Class System

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On Pangaea, a complete class system has been coded. This was done to avoid poor RolePlay, by demi-gods mastering every fighting skill, as well as magery + their crafting skill. So we cut through and divided players into three baseclasses. Everyone is forced to join either of these classes and from there choose a given profession (or stay in their base-class). The system is quite large and it has been done with much consideration, nevertheless, you might see a profession missing or a profession that does not comply with the writing of it. Any of these suggestions/bug fixes can be addressed to the staff.

The Class System


Skills are divided into 5 sections : Primary, Secondary, Tertiary, Penalty and Denied.

Primary skill can advance to 100%,
Secondary skill can advance to 85%
Tertiary skill can advance to 65%
Penalty skill can advance to 40%
Denied skill may not advance at all,

More details on this are seen below. Keep in mind, that while some classes may have more Primary skills, it does not make them more powerful.


The class system works like this: After choosing your base-class, you can have a lot of skills to 65%. When you get enough skills in an area, you may join the profession which suits you best within your class

  • a Fighter may choose to become a Warrior after he reaches 65% tactics and 65% in either of the three melee fighting skills. Do this by finding the Warriors Guildmaster and say “join”. When you join this profession, you will lose any denied skills, or get penalty skills set to 40% (if they were above than 40% of course). You may now use all of Warriors advantages, but should you wish to retire, that is also possible.
  • a merchant base-class cannot choose to become a warrior because that is a part of the fighter base-class.
Skillgains in baseclass gain at the same rate as Secondary skills and will advance at a 1.00 rate of normal gain.


If you wish to retire from a class, you must find the guild master you signed up at and say “retire”. You will be prompted about if you are sure, when you do so, your skills will be put back to base-class again. However, you can after five days choose a new profession and your old skills will come back up, if they are of course allowed. Keep in mind that it is only your last class skills that will be saved, not the highest one you ever had. Stats works exactly the same way as skills do, when you change your class.

Class Restrictions

Skill advance is also dependant on your class. The charter for that looks like this :

Primary skills will advance at a 1.20 rate of normal gain.
Secondary skills will advance at a 1.00 rate of normal gain.
Tertiary skills will advance at a 0.70 rate of normal gain.
Penalty skills will advance at a 0.40 rate of normal gain.
Denied skills will not advance.

Fully Trained

When a player is fully trained in all skills allowed by his class, he can join the Heighten class. To join he must go to the guild master of his class, and say “I’m fully trained”. If you are not fully trained, you will be presented with a list of skills you still needed to train before you can advance. When fully trained, you will be able to select 3 skill as heighten skills. Any heighten skill can advance 5% above normal class restriction. You can not select denied skills as heighten skill. Once you have selected your 3 heighten skills, you cannot reselect them unless you quit the class. Should you quit your class all skill gain (in the heighten class) will be lost for good.


Skill gains in heighten class are 10 times harder,than gains in the 90′s (90%-100%). Opposed to skill gain in normal/base class, you can gain skill wearing magic clothing, when you are in heighten class. It comes with the cost of slower gains. For each +2 boost the gain is made 1 time harder, so with a +10 cloth on, the gain rate will be 15 times harder than gain in the 90’s.

Once you gain, you will not be able to gain again in that skill until the “heighten gain delay” is over. This delay is set to 4 real life days. To find out when you can gain again, you must say “continue my training” to your guild master. If you are caught macroing unattended in a heighten skill, you will be dropped to 20 (and any skill gain in the heighten class will be lost too) just like normal. After that you will have to train the skill to its max, and then rejoin the heighten class (by saying “fully trained”). You will not be able to gain in any of the 2 other skills until you have rejoined heighten class.

When players from merchant class select skills, they MUST select their “merchant” skill to be granted a better title (i.e. a tinker must select tinkering as one of he 3 skills, a smith must select blacksmithy as one of he 3 skills etc.). When Bob the Cook reaches 103 in cooking, he will be known as a “Legendary cook”, instead of a “Grandmaster cook” and at 105 cooking he will be an “Ancient cook”.

For players in base-class fighter and magic-user, it works a little different. They’ll be granted a title of “Legendary”, when the average of 3 skills have reached 103, and when the average of the 3 skill is 105 (all maxed out) they will be “Ancient”.


Mon Mar 24, 2014
The following classes have been tweaked:

At primary (100%) - Arms Lore, Bowcraft, Lumberjacking
At secondary (85%) - Camping, Archery
At tertiary (65%) - Carpentry,Detecting Hidden, Item Identification, Enticement, Forensic Evaluation, Resisting Spells, 
Tactics, Tinkering, Tracking, Wrestling, Macefighting, Swordsmanship
At penalty (40%) - Animal Lore, Tailoring, Mining

* Raised Archery & camping to 85
* Lowered Carpentry and itemid to 65
* Raised macefighting to 65 
* Added swordsmanship to 65

At primary (100%) - Carpentry, Lumberjacking
At secondary (85%) - Camping, Swordsmanship
At tertiary (65%) - Arms Lore, Blacksmithy, Detecting Hidden, Enticement, Forensic Evaluation, Item Identification,
Resisting Spells, Tactics, Tailoring, Tinkering, Tracking, Wrestling
At penalty (40%) - Animal Lore, Archery, Mining, Bowcraft

* Removed macefighting
* Added swordsmanship to 85
* Lowered tinkering & itemid to 65

At primary (100%) - Item Identification, Tinkering
At secondary (85%) - Mining
At tertiary (65%) - Arms Lore, Blacksmithy, Camping, Carpentry, Lumberjacking, Detecting Hidden, Enticement, 
Forensic Evaluation, Resisting Spells, Tactics, Tracking, Mace fighting, Wrestling
At penalty (40%) - Animal Lore, Archery, Tailoring, Swordsmanship

* Raised mining to 85
* Lowered carpentry & lumberjacking to 65

Important notice to heightened carpenters, tinkers and bowyers

First off: We grant you the skills left for you to reenter heighten. For instance, if you are a heightened tinker and you have 
65 mining....we raise that to 85 so you are heightened still.

Second: If you are heightened and want to change one (or more) skills to another skill, we DO give the heightened skill from 
the old skill into the new skill. For instance: Heightened tinker has 86 carpentry (1% heightened skill) and he wants to 
change his carpentry to mining, we dont give him 85 mining, but 86 mining.


Fighter Magic User Merchant

See Also