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Everyone needs to have some sort of profession - this is
what classes let you do in the game.
You are an adventurer by default, but your specific style
of adventuring needs to be chosen. If you prefer to grab
a big axe and cut your way through enemies then you probably
should be a warrior, if you wish to delve into the arcane
arts of magic, then a mage is the right path for you.
Classes currently recruiting include:
Adventurer
An Adventurer is one who has decided that they would prefer
the life of a generalist, rather than a life of a specific
doctrine. They are usually played by new travelers to
the realm, a class in which they may be until they have
fully decided which doctrine to follow. Some prefer to
stay the generalist, finding more worth in the ability
to perform many tasks, and yet be the master of none.
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Fighter
Fighters form a very diverse group whose only common theme
is that they have devoted their lives to learning the
skills of combat. People of this class may be good, evil,
or neutral, they may serve a pious king, or they may serve
only themselves. But they generally should have high strength
and constitution to aid them in their physical battles.
They spend much of their learning time studying how to
use weapons of different types, as well as mastering hand-to-hand
combat and self-defense.
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Cleric
Clerics are very diverse in the specifics of their beliefs,
but they are united in a general belief in the oneness
of everything. That general belief may manifest itself
through polytheism or the deification of nature. They
are good people who teach against the use of destructive
powers whether they be spiritual or physical. They get
their powers from nature, powers of healing and of faith.
They learn defensive fighting and the use of blunt weapons
to supplement their powers of faith. Being a cleric requires
intelligence, wisdom, and stregnth.
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Monk
Monks are a group of people who believe in a single good
deity, and they believe in the concept of holy war in
the name of that deity against the evil of the world.
Their historical counterparts are the Knights Templar
of Christian Jerusalem, but these RoC counterparts are
not Christian, merely monotheistic. In pursuit of their
goal of ridding existence of Evil, they spend time mastering
the skills of hand-to-hand combat, as well as the use
of projectile weapons. In addition, their deity grants
them powers through their faith which can be used also
for their defense. The best monk, is a person of a race
with great intelligence, wisdom, and dexterity.
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Kataan
The Kataan are by far the most evil of all the Classes.
They worship dark and evil gods who give them unique powers.
People of this class must maintain an evil alignment or
they will displease the gods and their powers will be
revoked. They are self-serving, but occasionally band
together with other Kataan towards a common evil goal.
Wisdom and Intelligence are assets to Kataan as most of
their offense and defense comes in the form of magic.
They have power over the undead as well as all things
evil. Kataan spend much of their time in evil acts, gaining
the skills to do the truly demonic.
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Mage
Mages are the most powerful magic beings in the realm.
They are able to alter light and darkness, good and evil,
and even the fighting abilities of other players. Mages
can heal themselves, as well as others. They can send
fireballs screaming towards an enemy, or cast a spell
of protection on a friend. However, mages do have one
great weakness -- they do very poorly in hand-to-hand
combat. A mage with no magic power left is often a dead
mage. Because many mages depend solely on their magic
power to survive, high Wisdom is an important attribute.
Intelligence is also critical to a mage's ability.
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Rogue
Rogues are wicked and cunning, dexterous and sharp. They
are misliked by many because of their tendency to steal,
murder, and backstab. Rogues live a life of secrecy, disguising
themselves from the world so that they can go about their
craft unnoticed. Often rich from their pickpocket and
bargaining abilities, Rogues maintain an interesting mix
of living the high life and spending their time in sewers
and dungeons. Rogues are especially adept with daggers
and projectiles and have the added advantage of being
able to move with stealth and/or disguise themselves.
Rogues have no access to the powers of magic.
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Ranger
Rangers are known to be the type of folk that are dedicated
to the study of nature, lore and survival. These select
group of people commit their entire lives to the learning
of the land, and mother earth. Through use of their nature
lore and other learned gifts, rangers are very dominant
over the world of mother nature and her creatures. The
best ranger is one with great patience, intelligence and
constitution.
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Necromancer
Necromancers are students of the dark side of magic. They
do not have as much raw firepower as mages, but they compensate
for this lack with their ability to summon legions of
undead warriors to fight their battles for them. They
are also learned in the arts of alchemy, and can brew
magical potions to use when needed. Necromancers are masters
of conjuring. They are also well versed in healing, though
their healing techniques are tainted by their dark art.
They have some skill with direct magical attacks, though
they cannot compete in this area with mages. They have
little defensive ability. Necromancers must be very intelligent,
for their art is a complex and difficult one. They must
also have exceptional wisdom, to perceive the spirit world
in which they walk, and charisma to help them control
their servants.
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Psionicist
Psionicists are an outcast class. Feared for the great
ability to use the mind as a weapon they have all been
driven into hiding. Due to this many psionicists do not
reveal their class for fear of retribution. This class
is poor in all of the arts save the one that defines them.
A Psionicist traditionally needs high intelligence, charisma,
and constitution.
::The following classes are in development::
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Artificer
Artificers are known to be a group of highly skeptical
intellects that absolutely refuse to believe that magic
even exists. They are constantly dismembering dragons
trying to find where the blow torch is located. While
they uphold their beliefs that magic users are nothing
but tricksters and usually neglect combat studies to pursue
a course of enlightment, they have been known to create
powerful machine weapons that pack quite a punch. So complex
are such tools that an artificer is required to even use
them. A good artificer is extremely intelligent and fairly
physically strong.
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Bard
Bards have, by far, the most charmed life of any class.
They travel far and wide, singing and entertaining for
money and advantages. Bards can lull a monster to sleep
with their lullabies, cheer a hero to victory with a battle
song, or distract a victim with an entertaining ode. Highly
social creatures, Bards do very well when they party with
others to fight. Well liked because of their tendency
to have high charisma, Bards enjoy all the advantages
of wealth and usually have friends in high places. Though
Bards can become reasonably adept with whips and light
weapons, they do not really gain much skill in hand-to-hand
combat. They are, however, excellent at defense and distraction.
Those with high Charisma, Intelligence, and Dexterity
make the best Bards.
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Druid
Druids are priests of nature and the elements, blending
earth and fire, air and water to maintain the natural
balance created cycles ago at the Creation of the Realms.
Druids are friends to every flora and fauna known, and
are at their strongest in the wilderness of the Realms.
Druids have a unique relationship with nature, and as
such their powers differ with the rising and setting of
the sun and moon, but they are not necessarily weaker
at any given point. Druids have a fantastic ability to
use bladed weapons, most notably the scythe, but are not
particularly adept at hand to hand combat alone.
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