Jump to: navigation, search

Classes

This is currently OUT OF DATE: Newer info is here: https://ember-online.com/helper/classes.php

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. Some races are better suited for 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.

Strength - amount of damage you do

Agility - how often you hit and dodge

Endurance - how much HP you have

Wisdom - your resistance to hostile magic

Charisma - minor HP gains


-8% MR Reduction

-1.25 AGI dodge rate

8% more overall HP


Attack Increments At Levels: 3, 10, 25

Needed EXP to Level 25: 300mil


Can wield swords, axes, blunts, fists, daggers, two handed weapons (which grant damage bonuses and unique abilities), and staves.

Can dual wield (this gives a +10% damage bonus).

Weapon Specialty - Two-Handed Sword/Axe: Increase to damage by 5%-8% and grants special bonuses, such as critical hits.

Weapon Specialty - Axe/Sword: Best damage.

Weapon Specialty - Dagger: 0.4 attack agility, -0.075s to exhaustion cooldown time.

Weapon Specialty - Hammer: 4% chance to silence target for 2 ticks (4-8 seconds).

Weapon specialization are stackable if possible!

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

Gain focus points on missing. Focus points are based on max strength.

Rage - After three successful attacks regardless of misses, you will enter a rage, dealing 40% increased damage, increasing 5% for each successful rage attack. Rage will be reset if you miss while raged, move into a safe area, or land three successful rage attacks.

Extra Damage - As you gain focus points, you deal increased damage, 1% per focus point gained. Moving or changing targets resets your focus points.


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 (which grant damage bonuses and unique abilities), and staves

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

Can /TAUNT: Charisma based skill. The more charisma you have, the more likely an enemy will target you instead of something else on that square. Taunt also grants a damage reduction based on Charisma.

Gain focus points per successful attack. Focus points (FP) go down if you move and also will go down over time. Focus points are based off charisma. 10 charisma = 4AP at level 25, 23 charisma = 8AP at level 25. Focus points can be used for two special attacks, /smash and /strike.

Maximum Focus Points based on CHR
CHR 10 4 FP CHR 12 5 FP CHR 16 6 FP CHR 20 7 FP
CHR 23 8 FP

/Smash will reduce INT and is charisma based for how long and how much. It also does 15% more damage. It takes 3 focus points.

/Strike is a straight up damage attack. It has a minimum requirement of 2 focus points and will use all your focus points on use. Each focus point is 10% more damage and also boosts your chance to hit (It would be something like (YOURAGI + ((Focus Points - 2) * 0.04167 * YOURAGI))..

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

5% 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

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.

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

5% 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).

/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 use /scribe. Can scribe 'identify\. Identify gets information on NPCs such as divinity and type.

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.

Bows can use unique arrows which grant critical hit chances.

Any arrow they use gets double chance to critical. I.E. If arrow is 15%, they have 30% chance.

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).

Ranger pets have a chance to block attacks on their owners, similar to Paladins /protect. This is based on taunt level (major) and dodge agility (minor) of your pet.

If a pet or the pet owner finds a player hiding, their pet will blitz/rush the target (opportunity of attack) with a 50% decrease to dodge. (I.E. half your dodge rate would be around where it is at to dodge a blitz). This does not use any spell, and is based on the number of attacks and damage a NPC has.

Can disarm thieves traps based on INT.

2% 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 cloth, shields, and helmets

Receive 15% more spell damage.

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 (to do this you hide then attack, there is no need to move of the square and back to do this any longer, but you may be quicker). (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.

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

5% 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 cloth, shields, and helmets

Receive 5% more spell damage.

Can autosneak (/autosneak), can hide (/hide). 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 13% more minimum damage and 8% more maximum damage when using bows at level 25). Bows can use unique arrows which grant critical hit chances.

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 as well as the chance for a hum. (I.E If a monster has 50% drop rate, then it would be 60%. I.E 0.5*1.33=0.665). 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. PARTIALLY IMPLEMENTED YET.

There are three different types of traps, Damage, Bind, and Sensor. You can place only 1 damage/bind trap, and up to 3 sensor traps. You have a max of 3 traps to place. (So 1 damage/bind trap 2 sensor, 3 sensor, etc).

Damage traps come in a two flavors, regular and divinity. They will effect a WHOLE PARTY. They take a % of their max HP rather then a set amount to prevent players abusing lower level/etc. (This does not effect level 15 and under players, but if a level 15 is a party leader with 4 other level 25'ers, those 25ers will be hit, not the under 15'er though. If no one is to be effected, the trap simples does not trigger.)

Damage traps also come in three flavors, weak, normal, and strong. Divinity traps generally do more damage overall and also deal extra divinity damage.

Bind traps bind the party leader. Once bound a NPC will appear 'Entangling Roots (Binded Name)' and you must kill it to continue. Giving the party to another will still not allow him/her to move, and he will be left behind. The NPC itself has 1HP and no dodge/mr, so it is easy to deal with at any level.

Sensor traps will let you know when someone trigger it and how many people triggered it. The people who trigger it will be notified as well (though this may be removed in the future, depends!)

You can clear traps with /cleartraps. You cannot pick the type of trap to clear so place traps properly. If you logout, your traps will clear. Dying has no effect. A sorcerers hover spell will prevent traps from triggering.

Thieves and Rangers can disarm traps. Traps difficulty is based on their int vs your int with a base of 40% with same INT. You have a chance to recover the trap as well (also based on int).

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

8% MR Bonus

8% more mana

+1 armor per 6 levels.


Spells:

Imp (level 1) - Your first pet spell. Summons an imp to help you in battle. It is fairly feeble, but helpful for survivability.

Beam (level 1) - Your first damaging spell, you will have this on character creation (used on enemy).

Stoneskin (level 1) - 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).

Undead (level 10) - Summons a zombie to fight by your side, any damage it does heals it for about 1/3 of the damage it did.

Rot (level 12) - 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).

Leech (level 16) - 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.

Wither (level 19) - This is a debuff that increases the damage taken by the target of the spell (used on enemy).

Blind (level 20) - This spell blinds the target. Inflicting a -2 to AGL and also removing the auto map until the effect ends (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

13% more mana

10% 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:

Imp (level 1) - Your first pet spell. Summons an imp to help you in battle. It is fairly feeble, but helpful for survivability.

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.

Shield* - Creates a magic shield that raises armor greatly (deflect) of a target. This spell will also grant a small bonus to spell damage negation, magic resistance, and immunity to the wither and dispel spell. Self only. Must be cast.

Based on level/intelligence/weapon for how powerful the buff is and spell length.

Tip: If wither is already cast on you, this will remove the wither effect immediately on cast.


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).

Barrage - This is an AOE beam spell. It costs 15MP and is party based or non party NPC based. The more targets to hit, the less damage it does. Each person has a chance to resist.

Watcher - This is a spawned NPC that only searches and does not attack. When it finds someone (not in your party), it will explode and cause damage on the target(s). Costs a whopping 35MP and does around blast damage on explode.

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

-2.5% MR Reduction

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).

Smite (level 18) - This is a damage spell used vs undead (such as those found at the Graveyard)

Aid (level 19) - 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, Charisma

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

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: Tiger/Sun Bear
  • Night: Panther/Black Bear
  • Ice: Lynx/Ice Polar Bear
  • Lightning: Jaguar/Giant Panda
  • Earth: Lion/Kodiak Bear
  • Neutral: Earth Tiger/Moon Bear

Bear form gets a tough hide passive that scales with Endurance to block incoming attacks. /roar is a move that taunts enemy NPCS.Roar length scales with Charisma.

Cat Form gets 4 attacks and can cause bleeding damage that triggers with Agility.

New Druid Morph Stats: https://i.imgur.com/rKKYn9d.png

Spells:

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

Cure (lv 4) - A minor healing spell (used on self or target).

Remedy (lv 12) - This removes the effects of poison on the target of the spell (used on self or target).

Nourish (lv 14) - This provides a food like HP regeneration effect. This is out of combat only (used on self or target).

Haste (lv 15) - Increases the speed of Stamina regeneration so that you can act faster (used on self or target).

Dispel (lv 16) - Remove any negative effects from the target. Does not remove poison.

Faeriefire (lv 17)- 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).

Bloom (lv 19) - Creates a flower that regens the party HP out of combat.

Cleanse (lv 21) - Removes negative effects. Certain effects will not be removed, like poison.


Barbarian Sample Builds (format 1)

Moving these here until there are actually builds to use and someone decides to use one of these templates to put them into.

Race Str Agi End Int Wis Chr Race Traits
Dark Elf  ??  ??  ??  ??  ??  ??

Infrared vision, 2 HP Regen, 10% Fizzle rate reduction

Drakeblood  ??  ??  ??  ??  ??  ??

+4 AC

Dwarf  ??  ??  ??  ??  ??  ??

Infrared vision, +6 AC, 4 HP Regen, 7.5% spell damage negation

Elemental  ??  ??  ??  ??  ??  ??

-4% MR

Elf  ??  ??  ??  ??  ??  ??

40% Fizzle rate reduction

Gnome  ??  ??  ??  ??  ??  ??

20% Fizzle rate reduction

Goblin  ??  ??  ??  ??  ??  ??

Infrared vision, -75% poison effect, 10% Spell Damage Reduction,

Half Elf  ??  ??  ??  ??  ??  ??

15% Fizzle rate reduction, 2 stat points to +1 stat

Halfling  ??  ??  ??  ??  ??  ??

+1 AGI to dodge

Half Orc  ??  ??  ??  ??  ??  ??

2 HP/tick,

Human  ??  ??  ??  ??  ??  ??

2 stat points to +1 stat, 10% Fizzle rate reduction, -5% cooldown timer for potion/food use.

Saurian  ??  ??  ??  ??  ??  ??

+2 AC

Barbarian Sample Builds (format 2)

Race Str Agi End Int Wis Chr Pro's/Con's
Dark Elf  ??  ??  ??  ??  ??  ??
Drakeblood  ??  ??  ??  ??  ??  ??
Dwarf  ??  ??  ??  ??  ??  ??
Elemental  ??  ??  ??  ??  ??  ??
Elf  ??  ??  ??  ??  ??  ??
Gnome  ??  ??  ??  ??  ??  ??
Goblin  ??  ??  ??  ??  ??  ??
Half Elf  ??  ??  ??  ??  ??  ??
Halfling  ??  ??  ??  ??  ??  ??
Half Orc  ??  ??  ??  ??  ??  ??
Human  ??  ??  ??  ??  ??  ??
Saurian  ??  ??  ??  ??  ??  ??

Barbarian Sample Builds (format 3)

Dark Elf STR ??, AGI ??, CON ??, INT ??, WIS ??, CHA ?? Pro's: Con's:

Drakeblood STR ??, AGI ??, CON ??, INT ??, WIS ??, CHA ?? Pro's: Con's:

Experience Table