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Difference between revisions of "Classes"

(Monk)
m (Thief)
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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).
 
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.
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Thieves can steal (/steal) gold from players and NPC. 30% boosted chance to steal on NPCs. Stealing is calculated by rolling Agility 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).
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Thieves have a 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. NOT IMPLEMENTED YET.
 
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. NOT IMPLEMENTED YET.

Revision as of 18:55, 11 July 2017

Ember Online enjoys a variety of racial and class combinations to suite a persons taste and preferred playing style.

NOTE: Class specifics are currently changing and the information will be added and updated as abilities and features are finalized. Also Remember to check out the Races section (https://ember-online.com/wiki/index.php/Races). Some races are better suited to certain classes than others.

SURVIVAL: Every class benefits from having maximum Endurance (for damage absorption), Agility (for dodging physical attacks) and a high Wisdom (for resisting magical attacks).

MR: To benefit from a classes natural magic resistance you will still need a high WIS.

DUAL WIELDING: When you dual wield the weapon chosen in each attack is random (you will not always be hitting with the best weapon).

Fighter

Tasked primarily with dealing damage via weapons, the Fighter classes rely heavily on Strength to overwhelm their opponents.

Barbarian

Stat Priority: Strength, Agility, Endurance.

Attack Increments At Levels: 3, 10, 25

Needed EXP to Level 25: 300mil

Can wield swords, axes, blunts, fists, daggers, two handed weapons, and staves, can dual wield (this gives a +10% damage bonus).

Can wear medium, light, cloth, shields, and helmets

-10% MR Bonus

5% less dodge rate

8% more overall HP

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.

Knight

Stat Priority: Strength, Agility, Endurance, Charisma.

Attack Increments At Levels: 3, 10, 25

Needed EXP to Level 25: 300mil

Can wield swords, axes, daggers, blunts, fists, two handed weapons, and staves

Can wear heavy, medium, light, cloth, shields, and helmets

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.

SHIELD BASH skill. When your shield deflects, deal 50% of your damage to the attacker.

4% Increased Hit Rate

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, cloth, and light helmet.

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. It also negates poison.

+1 armor per level

+6 (level 1) to +14 (level 25) attack modifier. +1 per 3 levels.

+1 Stamina point (level 13)

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 You can protect a target from all incoming damage: you are attaked, whenever the person you are protected is aimed at, instead.

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).

-1% Sword Damage Bonus. They will do slightly less damage with Sword class weapons.

/scribe Bless. This is used in the creation of scrolls of Bless (see Decking in the New Players Guide section). Ability gained at 16th LVL.


Spells:

Cure (5 MP Cost) - A minor healing spell (used on self or target). Can also be used to damage undead for half of the heal amount.

Heal (10 MP Cost) - A healing spell that is a step up from Cure (used on self or target). Can also be used to damage undead for half of the heal amount.

Remedy (20 MP Cost) - Negates the effects of poison (used on self or target).

Sight (10 MP Cost) - Allows the target of the spell too see in dark places (used on self or target) and also negates the Blind (Necromancer Spell) effect.

Aegis (20 MP Cost) - Gives a small buff to your armour and reduces damage taken slightly from those you have DIV on (used on self).

Smite (8 MP Cost) - Calls down a storm of divinity-based elemental damage on a single target. Does massive damage to undead and about a third of that damage to enemies that are not undead (including players).

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

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.

25% less mana

8% MR Bonus


Spells:

Cure - A minor healing spell (used on self or target).

Shell - Provides a minor buff to your Armour and MR (used on self).


/song #. This ability allows the Bard to sing three different song. Song effects do not stack, but you can have all three songs being played at the same time (assuming you have three Bards in the party). Costs 5 MP to cast and 2 MP a tick to sustain. You need an instrument. The instruments quality and Bards CHR determines how beneficial the song is. You cannot eat or drink while playing a song (but you can use mana restoratives or any other potion, and you can also cast magic).

/song 1 - This song provides a passive HP/MP regeneration, every tick, for every member in the party. The MP regen will not affect the Bard (they will still lose 2 MP per tick).

/song 2 - This song increases the STR and Armour of every member in the party.

/song 3 - This song increases the INT and Spell Penetration of every member in the party.

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. Stealing is calculated by rolling Agility and LVL of the Thief vs INT and LVL of the victim.

Thieves have a 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. NOT IMPLEMENTED YET.

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 - Your first damaging spell, you will have this on character creation (used on enemy).

Stoneskin - This is a buff to the armour rating of the target. This has a higher effect on the caster than on anyone else (used on self or target).

Rot - Inflicts a DoT (damage over time) poison effect onto the target. The damage is less than Leech spells damage, but more than Beam (used on enemy).

Undead - Summons a zombie to fight by your side, any damage it does heals it for about 1/3 of the damage it did.

Leech - This spell damages the enemy enemies life force and some this life force is siphoned from it to heal the caster (used on enemy). Casting leech on your zombie will heal them.

Blind - This spell blinds the target. Inflicting a -2 to AGL and also removing the auto map until the effect ends (used on enemy).

Wither - This is a debuff that increases the damage taken by the target of the spell (used on enemy).

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

Can use /scribe - Enchant (needs the enchant spell) This is gained at 10th level and increases in effect every 5 levels. Refer to Decking in the New Players Guide Section.


Spells:

Beam - Your first damaging spell, you will have this on character creation (used on enemy).

Stoneskin - This is a buff to the armour rating of the target. This has a higher effect on the caster than on anyone else (used on self or target).

Blast - A more damaging spell than Beam (used on enemy).

Sap - Reduces the STR of the spells target (used on enemy).

Power - Increases the STR of the spells target (used on self or target).

Golem - Summons a golem based on the div of the caster. It is cannon fodder for the Sorcerer - so do not get attached to it.

Fade - This will turn the target of the spell invisible. You can still attack and be attacked - you just won't be seen (used on self or target).

Hover - This spells floats the target from the ground, making them un-trackable and allowing them to avoid certain floor based traps (used on self or target).

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

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

2% MR Bonus

Can use /scribe Soulbind and /scribe Bless. Refer to the Decking in the New Players Guide section. Soulbind is gained at level 8 and Bless is gained at level 13.


Spells:

Ray - Your first attack spell, you start with this spell (used on an enemy).

Cure - A minor healing spell (used on self or target).

Heal - This is the next step up from cure (used on self or target).

Aid - This is the best healing spell a cleric can have. Never leave home without it (used on self or target).

Remedy - This removes the effects of poison on the target of the spell (used on self or target).

Aegis - Gives a small buff to your armour and reduces damage taken slightly from those you have DIV on (used on self).

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

Can morph - Cat form (offensive) at level 10, and Bear form (defensive) at level 19.

Morph Forms (just cosmetics - has no affect on stats) based on divs:

  • Fire (Aerotes): Tiger/Sun Bear
  • Night (Dunsel): Panther/Black Bear
  • Ice (Orasic): Lynx/Ice Polar Bear
  • Lightning (Vaendac): Jaguar/Giant Panda
  • Earth (Javn): Lion/Kodiak Bear

Can /ROAR in bear form (from level 19). Charisma based skill. The more charisma you have, the better distraction your taunt will be. (Half the effects as the Knights TAUNT skill, but no damage reduction).


Spells:

Ray - Your first attack spell, you start with this spell (used on an enemy).

Cure - A minor healing spell (used on self or target).

Remedy - This removes the effects of poison on the target of the spell (used on self or target).

Haste - Increases the speed of Stamina regeneration so that you can act faster (used on self or target).

Nourish - This provides a food like HP regeneration effect. This is out of combat only (used on self or target).

Faeriefire - This spell highlights the enemy by wreathing them in a harmless fire like aura, making them easier to hit. It removes the ability to hide from Assassins or Thieves (used on enemy).