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Every character must select a 'class' at the time of their creation, from the 1st tier.

A 'class' describes your characters profession, their path in life, and usually says something about their nature. As your character gains experience, they become more accomplished members of their class, learning new spells and skills.

Eventually, if you become a master of your class, what is called a 'HERO' (level 101) you will be allowed to reroll. When you reroll, you will start your character over again from Level 1.

If you are a 1st tier class HERO, you will have the option to reroll as one of the 2nd tier classes, which are more powerful than their 1st tier counterparts. The chart below shows the relationship between the Tiers. 2nd Tier classes are basically just more advanced versions of 1st Tier classes, with more skills, spells, and power.

1st Tier Classes 2nd Tier Classes
Mage Wizard
Cleric Priest
Thief Mercenary
Warrior Gladiator
Druid Sage
Ranger Strider
Vampire Lich

 

Mage /Wizard

Mages specialize in the casting of spells, offensive ones in particular. Mages have the highest-powered magic of any 1st tier class, and are the only classes able to use the draconian and enchanting spell groups.  They are also very skilled at the use of magical items, though their combat skills are the weakest of any class.

All mages have the power to levitate a shield in front of them, freeing both hands for weapons. All mages begin with skill in the dagger. Any other weapon skills must be purchased, at a very high rate.

Wizards, who spend their lives in pursuit of arcane wisdom, encompass all spell casting and various fields of magic. Spending so much time in deep study, their physical skills and hardiness suffer. Knowledge of weaponry is not their strong suit.

Their studies do, however, give them command of terrible spells and energies. Wizards can be deadly  opponents. Where Warriors use steel to attack and armor themselves, Wizards use magic. Their deeper understanding of magic allows them to see their enemies half a world away, become invisible, and even charm their enemies.

No where is truly safe from a Wizard, he can  see his friends and foes from half a world away.  Also, they may infuse potions with magical energies. For Wizards, intelligence and wisdom are key to becoming masters of their Art..

Cleric / Priest

Clerics are the most defensively orientated of all the classes.  They worship a deity or god of some sort - their daily prayers being answered in the form of healing abilities, and other defensive powers.
While their magics do not approach the attacking powers of Mages or Wizards, these classes have the greatest healing and defensive powers by far. While it is unlikely that they will take your life, they could save it!

Clerics recieve the power to levitate a shield in front of them once they reach level 50, freeing both hands for weapons. All clerics begin with skill in the mace.  Other weapon or shield skills must be purchased, many at a very dear cost.

Priests of are Clerics that, through intense faith and worship of their chosen deity, have gained even greaters powers granted upon them. Priests aquire spells at a quicker rate than thier fellow spell-casters, as well as some very unique spells. They can summon groups of people to them in a heartbeat, either into, or out of danger. Their mastery of the healing sciences even allows them to mend terrible wounds - sometimes even rejoining severed limbs! 

Thief / Mercenary

Thieves are your basic rogues. Unwilling to study the magic arts, or practice with a blade, they are content to simply take what they require from others. While not masters of any major skill, they have a wide variety of skills and abilities open to them.

Thieves are specialists at stealing and covert actions, being capable of entering areas undetected where more powerful adventurers would fear to tread.  They are better fighters than clerics, but lack the wide weapon selection of warriors.

All thieves begin with the dagger combat skill, and are learned in steal as  well.  Any other weapon skills must be purchased, unless the default selection is chosen.

A Mercenary is the next step of a thief. Having discovered that stealing from others is useful but simple, they have started training their combat abilities more actively. They learn the same skills as a thief but at lower levels. Their best advatage  is being able to attack hard and quick, backstabbing their opponents, and circling around them to strike. When blinded, their abilities are reduced, but to the unwary, they can be dangerous.

Warrior / Gladiator

Warriors live for combat and the thrill of battle. They are the best fighters of all the classes, but lack the subtle skills of thieves and the magical talents of mages and priests.  Warriors are best for those who don't mind taking the direct approach, even when another method might be called for. 

  Studying the art of swordsmanship and training themselves physically, Warriors do not need great intelligence or wisdom. Strength, dexterity and health are the primary attributes needed to become a formidable warrior. 

Warriors begin with skill in the sword, and gain a second attack in combat.

After much training, swordsmen eventually become Gladiators. Physically, they are the equivalent of tanks - able to give and take tremendous amounts of damage. Where most characters are dead on the floor, a Gladiator is still on his feet, ready for more. 

To these ends, Warriors and Gladiators are proficient in the use of assorted weaponry, and may use two weapons simultaneously. Also, they specialize in parrying, countering and even disarming their foes. They can also rescue their allies in battle, using their own bodies as shields.

But not all fighters are so noble. Masters of combat, both dirty and civilized, they can also kick dirt in an opponents eyes, blinding them. They may backstab enemies as well.

Druid / Sage

Druids are the protectors of nature.  Some spend their lives in forests, others in deserts, and some
still in seas or mountainous regions.  Druids are happiest when they are closest to nature, and the often dwell in wilderness regions, where civilization is not to be found. 

This understanding and unity with the natural world allows Druids, to control a very powerful blend of magic. Able to harvest natural ingredients from their surroundings, they can heal others - or poison them! Eventually, their powers become so great, that they can control the weather, calling lightning and other natural forces to attack their enemies.

Druids rarely travel, being content to converse with the very land itself, and other children of Nature. For this reason, they do not have transportation magics.

The Sage is more advanced Druid - one who has extended their understanding of the Natural World to a more scientific level. Whereas a Druid can tell you what the land is feeling, and saying - a Sage inquires into the fundamental mechanics of the world around him or her - delving into the mysteries of the natural world: why a beehive works collectively, why the skies thunder, etc.

Similarly content to remain in one place, and further their investigation of the natural world, Sages have reaped some new skills from their intense studies - greater combat skills.

Ranger / Strider

Rangers are related to druids, usually, having an understanding and connection with the land. Able, and willing to travel - they act upon the land - sometimes as defenders or spies. Druidic rangers are often defenders of natural places, and are typically solitary.

They derive their abilities from their knowledge of the environment, and are capable hunters, trackers and survivors. Often used as scouts for armies, they move quickly and efficiently through whatever terrain they have mastered.

Rangers don't have the pure combat effectiveness of warriors, and lack the total control of druidic magic that druids possess, but the combination of those disciplines makes them very self sufficient.

Striders are rangers that have greater skills, and have traveled greater distances from their homes. Over the passage of many years, and travel through many different environments, a Ranger may one day harden into a Strider. 

Able to traverse almost any terrain, Striders are survivors.
With greater control and knowledge of the land, and more powerful fighting abilities, Striders have a wealth of useful skills and abilities.

Striders and Rangers are not always of a druidic nature. Any warrior with extensive knowledge of nature could be considered to be either class. Some are hunters, who, having exhausted the challenge of hunting animals, not hunts sentient creatures, as cruel sport, or as a bounty hunter.

Vampire / Lich

Vampires are killers.  They aren't truly alive in the sense that most mortals are, but are rather undead, not really subject to whithering of old age or the fading of the mind that those who are truly alive find themselves subject to.  As a result vampires are long lived, and almost all of them eventually go insane.  They are very much like thieves, but possess very potent powers of magic.

Able to sustain themselves through the drinking of blood, Vampires are not really a class in the traditional since, as many don't choose to be what they are, having been transformed by another vampire, or having been cursed long ago. Their powers are not the result of education and training, but of their innate undead nature.

Similar to other classes, Vampires may exist so long, and their undead nature fester for such a time,  that they undergo a metamorphosis into a Lich. The very image of death, Liches command greater magics and abilities than Vampires. In contrast to mortals, who grow old and weaker with age, the undead grow stronger over time.

Liches can also be the product of direct creation. A mage or wizard, sometimes fearing the approach of death, and the end of their tireless study, decide to make themselves into a Lich. Or, as a hideous  punishment, a hapless mortal is sometimes transformed into a Lich, as an undying punishment.

However they are created or classified, Liches can drain the life from their opponents, directly into themselves - and as such, are to be feared.

 

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Last modified: December 21, 2002