CLASSES
ANTI-PALADIN
PROFICIENCIES
PERKS
BARD
PROFICIENCIES
PERKS
BERSERKER
PROFICIENCIES
PERKS
CLERIC
PROFICIENCIES
PERKS
DRUID
PROFICIENCIES
PERKS
FIGHTER
PROFICIENCIES
PERKS
MAGIC USER
PROFICIENCIES
PERKS
MONK
PROFICIENCIES
PERKS
NECROMANCER
PROFICIENCIES
PERKS
PALADIN
PROFICIENCIES
PERKS
RANGER
PROFICIENCIES
PERKS
SAMURAI
PROFICIENCIES
PERKS
THIEF
PROFICIENCIES
PERKS
WARLOCK
PROFICIENCIES
PERKS
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.
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 |
*============================*
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)
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.
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 |
*============================*
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)
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.
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 |
*============================*
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
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.
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 |
*============================*
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)
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.
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 |
*============================*
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.
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.
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|
*============================*
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
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.
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 |
*============================*
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)
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.
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 |
*============================*
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)
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.
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 |
*============================*
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)
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.
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 |
*============================*
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)
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.
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 |
*============================*
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)
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 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"
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)
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.
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|
*============================*
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)
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).
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 |
*============================*
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)
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.


