Isnt Cleric one of the starter classes too?
Think that splits off from mage really early
Yup!
Fighter, Thief, Cleric, and Wizard
Four independent starts.
Regarding level ups from classes, what would a class level up from the wizard be? I mean, for the thief it‘s more obvious that they become an asassin, the fighter a barbarian,and so on. But what is it for the wizard?
@Nadin2011
Arch-mage? Archon? Doombringer?
I wonder… will we have different specializations within each class? A cleric that becomes either a paladin or an inquisitor, a thief could become a bard, a ranger or an assassin, etc. Hmmm… probably too much work on a game that is already quite ambitious as is.
Oh yes, I fully intend specialized classes.
This game is the traditional RPG. With XP, you level up in classes to gain more perks, powers, and abilities. Fighting enemies, completing quests, and using skills all gain XP.
Currently I’ve got the 4 original classes able to reach level to 3. Since multiclassing is allowed, you can get up to level 12 right now, technically.
Paladins, rangers, assassins, and so on will require various things, in addition to finding the needed teacher. Levels in certain classes, selection of certain perks, and so on.
With a sandbox approach, I can add nearly unlimited class combinations and interesting things.
Wizard specialties- as long as Necromancer, Druid, and Illusionist are in there I’m good. Maybe also Knight and Monk for Fighters & Clerics.
Based on what info is given so far. am I correct to assume this will in effect be the Grand Tournament Daria addition?
Not complaining, just curious.
No, this is much MUCH more ambitious. It won’t look like any other CoG/Hosted game you’ve seen before.
So will monk be a possible sub-class?
Well i know what i am doing am going to tank it i always tank it in a RPG
For sure. I think a few, like monks, can pretty much be guaranteed.
a warrior/mage/thief and with a griffin companion? now we could become a grey warden or something?.
@Lucid which are (so far) the special classes for Warriors?
What’s the difference between a cleric and a warrior? I thought cleric is more of a warrior sub class that use holy powers, kinda like how priest is a mage sub-class
A Cleric is generally a class that specializes in blunt weapons (hammers and maces) light armor (mostly robes but sometimes chainmail) and low level holy magic (light-moderate healing, smite, turn lesser undead etc) whereas a fighter prefers sharp weapons (but can effectively use any weapon class), heavier armor (like platemail) and can’t use magic.
After looking over the implemented classes, I recommend adding Light Armour Proficiency to the Thief class. After all, that’s the armour type that they don the most.
Also, what’s the difference between the Arcana Shield spell and the elemental shield spells? Does Arcana Shield provide balanced protection to all the elements, while the elemental shields give more protection to a certain element? (and possibly less protection to another. I don’t know about you, but I would definitely not want to block a fire attack with an Ice Shield)
Too early to tell. I have the Lost Heir class list handy, so anything is possible. Rangers, Paladins, Battle-Mage, Knight, Weapon-Master… just a few off the top of my head, but it’s too early to know for sure.
@viper32153 covered it well.
A cleric is a religious priest who fights for their god. They are priests who cast spells and do battle.
I need to do further thinking on what a priest would be. In this game, Cleric will likely be the entrance point, and with a level in cleric, you can pursue Priest, which would concentrate more on the magic and less on the combat.
Yes, I’ve been toying with that. Currently, anyone can wear it. Essentially this means that wizards are allowed to wear light armor too. I kind of like that our squishy wizards are allowed to wear light armor. I’ll have to think more on it.
Arcane Shield helps your armor protection, like wearing armor. The Ice/Fire/Electricity Shield actually absorbs damage up to a certain limit, of the type it protects against.
An idea you can toy with is giving wizards a penalty on some aspect of their magic casting when wearing light armour, not devastating but noticeable. This presents the player with a choice; give up defense for spellcasting ability, or the other way around.
This could also bring in an idea for a perk later on which removes the penalty that light armour gives to your spellcasting ability. That way, you can have the best of both worlds.
Of course, I imagine a perk like this would be a mid-high level one. Maybe throw in some prerequisite perks needed to get it. But I assume that the reward would be well worth the trouble.
Do all clerics worship good gods or some can worship evil gods too? And is Paladin a fighter or a cleric? Also will there be classes like bard or artificer, I think you need more rogue classes and skills.