Class Descriptions
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
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275 Mind 10 Resist Mind control 1/day/7 sp
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300 Dagger 10 +2 Base dagger damage
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325 Assassinate 20 Invisibility does not drop when Assassinate is used
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350 Waylay 20 Invisibility does not drop when Waylay is used
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
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
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115 Sunray 5 Sunray - Fear for undead based on skill point total; 1/day/3sp
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110 1st Aid 10 First Aid 1/2 Time with bandages or first aid salve
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130 Plate 15 Can cast up to 9th level spells in plate
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140 Banish 20 Swing for Banish 1/day/3 sp
2 Packet Mystic spells become 3 Packet
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
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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)
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130 Berserk 15 Gain +4 damage instead of 2
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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)
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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
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
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
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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
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
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275 Strong Will 7 Immune to Terror/Fear
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300 Enslave 10 Cast enslave 1 day per 7 skill points
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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
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350 Obliterate 20 Immune to Enslave
Force Obliterate You is now a 2 Packet spell
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
Befriend
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195 Hide 12 Negate Entrap or Restrain 1 day per 1 skill point
Hide Other 1 day per 4 skill points, magic - instant (battleable)
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215 Entangle 10 Entangle 1/day/3 sp, battlable, can be thrown as a-
restrain or a freeze your X foot
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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
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255 Bear Form 15 Transform into Kodiak Bear, See below
1/day/15 sp Lasts 10 min
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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
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
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195 Hide 15 Can hide in a building/worked structure
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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
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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.
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255 Scroll 15 Can use any scroll (Not ritual magic)
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
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195 Thief 10 Pick Locks is 30 sec (regardless of lvl of lock), Concealment is -3/lvl
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235 Merchant 15 +1 pp/lvl all Production skills
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215 Fighter 20 +1 to base weapon damage
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255 Mage 20 builds 1 pyramid
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
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195 Stabilize 10 Gain Advanced Stabilize (5 count, 20 bdgs, extends bleed/death-
count indefinitely, only 1 person at a time)
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215 Quick Heal 10 May treat 1 additional person with Medicine.
Medicine at 1/2 time
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235 Self Heal 10 Improved self-heal (healing self counts as 3 people)
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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
SP total 250
Pre Reqs
2 9th level Elemental spell
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
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195 Immune 10 Immune to Fire/Flame Damage
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215 Healed 15 Burn Spells heal equal to damage, not Battle spells
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235 Flame 15 Swings for +4 Flame, Over Cap
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255 Greater 10 Can transform back into non elemental form;
Greater Elemental Form 1/Day10sp (First Free)
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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.
SP total 250
Pre Reqs
2 9th level Elemental spell
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
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195 Immune 10 Immune to Earth/Stone Damage
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215 Healed
15 Stone Spells heal equal
to damage, not
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235 Health 15 +10 health
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255 Greater 10 Can transform back into non elemental form;
Greater Elemental Form 1/Day10sp (First Free)
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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.
SP total 250
Pre Reqs
2 9th level Elemental spell
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
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195 Immune 10 Immune to Water/Ice Damage
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215 Healed 15 Ice Spells heal equal to damage, Not battle Spells
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235 Slide 15 2 point NPC slide and Immune to Waylay (except by Fire)
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255 Greater 10 Can transform back into non elemental form;
Greater Elemental Form 1/Day10sp (First Free)
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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.
SP total 250
Pre Reqs
2 9th level Elemental spell
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
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195 Immune 10 Immune to Air/Shock Damage
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215 Healed 15 Air Spells heal equal to damage, Not battle spells
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235 Dodge 15 +1 Dodge/Battle, +2 Dodges/Day
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255 Greater 10 Can transform back into non elemental form;
Greater Elemental Form 1/Day10sp (First Free)
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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.
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
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195 Production 15 +1 pp/lvl of smithing
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235 Weapon 15 15 pp, resist Disarm 2/battle
Armor 15 pp, immune to Destroy Armor/Shield
Lock 15 pp, double bar lvl
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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
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255 Production 20 May combine Smithing PPs
Innate Force ID Ritual 1/day + 1/3 sp, weapons/armor/locks only
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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
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