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 5 CLASSES
Warrior Classes
Fencer: The fencer simply continues to master its technique with the sword, turning its blade into a mere extension of itself. They have learned methods of finishing their opponents quickly and decisively.
Prerequisites: 800 exp, Duelist Mastery, armed with a sword only

High Paladin: Little difference exists between paladins and high paladins aside from rank, responsibility and skill. High paladins simply command more respect and are nearing the end of their training, as their experience clearly shows.
Prerequisites: 800 exp, Paladin Mastery

Commander: With greater rank comes greater responsibility. Commanders can command greater numbers of troops and rarely have their motives questioned by their superiors.
Prerequisites: 800 exp, Captain Mastery

Sapper: Sappers are both loved and feared. They are masters at handling explosive munitions, but are also considered insane for their use of them.
Prerequisites: 800 exp (675 exp. if Human), Engineer Mastery

Blade of the Path: They continue to fight for the Path, but spread its word as well. They fear nothing but dishonour, searching within themselves to find their Essence.
Prerequisites: 800 exp (675 exp. if Lycanthari), Keeper of the Path Mastery

Battlerager: Fearsome warriors, battleragers charge into combat with their bodies covered in tattoos which empower them to unnatural levels. They transcend the prowess of normal warriors with the aid of their ancestor's spirits.
Prerequisites: 800 exp (675 exp. if Were), Barbarian Mastery

Prize Fighter: Well-known warriors who's valour and skill in the arena is almost without equal. They take on all comers fearlessly, striking out with fearsome brutality.
Prerequisites: 800 exp, Gladiator Mastery

Grand Monk: The highest level within the heirarchy of monkdom, the grand monk is an example to all others in their brotherhood. Their hand-to-hand skills are unmatched as well their inner Chi is fully focused as they are at one with themselves.
Prerequistes: 800 exp, Monk Mastery

Scribe Classes
Priest: Leaders of their faith's masses, providing guidance and hope to their people. Their devotion to their god is unquestion, and for this they are rewarded with powers of benevolence.
Prerequistes: 800 exp, Cleric Mastery

Inquisitor: The inquisitor strives to give themselves, body and soul, to their chosen god. They are always spreading word of their diety's grace and glory, constantly looking for followers of the faith and ever watchful of those who's morals contradict their own.
Prerequisites: 800 exp (725 exp. if Avari or Dar'avari), Templar Mastery

Rogue Classes

Prowler: No man, woman, or child's precious possessions are safe when the prowler wanders the streets. Their hands are quick, as is their cunning. Few would dare enter a match of wits with a prowler in Illcara's underworld.
Prerequisites: 800 exp, Vagabond Mastery

Bladesinger: With a good, stolid blade in hand, the bladesinger is a worthy opponent for anyone. Their songs heighten their prowess, making them more than mere streetside entertainers.
Prerequisites: 800 exp, Bard Mastery

Weaver of Wonders: The magics unlocked by their songs enchant mind, body and weapon alike. They weave their spellsongs into every fabric of their being as if it is second nature.
Prerequisites: 800 exp (725 exp. if Sun Elf), Gleeman Mastery

Assassin: The art of killing has now been turned into a profession for the assassin. Without question or care, they will take rin and brutally and efficiently take another being's life.
Prerequisites: 800 exp, Slayer Mastery

First Mate:
Having climbed through the ranks on board their vessel, the first mate answers only to the captain. In the event the captain is absent, they have command. The first mate is a capable leader and warrior, quick to solve problems and see that their ship functions smoothly.
Prerequisites: 800 exp, Sailor Mastery

Pirate: Wolves of the high seas, pirates pillage ships and ports alike. Rarely found alone among their, kind however, for they are far braver in greater numbers. Still, their skill in combat will make any person think twice before confronting a pirate one on one.
Prerequisites: 800 exp, Swashbuckler Mastery

Yearling Classes
Geomancer: At this point, they have a clear connection with the earth around them. Nature has become a mere extension of the geomancer's being, allowing them to lash out with stone, vine and water as they so choose.
Prerequisites: 800 exp, High Druid Mastery

Eagle-Eye: With a bow in hand the eagle-eye will never miss its target. They are unparalleled in archery, shooting straight no matter what the distance or conditions.
Prerequisites: 800 exp (725 exp. if Wild Elf), Marksman Mastery

Ascended: The most powerful callers of spirits ascend to a place beyond mortal comprehension. These special few now can walk within the world of spirits whenever they wish. They truly understand their inner spirit and thus can project it out, no longer tethered to their mortal form.
Prerequisites: 800 exp, Spirit Walker Mastery

Student Classes

Wizard: The wizard wields power with complete control and understanding of what they are capable of with it. Few are the facets of magic still foreign to them.
Prerequisites: 800 exp, High Mage Mastery

Nightstalker: These powerful magic-users command the arcane energies that flow with the night. During the day, their power wains, but once the sun sets, few are the mages that will dare face them.
Prerequisites: 800 exp (725 exp. if Dark Elf), Shadowmage Mastery

Planeswalker: Because of their unique abilities to tap into the weave of ancient magic, they are able to tear into the magical fabric created by the Gods. With this boundary opened, the planeswalker can wander the various Warrens with ease. However, few Gods are pleased with unwelcomed visitors to their realms.
Prerequistes: 800 exp, Arcane Devotee Mastery

Archon: With a mind honed beyond the recognition of any being, the archon can feel the thoughts of everyone around them. Some have even been powerful enough sense the thoughts and emotions of an entire city. The mind is their world now, and they can control it as they see fit. Powerful allies, but fearsome enemies.
Prerequisites: 800 exp, Psion Mastery

Sage:
Through the course of a lifetime, the sage has horded knowledge deep within the caverns of its mind. They are as tomes of information, remembering histories, lineages, stories and news alike.
Prerequisites: 800 exp, Savant Mastery

Arc Knight: Disciplined and masterful of the skills they wield, arc knights are intimidating warriors. Besting one in an even battle is a feat for even the most skilled mage or warrior.
Prerequisites: 800 exp, Swordsworn Mastery

Special Classes
Sunrunner, Fourth Ring: The sunrunner has begun to touch on the power of the sun, but as yet has no mastery of it. Slowly, but surely, they will learn more and more of this force and will develope into full sunrunners.
Prerequisites: 800 exp, Sunrunner, Third Ring Mastery

Lotus Warrior: The lotus warrior is becoming quite versed in Fairy culture and has begun to understand their role in it. With this comprehension, new skills are yeilded to them.
Prerequisites: 800 exp, Lotus Squire Mastery
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References

Class Restrictions
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