CLASS
SYSTEM
Everyone will start as one of these BUT they
can at any time change their class.
Note: it is advised that a High Mage should not become a Warrior
because he would start with nearly no combat skill other then what
he started with. This will Prohibit Power-Gaming or the abuse of the
classes. But will leave the character free to change his mind or Role-play
a specific situation.
Note: The choice to go back to the starting Area to change your class
will be possible but it will in effect make you a newbie of said class.
Jack
of All Trades:
This is for those who do not want a class or wish to form their own
class. Examples: Bards to be, Craftsmen, anything that the player
can imagine... The Jack of all trades will be limited in that they
can never achieve a skill as high as the specialized classes.
Benefits: Unlimited Archery. Can use any bows. All other skills will
be to Journeyman Rank (max 60 skill).
Restrictions: No plate armor.
Warriors:
This is the general starting class for the common Fighter.
Benefits: Unlimited in all combat skills.
Restrictions: No alchemy, No Magery, No Craft skills, No Taming, No
Bard skills, No Plate Armor.
Mages:
This is the starting class for the practitioners of Magic.
Benefits: Unlimited in Magery, Alchemy, and Inscription. Can use Magic
Items not including weapons or non-clothing Armour.
Restrictions: No Armour, No Weapons only Staff and Mage Dagger, No
Craft skills, No Taming, No Bard skills.
Wandering
Druids:
This is the Starting Class of one who wishes to become one with Nature
or Protector of the Land.
Benefits: Unlimited Skill in Magery - spells of healing and elemental
Nature. Special Altered Spells such as Animal Polymorph. Starting
Bonus to Animal Taming. Unlimited Alchemy.
Restrictions: Only Clothing or Special Druidic weapons. (sickle and
staves), No Crafts, No Bard skills.
IN
GAME CLASSES:
Please Note you must Role-play or have an In-Character Reason to Join
these classes since Players May be in control of these Classes/Guilds.
Knight:
This is Lesser Nobility of the Land, They may be Brave and Virtuous
or they may be Cowardly and Cruel. Knights are the only people in
the Realm that may own and use Platemail armor (In the type of society
this is set in only Knights could use weapons or armor but we are
being Kind and Limited only to Full plate Armour) The Warrior will
normally strive to become a Knight.
Added Bonus: Same as Warrior, only can use Platemail armor.
Added Restrictions: Same as Warrior, but can not use Bows.
Bard:
This is the Bardic College of Musicians and Storytellers. They can
perform great feats of magic with their songs and music to incite
Anger, Calm a riot, or to charm creatures and men alike. Through the
Travels of These Minstrels they Pick up many trades and skills uncommon
to the other Classes.
Added Restrictions: Same as Jack-Of-All-Trades, without the Bard restrictions.
More restrictions under discussion.
Druidic
Order:
This is the Sacred Inner Circle of Higher Druids. This order Protects
the Ancient Laws of the land and Watches over the Balance.
Added Restrictions: Same as Wandering Druids.
Order
of the Magi:
These are the good Mages of the Land, they are the Protectors of Magic
and it's uses. They strive to Achieve a Higher understanding of Magic
and it's workings.
Added Bonus: . More Magi Craftable items. Higher Polymorphs and Summons.
Magi Robes.
Added Restrictions: Same as Mage.
Necromancers:
This Dark Order draws it's Power from the forces of Death. Using Blood
and Bone they crafts spells to Animate the Dead and Create Unholy
Items.
Added Bonus: Extra necromantic spells such as Bone Armor from spell.
Ability to craft special Necromantic items. Higher Polymorph: Undead,
and higher summon spells. In testing: Lesser Ridable nightmare from
spell. Also controlling undead.
Added Restrictions: Same as Mage, except no Mage Robe.
Paladins:
These Elite Knights of the game have been recognized by a Counsel
of Paladins made up of 3 Gods from the shard. These 3 will select
after carful examination 8 players whom they belive to behold the
virtuous nature it would require to RP a Paladin. They must take a
vow of poverty and forsake them selves for others at all times.
Added Bonus: Specialty Armour that is Class restrictive, Specialty
Weapons and Shields that are Class restrictive. A Thessalian, a fierce
yet beautiful Equine of unmatched power and speed.
Merchants:
Last But not least the most POWERFUL guild in the game. These Hard
workers are Vital to the flow of goods and money. They are the keepers
of Economic Balance of the world.
Added Bonus: They can use all craftsmanship skills to their full potential.
Added Restrictions: Same as Jack-Of-All-Trades