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Post by Blayke on Feb 28, 2009 11:11:28 GMT -5
These are all the beginning classes available at the moment. You may submit your own classes to the admin in hopes of getting them added. You advance in classes not based on Posts, but by your characters experiences, and also by receiving training. Characters from Earth may take a substantially longer time in advancing as they are not used to these professions - though they can often become even more powerful than talam'aranians thanks to the intervention that the gods made hundreds of years ago. Class | Weaponry/Ability | Description | Archer | Preferred weapon is the bow, though they may carry a dagger with them in order to protect themselves when they enter close combat. | Effective at far range, bowmen use bows and arrows in order to strike targets at a long distance, in attempt to injure or kill their opponents before they can reach close combat distance. Archers are relatively ineffective at close combat, unless multi classing. | Militia | Militia typically use melee combat weapons such as pikes, halberds, clubs, maces, swords, or other such blunt force objects. | Militia are trained for close combat, though they are much less skilled than knights or other advanced classes. Militia have a very wide range of classes that they may advance to, some of which require multi classing to be able to achieve. | Mage | Mages rely on magic, but may often carry a small weapon as well. They are extremely dangerous even when in training. | Mages are those who are adept at magic and have been brought to the mages guild for training. They rely almost entirely on magic for combat purposes, though they can also use their magic for defensive purposes and healing. This is another class that can lead to a wide variety of advanced classes. | Explorer | Typically uses a bow, scimitar, or stave. They are very adaptable to situations, and usually have at least a basic knowledge of the world around them. | Explorers have traveled extensively, and are able to find herbs and other plants that can aid in healing, deal poison damage, and inflict other useful effects on people. They make excellent guides, and generally know how to avoid creatures in the wilderness. | Thief | Generally use daggers or shortswords, they may also use very small bows, as well as small contraptions. | Thieves generally are used in order to retrieve objects and items from other people in the world, though they have also been used in order to carry out low key assassinations. Thieves rely on quick reflexes and stealth, and so they cannot use medium or heavy armor. Thieves most typically advance to spies or assassins. | Merchant | Not considered a combat class. They may carry light weapons. | Merchants cover a wide range of professions in Talam'aran, and can include anything from fishers, to bankers. They are typically involved with some sort of union, though individual retailers are common. This is likely the most creative profession, as you basicly create your own business. They start off with 200 gold. |
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