WikiHelpClasses
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This page has a sample of the output of a LIST CLASS WIKIHELP command from the Official CoffeeMUD. It is highly recommended when using any of the CoffeeMUD LIST WIKI commands that you save your results to a log file for easy cut and paste.
Contents
- 1 Modifying this page
- 2 Classes
- 2.1 Abjurer
- 2.2 Alterer
- 2.3 Apprentice
- 2.4 Arcanist
- 2.5 Archon
- 2.6 Artisan
- 2.7 Assassin
- 2.8 Barbarian
- 2.9 Bard
- 2.10 Beastmaster
- 2.11 Burglar
- 2.12 Charlatan
- 2.13 Cleric
- 2.14 Conjurer
- 2.15 Delver
- 2.16 Diviner
- 2.17 Doomsayer
- 2.18 Druid
- 2.19 Enchanter
- 2.20 Evoker
- 2.21 Fighter
- 2.22 Gaian
- 2.23 Gaoler
- 2.24 genmob
- 2.25 Healer
- 2.26 Illusionist
- 2.27 Jester
- 2.28 Mage
- 2.29 Mer
- 2.30 Minstrel
- 2.31 Missionary
- 2.32 Monk
- 2.33 Necromancer
- 2.34 Ninja
- 2.35 Oracle
- 2.36 Paladin
- 2.37 Pirate
- 2.38 PlayerClass
- 2.39 Immortal
- 2.40 Dancer
- 2.41 Purist
- 2.42 Qualifier
- 2.43 Ranger
- 2.44 Sailor
- 2.45 Scholar
- 2.46 Shaman
- 2.47 SkyWatcher
- 2.48 Specialist Mage
- 2.49 mob
- 2.50 Templar
- 2.51 Thief
- 2.52 Transmuter
- 2.53 Trapper
- 2.54 Wizard
Modifying this page
This page is also used for easy section transclusion of classes, for a faster wiki updating process. Do not modify any of the information on this page. If there is an error, please report it in game via the BUG command, so the base information can be updated, instead of just the wiki info.
Classes
Abjurer
Alterer
Apprentice
===Apprentice=== | |
---|---|
Description: | An Apprentice may not go past level 1, and qualifies only for the games most common non-combat skills. You are free to move around in the game like anyone else, in order to learn some of the
ropes before choosing a more permanent career. When you have decided which of the main classes to go to, you may use the TRAIN command with an appropriate teacher to become the class of your choosing. If you can't find an appropriate teacher, remember that a player of the proper class may be able to help you. Be sure to save yourself a training point for this purpose! |
Primary Stat: | Wisdom |
Qualifications: | Wisdom 5+, Intelligence 5+ |
Practices: | 5 +[(Wisdom/6)+5 per
lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 6 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/9)+(1d4) /lvl]. |
Mana: | 100 +[(Int/10)+(1d2)/lvl]. |
Movement: | 100 +[5X(Str/18) /lvl]. |
Attack: | +(Wis/18)-1 per level. |
Damage: | +1 damage per 10 level(s). |
Maximum Stat Values: | Others (18) |
Bonuses: | Gains lots of xp for
training to a new class, and gets bonus common skills. |
Weapons: | Must use dagger-like or natural weapons. |
Armor: | Must wear cloth, vegetation, or paper based armor. |
Limitations: | |
Starting Equipment: | a small dagger |
Races: | Aarakocran
Centaur Drow Duergar Dwarf Elf Githyanki Gnoll Gnome Goblin Half Elf Halfling Human Lizard Man Merfolk Mindflayer Ogre Orc Pixie Svirfneblin |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Climb Write Recall (Clan
Crafting) (Bandaging) (Play Instrument) (Hand to hand combat) (Swim) (Smoke Rings) (Fishing) (Foraging) (Drilling) (Floristry) (Gem Digging) (Herbology) (Shearing) (Hunting) |
2 | (Lacquering) (Engraving) (Wood
Chopping) (Cooking) (Butchering) (Embroidering) (Dyeing) |
3 | Fire Building (Tailoring) (Leather |
4 | (Searching) (Distilling) (Sculpting) (Weaving) (Mining) (Tanning) (Pottery) (Costuming) |
5 | (Painting) (Glass
Blowing) (Scrimshawing) (Armorsmithing) (Baking) (Cobbling) (Fletching) (Food Prep) (Weaponsmithing) (Paper Making) |
6 | (Find
Home) |
7 | (Meat |
8 | (AutoSwim) (AutoCrawl) |
9 | |
10 | (Smelting) (Jewel
Making) (Farming) (Construction) (Taxidermy) (Boatwrighting) (Siegecrafting) (Wainwrighting) (Speculating) (Locksmithing) (Masonry) |
11 | |
12 | (Find |
13 | |
14 | |
15 | (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | |
17 | |
18 | (Food |
19 | |
20 | (Branding) |
21 | |
22 | |
23 | |
24 | |
25 | |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master |
30 | |
31 | |
32 | |
33 | |
34 | |
35 |
Arcanist
===Arcanist=== | |
---|---|
Description: | Also known as the Arcane Rogue, the Arcanist is the thief who has become fascinated with all things arcane, but has little or no innate magical power. He is an accumulator of wands and scrolls;
making good use of his limited knowledge to create, improve, and most especially use these items to his devious ends. Arcanists are also just knowledgable enough to learn spells simply by observing their usage, although, lacking any innate power, he forgets them as soon as they are used. |
Primary Stat: | Dexterity |
Qualifications: | Dexterity 9+, Intelligence 9+ |
Practices: | 5 +[(Wisdom/6)+1 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/3)+(1d10) /lvl]. |
Mana: | 100
+[(Int/5)+(1d3)/lvl]. |
Movement: | 100 +[6X(Str/18) /lvl]. |
Attack: | +(Dex/18) per level. |
Damage: | +1 damage per 5 level(s). |
Maximum Stat Values: | Intelligence (22), Dexterity (22), Others (18) |
Bonuses: | Magic resistance, 1%/level. Huge discounts when buying potions
after 5th level. Ability to memorize spells learned through SpellCraft. Can see wand charges at level 30. |
Weapons: | Must use swords, daggers, natural, or ranged weapons. |
Armor: | Must wear leather, cloth, or vegetation based
armor. |
Limitations: | |
Starting Equipment: | a short sword |
Races: | Drow Elf Githyanki Gnome Half Elf Human Merfolk Mindflayer Orc |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Edged Weapon Specialization Scroll
Scribing Read Magic Climb Write Recall (Apothecary) (Swim) (Play Instrument) (Alchemy) (Bandaging) (Smoke Rings) (Fishing) (Foraging) (Drilling) (Floristry) (Gem Digging) (Herbology) (Shearing) (Hunting) |
2 | (Erase
Scroll) (Hide) (Lacquering) (Engraving) (Wood Chopping) (Cooking) (Butchering) (Embroidering) (Dyeing) |
3 | Wands Fire
Building (Enchant Arrows) (Tailoring) (Leather Working) (Blacksmithing) (Carpentry) |
4 | (Clarify
Scroll) (Sneak) (Searching) (Distilling) (Sculpting) (Weaving) (Mining) (Tanning) (Pottery) (Costuming) |
5 | Paper
Making (Revoke) (Detect Traps) (Painting) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Baking) (Cobbling) (Fletching) (Food Prep) (Weaponsmithing) |
6 | (Dodge) (Pick |
7 | Spellcraft (Identify |
8 | (Use |
9 | Parry (Remove Traps) |
10 | (Recharge
Wand) (Repairing Aura) (Smelting) (Jewel Making) (Farming) (Construction) (Taxidermy) (Boatwrighting) (Siegecrafting) (Wainwrighting) (Speculating) (Locksmithing) (Masonry) |
11 | Trip (Lore) |
12 | (Scribe) (Enchant
Armor) (Rodsmithing) (Wand Making) (Find Ship) (Gardening) |
13 | Disenchant Wand (Make
Maps) |
14 | (Enchant Weapon) (Rapid
Shot) |
15 | Power Grab (Enchant
Wand) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | (Detect Invisible) (Ward
Area) |
17 | Shadow (Second |
18 | (Knock) (Food |
19 | Refit (Detection) |
20 | (Greater Enchant |
21 | Observe |
22 | (Greater |
23 | Mend |
24 | (Disenchant) (Comprehend |
25 | (Slippery Mind) (Store |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master |
30 | Magic |
31 | |
32 | |
33 | |
34 | |
35 |
Archon
Artisan
===Artisan=== | |
---|---|
Description: | An Artisan is a professional tradesman who specializes in the common skills that make civilization work. Artisans who focus their skills in particular trees will see their apparent class name
reflect this due to Artisanal Focus. The Artisan will never be a great fighter, which makes him a poor choice for exploring those monster filled dungeons. However, the Artisan is still able to advance by using his skills and gaining experience while he does! Artisans, like Apprentices, may still choose to go into a more adventurous profession, but like Apprentices, they are unable to go back. |
Primary Stat: | Wisdom |
Qualifications: | Strength 9+, Dexterity 9+ |
Practices: | 5
+[(Wisdom/6)+2 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/6)+(1d5) /lvl]. |
Mana: | 100 +[(Int/10)+(1d2)/lvl]. |
Movement: | 100 +[5X(Str/18) /lvl]. |
Attack: | +(Wis/18)-1 per level. |
Damage: | +1 damage per 30 level(s). |
Maximum Stat Values: | Strength (22),
Intelligence (22), Dexterity (22), Constitution (22), Charisma (22), Wisdom (22), Others (18) |
Bonuses: | Gains experience when using common skills and no common skill limits. |
Weapons: | Must use dagger-like or natural weapons. |
Armor: | Must wear
cloth, vegetation, or paper based armor. |
Limitations: | |
Starting Equipment: | a small dagger |
Races: | Aarakocran Centaur Drow Duergar Dwarf Elf Githyanki Gnoll
Gnome Goblin Half Elf Halfling Human Lizard Man Merfolk Mindflayer Ogre Orc Pixie Svirfneblin |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Recall (Edged Weapon
Proficiency) (Excavation) (AutoSwim) (Appraise) (Find Ship) (Cobbling) (Wilderness Lore) (Sword Proficiency) (Lacquering) (Carpentry) (Wand Making) (Textiling) (Embroidering) (Hammer Familiarity) (Cage Building) (Paper Making) (Gem Digging) (Dodge) (Wands) (Engraving) (Axe Proficiency) (Stability) (Gardening) (Foraging) (Farming) (Ship Building) (Tanning) (Branding) (Baking) (Sword Familiarity) (Pottery) (Bandaging) (Natural Weapon Proficiency) (Half Attack) (Distilling) (Drilling) (Haggle) (Masonry) (Speculating) (Marketeering) (Cooking) (Strategic Retreat) (Scrapping) (Rodsmithing) (Taxidermy) (Shearing) (Wainwrighting) (Food Preserving) (Glass Blowing) (Scrimshawing) (Boatwrighting) (Mining) (Baiting) (Siegecrafting) (AutoCrawl) (Painting) (Ranged Weapon Proficiency) (Edged Weapon Familiarity) (Lore) (Blunt Weapon Proficiency) (Decorating) (Leather Working) (Warrants) (Meat Curing) (Blacksmithing) (Fish Lore) (Herbology) (Construction) (Plant Lore) (Wood Chopping) (Jewel Making) (Instrument Making) (Staff Proficiency) (Hammer Proficiency) (Ship Lore) (Costuming) (HammerRing) (Play Instrument) (Locksmithing) (Weaponsmithing) (Smelting) (Searching) (Weaving) (Shield Familiarity) (Cover Defence) (Landscaping) (Trip) (Clan Crafting) (Parry) (Axe Familiarity) (Dyeing) (Staff Familiarity) (Smoke Rings) (Kick) (Food Prep) (Butchering) (Composting) (Climb) (Find Home) (Tailoring) (Cage) (Floristry) (Fletching) (AutoClimb) (Write) (Blunt Weapon Familiarity) (Swim) (Sculpting) (Mounted Combat) (Trawling) (Animal Husbandry) (Irrigation) (Fishing) (Staff Making) (Fire Building) (Ranged Weapon Familiarity) (Armorsmithing) (Hunting) |
2 | |
3 | |
4 | |
5 | |
6 | |
7 | (Clan Ship |
8 | |
9 | |
10 | |
11 | |
12 | |
13 | |
14 | |
15 | |
16 | |
17 | |
18 | |
19 | |
20 | |
21 | |
22 | |
23 | |
24 | |
25 | |
26 | |
27 | |
28 | |
29 | |
30 | (Master Gardening) (Master Leather Working) (Master
Armorsmithing) (Master Food Prep) (Master Weaponsmithing) (Master Herbology) (Master Lacquering) (Master Costuming) (Master Baking) (Master Trawling) (Master Fishing) (Master Mining) (Master Tailoring) (Master Distilling) (Master Drilling) (Master Floristry) (Master Foraging) (Master Gem Digging) (Master Dyeing) (Master Shearing) (Master Farming) (Master Cooking) (Master Wood Chopping) (Master Butchering) |
31 | |
32 | |
33 | |
34 | |
35 |
Assassin
===Assassin=== | |
---|---|
Description: | Assassins reflect the darkest and most wicked side of the rogue. The dealing of death becomes a goal in itself, the epitomy of evil. The assassin becomes so centered on this art that he begins
to slow his pace, learning and contemplating each "mark" as the best method of killing them becomes clear. They also learn skills in keeping track of and tracking down their marks, as well as other means of making life for the targeted miserable, and short. The assassin can use any weapons, unlike the standard thief, though his armor is still restricted. |
Primary Stat: | Dexterity |
Qualifications: | Dexterity 5+, Wisdom 5+ |
Practices: | 5 +[(Wisdom/6)+1 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1
per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/3)+(1d10) /lvl]. |
Mana: | 100 +[(Int/6)+(1d3)/lvl]. |
Movement: | 100 +[6X(Str/18) /lvl]. |
Attack: | +(Dex/18) per level. |
Damage: | +1 damage per 5 level(s). |
Maximum Stat Values: | Dexterity (22), Wisdom (22), Others (18) |
Bonuses: | Strong
resistance to all poisons at 21st level. |
Weapons: | May use any weapons. |
Armor: | Must wear leather, cloth, or vegetation based armor. |
Limitations: | |
Starting Equipment: | a short sword |
Races: | Aarakocran Centaur Drow
Duergar Dwarf Elf Githyanki Gnoll Gnome Goblin Half Elf Halfling Human Lizard Man Merfolk Mindflayer Ogre Orc Pixie Svirfneblin |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Mark Edged Weapon
Specialization Ranged Weapon Specialization Climb Write Recall (Apothecary) (Swim) (Play Instrument) (Sword Specialization) (Bandaging) (Smoke Rings) (Fishing) (Foraging) (Drilling) (Floristry) (Gem Digging) (Herbology) (Shearing) (Hunting) |
2 | (Kick) (Dagger
Specialization) (Hide) (Lacquering) (Engraving) (Wood Chopping) (Cooking) (Butchering) (Embroidering) (Dyeing) |
3 | Fire Building (Kill
Log) (Sneak Attack) (Tailoring) (Leather Working) (Blacksmithing) (Carpentry) |
4 | (Identify
Poison) (Sneak) (Searching) (Distilling) (Sculpting) (Weaving) (Mining) (Tanning) (Pottery) (Costuming) |
5 | Dirt (Wands) (Detect Traps) (Painting) (Glass
Blowing) (Scrimshawing) (Armorsmithing) (Baking) (Cobbling) (Fletching) (Food Prep) (Weaponsmithing) (Paper Making) |
6 | Dagger
Defense (Dodge) (Pick Locks) (Find Home) |
7 | Invisibility to Mark (Hand to hand |
8 | (Disarm) (Shadow) (AutoSwim) (AutoCrawl) |
9 | Parry (Flailing Weapon |
10 | (Spying) (Back
Stab) (Smelting) (Jewel Making) (Farming) (Construction) (Taxidermy) (Boatwrighting) (Siegecrafting) (Wainwrighting) (Speculating) (Locksmithing) (Masonry) |
11 | Trip (Critical Strike) |
12 | (Use Poison) (Two Weapon
Fighting) (Blunt Weapon Specialization) (Find Ship) (Gardening) |
13 | Analyze |
14 | (Shadowpass) (Assassinate) |
15 | Second Attack (Axe Specialization) (True
Shot) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | Half Attack (Cut
Throat) (Dual Parry) |
17 | Critical |
18 | Scratch (Peek) (Sap) (Food Preserving) (AutoClimb) |
19 | High |
20 | (Lay |
21 | (Mark |
22 | (Flank) (Ambush) |
23 | Frame |
24 | (Evesdrop) (Tumble) |
25 | (Deep Cut) (Espionage) |
26 | |
27 | |
28 | |
29 | (Master |
30 | Shadowstrike |
31 | |
32 | |
33 | |
34 | |
35 |
Barbarian
===Barbarian=== | |
---|---|
Description: | Barbarians are the wild warriors of the frontier. Their ability to deal large amounts of damage in combat, as well as inspire combative behaviors in others makes them especially ferocious. They
are fond of mastering numerous weapons, and building up their bodies, though they distrust metal armors, and may not wear them without difficulties.
How to play: Barbarian combat skills make them desirable as group members. While their non-metal armor restriction can sometimes hurt their nomination as tanks, their ability to deal and absorb large amounts of damage can more than make up for anything lacked. Because of this, the Barbarian flourishes as well alone as in groups.
The Barbarian is every bit as strong a fighter as a pure Fighter, and has that extra combative edge that many players look for in a Class. Players who dislike subtelty and enjoy straight up hack-and-slash playing will enjoy the Barbarian's simple destructive style. |
Primary Stat: | Strength |
Qualifications: | Strength 9+, Constitution 9+ |
Practices: | 3 +[(Wisdom/6)-1 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 4 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/2)+(2d7) /lvl]. |
Mana: | 100 +[(Int/8)+(1d2)/lvl]. |
Movement: | 100 +[8X(Str/18) /lvl]. |
Attack: | +(Str/18)
per level. |
Damage: | +1 damage per 30 level(s). |
Maximum Stat Values: | Strength (22), Constitution (22), Others (18) |
Bonuses: | Damage reduction 1pt/5 levels. A 1%/level resistance to Enchantments. Bonus conquest and duel experience. Bonus max dex/15 levels
when torso and body are bare. |
Weapons: | May use any weapons. |
Armor: | Must wear non-metal armor. |
Limitations: | |
Starting Equipment: | a short sword |
Races: | Aarakocran Centaur Drow Duergar Dwarf
Elf Githyanki Gnoll Gnome Goblin Half Elf Halfling Human Lizard Man Merfolk Mindflayer Ogre Orc Pixie Svirfneblin |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Armor Specialization Sword
Specialization Shield Specialization Recall Write Ranged Weapon Specialization Charge (Edged Weapon Specialization) (Blunt Weapon Specialization) (Bandaging) (Play Instrument) (Axe Specialization) (Flailing Weapon Specialization) (Hammer Specialization) (Hand to hand combat) (Wilderness Lore) (Smoke Rings) (Polearm Specialization) (Swim) (Fishing) (Foraging) (Drilling) (Floristry) (Gem Digging) (Herbology) (Shearing) (Hunting) |
2 | (Kick) (Lacquering) (Engraving) (Wood
Chopping) (Cooking) (Butchering) (Embroidering) (Dyeing) |
3 | Parry Fire Building (Two
Weapon Fighting) (Tailoring) (Leather Working) (Blacksmithing) (Carpentry) |
4 | (Shield
Bash) (Searching) (Distilling) (Sculpting) (Weaving) (Mining) (Tanning) (Pottery) (Costuming) |
5 | Smoke
Signals (Scalping) (Painting) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Baking) (Cobbling) (Fletching) (Food Prep) (Weaponsmithing) (Paper Making) |
6 | (Cleave) (Battle Cry) (Find
Home) |
7 | Disarm (Dodge) (Meat |
8 | Blood |
9 | Second Attack (Armor |
10 | (Apothecary) (Spring
Attack) (Smelting) (Jewel Making) (Farming) (Construction) (Taxidermy) (Boatwrighting) (Siegecrafting) (Wainwrighting) (Speculating) (Locksmithing) (Masonry) |
11 | Dirt (Jungle Tactics) |
12 | (Swamp
Tactics) (Intimidation) (Find Ship) (Gardening) |
13 | War Cry (Desert |
14 | (Improved Throwing) (Mountain |
15 | Weapon
Break (Climb) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | (Sweep) (Rally
Cry) |
17 | Mounted Combat (Hills |
18 | (Endurance) (Food |
19 | Identify |
20 | (Half |
21 | Roll With |
22 | (Forest |
23 | Bullrush |
24 | (Fragmentation) (Plains Tactics) |
25 | Stone Body |
26 | |
27 | |
28 | |
29 | (Master |
30 | Shrug |
31 | |
32 | |
33 | |
34 | |
35 | Monkey |
Bard
===Bard=== | |
---|---|
Description: | Bards are traveling singers, whose "songs" can possess powerful magic. They are highly desired group members for the inspiration they bring to their team members, and the great stings they
provide to their enemies. They possess the same weapon and armor restrictions as thieves, but also qualify for many thief skills.
Bard is the basis for numerous sub-classes which the player may choose to gain levels in at any time. These sub-classes include the Charlatan, Dancer, Minstrel, and the Jester.
How to play: The great strength of the bard is in his wide assortment of skills, and in his powerful songs. The bard may try his hand as the lonesome traveler, but will find his skills still put him behind his peers. It is in the company of other, more powerful classes, that the bard will flourish. And because of the unique nature of his magic, and how his skills will always affect groups, that groups will always want to have a bard along.
Bards are as weak as thieves in combat, and lack their general sneakiness, so in the company of others must the bard find his path to greatness, filling any skill gaps in almost any group with the appropriate magic or ability. |
Primary Stat: | Charisma |
Qualifications: | Charisma 9+ |
Practices: | 5 +[(Wisdom/6)+1 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/3)+(2d6) /lvl]. |
Mana: | 100 +[(Int/6)+(1d2)/lvl]. |
Movement: | 100 +[5X(Str/18) /lvl]. |
Attack: | +(Cha/18) per level. |
Damage: | +1
damage per 10 level(s). |
Maximum Stat Values: | Charisma (25), Others (18) |
Bonuses: | Receives group bonus combat experience when in an intelligent group, and more for a group with players. Receives exploration and pub-finding experience based on danger
level. |
Weapons: | Must use swords, daggers, natural, or ranged weapons. |
Armor: | Must wear non-metal armor. |
Limitations: | |
Starting Equipment: | a short sword |
Races: | Aarakocran Centaur Drow Duergar
Dwarf Elf Githyanki Half Elf Halfling Human Merfolk Svirfneblin |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Edged Weapon
Specialization Befriend Haggle Awareness Recall Nothing Write (Bandaging) (Play Instrument) (Sword Specialization) (Hand to hand combat) (Smoke Rings) (Ranged Weapon Specialization) (Swim) (Fishing) (Foraging) (Drilling) (Floristry) (Gem Digging) (Herbology) (Shearing) (Hunting) |
2 | Seeing (Lore) (Lacquering) (Engraving) (Wood
Chopping) (Cooking) (Butchering) (Embroidering) (Dyeing) |
3 | Fire
Building Valor (Climb) (Wands) (Hide) (Tailoring) (Leather Working) (Blacksmithing) (Carpentry) |
4 | Suave (Appraise) (Searching) (Distilling) (Sculpting) (Weaving) (Mining) (Tanning) (Pottery) (Costuming) |
5 | Armor Babble (Painting) (Glass
Blowing) (Scrimshawing) (Armorsmithing) (Baking) (Cobbling) (Fletching) (Food Prep) (Weaponsmithing) (Paper Making) |
6 | Clumsiness (Find
Home) |
7 | Rage (Dodge) (Meat |
8 | Muting (Distract) (AutoSwim) (AutoCrawl) |
9 | Serenity (Peek) |
10 | Friendship Revelation (Unbinding) (Smelting) (Jewel
Making) (Farming) (Construction) (Taxidermy) (Boatwrighting) (Siegecrafting) (Wainwrighting) (Speculating) (Locksmithing) (Masonry) |
11 | Drunkenness Comprehension |
12 | Mercy Health (Find Ship) (Gardening) |
13 | Make |
14 | Dexterity (Two Weapon Fighting) |
15 | Protection (Detect
Traps) (Song Write) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | Mana (Read |
17 | Quickness (Second |
18 | Flight Lethargy (Food |
19 | Knowledge (Swipe
gold) |
20 | Blasting (Branding) |
21 | Strength Thanks |
22 | Distraction Lullaby |
23 | Flying (Steal) |
24 | Death Disgust |
25 | Rebirth |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master |
30 | Ode |
31 | |
32 | |
33 | |
34 | |
35 |
Beastmaster
===Beastmaster=== | |
---|---|
Description: | Like Tarzan or Grizzly Adams, the BeastMaster is the lord of his particular jungle, being both the guardian and master steward of the animal kingdom. Unlike the other druids then, the
beastmaster takes great pride in his animal changing abilities, and receives many more animal forms as he progresses in level. The beastmaster is also more accutely aware of the dangers of the wild, and is thus a much more physical and able fighter than other druids tend to be.
How to play: The Beastmaster is the perfect loner druid class, though he is never truly alone with all the animals he can summon to his side. He also has numerous ways of enhancing his own innate fighting ability through magical chants, making him formidable even when adventuring without animal companions. |
Primary Stat: | Constitution |
Qualifications: | Dexterity 9+, Constitution 9+ |
Practices: | 5 +[(Wisdom/6)+2 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/2)+(2d7)
/lvl]. |
Mana: | 100 +[(Int/4)+(1d4)/lvl]. |
Movement: | 100 +[5X(Str/18) /lvl]. |
Attack: | +(Con/18) per level. |
Damage: | +1 damage per 15 level(s). |
Maximum Stat Values: | Dexterity (22), Constitution (22), Others (18) |
Bonuses: | When leading animals into battle, will not
divide experience among animal followers. Can create a druidic connection with an area. Benefits from animal/plant/stone followers leveling. Benefits from freeing animals from cities. |
Weapons: | Must use wooden, plant-based, or leather
weapons. |
Armor: | Must wear non-metal armor. |
Limitations: | Must remain Neutral to avoid skill and chant failure chances. |
Starting Equipment: | a wooden quarterstaff |
Races: | Aarakocran Centaur Drow Duergar
Dwarf Elf Githyanki Gnoll Half Elf Human Lizard Man Merfolk Ogre |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Climb Read Runes Shape
Shift Bestow Name Write Animal Bonding Recall (Sense Pregnancy) (Scroll Scribing) (Revoke) (Druidic Pass) (Hand to hand combat) (Shards) (Swim) (Wilderness Lore) (Play Instrument) (Harden Skin) (Bandaging) (Smoke Rings) (Fishing) (Foraging) (Drilling) (Floristry) (Gem Digging) (Herbology) (Shearing) (Hunting) |
2 | Locate Animals (Kick) (Sense
Poison) (Lacquering) (Engraving) (Wood Chopping) (Cooking) (Butchering) (Embroidering) (Dyeing) |
3 | Fire Building Speak With
Animals (Eaglesight) (Sense Age) (Tailoring) (Leather Working) (Blacksmithing) (Carpentry) |
4 | Calm
Animal (Dodge) (Eel Shock) (Searching) (Distilling) (Sculpting) (Weaving) (Mining) (Tanning) (Pottery) (Costuming) |
5 | (Feel Hunger) (Cheetah
Burst) (Painting) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Baking) (Cobbling) (Fletching) (Food Prep) (Weaponsmithing) (Paper Making) |
6 | Second
Totem (Venom Ward) (Cleave) (Find Home) |
7 | Animal Friendship (Identify
Poison) (Bite) (Natural Balance) (Meat Curing) |
8 | Trip (Natural Order) (Animal |
9 | (Call |
10 | Charm
Animal (Intimidation) (Enhance Body) (Smelting) (Jewel Making) (Farming) (Construction) (Taxidermy) (Boatwrighting) (Siegecrafting) (Wainwrighting) (Speculating) (Locksmithing) (Masonry) |
11 | Third
Totem (Fertility) (Bull Strength) (Call Mate) |
12 | Fish Gills (Yearning) (Second |
13 | Summon |
14 | (Cats |
15 | Hawkeye (Animal
Training) (Blind Fighting) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | Fourth Totem (Animal
Spy) |
17 | (Speed Birth) (Give Life) (Summon |
18 | Hibernation (Ant Train) (Food |
19 | Bloodhound (Speed |
20 | (Scrapping) (Animal Growth) (Soaring |
21 | Fifth |
22 | Neutralize Poison (Half |
23 | (Find Mate) (Unicorns |
24 | Summon |
25 | Rend (Crossbreed) (Dragonsight) |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master |
30 | Pack |
31 | |
32 | |
33 | |
34 | |
35 | Uplift |
Burglar
===Burglar=== | |
---|---|
Description: | The burglar is the thief who has made the accumulation of wealth and power his center of being, to the detriment of all else. The taking of the property of others by stealth, wits, or even charm
makes him the bane of the rich and lawful alike. This most purist of thieves also has superior skill at being undetected in the performance of these dastardly deeds, though he stands at a slight disadvantage to better trained thieves if caught. |
Primary Stat: | Dexterity |
Qualifications: | Dexterity 9+, Charisma 9+ |
Practices: | 5 +[(Wisdom/6)+1 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/3)+(1d10) /lvl]. |
Mana: | 100 +[(Int/6)+(1d3)/lvl]. |
Movement: | 100 +[6X(Str/18)
/lvl]. |
Attack: | +(Dex/18) per level. |
Damage: | +1 damage per 5 level(s). |
Maximum Stat Values: | Dexterity (22), Charisma (22), Others (18) |
Bonuses: | Bonus experience for using certain skills. |
Weapons: | Must use sword, daggers, flailed, blunt, or natural
weapons. |
Armor: | Must wear leather, cloth, or vegetation based armor. |
Limitations: | |
Starting Equipment: | a short sword |
Races: | Aarakocran Centaur Drow Duergar Dwarf Elf
Githyanki Gnoll Gnome Goblin Half Elf Halfling Human Lizard Man Merfolk Mindflayer Ogre Orc Pixie Svirfneblin |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Edged Weapon
Specialization Climb Write Swipe gold Recall (Swim) (Play Instrument) (Flailing Weapon Specialization) (Bandaging) (Smoke Rings) (Blunt Weapon Specialization) (Fishing) (Foraging) (Drilling) (Floristry) (Gem Digging) (Herbology) (Shearing) (Hunting) |
2 | (Underground
Connections) (Hide) (Lacquering) (Engraving) (Wood Chopping) (Cooking) (Butchering) (Embroidering) (Dyeing) |
3 | Fire
Building Appraise (Palm) (Tailoring) (Leather Working) (Blacksmithing) (Carpentry) |
4 | (Intimidation) (Sneak) (Searching) (Distilling) (Sculpting) (Weaving) (Mining) (Tanning) (Pottery) (Costuming) |
5 | Detect
Traps (Wands) (Tag Turf) (Painting) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Baking) (Cobbling) (Fletching) (Food Prep) (Weaponsmithing) (Paper Making) |
6 | (Fence
Loot) (Dodge) (Pick Locks) (Find Home) |
7 | Peek (Informant) (Observe) (Meat Curing) |
8 | (Disarm) (Remove |
9 | Listen (Forgery) |
10 | (Back Stab) (Improved
Hiding) (Smelting) (Jewel Making) (Farming) (Construction) (Taxidermy) (Boatwrighting) (Siegecrafting) (Wainwrighting) (Speculating) (Locksmithing) (Masonry) |
11 | Steal (Turf War) |
12 | (Slip Item) (Improved |
13 | Detection (Plant
Item) |
14 | (Improved Swipe) (Bribe) |
15 | Silent
AutoGold (Hide Other) (Read Magic) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | (Silent |
17 | Second Attack (Silent |
18 | (Robbery) (Make
Maps) (Silent Open) (Food Preserving) (AutoClimb) |
19 | Sense |
20 | (Lore) (Half |
21 | Strip |
22 | (Improved |
23 | Tumble (Analyze
Item) |
24 | (Con) (Linguistic |
25 | Embezzle (Hide In Plain |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master |
30 | Contract |
31 | |
32 | |
33 | |
34 | |
35 |
Charlatan
===Charlatan=== | |
---|---|
Description: | The Charlatan is the master of deception and disguise. Often praised because of his natural acting ability, as well as his highly social nature, the Charlatan can be quite antisocial if he
chooses, and extremely annoying to other players almost without trying.
How to play: The Charlatan is also a natural spy in muds with numerous players, and has an extremely wide assortment of skills. More than any other class, the Charlatan can taste the powers of all other classes, sometimes with real skill, and sometimes only in seeming. For this reason, the Charlatan is ideal for those who want a taste of all classes, or at least to seem like he is. He is a natural group member, being able to fit almost any role by using his varied skills, or by tricking his group members into thinking he belongs in the role they require. |
Primary Stat: | Charisma |
Qualifications: | Charisma 9+, Wisdom 9+ |
Practices: | 5 +[(Wisdom/6)+1 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/3)+(2d6)
/lvl]. |
Mana: | 100 +[(Int/3)+(1d6)/lvl]. |
Movement: | 100 +[5X(Str/18) /lvl]. |
Attack: | +(Cha/18) per level. |
Damage: | +1 damage per 10 level(s). |
Maximum Stat Values: | Charisma (22), Wisdom (22), Others (18) |
Bonuses: | Receives 2% resistance per level to mind affects, 4%
resistance per level to divination spells. Non-class skills become cheaper at 30th level. Gains a random non-class skill or spell every other level! Receives exploration and pub-finding experience based on danger level. |
Weapons: | Must use
swords, daggers, natural, or ranged weapons. |
Armor: | Must wear non-metal armor. |
Limitations: | |
Starting Equipment: | a short sword |
Races: | Drow Githyanki Gnome Half Elf Human |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Haggle Befriend Write Sword
Specialization Recall Nothing (Edged Weapon Specialization) (Ranged Weapon Specialization) (Hand to hand combat) (Swim) (Play Instrument) (Bandaging) (Costuming) (Smoke Rings) (Fishing) (Foraging) (Drilling) (Floristry) (Gem Digging) (Herbology) (Shearing) (Hunting) |
2 | Revoke (Swipe
gold) (Lacquering) (Engraving) (Wood Chopping) (Cooking) (Butchering) (Embroidering) (Dyeing) |
3 | Fire
Building Disguise (Climb) (Hide) (Tailoring) (Leather Working) (Blacksmithing) (Carpentry) |
4 | Suave (Mark) (Searching) (Distilling) (Sculpting) (Weaving) (Mining) (Tanning) (Pottery) |
5 | Light Placebo Strike The
Set (Rescue) (Painting) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Baking) (Cobbling) (Fletching) (Food Prep) (Weaponsmithing) (Paper Making) |
6 | Songcraft (Read Magic) (Find
Home) |
7 | Imitate (Cast Blocking) (Meat |
8 | (Decipher |
9 | Prestidigitation (Break A |
10 | (Dodge) (Awareness) (Smelting) (Jewel
Making) (Farming) (Construction) (Taxidermy) (Boatwrighting) (Siegecrafting) (Wainwrighting) (Speculating) (Locksmithing) (Masonry) |
11 | Comprehension False |
12 | Spellcraft (Rage) (Track) (Magic Missile) (Find |
13 | Make |
14 | Analyze |
15 | Chantcraft Placebo (Protection) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | Shuffle Thiefcraft (Exit Stage Left) |
17 | (Summon Plants) (Second |
18 | Prayercraft (Cure Light
Wounds) (Mana) (Food Preserving) (AutoClimb) |
19 | Knowledge (Curtain
Call) |
20 | Detection Monologue (Branding) |
21 | Thanks (Locate Object) |
22 | (Ad |
23 | Con (Strength) |
24 | Disgust (Frame Mark) |
25 | Mark |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master |
30 | (Master |
31 | |
32 | |
33 | |
34 | |
35 |
Cleric
===Cleric=== | |
---|---|
Description: | Clerics are the great vassals of the Gods. Through them the wonders of both good and evil are possible. Clerics possess great magical abilities in their numerous "prayers". While their
weapon choices are limited to their alignment, they may wear any type of armor.
The Cleric is the general of priests, appeasing all the gods equally, or choosing to focus on one at his whim. However, should the cleric wish to show true devotion, he can gain levels in specialist classes which may or may not be available to him, depending on his disposition. These classes include: Templar, Shaman, Doomsayer, Necromancer, Missionary, Purist, Healer, or Oracle.
How to play: The first, last, and greatest strength of the good Cleric is in his ability to heal, just as the ability to harm aids the evil Cleric. A Cleric is unique in his ability to flourish either alone or in groups, being moderately skilled in combat, and having the healing ability to last a long time in a tough fight. Clerics are highly desired for groups, however, as the lead fighter in the group will want the Cleric's healing touch in battle.
The only weakness of the Cleric is offensively, which the evil Cleric will make up for with harmful magic, and the good Cleric will compensate for with healing spells to last out the battle. With a balanced approach, the Cleric can gain experience with the efficiency of a fighter. |
Primary Stat: | Wisdom |
Qualifications: | Wisdom 9+ |
Practices: | 5 +[(Wisdom/6)+2 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/3)+(1d10) /lvl]. |
Mana: | 100 +[(Int/4)+(1d4)/lvl]. |
Movement: | 100 +[5X(Str/18) /lvl]. |
Attack: | +(Wis/18) per level. |
Damage: | +1
damage per 30 level(s). |
Maximum Stat Values: | Wisdom (25), Others (18) |
Bonuses: | |
Weapons: | Evil must use polearm, sword, axe, edged, or daggers. Neutral must use blunt, ranged, thrown, staff, natural, or sword. Good must use blunt, flailed, natural,
staff, or hammer. |
Armor: | May wear any armor. |
Limitations: | Using prayers outside your alignment introduces failure chance. |
Starting Equipment: | a small mace |
Races: | Aarakocran Centaur Drow Duergar
Dwarf Elf Githyanki Gnoll Gnome Goblin Half Elf Halfling Human Lizard Man Merfolk Mindflayer Ogre Orc Pixie Svirfneblin |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Read
Prayer Write Convert Recall (Relics) (Marry) (Restore Smell) (Scroll Scribing) (Revoke) (Annul) (Cure Light Wounds) (Christen) (Swim) (Play Instrument) (Cause Light Wounds) (Disown) (Bandaging) (Divorce) (Smoke Rings) (Fishing) (Foraging) (Drilling) (Floristry) (Gem Digging) (Herbology) (Shearing) (Hunting) |
2 | (Sense Evil) (Sense Life) (Sense
Good) (Death Guard) (Lacquering) (Engraving) (Wood Chopping) (Cooking) (Butchering) (Embroidering) (Dyeing) |
3 | Fire
Building (Desecrate) (Sacrifice) (Bury) (Tailoring) (Leather Working) (Blacksmithing) (Carpentry) |
4 | (Protection
Law) (Protection Evil) (Protection Chaos) (Protection Good) (Protection Undead) (Death Knell) (Searching) (Distilling) (Sculpting) (Weaving) (Mining) (Tanning) (Pottery) (Costuming) |
5 | Control Undead Turn
Undead (Cure Deafness) (Sense Chaos) (Sense Law) (Deafness) (Create Food) (Painting) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Baking) (Cobbling) (Fletching) (Food Prep) (Weaponsmithing) (Paper Making) |
6 | (Sense
Injury) (Cure Serious Wounds) (Cause Serious Wounds) (Create Water) (Find Home) |
7 | (Curse) (Sense
Alignment) (Bless) (Meat Curing) |
8 | (Anti Undead
Field) (Freedom) (Protection Paralyzation) (Paralyze) (AutoSwim) (AutoCrawl) |
9 | (Dispel Good) (Sense Invisible) (Dispel
Evil) |
10 | (Sense Magic) (Incite Dead) (Restore
Voice) (Silent) (Smelting) (Jewel Making) (Farming) (Construction) (Taxidermy) (Boatwrighting) (Siegecrafting) (Wainwrighting) (Speculating) (Locksmithing) (Masonry) |
11 | (Protection |
12 | (Dispel
Law) (Protection Disease) (Plague) (Hold Undead) (Dispel Chaos) (Cure Disease) (Find Ship) (Gardening) |
13 | (Blood
Curse) (Sanctuary) (Protect Health) |
14 | (Cause
Critical Wounds) (Sense Hidden) (Mercy) (Cure Critical Wounds) |
15 | (Remove Curse) (Holy Aura) (Great
Curse) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | (Anger) (Awaken) (Calm) (Sanctify Room) |
17 | (Blindsight) (Infuse
Impunity) (Infuse Moderation) (Infuse Holiness) (Infuse Balance) (Blindness) (Unholy Portent) (Infuse Discipline) (Cure Blindness) (Infuse Unholiness) (Half Attack) |
18 | (Drain) (Blade Barrier) (Dream |
19 | (Godstrike) (Hellfire) (Thunderbolt) (Corpse Walk) |
20 | (Devourer
Curse) (Mass Mobility) (Mass Freedom) (Mass Paralyze) (Branding) |
21 | (Heal) (Protection |
22 | (Bless
Item) (Curse Item) (Neutralize Item) (Bloat Bomb) |
23 | (Mass Harm) (Joyous Rapture) (Linked |
24 | (Word of Law) (Unholy
Word) (Word of Chaos) (Nullification) (Snake Staff) (Holy Word) |
25 | (Animate |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master |
30 | (Deathfinger) (Contagion) (Restoration) |
31 | |
32 | |
33 | |
34 | |
35 | Planar |
Conjurer
Delver
===Delver=== | |
---|---|
Description: | The Delver is a stolid druid of caves and the underdark, being the guardian of the rocks and stone and the cold caverns of the deep. The Delver is unconcerned with plants or the sky or the doings
of the weather, or any of the creatures that live upon it, relying rather on the solid earth to draw his power from. For this reason, the Delver is particularly at home among the rocks, and is able to call upon them to aid him at need.
How to play: The Delver requires little in the way of precasting or planning, so long as he stays in cave or rocky environments. He is able to instantly call upon the rocks and stones to help him in combat, and is friend to golems and stone creatures. For this reason, the Delver is better able to fit into groups who wish to adventure in the mountains and the underground, and can be a valuable leader when its time to enter the deep dark. |
Primary Stat: | Constitution |
Qualifications: | Strength 9+, Constitution 9+ |
Practices: | 5 +[(Wisdom/6)+2 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/2)+(2d6) /lvl]. |
Mana: | 100 +[(Int/4)+(1d4)/lvl]. |
Movement: | 100 +[5X(Str/18)
/lvl]. |
Attack: | +(Con/18) per level. |
Damage: | +1 damage per 30 level(s). |
Maximum Stat Values: | Strength (22), Constitution (22), Others (18) |
Bonuses: | Can create a druidic connection with an area. Benefits from freeing animals from cities. |
Weapons: | Must use
stone, crystal, metal, or glass weapons. |
Armor: | Must wear stone, crystal, or metal armor. |
Limitations: | Must remain Neutral to avoid skill and chant failure chances. |
Starting Equipment: | a short sword |
Races: | Drow Duergar
Dwarf Githyanki Gnoll Goblin Half Elf Human Lizard Man Merfolk Ogre |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | My
Plants Fishing Climb Read Runes Summon Pool Write Summon Fungus Recall (Scroll Scribing) (Revoke) (Swim) (Wilderness Lore) (Play Instrument) (Bandaging) (Smoke Rings) (Foraging) (Drilling) (Floristry) (Gem Digging) (Herbology) (Shearing) (Hunting) |
2 | (Summon
Water) (Tether) (Lacquering) (Engraving) (Wood Chopping) (Cooking) (Butchering) (Embroidering) (Dyeing) |
3 | Cave Fishing Fire
Building (Darkvision) (Tailoring) (Leather Working) (Blacksmithing) (Carpentry) |
4 | (Sense
Metal) (Boulderbash) (Searching) (Distilling) (Sculpting) (Weaving) (Mining) (Tanning) (Pottery) (Costuming) |
5 | Shards (Deep Darkness) (Strike Barren) (Painting) (Glass
Blowing) (Scrimshawing) (Armorsmithing) (Baking) (Cobbling) (Fletching) (Food Prep) (Weaponsmithing) (Paper Making) |
6 | (Mold) (Magnetic Field) (Find
Home) |
7 | Endure Rust (Brittle) (Deep |
8 | (Fodder |
9 | Earthpocket (Rockfeet) |
10 | (Golem
Form) (Crystal Growth) (Smelting) (Jewel Making) (Farming) (Construction) (Taxidermy) (Boatwrighting) (Siegecrafting) (Wainwrighting) (Speculating) (Locksmithing) (Masonry) |
11 | Plant |
12 | (Rockthought) (Snatch |
13 | Drifting (Distant Fungal |
14 | (Stonewalking) (Earthfeed) |
15 | Sacred
Earth (Fungal Bloom) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | (Sense Ores) (Brown
Mold) |
17 | Quake (Magnetic Earth) (Fertile |
18 | (Fungus Feet) (Labyrinth) (Food |
19 | Tremor Sense (Rust |
20 | Sense Fluids (Stone |
21 | Sense |
22 | (Homeopathy) (Unbreakable) |
23 | Find Ore (Magma Cannon) (Mass Fungal |
24 | (Find Gem) (Volcanic Chasm) |
25 | Metal |
26 | |
27 | |
28 | |
29 | (Master |
30 | (Explosive |
31 | |
32 | |
33 | |
34 | |
35 |
Diviner
Doomsayer
===Doomsayer=== | |
---|---|
Description: | Doomsayers are very special servants of the gods, whose proclaimations of fire and brimstone give them resistance to fire attacks, as well as special powers controlling it.
@if?CheckFactionLoaded?ALIGNMENT.INI&INCLINATION.INI@They are an evil aligned class and chaotically inclined and so will fumble good or lawful prayers. @elif?CheckFactionLoaded?ALIGNMENT.INI&!INCLINATION.INI@They are an evil aligned class and so will fumble good prayers. @elif?CheckFactionLoaded?!ALIGNMENT.INI&INCLINATION.INI@They are a chaotically inclined class and so will fumble lawful prayers. @endif@However, the Doomsayer can use many dangerous edged weapons, any kind of armor, and gets numerous special prayers that only the doomsayer can claim.
How to play: The Doomsayer is easily the most wicked, cruel, and hated of all the Clerics. He is best played as a loner in cities, bringing the wrath of his God wherever he goes. |
Primary Stat: | Wisdom |
Qualifications: | Strength 9+, Wisdom
9+ |
Practices: | 5 +[(Wisdom/6)+2 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/3)+(1d10) /lvl]. |
Mana: | 100 +[(Int/4)+(1d4)/lvl]. |
Movement: | 100 +[5X(Str/18) /lvl]. |
Attack: | +(Wis/18) per level. |
Damage: | +1 damage per 30 level(s). |
Maximum Stat Values: | Strength
(22), Wisdom (22), Others (18) |
Bonuses: | Receives 1 pt damage reduction/level from fire attacks. |
Weapons: | Must use polearms, axes, swords, daggers, or edged weapons. |
Armor: | May wear any armor. |
Limitations: | Always fumbles good prayers, and
fumbles all prayers when alignment is above 500. Qualifies and receives evil prayers. Using non-aligned prayers introduces failure chance. Vulnerable to cold attacks. |
Starting Equipment: | a short sword |
Races: | Aarakocran
Centaur Drow Duergar Dwarf Elf Githyanki Gnoll Gnome Goblin Half Elf Halfling Human Lizard Man Merfolk Mindflayer Ogre Orc Pixie Svirfneblin |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Polearm
Specialization Read Prayer Revoke Ember Write Convert Recall (Relics) (Scroll Scribing) (Annul) (Swim) (Play Instrument) (Bandaging) (Divorce) (Smoke Rings) (Fishing) (Foraging) (Drilling) (Floristry) (Gem Digging) (Herbology) (Shearing) (Hunting) |
2 | Rot (Curse
Flames) (Lacquering) (Engraving) (Wood Chopping) (Cooking) (Butchering) (Embroidering) (Dyeing) |
3 | Desecrate Fire
Building (Darkening Aura) (Tailoring) (Leather Working) (Blacksmithing) (Carpentry) |
4 | Protection
Good (Protection Fire) (Searching) (Distilling) (Sculpting) (Weaving) (Mining) (Tanning) (Pottery) (Costuming) |
5 | Deafness (Faithless) (Sense Law) (Painting) (Glass
Blowing) (Scrimshawing) (Armorsmithing) (Baking) (Cobbling) (Fletching) (Food Prep) (Weaponsmithing) (Paper Making) |
6 | (Flame
Weapon) (Cause Fatigue) (Find Home) |
7 | Curse (Protection Law) (Hunt |
8 | Paralyze (Protection |
9 | (Curse |
10 | Sense Magic (Curse
Mind) (Smelting) (Jewel Making) (Farming) (Construction) (Taxidermy) (Boatwrighting) (Siegecrafting) (Wainwrighting) (Speculating) (Locksmithing) (Masonry) |
11 | Unholy |
12 | (Dispel
Law) (Protection Disease) (Plague) (Find Ship) (Gardening) |
13 | Blood |
14 | (Aura of
Harm) (Demonshield) |
15 | Great Curse (Mass
Deafness) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | (Anger) (Daily |
17 | Blindness (Infuse |
18 | (Doom Aura) (Protection Elements) (Food |
19 | Hellfire (Curse
Luck) |
20 | (Mass Paralyze) (Mass |
21 | Corruption (Demonic |
22 | Curse |
23 | (Doomspout) (Curse |
24 | Unholy Word (Word of |
25 | Elemental |
26 | |
27 | |
28 | |
29 | (Master |
30 | Fire |
31 | |
32 | |
33 | |
34 | |
35 |
Druid
===Druid=== | |
---|---|
Description: | Druids are mystical guardians of the natural world, and the wielders of natures grandest powers. They may not wear metal, and can only use a small set of natural weapons, but their notorious health
and magical chants more than make up for this. Like the natural world, Druids are restricted to a moderate neutral alignment in order for their chants to work reliably.
Druid is the starting point for numerous sub-classes which the player may choose to gain levels in at any time. These sub-classes include: Delver, Beastmaster, Gaian, Mer, and SkyWatcher.
How to play: The druid is the most complex class to play. Most of his magic requires the assistance of numerous spells to bear fruit, but the benefits make the complexity well worth it. The druid is also best fit for travelling with animal armies of his own creation. In groups, the druid can assist with some extra fire power at high levels. For the most part though, it is alone that the druid will flourish, forming his own animal groups to make up for his weakness in combat.
Although weak in melee combat, due to equipment and skill limitations, the druid is capable of marshaling all the powers of animals and plants to aid in the vanquishing of foes for experience. At higher levels, as the powers of weather come into play, the Druid will find their magical prowess unequaled by any other class. |
Primary Stat: | Constitution |
Qualifications: | Constitution 9+ |
Practices: | 5 +[(Wisdom/6)+2 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/2)+(2d7)
/lvl]. |
Mana: | 100 +[(Int/4)+(1d4)/lvl]. |
Movement: | 100 +[5X(Str/18) /lvl]. |
Attack: | +(Con/18) per level. |
Damage: | +1 damage per 30 level(s). |
Maximum Stat Values: | Constitution (25), Others (18) |
Bonuses: | Will gain random qualified chants. When leading animals into
battle, will not divide experience among animal followers. Can create a druidic connection with an area. Benefits from animal/plant/stone followers leveling. Benefits from freeing animals from cities. Benefits from balancing the weather. |
Weapons: | Must use wooden, plant-based, or leather weapons. |
Armor: | Must wear non-metal armor. |
Limitations: | Must remain Neutral to avoid skill and chant failure chances. |
Starting Equipment: | a wooden quarterstaff |
Races: | Aarakocran
Centaur Drow Duergar Dwarf Elf Githyanki Gnoll Goblin Half Elf Human Lizard Man Merfolk Ogre |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | My Plants Druidic
Pass Climb Read Runes Shape Shift Write Swim Recall (Scroll Scribing) (Revoke) (Hand to hand combat) (Bestow Name) (Summon Plants) (Shards) (Wilderness Lore) (Play Instrument) (Harden Skin) (Predict Weather) (Bandaging) (Staff Specialization) (Herbology) (Smoke Rings) (Fishing) (Foraging) (Drilling) (Floristry) (Gem Digging) (Shearing) (Hunting) |
2 | (Summon
Water) (Sense Poison) (Locate Plants) (Lacquering) (Engraving) (Wood Chopping) (Cooking) (Butchering) (Embroidering) (Dyeing) |
3 | Fire Building (Summon
Food) (Life Echoes) (Moonbeam) (Tailoring) (Leather Working) (Blacksmithing) (Carpentry) |
4 | (Tangle) (Summon Fire) (Locate
Animals) (Searching) (Distilling) (Sculpting) (Weaving) (Mining) (Tanning) (Pottery) (Costuming) |
5 | (Fortify
Food) (Eaglesight) (Feel Electricity) (Painting) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Baking) (Cobbling) (Fletching) (Food Prep) (Weaponsmithing) (Paper Making) |
6 | (Treeform) (Calm |
7 | (Feel
Hunger) (Natural Balance) (Goodberry) (Feel Cold) (Meat Curing) |
8 | (Venom Ward) (Natural
Order) (Warp Wood) (Control Fire) (AutoSwim) (AutoCrawl) |
9 | (Call
Companion) (Water Walking) (Calm Wind) (Barkskin) |
10 | (Feel Heat) (Grow
Club) (Brittle) (Animal Friendship) (Smelting) (Jewel Making) (Farming) (Construction) (Taxidermy) (Boatwrighting) (Siegecrafting) (Wainwrighting) (Speculating) (Locksmithing) (Masonry) |
11 | (Venomous
Bite) (Wind Gust) (Plant Pass) |
12 | (Fish
Gills) (Treemind) (Whisperward) (Find Ship) (Gardening) |
13 | (Plant Bed) (Lightning
Ward) (Hold Animal) |
14 | (Cold Ward) (Illusionary
Forest) (Earthfeed) (Hippieness) |
15 | (Charm
Animal) (Plant Lore) (Fertilization) (Herbalism) (Calm Weather) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | (Shillelagh) (Fire
Ward) (Summon Peace) |
17 | (Distant
Growth) (Quake) (Summon Plague) |
18 | (Reabsorb) (Gas
Ward) (Hibernation) (Plant Maze) (Food Preserving) (AutoClimb) |
19 | (Summon Animal) (Summon
Heat) (Nectar) (Sense Sentience) |
20 | (Scrapping) (Grapevine) (Summon
Insects) (Summon Cold) (Branding) |
21 | (Sense
Pregnancy) (Plant Snare) (Animal Spy) (Summon Rain) (Sense Fluids) |
22 | (Sense Plants) (Find |
23 | (Find Ore) (Sense Ores) (Summon |
24 | (Sense
Age) (Find Gem) (Charm Area) (Summon Elemental) (Summon Fear) (Sense Gems) |
25 | (Feralness) (Summon Sapling) (Speed
Time) |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master |
30 | Reincarnation |
31 | |
32 | |
33 | |
34 | |
35 | (Plane |
Enchanter
Evoker
Fighter
===Fighter=== | |
---|---|
Description: | Fighters are brutish weapon masters, skilled in the art of killing. They may specialize in any weapon type, and learn numerous new fighting techniques as they advance in level. Fighters receive
more hit points and attack bonuses per level than any other class, and are invaluable in a close melee.
Fighter is the starting point for numerous sub-classes which the player may choose to gain levels in at any time. These sub-classes include: Monk, Ranger, Paladin, and Barbarian.
How to play: The fighters strength is in his domination of pure combat. When playing alone, a fighter is fully capable of gaining the necessary experience. However, the fighter may choose to lead a group to gain an even greater advantage. As the tank (primary melee combatant) in a group, the fighter will give the group the benefit of his superior armor and fighting skill, while benefitting from the healing spells of a cleric, or the magical aids of a mage.
The fighters greatest weakness is his inability to move secretly, or get into or out of tricky spots. For this reason, the fighter outside of a group should steer towards simple combat areas, and be content only with the treasures obtains from his kills. |
Primary Stat: | Strength |
Qualifications: | Strength 9+ |
Practices: | 3 +[(Wisdom/6)-1 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 4 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/2)+(2d7) /lvl]. |
Mana: | 100 +[(Int/8)+(1d2)/lvl]. |
Movement: | 100 +[7X(Str/18) /lvl]. |
Attack: | +(Str/18) per level. |
Damage: | +1
damage per 30 level(s). |
Maximum Stat Values: | Strength (25), Others (18) |
Bonuses: | Receives bonus conquest experience and bonus duel experience. |
Weapons: | May use any weapons. |
Armor: | May wear any armor. |
Limitations: | |
Starting Equipment: | a short
sword |
Races: | Aarakocran Centaur Drow Duergar Dwarf Elf Githyanki Gnoll Gnome Goblin Half Elf Halfling
Human Lizard Man Merfolk Mindflayer Ogre Orc Pixie Svirfneblin |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Edged Weapon
Specialization Blunt Weapon Specialization Armor Specialization Sword Specialization Axe Specialization Shield Specialization Flailing Weapon Specialization Hammer Specialization Hand to hand combat Recall Write Polearm Specialization Ranged Weapon Specialization (Bandaging) (Play Instrument) (Smoke Rings) (Swim) (Fishing) (Foraging) (Drilling) (Floristry) (Gem Digging) (Herbology) (Shearing) (Hunting) |
2 | (Kick) (Armor
Tweaking) (Lacquering) (Engraving) (Wood Chopping) (Cooking) (Butchering) (Embroidering) (Dyeing) |
3 | Parry Fire Building (Two
Weapon Fighting) (Tailoring) (Leather Working) (Blacksmithing) (Carpentry) |
4 | (Shield
Bash) (Searching) (Weapon Sharpening) (Distilling) (Sculpting) (Weaving) (Mining) (Tanning) (Pottery) (Costuming) |
5 | Rescue (Cleave) (Painting) (Glass
Blowing) (Scrimshawing) (Armorsmithing) (Baking) (Cobbling) (Fletching) (Food Prep) (Weaponsmithing) (Paper Making) |
6 | Subdue Disarm (Find
Home) |
7 | (Rapid Shot) (Dodge) (Meat |
8 | Second Attack (True |
9 | (Critical |
10 | Blind
Fighting (Toughness) (Smelting) (Jewel Making) (Farming) (Construction) (Taxidermy) (Boatwrighting) (Siegecrafting) (Wainwrighting) (Speculating) (Locksmithing) (Masonry) |
11 | (Dirt) (Mounted Combat) |
12 | Weapon Break (Find |
13 | (Wands) (Dual |
14 | Trip (Toughness
II) |
15 | (Sweep) (Climb) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | Roll |
17 | (Whomp) (Desperate Moves) |
18 | Third |
19 | (Endurance) (Point Blank
Shot) |
20 | Tumble (AutoBash) (Branding) |
21 | (Opponent Knowledge) (Urban Tactics) |
22 | Improved |
23 | (Cover |
24 | Counter-Attack Called |
25 | (Heroism) |
26 | |
27 | |
28 | |
29 | (Master |
30 | Coup de |
31 | |
32 | |
33 | |
34 | |
35 |
Gaian
===Gaian=== | |
---|---|
Description: | The Gaian is the druid of the green earth, watching over the plants, trees and all growing things. The gaian has a very special relationship with the plants and trees, having special abilities to
make almost any location he steps into a sanctuary for his leafed friends. So in tune with green things is the gaian that sunlight can actually give his green tinted skin additional powers, though the darkness will slightly weaken his chanting stamina. The gaian can also call on the plants and trees around him to aid in him combat, to hide him from foes, or even to provide him with the things one would normally have to seek civilization for.
How to play: The Gaian, so long as he stays around green plants, is a formidable foe to all enemies of nature. The gaian can call all aspects of the plants to his aid, and can always find sanctuary in the green plants during times of trouble. The gaian is weak in native combat abilities, like the other druids, but can make up for it with creative pre-casting, and good use of the power of nature during combat. |
Primary Stat: | Constitution |
Qualifications: | Wisdom 9+,
Constitution 9+ |
Practices: | 5 +[(Wisdom/6)+2 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/2)+(2d7) /lvl]. |
Mana: | 100 +[(Int/4)+(1d4)/lvl]. |
Movement: | 100 +[5X(Str/18) /lvl]. |
Attack: | +(Con/18) per level. |
Damage: | +1 damage per 30
level(s). |
Maximum Stat Values: | Constitution (22), Wisdom (22), Others (18) |
Bonuses: | Attains Greenskin (sunlight based bonuses/penalties) at level 5. At level 30, becomes totally undetectable in wilderness settings while hidden. Can create a druidic
connection with an area. Benefits from animal/plant/stone followers leveling. Benefits from freeing animals from cities. |
Weapons: | Must use wooden, plant-based, or leather weapons. |
Armor: | Must wear non-metal armor. |
Limitations: | Must remain
Neutral to avoid skill and chant failure chances. |
Starting Equipment: | a wooden quarterstaff |
Races: | Aarakocran Centaur Elf Githyanki Half Elf Human Lizard Man |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | My Plants Druidic
Pass Climb Read Runes Foraging Write Summon Plants Recall (Scroll Scribing) (Revoke) (Hand to hand combat) (Summon Flower) (Shards) (Swim) (Wilderness Lore) (Play Instrument) (Bandaging) (Herbology) (Smoke Rings) (Summon Herbs) (Fishing) (Drilling) (Gem Digging) (Shearing) (Hunting) |
2 | Floristry (Locate Plants) (Lacquering) (Engraving) (Wood
Chopping) (Cooking) (Butchering) (Embroidering) (Dyeing) |
3 | Summon Food Fire
Building (Summon Ivy) (Tailoring) (Leather Working) (Blacksmithing) (Carpentry) |
4 | Free
Vine (Summon Vine) (Searching) (Distilling) (Sculpting) (Weaving) (Mining) (Tanning) (Pottery) (Costuming) |
5 | (Fortify Food) (Blunt Weapon
Specialization) (Painting) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Baking) (Cobbling) (Fletching) (Food Prep) (Weaponsmithing) (Paper Making) |
6 | Barkskin (Summon Sun) (Sense |
7 | Know Plants (Woodland
Hide) (Plant Self) (Goodberry) (Meat Curing) |
8 | (Grow |
9 | Plant Lore (Killer Vine) (Plant
Pass) |
10 | Plant Form (Herbalism) (Summon
Tree) (Smelting) (Jewel Making) (Construction) (Taxidermy) (Boatwrighting) (Siegecrafting) (Wainwrighting) (Speculating) (Locksmithing) (Masonry) |
11 | Farming (Plant
Bed) (Vine Weave) (Summon Seeds) |
12 | Plant
Wall (Shillelagh) (Find Ship) (Gardening) |
13 | Summon Seaweed (Distant |
14 | Plant |
15 | Sense
Plants (Summon Houseplant) (Poisonous Vine) (Control Plant) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | (Blight) (Grow
Item) |
17 | Find Plant (Plant Snare) (Plant |
18 | (Vampire Vine) (Chlorophyll) (Food |
19 | Distant |
20 | Grapevine (Scrapping) (Sapling |
21 | (Vine |
22 | Tap Grapevine (Grow
Food) (Grow Forest) |
23 | (Distant Ingrowth) (Plant
Trap) |
24 | Summon Sapling (Charm
Area) |
25 | (Sweet |
26 | (Master |
27 | |
28 | |
29 | (Master Herbology) |
30 | Grow |
31 | |
32 | |
33 | |
34 | |
35 |
Gaoler
===Gaoler=== | |
---|---|
Description: | The Gaoler (pronounced like Jailer), is the ancient dungeon keeper. He specializes in those implements and activities which reflect the worst and most sadistic side of human nature. Although not
much use as an adventurer, a player with a Gaoler background can be a valuable member of a clan, or a man-for-hire. |
Primary Stat: | Strength |
Qualifications: | Strength 5+, Dexterity 5+ |
Practices: | 5 +[(Wisdom/6)+2 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per
level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/6)+(1d5) /lvl]. |
Mana: | 100 +[(Int/10)+(1d2)/lvl]. |
Movement: | 100 +[5X(Str/18) /lvl]. |
Attack: | +(Str/18)-1 per level. |
Damage: | +1 damage per 5 level(s). |
Maximum Stat Values: | Strength (24), Dexterity (24), Others (18) |
Bonuses: | Gains
experience when using certain skills, the screams of victims from certain skills per hr, sleeping by an occupied cell, feeding inmates bad food. |
Weapons: | Must use flailed weapons. |
Armor: | Must wear cloth, vegetation, or paper based
armor. |
Limitations: | |
Starting Equipment: | a long leather whip |
Races: | Aarakocran Centaur Drow Duergar Dwarf Elf Githyanki Gnoll Gnome Goblin
Half Elf Halfling Human Lizard Man Merfolk Mindflayer Ogre Orc Pixie Svirfneblin |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Climb Write Flailing Weapon
Specialization Smoke Rings Recall (Baking) (Hand to hand combat) (Cooking) (Swim) (Play Instrument) (Clan Crafting) (Food Prep) (Bandaging) (Floristry) |
2 | Gaol |
3 | Body Piercing Fire |
4 | (Searching) (Tanning) |
5 | Blacksmithing (Nipple |
6 | (Carpentry) (Find
Home) |
7 | Tattooing (Meat Curing) |
8 | (Prison
Assignment) (Locksmithing) (AutoSwim) (AutoCrawl) |
9 | Warrants |
10 | (Hide) (Siegecrafting) |
11 | Brainwash |
12 | Arresting Sap (Find |
13 | (Prisoner |
14 | Tar And |
15 | (Flay) (Composting) |
16 | (Torturesmithing) |
17 | (Leeching) |
18 | Collect Bounty (Food |
19 | (Arrest) |
20 | Behead (Branding) |
21 | (Stoning) |
22 | Slave |
23 | (Enslave) |
24 | Jail |
25 | (Chirurgy) |
26 | |
27 | |
28 | |
29 | (Master |
30 | Amputation |
31 | |
32 | |
33 | |
34 | |
35 |
genmob
===genmob=== | |
---|---|
Description: | |
Primary Stat: | Strength |
Qualifications: | None |
Practices: | 5 +[(Wisdom/6) per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/3)+(1d6) /lvl]. |
Mana: | 100 +[(Int/6)+(1d3)/lvl]. |
Movement: | 100 +[5X(Str/18)
/lvl]. |
Attack: | +(Str/18) per level. |
Damage: | +1 damage per 10 level(s). |
Maximum Stat Values: | Others (18) |
Bonuses: | |
Weapons: | No limitations. |
Armor: | May wear any
armor. |
Limitations: | |
Starting Equipment: | |
Races: | |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | (Fishing) (Foraging) (Drilling) (Floristry) (Gem |
2 | (Lacquering) (Engraving) (Wood
Chopping) (Cooking) (Butchering) (Embroidering) (Dyeing) |
3 | (Tailoring) (Leather |
4 | (Distilling) (Sculpting) (Weaving) (Mining) (Tanning) (Pottery) (Costuming) |
5 | (Painting) (Glass
Blowing) (Scrimshawing) (Armorsmithing) (Baking) (Cobbling) (Fletching) (Food Prep) (Weaponsmithing) (Paper Making) |
6 | (Find
Home) |
7 | (Meat |
8 | (AutoSwim) (AutoCrawl) |
9 | |
10 | (Smelting) (Jewel
Making) (Farming) (Construction) (Taxidermy) (Boatwrighting) (Siegecrafting) (Wainwrighting) (Speculating) (Locksmithing) (Masonry) |
11 | |
12 | (Find |
13 | |
14 | |
15 | (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | |
17 | |
18 | (Food |
19 | |
20 | (Branding) |
21 | |
22 | |
23 | |
24 | |
25 | |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master |
30 | |
31 | |
32 | |
33 | |
34 | |
35 |
Healer
===Healer=== | |
---|---|
Description: | Healers project the most benevolent aspects of their gods by bringing life and good health to those around them. The Healer is so adept at these arts that his or her healing prayers are more
powerful than those cast by any other cleric. The Healer gets a special prayers known only to the Healer, including the great Aura of Healing at 30th level. @if?CheckFactionLoaded?ALIGNMENT.INI&INCLINATION.INI@The Healer is a good aligned class and chaotically inclined. @elif?CheckFactionLoaded?ALIGNMENT.INI&!INCLINATION.INI@The Healer is a good aligned class. @elif?CheckFactionLoaded?!ALIGNMENT.INI&INCLINATION.INI@The Healer is a chaotically inclined class. @endif@
How to play: More than any other cleric, the Healer is a most desirable group member. There is no ailment, no weakness, no problem almost that the Healer can not cure through the power of his god. In the heat of battle, or in the periods in between, the Healer is a valued friend to those who take the brunt of battle. The Healer can also try it alone if he likes, if he is willing to use patience and plenty of cure spells to outlast his opponents. |
Primary Stat: | Wisdom |
Qualifications: | Wisdom 9+, Charisma 9+ |
Practices: | 5 +[(Wisdom/6)+2 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/3)+(1d10) /lvl]. |
Mana: | 100 +[(Int/4)+(1d4)/lvl]. |
Movement: | 100 +[5X(Str/18) /lvl]. |
Attack: | +(Wis/18)
per level. |
Damage: | +1 damage per 30 level(s). |
Maximum Stat Values: | Charisma (22), Wisdom (22), Others (18) |
Bonuses: | All healing prayers give bonus healing. Attains healing aura after 30th level. |
Weapons: | Must use hammers, staves, flailed, natural, or blunt
weapons. |
Armor: | May wear any armor. |
Limitations: | Always fumbles evil prayers. Qualifies and receives good prayers. Using non-aligned prayers introduces failure chance. |
Starting Equipment: | a small mace |
Races: | Aarakocran Dwarf
Elf Githyanki Half Elf Human Lizard Man Merfolk Pixie Svirfneblin |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Read
Prayer Revoke Hand to hand combat Cure Light Wounds Write Swim Turn Undead Convert Recall (Relics) (Marry) (Restore Smell) (Scroll Scribing) (Annul) (Play Instrument) (Bandaging) (Smoke Rings) (Fishing) (Foraging) (Drilling) (Floristry) (Gem Digging) (Herbology) (Shearing) (Hunting) |
2 | (Sense Evil) (Infuse Impunity) (Infuse
Holiness) (Lacquering) (Engraving) (Wood Chopping) (Cooking) (Butchering) (Embroidering) (Dyeing) |
3 | Sacrifice Fire
Building (Remove Death Mark) (Tailoring) (Leather Working) (Blacksmithing) (Carpentry) |
4 | (Protection
Evil) (Cure Fatigue) (Searching) (Distilling) (Sculpting) (Weaving) (Mining) (Tanning) (Pottery) (Costuming) |
5 | Cure Deafness (Sense
Law) (Fidelity) (Painting) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Baking) (Cobbling) (Fletching) (Food Prep) (Weaponsmithing) (Paper Making) |
6 | Cure Serious |
7 | (Protection
Law) (Brightening Aura) (Bless) (Meat Curing) |
8 | Freedom (Forgive) (Remove |
9 | (Godlight) (Dispel Evil) |
10 | Restore Voice (Cure
Vampirism) (Smelting) (Jewel Making) (Farming) (Construction) (Taxidermy) (Boatwrighting) (Siegecrafting) (Wainwrighting) (Speculating) (Locksmithing) (Masonry) |
11 | (Benediction) (Remove Poison) |
12 | Cure Disease (Cure
Exhaustion) (Find Ship) (Gardening) |
13 | Mass |
14 | Cure Critical |
15 | Holy Shield (Holy
Aura) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | Calm (Cure |
17 | Cure |
18 | (Blessed |
19 | (Godstrike) (Protection |
20 | Half Attack (Peace |
21 | Heal (Atonement) |
22 | (Bless Item) (Consecrate Land) |
23 | Mass |
24 | (Word of |
25 | (Deaths Door) (Divine |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master |
30 | True Resurrection (Mass |
31 | |
32 | |
33 | |
34 | |
35 |
Illusionist
Jester
===Jester=== | |
---|---|
Description: | The Jester is the joking, annoying, and sneaky fellow that few Bards like to claim. Like the Charlatan, they remain associated with Bards due to their highly social nature and their charismatic
attitudes. The Jester is also amazingly dextrous and slippery, due to the slapstick style of maneuvers he practices and specializes in.
How to play: As the levels progress, however, few could argue the seriousness of the Jesters power, should his goofy smile, for some reason, be turned around. The Jester is still, clearly, a group player. He needs the strong tanking of fighters, and other support classes to flourish, though he can still hold his own if he manages not to take life too seriously. |
Primary Stat: | Charisma |
Qualifications: | Charisma 9+, Dexterity 9+ |
Practices: | 5 +[(Wisdom/6)+1 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per
level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/3)+(2d6) /lvl]. |
Mana: | 100 +[(Int/6)+(1d3)/lvl]. |
Movement: | 100 +[7X(Str/18) /lvl]. |
Attack: | +(Cha/18) per level. |
Damage: | +1 damage per 10 level(s). |
Maximum Stat Values: | Dexterity (22), Charisma (22), Others (18) |
Bonuses: | Receives 2%/level
bonus to saves versus poison. Receives extra natural damaging skill. Receives group bonus combat experience when in an intelligent group, and more for a group of players. Receives exploration and pub-finding experience based on danger level. |
Weapons: | Must use swords, daggers, natural, or ranged weapons. |
Armor: | Must wear non-metal armor. |
Limitations: | |
Starting Equipment: | a short sword |
Races: | Githyanki Gnome Half Elf Halfling |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Haggle Clumsiness Belly
Rolling Befriend Write Sword Specialization Juggle Recall Nothing (Edged Weapon Specialization) (Ranged Weapon Specialization) (Apothecary) (Swim) (Play Instrument) (Bandaging) (Smoke Rings) (Fishing) (Foraging) (Drilling) (Floristry) (Gem Digging) (Herbology) (Shearing) (Hunting) |
2 | Identify
Poison (Drunkenness) (Lacquering) (Engraving) (Wood Chopping) (Cooking) (Butchering) (Embroidering) (Dyeing) |
3 | QuickChange Fire
Building (Climb) (Hide) (Tailoring) (Leather Working) (Blacksmithing) (Carpentry) |
4 | Slapstick (Babble) (Searching) (Distilling) (Sculpting) (Weaving) (Mining) (Tanning) (Pottery) (Costuming) |
5 | Mimicry (Wands) (Painting) (Glass
Blowing) (Scrimshawing) (Armorsmithing) (Baking) (Cobbling) (Fletching) (Food Prep) (Weaponsmithing) (Paper Making) |
6 | Awareness (Struggle) (Lay Minor |
7 | (Dodge) (Prestidigitation) (Meat |
8 | Use |
9 | (Peek) (Fire |
10 | Joke (Distraction) (Sneak) (Smelting) (Jewel
Making) (Farming) (Construction) (Taxidermy) (Boatwrighting) (Siegecrafting) (Wainwrighting) (Speculating) (Locksmithing) (Masonry) |
11 | (Bind) (Lightness) |
12 | Slow Fall (Seeing) (Find |
13 | (Trip) (Center of |
14 | Clog Dance Stop (Critical |
15 | (Detect
Traps) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | Stability (Read |
17 | (Second |
18 | Tumble (Thanks) (Food |
19 | (Satire) (Swipe
gold) |
20 | Avoid Traps (Muting) (Critical |
21 | (Steal) |
22 | Feint (Quickness) |
23 | (Single Mindedness) (Blind |
24 | Cartwheel (Disgust) |
25 | Puppeteer (Roll With Blows) |
26 | |
27 | |
28 | |
29 | (Master |
30 | Buffoonery |
31 | |
32 | |
33 | |
34 | |
35 |
Mage
===Mage=== | |
---|---|
Description: | Mages are masters of magic, and wielders of the great elemental powers. While weak in hit points and in fighting skill, their spells are the most widely prized and powerful of all the classes. They
may not wear any metal or leather armors, or use most weapons. However, the sting of their magic missiles and the armor of magic they wear makes up for any loss.
Mage is the basis for numerous sub-classes which the player may choose to gain levels in at any time. These sub-classes include: Abjurer, Alterer, Conjurer, Diviner, Enchanter, Evoker, Illusionist, Transmuter, and Wizard.
How to play: Mages are among the most versatile of classes, being able to make spell choices which carve out the path the Mage would like to take. For the loner Mage, the emphasis on offensive magic will make him a powerful opponent in battle. In groups, the mage may focus on protective magic to make him a more desirable companion. And even the playful mage may focus on the role-playing magic to make his mudding as fun as possible!
The mage is almost useless in weapon combat. The mage must be smart and creative to use his spells to give him the edge. But the versatility of the mage gives him the ability to do just that, using magic and guile to trick monsters to their death, granting experience for the mage. |
Primary Stat: | Intelligence |
Qualifications: | Intelligence 9+ |
Practices: | 6 +[(Wisdom/6)+4 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/6)+(1d5) /lvl]. |
Mana: | 100 +[(Int/3)+(1d4)/lvl]. |
Movement: | 100 +[3X(Str/18) /lvl]. |
Attack: | +(Int/18) per
level. |
Damage: | +1 damage per 30 level(s). |
Maximum Stat Values: | Intelligence (25), Others (18) |
Bonuses: | |
Weapons: | Must use daggers, staves, or natural weapons. |
Armor: | Must wear cloth, vegetation, or paper based armor. |
Limitations: | |
Starting Equipment: | a wooden
quarterstaff |
Races: | Drow Elf Githyanki Gnome Half Elf Human Merfolk Mindflayer Orc Pixie Svirfneblin |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Revoke Magic
Missile Wands Read Magic Iron Grip Shield Resist Magic Missiles Scroll Scribing Write Recall (Wizards Chest) (Memorize) (Ventriloquate) (Bandaging) (Repairing Aura) (Erase Scroll) (Spider Climb) (Play Instrument) (Magical Aura) (Smoke Rings) (Swim) (Prestidigitation) (Fishing) (Foraging) (Drilling) (Floristry) (Gem Digging) (Herbology) (Shearing) (Hunting) |
2 | (Enchant Arrows) (Animate
Item) (Light) (Blur) (Shrink) (Infravision) (Obscure Self) (Resist Poison) (Summon Steed) (Enlarge Object) (Detect Undead) (Clog Mouth) (Lacquering) (Engraving) (Wood Chopping) (Cooking) (Butchering) (Embroidering) (Dyeing) |
3 | Fire Building (Summon
Companion) (Deafen) (Sleep) (Know Alignment) (Grease) (Resist Gas) (Summoning Ward) (Floating Disc) (Detect Metal) (Feather Fall) (Knock) (Wizard Lock) (Dream) (Tailoring) (Leather Working) (Blacksmithing) (Carpentry) |
4 | (Fake
Spring) (Mage Armor) (Detect Poison) (Fake Food) (Endless Hunger) (Searching) (Friends) (Detect Water) (Burning Hands) (Resist Acid) (Frost) (Acid Arrow) (Water Breathing) (Distilling) (Sculpting) (Weaving) (Mining) (Tanning) (Pottery) (Costuming) |
5 | (Spook) (Dispel Magic) (Wall of
Stone) (Mystic Shine) (Detect Gold) (Mend) (Resist Cold) (Detect Magic) (Weakness to Gas) (Faerie Fire) (Charm Ward) (Painting) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Baking) (Cobbling) (Fletching) (Food Prep) (Weaponsmithing) (Paper Making) |
6 | (Detect
Invisible) (Weakness to Acid) (Augury) (Illusory Wall) (Stinking Cloud) (Resist Electricity) (Shocking Grasp) (Charm) (Meld) (Find Familiar) (Grace Of The Cat) (Find Home) |
7 | (Detect
Hidden) (Refit) (Resist Fire) (Tourettes) (Darkness) (Ghost Sound) (Weakness to Cold) (Fireball) (Invisibility) (Pass Door) (Monster Summoning) (Meat Curing) |
8 | (Teleportation
Ward) (Spellcraft) (Identify Object) (Shatter) (Elemental Storm) (Resist Disease) (Fear) (Wall of Darkness) (Weakness to Electricity) (Lightning Bolt) (Faerie Fog) (AutoSwim) (AutoCrawl) |
9 | (Blind) (Mirage) (Magic
Mouth) (Farsight) (Daydream) (Awe) (Weakness to Fire) (Flameshield) (Comprehend Languages) (Ice Sheet) |
10 | (Phantom
Hound) (Ugliness) (Locate Object) (Mute) (Resist Arrows) (Slow) (Teleport) (Arcane Mark) (Gust of Wind) (Smelting) (Jewel Making) (Farming) (Construction) (Taxidermy) (Boatwrighting) (Siegecrafting) (Wainwrighting) (Speculating) (Locksmithing) (Masonry) |
11 | (Heat
Metal) (Improved Repairing Aura) (Feeblemind) (Weaken) (Acid Fog) (Mirror Image) (Stoneskin) (Wall of Ice) (Change Sex) (Claireaudience) |
12 | (Enlightenment) (Globe) (Shelter) (Destroy
Object) (Haste) (Laughter) (Confusion) (Fly) (Delirium) (Clairevoyance) (Find Ship) (Gardening) |
13 | (Gate) (Distant
Vision) (Reinforce) (Frenzy) (Earthquake) (Feign Death) (Resist Paralysis) (Giant Strength) |
14 | (Know Value) (Wall of
Air) (Silence) (Mass Invisibility) (Scribe) (Arcane Possession) (Animate Weapon) |
15 | (Blink) (Ensnare) (Polymorph) (Hold) (Fake
Weapon) (Climb) (Irritation) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | (Forecast Weather) (Choke) (Dismissal) (Free
Movement) (Chain Lightning) (Mage Claws) (Fake Armor) (Meditation) |
17 | (Clarify Scroll) (Fools
Gold) (Recharge Wand) (Wall of Fire) (Portal) (Siphon) |
18 | (Summon) (Resist
Petrification) (Web) (Delude) (See Aura) (Reverse Gravity) (Food Preserving) (AutoClimb) |
19 | (Wall of Force) (Stone |
20 | (Enchant Armor) (Scry) (Improved |
21 | (Immunity) (Mass
Haste) (Alchemy) (Command) (Summon Enemy) |
22 | (Detect Sentience) (Meteor
Storm) (Disenchant) (Greater Globe) (Enchant Weapon) (Hungerless) |
23 | (Time
Stop) (Dragonfire) (Mind Block) (Combat Precognition) (Cogniportive) |
24 | (Anchor) (Thirstless) (Summon |
25 | (Mass
Fly) (Disintegrate) (Geas) (Demon Gate) (Spell Turning) |
26 | |
27 | |
28 | |
29 | (Master |
30 | Spellbinding |
31 | |
32 | |
33 | |
34 | |
35 |
Mer
===Mer=== | |
---|---|
Description: | The Mer Druid is an aquatic nature lover who has mastered the ability to live and dwell with sea creatures. The Mer Druid is most suited for aquatic areas, and excels at water and ship combat, using
the forces of the ocean with an amazing display of power and destruction. So connected is he to the tides that his strength and powers will fluxuate during the day, ebbing and rising with the high and low tide.
How to play: Like a fish, the Mer Druid is nearly useless out of the water. But when either above or beneath the waves, the Mer is an unstoppable force. Grouping with others on land and taking charge of the situation when the waves roll in is the way for a Mer Druid to flourish. |
Primary Stat: | Constitution |
Qualifications: | Intelligence 9+, Dexterity 9+ |
Practices: | 5 +[(Wisdom/6)+2 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/2)+(2d5) /lvl]. |
Mana: | 100
+[(Int/4)+(1d6)/lvl]. |
Movement: | 100 +[5X(Str/18) /lvl]. |
Attack: | +(Con/18) per level. |
Damage: | +1 damage per 15 level(s). |
Maximum Stat Values: | Dexterity (22), Constitution (22), Others (18) |
Bonuses: | May breathe and cast spells underwater. Attains Tidal Changes
(tidal phase based bonuses/penalties) at level 5. |
Weapons: | May use polearms of any kind or other weapons made from wood, plant-based materials, or leather. |
Armor: | Must wear non-metal armor. |
Limitations: | Must remain Neutral to avoid skill and
chant failure chances. |
Starting Equipment: | a trident |
Races: | Drow Elf Githyanki Gnoll Goblin Half Elf Human Lizard Man Merfolk Ogre |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | My Plants Read
Runes Phosphorescence Shape Shift Write Swim Summon Seaweed Recall (Polearm Specialization) (Scroll Scribing) (Revoke) (Climb) (Fish Gills) (Hand to hand combat) (Predict Tides) (Sea Lore) (Shards) (Play Instrument) (Bandaging) (Herbology) (Aquatic Pass) (Smoke Rings) (Fishing) (Foraging) (Drilling) (Floristry) (Gem Digging) (Shearing) (Hunting) |
2 | Sense
Water (Darkvision) (Lacquering) (Engraving) (Wood Chopping) (Cooking) (Butchering) (Embroidering) (Dyeing) |
3 | Filter Water Fire
Building (Summon Chum) (Bestow Name) (Snuff Flame) (Animal Bonding) (Tailoring) (Leather Working) (Blacksmithing) (Carpentry) |
4 | Eel
Shock (Find Driftwood) (Locate Animals) (Searching) (Distilling) (Sculpting) (Weaving) (Mining) (Tanning) (Pottery) (Costuming) |
5 | (Water Walking) (Speak With
Animals) (Painting) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Baking) (Cobbling) (Fletching) (Food Prep) (Weaponsmithing) (Paper Making) |
6 | Summon
Coral (Airy Aura) (Calm Animal) (Find Home) |
7 | Bloody Water (Natural
Balance) (Feel Electricity) (Know Plants) (Water Cover) (Meat Curing) |
8 | (Water Hammer) (Underwater
Action) (Natural Order) (Animal Companion) (AutoSwim) (AutoCrawl) |
9 | Summon |
10 | Drown (Waterguard) (Smelting) (Jewel
Making) (Farming) (Construction) (Taxidermy) (Boatwrighting) (Siegecrafting) (Wainwrighting) (Speculating) (Locksmithing) (Masonry) |
11 | Reef |
12 | High
Tide (Charm Animal) (Whisperward) (Find Ship) (Gardening) |
13 | Land |
14 | Feeding |
15 | Calm
Seas (Warning Winds) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | (Summon Jellyfish) |
17 | Second |
18 | (Hippieness) (Flood) (Food Preserving) (AutoClimb) |
19 | Sift |
20 | Favorable Winds (Sense |
21 | (Animal Spy) (Tide
Moon) |
22 | Animal Growth (Half |
23 | (Tidal
Wave) (Sense Gems) |
24 | Waterspout (Charm
Area) |
25 | (Whirlpool) (Fishy |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master |
30 | Tsunami |
31 | |
32 | |
33 | |
34 | |
35 |
Minstrel
===Minstrel=== | |
---|---|
Description: | The Minstrel is the master of instruments and musical tools. So capable is a minstrel in this art that he or she is able to draw forth magical and wonderous powers from the instruments played.
The Minstrel is able to craft and draw unique powers from any of dozens of different musical instruments, with the only drawback being how the chosen instrument impacts fighting or speaking ability while it is being played.
How to play: The Minstrel is as social of a bard as the others, but due to his many hours of lonely practice, the Minstrel also has an almost arcane like ability to use instrumental magic for more solitary or unique benefits than the simple Bard or Dancer. In the end, the Minstrel may become an orchestra of power unto himself, capable of bringing tremendous benefit and joy to his group, or terrible retribution to his foes. Therefore, if a player is looking for a bard to play when groups are not available, this is the one to pick. |
Primary Stat: | Charisma |
Qualifications: | Charisma 9+, Intelligence 9+ |
Practices: | 5 +[(Wisdom/6)+1 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/3)+(2d6) /lvl]. |
Mana: | 100
+[(Int/6)+(1d2)/lvl]. |
Movement: | 100 +[5X(Str/18) /lvl]. |
Attack: | +(Cha/18) per level. |
Damage: | +1 damage per 10 level(s). |
Maximum Stat Values: | Intelligence (22), Charisma (22), Others (18) |
Bonuses: | Receives group bonus combat experience when in an intelligent
group, and more for a group of players. Receives exploration and pub-finding experience based on danger level. |
Weapons: | Must use swords, daggers, natural, or ranged weapons. |
Armor: | Must wear non-metal armor. |
Limitations: | |
Starting Equipment: | a short
sword, pan pipes |
Races: | Aarakocran Centaur Drow Duergar Dwarf Elf Githyanki Gnoll Gnome Goblin Half Elf
Halfling Human Lizard Man Merfolk Mindflayer Ogre Orc Pixie Svirfneblin |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Tempo Ranged Weapon
Specialization Befriend Write Break Recall Nothing (Climb) (Hand to hand combat) (Instrument Making) (Swim) (Play Instrument) (Sword Specialization) (Wood Clappers) (Bandaging) (Smoke Rings) (Fishing) (Foraging) (Drilling) (Floristry) (Gem Digging) (Herbology) (Shearing) (Hunting) |
2 | Dirt Rhythm (Flutes) (Lacquering) (Engraving) (Wood
Chopping) (Cooking) (Butchering) (Embroidering) (Dyeing) |
3 | March Fire
Building (Drums) (Tailoring) (Leather Working) (Blacksmithing) (Carpentry) |
4 | Background (Harps) (Find
Water) (Searching) (Distilling) (Sculpting) (Weaving) (Mining) (Tanning) (Pottery) (Costuming) |
5 | Tune
Instrument Melody (Relics) (Cymbals) (Painting) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Baking) (Cobbling) (Fletching) (Food Prep) (Weaponsmithing) (Paper Making) |
6 | Love
Song (Armor) (Trophy Count) (Guitars) (Find Home) |
7 | Carol (Clarinets) (Meat |
8 | Blues (Violins) (Rescue) (AutoSwim) (AutoCrawl) |
9 | Dodge Ballad (Oboes) (Serenity) |
10 | Retreat Instrument Bash (Horns) (Smelting) (Jewel
Making) (Farming) (Construction) (Taxidermy) (Boatwrighting) (Siegecrafting) (Wainwrighting) (Speculating) (Locksmithing) (Masonry) |
11 | Charge! |
12 | Listen Reveille (Xylophones) (Find |
13 | Symphony |
14 | Dirge (Parry) (Trumpets) |
15 | Ditty (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | Solo (Pianos) |
17 | (Second |
18 | Lullabies (Struggle) (Harmonicas) (Food |
19 | (Thanks) |
20 | Accompaniment Feint (Tubas) (Branding) |
21 | (Spiritual) |
22 | (All |
23 | Harmony |
24 | (Mystical) (Trombones) |
25 | Battlehymn |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master Herbology) |
30 | Conduct |
31 | |
32 | |
33 | |
34 | |
35 |
Missionary
===Missionary=== | |
---|---|
Description: | Missionaries are the crusading adventurers for the gods, exploring and spreading the good word of their deity far and wide. So energetic and mobile are the Missionaries that they seem like the
wind, and in fact gain many powers of wind and electricity. @if?CheckFactionLoaded?ALIGNMENT.INI&INCLINATION.INI@The Missionary is a neutral aligned class and lawfully inclined. @elif?CheckFactionLoaded?ALIGNMENT.INI&!INCLINATION.INI@The Missionary is a neutral aligned class. @elif?CheckFactionLoaded?!ALIGNMENT.INI&INCLINATION.INI@The Missionary is a lawfully inclined class. @endif@
How to play: Although Missionaries can flourish with other missionaries, they do their best work alone, bringing the word of their god, as well as his wrath when necessary, to the unwashed masses. Missionaries will sometimes be asked to join groups so as to deliver some of that "olde-tyme neutral punch", and can even be useful to them if he strikes a careful balance with the good and evil prayers he qualifies for. |
Primary Stat: | Wisdom |
Qualifications: | Wisdom 9+,
Dexterity 9+ |
Practices: | 5 +[(Wisdom/6)+2 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/3)+(1d10) /lvl]. |
Mana: | 100 +[(Int/4)+(1d4)/lvl]. |
Movement: | 100 +[5X(Str/18) /lvl]. |
Attack: | +(Wis/18) per level. |
Damage: | +1 damage per 30
level(s). |
Maximum Stat Values: | Dexterity (22), Wisdom (22), Others (18) |
Bonuses: | Never fumbles neutral prayers, and receives 1pt/level luck bonus to all saving throws per level. Receives 1pt/level electricity damage reduction. |
Weapons: | Must use swords,
staves, natural, ranged, or blunt weapons |
Armor: | May wear any armor. |
Limitations: | Using non-neutral prayers introduces failure chance. Vulnerable to acid attacks. |
Starting Equipment: | a small mace |
Races: | Aarakocran Centaur
Drow Duergar Dwarf Elf Githyanki Gnoll Gnome Goblin Half Elf Halfling Human Lizard Man Merfolk Mindflayer Ogre Orc Pixie Svirfneblin |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Convert Revoke Read
Prayer Divine Luck Recall Write Ranged Weapon Specialization Restore Smell (Relics) (Annul) (Scroll Scribing) (Bandaging) (Play Instrument) (Smoke Rings) (Marry) (Swim) (Fishing) (Foraging) (Drilling) (Floristry) (Gem Digging) (Herbology) (Shearing) (Hunting) |
2 | Sense Life (Sense Good) (Sense
Evil) (Lacquering) (Engraving) (Wood Chopping) (Cooking) (Butchering) (Embroidering) (Dyeing) |
3 | Fire Building Bury (Infuse
Balance) (Infuse Discipline) (Tailoring) (Leather Working) (Blacksmithing) (Carpentry) |
4 | (Protection
Undead) (Position) (Searching) (Distilling) (Sculpting) (Weaving) (Mining) (Tanning) (Pottery) (Costuming) |
5 | Create
Food Sense Chaos (Birds Eye) (Painting) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Baking) (Cobbling) (Fletching) (Food Prep) (Weaponsmithing) (Paper Making) |
6 | Create |
7 | Hunt |
8 | Protection
Paralyzation (Revival) (AutoSwim) (AutoCrawl) |
9 | (Airyform) (Minor Infusion) |
10 | Sense
Magic (Sense Invisible) (Smelting) (Jewel Making) (Farming) (Construction) (Taxidermy) (Boatwrighting) (Siegecrafting) (Wainwrighting) (Speculating) (Locksmithing) (Masonry) |
11 | Sense |
12 | (Protection |
13 | Sanctuary (Blood |
14 | (Holy Wind) |
15 | (Remove
Curse) (Wings) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | (Etherealness) |
17 | Blindsight (Half |
18 | Retribution (Protection |
19 | (Chain |
20 | Mass |
21 | Moral |
22 | (Neutralize |
23 | Linked |
24 | Nullification (Undeniable |
25 | (Electric Healing) (Elemental
Aid) |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master |
30 | Sermon |
31 | |
32 | |
33 | |
34 | |
35 |
Monk
===Monk=== | |
---|---|
Description: | Monks are the agile and graceful masters of their own bodies. Combining quick reflexes with intense study of the martial arts makes them a powerful and intimidating opponent. Although Monks may use
weapons, most of their power and unique ability comes when they are completely unarmed. And since they depend so heavily on their agility, they will find themselves wearing only light cloth armors.
How to play: Either alone or in groups, the Monk is a dizzying class to play. Capable of more pure attacks than any other class, and loaded down with dozens of Monk-specific physical feats makes the Monk almost mage-like in complexity. In fact, the player who loathes worrying about staying up-to-date on equipment, but who enjoys the pure fight may be especially attracted to Monk.
Like all fighters, the Monk will gain experience principally through the vanquishing of foes. Although the armor restriction can seem daunting, the Monks extra dexterity bonus to armor, and the wide variety of attacks and defences makes them every bit as powerful (if not much more) than the other fighter classes. |
Primary Stat: | Strength |
Qualifications: | Strength 9+, Dexterity 9+ |
Practices: | 3 +[(Wisdom/6)-1 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 4 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/3)+(2d7) /lvl]. |
Mana: | 100 +[(Int/8)+(1d2)/lvl]. |
Movement: | 100 +[5X(Str/18) /lvl]. |
Attack: | +(Str/18)+1 per
level. |
Damage: | +1 damage per 20 level(s). |
Maximum Stat Values: | Strength (22), Dexterity (22), Others (18) |
Bonuses: | Receives defensive bonus for high dexterity. Receives unarmed attack bonus. Receives bonus attack when unarmed. Has Slow Fall ability.
Receives trap avoidance. Receives bonus conquest and duel experience. |
Weapons: | May use any weapons. |
Armor: | Must wear cloth, vegetation, or paper based armor. |
Limitations: | |
Starting Equipment: | |
Races: | Drow Elf Githyanki |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Edged Weapon
Specialization Blunt Weapon Specialization Armor Specialization Sword Specialization Axe Specialization Shield Specialization Flailing Weapon Specialization Hammer Specialization Hand to hand combat Kick Recall Write Polearm Specialization Ranged Weapon Specialization (Bandaging) (Play Instrument) (Hide) (Monkey Punch) (Smoke Rings) (Swim) (Fishing) (Foraging) (Drilling) (Floristry) (Gem Digging) (Herbology) (Shearing) (Hunting) |
2 | (Climb) (Lacquering) (Engraving) (Wood
Chopping) (Cooking) (Butchering) (Embroidering) (Dyeing) |
3 | Parry Fire Building (Two
Weapon Fighting) (Tailoring) (Leather Working) (Blacksmithing) (Carpentry) |
4 | (Dodge) (Searching) (Distilling) (Sculpting) (Weaving) (Mining) (Tanning) (Pottery) (Costuming) |
5 | Rescue (Armor
Tweaking) (Painting) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Baking) (Cobbling) (Fletching) (Food Prep) (Weaponsmithing) (Paper Making) |
6 | (Sneak) (Disarm) (Find
Home) |
7 | Deflect Projectile (Knife Hand) (Meat |
8 | (Ax |
9 | Back Hand (Body Toss) |
10 | (Body
Flip) (Smelting) (Jewel Making) (Farming) (Construction) (Taxidermy) (Boatwrighting) (Siegecrafting) (Wainwrighting) (Speculating) (Locksmithing) (Masonry) |
11 | Blind |
12 | (Flying
Kick) (Catch Projectile) (Find Ship) (Gardening) |
13 | Weapon |
14 | (Dirt) (Detection) |
15 | Sweep (Cartwheel) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | (Side
Kick) (Body Shield) |
17 | Circle Parry (Ki |
18 | (Half Attack) (Food |
19 | Tumble |
20 | (Weapon |
21 | Endurance (Gouge) |
22 | (Circle Trip) |
23 | Listen |
24 | (Lightning |
25 | Return Projectile |
26 | |
27 | |
28 | |
29 | (Master |
30 | Atemi |
31 | |
32 | |
33 | |
34 | |
35 |
Necromancer
===Necromancer=== | |
---|---|
Description: | Necromancers are the dark lovers of death and the dead, serving the gods in this special and little appreciated realm. @if?CheckFactionLoaded?ALIGNMENT.INI&INCLINATION.INI@The Necromancer
is an evil aligned class but moderate inclined, and so will fumble good prayers. @elif?CheckFactionLoaded?ALIGNMENT.INI&!INCLINATION.INI@The Necromancer is an evil aligned class and so will fumble good prayers. @elif?CheckFactionLoaded?!ALIGNMENT.INI&INCLINATION.INI@The Necromancer is a moderate inclined class, and so will sometimes fumble lawful or chaotic prayers. @endif@However, the Necromancer can use many dangerous edged weapons, any kind of armor, and gets numerous special prayers known only to the Necromancer, such as the ability to animate all kinds of wicked undead, even at low levels. Eventually, the Necromancer may even become a Lich himself!
How to play: Unlike most clerics, the Necromancer is not a good group player. He does best alone with the friends he "makes" out of the dearly departed, so long as he is careful to keep them magically Fed and Healed long enough to gain useful levels. The necromancer is hated in towns, and may even be arrested if he brings his undead "friends" to town for a visit. If the Necromancer keeps his charisma high, he can lead a truly formidable army before which all others will surely tremble. |
Primary Stat: | Wisdom |
Qualifications: | Wisdom 9+, Constitution 9+ |
Practices: | 5 +[(Wisdom/6)+2 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/3)+(1d10) /lvl]. |
Mana: | 100 +[(Int/4)+(1d4)/lvl]. |
Movement: | 100
+[5X(Str/18) /lvl]. |
Attack: | +(Wis/18) per level. |
Damage: | +1 damage per 30 level(s). |
Maximum Stat Values: | Constitution (22), Wisdom (22), Others (18) |
Bonuses: | Can sense deaths at Necromancer level 15, and becomes a Lich upon death at 30. Undead followers
will not drain experience. |
Weapons: | Must use polearms, axes, swords, daggers, or edged weapons. |
Armor: | May wear any armor. |
Limitations: | Always fumbles good prayers. Qualifies and receives evil prayers. Using non-aligned prayers introduces
failure chance. |
Starting Equipment: | a short sword |
Races: | Aarakocran Centaur Drow Duergar Dwarf Elf Githyanki Gnoll Gnome Goblin [[Half
Elf|Half Elf]] Halfling Human Lizard Man Merfolk Mindflayer Ogre Orc Pixie Svirfneblin |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Edged Weapon Specialization Animate
Skeleton Convert Revoke Invisibility to Undead Control Undead Read Prayer Recall Write (Relics) (Scroll Scribing) (Bandaging) (Play Instrument) (Divorce) (Smoke Rings) (Swim) (Fishing) (Foraging) (Drilling) (Floristry) (Gem Digging) (Herbology) (Shearing) (Hunting) |
2 | (Sense Life) (Preserve
Body) (Lacquering) (Engraving) (Wood Chopping) (Cooking) (Butchering) (Embroidering) (Dyeing) |
3 | Fire
Building Desecrate (Feed The Dead) (Tailoring) (Leather Working) (Blacksmithing) (Carpentry) |
4 | Protection
Undead (Searching) (Animate Zombie) (Distilling) (Sculpting) (Weaving) (Mining) (Tanning) (Pottery) (Costuming) |
5 | (Dark
Senses) (Deafness) (Painting) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Baking) (Cobbling) (Fletching) (Food Prep) (Weaponsmithing) (Paper Making) |
6 | (Call
Undead) (Animate Ghoul) (Find Home) |
7 | Curse (Cause Fatigue) (Meat |
8 | Paralyze (Protection |
9 | (Animate |
10 | Sense Magic (Silent) (Sense
Invisible) (Smelting) (Jewel Making) (Farming) (Construction) (Taxidermy) (Boatwrighting) (Siegecrafting) (Wainwrighting) (Speculating) (Locksmithing) (Masonry) |
11 | Unholy |
12 | Plague (Protection |
13 | Blood |
14 | (Animate |
15 | Great Curse (Feign
Life) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | Anger (Aura of
Fear) |
17 | Blindness (Half |
18 | (Animate Ghost) (Infuse |
19 | Hellfire (Designation) |
20 | Mass Paralyze (Branding) |
21 | (Animate |
22 | Curse Item (Neutralize
Item) |
23 | (Cause Exhaustion) (Animate
Dead) |
24 | Unholy |
25 | Regeneration (Animate Vampire) |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master |
30 | (Mass |
31 | |
32 | |
33 | |
34 | |
35 |
Ninja
===Ninja=== | |
---|---|
Description: | The Ninja's line of work earns her many enemies, but it is a list that she frequently reduces through assassination and misdirection. These rarely seen killers are masters of death and infiltration,
who use the mystical powers of the shinobi to achieve their deadly goals. |
Primary Stat: | Dexterity |
Qualifications: | Dexterity 12+, Strength 12+, Anyone. |
Practices: | 5 +[(Wisdom/6)+3 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/3)+(1d10)
/lvl]. |
Mana: | 100 +[(Int/6)+(1d3)/lvl]. |
Movement: | 100 +[6X(Str/18) /lvl]. |
Attack: | +(Dex/18) per level. |
Damage: | +1 damage per 5 level(s). |
Maximum Stat Values: | Strength (22), Dexterity (22), Others (18) |
Bonuses: | Bonus experience for using certain skills. |
Weapons: | No
limitations. |
Armor: | Must wear leather, cloth, or vegetation based armor. |
Limitations: | |
Starting Equipment: | a yoroi, a long hakama, a bokken, a pair of wooden sandals, a knitted weapon belt, a hooded cowl |
Races: | Drow Githyanki |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Caltrops Sword
Specialization Kick (Bandaging) (Revoke) (Play Instrument) (Energize Chakra) (Smoke Rings) (Fishing) (Foraging) (Drilling) (Floristry) (Gem Digging) (Herbology) (Shearing) (Hunting) |
2 | Ranged Weapon Specialization (Hide) (Stone
Chakra) (Lacquering) (Engraving) (Wood Chopping) (Cooking) (Butchering) (Embroidering) (Dyeing) |
3 | Fire
Building Counter-Tracking (Flare Chakra) (Tailoring) (Leather Working) (Blacksmithing) (Carpentry) |
4 | Strategic
Retreat (Sneak) (Wind Chakra) (Searching) (Distilling) (Sculpting) (Weaving) (Mining) (Tanning) (Pottery) (Costuming) |
5 | Ninja
Crafting AutoCrawl (AutoSwim) (Painting) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Baking) (Cobbling) (Fletching) (Food Prep) (Weaponsmithing) (Paper Making) |
6 | Dirt (Drone |
7 | Deflect Projectile (Blaze Chakra) (Meat |
8 | Trip (Ghost Chakra) |
9 | (Pick |
10 | AutoCaltrops (Iron Chakra) (Blood
Brother) (Smelting) (Jewel Making) (Farming) (Construction) (Taxidermy) (Boatwrighting) (Siegecrafting) (Wainwrighting) (Speculating) (Locksmithing) (Masonry) |
11 | (Catch |
12 | (Clone Chakra) (Find |
13 | (Improved |
14 | Shadowpass Slick Caltrops (Death |
15 | Dazzling
Caltrops (Cartwheel) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | Set |
17 | Diamond |
18 | Running Fight (Lightning |
19 | (Lava |
20 | Disabling Caltrops (Smoke |
21 | Shadow (Flank) |
22 | Improved Caltrops (Improved Distraction) |
23 | (Cyclone |
24 | (Escape Bonds) (Hide In Plain |
25 | (Gouge) |
26 | |
27 | |
28 | |
29 | (Master |
30 | |
31 | |
32 | |
33 | |
34 | |
35 |
Oracle
===Oracle=== | |
---|---|
Description: | Oracles are those who seek the infinite wisdom of their god, forever probing the vastness of divine knowledge. So knowledgable are the Oracles that they actually begin to gain arcane divination
spells in addition to their assortment of prayers. Beyond 30th level, the Oracle begins to gain skills from other classes previously unknown to him, as the mysteries of the universe begin to be revealed. @if?CheckFactionLoaded?ALIGNMENT.INI&INCLINATION.INI@The Oracle, being a seeker of knowledge, is a good aligned class and moderate inclined. @elif?CheckFactionLoaded?ALIGNMENT.INI&!INCLINATION.INI@The Oracle, being a seeker of knowledge, is a good aligned class. @elif?CheckFactionLoaded?!ALIGNMENT.INI&INCLINATION.INI@The Oracle, being a seeker of knowledge, is a moderate inclined class. @endif@
How to play: The Oracle is an often consulted player, much like the Arcane diviner, for his ability to see beyond the obvious to the important truths around him. For this reason, the Oracle may be often picked for grouping. The Oracle himself, however, will need to determine if such a course is divinely inspired. |
Primary Stat: | Wisdom |
Qualifications: | Wisdom 9+, Intelligence 9+ |
Practices: | 5 +[(Wisdom/6)+2 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/3)+(1d10)
/lvl]. |
Mana: | 100 +[(Int/4)+(1d4)/lvl]. |
Movement: | 100 +[5X(Str/18) /lvl]. |
Attack: | +(Wis/18) per level. |
Damage: | +1 damage per 30 level(s). |
Maximum Stat Values: | Intelligence (22), Wisdom (22), Others (18) |
Bonuses: | Receives a non-class skill at 30th level, and every
Oracle level thereafter. |
Weapons: | Must use hammers, staves, flailed, natural, or blunt weapons. |
Armor: | May wear any armor. |
Limitations: | Always fumbles evil prayers. Qualifies and receives good prayers. Using non-aligned prayers introduces
failure chance. |
Starting Equipment: | a small mace |
Races: | Aarakocran Centaur Dwarf Elf Githyanki Half Elf Human Merfolk Pixie |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Read Prayer Sense
Life Revoke Write Swim Flailing Weapon Specialization Convert Recall (Relics) (Scroll Scribing) (Cure Light Wounds) (Play Instrument) (Bandaging) (Smoke Rings) (Fishing) (Foraging) (Drilling) (Floristry) (Gem Digging) (Herbology) (Shearing) (Hunting) |
2 | Sense Evil (Sense Undead) (Sense
Good) (Lacquering) (Engraving) (Wood Chopping) (Cooking) (Butchering) (Embroidering) (Dyeing) |
3 | Fire Building (Sense
Allergies) (Sacrifice) (Tailoring) (Leather Working) (Blacksmithing) (Carpentry) |
4 | Sense
Alignment (Freedom) (Searching) (Distilling) (Sculpting) (Weaving) (Mining) (Tanning) (Pottery) (Costuming) |
5 | Cure
Deafness (Soul Peering) (Turn Undead) (Painting) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Baking) (Cobbling) (Fletching) (Food Prep) (Weaponsmithing) (Paper Making) |
6 | Cure Serious |
7 | Sense
Faithful (Bless) (Cure Fatigue) (Meat Curing) |
8 | Prayercraft (Minor |
9 | (Divine |
10 | Sense
Magic (Sense Invisible) (Restore Voice) (Smelting) (Jewel Making) (Farming) (Construction) (Taxidermy) (Boatwrighting) (Siegecrafting) (Wainwrighting) (Speculating) (Locksmithing) (Masonry) |
11 | Remove |
12 | Skillcraft Sense
Hidden (Titling) (Cure Disease) (Find Ship) (Gardening) |
13 | Speak with |
14 | Sense |
15 | (Holy
Aura) (Lower Law) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | Thiefcraft (Prophecy) (Sense Skills) |
17 | Blindsight Cure |
18 | (Seekers
Prayer) (Infuse Moderation) (Infuse Holiness) (Food Preserving) (AutoClimb) |
19 | Godstrike (Cure |
20 | Sense Songs (Mass |
21 | Heal (Philosophy) |
22 | Sense Spells (Bless Item) |
23 | (Divine |
24 | Sense Prayers (Holy
Word) |
25 | (Above The |
26 | |
27 | |
28 | |
29 | (Master |
30 | |
31 | |
32 | |
33 | |
34 | |
35 |
Paladin
===Paladin=== | |
---|---|
Description: | Paladins are holy fighters, possessing many of the traits of both Fighters and Clerics, though in less intensity than either class alone. They may learn Cleric spells at higher levels, and possess
numerous fighting techniques. Their weapons and armor choices are unlimited, but Paladins are restricted @if?CheckFactionLoaded?ALIGNMENT.INI&INCLINATION.INI@to a good and lawful alignment.@elif?CheckFactionLoaded?ALIGNMENT.INI&!INCLINATION.INI@to a good alignment.@elif?CheckFactionLoaded?!ALIGNMENT.INI&INCLINATION.INI@to a lawful alignment.@else@by their virtue.@endif@
How to play: Paladin's have the potential of being the most powerful of classes, and the most desired of group members. Their powerful combat skills and auras of power make them the perfect tanks for groups, especially since their Cleric healing abilities can allow them to fill this gap in a group. Alone, they can also flourish, vanquishing evil with the efficiency of the fighter.
The only weakness of the Paladin is his reliance on purity. In most muds, this limits his adventuring choices greatly. However, his strengths for lasting and winning in combat are so broad, he will quickly advance. |
Primary Stat: | Strength |
Qualifications: | Wisdom 9+, Strength 9+ |
Practices: | 3 +[(Wisdom/6) per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 4 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/2)+(2d6) /lvl]. |
Mana: | 100 +[(Int/8)+(1d3)/lvl]. |
Movement: | 100 +[7X(Str/18) /lvl]. |
Attack: | +(Str/18) per
level. |
Damage: | +1 damage per 30 level(s). |
Maximum Stat Values: | Strength (22), Wisdom (22), Others (18) |
Bonuses: | Receives bonus conquest and duel experience. |
Weapons: | May use any weapons. |
Armor: | May wear any armor. |
Limitations: | Must remain good to avoid
spell/skill failure chance. |
Starting Equipment: | a short sword |
Races: | Githyanki Human |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Armor
Specialization Write Healing Hands Sword Specialization Shield Specialization Recall (Polearm Specialization) (Edged Weapon Specialization) (Axe Specialization) (Ranged Weapon Specialization) (Hand to hand combat) (Hammer Specialization) (Swim) (Play Instrument) (Flailing Weapon Specialization) (Bandaging) (Smoke Rings) (Blunt Weapon Specialization) (Fishing) (Foraging) (Drilling) (Floristry) (Gem Digging) (Herbology) (Shearing) (Hunting) |
2 | (Rescue) (Paladin's
Resistance) (Lacquering) (Engraving) (Wood Chopping) (Cooking) (Butchering) (Embroidering) (Dyeing) |
3 | Parry Fire Building (Armor
Tweaking) (Tailoring) (Leather Working) (Blacksmithing) (Carpentry) |
4 | (Shield
Bash) (Searching) (Holy Strike) (Distilling) (Sculpting) (Weaving) (Mining) (Tanning) (Pottery) (Costuming) |
5 | (Call Mount) (Cure Light
Wounds) (Painting) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Baking) (Cobbling) (Fletching) (Food Prep) (Weaponsmithing) (Paper Making) |
6 | Sense |
7 | Read
Prayer Disease Immunity (Wands) (Dodge) (Paladin's Mount) (Meat Curing) |
8 | (Protection
Evil) (Disarm) (Protection Chaos) (AutoSwim) (AutoCrawl) |
9 | Second |
10 | (Cure
Serious Wounds) (Heal Mount) (Smelting) (Jewel Making) (Farming) (Construction) (Taxidermy) (Boatwrighting) (Siegecrafting) (Wainwrighting) (Speculating) (Locksmithing) (Masonry) |
11 | All |
12 | (Freedom) (Blind |
13 | Paladin's |
14 | (Paladin's |
15 | Breakup
Fight (Climb) (Remove Poison) (Cleave) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | (Mounted |
17 | Poison |
18 | (Trip) (Cure Critical |
19 | Paladin's |
20 | (Calm) (Half |
21 | Cure Blindness (Resurrect |
22 | (Blade Barrier) (Cure |
23 | Sweep (Hammer of |
24 | (Mass Freedom) (Paladin's |
25 | (Heal) (Abiding
Aura) |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master |
30 | Craft Holy |
31 | |
32 | |
33 | |
34 | |
35 |
Pirate
===Pirate=== | |
---|---|
Description: | The Pirate is a rogue and scourge of the high seas, a master of ship combat, and ruthless to those who refuse to surrender their booty. The Pirate is most suited for combat from the deck of huge
sailing ships, being able to get the most out of their ship, their weapons, and their landlubber contacts. Their brutal lifestyle even gives them combat bonuses with fake limbs. However, Pirates also get harsher treatment from the law, and are so greedy for gold that they can literally be paid to walk away from combat.
How to play: The Pirate is a middlin' fair rogue on the land, and can survive well enough among landlubbers, but absolutely excels in command of a ship in pursuit of weak seabound targets. Clans would do well to keep a former-independent Pirate around to captain their ships for when the real ones come calling. |
Primary Stat: | Dexterity |
Qualifications: | Dexterity 5+, Charisma 5+ |
Practices: | 5 +[(Wisdom/6)+1 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/3)+(1d10) /lvl]. |
Mana: | 100
+[(Int/6)+(1d3)/lvl]. |
Movement: | 100 +[6X(Str/18) /lvl]. |
Attack: | +(Dex/18) per level. |
Damage: | +1 damage per 5 level(s). |
Maximum Stat Values: | Dexterity (22), Charisma (22), Others (18) |
Bonuses: | Bonus XP in ship combat, and combat bonus for each fake
limb. |
Weapons: | Must use swords, daggers, natural, or ranged weapons. |
Armor: | Must wear leather, cloth, or vegetation based armor. |
Limitations: | Get less leniency from the law, no limb recovery after death, and can be paid to leave
combat. |
Starting Equipment: | a short sword |
Races: | Aarakocran Drow Duergar Dwarf Elf Githyanki Gnoll Gnome Goblin Half Elf
Halfling Human Lizard Man Merfolk Mindflayer Ogre Orc Pixie Svirfneblin |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Edged
Weapon Specialization Ranged Weapon Specialization Write Superstition Recall (Improved Boarding) (Climb) (Rope Swing) (Swim) (Play Instrument) (Sword Specialization) (Bandaging) (Smoke Rings) (Fishing) (Foraging) (Drilling) (Floristry) (Gem Digging) (Herbology) (Shearing) (Hunting) |
2 | Locate Alcohol (Hold Your
Liquor) (Lacquering) (Engraving) (Wood Chopping) (Cooking) (Butchering) (Embroidering) (Dyeing) |
3 | Belay Fire
Building (Hide) (Tailoring) (Leather Working) (Blacksmithing) (Carpentry) |
4 | (Ride The
Rigging) (Sea Legs) (Sneak) (Searching) (Distilling) (Sculpting) (Weaving) (Mining) (Tanning) (Pottery) (Costuming) |
5 | Buried
Treasure (Wands) (Painting) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Baking) (Cobbling) (Fletching) (Food Prep) (Weaponsmithing) (Paper Making) |
6 | Wenching (Dodge) (Find |
7 | Draw Treasure
Map (Peek) (Meat Curing) |
8 | (Make Sea
Maps) (Disarm) (Walk The Plank) (AutoSwim) (AutoCrawl) |
9 | Plunder (Parry) (Ship Lore) |
10 | (Sea
Charting) (Back Stab) (Smelting) (Jewel Making) (Farming) (Construction) (Taxidermy) (Boatwrighting) (Siegecrafting) (Wainwrighting) (Speculating) (Locksmithing) (Masonry) |
11 | Dead |
12 | (Listen) (Sea Navigation) (Two Weapon |
13 | Scuttle (Fence |
14 | (Pirate
Shanty) (Curse) (Pieces of Eight) |
15 | (Conceal
Item) (Call Pirate Familiar) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | Make Pub Contacts (Letter of |
17 | (Pet Spy) (Second |
18 | Warning Shot (Combat Repairs) (Silent |
19 | (Foul
Weather Sailing) (Pay Off) (Distract) (Salvaging) |
20 | (Alertness) (Pet Steal) (Branding) |
21 | Fly Merchant |
22 | (Rig Ramming Speed) (Smugglers
Hold) |
23 | (Intercept Ship) (Mast Shot) |
24 | (Hide
Ship) (Half Attack) |
25 | (Await
Ship) |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master |
30 | Silent |
31 | |
32 | |
33 | |
34 | |
35 |
PlayerClass
===PlayerClass=== | |
---|---|
Description: | |
Primary Stat: | Strength |
Qualifications: | |
Practices: | 5 +[(Wisdom/6) per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/3)+(1d6) /lvl]. |
Mana: | 100 +[(Int/3)+(1d6)/lvl]. |
Movement: | 100 +[5X(Str/18)
/lvl]. |
Attack: | +(Str/18) per level. |
Damage: | +1 damage per 1 level(s). |
Maximum Stat Values: | Strength (25), Intelligence (25), Dexterity (25), Constitution (25), Charisma (25), Wisdom (25), Others (18) |
Bonuses: | |
Weapons: | May use any weapons. |
Armor: | May wear any
armor. |
Limitations: | |
Starting Equipment: | |
Races: | |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | (Fishing) (Foraging) (Drilling) (Floristry) (Gem |
2 | (Lacquering) (Engraving) (Wood
Chopping) (Cooking) (Butchering) (Embroidering) (Dyeing) |
3 | (Tailoring) (Leather |
4 | (Distilling) (Sculpting) (Weaving) (Mining) (Tanning) (Pottery) (Costuming) |
5 | (Painting) (Glass
Blowing) (Scrimshawing) (Armorsmithing) (Baking) (Cobbling) (Fletching) (Food Prep) (Weaponsmithing) (Paper Making) |
6 | (Find
Home) |
7 | (Meat |
8 | (AutoSwim) (AutoCrawl) |
9 | |
10 | (Smelting) (Jewel
Making) (Farming) (Construction) (Taxidermy) (Boatwrighting) (Siegecrafting) (Wainwrighting) (Speculating) (Locksmithing) (Masonry) |
11 | |
12 | (Find |
13 | |
14 | |
15 | (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | |
17 | |
18 | (Food |
19 | |
20 | (Branding) |
21 | |
22 | |
23 | |
24 | |
25 | |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master |
30 | |
31 | |
32 | |
33 | |
34 | |
35 |
Immortal
===Immortal=== | |
---|---|
Description: | The immortals. |
Primary Stat: | Strength |
Qualifications: | None, Allows only levels greater than 91. |
Practices: | 5 +[(Wisdom/6) per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/3)+(1d1) /lvl]. |
Mana: | 100
+[(Int/3)+(1d1)/lvl]. |
Movement: | 100 +[5X(Str/18) /lvl]. |
Attack: | +(Str/18)+1 per level. |
Damage: | +1 damage per 1 level(s). |
Maximum Stat Values: | Others (18) |
Bonuses: | |
Weapons: | No limitations. |
Armor: | May wear any
armor. |
Limitations: | |
Starting Equipment: | |
Races: | |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | (Bandaging) (Play Instrument) (Smoke
Rings) (Fishing) (Foraging) (Drilling) (Floristry) (Gem Digging) (Herbology) (Shearing) (Hunting) |
2 | Mark
OOC Hush (Lacquering) (Engraving) (Wood Chopping) (Cooking) (Butchering) (Embroidering) (Dyeing) |
3 | Metacrafting Fire
Building Banish Acidbreath (Tailoring) (Leather Working) (Blacksmithing) (Carpentry) |
4 | Shame (Searching) (Distilling) (Sculpting) (Weaving) (Mining) (Tanning) (Pottery) (Costuming) |
5 | Wrath (Painting) (Glass
Blowing) (Scrimshawing) (Armorsmithing) (Baking) (Cobbling) (Fletching) (Food Prep) (Weaponsmithing) (Paper Making) |
6 | Accuse (Find Home) |
7 | (Meat |
8 | (AutoSwim) (AutoCrawl) |
9 | |
10 | (Smelting) (Jewel
Making) (Farming) (Construction) (Taxidermy) (Boatwrighting) (Siegecrafting) (Wainwrighting) (Speculating) (Locksmithing) (Masonry) |
11 | |
12 | (Find |
13 | |
14 | |
15 | (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | |
17 | |
18 | (Food |
19 | |
20 | (Branding) |
21 | |
22 | |
23 | |
24 | |
25 | |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master |
30 | |
31 | |
32 | |
33 | |
34 | |
35 |
Dancer
===Dancer=== | |
---|---|
Description: | The Dancer is the graceful master of dance, who entertains and leads others in the joyous and powerful maneuvers of his craft. Like the Bard, the Dancer is a highly desired group member for his
"group affecting" skills, which include the magical dances in which he specializes.
How to play: Due to his weak fighting skill, the Dancer will likely look to groups for his primary advancement, much like the other bards. Dancers also gain a select set of powerful fighter skills to prove the worth of their diligence in maintaining his body. This makes them valuable group members, even without their powerfully enhancing dances. |
Primary Stat: | Charisma |
Qualifications: | Charisma 9+, Strength 9+ |
Practices: | 5 +[(Wisdom/6)+1 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per
level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/3)+(2d6) /lvl]. |
Mana: | 100 +[(Int/6)+(1d2)/lvl]. |
Movement: | 100 +[8X(Str/18) /lvl]. |
Attack: | +(Cha/18) per level. |
Damage: | +1 damage per 10 level(s). |
Maximum Stat Values: | Strength (22), Charisma (22), Others (18) |
Bonuses: | Receives defensive
bonus for high dexterity. Receives group bonus combat experience when in an intelligent group, and more for a group of players. Receives exploration and pub-finding experience based on danger level. |
Weapons: | Must use swords, daggers,
natural, or ranged weapons. |
Armor: | Must wear cloth, vegetation, or paper based armor. |
Limitations: | |
Starting Equipment: | a short sword |
Races: | Aarakocran Drow Elf Githyanki Half Elf |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Sword
Specialization Befriend Recall Stop Can-Can Write (Bandaging) (Play Instrument) (Hand to hand combat) (Smoke Rings) (Ranged Weapon Specialization) (Swim) (Fishing) (Foraging) (Drilling) (Floristry) (Gem Digging) (Herbology) (Shearing) (Hunting) |
2 | Foxtrot (Lore) (Lacquering) (Engraving) (Wood
Chopping) (Cooking) (Butchering) (Embroidering) (Dyeing) |
3 | Fire
Building Kick Tarantella (Climb) (Tailoring) (Leather Working) (Blacksmithing) (Carpentry) |
4 | Waltz (Appraise) (Searching) (Distilling) (Sculpting) (Weaving) (Mining) (Tanning) (Pottery) (Costuming) |
5 | Grass Salsa (Dodge) (Painting) (Glass
Blowing) (Scrimshawing) (Armorsmithing) (Baking) (Cobbling) (Fletching) (Food Prep) (Weaponsmithing) (Paper Making) |
6 | Clog |
7 | Capoeira (Distract) (Meat |
8 | Tap Swing (AutoSwim) (AutoCrawl) |
9 | Basse (Disarm) |
10 | Tango Body Flip (Smelting) (Jewel
Making) (Farming) (Construction) (Taxidermy) (Boatwrighting) (Siegecrafting) (Wainwrighting) (Speculating) (Locksmithing) (Masonry) |
11 | Polka (Spring Attack) |
12 | Rags |
13 | Cotillon (Trip) |
14 | Ballet (Two Weapon |
15 | Jitterbug (Tumble) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | Butoh |
17 | Courante (Second |
18 | Musette (Food |
19 | Endurance Swords (Cartwheel) |
20 | Flamenco (Branding) |
21 | Jingledress (Roll With |
22 | Morris |
23 | Butterfly (Blind |
24 | Macabre |
25 | War (Circle
Trip) |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master |
30 | Square |
31 | |
32 | |
33 | |
34 | |
35 |
Purist
===Purist=== | |
---|---|
Description: | Purists are the idyllic representatives of the goodness of divinity. They are so strict in their goodness that they seem to many cold and unyielding. This nature is so ingrained, in fact, that the
purist gains many cold and cold-based attacks and defensive prayers. This includes special powers over water and purity. @if?CheckFactionLoaded?ALIGNMENT.INI&INCLINATION.INI@The Purist is a good aligned class and lawfully inclined. @elif?CheckFactionLoaded?ALIGNMENT.INI&!INCLINATION.INI@The Purist is a good aligned class. @elif?CheckFactionLoaded?!ALIGNMENT.INI&INCLINATION.INI@The Purist is a lawfully inclined class. @endif@
How to play: The Purist is a wonderfully social cleric, though only in the sense that he is often found with other people. His strict unyielding prayers can sometimes get annoying glances from group members, though the Purist should remain resolute in his convictions that he is right. Overall, the Purist is a good balanced cleric who can hold his own, as well as a valued group member (so long as he keeps his mouth shut). |
Primary Stat: | Wisdom |
Qualifications: | Wisdom 9+,
Charisma 9+ |
Practices: | 5 +[(Wisdom/6)+2 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/3)+(1d10) /lvl]. |
Mana: | 100 +[(Int/4)+(1d4)/lvl]. |
Movement: | 100 +[5X(Str/18) /lvl]. |
Attack: | +(Wis/18) per level. |
Damage: | +1 damage per 30
level(s). |
Maximum Stat Values: | Charisma (22), Wisdom (22), Others (18) |
Bonuses: | Receives 1pt/level cold damage reduction. |
Weapons: | Must use hammers, staves, flailed, natural, or blunt weapons. |
Armor: | May wear any armor. |
Limitations: | Always fumbles evil
prayers, and fumbles all prayers when alignment is below pure neutral. Qualifies and receives good prayers, and bonus damage from good spells. Using non-aligned prayers introduces failure chance. Vulnerable to fire attacks. |
Starting Equipment: | a
small mace |
Races: | Aarakocran Dwarf Elf Githyanki Half Elf Human Merfolk Pixie Svirfneblin |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Read Prayer Restore
Smell Revoke Hammer Specialization Write Swim Turn Undead Convert Recall (Relics) (Marry) (Scroll Scribing) (Cure Light Wounds) (Play Instrument) (Extinguish) (Bandaging) (Smoke Rings) (Fishing) (Foraging) (Drilling) (Floristry) (Gem Digging) (Herbology) (Shearing) (Hunting) |
2 | Create
Water (Purify) (Lacquering) (Engraving) (Wood Chopping) (Cooking) (Butchering) (Embroidering) (Dyeing) |
3 | Fire
Building Sanctimonious (Sacrifice) (Fidelity) (Tailoring) (Leather Working) (Blacksmithing) (Carpentry) |
4 | Protection
Evil (Protection Undead) (Searching) (Distilling) (Sculpting) (Weaving) (Mining) (Tanning) (Pottery) (Costuming) |
5 | Sense Chaos (Protection
Cold) (Create Food) (Painting) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Baking) (Cobbling) (Fletching) (Food Prep) (Weaponsmithing) (Paper Making) |
6 | Cure Serious |
7 | Protection Chaos (Bless) (Hunt
Evil) (Meat Curing) |
8 | Protection
Paralyzation (Freedom) (AutoSwim) (AutoCrawl) |
9 | (Gills) (Cure Fatigue) |
10 | Restore
Voice (Sense Magic) (Smelting) (Jewel Making) (Farming) (Construction) (Taxidermy) (Boatwrighting) (Siegecrafting) (Wainwrighting) (Speculating) (Locksmithing) (Masonry) |
11 | (Protection |
12 | Protection
Disease (Fountain of Life) (Dispel Chaos) (Find Ship) (Gardening) |
13 | (Sanctuary) (Protect |
14 | Cure Critical Wounds |
15 | (Holy
Aura) (Freeze Metal) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | Calm (Infuse |
17 | Piety Curse Cure |
18 | (Wave) (Protection Elements) (Food |
19 | Aura of the Divine |
20 | (Mass Mobility) (Mass |
21 | Heal (Atonement) |
22 | (Bless Item) (Neutralize
Item) |
23 | Judgement (Linked Health) (Mass
Heal) |
24 | Nullification (Word of Law) (Holy
Word) |
25 | (Ice Healing) (Elemental
Aid) |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master |
30 | (Aura of |
31 | |
32 | |
33 | |
34 | |
35 |
Qualifier
===Qualifier=== | |
---|---|
Description: | |
Primary Stat: | Strength |
Qualifications: | Must be granted by an Archon. |
Practices: | 5 +[(Wisdom/6) per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/3)+(1d6) /lvl]. |
Mana: | 100
+[(Int/3)+(1d6)/lvl]. |
Movement: | 100 +[5X(Str/18) /lvl]. |
Attack: | +(Str/18) per level. |
Damage: | +1 damage per 1 level(s). |
Maximum Stat Values: | Strength (25), Intelligence (25), Dexterity (25), Constitution (25), Charisma (25), Wisdom (25), Others
(18) |
Bonuses: | |
Weapons: | May use any weapons. |
Armor: | May wear any
armor. |
Limitations: | |
Starting Equipment: | |
Races: | |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | (Fishing) (Foraging) (Drilling) (Floristry) (Gem |
2 | (Lacquering) (Engraving) (Wood
Chopping) (Cooking) (Butchering) (Embroidering) (Dyeing) |
3 | (Tailoring) (Leather |
4 | (Distilling) (Sculpting) (Weaving) (Mining) (Tanning) (Pottery) (Costuming) |
5 | (Painting) (Glass
Blowing) (Scrimshawing) (Armorsmithing) (Baking) (Cobbling) (Fletching) (Food Prep) (Weaponsmithing) (Paper Making) |
6 | (Find
Home) |
7 | (Meat |
8 | (AutoSwim) (AutoCrawl) |
9 | |
10 | (Smelting) (Jewel
Making) (Farming) (Construction) (Taxidermy) (Boatwrighting) (Siegecrafting) (Wainwrighting) (Speculating) (Locksmithing) (Masonry) |
11 | |
12 | (Find |
13 | |
14 | |
15 | (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | |
17 | |
18 | (Food |
19 | |
20 | (Branding) |
21 | |
22 | |
23 | |
24 | |
25 | |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master |
30 | |
31 | |
32 | |
33 | |
34 | |
35 |
Ranger
===Ranger=== | |
---|---|
Description: | Rangers are noted primarily for their ability to track their friends and enemies, though their knowledge of the natural world has also given them great magical strength. They are a cross between
the fighter and the druid, gaining druid chants at higher levels, and numerous fighting techniques.
How to play: Rangers can provide a unique opportunity for experience advancement in a mud. Their combat skills make them desirable as group members as tanks. Their ability to use scrolls gives them access to magic that grants them some of the mages versatility. Meanwhile, the druidic chants they learn gives them a unique affinity with animals, allowing them to form their own groups as well.
The Ranger, like the Paladin, is not quite as strong a fighter as a pure fighter, but makes up for this using his magical animal affinity. Also, the Ranger will have to be careful to maintain a moderate neutral alignment in order for the druidic chants to become useful. In the meantime, the ranger must use scrolls and other magical items to supplement his natural fighting skill. |
Primary Stat: | Strength |
Qualifications: | Strength 9+, Intelligence 9+ |
Practices: | 3 +[(Wisdom/6) per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 4 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/2)+(2d6) /lvl]. |
Mana: | 100 +[(Int/7)+(1d3)/lvl]. |
Movement: | 100 +[7X(Str/18) /lvl]. |
Attack: | +(Str/18) per
level. |
Damage: | +1 damage per 30 level(s). |
Maximum Stat Values: | Strength (22), Intelligence (22), Others (18) |
Bonuses: | When leading animals into battle, will not divide experience among animal followers. Receives bonus conquest and duel experience.
Benefits from animal followers leveling. |
Weapons: | May use any weapons. |
Armor: | May wear any armor. |
Limitations: | Must remain Neutral to avoid chant failure chances. |
Starting Equipment: | a short sword |
Races: | Aarakocran Centaur
Drow Elf Githyanki Gnoll Half Elf Human Lizard Man Merfolk Ogre Orc |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Ranged Weapon
Specialization Armor Specialization Track Write Sword Specialization Shield Specialization Recall (Polearm Specialization) (Edged Weapon Specialization) (Axe Specialization) (Hand to hand combat) (Hammer Specialization) (Apothecary) (Swim) (Play Instrument) (Flailing Weapon Specialization) (Bandaging) (Animal Bonding) (Smoke Rings) (Blunt Weapon Specialization) (Fishing) (Foraging) (Drilling) (Floristry) (Gem Digging) (Herbology) (Shearing) (Hunting) |
2 | (Bow Specialization) (Find
Water) (Rescue) (Lacquering) (Engraving) (Wood Chopping) (Cooking) (Butchering) (Embroidering) (Dyeing) |
3 | Delay Poison Fire
Building (Track Animal) (Parry) (Tailoring) (Leather Working) (Blacksmithing) (Carpentry) |
4 | (Armor
Tweaking) (Shield Bash) (Repel Vermin) (Two Weapon Fighting) (Searching) (Distilling) (Sculpting) (Weaving) (Mining) (Tanning) (Pottery) (Costuming) |
5 | Read
Magic (Wands) (Predict Weather) (Painting) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Baking) (Cobbling) (Fletching) (Food Prep) (Weaponsmithing) (Paper Making) |
6 | Locate |
7 | (Identify Poison) (Dodge) (True
Shot) (Rapid Shot) (Meat Curing) |
8 | Favored Enemy |
9 | Locate |
10 | (Cleave) (Woodland Sneak) (Calm
Animal) (Smelting) (Jewel Making) (Farming) (Construction) (Taxidermy) (Boatwrighting) (Siegecrafting) (Wainwrighting) (Speculating) (Locksmithing) (Masonry) |
11 | Hunters |
12 | (Point
Blank Shot) (Set Snare) (Control Fire) (Find Ship) (Gardening) |
13 | Favored Enemy 2 Read |
14 | (Woodland Hide) (Venom
Ward) (Summon Peace) |
15 | Woodland
Lore (Natural Balance) (Climb) (Fish Gills) (Plant Lore) (Critical Shot) (Natural Order) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | Hold Animal (Animal |
17 | (Far |
18 | Favored Enemy
3 (Sweep) (Cold Ward) (Food Preserving) (AutoClimb) |
19 | Air Wall (Charm |
20 | Half Attack (Water |
21 | (Camouflage) (Gas
Ward) |
22 | Summon Animal (Resuscitate |
23 | Favored Enemy 4 (Summon |
24 | (Regional |
25 | Called Shot (Summon |
26 | |
27 | |
28 | |
29 | (Master |
30 | Animal |
31 | |
32 | |
33 | |
34 | |
35 |
Sailor
===Sailor=== | |
---|---|
Description: | Sailors are the workmen of the high seas. These common folk spend their lives gathering resources, traveling, transporting goods, and exploring seas, rivers, and lakes. On large sailing vessels,
their skills are unparalleled, and no ship should be without plenty of them. |
Primary Stat: | Dexterity |
Qualifications: | Constitution 5+, Dexterity 5+ |
Practices: | 5 +[(Wisdom/6)+1 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/6)+(1d5)
/lvl]. |
Mana: | 100 +[(Int/9)+(1d2)/lvl]. |
Movement: | 100 +[5X(Str/18) /lvl]. |
Attack: | +(Dex/18)-1 per level. |
Damage: | +1 damage per 15 level(s). |
Maximum Stat Values: | Dexterity (24), Constitution (24), Others (18) |
Bonuses: | Sailors earn twice as much XP as other
commoners when trawling, sea explore xp, and double experience in ship combat. |
Weapons: | May use any weapons. |
Armor: | Must wear cloth, vegetation, or paper based armor. |
Limitations: | |
Starting Equipment: | a belaying pin |
Races: | Drow
Duergar Dwarf Elf Githyanki Gnoll Gnome Goblin Half Elf Halfling Human Lizard Man Merfolk Mindflayer Ogre Orc Pixie |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Fishing Climb Unbinding Swim Recall (Wood Chopping) (Hand to hand
combat) (Write) (Play Instrument) (Bandaging) (Smoke Rings) (Floristry) |
2 | Sea
Legs (Carpentry) (Cooking) (Butchering) |
3 | Belay Fire Building |
4 | Abandon |
5 | Boatwrighting Trawling |
6 | Find Ship Crow's
Nest (Morse Code) (Find Home) |
7 | Avoid |
8 | Make Sea |
9 | Ship |
10 | Sea |
11 | Dead Reckoning (Fish
Lore) |
12 | Sea Navigation (Cargo |
13 | Scuttle (Bind) |
14 | Sea |
15 | (Siegecrafting) (Composting) |
16 | Water |
17 | (Deep |
18 | Combat Repairs (Food |
19 | Master |
20 | (Foul Weather Sailing) (Hard |
21 | (Naval Tactics) |
22 | Rig |
23 | Intercept Ship |
24 | Master |
25 | Await Ship |
26 | |
27 | |
28 | |
29 | (Master |
30 | Hire |
31 | |
32 | |
33 | |
34 | |
35 |
Scholar
===Scholar=== | |
---|---|
Description: | Scholars are the researchers, teachers, librarians, curators, students and other academians that protect the knowledge of advanced civilizations and pass down the wisdom from previous generations.
They excel at educating, organizing, cataloging, and categorizing. Fighting? Not so much.
A Scholar earns no combat experience, but won't hinder their party's experience either. Scholars should focus on teaching others what they learn, writing about their adventures, seeking out libraries and bookstores, and using various lore and calligraphy abilities. Scholars may level slower than traditional adventurers, but they can also level without putting themselves at great risk. |
Primary Stat: | Intelligence |
Qualifications: | Intelligence 9+, Wisdom 6+ |
Practices: | 5
+[(Wisdom/6)+1 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/9)+(1d3) /lvl]. |
Mana: | 100 +[(Int/9)+(1d2)/lvl]. |
Movement: | 100 +[5X(Str/18) /lvl]. |
Attack: | +(Int/18)-1 per level. |
Damage: | +1 damage per 50 level(s). |
Maximum Stat Values: | Intelligence (24), Wisdom
(24), Others (18) |
Bonuses: | Earn experience from teaching skills, making maps, writing books, visiting bookstores/libraries, and using certain skills daily. Gives bonus proficiency gains for group members. |
Weapons: | Must use staffs or natural
weapons. |
Armor: | Must wear cloth, vegetation, or paper based armor. |
Limitations: | Earns no combat experience. |
Starting Equipment: | a wooden staff, Scholar's Logbook |
Races: | Aarakocran Centaur Drow Duergar
Dwarf Elf Githyanki Gnoll Gnome Goblin Half Elf Halfling Human Lizard Man Merfolk Mindflayer Ogre Orc Pixie Svirfneblin |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Studying Recall Herbology Write Floristry (Bandaging) (Play
Instrument) (Smoke Rings) (Swim) (Fishing) (Foraging) (Drilling) (Gem Digging) (Shearing) (Hunting) |
2 | Labeling (Lacquering) (Engraving) (Wood
Chopping) (Cooking) (Butchering) (Embroidering) (Dyeing) |
3 | Fire Building Paper
Making (Combat Log) (Tailoring) (Leather Working) (Blacksmithing) (Carpentry) |
4 | (Organizing) (Searching) (Mark) (Distilling) (Sculpting) (Weaving) (Mining) (Tanning) (Pottery) (Costuming) |
5 | Dissertating (Wands) (Smoke Signals) (Painting) (Glass
Blowing) (Scrimshawing) (Armorsmithing) (Baking) (Cobbling) (Fletching) (Food Prep) (Weaponsmithing) |
6 | Titling Morse |
7 | Book Editing Know |
8 | Make Sea
Maps (Decipher Script) (Reveal Text) (AutoSwim) (AutoCrawl) |
9 | Transcribing (Wilderness
Lore) |
10 | Speculating (Siegecrafting) (Book
Naming) (Smelting) (Jewel Making) (Farming) (Construction) (Boatwrighting) (Wainwrighting) (Locksmithing) (Masonry) |
11 | Lore (Secret Writing) (Skillcraft) |
12 | Racial |
13 | Cataloging (Make |
14 | (Observe) (Analyze |
15 | (Spellcraft) (Plant
Lore) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | Attribute Training (Bard Honorary |
17 | (Appraise) (Prayercraft) (Shush) |
18 | Recollecting (Thief Honorary |
19 | (Chantcraft) (Scroll |
20 | (Mage Honorary
Degree) (Publishing) (Branding) |
21 | (Planar |
22 | Surveying (Druid |
23 | Lecturing |
24 | Linguistic |
25 | Enrolling (Book |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master |
30 | Guildmaster |
31 | |
32 | |
33 | |
34 | |
35 | Improved |
Shaman
===Shaman=== | |
---|---|
Description: | Shaman are those who worship the gods in the most primitive and basic ways of the earth. The Shaman is thus granted special powers over the earth by the gods, including resistances to acid attacks,
at the expense of vulnerability to electricity. The Shaman is a moderate and neutral aligned class, meaning that he will never fumble on neutral prayers, and has a much smaller fumble chance on good and evil prayers. The Shaman is restricted to neutral weapons, any kind of armor, and gets numerous special prayers known only to Shaman.
How to play: The Shaman is a typical village priest, having powers from his deity well suited to almost any daily concern. His neutrality shows his wisdom, and his power earns him respect. The Shaman can fill almost any role in the game, whether it be as a group member, or a lone adventurer seeking an inner peace far from home. |
Primary Stat: | Wisdom |
Qualifications: | Wisdom 9+, Constitution 9+ |
Practices: | 5 +[(Wisdom/6)+2 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20
+[(Con/3)+(1d10) /lvl]. |
Mana: | 100 +[(Int/4)+(1d4)/lvl]. |
Movement: | 100 +[5X(Str/18) /lvl]. |
Attack: | +(Wis/18) per level. |
Damage: | +1 damage per 30 level(s). |
Maximum Stat Values: | Constitution (22), Wisdom (22), Others (18) |
Bonuses: | Never fumbles neutral prayers,
receives smallest prayer fumble chance, and receives 1pt/level of acid damage reduction. |
Weapons: | Must use swords, staves, natural, ranged, or blunt weapons |
Armor: | May wear any armor. |
Limitations: | Using non-neutral prayers introduces small
failure chance. Vulnerable to electric attacks. |
Starting Equipment: | a small mace |
Races: | Aarakocran Centaur Drow Duergar Dwarf Elf Githyanki Gnoll
Gnome Goblin Half Elf Halfling Human Lizard Man Merfolk Mindflayer Ogre Orc Pixie Svirfneblin |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Read Prayer Restore
Smell Revoke Write Convert Recall Blunt Weapon Specialization (Relics) (Marry) (Scroll Scribing) (Annul) (Cure Light Wounds) (Swim) (Play Instrument) (Cause Light Wounds) (Bandaging) (Smoke Rings) (Fishing) (Foraging) (Drilling) (Floristry) (Gem Digging) (Herbology) (Shearing) (Hunting) |
2 | Sense Life (Sense Evil) (Sense
Good) (Lacquering) (Engraving) (Wood Chopping) (Cooking) (Butchering) (Embroidering) (Dyeing) |
3 | Fire Building (Minor
Infusion) (Bury) (Tailoring) (Leather Working) (Blacksmithing) (Carpentry) |
4 | Nourishing
Food (Protection Law) (Protection Evil) (Protection Chaos) (Protection Good) (Searching) (Distilling) (Sculpting) (Weaving) (Mining) (Tanning) (Pottery) (Costuming) |
5 | Sense Law Create
Food (Cure Deafness) (Deafness) (Alchemy) (Painting) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Baking) (Cobbling) (Fletching) (Food Prep) (Weaponsmithing) (Paper Making) |
6 | Create |
7 | Adoption (Curse) (Bless) (Meat Curing) |
8 | Protection |
9 | (Earthshield) (Moderate Infusion) |
10 | (Sense
Invisible) (Restore Voice) (Smelting) (Jewel Making) (Farming) (Construction) (Taxidermy) (Boatwrighting) (Siegecrafting) (Wainwrighting) (Speculating) (Locksmithing) (Masonry) |
11 | Protection |
12 | Protection Disease (Sober) (Find |
13 | Sanctuary (Sanctum) |
14 | (Cleanliness) (Fertilize) |
15 | (Rockskin) (Guardian
Hearth) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | (Infuse Impunity) (Infuse
Balance) (Sanctify Room) (Tremor) |
17 | (Blindsight) (Cure |
18 | Protection |
19 | (Rock Flesh) (Flesh
Rock) |
20 | Mass |
21 | Remove |
22 | Curse Item (Neutralize
Item) |
23 | Linked |
24 | (Neutralize |
25 | (Elemental
Aid) (Acid Healing) |
26 | |
27 | |
28 | |
29 | (Master |
30 | Holy |
31 | |
32 | |
33 | |
34 | |
35 |
SkyWatcher
===SkyWatcher=== | |
---|---|
Description: | The SkyWatcher is the master druid of the stars and heavens, being the very powerful steward of the great wheel in the sky. The SkyWatcher maintains a special connection with the moon, and
gains numerous special abilities to summon great powers from luna. So connected is he to the moon that his strength and powers will fluxuate during the month, following the phase of the moon. A master of wind and weather, the SkyWatcher is also very capable of bringing the heavens down upon his enemies at need.
How to play: More even than the other druids, the SkyWatcher must concern himself with pre-casting. That is to say, the SkyWatcher must be aware of his environment at all times in terms of weather, time, temperature, and locale, and must be fully prepared to alter these conditions to make them favorable to the chants he means to use against his enemies in combat. All SkyWatchers must also realize that their effectiveness when not outdoors will be almost nil, as practically every chant requires the use of outside conditions and resources. |
Primary Stat: | Constitution |
Qualifications: | Intelligence 9+, Constitution 9+ |
Practices: | 5 +[(Wisdom/6)+2 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/2)+(2d7)
/lvl]. |
Mana: | 100 +[(Int/4)+(1d4)/lvl]. |
Movement: | 100 +[5X(Str/18) /lvl]. |
Attack: | +(Con/18) per level. |
Damage: | +1 damage per 30 level(s). |
Maximum Stat Values: | Intelligence (22), Constitution (22), Others (18) |
Bonuses: | Attains Lunar Changes (lunar phase based
bonuses/penalties) at level 5. Can create a druidic connection with an area. Benefits from freeing animals from cities. Benefits from balancing the weather. |
Weapons: | Must use wooden, plant-based, or leather weapons. |
Armor: | Must wear
non-metal armor. |
Limitations: | Must remain Neutral to avoid skill and chant failure chances. |
Starting Equipment: | a wooden quarterstaff |
Races: | Aarakocran Centaur Elf Githyanki Half Elf |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Climb Read
Runes Write Summon Hail Predict Weather Recall Predict Phase (Scroll Scribing) (Revoke) (Druidic Pass) (Hand to hand combat) (Shards) (Swim) (Play Instrument) (Bandaging) (Herbology) (Smoke Rings) (Fishing) (Foraging) (Drilling) (Floristry) (Gem Digging) (Shearing) (Hunting) |
2 | Clear
Moon (Wind Color) (Moonbeam) (Lacquering) (Engraving) (Wood Chopping) (Cooking) (Butchering) (Embroidering) (Dyeing) |
3 | Fire Building (Pale
Moon) (Snuff Flame) (Tailoring) (Leather Working) (Blacksmithing) (Carpentry) |
4 | Love
Moon (Cold Moon) (Summon Dustdevil) (Summon Fire) (Searching) (Distilling) (Sculpting) (Weaving) (Mining) (Tanning) (Pottery) (Costuming) |
5 | (Woodland Hide) (Control
Fire) (Painting) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Baking) (Cobbling) (Fletching) (Food Prep) (Weaponsmithing) (Paper Making) |
6 | Calm
Wind (Honey Moon) (Sunray) (Find Home) |
7 | (Star Gazing) (Muddy Grounds) (Lightning
Ward) (Meat Curing) |
8 | Dehydrate (Cold |
9 | Wind |
10 | Whisperward (Woodland
Sneak) (Smelting) (Jewel Making) (Farming) (Construction) (Taxidermy) (Boatwrighting) (Siegecrafting) (Wainwrighting) (Speculating) (Locksmithing) (Masonry) |
11 | (Acid |
12 | Wind
Shape (Dispel Law) (Dirt) (Dispel Chaos) (Moon Calf) (Find Ship) (Gardening) |
13 | Grove Walk (Blue
Moon) (Purple Moon) (White Moon) (Red Moon) |
14 | Calm Weather (Song Ward) (Waking
Moon) |
15 | Summon Heat (Herbalism) (Peace
Moon) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | (Summon Moon) (Recover |
17 | Summon Cold (Chant
Ward) |
18 | (Observe) (Summon Rain) (Control |
19 | Summon
Wind (Acid Rain) (Prayer Ward) |
20 | Distant Wind
Color (Scrapping) (Blind Fighting) (Charge Metal) (Branding) |
21 | Shapelessness (Spell
Ward) |
22 | Summon Lightning (Meditation) (Manic
Moon) |
23 | Wind Snatcher (Howlers |
24 | (Death Moon) (Cloud
Walk) |
25 | Meteor Strike (Summon |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master |
30 | Move The |
31 | |
32 | |
33 | |
34 | |
35 |
Specialist Mage
mob
===mob=== | |
---|---|
Description: | |
Primary Stat: | Strength |
Qualifications: | None |
Practices: | 5 +[(Wisdom/6) per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/3)+(1d6) /lvl]. |
Mana: | 100 +[(Int/3)+(1d6)/lvl]. |
Movement: | 100 +[5X(Str/18)
/lvl]. |
Attack: | +(Str/18) per level. |
Damage: | +1 damage per 1 level(s). |
Maximum Stat Values: | Others (18) |
Bonuses: | |
Weapons: | May use any weapons. |
Armor: | May wear any
armor. |
Limitations: | |
Starting Equipment: | |
Races: | |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | (Fishing) (Foraging) (Drilling) (Floristry) (Gem |
2 | (Lacquering) (Engraving) (Wood
Chopping) (Cooking) (Butchering) (Embroidering) (Dyeing) |
3 | (Tailoring) (Leather |
4 | (Distilling) (Sculpting) (Weaving) (Mining) (Tanning) (Pottery) (Costuming) |
5 | (Painting) (Glass
Blowing) (Scrimshawing) (Armorsmithing) (Baking) (Cobbling) (Fletching) (Food Prep) (Weaponsmithing) (Paper Making) |
6 | (Find
Home) |
7 | (Meat |
8 | (AutoSwim) (AutoCrawl) |
9 | |
10 | (Smelting) (Jewel
Making) (Farming) (Construction) (Taxidermy) (Boatwrighting) (Siegecrafting) (Wainwrighting) (Speculating) (Locksmithing) (Masonry) |
11 | |
12 | (Find |
13 | |
14 | |
15 | (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | |
17 | |
18 | (Food |
19 | |
20 | (Branding) |
21 | |
22 | |
23 | |
24 | |
25 | |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master |
30 | |
31 | |
32 | |
33 | |
34 | |
35 |
Templar
===Templar=== | |
---|---|
Description: | Templar are those who pursue power and glory in the name of their god. They are the great weaponmasters, wielding their arms to conquer the world in their gods name. The Templar can use any
weapons and armor, and can specialize in many weapons as they increase in levels. Their Aura of Strife, and their increased number of attacks makes them a formidable foe of all who oppose the will of their god. @if?CheckFactionLoaded?ALIGNMENT.INI&INCLINATION.INI@The Templar is an evil aligned class and lawfully inclined. @elif?CheckFactionLoaded?ALIGNMENT.INI&!INCLINATION.INI@The Templar is an evil aligned class. @elif?CheckFactionLoaded?!ALIGNMENT.INI&INCLINATION.INI@The Templar is a lawfully inclined class. @endif@
How to play: The Templar is a brutal and formidable warrior, who wields death and power in the name of his god. His devastating power makes him a great ally for groups, but also a successful glory seeker when alone. |
Primary Stat: | Wisdom |
Qualifications: | Wisdom 9+, Strength 9+ |
Practices: | 5 +[(Wisdom/6)+2 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/3)+(1d10) /lvl]. |
Mana: | 100 +[(Int/4)+(1d4)/lvl]. |
Movement: | 100 +[5X(Str/18) /lvl]. |
Attack: | +(Wis/18) per
level. |
Damage: | +1 damage per 30 level(s). |
Maximum Stat Values: | Strength (22), Wisdom (22), Others (18) |
Bonuses: | Receives Aura of Strife which increases in power. |
Weapons: | May use any weapons. |
Armor: | May wear any armor. |
Limitations: | Always fumbles good
prayers. Using non-evil prayers introduces failure chance. |
Starting Equipment: | a short sword |
Races: | Aarakocran Centaur Drow Duergar Dwarf Elf Githyanki Gnoll
Gnome Goblin Half Elf Halfling Human Lizard Man Merfolk Mindflayer Ogre Orc Pixie Svirfneblin |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Read
Prayer Revoke Write Sword Specialization Infuse Discipline Infuse Unholiness Convert Recall Blunt Weapon Specialization (Relics) (Scroll Scribing) (Annul) (Swim) (Play Instrument) (Cause Light Wounds) (Bandaging) (Divorce) (Smoke Rings) (Fishing) (Foraging) (Drilling) (Floristry) (Gem Digging) (Herbology) (Shearing) (Hunting) |
2 | (Sense Life) (Cause Fatigue) (Sense
Good) (Lacquering) (Engraving) (Wood Chopping) (Cooking) (Butchering) (Embroidering) (Dyeing) |
3 | Desecrate Fire
Building (Edged Weapon Specialization) (Tailoring) (Leather Working) (Blacksmithing) (Carpentry) |
4 | (Unholy
Armament) (Protection Good) (Searching) (Distilling) (Sculpting) (Weaving) (Mining) (Tanning) (Pottery) (Costuming) |
5 | Deafness (Sense
Chaos) (Flailing Weapon Specialization) (Painting) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Baking) (Cobbling) (Fletching) (Food Prep) (Weaponsmithing) (Paper Making) |
6 | (Parry) (Cause Serious |
7 | Curse (Hunt Good) (Morph Unholy |
8 | Paralyze (Polearm |
9 | (Behemoth) (Faithful HellHound) (Hammer |
10 | (Ranged Weapon Specialization) (Cause
Exhaustion) (Dispel Good) (Smelting) (Jewel Making) (Farming) (Construction) (Taxidermy) (Boatwrighting) (Siegecrafting) (Wainwrighting) (Speculating) (Locksmithing) (Masonry) |
11 | (Protection |
12 | Plague (Protection Disease) (Find |
13 | Blood Curse (Desecrate
Land) |
14 | (Axe Specialization) (Shield Bash) (Cause |
15 | Great Curse (Hand to hand
combat) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | (Blood |
17 | (Bone |
18 | Tithe (Drain) (Enervate) (Food |
19 | (Malediction) (Hellfire) |
20 | Mass |
21 | (Harm) (Corruption) (Second Attack) |
22 | Curse |
23 | (Create Idol) (Empower |
24 | Unholy Word (Sun Curse) (Word of
Law) |
25 | (Regeneration) |
26 | |
27 | |
28 | |
29 | (Master |
30 | Avatar |
31 | |
32 | |
33 | |
34 | |
35 |
Thief
===Thief=== | |
---|---|
Description: | Thieves are skillful, sly, and devious. They may only use daggers and swords, and may only wear leather armor at best. However, they come with numerous skills allowing them to survive in the
dog-eat-dog world, including swiping and stealing; hiding, peeking, and sneaking; trapping, poisoning, and many others. Thieves also qualify for many devious fighting abilities.
Thief is the starting point for numerous sub-classes which the player may choose to gain levels in at any time. These sub-classes include: Assassin, Arcanist (Arcane Rogue), Burglar, and Trapper.
How to play: The thieves strength is in his ability to obtain money, and in his ability to navigate tricky situations. By accumulating the wealth of others, the thief can stay comfortably equipped with the latest and best money can buy. When playing alone, the thief thrives as the only class able to get into and out of any secret place without stirring up unnecessary trouble. Although not generally appreciated in groups, a group benefits from these skills, as well as the thiefs unique ability to deliver enormous amounts of backstab damage.
The thief is only moderately skilled at combat, but can make up for it by using his wealth to obtain favors, good equipment, and the necessary potions and scrolls necessary to survive the experience gaining battles. |
Primary Stat: | Dexterity |
Qualifications: | Dexterity 9+ |
Practices: | 5 +[(Wisdom/6)+1 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/3)+(1d10) /lvl]. |
Mana: | 100 +[(Int/6)+(1d3)/lvl]. |
Movement: | 100 +[6X(Str/18) /lvl]. |
Attack: | +(Dex/18) per
level. |
Damage: | +1 damage per 5 level(s). |
Maximum Stat Values: | Dexterity (25), Others (18) |
Bonuses: | Bonus experience for using certain skills. |
Weapons: | Must use swords, daggers, natural, or ranged weapons. |
Armor: | Must wear leather, cloth, or vegetation based
armor. |
Limitations: | |
Starting Equipment: | a short sword |
Races: | Aarakocran Centaur Drow Duergar Dwarf Elf Githyanki Gnoll Gnome Goblin [[Half
Elf|Half Elf]] Halfling Human Lizard Man Merfolk Mindflayer Ogre Orc Pixie Svirfneblin |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Edged Weapon
Specialization Unbinding Write Recall (Ranged Weapon Specialization) (Climb) (Apothecary) (Swim) (Play Instrument) (Sword Specialization) (Swipe gold) (Bandaging) (Smoke Rings) (Fishing) (Foraging) (Drilling) (Floristry) (Gem Digging) (Herbology) (Shearing) (Hunting) |
2 | (Sneak
Attack) (Hide) (Lacquering) (Engraving) (Wood Chopping) (Cooking) (Butchering) (Embroidering) (Dyeing) |
3 | Wands Fire
Building (Counter-Tracking) (Tailoring) (Leather Working) (Blacksmithing) (Carpentry) |
4 | (AutoSneak) (Sneak) (Searching) (Distilling) (Sculpting) (Weaving) (Mining) (Tanning) (Pottery) (Costuming) |
5 | Detect Traps (Dirt) (Painting) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Baking) (Cobbling) (Fletching) (Food Prep) (Weaponsmithing) (Paper Making) |
6 | (Dodge) (Pick Locks) (Find Home) |
7 | Peek (Identify Poison) (Use Poison) (Meat Curing) |
8 | (Decipher Script) (Disarm) (Remove Traps) (AutoSwim) (AutoCrawl) |
9 | Observe (Parry) |
10 | (Haggle) (Back Stab) (Smelting) (Jewel Making) (Farming) (Construction) (Taxidermy) (Boatwrighting) (Siegecrafting) (Wainwrighting) (Speculating) (Locksmithing) (Masonry) |
11 | Steal (Trip) |
12 | (Listen) (Graffiti) (Two Weapon Fighting) (Find Ship) (Gardening) |
13 | Detection (Bind) (Arsonry) |
14 | (Surrender) (Rapid Shot) |
15 | (Read Magic) (Conceal Item) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | (Silent AutoGold) (Detect Invisible) (Hideout) |
17 | Careful Step (Shadow) (Second Attack) |
18 | (Set Decoys) (Silent AutoLoot) (Linguistic Comprehension) (Food Preserving) (AutoClimb) |
19 | Distract (Weapon Snatch) (Ventriloquate) |
20 | (Lore) (Alertness) (Half Attack) (Branding) |
21 | Sap Panhandling (Conceal Door) |
22 | (Flank) (Improved Distraction) |
23 | Warrants (Lay Traps) |
24 | (Conceal Walkway) (Bribe) (Escape Bonds) |
25 | Ambush (Squatting) |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master Herbology) |
30 | Nondetection |
31 | |
32 | |
33 | |
34 | |
35 |
Transmuter
Trapper
===Trapper=== | |
---|---|
Description: | The trapper, possibly the most cowardly of thieves, has spent late nights tinkering with springs and switches, learning to kill indirectly through the devices of his art. Trappers also view fauna
as means to his ends, accumulating animals both live and dead with amazing efficiency. Trappers alone have the greatest access to the most deadly traps, as well as exclusive access to skills that turn animals into his own personal play things, whether it be as items of sale, or as trained devilish pets. |
Primary Stat: | Dexterity |
Qualifications: | Dexterity 9+, Constitution 9+ |
Practices: | 5 +[(Wisdom/6)+1 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/3)+(1d10) /lvl]. |
Mana: | 100
+[(Int/6)+(1d3)/lvl]. |
Movement: | 100 +[6X(Str/18) /lvl]. |
Attack: | +(Dex/18) per level. |
Damage: | +1 damage per 5 level(s). |
Maximum Stat Values: | Dexterity (22), Constitution (22), Others (18) |
Bonuses: | Benefits from animal followers leveling. Gets experience for
selling foreign unconjured animals of comparable level. |
Weapons: | Must use swords, daggers, natural, or ranged weapons. |
Armor: | Must wear leather, cloth, or vegetation based armor. |
Limitations: | Sneak and Hide attempts will fail outside of the
wild. |
Starting Equipment: | a short sword |
Races: | Aarakocran Centaur Drow Duergar Dwarf Elf Githyanki Gnoll Gnome Goblin Half Elf Halfling Human Lizard Man Merfolk Mindflayer Ogre Orc Pixie Svirfneblin |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Edged Weapon Specialization Taxidermy Write Wainwrighting Carpentry Recall (Ranged Weapon Specialization) (Caltrops) (Climb) (Apothecary) (Swim) (Play Instrument) (Sword Specialization) (Bandaging) (Smoke Rings) (Fishing) (Foraging) (Drilling) (Floristry) (Gem Digging) (Herbology) (Shearing) (Hunting) |
2 | (Trophy Count) (Hide) (Lacquering) (Engraving) (Wood Chopping) (Cooking) (Butchering) (Embroidering) (Dyeing) |
3 | Fire Building Avoid Traps (Identify Bombs) (Tailoring) (Leather Working) (Blacksmithing) |
4 | (Detect Traps) (Find Water) (Searching) (Distilling) (Sculpting) (Weaving) (Mining) (Tanning) (Pottery) (Costuming) |
5 | Strategic Retreat (Identify Traps) (Painting) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Baking) (Cobbling) (Fletching) (Food Prep) (Weaponsmithing) (Paper Making) |
6 | (Dodge) (Sneak) (Find Home) |
7 | Use Poison (Identify Poison) (Mark Trapped) (Meat Curing) |
8 | Lay Traps (Remove Traps) (AutoSwim) (AutoCrawl) |
9 | Listen (Sneak Attack) (Wilderness Sounds) |
10 | (AutoDetect Traps) (AutoMark Traps) (Smelting) (Jewel Making) (Farming) (Construction) (Boatwrighting) (Siegecrafting) (Speculating) (Locksmithing) (Masonry) |
11 | Parry (True Shot) |
12 | (Track) (AutoCaltrops) (Find Ship) (Gardening) |
13 | Observe (Sap) (Wilderness Lore) |
14 | (Lure) (Plant Item) |
15 | Back Stab (Read Magic) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | (Bind) (Dazzling Caltrops) |
17 | Second Attack (Make Bombs) |
18 | (Detection) (Animal Taming) (Food Preserving) (AutoClimb) |
19 | Cage Building (Running Fight) |
20 | (Scrapping) (Set Alarm) (Pin) (Branding) |
21 | Cage (Domesticating) |
22 | (Snipe) (Half Attack) |
23 | Shadow (Animal Trading) |
24 | (Disabling Caltrops) (Animal Training) |
25 | Trap Immunity Kamikaze |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master Herbology) |
30 | Death Trap |
31 | |
32 | |
33 | |
34 | |
35 |