So you have played Medievia long and hard and are finally ready to
attain that next class! Sounds great! It can be just that, with some
preparation and pre-planning. There are some things that should be prepared
for before you take the long walk up Mt. Vryce and push the all
important button.
What class do you choose? What equipment should you have for your first few
levels, and how much preparation should you make BEFORE you multi? Well with
a little experience and research I may have come up with some answers.
What class should you take next? There are benefits to each class, and
strong points that make the choice a hard one. Do you know what class
you would like to hero as? Do you want to have to reclass? Here I will
point out the benefits of each multi, and how it pertains to your
current class, to help you in your decision.
Before I begin, I'd like to take one minute for a quick word on the
spells and abilities of your current class. For your own ease I suggest
getting your spells and abilities practiced to their maximum before you
multi. Failing trip or teleport at the wrong time can get you killed so
minimize the risk. There are multi-trainers around Medievia that can
teach you skills that are not in your current class if you have mastered
the relevant class before, but it's a pain to do it that way. I'd
advise you to just get it all done and out of the way.
Single Warrior:
Your primary attribute was strength. You will have good melee abilities from
your current class, and three attacks. You have experienced the best in hit
points, and mana has been completely unimportant, possibly even into negative
numbers.
Multi as Cleric:
If you multi as a cleric, you will get a host of very important spells,
such as sanctuary, sense life, detect invisibility, and later,
resurrect. Mana will become more important, and hit point equipment is in
abundance. A cleric can afford to wear more hp equipment than any other
class, and can often have the most hit points of all classes, due to their
lack of need for hit roll and damroll equipment. Parry will help you
survive quite nicely, although bash and charge will often be unused as
you will usually be better off casting more spells, whilst your triple
attack will be of limited use.
Multi as Thief:
If you multi as a thief, you will capitalize on what you already know -
melee. Much of your equipment will carry over, saving you a lot of gold.
Many of your skills will carry over, saving you practices, and giving
you skills at max at level 1. You will have the awe-inspiring triple
backstab potential and twists will be your answer to the loss of critical
hits. You will gain the sneak ability, better than invisibility in my
opinion, but you must keep moving. It also allows you to enter zones
where sneak is needed for survival. Please bear in mind that you will also
gain a large amount of mana which you will not be able to use.
Multi as Mage:
If you multi as a mage, it will mean you start to play a very different
ball game - your melee and triple attack will become negligible, and your
hit points take an incredible dive downwards. You gain many useful
spells, shockwave, shield room, and invisibility being just a few. What
benefits do you carry across from being a Warrior? Parry will aid you in
retaining your meager hit points, while meditate will be very useful
between battles - with low hit points you won't need many meditates to get
back to full and the refresh spell will assist you there. Bash and
charge will be underused - unless you end up out of mana then you'd be best
advised to use spells.
Single Thief:
You are used to the vicious backstab gained by the class, a moderate scale
of hit points, and the phenomenal skills that come part and parcel of the
thief class.
Multi as Cleric:
You will have one of the most effective PK machines in the game. You will
find your popularity increases amongst eq running clannies as there are many
runs where sneak is mandatory. Your hr/dr will take a dive, however the skills
you retain will be very useful. Mana becomes important as you gain many
spells, and your hitpoints will probably increase immensely. Dodge, sanctuary
and added hit points allowing you to weather much stronger mobs solo. Your
backstab will become unimportant as there are very few items you can
backstab with, and your double melee attack potential is often a very minor
benefit. However, you will retain meditate, and when used in conjunction
with refresh makes you a fast-ticking machine that can alternate between
heals and ticking during meditation.
Multi as Warrior:
If you multi as a warrior then you will lose backstab twist, and gain
the awesome triple backstab - as far as trade-offs go this is an improvement
as the chances of a triple strike are much better than those of a twist. As
well as critical hit chances, your hitpoints will grow enormously and
the mana that you have never needed will drop further - you cannot cast
any spells yet so this is not an issue. Dodge and parry will grant you
the ability to avoid many crippling hits, as well as deal much greater
damage at the same time. Much of your equipment will carry over, and
many of the skills overlap to save you practice points.
Multi as Mage:
If you multiclass as mage then your hitpoint base will lower and your melee
becomes non-existent. What does become important is mana and hit point
equipment, and of course armor (supplemental by various assisting
spells). You will gain many useful spells, and could be asked on runs
where sneak is needed in order to assist with your newfound spells
(invisibility enhances the sneak option quite nicely). It may be an odd thing
to consider, but a mage with manashield and with the dodge option
working can make a surprisingly effective tank for some time if the other
formation members are weaker in comparison. You will have the trap option
- the ability to make traps as you need them will save you a lot of
carrying room. An excellent choice for trading and combing, you will be
able to trap, scan, shield room, mass refresh, and farsight.
Single Cleric:
You have a vast plethora of useful spells at your disposal. Massive hit
points have been available through equipment, and a cleric's naturally high
base hit points. A well equipped cleric single class character can often
stand his own ground against even heroes. Sanctuary is possibly the most
effective spell in the game, you will now regain it, no matter what class,
at level 13.
Multi as Mage:
If you multi mage then much of your equipment will cross over, and you need not
learn a new way of battle - casting remains similar, and your mana increases
greatly. An effective combination of many spell choices makes you a stand up
fighter, and very resourceful. For instance the shield, armor, sanctuary,
mana shield, and phantasmal images combination will make you a force
to be reckoned with. Virtually impervious to backstab, you will be very
useful on catacomb runs and PK sessions, and will find that kickback
can allow you to solo almost indefinitely. Energy drain helps if you are
aligned to evil - the continued ability to heal yourself and your form
is always useful.
Multi as Thief:
If you multi as a thief then your hitpoints will probably be lower than you are
used to, but will be well compensated for by thief skills and backstab.
This is quite possibly the most dangerous combination for a dual class
character in the game. Sanctuary will allow you to weather more damage
after a backstab, and heal can make the difference between defeat and
success while trading attacks. Add to this the ability to faerie fire,
dispel an opponent's shielding spells, and the detection spells you have
a potent combination of abilities and a character that can go anywhere
a hero can when you attain a moderate level. However, make sure your
bank account is heavy because you will be purchasing new equipment all
around - very little will cross over. Fortunately the thief's reasonable
mana reserves mean that you would be able to make adequate use of your
spells.
Multi as Warrior:
If you multi as a warrior then your hitpoints will retain a high level, and
sanctuary, doubled with the crippling melee of a warrior, is a potent
combination. Without sneak there will still be some problems entering
very aggressive zones, but your ability to gain experience will leave many
of your peers green with envy. This is a very fast leveling
combination, second only to perhaps cleric/mage. A solid combination, its only
weakness is the paltry mana involved in being a warrior. Don't expect a
lot of your equipment to carry over - and you will need to sacrifice some
HR/DR equipment to gain mana. It's a worthwhile trade-off.
Single Mage:
You are accustomed to great mana, and your focus in combat has been casting,
with little attention paid to melee combat. Shield spells have become a
valuable part of your arsenal, and you have come to rely on kickback. I'm
sorry, kickback is done - however the right choice can even out the loss a bit.
Multi as Cleric:
If you multi as a cleric then your focus will remain on casting. Much of your
equipment will carry over, and with shield, armor, sanctuary, and a
cleric's naturally high hit points you are a juggernaut of damage casting
spells. Several spells are duplicated which saves practices - always an
important consideration. This is a very popular choice for the first
two classes.
Multi as Warrior:
If you multi as a warrior then you have a whole new ball game to play. Your
melee becomes the focus of your combat abilities, your mana dwindles to near
nothingness - you must sacrifice HR, DR, AC, or HP to retain enough
mana to function and cast needed spells. This is a bad combination in my
opinion. The only saving grace, I believe for this choice is a warrior's
melee damage and shockwave, something that can wear your foes down with
remarkable speed. Add to that a warrior's armor class, and the shield
spell, and you can easily get yourself a low AC. As with a cleric going
to warrior, you must give up melee ability to make any use of the
spells, but the clerical spells are probably a much better bet than mage for
a caster to warrior combination.
Multi as Thief:
If you multi as a thief then minor creation will allow you to make traps, which
are cumbersome and thus hard to carry. Your thief skills will be
complimented by invisibility, as well as armor class reducing spells. Any
character that can cast shockwave or even frost shards after a vicious
backstab is a scary opponent. It is a solid combination. Little of your
equipment will carry over, but your mana will remain adequate to the task
of spellcasting.
And there you have it. Some last minute concerns you may want to
consider - do you form with clannies, or townies often? Are the majority of
them casters? melee? What would you and your clan benefit from the most?
A tank stands out among a clan full of clerics, and will be invited
often. Do you want to master trade running? Go to the Catacombs? A thief
and mage combination is superb. Or do you want to just get experience
points and multi again? Warriors are stand up tanks, needed to front
those xp runs. Do you want in on the hot zones? Getting equipment, and
learning the complexities of zones like Kalata and Coliseum - thief is
mandatory.
As a general rule the clerical and thief abilities tend to be most
highly prized amongst most clans, so maybe you should concentrate on those
two aspects. But please think on the observations above and recognize
that you have a number of other options.
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