UPDATE: Human Dual Classes
Posted: 04 Aug 2014, 22:08
Human dual classes are similar to the ability for a vampire to "bridge" onto another path, but with some notable differences.
Firstly you'll have to complete a slightly harder mission (compared to the basic unlock missions) to unlock your dual class, and this will also cost you $50,000 and 50 PXP. You gain access to the powers of that second class, which will cost you double the amount of PXP per power than the original class, but the main difference here is that there is only 1 "bridge" power per dual class. However, this 1 power is unique to each combination, which means that a paladin who takes sorcerer will gain a completely different power to a paladin who takes blood thievery, and both of those powers will be equivalent to mastery level. There's also the option of "doubling down" on your class, which also gives you a unique power, and boosts all of your stats by +1 to make up for the powers you won't gain from the second class.
You can gain a dual powers by locating the NPC who hands out human class quests. So if you're looking to take sorcery as your second class, you need to find an apprentice sorcerer; if you're hoping to gain paladin powers as your secondary class, you'll need to locate a paladin berserker; and if you want blood thievery, you need to find a blood thief. The missions are similar to the normal class missions, but with more difficult tasks. No matter which dual class you take, you'll still gain PXP, blood and anima in the same way as your primary class. However, anyone taking blood thievery as their dual class will gain the ability to feed on vampires.
Following is a list of all the dual-class powers unique to each combination. I've added a little more information on each dual class power that is in game, but if you want the simple version, go to your powers tree (on a classed human character) and click the up arrow.
Paladin + Sorcerer = Dark Theurgy
Using one of your physical weapons, attack any vampire no matter where they are. Cannot cause critical hits.
Notes: Yes, this only works on vampires. It can only be used once per day (or until they move) as it acts just like a skirmish attack. From a roleplay perspective, the attack is almost like a voodoo doll (without any voodoo involved). The attack transfers from thin air, into the body of the target. There are no portals involved.
Anima cost: 4
Blood Thief + Paladin = Enthrall Vampire
Enthrall and command a low-level NPC vampire in complete secrecy.
Notes: The vampire starts with stats of 8 in each attribute, and 2 for each skill. The reason they are weaker than even level 1 vampires is that the process of enthrallment has left them unable to concentrate properly, as they are being dominated against their will. Vampire thralls cannot level up, but they do get to spend the 10 PXP they start with, for use on their starting path (which is random). They do not gain PXP each day, however. One of the most useful things about a vampire thrall is that it can attack anonymously. Although the target will be able to tell they are a thrall, it will not say who the thrall belongs to. Additionally, seeing as vampires can tell others of their kind apart from humans, the vampire thrall will be able to spot any vampire. However, as their memory is hazy and their skills are limited, they are unable to pass identities onto their owner, so they act more as spotters rather than giving identities to their masters.
Anima cost: 10
Paladin + Paladin = Numinous Intuition
Makes you able to sense vampires coming. Gives +3 dex while being skirmished, and ensures retaliation, sentry and sentinel modes are attempted 100% of the time.
Notes: A powerful talent which has no uses other than surviving PVP skirmishes. This will not let you spot vampires when moving around, though, because from a roleplay perspective it merely lets you know they are nearby and coming for you.
Anima cost: 0 (always active)
Sorcerer + Blood Thief = Trayonetic Necromancy
Create a trayonetic wolf, which can be used to stand guard, to fight for practice, or as a unique thrall.
Notes: You have two options when creating a Trayon Wolf (who is essentially a dead wolf infused with vampire blood, making them more powerful than a normal wolf, and less brainless than zombies). You can either summon one as a guard NPC, who acts in the same way as a summoned zombie, but with a vastly improved chance to hit. This first type can also be used to fight for decent EXP and some valuable loot. Or you can summon one as a thrall / pet, who can be moved around to skirmish other player characters and hunt for prey. A thrall of this type will also attack anyone passing it by automatically, so it can double as a guard dog. It cannot pick things up, fight NPCs, or use most objects such as terminals. Its stats are as follows: str: 6, dex: 8, char: 0, int: 1, will: 7, ski: 4, sta: 3, heal: 5.
Anima cost: 5
Sorcerer + Sorcerer = Yao-Jen Sage
Gain the power of the oracle, and fortell possible threads of the future. Can be used to find random events, and to get clues to possible chapter and mission outcomes.
Notes: This power has potential as a solid EXP gainer, for yourself or for allies. It could also be used as an avenue of profit, allowing you to sell event locations to other characters in a similar way to the Oracle. However, it only has as many uses per day as your anima cap allows. There will also be added usefulness in chapters and missions, both of which will display extra, hidden messages for yao-jen sages that will give them clues to the best courses of action. In roleplay, this is not to be used to foretell how a thread will end, unless you have permission of all those involved. Also note that from a roleplay perspective, it is not 100% accurate as a method of divination, as it sees possible threads of the future, rather than certainties.
Anima cost: 3
Blood Thief + Blood Thief = Attuned Lamarckian
Allows you to steal bridge powers when feeding from vampires.
Notes: This one is fairly simple, if you are familiar with vampire powers. It will let you steal and use all tier 1 bridge vampire powers that the target has unlocked.
Anima cost: 0
Although it's been tested on the test server, there's sure to be things we've missed or forgotten to take into account, as many of these powers deal with tricky aspects of the game. So please keep your eye out for bugs.
Up next, chapter 3!
Firstly you'll have to complete a slightly harder mission (compared to the basic unlock missions) to unlock your dual class, and this will also cost you $50,000 and 50 PXP. You gain access to the powers of that second class, which will cost you double the amount of PXP per power than the original class, but the main difference here is that there is only 1 "bridge" power per dual class. However, this 1 power is unique to each combination, which means that a paladin who takes sorcerer will gain a completely different power to a paladin who takes blood thievery, and both of those powers will be equivalent to mastery level. There's also the option of "doubling down" on your class, which also gives you a unique power, and boosts all of your stats by +1 to make up for the powers you won't gain from the second class.
You can gain a dual powers by locating the NPC who hands out human class quests. So if you're looking to take sorcery as your second class, you need to find an apprentice sorcerer; if you're hoping to gain paladin powers as your secondary class, you'll need to locate a paladin berserker; and if you want blood thievery, you need to find a blood thief. The missions are similar to the normal class missions, but with more difficult tasks. No matter which dual class you take, you'll still gain PXP, blood and anima in the same way as your primary class. However, anyone taking blood thievery as their dual class will gain the ability to feed on vampires.
Following is a list of all the dual-class powers unique to each combination. I've added a little more information on each dual class power that is in game, but if you want the simple version, go to your powers tree (on a classed human character) and click the up arrow.
Paladin + Sorcerer = Dark Theurgy
Using one of your physical weapons, attack any vampire no matter where they are. Cannot cause critical hits.
Notes: Yes, this only works on vampires. It can only be used once per day (or until they move) as it acts just like a skirmish attack. From a roleplay perspective, the attack is almost like a voodoo doll (without any voodoo involved). The attack transfers from thin air, into the body of the target. There are no portals involved.
Anima cost: 4
Blood Thief + Paladin = Enthrall Vampire
Enthrall and command a low-level NPC vampire in complete secrecy.
Notes: The vampire starts with stats of 8 in each attribute, and 2 for each skill. The reason they are weaker than even level 1 vampires is that the process of enthrallment has left them unable to concentrate properly, as they are being dominated against their will. Vampire thralls cannot level up, but they do get to spend the 10 PXP they start with, for use on their starting path (which is random). They do not gain PXP each day, however. One of the most useful things about a vampire thrall is that it can attack anonymously. Although the target will be able to tell they are a thrall, it will not say who the thrall belongs to. Additionally, seeing as vampires can tell others of their kind apart from humans, the vampire thrall will be able to spot any vampire. However, as their memory is hazy and their skills are limited, they are unable to pass identities onto their owner, so they act more as spotters rather than giving identities to their masters.
Anima cost: 10
Paladin + Paladin = Numinous Intuition
Makes you able to sense vampires coming. Gives +3 dex while being skirmished, and ensures retaliation, sentry and sentinel modes are attempted 100% of the time.
Notes: A powerful talent which has no uses other than surviving PVP skirmishes. This will not let you spot vampires when moving around, though, because from a roleplay perspective it merely lets you know they are nearby and coming for you.
Anima cost: 0 (always active)
Sorcerer + Blood Thief = Trayonetic Necromancy
Create a trayonetic wolf, which can be used to stand guard, to fight for practice, or as a unique thrall.
Notes: You have two options when creating a Trayon Wolf (who is essentially a dead wolf infused with vampire blood, making them more powerful than a normal wolf, and less brainless than zombies). You can either summon one as a guard NPC, who acts in the same way as a summoned zombie, but with a vastly improved chance to hit. This first type can also be used to fight for decent EXP and some valuable loot. Or you can summon one as a thrall / pet, who can be moved around to skirmish other player characters and hunt for prey. A thrall of this type will also attack anyone passing it by automatically, so it can double as a guard dog. It cannot pick things up, fight NPCs, or use most objects such as terminals. Its stats are as follows: str: 6, dex: 8, char: 0, int: 1, will: 7, ski: 4, sta: 3, heal: 5.
Anima cost: 5
Sorcerer + Sorcerer = Yao-Jen Sage
Gain the power of the oracle, and fortell possible threads of the future. Can be used to find random events, and to get clues to possible chapter and mission outcomes.
Notes: This power has potential as a solid EXP gainer, for yourself or for allies. It could also be used as an avenue of profit, allowing you to sell event locations to other characters in a similar way to the Oracle. However, it only has as many uses per day as your anima cap allows. There will also be added usefulness in chapters and missions, both of which will display extra, hidden messages for yao-jen sages that will give them clues to the best courses of action. In roleplay, this is not to be used to foretell how a thread will end, unless you have permission of all those involved. Also note that from a roleplay perspective, it is not 100% accurate as a method of divination, as it sees possible threads of the future, rather than certainties.
Anima cost: 3
Blood Thief + Blood Thief = Attuned Lamarckian
Allows you to steal bridge powers when feeding from vampires.
Notes: This one is fairly simple, if you are familiar with vampire powers. It will let you steal and use all tier 1 bridge vampire powers that the target has unlocked.
Anima cost: 0
Although it's been tested on the test server, there's sure to be things we've missed or forgotten to take into account, as many of these powers deal with tricky aspects of the game. So please keep your eye out for bugs.
Up next, chapter 3!