Thea: The Awakening

Thea: The Awakening

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Thea 1 Classes
By Justin
Some notes I made on classes. Work in progress.
   
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Classes - Main attributes
Thea Classes - Attributes

Gatherers - ++Gathering, ++Will, +Health, +Strength, +Perception
  • Class able to farm resources most efficiently, at higher levels able to farm Tier 3 resources solo
  • High growth in Will, Will is a stat that's useful for many alternative challenges. Also gains Perception which counters tactics in combat and shields in Sneak

Warriors - ++Health, ++Strength, ++Tactics, +Shielding, +Damage
  • able to wield 2H sword & shield
  • high carry weight for armors (from strength), defensive shielding from 2H swords, make this an excellent class for tanking damage
  • At high levels, can confuse strong enemies and prevent them from attacking, which is very strong

Craftsmen - ++Craft, ++Stealth, ++Will, +Intelligence, +Speech, +Attractiveness, +Folklore
  • Not great combat stats, but excellent for challenges (stealth, social, tactical)
  • Is very useful as a tactical card in combat, can give first action with Stealth
  • Best all around human class for challenges, only does bad in combat and physical, which you can avoid 90% of the time (city ruins and some expedition events force combat, but roaming enemies can be defeated by challenges)

Medic - ++Medic, ++Will, +Herbalism, +Gathering, +Intelligence, +Speech
  • differs from the sage in that it has gathering as a secondary stat, makes it good for expeditions
  • herbalism and medic attributes lets you do sickness challenge, which is extremely easy for low levels. (will offense, health defense)

Sage - ++Will, ++Herbalism, +Medic, +Intelligence, +Speech, +Folklore, +Tactics
  • Similar to Medic but doesn't have Medic as primary, doesn't have Gathering
  • Gives expeditions the sickness challenge option which is excellent and makes up for parties that lack traps (hunting challenge). Most all enemies that can be defeated by hunting can also be defeated by sickness.


Witch - ++Herbalism, ++Folklore, ++Speech, ++Will, +Magic, +Curse, +Medic, +Gathering, +Animal Kinship
  • Sort of like the human version of an orc witch/shaman. Excellent for sickness, speech, and hex challenges. Gets some gathering, and some magic (?) Not sure if magic is primary or secondary. I thought it was primary, but my Witch gained 10 levels and didn't grow any Magic, so it maybe secondary/luck based.
  • Differs from Sage and Medic in that it lacks Medic and Intelligence stats

Hunter - ++Gathering, ++Stealth, ++Traps, +Health, +Strength, +Damage, +Animal Kinship
  • A multiclass character, great for Stealth, adequate for Combat, gains gathering, Animal Kinship for special events
  • The unique statline of being strong in stealth, gathering, and combat, is offset by the fact that the class building (archery range) is locked behind 2 RP, is expensive to build, and doesn't give any bonus stat points (other class buildings give 5-10 bonus points).
  • Incredible if recruited early in the game. Very slow growing from child in the late game, not the best late game pick (but may be necessary).
  • Always begins with minimum 4 Traps, which allows expeditions to choose the Hunting challenge
  • All games start out with 1 Hunter

Scholar - ++Intelligence, ++Will, ++Speech, ++Folklore, ++Herbalism, +Gathering, +Medic, +Poison, --Strength
  • Super power sage/medic hybrid. An excellent addition to expeditions, adds gathering capacity while also being an S rank card for social/tactical/intellect/cure sickness challenges.
  • Only downside is it's lack of strength/stealth, which can make gearing a pain.


Inventor - ++Craft, ++Intelligence, ++Speech, ++Will, ++Folklore, +Traps, +Stealth,
  • Specialized craftsman with very high stats. Excellent for the village and especially late game when crafting costly armors.