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.
- +2.2 Base Max Health.
- +0.103% Melee Damage.
- +0.0225% Ranged Damage.
Agility:
- +1.5 Min Attack.
- +0.5 Melee Movespeed.
- +0.4 Ranged Movespeed.
- +0.25% Attack Precision.
- +0.2 Defense vs Criticals.
Intelligence:
- +8 Max Mana.
- +0.0375% Healing.
- +0.65% Spell Damage.
- +0.12 base Mana Regen.
Dexterity:
- +0.09% Ranged Damage.
- +0.025% Melee Damage.
- +0.25% Critical Multiplier.
- +0.284% Spell Damage.
- +0.0833% Attack Precision.
- +0.04% Critical-Chance.
Vitality:
- +3 Capacity.
- +11 Base Max Health.
- +7s Max Food Time.
- +0.25 Max Soul.
- +0.14 base Health Regen.
Constitution:
- +4 Max Mana.
- +0.375% Healing.
- +0.43% Defense for Melee.
- +0.35% Defense for Ranged.
- +0.7 base Health Regen.
- +0.36 base Mana Regen.

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.

4 Max Health per Level:

Barbarian:
- +16% Melee Dmg.
- +8% Max Health.
- 80% Shared Melee Skill progression.
- +1 Strength/Level.
- +1 Vitality/Level.
Knight:
- +20% Armor.
- +20% Defense.
- +1 Block Target.
- 1.7-3 Holy Damage vs Undeads/Demons per CON. +15% for Two-Handed
- +20% Threat.
- +1 Vitality/Level.
- +1 Constitution/Level.

2 Max Health/2 Max Mana per Level:

Ranger:
- +16% Ranged Dmg.
- +33% Min Damage.
- +33% Min Damage Cap.
- -20% Threat.
- +1 Dexterity/Level.
- +1 Agility/Level.
Assassin:
- Critical-Chance increases up to +20% as enemy Health lowers.
- +25% Faster Attack.
- +6% Movement Speed.
- +20% Total Dodge.
- +20% Total Spell Dodge.
- Higher Dist/Melee Skill trains together.
- +1 Agility/Level.
- +1 Strength/Level.

4 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:
- +16% Spell Dmg.
- +15% Cooldown Speed 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.
- +6% Melee Dmg (22% Total).
- Promo Spell: Fury of Norns.
Rioter:
- +0.25 Strength per Level.
- +15% Attack-Spell Damage.
- Attacks have a 15% chance to stun enemies.
- 12% Equipment Weight added as Max Attack for One-Handed Weapons.
- 15% Equipment Weight added as Max Attack for Two-Handed Weapons.
- Two-Handed Skill is 33% more effective.
Earthcaller:
- 25/10% Melee/Ranged Cleaving.
- +20% Physical Spell Damage.
- Throws rocks at enemies outside your Weapon Range with -20% damage. Up to +3 Range.
- Strength provides 1/3 of Intelligence's Spell Damage .
- Attack Criticals slams an area with Physical Spell Damage based on your Strength.
- Promo Spell: Avatar of Stone.

Knight Promotions

Paladin:
- +20/16 Spell Armor with/out Shield.
- 15/12% Spell Resistance with/out Shield.
- Passive Holy Damage increased by 25%.
- Receives 15% more Healing from Spells.
- +0.25 Intelligence per level.
- Heals 25% of all Holy Damage dealt.
- Promo Spell: Aegis of Sanctity.
Juggernaut:
- You can block +4 attacks.
- Enemies targeting you never run from being low life.
- Double total Armor & Defense after being stationary for 5 seconds.
- 50% Chance to avoid a critical-hit.
- 33% of your Armor & Defense combined added as Attack Bonus.
- Returns 28/22% of all Damage taken before defenses with/out Shield.
Spellsword:
- Passive Holy Damage converted to Magic Damage with 10% Penalty.
- 1/3 of all Spell Damage bonuses apply to your Attack Damage.
- Offensive Spells -15% Manacost.
- Gain 1 defense per 50 missing mana, up to 100.
- Gain 5 base damage per 50 missing mana, up to 500.
- Vitality provides 1/3 of Intelligence's Max Mana.
- 20% Manashield.

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 apply a 50% Heal Suppresion limited to the damage dealt.
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 5/4.25% melee/ranged damage for 18 seconds after a Critical. Stacks indefinitely.
- +0.25 Dexterity per Level.
- Criticals ignore 60% of the Defense vs Criticals.
- Criticals deal up to 2.5x damage as enemy Health lowers.
- +25% Total Gold found in Loot.
- Promo Spell: Cold Resolve.
Ninja:
- +8% Faster Attack (33% Total).
- Your movement cannot be slowed below 50% of its base value.
- Criticals poisons the enemy for 1xLevel as base damage for 12s.
- 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.
- +20% Total Damage with Poison.
Repentant:
- Attacks will always target a second enemy within range.
- Agility provides 1/3 of Constitution's Spell Healing.
- -50% Healing Spell requirements.
- Healing Spells accumulate 1 Ki per player healed, up to 20 Ki.
- Each Ki stack increases your Dodge by 1% and Spell Dodge by 1%.
- Each Ki stack increases Crit Chance by 1% and Total Crit Damage by 1.5%.
- Access to 3 unique Spells to release your Ki: Tranquility Burst, Asuragnarok Strike and Fortified Presence.

Wizard Promotions

Elementalist:
- 20% Resistance vs Elemental Damage. (Fire, Ice, Energy, Water and Poison)
- +5% Elemental Spell Damage.
- +5% Critical-Chance with Elemental Damage.
- +10% Critical-Chance with Elemental Damage when hitting a weakness.
- Elemental Ailments are 66% stronger.
- Elemental Damage pierces 33% resistances.
Hierophant:
- Gains up to 40% Spell Damage as Health Lowers.
- Criticals deal 8% of your Dexterity as Death or Holy Damage, limited to the original damage.
- 6% Spell Lifesteal.
- +0.25 Constitution per Level.
- 35% Resistance to Lifedrain Damage.
- Avoids death and recovers 25% Max HP when taking fatal damage, has 10 minutes cooldown.
- +10% Wand Damage.
Arcanist:
- +10% Cooldown Speed (25% Total for Offensive Spells).
- +0.25 Agility per Level.
- Intelligence provides 1/3 of Agility's Min Attack Damage.
- Cannot be disarmed nor silenced.
- Dealing damage with Spells provide 15s of Arcanist Stack, up to 5.
- Gains 13% Attackspeed per Arcanist Stack.
- Gains 0.575x INT Magic Attack Damage per Arcanist Stack.
- Gains 4% Spell Damage per Arcanist Stack.
- Arcanist Stacks are lost after 15s.

Naturalist Promotions

Tribal Priest:
- +10% Damage vs Undeads (+20% Total).
- +13% Faster and Higher Regeneration (+25% Total)
- Healing Spells are affected by Criticals.
- Constitution provides 1/3 of Dexterity's Critical Multiplier.
- 20% Cooldown Speed 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.
- Summons have +7% Health and Damage.
- Transformation Spells have 70% less Cooldown.
- Gain +0.8xLv Innate Attribute while Transformed, up to level 150.
- Promo Spell: Ancestral Spirit.
Necromancer:
- Killed mobs have a 15% chance of returning as a Spirit for 2 minutes.
- +10% Damage vs Undeads converted into +10% Damage vs Living.
- Summon Spells cost 50% less Soul.
- +3 Summon Limit, cannot summon Non-Undead beings.
- +15% Max Mana (+25% Total).
- +33% Max Soul & Soul Regeneration.
- Unique Spell: Curse of Revive.
- Promo Spell: Undead Army.

Lockpicking & Chests

Information Coming soon...

Mining & Smithing

Information Coming soon...

Mechanics

There are a lot of unique Mechanics that you will find in NextGen during your travels; such as:

Valid Kill Kills that aren't summons and give at least 3 times your level as base experience (without Stages or Bonuses).
Threat Higher threat makes you more likely to be targeted by monsters.
Silence Prevents you from casting Spells for a few seconds.
Disarm Disarm prevents you from Attacking for a few seconds.
Blood Magic Makes you pay a percentage of your Spells with Health.
Root Prevents you from moving for a few seconds.
Vengeance Increases your threat.
Spell Armor Armor that protects you against direct Non-Physical Damage.
Dodge Gives you a chance to avoid a direct Physical Attack. After Dodging an Attack; chance is halved for the next Attack.
Spell Dodge Gives you a chance to avoid a direct Spell. After Dodging a Spell; chance is halved for the next Spell.
Twinstrike Attacks twice in a row; Twinstrike cannot trigger a twinstrike.
MegaCrit Critical hits can occur twice, stacking the damage for an even higher impact.
Spell Flare Casting Spells cause you to take damage.
Pacification You cannot deal damage.
Heal Suppression Reduces all healing effects by a specified percentage, up to a maximum threshold.
Barrier A protective shield that absorbs damage before your Health, based on the absorption rate and the Barrier's HP.
Precision Reduces the chance of enemy Dodging and ranged weapons missing.
Low Health 50% or less Total Health is when "Low Health" bonuses may apply.
Very Low Health 35% or less Total Health is when "Very Low Health" bonuses may apply.
Consecrate Prevents undeads from Respawning.
Dispel Removes buffs/debuffs depending of who is using it on who.

Alchemy & Runecrafting

Information Coming soon...

Weapon Classes

Here in NextGen, we have 6 melee, 5 ranged and 3 magic Weapons, these are:

Melee Weapons

Name:Skill:Primary Attribute:Secondary Attribute:Tertiary Attribute:
SwordsSword FightingAgilityDexterityStrength
AxesAxe FightingStrengthDexterityVitality
ClubsClub FightingStrengthIntelligenceConstitution
WhipsWhip FightingIntelligenceDexterityVitality
SpearsSpear FightingDexterityStrengthConstitution
Fist-WeaponsFist-Weapon FightingAgilityStrengthDexterity

Ranged Weapons

Name:Skill:Primary Attribute:Secondary Attribute:Tertiary Attribute:
BowsArcheryAgilityDexterityIntelligence
CrossbowsArcheryDexterityStrengthAgility
Throwing WeaponsThrowing WeaponsAgilityStrengthDexterity
Throwing JavelinsThrowing WeaponsStrengthDexterityConstitution
Gunpowder WeaponsGunpowder FightingStrength & AgilityVitalityN/A

Magic Weapons

Name:Skill:Primary Attribute:Secondary Attribute:Tertiary Attribute:
WandsMagic LevelIntelligenceDexterityConstitution
SceptersMagic LevelIntelligenceDexterityConstitution
GlaivesGlaive FightingIntelligenceAgilityDexterity

Incursed Enemies

Coming soon...

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