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Class-changing information and spell lists for classes

Discussion in 'Golden Era Games' started by Kayerts, Aug 8, 2017.

  1. Kayerts Arcane

    Kayerts
    Joined:
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    Class-changing infodump:

    To change a character's class, he must be level 10+ in his current class and have the minimum stats for his new class. Additionally, allowed class changes are limited to three outgoing choices, according to his current class. (Specific allowed changes below.) Recruitable NPCs cannot multiclass.

    Stats are reset to the minimum on class change. You keep your skills. You also keep your spells, as well as your unspent spell-scribing credits. I'm not sure what happens with level progression; it's not reset to 0, but it also doesn't appear to be kept the same as your old profession. It looks like the progression table for the new class is used, with some multiplier. (Around 1.25x the natural XP progression cost, as far as I can tell.)

    Bonus attribute points are retained, so if you are motivated and insane (hello, Codex), you could conceivably grind up to the minimum stats for the new class and then hoard your points until the switch, then dump them all. Could make for a rough start, though.

    Outgoing class changes allowed:

    WARRIOR: Berserker, Pirate, Ranger
    WIZARD: Necromancer, Sage, Thaumaturge
    CLERIC: Bard, Sage, Templar
    THAUMATURGE: Necromancer, Sage, Wizard
    NECROMANCER: Sage, Wizard, Thaumaturge
    RANGER: Warrior, Thief, Assassin
    THIEF: Bard, Pirate, Assassin
    TEMPLAR: Warrior, Cleric, Bard
    BERSERKER: Warrior, Pirate, Ranger
    JESTER: (why???) Thief, Bard, Assassin
    BARD: Cleric, Jester, Sage
    METALSMITH: Warrior, Berserker, Pirate
    PIRATE: Thief, Berseker, Assassin
    ASSASSIN: (why?) Warrior, Thief, Berserker
    SAGE: Cleric, Wizard, Thaumaturge

    Observations:
    (I'm not sure how much XP is in the game, but I'm assuming a max of one class change.)

    Templars: If you want a templar, you have to either roll one as a durendil or multiclass in from cleric.
    Assassins: Two of the four classes that can change to assassin are elite ones (Pirate and Assassin), so if you want one in your first 20 levels, you need a ranger or thief.
    Pirates: This is the most accessible non-creatable class, with routes available from Warrior, Berserker, Thief, and Metalsmith.
    Jesters: Only bards can become jesters. (Because you clearly needed another reason to bring bards . . . :roll:)
    Metalsmith: No one can change into this class; it can only be a starting class. Since it and Sage are the only ones who get metallurgy, and Sages get very few skill points to invest in it, you probably need to create a metalsmith if you want metallurgy. (Thanks to Gestalt11 for pointing this out.)

    Pure mages are mostly locked into staying pure mages; only clerics have exits. (Bards and templars.)
    Martial classes generally have hybrid advanced classes available.


    SPELL TABLES
    All classes in Grimoire learn spells. There are 5 basic spell schools associated with a specific specialist who starts learning that school at level 1, as well as Arcanum/Eldritch spells (which I don't know anything about yet). Each class begins learning from a specific list at a specific level.

    Spell interactions with multiclassing: Spells available to learn on level-up are based ONLY on your current class. The list of spells available do not transfer between classes. E.g., if you are a level 10 cleric and multiclass into templar, you do not get spell picks for your first two templar levels, and when you start learning spells from the Cleric list at templar level 3, you only get the spells available that a level 3 templar (level 1 Cleric) would get.

    Base caster classes:
    WIZARD, CLERIC, NECROMANCER, SAGE, THAUMATURGE: Each learns his own school, starting at level 1.

    Other classes:
    WARRIOR: Wizard spells at level 9
    RANGER: Thaumaturge spells at 4
    THIEF: Thaumaturge spells at 6
    TEMPLAR: Cleric spells at 3
    BERSERKER: Thaumaturge spells at 10
    JESTER: Sage and Wizard spells at 3
    BARD: Cleric and Wizard spells at 3
    METALSMITH: Sage spells at 6
    PIRATE: Wizard and Thaumaturge spells at 6
    ASSASSIN: Thaumaturge and Necromancer spells at 3
     
    Last edited: Aug 9, 2017
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  2. buru5 Very Grumpy Dragon Patron

    Self-Ejected
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    We need a sticky with this shit in the first post
     
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  3. Lord Andre Arcane

    Lord Andre
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    Templar and assassin are not accessible to warrior ?

    Only bard can be a jester ?

    Fuck!

    I guess it's time for another reroll...

    :mixedemotions:
     
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  4. gestalt11 Learned

    gestalt11
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    Are the spells you learned carried over? I am guessing they are or the spellcasters basically get screwed. Although on the other hand past some point sticking with a spellcasting class would be crap as well if you have all the spells you want.
     
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  5. Jaesun Fabulous Moderator Patron

    Jaesun
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    Torment: Tides of Numenera Divinity: Original Sin 2 BattleTech
    I'd assume it is like Wizardry, in that you do keep your spells.
     
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  6. Kayerts Arcane

    Kayerts
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    Confirming you keep your spells. You also keep your unspent level-up spell picks. Editing OP to include this.
     
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  7. gestalt11 Learned

    gestalt11
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    Have to say these resrtrictions are somewhat odd. You can go Necro to Sage but not Sage to Necro.
     
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  8. Danthar Novice

    Danthar
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    Wow this is very good info, thank you so much!! Back to the drawing board! :D

    Also:
    Yes. Hello! :D

    Exactly my newest plan :D Well, maybe.
     
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  9. gestalt11 Learned

    gestalt11
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    Just realized no one can switch into metalsmith. You have to start as one.
     
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  10. Lady Error Arcane Literally Hitler

    Lady Error
    Joined:
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    Just FYI, don't start a new game until the newest update comes through. The saves from the last few days will become unusable, while the old ones will work again.

    EDIT: Looks like it just went through:
    https://steamdb.info/depot/650672/manifests/
     
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  11. mondblut Arcane

    mondblut
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    :rage:

    I wanted my freeloader necromancer to become an assassin...

    Wrong, Thaumaturge at 4. I tested spelllists specifically.
     
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  12. Kayerts Arcane

    Kayerts
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    Ugh, good catch. Thanks, updated.
     
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  13. Dominae Educated

    Dominae
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    Jan 13, 2014
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    43
    Is there an updated/current list of what race and class combinations work best, and such? The old SuperDemo spreadsheet is a good jumping off point but outdated.
    For instance, I spent a bit tonight trying to make a Rhattu Ranger that got bonus points, and couldn't, no matter how high I rolled.

    Scared to see what super class/race limited items exist, too, (i.e. Wiz Cane of Corpus), once I finally am happy with my party.
     
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  14. GandGolf Savant

    GandGolf
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    Which spells belong to which spell class? do any spells belong to more than one class?
     
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  15. Lady Error Arcane Literally Hitler

    Lady Error
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    The spell class for each spell is the same (fire, water, earth, etc.). But different classes have access to some of the same spells.
     
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  16. Danthar Novice

    Danthar
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  17. Grimlorn Arcane

    Grimlorn
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    I went through after learning the stat requirements of the prestige classes to see which races needed the fewest stat gains. This was before I saw this post about being level 10 and only certain classes being limited in what classes they can change to.

    Naga Assassin 50 points
    Drow Assassin 60 points
    Wolfin Assassin 50 points
    Durendil Assassin 45 points

    Naga Pirate 55 points
    Vampyr Pirate 60 points
    Wolfin Pirate 65 points
    Leonar Pirate 55 points
    Durendil Pirate 60 points

    Wolfin Templar 65 points
    Barrower Templar 65 points

    It may not matter as much since you need 10 levels and by taking attributes as your bonus at character creation you can gain 20-30 stat points off the bat making it probably pretty easy to get 70+ stat points for your prestige classes by level 10.
     
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