Classes


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Warriors are the soldiers of the land.  Their knowledge of weapons is unsurpassed.    They are often found fighting hand to hand with monsters, villains, and sometimes the local guards.  They are a very valuable assets to an adventure party.     This is the only class that can get Grandmaster skill in melee weapons.

Starting Skills Bonuses

Swordsmanship + 20
Macefighting + 20
Parrying + 20

Fencing + 10
Armslore + 10

Skill Caps

Magery - 0
Stealing - 40
Snooping - 40

Stealth - 80

Class Restrictions :

- Warriors cannot use any magic of any kind (spellbooks, scrolls, or wands)


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Thieves are the masters of stealth.  They may use their skills for good or ill causes.  These skills include the ability to hide better than most other classes, the ability to snoop in others packs, the ability to steal wares off unknowing citizens, and the ability to move undetected.  Their skills will be found most useful if you come across a locked chest full of riches that you cannot open by normal means, or if you wish an enemy to be silently killed without a big battle.

Starting Skills Bonuses

Stealing + 20
Snooping + 20
Stealth + 20

Skill Caps

Archery - 70

Macefighing - 70
Magery - 40
Wrestling - 60
Swordsmanship - 70
Fencing - 90

Class Restrictions :

- Thieves are mostly limited to leather armor, but can wear light armor such as Elven Chainmail.
- Thieves are restricted to swords, daggers, and light bows.

- Restricted to scroll use only, and the theif can use only a select few of them


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Mages are the scholars of the realm.   Their love of knowledge and magic is what they thrive on.  They are limited in what armor they can wear and what weapons they can wield.  They know all forms of magic and are quite deadly to even the strongest warrior.  They are not aligned to good or evil and cast both spells freely.  At Grandmaster level, they gain access to new spells that no other class can use.

Starting Skills Bonuses

Magery +20
Resisting Spells +10
Meditation +15

Skill Caps

Fencing - 50
Macefighting - 50

Snooping - 40
Stealing - 40
Stealth - 40
*Crafting skills are capped at 60*
* The listed caps are only shown for weapons and equipment that you can use*

Class Restrictions :

- Mages need to stay flexible in order to assure spell casting will succeed.  They cannot wear any armor.
- Mages are restricted in weapons usage


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Clerics and the Warrior/Priests of the Realm.    They offer a mix between might and magic.  The spells they can cast are limited to mainly those that help others, but if in need they do have a few offensive spells they can rely on, if they are in good favor with their god that is.     Clerics strongly oppose the undead, and will fight them with great ferocity.   They cannot use any kind of weapon that pierce their victim, so they are limited to blunt weapons only.

Starting Skills Bonuses

Healing + 20
Magery + 15
Mace Fighting +15

Skill Caps

Macefighting - 80
Fencing - 60
Wrestling - 80

Swordsmanship - 80 *Scimitar is the only allowed weapon*

Class Restrictions :

- Clerics are servants of good, and they cannot have gain negative karma or they will become an Evil Cleric.
- Clerics cannot use any kind of weapons that will draw the blood of their victim, so they are limited to blunt weapons

Class Bonuses :

- Clerics have access to special abilities, such as Spiritual Hammer.  This spell/weapon is the ultimate weapon against the undead.


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Craftsmen are the hard working class of the realm.  They are responsible for most of the armor and weapons that arm the various warriors of the land.  They are found in all races, good or evil.   The items this class can create are much better in quality than other classes, and when at higher levels, they can create items nobody else can.  Craftsmen are not warriors, and should not attempt to get into fights, as they will be outmatched almost everytime.

 

Starting Skills Bonuses

BlackSmithing + 10
Mining + 10

Bowcraft + 10
Tinkering + 20

Tailoring + 20
Armslore + 20
Carpentry + 20
Lumberjacking + 20
Cooking + 30

Skill Caps

Archery - 30
Swordsmanship - 30
Fencing - 30
Wrestling - 30

Tatics - 30
Macefighting - 30
Magery - 0

Snooping - 0
Stealing - 0

Class Restrictions :

- Low combat skills, and no magic abilities.

Class Bonuses :

- At high levels, craftsmen can create items that no other class can create, such as Elven Chain or Elven Leather. (if you are an elf.)
- The items you create are based on your race. So choose your race carefully, because it takes a long time to become a GrandMaster Craftsman.


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Necromances are the mirrors of the kind. They cause harm, pain and suffering. Necromances have the power to control the undead, and at higher levels, summon undead minions to do their evil biding.

Starting Skills Bonuses

Magery +20
Resisting Spells +10

Skill Caps

Fencing - 50
Macefighting - 50

Snooping - 40
Stealing - 40
Stealth - 40

Class Restrictions :

- Necromances serve dark, evil gods and therefore must remain evil. If they do too many kind acts they will lose favor with their evil god and be forced to find a kinder god to serve.
- Necromances are limited to blunt weapons only.

Class Bonuses :

- Necromances have the ability summmon the undead and at higher levels, control other undead minions.


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Rangers are true outdoors men.  Their knowledge of the outdoors is their survival.    Expert hunters and archers.  Rangers are also very stealthy and easily hide in the surrounding woodlands.  They have no need to visit the cities for supplies, as the wilderness provides all that a true ranger needs.  Beware, not all rangers you meet may be friendly and helpful, for some see your presence as an abomination to their way of life.

Starting Skills Bonuses

Archery + 15
Tracking + 20
Lumberjacking  + 20
Bowcraft + 25
Animal Lore + 20

Skill Caps

Swordsmanship - 85
Magery - 80
Mace Fighting - 85
Stealing - 40
Snooping - 40
Wrestling - 80
Fencing - 80

*Most crafting skills are limited to 60*

Class Restrictions :

- Rangers are limited to light armor only, such as chainmail and leather.  The ranger can wear platemail if it is light enough, Elven platemail is a good example.
- Rangers cannot use 2 handed weapons, such as Halabards, or 2 Handed Axes.

Class Bonuses :

- Rangers and Warriors are the only class that can get grandmaster skill in archery.