Character Creation Guide

Submitted by Beatofficer

  

Archers

How to Become: To become an Archer you must equip a Bow and Arrow, and focus on the right stats, skills, and be the right race. 


At A Glace:
Damage depends on CNC; accuracy depends on DEX. Archers get a 5x bonus on CNC and a 5x bonus on DEX.  Better arrows lower your attack delay.  Archers deal 1 melee attack per turn until they get special quest items, which can currently give them up to a 75% chance of having 2 melee attacks per turn. Archerís cannot make use of the special quest items that involve single handed since their weapon type requires two hands. 

Races: Many different races can be Archers, but only a couple really stand out. That would be Galatai and Mesmer. Galataiís are more even in CNC and DEX, while Mesmers have a nice CNC raise per level. Meaning youíd only need to level DEX for most of your levels, but would want to level CNC when youíre a higher level (About 300 or more). As it does with every class, upgrading to a Templar for the skill bonus, double levels, ability to pass 1,000 in levels would be greatly beneficial and the new ability to morph back into a Galatai or Mesmer would be recommended. 

Skills: The main skills you should raise for an Archer would be Attacking Accuracy, Attacking Precision, Haste (To make the delay bar go faster because Archers delay bar goes kind of slow depending on your Bow and Arrow), Regeneration, Criticality, and Defensive.

  

Casters

 How to Become: To Become a Caster you must wear one or two spells (One spell makes you a Magician, two spells makes you a Wizard) and level the right stats.
 

At A Glace: Damage depends on NTL; accuracy depends on CNC.  Casters have some innate resistance to the confusion relic.  See the RWK announcements page for the chart.  Casters can make use of the quest items that involve single handed attacks for bonuses.
 

Races: There are two main Caster races, those would be Mesmer and Solon, Mesmers get a lot of CNC per level and not that much NTL, so youíd be an accurate, but not too powerful of a Caster, unless you only level NTL through out your Mesmer life. If you want a more powerful Caster, go Solon, they make a decent amount of CNC per level, and make a nice amount of NTL, and with the quest item like the Cloak Of Debilitation, CNC isnít too important to level a lot. As it does with every class, upgrading to a Templar for the skill bonus, double levels, ability to pass 1,000 in levels would be greatly beneficial and the new ability to morph back into a Solon or Mesmer would be recommended.
 

Skills: Skills to raise if you are or become a caster would be Casting Accuracy, Casting Precision, Haste, Regeneration, Criticality, and Defensive.

  

Fighters

How to Become: To become a Fighter you must have one or two weapons (One weapon is an Armsman, two is a Berserker) and level the right stats.
 

At A Glace: Damage depends on STR; accuracy depends on DEX.  Fighters have some innate resistance to the confusion relic.  See the RWK announcements page for the chart.  Fighters can make use of the quest items that involve single handed attacks for bonuses.
 

Races: A lot of races make very good fighters like Dwarfs, Ogres, Galatai, and Trolls. Dwarves, Galatai, and Trolls get a nice amount of DEX and STR, while Ogres get a nice amount of DEX, STR, and DUR. Which means when youíre a higher level youíll have a good amount of DUR that can help you become a hybrid. As it does with every class, upgrading to a Templar for the skill bonus, double levels, ability to pass 1,000 in levels would be greatly beneficial and the new ability to morph back into a more specialized Race would be recommended.
 

Skills: Skills to raise are Attacking Accuracy, Attacking Precision, Defensive, Regeneration, Criticality, and Haste.

 

Monks

How to Become: To become a monk you equip no weapons and use your fists to fight, and you level the right stats and become the right race.
 

At A Glace: Damage depends on your CNT and Monk Discipline; Accuracy depends on your AGI. Monks can do more damage than Fighters since their Monk Discipline allows them to rise above even the best weapons.
 

Races: The only really good race for Monks would be Balace, the make an awesome amount of AGI and CNT per level. As it does with every class, upgrading to a Templar for the skill bonus, double levels, and ability to pass 1,000 in levels would be greatly beneficial and the new ability to morph back into a Balace.
 

Skills: The main skill to raise on a Monk is obviously Monk Discipline other skills to raise would be Attacking Accuracy, Attacking Precision, Defensive, Regeneration, Criticality, and Haste.

  

Theurgist

 How to Become: To become a Theurgist you equip no spells and level the right stats.
 

At A Glace: Damage is very random and depends on DUR and your special Theurgist relics; Accuracy depends on your CNC.  Because DUR is so difficult to increase, Theurgists get a 100x bonus to CNC so they can focus more on their damage stat.
 

Races: Ogres and Mesmers make good Theurgists, with Ogres you only need to level CNC until you have a comfortable base then level DUR the rest of the time, and with Mesmers you only need to level DUR the whole time, because you get a nice amount of CNC when you donít level it. As it does with every class, upgrading to a Templar for the skill bonus, double levels, and ability to pass 1,000 in levels would be greatly beneficial and the new ability to morph back into a more specialized race.
 

Skills: Skills to raise for Theurgists would be Casting Accuracy, Casting Precision (Although you wonít notice as much benefit from this skill as would a Caster, the benefit is still there and substantial), Defensive, Regeneration, Criticality, and Haste.

 

 Vampires

How to Become: To become a Vampire, you must level only DUR and use your relics to slay your foe.
 

At A Glace: Your damage depends on your DUR and your relics (some which depend on DUR, some which donít).  Be aware of the order in which your relics fire.  You want the ones that give you DUR bonuses and do the highest damage to fire first, followed by the relics that actually have the potential to kill your enemy since many high damage relics do not.
 

Races: Ogres make the best vampires because they get a lot of DUR per level. As it does with every class, upgrading to a Templar for the skill bonus, double levels, and ability to pass 1,000 in levels would be greatly beneficial and the new ability to morph back into an Ogre.
 

Skills: Skills to raise for Vampires would be Defensive, Regeneration, Haste, and Criticality.

  

Hybrids

 In Race War Kingdoms there are a few different hybrid classes that can become very powerful. Here is a brief explanation of them.

 

Fighter/Vamp or Caster/Vamp

 To become one of these, you pretty much do the same as you would for a normal Fighter and Caster, but you level DUR a bit, equip DUR raising armors with Fighter or Caster relics.

  

Vampire/Theurgist

 This is a natural combination, All you need to do is take off your spells, Equip some Theurgal Conquests, level CNC for a bit and youíre set.

  

Archer/Theurgist 

Another natural combination, take off your spells, and level DUR, this will also making you a more powerful Archer because of the Theurgist bonus to CNC. It will also enable you to have two ways to attack an enemy, attacking and casting, although this combination has become less popular with the addition of Archer quests that allow you to have two melee attacks.

  

Theurgist/Archer/Vampire

 This is a very good combination of classes, youíll be able to vamp, hit, and cast on your foes, giving you three ways to kill them, with this combo, you need to level DUR, DEX, and CNC but you can become insanely powerful if you put the time and effort into this hybrid.