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 4 CLASSES Warrior Classes Duelist: More capable with a blade, the duelist finds little to no equal in a one-on-one duel with a sword. They are even skilled enough to make some use of wielding with both hands. Prerequisites: 550 exp, Swordsman Mastery, armed with a sword only Paladin: Defender of peace, justice and the innocent, the paladin spreads his chosen diety's faith as well as being a capable knight. They are stern and stick to a strict code of conduct, but are dependable as companions and adventurers. Prerequisites: 550 exp, Knight Mastery Captain: If a soldier has shown they are capable of giving orders, then they are proven to be an acceptable candidate for promotion to captain. Captain's are usually respected leaders, though not always. But, they are notable combatants and normally unquestionably brave. Again, there have been some exceptions. Prerequisites: 550 exp, Soldier Mastery Engineer: Oddly intelligent, tactful and resourceful are engineers. They have an answer to every situation, ethical or not, it normally gets the job done. They go on to become a rare breed of soldier. Prerequisites: 550 exp (475 exp. if Human), Soldier Mastery Keeper of the Path: The Keeper strives to live its life the only way it knows: through the Path. They never stray from it, fighting only for honor. And in combat, they are quickly rising in prowess. Prerequisites: 550 exp (475 exp. if Lycanthari), Follower of the Path Mastery Barbarian: They are ferocious and seemingly fearless warriors, the barbarians. Their phyiscal mass is that of pure muscle and they are unafraid of using it. A barbarian will fight till the cold, bitter end. Prerequisites: 550 exp (475 exp. if Were), Raider Mastery Gladiator: The gladiator is fairly well known, now, in the arena. Their combative prowess is very notable, as is their integrity; after all, to survive this long in the pit, one would certainly need it. Prerequisites: 550 exp, Brawler Mastery Monk: Finally accepted in the true level they desire, monks now train tirelessly. More and more can they sense and call upon their inner Chi spirit and channel its power outward. Prerequisites: 550 exp, Brother/Sister Mastery Scribe Classes Cleric: Keeping the faith with healing hands, the cleric is a true bringer of benevolence. Their holy skills are increasing with power as their faith in their God grows, and they pass their aid to those in need. Prerequisites: 550 exp, Healer Mastery Templar: With its offensive divinity increasing in power, the templar is now beginning to grasp the reigns of that power to mold for its own purposes. Although its use of its divine energies is still meagre, their attacks are still potent enough to allow the templar to fend for itself. Prerequisites: 550 exp (475 exp. if Avari or Dar'avari), Zealot Mastery Rogue Classes Vagabond: Roving the streets at night, braving the rooftops, and pilfering straight from the homes of others. The skills they have learned can get them in and out of tight situations. Prerequisites: 550 exp, Thief Mastery Bard: The bard is a talented performer, winning the hearts of its audience with ease. Their voices ring high, their instrument are played perfectly, and their songs inspire fear in foe and hope in friend. Prerequisites: 550 exp, Performer Mastery Gleeman: Warm smiles and magical performances, the gleeman is taking its entertainment to a new height. They have learned to apply meagre magics to aid them both in battle and when performing. Prerequisites: 550 exp (475 exp. if Sun Elf), Entertainer Mastery Slayer: A mean, vicious streak that cannot be denied has driven the slayer to answer all situations with death. They are cold-blooded killers, taking pride in their work, or rather, their art. Prerequisites: 550 exp, Stalker Mastery Sailor: A full-fledged man of the seas is the sailor. They know their ship better than their own hand and can keep it in ship shape like no one else can. They are also good wth a sword and pistol, too. Prerequisites: 550 exp, Crewman Mastery Swashbuckler: Tending to the ship is as second nature, just as is wielding a blade to defend it. Despite their roguish calling, the swashbuckler can still be a charmer, though ware what they may charm away from you; mind your rin and your life. Prerequisites: 550 exp, Brigand Mastery Yearling Classes High Druid: Having mastered the basics, a high druid moves on to concentrate on summoning and small manipulations of nature. Their connection to their surroundings is ever increasing, allowing them to feel more easily the life of all about them. Prerequisites: 550 exp, Druid Mastery Marksman: With truer aim, the marksman can now concentrate more on delivery speed. They grow more skillful with handling both bow and arrows, dealing as much damage as they can as quickly as possible. Prerequisites: 550 exp, Archer Mastery Spirit Walker: The spirit walker has awakened the spirits around it and can communicate with them as if they were living beings. They call on them for aid, or even for something as simple as information. The boundaries of the mortal world and the spiritual world are ever thinning veils for the spirit walker. Prerequisites: 550 exp, Wise One Mastery Student Classes High Mage: Their spells have grown in power and potency, and come more easily. The high mage's comprehension of the arcane grows, just as their notoriety does. Prerequisites: 550 exp, Mage Mastery Shadowmage: What looms in the shadows becomes far more appealing to some mages. These magic-users become shadowmages, weavers of the trickery played by dark and light, though not quite to the extent of the Warren of Shadow. Still, they are formadible mages and few trifle with them. Prerequisites: 550 exp (475 exp. if Dark Elf), Mage Mastery Arcane Devotee: Further secrets of the cryptic runes have been unlocked and those arcane symbols now cover the arcane devotee's figure. They are more into with the ancient magics and can wield them with ease, feeling the energy course through their body. Prerequisites: 550 exp, Runist Mastery Psion: No longer are minds a mystery to the psion. The secrets of the psychii are theirs to unravel and delve into. If knowledge is power, then it is the psion who is truly master. Prerequisites: 550 exp, Telepath Mastery Savant: The savant's mind hordes knowledge equal to even the most volumous library. Rare is the question asked that they cannot answer, or the problem they cannot solve. From their genius stems creative invention and answers. Prerequisites: 550 exp, Alchemist Mastery Swordsworn: Blade and magic begin to come together as one in the hands of the swordsworn. Their magical prowess and combative prowess have grown into one powerful weapon. Prerequisites: 550 exp, Swordmage Mastery Special Classes Sunrunner, Third Ring: Another stage passed and a new door opened. The third ring reveals naught but more power and more skills to the adventuring sunrunner. Prerequisites: 550 exp, Sunrunner, Second Ring Mastery Lotus Squire: The lotus squire is only beginning their training in the ways of the Fae and is taught only the basics. Thankfully, their meagre combative experience will keep them alive until their powers grow. Prerequistes: 550 exp, Any Level 3 Warrior Class Mastery or Any Level 3 Rogue Class Mastery, Game Master's Permission |
References Class Restrictions |