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Difference between revisions of "Classes"

(Ranger)
(Sorceror)
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====[[Sorceror]]====
 
====[[Sorceror]]====
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Attack Increments At Levels: 4, 14, 25
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Needed EXP to Level 25: 350mil
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Can wield staves and wands
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Can wear cloth and light helmets
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20% more mana
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15% MR Bonus
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Spells: Beam, Stoneskin, Blast, Sap, Power, Golem, Fade, Hover
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Can use /scribe - Enchant
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==Healer==
 
==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.
 
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.

Revision as of 15:31, 23 January 2017

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.

NOTE: Class specifics are currently changing and the information will be added and updated as abilities and features are finalized

Fighter

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

Barbarian

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 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

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

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. Healing spell based on intelligence. Similar to food.

+1 armor per level

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

Paladin

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.)

Spells: Cure, Heal, Remedy, Sight, Aegis

Can use /scribe - Bless

Ranger

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.

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

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 or backstabbing someone means you need to move squares to rehide. (Autosneak/Hide work well together).

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

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 four different songs. Song power is based on instrument.

Spells: Cure, Shell

25% less mana

8% MR Bonus

Thief

Mage

No RPG is complete without an arcane caster. Mages use their Intelligence to power a variety of spells.

Necromancer

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

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

Can use /scribe - Enchant

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

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

2% MR Bonus

Can use /scribe - Soulbind and Bless

Druid

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 at level 10, and Bear form 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).