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Necromancers use necromancy to summon and raise dead creatures which transforms them into undead familiars.  They use dark magic to deal massive damage to creatures.  Necromancers gain bonuses to using their own forms (Wraith form, Lich form, Vampire form).
Necromancers use necromancy to summon and raise dead creatures which transforms them into undead familiars.  They use dark magic to deal massive damage to creatures.  Necromancers gain bonuses to using their own forms (Wraith form, Lich form, Vampire form).


Upon entering the Necromancer class gate, your character is given the following starting skills: Inscription, Meditation, Necromancy, Resisting Spells, Spirit Speak, Focus, and Evaluate Intelligence.
Upon entering the Necromancer class gate, your character is given the following starting skills: Inscription, Meditation, Necromancy, Resisting Spells, Spirit Speak, Focus, and Evaluating Intelligence.
 
The Necromancer is also given the following stats: 75 Strength/ 75 Dexterity/ 150 Intelligence.
 
Spellbooks used are Necromancy and Magery.
 


== RANGER ==
== 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.
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 can tame powerful companions of all kinds to fight along side them.  Skilled with a bow they prefer ranged attacks to keep from being overwhelmedNo other class is proficient with bows and therefore have an enormous penalty for using them.  Rangers get a bonus to healing their beast companions.


<u>PETS</u><br>
Upon entering the Ranger class gate, your character is given the following starting skills: Archery, Magery, Animal Lore, Animal Taming, Herding, Tracking, and Veterinary.
Rangers tame the beasts of the wild, and those beasts serve in return by assaulting their enemies and shielding them from harm.


<u>RANGED DAMAGE</u><br>
The Ranger is also given the following stats: 100 Strength/ 150 Dexterity/ 50 Intelligence.
Whether wielding bows, guns, or crossbows, Rangers are deadly with ranged weapons. They are capable of dishing out consistently high damage.
 
This class uses a Magery spellbook to aid them with their adventures.


<u>SOLOING</u><br>
Thanks to their pets and damage output, hunters are effective at completing quests and leveling quickly, even when they’re alone.




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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 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.


<u>HEALERS</u><br>
The Healer is the class who uses divine power from our creator to heal companions in a party.  The Healer can boost attributes through blessings also.  The unique characteristic is that they are the only ones who can use both druid and cleric spells.  Only a fool travels without a Healer with them.
Healers utilize their holy powers to restore their health and that of their comrades.
 
Upon entering the Healer class gate, your character is given the following starting skills: Healing, Mace Fighting, Focus, Meditation, Resisting Spells, Animal Lore, and Veterinary.
 
The Healer is also given the following stats: 100 Strength/ 50 Dexterity/ 150 Intelligence.
 
Spellbooks used are Druid, Cleric and Magery.


<u>RANGED DAMAGE</u><br>
Whether wielding bows, guns, or crossbows, Rangers are deadly with ranged weapons. They are capable of dishing out consistently high damage.


<u>SOLOING</u><br>
Thanks to their pets and damage output, hunters are effective at completing quests and leveling quickly, even when they’re alone.


== SORCERER ==
== SORCERER ==

Revision as of 07:35, 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

Necromancers use necromancy to summon and raise dead creatures which transforms them into undead familiars. They use dark magic to deal massive damage to creatures. Necromancers gain bonuses to using their own forms (Wraith form, Lich form, Vampire form).

Upon entering the Necromancer class gate, your character is given the following starting skills: Inscription, Meditation, Necromancy, Resisting Spells, Spirit Speak, Focus, and Evaluating Intelligence.

The Necromancer is also given the following stats: 75 Strength/ 75 Dexterity/ 150 Intelligence.

Spellbooks used are Necromancy and Magery.


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 can tame powerful companions of all kinds to fight along side them. Skilled with a bow they prefer ranged attacks to keep from being overwhelmed. No other class is proficient with bows and therefore have an enormous penalty for using them. Rangers get a bonus to healing their beast companions.

Upon entering the Ranger class gate, your character is given the following starting skills: Archery, Magery, Animal Lore, Animal Taming, Herding, Tracking, and Veterinary.

The Ranger is also given the following stats: 100 Strength/ 150 Dexterity/ 50 Intelligence.

This class uses a Magery spellbook to aid them with their adventures.


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.

The Healer is the class who uses divine power from our creator to heal companions in a party. The Healer can boost attributes through blessings also. The unique characteristic is that they are the only ones who can use both druid and cleric spells. Only a fool travels without a Healer with them.

Upon entering the Healer class gate, your character is given the following starting skills: Healing, Mace Fighting, Focus, Meditation, Resisting Spells, Animal Lore, and Veterinary.

The Healer is also given the following stats: 100 Strength/ 50 Dexterity/ 150 Intelligence.

Spellbooks used are Druid, Cleric and Magery.


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.