Havelock
05-20-2005, 12:24 PM
(Just to be clear, some of this info (like switching spheres at outposts and there only being two spheres) is outdated now, but I'm waiting until all the E3 info comes out before I update it.)
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Adventure Class Overview:
In Vanguard: Saga of Heroes, all characters will have the opportunity to progress in two separate and distinct spheres: adventuring and crafting. A character will have unique abilities in each sphere, but can only use one set of abilities at a time. Players switch between the spheres at Outposts, which will likely include cities, villages, and other specified locations near crafting and adventuring areas. Outposts will also serve as bind points, resting points, meeting points, etc.
In earlier MMOs, adventure class would be known simply as character class. Adventure classes include such RPG staples as warriors, clerics, and rogues.
Sigil has categorized adventure classes based on what role each class will play in a group. Sigil identifies these roles as "jobs" and has described them as follows:
Defensive Fighter: A heavily armored melee fighter designed to take the pain. The defensive fighter also has the abilities that allow him to protect his more frail allies from physical harm. The archetypical representation of the defensive fighter is the Warrior.
Warrior: The traditional tank, a warrior relies on heavy armor and class abilities to soak up damage and protect softer targets.
Paladin: A holy warrior, the paladin supplements tanking ability with divine magic.
Offensive Fighter: A lightly armored melee combatant, the offensive fighter's job is to dish out pain in physical combat. Secondarily, they will also aid in protecting the weaker classes from harm. The archetypical representation of the offensive fighter is the Ranger.
Ranger: Sigil CEO Brad McQuaid's chosen class, rangers will be able to both take a beating and dish out plenty of damage. If tradition holds, expect to see nature spells, tracking, and perhaps stealth amongst this class's repertoire of skills.
Rogue: One of the core RPG classes for time immemorial, rogues are the sneaky scamps who rely on stealth and guile. Traditionally, priamry rogue abilities include stealth, backstabbing, picking locks, pocket picking, and detecting and disarming traps.
Healer: The healer's primary role is to maintain the health of his allies through the use of magical abilities. Secondarily, he can augment his party's attributes and deal damage to opponents using both weaponry and magic. The archetypical representation of the healer is the Cleric.
Cleric: An RPG staple, clerics use divine magic for a number of purposes, primarily to heal their allies.
Druid: Druids use nature magic for everything from healing their friends to snaring their enemies. The Vanguard devs have said that druids may be able to control the winds and thus provide valuable assistance while traveling by ship.
Shaman: While the devs have mentioned the shaman class, no specifics have come to light as yet.
Arcane Caster: The arcane caster's main role is that of magic damage dealer. Secondarily, they will be using spells to augment ally abilities and prevent damage. The archetypical representation of the arcane caster is the Sorcerer.
Sorceror: Sigil identifies the sorceror as the archetypical arcane caster class. The devs have confirmed that sorcerors will be available on Qalia, but also explained that Qalia is not the only continent to which sorcerors are native.
Psionicist: Sigil has unveiled more information about the psionicist than about any other class. The psionicist will be available on Qalia and the as-yet unannounced third starting continent, but will not be available to Thestran players.
Psionicists rely on the power of their mind to deal damage to their enemies and buff their allies. Buffs provided by psionicists will include an enhancement to combat awareness and a diamond-like skin covering. The number and quality of buffs a psionicist can provide will be limited by his concentration; each buff requires a portion of the psionicist's concentration for the duration of the buff. Psionicists will be able to increase their concentration with items (devs specifically described a staff that would enhance concentration).
To advance, psionicists must do more than just visit trainers. Objects called gestalts are scattered throughout the world; to unlock or upgrade some powers, psionicists must travel to these gestalts. The evolution of a psionicist is thus in part dependent upon which areas of the game he has visited.
Necromancer: Little is known about Vanguard's implementation of necromancers. The lore for Thestra suggests that a shadowy group operating within the Sages Arcane has dabbled in the necromantic arts, and perhaps that their dabbling led to the legion of the dead that overran southern Thestra and drove the humans, halflings, vulmane, and elves to their new homes.
Bards will also be present in some form or another in the game, but as yet I'm not sure whether they'll fill the offensive fighter or arcane caster role.
--------------------------------------------------------------------------------
Adventure Class Overview:
In Vanguard: Saga of Heroes, all characters will have the opportunity to progress in two separate and distinct spheres: adventuring and crafting. A character will have unique abilities in each sphere, but can only use one set of abilities at a time. Players switch between the spheres at Outposts, which will likely include cities, villages, and other specified locations near crafting and adventuring areas. Outposts will also serve as bind points, resting points, meeting points, etc.
In earlier MMOs, adventure class would be known simply as character class. Adventure classes include such RPG staples as warriors, clerics, and rogues.
Sigil has categorized adventure classes based on what role each class will play in a group. Sigil identifies these roles as "jobs" and has described them as follows:
Defensive Fighter: A heavily armored melee fighter designed to take the pain. The defensive fighter also has the abilities that allow him to protect his more frail allies from physical harm. The archetypical representation of the defensive fighter is the Warrior.
Warrior: The traditional tank, a warrior relies on heavy armor and class abilities to soak up damage and protect softer targets.
Paladin: A holy warrior, the paladin supplements tanking ability with divine magic.
Offensive Fighter: A lightly armored melee combatant, the offensive fighter's job is to dish out pain in physical combat. Secondarily, they will also aid in protecting the weaker classes from harm. The archetypical representation of the offensive fighter is the Ranger.
Ranger: Sigil CEO Brad McQuaid's chosen class, rangers will be able to both take a beating and dish out plenty of damage. If tradition holds, expect to see nature spells, tracking, and perhaps stealth amongst this class's repertoire of skills.
Rogue: One of the core RPG classes for time immemorial, rogues are the sneaky scamps who rely on stealth and guile. Traditionally, priamry rogue abilities include stealth, backstabbing, picking locks, pocket picking, and detecting and disarming traps.
Healer: The healer's primary role is to maintain the health of his allies through the use of magical abilities. Secondarily, he can augment his party's attributes and deal damage to opponents using both weaponry and magic. The archetypical representation of the healer is the Cleric.
Cleric: An RPG staple, clerics use divine magic for a number of purposes, primarily to heal their allies.
Druid: Druids use nature magic for everything from healing their friends to snaring their enemies. The Vanguard devs have said that druids may be able to control the winds and thus provide valuable assistance while traveling by ship.
Shaman: While the devs have mentioned the shaman class, no specifics have come to light as yet.
Arcane Caster: The arcane caster's main role is that of magic damage dealer. Secondarily, they will be using spells to augment ally abilities and prevent damage. The archetypical representation of the arcane caster is the Sorcerer.
Sorceror: Sigil identifies the sorceror as the archetypical arcane caster class. The devs have confirmed that sorcerors will be available on Qalia, but also explained that Qalia is not the only continent to which sorcerors are native.
Psionicist: Sigil has unveiled more information about the psionicist than about any other class. The psionicist will be available on Qalia and the as-yet unannounced third starting continent, but will not be available to Thestran players.
Psionicists rely on the power of their mind to deal damage to their enemies and buff their allies. Buffs provided by psionicists will include an enhancement to combat awareness and a diamond-like skin covering. The number and quality of buffs a psionicist can provide will be limited by his concentration; each buff requires a portion of the psionicist's concentration for the duration of the buff. Psionicists will be able to increase their concentration with items (devs specifically described a staff that would enhance concentration).
To advance, psionicists must do more than just visit trainers. Objects called gestalts are scattered throughout the world; to unlock or upgrade some powers, psionicists must travel to these gestalts. The evolution of a psionicist is thus in part dependent upon which areas of the game he has visited.
Necromancer: Little is known about Vanguard's implementation of necromancers. The lore for Thestra suggests that a shadowy group operating within the Sages Arcane has dabbled in the necromantic arts, and perhaps that their dabbling led to the legion of the dead that overran southern Thestra and drove the humans, halflings, vulmane, and elves to their new homes.
Bards will also be present in some form or another in the game, but as yet I'm not sure whether they'll fill the offensive fighter or arcane caster role.