Classes and Class Bonuses
Your class determines how much of each skill your character will be able to learn. In addition to the short description provided for each class there is a list of primary skills, secondary skills and weapon/armor limitations for the class.
Your special skill is the skill that your character excels at and can go to 135 is it is specialized in a primary slot. Primary skills are skills that your character will be able to earn 95 (not specialized) or 120 (specialized) skill. Secondary skills are able to earn up to 75 (not specialized) or 80 (specialized).
All other skills not mentioned can go up to 60 points. All skills classified as a tradeskill can be placed in any slot but they will only go to 100 points if placed in primary.
Some classes get an extra bonus while in combat. Fighters, Knights, Paladins, Clerics and Priests that are wearing mostly chain or plate will get a bonus damage reduction.
Assassin
Assassins are masters of hiding and using stealth with also a little skill in lock picking. They have high damage and the ability to use deadly poison but they are unable to wear a lot of armor. They have lower end magery, but will be able to cast from scrolls with a bonus.
The assassin deals out a high amount of damage but is relatively fragile. Assassins are masters of hiding and using stealth with a bit of stealing. They have lower-end magery but will be able to cast from scrolls. They are one of the new classes that is able to use alchemy at higher levels.
Special Skill | Tactics |
Primary Skills | Anatomy Arms Lore Fencing/Macefighting/Swordsmanship Hiding Magic Resistance Poisoning Stealth Wrestling |
Secondary Skills | Alchemy Archery Healing Stealing Tracking |
Max Base AR* | 15 |
Spells Available | |
1st Circle | Create Food Heal Nightsight |
2nd Circle | Cure Harm Magic Trap Magic Untrap |
3rd Circle | Magic Lock Poison Teleport Magic Unlock |
4th Circle | Greater Heal Recall |
5th Circle | Incognito |
6th Circle | |
7th Circle | |
8th Circle |
- The maximum base ar is determined from a base piece of armor with no additional bonuses.
- Spells available refers to spells cast from a spellbook. All spells can be cast from scrolls.
Bard
The bard on Valhalla is a well-blended adventuring class. While a bard can only truly master the art of music (and breaking into things), he is well above-average in all of the combat skills, magery and stealing.
Special Skill | Musicianship |
Primary Skills | Lockpicking Provocation Peacemaking |
Secondary Skills | Anatomy Archery Fencing / Macefighting / Swordsmanship Healing Magery Magic Resistance Meditation Stealing Tactics |
Max Base AR* | 20 |
Spells Available | |
1st Circle | Clumsy Create Food Feeblemind Heal Night Sight Weaken |
2nd Circle | Agility Cunning Cure Harm Strength |
3rd Circle | Bless Fireball Teleport |
4th Circle | Curse Greater Heal Lightning Recall |
5th Circle | Blade Spirits Magic Reflection Mind Blast |
6th Circle | Dispel Energy Bolt Explosion |
7th Circle | Chain Lightning Flame Strike Gate Travel Mana Vampire Meteor Swarm Polymorph |
8th Circle | Earthquake |
- The maximum base ar is determined from a base piece of armor with no additional bonuses.
- Spells available refers to spells cast from a spellbook. All spells can be cast from scrolls.
Cleric/Priest
In combat, clerics and priests could be compared to a tank mage. They can wear strong armor and are masters of both the mace and the spell book. Furthermore, they are unparalleled in the healing arts. The primary difference between priests and clerics is the way that they are role-played; The Cleric is a virtue follower while the Priest tends to focus more on a divinity. Priests get the Aura of Water special ability while Clerics get Aura of Healing.
Special Skill | Healing |
Primary Skills | Anatomy Fencing / Macefighting / Swordsmanship Magic Resistance Magery Meditation Tactics Wrestling |
Secondary Skills | Alchemy Arms Lore Leadership Necromancy Parrying Poisoning |
Max Base AR* | 24 |
Spells Available | |
1st Circle | Clumsy Create Food Feeblemind Heal Nightsight Reactive Armor Weaken |
2nd Circle | Agility Cunning Cure Harm Protection Strength |
3rd Circle | Bless Fireball Poison Teleport Wall of Stone |
4th Circle | Arch Cure Arch Protection Curse Greater Heal Lightning Mana Drain Recall |
5th Circle | Blade Spirits Dispel Field Magic Reflection Mind Blast |
6th Circle | Dispel Invisibility Reveal |
7th Circle | Gate Travel Polymorph |
8th Circle | Resurrection |
- The maximum base ar is determined from a base piece of armor with no additional bonuses.
- Spells available refers to spells cast from a spellbook. All spells can be cast from scrolls.
Crusader
Coming soon.
Disciple
The Disciple is the precursor to having a Crusader, Revenant or Spellweaver. When you first start as a disciple in the Hall of Heroes and you exit through the gate, instead of going to Valhalla, you are taken to the mysterious island of Nazireth. You will learn about why you were not welcome in Valhalla. But not all is lost as the Masters on the island have found a possible way to Valhalla.
The Disciple is the start of a new class quest. When you choose Disciple from the character creation gate and leave the Hall of Heroes, you will find that you have been rejected from Valhalla. Now, you must prove yourself to one of the Masters and plot to gain entry back into Valhalla. It is a hard life for the Disciple. Your skills are nearly non-existent and all will only raise to 60 except wrestling which can go to 80.
Once you have gained one of the Master’s trust by helping out with the settlement, you can choose one of three disciplines: The Crusader which uses Chivalry, the Revenant which uses Necromancy or the Spellweaver which uses Animal Lore.
Special Skill | NONE |
Primary Skills | NONE |
Secondary Skills | Wrestling |
Max Base AR* | 6 |
Spells Available | |
1st Circle | Create Food Heal Magic Arrow Nightsight Reactive Armor |
2nd Circle | Agility Cunning Cure Strength |
3rd Circle | Teleport |
4th Circle | Recall |
- The maximum base ar is determined from a base piece of armor with no additional bonuses.
- Spells available refers to spells cast from a spellbook. All spells can be cast from scrolls.
Starting Tips
- When creating your character, choose at least one fighting skill. You will be doing a lot of melee combat. There are practice dummies to train your skills. Other good skills to choose are a weapon skill, tactics, healing and camping.
- Don’t stray too far from the Outpost. The further you go, the harder it becomes.
- Learn where the healer is located.
- Take time to earn gold and raise some skills before venturing out.
- If you want to change your class/race later, you can do so at the character creation gate or return to the Outpost to one of the Masters (returning is a free change). If you choose Disciple at the character gate, you will start over again!
Druid/Necromancer
The nukers of the game, designed for massive spell damage but quite fragile. These classes need to learn to stay out of the way, letting their skill in magery do the trick while letting better suited warriors hold off their targets.
Druidry and Necromancy are directly-opposing schools of magic. The use of one will always detract from the other.
Special Skill | Druids: Animal Lore Necromancers: Necromancy |
Primary Skills | Evaluating Intelligence Magic Resistance Magery Meditation Poisoning Wrestling |
Secondary Skills | Anatomy Camping Alchemy Fencing / Macefighting / Swordsmanship Tactics |
Weapon Restrictions | While casting a spell, can only be holding a weapon capable of casting. |
Special Spells | Druid: Druid Rune Bag Necromancer: Codex |
Max Base AR* | 13 |
Spells Available | |
1st Circle | Create Food Heal Magic Arrow Nightsight Reactive Armor |
2nd Circle | Cure Harm Magic Trap Magic Untrap |
3rd Circle | Fireball Magic Lock Teleport Unlock |
4th Circle | Fire Field Greater Heal Lightning Mana Drain Recall |
5th Circle | Blade Spirits Dispel Field Incognito Magic Reflection Mind Blast Paralyze Poison Field |
6th Circle | Dispel Energy Bolt Explosion Invisibility Mark Paralyze Field |
7th Circle | Chain Lightning Energy Field Flame Strike Gate Travel Mana Vampire Mass Dispel Polymorph |
8th Circle | Resurrection |
- The maximum base ar is determined from a base piece of armor with no additional bonuses.
- Spells available refers to spells cast from a spellbook. All spells can be cast from scrolls.
Fighter
The fighter is a master of all forms of physical combat. Fighters can do everything – Archery, Fencing, Macefighting, Swordsmanship and Wrestling. They are also above average healers and tamers.
Special Skill | Fencing / Macefighting / Swordsmanship |
Primary Skills | Arms Lore Anatomy Archery Parrying Tactics Wrestling |
Secondary Skills | Healing Lockpicking Magic Resisting Taming |
Max Base AR* | 29 |
Spells Available | |
1st Circle | Create Food Heal Nightsight |
2nd Circle | Cure Harm |
3rd Circle | Teleport |
4th Circle | Greater Heal Recall |
5th Circle | |
6th Circle | |
7th Circle | |
8th Circle |
- The maximum base ar is determined from a base piece of armor with no additional bonuses.
- Spells available refers to spells cast from a spellbook. All spells can be cast from scrolls.
Knight
Second in combat skills only to the fighter, a knight is a warrior to be reckoned with. In addition to superb hand-to-hand skills, knights are the most respected leaders in the land.
Special Skill | Leadership |
Primary Skills | Arms Lore Anatomy Alchemy Fencing / Macefighting / Swordsmanship Parrying Poisoning Tactics |
Secondary Skills | Archery Healing Magic Resisting Wrestling |
Max Base AR* | 30 |
Spells Available | |
1st Circle | Create Food Heal Nightsight |
2nd Circle | Cure Harm |
3rd Circle | Teleport |
4th Circle | Greater Heal Recall |
5th Circle | |
6th Circle | |
7th Circle | |
8th Circle |
- The maximum base ar is determined from a base piece of armor with no additional bonuses.
- Spells available refers to spells cast from a spellbook. All spells can be cast from scrolls.
Mage
Mages understand their art better than anyone else, including necromancers and druids. In addition to being only class that can use every spell in the regular spellbook, they can also reach a higher skill level in magery than anyone else. Mages may also master a weapon, are one of only two classes that can grandmaster alchemy and are above average healers.
Special Skill | Magery |
Primary Skills | Alchemy Fencing / Macefighting / Swordsmanship Invocation Magic Resistance Meditation |
Secondary Skills | Archery Anatomy Healing Lockpicking Tactics Wrestling |
Max Base AR* | 15 |
Weapon Restrictions* | While casting a spell, can only be holding a weapon capable of casting. |
Spells Available | |
1st Circle | all |
2nd Circle | all |
3rd Circle | all |
4th Circle | all |
5th Circle | all |
6th Circle | all |
7th Circle | all |
8th Circle | all |
- The maximum base ar is determined from a base piece of armor with no additional bonuses.
- Spells available refers to spells cast from a spellbook. All spells can be cast from scrolls.
Monk
The Monk has a full understand of using only their hands as weapons and where to strike which will do the most damage. Although they can use a 1-handed weapon, they do their bests when they are fighting with their fists. They are the class that deals the most damage but they also have the lowest armor rating They are unable to wear even a full set of the lowest type of armor but they have high evades allowing them to dodge many attacks. They have good healing and some magery knowledge.
Monks do the most damage when they are on foot. Many special abilities will have their damage lowered if the monk is mounted and some special abilities will not work if the monk is mounted or holding a weapon.
Special Skill | Wrestling |
Primary Skills | Anatomy Camping Healing Magic Resistance Tactics |
Secondary Skills | Archery Fencing/Macefighting/Swordsmanship Magery Meditation Tracking |
Max Base AR* | 8 |
Spells Available | |
1st Circle | Create Food Heal Nightsight Reactive Armor |
2nd Circle | Agility Cure Harm Magic Trap Magic Untrap Protection |
3rd Circle | Fireball Magic Lock Teleport |
4th Circle | Greater Heal Recall Magic Unlock |
5th Circle | Incognito Magic Reflection |
6th Circle | Energy Bolt Invisibility Reveal |
7th Circle | |
8th Circle |
- The maximum base ar is determined from a base piece of armor with no additional bonuses.
- Spells available refers to spells cast from a spellbook. All spells can be cast from scrolls.
Paladin
The paladin is the premiere religious fighter with strong healing in addition to some magery and meditation (may have a limited spell book but is able to cast from all scrolls). The Paladin’s focus is first on battle then on healing. They don’t get as high a skill in leadership as the knight or as much healing as the cleric but are a very strong class all around.
Special Skill | Parry |
Primary Skills | Arms Lore Fencing / Macefighting / Swordsmanship Healing Magic Resistance Tactics |
Secondary Skills | Archery Anatomy Leadership Magery Necromancy or Druidry Wrestling |
Max Base AR* | 32 |
Spells Available | |
1st Circle | Create Food Heal Nightsight |
2nd Circle | Cunning Cure Harm Protection |
3rd Circle | Bless Fireball Teleport |
4th Circle | Arch Cure Arch Protection Curse Greater Heal Recall |
5th Circle | Magic Reflection |
6th Circle | Reveal |
7th Circle | Gate Travel Polymorph |
8th Circle |
- The maximum base ar is determined from a base piece of armor with no additional bonuses.
- Spells available refers to spells cast from a spellbook. All spells can be cast from scrolls.
Ranger
A ranger is the premiere archer, supported by taming, magery and either necromancy or druidry. In addition, the ranger has some unique abilities to track, point and restore a weary group.
Special Skill | Archery |
Primary Skills | Anatomy Camping Tactics Tracking |
Secondary Skills | Arms Lore Druidry or Necromancy Fencing / Macefighting / Swordsmanship Healing Taming Magery Magic Resistance Parrying |
Max Base AR* | 26 |
Spells Available | |
1st Circle | Clumsy Create Food Feeblemind Heal Nightsight Weaken |
2nd Circle | Agility Cunning Cure Harm Strength |
3rd Circle | Fireball Teleport |
4th Circle | Fire Field Greater Heal Lightning Recall |
5th Circle | Magic Reflection Poison Field |
6th Circle | Dispel Paralyze Field |
7th Circle | Energy Field Gate Travel Polymorph |
8th Circle |
- The maximum base ar is determined from a base piece of armor with no additional bonuses.
- Spells available refers to spells cast from a spellbook. All spells can be cast from scrolls.
Revenant
Coming soon.
Rogue
The thief is not a great group player but between their locking picking skills and limited bard songs, they should be welcome in a group. Give a thief mining and cartography and you will have an awesome treasure hunter.
Special Skill | Lockpicking |
Primary Skills | Archery Detect Hidden Hiding Poisoning Stealing Tactics |
Secondary Skills | Arms Lore Fencing / Macefighting / Swordsmanship Healing Magic Resist Musicianship Parry Peacemaking Provocation Stealth |
Max Base AR* | 20 |
Spells Available | |
1st Circle | Heal Nightsight |
2nd Circle | Cure Harm Magic Trap Magic Untrap |
3rd Circle | Magic Lock Poison Teleport Unlock |
4th Circle | Greater Heal Recall |
5th Circle | Incognito |
6th Circle | |
7th Circle | |
8th Circle |
- The maximum base ar is determined from a base piece of armor with no additional bonuses.
- Spells available refers to spells cast from a spellbook. All spells can be cast from scrolls.
Spellweaver
The Spellweaver uses their knowledge of the natural order of things to achieve great power in their spells. They are able to cast from their spellbook with weapons and gain more power with more Spellweavers around. A hardcore character class requiring the Disciple to start a character quest.
The Spellweaver cannot simply pick up a spellbook like a mage and begin casting. They require careful thought and study before they are able to wield their devastating spells onto their enemies.
Before you can cast a spell from the spellweaver spellbook, you must obtain an Arcane Focus Crystal. This crystal determines the power and/or duration of your spells. First you must stand upon a pentagram or arcane circle (made by the pentagram or arcane circle deed). Cast Arcane Circle and you will have the Arcane Focus Crystal in your pack until you log off.
Spellweaving uses the Animal Lore/Druidry skill.
Only Spellweavers can cast from the Spellweaver Spellbook. Anyone can cast from the scrolls. High level Spellweavers can cast the spell from the spellbook holding any weapons.
The Spellweaver is considered to be a hardcore character. There are no special abilities and many tertiary skills as well as some trade skills will only go to 40 instead of 60.
Special Skill | Magic Resistance |
Primary Skills | Invocation Macefighting Magery Meditation Necromancy |
Secondary Skills | Camping Healing Taming Tracking Veterinary |
Impaired Skills | Anatomy Archery Blacksmithy Fencing Necromancy Parry Swordsmanship Tactics Wrestling |
Max Base AR* | 21 |
Spells Available | |
1st Circle | Clumsy Create Food Heal Magic Arrow Nightsight Reactive Armor Weaken |
2nd Circle | Agility Cunning Cure Magic Trap Magic Untrap Protection Strength |
3rd Circle | Bless Fireball Magic Lock Telekinesis Teleport Unlock Wall of Stone |
4th Circle | Arch Cure Arch Protection Greater Heal Lightning Recall |
5th Circle | Dispel Field Incognito Magic Reflection Mind Blast Paralyze |
6th Circle | Dispel Energy Bolt Invisibility Mark Reveal |
7th Circle | Chain Lightning Energy Field Flame Strike Gate Travel Mass Dispel Polymorph |
8th Circle | Earthquake Resurrection Summon Air Elemental Summon Earth Elemental |
- The maximum base ar is determined from a base piece of armor with no additional bonuses.
- Spells available refers to spells cast from a spellbook. All spells can be cast from scrolls.
- Impaired skills are skills that will only go to 40 points.
Spell | Word of Power | Mana Cost | Minimum Skill | Description |
---|---|---|---|---|
Arcane Circle | Myrshalee | 24 | 0 | Creates an Arcane Focus Crystal which enhances your spellweaving spells. The more spellweavers standing around you when you cast, the greater the power your arcane crystal will possess. |
Attunement | Haeldril | 24 | 0 | For the duration of the spell, Magic Reflection will be automatically placed on you. The duration is based on your Arcane Focus with a minimum of 10 seconds. |
Gift of Renewal | Olorisstra | 24 | 0 | Repeatedly heals a target for a short period of time. |
Nature’s Fury | Rauvvrae | 24 | 0 | Creates an uncontrollable swarm of wasps that attack nearby enemies. |
Immolating Weapon | Thalshara | 32 | 10 | Enchants your melee weapon with extra fire damage for a short duration. |
Thunderstorm | Erelonia | 32 | 10 | Creates a large thunderstorm in the area. |
Arcane Empowerment | Aslavdra | 50 | 24 | Enhances all spellweaving healing and damaging spells for a short duration. |
Ethereal Voyage | Orlavdra | 32 | 24 | Kills you so you get to float around as a ghost for awhile. |
Reaper Form | Tarisstree | 34 | 24 | Turns you into a reaper giving additional stat bonus buffs. |
Gift of Life | Illorae | 70 | 38 | If you die while the spell is active, you will be instantly resurrected with health based on your Arcane Focus. |
Summon Fey | Alalithra | 10 | 38 | Summons one or more controllable pixies. |
Summon Fiend | Nylisstra | 10 | 38 | Summons one or more controllable imps. |
Dryad Allure | Rathril | 40 | 52 | Charms a humanoid monster into doing your bidding. You may charm up to 4 monsters at once. |
Essence of Wind | Anathrae | 40 | 52 | Blows cold air over your opponent, causing their run speed to drop by 5%. |
Wildfire | Haelyn | 50 | 66 | Creates a wall of wildfire that damages anyone who enters it. |
Word of Death | Nyraxle | 50 | 83 | Does a massive amount of damage on monsters with low health. |
- Icons from the Spellweaver spellbook can be dragged onto the desktop.
Tamer
The traditional tamer of UO but with decent magery and excellent healing for both people and pets.
Special Skill | Taming |
Primary Skills | Anatomy Healing Tracking Veterinary |
Secondary Skills | Archery Fencing / Macefighting / Swordsmanship Invocation Magic Resistance Magery Parrying Tactics Wrestling |
Max Base AR* | 25 |
Spells Available | |
1st Circle | Clumsy Create Food Feeblemind Heal Nightsight Weaken |
2nd Circle | Agility Cunning Cure Harm Protection Strength |
3rd Circle | Fireball Teleport |
4th Circle | Fire Field Greater Heal Lightning Recall |
5th Circle | Blade Spirits Dispel Field Magic Reflection Mind Blast Paralyze Poison Field |
6th Circle | Dispel Energy Bolt Explosion Invisibility Paralyze Field |
7th Circle | Chain Lightning Energy Field Gate Travel Mana Vampire Meteor Swarm Polymorph |
8th Circle | Earthquake |
- The maximum base ar is determined from a base piece of armor with no additional bonuses.
- Spells available refers to spells cast from a spellbook. All spells can be cast from scrolls.