Classes: Difference between revisions
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== PALADIN == | == PALADIN == | ||
A Holy Knight who receives power and blessings from our divine creator. A paladin cannot turn away from doing good. If someone were being hurt or if someone needs healing or money, a Paladin would always give to whomever is in need. Paladins deal extra damage to undead and demons. And they would never run from something evil, they would stand and fight until it is vanquished. Paladins also absorb some damage which makes them the most defensive of all the classes. They gain a little stamina and health each time they block with a shield equipped. | |||
Upon entering the Paladin class gate, your character is given the following starting skills: Anatomy, Healing, Mace Fighting, Parrying, Tactics, Chivalry, Resisting Spells. | |||
The Paladin is also given the following stats: 150 Strength/ 50 Dexterity/ 100 Intelligence. | |||
Spellbooks used are Chivalry and Magery. | |||
Revision as of 01:57, 28 November 2015
PALADIN
A Holy Knight who receives power and blessings from our divine creator. A paladin cannot turn away from doing good. If someone were being hurt or if someone needs healing or money, a Paladin would always give to whomever is in need. Paladins deal extra damage to undead and demons. And they would never run from something evil, they would stand and fight until it is vanquished. Paladins also absorb some damage which makes them the most defensive of all the classes. They gain a little stamina and health each time they block with a shield equipped.
Upon entering the Paladin class gate, your character is given the following starting skills: Anatomy, Healing, Mace Fighting, Parrying, Tactics, Chivalry, Resisting Spells.
The Paladin is also given the following stats: 150 Strength/ 50 Dexterity/ 100 Intelligence.
Spellbooks used are Chivalry and Magery.
NECROMANCER
When the Lich King’s control of his necromancer's was broken, his former champions sought revenge for the horrors committed under his command. After their vengeance was won, the necromancer's found themselves without a cause and without a home. One by one they trickled into the land of the living in search of a new purpose.
DEFENSE
To protect themselves and their fellows from death in battle, necromancers gird themselves in armor and parry attacks with their blades, and utilize resurrection of the dead to serve and protect them.
MELEE AND DARK MAGIC DAMAGE
Necromancer's runeblades are empowered with dark magic; they can expend the power of their runes for vicious attacks by summoned servants. As former champions of the Lich King, necromancers can command the dead as minions, freeze their foes with ice, and inflict weakening diseases.
RANGER
From an early age the call of the wild draws some adventurers from the comfort of their homes into the unforgiving primal world outside. Those who endure become Rangers. Masters of their environment, they are able to slip like ghosts through the trees and lay traps in the paths of their enemies. They have an affinity with the wild beasts and can tame them to do their bidding.
PETS
Rangers tame the beasts of the wild, and those beasts serve in return by assaulting their enemies and shielding them from harm.
RANGED DAMAGE
Whether wielding bows, guns, or crossbows, Rangers are deadly with ranged weapons. They are capable of dishing out consistently high damage.
SOLOING
Thanks to their pets and damage output, hunters are effective at completing quests and leveling quickly, even when they’re alone.
HEALER
Healers are devoted to the spiritual, and express their unwavering faith by serving the people. For millennia they have left behind the confines of their temples and the comfort of their shrines so they can support their allies in war-torn lands. In the midst of terrible conflict, no hero questions the value of the priestly orders.
HEALERS
Healers utilize their holy powers to restore their health and that of their comrades.
RANGED DAMAGE
Whether wielding bows, guns, or crossbows, Rangers are deadly with ranged weapons. They are capable of dishing out consistently high damage.
SOLOING
Thanks to their pets and damage output, hunters are effective at completing quests and leveling quickly, even when they’re alone.
SORCERER
Students gifted with a keen intellect and unwavering discipline may walk the path of the socerer. The arcane magic available to sorcerer's is both great and dangerous, and thus is revealed only to the most devoted practitioners. To avoid interference with their spellcasting, sorcerers wear only mage armor, but arcane shields and enchantments give them additional protection. To keep enemies at bay, socerers can summon bursts of fire to incinerate distant targets and cause entire areas to erupt, setting groups of foes ablaze.
RANGED DAMAGE Mages can expend mana in order to deal high amounts of damage with amazing speed, though they must be wary of exhausting themselves. AREA OF EFFECT SPELLS By calling upon sheets of ice, columns of flame, and waves of arcane power, mages can effectively attack multiple foes at the same time. CONTROL A mage has many options for controlling the battlefield, from freezing enemies in place to transforming them into helpless critters. TELEPORTATION Mages possess the ability to transport themselves and their allies between cities and can summon replenishing food and water.