Post by Altaiir on Aug 4, 2007 2:11:12 GMT -5
Listed below are all the classes available for members. You will find a brief description to learn more about that class, Basic Skills which all members of a class may do, Guild Powers which are earned by increasing rank in your Guild, and Starting Weapons which your character is created with.
Warrior
Brief Description: The Warrior is a powerful class with expertise in the craft of swordfighting. They have very strong offensive powers but have little knowledge when it comes to magic. Most warriors are either human or dwarf for very few Elves choose the path of the warrior.
Basic Skills: Swordsman, Adjusts to various weaponry easily, authoritative presence.
Guild Powers: Ability to arrest, Double-sword combat, Killing Pierce
Starting Weapon: Basic Sword
Bard
Brief Description: Bards are those skilled in the art of poetry and song. When combined with magic, on the rare occasion that they are, these can be a dangerous people. Their skill of various instruments brings them high regard and respect from those around them. A bard is a very useful friend to have.
Basic Skills: Song, Adjusts to new instruments easily, Performing Arts.
Guild Powers: Song of Tranquility, The Strings of Nature, Mesmerism.
Starting Weapon: Harp
Thief
Brief Description: The Thief is fast with his hands and quick with his feet. They will snatch your purse and steal your clothes while you sleep. Be careful around a thief, for they are rarely to be trusted.
Basic Skills: Thieving, Deception, Agile
Guild Powers: Disguise Mastery, Envenomed Blades, Shadow-walking.
Starting Weapon: Wooden Club
Assassin
Brief Description: The assassin is cunning and agile, tactical and intelligent. They're objective is to find a mark and terminate it, no matter the risk, difficulty, or manner. Just stay out of their way. If you become an obstacle, they might be forced to add your head to their list.
Basic Skills: Stealth, Tact, Close Combat
Guild Powers: Escape and Avoidance, Assassin Strike, Killer's Bane
Starting Weapon: Dagger
Mage
Brief Description: A Mage is highly skilled in the art of magic. They are one of the most respected classes in the world. It seems that the power to wield magic is increased with age, as the more powerful mages are in an older state. The Mage Guild is perhaps the most powerful guild, though many mages choose to not join and rather live their life alone.
Basic Skills: Basic Hexes (a 2 MP attack without a mystic item that adds +4 to the total attack value), Sense the presence of magic, can last long without food or water.
Guild Powers: Binding Light, Stasis Chamber, Double Cast
Starting Weapon: Wooden Staff
Priest
Brief Description: Priests are servants of the gods. Without their presense at Mirawold, people would be left in darkness. Priests often go wandering by themselves to do the work of the holy order. Their presense brings blessings from the gods on those around them.
Basic Skills: Closeness to the gods, Preaching, Healing
Guild Powers: Holy Aura, Healing, Revivification
Starting Weapon: Quarterstaff
Sorcerer
Brief Description: The way of the sorcerer is a dark and cruel path. The sorcerers were either once Mages turned dark, or born into the Guild of Sorcerers. The Guild of Sorcerers is the most commonly turned down guild, as many sorcerers choose a path of solitude instead. It is a heavy burden to be a sorcerer, as you have many enemies as well as many dark secrets. The rewards, though dark they are, can be wondrous and legendary.
Basic Skills: Basic Hexes (a 3 MP attack without a mystic item that adds +6 to the total attack), Sense the presence of magic, can last long without food or water.
Guild Powers: Unholy Strength, Infectious Plague, Necromancy
Starting Weapon: Staff of Demise
Ranger
Brief Description: Rangers have chosen to life a live of ranged combat. They are highly skilled in what they do and are respected almost as much as Warriors. Some (the dwarves) say there is no honor in fighting at a range, but to the Elves it is an important part of life. Humans make up some of the Ranger populace as well.
Basic Skills: Archery, Thrown items, Impeccable Aim.
Guild Powers: Multiple Arrow Shot, Mystic Arrows, Target Arrows
Starting Weapon: Bow
Warrior
Brief Description: The Warrior is a powerful class with expertise in the craft of swordfighting. They have very strong offensive powers but have little knowledge when it comes to magic. Most warriors are either human or dwarf for very few Elves choose the path of the warrior.
Basic Skills: Swordsman, Adjusts to various weaponry easily, authoritative presence.
Guild Powers: Ability to arrest, Double-sword combat, Killing Pierce
Starting Weapon: Basic Sword
Bard
Brief Description: Bards are those skilled in the art of poetry and song. When combined with magic, on the rare occasion that they are, these can be a dangerous people. Their skill of various instruments brings them high regard and respect from those around them. A bard is a very useful friend to have.
Basic Skills: Song, Adjusts to new instruments easily, Performing Arts.
Guild Powers: Song of Tranquility, The Strings of Nature, Mesmerism.
Starting Weapon: Harp
Thief
Brief Description: The Thief is fast with his hands and quick with his feet. They will snatch your purse and steal your clothes while you sleep. Be careful around a thief, for they are rarely to be trusted.
Basic Skills: Thieving, Deception, Agile
Guild Powers: Disguise Mastery, Envenomed Blades, Shadow-walking.
Starting Weapon: Wooden Club
Assassin
Brief Description: The assassin is cunning and agile, tactical and intelligent. They're objective is to find a mark and terminate it, no matter the risk, difficulty, or manner. Just stay out of their way. If you become an obstacle, they might be forced to add your head to their list.
Basic Skills: Stealth, Tact, Close Combat
Guild Powers: Escape and Avoidance, Assassin Strike, Killer's Bane
Starting Weapon: Dagger
Mage
Brief Description: A Mage is highly skilled in the art of magic. They are one of the most respected classes in the world. It seems that the power to wield magic is increased with age, as the more powerful mages are in an older state. The Mage Guild is perhaps the most powerful guild, though many mages choose to not join and rather live their life alone.
Basic Skills: Basic Hexes (a 2 MP attack without a mystic item that adds +4 to the total attack value), Sense the presence of magic, can last long without food or water.
Guild Powers: Binding Light, Stasis Chamber, Double Cast
Starting Weapon: Wooden Staff
Priest
Brief Description: Priests are servants of the gods. Without their presense at Mirawold, people would be left in darkness. Priests often go wandering by themselves to do the work of the holy order. Their presense brings blessings from the gods on those around them.
Basic Skills: Closeness to the gods, Preaching, Healing
Guild Powers: Holy Aura, Healing, Revivification
Starting Weapon: Quarterstaff
Sorcerer
Brief Description: The way of the sorcerer is a dark and cruel path. The sorcerers were either once Mages turned dark, or born into the Guild of Sorcerers. The Guild of Sorcerers is the most commonly turned down guild, as many sorcerers choose a path of solitude instead. It is a heavy burden to be a sorcerer, as you have many enemies as well as many dark secrets. The rewards, though dark they are, can be wondrous and legendary.
Basic Skills: Basic Hexes (a 3 MP attack without a mystic item that adds +6 to the total attack), Sense the presence of magic, can last long without food or water.
Guild Powers: Unholy Strength, Infectious Plague, Necromancy
Starting Weapon: Staff of Demise
Ranger
Brief Description: Rangers have chosen to life a live of ranged combat. They are highly skilled in what they do and are respected almost as much as Warriors. Some (the dwarves) say there is no honor in fighting at a range, but to the Elves it is an important part of life. Humans make up some of the Ranger populace as well.
Basic Skills: Archery, Thrown items, Impeccable Aim.
Guild Powers: Multiple Arrow Shot, Mystic Arrows, Target Arrows
Starting Weapon: Bow