Tribe Wars Docs
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  • Disclaimer
  • Getting Started
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  • MECHANICS
    • Classes
  • Main Attributes
  • List Of Main Stats
  • Abilities
  • Items Level UP
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  • Classes
  • Starting Stats
  • Primary Attributes
  • Abilities
  • Class Aura Effects
  1. MECHANICS

Classes

TribeWars features three classes of neanderthals, each with unique attributes, abilities, and aura effects.

Classes

Players must choose a class for their caveman upon acquisition, and can only change a caveman's class by resetting it. The three classes are:

  • Warrior: A strong caveman with strong muscles and high stamina, but slower movement and low intelligence.

  • Assassin: A skilled caveman with agile movement and deadly attacks, but vulnerable.

  • Ranger: A smart caveman skilled in ranged attacks, but relatively fragile and very slow.

Starting Stats

Starting stats are automatically attributed to a caveman upon choosing a class, and each class has a different set of starting stats. Cavemen start at level 0 and have no starting main attributes or ability points.

Warrior

  • Hit Points: 160

  • Melee Damage: 10

  • Armor: 4

  • Movement Speed: 8

  • Attack speed: 2

  • Regeneration: 2

Ranger

  • Hit Points: 80

  • Ranged Damage: 18

  • Movement Speed: 5

  • Evasion: 2

Assassin

  • Hit Points: 120

  • Melee Damage: 14

  • Armor: 4

  • Movement Speed: 12

  • Attack speed: 6

  • Accuracy: 2

Primary Attributes

Each class has a primary attribute that cannot be lower than any other main attribute. Upon leveling up, a caveman gains one point in their primary attribute and one point that can be distributed freely by the player. The primary attributes for each class are:

  • Warrior: Muscles

  • Assassin: Moves

  • Ranger: Brains

Abilities

All cavemen have a standard/global ability tree, on which they can unlock standard/global abilities from a pool. Each class has a unique ability tree and pool, that is used along with the caveman's standard ones.

Class Aura Effects

Each class has a class aura effect that can be triggered when a caveman's health drops to a certain level. There are three attempts to trigger the aura during a battle, triggered at 70%, 50%, and 30% health levels. If successful, the aura remains active for the rest of the battle, but cannot be reactivated or stacked. The aura effects differ between classes. If a caveman heals or gains health in any way, an aura attempt cannot be made again if it has already failed on a level.

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Last updated 2 months ago