Arcane Archer
Arcane Archer is a Martial class that uses Thamaturgic magic to alter the properties and abilities of a physical weapon into a new form.
This class uses Range weapons that they can touch and therefore channel their abilities through that item. This class typically uses elemental types of magic such as fire and water that they channel through their weapon.
Typical results of such rune crafting are Flaming , Frost, Acidic, Electric or Wind Arrows.
They can also channel their mana from themselves into another. This energy is reflected in life force and channeling too much mana release can actually kill the arcane archer.
The Arcane Archer is specialized Scout Class fighter. They are usually solo fighters that travel around the outskirts of a natural setting such a forest or Elven city and keep invaders at bay with bow and arrow.
Human archers are often seen wearing furs and living off the land, the same can be said of Half orcs. Elven and Drow rangers are more organized and usually make up the bulk of an Elven combat contingency.
They are Archers by default but are practiced melee weapons as well. They like to travel light and move quickly through rough terrain so they normally wear leather armor and can use any Melee weapon. They tend to shy away from Blunt weapons aside from the occasional Staff. Any Class can use a Staff as their Chosen Weapon.
They are well versed in the use of special Arrows (such as Stun, Fire or Grapnel arrow) and the use of Traps.
Common Traps would be Root Trap, Snake Trap, Fire Trap and Explosive Trap.
(Damage increases per level of Ranger.)
This class uses Range weapons that they can touch and therefore channel their abilities through that item. This class typically uses elemental types of magic such as fire and water that they channel through their weapon.
Typical results of such rune crafting are Flaming , Frost, Acidic, Electric or Wind Arrows.
They can also channel their mana from themselves into another. This energy is reflected in life force and channeling too much mana release can actually kill the arcane archer.
The Arcane Archer is specialized Scout Class fighter. They are usually solo fighters that travel around the outskirts of a natural setting such a forest or Elven city and keep invaders at bay with bow and arrow.
Human archers are often seen wearing furs and living off the land, the same can be said of Half orcs. Elven and Drow rangers are more organized and usually make up the bulk of an Elven combat contingency.
They are Archers by default but are practiced melee weapons as well. They like to travel light and move quickly through rough terrain so they normally wear leather armor and can use any Melee weapon. They tend to shy away from Blunt weapons aside from the occasional Staff. Any Class can use a Staff as their Chosen Weapon.
They are well versed in the use of special Arrows (such as Stun, Fire or Grapnel arrow) and the use of Traps.
Common Traps would be Root Trap, Snake Trap, Fire Trap and Explosive Trap.
(Damage increases per level of Ranger.)
Bard
The Bards are the Minstrels and Storytellers of the Realms. In many cultures they are also the forefront of the Battle using their drums and songs to urge the soldiers onward into the fray.
Bards use a combination of arcane and druidic magics called upon through music. In addition to dexterous activities like slight of hand and knife throwing (and of course the lute, lyre, flute, etc.) So in essence they are a hybrid of these 3 base class types (Mage, Druid and Rogue.) They can use any single handed weapon (plus the quarterstaff) and wear Cloth or Leather Armour. Allowing for D1 on the meter. They gain Magic Resistance of M2 on the meter.
They spin tales of the past and present. Bringing heroism and valor into everyday lives. They can also sing Dirges that will bring a tear to even the staunchest warrior.
Bards use poetry and music to effect changes in the world around them. This grants them certain powers and abilities. Such abilities may include causing damage to an opponent or healing surrounding allies. They can include granting endurance and food or stealing energy from an enemy.
Upon rare occasion a Chief Bard's songs can even bring back a single person from the dead. (This is Only if he or she has been given the position of Arch druid on the battlefield.)
Bards use a combination of arcane and druidic magics called upon through music. In addition to dexterous activities like slight of hand and knife throwing (and of course the lute, lyre, flute, etc.) So in essence they are a hybrid of these 3 base class types (Mage, Druid and Rogue.) They can use any single handed weapon (plus the quarterstaff) and wear Cloth or Leather Armour. Allowing for D1 on the meter. They gain Magic Resistance of M2 on the meter.
They spin tales of the past and present. Bringing heroism and valor into everyday lives. They can also sing Dirges that will bring a tear to even the staunchest warrior.
Bards use poetry and music to effect changes in the world around them. This grants them certain powers and abilities. Such abilities may include causing damage to an opponent or healing surrounding allies. They can include granting endurance and food or stealing energy from an enemy.
Upon rare occasion a Chief Bard's songs can even bring back a single person from the dead. (This is Only if he or she has been given the position of Arch druid on the battlefield.)
Rangers
The Ranger is specialized Scout Class fighter. They are usually solo fighters that travel around the outskirts of a natural setting such a forest or Elven city and keep invaders at bay with bow and arrow.
Human rangers are often seen wearing furs and living off the land, the same can be said of Half-Orcs. Elven and Drow rangers are more organized and usually make up the bulk of an Elven combat contingency. The lighter armor they wear allows for up to D2 on the meter. Most learn how to resist many magics granting them a MR of 1 on the meter.
They are Archers by default but are practiced melee weapons as well. They like to travel light and move quickly through rough terrain so they normally wear leather armor or chain mail and can use any melee weapon. They tend to shy away from Blunt weapons aside from the occasional Staff. Any Class can use a Staff as their Chosen Weapon. They are the only class allowed to use a Long Bow on the bow settings.
They are well versed in the use of special Arrows, such as Stun, Fire or Grapnel arrow, and the use of Traps.
They are deeply ensconced in the natural forces and some of them have been known to dabble in forms of Druid like religions.
Rangers can effectively follow two different Paths. Ranger medics are skilled herbalists which allows the use of the "Ranger Medic HUD". Ranger scouts travel a more survivalist path without healing which allows them use of the alternative branch of Ranger HUDS. Once a Ranger takes this path they will gain some abilities and lose others.
Rangers that follow the medic path can only use Single Handed light melee weapons such as longs words and hand axes to offset their healing ability. Rangers that follow the scout path are allowed heavier weaponry such as two-handed swords and battle axes.
Rangers can call a companion to aid them in much the same way as a mage calls a familiar. A companion is an Animal that becomes bonded with the ranger. The ranger has a special heal they can use on that animal.
The Animals ability increases as the Ranger does. Critters, Animals, Beasts
Human rangers are often seen wearing furs and living off the land, the same can be said of Half-Orcs. Elven and Drow rangers are more organized and usually make up the bulk of an Elven combat contingency. The lighter armor they wear allows for up to D2 on the meter. Most learn how to resist many magics granting them a MR of 1 on the meter.
They are Archers by default but are practiced melee weapons as well. They like to travel light and move quickly through rough terrain so they normally wear leather armor or chain mail and can use any melee weapon. They tend to shy away from Blunt weapons aside from the occasional Staff. Any Class can use a Staff as their Chosen Weapon. They are the only class allowed to use a Long Bow on the bow settings.
They are well versed in the use of special Arrows, such as Stun, Fire or Grapnel arrow, and the use of Traps.
- Common Traps would be Root Trap, Snake Trap, Fire Trap and Explosive Trap. Damage increases per level of Ranger. As well as some only Available to Ranger Lord.
They are deeply ensconced in the natural forces and some of them have been known to dabble in forms of Druid like religions.
Rangers can effectively follow two different Paths. Ranger medics are skilled herbalists which allows the use of the "Ranger Medic HUD". Ranger scouts travel a more survivalist path without healing which allows them use of the alternative branch of Ranger HUDS. Once a Ranger takes this path they will gain some abilities and lose others.
Rangers that follow the medic path can only use Single Handed light melee weapons such as longs words and hand axes to offset their healing ability. Rangers that follow the scout path are allowed heavier weaponry such as two-handed swords and battle axes.
Rangers can call a companion to aid them in much the same way as a mage calls a familiar. A companion is an Animal that becomes bonded with the ranger. The ranger has a special heal they can use on that animal.
The Animals ability increases as the Ranger does. Critters, Animals, Beasts
Rogues
The Rogue is a free spirited individual that operates outside the law to accomplish their goals. Oftentimes scoundrels and renegades, they believe the end justifies the means. Typically solo but not uncommon for a Sect to operate with a Strong leader.
Pirates, Thieves, Buccaneers, Privateers, Ninja, Gypsies and Mercenaries are all obvious Rogues. Other types that fall loosely under Rogue include Rangers, Archers, Scouts and Swashbucklers.
This Class utilizes fast weapons like daggers, short swords, rapiers, whips, clubs and claws as well as throwing knives and shuriken. Normally anything that can be concealed easily is a rogue-ish weapon. They are also able to use long range weapons like bows, crossbows and hand crossbows. Rogues can use Critical Strike Daggers. Any Class can use a Staff as their Chosen Weapon.
They were little to no armor. Leather being the most they wear as they like to travel fast and light. Gaining them a D1 on the Meter.
Rogues are familiar with the use of Traps like TripWires, Poison Needles and Noxious Sleep Clouds.
They are gifted with fading into the shadows and picking locks.
They can and do often use poisons and potions, especially smokescreens and powders.
(See Potions page for more information on this)
Because of a Rogues penchant for Poisons they are allowed the use of progressively more dangerous poisons to use on their daggers. (This allows them the use of Poison and Bleed Daggers.)
Crit strike weapons are also allowed to a rogue at level 2-4. At lvl 2 they get a +1 crit weapon, at lvl 3 they get a +2 crit weapon, at lvl 4 they have access to +3 weapons
Pirates, Thieves, Buccaneers, Privateers, Ninja, Gypsies and Mercenaries are all obvious Rogues. Other types that fall loosely under Rogue include Rangers, Archers, Scouts and Swashbucklers.
This Class utilizes fast weapons like daggers, short swords, rapiers, whips, clubs and claws as well as throwing knives and shuriken. Normally anything that can be concealed easily is a rogue-ish weapon. They are also able to use long range weapons like bows, crossbows and hand crossbows. Rogues can use Critical Strike Daggers. Any Class can use a Staff as their Chosen Weapon.
They were little to no armor. Leather being the most they wear as they like to travel fast and light. Gaining them a D1 on the Meter.
Rogues are familiar with the use of Traps like TripWires, Poison Needles and Noxious Sleep Clouds.
They are gifted with fading into the shadows and picking locks.
They can and do often use poisons and potions, especially smokescreens and powders.
(See Potions page for more information on this)
Because of a Rogues penchant for Poisons they are allowed the use of progressively more dangerous poisons to use on their daggers. (This allows them the use of Poison and Bleed Daggers.)
Crit strike weapons are also allowed to a rogue at level 2-4. At lvl 2 they get a +1 crit weapon, at lvl 3 they get a +2 crit weapon, at lvl 4 they have access to +3 weapons