Classes

CLASSES

There are currently 14 classes that a player character may select. The 14 classes are ANTI-PALADIN, BARD, CLERIC, DRUID, FIGHTER, MAGIC USER, MONK, NECROMANCER, PALADIN, RANGER, SAMURAI, THIEF, BERSERKER, and WARLOCK. Each class holds different powers that set them apart from the others.

ANTI-PALADIN

The Anti-Paladin represents everything that is mean, low and despicable in the human race. No act of treachery is too base, no deed of violence too vile. Thoughtless cruelty, sheer depravity, and senseless bloodshed are their hallmarks. As the nemesis to Paladins, they gain magical abilities at high levels granted to them by dark and evil powers. Anti-Paladins are both ROGUE and WARRIOR, often one or the other, or whatever the circumstances mandate. *============================* |Default Regeneration Ratings| |============================| | HP |XXXXX | | MANA |XXXXXXXXXXXXXXXXXXXXX| | MOVE |XXXXXXXXXXX | *============================*

PROFICIENCIES

These are the proficiencies that an Anti-Paladin has the ability to perform. A '(S)' denotes a proficiency that is a skill and not a spell. Level Proficiency ===== =========== 1st: Detect Alignment (S)Kick 2nd: (S)Hide 3rd: (S)Bash (Prereq: Kick) (S)Sneak (Prereq: Hide) 5th: Cause Minor Wounds (S)Backstab 7th: Poison 9th: Cause Major Wounds (Prereq: Cause Minor Wounds) 11th: Shield Against Good (Prereq: Detect Alignment) 13th: Cloak of Shadows (Prereq: Hide) 14th: Chill Touch 15th: Trip 17th: Somnolent Gaze 18th: Dispel Good (Prereq: Shield Against Good) 21st: Harm (Prereq: Cause Major Wounds) 23rd: Protection from Good (Prereq: Shield Against Good) 24th: (S)Detect Trap 25th: Glacial Fist (Prereq: Chill Touch) 27th: Smite Good (Prereq: Dispel Good) 29th: Asphyxiate (Prereq: Somnolent Gaze) 31st: (S)Disable Trap (Prereq: Detect Trap) 33rd: Fortress of Hate (Prereq: Protection from Good) 34th: Unholy Word (Prereq: Smite Good) 35th: Malign (Prereq: Fortress of Hate) 37th: Shadow Flare (Prereq: Unholy Word)

PERKS

Each character begins the game with 5 character perks to aid in customizing a character to a players preference. You may only purchase each perk a single time. To learn more about these perks and their minimum levels, you may type, "List," at the Quest Hall perk trainer. Weapon Prof: Choose One [Lumberjack]: +1/10 levels while using a slash weapon [Pugilist]: +1/10 levels while using a blunt weapon or bare-hands [Tentmaker]: +1/10 levels while using a piercing weapon [Fletcher]: +1/10 levels while using a special weapon (bows/whips/etc) Universal: Choose an Unlimited Number [Pyromaniac]: +25 Fire Damage [Boreal Native]: +25 Frost Damage [Conduit]: +25 Electricity Damage [Musician]: +25 Sonic Damage [Favor]: +25 Divine Damage [Haunted]: +25 Shadow Damage [Snake Handler]: +25 Poison Damage [Alchemist]: +25 Acid Damage [Prism Maker]: +25 Light Damage [Tinkerer]: +7% Spell Crit Chance [Spiritualist]: 5% increased chance of mana return on kill for casters [Seer]: 25% increased mana return total [Glass Cannon]: +40 All-Spell damage, hp halved the moment you take it. [Astrologist]: Wands and Staves have a high chance to cast for free. [Empowered]: Intead of +1str per cast, your strength spell grants +3 strength per cast. [Fame/Infamy]: Your charmed mobile's time duration is extended by a flat 15 ticks. [Metabolic Boost]: One bite of food will easily fill you up. [Guardian Spirit]: Sanctuary, Fortress of Hate, and Consecration spell effects are extended by 4 hours when they are cast upon you. [Treasure Hunter]: 1 additional rent slot is provided for your character. [Jeweler]: Killing blows have an increased enchanting material drop rate. [Perfectionist]: +4 Hitroll [Hoarder]: You can carry even more stuff you will likely never use. +15 inventory slots. [Giant Slayer]: Ignore the strength penalty when wielding A weapon which would otherwise be too heavy for you. [Bountiful Wonder]: Sustain lengths add 10, then doubles. [Nomad]: Haste no longer affects food costs. [Siege Captain]: All resistance buffs cast on you will now last 50% longer. [Pack Mule]: Your pack mule will follow you anywhere you go, increasing your carrying capacity by 50%. HMV: Choose One [Bodybuilder]: +50hp [Educated]: +40mana [Marathon Runner]: +40mv Playstyle Perk: Choose One [Netherdrake Symbiote]: While in dark light conditions at or below -5, your netherdrake symbiote grants you supernatural strength to your backstab skill. While in low-light conditions, your backstab strikes are identical in damage to the thief class. [Frost Wyrm Symbiote]: Your Glacial Fist and Shadow Flare spells are empowered by the frost wyrm symbiote you are host to. As a result, your glacial fist spell lands critically strikes at a 15% increased rate. Your Shadow Flare also critically strikes at a 15% increased rate, but it adds an additional 25% critical damage as well. [Mana Wraith Symbiote]: Your mana wraith symbiote drinks from your Fortress of Hatered, weakening its damage output by 10%, while maintaining its full resistance qualities. The by-product of this relationship is a mana return to the caster. Fortress remains cumulative, but the mana return bonus is on a per-round-basis. [Plague Symbiote]: Your plague symbiote grants you the supernatural ability to bypass all elemental resistances and saving_throw checks when casting the poison spell.

BARD

Though a rogue, the bard is very different from a thief. They make their living by wooing audiences with their charisma, artistic ability, and magical pursuits of entertainment. They have been known to help the audience to part with their money if they are not very charitable. The Bard is known as a 'Jack-Of-All-Trades' knowing a little bit of everything. *============================* |Default Regeneration Ratings| |============================| | HP |XXXXX | | MANA |XXXXXXXXXXXXXXXXXXXXX| | MOVE |XXXXXXXXXXX | *============================*

PROFICIENCIES

These are the proficiencies that a Bard has the ability to perform. '(S)' denotes a proficiency that is a skill and not a spell. Level Proficiency ===== =========== 1st: (S)Hide 2nd: Detect Magic Invisibility (Prereq: Hide) (S)Sneak (Prereq: Hide) 3rd: Vigorize Light Armor 4th: Knock Spook 5th: Detect Invisibility (Prereq: Invisibility) Locate Object 6th: Waterwalk Teleview Minor (Prereq: Locate Object) (S)Hymn 7th: Roar 9th: Improved Invisibility (Prereq: Invisibility) Group Armor (Prereq: Armor) (S)Lullaby 10th: Identify (Prereq: Locate Object) Teleport Minor (Prereq: Teleview Minor) 11th: Sleep 12th: Strength (S)Lamentation 13th: Color Spray 15th: Phase Door (Prereq: Teleport Minor) 16th: Free Action Teleview Major (Prereq: Teleview Minor) 17th: Dreamsight (Prereq: Sleep) Enfeeblement (Prereq: Strength) Vitalize Mana 18th: (S)Ballad (Prereq: Hymn) 19th: Sonic Blast (Prereq: Roar) 20th: Teleport Major (Prereq: Teleport Minor, Teleview Major) (S)Detect Trap 21st: Airwalk 23rd: Dispel Magic (Prereq: Detect Magic) 24th: (S)Dirge (Prereq: Lamentation) 25th: Legend Lore (Prereq: Identify) 27th: (S)Disable Trap (Prereq: Detect Trap) 29th: Fumble (Prereq: Enfeeblement) 32nd: (S)Sonnet (Prereq: Ballad) 35th: Wail of the Banshee (Prereq: Sonic Blast) 36th: (S)Song of the Siren (Prereq: Strength, Dispel Magic) 37th: (S)Song of Power (Prereq: Strength, Sonnet)

PERKS

Each character begins the game with 5 character perks to aid in customizing a character to a players preference. You may only purchase each perk a single time. To learn more about these perks and their minimum levels, you may type, "List," at the Quest Hall perk trainer. Weapon Prof: Choose One [Lumberjack]: +1/10 levels while using a slash weapon [Pugilist]: +1/10 levels while using a blunt weapon or bare-hands [Tentmaker]: +1/10 levels while using a piercing weapon [Fletcher]: +1/10 levels while using a special weapon (bows/whips/etc) Universal: Choose an Unlimited Number [Pyromaniac]: +25 Fire Damage [Boreal Native]: +25 Frost Damage [Conduit]: +25 Electricity Damage [Musician]: +25 Sonic Damage [Favor]: +25 Divine Damage [Haunted]: +25 Shadow Damage [Snake Handler]: +25 Poison Damage [Alchemist]: +25 Acid Damage [Prism Maker]: +25 Light Damage [Tinkerer]: +7% Spell Crit Chance [Spiritualist]: 5% increased chance of mana return on kill for casters [Seer]: 25% increased mana return total [Glass Cannon]: +40 All-Spell damage, hp halved the moment you take it. [Astrologist]: Wands and Staves have a high chance to cast for free. [Empowered]: Intead of +1str per cast, your strength spell grants +3 strength per cast. [Fame/Infamy]: Your charmed mobile's time duration is extended by a flat 15 ticks. [Metabolic Boost]: One bite of food will easily fill you up. [Guardian Spirit]: Sanctuary, Fortress of Hate, and Consecration spell effects are extended by 4 hours when they are cast upon you. [Treasure Hunter]: 1 additional rent slot is provided for your character. [Jeweler]: Killing blows have an increased enchanting material drop rate. [Perfectionist]: +4 Hitroll [Hoarder]: You can carry even more stuff you will likely never use. +15 inventory slots. [Giant Slayer]: Ignore the strength penalty when wielding A weapon which would otherwise be too heavy for you. [Bountiful Wonder]: Sustain lengths add 10, then double. [Nomad]: Haste no longer affects food costs. [Siege Captain]: All resistance buffs cast on you will now last 50% longer. [Pack Mule]: Your pack mule will follow you anywhere you go, increasing your carrying capacity by 50%. HMV: Choose One [Bodybuilder]: +50hp [Educated]: +40mana [Marathon Runner]: +40mv Allignment: Choose One [Chaotic Evil]: -30 align/tick [Chaotic Neutral]: -15/+15 align/tick movement towards neutrality [Chaotic Good]: +30 align/tick Playstyle Perk: Choose One [Siren]: Your Song of the Siren always delivers maximum power effects, and they are improved 10% for critical damage, 4% for spell crit percent. [Battle Bard]: Your Song of Power applies melee critical damage and percent bonuses at a maximum. [Celerity]: Your maximum +attack bonus from equipment is increased by 1 full attack. [Sage]: Your legend lore always returns a fully identified item, but not mobiles. Color spray power is increased.

BERSERKER

The berserker is fearless warrior that fuels his rage for battle by expending even his own blood when necessary. These characters gain an increased chance to damage their foes at the expense of their own safety. It should be noted that the berserker class is a rage specialist. As such, drawing upon their lust for battle in a rage means that they cannot flee from combat while under said effects. Berserkers possess an increased damage rate under rage and this bonus extends to higher damage output than even a warrior can muster. Berserkers are the only class which can dual-wield 1-Handed weapons, and magical weapons. This is an innate ability upon character creation and one of the most significant advantages between a berserker and other classes. *============================* |Default Regeneration Ratings| |============================| | HP |XXXXXXXXXXXXXXXXXXXXX| | MANA |XXXXXXXXXXX | | MOVE |XXXXX | *============================*

PROFICIENCIES

These are the proficiencies that a Berserker has the ability to perform. An (S) denotes a proficiency that is a skill and not a spell. Level Proficiency ======= ============= 1st: (S)Dual-Wield 1h (Automatic) 1st: (S)Rage 3rd: (S)Kick 7th: (S)Bash (Prereq: Kick) 10th: (S)Rescue 13th: (S)Sweep (Prereq: Bash) 15th: (S)Rush 17th: (S)Bloodlust (Prereq: Rage) 20th: (S)Taunt (Prereq: Rescue) 22nd: (S)Blitz (Prereq: Rage) 24th: (S)Berserk (Prereq: Bloodlust) 26th: (S)Hamstring (Prereq: Kick) 28th: (S)Evade 30th: (S)Overpower (Prereq: Rush) 33rd: (S)Fury (Prereq: Berserk) 35th: (S)Rampage (Prereq: Fury) See Also: "BERSERKER", "BERSERKER PERKS", or WARRIOR

PERKS

Each character begins the game with 5 character perks to aid in customizing a character to a players preference. You may only purchase each perk a single time. To learn more about these perks and their minimum levels, you may type, "List," at the Quest Hall perk trainer. Weapon Prof: Choose One [Lumberjack]: +1/10 levels while using a slash weapon [Pugilist]: +1/10 levels while using a blunt weapon or bare-hands [Tentmaker]: +1/10 levels while using a piercing weapon [Fletcher]: +1/10 levels while using a special weapon (bows/whips/etc) Universal: Choose an Unlimited Number [Pyromaniac]: +25 Fire Damage [Boreal Native]: +25 Frost Damage [Conduit]: +25 Electricity Damage [Musician]: +25 Sonic Damage [Favor]: +25 Divine Damage [Haunted]: +25 Shadow Damage [Snake Handler]: +25 Poison Damage [Alchemist]: +25 Acid Damage [Prism Maker]: +25 Light Damage [Tinkerer]: +7% Spell Crit Chance [Spiritualist]: 5% increased chance of mana return on kill for casters [Seer]: 25% increased mana return total [Glass Cannon]: +40 All-Spell damage, hp halved the moment you take it. [Astrologist]: Wands and Staves have a high chance to cast for free. [Empowered]: Intead of +1str per cast, your strength spell grants +3 strength per cast. [Fame/Infamy]: Your charmed mobile's time duration is extended by a flat 15 ticks. [Metabolic Boost]: One bite of food will easily fill you up. [Guardian Spirit]: Sanctuary, Fortress of Hate, and Consecration spell effects are extended by 4 hours when they are cast upon you. [Treasure Hunter]: 1 additional rent slot is provided for your character. [Jeweler]: Killing blows have an increased enchanting material drop rate. [Perfectionist]: +4 Hitroll [Hoarder]: You can carry even more stuff you will likely never use. +15 inventory slots. [Giant Slayer]: Ignore the strength penalty when wielding A weapon which would otherwise be too heavy for you. [Bountiful Wonder]: Sustain lengths add 10, then double. [Nomad]: Haste no longer affects food costs. [Siege Captain]: All resistance buffs cast on you will now last 50% longer. [Pack Mule]: Your pack mule will follow you anywhere you go, increasing your carrying capacity by 50%. HMV: Choose One [Bodybuilder]: +50hp [Educated]: +40mana [Marathon Runner]: +40mv Allignment: Choose One [Chaotic Evil]: -30 align/tick [Chaotic Neutral]: -15/+15 align/tick movement towards neutrality [Chaotic Good]: +30 align/tick Playstyle Perk: Choose One [Executioner]: Rampage's damage breakpoints are improved by 15%. [Relentless]: An additional +1-2 full attacks when performing Blitz [Ambidextrous]: Removes the damage penalty for off-hand weapon use [Strongman]: Overpower now has a flat, 95% success rate in all circumstances [Bloodthirsty]: Bloodlust critical hit heal return multiplier increased from 2 to 4.

CLERIC

Clerics are known for being healers, and thus are quite the necessity throughout the world. This class gives you the wisdom of peace and blessing, along with healing. However, it is possible to learn more violent spells, but this would mean walking a path where healing is no longer possible. Clerics are unique in that they are the only class considered to always be a restoration class. As such, their attack speed is capped at 1 attack, and they cannot receive bonus attacks. Furthermore, they set the tempo for the rest of the Apocalypse game, and do not benefit from the Hp/Mana/Move class specific regeneration boosts other classes enjoy. *============================* |Default Regeneration Ratings| |============================| | HP |XXXXX | | MANA |XXXXX | | MOVE |XXXXX | *============================*

PROFICIENCIES

These are the proficiencies that a Cleric has the ability to perform. A '(S)' denotes a proficiency that is a skill and not a spell. Level Proficiency ===== =========== 1st: Cure Light Create Water (S)Turn Undead 2nd: Create Food (Prereq: Create Water) Magical Vestments Vigorize Light 3rd: Bless (Prereq: Magical Vestments) Cause Minor Wounds (Prereq: Cure Light) Detect Poison 4th: Cure Blind (Prereq: Cure Light) Detect Alignment Sense Life 5th: Cure Serious (Prereq: Cure Light) Shield Against Evil (Prereq: Detect Alignment) Shield Against Good (Prereq: Detect Alignment) 6th: Blindness (Prereq: Cure Blind) Cause Major Wounds (Prereq: Cause Minor Wounds) Remove Poison (Prereq: Detect Poison) 7th: Aid (Prereq: Bless) Dispel Silence Vitality (Prereq: Create Food) 8th: Remove Paralysis Silence (Prereq: Dispel Silence) Lesser Summon 9th: Cure Critic (Prereq: Cure Serious) Flamestrike 10th: Remove Curse (Prereq: Bless) Vigorize Serious (Prereq: Vigorize Light) 11th: Dispel Evil (Prereq: Shield Against Evil) Dispel Good (Prereq: Shield Against Good) 12th: Free Action (Prereq: Remove Paralysis) Word of Recall 13th: Protection from Evil (Prereq: Shield Against Evil) Protection from Good (Prereq: Shield Against Good) 14th: Heal Light (Prereq: Cure Critic) 15th: Harm (Prereq: Cause Major Wounds) Sanctuary (Prereq: Aid) 17th: Vitalize Mana 18th: Heal Serious (Prereq: Heal Light) 19th: Smite Evil (Prereq: Dispel Evil) Smite Good (Prereq: Dispel Good) 20th: Heroes Feast (Prereq: Vitality) 21st: Greater Summon (Prereq: Lesser Summon) 22nd: Heal Critic (Prereq: Heal Serious) 24th: Vigorize Critic (Prereq: Vigorize Serious) 25th: Regeneration 27th: Group Recall (Prereq: Word of Recall) 30th: Heal Group (Prereq: Heal Critic) 33rd: Holy Word (Prereq: Smite Evil) Unholy Word (Prereq: Smite Good) 35th: Sovereign Heal (Prereq: Heal Group) 37th: Firestorm (Prereq: Flamestrike)

PERKS

Each character begins the game with 5 character perks to aid in customizing a character to a players preference. You may only purchase each perk a single time. To learn more about these perks and their minimum levels, you may type, "List," at the Quest Hall perk trainer. Weapon Prof: Choose One [Lumberjack]: +1/10 levels while using a slash weapon [Pugilist]: +1/10 levels while using a blunt weapon or bare-hands [Tentmaker]: +1/10 levels while using a piercing weapon [Fletcher]: +1/10 levels while using a special weapon (bows/whips/etc) Universal: Choose an Unlimited Number [Pyromaniac]: +25 Fire Damage [Boreal Native]: +25 Frost Damage [Conduit]: +25 Electricity Damage [Musician]: +25 Sonic Damage [Favor]: +25 Divine Damage [Haunted]: +25 Shadow Damage [Snake Handler]: +25 Poison Damage [Alchemist]: +25 Acid Damage [Prism Maker]: +25 Light Damage [Tinkerer]: +7% Spell Crit Chance [Spiritualist]: 5% increased chance of mana return on kill for casters [Seer]: 25% increased mana return total [Glass Cannon]: +40 All-Spell damage, hp halved the moment you take it. [Astrologist]: Wands and Staves have a high chance to cast for free. [Empowered]: Intead of +1str per cast, your strength spell grants +3 strength per cast. [Fame/Infamy]: Your charmed mobile's time duration is extended by a flat 15 ticks. [Metabolic Boost]: One bite of food will easily fill you up. [Guardian Spirit]: Sanctuary, Fortress of Hate, and Consecration spell effects are extended by 4 hours when they are cast upon you. [Treasure Hunter]: 1 additional rent slot is provided for your character. [Jeweler]: Killing blows have an increased enchanting material drop rate. [Hoarder]: You can carry even more stuff you will likely never use. +15 inventory slots. [Giant Slayer]: Ignore the strength penalty when wielding A weapon which would otherwise be too heavy for you. [Bountiful Wonder]: Sustain lengths add 10, then doubles. [Nomad]: Haste no longer affects food costs. [Siege Captain]: All resistance buffs cast on you will now last 50% longer. [Pack Mule]: Your pack mule will follow you anywhere you go, increasing your carrying capacity by 50%. HMV: Choose One [Bodybuilder]: +50hp [Educated]: +40mana [Marathon Runner]: +40mv Allignment: Choose One [Chaotic Evil]: -30 align/tick [Chaotic Neutral]: -15/+15 align/tick movement towards neutrality [Chaotic Good]: +30 align/tick Playstyle Perk: Choose One [Flamewarden]: Your flamestrike and firestorm spells will certainly ignite an enemy in flames. [Exorcist]: Your Smite good and evil spells, and those spells associated with it deal increased damage [Spellbinder]: Silence spell now has a flat 25% success rate and ignores level penalties and saving_throws for the victim. Silence effects last an additional 6 ticks, and add both a -5 sav_spell debuff and a -2 intelligence de-buff. [Herbalist]: Your Regeneration spells are lengthened by 15 ticks, and the amount of constitution points granted are increased by 2. Your Aid spell now grants a bonus to hitpoint equal to your intelligence score, and it grants a +1 melee damroll bonus. [Cardinal]: Your sanctuary spell costs are almost always returned to you by your diety. Your proficiency in Sanctuary must be 75% or higher. [Divine Protection]: Your Shield and Protection spells against good and evil mobiles now work on mobiles equal to your level.

DRUID

Druids are priests of nature. Like Rangers, they are attune to nature and do all in their power to protect it. Given their specific aim, druids have control over the elements, plants, and animals. Thus, they are powerful in a sylvan setting while they lose power the farther away from their beloved forests they get. Note: Druids who do not practice any healing spells are considered battle druids. Those whom choose to become proficient in the healing arts will lose the battle druid mana and move regeneration bonuses the class would otherwise enjoy, as well as see a max cap on their attacks equivalent to that of the Cleric class. In other words, if you are practicing Sanc, it is assumed you intend to play A restoration druid. As such, you will automatically be placed into a cleric-type configuration. Candidly, this is because restoration characters are the tempo setters for the entire pace of the game. Thank you for understanding, and we hope anyone who attempts a restoration druid will be pleasantly surprised. *============================* | Battle Druid Regen Rate | |============================| | HP |XXXXXXXXXXX | | MANA |XXXXXXXXXXXXXXXXXXXXX| | MOVE |XXXXX | *============================* *============================* |Restoration Druid Regen Rate| |============================| | HP |XXXXXXXXXXX | | MANA |XXXXX | | MOVE |XXXXX | *============================*

PROFICIENCIES

These are the proficiencies that a Druid has the ability to perform. A '(S)' denotes a proficiency that is a skill and not a spell. Level Proficiency ===== =========== 1st: Create Water Elemental Shard (S)Track 2nd: Create Food (Prereq: Create Water) Detect Magic *3rd: Cure Light Detect Poison Barkskin 4th: Detect Alignment Hold Animal Remove Poison (Prereq: Detect Poison) 5th: Elemental Hands (Prereq: Elemental Shard) Poison (Prereq: Remove Poison) Vigorize Light 6th: Animal Friendship (Prereq: Hold Animal) Waterwalk 7th: Cure Serious (Prereq: Cure Light) Vitality (Prereq: Create Food) 8th: Hold Beast (Prereq: Hold Animal) Sunray 9th: Flamestrike (Prereq: Elemental Hands) 10th: Charm Beast (Prereq: Animal Friendship) Control Weather 11th: Cure Critic (Prereq: Cure Serious) Call Lightning (Prereq: Elemental Hands) 12th: Hold Plant (Prereq: Hold Beast) 13th: Elemental Shield (Prereq: Elemental Shard) Sunburst (Prereq: Sunray) 14th: Control Plants (Prereq: Hold Plant) 15th: Dispel Magic (Prereq: Detect Magic) Moon Mote 16th: Heal Light (Prereq: Cure Critic) Conjure Elemental (Prereq: Elemental Shard) 17th: Vitalize Mana 18th: Sustain (Prereq: Vitality) 19th: Earthquake (Prereq: Elemental Hands) Waterbreath (Prereq: Waterwalk) **20th: Sanctuary (Prereq: Heal Light) 21st: Heal Serious (Prereq: Heal Light) 22nd: Befriend Dryad (Prereq: Animal Friendship) 23rd: Elemental Strike (Prereq: Elemental Hands) 25th: Pass Without Trace (Prereq: Befriend Dryad) 26th: Innervate (Prereq: Sanctuary) 27th: Heal Critic (Prereq: Heal Serious) 28th: Elemental Burst (Prereq: Elemental Strike) 29th: Elemental Aura (Prereq: Elemental Shield) 31st: Trail of the Woodlands (Prereq: Pass Without Trace) 33rd: Searing Orb (Prereq: Sunburst) 34th: Poison Spray (Prereq: Poison) 36th: Elemental Blast (Prereq: Elemental Burst) Note: * = Practicing this skill will disable the druid HP, Mana, and Move bonuses a battle druid, or charmer druid might otherwise enjoy. ** = Practicing this skill will disable the druid's ability to charm enemy mobiles, whether or not the character has practiced the charm spell for its class, or acquired it elsewhere. It will also hard cap your druid at 1 attack per round. The * and ** notes only apply to a single playthrough. These are reset at rebirth.

PERKS

Each character begins the game with 5 character perks to aid in customizing a character to a players preference. You may only purchase each perk a single time. To learn more about these perks and their minimum levels, you may type, "List," at the Quest Hall perk trainer. Weapon Prof: Choose One [Lumberjack]: +1/10 levels while using a slash weapon [Pugilist]: +1/10 levels while using a blunt weapon or bare-hands [Tentmaker]: +1/10 levels while using a piercing weapon [Fletcher]: +1/10 levels while using a special weapon (bows/whips/etc) Universal: Choose an Unlimited Number [Pyromaniac]: +25 Fire Damage [Boreal Native]: +25 Frost Damage [Conduit]: +25 Electricity Damage [Musician]: +25 Sonic Damage [Favor]: +25 Divine Damage [Haunted]: +25 Shadow Damage [Snake Handler]: +25 Poison Damage [Alchemist]: +25 Acid Damage [Prism Maker]: +25 Light Damage [Tinkerer]: +7% Spell Crit Chance [Spiritualist]: 5% increased chance of mana return on kill for casters [Seer]: 25% increased mana return total [Glass Cannon]: +40 All-Spell damage, hp halved the moment you take it. [Astrologist]: Wands and Staves have a high chance to cast for free. [Empowered]: Intead of +1str per cast, your strength spell grants +3 strength per cast. [Fame/Infamy]: Your charmed mobile's time duration is extended by a flat 15 ticks. [Metabolic Boost]: One bite of food will easily fill you up. [Guardian Spirit]: Sanctuary, Fortress of Hate, and Consecration spell effects are extended by 4 hours when they are cast upon you. [Treasure Hunter]: 1 additional rent slot is provided for your character. [Jeweler]: Killing blows have an increased enchanting material drop rate. [Perfectionist]: +4 Hitroll [Hoarder]: You can carry even more stuff you will likely never use. +15 inventory slots. [Giant Slayer]: Ignore the strength penalty when wielding A weapon which would otherwise be too heavy for you. [Bountiful Wonder]: Sustain lengths add 10, then doubles. [Nomad]: Haste no longer affects food costs. [Siege Captain]: All resistance buffs cast on you will now last 50% longer. [Pack Mule]: Your pack mule will follow you anywhere you go, increasing your carrying capacity by 50%. HMV: Choose One [Bodybuilder]: +50hp [Educated]: +40mana [Marathon Runner]: +40mv Allignment: Choose One [Chaotic Evil]: -30 align/tick [Chaotic Neutral]: -15/+15 align/tick movement towards neutrality [Chaotic Good]: +30 align/tick Playstyle Perk: Choose One [Treant Master]: Your plant based charmed mobiles begin with 750 additional hitpoints. [Mystic]: Your elemental aura always lands on grey. [Shaman]: Your sun and moon based spells are available 2 hours sooner, and may be accessed 2 hours later than normal. They may also be cast indoors now. [Soothsayer]: Your heal critical spell also adds a powerful healing over time, combat only restoration effect. Taking on this perk eliminates the ability of your character to charm enemy mobiles. [Elementalist]: +40 spell damage applied to the base number of any 'Elemental,' named spell you cast. Each 'Elemental,' named spell gains an additional damage multiplier minimum and maximum dice.

FIGHTER

The most common of all warriors, fighters believe in only what their flesh and blood can provide. Having no magical abilities of their own, brute strength is their forte. They can be found hacking it out face to face with fire-breathing dragons and most dangerous of demons. *============================* |Default Regeneration Ratings| |============================| | HP |XXXXX | | MANA |XXXXXXXXXXX | | MOVE |XXXXXXXXXXXXXXXXXXXXX| *============================*

PROFICIENCIES

These are the proficiencies that a Fighter has the ability to perform. A '(S)' denotes a proficiency that is a skill and not a spell. Level Proficiency ===== =========== 1st: (S)Kick (S)Parry 3rd: (S)Rescue (S)Retreat (Prereq: Parry) (S)Bash (Prereq: Kick) 5th: (S)Disarm (Prereq: Parry) 7th: (S)Shield Specialization 10th: (S)Track (S)Rage 12th: (S)Shield Punch (Prereq: Shield Specialization) 20th: (S)Armor Specialization (Prereq: Shield Specialization) 24th: (S)Shield Rush (Prereq: ShieldPunch) 28th: (S)Taunt (Prereq: Rescue) 30th: (S)Hamstring (Prereq: Kick) 33rd: (S)Blitz (Prereq: Rage) 35th: (S)Group Retreat (Prereq: Retreat) 37th: (S)Second Wind See Also: FIGHTER, "FIGHTER PERKS", or WARRIOR

PERKS

Each character begins the game with 5 character perks to aid in customizing a character to a players preference. You may only purchase each perk a single time. To learn more about these perks and their minimum levels, you may type, "List," at the Quest Hall perk trainer. Weapon Prof: Choose One [Lumberjack]: +1/10 levels while using a slash weapon [Pugilist]: +1/10 levels while using a blunt weapon or bare-hands [Tentmaker]: +1/10 levels while using a piercing weapon [Fletcher]: +1/10 levels while using a special weapon (bows/whips/etc) Universal: Choose an Unlimited Number [Pyromaniac]: +25 Fire Damage [Boreal Native]: +25 Frost Damage [Conduit]: +25 Electricity Damage [Musician]: +25 Sonic Damage [Favor]: +25 Divine Damage [Haunted]: +25 Shadow Damage [Snake Handler]: +25 Poison Damage [Alchemist]: +25 Acid Damage [Prism Maker]: +25 Light Damage [Tinkerer]: +7% Spell Crit Chance [Spiritualist]: 5% increased chance of mana return on kill for casters [Seer]: 25% increased mana return total [Glass Cannon]: +40 All-Spell damage, hp halved the moment you take it. [Astrologist]: Wands and Staves have a high chance to cast for free. [Empowered]: Intead of +1str per cast, your strength spell grants +3 strength per cast. [Fame/Infamy]: Your charmed mobile's time duration is extended by a flat 15 ticks. [Metabolic Boost]: One bite of food will easily fill you up. [Guardian Spirit]: Sanctuary, Fortress of Hate, and Consecration spell effects are extended by 4 hours when they are cast upon you. [Treasure Hunter]: 1 additional rent slot is provided for your character. [Jeweler]: Killing blows have an increased enchanting material drop rate. [Perfectionist]: +4 Hitroll [Hoarder]: You can carry even more stuff you will likely never use. +15 inventory slots. [Giant Slayer]: Ignore the strength penalty when wielding A weapon which would otherwise be too heavy for you. [Bountiful Wonder]: Sustain lengths add 10, then doubles. [Nomad]: Haste no longer affects food costs. [Siege Captain]: All resistance buffs cast on you will now last 50% longer. [Pack Mule]: Your pack mule will follow you anywhere you go, increasing your carrying capacity by 50%. HMV: Choose One [Bodybuilder]: +50hp [Educated]: +40mana [Marathon Runner]: +40mv Allignment: Choose One [Chaotic Evil]: -30 align/tick [Chaotic Neutral]: -15/+15 align/tick movement towards neutrality [Chaotic Good]: +30 align/tick Playstyle Perk: Choose One [Defender]: Shield specialization effectiveness is doubled. While wearing a shield, Parry will also succeed at a 3% increased rate. [Blademaster]: While using slash weapons, your critical hit damage is increased by 20%. This damage does not appear on a character sheet, but is applied directly to critical damage when it lands. [Blacksmith]: While using bludgeon weapons, your critical hit damage is increased by 20%. This damage does not appear on a character sheet, but is applied directly to critical damage when it lands. [Mercenary]: While using pierce weapons, your critical hit damage is increased by 20%. This damage does not appear on a character sheet, but is applied directly to critical damage when it lands. [Rune Knight]: Combat initiation summon preventions are completely removed, and RES_SUMMON no longer factors into another player or mobile summoning you. You may also be summoned from rooms which you would otherwise be unable to be summoned from. [Bodyguard]: Second wind failure and success cooldowns are halved. [Warlord]: When you successfully use taunt, it never fails so long as the mobile is actually tauntable. Immune to the effects of Hamstring and Ensnare.

MAGIC USER

Mages are the most general of spellcasters. They study everything that magic has to offer, being able to produce powerful and violent magic. However, due to the lack of oneness with the gods, they can deal little with healing and blessing. *============================* |Default Regeneration Ratings| |============================| | HP |XXXXXXXXXXX | | MANA |XXXXXXXXXXXXXXXXXXXXX| | MOVE |XXXXX | *============================*

PROFICIENCIES

These are the proficiencies that a Magic User has the ability to perform. An (S) denotes a proficiency that is a skill and not a spell. Level Proficiency ===== =========== 1st: Magic Missile 2nd: Detect Invisibility Detect Magic 3rd: Armor Chill Touch 4th: Invisibility (Prereq: Detect Invisibility) Knock 5th: Bind Portal Minor (Prereq: Detect Magic) Burning Hands Infravision 6th: Blindness (Prereq: Infravision) Locate Object Strength 7th: Acid Arrow (Prereq: Magic Missile) Enfeeblement (Prereq: Strength) Hold Person Shocking Grasp Lesser Scry (Prereq: Bind Portal Minor) 8th: Charm Person Fumble (Prereq: Enfeeblement) Sleep Waterwalk 9th: Dispel Magic (Prereq: Detect Magic) Lightning Bolt (Prereq: Shocking Grasp) Dimension Shift (Prereq: Bind Portal Minor) 10th: Haste (Prereq: Strength) 11th: Dreamsight (Prereq: Sleep) Improved Invisibility (Prereq: Invisibility) 12th: Color Spray Greater Scry (Prereq: Lesser Scry) 13th: Hold Monster (Prereq: Hold Person) Phase Door (Prereq: Knock) 14th: Charm Monster (Prereq: Charm Person) 15th: Ice Lance (Prereq: Chill Touch) Dimension Walk (Prereq: Dimension Shift) Mana Shield (Prereq: Armor) 17th: Vitalize Mana (Prereq: Haste) 18th: Airwalk (Prereq: Waterwalk) Firebolt (Prereq: Burning Hands) 19th: Bind Portal Major (Prereq: Bind Portal Minor) 20th: Succor 21st: Clenched Fist (Prereq: Acid Arrow) 22nd: Shrink (Prereq: Phase Door) 23rd: Enlarge (Prereq: Shrink) 24th: Ice Storm (Prereq: Ice Lance) 25th: Dimension Door (Prereq: Bind Portal Major, Dimension Walk 27th: Fireball (Prereq: Firebolt) 28th: Levitate (Prereq: Airwalk) 28th: Ball Lightning (Prereq: Lightning Bolt) 30th: Flailing Fists (Prereq: Clenched Fist) 31st: Recharge (Prereq: Lightning Bolt) 32nd: Group Mana Shield (Prereq: Mana Shield) 33rd: Prismatic Spray (Prereq: Color Spray) 35th: Planar Travel (Prereq: Dimension Door) 37th: Chain Lightning (Prereq: Ball Lightning)

PERKS

Each character begins the game with 5 character perks to aid in customizing a character to a players preference. You may only purchase each perk a single time. To learn more about these perks and their minimum levels, you may type, "List," at the Quest Hall perk trainer. Weapon Prof: Choose One [Lumberjack]: +1/10 levels while using a slash weapon [Pugilist]: +1/10 levels while using a blunt weapon or bare-hands [Tentmaker]: +1/10 levels while using a piercing weapon [Fletcher]: +1/10 levels while using a special weapon (bows/whips/etc) Universal: Choose an Unlimited Number [Pyromaniac]: +25 Fire Damage [Boreal Native]: +25 Frost Damage [Conduit]: +25 Electricity Damage [Musician]: +25 Sonic Damage [Favor]: +25 Divine Damage [Haunted]: +25 Shadow Damage [Snake Handler]: +25 Poison Damage [Alchemist]: +25 Acid Damage [Prism Maker]: +25 Light Damage [Tinkerer]: +7% Spell Crit Chance [Spiritualist]: 5% increased chance of mana return on kill for casters [Seer]: 25% increased mana return total [Glass Cannon]: +40 All-Spell damage, hp halved the moment you take it. [Astrologist]: Wands and Staves have a high chance to cast for free. [Empowered]: Intead of +1str per cast, your strength spell grants +3 strength per cast. [Fame/Infamy]: Your charmed mobile's time duration is extended by a flat 15 ticks. [Metabolic Boost]: One bite of food will easily fill you up. [Guardian Spirit]: Sanctuary, Fortress of Hate, and Consecration spell effects are extended by 4 hours when they are cast upon you. [Treasure Hunter]: 1 additional rent slot is provided for your character. [Jeweler]: Killing blows have an increased enchanting material drop rate. [Perfectionist]: +4 Hitroll [Hoarder]: You can carry even more stuff you will likely never use. +15 inventory slots. [Giant Slayer]: Ignore the strength penalty when wielding A weapon which would otherwise be too heavy for you. [Bountiful Wonder]: Sustain lengths add 10, then doubles. [Nomad]: Haste no longer affects food costs. [Siege Captain]: All resistance buffs cast on you will now last 50% longer. [Pack Mule]: Your pack mule will follow you anywhere you go, increasing your carrying capacity by 50%. HMV: Choose One [Bodybuilder]: +50hp [Educated]: +40mana [Marathon Runner]: +40mv Allignment: Choose One [Chaotic Evil]: -30 align/tick [Chaotic Neutral]: -15/+15 align/tick movement towards neutrality [Chaotic Good]: +30 align/tick Playstyle Perk: Choose One [Resurgeance]: Lightning bolt's, chain lightning and ball lightning re-arc at a 33% rate. When the occurs, a halved version of the same spell will be re-cast upon the target. [Pyromancy]: Your mage tree fire based spells have a high % chance to ignite an enemy in flames. [Frostgrip]: Your frost based spells have a 33% chance to slow enemies, causing a loss of attacks for a round. This attack stopping power is directly linked to intelligence. [Arcanist]: Your magic missile does not alter its damage type, but it does take on your elemental fire damage as a bonus, and it gains an additional four assured missiles. [Apothecary]: Your Acid Arrow spell will often cause a lingering regeneration scenario against affected enemies. The power of your intelligence is directly linked to the length of this effect. This effect does not stack.

MONK

Monks are members of a priestly order seeking peace and enlightenment in a state of harmony with the passing world. For a monk to unveil his or her true power, they must first discover and master their qi-gong (ki). This is accomplished through contemplative meditation, harmonious living, and mastery of the body. It is only upon mastery of these things that a monk may be said to have good or powerful gung-fu. Despite the misconception that monks are merely priests or warriors, they are by their very nature a martial order of transcendental holy warriors. Being thus, they are members of both the PRIEST and WARRIOR classes. * In combat, a Monk has the THAC0 and hit points of the ROGUE class. * Unarmed combat: damage dice 1d4 per 8 levels, and +1 dmg per 4 levels. * For levels 1 to 10, the Monk's Armor Points is improved by 5 a level; For levels 11 to 20, 10 ap a level; For levels 21 to 30, 15 ap a level; For levels 31 to 40, 20 ap a level. * Monks may equip items usable only by WARRIORS, PRIESTS, or MONKS. * Monks may only equip the following locations: Light, Finger, Trinket, Neck, About, Waist, Wrist, Wield, Hold (non-weapons), and Shield. * If a monk wields a weapon, they will lose half of their attacks. The only exception to this is if a monk wields an unarmed weapon such as spiked knuckles. * Monks gain 3 extra mana points per level instead of 4 like other Priests. *============================* |Default Regeneration Ratings| |============================| | HP |XXXXX | | MANA |XXXXXXXXXXX | | MOVE |XXXXXXXXXXX | *============================*

PROFICIENCIES

These are the proficiencies that a Monk has the ability to perform. A '(S)' denotes a proficiency that is a skill and not a spell. Level Proficiency ==== =========== 1st: (S)Lay Hands (S)Meditate Detect Alignment Mabu Combat Stance 2nd: Detect Invisibility 3rd: Teleview Minor Detect Poison 4th: Pacify (S)Palm Strike Cure Blind (Prereq: Lay Hands) 5th: (S)Endurance (Prereq: Meditate) Sense Life (Prereq: Detect Invis) 6th: Waterwalk Remove Poison (Prereq: Detect Poison) 7th: Dreamsight Remove Curse 8th: Beneficence (Prereq: Pacify) Remove Paralysis Xubu Combat Stance (S)Kick 9th: Free Action (Prereq: Remove Paralysis) Teleview Major 10th: Teleport Minor (Prereq: Teleview Minor) Second Sight (Prereq: Teleview Major) 11th: Invisibility to Enemies (Prereq: Sense Life) 12th: (S)Phoenix Fist (Prereq: Palm Strike) Gongbu Combat Stance 13th: Airwalk (Prereq: Waterwalk) 14th: Phase Door (Prereq: Second Sight) 15th: Healing Dream (Prereq: Dreamsight) 16th: (S)Raikou Kick (Prereq: Kick) 17th: Synostodweomer (Prereq: Lay Hands) 18th: Teleport Major (Prereq: Teleport Minor, Teleview Major) 19th: Waterbreath (Prereq: Waterwalk) 20th: Flamewalk (Prereq: Airwalk) 22nd: (S)Crippling Wave (Prereq: Palm Strike) Hebu Combat Stance 23th: Windwalk (Prereq: Flamewalk) 24th: (S)Sweep (Prereq: Kick) 25th: (S)Chakra Disruption (Prereq: Crippling Wave) 27th: Sleepwalk (Prereq: Healing Dream) 32nd: (S)Exploding Palm (Prereq: Palm Strike) 35th: (S)Meridian Strike (Prereq: Chakra Disruption) 37th: (S)Push (Prereq: Exploding Palm) 38th: Peace (Prereq: Beneficence)

PERKS

Each character begins the game with 5 character perks to aid in customizing a character to a players preference. You may only purchase each perk a single time. To learn more about these perks and their minimum levels, you may type, "List," at the Quest Hall perk trainer. Weapon Prof: Choose One [Lumberjack]: +1/10 levels while using a slash weapon [Pugilist]: +1/10 levels while using a blunt weapon or bare-hands [Tentmaker]: +1/10 levels while using a piercing weapon [Fletcher]: +1/10 levels while using a special weapon (bows/whips/etc) Universal: Choose an Unlimited Number [Pyromaniac]: +25 Fire Damage [Boreal Native]: +25 Frost Damage [Conduit]: +25 Electricity Damage [Musician]: +25 Sonic Damage [Favor]: +25 Divine Damage [Haunted]: +25 Shadow Damage [Snake Handler]: +25 Poison Damage [Alchemist]: +25 Acid Damage [Prism Maker]: +25 Light Damage [Tinkerer]: +7% Spell Crit Chance [Spiritualist]: 5% increased chance of mana return on kill for casters [Seer]: 25% increased mana return total [Glass Cannon]: +40 All-Spell damage, hp halved the moment you take it. [Astrologist]: Wands and Staves have a high chance to cast for free. [Empowered]: Intead of +1str per cast, your strength spell grants +3 strength per cast. [Fame/Infamy]: Your charmed mobile's time duration is extended by a flat 15 ticks. [Metabolic Boost]: One bite of food will easily fill you up. [Guardian Spirit]: Sanctuary, Fortress of Hate, and Consecration spell effects are extended by 4 hours when they are cast upon you. [Treasure Hunter]: 1 additional rent slot is provided for your character. [Jeweler]: Killing blows have an increased enchanting material drop rate. [Perfectionist]: +4 Hitroll [Hoarder]: You can carry even more stuff you will likely never use. +15 inventory slots. [Giant Slayer]: Ignore the strength penalty when wielding A weapon which would otherwise be too heavy for you. [Bountiful Wonder]: Sustain lengths add 10, then doubles. [Nomad]: Haste no longer affects food costs. [Siege Captain]: All resistance buffs cast on you will now last 50% longer. [Pack Mule]: Your pack mule will follow you anywhere you go, increasing your carrying capacity by 50%. HMV: Choose One [Bodybuilder]: +50hp [Educated]: +40mana [Marathon Runner]: +40mv Allignment: Choose One [Chaotic Evil]: -30 align/tick [Chaotic Neutral]: -15/+15 align/tick movement towards neutrality [Chaotic Good]: +30 align/tick Playstyle Perk: Choose One [Benevolent]: Your Peace spell now ignores its level check against enemies when cast. When casting the peace spell or the pacify spell, the agro reduction provided is increased to 75%, and the duration of the effect lasts for 2 ticks total. Your peace and pacify spells never miss. [Transcendent]: Successful phase door casts have their costs refunded entirely. Lay on hands 25% penalty for using it on others is removed, as is all combat lag associated with it. [Sotapanna]: Meditation recovery speed is increased by 15% [Windwalker]: Your Windwalk spell now grants you immunity to electric and gas attacks, as well as a +7 bonus to elemental electricity damage. Raikou Kicks gain a 25% increased effect from your elemental electricity damage bonuses. Excludes you from taking on the Firewalk spell affect while under the effects of the Windwalk spell. [Flamewalker]: Your Flamewalk spell now grants you immunity to fire attacks, as well as a +7 bonus to elemental fire damage. Phoenix Fist gains a 25% increased effect from your elemental fire damage bonuses. Excludes you from taking on the Windwalk spell affect while under the effects of the Flamewalk spell.

NECROMANCER

The Necromancer class is part of the WIZARD group. They dwell on perverting the life forces of others for their own personal ends, even if it means bringing others to a state of the living dead to meet their whims. They also enjoy the darkness, for they are by nature creatures of the night, and draw their powers from the negative magic fields. By their very nature, and by how they are viewed by others, Necromancers can only be EVIL. * Necromancers are immune to charm, sleep and hold type spells. * For every 5 levels gained, he/she loses 1 point of CHARISMA. * Dealing with charmies, a Necromancer score is reversed (subtracted from 25) to see how many they can control at once (up to 75 charmie levels). * Necromancers differ from all other classes in their ability to dominate the creatures under the influence of their charming effects. Charmed mobiles which are controlled by a necromancer suffer a complete loss of willpower while under the necromancers spell, the result of which prevents a mobile from ever turning against their master in combat. Note: Necromancers gain an additional +1 mana per level, regardless of racial combination. They also begin the game with negative plane attunement, a bonus which grants 50 additional points of mana. *============================* |Default Regeneration Ratings| |============================| | HP |XXXXX | | MANA |XXXXXXXXXXXXXXXXXXXXX| | MOVE |XXXXXXXXXXX | *============================*

PROFICIENCIES

These are the proficiencies that a Necromancer has the ability to perform. A '(S)'denotes a proficiency that is a skill and not a spell. Level Proficiency ===== =========== 1st: Spook (S)Turn Undead 2nd: Curse Blood Quench 3rd: Chill Touch Detect Invisibility 4th: Hold Undead (Prereq: Turn Undead) Cannibalize (Prereq: Blood Quench) 5th: Shadow Armor 6th: Ghoul Touch 7th: Poison Shocking Grasp 8th: Control Undead (Prereq: Hold Undead) Bat Sonar (Prereq: Detect Invisibility) 9th: Lightning Bolt (Prereq: Shocking Grasp) 10th: Vampiric Gaze Cloak of Shadows (Prereq: Shadow Armor) 12th: Animate Dead (Prereq: Control Undead) 12th: Embalm 14th: Lesser Electricity Resist (Prereq: Lightning Bolt) 15th: Ice Lance (Prereq: Chill Touch) Death's Door 16th: Life Steal 16th: Cloak of the Night (Prereq: Cloak of Shadows) 17th: Vitalize Mana 18th: Rest in Peace 20th: Lesser Cold Resistance (Prereq: Chill Touch) 21st: Ghoul Gauntlet (Prereq: Ghoul Touch) 22nd: Cloak of Darkness (Prereq: Cloak of the Night) 23rd: Locate Shadow Plane 24th: Ice Storm (Prereq: Ice Lance) 25th: Wither 26th: Summon Skeleton (Prereq: Animate Dead) 26th: Summon Phantasmal (Prereq: Animate Dead) 27th: Skeletal Guise (Prereq: Summon Skeleton) 29th: Shadow Walk (Prereq: Locate Shadow Plane) 30th: Greater Electricity Resist (Prereq: Lesser Elec Resist) 32nd: Recharge (Prereq: Lightning Bolt) 34th: Poison Spray (Prereq: Poison) 35th: Shadow Door (Prereq: Shadow Walk) 36th: Greater Cold Resistance (Prereq: Lesser Cold Resist)

PERKS

Each character begins the game with 5 character perks to aid in customizing a character to a players preference. You may only purchase each perk a single time. To learn more about these perks and their minimum levels, you may type, "List," at the Quest Hall perk trainer. Weapon Prof: Choose One [Lumberjack]: +1/10 levels while using a slash weapon [Pugilist]: +1/10 levels while using a blunt weapon or bare-hands [Tentmaker]: +1/10 levels while using a piercing weapon [Fletcher]: +1/10 levels while using a special weapon (bows/whips/etc) Universal: Choose an Unlimited Number [Pyromaniac]: +25 Fire Damage [Boreal Native]: +25 Frost Damage [Conduit]: +25 Electricity Damage [Musician]: +25 Sonic Damage [Favor]: +25 Divine Damage [Haunted]: +25 Shadow Damage [Snake Handler]: +25 Poison Damage [Alchemist]: +25 Acid Damage [Prism Maker]: +25 Light Damage [Tinkerer]: +7% Spell Crit Chance [Spiritualist]: 5% increased chance of mana return on kill for casters [Seer]: 25% increased mana return total [Glass Cannon]: +40 All-Spell damage, hp halved the moment you take it. [Astrologist]: Wands and Staves have a high chance to cast for free. [Empowered]: Intead of +1str per cast, your strength spell grants +3 strength per cast. [Fame/Infamy]: Your charmed mobile's time duration is extended by a flat 15 ticks. [Metabolic Boost]: One bite of food will easily fill you up. [Guardian Spirit]: Sanctuary, Fortress of Hate, and Consecration spell effects are extended by 4 hours when they are cast upon you. [Treasure Hunter]: 1 additional rent slot is provided for your character. [Jeweler]: Killing blows have an increased enchanting material drop rate. [Perfectionist]: +4 Hitroll [Hoarder]: You can carry even more stuff you will likely never use. +15 inventory slots. [Giant Slayer]: Ignore the strength penalty when wielding A weapon which would otherwise be too heavy for you. [Bountiful Wonder]: Sustain lengths add 10, then doubles. [Nomad]: Haste no longer affects food costs. [Siege Captain]: All resistance buffs cast on you will now last 50% longer. [Pack Mule]: Your pack mule will follow you anywhere you go, increasing your carrying capacity by 50%. HMV: Choose One [Bodybuilder]: +50hp [Educated]: +40mana [Marathon Runner]: +40mv Allignment: Choose One [Chaotic Evil]: -30 align/tick [Chaotic Neutral]: -15/+15 align/tick movement towards neutrality [Chaotic Good]: +30 align/tick Playstyle Perk: Choose One [Bone Lord]: Your skeletal archmage begins with 500 additional hit points [Mezmerist]: Fight from the rear behind any mob you charm, but lose the ability to conjure and animate mobs [Mortician]: Your embalmed warlords begin with an additional 500 hit points. [Cult Leader]: Your skeletal guise also provides 25% resistance to bludgeon attack types. [Frostgrip]: Your frost based spells have a 33% chance to slow enemies, causing a loss of attacks for a round. This attack stopping power is directly linked to intelligence.

PALADIN

This is the most difficult of the classes to be. Paladins are the most holy and noble of warriors; truth and honor are the meat of their life. Pursuing the highest of all ideals, many a powerful warrior has failed and died living up to their rigorous ideals. Due to their holiness, they gain magic from the gods of purity at high levels. *============================* |Default Regeneration Ratings| |============================| | HP |XXXXX | | MANA |XXXXXXXXXXXXXXXXXXXXX| | MOVE |XXXXXXXXXXX | *============================*

PROFICIENCIES

These are the proficiencies that a Paladin has the ability to perform. A '(S)' denotes a proficiency that is a skill and not a spell. Level Proficiency ===== =========== 1st: Detect Alignment (S)Kick (S)Parry 2nd: (S)Layhands (S)Rescue (S)Retreat (Prereq: Parry) 3rd: (S)Disarm (Prereq: Parry) (S)Turn Undead (Prereq: Detect Alignment) 5th: (S)Bash (Prereq: Kick) Magical Vestments 7th: Cure Blind (Prereq: Layhands) Remove Poison 9th: Shield Against Evil (Prereq: Detect Alignment) 11th: Draw Upon Holy Might (Prereq: Magical Vestments) 13th: Flamestrike 15th: Synostodweomer (Prereq: Layhands) 17th: Dispel Evil (Prereq: Shield Against Evil) 19th: Champions Strength (Prereq: Draw Upon Holy Might) 21st: Protection from Evil (Prereq: Shield Against Evil) 28th: Benediction (Prereq: Champions Strength) 29th: Smite Evil (Prereq: Dispel Evil) 32nd: (S)Estates 33rd: Consecration (Prereq: Benediction) 35th: Holy Word (Prereq: Smite Evil) 36th: Divine Shield (Prereq: Benediction) 37th: Holy Lance (Prereq: Holy Word)

PERKS

Each character begins the game with 5 character perks to aid in customizing a character to a players preference. You may only purchase each perk a single time. To learn more about these perks and their minimum levels, you may type, "List," at the Quest Hall perk trainer. Weapon Prof: Choose One [Lumberjack]: +1/10 levels while using a slash weapon [Pugilist]: +1/10 levels while using a blunt weapon or bare-hands [Tentmaker]: +1/10 levels while using a piercing weapon [Fletcher]: +1/10 levels while using a special weapon (bows/whips/etc) Universal: Choose an Unlimited Number [Pyromaniac]: +25 Fire Damage [Boreal Native]: +25 Frost Damage [Conduit]: +25 Electricity Damage [Musician]: +25 Sonic Damage [Favor]: +25 Divine Damage [Haunted]: +25 Shadow Damage [Snake Handler]: +25 Poison Damage [Alchemist]: +25 Acid Damage [Prism Maker]: +25 Light Damage [Tinkerer]: +7% Spell Crit Chance [Spiritualist]: 5% increased chance of mana return on kill for casters [Seer]: 25% increased mana return total [Glass Cannon]: +40 All-Spell damage, hp halved the moment you take it. [Astrologist]: Wands and Staves have a high chance to cast for free. [Empowered]: Intead of +1str per cast, your strength spell grants +3 strength per cast. [Fame/Infamy]: Your charmed mobile's time duration is extended by a flat 15 ticks. [Metabolic Boost]: One bite of food will easily fill you up. [Guardian Spirit]: Sanctuary, Fortress of Hate, and Consecration spell effects are extended by 4 hours when they are cast upon you. [Treasure Hunter]: 1 additional rent slot is provided for your character. [Jeweler]: Killing blows have an increased enchanting material drop rate. [Perfectionist]: +4 Hitroll [Hoarder]: You can carry even more stuff you will likely never use. +15 inventory slots. [Giant Slayer]: Ignore the strength penalty when wielding A weapon which would otherwise be too heavy for you. [Bountiful Wonder]: Sustain lengths add 10, then doubles. [Nomad]: Haste no longer affects food costs. [Siege Captain]: All resistance buffs cast on you will now last 50% longer. [Pack Mule]: Your pack mule will follow you anywhere you go, increasing your carrying capacity by 50%. HMV: Choose One [Bodybuilder]: +50hp [Educated]: +40mana [Marathon Runner]: +40mv Allignment: Choose One [Chaotic Evil]: -30 align/tick [Chaotic Neutral]: -15/+15 align/tick movement towards neutrality [Chaotic Good]: +30 align/tick Playstyle Perk: Choose One [Templar]: Your consecration spell delivers half its normal damage, but restores you for 10% of the original damage in hitpoints. [Heirophant: Your consecration spell delivers half its normal damage, but restores you for 10% of the original damage in mana. [Lightwarden]: Your flamestrike spell will certainly ignite an enemy in flames. Holy Lance critical hit damage is increased by 25%, and chance increased by 15%. [Divine Providence]: Your final cooldown rate of Divine Shield is halved.

RANGER

The Ranger is a hunter and tracker who makes his way by not only his bow, but also, by his wits. The Ranger is an expert at woodsmanship and at high levels gains the abilities to cast spells dealing with nature. In addition to this, rangers possess the eagle eye trait by default, thus allowing them to scan one additional room through use of the scan command. *============================* |Default Regeneration Ratings| |============================| | HP |XXXXX | | MANA |XXXXXXXXXXXXXXXXXXXXX| | MOVE |XXXXX | *============================*

PROFICIENCIES

These are the proficiencies that a Ranger has the ability to perform. An (S) denotes a proficiency that is a skill and not a spell. Level Proficiency ===== =========== 1st: Animal Friendship (S)Track 2nd: (S)Hide (S)Kick (S)Forage 3rd: (S)Rescue (S)Sneak (Prereq: Hide) 4th: Detect Poison (S)Endurance Sense Life (Prereq: Track) 5th: Barkskin Hold Animal (Prereq: Animal Friendship) (S)Layhands 6th: Pacify 7th: Charm Beast (Prereq: Animal Friendship) 8th: Bolt of Steel 11th: Remove Poison (Prereq: Detect Poison) 13th: Hold Beast (Prereq: Charm Beast) 14th: Flaming Arrow (Prereq: Bolt of Steel) 15th: Waterwalk 16th: Free Action 17th: Hail of Arrows (Prereq: Flaming Arrow) 18th: Synostodweomer (Prereq: Layhands) 19th: (S)Camouflage (Prereq: Sneak) 20th: Hornets Dart (Prereq: Hail of Arrows) 22nd: Befriend Dryad 23rd: (S)Ambush (Prereq: Sneak) 24th: Sustain (Prereq: Endurance) 25th: Waterbreath (Prereq: Waterwalk) 27th: (S)Stalk (Prereq: Ambush) 30th: Summon Beast (Prereq: Hold Beast) 31st: Pass Without Trace 33rd: Ensnare (Prereq: Flaming Arrow) 35th: Frost Arrow (Prereq: Flaming Arrow) 39th: Trail of the Woodlands (Prereq: Pass Without Trace)

PERKS

Each character begins the game with 5 character perks to aid in customizing a character to a players preference. You may only purchase each perk a single time. To learn more about these perks and their minimum levels, you may type, "List," at the Quest Hall perk trainer. Weapon Prof: Choose One [Lumberjack]: +1/10 levels while using a slash weapon [Pugilist]: +1/10 levels while using a blunt weapon or bare-hands [Tentmaker]: +1/10 levels while using a piercing weapon [Fletcher]: +1/10 levels while using a special weapon (bows/whips/etc) Universal: Choose an Unlimited Number [Pyromaniac]: +25 Fire Damage [Boreal Native]: +25 Frost Damage [Conduit]: +25 Electricity Damage [Musician]: +25 Sonic Damage [Favor]: +25 Divine Damage [Haunted]: +25 Shadow Damage [Snake Handler]: +25 Poison Damage [Alchemist]: +25 Acid Damage [Prism Maker]: +25 Light Damage [Tinkerer]: +7% Spell Crit Chance [Spiritualist]: 5% increased chance of mana return on kill for casters [Seer]: 25% increased mana return total [Glass Cannon]: +40 All-Spell damage, hp halved the moment you take it. [Astrologist]: Wands and Staves have a high chance to cast for free. [Empowered]: Intead of +1str per cast, your strength spell grants +3 strength per cast. [Fame/Infamy]: Your charmed mobile's time duration is extended by a flat 15 ticks. [Metabolic Boost]: One bite of food will easily fill you up. [Guardian Spirit]: Sanctuary, Fortress of Hate, and Consecration spell effects are extended by 4 hours when they are cast upon you. [Treasure Hunter]: 1 additional rent slot is provided for your character. [Jeweler]: Killing blows have an increased enchanting material drop rate. [Perfectionist]: +4 Hitroll [Hoarder]: You can carry even more stuff you will likely never use. +15 inventory slots. [Giant Slayer]: Ignore the strength penalty when wielding A weapon which would otherwise be too heavy for you. [Bountiful Wonder]: Sustain lengths add 10, then doubles. [Nomad]: Haste no longer affects food costs. [Siege Captain]: All resistance buffs cast on you will now last 50% longer. [Pack Mule]: Your pack mule will follow you anywhere you go, increasing your carrying capacity by 50%. HMV: Choose One [Bodybuilder]: +50hp [Educated]: +40mana [Marathon Runner]: +40mv Allignment: Choose One [Chaotic Evil]: -30 align/tick [Chaotic Neutral]: -15/+15 align/tick movement towards neutrality [Chaotic Good]: +30 align/tick Playstyle Perk: Choose One [Loyalty]: Fight from the rear behind your summoned beasts [Beastmaster]: Summoned beasts receive a 25% increase to HP and Damage. [Strider]: Forage success increased by 50%. 20% chance to forage two identical items with a Bountiful harvest. The movement cost for stalk is removed. [Longbowman]: 20% increased critical hit damage when wielding a special type weapon. This damage does not appear on a character sheet, but is applied directly to critical damage when it lands. [Sniper]: +4 hitroll bonus. Hornets Dart damage is doubled and it now adds lingering regeneration effects. The power of these effects is directly linked to your strength score. [Elementalist]: Your elemental bow spells are empowered with devastating damage over time effects. Taking on this perk will eliminate the ability to summon beasts, or charm enemy mobiles.

SAMURAI

Samurai are WARRIORS of honor from the oriental world who follow the code of the bushido or warrior. In terms of having high ideals, they are similar to Paladins. But the ideals of a Samurai go beyond that. Because of these ideals, a samurai may only be GOOD. With the code of honor that the Samurai follow, cowardice in battle is dishonorable. * Samurai in combat attack as warriors, but gain more hit points and attacks per level. * Samurai may not use the WIMPY command and may not be RESCUED. * Have immunity to fear spells. *============================* |Default Regeneration Ratings| |============================| | HP |XXXXX | | MANA |XXXXXXXXXXXXXXXXXXXXX| | MOVE |XXXXXXXXXXX | *============================* See Also: "SAMURAI PERKS", "SAMURAI PROF"

PROFICIENCIES

These are the proficiencies that a Samurai has the ability to perform. A '(S)' denotes a proficiency that is a skill and not a spell. Level Proficiency ==== =========== 1st: (S)Parry 2nd: Accuracy 3rd: (S)Disarm (Prereq: Parry) 5th: (S)Meditate 7th: Strength Burst (Prereq: Accuracy) 8th: Intimidate 10th: (S)Iaijutsu (Prereq: Parry) 13th: (S)Throw 15th: (S)Stun (Prereq: Intimidate) 20th: (S)Armor Specialization Power Strike (Prereq: Strength Burst) 25th: Whirlwind Attack (Prereq: Power Strike) 35th: Death Strike (Prereq: Whirlwind Attack)

PERKS

Each character begins the game with 5 character perks to aid in customizing a character to a players preference. You may only purchase each perk a single time. To learn more about these perks and their minimum levels, you may type, "List," at the Quest Hall perk trainer. Weapon Prof: Choose One [Lumberjack]: +1/10 levels while using a slash weapon [Pugilist]: +1/10 levels while using a blunt weapon or bare-hands [Tentmaker]: +1/10 levels while using a piercing weapon [Fletcher]: +1/10 levels while using a special weapon (bows/whips/etc) Universal: Choose an Unlimited Number [Pyromaniac]: +25 Fire Damage [Boreal Native]: +25 Frost Damage [Conduit]: +25 Electricity Damage [Musician]: +25 Sonic Damage [Favor]: +25 Divine Damage [Haunted]: +25 Shadow Damage [Snake Handler]: +25 Poison Damage [Alchemist]: +25 Acid Damage [Prism Maker]: +25 Light Damage [Tinkerer]: +7% Spell Crit Chance [Spiritualist]: 5% increased chance of mana return on kill for casters [Seer]: 25% increased mana return total [Glass Cannon]: +40 All-Spell damage, hp halved the moment you take it. [Astrologist]: Wands and Staves have a high chance to cast for free. [Empowered]: Intead of +1str per cast, your strength spell grants +3 strength per cast. [Fame/Infamy]: Your charmed mobile's time duration is extended by a flat 15 ticks. [Metabolic Boost]: One bite of food will easily fill you up. [Guardian Spirit]: Sanctuary, Fortress of Hate, and Consecration spell effects are extended by 4 hours when they are cast upon you. [Treasure Hunter]: 1 additional rent slot is provided for your character. [Jeweler]: Killing blows have an increased enchanting material drop rate. [Perfectionist]: +4 Hitroll [Hoarder]: You can carry even more stuff you will likely never use. +15 inventory slots. [Giant Slayer]: Ignore the strength penalty when wielding A weapon which would otherwise be too heavy for you. [Bountiful Wonder]: Sustain lengths add 10, then doubles. [Nomad]: Haste no longer affects food costs. [Siege Captain]: All resistance buffs cast on you will now last 50% longer. [Pack Mule]: Your pack mule will follow you anywhere you go, increasing your carrying capacity by 50%. HMV: Choose One [Bodybuilder]: +50hp [Educated]: +40mana [Marathon Runner]: +40mv Allignment: Choose One [Chaotic Evil]: -30 align/tick [Chaotic Neutral]: -15/+15 align/tick movement towards neutrality [Chaotic Good]: +30 align/tick Playstyle Perk: Choose One [Blademaster]: While using slash weapons, your critical hit damage is increased by 20%. This damage does not appear on a character sheet, but is applied directly to critical damage when it lands. [Quick Draw]: Your single Iaijutsu counter attack damage is increased to become the equivalent of a full high-round of attacks worth of damage, but you gain a round of battle lag recovery as well. [Zen Master]: Meditation recovery speed is increased by 15% [Ronin]: Death strike always rolls as if it were a high round of attacks. [Shugosa]: Your whirlwind damage is tripled, and the cooldown is reduced from 2 rounds of lag to a single round of lag. [Shinobi]: Instead of the light, your path has led you into darkness. Evil alignment is required to function, Throw damage increased by 50%, and thrown objects are never destroyed.

THIEF

The seediest of all Rogues -- cunning, nimbleness, and stealth are their hallmarks. With their very special qualities that no other class offers, they have been known even to make the richest of merchants and lowest of peasants squirm. Many of these qualities can come in handy in many situations, such as picking locks or concealing their actions when working with containers. Spending all their time keeping their reflexes cat-like, thieves have little time to study magic. *============================* |Default Regeneration Ratings| |============================| | HP |XXXXX | | MANA |XXXXXXXXXXX | | MOVE |XXXXXXXXXXXXXXXXXXXXX| *============================*

PROFICIENCIES

These are the proficiencies that a Thief has the ability to perform. An (S) denotes a proficiency that is a skill and not a spell. Level Proficiency ===== =========== 1st: (S)Hide (S)Pick Lock (S)Steal 2nd: (S)Sneak (Prereq: Hide) 3rd: (S)Backstab (S)Detect Trap 5th: (S)Disable Trap (Prereq: Detect Trap) 10th: (S)Circle (Prereq: Backstab) 13th: (S)Envenom 18th: (S)Throw 21st: (S)Dodge 23rd: (S)Ambush (Prereq: Sneak) 25th: (S)Estates (Prereq: Steal) 27th: (S)Vanish (Prereq: Hide) 31st: (S)Trip 33rd: (S)Counterstrike (Prereq: Dodge) 37th: (S)Search (Prereq: Detect Trap) 39th: (S)Assassinate (Prereq: Ambush)

PERKS

Each character begins the game with 5 character perks to aid in customizing a character to a players preference. You may only purchase each perk a single time. To learn more about these perks and their minimum levels, you may type, "List," at the Quest Hall perk trainer. Weapon Prof: Choose One [Lumberjack]: +1/10 levels while using a slash weapon [Pugilist]: +1/10 levels while using a blunt weapon or bare-hands [Tentmaker]: +1/10 levels while using a piercing weapon [Fletcher]: +1/10 levels while using a special weapon (bows/whips/etc) Universal: Choose an Unlimited Number [Pyromaniac]: +25 Fire Damage [Boreal Native]: +25 Frost Damage [Conduit]: +25 Electricity Damage [Musician]: +25 Sonic Damage [Favor]: +25 Divine Damage [Haunted]: +25 Shadow Damage [Snake Handler]: +25 Poison Damage [Alchemist]: +25 Acid Damage [Prism Maker]: +25 Light Damage [Tinkerer]: +7% Spell Crit Chance [Spiritualist]: 5% increased chance of mana return on kill for casters [Seer]: 25% increased mana return total [Glass Cannon]: +40 All-Spell damage, hp halved the moment you take it. [Astrologist]: Wands and Staves have a high chance to cast for free. [Empowered]: Intead of +1str per cast, your strength spell grants +3 strength per cast. [Fame/Infamy]: Your charmed mobile's time duration is extended by a flat 15 ticks. [Metabolic Boost]: One bite of food will easily fill you up. [Guardian Spirit]: Sanctuary, Fortress of Hate, and Consecration spell effects are extended by 4 hours when they are cast upon you. [Treasure Hunter]: 1 additional rent slot is provided for your character. [Jeweler]: Killing blows have an increased enchanting material drop rate. [Perfectionist]: +4 Hitroll [Hoarder]: You can carry even more stuff you will likely never use. +15 inventory slots. [Giant Slayer]: Ignore the strength penalty when wielding A weapon which would otherwise be too heavy for you. [Bountiful Wonder]: Sustain lengths add 10, then doubles. [Nomad]: Haste no longer affects food costs. [Siege Captain]: All resistance buffs cast on you will now last 50% longer. [Pack Mule]: Your pack mule will follow you anywhere you go, increasing your carrying capacity by 50%. HMV: Choose One [Bodybuilder]: +50hp [Educated]: +40mana [Marathon Runner]: +40mv Allignment: Choose One [Chaotic Evil]: -30 align/tick [Chaotic Neutral]: -15/+15 align/tick movement towards neutrality [Chaotic Good]: +30 align/tick Allignment: Choose One [Chaotic Evil]: -30 align/tick [Chaotic Neutral]: -15/+15 align/tick movement towards neutrality [Chaotic Good]: +30 align/tick Playstyle Perk: Choose One [Stealth]: Ignore hum/glow effects on gear. Immune to the effects of Hamstring and Ensnare. Ambush attack count is increased by 2, successes are nearly assured, battle lag reduced by 1 round. [Assassin]: Gain an additional dice on backstab rolls. IE: The 1 in 1d4. Assassination chances doubled, cooldown is decreased by 60% on successes, and nearly halved on failures. [Acrobatics]: Gain 3% chance per attack to dodge. Immune to the effects of Hamstring and Ensnare. [Shinobi]: Removes the damage penalty for off-hand weapon use. Thrown damage is increased by 50%, and thrown objects are never destroyed. You may now throw shurikens. Envenom poison applies will now double the second dice (the 7 in 4d7).

WARLOCK

The Warlock brings a lethal arsenal of channeling spells to the battle, and it is because of this that they are feared by even the strongest of enemies. Warlocks draw upon the power of darkness and an evil alignment is required in order to function properly. Note: Warlocks gain an additional +1 mana per level, regardless of racial combination. *============================* |Default Regeneration Ratings| |============================| | HP |XXXXXXXXXXX | | MANA |XXXXXXXXXXXXXXXXXXXXX| | MOVE |XXXXX | *============================*

PROFICIENCIES

These are the proficiencies that a Warlock has the ability to perform. A '(C)'denotes a proficiency that is a channeled spell. Level Proficiency ===== =========== (S)1st: Gift of Celerity (Automatic) (C)1st: Agony 2nd: Detect Alignment 3rd: Shadow Armor 6th: Detect Invisibility (C)7th: Torment (Prereq: Agony) 7th: Burning Hands 8th: Transfuse Light 9th: Invisibility 10th: Life Steal 10th: Shield Against Good (Prereq: Detect Alignment) 11th: Bat Sonar (Prereq: Detect Invisibility) (C)14th: Madness (Prereq: Torment) 14th: Spook 15th: Transfuse Serious (Prereq: Transfuse Light) 16th: Lesser Fire Resistance 17th: Vitalize Mana 18th: Dispel Good (Prereq: Shield Against Good) 19th: Cloak of Shadows (Prereq: Shadow Armor) (C)20th: Poison Soul (Prereq: Madness) 20th: Firebolt (Prereq: Burning Hands) 21st: Transfuse Critical (Prereq: Transfuse Serious) 22nd: Demonic Clarity 23rd: Life Leech (Prereq: Life Steal) 24th: Locate Shadow Plane (C)26th: Searing Thought (Prereq: Poison Soul) 27th: Protection from Good (Prereq: Shield Against Good) 27th: Shadowbolt (Prereq: Firebolt) 28th: Drain Soul 29th: Shadow Walk (Prereq: Locate Shadow Plane) 30th: Greater Fire Resistance (Prereq: Resistance to Fire) (C)31st: Mind Implosion (Prereq: Searing Thought) (C)33rd: Shadow Shield (Prereq: Cloak of Shadows) 34th: Confusion (Prereq: Drain Soul) (C)35th: Hellfire (Prereq: Mind Implosion) 36th: Thaumaturgy (Prereq: Life Leech) 37th: Conjure Shard 38th: Shadow Door (Prereq: Shadow Walk) 39th: Essence Transfer (Prereq: Demonic Clarity)

PERKS

Each character begins the game with 5 character perks to aid in customizing a character to a players preference. You may only purchase each perk a single time. To learn more about these perks and their minimum levels, you may type, "List," at the Quest Hall perk trainer. Weapon Prof: Choose One [Lumberjack]: +1/10 levels while using a slash weapon [Pugilist]: +1/10 levels while using a blunt weapon or bare-hands [Tentmaker]: +1/10 levels while using a piercing weapon [Fletcher]: +1/10 levels while using a special weapon (bows/whips/etc) Universal: Choose an Unlimited Number [Pyromaniac]: +25 Fire Damage [Boreal Native]: +25 Frost Damage [Conduit]: +25 Electricity Damage [Musician]: +25 Sonic Damage [Favor]: +25 Divine Damage [Haunted]: +25 Shadow Damage [Snake Handler]: +25 Poison Damage [Alchemist]: +25 Acid Damage [Prism Maker]: +25 Light Damage [Tinkerer]: +7% Spell Crit Chance [Spiritualist]: 5% increased chance of mana return on kill for casters [Seer]: 25% increased mana return total [Glass Cannon]: +40 All-Spell damage, hp halved the moment you take it. [Astrologist]: Wands and Staves have a high chance to cast for free. [Empowered]: Intead of +1str per cast, your strength spell grants +3 strength per cast. [Fame/Infamy]: Your charmed mobile's time duration is extended by a flat 15 ticks. [Metabolic Boost]: One bite of food will easily fill you up. [Guardian Spirit]: Sanctuary, Fortress of Hate, and Consecration spell effects are extended by 4 hours when they are cast upon you. [Treasure Hunter]: 1 additional rent slot is provided for your character. [Jeweler]: Killing blows have an increased enchanting material drop rate. [Perfectionist]: +4 Hitroll [Hoarder]: You can carry even more stuff you will likely never use. +15 inventory slots. [Giant Slayer]: Ignore the strength penalty when wielding A weapon which would otherwise be too heavy for you. [Bountiful Wonder]: Sustain lengths add 10, then doubles. [Nomad]: Haste no longer affects food costs. [Siege Captain]: All resistance buffs cast on you will now last 50% longer. [Pack Mule]: Your pack mule will follow you anywhere you go, increasing your carrying capacity by 50%. HMV: Choose One [Bodybuilder]: +50hp [Educated]: +40mana [Marathon Runner]: +40mv Allignment: Choose One [Chaotic Evil]: -30 align/tick [Chaotic Neutral]: -15/+15 align/tick movement towards neutrality [Chaotic Good]: +30 align/tick Playstyle Perk: Choose One [Possession]: The demonic spirits your body has become host to have granted you with the supernatural ability to cast your shadowbolt without the aid of demonic clarity. Furthermore, your shadowbolts may now now slow an enemy attacker, as well as hit much harder than before if they crit. Your intelligence score directly increases the power of your slow effects. [Blackout]: Your shadow shields mana maintenance cost is reduced from 25% to 15% [Orator]: No enemy is immune to, nor can they be immune to the powerul effects of your Confusion spell. [Vampire]: The random number 1-3 for your life steal spell is transformed to always land on 3-4.