1, 9, 25
 +
* '''Armor:''' Cloth, Shield, Heavy Helmet
 +
* '''Weapons:''' Daggers, Swords
 +
* '''Class Traits:'''
 +
** +7.5% damage taken from incoming hostile spells.
 +
** '''Dual Wield:''' 10% overall damage bonus.
 +
* '''Skills:'''
 +
** '''Autosneak:''' Unseen movement. Distance based on Intelligence.
 +
** '''Hide:''' Stay hidden in a room. Quality based on Intelligence.
 +
** '''Backstab:''' 4x damage (4.5x dual wielding). Requires daggers and being hidden.
 +
** '''Track:''' Shows players who recently passed through the room.
  
Can wear medium, light, cloth, shields, and helmets
+
=== [[Archer]] ===
 +
* '''Important Stats:''' Strength, Agility, Endurance, Intelligence (Debuffs), Wisdom, Charisma
 +
* '''Ease:''' Medium | '''Survivability:''' Low-Medium | '''DPS:''' High
 +
* '''PVP Value:''' High | '''PVE Value:''' Medium
 +
* '''Growth:''' 350M EXP to Lv 25 | '''Attack Increments:''' 3, 13, 19, 25
 +
* '''Armor:''' Light Armor, Heavy Helmet
 +
* '''Weapons:''' Bow
 +
* '''Class Traits:'''
 +
** Bows grant bonus armor based on min/max values.
 +
** +1 attack (5 total at level 25).
 +
* '''Skills:'''
 +
** '''Pierce Shot:''' Ignores absorb/deflect. Bonus damage vs heavy armor (INT based).
 +
** '''Rapid Shot:''' Uses all attacks instantly. Starts at 90% damage, scales +20% per hit.
 +
** '''Divinity Shots (INT Based):'''
 +
*** '''Drain Shot:''' Mana leech. 100% damage if Earth divinity.
 +
*** '''Slow Shot:''' Target slow. 100% damage if Water divinity.
 +
*** '''Sap Shot:''' Stat reduction. 100% damage if Night divinity.
 +
*** '''Bind Shot:''' 2-tick bind (no stack). 100% damage if Lightning divinity.
 +
*** '''Hail Shot:''' Physical AOE (up to 5 targets). +5% damage if Fire divinity.
  
-10% MR Bonus
+
=== [[Thief]] ===
 +
* '''Important Stats:''' Agility (Steal/Hit), Strength, Endurance, Intelligence (Hide), Wisdom, Charisma
 +
* '''Ease:''' Medium | '''Survivability:''' Medium | '''DPS:''' Medium
 +
* '''PVP Value:''' Medium | '''PVE Value:''' Medium
 +
* '''Growth:''' 275M EXP to Lv 25 | '''Attack Increments:''' 1, 10, 25
 +
* '''Armor:''' Cloth, Shield, Heavy Helmet
 +
* '''Weapons:''' Bows, Daggers
 +
* '''Class Traits:'''
 +
** +33% party item drop rate increase.
 +
** +25% hide effectiveness (Harder to be searched out).
 +
** Bows can use unique arrows with Critical hit chances.
 +
* '''Skills:'''
 +
** '''Ambush/Backstab:''' 3x damage from hide (Bow ~3.5x).
 +
** '''Hinder/Rip:''' 2.5x dmg + potion cooldown increase or movement bind/AGI loss.
 +
** '''Traps:''' Sensor, Damage, or Bind. Difficulty based on Intelligence. Can disarm/retrieve.
 +
** '''Steal:''' Steals gold from players and NPCs.
 +
** '''Spy:''' View players in adjacent rooms.
  
5% less dodge rate
+
=== [[Ranger]] ===
 +
* '''Important Stats:''' Charisma (Pet power), Strength, Agility, Endurance, Wisdom
 +
* '''Ease:''' Medium | '''Survivability:''' High | '''DPS:''' Medium
 +
* '''PVP Value:''' Medium | '''PVE Value:''' Medium-High
 +
* '''Growth:''' 300M EXP to Lv 25 | '''Attack Increments:''' 2, 8, 25
 +
* '''Armor:''' Medium, Shield, Heavy Helmet
 +
* '''Weapons:''' Axes, Blunts, Bows, Daggers, Fists, Staves, Swords
 +
* '''Class Traits:'''
 +
** +1.5% MR increase | +25 steps to Autosneak.
 +
** Pet automatically targets owner's target.
 +
** Bows use unique arrows for '''Double''' Critical hit chance.
 +
** Bonus: Pet gets free attack of opportunity on found hidden targets (Pet Blitz).
 +
* '''Skills:'''
 +
** '''Capture:''' Tame a beast (<50% HP and lower level).
 +
** '''Favored Enemy:''' Bonus damage vs 2 NPC races and 1 player race.
 +
** '''Pet Protection:''' Pet may automatically defend owner based on pet's Taunt and Dodge.
 +
** '''Pet Equip:''' Pets can be equipped with gear and skills/spells.
  
8% more overall HP
+
== Mage Classes ==
 +
Specialists in magic damage, crowd control, and party sustain.
  
Gain RAGE after 2 successful attacks. Rage dealing 40% increased damage. Rage will be reset if you miss, move, or land three successful rage attacks.
+
=== [[Necromancer]] ===
 +
* '''Important Stats:''' Intelligence, Wisdom (MP/MR), Agility, Endurance, Charisma
 +
* '''Ease:''' Medium | '''Survivability:''' Medium | '''DPS:''' Medium
 +
* '''PVP Value:''' High | '''PVE Value:''' Medium-High
 +
* '''Growth:''' 350M EXP to Lv 25 | '''Attack Increments:''' 4, 14, 25
 +
* '''Armor:''' Cloth, Light Helmet
 +
* '''Weapons:''' Daggers, Staves, Wands, Tomes
 +
* '''Class Traits:'''
 +
** +8% MP increase | +1 Armor per 6 levels.
 +
** +25% bonus chance to pierce MR with debuff spells.
 +
** '''Life Leech:''' Kill credit heals caster for % of target's max HP (INT based).
 +
* '''Skills:'''
 +
** '''Summons:''' Imp or Undead (Zombies). Can summon 2 zombies at once.
 +
** '''Wither:''' Lowers target AC and MR (Extra +25% pierce bonus).
 +
** '''Leech:''' 1:1 damage to heal spell.
 +
** '''Beam:''' High pierce chance damage spell.
 +
** '''Rot:''' Poison DoT damage.
  
====[[Knight]]====
+
=== [[Sorcerer]] ===
 +
* '''Important Stats:''' Intelligence, Wisdom, Agility, Endurance, Charisma
 +
* '''Ease:''' Medium | '''Survivability:''' Medium | '''DPS:''' Medium-High
 +
* '''PVP Value:''' High | '''PVE Value:''' High
 +
* '''Growth:''' 350M EXP to Lv 25 | '''Attack Increments:''' 4, 14, 25
 +
* '''Armor:''' Cloth, Light Helmet
 +
* '''Weapons:''' Staves, Wands, Codex
 +
* '''Class Traits:'''
 +
** +13% MP increase.
 +
** '''Teleportation:''' Uses Crystal Actuators and Chandorite Crystals to travel. Access to world portals.
 +
* '''Skills:'''
 +
** '''Shield:''' Heavy deflect armor + immunity to 'Wither' and 'Dispel'.
 +
** '''Fade:''' Invisibility. First attack grants Atk AGI and Spell Pierce bonus.
 +
** '''Barrage:''' AOE damage; bypasses Guardian Protect.
 +
** '''Watcher:''' Arcane scout that explodes on hidden targets.
 +
** '''Golem:''' Summons elemental pet.
  
Stat Priority: Strength, Agility, Endurance, Charisma.
+
== Healer Classes ==
 +
=== [[Cleric]] ===
 +
* '''Important Stats:''' Intelligence, Wisdom (MP/MR), Agility, Endurance, Charisma
 +
* '''Ease:''' Medium-Hard | '''Survivability:''' Very High | '''DPS:''' Low
 +
* '''PVP Value:''' High | '''PVE Value:''' Very High
 +
* '''Growth:''' 300M EXP to Lv 25 | '''Attack Increments:''' 4, 13, 25
 +
* '''Armor:''' Light, Shield, Heavy Helmet
 +
* '''Weapons:''' Blunts, Fists, Rods, Staves
 +
* '''Class Traits:''' Cannot use neutral divinity.
 +
* '''Skills:'''
 +
** '''Aid/Heal/Cure:''' Primary tiers of healing spells.
 +
** '''Aegis:''' Bonus AC + Divinity resistance. Cleric heals grant extra HP while active.
 +
** '''Prayer:''' Out-of-combat mana regeneration (INT based).
 +
** '''Smite:''' Bonus damage vs Undead and Demons.
 +
** '''Remedy:''' Cures Poison, Bleed, Rip, and Hinder.
 +
** '''Scribe:''' Create Bless or Soulbind scrolls.
  
Attack Increments At Levels: 3, 10, 25
+
=== [[Druid]] ===
 +
* '''Important Stats:''' Wisdom (Morph/MR), Charisma (Debuffs), Strength, Agility, Endurance
 +
* '''Ease:''' Medium-Hard | '''Survivability:''' High | '''DPS:''' High
 +
* '''PVP Value:''' High | '''PVE Value:''' High
 +
* '''Growth:''' 325M EXP to Lv 25 | '''Attack Increments:''' 4, 13, 25
 +
* '''Armor:''' Medium
 +
* '''Weapons:''' Blunts, Fists, Rods, Staves, Talismans
 +
* '''Skills:'''
 +
** '''Morph:''' Changes form (decreases MR slightly).
 +
*** '''Cat Form:''' +1 Attack, High Atk AGI. Hits cause Bleed (AGI based). Bleeding targets take +5% physical dmg. 10% chance for extra attack.
 +
*** '''Bear Form:''' High Armor/STR. 20-50% chance to absorb damage (END based).
 +
** '''Bloom:''' Stationary party heal NPC (16s duration). Out-of-combat only.
 +
** '''Roar:''' Bear taunt; reduces damage taken (CHR based). 2x effect vs NPCs.
 +
** '''Faeriefire:''' Lowers target AC; prevents Fading/Autosneaking.
  
Needed EXP to Level 25: 300mil
+
=== [[Bard]] ===
 +
* '''Important Stats:''' Charisma (Song Power), Strength, Agility, Endurance, Wisdom
 +
* '''Ease:''' Low-Medium | '''Survivability:''' Medium | '''DPS:''' Low
 +
* '''PVP Value:''' Low-Medium | '''PVE Value:''' Medium-High
 +
* '''Growth:''' 325M EXP to Lv 25 | '''Attack Increments:''' 3, 10, 25
 +
* '''Armor:''' Medium, Light Helmet
 +
* '''Weapons:''' Axes, Blunts, Daggers, Fists, Instruments, Staves, Swords
 +
* '''Class Traits:''' -15% MP reduction.
 +
* '''Skills:'''
 +
** '''Songs:''' Party buffs (Regen, Power, Magic, Tempo, Break). Scaled by Charisma and instrument power.
 +
** '''Shell:''' Reduces physical and magical damage taken.
  
Can wield swords, axes, daggers, blunts, fists, two handed weapons, and staves
+
== Event Classes ==
  
Can wear heavy, medium, light, cloth, shields, and helmets
+
=== [[Squire]] ===
 +
* '''Important Stats:''' Agility, Strength, Endurance, Intelligence, Wisdom, Charisma
 +
* '''Growth:''' 2000M EXP to Lv 25 | '''Attack Increments:''' 1, 8, 16
 +
* '''Armor:''' Heavy, Shield, Heavy Helmet
 +
* '''Weapons:''' Swords
 +
* '''Class Traits:''' Every successful hit grants +10% damage (up to 100%). Reset on miss or hitting a player.
 +
* '''Skills:'''
 +
** '''Self Cure:''' Healing self (scales to level 24). INT based.
 +
** '''Meditate:''' Out-of-combat heal (INT based).
  
Can /TAUNT. Charisma based skill. The more charisma you have, the better distraction your taunt will be. Taunt also grants a damage reduction based on Charisma.
+
== Experience Table (Level 25) ==
  
SHIELD BASH skill. When your shield deflects, deal 50% of your damage to the attacker.
+
{| class="sortable" style="text-align:center;"
 +
|-
 +
! Class !! Required EXP to Level 25
 +
|-
 +
| [[Thief]] || 275,000,000
 +
|-
 +
| [[Barbarian]] || 300,000,000
 +
|-
 +
| [[Knight]] || 300,000,000
 +
|-
 +
| [[Paladin]] || 300,000,000
 +
|-
 +
| [[Ranger]] || 300,000,000
 +
|-
 +
| [[Cleric]] || 300,000,000
 +
|-
 +
| [[Bard]] || 325,000,000
 +
|-
 +
| [[Druid]] || 325,000,000
 +
|-
 +
| [[Monk]] || 350,000,000
 +
|-
 +
| [[Archer]] || 350,000,000
 +
|-
 +
| [[Assassin]] || 350,000,000
 +
|-
 +
| [[Necromancer]] || 350,000,000
 +
|-
 +
| [[Sorcerer]] || 350,000,000
 +
|}
  
4% Increased Hit Rate
+
[[Category:Game Mechanics]]
 
+
[[Category:Classes]]
4% more overall HP
+
 
+
====[[Monk]]====
+
 
+
Stat Priority: Strength, Agility, Endurance.
+
 
+
Attack Increments At Levels: 4, 13, 25
+
 
+
Needed EXP to Level 25: 350mil
+
 
+
Can wield staves, can dual wield (gaining an extra attack)
+
 
+
Can wear light and cloth
+
 
+
7.5% more dodge rate
+
 
+
10% MR Bonus
+
 
+
Immunity to poison (75% duration reduction)
+
 
+
Can roundhouse. After 2 successful hits, roundhouse will take into effect next attack and will deals 2.0x. Missing or moving restarts the count.
+
 
+
Can use /meditate. This ability acts like food (but INT factors into it). Health is regenerated over time, can only be used out of combat.
+
 
+
+1 armor per level
+
 
+
+6 (level 1) to +14 (level 25) attack modifier. +1 per 3 levels.
+
 
+
====[[Paladin]]====
+
 
+
Stat Priority: Strength, Agility, Endurance, Wisdom/Intelligence.
+
 
+
Attack Increments At Levels: 3, 10, 25
+
 
+
Needed EXP to Level 25: 300mil
+
 
+
Can wield swords, axes, blunts, staves, and daggers
+
 
+
Can wear heavy, medium, light, cloth, shields, and helmets
+
 
+
6% MR Bonus
+
 
+
Can /PROTECT. /protect reduces your MR by 10%. You can protect a target from all incoming damage.
+
 
+
16% Blunt Damage Bonus. (Will be on par or little better than sword at level 15 decked item and should be better then swords at level 20 in any case).
+
 
+
/scribe Bless. This is  used in the creation of scrolls of Bless (see Decking in the New Players Guide section).
+
 
+
Spells:
+
 
+
Cure - A minor healing spell.
+
 
+
Heal - A healing spell that is a step up from Cure.
+
 
+
Remedy - Reduces/negates the effects of poison.
+
 
+
Sight - Allows the target of the spell too see in dark places.
+
 
+
Aegis - Gives a small buff to your armour and reduces damage taken slightly.
+
 
+
====[[Ranger]]====
+
 
+
Stat Priority: Strength, Agility, Endurance, Charisma.
+
 
+
Attack Increments At Levels: 2, 8, 25
+
 
+
Needed EXP to Level 25: 300mil
+
 
+
Can wield swords, axes, blunts, fists, staves, daggers, and bows
+
 
+
Can wear medium, light, cloth, shields, and helmets
+
 
+
Can use /track. /track gets more useful as you level up and can become a very handy tracking tool.
+
 
+
Can have a /pet. Pets need to be /capture'd first.
+
 
+
Ranger Pets will automatically attack the target you are attacking.
+
 
+
The higher the rangers CHR the better the pet will perform.
+
 
+
Ranger pets can have equipment bought for them to further increase their effectiveness. To equip a piece of gear (after you have bought it from the Rangers Camp) you need to have your pet un-summoned (/reclaim), then you right click and use the appropriate pet item. The pet can have one weapon, one piece of armour, one special and one description item. You can replace items by going through the same process (the new item will replace the old).
+
 
+
5% MR Bonus
+
 
+
==Rogue==
+
Although less heavily armored than their fighter cousins, the Rogues use their Agility and stealth abilities  to avoid damage and deliver wicked surprise attacks dealing amazing damage.
+
====[[Assassin]]====
+
 
+
Stat Priority: Strength, Agility, Endurance, Intelligence.
+
 
+
Attack Increments At Levels: 1, 9, 25
+
 
+
Needed EXP to Level 25: 350mil
+
 
+
Can wield daggers and swords, can dual wield (gaining a 10% damage bonus)
+
 
+
Can wear medium, light, cloth, shields, and helmets
+
 
+
-7.5% MR Bonus
+
 
+
Can autosneak (/autosneak), can hide (/hide). Being found (by someone who uses /search command, the chance of finding is based on INT and LVL of hider/searcher) or backstabbing someone means you need to move squares to rehide. (Autosneak/Hide work well together). INT and LVL increases the amount of squares you can move in /autosneak before becoming exhausted.
+
 
+
Can use /track. /track gets more useful as you level up and can become a very handy tracking tool.
+
 
+
Equipping a dagger allows you to backstab for 4x more damage. You must equip DAGGER(s) to backstab.
+
 
+
In order to backstab again, you will need to move off the square you are on and back again. Then hide, then attack.
+
 
+
====[[Bard]]====
+
 
+
Stat Priority: Charisma, Agility, Endurance, Strength, Wisdom/Intelligence.
+
 
+
Attack Increments At Levels: 3, 10, 25
+
 
+
Needed EXP to Level 25: 325mil
+
 
+
Can wield instruments, swords, axes, blunts, fists, daggers, and staves
+
 
+
Can wear medium, light, cloth, and light helmets
+
 
+
Can use /song - Has three different songs. Song power is based on instrument.
+
 
+
Spells: Cure, Shell
+
 
+
25% less mana
+
 
+
8% MR Bonus
+
 
+
====[[Thief]]====
+
 
+
Stat Priority: Agility, Endurance, Intelligence, Strength
+
 
+
Attack Increments At Levels: 1, 10, 25
+
 
+
Needed EXP to Level 25: 275mil
+
 
+
Can wield daggers and bows.
+
 
+
Can wear medium, light, cloth, shields, and helmets
+
 
+
2% MR Bonus
+
 
+
Can autosneak (/autosneak), can hide (/hide). Being found (by someone who uses /search command, the chance of finding is based on INT and LVL of hider/searcher) or backstabbing someone means you need to move squares to rehide. (Autosneak/Hide work well together). INT and LVL increases the amount of squares you can move in /autosneak before becoming exhausted.
+
 
+
Equipping a dagger allows you to backstab for 3x more damage while being hidden.
+
 
+
Equipping a bow allows you to ambush for (3x + 10%) more damage while being hidden. (Average of 10% more damage when using bows at level 25).
+
 
+
Thieves can steal (/steal) gold from players and NPC. 30% boosted chance to steal on NPCs. ALG and LVL of the thief vs INT and LVL of the victim.
+
 
+
33% higher drop rate on items dropped from monsters. (I.E If a monster has 50% drop rate, then it would be 60%. I.E 0.5*1.2=0.6). This effects WHOLE party if in party, but only once (in other words there is no increased benefit in having more than one thief in the party).
+
 
+
Trap Disarming: Thieves have an automatic check to disarm a trap whenever they stand on a trap square (there is no command needed). The higher the thieves INT and LVL the better the chance.
+
 
+
==Mage==
+
No RPG is complete without an arcane caster. Mages use their Intelligence to power a variety of spells.
+
====[[Necromancer]]====
+
 
+
Stat Priority: Intelligence, Wisdom, Endurance, Agility
+
 
+
Attack Increments At Levels: 4, 14, 25
+
 
+
Needed EXP to Level 25: 350mil
+
 
+
Can wield staves, wands, and daggers
+
 
+
Can wear cloth and light helmets
+
 
+
12.5% MR Bonus
+
 
+
10% more mana
+
 
+
+1 armor per 6 levels.
+
 
+
Spells: Beam, Stoneskin, Rot, Undead, Leech, Blind, Wither
+
 
+
====[[Sorceror]]====
+
 
+
Stat Priority: Intelligence, Wisdom, Endurance, Agility
+
 
+
Attack Increments At Levels: 4, 14, 25
+
 
+
Needed EXP to Level 25: 350mil
+
 
+
Can wield staves and wands
+
 
+
Can wear cloth and light helmets
+
 
+
20% more mana
+
 
+
15% MR Bonus
+
 
+
Spells: Beam, Stoneskin, Blast, Sap, Power, Golem, Fade, Hover, Enchant
+
 
+
Can use /scribe - Enchant (needs the enchant spell)
+
 
+
==Healer==
+
Using a mix of martial ability and divine power, the Healers are a versatile class that can deal damage via spell or weapon as well as keep an entire party alive and fighting.
+
====[[Cleric]]====
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Stat Priority: Intelligence, Wisdom, Endurance, Agility
+
 
+
Attack Increments At Levels: 4, 13, 25
+
 
+
Needed EXP to Level 25: 300mil
+
 
+
Can wield blunts, fists, staves, rods
+
 
+
Can wear light, cloth, shields, and helmets
+
 
+
Spells: Ray, Cure, Heal, Aid, Remedy, Aegis, Soulbind, Bless.
+
 
+
2% MR Bonus
+
 
+
Can use /scribe - Soulbind and Bless (needs the appropriate spell).
+
 
+
====[[Druid]]====
+
 
+
Stat Priority: Wisdom, Agility, Endurance, Strength, Intelligence.
+
 
+
Attack Increments At Levels: 4, 13, 25
+
 
+
Needed EXP to Level 25: 325mil
+
 
+
Can wield blunts. fists, staves, rods
+
 
+
Can wear medium, light, and cloth
+
 
+
4% MR Bonus
+
 
+
4.5% less overall dodge (Gained back on morphing)
+
 
+
Spells: Ray, Cure, Remedy, Haste, Noursh, Faeriefire
+
 
+
Can morph - Cat form (offensive) at level 10, and Bear form (defensive) at level 19.
+
 
+
Can ROAR in bear form. Charisma based skill. The more charisma you have, the better distraction your taunt will be. (Half the effects as the TAUNT skill, but no damage reduction).
+

Latest revision as of 22:38, 17 January 2026

_

Overview

Ember Online features a diverse range of classes divided into four primary archetypes. Success in the game depends on balancing your race's stat caps with your class's primary requirements.

Fighter Classes

Frontline combatants focusing on high health, physical defense, and consistent damage.

Barbarian

  • Important Stats: Strength (Dmg), Agility (Hit/Dodge), Endurance (HP), Wisdom (MR), Charisma (Minor HP)
  • Ease: Easy | Survivability: Low-Medium | DPS: High
  • PVP Value: Medium-High | PVE Value: High
  • Growth: 300M EXP to Lv 25 | Attack Increments: 3, 10, 25
  • Armor: Heavy, Medium, Shield, Heavy Helmet
  • Weapons: Axes, Blunts, Daggers, Fists, Swords
  • Class Traits:
    • -8% MR reduction | -1.25 AGI dodge reduction | 8% HP increase.
    • Focus: Gain Focus Points on missing. FP is based on max Strength.
    • Dual Wield: Can wield two weapons for a 10% overall damage bonus.
    • Weapon Specialty (Stackable):
      • Two-Handed Sword/Axe: +5%-8% damage and critical hit bonuses.
      • Axe/Sword: Provides the best raw damage.
      • Dagger: +0.4 attack agility, -0.075s to exhaustion cooldown.
      • Hammer: 4% chance to silence target for 2 ticks (4-8 seconds).
  • Skills:
    • Rage: After 3 hits, enter a rage for +40% damage (increasing 5% per rage hit). Resets on miss, moving to a safe area, or landing 3 rage attacks.
    • Extra Damage: Deal +1% damage per FP. Resets on moving or changing targets.

Knight

  • Important Stats: Strength, Agility, Endurance, Charisma (Taunt/FP), Wisdom
  • Ease: Easy | Survivability: High | DPS: Medium
  • PVP Value: Medium-High | PVE Value: High
  • Growth: 300M EXP to Lv 25 | Attack Increments: 3, 10, 25
  • Armor: Heavy, Shields, Heavy Helmets
  • Weapons: Axes, Blunts, Daggers, Fists, Staves, Swords
  • Class Traits:
    • +4% HP increase | +1.25 AGI attack hitrate increase.
    • Focus: Gain Focus Points on attacking. Max FP is based on Charisma.
    • Shield Mastery: Gain 20% more shield AC on equip. Shield deflects negate double damage (up to 100%).
    • 2H Mastery: Can use 2H weapons for +5%-8% damage and special bonuses. Counter-bashing or 2H crits grant extra FP.
  • Skills:
    • Charge: Out-of-combat opener. Reduces defender dodge by 66% and deals 10% more damage. (+3 FP on hit, +1 on miss).
    • Kick: (4 FP) Lowers target Endurance (CHR based) and Dodge (33%). Breaks protect (8s lockout).
    • Strike: (Min 2 FP) Uses all FP. Each point deals 13% more damage and +5% hit chance.
    • Smash: (3 FP) +25% damage and reduces target Intelligence (CHR based).
    • Taunt: Forced targeting and massive damage reduction (CHR based). 2x effectiveness vs NPCs.
    • Shield Bash: On shield deflect, deal 50% damage back to the attacker.

Monk

  • Important Stats: Strength, Agility, Endurance, Wisdom, Charisma
  • Ease: Easy | Survivability: Medium | DPS: Medium-High
  • PVP Value: High | PVE Value: Medium
  • Growth: 350M EXP to Lv 25 | Attack Increments: 4, 13, 25
  • Armor: Light
  • Weapons: Staves
  • Class Traits:
    • +2 AGI dodge increase | Resistance to poison.
    • +17 armor at level 25 (+1 every 3 levels).
    • Dual Wield: Can dual wield for an extra stamina point.
  • Skills:
    • Flash Bombs: Hides self or party. Out of combat grants Atk AGI and Spell Pierce bonus.
    • Meditate: Out-of-combat HP regen (INT based).
    • Roundhouse: Every 3rd successful hit deals 2x damage. Resets on miss or moving.
    • Stances: Up to 3 stances that adjust stats/attributes for specialized combat.

Rogue Classes

Specialists in stealth, utility, and high burst damage.

Assassin

  • Important Stats: Strength, Agility, Endurance, Intelligence (Stealth), Wisdom, Charisma
  • Ease: Medium | Survivability: Low-Medium | DPS: High
  • PVP Value: High | PVE Value: Low-Medium
  • Growth: 350M EXP to Lv 25 | Attack Increments: 1, 9, 25
  • Armor: Cloth, Shield, Heavy Helmet
  • Weapons: Daggers, Swords
  • Class Traits:
    • +7.5% damage taken from incoming hostile spells.
    • Dual Wield: 10% overall damage bonus.
  • Skills:
    • Autosneak: Unseen movement. Distance based on Intelligence.
    • Hide: Stay hidden in a room. Quality based on Intelligence.
    • Backstab: 4x damage (4.5x dual wielding). Requires daggers and being hidden.
    • Track: Shows players who recently passed through the room.

Archer

  • Important Stats: Strength, Agility, Endurance, Intelligence (Debuffs), Wisdom, Charisma
  • Ease: Medium | Survivability: Low-Medium | DPS: High
  • PVP Value: High | PVE Value: Medium
  • Growth: 350M EXP to Lv 25 | Attack Increments: 3, 13, 19, 25
  • Armor: Light Armor, Heavy Helmet
  • Weapons: Bow
  • Class Traits:
    • Bows grant bonus armor based on min/max values.
    • +1 attack (5 total at level 25).
  • Skills:
    • Pierce Shot: Ignores absorb/deflect. Bonus damage vs heavy armor (INT based).
    • Rapid Shot: Uses all attacks instantly. Starts at 90% damage, scales +20% per hit.
    • Divinity Shots (INT Based):
      • Drain Shot: Mana leech. 100% damage if Earth divinity.
      • Slow Shot: Target slow. 100% damage if Water divinity.
      • Sap Shot: Stat reduction. 100% damage if Night divinity.
      • Bind Shot: 2-tick bind (no stack). 100% damage if Lightning divinity.
      • Hail Shot: Physical AOE (up to 5 targets). +5% damage if Fire divinity.

Thief

  • Important Stats: Agility (Steal/Hit), Strength, Endurance, Intelligence (Hide), Wisdom, Charisma
  • Ease: Medium | Survivability: Medium | DPS: Medium
  • PVP Value: Medium | PVE Value: Medium
  • Growth: 275M EXP to Lv 25 | Attack Increments: 1, 10, 25
  • Armor: Cloth, Shield, Heavy Helmet
  • Weapons: Bows, Daggers
  • Class Traits:
    • +33% party item drop rate increase.
    • +25% hide effectiveness (Harder to be searched out).
    • Bows can use unique arrows with Critical hit chances.
  • Skills:
    • Ambush/Backstab: 3x damage from hide (Bow ~3.5x).
    • Hinder/Rip: 2.5x dmg + potion cooldown increase or movement bind/AGI loss.
    • Traps: Sensor, Damage, or Bind. Difficulty based on Intelligence. Can disarm/retrieve.
    • Steal: Steals gold from players and NPCs.
    • Spy: View players in adjacent rooms.

Ranger

  • Important Stats: Charisma (Pet power), Strength, Agility, Endurance, Wisdom
  • Ease: Medium | Survivability: High | DPS: Medium
  • PVP Value: Medium | PVE Value: Medium-High
  • Growth: 300M EXP to Lv 25 | Attack Increments: 2, 8, 25
  • Armor: Medium, Shield, Heavy Helmet
  • Weapons: Axes, Blunts, Bows, Daggers, Fists, Staves, Swords
  • Class Traits:
    • +1.5% MR increase | +25 steps to Autosneak.
    • Pet automatically targets owner's target.
    • Bows use unique arrows for Double Critical hit chance.
    • Bonus: Pet gets free attack of opportunity on found hidden targets (Pet Blitz).
  • Skills:
    • Capture: Tame a beast (<50% HP and lower level).
    • Favored Enemy: Bonus damage vs 2 NPC races and 1 player race.
    • Pet Protection: Pet may automatically defend owner based on pet's Taunt and Dodge.
    • Pet Equip: Pets can be equipped with gear and skills/spells.

Mage Classes

Specialists in magic damage, crowd control, and party sustain.

Necromancer

  • Important Stats: Intelligence, Wisdom (MP/MR), Agility, Endurance, Charisma
  • Ease: Medium | Survivability: Medium | DPS: Medium
  • PVP Value: High | PVE Value: Medium-High
  • Growth: 350M EXP to Lv 25 | Attack Increments: 4, 14, 25
  • Armor: Cloth, Light Helmet
  • Weapons: Daggers, Staves, Wands, Tomes
  • Class Traits:
    • +8% MP increase | +1 Armor per 6 levels.
    • +25% bonus chance to pierce MR with debuff spells.
    • Life Leech: Kill credit heals caster for % of target's max HP (INT based).
  • Skills:
    • Summons: Imp or Undead (Zombies). Can summon 2 zombies at once.
    • Wither: Lowers target AC and MR (Extra +25% pierce bonus).
    • Leech: 1:1 damage to heal spell.
    • Beam: High pierce chance damage spell.
    • Rot: Poison DoT damage.

Sorcerer

  • Important Stats: Intelligence, Wisdom, Agility, Endurance, Charisma
  • Ease: Medium | Survivability: Medium | DPS: Medium-High
  • PVP Value: High | PVE Value: High
  • Growth: 350M EXP to Lv 25 | Attack Increments: 4, 14, 25
  • Armor: Cloth, Light Helmet
  • Weapons: Staves, Wands, Codex
  • Class Traits:
    • +13% MP increase.
    • Teleportation: Uses Crystal Actuators and Chandorite Crystals to travel. Access to world portals.
  • Skills:
    • Shield: Heavy deflect armor + immunity to 'Wither' and 'Dispel'.
    • Fade: Invisibility. First attack grants Atk AGI and Spell Pierce bonus.
    • Barrage: AOE damage; bypasses Guardian Protect.
    • Watcher: Arcane scout that explodes on hidden targets.
    • Golem: Summons elemental pet.

Healer Classes

Cleric

  • Important Stats: Intelligence, Wisdom (MP/MR), Agility, Endurance, Charisma
  • Ease: Medium-Hard | Survivability: Very High | DPS: Low
  • PVP Value: High | PVE Value: Very High
  • Growth: 300M EXP to Lv 25 | Attack Increments: 4, 13, 25
  • Armor: Light, Shield, Heavy Helmet
  • Weapons: Blunts, Fists, Rods, Staves
  • Class Traits: Cannot use neutral divinity.
  • Skills:
    • Aid/Heal/Cure: Primary tiers of healing spells.
    • Aegis: Bonus AC + Divinity resistance. Cleric heals grant extra HP while active.
    • Prayer: Out-of-combat mana regeneration (INT based).
    • Smite: Bonus damage vs Undead and Demons.
    • Remedy: Cures Poison, Bleed, Rip, and Hinder.
    • Scribe: Create Bless or Soulbind scrolls.

Druid

  • Important Stats: Wisdom (Morph/MR), Charisma (Debuffs), Strength, Agility, Endurance
  • Ease: Medium-Hard | Survivability: High | DPS: High
  • PVP Value: High | PVE Value: High
  • Growth: 325M EXP to Lv 25 | Attack Increments: 4, 13, 25
  • Armor: Medium
  • Weapons: Blunts, Fists, Rods, Staves, Talismans
  • Skills:
    • Morph: Changes form (decreases MR slightly).
      • Cat Form: +1 Attack, High Atk AGI. Hits cause Bleed (AGI based). Bleeding targets take +5% physical dmg. 10% chance for extra attack.
      • Bear Form: High Armor/STR. 20-50% chance to absorb damage (END based).
    • Bloom: Stationary party heal NPC (16s duration). Out-of-combat only.
    • Roar: Bear taunt; reduces damage taken (CHR based). 2x effect vs NPCs.
    • Faeriefire: Lowers target AC; prevents Fading/Autosneaking.

Bard

  • Important Stats: Charisma (Song Power), Strength, Agility, Endurance, Wisdom
  • Ease: Low-Medium | Survivability: Medium | DPS: Low
  • PVP Value: Low-Medium | PVE Value: Medium-High
  • Growth: 325M EXP to Lv 25 | Attack Increments: 3, 10, 25
  • Armor: Medium, Light Helmet
  • Weapons: Axes, Blunts, Daggers, Fists, Instruments, Staves, Swords
  • Class Traits: -15% MP reduction.
  • Skills:
    • Songs: Party buffs (Regen, Power, Magic, Tempo, Break). Scaled by Charisma and instrument power.
    • Shell: Reduces physical and magical damage taken.

Event Classes

Squire

  • Important Stats: Agility, Strength, Endurance, Intelligence, Wisdom, Charisma
  • Growth: 2000M EXP to Lv 25 | Attack Increments: 1, 8, 16
  • Armor: Heavy, Shield, Heavy Helmet
  • Weapons: Swords
  • Class Traits: Every successful hit grants +10% damage (up to 100%). Reset on miss or hitting a player.
  • Skills:
    • Self Cure: Healing self (scales to level 24). INT based.
    • Meditate: Out-of-combat heal (INT based).

Experience Table (Level 25)

Class Required EXP to Level 25
Thief 275,000,000
Barbarian 300,000,000
Knight 300,000,000
Paladin 300,000,000
Ranger 300,000,000
Cleric 300,000,000
Bard 325,000,000
Druid 325,000,000
Monk 350,000,000
Archer 350,000,000
Assassin 350,000,000
Necromancer 350,000,000
Sorcerer 350,000,000