A character's
class is used to describe his/her natural talents. However, classes are not
in-game and therefore do not have any bearing on what a character does for a
living. Just because a character is a Rogue, it does not mean that he/she is a
thief. He/she just has a natural aptitude for roguish abilities. Each players must choose a class for the
listing below before making a character.
Restricted Classes
Experience is often required to play certain more
complex classes; therefore, several of our classes are restricted from a new
player being able to start one. You
will have to find an in play teacher to “convert” you to one of the specialty
classes. Furthermore you must reach 7th
level prior to any character conversation. The Restricted Classes below are
noted by placing [R] next to their name. ENJOY!
The Warrior is the master
of all things combat-related, and is capable of buying combat skills that no
other class may purchase. He also is
able to avoid the moral issues that come with being one of the warrior
sub-classes. Warriors have no limit to
the armor he may wear nor to the damage he may wield in combat, which is
appealing to many. His maximum of 75 points of body is the largest amount
available to any class. The downside of the Warrior however is the cost of
magic is incredibly expensive, making it so few Warriors ever purchase magical
skills or spells.
The Knight is a Warrior
sub-class that follows a strict code of chivalry which enables him to more
easily learn spells and spell-like abilities with which he can fight the good
fight with, relying on life and law.
The trade off that the Knight experiences is that he is limited to +8
proficiency and 3 critical slays, 65 maximum body points, and restricted to
wearing no more than 75 points of armor. The spell-like abilities and spells a
Knight learns from his Knight Master enable him to better fight undead and heal
his comrades, but the moment a Knight breaks his code much of this can be taken
away from him.
Special abilities are
gained at even levels and can be purchased once and in the following order. Lay
on Hands (Free), 2nd level Repel Undead (1 BP), 4th level Cure Disease (1 BP),
6th level Turn Undead (2 BP), 8th level Purify Blood (3 BP), 10th level Bravery
(Free), Zone of Life (3 BP), 12th level Renew (4BP), 14th level Destroy Undead
(5 BP), 16th level Life (5 BP)
The Dark Knight is similar
to the Knight, in that he also follows a strict code of chivalry, however the
Dark Knight follows a darker path than the Knight, trusting in death, chaos,
and even undeath. The trade off that
the Dark Knight experiences is that he is limited to +8 proficiency and 3
critical slays, 65 maximum body points, and restricted to wearing no more than
75 points of armor. The spell-like abilities and spells a Dark Knight learns
from his Knight Master enables him to better fight the living, but as a Knight,
the moment his code is broken much of this can be taken from him.
Special abilities are
gained at even levels and can be purchased once and in the following order. Lay
on Hands (Free), 2nd level Elude Undead (1 BP), 4th level Cause Disease (1 BP),
6th level Control Undead (2 BP), 8th level Poison (3 BP), 10th level Bravery
(Free), Zone of Death (3 BP), 12th level Waste (4BP), 14th level Create Undead
(5 BP), 16th level Death (5 BP)
Rangers are a Warrior
sub-class that consider themselves protectors and guardians of nature and the
balance, following a strict moral code.
The Ranger, like the Knight is limited to +8 proficiency and 3 critical
slays, 60 maximum body points, and restricted to wearing no more than 50 points
of armor; however his spell-like abilities and spells more than make up for
restrictive combat abilities. Like the
Knight, the Ranger also has an extreme dislike for undeath and its agents and
seeks to destroy it where it is found.
Special abilities are
gained at even levels and can be purchased once in the following order. 2nd
level Speak with Animals (1 BP), 4th level Entangle (1 BP), 6th
level Wall of Thorns (2 BP), 8th level Mistform (3 BP), 10th
level Animal Empathy and immunity to natural confining (Free), 12th
level Stoneskin (4 BP), 14th level Spirit of the Ent (5 BP)
Runesmiths are a Warrior
sub-class that rely on intelligence, combat prowess, and grace. They are similar to the other Warrior
sub-classes in their limitations, limited to +8 proficiency and 3 critical
slays, 65 maximum body points, and restricted to wearing no more than 65 points
of armor. But instead of typical spells and spell-like abilities to make use
of, they have a specialized form of magic called Rune Magic that no one else
can make use of. Rune Magic enables
them to perform amazing feats of combat prowess, but the proper use of these
runes takes both brains and grace to use and are not for those who wish to do
nothing but hack and slash. Runesmiths must take Runes as their primary magic.
Scholars, called such due
to the time they spend pouring over books and ancient tomes. The Scholar relies typically on his magical
ability to see him through situations but versatility is available to him, as
he can purchase production skills quite easily as well master formal magics
easier than any other class. Together with Sorcerers they are the weakest of
all the classes, with a maximum of 30 body points and are restricted to wearing
no more than 10 points of armor, he will want to use his magics from a distance
to avoid being felled early in combat.
Sorcerers are similar to
Scholars in the respect that they too have a mastery of magics, learning their
primary columns as quickly as a Scholar but being able to expand to a second
column and third column at an increased rate to that of a Scholar. The Sorcerer, with the incredible ease at which
he learns battle magic makes the trade off in that he has a difficult time
learning formal magics, cannot learn any weapon skill other than small weapon
or staff, and is limited in his other skill selections as well. In addition to this, they share the frailty
of the Scholar class and have a maximum
of 30 body points, and are restricted to wearing no more than 10 armor
points. So as with the Scholar he must
approach combat with caution, avoiding blows at all costs.
The Templar is a warrior mage
and is perfect for those that wish to both fight and cast equally as well. Though they are slower to progress in either
combat ability or spells, than their Warrior and Scholar counterparts, the
balance of the two is liked by many but too slow to progress for others. At any rate, Templars make some of the most
formidable opponents around, providing you with the unexpected in both their
casting and combat ability. Physically,
the Templar is equal to the Rogue with 50 maximum body points and is only restricted
to wearing 25 armor points.
Rogues are considered to be
the jack-of-all-trades, with the ability to advance in nearly any direction
with relative ease. The specialty of a
Rogue however, lies in the creation of Alchemy, Poisons, and Traps along with
the ability to dodge nearly anything thrown at them with dexterous
precision. Their abilities in combat
lie not in the all out frontal assault of the Warrior but instead from a
surprise one-shot, well-placed lethal strike in the back along with accurately
placed backstabs. Though not as tough
in a fight physically as a Warrior, they are limited to a maximum of 50 body
points and restricted to wearing 20 points of armor. The smart rogue however
makes use of poisons and alchemy to more than make up for those restrictions
and often proves he is capable of being his groups secondary fighter.