A place to post quick guides on Races/Classes and playstyle.
Posted: Fri Sep 30, 2011 11:45 pm
Having been online and seeing quite a bit of newblood, and an increasing demand for "Hey how do you buld x?" I thought it'd be useful for a quick reference into what defines a class, how you unlock it, and the "defining" features and playstyle.
Honestly, I'm not up to the full task, and with the constant updates it's entirely likely some things listed here will be outdated eventually, but with everyones help I'm sure we'll have a great resource for anyong looking for some quick pointers and tips on which classes and races to come in as, and to work towards unlocking. I'll list what I know first:
--Cornac--
An extra category point, "standard" hitpoints, and no experience penalties giving them a slight leveling edge throughout the game. Particularly handy for picking up traps and disengage on a rogue from level 1, with that extra category point. Consider them "Vanilla." Handy choice to pick when you don't know what to pick. Maybe even use that Category point for an extra infusion/rune. They run a few more points at the end of the game into generic talents simply because they don't have a racial tree.
--Higher--
Vanilla double. Slight experience penalty, slight boost to all the stats, and a 'generalised' racial tree that's overall useful for everyone and focuses on a heal, and a resource replenishment, just so when you're out of options, you're not actually out of options. A solid choice for about anything once again.
--Shalore-- (read: High Elves in more traditional RPG's)
A respectable high experience penalty, and stats tuned more towards anyone who isn't melee. Their racial tree makes them particularly suited towards 'critical' based classes like anorithil, whilst Timeless at the end of their racial tree can be amazing if you have any skills whose effect you just want to last longer. I.E. "Unstoppable," which actually boosts them back up to being capable in the frontlines. Speed and invisibility in their racials as a reactionary and instant use, can sometimes trun the tides of large battles. Note that they do have slightly less hit points than most everyone else. (Yeeks being the exception).
--Skeletons--
Unlock one undead race at random for defeating the Master. You get either Skeleton or Ghoul, do it again to get the other one you're missing. Oh skeletons... Such power. Such weaknesses. Their racial tree is pretty amazing, so it's good to use them with classes that have generic points to spare. One talent that boosts strength and dexterity, a talent that creates a pretty hefty shield, a talent that reduces durations of negative effects on you, and a talent that heals for a pretty decent amount, and at level 5 gives you an extra life (but, you can't drink the blood of life, so it's evened out...) Now, the weaknesses: HEFTY experience penalty, and no infusions. You may note that their racial tree is a decent substitute for infusions though. Their starting dungeon can be a bit rough on most people, but if they live to later in the game their life advantage is a good substitute. They're pretty good all the way around for most classes (though they can never be paladins or anorithil), and make fantastic archers. I bet you hate Skeleton Archers. They have natural boosts in strength and archery. They have some intrinsic immunities like poison, cut, fear, and no need to breathe. Nothing outstanding, though poison is quite handy.
--Ghouls--
And Ghouls, the flip side of the coin. Hp, upon Hp, upon Hp. Their racial boosts str and con, and they get more HP than every other race per level. Once again no infusions, and something very noticable, a global speed penalty. Monsters will occasionally get to act twice for your every one action. That's "Bad." Interestingly their Retch skill does both good damage, but you'll use it more often for it's self healing which it can be fantastic for. They make great frontline fighters since their racial tree offers a stun and a jump. Hard starting dungeon, the same one as Skeletons. They're pretty much tuned NOT to be great mages, however I hear their Retch skill will heal undead minions as well...
--Yeeks-- (Unlock by completing the halfling ruins dungeon and killing subject Z, while saving the Yeek Wayist he's targeting).
My personal favorite, and widely considered a "Challenge" race. Bad strength, bad dexterity, bad constitution, and a life penalty. You don't want to be in melee. However they have excellent will, a leveling advantage (!) via experience boost, and an instant usage thrall spell that will instantly kill any non elite it succeeds versus. If you thought the skeleton starter dungeon was hard, wait till you try out THESE starter dungeons. Of note: you can skip subject Z by using the rod of recall before he gains sight of you, and I don't know if this was intended. But it's handy. I find them entertaining for the challenge, and the QUICK leveling. You'll be level 10 before you get out of your starter dungeons, unless you try not to.
Ok. I'll probably spin around and add some information on a few of the classes (In particular Doomed, they're my specialty), but any feedback or additions are welcome. I do accept visa, tar and feathering, people helping to fill in any present blanks (halfling, thalore, any/all other classes out there...), criticism, and praise all at your own discretion.
Honestly, I'm not up to the full task, and with the constant updates it's entirely likely some things listed here will be outdated eventually, but with everyones help I'm sure we'll have a great resource for anyong looking for some quick pointers and tips on which classes and races to come in as, and to work towards unlocking. I'll list what I know first:
--Cornac--
An extra category point, "standard" hitpoints, and no experience penalties giving them a slight leveling edge throughout the game. Particularly handy for picking up traps and disengage on a rogue from level 1, with that extra category point. Consider them "Vanilla." Handy choice to pick when you don't know what to pick. Maybe even use that Category point for an extra infusion/rune. They run a few more points at the end of the game into generic talents simply because they don't have a racial tree.
--Higher--
Vanilla double. Slight experience penalty, slight boost to all the stats, and a 'generalised' racial tree that's overall useful for everyone and focuses on a heal, and a resource replenishment, just so when you're out of options, you're not actually out of options. A solid choice for about anything once again.
--Shalore-- (read: High Elves in more traditional RPG's)
A respectable high experience penalty, and stats tuned more towards anyone who isn't melee. Their racial tree makes them particularly suited towards 'critical' based classes like anorithil, whilst Timeless at the end of their racial tree can be amazing if you have any skills whose effect you just want to last longer. I.E. "Unstoppable," which actually boosts them back up to being capable in the frontlines. Speed and invisibility in their racials as a reactionary and instant use, can sometimes trun the tides of large battles. Note that they do have slightly less hit points than most everyone else. (Yeeks being the exception).
--Skeletons--
Unlock one undead race at random for defeating the Master. You get either Skeleton or Ghoul, do it again to get the other one you're missing. Oh skeletons... Such power. Such weaknesses. Their racial tree is pretty amazing, so it's good to use them with classes that have generic points to spare. One talent that boosts strength and dexterity, a talent that creates a pretty hefty shield, a talent that reduces durations of negative effects on you, and a talent that heals for a pretty decent amount, and at level 5 gives you an extra life (but, you can't drink the blood of life, so it's evened out...) Now, the weaknesses: HEFTY experience penalty, and no infusions. You may note that their racial tree is a decent substitute for infusions though. Their starting dungeon can be a bit rough on most people, but if they live to later in the game their life advantage is a good substitute. They're pretty good all the way around for most classes (though they can never be paladins or anorithil), and make fantastic archers. I bet you hate Skeleton Archers. They have natural boosts in strength and archery. They have some intrinsic immunities like poison, cut, fear, and no need to breathe. Nothing outstanding, though poison is quite handy.
--Ghouls--
And Ghouls, the flip side of the coin. Hp, upon Hp, upon Hp. Their racial boosts str and con, and they get more HP than every other race per level. Once again no infusions, and something very noticable, a global speed penalty. Monsters will occasionally get to act twice for your every one action. That's "Bad." Interestingly their Retch skill does both good damage, but you'll use it more often for it's self healing which it can be fantastic for. They make great frontline fighters since their racial tree offers a stun and a jump. Hard starting dungeon, the same one as Skeletons. They're pretty much tuned NOT to be great mages, however I hear their Retch skill will heal undead minions as well...
--Yeeks-- (Unlock by completing the halfling ruins dungeon and killing subject Z, while saving the Yeek Wayist he's targeting).
My personal favorite, and widely considered a "Challenge" race. Bad strength, bad dexterity, bad constitution, and a life penalty. You don't want to be in melee. However they have excellent will, a leveling advantage (!) via experience boost, and an instant usage thrall spell that will instantly kill any non elite it succeeds versus. If you thought the skeleton starter dungeon was hard, wait till you try out THESE starter dungeons. Of note: you can skip subject Z by using the rod of recall before he gains sight of you, and I don't know if this was intended. But it's handy. I find them entertaining for the challenge, and the QUICK leveling. You'll be level 10 before you get out of your starter dungeons, unless you try not to.
Ok. I'll probably spin around and add some information on a few of the classes (In particular Doomed, they're my specialty), but any feedback or additions are welcome. I do accept visa, tar and feathering, people helping to fill in any present blanks (halfling, thalore, any/all other classes out there...), criticism, and praise all at your own discretion.