Feudal Classes
In an attempt to try to bring more variety and true class parity into play on Feudal Realms, the stock classes which most ROM muds use have been altered, and some new ones have been added to the mix to give players a greater choice in characters. For a better understanding of what classes can do, it is recommended to come on and make a character and try them out, this is just meant to give a basic idea.
Current Classes
Alchemists - Never content with what they have, always changing and manipulating things. Alchemists have the ability to find the power or inherent quality in one thing and give it to something else, including themselves, their equipment, and anything else they see that they think needs some sort of modification. An alchemist relies on his or her knowledge of materials and how to best combine the to serve their particular need. While primarily designed as a support class, over time research has allowed an alchemist to be much more self-sufficient, while at the same time still able to assist others.
Clerics - Holy and pious, gaining powers not from books, but from their beliefs. Clerics rely mainly on their defensive spells, and healing arts, as well as skills of herbalism and medical lore, but the butt-end of a mace is nearly as effective for putting someone asleep as a spell is. Clerics are a true oddity, for even with their general basis in the healing arts, they also know the counter to nearly every cure and heal, and can deal a frighting amount of magical might when they put their mind to such action
Druids - Finding solace and companionship in the forests and outlands, Druids rarely are seen inside major settlements. Shunning "modern"ways of those who live in cities, Druids wear only easily worked metals and natural fibers, and associate more with animals than with other sentient races. Druids main areas of concentration are nature based magics, such as those dealing with plants, animals, weahter, and the six primal elements.
Mages - No longer the sword-wielding armour-wearing image of yesteryear, but the robe-wearing staff-using tome-reading tower-living familiar-owning Mages they should be. All areas of magecraft are available to those of this class, except for those dark arts studied by necromancers. Eight ever-expanding spheres of magic are available to those who wish to be a mage, allowing for a great deal of variety between those who follow the path.
Necromancers - Specialized magic-users who rely on the powers of death, decay, nightmares, and disease. Gaining aid from the spirit world, and those things which are simply not quite fully dead yet, Necromancers are shunned by all other users of arcane knowledge for their practices. Simply, necromancers not only see dead people, they use and abuse dead people, and mimic the effects of death and disease with their magic.
Rangers - Pathfinders and trackers, able to find game or lost adventurers even in a monsoon. Rangers have close ties to nature and the areas that they protect, and are just as comfortable with a bow in their hand as a set of scimitars, or a longsword. Rangers have very minor magic ability, hey mainly rely on their nature skills and abilities to keep them alive, that and they tend to be one of the hardiest classes in general.
Thieves - Masters of the dark and shadow, rarely seen or heard, but everywhere nonetheless. The ability to leave a victim incoherent or unconcious while looting through their belongings is the trademark of a Thief, as is the knife sticking out of the back of a corpse left to be found in a back alley. Thieves have the ability to dish out nearly as much havoc as any other class, but also have a penchant for taking quite a bit of abuse in the process.
Warriors - Masters of weaponry and combat arts, Warriors have absolutely no grasp of the arcane, are unable to cast spells of any sort and must rely simply on the size of their biceps, not their fireballs. Warriors have the greatest range of differing weapons to use, as well as combative skills of various types. Warriors have been known to use not only their steel as a weapon, but also their very own bodies as well, against other people, creatures, and even inanimate objects such as doors.
Knights - Gallant, chivalrous warriors of virtue and masters of mounted combat, Knights are the only class which is completely made up of one race, the humans who founded the various knightly orders. A large sword being wielded by a large man on a very large horse is a truly frightening prospect to those on foot. Knights have a prowess for fighting and doing actions while mounted that other clases cannot even fathom attempting, as well as use of several weapon styles that no other class recieves as well.
New Classes Currently In Development
Bards - Relying on their talents of persuasion, and entertaining talents, few people realise just how much they may have tipped a performance. Bards will rely on musical talent, both voal and instrumental, as well as their ability to hold their own in a fight. While not known for weapon prowess, a bard is a close-up fighter, relying on manouvers instead of brute strength.
Possible Future Classes
Illusionists - Disguising everything from their sex, race, height, and anything else they can think of, Illusionists are rarely what they seem. Illusionist would rely on those believing what they see is truly what the illusionist wishes them to see or believe in, not what it truly is.
Others? - Yes, there are other classes planned and even some in development, but what fun would it be to simply list them all here? Have to keep people thinking, now don't we?
Have ideas or comments on our classes, email us at etanos_the_ancient@hotmail.com.
Last Updated on March 8, 2003