Subclasses: Difference between revisions

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(Created page with "Additional Note: Every T3 class has an average damage ‘signature’ ability. I.E. Smite on Paladin, Magic Missile on Wizard, etc. Elemental attunements change this to an elemental version of this. I.E. ‘Fire Missile’, the Profession subclasses replace this skill with their own skill, and shifters replace it with ‘Shift’ which allows them to turn into a different class with unique abilities. Every T2 class loses a relevant weak damage ability. The T0/civilian/cr...")
 
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== Elemental Attunements ==
== Elemental Attunements ==
Elemental Attunements: Note, all Attunements replace one of your class skills (or add one for peasant/village) with an elementally themed ability that uses traits appropriate for your class. I believe this is a average damage for most classes, and adds a weak for peasant/villager
{| class="wikitable"
{| class="wikitable"
!Attunement
!Attunement
Line 209: Line 210:


== Prestige Subclasses ==
== Prestige Subclasses ==
Prestige Subclasses: Note, Professions all have a unique skill that replaces (or adds for peasant/village) an existing skill As well as add unique abilities unique to them. This replaces a medium damage ability that is signature to the class (I.E. not a STR/DEX one on a wizard.)
{| class="wikitable"
| rowspan="10" |'''Vandal'''
|CHA +1
|Evasion: Magical +1
| rowspan="10" |'''Skills'''
| rowspan="10" |Pocket Sand: Applies Blinded ( -10 Accuracy),
Weak potency, piercing, physical,
dexterity based. 15 FP
Improved Shadow Veil
Pickpocket improvement
Able to use Lockpicks.
Improved Inspect check.
|-
|DEX +3
|Evasion: Physical +4
|-
|FTH -2
|Resist magic +1
|-
|STR +3
|Resist Air +1
|-
|
|Resist Dark +3
|-
|
|Resist Nature +2
|-
|
|Resist Physical +4
|-
|
|Resist Blunt +3
|-
|
|Resist Piercing +3
|-
|
|Resist Slashing +3
|-
! colspan="5" |
|-
| rowspan="14" |'''Medic'''
|STR-2
|Evasion: Magical +4
| rowspan="14" |'''Skills'''
| rowspan="14" |Patch Up (30FP average heal, Scales with highest attribute
between FTH, INT, WIS, CHA)
Medkit usage. (Medkits heal 100% of HP and can
cure people from 0HP, affects them with strong debuff)
|-
|FTH +2
|Evasion: Physical +1
|-
|INT +2
|Resist Magic +4
|-
|WIS +2
|Resist Air +2
|-
|CHA +2
|Resist Arcane +3
|-
|
|Resist Dark +3
|-
|
|Resist Fire +2
|-
|
|Resist Light +4
|-
|
|Resist Nature +2
|-
|
|Resist Water +2
|-
|
|Resist Physical +1
|-
|
|Resist Blunt -1
|-
|
|Resist Piercing -1
|-
|
|Resist Slashing -1
|-
! colspan="5" |
|-
| rowspan="9" |'''Engineer'''
|CHA -1
|Evasion: Magical +2
| rowspan="9" |'''Skills'''
| rowspan="9" |Boltcaster: Average Potency, Piercing, Physical,
Dexterity-Based. 25FP
Dart Gun Usage
|-
|DEX +2
|Evasion: Physical +3
|-
|INT +2
|Resist Magic +2
|-
|WIS +2
|Resit Arcane +3
|-
|
|Resist Fire +3
|-
|
|Resist Physical +3
|-
|
|Resist Blunt +3
|-
|
|Resist Piercing +3
|-
|
|Resist Slashing +3
|-
! colspan="5" |
|-
| rowspan="9" |'''Hexblade'''
|CHA +1
|Evasion: Magical +3
| rowspan="9" |'''Skills'''
| rowspan="9" |???
|-
|DEX +3
|Evasion: Physical +2
|-
|STR +3
|Resist Air +3
|-
|FTH -1
|Resist Arcane -3
|-
|INT -1
|Resist Dark +3
|-
|
|Resist Fire +3
|-
|
|Resist Light +3
|-
|
|Resist Water +3
|-
|
|Resist Physical +2
|}


== Shifters ==
== Shifters ==
SHIFTERS: All shifters shift between a generic, but debuffed form that looks like any other player, this is ‘unshifted’, then they may shift. When you become a shifter you choose an alignment, EVIL, GOOD or NEUTRAL. GOOD/EVIL Get +5 to PHYS and MAGIC resist. RED Shifts auto consent to PVP, BLUE shifts cannot initiate PVP without provocation, (like being threatened) YELLOW shifts are clearly ‘off’ but have no other special rules. Additionally they get a themed set of skills to use.


== Draconic Shifter ==
== Draconic Shifter ==
'''It appears Draconic shifter is not as dramatic as I thought it could be only changing elements of attacks.'''
'''It appears Draconic shifter is not as dramatic as I thought it could be only changing elements of attacks.'''

Revision as of 19:38, 22 June 2023

Additional Note: Every T3 class has an average damage ‘signature’ ability. I.E. Smite on Paladin, Magic Missile on Wizard, etc. Elemental attunements change this to an elemental version of this. I.E. ‘Fire Missile’, the Profession subclasses replace this skill with their own skill, and shifters replace it with ‘Shift’ which allows them to turn into a different class with unique abilities. Every T2 class loses a relevant weak damage ability. The T0/civilian/crafter classes do NOT lose an ability. Adventurer is unconfirmed.

Elemental Attunements

Elemental Attunements: Note, all Attunements replace one of your class skills (or add one for peasant/village) with an elementally themed ability that uses traits appropriate for your class. I believe this is a average damage for most classes, and adds a weak for peasant/villager

Attunement ACC CHA CON DEX FOC FTH INT STR WIS Physical Blunt Pierce Slash Magic Air Arcane Dark Fire Light Nature Water Eva Physical Eva Magical
Nature 1 2 2 2 1 1 1 3 2 -20 30 2 3
Fire 1 2 2 1 1 1 1 4 2 30 -20 1 4
Water 1 2 1 1 4 1 1 1 1 -20 2 30 4 1
Air 1 2 1 1 4 1 1 1 1 30 2 -20 4 1
Arcane 1 2 2 -9 -9 -9 5 2 30 1 2 2 2 2 5
Dark 2 1 2 1 1 1 1 4 2 30 -20 1 4
Light 2 1 2 1 1 1 1 4 2 -20 30 1 4

Prestige Subclasses

Prestige Subclasses: Note, Professions all have a unique skill that replaces (or adds for peasant/village) an existing skill As well as add unique abilities unique to them. This replaces a medium damage ability that is signature to the class (I.E. not a STR/DEX one on a wizard.)

Vandal CHA +1 Evasion: Magical +1 Skills Pocket Sand: Applies Blinded ( -10 Accuracy),

Weak potency, piercing, physical,

dexterity based. 15 FP

Improved Shadow Veil

Pickpocket improvement

Able to use Lockpicks.

Improved Inspect check.

DEX +3 Evasion: Physical +4
FTH -2 Resist magic +1
STR +3 Resist Air +1
Resist Dark +3
Resist Nature +2
Resist Physical +4
Resist Blunt +3
Resist Piercing +3
Resist Slashing +3
Medic STR-2 Evasion: Magical +4 Skills Patch Up (30FP average heal, Scales with highest attribute

between FTH, INT, WIS, CHA)

Medkit usage. (Medkits heal 100% of HP and can

cure people from 0HP, affects them with strong debuff)

FTH +2 Evasion: Physical +1
INT +2 Resist Magic +4
WIS +2 Resist Air +2
CHA +2 Resist Arcane +3
Resist Dark +3
Resist Fire +2
Resist Light +4
Resist Nature +2
Resist Water +2
Resist Physical +1
Resist Blunt -1
Resist Piercing -1
Resist Slashing -1
Engineer CHA -1 Evasion: Magical +2 Skills Boltcaster: Average Potency, Piercing, Physical,

Dexterity-Based. 25FP

Dart Gun Usage

DEX +2 Evasion: Physical +3
INT +2 Resist Magic +2
WIS +2 Resit Arcane +3
Resist Fire +3
Resist Physical +3
Resist Blunt +3
Resist Piercing +3
Resist Slashing +3
Hexblade CHA +1 Evasion: Magical +3 Skills ???
DEX +3 Evasion: Physical +2
STR +3 Resist Air +3
FTH -1 Resist Arcane -3
INT -1 Resist Dark +3
Resist Fire +3
Resist Light +3
Resist Water +3
Resist Physical +2

Shifters

SHIFTERS: All shifters shift between a generic, but debuffed form that looks like any other player, this is ‘unshifted’, then they may shift. When you become a shifter you choose an alignment, EVIL, GOOD or NEUTRAL. GOOD/EVIL Get +5 to PHYS and MAGIC resist. RED Shifts auto consent to PVP, BLUE shifts cannot initiate PVP without provocation, (like being threatened) YELLOW shifts are clearly ‘off’ but have no other special rules. Additionally they get a themed set of skills to use.

Draconic Shifter

It appears Draconic shifter is not as dramatic as I thought it could be only changing elements of attacks.