OS-Races-and-Classes-3.0.0.jar
Curse Maven Snippet
What's new
3.0.0 - New classes, new races and specializations
New classes
- Monk. Fights with bare hands and feet, dodges blows and gathers chi. Palm Strike, Flying Kick, Hundred Fists, Whirling Crane and Inner Peace; ultimates Dragon Fist and Transcendence.
- Shaman. Throws lightning and places carved totems that burn enemies, heal allies or hold enemies in place. Lightning Bolt, Searing Totem, Earth Shock, Earthbind Totem, Healing Totem and Chain Heal; ultimates Bloodlust and Earth Elemental.
- Warlock. Curses enemies, pays for power with his own blood and calls demons. Shadow Bolt, Corruption, Life Tap, Summon Imp, Chaos Bolt and Fear; ultimates Doom and Infernal.
- Bard. Songs that make the group stronger, heal it or speed it up, and music that hits like a hammer. Dissonance, Song of Valor, Song of Rest, Song of Haste, Crescendo and Vicious Mockery; ultimates Anthem of Heroes and Requiem.
- Each new class has its own Class Trial champion, its own resource and two specializations.
New races
- Vampire. Fangs, glowing red eyes, a high collar and a cape. Drinks life, is strongest at night and weaker in the sun. Racial ability: Bat Swarm.
- Forged. A living machine with bronze plates, a glowing visor and core. Heavy armor, no hunger, immune to poison, repairs itself with copper ingots, but healing works poorly on it and rain makes it rust. Racial ability: Overclock.
- Aviari. Bird folk with a feather crest and wings that open when falling. Jumps high, glides, sees far, but is fragile. Racial ability: Updraft.
- Myconid. Mushroom folk with a spotted cap. Heals in the dark, poisons with its blows, ignores poison, but fears fire. Racial ability: Spore Cloud.
- 16 new race and class synergies.
Specializations
- At level 20 every class chooses one of two paths, 28 in total. Each gives its own bonuses and a new ability. An Orb of Regret lets you choose again.
Class resources
- A second bar above the ability bar: Rage, Resolve, Combo Points, Holy Power, Souls, Focus, Heat, Chi, Maelstrom, Soul Shards and Inspiration. Abilities that would spend it glow on the bar.
Class relics
- Four craftable items with their own 3D models: the Bard's Lute, the Spirit Staff, the Fel Grimoire and Prayer Beads. While held, they give bonuses that suit their class.
Also new
- Damage numbers for your hits, critical hits, abilities and heals. They can be turned off in the client settings.
- Level-up banners for new levels, points, specializations, the Class Trial and new abilities.
- Cast animations. Players raise their arms, throw and slam the ground when they use abilities, and everyone around sees it.
- More ways to gain experience: new biomes, advancements, fishing, breeding, taming, trading and brewing. This can be turned off in the config.
- PvP setting. Abilities deal 60% damage to other players by default; servers can change it with
pvpAbilityDamage. - Codex: pages about specializations and class resources; every class page lists both specializations and its resource.
- [O.S] Dungeons roles: a Brewmaster monk counts as a tank; bards and Tidecaller shamans count as healers.
Balance
- Every class was measured on a test bench at levels 10, 30 and 60 against one and three targets, and the outliers were brought closer together.
- Avatar of War no longer gives Strength: melee hits deal 10% more damage instead, and its cleave is weaker.
- Berserkers deal less melee damage, Bloodbath gives less attack speed, and Cleave and Rampage hit less hard.
- Minions and pets get a smaller Strength bonus from pet strength, so necromancer armies no longer outdamage everyone; the beastmaster's bear hits harder to make up for it.
- The Weapon Master no longer gets extra attack speed from the specialization, and warriors have less innate attack damage.
- Knights deal more damage: Shield Bash and Shield Throw hit harder, and both knight specializations give more melee damage.
- Rogues attack a little faster and land critical hits more often; the Trickster also gets critical chance.
- Army of the Dead raises 4 warriors instead of 5.
- Consecration, Whirlwind and Backstab hit less hard; Lance Charge, Dirty Trick, Fan of Knives, Drain Life, Bone Spear, Curse, Fireball, Combustion, True Shot, Call Lightning and Entangle hit harder.
- Keystones were rebalanced so none is far stronger or weaker than the others.
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