Difference between revisions of "Vocations"

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Currently, there are 4 vocations ingame.<br><br>
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[[Warrior]] - which can be promoted to Knight - Vocation that is as good in lone journeys as in adventure with friends. Knights use meele weapons, such as swords, axes and clubs. His biggest advantage is high health pool, which makes him great tank. Needed on basically every high-tier monster teamhunt. <br><br>
[[Scout]] - which can be promoted to Ranger - Vocation that focus on killing single targets with distance weapons, but is not scared of facing an enemy. Great for players that like to play alone, but also a worthy comrade for teamhunts. <br><br>
[[Sorcerer]] - which can be promoted to Archmage - Vocation for people that love to feel the fun of PvP, using the powerful magic of [[Ultimate Explosion]]. Also great for teamhunts with friends, using the mighty magic of energy beams and waves! <br><br>
[[Cleric]] - which can be promoted to Druid - Vocation for people that want to focus on playing in group of friends. Not the best lonely, irreplaceable with a Knight! <br>
 
{| class="wikitable sortable" style="width: 882px;"
|-
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!
| valign="top" width="22%" |
! Knight
{| class="wikitable"
! Ranger
! Archmage
! Druid
|-
|-
| Health Gain
! [[Knight Guide]]
| 15 hp
| 10 hp
| 5 hp
| 5 hp
|-
|-
| Mana Gain
| style="text-align: center" | [[File:Slayer Female Full.png|64px|link=Knight Guide]]<br><br>General information, tips and advice for knights.
| 5 mana
|}
| 15 mana
| valign="top" width="4%" |
| 30 mana
| valign="top" width="22%" |
|
{| class="wikitable"
|-
|-
| Capacity Gain
! [[Archer Guide]]
| 25 oz.
| 20 oz.
| 10 oz.
| 10 oz.
|-
|-
| Solo Hunting
| style="text-align: center" | [[File:guidescout.png|64px|link=Archer Guide]]<br><br>General information, tips and advice for archers.
| [[File:Star 3.png]]
|}
| [[File:Star 3.png]]
| valign="top" width="4%" |
| [[File:Star 2.png]]
| valign="top" width="22%" |
| [[File:Star 1.png]]
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|-
| Team Hunting
! [[Mage Guide]]
| [[File:Star 3.png]]
| [[File:Star 2.png]]
| [[File:Star 3.png]]
| [[File:Star 3.png]]
|-
|-
| Solo Profit
| style="text-align: center" | [[File:Magin Female Full.png|64px|link=Mage Guide]]<br><br>General information, tips and advice for mages.
| [[File:Star 3.png]]
|}
| [[File:Star 3.png]]
| valign="top" width="4%" |
| [[File:Star 1.png]]
| valign="top" width="22%" |
| [[File:Star 2.png]]
{| class="wikitable"
|-
|-
| Pros
! [[Druid Guide]]
| Great both at solo and teamhunting. Needed for almost every high-tier monster hunt. Can hunt for hours without refilling. Can explore new areas without fear of death.
| Great at solo hunting. Can profit easily. Not rune-heavy. Can survive comboes by strong monsters. Can manasit Burst Arrows for profit.
| Great at teamhunting, huge amounts of damage using runes or spells. Can pull the biggest exp/h ingame. Huge damage in PvP. After finishing one of main factions, Archmages can make [[Heavy Frozen Missile|Ice HMMs]] while manasitting for extra profit.
| Great at teamhunting, huge amounts of damage and cheap healing. Can manasit while AFK to make profit and boost Magic Level.
|-
|-
| Cons
| style="text-align: center" | [[File:Druid_Female_Full.png|64px|link=Druid Guide]]<br><br>General information, tips and advice for druids.
| Needs good skills to be effective. Cannot heal with spells. Need 4 Magic Level to use UH, which is main source of heaing.
|}
| Needs to refill ammo very often.  
|}
| Hard to level up at beggining. Expensive to level up to high level. Bad at solo hunting.
There are currently 4 different vocations available to be selected on Medivia.<br><br>
| Hard to level up at beggining. Expensive to level up to high level. Bad at solo hunting untill you get [[Purification]] spell.
[[Knight]] - which can be promoted to an Imperial Knight - is a good solo vocation, but especially useful for teamhunts and playing with friends due to their high health pool and extremely useful [[Challenge]] and [[Taunt]] spells. They do however lack healing spells and rely heavily on [[Ultimate Healing Rune]]s. Knights use melee weapons such as [[Swords]], [[Axes]] and [[Clubs]], and advance the most quickly in [[Melee Skill]]. They are good profit makers and are crucial for many end-game hunting locations, although they do fall behind in solo exping capability at higher levels compared to other vocations. <br><br>
[[Archer]] - which can be promoted to a Royal Archer - is arguably the strongest solo vocation due to their relatively high health pool comparing to mages and druids (although they do fall behind somewhat in rune damage) and higher damage output than knights, this is especially visible at very high levels where archers are able to solo a lot of end-game content which isn't possible or is much more difficult for other vocations. Archers use [[Distance Weapons|Bows and Crossbows]] together with ammunition and advance the most quickly in [[Distance Skill]], they are a fairly good profit making vocation, especially at mid-high levels. They can also make passive profit by manasitting and making [[Small Explosive Rune]]s.<br><br>
[[Mage]] - which can be promoted to a High Mage - is the vocation which generally has the most damage dealing potential thanks to their wide arsenal of offensive spells. Mages and druids advance the most quickly in [[Magic Level]]. They are more expensive and more difficult to play than druids due to their lack of cheap and effective healing spells in comparison, but are very valuable assets in any high level teamhunting due to their high damage output using waves and beams. As runemakers they are also crucial to the game due to their ability to create runes such as [[Sudden Death Rune]]s and [[Magic Wall|Magic Wall Runes]].<br><br>
[[Druid]] - which can be promoted to a Guardian Druid - is a good teamhunting vocation, providing cost-effective and powerful healing spells, especially once they learn [[Purification]]. This spell also makes them very good at solo hunting thanks to the healing over time effect, this allows them to hunt solo more comfortably in comparison to mages, and even to hunt at some places mages wouldnt be able to handle. Mages and druids advance the most quickly in [[Magic Level]]. Much like mages, druids' role as runemakers is also crucial to the game, especially for their ability to create [[Ultimate Healing Rune]]s.<br>

Latest revision as of 22:35, 5 February 2024

Knight Guide
File:Slayer Female Full.png

General information, tips and advice for knights.
Archer Guide
Guidescout.png

General information, tips and advice for archers.
Mage Guide
File:Magin Female Full.png

General information, tips and advice for mages.
Druid Guide
File:Druid Female Full.png

General information, tips and advice for druids.

There are currently 4 different vocations available to be selected on Medivia.

Knight - which can be promoted to an Imperial Knight - is a good solo vocation, but especially useful for teamhunts and playing with friends due to their high health pool and extremely useful Challenge and Taunt spells. They do however lack healing spells and rely heavily on Ultimate Healing Runes. Knights use melee weapons such as Swords, Axes and Clubs, and advance the most quickly in Melee Skill. They are good profit makers and are crucial for many end-game hunting locations, although they do fall behind in solo exping capability at higher levels compared to other vocations.

Archer - which can be promoted to a Royal Archer - is arguably the strongest solo vocation due to their relatively high health pool comparing to mages and druids (although they do fall behind somewhat in rune damage) and higher damage output than knights, this is especially visible at very high levels where archers are able to solo a lot of end-game content which isn't possible or is much more difficult for other vocations. Archers use Bows and Crossbows together with ammunition and advance the most quickly in Distance Skill, they are a fairly good profit making vocation, especially at mid-high levels. They can also make passive profit by manasitting and making Small Explosive Runes.

Mage - which can be promoted to a High Mage - is the vocation which generally has the most damage dealing potential thanks to their wide arsenal of offensive spells. Mages and druids advance the most quickly in Magic Level. They are more expensive and more difficult to play than druids due to their lack of cheap and effective healing spells in comparison, but are very valuable assets in any high level teamhunting due to their high damage output using waves and beams. As runemakers they are also crucial to the game due to their ability to create runes such as Sudden Death Runes and Magic Wall Runes.

Druid - which can be promoted to a Guardian Druid - is a good teamhunting vocation, providing cost-effective and powerful healing spells, especially once they learn Purification. This spell also makes them very good at solo hunting thanks to the healing over time effect, this allows them to hunt solo more comfortably in comparison to mages, and even to hunt at some places mages wouldnt be able to handle. Mages and druids advance the most quickly in Magic Level. Much like mages, druids' role as runemakers is also crucial to the game, especially for their ability to create Ultimate Healing Runes.