Lootun – Gameplay & Classes

Lootun – Gameplay & Classes 1 - steamlists.com
Lootun – Gameplay & Classes 1 - steamlists.com

This guide will provide a basic understanding of the game as well as how to gear up and spec your characters.


This guide is intended to give you a good start in the game and some tips for the endgame. This guide will not provide a lot of details as it is best to learn by doing.
You can find a lot of useful information in the ingame glossary. It can answer most of your questions. If you need help, feel free to jump on Discord and ask for it.
Please remember that the game is still in Early Access. Things can and will change at any moment.

Class Selection

The first thing you should do is create a character. This game is not worth playing if you don't have a character. You will be staring at a blank screen and doing nothing. It's not fun!
The choice is between a Warrior or Ranger, and the first question is: Which one should I choose? All three are equally good at the beginning. It doesn't really matter what level you choose for the first 75 (levels. You will find more character slots available quickly. I recommend you choose one of each class to get a feel for how they work.
While Warriors can fulfill the Melee DPS fantasy of a warrior, they also have the option to be Ranged if you wish. They make great Tanks. Warriors are not able to use Magic weapons, but can use all Melee or Ranged weapons.
Rangers are mobile damage dealers who prefer to use Ranged attacks. However, they can also become Melee and have lots more fun. They can use both Melee and Ranged weapons, similar to Warriors, but they do not have the benefit of Magic weapons.
Mages work exactly as you would expect. Mages use the elements we all love and know, such as Fire, Cold, Lightning, Arcane, to deal damage. That means Fireballs, and who doesn’t love a good fireball! Mages can use Magic or Melee weapons but not Ranged.
Keep in mind that all classes can more or less do the same thing, just in different ways, including acting as a Support class for limited healing/survivability through buffs. Each class will be able to choose an Ascended Class at level 100. This will change the way that that class plays, changing it from 100 to 150 due to an additional ability and piece of equipment. This is a change that is likely to happen very soon (at the time of writing)), so don't be too focused on it. It will be skipped entirely.


All classes can wear any type of armor and use almost all weapons (. They also have passives that match). However, some classes are more comfortable using their own armor. You can mix and match your armor as you like, but Mages have a better passive bonus to Barrier than the other classes. They have a Barrier bonus on Light armor which means they are better. Rangers have Evasion passives, and Warriors have Armor bonus. This is where it all goes.
The majority of Heavy armors are heavy and have strong defensive stats, or a Melee damage bonus. They are perfect for Warriors. Medium armors have a fair amount armor and Evasion to avoid being struck. They also focus on Ranged damage, making them ideal for Ranger slots. Light armor is a fitting name. However, to make up for the lack of armor, they often come with a lot of Barrier, an energy shield that depletes before taking any health damage. This is the same Barrier that Mages can boost. Use the right armor to maximize your performance!
There are two options when it comes to weapon configuration. (for a Two-handed weapon, in which case the right-side weaponslot will be empty). Or a dualwielding combination consisting of 2 One-handed weapons, 1 Mainhand weapon, and 1 Offhand item. The tooltip will show you the type of each item as well as the damage they deal (only useful to Melee and Magic weapons as all Ranged are …. Ranged). Any combination is fine, even if you aren't at max level. As you progress to the endgame, you will notice that some items are slightly better than others. You may even find a preference for one item. A Spellblade with Fire Penetration may be more beneficial to a Mage who is focused on throwing Fireballs than a Spell Tome that has a bonus to Barrier.
Accessories are available in addition to armor and weapons. These accessories include rings, amulets, and Trinkets. You can have two rings, one for each of the other. There are two options: one for passive bonuses and one for how they benefit your characters.
Each piece of gear comes in a variety of rarities. Each tier up adds one additional stat slot to the selection and also starts with a higher base price. An example of this is an item with low quality and Health Points that starts at 100 HP while an item with higher quality at the same level might have 150 HP.


You have all the gear with all these stats. What are they used for? They are basically there to help you perform. The skills you choose and the passives in the skills will determine which stats are best for your character. Your first Default Attack as a Ranger is Quick Draw. It does both Physical and Ranged damage, according to the tooltip. With that in mind, you should look for gear with either one of these stats. They will increase your damage. As you gain experience, passives can be added to each skill to change their behavior. You can change Quick Draw to do cold damage. You can choose to make it Passive so that it does not receive Physical Damage. It will still be a Ranged attack and Ranged damage will buff it. Similar to the Warrior or Mage classes, you have the ability to change their skills and spells into other damage types using passives. Make sure you also change your gear stats.
There are three types attributes that gear can have. Offensives, such as the Damage types mentioned above. Defensives include the previously mentioned Barrier and Health Points and Utilities that have stats that are not included in the other two categories. Each piece of gear can have a combination of stat types, such as 3 offensives, 2 defenses, and 1 utility. A low-quality item can have 3 total stats, so it may roll with 3 offensives, 1 defensive, 1 utility, or any other combination. A high-quality item can roll with all 6 stats making them more powerful and desirable.


Passives have been mentioned a few times. Let's get to the point. What are they and what do they do?
You get points as you level up your character or your chosen skill. These points can be used to distribute passives among them. Passives can make a huge difference in how an ability performs. Quick Slash is the basic Default Attack of a Warrior. It doesn't do much damage by itself, but passives can boost that. You can turn it into an Execute capability. You can also use the passive Execute (.) can instantly kill a target that is less than 15% HP. This is amazing! But wait! There's more! You can also change the damage from doing Physical to Lightning or Fire damage. You cannot choose Fire if you choose Lighting. However, the tooltip will inform you. While other abilities may offer a variety of mutually exclusive options, this one only has two. If you choose Lightning, it can cast a debuff that causes the target to take more damage for a short time. You can also use Fire to leave a burning Damage Over Time effect. This is a completely different Quick Slash than the original, which was weak as hell.
Passives for a character are simpler and more straightforward. You don't need to be a master theoretician to determine if a passive works. The passives are almost identical for all classes. However, 2 are specific to a particular class and 2 change depending on the class. While I won't go through them all here, some should be mentioned. I stated in the class descriptions that each class could have two damage types. They receive a level-scaling passive injury bonus for those types. So it's Melee, Ranged, and Magic for Warrior and Ranger respectively. The class specifics include a static percentage boost to Armor, Evasion, or Barrier as well as a leveling amount of the same stats for their respective classes.
You can choose which passives you want, but I recommend that you pick the first three in the first row for more health points and regeneration. The damage buffs in the second row are also very useful. Later, you can unlock resistances that make you take less damage as well as some utility buffs to damage and survival, and rewards.

Final notes

As a general rule, if you read something ingame or on Discord about something, and have no idea what it is or where it is, you should assume that it is unlocked later in a game than you are. Progress is the key to unlocking everything. There are many Quality of Life improvements that can be made by progress. You may think, "Oh, I wish there were a way to do that", but there is. Later. But not immediately. You'll soon discover that many of the items you desire are already in the game. You can level up to learn how to obtain certain materials. If you keep playing, you will never get stuck. Keep in mind, though, that this is not a game you should be playing in a week. Some things take time. This one took a long time!
Always consult the Glossary first if you require information. Seriously! The Glossary really is all you need to understand 95% of the game. You might find help quickly on Discord, but you can get help faster if you read through the Glossary.
With that being said, I have one specific thing to say. It will make it a lot easier to level up. Remember how I said something about the first 75 levels at the beginning? Here's what I meant. Meteor is a ability that can be cast by Mage characters. It is their final Default Attack. It doesn't look all that special at first. It's just a fancy Fireball. At character level 75, you unlock the most powerful passive in the game for any class. Maelstrom. This passive increases the damage done by your Meteor. Remember I mentioned earlier that there are different damage types. If you change from one type to the other, the ability will not benefit from both. Meteor's Magic AND Fire AND Cold AND Lightning AND your Arcane and Elemental damage are all available to Meteor with Maelstrom. You can also use the Elemental Strength passive! You can get up to 20% more benefit from each stat if you include the Elemental Strength passive. All stats are additive. If you have 100% Magic, 120% Fire, and 270% Elemental, you can do 490% damage to Meteor. But that's not all! Meteor also automatically selects the lowest elemental resistance target and converts all 490% damage to that type. Meteor with Maelstrom can deal 490% Arcane damage if your target has Arcane resistance. Even if your Arcane damage stats are 0%! Meteor is the strongest attack in the game at the moment. Any Mage that doesn't run Meteor at level 75+ is hindering your team's progress and hindering your progression.
Lootun is your home! Have fun!


Written by Ambrodel

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