Classes
Here is a list of classes available to play.
CLASSES
classes - the primary different pursuits and disciplines of Adventurers
Character classes in Alyria are as follows: FIGHTER MAGE CLERIC THIEF Barbarian Wizard Priest Rogue Cavalier Monk Druid Bard Valkyrie Ranger Shaman Knave Paladin Psionic Witch
BARBARIAN
barbarian - a fighter class that focuses on tanking and dealing damage
Barbarians are nomadic warriors who journey across the vast lands of the world, often making their livings as mercenaries. Devoting their lives to the improvement of their bodies, Barbarians strive to reach a state of physical perfection. They tend to be the most powerful class of fighters, relying upon brute strength to crush their opponents. Years of endurance training give Barbarians the ability to heal their wounds very quickly, although they are also experts at defensive techniques. Barbarians are masters of all forms of armed and unarmed combat. Once experienced, they are able to attack much faster than their enemies, and tend to do more damage with each blow. Because axes can cleave through opponents with the greatest force, they are the preferred weapons of most Barbarians. Other bladed weapons are also popular, including daggers, swords, spears, and halberds. While Barbarians believe that it is somewhat cowardly to use axes and spears as throwing weapons, they are still trained to fight with them in this manner. Various tribes of Barbarians can be found in different parts of the world. While they seldom battle against each other, two tribes sometimes end up fighting as hired mercenaries on opposites sides of a war. Young Barbarians wishing to test their abilities often travel to Tellerium, a city located on the continent of Avros. Because its residents distrust the use of magic, Tellerium is the perfect place to hone combat skill. A Barbarian's primary attribute is STRENGTH. The following races may choose Barbarian: Human Half-elf Dwarf Ogre Fey Halfling Dracon Minotaur Drow Sahuagin Sporefolk
CAVALIER
cavalier - a fighter class which relies on its mounts
Cavaliers are an elite class of top-notch fighters. Only the most skilled warriors are accepted into the training, and must go through years of practice. The main focus of the Cavaliers is mounted combat, and they must be masterful riders on horses and various other animals. The program is extremely demanding and requires a great deal of endurance, making vitality the most important concern of the Cavalier. Because they almost always fight while mounted, the polearm is the weapon of choice for Cavaliers. They are also trained in other weapons that can be used in the saddle, including lances, pikes, halberds, swords, maces, and throwing knives. In fact, Cavaliers are far more effective while riding, and feel somewhat out of place in combat on the ground. They are still able to strike harder and more quickly than most opponents, and can regenerate faster after being wounded. The Cavalier's guild began as an equestrian club centuries ago, but gradually evolved to include combat training. Due to keeping their techniques modern while retaining their historical panache and combat styles, Cavaliers are still some of the best fighters around. Young Cavaliers wishing to test their abilities often travel to Tellerium, a city located on the continent of Avros. Because its residents distrust the use of magic, Tellerium is the perfect place to hone combat skill. A Cavalier's primary attribute is VITALITY. The following races may choose Cavalier: Human Elf Half-elf Dwarf Halfling Minotaur Drow Sidhe Sporefolk
VALKYRIE
valkyrie - a fighter class which focuses on defense and not dying
Valkyries are an exclusive group of top-notch warriors. Although their name is derived from a mythical tribe of warrior women, they accept all genders in their ranks, and like their namesakes, Valkyries are famous around the world for their prowess in battle. They often make their livings working as mercenaries, and tend to receive higher wages than most other fighters. Because they value courage above all other virtues, Valkyries are proud and dedicated soldiers. Well trained for combat situations, Valkyries prefer fighting with long spears. In addition, they are skilled in the use of flails, polearms, swords, whips, and axes or spears that can be thrown. They can strike as hard and as fast as normal Barbarians, and are also more skilled in evasion tactics than any other class. The various tribes of Valkyries are composed of individuals who have rejected the patriarchal structure found in normal society. They seek to demonstrate that women can be aggressive, powerful, and competent warriors, and they are among the most feared enemies of most other groups. It has been proven time and time again that they fight as well as (or better than) most men. Young Valkyries sometimes leave their tribes to combat inequality in the world, and often travel to Tellerium, a city located on the continent of Avros. Because its residents distrust the use of magic, Tellerium is the perfect place to demonstrate combat skill. A Valkyrie's primary attribute is COURAGE. The following races may choose Valkyrie: Human Elf Half-elf Ogre Fey Gnome Drow Sidhe Sahuagin Sporefolk
PALADIN
paladin - a fighter class that specializes in healing others
Paladins are holy knights, venturing into foreign lands to defend their faith. These valiant crusaders often journey with clerics, defending them in situations where physical force becomes necessary. Paladins strive to do good deeds in the name of the Powers, and will struggle to prevent injustice wherever they find it. They are well-known around the world for their extraordinary courage in the face of danger. While Paladins are highly versatile, able to use a wider variety of weapons than any other class, they prefer to fight with a sword. They can strike harder and faster than almost any foe, and are just as effective in combat while mounted. In addition to their prowess in battle, Paladins can channel the power of the Powers in order to perform minor magical feats such as granting protection, curing ailments, and helping the faithful. The Holy Order of the Paladin was established by the minor Powers many centuries ago. Only the purest and strongest among the faithful are granted this divine favor, since it is a solemn responsibility that requires lifelong dedication. Paladins are charged with the defense of all that is holy, and must respect all religions as their own. When they are called by the Powers, young Paladins travel to the city of Tellerium, in order to hone their combat skills before traveling out into the world. A Paladin's primary attribute is COURAGE. The following races may choose Paladin: Human Elf Half-elf Dwarf Gnome Halfling Sidhe Sahuagin
WIZARD
wizards - a mage class that knows utility and damage spells
Wizards are the most versatile type of magic-users, usually not specializing in any one discipline. Their spellcasting style has remained unchanged since magic was first discovered, and works by reshaping the very fabric of reality. Wizards are experts at focusing the ethereal energy around them, which can produce many powerful effects. While Wizards tend to classify themselves as white or black magicians, they are all familiar with the same types of spells. White Wizards use their powers for good, while Black Wizards further the forces of evil. A Wizard can use magic to enhance their own abilities, strike down a foe, travel through space, or manipulate the world around them. Because the arcane arts require intense concentration and study, Wizards are not very skilled in non-magical combat, preferring to fight with daggers or other simple weapons such as hooks, scythes, or swords. The Council of the Arcane is a group of the seven most powerful Wizards in the world, and one of its most important duties is the discussion of new directions that magical research should take; the primary concern of all Wizards is the pursuit of knowledge. The Council also settles any disputes that arise between members of the class, since no other courts truly understand the intricate politics of the Wizards. Young Wizards often journey to the city of Sigil, located on the continent of Auryn. Because the moons imbue this part of the world with a high concentration of magical energy, the city provides the best environment for occult learning. A wizard's primary attribute is KNOWLEDGE. The following races may choose Wizard: Human Elf Half-elf Dwarf Ogre Fey Gnome Halfling Dracon Minotaur Drow Sidhe Sporefolk
MONK
monk - mages who have abandoned greater goals and seek personal glory
The traditional life of a monk in a hermitage isn't all that it was sold as. Vows of chastity and poverty and asceticism kept adherents faithful by restricting their worldview, and in the ever-widening perspective of the world of the future, those vows simply aren't that appealing anymore, and perhaps never were at all. That entire previous approach to understanding faith becomes foreign, as the existing monastic orders empty out and continue to fail to attract new followers. The lived existence of being a monk or nun changes, from one of sacrosanct poverty that rejects the material world, to one that embraces the world's mysteries and seeks to understand it. As expressions of faith bring the personal relationship with the divine into focus, more scholarly monks have emphasized community, collecting the threads of humanity and weaving them into a metaphorical tapestry in order to understand the larger world in a comprehensible way. Other monks spiral away from their former lives, disenchanted by entire lives now rejected and too naive to resist temptation. These dispossessed souls still retain all of their knowledge, but lack the wisdom to steer away from selfishness, and embrace the wonders of the world in order to abuse and exploit them for personal gain. The Monks of Metonychoseuthis have risen in power catastrophically, as a result. As their roles in society change, monks' historical pursuits tend to fall by the wayside, they inevitably find new ones, more attuned to their interests and the lives they lead. These avenues of exploration can manifest as physical discipline, sparring with others' bodies as ably as they do their rhetorical ideas; as rejecting the materialist world in favor of sublime naturalism; as embracing the opacity of the unknown; or any of a thousand other lives. Whatever affinity remains for the historical institutions, survives most hardily in Sigil, home of one of the largest magical libraries in existence. A Monk's primary attribute is KNOWLEDGE. The following races may choose Monk: Human Elf Half-elf Dwarf Gnome Halfling Drow Sidhe Sahuagin
RANGER
rangers - a mage class that receives a wide variety of magic
Rangers are mages who draw their power from the world around them. They are very closely attuned to the cycles and voices of nature, and can use this ability to channel the ethereal energy that flows through all living things. By harnessing the forces of nature, Rangers are able to enhance their own abilities, strike out against opponents, or even reshape the world around them. Their knowledge of plants and herbs allows rangers to make many useful concoctions as well. Because they spend so much time outdoors, Rangers possess a variety of useful skills that do not depend on magic. Heightened perception allows them to scan far along the horizon or track down almost any quarry, and even carefully hidden traps look out of place to a skilled Ranger. As part of their attunement with nature, Rangers keep themselves in excellent physical shape, and are far more agile than other classes of magicians. When engaging in combat, Rangers prefer fighting with a sword, but are also skilled with hunting weapons such as daggers, darts, spears, yo-yos, and throwing knives or stars. In order to become a part of nature, Rangers lead solitary lives, residing in secluded forests. Some Rangers eventually choose to journey throughout the world, and most often start by visiting the city of Sigil. Because it is located on the continent of Auryn, the city is imbued with strong magical energy by the moons, and provides an excellent environment for occult studies. A Ranger's primary attribute is AGILITY. The following races may choose Ranger: Human Elf Half-elf Dwarf Ogre Fey Gnome Halfling Minotaur Drow Sidhe Sporefolk
PSIONIC
psionic - a mage class that receives unique magic which targets other Adventurers
Psionics are advanced scholars in the science of the mind and its use over the material world. Unlike other mages, they are able to control ethereal energy around them merely by willing it, and therefore do not require the use of spellbooks or magical reagents. Their focus on mental control makes sanity their paramount concern, for in casting a spell a Psionic must be able to withstand the rigors of manipulating reality with the mind. Psionics have a unique selection of spells to choose from, as the magic of the mind is different from the magic of other mages. However, their spells achieve some of the same effects, such as enhancing the abilities of the caster or lashing out at enemies. Psionics also have many unique powers, and can assume the appearance of a common object, view the world through the eyes of another, or even cause others to forget they were ever there. While they can usually protect themselves with magic, Psionics can also do battle with whips, or with simple weapons like maces or daggers. Cloistered away in a monastary-like training environment for ten years, Psionics have a mental discipline that is almost incomprehensible to most people. After completing their education, they often seek adventure and excitement, and look for any opportunity to use their enhanced brain power. Many young Psionics journey to Sigil, because it is located on the continent of Auryn. The city is imbued with strong magical energy by the moons, and provides an excellent environment for occult studies. A Psionic's primary attribute is SANITY. The following races may choose Psionic: Human Elf Half-elf Dwarf Fey Gnome Halfling Dracon Minotaur Drow Sahuagin Sporefolk
PRIEST
priest - a cleric class focused on healing and defense
Priests are a class of religious missionaries. They venture into unknown lands to seek new followers for the Power they follow, although different groups tend to use different styles of evangelization. Priests usually represent organized religions, and come from many races. They rely upon the blessing of their deity to perform magic, and are often the most self-righteous class of clerics. Because they command the favor of the Power they follow, Priests have the ability to call down holy energies to empower themselves. Using prayer and meditation techniques, they can remove virulent curses, exorcise demons, protect themselves and their brethren, or perform simple tasks such as creating food and water. Priests seldom go forth to face the heathens unprepared, and receive limited combat training with blunt, usually non-fatal weapons such as the mace. They are also skilled in the use of shields, and with weapons that can be used defensively, such as flails, polearms, and whips. In addition to the seeking of converts, Priests journey around the world in search of wisdom and enlightenment. Because there are Priests of many different faiths, their beliefs vary widely, and sometimes they are completely opposite. The different churches seldom agree with each other, often competing for followers. Young clerics often make pilgrimages to Xaventry, a town located on the continent of Sepharia, because it is the birthplace of most religions practiced today. A Priest's primary attribute is WISDOM. The following races may choose Priest: Human Elf Half-elf Dwarf Halfling Drow Sidhe
DRUID
druid - a cleric class which uses nature magic to perform a variety of tasks
Druids are clerics who have an intimate bond with the natural world. When magic was still young, a group of Gray Wizards emerged from among the black and white magicians, wanting to remain neutral in the conflict between good and evil. After discovering that their views did not fit into society, they withdrew into the secluded forests of Alyria. Calling themselves Druids, these secluded mages are dedicated to understanding the universe, and seek knowledge wherever they go. Using the life energy found on the physical plane, Druids are able to invoke or evoke elemental powers from the ethereal plane, producing a wide variety of unique effects. Druids also have heightened perception which allows them to scan far along the horizon, and are able to identify even the most obscure items. They prefer fighting with flails, but can also wield daggers, hooks, maces, or nunchaku. Little is known about the organizations of the Druids, since they are generally not a part of society. The fabled Ivory Tower is said to be their true home, although only a few people have claimed to encounter them there. Some young Druids choose to travel the world in order to protect the environment, and they often begin their journeys in the city of Xaventry, since there is a high concentration of life energy there. A Druid's primary attribute is KNOWLEDGE. The following races may choose Druid: Human Elf Half-elf Dwarf Gnome Halfling Sidhe Sahuagin Sporefolk
SHAMAN
shaman - a cleric class which focuses on healing and defensive magic
Shamans are a class of spiritual missionaries. Representing less organized sects than their formalized counterparts the Priests, Shamanic religions tend to worship a pantheon rather than a single Power. Shamans venture into unknown lands, fighting against anything that is offensive to the Powers they serve. They prefer being armed only with a mace and a shield, although they are also skilled in combat with flails, nunchaku, polearms, staves, whips, and yo-yos. Because they command the favor of their Powers, Shamans have the ability to call down holy (or unholy) energies to empower themselves. Using mystic rites and symbols, they can envelop enemies in pillars of flame, exorcise demons, protect themselves and their brethren, or perform simple tasks such as creating food and water. In addition to defending their faith, Shamans journey around the world in search of wisdom and enlightenment. Because Shamans come from many different races, their beliefs vary widely, and in fact they are often completely opposite from one another. The denominations have a long history of warring with each other, and with various other religious groups. Young Shamans often wage jihads in Xaventry, a town located on the continent of Sepharia, as many other religions are centered there. A Shaman's primary attribute is WISDOM. The following races may choose Shaman: Ogre Fey Gnome Dracon Minotaur Sahuagin Human
WITCH
witch - a cleric class specializing in debuffs, but lacking in healing
A witch is a rare type of spellcaster. Witches eschew the more dramatic forms of magic, preferring the more subtle arts of hexes, jinxes, and curses. They are quite adept at summoning and controlling spirits - those that have not yet passed beyond the Ethereal Void, and indeed it is this natural ability of spirit control that separates the dabblers from the truly powerful. Witches can be both men and women, although more women seem to be witches than men. Witches tend to study what could be loosely catalogued as "black magic" - some of them lean towards neutral use, and in rare cases, good use of such magics, but that is the exception rather than the rule. Of course, a witch would never define what she does as black magic, for in the mind of a witch magic is merely a tool to be used, and they believe if they were not intended to use it as they wished, they would not possess the abilities they do. Witches believe in a natural balance between suffering and compassion, and therefore they do not worry about whether or not their magic helps or harms so long as they achieve the results they desire. As far as the witch is concerned, if they cause an individual to suffer, the individual will receive an equal amount of good to offset the bad. Whether it occurs in this life or the next isn't the concern of the witch. When a witch gains a certain amount of experience, she may choose to bind herself to an aerial spirit. Such a binding increases the power of the witch significantly, and is not something to be undertaken lightly. The binding is irrevocable and lasts until the final end of the witches' life. The binding allows the witch to tap into forces - through the aerial spirit - that enable her most powerful spells. Witches have a natural affinity with the towne of Xaventry due to the high concentration of spirit energy to be found there. A Witch's primary attribute is WISDOM. The following races may choose Witch: Human Ogre Fey Dracon Drow Sahuagin Sporefolk
ROGUE
rogue - a thief class which specializes in being unseen and mobile
Rogues are a group of devious thieves who walk the shadows of the night, and make their livings by stealing from other people. They are experts at many mischievous skills, including picking locks and pockets, finding traps and disarming them, identifying obscure items and easy marks, scanning for victims, and tracking them down. Rogues are also masters of escaping from danger, learning multiple methods of evasion. Because of their amazing agility, they are very difficult to hit during combat. Since Rogues are able to move without being detected, they often strike their victims with a quick but deadly stab to the back. Rogues prefer using easily-concealable but dangerous weapons, especially daggers. Hooks, nunchaku, whips, and yo-yos are also popular, along with knives or stars that can be thrown at enemies from a distance. While they try to avoid fights that are not weighted heavily in their favor, Rogues are still competent warriors, and are able to attack much more quickly than all but the most skilled of opponents. The organizations that Rogues form are highly secretive, and their structures are only fully understood by their members. While they sometimes come into conflict with each other, only one group tends to operate in each of the world's major cities. The exception to this is New Rigel, a popular town located on Sepharia that offers young Rogues a unique opportunity to hone their thieving skills before journeying to other places. A Rogue's primary attribute is AGILITY. The following races may choose Rogue: Human Half-elf Dwarf Ogre Fey Gnome Halfling Dracon Minotaur Drow Sahuagin Sporefolk
BARD
bard - a thief class which uses music to provide buffs to their formation
Bards are a group of slightly mischievous wanderers, traveling across the lands as storytellers. While Bards are trained to play a wide variety of different instruments, many have a personal favorite that they use most of the time. The most talented performers are able to make a living by enchanting audiences with their tales and ballads, although many Bards sometimes go through hard times, and need to resort to more devious means of survival. They often depend on their luck to get them through difficult situations. While Bards will insist that they have more integrity than the members of the Rogue class, they possess many of the same skills. Their talents include picking locks and pockets, identifying obscure items, scanning for victims, and moving without being detected. Harsh responses from easily-offended audience members make it necessary for Bards to be masters of escaping danger, and they are very difficult to hit during combat. If provoked into a fight, Bards often surprise their victims with a quick but deadly stab to the back. They also enjoy making battles into public spectacles, and will use swords to engage their opponents in impressive duels. However, Bards are also skilled with daggers, nunchaku, yo-yos, and thrown weapons such as knives, stars, or darts. The most important ability of the Bards is the power to affect the world through music. By playing a certain series of notes, they are able to bend the fabric of reality and produce various magical effects. While most require the formal training offered by schools of music, some Bards are gifted performers who can play naturally. The most popular destination for young Bards looking to make a name for themselves is New Rigel, a city on the continent of Sepharia. The many tourists visiting there provide willing audiences, or if need be, unsuspecting victims. A Bard's primary attribute is LUCK. The following races may choose Bard: Human Elf Half-elf Dwarf Ogre Halfling Sidhe Sporefolk
KNAVE
knave - a thief class which relies equally on brute force and underhanded trickery
Knaves are, simply, bullies and thugs. Less versed in social engineering and devious strategizing than their thief bretheren, knaves typically prefer to knock teeth out and ask questions later. This is not to say that they are not a complex folk, as they are feared by law-abiding citizens for their slyness, intimidation tactics and street-savviness. Knaves are masters of misdirection, lying and getting what they want through sheer force of will. Knaves are not averse to danger, and in many circumstances pursue chaos, both as a cover for their own nefarious deeds, and to exacerbate any trouble to suit their own needs. They are as adept at hiding their own intentions in plain sight as they are at starting a riot to conceal their activities. Knaves are not averse to bloody flourishes in combat that frighten as much as they hurt. They prefer short bladed weapons for their versatility and concealability, and take some considerable pride at being recognized as the best marksmen in Alyria. Knaves' very mindset is diametrically opposed to the notion of centralized organizations and non-distributed hierarchies; as such, there are few collectives composed entirely of knaves, and no guilds to speak of. Many knaves travel frequently, both to find new targets and new jobs, and to evade any local authorities that might be catching onto them. One relatively stable place, relatively free from inquiring eyes is the towne of New Rigel. There, Lord Vashir's lax attitude towards law enforcement has created an environment both favorable to plying the knaves' trade, and forgiving enough that young knaves can practice their skills without any lasting negative consequences. A Knave's primary attribute is PERSONALITY. The following races may choose Knave: Human Elf Half-elf Drow Ogre Fey Gnome Halfling Dracon Minotaur Sahuagin Sporefolk