How to start?
1. First go to website:
Thronar Beta
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2. Next press "
New account", and complete all rubrics.
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3. Log in by your account name, and password typed few minutes ago.
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4. Now go to "
Create Character", and also complete all rubrics.
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5. Start Tibia, then log in.
If you dont have an ip changer, or Tibia client 9.86 go to "Download".
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6. Let talk with "
Starters Guide" NPC.
Say:
-hi
-mission
-first class
-squire/archer/magician
-mission
Now you need to kill some Giant Wasps and take 2 honeycombs to this NPC.
First Mission
1. Go to position marked on map
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2. Kill some "Giant Wasps" and collect the honeycombs(x2).
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3. Go back to "Starters Guide" NPC and talk about mission.
Say:
-hi
-mission
quote to next page?
This is awesome, if you can continue this tutorial until at least the level 10 promotion I will make it official at Thronar's website!
- - - Updated - - -
Class Design and Balance
I've been getting a few complaints about classes being this this and that while others are better at something else. So this is an official statement about how classes are designed, and why they are the way they are.
Original Intent
There are
10 classes in Thronar so far, becoming
16 at level 40! With such a high number, it's surely a challenge to create consistent difference in gameplay/abillities between all of them, to give a meaning for all of them in the game. If we think about the commonly seen roles in most rpgs, we would have the tanker, the dps, the mage, the healer, and more roles that in fact overwrites over one another, such as hybrids and different types of dps or support.
While I couldn't completely escape from these rules, I'm still trying to give each class the unique feeling it needs. While some of their roles may still overwrite one another, they all have their unique purpose. And these purposes widely differs from one another.
Squire Classes' Unique Points
Lets see the general idea behind each of the Squire tree classes and discuss about them:
Swordsman: The swordsmen are melee fighters that specialize in the use of swords and shields. Aside from having attacking skills, their shield skills allow them to challenge one or more monsters around, even at a long range and for a long duration, and also increase their defense and heal themselves for a short period. Thats his core, the tanker which can protect everyone.
Warrior: The warrior are the strongest melee fighters with high damage and health. Warriors can choose between using swords, axes, clubs, spears or halberds and are also unable to wield good shields, making them highly offensive. Thats his core, the offensive fighter that can also be the tank, but has no consistent way to protect his group.
Cleric: The cleric are supportive fighters wielding clubs and shields most commonly. While they can use healing spells, clerics are better with buffs such as Blessing and Regeneration and are really useful into assisting their group and fighting against undead with their holy damage spells. Thats his core, the supportive melee fighter with white magic.
Tracker: The trackers are rogue-like fighters that wield daggers and throwing weapons. Their damage isn't as high as other fighters, but they have a highe attack speed and critical rates to compensate, but they are also squishy. Their unique abillities allow them to go invisible and to be the only class that can exiva someone. Thats his core, the rogue that can exiva and stealth.
Discussion
Tell me your opinions about these 4 classes in particular including what you think about them, if anything needs change and/or rethinking.