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Class-changing information and spell lists for classes

Kayerts

Arcane
Joined
Jan 28, 2011
Messages
883
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:
Self-Ejected

buru5

Very Grumpy Dragon
Patron
Joined
Apr 9, 2017
Messages
2,048
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. 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:)
Pure mages are mostly locked into staying pure mages; only clerics have exits. (Bards and templars.)
Martial classes generally have hybrid advanced classes available.

We need a sticky with this shit in the first post
 

gestalt11

Arbiter
Joined
Apr 4, 2015
Messages
629
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.
 

Kayerts

Arcane
Joined
Jan 28, 2011
Messages
883
Confirming you keep your spells. You also keep your unspent level-up spell picks. Editing OP to include this.
 

gestalt11

Arbiter
Joined
Apr 4, 2015
Messages
629
Have to say these resrtrictions are somewhat odd. You can go Necro to Sage but not Sage to Necro.
 

Danthar

Novice
Joined
Aug 7, 2017
Messages
62
Wow this is very good info, thank you so much!! Back to the drawing board! :D

Also:
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.

Yes. Hello! :D

Exactly my newest plan :D Well, maybe.
 

mondblut

Arcane
Joined
Aug 10, 2005
Messages
22,205
Location
Ingrija
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.

:rage:

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

RANGER: Cleric spells at 3

Wrong, Thaumaturge at 4. I tested spelllists specifically.
 

Dominae

Educated
Joined
Jan 13, 2014
Messages
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.
 

Lady_Error

█▓▒░ ░▒▓█
Patron
Joined
Oct 14, 2012
Messages
1,879,250
Which spells belong to which spell class? do any spells belong to more than one class?

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

Grimlorn

Arcane
Joined
Jun 1, 2011
Messages
10,248
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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