CaveWorld features three classes of cavemen, 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.