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Classes
Overview:
Class
Prime attribute
Mana gain at low ranks
CLERIC
Wisdom
Yes
MAGE
Intelligence
Yes
MARTIAL ARTIST
Dexterity
Yes
PSIONICIST
Wisdom
Yes
RANGER
Constitution
Yes
ROGUE
Dexterity
No
SAILOR
Constitution
Yes
WARRIOR
Strength
No
CLERIC
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Prime attribute
Wisdom
Mana at low levels
Yes
Among the Earthlings entering the world, a few are almost immediately noted by the Immortals. Their faith has such high potential that they are marked by it in a blinding way. Such persons are referred to as Clerics, and their belief is a strong weapon in the War of Ages. During times of War, Clerics wield much stronger powers than usual and may act as leaders. Clerics can tap from the Flux in a similar way to Mages and focus their faith to heal the wounded, offer protective spells, and provide special services. They do not learn magick from hard study, but through devotion. The use of spells seems to be the same for all Clerics, irrespective of which Immortal they choose to follow. Clerics choose the cult that suits them over time. To aid them, all Immortals contribute some spells to a spell pool in the Flux. The beginning Clerics still have a lot to learn and cannot handle too much power, thus their ability to draw from the pool is limited. Also, they don't need to pick a cult before they rise to the rank of Acolyte. At that point he or she has to pick a Guiding Immortal to follow. This Immortal's cult now will be the Cleric's haven. The Cleric from then on can be employed during times of War and possibly be a decisive factor in future battles. Clerics actively recruit new members for their cult and will defend its beliefs at all cost.
MAGE
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Prime attribute
Intelligence
Mana at low levels
Yes
Some put their belief only in mental powers. Through talent, hard study and persistence, they try to understand the essence of life. Tapping the powers from the Flux around the world, Mages are able to focus these energies for their own purposes, whatever they may be. They start out weak and unskilled, but gradually develop into dangerous adversaries, feared by all but the most foolish. Among the advanced practitioners, a huge diversity exists. Those who follow the common path are called
Wizards
. Others choose a special path to pursue and are known as
Elementalists
,
Necromancers
and
Daemonologists
; all four paths reveal truly awesome powers in their own right. If you crave for knowledge, this is your class.
ELEMENTALIST
At a certain level of understanding a Mage will be able to specialize in the path of the Elements. Elementalist magicks concern themselves with natural forces and the elements of Earth, Air, Fire and Water. As well as being able to control the forces of nature to some extent, Elementalists have limited control over the four elements and the beings known as Elementals. As Mages of Nature, they have a close affinity with living things and in general tend to be kind. The magickal energies upon which the Elementalist draws are fun- damentally opposed to those of the Necromancer and Daemonologist. Therefore Elementalists may never learn any spells from these origins. Elementalist do not practice much Wizardry for they consider pragmatism a horror to nature.
DAEMONOLOGIST
At a certain level of understanding a Mage will be able to specialize in the path of Death, Necromancy. Necromancers are dark spellcasters, concerned with the magickal powers that can be drawn from the undead realm. They can commune with the spirits of the dead, and are able to summon Un-dead creatures to do their bidding. They tend to live near cemeteries and other places of death. Because of the nature of their work, they are shunned by most normal people. Necromancers disrespect life and adore death. Because of their obsession with death, they cannot follow other paths. As they emerge deeper into their study of the dead, they slowly develop a cadaverous appearance and may suffer from serious setbacks because of other exotic diseases they can contract from the dead.
NECROMANCER
At a certain level of understanding a Mage will be able to specialize in the path of Death, Necromancy. Necromancers are dark spellcasters, concerned with the magickal powers that can be drawn from the undead realm. They can commune with the spirits of the dead, and are able to summon Un-dead creatures to do their bidding. They tend to live near cemeteries and other places of death. Because of the nature of their work, they are shunned by most normal people. Necromancers disrespect life and adore death. Because of their obsession with death, they cannot follow other paths. As they emerge deeper into their study of the dead, they slowly develop a cadaverous appearance and may suffer from serious setbacks because of other exotic diseases they can contract from the dead.
WIZARD
As a Mage reaches the level of understanding at which he or she can choose to follow a specialized path, many choose to remain on their old path. They believe a broad study in all sorts of magicks to be the best way to prepare for future problems. And indeed the overall powers of the WIZARD are known by all. They tend to be pragmatic and therefore prefer combat orientated spells. The decision to persue this path is final. Although able to study some related spells of other paths, due to their overall interest, a Wizard can never fully enter another path.
MARTIAL ARTIST
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Prime attribute
Dexterity
Mana at low levels
Yes
This class is shrouded in mystery, and very little is known about their motives, methods or organization. They're said to follow a mysterious path, which combines physical prowess with extreme devotion and loyalty. It is this devotion that probably explains their mystical powers. For Martial Artists use magicks in combat, and together with their strange foreign combat skills this makes them feared and formidable opponents. Martial Artists are said to be recruited at a very young age, trained harshly in the Great Temple of the class. Initiating rites, mental and physical tests, downright torture to a normal person. Though these are but tales of people claiming they know what goes on. What really goes on there is unknown to outsiders. Once reaching adulthood according to their teachers, they are to leave the Great Temple, and bring honour to their class. Thus they join bands of adventurers, in which they often take the lead, and fight in the front ranks. For their dexterous moves makes them very hard to hit at all, and even if they do get hit, they can take quite some. If you want to be both a spellcaster and a trained fighter, you may want to follow the Path of the Martial Arts.
PSIONICIST
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Prime attribute
Wisdom
Mana at low levels
Yes
Mages tap on the Flux of Magick to obtain the power needed to cast spells. The Immortals grant Clerics their spells. There are, however, also those who only rely on themselves. The Psionicist derives all power from within. Their control over the body and mind is amazing. With but a simple thought, experienced Psionicists can deliver psychic damage to opponents, as well as shield themselves from dangers. The Psionicist can harness, shape and often utilize the natural forces which infuse his or her own being. As a result, many of the abilities that a Psionicist can practice are strictly personal in effect, and cannot be used on other players.
RANGER
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Prime attribute
Constitution
Mana at low levels
Yes
Rangers are hardened individuals who spend their lives in harmony with nature. Loners by choice, they love to roam through the ancient forests with only the wild animals to accompany them. Only rarely they do visit civilized places, and most certainly not for long, for they abhor cities and their large populations. Their way of life ensures they are skilled in all the ways of survival needed in the wilderness. Almost any type of terrain can be crossed by a Ranger in no time. They are also capable of defending themselves quite well in combat. There is a mystic aspect of this class, not known to many. Human Scholars all over Hesperia have taken great interest in these mystic powers lately, but as of yet, no one comes close close to understanding the workings of these forces. These mystic powers seem to leak out of the soil of Hesperia everywhere. It is not like the power of the Flux Mages and Clerics use, yet enables Rangers to cast some simple, mostly nature-related spells as well. In this way, Rangers can complete their self-sufficient nature with some curative, protective and a few combative spells. All these aspects leave Rangers a strong and independant class, well capable of surviving in the harsh Hesperian reality.
ROGUE
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Prime attribute
Dexterity
Mana at low levels
No
In all societies there are those who do not want to work hard to earn a decent living. Those people seek easy money, at the expense of others. They start out as petty thieves, simple pickpockets. Soon they become burglars, selling their stolen goods on the black market. It is only a small step from getting more and more aggressive. Using sinister tactics to surprise the unwary, they proficiently eliminate a target and rid it of its belongings. Everything is for profit. Cowardice is regarded as a virtue among Rogues. Rogues are considered urban professionals, forming gangs and terrorizing the slums. Blackmail, bribery, drinking, gambling, cheating, and lying, are all far too common practices among members of this class. They would do anything to survive in the city wilderness. Add to this their ruthless combat skills, and it's easy to understand why Rogues are feared by decent people.
SAILOR
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Prime attribute
Constitution
Mana at low levels
Yes
The Sailors consist of a great diversity of folk. They have but one common tie: all have heard the call of the oceans of Hesperia. Many are just seamen, who are closest to sea of all, even though their lives -- be it on fighting ship or mercenary -- are harsh and often brutal. As a result, they tend to be rather loud and brash, and enjoy bragging, yelling, singing and brawling both on sea as well as on land. Many earn their living as traders, but piracy is also a common 'profession' for those who choose to live life on the open waters. In any case, they're well capable of fighting and often feared in combat. Almost all Sailors have basic knowledge of running a ship. Those in higher ranks -- mates, navigators and captains-- all possess the necessary skills to control a ship and minimize the dangers involved. Because many large parts of Hesperia are unreachable without a sea voyage, groups of adventurers often seek out experienced Sailors to join them. In addition to these qualities, there is also a remarkable, often underestimated, mystic part of the Sailor's existence as older, more experienced Sailors learn more and more about the true nature of the ocean. Tales of such Sailors tell us about mystic powers. Most likely, these are but faerie tales. Fact is, the sea is a cold and strange mistress.
WARRIOR
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Prime attribute
Strength
Mana at low levels
No
Warriors are the real fighters in Hesperia, trusting physical power above all else -- especially their own physique. They train their body endlessly and hone their combative skills till they master them in every way. They are formidable opponents in hand-to-hand combat, their damage and weapon mastery far exceeds that of any other class. They don't use magick. They do not need to use stinking tricks in combat. However, they do tend to group with spellcasters. Such combinations are lethal indeed, and few match their combined strength. The Warrior role is mostly one of taking the blows, and delivering them. Or, as the Warriors prefer to call it, 'the real thing'.
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