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
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
the_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
wizard_fullres
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.

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