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New Player Guide

As a new player on Ember Online, we imagine you may have a number of questions to help you decide how you want to dive into the game. The goal of this page is to give you the information you may need to get you into the game, and to tell you how you can find any other information you might need to influence the decisions you make in game.

Overview

Ember Online is very much in active development, meaning things are often being added to, updated, and indeed, may occasionally break. Our staff are quick about fixing reported bugs, but we do rely on people to report them as they’re found, which you can do through the forums, the link to which can be found on the website you downloaded the game client from.

The game is set in the kingdom of Alderra on the continent of Ciruin. While much of Alderra is forested, with cities and roads settled in clearings either natural or man-made, much of southern Alderra has been cleared by loggers, and has become a vast and unforgiving wasteland. To the northeast is a large, impressive mountain range, which separates Alderra from its violent, war-loving neighbor, Omaclara.

When beginning in the game, players may pick from one of twelve races, twelve classes, and may follow one of five deities. Each of these choices will have an impact upon your character’s performance, and while there is no “best” combination, each choice should be carefully considered, as these cannot be changed without starting a new character from scratch. While playing the game, you may come to realize some players aren’t quite so friendly as others, and they may lead you astray, or even attempt to kill you. Let’s hope you know how to run…

The Races of Ciruin

There are twelve races available to pick during character creation, each with their own strengths, weaknesses, and special abilities. Your chosen race may also determine which class you wish to choose, as classes have specific stat requirements that not every race will be able to meet.

  • Dark Elves are stronger than their surface dwelling cousins, but aren’t quite as intelligent, wise, or agile, or as resistant to magic. They have the added benefit of being able to see in dark rooms.
  • Drakebloods are strong, agile, and sturdy, but not very intelligent or wise, and have no resistance to magic. They can also see in the dark, and have a natural bonus to their armor.
  • Dwarves are strong, sturdy, and wise, with moderate magic resistance and passive spell negation. They have slightly increased health regeneration, can see in the dark, and a small natural bonus to armor.
  • Elementals are intelligent, sturdy, and wise, with a natural ability to absorb hostile magic and impressive resistance to magic.
  • Elves are intelligent, agile, wise, and beautiful, with higher resistance to magic than their underground cousins.
  • Gnomes are intelligent, agile, and wise, with the highest resistance to magic of all the options, but with the smallest health pool.
  • Goblins are strong, agile, and sturdy, but lack in resistance to magic. They can see in the dark, and recover from poisons faster than other races.
  • Half-Elves are stronger and sturdier than full elves, and more agile than humans, at the cost of some of their elven resistance to magic.
  • Halflings are intelligent and incredibly agile, though not very sturdy, with moderate resistance to magic.
  • Half-Orcs are incredibly strong and sturdy, but aren’t very intelligent, agile, or wise. They have minimal resistance to magic, but recover health three times as fast as most other races, and have reduced cooldown times.
  • Humans don’t excel at in any aspect, but are also not lacking in any aspect either, with a moderate resistance to magic backing them up.
  • Saurians are strong and agile, but not intelligent or wise, with minimal resistance to magic and a natural bonus to their armor.

Playable Classes

There are twelve classes players can choose from, which, like races, all have their own strengths and weaknesses that would need to be overcome. They also have their own experience requirements to reach the maximum, as well as different skill sets that will help in however you choose to play them. While it’s possible to look at classes as the standard RPG roles of DPS, heals, and tank, the classes are very versatile, and can be built differently to fit different roles. The information here is just a brief overview of what each class can do; for more in depth information, please see the linked page on the wiki for that class.

Assassin

  • Exp to 25: 400 million
  • Weapons: Dagger, Sword
  • Armors: Cloth, Light, Medium, Light Helmet, Heavy Helmet, Shield
  • Skills: Autosneak, Backstab, Dual Wield, Hide, Track

Assassins can backstab by attacking with a dagger while hidden, dealing four times their regular damage. Assassins begin as Rogues until level 8, and then become Slayers at level 25.

Barbarian

  • Exp to 25: 325 million
  • Weapons: Blunt, Dagger, Staff, Sword
  • Armors: Cloth, Light, Medium, Light Helmet, Heavy Helmet, Shield
  • Skills: Dual Wield, Rage

Barbarians can enter rage after two successful hits against a target, which grants them more damage per hit at the cost of losing some accuracy with each successful attack while in rage; rage status is reset on a miss or when moving. Barbarians start as Fighters until level 8, and then become Berserkers at level 25.

Bard

  • Exp to 25: 330 million
  • Weapons: Blunt, Dagger, Instrument, Staff, Sword
  • Armors: Cloth, Light, Medium, Light Helmet
  • Skills: Cure, Shell, Songs

Bards are the performers of the land, using their songs and spells to aid themselves and their allies in battle; you need an instrument to play a song. Bards start as Rogues until level 8, and become Minstrels at level 25.

Cleric

  • Exp to 25: 300 million
  • Weapons: Blunt, Staff
  • Armors: Cloth, Light, Medium, Heavy, Light Helmet, Heavy Helmet, Shield
  • Skills: Aid, Bless, Cure, Heal, Ray, Remedy, Souldbind

Clerics use their connections to their gods to cast powerful healing spells, keeping both themselves and their allies alive with the power of their faith. Clerics start as Healers at level 8, and become Priests at level 25.

Druid

  • Exp to 25: 350 million
  • Weapons: Blunt, Staff
  • Armors: Cloth, Light, Medium
  • Skills: Cure, Faeriefire, Haste, Morph, Nourish, Ray, Remedy

Druids make use of their powerful connection to nature not only to heal their allies, but to change their shape and deal devastating damage. Druids begin as Healers until level 8, and become Elder Druids at level 25.

Knight

  • Exp to 25: 300 million
  • Weapons: Blunt, Dagger, Staff, Sword
  • Armors: Cloth, Light, Medium, Heavy, Light Helmet, Heavy Helmet, Shield
  • Skills: Taunt

Knights use their heavy armor and abilities to provide a distraction for their allies, able to shrug off hits that would cripple some others. Knights begin as Fighters until level 8, and become Cavaliers at level 25.

Monk

  • Exp to 25: 375 million
  • Weapons: Staff
  • Armors: Cloth, Light
  • Skills: Dual Wield, Roundhouse Kick

Monks wear very little in the way of armor, but are light on their feet and fast enough to throw in an extra attack when using a second weapon; they also deliver a devastating roundhouse kick after every two successful hits in a row, dealing twice the normal damage. Monks begin as Fighters until level 8, and become Ninjas at level 25.

Necromancer

  • Exp to 25: 400 million
  • Weapons: Dagger, Staff
  • Armors: Cloth, Light Helmet
  • Skills: Beam, Blind, Leech, Rot, Stoneskin, Undead

Necromancers are powerful mages who use their connection to death to drain health from their foes, and even drain their own health to heal an undead minion. Necromancers begin as Mages until level 8, and become Death Mages at level 25.

Paladin

  • Exp to 25: 325 million
  • Weapons: Blunt, Dagger, Staff, Sword
  • Armors: Cloth, Light, Medium, Light Helmet, Heavy Helmet, Shield
  • Skills: Cure, Heal, Protect, Remedy, Sight

Paladins are strong in their faith, turning their devotion to their gods outward into the need to shield their allies from all harm, taking damage in their place. Paladins begin as Fighters until level 8, and become Guardians at level 25.

Ranger

  • Exp to 25: 325 million
  • Weapons: Blunt, Bow, Dagger, Staff, Sword
  • Armors: Cloth, Light, Medium, Light Helmet, Heavy Helmet
  • Skills: Pets, Track

Rangers excel at finding those lost in the woods, using their pets and their natural skill to fight those who wish to upset the balance of nature. Rangers begin as Fighters until level 8, and become Stalkers at level 25.

Sorcerer

  • Exp to 25: 375 million
  • Weapons: Staff
  • Armors: Cloth, Light Helmet
  • Skills: Beam, Blast, Enchant, Golem, Power, Sap, Stoneskin

Sorcerers are wielders of the arcane arts, and can use them to devastating effect, damaging opponents and strengthening themselves and their allies. Sorcerers begin as Mages until level 8, and become Enchanters at level 25.

Thief

  • Exp to 25: 300 million
  • Weapons: Dagger
  • Armors: Cloth, Light, Medium, Light Helmet, Heavy Helmet, Shield
  • Skills: Autosneak, Backstab, Hide, Steal

Thieves are sneaky, and make a habit of relieving things of the coins in their pockets; when wielding a dagger, thieves can also backstab by attacking when hidden, dealing three times their usual damage. Thieves begin as rogues until level 8, then become Brigands at level 25.