Class Descriptions

 

 

Assassin

BattleHealer

Berserker

Black Knight

Death Lord

Druid

Infiltrator

Jack of all Trades

Master Healer

Master of Flame

Master of Mountains

Master of Sea

Master of the Wind

Master Smith

Necromancer

Ranger

Scout

Shaman

Swashbuckler

Thane

Thief

Warden

Warmaster

White Knight

Witch/Warlock

Wizard

 

Assassin

SP total 250

Pre Reqs

1 5th level Universal Spell

Assassinate +2

Waylay +5

Dodge +2

Hide

Medicine +1

 

Restriction

Cannot cast Arcane

Can only use 1-handed weapons

Cannot wear chain or plate

Cannot have more than 3 schools of magic

 

Advantages

250 Base 20 x2 duration on Invisibility (self-cast scrolls and spells, not items)

+1 Base dagger damage

--------------------------------------------------------------------------------

 

275 Mind 10 Resist Mind control 1/day/7 sp

--------------------------------------------------------------------------------

 

300 Dagger 10 +2 Base dagger damage

--------------------------------------------------------------------------------

 

325 Assassinate 20 Invisibility does not drop when Assassinate is used

--------------------------------------------------------------------------------

 

350 Waylay 20 Invisibility does not drop when Waylay is used

 

 

Battle Healer

SP total 100

Pre Reqs

1 4th Level Mystic spell

Medicine +1

Weapon +2 - Blunt Weapons

Armorsmith Base

 

Restriction

Cannot use Ranged Weapons

Cannot use Slashing weapons; may only use 1 handed, 1 and a half handed and/or two handed blunt

Cannot cast Arcane, Necromancy, or Elemental

Code of Lightwalker

Cannot Dual Wield or Slay offensively

 

Advantages

100 Base 10 Swings spells 1/battle. 1/battle/3 sp, capped at level of Battle Healer

(ie, max 3/battle for lvl 3 Battle Healer).

Can cast up to 9th level spells in chain, 6th level in plate

Prolong Life - Prolongs life as long as the Healer is concentrating-Must be holding/touching them with at least one otherwise empty-hand; can move and walk but no skills; but can use while being hit until dead

--------------------------------------------------------------------------------

 

115 Sunray 5 Sunray - Fear for undead based on skill point total; 1/day/3sp

--------------------------------------------------------------------------------

 

110 1st Aid 10 First Aid 1/2 Time with bandages or first aid salve

--------------------------------------------------------------------------------

 

130 Plate 15 Can cast up to 9th level spells in plate

--------------------------------------------------------------------------------

 

140 Banish 20 Swing for Banish 1/day/3 sp

2 Packet Mystic spells become 3 Packet

 

 

Berserker

SP total 100

Pre reqs

Rage 1/battle

Min. damage of 7 with primary weapon

 

Restrictions

Cannot wear plate mail

Cannot cast 4th or higher

Cannot cast while berserking

Cannot dodge or sidestep in a berserker

When berserk, all Beneficial Duration Alchemy is purged from system

Beneficial duration Alchemy does not effect the berserker while berserk.

 

Advantages

100 Berserk 15 They call Berserk instead of Rage-no negative to rage

Vigor 1/Battle

--------------------------------------------------------------------------------

 

115 Disease 10 Immune to Disease while Berserk (effect takes place afterwards)

(All effects takes place after berserk ends as if just hit-by the Disease at that point)

--------------------------------------------------------------------------------

 

130 Berserk 15 Gain +4 damage instead of 2

--------------------------------------------------------------------------------

 

145 Poison 15 Immune to Poison (Not Necreather) while Berserk

(All effects takes place after berserk ends as if just hit by the poison(s) at that point)

--------------------------------------------------------------------------------

 

160 Berserk 15 Vigor 3/Battle (total). Acts as an 'Anticipate Blow.'

If used once, drops to 1 health after Berserk.

If used twice, goes into bleeding count.

If used thrice, 1 min DEATH COUNT

 

 

Black Knight

SP total        175       

Pre Reqs

slay +1

Assassinate +1

R/W

Armor Smith Base

Weapon Smith Base

Alchemy Base

 

Restrictions              

Cannot cast Mystic               

Can only use slashing weapons               

Cannot use ranged weapons               

Cannot wear Leather Armor               

Must follow the Code of the Night-Walker

Cannot cast 4th or higher in any school

 

Advantages

175 Fear 15-Fear (through weapon) at Caster’s Points (one per Battle free)

2 skill points per fear/day after the first one (Battleable)

Immune to Fear and Terror

 

215 Demon Taint 15 -Immune to Siphon, Health costs -1 per level (3 skill point Minimum) and 1 regenerate per day as per spell

 

195 True Knight 10   Player undergoes ritual by head of order (no one else can train this level), during this ritual player loses a life,

Can swing for 1 obliterate a day, Adds 20 points to Fear per 100 skill points spent on character

 

255    Harm touch  15 Can swing for their second obliterate a day, Resist Mind-Control 1/day,

Can purchase Resist Mind Control 1/day/7sp

 

275 Demon 10 Transform into Demon, 1/day/10sp (First Free) +1 Force Obliterate/Day, Only useable in Demon Form

--------------------------------------------------------------------------------

 

Demonic attributes: PC gains true vision, Requires a Magic killing blow to cause death count, otherwise goes to 0 at end of bleeding count, gains supernatural strength, Terror at will up to skill points of character, swings for Magic Shadow. Lasts 10 Minutes, Raise/Drop on a 5 count, dropped by a Force Negate Magic

 

 

Death Lord

SP total        250       

Pre Reqs               

1 9th level Necromancy spell               

1 Slay               

 

 

Restrictions               

Cannot cast 5th and above level Elemental or Arcane               

Cannot cast Mystic               

Cannot pick locks or pockets               

May not have more than 1 Production skill               

 

 

 

Advantages               

250        Base        20        Swings spells 1/battle. 1/battle/7 sp, capped at level of Death Lord

                        (ie, max 3/battle for lvl 3 Death Lord).

                        May Cast/Swing 9th while wearing Plate

                        +10 health at night

--------------------------------------------------------------------------------

 

275        Strong Will        7        Immune to Terror/Fear

--------------------------------------------------------------------------------

 

300        Enslave        10        Cast enslave 1 day per 7 skill points

--------------------------------------------------------------------------------

 

325        Resist        15        Resist Life/Death incant 1/day/3 sp(1-8th level Mystic or Necro)

                        Requires a Magic Killing Blow at night and silver during the Day

                        Otherwise they go to 0 and wake up 5 minutes later with one health

--------------------------------------------------------------------------------

 

350        Obliterate        20        Immune to Enslave

                        Force Obliterate You is now a 2 Packet spell

 

 

 

Druid

SP total        175

Pre Reqs       

6th level Elemental       

6th level Mystic       

Medicine Base       

Animal Lore +3        

Plant Lore +3       

 

 

Restrictions      

Cannot use metal armor or weapons. (Phys rep must appear non metal,        

Can not use NPC weapons taken from fallen NPC, etc unless specified by Marshal as not metallic)       

Cannot cast have necromancy - lose it when gaining the class       

Druidic Code

Cannot cast Arcane       

 

 

Advantages                       

175        Base        15        Can call upon Nature

                        Speak with Normal and Monstrous Animals (spell packet, at will)

                        Befriend Normal and Monstrous Animals (spell packet); 1/day/1 sp

--------------------------------------------------------------------------------

 

195        Hide        12        Negate Entrap or Restrain 1 day per 1 skill point

                        Hide Other 1 day per 4 skill points, magic - instant (battleable)

--------------------------------------------------------------------------------

 

215        Entangle        10        Entangle 1/day/3 sp, battlable, can be thrown as a-

                        restrain or a freeze your X foot

--------------------------------------------------------------------------------

 

235        Animals        10        Purify Food/Drink 3/day/sp (Removes poisons, disease or other-

                        effects as determined by the marshal from food and/or drinks)

                        Heal 5 on animal/plant 1/battle/sp (including selves as Bear form)

                        Cure Disease on animal/plant 1/battle/sp

--------------------------------------------------------------------------------

 

255        Bear Form        15        Transform into Kodiak Bear, See below

                        1/day/15 sp Lasts 10 min

--------------------------------------------------------------------------------

 

 

Kodiak Bear

+25 Health

Large or Medium Claws, Swing for 9 Magic

(always 9 Magic regardless of other effects)

Can't Cast

+4 Strength

Force Negate Magic reverts to normal form

 

 

Infiltrator

SP total                175

Pre Req               

Disguise +4               

Pick Locks +2               

Pick Pockets +1               

R/W               

Concealment +2               

 

Restrictions              

Cannot cast 4th and higher               

Cannot have weapon +4 or higher                

 

 

Advantages               

175        Base        15        Make a record 1/Day/1sp (First one Free)

                        Can use pick pocket skill to slip poison in food or drink-

                        one sticker per poison slipped in

                        Disguise (not base) is -3/lvl, is retro

--------------------------------------------------------------------------------

 

195        Hide        15        Can hide in a building/worked structure

--------------------------------------------------------------------------------

 

215        Mind        15        Resist Mind Control; 1/day per 7 skill points (Given 1 stick per-

                        resist, breaks the stick to use resist, does not have to call resist)

                        Can Disguise cross Race

--------------------------------------------------------------------------------

 

235        Disguise        10        Can change their disguise in as little as 30 seconds to-

                        take one off and 5 minutes to put one on-

                        they actually have to change their disguise

                        MUST HAVE ALL PHYS REPS APPLIED WELL.

--------------------------------------------------------------------------------

 

255        Scroll        15        Can use any scroll (Not ritual magic)

 

 

Jack of all Trades

SP total        250       

Pre Reqs               

3 Schools of Magic               

Weapon Master (Advanced)               

3 Production Skills               

Pick Pockets               

Waylay               

Backstab               

 

Restrictions              

Must have 20%-35% of total (non per-day class) SP in Thief, Fighter, Merchant, and Mage skills               

 

Advantages                       

250        Base        20        -1 sp/lvl to Craft/Lore

--------------------------------------------------------------------------------

 

195        Thief         10        Pick Locks is 30 sec (regardless of lvl of lock), Concealment is -3/lvl

--------------------------------------------------------------------------------

 

235        Merchant        15        +1 pp/lvl all Production skills

--------------------------------------------------------------------------------

 

215        Fighter        20        +1 to base weapon damage

--------------------------------------------------------------------------------

 

255        Mage        20        builds 1 pyramid

 

 

Master Healer

SP total        175       

Pre Reqs               

Medicine 5               

Alchemy 4               

Read/Write               

Strength 1               

Craft/Lore Anatomy 2               

 

Restrictions              

Cannot Assassinate, Backstab, or Rage               

May not Slay offensively               

May not cast Arcane/Elemental               

May not cast Death Incant Necro except Force Obliterate You               

May not cause hit point damage/death to a living creature with magic or Poison               

Cannot killing blow a living creature                       

 

Advantages                        

175        Base        15        Pay 2 less/lvl for Medicine (retro)

                        May treat 1 additional person with Medicine

--------------------------------------------------------------------------------

 

195        Stabilize        10        Gain Advanced Stabilize (5 count, 20 bdgs, extends bleed/death-

                        count indefinitely, only 1 person at a time)

--------------------------------------------------------------------------------

 

215        Quick Heal        10        May treat 1 additional person with Medicine.

                        Medicine at 1/2 time

--------------------------------------------------------------------------------

 

235        Self Heal        10        Improved self-heal (healing self counts as 3 people)

--------------------------------------------------------------------------------

 

255        Restore        20        Double Medicine production points

                        Use 1/2 bandages for non-healing Medicine abilities

                        Bandages heal 10 per bandage

                        Gain Restore the Fallen (5 Min, 40 Bandages (uses 20)-

                        can not be used while using any other skill or medicine ability-

                        only useable on one person at one time)

                        Costs: 1/Day/8sp Limited to as many as you have levels of medicine

                        Acts as a Force Restore Spirit as appropriate to subjects race-

                        (ie, Force Obliterate if undead) Does not cure Dracovenom

 

 

Master of Flame

SP total        250

Pre Reqs       

2 9th level Elemental spell       

Lore Land of Eternal Fire +3       

Weapon +1       

Scroll Make: Elemental +5       

 

Restrictions      

Can only use Slashing Weapons       

Cannot wear armor       

Double damage from Water       

Cannot Cast Water Spells       

Cannot cast Earth or Air above 5th level       

Cannot Cast Arcane       

No alchemical blade enhancements; ONLY magic enhancements of your element        

(no light blade, magic blade, etc)                       

Cannot use Weapon + 2 (or use it as a prerequisite for any skill/class)

If a Master of Flame has Weapon +2, their damage cap is x3, not x2

 

Advantages

175        Base        15        Transforms permanently into a Fire Elemental type; Tabard

                        Immune to Maim (except Ice), Restrain, and Freeze Your X Foot

                        Swing for Flame

--------------------------------------------------------------------------------

 

195        Immune        10        Immune to Fire/Flame Damage

--------------------------------------------------------------------------------

 

215        Healed        15        Burn Spells heal equal to damage, not Battle spells

--------------------------------------------------------------------------------

 

235        Flame        15        Swings for +4 Flame, Over Cap

--------------------------------------------------------------------------------

 

255        Greater        10        Can transform back into non elemental form;

                        Greater Elemental Form 1/Day10sp (First Free)

--------------------------------------------------------------------------------

 

 

        Greater Fire Elemental - 10 min.                

        Immune to Alchemical effects, except Necreather (current duration effects wear off)

        Immune to Waylay and Assassinate (except by opposite element)

        Change back to normal after 1 minute into Bleeding/Death Count

        While in Greater Elemental Form, can only cast Fire/Universal

        Innate Shatter Your Weapon +2 by swing

        Innate Destroy Your Shield/Armor +2 by swing

        Innate Flame Sheath 3 3/Battle

        Force Negate Magic reverts to normal form

        Requires a bright yellow sash with 'Greater Elemental'; min 6" wide.

 

 

Master of Mountains

SP total        250

Pre Reqs       

2 9th level Elemental spell       

Lore Land of Eternal Stone +3       

Weapon +1       

Scroll Make: Elemental +5       

 

Restrictions      

Can only use Blunt Weapons       

Cannot wear armor       

Double damage from Air       

Cannot Cast Air Spells       

Cannot cast Fire or Water above 5th level       

Can only cast 4 Schools       

No alchemical blade enhancements; ONLY magic enhancements of your element       

(no light blade, magic blade, etc)                       

Cannot use Weapon + 2 (or use it as a prerequisite for any skill/class)                       

If a Master of Mountains has Weapon +2, their damage cap is x3, not x2                        

 

Advantages                       

175        Base        15        Transforms permanently into a Earth Elemental type; Tabard

                        Immune to Maim (except Air), Restrain, and Freeze Your X Foot

                        Swing for Earth

--------------------------------------------------------------------------------

 

195        Immune        10        Immune to Earth/Stone Damage

--------------------------------------------------------------------------------

 

215        Healed        15        Stone Spells heal equal to damage, not Battle spells

--------------------------------------------------------------------------------

 

235        Health        15        +10 health

--------------------------------------------------------------------------------

 

255        Greater        10        Can transform back into non elemental form;

                        Greater Elemental Form 1/Day10sp (First Free)

--------------------------------------------------------------------------------

 

 

        Greater Earth Elemental - 10 min.                

        Immune to Alchemical effects, except Necreather (current duration effects wear off)               

        Immune to Waylay and Assassinate (except by opposite element)

        Change back to normal after 1 minute into Bleeding/Death Count

        While in Greater Elemental Form, can only cast Earth/Universal

        +1 Magic, goes over cap

        +15 Health

        +4 Strength (Not for Damage purposes or Health, but includes Shield Break and-

        General Strength)

        Force Negate Magic reverts to normal form

        Requires a bright yellow sash with 'Greater Elemental'; min 6" wide.

 

 

Master of Sea

SP total        250

Pre Reqs       

2 9th level Elemental spell        

Lore Land of Eternal Water +3       

Weapon +1       

Scroll Make: Elemental +5       

 

Restrictions      

Can only use Slashing Weapons       

Cannot wear armor       

Double damage from Fire       

Cannot Cast Fire Spells       

Cannot cast Earth or Air above 5th level       

Can only cast 4 Schools       

No alchemical blade enhancements; ONLY magic enhancements of your element       

(no light blade, magic blade, etc)                       

Cannot use Weapon + 2 (or use it as a prerequisite for any skill/class)                       

If a Master of Sea has Weapon +2, their damage cap is x3, not x2                       

 

Advantages                       

175        Base        15        Transforms permanently into a Water Elemental type; Tabard

                        Immune to Maim (except Flame), Restrain, and Freeze Your X Foot

                        Swing for Ice

--------------------------------------------------------------------------------

 

195        Immune        10        Immune to Water/Ice Damage

--------------------------------------------------------------------------------

 

215        Healed        15        Ice Spells heal equal to damage, Not battle Spells

--------------------------------------------------------------------------------

 

235        Slide        15        2 point NPC slide and Immune to Waylay (except by Fire)

--------------------------------------------------------------------------------

 

255        Greater        10        Can transform back into non elemental form;

                        Greater Elemental Form 1/Day10sp (First Free)

--------------------------------------------------------------------------------

 

 

        Greater Water Elemental - 10 min.

        Immune to Alchemical effects, except Necreather (current duration effects wear off)

        Immune to Assassinate (except by opposite element)

        Change back to normal after 1 minute into Bleeding/Death Count

        While in Greater Elemental Form, can only cast Water/Universal

        Regenerate at will on a 5 count (not while taking damage or moving)

        2 Point PC Slide

        Force Negate Magic reverts to normal form

        Requires a bright yellow sash with 'Greater Elemental'; min 6" wide.

 

 

Master of the Wind

SP total        250

Pre Reqs       

2 9th level Elemental spell       

Lore Land of Eternal Sky +3       

Weapon +1       

Scroll Make: Elemental +5       

 

Restrictions      

Can only use Blunt Weapons       

Cannot wear armor       

Double damage from Earth        

Cannot Cast Earth Spells       

Cannot cast Fire or Water above 5th level       

Can only cast 4 Schools       

No alchemical blade enhancements; ONLY magic enhancements of your element       

(no light blade, magic blade, etc)                        

Cannot use Weapon + 2 (or use it as a prerequisite for any skill/class)                       

If a Master of the Wind has Weapon +2, their damage cap is x3, not x2                       

 

Advantages                       

175        Base        15        Transforms permanently into a Air Elemental type; Tabard

                        Immune to Maim (except Earth), Restrain, and Freeze Your X Foot

                        Swing for Air

--------------------------------------------------------------------------------

 

195        Immune        10        Immune to Air/Shock Damage

--------------------------------------------------------------------------------

 

215        Healed        15        Air Spells heal equal to damage, Not battle spells

--------------------------------------------------------------------------------

 

235        Dodge        15        +1 Dodge/Battle, +2 Dodges/Day

--------------------------------------------------------------------------------

 

255        Greater        10        Can transform back into non elemental form;

                        Greater Elemental Form 1/Day10sp (First Free)

--------------------------------------------------------------------------------

 

        Greater Air Elemental - 10 min.                

        Immune to Alchemical effects, except Necreather (current duration effects wear off)

        Immune to Waylay and Assassinate (except by opposite element)

        Change back to normal after 1 minute into Bleeding/Death Count

        While in Greater Elemental Form, can only cast Air/Universal

        +2 Air, Goes over Cap

        2 Sidesteps

        Avoidance 5/Battle

        Invisibility 5 once

        Force Negate Magic reverts to normal form

        Requires a bright yellow sash with 'Greater Elemental'; min 6" wide.

 

 

Master Smith

SP total        250       

Pre Reqs               

Smithing (any) lvl 7               

Minimum of 15 levels in smithing               

Strength 2               

       

 

Restrictions              

Cannot cast magic lvl 4 or higher               

Cannot use Weapon + 2 (or use it as a prerequisite for any skill/class)               

If a Master Smith has Weapon +2, their damage cap is x3, not x2               

 

Advantages                       

250        Base        20        Smithing skills cost -1/lvl, is retro (No bonus for a Hrungnor)

                        Can repair weapons/armor in 1/2 time

                        May repair one additional weapon/armor at a time, +1/10sp-

                        Max # additional suits equals levels of Master Smith

                        May imbue items per Hrungnor

--------------------------------------------------------------------------------

 

195        Production        15        +1 pp/lvl of smithing

--------------------------------------------------------------------------------

 

235        Weapon        15        15 pp, resist Disarm 2/battle

        Armor                15 pp, immune to Destroy Armor/Shield

        Lock                15 pp, double bar lvl

--------------------------------------------------------------------------------

 

215        Armor        15        When wearing armor they crafted, bonus points-

                        (not imbued, not slide) are doubled

        Weapon                When wielding a weapon they crafted, bonus parries-

                        may used, even without parries

        Lock                May pick locks at a level equal to Lock Smith skill -1

--------------------------------------------------------------------------------

 

255        Production        20        May combine Smithing PPs

                        Innate Force ID Ritual 1/day + 1/3 sp, weapons/armor/locks only

--------------------------------------------------------------------------------

 

Lvl 3 Special abilities require Smithing lvl 5 in the appropriate area.                       

Lvl 3 Special abilities last for 1 logistics each, similar to the Hrungnor's abilities

 

 

Necromancer

SP total        250               

Pre Reqs                       

3 9th level Necromancy spells                       

Weapon Skill +1 - Dagger or Staff only                       

1 4th level Mystic                       

 

Restrictions                      

Cannot cast Arcane and Elemental                       

Can only use a Dagger or Staff                       

Can not cast 5th or higher in mystic                       

Cannot Backstab (or use as a prerequisite)                       

Cannot wear any armor                       

 

Advantages                        

250        Base        15        Transforms p