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Project Eternity class primer (15/12/2013)


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Since there's an influx of new posters on the forum after the Backer website going live and this is (ironically) the forum that receives the least information, I have updated my class primer that I posted a few months ago.

I was going to do a longer one with the general mechanics as there's some stuff in here that doesn't make sense without the context - such as Melee Engagement.

This information is up to date as of 14/12/13. There have been some changes to the Fighter, Chanter and Barbarian classes and some new information about Rangers, Rogues and Druids.

Information on class abilities can be found on the wiki. This is a summary of the class roles, mechanics and default playstyle. All classes will be able to be built differently to described here through attribute, skill and talent selection.

Fighter

The Fighter is Eternity's primary Tank class. They are a melee focused character that will make up the front lines of your party's combat setup. They gain a bonus to Melee accuracy and they have a modal ability called Defensive Mode that sacrifices this bonus for melee defense, it also allows them to engage up to three opponents in melee combat and this is their primary method of protecting your other party members from melee characters.

Fighters have a high deflection score and many defensive abilities that make them very hard to take down. They are the only class that gains passive stamina regeneration in combat which can be augmented by an active ability called Surge that increases their stamina regeneration rate for a short amount of time.

Fighters are not very good ranged characters, because most of their abilities are melee-oriented. You could sacrifice your alternate weapon slot and open up fights with a ranged weapon such as a pistol or a blunderbuss and then switch to a melee weapon and wade into combat.

Rogue

Unlike their pre-4E D&D counterparts, Rogues are not a skill-monkey character. They are the primary damage dealing class in Pillars of Eternity.

Rogues have the highest single-hit damage potential of all of the classes and they have a lot of ways to qualify for Sneak Attacks which are a passively applied large percentage-based damage bonus. There are no creature type restrictions on Sneak Attack and it's automatically triggered by a lot of different conditions on the target. Additionally, rogues gain more and more ways to cause those conditions.

Rogues can be played as a melee character or a short-ranged ranged character (as most of their abilities require them to be close to the target). They are one of the most effective classes with firearms (second to the Ranger).

Rogues are fairly paper, but have a high reflex defense and a couple of abilities that help them escape melee engagement.
 
Priest
 
Priests are primarily a ranged caster class. They are closer range casters than Wizards. Unlike wizards, priests have access to their full spell list though it is less extensive than the wizard's.
 
Priests have the only non-self Stamina regen spell(s) so far that we know and they are the go-to class for support style spells though they also have a few crowd-control and single-target strike spells.
 
The party benefits from priests being in close proximity to allies to give them their Sacred Circle passive accuracy bonus, but if there are no allies in range they get it themselves.
 
Priests have a high Psyche(Will) defense that makes them harder to hit with Mental attacks such as charm and confusion.
 
Wizard
 
Wizards are primarily a ranged caster class. They are the go-to class for dealing ranged AoE damage. Wizards cast spells through the use of a Grimoire, which is a heavy tome that they carry in their off-hand in combat. Wizards can only cast spells from their currently equipped Grimoire.
 
Grimoires currently hold four spells per spell-level. Wizards can swap Grimoires in combat, but have to wait until they align themselves to the new one before they can cast spells from it (essentially a short-medium cooldown).
 
Wizards gain an accuracy bonus from using implements (rods and wands) which are long-range, low-damage weapons. Wizards wand/rod attacks do damage in a small AoE around the target.
 
Wizards gain access to a small list of spells upon level up and find the rest in the world. Like the Priest they also have a high Psyche(Will) defense.
 
Monk
 
Monks are Eternity's other Tank class. The mechanic that makes Monks a tank and sets them apart from other characters is they have a mana-like resource called "Wounds" that can only be filled by taking damage in combat. A portion of that damage fills up the Wounds resource that powers their class abilities which are primarily status-effect based. Monks have to spend Wounds to prevent the damage that they initially resisted, otherwise it is applied as a ticking DoT effect.  While under DoT effects Monks gain a passive fire-damage bonus to their attacks.
 
Monks benefit from being unarmed and unarmored. They deal special unarmed damage and need to take damage to power their abilities. Being unarmored means they take damage faster and attack faster. However like all characters, monks can wear armor and all of their status effects are applied to all weapons, so they can be built to wear armor and wield any melee weapon.
 
The Monk, like the fighter is not really a ranged class, since they need to take damage to fuel their abilities and some of their attacks do not work with ranged weapons.
 
There is a class update on monks .
 
Cipher
 
Ciphers are similar to the Soulblade class in D&D. They have a resource that is the inverse of the Monk's, and is generated by dealing damage using the Soul Whip modal ability which deals reduced damage but lowers the Psyche(Will) defense of the target. Ciphers can use both melee and ranged weapons to generate power. They spend their power on Powers (essentially spells) that include range of status effects, telekinesis, mind-influencing effects and temporary ability draining powers.
 
Ciphers are the third highest damage dealing class by nature (behind the Rogue and Ranger) and have a high natural Psyche(Will) defense.
 
There is a class update on ciphers.

 

Paladin

 

Paladins are a support character that are used most efficiently when positioned near allies as their primary mechanic revolves around the use of passive short-range modal auras that give different benefits (such as bonus to accuracy, or attack speed) to party members in close proximity.

 

Paladins have naturally high defenses, powerful single-target buffs and an ability similar to Smite. Paladins can also revive a downed party member in combat and give them a temporary stamina boost through the use of Reviving Exhortation.

 

Theoretically, Paladins are a useful melee or ranged character as long as they are positioned near the bulk of your party members.

 

There is a class update on paladins.

 

Ranger

 

(There is not much information available on this class at present)

 

Unsurprisingly, Rangers are the most effective ranged weapon users in the game. They are a high damage dealing class that can mark a favored enemy once per encounter to receive a damage bonus (and maybe an accuracy bonus?) vs. that opponent for the duration of the encounter.

 

Rangers have an animal companion that shares the Health and Stamina pool of the Ranger. Animal Companions are very durable and have a variety of uses such as engaging opponents that try to slip to the back to attack the Ranger. The bond between the Ranger and the Animal Companion is terminal and they will both be knocked unconscious if they lose all their stamina and suffer the same fate of being maimed or dying if they lose all their health.

 

Druid

 

(There is not much information available on this class at present)

 

Druids are primarily a ranged caster class. Their spellcasting takes the same form as the Priest and they are the best class for AoE crowd-control.

 

The main class feature of the Druid is the ability to shapechange into anthropomorphic animal forms, more like lycanthropes in appearance. This is a limited use ability that gives them special powers and gnarly claw attacks based on the creature type. They can cast spells while in this form, but not use weapons.

 

Druids are likely best played using a ranged weapon such as a Longbow, staying at the back flinging spells. Their Beast form and their Firebrand spell (flaming sword that attacks Reflex) gives them some limited-use melee power. Though they will probably have Talents to augment their shapeshifting and melee capability.

 

Barbarian

 

(There is not much information on this class at present)

 

Barbarians are melee-based AoE damage dealers. They have a passive ability that gives small AoE damage to their melee attacks.

 

Barbarians take less Health damage than other classes and are more durable across the adventuring day. They have a Wild Sprint ability that allows them to charge across the battlefield ignoring impediments and an attack that targets Fortitude instead of Deflection.

 

Recent information on them is conflicting. Past statements say they are good at dealing with creeps/scrubs but have bad Deflection and will suffer vs stronger enemies. The most recent statement says they have good personal defense. It is possible that the Barbarian concept is developing over time as previously they sounded like a weak class. Look forward to a class update on them in the future.

 

Chanter

 

(There is not much information available on this class at present)

 

Chanters are supposed to be pretty versatile, they can be melee or ranged, have good accuracy, average defenses and they chant while fighting to give buffs to the party or debuffs to enemies. These chants are made up of 'phrases'. Chanters learn phrases on level up and can learn more in the game world.

 

Chants have a large aura range compared to the Paladin. After a Chant reaches a certain amount of 'ticks', Chanters can unleash an 'invocation' which is a powerful spell. Invocations cannot be used at the start of a fight.

 

Disclaimer: Some of this information is assumed, some of it is based on old information. If there are any discrepancies I'm sure the developers will chime in to correct me.

Edited by Sensuki
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Very nice collation of known info. Curious about the talk on barb defences - where did you see mention of them becoming tankier? Last I heard on the topic of their defences was something along the lines of "terrible deflection, amazing fortitude".

 

Indeed. That info is from a post Josh made on Something Awful ~two days ago. It is cited on the wiki. It would be safe to assume they have the best Fortitude of any class.

Edited by Sensuki
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Barbarian

...

Recent information on them is conflicting. Past statements say they are good at dealing with creeps/scrubs but have bad Deflection and will suffer vs stronger enemies. The most recent statement says they have good personal defense. It is possible that the Barbarian concept is developing over time as previously they sounded like a weak class. Look forward to a class update on them in the future.

I'm not sure, but I think Josh meant that barbarians have great personal defenses against groups of enemies(could work like this: if there are many enemies nearby the barbarians dt will increase or after a barbarian defeated an enemy her defense will increase ).  So they would have a weak defense against one strong enemy, but strong defenses against many enemies.

quote from Something Awful:

 

Barbarians have great group-fighting abilities (both melee offense and personal defense).

Edited by Prometheus
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I'm not sure, but I think Josh meant that barbarians have great personal defenses against groups of enemies

Yes it may indeed be the same information (if you look back to my first class primer I say exactly that) presented in different ways. Further clarification is needed.

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So the barbarian can attack the target's Fortitude rather than Deflection.

So what is this Fortitude?

Is this going to have the same function as the D&D stats?

Mainly versus spells saves and such?

Edited by Cubiq
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The specific attack is an active ability, not a default attack.

 

Fortitude is pretty much the same as Fortitude Save, except the defender does not roll for the save - it works the same as AC, it is a set number and the attacker has to roll against it.

 

The Attack Resolution system in PE is different to D&D - look it up on the wiki

Edited by Sensuki
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Okey...

So i read about the attack mechanics

But how will this work versus crowd control?

 

I remember reading that the graze/hit/crit will have some say on things like how long the stun would last if someone got hit by a quivering palm attack.

 

So let's say a confusion spell hits the party.

So there is only a 5% chance that the spell will actually miss, and the rest of the categories (graze/hit/crit) only affect the duration of the spell?

Or is there another roll on save versus afflictions?

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So let's say a confusion spell hits the party.

So there is only a 5% chance that the spell will actually miss, and the rest of the categories (graze/hit/crit) only affect the duration of the spell?

Or is there another roll on save versus afflictions?

That's right, if your accuraccy is the same as the targeted defense. If the accuracy is lower you will miss more often. e.g. if you have accuracy 5 vs deflection 35. You have a chance to miss of 35%.

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Okay, so..

 

If you don't read the Attack Resolution description thoroughly it can seem like that the numbers are set. The key point is that the 5% miss chance is when the Attacker's accuracy and the Defender's defense is even (ie 18 Accuracy and 18 Fortitude).

 

However this will almost never be the case - values will usually be skewed one way or the other usually between 5-25 points.

 

If your accuracy is higher than the defender's by five points, then you will have a zero percent miss chance.

 

I am not 100% sure how durations work, whether they are a set number or if they work the same as damage and have a discrete range. I think it's the latter. So if that is the case, let's say a Confusion spell has a duration of 8-10 seconds. You roll a graze on your attack with the spell and an 8 on the Duration roll. The Grazed Confusion spell will last for only four seconds.

 

There is no save. It's just the attack roll and that's it.

 

An attacker that casts an AoE spell will probably roll to attack once, and the value will be compared against the target defense of all of the units within the AoE.

Edited by Sensuki
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From the Cipher update it appeared to me that Ciphers are pretty good at breaking up parties, which might make them interesting in managing encounters. That the rogue is a debuffer pleases me greatly, that's how I planned to play mine. :)

Remember: Argue the point, not the person. Remain polite and constructive. Friendly forums have friendly debate. There's no shame in being wrong. If you don't have something to add, don't post for the sake of it. And don't be afraid to post thoughts you are uncertain about, that's what discussion is for.
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Pet threads, everyone has them. I love imagining Gods, Monsters, Factions and Weapons.

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Thanks for summing these up.  A number of these certainly seem to play against my expectation but considering that expectation was based mainly on 2nd edition systems that's not necessarily a bad thing.  Some of the classes (e.g. Barbarian) don't sound terribly exciting on paper but I'll wait and see how these play before making any judgments.

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