Classes

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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

The Sorcerer is a powerful class who uses various magic skills to destroy his enemies and defend himself and/or his allies. Warriors of the intellect, Sorcerers are at their best when they stand apart, watch for vulnerabilities, and then make their foes pay dearly for them. Sorcerers may not be as flexible as other classes, but when your close-quarters companions fall in battle it's awfully nice to have arcane artillery at your disposal. Sorcerers are also the masters of domination over the minds of humanoid monsters. They may take control of them and use them to fight along side them. Sorcerers are skilled spellweavers and always use deceptive means to kill. Only the Sorcerer class is able to use the Spellweaving skill.

Upon entering the Sorcerer class gate, your character is given the following starting skills: Wrestling, Inscription, Evaluating Intelligence, Magery, Meditation, Resisting Spells, and Spellweaving.

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

Spellbooks used are Spellweaving and Magery.


KNIGHT

A Knight is honorbound to serve a king or a kingdom. Their valor in melee combat is unmatched. They are fearless. A knight doesn't bother using a shield. They are specialized in 2-handed weapons and due to the training have a chance to deal critical strikes to enemies. The Knight will have a 10% chance to critical on each attack plus 5% greater chance to parry with a two-handed weapon (not bow).

Upon entering the Knight class gate, your character is given the following starting skills: Anatomy, Healing, Parrying, Swordsmanship, Tactics, Lumberjacking, and Bushido.

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

Spellbooks used are the Book of Bushido and Magery.