Classes and Skills: Difference between revisions

From Hidden Project Wiki
Jump to navigation Jump to search
Initial verified Hidden Project documentation
 
No edit summary
 
Line 4: Line 4:


== Starter classes ==
== Starter classes ==
New characters choose from the starter selection during registration. The exact available selection is controlled by the live registration service and its linked starter items.
New characters choose one of four original starter classes during registration:
 
{| class="wikitable"
! Class !! Intended role
|-
| '''Swordsman''' || Balanced melee fighter
|-
| '''Magician''' || Powerful spellcaster
|-
| '''Ninja''' || Fast physical attacker
|-
| '''Healer''' || Support and recovery
|}
 
The choice supplies the linked starter class item. It is a starting point rather than a permanent lock: other class items can be equipped later when they are obtained through verified content.


== Equipping a class ==
== Equipping a class ==
Line 11: Line 25:
== Skill slots ==
== Skill slots ==
Skills occupy the numbered action bar. A skill may require a target, mana, a specific range and a completed cooldown. Effects may deal damage, heal, apply an aura or modify combat statistics.
Skills occupy the numbered action bar. A skill may require a target, mana, a specific range and a completed cooldown. Effects may deal damage, heal, apply an aura or modify combat statistics.
== Class ranks ==
Class points belong to the equipped class item. Raising Swordsman does not raise Magician, Ninja or Healer. Higher ranks unlock the skills assigned to that class. Changing armor appearance and changing the equipped class are separate concepts in the restored data, even when the legacy interface presents them together.


== Verification status ==
== Verification status ==
The presence of skill rows does not prove that every animation, aura and target rule is correct in the restored client. Individual class pages will be published after damage, mana cost, cooldown, range and effect behavior are tested in game.
The presence of skill rows does not prove that every animation, aura and target rule is correct in the restored client. Individual class pages will be published after damage, mana cost, cooldown, range and effect behavior are tested in game.

Latest revision as of 08:44, 21 September 2026

Classes and Skills

A class determines your equipped combat skills and has its own rank progression. The current database contains 66 class definitions and 503 skill records. One recorded class-to-item link is known to reference a missing item and remains under review.

Starter classes

New characters choose one of four original starter classes during registration:

Class Intended role
Swordsman Balanced melee fighter
Magician Powerful spellcaster
Ninja Fast physical attacker
Healer Support and recovery

The choice supplies the linked starter class item. It is a starting point rather than a permanent lock: other class items can be equipped later when they are obtained through verified content.

Equipping a class

Class items are equipped from the inventory. Equipping a class changes the action-bar skills after the character data refreshes. Your saved class rank belongs to that class rather than to the currently equipped armor appearance.

Skill slots

Skills occupy the numbered action bar. A skill may require a target, mana, a specific range and a completed cooldown. Effects may deal damage, heal, apply an aura or modify combat statistics.

Class ranks

Class points belong to the equipped class item. Raising Swordsman does not raise Magician, Ninja or Healer. Higher ranks unlock the skills assigned to that class. Changing armor appearance and changing the equipped class are separate concepts in the restored data, even when the legacy interface presents them together.

Verification status

The presence of skill rows does not prove that every animation, aura and target rule is correct in the restored client. Individual class pages will be published after damage, mana cost, cooldown, range and effect behavior are tested in game.