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I'm the kind of meticulous, observant, curious nut who may just do so. I think I'll use my laptop to fill out a file as I restart and pick classes to regenerate class gear on my PC.
Update: I've completed 5 loads of each class in the Combat Kits so far. Will be working on Magic and Stealth later.
None of the class choices influence your spells, health, magicka, stamina, or carry limit.
All classes start with 1 to 5 torches, the average I got over the 105 files was 3.04.
All classes start with 0 to 50 gold, the average I got was 20.49.
Every class that was given a bow (long bow) also received 21 to 60 iron arrows, the average received in my trial was 38.7.
All weapons received followed the trend of being iron-tier.
Armor was either clothing, light armor of the leather/hide tier, or heavy armor of the iron/steel tier. This distinction makes my class kit notes below more concise.
Every class received 1 to 5 potions of minor healing, with the Healer class getting 5 to 6 instead.
None of the clothing, armor, or weapons were enchanted.
General layouts of each class kit:
Barbarians all have greatswords or warhammers, a couple bear/wolf pelts, stamina potions and a fair chance at getting a potion of the berserker. They are donned in light armor, bracers, and shoes.
Crusaders all carry a mace and heavy shield, with a chance to also carry a sword. They also get magicka potions and have a slim chance to start with potion of the defender. They wear heavy armor, boots, and a chance to have gauntlets/bracers.
Knights all don heavy armor, boots, and arm gear, and most have greatswords, but there's a slim chance you get a sword and shield start instead. There's also a slim chance to net a potion of the knight.
Rogues either have twin daggers, or a dagger and sword. They pack stamina potions and have a chance to get potion of light feet. They always wear clothes, and can have either light armor for the legs and arms, or clothing variants instead.
Scouts tended to have both a bow and sword, but the bow isn't guaranteed. They all carry a light shield, may carry a potion of cure disease, usually wear leather armor (but may wear clothes instead), and all wear light boots and clothing-tier gloves.
Warriors all had a sword and heavy shield, as well as a secondary weapon of mace and/or war axe. They wear heavy armor, boots, and gauntlets, and have a chance to carry potion of the knight.
Healers carry more healing potions than typical, as well as cure poison and cure disease potions, and they also stock magicka potions. They all wear robes and boots, and carry a few alchemy ingredients. Rarely gets a dagger.
Mages get several magicka potions, as well as a buff potion for restoration or alteration. They wear robes and boots.
Nightblades all have either a sword or dagger, have 1-2 potions of illusion, carry a couple magicka potions, and wear generic robes and hoods. Whether they get boots or light armor boots is about a coin flip.
Sorcerers all carry magicka restore potions, as well as a potion of the knight. They have about a 50% chance to have a light or heavy shield as well, despite no weapons. They wear light armor, but heavy boots and arm gear.
Every spellsword carries a sword, but also has a chance to bear a war axe. They all carry a potion of the warrior, and 1-2 magicka potions as well. They wear heavy armor, light boots, and heavy or clothing tier arm gear.
Witchhunters are a twist on archers, with bows, hoods, and resist magic potions being common across all members. They also carry a couple magicka restore potions, and are donned in robes and light leg/arm gear. They carry 1-3 cure disease potions and have about a 50% chance to carry an alchemy ingredient as well.
Agents are similar to acrobats, but add light armor arm guards, guarantee light armor footwear, and carry fewer lockpicks, on average. They carry stamina potions, and have chances to start with a potion of light feet or glibness. about a 50% chance for that one dagger to also come with a second.
Assassins all carry a bow and 2 daggers, a few lockpicks and stamina potions, some weak poisons, and light armor leg and arm gear. They have chances to carry light armor instead of clothes, will usually have a potion of true shot, but sometimes light feet instead, and may or may not don a hood - clothing or light armor, as well as carry a sword.
Bards all carry a sword, and usually also have a dagger. They may have a light shield as well. They will carry a couple stamina potions and lockpicks (usually), and always have a flute or lute. They will also have a typical bard book.
Monks all carry a bow and no other weapons. They carry magicka and stamina potions, and all wear robes and boots. Oddly, some carry two sets of boots - potentially an oversight. About half also carry a cure disease potion.
Pilgrims all carry a sword, and may also carry a bow and/or light shield. They carry a couple stamina and magicka potions, all wear clothes, and don light arm/leg gear. They all carry a cure disease potion as well, rarely a 2nd as well.
Thieves all use bows and an iron dagger, with a small chance to have a second dagger. They carry a fair few lockpicks and wear clothes and light arm/leg gear. Stamina potions are their recovery type, and they also have a coin flip chance to have a potion of light feet.
I hope these short summaries were helpful. Logging all the data that led to these simplified extrapolations took most of my free time today.