Class Guide

From WDWiki
Jump to: navigation, search

Thee are just basic guidelines and based on the opinion of the author. Feel free to adjust to your own personal style.

Monk[edit]

Roles and Responsibilities[edit]

Can dish out huge amounts of damage, but very poor at taking it. Monks use no weapons at all and thus do not have any of the weapon skills available to gain. Charged strike and your fists are your weapon.

Key skills/spells[edit]

  • Punch: Just what it sounds like, Punches the target.
  • Kick: Not to be confused with the skill for the rest of classes. This is similar to punch.
  • Uppercut: A more powerful punch, this is a finishing move for a combo.
  • Roundhouse: A more powerful kick, this is a finishing move for a combo.
  • Dimmak: The monk opening attack. Does immediate damage followed by a chance to do more damage once a round for three rounds.
  • Switch: Allows the monk to switch the target of their attacks mid combat.
  • Charged Strike: Allows the monk to switch the damage type of both skills and basic hits.
  • Martial: Improves the chances of attacks stringing together into combos.
  • Concentration: Nobody has been able to figure out what this does yet and there is no help file to date.

Tips and Tricks[edit]

Monks are a difficult class to play in that you cannot spam attacks. you have to time the entry of commands properly to get moves to string together and produce combos. Combos will provide added effects depending on the damage type being used. Energy based attacks will result in a bleed effect being applied to the target that will do damage for 2-3 rounds after the combo successfully lands. Pierce will result in a gouge affect. A partial listing of combos can be seen below. Some players with stable and fast internet connections have been able to set timers with triggers to make a monk tick.

Creation Guide for Monks[edit]

Under construction. However, monks do not need much in the way of spells. most of the spell groups are useless other than detection. Gain punch kick uppercut and roundhouse. Gain all seven attacks and stun, rescue, dimmak, switch.

List of Known Combo Moves[edit]

Acid[edit]

  • Acidic Ooze: punch, uppercut

Bash[edit]

  • Bash: kick punch roundhouse. kick punch uppercut. punch kick uppercut

Disease[edit]

  • Plague: kick uppercut.

Energy[edit]

  • Bleed: kick kick kick

Fire[edit]

  • Ignite: kick punch punch. kick punch uppercut

Holy[edit]

  • Curse: kick punch uppercut
  • Holy Wrath: punch punch kick

Light[edit]

  • Ray of Truth: punch kick punch

Lightning[edit]

  • shocking grasp: kick punch punch

Mental[edit]

  • Scare: punch kick roundhouse

Negative[edit]

  • Edrain: kick uppercut.
  • dispel: punch kick roundhouse

Pierce[edit]

  • Gouge: punch punch
  • Ravage: punch kick uppercut

Poison[edit]

  • Poison: Punch roundhouse. punch kick. punch uppercut

Slash[edit]

  • Slash Attack: kick punch uppercut

Gladiator[edit]

Roles and Responsibilities[edit]

Pure combat class, excelling at tanking and dealing damage.

Key skills/spells[edit]

  • Bash: lets you slam into enemy target, giving you a chance to stun the target if you have the stun skill and can interfere with spell casting
  • Berserk: consumes some mana which is otherwise useless for Gladiators, giving the character more hitroll, more damroll and less armor protection while providing a small amount of healing
  • Counter: turns an enemy's physical attack against themselves, dealing damage in the form of the Gladiator's primary weapon
  • Deathtouch: massive single hit damage skill used when the target is at or under 15% of total life
  • Dirt kick: blinds the target for one tick and can be removed with the rub skill
  • Rescue: removes target group member from combat and makes the user "tank" whoever the group member was fighting
  • Rub: only class able to use this skill while in combat, used to remove dirt kick and gouge affects
  • Stun: passive skill that has a chance to land on a successful bash, rendering the target incapable of action for 1-3 combat rounds
  • Rush: An opening attack that has two parts. If targetted it acts similar to traditional backstab but is always "bash" type damage regardless of weapon. If untargetted it is an AoE similar to Creeping Doom. It also has a chance to stun all targets. This skill requires that the user be Berserked.

Creation guide for glads[edit]

  • For lowest exp, gaining only what is necessary.
    • Dagger, Berserk, Dirt Kicking, Enhanced Damage, Parry, Rub, Bash, Kick, Rescue
    • Stun, Hotswap, Rush, Counter, Dodge, Grip, Third Attack, Fourth Attack
    • Fifth Attack, Sixth Attack, Seventh Attack,
Race CP EXP Race CP EXP Race CP EXP
Avian 52 1808 Centaur 56 2970 Draconian 58 1710
Drow 52 1728 Dwarf 55 1575 Elf 52 1728
Esper 53 2970 Giant 53 1567 Gnoll 54 1700
Gnome 51 2092 Goblin 52 1808 Halfling 52 2160
Halfelf 49 1377 Halforc 53 1485 Heucuva 57 1665
Human 47 1215 Kenku 52 2240 Minotaur 54 1445
Pixie 53 2970 Podrikev 58 1805 Thri'Kreen 59 1852
Titan 58 1805 Satyr 53 2722
  • Higher exp but less to gain later via quested trains or while leveling.
    • Axe, Polearm, Whip, Hand to Hand, Flail, spear, Mace
Race CP EXP Race CP EXP Race CP EXP
Avian 63 2599 Centaur 68 4620 Draconian 70 2700
Drow 64 2592 Dwarf 67 2430 Elf 64 2592
Esper 65 4500 Giant 65 2375 Gnoll 66 2600
Gnome 63 3105 Goblin 64 2712 Halfling 64 3240
Halfelf 61 1995 Halforc 65 2250 Heucuva 69 2610
Human 59 1755 Kenku 64 3360 Minotaur 66 2210
Pixie 65 4500 Podrikev 70 2850 Thri'Kreen 71 2945
Titan 70 2850 Satyr 65 4125

Lich[edit]

Roles and Responsibilities[edit]

Primarily a PK support class, using rescue to redirect damage and feed to deal damage. They now have Coldfire to damage characters below 15% HP. Coldfire also has a chance to dispel the target. Replenish is very useful on long runs or for Immquests to help priests keep their mana full.

Key skills/spells[edit]

  • Acid blast: only viable spell/skill to use on targets at or under 15%
  • Feed: bites the target doing damage and adding some of the damage dealt to your HP
  • Leech: mana version of feed, targets opponent's mana and adds on to your mana
  • Lifeforce: adds mana to the "life pool" of the user, damage dealt to the lich is first dealt to their mana before using HP
  • Rescue: removes target group member from combat and makes the user "tank" whoever the group member was fighting
  • Coldfire: This skill has a chance to hit between 1-3 times and each hit has a small chance to also cast dispel magic on the target. This is a "cold" based damage.
  • Replenish: This skill allows the lich to restore a portion of another person's mana by sacrificing a smaller portion of their own.
  • Necroticstrike: This is the lich's opening attack. They must be sneaking to use it. It can hit multiple times and has a healing component similar to feed. Its damage type is also similar to feed.

Creation guide for liches[edit]

  • Lowest EXP gaining only what is necessary
    • Detection (detection spells), Lich Enhanced (Replenish and Coldfire), Transportation (Dimension Door)
    • Sword, Kick, Rescue, Second Attack, Third Attack, Dodge, Parry, Leech, Necrotic Strike
    • Enhanced Damage, Dirt Kicking, Rub, Maladictions (Blind, slow, curse, and weaken)
Race CP EXP Race CP EXP Race CP EXP
Avian 44 1296 Centaur 48 1190 Draconian 50 2025
Drow 44 1248 Dwarf 47 2430 Elf 44 1248
Esper 45 1607 Giant 45 1350 Gnoll 46 1300
Gnome 43 1552 Goblin 44 1188 Halfling 44 1296
Halfelf 41 997 Halforc 45 1187 Heucuva 49 1305
Human 39 980 Kenku 44 2040 Minotaur 46 1300
Pixie 45 1687 Podrikev 50 1470 Thri'Kreen 51 1519
Titan 50 1470 Satyr 45 1750
  • To gain everything desired in a lich
    • Enhancement (Giant strength and Haste), Benedictions (bless and frenzy)
    • Protective (Sanctuary and Life Force, Peek
Race CP EXP Race CP EXP Race CP EXP
Avian 60 2160 Centaur 64 2040 Draconian 66 3510
Drow 60 2080 Dwarf 63 4140 Elf 60 2080
Esper 61 2835 Giant 61 2268 Gnoll 62 2200
Gnome 59 2632 Goblin 60 1980 Halfling 60 2160
Halfelf 57 1757 Halforc 61 1995 Heucuva 65 2250
Human 55 1715 Kenku 60 3400 Minotaur 62 2200
Pixie 61 2835 Podrikev 66 2548 Thri'Kreen 67 2646
Titan 66 2548 Satyr 61 2940

Mercenary[edit]

Roles and Responsibilities[edit]

Pure combat class, dealing massive damage via backstab, circle and strike.

Key Skills/Spells[edit]

  • Circle: the bread and butter damage skill of the game, works until the target is at or under 15% of total life and doesn't work when blind
  • Decoy: spell the mercenary can cast that creates a duplicate of themselves to confuse the enemy in PK
  • Gouge: blinds the target for one tick and can be removed with the rub skill
  • Strike: similar to circle but works at all percentages of life, also works through blind

Creation guide for Mercenary[edit]

  • The necessities
    • Detection, sword, dodge, parry, circle, strike, gouge, second attack
    • third attack, fourth attack, backstab, hotswap, kick, dual wield
Race CP EXP Race CP EXP Race CP EXP
Avian 56 2430 Centaur 60 1800 Draconian 62 3960
Drow 56 1620 Dwarf 59 3510 Elf 56 1620
Esper 57 1998 Giant 57 2497 Gnoll 58 2185
Gnome 55 2362 Goblin 56 1782 Halfling 56 1620
Halfelf 53 1567 Halforc 57 1998 Heucuva 61 2100
Human 51 1627 Kenku 56 2520 Minotaur 58 1900
Pixie 57 1998 Podrikev 62 2530 Thri'Kreen 63 2645
Titan 62 2530 Satyr 57 1850
  • The stuff you may be gaining after creation with trains.
    • illusion, axe, polearm, whip, peek, flail, haggle, pick lock
    • mace, spear, rub
Race CP EXP Race CP EXP Race CP EXP
Avian 97 9990 Centaur 101 7560 Draconian 103 16560
Drow 97 6660 Dwarf 100 14400 Elf 97 6660
Esper 98 8208 Giant 98 10260 Gnoll 99 8970
Gnome 96 9720 Goblin 97 7326 Halfling 97 6660
Halfelf 94 6460 Halforc 98 8208 Heucuva 102 8800
Human 92 6720 Kenku 97 10360 Minotaur 99 7800
Pixie 98 8208 Podrikev 103 10580 Thri'Kreen 104 11040
Titan 103 10580 Satyr 98 7600

Priest[edit]

Roles and Responsibilities[edit]

A versatile class within a group, they are primarily a healer but can also function as a tank in some instances.

Key Spells[edit]

  • Anchor and Vortex: Anchor allows the priest to memorize a spot in the world. Vortex allows the priest to return him/herself to that spot as well as anyone they may be grouped with. There are some rooms that you cannot anchor in.
  • Divine wrath: primary damage spell of the priest that causes holy damage and has a chance to dispel the target's magic.
  • Full heal: at a high cost of mana allows the priest to completely heal one target with a 2 combat round lag period
  • Holy invoke: acts as a second Sanctuary, making the priest take 1/3 less damage
  • Curse: removes the favor of the target's god, preventing use of the recall command in any form.

Creation guide for Priest[edit]

  • The Necessities
    • Creation, detection, transportation, curative, healing, protective
    • maladictions, enhancement, shielding, attack, benedictions, flail
    • whip, kick
Race CP EXP Race CP EXP Race CP EXP
Avian 54 1615 Centaur 58 1900 Draconian 60 2700
Drow 54 1921 Dwarf 57 2127 Elf 54 1921
Esper 55 1575 Giant 55 1977 Gnoll 56 1800
Gnome 53 1633 Goblin 54 1921 Halfling 54 1836
Halfelf 51 1472 Halforc 55 3150 Heucuva 59 1950
Human 49 1305 Kenku 54 1700 Minotaur 56 1800
Pixie 55 1575 Podrikev 60 1860 Thri'Kreen 61 1953
Titan 60 1860 Satyr 55 1750
  • The stuff you'll be gaining otherwise later
    • shield block, second attack, rub
Race CP EXP Race CP EXP Race CP EXP
Avian 67 2565 Centaur 71 3100 Draconian 73 4455
Drow 67 3051 Dwarf 70 3450 Elf 67 3051
Esper 68 2520 Giant 68 3164 Gnoll 69 2900
Gnome 66 2574 Goblin 67 3051 Halfling 67 2916
Halfelf 64 2280 Halforc 68 5040 Heucuva 72 3200
Human 62 1980 Kenku 67 2700 Minotaur 69 2900
Pixie 68 2520 Podrikev 73 3069 Thri'Kreen 74 3162
Titan 73 3069 Satyr 68 2800

Sage[edit]

Roles and responsibilities[edit]

Primarily a PK class, uses curse and entangle to immobilize the target while creeping doom deals major damage to the entire room.

Key spells/Skills[edit]

  • Creeping doom: hits all non-grouped, non-clan members in a single room including mobs dealing massive damage
  • Curse: removes the favor of the target's god, blocking them from any form of recalling
  • Entangle: causes roots to grow from the ground, making the target unable to flee
  • Lifeforce: adds mana to the "life pool" of the user, damage dealt to the sage is first dealt to their mana before using HP

Creation guide for Sage[edit]

  • The necessities
    • protective, shielding, maladictions, creation, attack, benediction
    • enhancement, transportation, detection, curative, whip, flail
Race CP EXP Race CP EXP Race CP EXP
Avian 57 1665 Centaur 61 2300 Draconian 63 2599
Drow 57 1757 Dwarf 60 3500 Elf 57 1757
Esper 58 1710 Giant 58 2565 Gnoll 59 1950
Gnome 56 1710 Goblin 57 1998 Halfling 57 1998
Halfelf 54 1615 Halforc 58 2565 Heucuva 62 2200
Human 52 1680 Kenku 57 2127 Minotaur 59 1950
Pixie 58 1710 Podrikev 63 2645 Thri'Kreen 64 2760
Titan 63 2645 Satyr 58 1900
  • The stuff youll later regret not getting and have to gain with trains
    • shield block, parry, second attack, rub
Race CP EXP Race CP EXP Race CP EXP
Avian 74 3060 Centaur 78 3800 Draconian 80 4520
Drow 74 3230 Dwarf 77 6475 Elf 74 3230
Esper 75 3150 Giant 75 4725 Gnoll 76 3600
Gnome 73 3135 Goblin 74 3672 Halfling 74 3672
Halfelf 71 2945 Halforc 75 4725 Heucuva 79 3900
Human 69 3045 Kenku 74 3910 Minotaur 76 3600
Pixie 77 3330 Podrikev 80 4600 Thri'Kreen 81 4830
Titan 80 4600 Satyr 75 3500

Strider[edit]

Roles and responsibilities[edit]

The ultimate support class. This class has some limited healing capabilities as well as curative spells. Can cast most positive spells and many maladictions. They can also make good tanks.

Key Skills/Spells[edit]

  • Cleave: primary damage skill, dealing slash damage no matter the strider's primary weapon that has a chance to amplify and deal massive damage.
  • Counter: turns an enemy's physical attack against themselves, dealing damage in the form of the Strider's primary weapon
  • Summon bear: summons a bear to help you in combat, gets a boost in power at hero and does more damage than the strider will with his/her weapon
  • Track: allows the Strider to track a fleeing target
  • Rescue: removes target group member from combat and makes the user "tank" whoever the group member was fighting
  • Entangle: roots grow from the ground, preventing the target from fleeing.
  • Bearstomp: This is a combined attack between the striders bear and the strider himself. The bear hits the target and knocks them into the strider, who has a chance to hit the target themselves. This skill requires the use of a bear, and forces the bear to tank the target.

Creation guide for strider[edit]

  • the necessities
    • maladictions, detection, creation, transportation, sword, enhanced damage
    • cleave, kick, rescue, Third attack, fourth attack, fifth attack
    • bearstomp, dodge, parry, shield block
Race CP EXP Race CP EXP Race CP EXP
Avian 63 2484 Centaur 67 2700 Draconian 69 3132
Drow 63 2185 Dwarf 66 4160 Elf 63 2185
Esper 64 2280 Giant 64 3240 Gnoll 65 4125
Gnome 62 2178 Goblin 63 2277 Halfling 63 2484
Halfelf 60 1900 Halforc 64 3240 Heucuva 68 2800
Human 58 1710 Kenku 63 2300 Minotaur 65 2500
Pixie 64 2280 Podrikev 69 2755 Thri'Kreen 70 2850
Titan 69 2755 Satyr 64 2400
  • Stuff you will regret not getting and have to gain with trains later
    • protective, curative, axe, polearm, flail, spear, hand to hand
    • rub, mace, whip, haggle, illusion
Race CP EXP Race CP EXP Race CP EXP
Avian 104 10368 Centaur 108 11200 Draconian 110 12960
Drow 104 9120 Dwarf 107 17280 Elf 104 9120
Esper 105 9500 Giant 105 13500 Gnoll 106 17160
Gnome 103 9108 Goblin 104 9504 Halfling 104 10368
Halfelf 101 7980 Halforc 105 13500 Heucuva 109 11600
Human 99 7020 Kenku 104 9600 Minotaur 106 10400
Pixie 105 9500 Podrikev 110 11400 Thri'Kreen 111 11700
Titan 110 11400 Satyr 105 10000

Wizard[edit]

Roles and Responsibilities[edit]

Great for getting places unseen, exploring the realms and dealing massive damage in one spell but not particularly useful in groups.

Key Spells[edit]

  • Globe of invulnerability: adds resistance to magic attacks (DOES NOT stack with racial resistances)
  • Improved invis: only characters who the Wizard has friended can see the wizard, some mobs will still see through this
  • Meteor swarm: primary damage spell at hero that launches an assault of meteors at the target, varying in number between one and eight
  • Curse: removes the favor of the target's god, blocking them from any form of recalling

Creation guide for wizard[edit]

  • the necessary
    • creation, illusion, shielding, detection, benediction, enhancement
    • maladictions, transportation, protective, draconian, sword, flail
    • whip, combat
Race CP EXP Race CP EXP Race CP EXP
Avian 60 1980 Centaur 64 2160 Draconian 66 2938
Drow 60 2340 Dwarf 63 3795 Elf 60 1800
Esper 61 1890 Giant 61 3780 Gnoll 62 2200
Gnome 59 1755 Goblin 60 1900 Halfling 60 1900
Halfelf 57 1757 Halforc 61 3780 Heucuva 65 2500
Human 55 2625 Kenku 60 2300 Minotaur 62 2200
Pixie 61 1890 Podrikev 66 4420 Thri'Kreen 67 4590
Titan 66 4420 Satyr 61 2100
  • The stuff thats nice to have
    • shield block, second attack, peek, rub
Race CP EXP Race CP EXP Race CP EXP
Avian 80 3960 Centaur 84 4320 Draconian 86 5876
Drow 80 3600 Dwarf 83 7590 Elf 80 3600
Esper 81 3780 Giant 81 7560 Gnoll 82 4400
Gnome 79 3510 Goblin 80 3800 Halfling 80 3800
Halfelf 77 3515 Halforc 81 7560 Heucuva 85 5000
Human 75 5250 Kenku 80 4600 Minotaur 82 4400
Pixie 81 3780 Podrikev 86 8840 Thri'Kreen 87 9180
Titan 86 8840 Satyr 81 4200