Difference between revisions of "Class"
m (→Resistance: Removed link to Resistance page, as it concerns monsters (boss modifiers).) |
m (→Level: Added information on the importance of player character Level.) |
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==Level== | ==Level== | ||
− | Player characters begin their adventure at Level '''1''', starting in [[Rogue Encampment]], and gain levels by slaying monsters located across various areas outside town. Upon exploring new areas and unlocking later acts and difficulty levels by completing certain quests, killing monsters of adequate level eventually rewards character with enough [[Experience]] points to reach the maximum Level: '''99'''. | + | Player characters begin their adventure at Level '''1''', starting in [[Rogue Encampment]], and gain levels by slaying monsters located across various areas outside town. Upon exploring new areas and unlocking later acts and difficulty levels by completing certain quests, killing monsters of adequate level eventually rewards character with enough [[Experience|experience]] points to reach the maximum Level: '''99'''. |
<br> | <br> | ||
− | ( | + | Player character Level ('''clvl''' or '''cLvl''') serves a multitude of purposes throughout the game, including, but not limited to: |
+ | *Calculating [[Class#Chance to (be) hit|chance to (be) hit]] for an attack that requires a successful hit check to apply damage. | ||
+ | *Calculating [[Class#Block chance|chance to block]] a successful enemy attack while equipping a shield in [[Expansion]] games. | ||
+ | *Unlocking new [[Skill|skills]] and assigning additional [[Skill#Skill_points|skill points]] to already known skills. | ||
+ | *Meeting [[Requirements|requirements]] to equip [[Item|items]] (or benefit from charms located in player inventory in Expansion games). | ||
+ | *Completing specific [[Quest|quests]]: | ||
+ | **[[Tools of the Trade|{{Ub|=Tools of the Trade}}]] | ||
+ | **[[Rite of Passage (quest)|{{Ub|=Rite of Passage}}]] | ||
+ | <br> | ||
+ | In some cases '''cLvl''' is used to determine item source Level ('''ilvl''' or '''iLvl''') and is thus of particular interest concerning [[Affix|affix]] availability on [[Item#Magic|{{Mb|=magic items}}]], [[Item#Rare|{{Rb|=rare items}}]], and [[Item#Crafted|{{Cb|=crafted items}}]]. | ||
+ | The relevant formulae are summarised in the following table: | ||
+ | |||
+ | |||
+ | (table to be added) | ||
===Level-up=== | ===Level-up=== | ||
− | *Rewards player character with five (5) [[Attribute|attribute points]] and one (1) | + | *Rewards player character with five (5) [[Attribute|attribute points]] and one (1) skill point. |
*Increases maximum [[Stamina]], [[Life]], and [[Mana]], according to the table below. | *Increases maximum [[Stamina]], [[Life]], and [[Mana]], according to the table below. | ||
*Restores Stamina, Life, and Mana completely. | *Restores Stamina, Life, and Mana completely. |
Revision as of 13:23, 17 June 2013
LevelPlayer characters begin their adventure at Level 1, starting in Rogue Encampment, and gain levels by slaying monsters located across various areas outside town. Upon exploring new areas and unlocking later acts and difficulty levels by completing certain quests, killing monsters of adequate level eventually rewards character with enough experience points to reach the maximum Level: 99.
Level-up
1 Displayed stamina, life, and mana are rounded down to the nearest point, while actual stamina, life, and mana are rounded down to the nearest bit (1/256 point).
AttributesSee also: Attribute
Level 1Player characters start with the following primary attribute values, Attack Rating, Defense rating, Stamina, Life, and Mana:
2 Base defense of all classes is [Dexterity/4]. [1]
Bonus Points
3 Stamina, Life, and Mana gained from +all Attributes, +Vitality, and +Energy do not benefit from Increase Maximum Stamina %, Increase Maximum Life %, and Increase Maximum Mana %.
Chance to (be) hitConsult our Attack page for the generic Chance to hit formula and information about its components.
Block chanceConsult our Block page for Classic and Expansion Chance to Block formulae and sources of blocking.
Block rateThe table below lists the minimum Faster Block Rate required by each class to reduce the number of frames in the blocking animation and thus increase its speed. Some breakpoints differ depending on the weapon equipped, the player's form or the skill used. Maximum 140 FBR (Paladin: 155 FBR) can be equipped in the unmodified game.
Cast rateThe table below lists the minimum Faster Cast Rate required by each class to reduce the number of frames in the casting animation and thus increase its speed. Some breakpoints differ depending on the player's form or the skill used.
Hit recoveryThe table below lists the minimum Faster Hit Recovery required by each class to reduce the number of frames in the hit recovery animation and thus increase its speed. Some breakpoints differ depending on the player's form or the weapon equipped. Maximum 594 FHR can be equipped in the unmodified game.
Resistances(to be edited)
Reference
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