Classes

Classes and their prerequisites are listed below. The amount of exp. shown is the amount required to master the previous class. With each level gained, you will be allowed to choose a new skill within your class' allowable skills to be learned.
LEVEL 2 CLASSES
Warrior Classes
Man-at-Arms:
Those choosing to follow the path of finesse with their blades become a man-at-arms. Though no weapons master, the man-at-arms is still becoming very capable with a sword.
Prequisites: 100 exp, Warrior Mastery, armed with a sword only

Squire: The basic rank of the professional soldier. There are three class choices the squire can progress into. They are the foundation of each army. After extensive training, they shall become well-ordered, capable fighters.
Prerequisites: 100 exp, Warrior Mastery

Adept of the Path: The first step along the Path of the the ancient Lycanthari warrior's code. They begin learning of the Path and meditate upon it so as to develope into a wise and honorable warrior.
Prerequisites: 100 exp (75 exp. if Lycanthari), Warrior Mastery

Hatchetman: The proud warrior that loves the thrill of combat strikes out on the barbarian's path, becoming first a hatchetman. Though best with an axe, the hatchetman can easily utilize any weapon available to them. They are aggressive, and often quite blunt and quick to act.
Prerequisites: 100 exp (75 exp. if Were), Warrior Mastery

Pit Fighter: From the skills learned as a warrior, the pit fighter turns to profiting from them. They hone their skills henceforth for survival in the brutal world of the arena. This eventually makes them very adept adventurers.
Prerequisite: 100 exp, Warrior Mastery

Pupil: The path to becoming a master at hand-to-hand combat is long and demanding of a warrior. A great deal of discipline is required of the pupil and throughout their training until one day they become wise and powerful monks. However, on this path, the warrior uses few weapons, instead making use of their body in combat.
Prerequisites: 100 exp, Warrior Mastery

Scribe Classes
Acolyte: The next step on the path to holiness, the acolyte is given more responsibility within the clergy. They've learned more potent skills to aid themeselves and their communities.
Prerequisites: 100 exp, Scribe Mastery

Rogue Classes
Cutpurse: The cutpurse lives off what it takes from the pockets of others. However, they are far from mastering this skills and do get themselves into tight situations from time to time. Nevertheless, they will become more and more capable with training.
Prerequisites: 100 exp, Rogue Mastery

Busker: The basis of the musical way of life. Buskers work the streets and crowds attempting to win over their audiences and pocket some rin for their own purposes.
Prerequisites: 100 exp, Rogue Mastery

Thug:
A simple gangster that is at home in Illcara's underworld. They are the grunts of the seedy kingpins that manage blackmarkets and gangs in each city. Enforcers of the underworld.
Prerequisites: 100 exp, Rogue Mastery

Cabin Boy: The least respected member on a ship. The cabin boy does all the junk work: swabbing the deck, patching sails, cleaning the mess hall amongst other things.
Prerequisites: 100 exp, Rogue Mastery

Urchin: Urchins are bottom feeders of the crews, lowlifes that have found that taking to the sea is the best way to make a living. And to avoid tax collectors. Eventually they will turn into great raiders of the sea.
Prerequisites: 100 exp, Rogue Mastery

Yearling Classes
Woodling: On the way to becoming a member of the order of druids, one must first learn to embrace nature. Only after learning proper respect for nature can one begin to access its powers.
Prerequisites: 100 exp, Yearling Mastery

Scout: As the first step to becoming a ranger, a scout learns to blend in with nature. He learns how to find his way without others finding him, and begins to learn survival skills.
Prerequisites: 100 exp (75 exp. if Wild Elf), Yearling Mastery

Shaman: Wielders of the natural spiritual magics of their environment, shamans are truly in tune with their surroundings. They are faintly hearing the spirits, but with more exposure will learn to draw upon their strength.
Prerequisites: 100 exp, Yearling Mastery

Student Classes
Apprentice: Having further developed their control on magical energies, the student now looks to his senior magic-users for guidance. They take to study further advanced magics, but their master keeps their learning in check, ensuring the apprentice does not pursue too much too fast.
Prerequisites: 100 exp, Student Mastery

Scholar: Unlike magic users, the scholar has set out to study ancient, arcane texts. From this they hope to glean some knowledge of ancient, more raw powers to wield.
Prerequisites: 100 exp, Student Mastery

Fortune Teller: The student has found within themselves the ability to sense a person's feelings and intentions. From this, they become a fortune teller, and henceforth work to hone their mind to the singular goal of penetrating the minds of others.
Prerequisites: 100 exp, Student Mastery

Astronomer: Looking to the stars with the desire to glean whatever knowledge they can of them, the astronmer has turned its quest towards the sciences of Illcara. Further studies will expand their wisdom and allow for fundamental breakthroughs through their genius.
Prerequisites: 100 exp, Student Mastery

Battlemage: Taking up arms, the battlemage is learning to become adept both in magic and in melee. They are versatile combatants, useful in both armies and adventuring parties.
Prerequisites: 100 exp, Student Mastery

Special Classes
Sunrunner, First Ring: After their first trials, the Sunrunner obtaints its first ring and skill along with it. Their progress is still moving slowly, yet steadily.
Prerequisites: 100 exp, Sunrunner Initiate Mastery
first | second | third | fourth | fifth | sixth | seventh
References

Class Restrictions
MAIN | RULES | HISTORY | RACES | CLASSES | SKILLS | SHOPS | STATUS | MAP | BATTLES | FORUM | LINKS