7 Character Classes
7 Character Classes
So we had Fighter's, Mage's and Rogue's previously (alright and a Ranger) do we still have those and if so what else do we have?
I noticed a Knight in a screenshot, anyone see anything else?!
Daniel.
I noticed a Knight in a screenshot, anyone see anything else?!
Daniel.
A gently fried snail slice is absolutely delicious with a pat of butter...
Re: 7 Character Classes
I prefer to wait until release date. I don't want to spoil everything.
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Re: 7 Character Classes
Considering the races of LoG 2, maybe it's:
- knight (heavy armor melee with sword&board/twohanded...)
- barbarian (light armor melee with axes/clubs/unarmed...)
- rogue (light/no armor melee with dagger/unarmed or raged with throwing)
- ranger (light/no armor ranged with bows/crossbows/firearms)
- mage (destructive magic with fire/ice/and so on)
- priest (healing magic/blessings/potions)
- soldier (light armor melee with reach weapons or ranged with crossbow/firearms)
But that's just a shot in the dark...
- knight (heavy armor melee with sword&board/twohanded...)
- barbarian (light armor melee with axes/clubs/unarmed...)
- rogue (light/no armor melee with dagger/unarmed or raged with throwing)
- ranger (light/no armor ranged with bows/crossbows/firearms)
- mage (destructive magic with fire/ice/and so on)
- priest (healing magic/blessings/potions)
- soldier (light armor melee with reach weapons or ranged with crossbow/firearms)
But that's just a shot in the dark...
What price the world? What? That expensive? Then I'll take a small coke...
Re: 7 Character Classes
That's five different indistinguishable fighters. Let's hope for more variety.Boeroer wrote:Considering the races of LoG 2, maybe it's:
- knight (heavy armor melee with sword&board/twohanded...)
- barbarian (light armor melee with axes/clubs/unarmed...)
- rogue (light/no armor melee with dagger/unarmed or raged with throwing)
- ranger (light/no armor ranged with bows/crossbows/firearms)
- mage (destructive magic with fire/ice/and so on)
- priest (healing magic/blessings/potions)
- soldier (light armor melee with reach weapons or ranged with crossbow/firearms)
But that's just a shot in the dark...
I am the God of darkness and corruption.
viewtopic.php?f=14&t=4250
viewtopic.php?f=14&t=4250
Re: 7 Character Classes
It's 5/7. LoG1 was 2/3.
I would also like some kind of sapper. Or a shaman/druid/witch. Or a bard/skald... we'll see.
In the preorder-description of LoG2 they say that you can craft enchanted potions and even bombs. So maybe we'll see an alchemist.
I would also like some kind of sapper. Or a shaman/druid/witch. Or a bard/skald... we'll see.
In the preorder-description of LoG2 they say that you can craft enchanted potions and even bombs. So maybe we'll see an alchemist.
Last edited by Boeroer on Fri Sep 19, 2014 6:44 am, edited 1 time in total.
What price the world? What? That expensive? Then I'll take a small coke...
Re: 7 Character Classes
Ah... and pirates oft course, as mentioned in the blog post about the ratlings. I'm wondering: can you get your musket-bullets back after battle (like arrows/bolts)? The box with bullets in one oft the screenshots indicates the opposite, I think.
What price the world? What? That expensive? Then I'll take a small coke...
Re: 7 Character Classes
I wondered about the musket-balls myself. Unless they have been distributed nicely around the island/dungeons, there might be a trader for them, or maybe a class that can craft them (pirate or maybe an engineer) or endlesly spawning enemies that drop them as a loot.. we will see.Boeroer wrote:Ah... and pirates oft course, as mentioned in the blog post about the ratlings. I'm wondering: can you get your musket-bullets back after battle (like arrows/bolts)? The box with bullets in one oft the screenshots indicates the opposite, I think.
- Zo Kath Ra
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Re: 7 Character Classes
I suspect that the musket balls themselves will be indestructible.
But in order to fire them from a gun, you need to create a "musket ball + gunpowder" item with your alchemy kit. You can then use this item to refill the musket ball box seen in the trailer.
Gunpowder itself will be a rare item, or you need to create it from other rare items.
But in order to fire them from a gun, you need to create a "musket ball + gunpowder" item with your alchemy kit. You can then use this item to refill the musket ball box seen in the trailer.
Gunpowder itself will be a rare item, or you need to create it from other rare items.
- MasterworkStone
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Re: 7 Character Classes
Hopefully what the devs are saying is true about the modding tools, so we'll be able to have as many classes as we want, even races.
I can imagine a few different skills I'd like to add.
I can imagine a few different skills I'd like to add.
- Chimera005ao
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Re: 7 Character Classes
In my mind, ideally most of those would be sub classes. What I mean is, a barbarian is basically a Grimrock 1 Warrior specced in a certain way (unarmed for example)- knight (heavy armor melee with sword&board/twohanded...)
- barbarian (light armor melee with axes/clubs/unarmed...)
- rogue (light/no armor melee with dagger/unarmed or raged with throwing)
- ranger (light/no armor ranged with bows/crossbows/firearms)
- mage (destructive magic with fire/ice/and so on)
- priest (healing magic/blessings/potions)
- soldier (light armor melee with reach weapons or ranged with crossbow/firearms)
I could definitely see an alchemist class that makes potions, bombs, and poisons to apply to weapons. Especially if the bombs weren't simply spells in item form. Perhaps coat the ground in oil that makes monsters slower, and can be ignited to make a persisting flame effect. XP
Or how about a regenerating class that uses their health for support spells? Spawn blood shield just as the opponent attacks. Heal ally stamina using health.
I wouldn't be surprised if priest was one though.
No matter what they put in, I know I'm going to have fun with the editor.