The place for character and combat
Many of the graphics used on this site are created and owned by Mediabuilder at www.mediabuilder.com The actual website is property of geocities in affiliation with legends of carsopia, and maintained by Ariekien, additional thanks to www.chemsoc.org for the kill periodic table pics... and of coarse thanks to the periodic table itself and all the elements it contains.
Classes are the general profession of a character, which class you select will determine what skill, spells, and innate strengths and weaknesses you charater will posses. It is good to pick a class the compliments your race in terms of like stats... A dwarf warrior would be a better choice than a nephilim sorceror. And remember to play the part of the class you pick, it is not advisable to select a barbarian thenplay as though you know magic.
Classes
Assassin-
Barbarian-
Bard-
Cleric-
Friar-
Diviner-
Monk-
Mystic-
Necromancer-
Naturalist-
Elementalist-
Druid-
Scanner-
Rogue-
Ranger-
Psion-
Priest-
Paladin-
Neuromancer-
Wizard-
Warrior-
Warlock-
Thief-
Stormer-
Sorceror-
Shaman-
Scout-
Assassins are highly specialized and trained type of thieves.
Beyond the general abilities of stealth and pilferage, assassins are
highly skilled in dealing critical blows, making every stab or shot
hit some point on the body where it is almost certain to have affect.
Barbarians are fighters through and through, generally being more simple in life. They rely on raw power in combat, rather skillful sword play. This style of coarse combat leaves them devoid of any magical aptitude.
Elementalists are magical gifted persons that channel the magic of nature in the form of its most pure elements. They tend to have an amazing control and awareness of the world around them, and woe to the person responsible for angering them and being on the receiving end of a lightning bolt or fireball.
Druids tend to be of the healing type, but unlike other healers, they draw their powers from a close relationship with nature. Also rather than focusing all their energies on healing they have branched into a style of using nature to protect and heal nature, even if that means harming someone to do so.
Diviners are highly talented healers that have specialized themselves to magical forms of healing by drawing on the power of the divine god of healing. They are able to channel great amounts of energy, providing protection for himself and any nearby friend. This great healing ability leaves them almost entirely without harmful skills or spells.
Clerics are a group of talented healers. They do not specialize their healing abilities or attempt to draw from mysterious powers. The only thing of importance is that the healing works. They tend to have a variety of magic that aids any in need, but allso have a few spells set aside for self defense.
Bards are traveling entertainers and story tellers, enthralling audiences with their voice and tales. They tend to make their living by means of their voice by infusing it with light magics, while also tending to be more mischievious and stray towards basic thievery.
Friars are a generally loved group of people, but it is a misplaced love. They tend to be a mischievous sort, using their powers of healing as a politician uses lies, to gain public respect. Do not be fooled by their power to heal, they are more like thieves than clerics.
"A mind of insurmountable power", is the closest description of the neuromancer. Gifted above all others in mental powers they can easily posses the mind of another and through them perform action, or use their mind to wreak havoc on the mind and thoughts of another.
Necromancers are the owners of the dead so to speak. They are a highly specialized magic user, that taps into the currents of death and destruction to create undeath. Only a few can become great necromancers, as it is nearly impossible to channel them magics they use. Be wary of a powerful necromancer, they can just as easily attack with a harmful spell as order a giant skeleton to do the job.
Naturalists are born and bread of nature, it is their means of survival and their source of power. Naturalists are gifted in the aspects of understanding and using nature to an advantage, be it hiding in some foliage, applying a healing herb, or charming a rabid wolf to do their biding.
Like other healers the Mystic is not the most hostile class, but they possess outstanding mental capability that they channel to further the power to aid oneself or others. Mystics tend to heal in more unique ways, such as mental healing and illusion.
Monks are a unique group of fighters, mentally blessed from birth, they channel their mind to aid their body. The results are quite helpful, granting monks superior physical abilities; such as, accelerated healing, endurance, even the abilities to move faster and hit harder than their body should allow.
Paladins are warriors of the gods, bestowed with spells of healing and protection, armed with the favor of their god, clad in the most magnificent armor, and bound by honor above all, they are the holy knights. They value honor and righteousness above all else, and would not hesitate to sacrifice their lives in an attempt to see justice done.
Rogues are fighters that have taken to less direct tactics. Rather they tend to attack from behind or sneak away from conflict. Generally this gives them a rather bad reputation, so most rogues work independently, and are proud of it.
Rangers are fighters with an affinity for nature. They tend to be physically gifted in strength and agility, which grants them the ability to be able to silently walk the hidden forest paths of the forests. Most rangers rely on the wilderness of resources, everything from food and game to herbs. This has led them to have amazingly keen eyesight, being able to track prey for days on end.
A Psion is a person with inborn mental power, able to control things with the power of the mind. They can make themselves invisible mentally to another, as opposed to magically, by making the mind of others refuse to see that they are present. The full extent of a Psions powers allows them to do as much as control the minds of others. While neuromancers can be harmful, psions tend to be less extreme.
A religious type not to dissimilar from the paladins, the main difference being their innate abilities. Priests are gifted mages with naturally strong healing ability. This combination of divine power, magical talent, and healing ability makes them an excellent group of healers, hostile magicians, and supporting allies.
Scanners are thieves that are naturally gifted mentally, and use their gifts to aid in thievery. They able to read the mind of a target to improve the effectiveness of their own skills and determine which skills to use. They are also able to bypass traps with mental concentration, which make them very good at getting into places they should not otherwise be in.
A shaman's abilities come through channeling the natural energy of the world, more specifically the energy of the spirits. Shaman's rely very heavily on the spirits of all things, be it the spirits of nature or of the dead, a shaman will always heed the spirits words and guide his actions based on that. In return shamans are granted power of nature from these spirits in the for of cursing and healing ability.
Thieves that have taken to the wild. They tend to be very sneaky when outdoors, and prefer hit and run tactics or ambush than a head on assault. Like rangers they have fine tuned their abilities to match their surrounding, but scouts are far more stealthy and far weaker.
Thief is the general name given to a type of miscreant individual who goes about stealing other peoples belongings. Not other class is as skilled at making someone elses things their own, and avoiding capture in the process. As a result thieves tend to be rather wealthy, and keep to themselves.
Masters of the ability to channel magic, and gifted with an inborn ability they command the most dangerous forms of pure magic. Most of their spells are comprised of illusion and magic creating damage on the mind of the victim as well as on the body. While gifted of the mind, and skilled with magic sorcerors are not as magical as wizards, or as mentally strong as psions, this leaves them lacking against to pure forms of these abilities
Sotrmers are a mentally gifted bunch that use there energies in channeling the forces of nature. They are very similar to the elementalists in the final result. Instead of drawing on the currents of magic from the earth, the stormer forces his mental will upon the earth to cause a reaction. Generally stormers create a much weaker elemental reaction, but still posses many mental advantages.
A warlock is a warrior that has minor control of magic and is able to channel it to boost ability during battle. Because of the extended time studying magic, warlocks are not are skilled are warriors in pure fighting. Warlocks also possess a few hostile spells to aid in a fight, and at times a few spells can be the deciding factor between victory or defeat.
Wizards are pure magic users, they are able to understand and channel the currents of magic better than any others. This understanding of magic and controlled use has gained them the favor of the god of magic, who, it is said, grants the greatest power of magic the world has ever seen to the wizard that can prove true understanding of magic. To date it is believed that no wizard has succeeded. Regardless their powers of defense and offence are grand.
Warriors are true fighters who strive to attain unbeatable raw power in combat, but unlike the barbarians the warriors are capable of understanding the importance of skill and learning of different styles. For these reasons Warriors have more fighting skills available to them than any other fighter class, and may be the most universal class in existence.
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ROLEPLAY
                    Naturalist        Psion            Cleric              Thief            Wizard       Fighter
  Fighter          Ranger          Monk           Paladin           Rogue          Warlock    Barbarian
Wizard       Elementalist     Sorceror          Priest              Bard       Necromancer
  Thief            Scout           Scanner            Friar           Assassin
  Cleric           Druid            Mystic           Diviner
  Psion           Stormer     Neuromancer
Naturalist      Shaman
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