Attributes
Each level provides you with 5 Attribute Points that should be allocated ingame using the Attribute Tab (ALT + A).
Your chosen vocation also adds 2 Innate Points per level that are specific to each Vocation.
These attributes provide different bonuses which are doubled until the attribute reaches 25 points, allowing
characters to experiment with many different builds and endless possibilities.
At level 10 you will gain 5 extra points to allocate, compensating for the level 1 which no points are given.
Strength:
- +9 Capacity.
- +6.5 Max Health.
- +0.103% Melee Damage.
- +0.0225% Ranged Damage.
Agility:
- +1.0 Min Atk Melee.
- +0.925 Min Atk Ranged.
- +0.5 Melee Movespeed.
- +0.4 Ranged Movespeed.
- +0.05% Attack Precision.
- +0.1 Defense vs Criticals.
Intelligence:
- +8 Max Mana.
- +0.0375% Healing.
- +0.65% Spell Damage.
- +0.066 Mana Regeneration.
Dexterity:
- +0.09% Ranged Damage.
- +0.025% Melee Damage.
- +0.575% Critical Damage.
- +0.284% Spell Damage.
- +0.0125% Attack Precision.
Vitality:
- +3 Capacity.
- +24 Max Health.
- +7s Max Food Time.
- +0.25 Max Soul.
- +0.1 Health Regeneration.
Constitution:
- +4 Max Mana.
- +0.375% Healing.
- +0.343% Defense for Melee.
- +0.275% Defense for Ranged.
- +0.6 Health Regeneration.
- +0.2 Mana Regeneration.
Vocations
At the beginning of your journey, you will have to choose between 6 vocations, each with their stats and attributes.
Every vocation has access to every spell, equipment and weapon as long as you meet each spell's Attribute, Level and Mana requirements.
You're free to chose how you play and are encouraged to experiment with different builds, want to try a Melee Wizard? Or an Assassin with a gun?
It is all up to you.
2 Max Health per Level:
Barbarian:
- +15% Melee Dmg.
- +8% Max Health.
- 80% Shared Melee Skill progression.
- +1 Strength/Level.
- +1 Vitality/Level.
Knight:
- +20% Armor.
- +20% Defense.
- +1 Block Target.
- 2-3 Holy Damage vs Undeads/Demons per CON. +15% for Two-Handed
- +20% Threat.
- +1 Vitality/Level.
- +1 Constitution/Level.
1 Max Health/1 Max Mana per Level:
Ranger:
- +15% Ranged Dmg.
- +25% Min Damage.
- +25% Min Damage Cap.
- -20% Threat.
- +1 Dexterity/Level.
- +1 Agility/Level.
Assassin:
- +15% Faster Attack.
- +5% Movement Speed.
- +20% Total Dodge.
- +20% Total Spell Dodge.
- Critical-Chance increases up to +20% enemy Health lowers.
- Higher Dist/Melee Skill trains together.
- +1 Agility/Level.
- +1 Strength/Level.
2 Max Mana per Level:
Naturalist:
- +10% Damage vs Undeads.
- +15% Healing.
- 12% Faster and Stronger Regen.
- +10% Max Mana.
- +25% Buff/Debuff Duration.
- -33% Support Spell requirements.
- +1 Constitution/Level.
- +1 Intelligence/Level.
Wizard:
- +15% Spell Dmg.
- +15% Cooldown Reduction for Offensive Spells.
- -33% Offensive Spell requirements.
- +25% Total Chance to drop Spell Scrolls.
- +1 Dexterity/Level.
- +1 Intelligence/Level.
Prestige & Promotions
During the game, you may be rewarded with Prestige for doing Quests, killing Bosses, Leveling up or turning in Incursed Orbs.
1000 is needed to become Promoted at level 80, allowing you to choose between 2 Promotions for each vocation, further customizing build to your preferred playstyle.
Once promoted, you can ask for a Demotion to try the other option, you have 2 full returns of Prestige when getting a demotion, but you will only get a return of 500 prestige after those are used.
Barbarian Promotions
Berserker:
- +3 Max Health per Level.
- +25% Max Health Soft-Cap Limit.
- Gains 8% Attackspeed, 1% Lifesteal and 0.6 attack for every 5% Health Missing.
- +100% passive Health Regeneration.
- +5% Melee Dmg (20% Total).
Rioter:
- +0.25 Strength per Level.
- +15% Attack-Spell Damage.
- Attacks have a 15% chance to stun enemies.
- Defense added by Weapons is instead given as Attack Damage, does not affect shields.
- Your Weapon's Attack is also given as bonus Strength.
Earthcaller:
- 25/10% Melee/Ranged Cleaving.
- +15% Physical Spell Damage.
- Attacking enemies outside of your Weapon Range will throw rocks at them, attacking with 20% damage penalty.
- Strength provides 1/3 of Intelligence's Spell Damage .
- Attack Criticals cause a seismic impact that Slows and deals Physical Spell Damage.
Knight Promotions
Paladin:
- +20 Spell Armor.
- 15% Spell Resistance.
- Passive Holy Damage increased by 33%.
- Receives 15% more Healing from Spells.
- +0.25 Intelligence per level.
- Heals 25% of all Holy Damage dealt.
Juggernaut:
- You can block every attack.
- Enemies targeting you never run at low life.
- +33% total Armor & Defense after being stationary for 3 seconds.
- 50% Chance to avoid a critical-hit.
- 33% of your Armor & Defense combined added as Attack Bonus.
- Returns 20% of all Damage taken before defenses.
Spellsword:
- 1/3 of all Spell Damage bonuses apply to your Attack Damage.
- Gains 2.5/1% of your Melee/Ranged attack damage as Mana respectively.
- Passive Holy Damage converted to 32% Magic Damage, affected by Spell Damage.
- Gains 1 defense per 50 missing mana.
- Vitality provides 1/3 of Intelligence's Max Mana.
Ranger Promotions
Sniper:
- 100% Critical-Chance against enemies above 95% Health or below 5% Health.
- +33% Total Critical-Damage against enemies above 95% Health or below 5% Health.
- Agility provides 1/3 of Dexterity's Critical Multiplier.
- +33% Critical-Damage soft-cap.
- Criticals cannot be Dodged.
Hawkeye:
- Attacking the same target grants a stack of Focus, up to 30.
- Gains +6.67% Attackspeed, +2% Dodge and +1% Spell Dodge per Focus stack.
- Loses either 10 or 50% of your current Focus stack when changing targets, whichever is higher.
- 25% Chance to save Ammution when attacking.
- +20% Soft-Cap on Attackspeed.
- +1 Range to every Ranged Weapon.
- +1 Cast Range.
Hunter:
- Criticals inflicts bleeding, repeating the damage over 6s.
- Attacks apply a 2.5s root every 15s.
- +20% Damage vs controlled enemies.
- +15% Damage vs distracted enemies.
- +15% Damage vs bleeding enemies.
- Enemies cannot go Invisible for 10s after being hit by a Hunter.
- Unique Spell: Hunter's Wolf.
Assassin Promotions
Hitman:
- Gain 6/4% melee/ranged damage for 15 seconds after a Critical. Stacks indefinitely.
- +0.25 Dexterity per Level.
- Criticals ignore 60% of the Defense vs Criticals.
- Criticals deal up to double-damage as enemy Health lowers.
Ninja:
- +5% Faster Attack (20% Total).
- +5% Movement Speed (10% Total).
- Your movement cannot be slowed below 50% of its base value.
- Your criticals poison the enemy for 1/3 of your Level as damage for 10s.
- Stuns, Roots, Paralysis and Chilling lasts 50% shorter.
- 5% of your Movement Speed as Twinstrike Chance.
- Attacks never miss and ignore 50% dodge.
- 15% Chance to Dodge Attacks with a Melee Weapon.
- 10% Chance to Dodge Spells with a Ranged Weapon.
Repentant:
- Attacks will always target a second enemy within range.
- Healing others buffs you with +15% Crit Chance and +25% Total Crit Dmg for 30s.
- Your Melee/Ranged attacks apply 22/18% of your HP Regen, doubled for Criticals.
- Gains 40% Dodge & 20% Spell Dodge when health drops below 40%..
- Agility provides 1/3 of Constitution's Spell Healing.
Wizard Promotions
Elementalist:
- 20% Resistance vs Elemental Damage. (Fire, Ice, Energy, Water and Poison)
- +10% Spell Damage with Elemental Damage.
- +5% Critical-Chance with Elemental Damage.
- +10% Critical-Chance with Elemental Damage when hitting a weakness.
- Elemental Effects from elemental criticals are stronger.
Hierophant:
- Enemies killed directly by the Hierophant have a 15% chance of returning in Spirit Form to help him, lasts for 2 minutes and cannot be targeted/attacked by neither Players nor monsters. Does not work for Bosses, Summons or Incursed Enemies.
- Criticals deal 8% of your Dexterity as Death or Holy Bonus Damage, limited to 100% of the base damage dealt.
- 6% Spell Lifesteal.
- -12% Manacost on Offensive Spells.
- +0.25 Constitution per Level.
- 35% Resistance to Lifedrain Damage.
Arcanist:
- +10% Cooldown Reduction (25% Total for Offensive Spells).
- +0.25 Agility per Level.
- 20% Manashield.
- Gains up to 130% Attackspeed based on your missing mana.
- Intelligence provides 1/3 of Agility's Min Attack Damage.
- Cannot be disarmed nor silenced.
Naturalist Promotions
Tribal Priest:
- +13% Faster and Higher Regeneration (+25% Total)
- Healing Spells are affected by Criticals.
- Constitution provides 1/3 of Dexterity's Critical Multiplier.
- 20% Cooldown Reduction with Healing/Support Spells.
- 35% Resistance to Death Damage.
- Overhealing turns into Health Regeneration over 10 seconds, stacks independently.
Druid:
- +25% Buff/Debuff Duration (+50% Total)
- 20% of your Magic Level added as bonus offensive Combat Skill.
- +0.25 Vitality per Level.
- -50% Attribute Requirement for Equipment.
- +1 Max Summons.
- Transformations have 60% less cooldown.
- Innate Attributes are doubled while Transformed.
Necromancer:
- +10% Damage vs Undeads converted into +10% Damage vs Living.
- Summons deal +10% total damage.
- +3 Summon Limit, cannot summon Non-Undead beings.
- +15% Max Mana (+25% Total).
- +33% Max Soul & Soul Regeneration.
- 30% Chance for Summons to recover 50% Max HP when taking fatal damage.
- Avoids death and recovers 10% Max HP when taking fatal damage, has 3 minutes cooldown.
- Unique Spell: Revive.
Weapon Classes
Here in NextGen, we have 5 melee, 6 ranged and 2 magic Weapons, these are:
Melee Weapons
Name: | Skill: | Primary Attribute: | Secondary Attribute: | Tertiary Attribute: |
Swords | Sword Fighting | Agility | Dexterity | Strength |
Axes | Axe Fighting | Strength | Dexterity | Vitality |
Clubs | Club Fighting | Strength | Intelligence | Constitution |
Whips | Whip Fighting | Intelligence | Dexterity | Vitality |
Spears | Spear Fighting | Dexterity | Strength | Constitution |
Ranged Weapons
Name: | Skill: | Primary Attribute: | Secondary Attribute: | Tertiary Attribute: |
Bows | Archery | Agility | Dexterity | Intelligence |
Crossbows | Archery | Dexterity | Strength | Agility |
Throwing Weapons | Throwing Weapons | Agility | Strength | Dexterity |
Throwing Javelins | Throwing Weapons | Strength | Dexterity | Constitution |
Gunpowder Weapons | Gunpowder Fighting | Strength & Dexterity | Vitality | N/A |
Magic Weapons
Name: | Skill: | Primary Attribute: | Secondary Attribute: | Tertiary Attribute: |
Wands | Magic Level | Intelligence | Dexterity | Constitution |
Scepters | Magic Level | Intelligence | Dexterity | Constitution |
Glaives | Glaive Fighting | Intelligence | Agility | Dexterity |