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These aren't really character classes. You can't choose which class your character becomes permanently. These are more like sets of gear you equip to play as the class you want.
Here you can read more about: points, soulbinding and item rarity.

Fighter[]

Average damage, average defense, average health. Mostly relies on fast attacks to deal massive burst damage and sometimes uses throwing axes. Finds a safe spot and helps speed up the process of defeating enemies (sometimes has to dodge attacks), also has to watch out not to generate more threat than tank. Their main gimmick is their bleed mechanic which allows them to pull off continuous damage and also combo into another weapon.

Warrior[]

Low Damage, high defense, and high health. Tank's defense, health, and threat generation are necessary for completing dungeons quickly and smoothly. Has access to ranged weapons but focuses on keeping aggro. Usually stands in one place and attacks, sometimes dodging stronger attacks. Their main gimmick is, well just holding threat.

  • Specialty: bonus threat generation; good for holding enemy aggression
  • Main Professions: Weaponsmith & Armorsmith
  • Nickname: Tank
  • Points:

Mage[]

High damage, low defense, low health. Although mage is one of the slowest attackers due to their casts, it is compensated with insane alpha damage. Mainly ranged attacks. Ability to use many ranged attacks makes mage the best type to deter Enemies' ranged attacks while still doing damage. Their main gimmick is burning wounds which can also be combo-ed into one specific weapon.

  • Specialty: high alpha damage; ranged attacks
  • Main Professions: Enchanter & Tailor
  • Nickname: N/A
  • Points:

Priest[]

Does no damage, low defense, average health. The focus of this class isn't damage; it's keeping everyone alive and is absolutely necessary to complete dungeons. Mostly ranged attacks that heal. Stands in a safe spot, close to the tank and strategically uses his abilities to heal and not run out of mana. Occasionally dodges while doing so. They don't really have a gimmick, just heal like crazy.

  • Specialty: constant and reliable healing
  • Main Professions: Enchanter & Tailor
  • Nickname: (Mostly used) Healer
  • Points:

*All classes beyond this point are W.I.P. and their potentials haven't been (fully) discovered*

Shaman[]

Just like melee, average damage, average defense, average health. Shaman is a mid-range class that relies on placing totems, although it also has other weapons that make it versatile in melee combat too. Focuses on using totems to deal constant while also consistently dealing melee damage. Their main gimmick is... well their totems, lol.

  • Specialty: Good for PvP; average damage
  • Main Professions: Armorsmith & Weaponsmith
  • Nickname: N/A
  • Level: 11 and up.
  • Points:

Hunter[]

High damage, low defense (don't know about health). Hunter is a ranged class that focuses on dealing lots of damage with relatively short casts and deals somewhat quick ranged damage. Their main gimmick is their hunter marks, which stacks up to 3 (pls confirm if this is true) and can be again combo-ed into one specific weapon. By having multiple Hunters attack the same enemies, enormous amounts of damage can be inflicted, because the Hunter's Marks are shared with all other players.

  • Specialty: lots of damage per second (like Berserker)
  • Main Professions: Weaponsmith & Leatherworking
  • Nickname: N/A
  • Level: 11 and up.
  • Points:

Warlock[]

High damage, low defense, low health. Warlock is another ranged class that uses casts and channels to constantly bewitch their enemies and deal damage at the cost of their own (probably brittle amounts of) health. Warlock, however, has an interesting gimmick where certain attacks stack a buff called corruption which stacks up to 10 and can be used to either heal or deal more damage.

  • Specialty: highly flexible; dealing consistent damage; best mana management
  • Main professions: Enchanter & Tailor
  • Nickname: N/A
  • Level: 11 and up.
  • Points:

Armor Sets[]

Level 20 30
Tier 0.5 1 1c 1.5 1.5c 2
From Abandoned Cemetery Mullong Garrison Crafting Windsor Hold Livisium Crafted Bitterburg Ruins & Bitterburg Keep
Fighter/Berserker Nightmares Dark Nightmares Crafted Nightmares Destroyer Crafted Destroyer Grave
Warrior/Tank Bloodlust Sacred Bloodlust Crafted Bloodlust Warbringer Crafted Warbringer Serezith
Mage Torment Relentless Torment Crafted Torment Catalcysmic Crafted Catalcysmic Vampiric
Priest/Healer Memories Conquered Memories Crafted Memories Runebound Crafted Runebound Ritual
Shaman Visions Lost Visions Crafted Visions Celestial Crafted Celestial Constellation
Hunter Precision True Precision Crafted Precision Marksman Crafted Marksman Hellion
Warlock Wrath Eternal Wrath Crafted Wrath Soulbringer Crafted Soulbringer Necromantic

Subclasses[]

Having a Subclass means using weapons of another Class separate of the main class to achieve higher damage or better support (healing). Often the Hands and Feet armor pieces are replaced with the pieces of the subclass. For example: Using Fighter with a Healer subclass (Headpiece, Chestplate, Legguards, Shoulders: Fighter | Hands, Feet: Healer) would give you access to the usage of all the Fighter weapons and the 1-Point and 2-Point Healer Weapons. Swapping Hands and Feet for another class is the most common occurence of subclasses. Below is a table with all the subclasses.

Class Subclass
Fighter Mage Priest Warrior Hunter Shaman Warlock
Fighter Fighter Warmage Cleric Barbarian Rogue Binder Hexblade
Mage Warmage Mage Mystic Battlemage Dragonslayer Wizard Sorcerer
Priest Cleric Mystic Priest Paladin Druid Monk Inquisitor
Warrior Barbarian Battlemage Paladin Warrior Ranger Berserker Blackguard
Hunter Rogue Dragonslayer Druid Ranger Hunter Scout Shadowcaster
Shaman Binder Wizard Monk Berserker Scout Shaman Necromancer
Warlock Hexblade Sorcerer Inquisitor Blackguard Shadowcaster Necromancer Warlock
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