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The design of this game will be slightly different than most in that the player will not have to choose a
profession right off the bat. Instead, there exist various guilds across the map from which players may learn
skills. These guilds are listed to the right. Elementalists - Cast spells involving the four primal elements. Each player has a randomly selected element with which he/she is best with (whether he/she choses to be an elementalist or not). Dark Mages - Specialize in spells of pain and illusion. A Dark Mage is an expert tormentor. Men are strongest in pain spells, women strongest in illusion spells. Clerics - Devout practitioners of the healing arts (Farel). This profession allows players to gain experience through non-violent means. They can heal themselves and others, can 'unheal' monsters, and may be able to resurrect fallen comrades. Warrior - The basic weapon-wielding, violence-inflicting, no-magic, terror-inspiring killer. Great initial boost for hunting with weapons, can choose from a variety of weapons, and little to no magic is involved. Thief - A player of stealth, a thief is an expert at picking locks, sneaking, back-stabbing (assasination via thieves guild), and of course, theivery. Can pick locks, be unnoticed, steal money on a person's body, steal items on a person's body, be an assasin. Little to no magic, except for magically locked locks. Everyone's suspicious of you >8). Tradesman - Can create and sell goods (i.e. weaponsmith, armorer, charms-seller, etc…). Good way to gain experience and money. Has role-playing advantages too. Goods made by a master armorer far surpass the quality of those from NPC's at the same or less cost. Can make goods for yourself and sell them. |
Guilds Warrior Elementalist Dark Mage Cleric Thief Druid Bard Blacksmithing Carpentry Brewing Ceramics Tailoring Farming Herbalist Cooking Fletching Scribe Sailing |