NDA is gone so here is something I wrote for some RL friends
Posted: Thu Jun 19, 2003 5:32 pm
Ok, there aren't many resourcs available other than what is in game. So
some of this is from the top of my head and some from old notes I did that
are outdated. But here ya go.
STATS******************
Stats, you have 3 groups, health, action and mind. Each of these are
actually 3 stats, so for health it is health, strength and constitution.
Health is your hit points basicaly. Constitution is the regen rate of your
health. Strength is a modifier for anything that would cause you to loose
health from yourself (ie, you use a skill that takes 50 health, well, if you
had high str perhaps it only takes 40). Perhaps some have additional
properties, such as an impact on melee damage, but I'm unsure. Action is
action, quickness and stamina. Mind, focus and willpower. The last one I
might have focus/willpower order backwards. It is always 1 is the bar you
see, 2 is the efficiency of use for that bar, and 3 is the regen rate of
that bar.
Now, the unique part about this to swg. If ANY of those 3 bars hit 0, you
are incapacitated. At that point, someone can come up and do a deathblow.
Most low level stuff won't do that, and the mid level stuff doesn't db until
all players are incapped. What is the difference? When incapped you get a
timer, 60-90 seconds before you get back up. You loose nothing. If you
actually die, you release to your cloning terminal. You can also choose
closest cloning station, but if you choose that and that wasn't where you
cloned, you come back with 2/3 of your stats as wounds...which leads me to
the next subject. (BTW, you can clone for around 1000 credits, or can after
todays patch. It is simply binding. Insurance is a one time shot, it means
that if you die, you clone with all the items you have insured (there is a
lower case i in the inv picture for each item you have insured. Otherwise
your corpse has it. You can allow others to loot your corpse, and corpses
can be dragged I believe.)
Each of the 9 stats can obtain wounds. A wound lowers your max stat. So,
forinstance I have 1000 health, but I may only get it to 950 because I have
some wounds. For stat 1, 1100 is a good high number, for stat 2, 500 is a
high number, for stat 3, 700 is a high number, I believe. It takes a while
for these to build up to the point where they are a concern. Wounds can be
healed by medics/doctors for some, and entertainers (musicians/dancers) for
others. There is also battlefatigue, which is a global lowering in your
effectiveness. This is on a scale of 1000, and I've only ever gotten up to
the 90's and that was via several days of playing. These are cured by
entertainers, very quickly. You can do medic stuff at a hospital,
entertainer stuff at a cantina, or both to a lesser degree of effectiveness
at a camp made by scouts. We will always have someone who can do some medic
wound healing in the camp, so not a big deal there.
Keep in mind the above is not something that truely hurts you, it just means
if you play for 4 or 5 hours, at the end of the day you will want to hit up
a hospital/cantina. It does a great job of getting social interaction.
Yes you could do it yourself by spreading your points to these classes, but
honestly, it takes 5 minutes at a cantina and maybe 5-15 at a hospital
(depending on medic/patient ratio). Frankly, it isn't a big deal and
something I actually enjoy, at least the cantina's. These are also great
places to get players to train you in skills for free, rather than paying
thousands to the npc's.
Lastly, You can take from one stat directly to give to another, in a 1 to 1
trade. It just takes time, it is called stat migration. So you can tweak
it as you see fit, as often as you like.
RACES
Ok, races as I best remember them, and I don't pay attention to them all
Humans, they get +100 to all 9 stats. They get a bonus to experimentation
(something related to crafting) and leadership (for squad leaders).
Wookies, they get huge bonuses to everything, out of balance IMO. They also
get some +'s to scout/creature handler stuff. They CAN NOT SPEAK BASIC.
People have to learn their native tongue, shiirywook or something. Right
now, it costs nothign to learn, and is stupid to even have in. They didn't
have this in until recently, but the RP'ers/SW junkies insisted they try it.
It makes them happy, and isn't really a burden on anyone else, so it will
probaly stay in. They have armor restrictions, but can also use bowcasters.
Zabraks. This is what darth maul was. Keep in mind you will not be all red
faced and what not. You look like a human ska/punk guy with tatoo's. They
have bumpy heads sometimes, but this is up to you. They have high
focus/willpower I belive, and get a lot of bonuses to things like stun,
dizziness, etc.
Trandoshens...If you recall from empire strikes back (ESB), the was the
scene with vadar talking to the bounty hunters. One of them was a lizard
man in a tan outfit. Thats them. Awesome brawlers (melee fighters), huge
bonus to health/con.
Mon calwhatevers. This was the fisheyed looking general/admiral (depends on
the movie) of the first set of movies. I believe they get some mind related
and crafting bonuses. Not sure.
Rodians? Greedo from star wars in the cantina, han shoots him under the
table, green alien. They are good with pistols, and I think they make
weapons well? Get good action/quick/stam stats I think.
Bothans, never in a movie. They are kinda cute, short, almost puppy like
race. Good action/quick/stam race. They are the stealthier types, I think
they get bonuses for like smuggling stuff? I forget.
Twi'liks (excuse my spelling on all of these). This is the guy in return of
the jedi (RotJ) that answers the door to jaba's palace for luke. He has two
tenticle things from his head and luke does the mind trick on him. There
was another one dancing for jaba, she was green I think. These are by far
the prettiest of the females. They have the best faces. They get big
bonuses to dancing/music skills. Jen would probaly like these, julie loves
them. They are a nice all around race too.
Ehh, thats all I can recall, it may be all of them? I think I'm forgetting
one. Now, if you go melee combat, trandoshens is the obvious choice.
Wookie rocks for everything, but I can't imagine this not getting nerfed,
the language barrier and armor restrictions are supposed to offset this tho
so....Humans are good, solid race if you don't know what you want to do (as
it should be). Twi'liks for entertainers are best, humans or mon's for
crafters. etc. BUT, you can pick anyone and do anything, no inherent
penalties, just bonuses.
PROFESSIONS*****************
each professions has a novice entry point which takes a "box", then 4 lines
(called disciplines), above all 4 of the lines is a master point box. Some
advanced professions require you to have just mastered one discipline (such
as chef and tailor both just need domesticated goods from artisan. At that
point you can go into either or both chef and tailor). Others require you
to have mastered another profession, which means you have all 4 disciplines
maxed plus the master box (ranger requires all of scout, doctor all of
medic). Thats 18 total. Each box costs various amounts. The 6 base
professions are the most costly to enter, 15 points. All 4 boxes for a
discipline are normaly 14 points, the master box is anywhere from 1-6.
Advanced novice boxes are 1-6. (if novice is high, master is low, and vice
versa). You have 250 points total. That is enough to fully master 3
professions, plus some left over. for half another. However, one could
just be an artisan, and then get 5 or so other advanced professions, since
they have low requirements.
Very nice, flexible system, that allows them to put in powerful classes such
as bounty hunter, but it does pigeon hole you more. It justifies the power
of that one class.
Alright, on to the 6 base professions, you have to choose one of these to
start, and the other 30 or so branch off of these. Nothing says you can't
be more than one, in fact julie....
PROFESSIONS: BASIC*********************************
Aritsan, Entertainer, Brawler, Medic, Marksman, Scout. Only Marksman and
Brawler have weapon skills at all. You want to fight, you will pick one of
these up. Keep in mind that picking a profession does a final adjustment to
your stats...brawlers get a bonus to health, marksman less so but more
action, artisans bonus to mind, etc. So it is often a good idea to pick
marksman or brawler if you plan on doing any fighting, then instantly
grabbing another, guess it all depends. Keep in mind there is stat
migration, you can adjust your stats around, take from one to give to
another, it just takes time for them to migrate.
Artisan: basic crafter. all crafters start here. It contains a complicated
design line (leads to architect, weapon and armor crafting, droid engineer,
can craft some armor, weapons, and harvesters), domesticated goods line
(leads to chef and tailor, and can craft food/cloths), business practice
(leads to merchant, lets you have vendors, control access to buildings
better), and surveying (no advanced, used to be miner, which may come back
later in the game. Miner stuff is put into artisan line now. Surveying
lets you collect resources). Straightforward yet suprisingly fun class if
you like to interact. They can also build powerups which enhance your
weapon for a period of time, raising to hit, min or max damage, lowering
costs for skills, etc. armor as well, increasing bonuses. I enjoy this way
more than I thought I would.
Entertainer: I don't know this line as well. I know it has a dance path,
music path (leads to dancing and musician profs) and a heal wounds
discipline which increases your effectiveness. I dunno what the 4th is, but
would guess it has something to do with band leadership?? Many of these
pick up a weapon skill, typically something ranged, and they can both fight
as well as be social and heal. This is the route I see Jen going.
Brawler: Melee combat guy. 4 lines, unarmed (leads to tera kasai artist),
1h weapon, 2h weapon, and polearm. Each leads to an advancd profession
specializing in that style. That list is from fast attack to slow attack.
Polearms get lots of stuns/knockdowns/pbaoe type things. I've not done this
much, but julie looks cool with her polearm attacks, the base attack
sometimes hits multiple people, or did. I think the 2 middle ones go to
fencer and swords man, but some of this chnaged a few weeks ago and I didn't
pay attention. THese will be your tanks, they get big bonuses to reduce
damage, especialy melee, but ranged as well. They should have the ability
to maintain agro, as well as perform various status effects, knocking then
down being a big one. They hit prone things hardest, kneeling next, and
standing the least. They love carbine specs as they can knock things down
too.
Medic: healer type. They can craft their stimpacks and wound kits, they get
lines that allow them to be more efficient with each. Man I had all 4 lines
and I can't remember what each does. But all of it revolves around better
or faster healing. Mastering this leads to either doctor (best wound
healers, can do revives on the field even if someone is deathblowed) or
combat medics (get poisons/diseases, as well as ranged healing).
Marksman: Ranged combat. 3 lines, pistol (best at short range, fastest
attack/lowest per hit), carbine (middle of the road all around), and
rifleman (best at long range, hits hard but slow. kind of the nukers of
SWG) and a combat support (gives some things like aim, scatter shot,
required for a lot of semi related combat advanced profs like combat medic).
Well, this is what you think of when you think of a star wars non jedi
fight.
Scout: They move better through terrain, can mask their scent to stealth
past creatures, they get more info when they examine something, they can
create camps to heal in after fights, they can make traps which do a lot of
your status effect stuff (stuns, roots, poison, etc). I think bounty hunter
branches off of here now, as does creature handler and ranger. VERY useful
class to have around. Julie is going this to get to creature handler.
PROFESSIONS, ADVANCED: ******************************
This will be short and sweet, and some of this has changed:
Architect, builds buildings, factories, and furniture, requires 1 line from
artisan
Armorsmith, builds/repairs armor and armor modifiers, 1 line from artisan.
Bio-engineer, samples dna and can clone pets, can enhance the pets, 1 from
scout 1 from medic.
Bounty hunter, good at hunting players/npcs, gets a big variety of damage
dealing types, requirements changed, used to be master marksman and brawler,
I think it is now master marksman and scout.
Carbine spec, ae damage as well as good stuns, knock downs. targets action
pool. 1 line from marksman.
Chef, cooks food, this can make a huge difference in your stats, very good
to have. 1 from artisan.
combat medic, ranged healing, disease, poison. requires 1 from marksman,
master medic.
commando, heavy weapons specialists, particle beams, grenades. They blow
stuff up good. all of marksman, 1 from brawler (recently changed)
Creature handler, tames and raises creatures/pets. very cool prof. 2 lines
from scout.
Dancer, advanced dance movies, more styles and flourishes. 1 from
entertainer
doctor, advanced medic, can revive deathblowed players, best wound healing.
master medic
droid engineer, makes droid pets. can make combat, repair, heal, crafting
droids. 1 from artisan
Image designer, can change your looks. Despite it having the most detailed
character generator ever, these guys can give even MORE detail than
available at launch. This changed, and I'm unsure requirements now.
Merchant, can have better vendors, have npc's that will go to cities and
advertise your shop, discounts to bazaar auctions, etc. 1 from artisan.
Miner: scrapped from launch. may come back later, stuff worked into
artisan. (was a boring prof)
Musician: see dancer, replace dance with music. 1 from entertainer
fencing?: name changed. 1h sword spec. I've honesty not looked at brawler
as much. 1 from brawler.
pistoleer: better with pistols, more skills. 1 from marksman (not looked at
alot by me)can target health pool.
polearm spec: should be obvious by now. They get knockdown/stuns/ae
attacks. 1 from brawler
Ranger: trap specialists, lots of status effects. master scout.
Rifleman: duh. they target mind pool (typically the smallest). they can do
attacks that forces you from a kneeling position. They can deathblow from
range. They can somewhat stealth adn get harder hits. 1 from marksman
Squad leader. has a group terrain management, so everyone moves up
hills/water faster. has some group "buffs", as well as the ability to force
everyone in the group onto one target. must be leading the group for most
abilities, so more than one in a group is a waste of those skills. 2 from
scout, 1 from marksman.
tailor: cloths, and lots of them. More designs than AO nearly, with much
nicer ones, hundreds of color options. entertainers will love you. 1 from
artisan
teras kasi: think bruce lee. unarmed combat, they were god like for most of
beta. Recently brought back to earth. 1 from brawler.
swordsman?: 2h weapons? Again, recent name change. 2 handed weapons that
aren't polearms (big axes and what not)
weaponsmith: makes/repairs weapons, as well as powerups for them. 1 from
artisan.
Ok, thats it for what you can be, and some of what each does. Give me
specific questions, or is there another broad area you would like me to go
over?
some of this is from the top of my head and some from old notes I did that
are outdated. But here ya go.
STATS******************
Stats, you have 3 groups, health, action and mind. Each of these are
actually 3 stats, so for health it is health, strength and constitution.
Health is your hit points basicaly. Constitution is the regen rate of your
health. Strength is a modifier for anything that would cause you to loose
health from yourself (ie, you use a skill that takes 50 health, well, if you
had high str perhaps it only takes 40). Perhaps some have additional
properties, such as an impact on melee damage, but I'm unsure. Action is
action, quickness and stamina. Mind, focus and willpower. The last one I
might have focus/willpower order backwards. It is always 1 is the bar you
see, 2 is the efficiency of use for that bar, and 3 is the regen rate of
that bar.
Now, the unique part about this to swg. If ANY of those 3 bars hit 0, you
are incapacitated. At that point, someone can come up and do a deathblow.
Most low level stuff won't do that, and the mid level stuff doesn't db until
all players are incapped. What is the difference? When incapped you get a
timer, 60-90 seconds before you get back up. You loose nothing. If you
actually die, you release to your cloning terminal. You can also choose
closest cloning station, but if you choose that and that wasn't where you
cloned, you come back with 2/3 of your stats as wounds...which leads me to
the next subject. (BTW, you can clone for around 1000 credits, or can after
todays patch. It is simply binding. Insurance is a one time shot, it means
that if you die, you clone with all the items you have insured (there is a
lower case i in the inv picture for each item you have insured. Otherwise
your corpse has it. You can allow others to loot your corpse, and corpses
can be dragged I believe.)
Each of the 9 stats can obtain wounds. A wound lowers your max stat. So,
forinstance I have 1000 health, but I may only get it to 950 because I have
some wounds. For stat 1, 1100 is a good high number, for stat 2, 500 is a
high number, for stat 3, 700 is a high number, I believe. It takes a while
for these to build up to the point where they are a concern. Wounds can be
healed by medics/doctors for some, and entertainers (musicians/dancers) for
others. There is also battlefatigue, which is a global lowering in your
effectiveness. This is on a scale of 1000, and I've only ever gotten up to
the 90's and that was via several days of playing. These are cured by
entertainers, very quickly. You can do medic stuff at a hospital,
entertainer stuff at a cantina, or both to a lesser degree of effectiveness
at a camp made by scouts. We will always have someone who can do some medic
wound healing in the camp, so not a big deal there.
Keep in mind the above is not something that truely hurts you, it just means
if you play for 4 or 5 hours, at the end of the day you will want to hit up
a hospital/cantina. It does a great job of getting social interaction.
Yes you could do it yourself by spreading your points to these classes, but
honestly, it takes 5 minutes at a cantina and maybe 5-15 at a hospital
(depending on medic/patient ratio). Frankly, it isn't a big deal and
something I actually enjoy, at least the cantina's. These are also great
places to get players to train you in skills for free, rather than paying
thousands to the npc's.
Lastly, You can take from one stat directly to give to another, in a 1 to 1
trade. It just takes time, it is called stat migration. So you can tweak
it as you see fit, as often as you like.
RACES
Ok, races as I best remember them, and I don't pay attention to them all
Humans, they get +100 to all 9 stats. They get a bonus to experimentation
(something related to crafting) and leadership (for squad leaders).
Wookies, they get huge bonuses to everything, out of balance IMO. They also
get some +'s to scout/creature handler stuff. They CAN NOT SPEAK BASIC.
People have to learn their native tongue, shiirywook or something. Right
now, it costs nothign to learn, and is stupid to even have in. They didn't
have this in until recently, but the RP'ers/SW junkies insisted they try it.
It makes them happy, and isn't really a burden on anyone else, so it will
probaly stay in. They have armor restrictions, but can also use bowcasters.
Zabraks. This is what darth maul was. Keep in mind you will not be all red
faced and what not. You look like a human ska/punk guy with tatoo's. They
have bumpy heads sometimes, but this is up to you. They have high
focus/willpower I belive, and get a lot of bonuses to things like stun,
dizziness, etc.
Trandoshens...If you recall from empire strikes back (ESB), the was the
scene with vadar talking to the bounty hunters. One of them was a lizard
man in a tan outfit. Thats them. Awesome brawlers (melee fighters), huge
bonus to health/con.
Mon calwhatevers. This was the fisheyed looking general/admiral (depends on
the movie) of the first set of movies. I believe they get some mind related
and crafting bonuses. Not sure.
Rodians? Greedo from star wars in the cantina, han shoots him under the
table, green alien. They are good with pistols, and I think they make
weapons well? Get good action/quick/stam stats I think.
Bothans, never in a movie. They are kinda cute, short, almost puppy like
race. Good action/quick/stam race. They are the stealthier types, I think
they get bonuses for like smuggling stuff? I forget.
Twi'liks (excuse my spelling on all of these). This is the guy in return of
the jedi (RotJ) that answers the door to jaba's palace for luke. He has two
tenticle things from his head and luke does the mind trick on him. There
was another one dancing for jaba, she was green I think. These are by far
the prettiest of the females. They have the best faces. They get big
bonuses to dancing/music skills. Jen would probaly like these, julie loves
them. They are a nice all around race too.
Ehh, thats all I can recall, it may be all of them? I think I'm forgetting
one. Now, if you go melee combat, trandoshens is the obvious choice.
Wookie rocks for everything, but I can't imagine this not getting nerfed,
the language barrier and armor restrictions are supposed to offset this tho
so....Humans are good, solid race if you don't know what you want to do (as
it should be). Twi'liks for entertainers are best, humans or mon's for
crafters. etc. BUT, you can pick anyone and do anything, no inherent
penalties, just bonuses.
PROFESSIONS*****************
each professions has a novice entry point which takes a "box", then 4 lines
(called disciplines), above all 4 of the lines is a master point box. Some
advanced professions require you to have just mastered one discipline (such
as chef and tailor both just need domesticated goods from artisan. At that
point you can go into either or both chef and tailor). Others require you
to have mastered another profession, which means you have all 4 disciplines
maxed plus the master box (ranger requires all of scout, doctor all of
medic). Thats 18 total. Each box costs various amounts. The 6 base
professions are the most costly to enter, 15 points. All 4 boxes for a
discipline are normaly 14 points, the master box is anywhere from 1-6.
Advanced novice boxes are 1-6. (if novice is high, master is low, and vice
versa). You have 250 points total. That is enough to fully master 3
professions, plus some left over. for half another. However, one could
just be an artisan, and then get 5 or so other advanced professions, since
they have low requirements.
Very nice, flexible system, that allows them to put in powerful classes such
as bounty hunter, but it does pigeon hole you more. It justifies the power
of that one class.
Alright, on to the 6 base professions, you have to choose one of these to
start, and the other 30 or so branch off of these. Nothing says you can't
be more than one, in fact julie....
PROFESSIONS: BASIC*********************************
Aritsan, Entertainer, Brawler, Medic, Marksman, Scout. Only Marksman and
Brawler have weapon skills at all. You want to fight, you will pick one of
these up. Keep in mind that picking a profession does a final adjustment to
your stats...brawlers get a bonus to health, marksman less so but more
action, artisans bonus to mind, etc. So it is often a good idea to pick
marksman or brawler if you plan on doing any fighting, then instantly
grabbing another, guess it all depends. Keep in mind there is stat
migration, you can adjust your stats around, take from one to give to
another, it just takes time for them to migrate.
Artisan: basic crafter. all crafters start here. It contains a complicated
design line (leads to architect, weapon and armor crafting, droid engineer,
can craft some armor, weapons, and harvesters), domesticated goods line
(leads to chef and tailor, and can craft food/cloths), business practice
(leads to merchant, lets you have vendors, control access to buildings
better), and surveying (no advanced, used to be miner, which may come back
later in the game. Miner stuff is put into artisan line now. Surveying
lets you collect resources). Straightforward yet suprisingly fun class if
you like to interact. They can also build powerups which enhance your
weapon for a period of time, raising to hit, min or max damage, lowering
costs for skills, etc. armor as well, increasing bonuses. I enjoy this way
more than I thought I would.
Entertainer: I don't know this line as well. I know it has a dance path,
music path (leads to dancing and musician profs) and a heal wounds
discipline which increases your effectiveness. I dunno what the 4th is, but
would guess it has something to do with band leadership?? Many of these
pick up a weapon skill, typically something ranged, and they can both fight
as well as be social and heal. This is the route I see Jen going.
Brawler: Melee combat guy. 4 lines, unarmed (leads to tera kasai artist),
1h weapon, 2h weapon, and polearm. Each leads to an advancd profession
specializing in that style. That list is from fast attack to slow attack.
Polearms get lots of stuns/knockdowns/pbaoe type things. I've not done this
much, but julie looks cool with her polearm attacks, the base attack
sometimes hits multiple people, or did. I think the 2 middle ones go to
fencer and swords man, but some of this chnaged a few weeks ago and I didn't
pay attention. THese will be your tanks, they get big bonuses to reduce
damage, especialy melee, but ranged as well. They should have the ability
to maintain agro, as well as perform various status effects, knocking then
down being a big one. They hit prone things hardest, kneeling next, and
standing the least. They love carbine specs as they can knock things down
too.
Medic: healer type. They can craft their stimpacks and wound kits, they get
lines that allow them to be more efficient with each. Man I had all 4 lines
and I can't remember what each does. But all of it revolves around better
or faster healing. Mastering this leads to either doctor (best wound
healers, can do revives on the field even if someone is deathblowed) or
combat medics (get poisons/diseases, as well as ranged healing).
Marksman: Ranged combat. 3 lines, pistol (best at short range, fastest
attack/lowest per hit), carbine (middle of the road all around), and
rifleman (best at long range, hits hard but slow. kind of the nukers of
SWG) and a combat support (gives some things like aim, scatter shot,
required for a lot of semi related combat advanced profs like combat medic).
Well, this is what you think of when you think of a star wars non jedi
fight.
Scout: They move better through terrain, can mask their scent to stealth
past creatures, they get more info when they examine something, they can
create camps to heal in after fights, they can make traps which do a lot of
your status effect stuff (stuns, roots, poison, etc). I think bounty hunter
branches off of here now, as does creature handler and ranger. VERY useful
class to have around. Julie is going this to get to creature handler.
PROFESSIONS, ADVANCED: ******************************
This will be short and sweet, and some of this has changed:
Architect, builds buildings, factories, and furniture, requires 1 line from
artisan
Armorsmith, builds/repairs armor and armor modifiers, 1 line from artisan.
Bio-engineer, samples dna and can clone pets, can enhance the pets, 1 from
scout 1 from medic.
Bounty hunter, good at hunting players/npcs, gets a big variety of damage
dealing types, requirements changed, used to be master marksman and brawler,
I think it is now master marksman and scout.
Carbine spec, ae damage as well as good stuns, knock downs. targets action
pool. 1 line from marksman.
Chef, cooks food, this can make a huge difference in your stats, very good
to have. 1 from artisan.
combat medic, ranged healing, disease, poison. requires 1 from marksman,
master medic.
commando, heavy weapons specialists, particle beams, grenades. They blow
stuff up good. all of marksman, 1 from brawler (recently changed)
Creature handler, tames and raises creatures/pets. very cool prof. 2 lines
from scout.
Dancer, advanced dance movies, more styles and flourishes. 1 from
entertainer
doctor, advanced medic, can revive deathblowed players, best wound healing.
master medic
droid engineer, makes droid pets. can make combat, repair, heal, crafting
droids. 1 from artisan
Image designer, can change your looks. Despite it having the most detailed
character generator ever, these guys can give even MORE detail than
available at launch. This changed, and I'm unsure requirements now.
Merchant, can have better vendors, have npc's that will go to cities and
advertise your shop, discounts to bazaar auctions, etc. 1 from artisan.
Miner: scrapped from launch. may come back later, stuff worked into
artisan. (was a boring prof)
Musician: see dancer, replace dance with music. 1 from entertainer
fencing?: name changed. 1h sword spec. I've honesty not looked at brawler
as much. 1 from brawler.
pistoleer: better with pistols, more skills. 1 from marksman (not looked at
alot by me)can target health pool.
polearm spec: should be obvious by now. They get knockdown/stuns/ae
attacks. 1 from brawler
Ranger: trap specialists, lots of status effects. master scout.
Rifleman: duh. they target mind pool (typically the smallest). they can do
attacks that forces you from a kneeling position. They can deathblow from
range. They can somewhat stealth adn get harder hits. 1 from marksman
Squad leader. has a group terrain management, so everyone moves up
hills/water faster. has some group "buffs", as well as the ability to force
everyone in the group onto one target. must be leading the group for most
abilities, so more than one in a group is a waste of those skills. 2 from
scout, 1 from marksman.
tailor: cloths, and lots of them. More designs than AO nearly, with much
nicer ones, hundreds of color options. entertainers will love you. 1 from
artisan
teras kasi: think bruce lee. unarmed combat, they were god like for most of
beta. Recently brought back to earth. 1 from brawler.
swordsman?: 2h weapons? Again, recent name change. 2 handed weapons that
aren't polearms (big axes and what not)
weaponsmith: makes/repairs weapons, as well as powerups for them. 1 from
artisan.
Ok, thats it for what you can be, and some of what each does. Give me
specific questions, or is there another broad area you would like me to go
over?