Character Class Descriptions
Thief Classes
Although all thieves and thief sub-classes have the ability to pick
locks, pick pockets, and steal items, various classes have certain
advantages or disadvantages in these areas. The governing statistics
for all thief classes are Agility and Intelligence. A high Speed
rating is also very desirable.
- Thieves
- Quick, agile, cunning. Thieves use agility and speed to steal for
a living. They are useful in combat to surprise the enemy, scout, or
try for critical hits. Thieves have a chance per level of experience
to score a critical hit when attacking an opponent. A critical hit is
defined as 3x the damage the weapon normally does. Thieves are the
fastest to rise in experience levels. They start with 25 health points
plus a d10 in health. Thieves have the ability to pick locks and
pockets. This ability increases as the thief increases in levels.
| Weapons: |
Dagger, Shortsword, Broadsword, Saber, War Axe, Short Bow |
| Armor: |
Leather only |
| Shield: |
Buckler only |
| Starting Health: |
25 + d10 |
- Burglars
- Burglars are adept at picking locks and infiltrating different
areas. They do this better than any other class, honing their skills
to be able to find ways into areas thought inaccessible. They are very
useful when exploring new dungeons, palaces, or other areas where
others may be stopped by locked doors and/or chests. Because of the
delicate nature of their work, they are restricted in the armor they
may wear and the weapons they may carry. They may not use shields.
Burglars also receive a chance per level to score a critical strike
(3x damage) when attacking an opponent, though they are not as adept
at this as thieves.
| Weapons: |
Dagger, Short Sword, Tanto, Short Bow |
| Armor: |
Leather only |
| Shield: |
None |
| Starting Health: |
25 + d8 |
- Assassins
- Assassins are the dark hand of the night, their skills honed to
the killing of others. They are very adept at this, able to find weak
points or areas to strike, often felling opponents much more powerful
than themselves. Assassins have the greatest chance per level to score
a critical hit (3x damage) when attacking. Because of their training,
Assassins have a wide variety of weapons from which to pick, but
because of their need for stealth, they are not allowed to wear armor
greater than leather or allowed to use shields.
| Weapons: |
Any |
| Armor: |
Leather only |
| Shield: |
None |
| Starting Health: |
25 + d12 |
- Rogues
- Rogues are thieves who have also trained in using arms and armor.
They have combined the agile and cunning of their brethren with the
skill of arms found in warriors. This makes them formidable and
versatile. They are comparable in combat to the Warrior class, but
still retain the ability to pick locks and pockets. Rogues may wear up
to chain armor and use any weapon or shield, with the exception of the
Tower Shield. Rogues have a slight chance per level to critical strike
an opponent (3x damage).
| Weapons: |
Any |
| Armor: |
Any Leather or Chain only |
| Shield: |
Any except for Tower |
| Starting Health: |
25 + d14 |
- Acrobats
- Acrobats are thieves who have honed their physical skills in
agility and balance to such a degree that they are almost
supernaturally adept at scaling walls, running, jumping, and tumbling.
They retain the ability to score a critical hit. They also have the
ability to leap great distances and climb walls more securely and
faster than the average thief. They are, in general, the fastest
characters on foot. Further, because of their nimbleness, Acrobats
deduct a certain percentage form their opponent's base chance to hit
when engaged in combat with them. This makes them difficult foes to
hit, and dangerous adversaries. Because of their need for agility and
speed, Acrobats use only leather armor, but never shields, and have a
reasonable selection of weapons.
| Weapons: |
Dagger, Shortsword, Broadsword, Tanto, Short Bow |
| Armor: |
Leather only |
| Shield: |
None |
| Starting Health: |
25 + d8 |
- Bards
- Bards are the proverbial
Jack of all Trades
. They are able
to perform many tasks, including but not limited to: critical strikes,
weapon skill, picking locks/pockets, and magic. they are a very
versatile class, able to take up slack in almost any situation. Bards
receive an amount equal to their INT in spell points.
- They have a wide selection of weapons, may wear armor up to chain,
and use any shield except the Tower Shield. A Bard's critical strike
capability is useful when cornered by stronger opponents, though their
chance to score is not as great as Thieves and the others in this
subclass.
| Weapons: |
Dagger, Shortsword, Broadsword, Saber, mace, War Axe, Short Bow |
| Armor: |
Any Leather or Chain only |
| Shield: |
Any except Tower Shield |
| Starting Health: |
25 + d10 |
Warrior Classes
Warriors and their subclasses are the strong arm of the Empire. They
are versatile and useful in most situations, since there is no question
that any problem can be solved with a sword. Unless otherwise specified,
Warriors and their subclasses cannot ever cast spells. The governing
statistics for Warriors and their subclasses are Strength and Endurance.
A high Agility is also desirable, since this directly affects their
Armor Rating.
- Warriors
- Warriors are the basic stock of the world of Tamriel. They are a
versatile character, able to employ their skill at arms in almost any
situation. They may use any weapon, armor, or shield. With the
exception of Knights and Rangers, Warriors are the only other class
able to wear plate armor. This fact is important, for only plate armor
is strong enough to be enchanted. Therefore, only Warriors, Knights and
Rangers may wear enchanted armor. Warriors are the second fastest to
rise in experience, thieves being the fastest. At high levels this,
along with the use of magical equipment, puts them in equal standing
with Mages and their ilk.
| Weapons: |
Any |
| Armor: |
Any |
| Shield: |
Any |
| Starting Health: |
25 + d20 |
- Knights
- Knights are the fighters of the noble class. They are well schooled
in the ways of chivalry and conduct themselves with honor and dignity.
Knights may use any weapon, wear any armor except for leather, and use
any shield.
- In addition, because of a knights strength of character, he or she
is immune to paralyzation, whether they be carried by spells or poison.
They also have the ability to repair damaged weapons or armor. This
ability is done automatically to any weapons or armor in their
inventory. Knights and the other Warrior subclasses do not rise in
experience as quickly as a Warrior.
| Weapons: |
Any |
| Armor: |
Not leather |
| Shield: |
Any |
| Starting Health: |
25 + d18 |
- Rangers
- Rangers are woodsmen and hunters, adept at tracking, survival, and
pathfinding. Rangers may wear any armor up to and including plate
armor, and use any weapon. Rangers because of their skills at tracking
and survival automatically decrease their travelling time between
cities. In addition, Rangers do extra damage equivalent to their level
to their opponent.
| Weapons: |
Any |
| Armor: |
Any |
| Shield: |
Any except Tower |
| Starting Health: |
25 + d18 |
- Archers
- Archers are the marksmen of the Empire, adapt at using any missile
weapon during melee. They may wear any armor up to and including chain,
and use any weapon. They may not use shields. Archers have a chance of
causing a critical strike upon a target per experience level when using
any missile weapon (longbow or shortbow). A critical strike equals 3x
the normal damage caused for the weapon used.
| Weapons: |
Any |
| Armor: |
Any Leather or Chain only |
| Shield: |
None |
| Starting Health: |
25 + d16 |
- Monks
- Monks use the discipline of their mind to hone their bodies into
lethal killing machines. Monks may not wear armor or use shields, but
may use any weapon they prefer. Monks have a chance per level of
experience to deliver a critical strike (3x damage) when engaged with
an opponent. They do not have this ability with missile weapons.
Further, Monks deduct from their opponents base chance to hit for each
level of experience they have attained. Because of their mental
discipline, Monks can actually reduce the amount of damage they would
normally take. If they successfully save versus a spell, it will result
in no damage, as opposed to the normal result of taking half damage.
| Weapons: |
Any |
| Armor: |
None |
| Shield: |
None |
| Starting Health: |
25 + d14 |
- Barbarians
- Barbarians are warriors who have learned to fight in order to
survive the harsh life of their homeland. Barbarians may wear armor
up to and including Chain, and may use any weapon or shield. Barbarians
begin with the most hitpoints of any character class. Because of their
hardy upbringing, Barbarians have a natural immunity to poison.
Barbarians, because of their incredible physique, heal additional
health points based upon their endurance.
| Weapons: |
Any |
| Armor: |
Up to Chain |
| Shield: |
Any |
| Starting Health: |
25 + d30 |
Mage Classes
Wizards and their subclasses use and manipulate the essence of
magic. They are, at high levels, some of the most powerful characters
available to play, mainly because of the wide variety of spells they
can employ. Wizards and their subclasses use Intelligence and Willpower
as their governing statistics.
- Mages
- Mages are born and bred for manipulating magic. They may not wear
armor or use shields. They may however use a limited assortment of
weapons. They depend upon spells for defensive and offensive power.
Mages have 2x their INT in spell points.
| Weapons: |
Dagger, Staff |
| Armor: |
None |
| Shield: |
Buckler only |
| Starting Health: |
25 + d6 |
- Sorcerers
- Sorcerers are a strange breed of magic users. They are those born
with the potential of casting spells, but with no power to generate
spell points internally. This does not make them any less powerful;
in fact Sorcerers have the potential to be the most powerful of all
the Mage classes. This is because of the unique way in which they
manipulate magic. Sorcerers are in essence magical
batteries
.
They absorb spell points from spells that are targeted at them.
Sorcerers may absorb up to 3x their INT in spell points. If a spell
is absorbed, the Sorcerer takes no damage, but instead adds the spell's
total power points, divided by the Sorcerer's level, to his/her spell
points. These points are permanent until used. If a sorcerer fails to
absorb a directed spell, they take the normal effects, whatever they
may be. Sorcerer's do not regenerate spell points and they do not
absorb points from their own spells. If a Sorcerer has absoebed spell
points to his/her maximum, he/she will be unable to absorb more spells,
and will take damage from spells just as any other character.
Regardless of these restrictions they have the ability to cast more
powerful spells because when they are fully charged
, they have
more spell points than any other Mage class. They can therefore cast
more powerful spells at lower levels, provided that the spell is in
their spellbook. Sorcerers have a wide selection of weapons and armor,
but cannot use shields. Without a charge of spell points, they would
quickly succumb to attacks if they did not practice defending
themselves.
| Weapons: |
Any |
| Armor: |
Any up to Chain |
| Shield: |
None |
| Starting Health: |
25 + d6 |
- Healers
- Healers are mages dedicated to treating injuries and helping those
in need. Their powers tend to be powerful in a defensive nature, and
weak in an offensive nature. Healers have an increased base healing
rate. Certain defensive spell effects in the Spellmaker are cheaper for
a healer to purchase. Healers have 1.75x their INT in spell points.
| Weapons: |
Any |
| Armor: |
Leather only |
| Shield: |
Any up to Round |
| Starting Health: |
25 + d10 |
- Battle Mages
- Battle Mages are trained and bred to manipulating the essence of
magic in battle. They are highly skilled at delivering offensive spells
at their targets. They have 1.75x their INT in spell points. Certain
offensive spell effects in the Spellmaker are cheaper for a Battle Mage
to purchase. In combat, a trained Battle Mage has few equals.
| Weapons: |
Any |
| Armor: |
Any Leather or Chain only |
| Shield: |
Any except for Tower Shield |
| Starting Health: |
25 + d12 |
- Spellswords
- Spellswords are those few mages who have found that they have a
unique ability: cast spells while in armor or using weapons. They are
warrior-mages, dedicating their lives to learning not only the arts of
war, but the ethereal ways of power. They may use any weapon, almost
any armor, and any shield except for the tower shield. Spellswords,
because of their dedication to learning both arts, receive only 1.5x
their INT in spell points. This is more than made up for by their
versatility in combat and their increased starting hit points.
- Nightblades
- Nightblades are those mages who have perfected their arts to help
in activities involving infiltration, spying, and stealth. They are
much like thieves, creatures of the night, able to use their
considerable powers to help them in their nocturnal activities. In
combat, Nightblades receive a chance per level of scoring a critical
hit (3x damage). Nightblades can pick locks about as well as Rogues.
They also receive 1.5x their INT in starting spell points.
| Weapons: |
Dagger, Staff, Short Bow, Short Sword, Sabre |
| Armor: |
Leather only |
| Shield: |
Buckler only |
| Starting Health: |
25 + d8 |