Overview
Warrior - pure tank, can use every type of weapons and armor, give much damage with melee attacks and can withstand lots of enemies' blows (because of many HP).
Templar - tank with ability to heal, less power of healing than Cleric, less damage capacity and strenght than Warrior.
Rune Knight - tank with ability to do damage with spells, can use spells of Wizard and some spells of Necromancer and Enchanter. Can also use the heaviest weapons in the game like Viking.
Thief - fast melee fighter which do damage to enemies with dual wielding medium and light weapons.
Archer - fast user of bows, does high, but a bit less than Thief damage without being affected by enemies' shield spells.
Pirate - mix of Thief and Archer, use mainly crossbows, but can use also light weapons.
Viking - user of the heaviest weapons in the game, strong, but slow, does REALLY high damage, has more HP than thief, can drain health on kill with Codex.
Wizard - magic user, attacks enemies with single damaging magic blows and protects party with shields which affects attackers, low HP.
Necromancer - magic user, attacks enemies with poisons and fears, low HP.
Enchanter - magic user, boosts party's stats and weaks enemies' stats, charms enemies for help him, puts them to sleep, confuses them.
Cleric - pure healer, can be equiped in maces, can attack enemies with spells - holy damage, can cure poisons.
Details
Warrior
Weapons - all: ranged, heavy, medium and light, except for magical staffs (which are useless for him).
Armor - all.
Magic - none.
Abilities - protecting party.
Templar
Weapons - medium and worse: medium, light and staffs - recommended longsword at main hand.
Armor - all.
Magic - healing, holy damage, curing, protective spells, magic shields.
Abilities - taking on self enemies' blows.
Rune Knight
Weapons - all except bows.
Armor - all.
Magic - damaging: blows and poisons, boosting your party's states, draining health and mana, counter-shields, magic and mind alert shields and weaks.
Abilities - taking on self enemies' blows.
Viking
Weapons - all except bows and magical staffs.
Armor - chain or worse.
Magic - none.
Abilities - high damage with drain health when killing.
Archer
Weapons - all except heavy non-magical and magical staffs.
Armor - chain or worse.
Magic - none.
Abilities - spread non-reduced by enemies' armor damage.
Thief
Weapons - medium, light and non-magical staffs.
Armor - leather or worse.
Magic - none.
Abilities - concentrated damage.
Pirate
Weapons - crossbows, medium, light and non-magical staffs.
Armor - leather or worse.
Magic - none.
Abilities - increasing your party's critical hit chance.
Cleric
Weapons - blunt and staffs.
Armor - cloth.
Magic - healing, holy damage, curing, protective spells, muting, magic shields.
Abilities - none.
Wizard
Weapons - staffs.
Armor - cloth.
Magic - damaging blows, counter-shieds, magic shields and weaks.
Abilities - none.
Necromancer
Weapons - staffs.
Armor - cloth.
Magic - poisons, fears, magic absorption, health and mana drain, magic shields and weaks.
Abilities - none.
Enchanter
Weapons - staffs.
Armor - cloth.
Magic - boosting friends' and weaking enemies' states, charming, confusing and putting to sleep enemies, reflecting enemies harmful spells, magic and mind alert shields and weaks.
Abilities - none.
States at begining of game
Class | hp | mp | str | dex | foc | wis | vit | res |
---|---|---|---|---|---|---|---|---|
Warrior | 41 | - | 53 | 53 | 24 | 20 | 69 | 4 |
Templar | 38 | 22 | 44 | 44 | 56 | 38 | 64 | 4 |
Rune Knight | 37 | 22 | 45 | 45 | 45 | 38 | 62 | 4 |
Viking | 32 | - | 67 | 53 | 29 | 18 | 54 | 5 |
Archer | 31 | - | 60 | 60 | 32 | 24 | 53 | 5 |
Thief | 28 | - | 53 | 67 | 34 | 26 | 48 | 5 |
Pirate | 32 | - | 56 | 64 | 26 | 22 | 54 | 5 |
Cleric | 26 | 40 | 34 | 33 | 66 | 68 | 45 | 6 |
Wizard | 26 | 41 | 29 | 32 | 72 | 69 | 45 | 6 |
Necromancer | 26 | 36 | 34 | 26 | 75 | 61 | 44 | 5 |
Enchanter | 26 | 40 | 32 | 29 | 67 | 67 | 44 | 5 |
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