Monster Evolution 101
Posted: Wed Nov 16, 2011 3:38 am
It's frequently stated that knowing half the battle is the key to victory. Monster Evolution is definitely difficult. Knowing the ins and outs of this server will get you on top of your game.
Table of Contents
==================================
[anchor=BasicGameRules goto=]Basic Game Rules[/anchor]
==================================
By default players will join as normal attackers. The attacker's goal is to complete all objectives. The attackers will fail the mission if all of them are dead or if the attackers failed to complete an objective. An example like this would be allowing the monsters to destroy the hell bender in Heated Escort.
The monsters are typically the opposing faction. They will defend the objectives and attack the players when approached. They will not hesitate to fight to the death so the attackers should fill them up with lead.
==================================
[anchor=EnteringTheGame goto=]Entering the Game and Resurrection[/anchor]
==================================
Chances are likely that someone is already dead when you come in. You will not be alive if someone with a score above zero is already dead, or if you reconnected with the same name. You can either wait for your players to resurrect you, or become a monster, yourself. See [anchor= goto=PlayerMonsterSystem]Player Monster System[/anchor] to figure out how to become a monster. If you manage to kill a player as a temporary (not dedicated) monster, you will resurrect yourself.
It's uncertain when your team will reach to the resurrection since it depends on the pace of your team and the map. Some maps may have one-time-use resurrection shrines. Shrines are usually a giant statue. To trigger it, stand in front of it and press [use]. Default key for [use] is E.
Critical events may also be achieved when an important objective has been accomplished. Usually these events will award survivors with 25 adrenaline and experience.
==================================
[anchor=PlayerMonsterSystem goto=]Player Monster System[/anchor]
==================================
To become a player monster, you must access the DWMenu. At any time, you may open the DWMenu by pressing the Insert key (default) on your keyboard, or by typing DWMenu in your console if your keyboard doesn't have the insert key.
The DWMenu enables multiple options such as hitsounds and enabling specific adrenaline combos. The player monster content is found a the bottom of the menu. If the options are invisible, then the map or the server does not allow players to become monsters.
To become a monster, you must first select a monster in the dropbox. Certain monsters will only be visible in the dropbox based on the map you're playing. If you are spectating something, then the Summon monster button will remain disabled until all of the following conditions are met:
*You're not a spectator
*The game is not over
*You're not currently alive
*You died awhile ago (You can't immediately become a monster after you died)
*There's a hostile monster alive (this determines your spawn location. You'll spawn in front of a living hostile monster)
*Your score is high enough. The parenthesis next to the monster name is the minimum score you need to have to become this monster.
*The monster is available. The tougher monsters cannot be immediately respawned after a player used that monster. For an example, if a brute was summon, the brute cannot be spawned for anyone in the next ten minutes. However the players may still chose other available monsters.)
If you are spectating in free cam mode, then the spawning algorithm will consider your camera's position as your monster's spawn position. Your camera's position must be far enough from the nearest attacker to pass the requirements.
If all these conditions are met, the summon monster button should be enabled. Pressing this button will spawn you a monster. If the spawn location is too small for the monster to fit in, then you'll be notified an error.
Now that you're a monster you'll find that aiming is difficult and killing a player is even more so. Perhaps this may extend your appreciation in the monsters you kill everyday. Strength in numbers and stealth can be used to your advantage. It may be your only chance to be successful in slaying a player.
Due to your new size or spawn location, you may get stuck. You can make a quick escape by opening the DWMenu and clicking on the teleport button. It'll reference another hostile monster to spawn from.
If you were spawn killed, (spawning over a lava pit, or spawning in the middle of a fire fight), you may immediately become a monster, again.
When you're a monster, you will still be resurrected if a players reached a critical objective or a resurrection shrine. Even single resurrection events may resurrect you.
However, the single resurrection event will prioritize on resurrecting a nonmonster player before randomly choosing you.
==================================
[anchor=PlayerMonsterConsole goto=]Player Monster Console commands[/anchor]
These commands may be executed on the console at any time:
ZooHelp
Lists current monster status: names, score requirements, kill requirements (for dedicated monsters), and availability.
Then this command also lists other useful monster commands.
MonsterTransform <MonsterName>
Become a monster as a monster you typed in the <MonsterName> parameter. For an example: to become a brute, you will type in, "MonsterTransform Brute". This is case-insensitive.
Teleport
Teleports you to a new location. This only works if you're a monster and there's enough space to put you in the new spot.
BecomeDedicatedMonster
Makes you a dedicated monster. You cannot become a dedicated monster if there are too many dedicated monsters or if you're the only player alive. Becoming a dedicated monster when you're the last player alive would of ended the game.
==================================
[anchor=DedicatedMonsters goto=]Dedicated Monsters[/anchor]
At times you may find yourself playing a map you don't like or is not at your level range. High levels don't get much experience when playing easy maps, and low levels don't get much experience since it's too difficult to kill anything. Becoming a Dedicated Monster allows you to play the match at the alternate perspective. As a Dedicated Monster, you are always on the monster's team, and you want the players to lose. You'll gain 30 experience points every time you kill a player.
However, you cannot become a normal player until you reconnect. You will not be resurrected on a resurrection event, and you will not receive end game experience if the players beat the map. You will not gain experience if the players are defeated. You only can get experience by killing players.
Dedicated monsters also have a different scoring system. Your score is not important to spawn a specific monster. Instead you need to kill players to get to the better monsters. The more players you kill, the better monsters you can become on your next life.
When you're spectating, you'll find that you can only spectate hostile monsters. This will determine your priority monster spawn. The spawning algorithm will first attempt to spawn off the monster you are currently viewing. If it fails, then it'll try a few other monsters.
==================================
[anchor=RPG goto=]RPG System[/anchor]
==================================
[anchor=RPGBasics goto=]RPG Basics[/anchor]
The advanced RPG system is different from traditional UT2004RPG. First off, monsters do not have levels. They are no longer dependent on player's current level, lowest level living player, nor average player level. Monsters are granted damage that pierces through all resistances. The piercing percent completely depends on number of dead players. If 2 out of 4 players are dead, then the survivor's resistances is 50% below than their normal resistances. An example: if player A has -15% cold resistance, and 80% of player A's team is dead, then player A's current cold resistance is down to -95%. It's crucial that your team stays alive.
All monsters contain a threat level to all players. Individual players will increase their threat level by utilizing abilities that support their team (such as spawning ammo packs, aggravator weapons, sacrifice, etc...). The more selfless/costly the ability, the higher your threat level becomes to nearby monsters. Your experience reward by damaging monsters is amplified by the monster's current threat level to you.
==================================
[anchor=Menu goto=]Working your way through the Menu[/anchor]
One of the most distinctive features in this RPG system is the menu.

A: The first line contains your name.
The second line displays your level, your class prefix, and class name. Your class prefix is an arbitrary name that reflex your experience. This name will automatically promote itself whenever the game acknowledges your skill level. Although the name doesn't improve any of your attributes, it does give you a better reputation. Your class name tells you your current class name. Your class name will promote itself whenever you promote your ranking. See [anchor= goto=Ranking]Promote Ranking[/anchor].
The third line displays your experience (current / needed experience for your next level).
B: This section displays your basic attributes: health, adrenaline, and ammo. These attributes will show you your current attributes and your max attributes. In the image above, it shows that my current health bonus is at 125. To improve these attributes, hit the +5 button on the right of the attribute you want to improve. In the image example above, I can only improve my health bonus up to my current cap (250). Attribute caps are dynamically adjusted based on your class and ranking.
Stat Points Available field shows how many stat points you may spend on your RPG data. You may only gain more stat points by leveling up.
C: This section shows your damage handling. Weapon masteries (your offense) on the left, and your resistances (your defense) on the right.
Weapon masteries cannot be improved in the stat menu. You may only improve these masteries by utilizing the weapons, themselves. For an example, using the Flak Cannon frequently will improve your Close Quarters mastery. Your weapon masteries will automatically upgrade themselves up to your current weapon mastery max (at the bottom of the weapon masteries section). Even after maxing your weapon masteries, you will continue to keep track of your weapon experience for the next time you promote your ranking, your weapon masteries will boost themselves to your current weapon experience. In other words, when you promote your ranking, you maxed weapon masteries will boost themselves a couple % to catch up to your real weapon experience. Weapons within each mastery are listed when you hover your mouse over the mastery.
Resistances are divided into five elements:
D: This section handles your abilities. This defines the class you've chosen. The table of abilities is automatically filtered by the selected class. To view other class abilities, click on the dropbox (above and to the left of the ability table), then click on a class. The table will automatically be updated to only the abilities for that class. The misc category is shared amongst classes. For an example, the Protective and Support class may purchase Vehicle Armory.
The ability table has four columns:
After selecting an ability, you may view details of the ability by pressing the info button at the bottom. If you decided that you want the ability, press the buy button to earn that ability.
==================================
[anchor=Ranking goto=]Promote Ranking[/anchor]
Promoting your ranking significantly improves your character. When you reach to a critical level (currently set to 50, 100, and 150), you may promote your ranking. To promote your ranking, click on the class dropbox (above and to the left of the ability table), and click on misc abilities. If you didn't manually sort the table, the ability Promote Ranking will be on top.
Promoting your ranking will boost your stat caps, you'll get a new class name, your class's perk will be enhanced, and you may purchase better abilities.
==================================
[anchor=Protective goto=]Protective class[/anchor]
This class specializes in defensive abilities. This class contains the highest health and resistances caps. This class's abilities focus on healing (other players and self), summoning spirits (floating clouds that enhances all nearby teammates with an aura. They will cannot attack any hostiles), speed, and resistant enhancing abilities.
The class's perk (automatically earned when purchasing this class) will grant the player adrenaline when taking damage.
The class's greatest weakness is the lack of offense. This class may be able to withstand a fire fight, but this class has difficulty killing hostiles due to lack of ammo and weapon masteries. This class frequently runs out of ammo and ends up shooting monsters with the dispersion pistol or shield gun.
==================================
[anchor=Support goto=]Support class[/anchor]
This class specializes in adrenaline, and is well-balanced with other attributes. This class doesn't have a particular weakness, nor a significant strength regarding resistances, masteries, health, and ammo. The class's abilities specializes in earning adrenaline, ammo supply (gives ammo to teammates and self), supplying adrenaline to other players, vehicle masteries, and summoning creatures [anchor= goto=SummoningSystem]See Summoning System[/anchor]. This is the only class that may contain an infinite weapon at rank 4.
The class's perk will grant the player vehicle regeneration when driving.
The class's weakness is the inability to heal itself, and the choosing in what to spend the adrenaline on. This class frequently finds itself deciding in what to spend their adrenaline on: for their team, heal itself (booster), or summoning monsters.
==================================
[anchor=Berserk goto=]Berserk class[/anchor]
This class specializes in offensive abilities. This class contains the highest weapon mastery and ammo caps. This is the only class that may increase its shooting speed. This class's abilities focus Life Siphon (weaker version of vamp), weapon making/maxing, passive offensive skills (vengeance [ultima], critical shot, retaliation [this works in Monster Evolution]), and deadly/risky abilities such as Sacrifice and Fury.
The class's perk will grant the player some minor healing and shield after killing an enemy.
The greatest weakness for this class is its lack of defense. This class is highly vulnerable due to the lowest health and resistance caps. This class is expected to die the most frequent. Another significant weakness is the inability to gain adrenaline outside of pills and kills. Although this class may have powerful abilities such as weapon rolling, Fury, Shout, and Sacrifice, the class must use these abilities sparingly.
==================================
[anchor=Misc goto=]Misc abilities[/anchor]
Although this is not a class, this section contains many useful abilities that is shared amongst the classes. This section contains abilities such as Promote Ranking, Haste (Quickfoot), Vehicle Armory-Mastery, Cautiousness, etc... Don't forget to check these out when purchasing abilities.
==================================
[anchor=SummoningSystem goto=]Summoning System[/anchor]
As of now, only the Support class may summon creatures. One of the most valued attributes for the Support class is decision making. Not only they choose in what supplies to dispense and what to spend adrenaline on, but they may only choose up to one path in the summoning system.
The summoning system has two branches: Skaarj branch and Feral branch. Both branches contains a root monster. The Skaarj branch has the Pupae as the root monster. The Feral branch has the mantas as the root monster. The support class must purchase one of these roots to purchase the better creatures. Although the Pupae and Mantas are weak monsters, they are strong in numbers. At max level, the Support class may summon up to five monsters. The Support class may only purchase one root.
Purchasing the tougher monsters are expensive. It's ideal that the Support class concentrates on one particular monster since they are only allowed to have one summoned monster at once. The root monsters cannot be summoned if one main monster has been summoned. The Support class does not have to purchase the lower ranked monsters to get to the upper ranked monster. For an example, the Support class doesn't have to purchase the Skaarj Warriors to get to the Queens.
================
[anchor=SkaarjBranch goto=]Skaarj branch[/anchor]
The skaarj branch consists of skaarj-like monsters. This branch divides into two sub-routes: Standard Skaarj and War Skaarj.
Standard Skaarj specializes in resistances. This branch contains native Skaarj monsters such as: Sliths, Skaarj Warriors, and Queens.
War Skaarj specializes in damage. These skaarj contains well-equiped skaarj such as: Skaarj Troopers, Brutes, and Warlords.
================
[anchor=FeralBranch goto=]Feral branch[/anchor]
The Feral branch consists of animals. This branch divides into two sub-routes: Air and Land animals.
The Air Feral specializes in speed. This branch contains animals such as: Gasbags, Razor Flies, and Dragons.
The Land Feral specializes in health. This branch contains animals such as: Shrikes, Raptors, and Titans.[/color]
Table of Contents
- [anchor= goto=BasicGameRules]Basic Game Rules[/anchor]
- [anchor= goto=EnteringTheGame]Entering the Game and Resurrection[/anchor]
- [anchor= goto=PlayerMonsterSystem]Player Monster System[/anchor]
- [anchor= goto=PlayerMonsterConsole]Player Monster console commands[/anchor]
- [anchor= goto=DedicatedMonsters]Dedicated Monsters[/anchor]
- [anchor= goto=RPG]RPG[/anchor]
- [anchor= goto=RPGBasics]RPG Basics[/anchor]
- [anchor= goto=Menu]Working your way through the menu[/anchor]
- [anchor= goto=Ranking]Promote Ranking[/anchor]
- [anchor= goto=Protective]Protective[/anchor]
- [anchor= goto=Support]Support[/anchor]
- [anchor= goto=Berserk]Berserk[/anchor]
- [anchor= goto=Misc]Misc[/anchor]
- [anchor= goto=SummoningSystem]Summoning System[/anchor]
- [anchor= goto=SkaarjBranch]Skaarj branch[/anchor]
- [anchor= goto=FeralBranch]Feral branch[/anchor]
==================================
[anchor=BasicGameRules goto=]Basic Game Rules[/anchor]
==================================
By default players will join as normal attackers. The attacker's goal is to complete all objectives. The attackers will fail the mission if all of them are dead or if the attackers failed to complete an objective. An example like this would be allowing the monsters to destroy the hell bender in Heated Escort.
The monsters are typically the opposing faction. They will defend the objectives and attack the players when approached. They will not hesitate to fight to the death so the attackers should fill them up with lead.
==================================
[anchor=EnteringTheGame goto=]Entering the Game and Resurrection[/anchor]
==================================
Chances are likely that someone is already dead when you come in. You will not be alive if someone with a score above zero is already dead, or if you reconnected with the same name. You can either wait for your players to resurrect you, or become a monster, yourself. See [anchor= goto=PlayerMonsterSystem]Player Monster System[/anchor] to figure out how to become a monster. If you manage to kill a player as a temporary (not dedicated) monster, you will resurrect yourself.
It's uncertain when your team will reach to the resurrection since it depends on the pace of your team and the map. Some maps may have one-time-use resurrection shrines. Shrines are usually a giant statue. To trigger it, stand in front of it and press [use]. Default key for [use] is E.
Critical events may also be achieved when an important objective has been accomplished. Usually these events will award survivors with 25 adrenaline and experience.
==================================
[anchor=PlayerMonsterSystem goto=]Player Monster System[/anchor]
==================================
To become a player monster, you must access the DWMenu. At any time, you may open the DWMenu by pressing the Insert key (default) on your keyboard, or by typing DWMenu in your console if your keyboard doesn't have the insert key.
The DWMenu enables multiple options such as hitsounds and enabling specific adrenaline combos. The player monster content is found a the bottom of the menu. If the options are invisible, then the map or the server does not allow players to become monsters.
To become a monster, you must first select a monster in the dropbox. Certain monsters will only be visible in the dropbox based on the map you're playing. If you are spectating something, then the Summon monster button will remain disabled until all of the following conditions are met:
*You're not a spectator
*The game is not over
*You're not currently alive
*You died awhile ago (You can't immediately become a monster after you died)
*There's a hostile monster alive (this determines your spawn location. You'll spawn in front of a living hostile monster)
*Your score is high enough. The parenthesis next to the monster name is the minimum score you need to have to become this monster.
*The monster is available. The tougher monsters cannot be immediately respawned after a player used that monster. For an example, if a brute was summon, the brute cannot be spawned for anyone in the next ten minutes. However the players may still chose other available monsters.)
If you are spectating in free cam mode, then the spawning algorithm will consider your camera's position as your monster's spawn position. Your camera's position must be far enough from the nearest attacker to pass the requirements.
If all these conditions are met, the summon monster button should be enabled. Pressing this button will spawn you a monster. If the spawn location is too small for the monster to fit in, then you'll be notified an error.
Now that you're a monster you'll find that aiming is difficult and killing a player is even more so. Perhaps this may extend your appreciation in the monsters you kill everyday. Strength in numbers and stealth can be used to your advantage. It may be your only chance to be successful in slaying a player.
Due to your new size or spawn location, you may get stuck. You can make a quick escape by opening the DWMenu and clicking on the teleport button. It'll reference another hostile monster to spawn from.
If you were spawn killed, (spawning over a lava pit, or spawning in the middle of a fire fight), you may immediately become a monster, again.
When you're a monster, you will still be resurrected if a players reached a critical objective or a resurrection shrine. Even single resurrection events may resurrect you.
However, the single resurrection event will prioritize on resurrecting a nonmonster player before randomly choosing you.
==================================
[anchor=PlayerMonsterConsole goto=]Player Monster Console commands[/anchor]
These commands may be executed on the console at any time:
ZooHelp
Lists current monster status: names, score requirements, kill requirements (for dedicated monsters), and availability.
Then this command also lists other useful monster commands.
MonsterTransform <MonsterName>
Become a monster as a monster you typed in the <MonsterName> parameter. For an example: to become a brute, you will type in, "MonsterTransform Brute". This is case-insensitive.
Teleport
Teleports you to a new location. This only works if you're a monster and there's enough space to put you in the new spot.
BecomeDedicatedMonster
Makes you a dedicated monster. You cannot become a dedicated monster if there are too many dedicated monsters or if you're the only player alive. Becoming a dedicated monster when you're the last player alive would of ended the game.
==================================
[anchor=DedicatedMonsters goto=]Dedicated Monsters[/anchor]
At times you may find yourself playing a map you don't like or is not at your level range. High levels don't get much experience when playing easy maps, and low levels don't get much experience since it's too difficult to kill anything. Becoming a Dedicated Monster allows you to play the match at the alternate perspective. As a Dedicated Monster, you are always on the monster's team, and you want the players to lose. You'll gain 30 experience points every time you kill a player.
However, you cannot become a normal player until you reconnect. You will not be resurrected on a resurrection event, and you will not receive end game experience if the players beat the map. You will not gain experience if the players are defeated. You only can get experience by killing players.
Dedicated monsters also have a different scoring system. Your score is not important to spawn a specific monster. Instead you need to kill players to get to the better monsters. The more players you kill, the better monsters you can become on your next life.
When you're spectating, you'll find that you can only spectate hostile monsters. This will determine your priority monster spawn. The spawning algorithm will first attempt to spawn off the monster you are currently viewing. If it fails, then it'll try a few other monsters.
==================================
[anchor=RPG goto=]RPG System[/anchor]
==================================
[anchor=RPGBasics goto=]RPG Basics[/anchor]
The advanced RPG system is different from traditional UT2004RPG. First off, monsters do not have levels. They are no longer dependent on player's current level, lowest level living player, nor average player level. Monsters are granted damage that pierces through all resistances. The piercing percent completely depends on number of dead players. If 2 out of 4 players are dead, then the survivor's resistances is 50% below than their normal resistances. An example: if player A has -15% cold resistance, and 80% of player A's team is dead, then player A's current cold resistance is down to -95%. It's crucial that your team stays alive.
All monsters contain a threat level to all players. Individual players will increase their threat level by utilizing abilities that support their team (such as spawning ammo packs, aggravator weapons, sacrifice, etc...). The more selfless/costly the ability, the higher your threat level becomes to nearby monsters. Your experience reward by damaging monsters is amplified by the monster's current threat level to you.
==================================
[anchor=Menu goto=]Working your way through the Menu[/anchor]
One of the most distinctive features in this RPG system is the menu.
A: The first line contains your name.
The second line displays your level, your class prefix, and class name. Your class prefix is an arbitrary name that reflex your experience. This name will automatically promote itself whenever the game acknowledges your skill level. Although the name doesn't improve any of your attributes, it does give you a better reputation. Your class name tells you your current class name. Your class name will promote itself whenever you promote your ranking. See [anchor= goto=Ranking]Promote Ranking[/anchor].
The third line displays your experience (current / needed experience for your next level).
B: This section displays your basic attributes: health, adrenaline, and ammo. These attributes will show you your current attributes and your max attributes. In the image above, it shows that my current health bonus is at 125. To improve these attributes, hit the +5 button on the right of the attribute you want to improve. In the image example above, I can only improve my health bonus up to my current cap (250). Attribute caps are dynamically adjusted based on your class and ranking.
Stat Points Available field shows how many stat points you may spend on your RPG data. You may only gain more stat points by leveling up.
C: This section shows your damage handling. Weapon masteries (your offense) on the left, and your resistances (your defense) on the right.
Weapon masteries cannot be improved in the stat menu. You may only improve these masteries by utilizing the weapons, themselves. For an example, using the Flak Cannon frequently will improve your Close Quarters mastery. Your weapon masteries will automatically upgrade themselves up to your current weapon mastery max (at the bottom of the weapon masteries section). Even after maxing your weapon masteries, you will continue to keep track of your weapon experience for the next time you promote your ranking, your weapon masteries will boost themselves to your current weapon experience. In other words, when you promote your ranking, you maxed weapon masteries will boost themselves a couple % to catch up to your real weapon experience. Weapons within each mastery are listed when you hover your mouse over the mastery.
Resistances are divided into five elements:
- Physical resistance will reduce attacks from melee damage, merc's chaingun, titan rocks, standard UT weapons (nali fighters), sentries, etc...
- Fire reistances will reduce fire based attacks such as fire balls, rockets (rockets are 50% physical:50% fire), archviles, etc...
- Cold resistance will reduce cold based attacks such as frozen sliths, ice dragons, ice skaarj, ice lords, etc...
- Lightning resistance will reduce electrical based attacks such as krall bolts, Skaarj snipers, beam-ion-electric dragons, energy wail lords, enlightens, etc...
- Poison resistance will reduce poison based attacks such as seeker goo, xeno acid spit, slith's goo, spinners, etc...
D: This section handles your abilities. This defines the class you've chosen. The table of abilities is automatically filtered by the selected class. To view other class abilities, click on the dropbox (above and to the left of the ability table), then click on a class. The table will automatically be updated to only the abilities for that class. The misc category is shared amongst classes. For an example, the Protective and Support class may purchase Vehicle Armory.
The ability table has four columns:
- Ability: This is the name of the ability.
- Level: This is your current level for this ability. Some abilities may be purchased multiple times for an upgrade of that ability. Level 0 implies that you do not have this ability, and MAXED implies that you purchased all available levels for this ability.
- Rank: This displays the required ranking needed to purchase the next level. From the beginning, everyone starts off at rank one. You cannot purchase abilities that has a higher rank number than your current rank. Max rank is four.
- Cost: This is how much the next level of the ability will cost you. You cannot purchase this ability if your available stat points is less than the cost value.
After selecting an ability, you may view details of the ability by pressing the info button at the bottom. If you decided that you want the ability, press the buy button to earn that ability.
==================================
[anchor=Ranking goto=]Promote Ranking[/anchor]
Promoting your ranking significantly improves your character. When you reach to a critical level (currently set to 50, 100, and 150), you may promote your ranking. To promote your ranking, click on the class dropbox (above and to the left of the ability table), and click on misc abilities. If you didn't manually sort the table, the ability Promote Ranking will be on top.
Promoting your ranking will boost your stat caps, you'll get a new class name, your class's perk will be enhanced, and you may purchase better abilities.
==================================
[anchor=Protective goto=]Protective class[/anchor]
This class specializes in defensive abilities. This class contains the highest health and resistances caps. This class's abilities focus on healing (other players and self), summoning spirits (floating clouds that enhances all nearby teammates with an aura. They will cannot attack any hostiles), speed, and resistant enhancing abilities.
The class's perk (automatically earned when purchasing this class) will grant the player adrenaline when taking damage.
The class's greatest weakness is the lack of offense. This class may be able to withstand a fire fight, but this class has difficulty killing hostiles due to lack of ammo and weapon masteries. This class frequently runs out of ammo and ends up shooting monsters with the dispersion pistol or shield gun.
==================================
[anchor=Support goto=]Support class[/anchor]
This class specializes in adrenaline, and is well-balanced with other attributes. This class doesn't have a particular weakness, nor a significant strength regarding resistances, masteries, health, and ammo. The class's abilities specializes in earning adrenaline, ammo supply (gives ammo to teammates and self), supplying adrenaline to other players, vehicle masteries, and summoning creatures [anchor= goto=SummoningSystem]See Summoning System[/anchor]. This is the only class that may contain an infinite weapon at rank 4.
The class's perk will grant the player vehicle regeneration when driving.
The class's weakness is the inability to heal itself, and the choosing in what to spend the adrenaline on. This class frequently finds itself deciding in what to spend their adrenaline on: for their team, heal itself (booster), or summoning monsters.
==================================
[anchor=Berserk goto=]Berserk class[/anchor]
This class specializes in offensive abilities. This class contains the highest weapon mastery and ammo caps. This is the only class that may increase its shooting speed. This class's abilities focus Life Siphon (weaker version of vamp), weapon making/maxing, passive offensive skills (vengeance [ultima], critical shot, retaliation [this works in Monster Evolution]), and deadly/risky abilities such as Sacrifice and Fury.
The class's perk will grant the player some minor healing and shield after killing an enemy.
The greatest weakness for this class is its lack of defense. This class is highly vulnerable due to the lowest health and resistance caps. This class is expected to die the most frequent. Another significant weakness is the inability to gain adrenaline outside of pills and kills. Although this class may have powerful abilities such as weapon rolling, Fury, Shout, and Sacrifice, the class must use these abilities sparingly.
==================================
[anchor=Misc goto=]Misc abilities[/anchor]
Although this is not a class, this section contains many useful abilities that is shared amongst the classes. This section contains abilities such as Promote Ranking, Haste (Quickfoot), Vehicle Armory-Mastery, Cautiousness, etc... Don't forget to check these out when purchasing abilities.
==================================
[anchor=SummoningSystem goto=]Summoning System[/anchor]
As of now, only the Support class may summon creatures. One of the most valued attributes for the Support class is decision making. Not only they choose in what supplies to dispense and what to spend adrenaline on, but they may only choose up to one path in the summoning system.
The summoning system has two branches: Skaarj branch and Feral branch. Both branches contains a root monster. The Skaarj branch has the Pupae as the root monster. The Feral branch has the mantas as the root monster. The support class must purchase one of these roots to purchase the better creatures. Although the Pupae and Mantas are weak monsters, they are strong in numbers. At max level, the Support class may summon up to five monsters. The Support class may only purchase one root.
Purchasing the tougher monsters are expensive. It's ideal that the Support class concentrates on one particular monster since they are only allowed to have one summoned monster at once. The root monsters cannot be summoned if one main monster has been summoned. The Support class does not have to purchase the lower ranked monsters to get to the upper ranked monster. For an example, the Support class doesn't have to purchase the Skaarj Warriors to get to the Queens.
================
[anchor=SkaarjBranch goto=]Skaarj branch[/anchor]
The skaarj branch consists of skaarj-like monsters. This branch divides into two sub-routes: Standard Skaarj and War Skaarj.
Standard Skaarj specializes in resistances. This branch contains native Skaarj monsters such as: Sliths, Skaarj Warriors, and Queens.
War Skaarj specializes in damage. These skaarj contains well-equiped skaarj such as: Skaarj Troopers, Brutes, and Warlords.
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[anchor=FeralBranch goto=]Feral branch[/anchor]
The Feral branch consists of animals. This branch divides into two sub-routes: Air and Land animals.
The Air Feral specializes in speed. This branch contains animals such as: Gasbags, Razor Flies, and Dragons.
The Land Feral specializes in health. This branch contains animals such as: Shrikes, Raptors, and Titans.[/color]