Sixteen guilds have formed in the realms, groups of people with similar goals
on a quest to survive and prosper. Each class has its own skills and spells
at its disposal, and comes with responsibilities.
What are "Fighter Classes"?
This refers to the group of classes of warrior, berserker and ranger.
Fighters are melee, and characterised by their three defences. A fighter
is the best suited in the group to boldly tank the dangers the others in
his party will face. They depend upon physical force (from weapons) to defeat
the enemy. A fighter class has no spells, and no way to use magic besides
potions. This gives them problems with mobility. The skill "bash" (and its
variants) is what gives fighters the right to call themselves the Kings of melee.
What are "Rogue Classes"?
This refers to the group of classes of thief, ninja and monk.
Rogues are melee, and characterised by their two defences, one being
mildly enhanced due to counterbalance. Should there be no fighter in the
group, it is the rogue who will be the next most likely to take the
blows. Rogues have little magic ability, but their ability to recite
scrolls ensures they are light on their feet. They are known to use
stealth rather than a direct approach.
What are "Cleric Classes"?
This refers to the group of classes of druid, shaman and healer.
Clerics are a mix of melee/magic, and characterized by their two defences,
one being mildly penalized. Clerics are the group's healers, often making
them the most important member of a group. They can hold their own at
the front of a battle, but are best in a support role where they don't
burn all their energy on curing so quickly. Clerics also have helpful
defensive spells (e.g. sanctuary) for their group. They are hardy enough
to take a few trips from rogues, but they should keep their protective
shell up to protect against the bash ability of fighter guilds.
From the mid-levels and onwards, clerics hold an unsurpassable potential
for curing, their way of battle one of regeneration - tiring out their
enemies health. Cleric on cleric battles can go on for quite a while.
What are "Mage Classes"?
This refers to the group of classes of invoker, necromancer and illusionist.
Mages rely almost completely on magic, and characterized by their single
defence. They are the group's heavy artillery, being able to launch
a large variation of spells at enemies that cannot be defended against.
Mages also have defensive spells to support a group, but this is not
not as pronounced as those of the clerics. Because a mage has such low
defences, he loses health very quickly, and will likely be killed if
he lets his protective spells drop and gets pinned in place by skills
like bash and trip.
A mage's true power is realised in later levels, where his spells become
strong and varied enough to overwhelm his opponent into dropping a lot of
damage for save vs spell to avoid getting slaughtered.
What are "Hybrid Classes"?
This refers to the group of classes of bards, paladin, and dark-knight.
A hybrid is a class which carries similarities to several of the other
guilds, but not enough of either to belong to either category. For
example, a dark-knight learns enough weapons to compete with even a
warrior's selection, and casts afflictive spells strong enough
to rival even an invoker. He can thus be thought of as a "warrior-mage".
Hybrid classes excel in overall versatility, and its for this reason that
type of class carries the greatest exp cost in the game. However, it should
be noted that this versatility comes with a price of becoming less effective
in those fields than their full-blooded counterparts - a "jack of all
trades, master of none".
What is Exp Cost?
Characters must attain experience points to reach a new level. As each new level is
achieved, the amount of experience required to level again will grow by 20% of
the base experience to level (1500 experience points for a level 1 human warrior).
The EXP COST is added to the base experience.
Example:
Human warrior (0 exp cost):
Level 1 = 1500 to level
Level 2 = 1500 + 20% of 1500 = 1800 to level
Level 3 = 1800 + 20% of 1500 = 2100 to level
Human paladin (350 exp cost):
Level 1 = 1500 to level
Level 2 = 1500 + 20% of (1500 + 350) = 1870 to level
Level 3 = 1870 + 20% of (1500 + 350) = 2240
Because the PK RANGE
is affected by the relative experience points each player
has, a large exp cost effectively pits you against players with extra levels on
you. This is a natural way of keeping the numbers down of stronger races and
classes, and giving them a longer and more perilous road to level 50 in return
for the extra ability that they have there. Compounded exp cost combinations
such as elf paladins (500 for elf and 350 for paladin) are particularly
difficult to take all the way to the pinnacle rank.
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