NPC Professions: Difference between revisions

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They allow players of their matching class, to spend their skill and discipline points in order the learn new spells or empower them.
They allow players of their matching class, to spend their skill and discipline points in order the learn new spells or empower them.
===Class Trainers===
===Class Trainers===
Can be found in the starting zone's cities and the capital city. Train players from level 1 to 9.
Can be found in the starting zone's cities and the capital city. A player can train his skill at his respective class' trainer eg. Archers train at the archer trainer Note that when a class has chosen his subclass they cannot use these trainers anymore
*Archer Trainer
*Archer Trainer
*Mage Trainer
*Mage Trainer
*Warrior Trainer
*Warrior Trainer
===Subclass Trainers===
===Subclass Trainers===
Can be found in all cities outside the starting zone. Train players from level 10 to 50. They can also transform level 10 players into their subclass. This change cannot be reverted, so pick carefully.
Can be found in all cities outside the starting zone. A player can train his skills at his respective subclass' trainer, from level 8 these trainers can give you a subclass. This change cannot be reverted, so pick carefully.
*Barbarian Trainer
*Barbarian Trainer
*Conjurer Trainer
*Conjurer Trainer

Revision as of 14:39, 29 October 2009

Merchants

Merchants sell and buy various items in exchange of gold. Any type of merchant will buy any item, for the same price. There is usually one of each type of merchant in villages; towns and cities may have two, each selling different items for a different range of character levels.

Any merchant can also repair all the items in a player's inventory.

Blacksmith

Sells heavy armor and shields. They provide armor, mainly for knights, but also some items for barbarians and marksmen.

Merchant

Sells assorted weapons and armors for all classes. Doesn't have much variety, but sometimes good gear can be found.

Tailor

Sells cloth and leather armor. There are two types, although they are both marked simply as 'Tailor' in-game: mage tailors sell tunics, hats and gloves for mages, and warrior/archer tailors sell breastplates, leggings, pauldrons, gauntlets and helms for warriors and archers. Knights however, will usually buy armor from a Blacksmith instead.

Weaponsmith

Sells weapons for warriors. They typically sell only one specific kind (piercing, slashing, blunt), and only for one subclass (barbarian, knight), and so each town or city will have at least two weaponsmiths.

Woodworker

Sells short bows, long bows, and arrows for archers.

Enchanter

Sells staves for mages.

Premium Merchants

Sell premium content (which can't be sold back). However, premium content can be now bought using a special button on the interface, so there is no longer a need to go to these merchants for this.

They will also rent out horses, for a period of 24 hours, for 10,000 gold.

Alchemist

They can be found inside towns, near their cauldrons.

Farrier

They can be found outside towns, at the stables.

Trainers

They allow players of their matching class, to spend their skill and discipline points in order the learn new spells or empower them.

Class Trainers

Can be found in the starting zone's cities and the capital city. A player can train his skill at his respective class' trainer eg. Archers train at the archer trainer Note that when a class has chosen his subclass they cannot use these trainers anymore

  • Archer Trainer
  • Mage Trainer
  • Warrior Trainer

Subclass Trainers

Can be found in all cities outside the starting zone. A player can train his skills at his respective subclass' trainer, from level 8 these trainers can give you a subclass. This change cannot be reverted, so pick carefully.

  • Barbarian Trainer
  • Conjurer Trainer
  • Hunter Trainer
  • Knight Trainer
  • Marksman Trainer
  • Warlock Trainer

Military

Guard

Guards protect strategic locations, like forts, castles, cities, roads and gates. Guards will attack any realm enemy that gets too close or monsters attacking nearby allies, and chase them for a while. They have access to skills if a fort is upgraded and the guards of a fort do considerable damage.

Elite Guard

Elite Guards are found only in cities and strategic inner realm locations. They are higher leveled than guards, but share the same function.

Guard Captain

The Guard Captain is obtained by either using a level 4 fort upgrade, or when the realm is under attack. They have a massively higher amount of health, wield two handed weapons in one hand and a shield in another, have a number of powerful Area of Effect (including Captain's Thunder, Devastate and Trembling Ground) as well as instant damage (Double Thrust) spells, and do considerably higher damage than normal guards. The Guard Captain guards the fort's flag with his life; he must be defeated before it can be captured. Also, the Guard Captain may be obtained near the realm gate if the realm is at risk of invasion. He appears in quantities of one to three, depending on the difference between invding and defending realm populations.

General

The Generals are the military leaders of each realm, often providing quests in the interest of the entire realm rather than the minor ones received by lesser NPCs. In case the city is attacked, they have extremely powerful attacks; for example, the mage general of each realm has the spells Destiny's Control and Cyclone.

Realm Functionaries

They provide various useful services to players of the realm.

Arena Guardian

There are two in each realm, one inside and one outside the arena. Teleports characters in and out the colliseum.

Clan Notary

There is one in the capital's main hall. Allows groups of players to create clans.

Teleporter

Teleports characters trough gates. There are two pairs in each realm. Two to help players get from the starting zone, to inner realm. And another two to help players get from the inner realm, to the war zone.

Town Crier

There is a town crier in each city, located near the center. Announces "news", giving the names of NPCs with quests.

Other professions

This NPCs don't interact with players besides their standard salute and quests.

Denizen

Denizens are citizens of each realm. Some provide quests and most are unarmed and level 1.

Noble

Nobles are the political leaders of each realm. Some provide quests and most are unarmed but often wear some armour.

Guide

The Guide of each realm is involved in the automatically obtained starting quest.

Herbalist

There is only one Herbalist in Regnum. He is found in the realm of Syrtis, will repair the items of players and is involved with a quest.

Animal

A pet owned by a Denizen.