Class

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ATTRIBUTE Primary Statistic Resistance Secondary
Name Portrait Voice Gender Age Race Title Class Level Experience Skillpoints
Might Magic Endurance Speed Accuracy Luck
Generic Fire Air Water Earth Spirit Mind Body Light Grey Dark
Hitpoints Spellpoints ArmourClass PrimaryHit Damage SecondaryHit Damage RangedHit Damage


CLASS Explorer Warrior Agent Adventurer Knight Ranger Assassin Thief Monk Bard
Student Acolyte Scholar Apprentice Cleric Saint Druid Runemaster Sorcerer Necromancer


There are three major steps in the career of a player character, all of them irrevocable. At start-up, the young characters have a choice between action (explorer) and study (student). When they are ready to set out for their mission, they each get to choose from three possible careers. Finally, each character can get promoted to one of the two professions that are open to them.

Every step along the way gives access to certain skills and higher mastery of those skills, and supplies the character with additional hitpoints and spellpoints.


Classes

There are 20 different classes for player characters in Might and Magic Tribute.

  • 2 starting classes
  • 6 intermediate classes
  • 12 final classes (professions)

To advance to a higher class, a character must seek promotion. This requires the completion of a quest given by the citizen that handles the promotions to that class in Karigor. Promotion opens new skills and skill mastery, but also closes alternative options.

class description
Explorer Explorers are beginners who wish to become good fighters or famous adventurers. They seek action and the thrills of combat and treasure. As they advance in level, Explorers gain more hitpoints than students. Each explorer can select to become a warrior, an agent or an adventurer later on.
Student Students are beginners who wish to become good spellcasters. They have decided to walk the path of magic, seeking knowledge before action. Students, as they level up, receive a good amount of spellpoints to cast their spells, but less hitpoints than explorers. Their future choices are to become scholars, acolytes or apprentices, depending on their interests in magic.
Warrior Warriors have chosen battle skills over spellbooks. Skilled in both melee and ranged combat, they are able to deal with many dangerous foes. Warriors can master a number of fighting skills, including sword, axe, spear, bow and chain armour, and a high perception helps them to find their enemies and avoid their traps. They gain more hitpoints than agents or adventurers. As their final profession, warriors can choose between knight and ranger.
Agent Agents are advanced explorers who have chosen a life of cunning. In combat, they prefer surprise over sheer power, with dagger and mace as their weapons of choice, and they rather dodge counter-attacks or wear leather so their armour won't slow them down. Agents can aquire a basic knowledge of magic to support their mastery of stealth: stealing and disarming traps. When the moment comes, agents will specialize as assassins or thieves.
Adventurer Adventurers are promoted explorers who are seeking image. As potential masters of pathfinding and item repair, they know their way around. When they become masters of music they can inspire the entire party in battle, or hold their own with their skills in staff and unarmed combat. Adventurers will eventually find satisfaction in life as monks or bards. Like agents, they can gain some expertise in spellcasting to use when needed.
Acolyte Acolytes are advanced students who have chosen to focus their studies on self schools. They can master the magic of spirit, mind and body. As they divide their time between helping the commonfolk and devote seclusion, they can learn both merchant and meditation skills up to master level. Later in life, each acolyte will have to choose between full knowledge of self magic and the higher path of light, as they select the profession of cleric or saint.
Scholar Scholars are dedicated spellcasters who try to perfect their spellcasting skills before learning new spells. As a consequence, they can learn all elemental and self schools up to expert. As masters of learning, they will be able to develop them all, and mastery of alchemy is a logical follow-up. Scholars can progress further on this path and become druids, or seek command of the world's events as runemasters.
Apprentice Apprentices are advanced students who have chosen to concentrate their studies on elemental schools. As they unravel the secrets of fire, air, water and earth, apprentices also master the identification of items and monsters. The final professional choice of an apprentice is to either learn the highest elemental spells as a sorcerer, or walk the dark, but tremendously powerful path of the necromancer.
Knight The knight class is the workhorse fighting class. Wielding two swords, or the deadly combination of sword and spear, they can deal significant damage to any foe or monster. In different situations a knight, protected by shield and plate armour, will give the other party members the time they need to cast their spells - something a knight can never learn. While they are already the toughest fighters of all classes, grandmastery of bodybuilding allows knights to remain standing when others would fall.
Ranger Rangers are warriors with more balance rather than pure power. As grandmasters in the bow skill, they can do more ranged damage than any other fighter. In melee, they will finish the job with a migthy axe, well protected by their chainmail. With their high perception, there is nothing that a ranger cannot find or track down. Occasionally, rangers will support their actions with their acquired magic skills in the realms of earth, spirit and light.
Assassin Assassins are born for one thing: to seek out and terminate a single enemy. All their skills are tuned to this task. Daggers are their weapon of choice, but with grandmastery in armsmaster they can use other weapons as well with great effectiveness, if the occasion requires it. Expertise in air, mind and dark magic may come in handy as well. Nonetheless, they will not shy away from an open fight and do damage where they can.
Thief Thieves are former agents who intend to follow the path of stealth to perfection. With grandmaster skills in stealing and the disarming of traps, they are looking for treasure, rather than combat, and wear leather as their armour of choice to avoid noise. Their best weapon is the mace, so they have a chance to paralyze anyone who interferes with their plans. Thieves can become experts in the schools of fire, water and grey magic, realms that enhance their abilities.
Monk Monks are advanced adventurers who have chosen the path of simplicity, doing away with anything that they don't need. They are grandmasters of unarmed combat and dodging, able to strike often while they are very hard to hit themselves. Expertise in water, earth, mind and body magic further increases their survival skills. With Bards, Monks are the only ones who can learn all the miscellaneous skills, and after a fight they will repair everything that was broken.
Bard Bards are experienced adventurers who have chosen a full, complex life. They are always present when something is happening. In battle, grandmastery of staff makes them last, but often they will rather play their music to spur on their friends and intimidate the opposition. On the road, the Bard's unsurpassed knowledge of pathfinding will greatly speed up travel. Expertise in fire, air, spirit and body magic support the Bard's best skills.
Cleric Clerics are the ultimate adherents of the magics of self. In this final stage of their career, they learn the top spells of spirit, mind and body, which are out of reach for everybody else. The price to pay is the inability to learn any spells in other schools of magic. In combat, a Cleric will see to the healing and curing of their friends, a task that should not be underestimated, and land an occasional blow themselves from behind a shield.
Saint With their knowledge of the self magics as a basis, Saints have chosen to follow the holy path of light. This opens up a new realm of powerful, supportive spells, all of which they can learn to cast at maximum effectiveness. In the absence of a Bard, a Saint will play music during combat, and otherwise try to stay out of harm's way if there are no spells to cast. Civilians greatly admire them, so it is only logical that Saints can be merchant grandmasters.
Druid Druids are masters of all self and elemental schools. There is no other class with such a vast command of magic. Grandmastering meditation, they have the ability to cast spell after spell. They rarely have time to use weapons in combat. However, like the Saint, they can play a fair battle tune. Noteworthy is the Druid's ability to become a grandmaster at alchemy and mix those rare, top-level potions from basic ingredients.
Runemaster Runemasters, as scholars incontent even with the wide range of ordinary magic, have chosen to walk the mysterious, almost forgotten shadow path of grey. They follow it to the end while perfecting their spellcasting and learning skills. Runemasters are the great meddlers, and will even manipulate time itself if it suits their purpose. They can do decent damage in melee combat with a pair of daggers, but they are vulnerable.
Sorcerer Apprentices who wish to attain full knowledge of elemental magic, become Sorcerers. It is the only class to learn the highest elemental spells, including Lloyd's new Beacon spell that can get the party out of a dangerous situation. Their mastery of the staff will mainly be used for defensive purposes, or when all spellpoints have been depleted. As grandmasters of item identification, Sorcerers make sure that the spoils are put to good use.
Necromancer Necromancers leave their studies of the elements behind and choose the path of dark, cherishing a new range of the most destructive spells one can imagine, which they will cast as a spellcasting grandmaster. If they run out of spellpoints too fast they still have master-level elemental spells to fall back on, or as the only spellcaster class they can use a sword. A most valuable contribution to combat is their ability to identify all monsters and their weaknesses.

Summary of player character development

initiate expertise profession mastery promotion grandmastery
Explorer sword dagger axe spear mace bow leather shield perception bodybuilding repair armsmaster stealing pathfinding Warrior sword axe spear bow chain shield perception bodybuilding armsmaster Knight sword spear plate shield bodybuilding
Ranger axe bow chain perception
Agent dagger mace leather dodging disarmtrap stealing Assassin dagger armsmaster
Thief mace leather disarmtrap stealing
Adventurer staff music unarmed repair pathfinding Monk unarmed dodging repair
Bard staff music pathfinding
Student spellcasting staff music leather merchant learning meditation identifyitem identifymonster alchemy Acolyte spirit mind body merchant meditation Cleric spirit mind body
Saint spellcasting light merchant
Scholar spellcasting learning alchemy Druid meditation alchemy
Runemaster spellcasting grey learning
Apprentice fire air water earth identifyitem identifymonster Sorcerer fire air water earth identifyitem
Necromancer spellcasting dark identifymonster

Secondary skills, expertise and mastery not listed. See also: skill.