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 6 CLASSES Warrior Classes Blademaster: Exactly as their title implies, with a sword in hand, the blademaster has no equal. They move their blade with such agility and grace, that even the faintest and seemingly non-existant blows deal mortal wounds to their foes. Prerequisites: 1,100 exp, Fencer Mastery, armed with a sword only Divine Sword: The most supreme dealers of justice, they uphold what is right in their God's eyes. Their devotion to their faith borderlines fanatical and their skill in combat is legendary. Prerequisites: 1,100 exp, High Paladin Mastery General: Commanded only by their nation's royalty, generals demand the respect and obediance of each soldier in their care. They are brilliant tacticians who have proven themselves, time and again, on the field, to earn this honorable posting. Prerequisites: 1,100 exp, Commander Mastery Marine: Fearless, disciplined, and brutally effecient, the marine is a living legend amongst its fellow soldiers. They are uncharacteristically intelligent, which when applied to a soldier, is a deadly gift in itself. Prerequisites: 1,100 exp (1,000 exp. if Human), Sapper Mastery Honor of the Path: Upon finding their inner Essence, they have nearly become one with the Path by which they live. They have learned ot focus on and utilize their spirit to fight for their beliefs. Prerequisites: 1,100 exp (1,000 exp. if Lycanthari), Blade of the Path Mastery Berserker: Like a demon in mortal form, only someone lacking all sanity will stand their ground before a blood-lusting berserker. In battle, they loose all sense of who they are simply fight until no foe is left standing. Some even slip beyond even that measure of sanity and can no longer tell enemy from ally. Prerequisites: 1,100 exp (1,000 exp. if Were), Battlerager Mastery Champion: In the arena, they have risen to a point where they are without equal. The champion's martial prowess has earned it a name for itself amongst other warrior legends. Prerequisites: 1,100 exp, Prize Fighter Mastery Scribe Classes High Priest: They are the few and proud that lead and maintain their diety's temples and churches. People come for leagues to have their God's high priest's blessing upon their heads. Furthermore, they have powerful powers of divinity to match even Drey'thalas. Prerequisites: 1,100 exp, Priest Mastery Divine Seeker: True doers of their chosen diety's biddings, the divine seeker's power through faith is unmatched. They wield their god's might as if they were an avatar themselves. Prerequisites: 1,100 exp (1,000 exp. if Avari or Dar'avari), Inquisitor Mastery Rogue Classes Underlord: The true masters of the underworld, they are devious, deceiving and very dangerous people. Their power extends in web-like thieving networks all across Illcara, bringing them wealth and noteriety unbound. Prerequisites: 1,100 exp, Prowler Mastery Shadowdancer: Although not truly dark, the shadowdancer manipulates the shadows to its will, dancing in, out and amongst them to get the better of opponents. Agile and cunning and masterful with a blade, the only sign of the shadowdancer is the glint of its weapon as it flashes through its opponents. Prerequisites: 1,100 exp, Bladesinger Mastery Spellsinger: With their voices and instruments, unimagined powers are unlocked with methods seemingly so primitive. The spellsinger's power is truly mysterious, but awesome just the same. Prerequisites: 1,100 exp (1,000 exp. if Sun Elf), Weaver of Wonders Mastery Deathweaver: With this level of learning comes skills foreign to most anyone but the deathweaver. Ancient magics developed for the art of assassination are at their disposal, making them the most effecient killers in all of Illcara. Prerequisites: 1,100 exp, Assassin Mastery Captain: Having procured their own ship, the captain has every right to be just that. They are Gods on their own vessel and they go unquetioned. Unless, of course, there is a mutiny. However, up until they have mastered the skills needed in supressing such irritations. Prerequisites: 1,100 exp, First Mate Mastery, must own a ship Corsair: Dictators of their vessel, the corsair is the sole charge and giver of orders. No one questions his authority else they will quickly find a blade buried in their back or dragged across their treacherous throat. Prerequisites: 1,100 exp, Pirate Mastery, must own a ship Yearling Classes Creator: The most powerful of all druids, a creator can manipulate nature so far that they can actually create things such as trees and land masses. They have an incredibly strong connection to the earth, enabling them to also summon creatures of nature with ease. Prerequisites: 1,100 exp, Geomancer Mastery Ranger: Having mastered their archery, they turn to reconnecting with nature once more. The ranger is masterful at both tracking and disappearing into the wilderness without a trace. Prerequisites: 1,100 exp (1,000 exp. if Wild Elf), Eagle-Eye Mastery Student Classes Sorceror: A true master of their school of magery, the sorceror is the epitome of magical might. No spell is denied them, their arcane power is unmatched, and their magic has reached its full potency. Prerequistes: 1,100 exp, Wizard Mastery Summoner: With the arcane knowledge they've gathered, summoning is that which they favour the most. Calling upon beasts, monsters, and in rare cases, demons, is what they are best at. Prerequisites: 1,100 exp, Wizard Mastery Shadowlord: The shadows are at their beck and call. They can weave their patterns however they wish, create shadow where there is none, or penetrate it when others cannot see. Prerequisites: 1,100 exp (1,000 exp. if Dark Elf), Nightstalker Mastery Seer: Not only can they dominate the mind, but they can now walk it as well. Not only that, but seers have the ability to forsee the potential future. For this, many a seer has been reveared. Prerequisites: 1,100 exp, Archon Mastery Arcane Blade: Wreathed in magic that they have now mastered, the arcane knight wades through its enemies like some God created juggernaut. They are both a terrible and wonderful thing to behold, but not to be trifled with. Furthermore, their weapon of choice now becomes a true extension of themselves as it is bound to their very being. Prerequisites: 1,100 exp, Arc Knight Mastery Special Classes Sunrunner, Fifth Ring: At this level, the sunrunner reaches up to the sun itself. It can run its rays and see through its warmth in ways beyond any other magical art. Prerequisites: 1,100 exp, Sunrunner, Fourth Ring Mastery Lotus Master: The lotus master is very much in control of its body and knows how to draw on the Fae most effectively for themselves. Furthermore, they broaden their training to include other weapons they might find a use for. Prerequisites: 1,100 exp, Lotus Warrior Mastery |
References Class Restrictions |