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 3 CLASSES
Warrior Classes
Swordsman: Becoming more adept with the sword, the warrior can now hold its own quite capably. They are still no master of the field, but are now moving along the right path.
Prerequisites: 350 exp, Man-at-Arms Mastery, armed with a sword only

Knight: Of the noble caste of soldiery, the knight is the foundation. They are keepers of justice within their kingdoms and capable combatants.
Prerequisites: 350 exp, Squire Mastery

Soldier: Versatile warriors, soldiers are the backbone of any army. They can handle whatever situation is given them, without question. Not that they are unintelligent or anything, simply because they are loyal. Soldiers can either become great commanders or skillful specialists.
Prerequisites: 350 exp, Squire Mastery

Follower of the Path: The Follower now accepts many of the ways of life involving the Path. They train diligently to become one with their blade and to prove their honour.
Prerequisites: 350 exp (275 exp. if Lycanthari), Adept of the Path Mastery

Raider: As the hatchetman becomes a more adept combatant, they are entrusted to go on raids against other villages. Whether on their own or with a raiding party, they will hold their own well enough.
Prerequisites: 350 exp (275 exp. if Were), Hatchetman Mastery

Brawler: The next step along the career fighter's path. The brawler is becoming more notable in the arena, and quite capable in any melee situation.
Prerequisites: 350 exp, Pit Fighter Mastery

Brother/Sister: With continued training and discipline, the pupil has now been accepted as a brother or sister within the brotherhood of monkdom. Their strength is growing as are their skills becoming more and more refined. They are now understanding their inner Chi spirit.
Prerequisites: 350 exp, Pupil Mastery

Scribe Classes

Healer: A healer is now skilled with herbs and is secure in its faith. They begin to comprehend the powers their faith has bestown upon them, but are far from mastering those powers.
Prerequisites: 350 exp, Acolyte Mastery

Zealot: Taking up a more aggressive pursuit of the faith is the choice of the zealot. They've taken up arms, similar to the paladin, but their greatest strength is the power of their faith. Unlike the priests, this path uses its holiness offensively.
Prerequisites: 350 exp (275 exp. if Avari or Dar'avari), Acolyte Mastery

Rogue Classes
Thief: The culprit's sticky fingers have become much more adept at slipping away hard earned rin from the general populace. They are also becoming quite capable in a knife-fight as well, able to defend themselves better if caught.
Prerequisites: 350 exp, Cutpurse Mastery

Performer: Moving up in the world, the performer has furthered its skills of dealing with people the only way it knows how; with the arts. The performer dazzles all and charms its way out of tough situations. Furthermore, they have begun to learn an instrument, to better accompany their soothing voices.
Prerequisites: 350 exp, Busker Mastery

Entertainer: Similar to the busker, but their musical source is founded with magic as well. They are still new to this art, but with practice will someday come to master it.
Prerequisites: 350 exp (275 exp. if Sun Elf), Busker Mastery

Stalker: No longer commanded to guard duty at shadey meeting places or shipment exchanges, the stalker is now able to seek out those that owe. They employ their combat knowledge to not only protecting themselves, but to secure their own interests, or those of their employers.
Prerequisites: 350 exp, Thug Mastery

Crewman: Managing minor duties such as ship maintenance or lookout, the crewman is a much more profound addition to any ship. Not only that, but their loyalty is confirmed and they will ever be willing to defender their ship at all costs.
Prerequisites: 350 exp, Cabin Boy Mastery

Brigand: Usually quite cruel and overly competent when with superior numbers, the brigand would cut out the gullet of any man or woman for their own sake. They are eagre for rin and are willing to stake their lives on it, if it means they will strike it rich.
Prerequisites: 350 exp, Urchin Mastery

Yearling Classes
Druid: A full-fledged, if new, member of the order of druids. One now has access to the knowledge of the druids, and may further their studies in the mysteries of nature.
Prerequisites: 350 exp, Woodling Mastery

Archer: With a bow in hand the archer is a capable warrior on the field. Though they prefer combat at a distance, they hone their accuracy daily. Soon the bullseye will not seem so far off.
Prerequisites: 350 exp (275 exp. if Wild Elf), Scout Mastery, armed with a ranged weapon only

Wise One: They have become more in tune with the natural spirits of Illcara. These spirits communicate to them, letting the wise one sample their great power. Slowly, the wise one grasps more just what power its surroundings hold within.
Prerequisites: 350 exp, Shaman Mastery

Student Classes
Mage: A mage has begun to understand more and more the arcane arts being taught it. Their power grows with this understanding, too, as they begin to shape magic as they will it.
Prerequisites: 350 exp, Apprentice Mastery

Runist: Drawing not upon the magics of the Gods, the runist instead draws its power from ancient symbols and texts. They draw these symbols in the air and unlock the mysterious energies the signs hold.
Prerequisites: 350 exp, Scholar Mastery

Telepath: With great focus, the telepath can now use its mind in ways no normal person could. At a thought, objects are moved, doors are closed, people are flung.
Prerequisites: 350 exp, Fortune Teller Mastery

Alchemist: The alchemist has studied and tested the potency of various mixtures of herbs and fluids, concocting potent potions to aid, or destroy. Power is found in the ingrediants and the mind, not in the Gods.
Prerequisites: 350 exp, Astronomer Mastery

Swordmage: Becoming more effective in melee combat, the swordmage has also begun to learn how to apply its magic to these situations. They are slowly learning to meld blade with spells to create more powerful weapons of war.
Prerequisites: 350 exp, Battlemage Mastery

Special Classes

Sunrunner, Second Ring: After further testing, they have mastered the skills taught them upon acquiring their first ring and are now given their second. Again, new skills and challenges await the sunrunner.
Prerequisites: 350 exp, Sunrunner, First Ring Mastery
first | second | third | fourth | fifth | sixth | seventh
References

Class Restrictions
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