Age Of War

Age of War Classes

The difference between classes is significant. No one class is more useful than another, but they all play a very important role in the balance, and each has special talents. A group composed of several different classes make an ultimate force to be reckoned with.


Base classes include:

Remort classes include:




Class Abilities
 

 

Warrior

Warriors are known to have more strength than the average player. This makes them better at hand-to-hand-combat, as they possess skills of violence and fighting unequaled by the members of any other class. However, they lack the ability to use magic of any sort.


Skills
 

 

Thief

Thieves are known to have very special qualities, that no other class offers. Their specialty tends to be in the darker, sneakier art. Many of these qualities can come in handy in many situations, such as picking locks.


Skills
 

 

Cleric

Clerics have an ancient belief in not carrying sharp weapons. Hence, they can only wield bludgeoning weapons. This class gives you the wisdom of peace, blessing and healing, though it is possible to learn more violent spells.


Spells
 

 

Magic-User/Mage

This is the class of powerful and violent magic, but the magic user do not control the nature, and can therefore not bless and such.


Spells
 

 

Necromancer

Necromancers are practitioners in the dark arts of raising the dead and using their zombies as slaves. This class is still in very early development, thus the skills and spells available to Necromancers right now will be changed and enhanced.


Spells
 

 

Paladin

This class lacks the hand to hand strength of a fighter and is certainly not as great at healing as a cleric, but their skill with mounted combat is unsurpassed. It is said these elite mounted knights have given their training that they may be able to lay down their life if necessary in defending the just.


Both
 

 

Druid

With the war continuing on for years and beginning to take its toll on the forests and nature herself, several concerned priests have developed a special cult devoted to protecting nature and nature's followers with their healing magic.

In exchange the forest and magical creatures of it have entrusted druids with greater power to help them in the war against evil. As a mixture between clerics and mages, druidic spells are both offensive and defensive, but their main area of expertise lies in their ability to conjure forth magical creatures and protectors of the forest to do their bidding. As worshippers of the forest the druids are most powerful when outdoors and surrounded by thick vegetation and lose power when confined indoors.

It is also said that some druidic abilities will grant partial resistance or even immunity to certain forms of hostile magic, although the druids themselves have no control over which form of resistance will be imbued as nature's magic chooses its own course.


Spells
 

 

Vampyre

Vampyres begin play as totally evil. In order to cast spells, vampyres must keep an evil alignment. They neither eat nor drink but instead thirst for blood and they must bite an NPC (a mobile) in order to satisfy the craving. Notice: Mobiles will regard this act as aggressive.


Both



Class Abilities
 

 

Thug

A Thug is a warrior who has chosen to enhance their profession with a Thief. They have the same base skills as a warrior with a few thief skills. They have a slight gain in health and movement than that of a standard warrior.


Skills
 

 

Dragoon

A Dragoon is a warrior who has chosen to enhance their profession with a Mage. They have the same base skills as a warrior with mage spells. They have no enhanced health gain, but a higher gain in movement and mana than a warrior.


Both
 

 

Centurion

A Centurion is a warrior who has chosen to remain in the warrior profession. The advantage to this is that they have a higher per level gain of health and movement. Their bash and kick will do 2.5 time the damage, and bandage will double for the same cost. They will also regenerate at a faster rate. Since they have remained in the same profession, they only gain one new skill.


Skill
 

 

Anarchist

An Anarchist is a cleric who has chosen to enhance their profession with a Thief. They will keep most of their base spells with a few gains from the thief profession. They will get a slight gain in health than that of a standard cleric.


Both
 

 

Sedai

A Sedai is a cleric who has chosen to enhance their profession with a Mage. They will keep most of their base spells and gain several spells from the Mage profession. They will gain a higher amount of mana and move per level than that of a standard cleric. Sedai is one of the most powerful casting classes.


Spells
 

 

Monk

A Monk is a cleric who has chosen to remain with in the Cleric profession. The advantage to this is that they have a higher per level gain of mana and movement. Their spells will be learned at a much lower level and they will regenerate at a much faster rate. Since they have remained in the same profession, they will only gain a few new spells.


Spells
 

 

Brigand

A Brigand is a Thief who has chosen to remain with in the Thief profession. The advantage to this is that they have a higher per level gain of health and movement. Their backstab will be slightly enhanced and bandage will double at the same cost. Since they have remained in the same profession, they will only gain one new skill.


Skills
 

 

Illusionist

An Illusionist is a Thief who has chosen to enhance their profession with a Mage. They will keep their base skills and gain spells from the mage profession. They will gain a higher amount of mana and move per level than that of a standard thief.


Both
 

 

Mercenary

A Mercenary is a Thief who has chosen to enhance their profession with a Warrior. They will keep most of their base skills with a few skills gained from the warrior profession. They will gain a higher amount of health and movement per level than that of a standard thief.


Skills
 

 

Warlock

A Warlock is a Magic User who has chosen to enhance their profession with a Thief. They will keep their base spells with a few skills gained from the thief profession. They will gain a higher amount of health per level than that of a standard Magic User.


Both
 

 

Magician

A Magician is a Magic User who has chosen to remain with in the Magic User Profession. The advantage to this is that they have a higher per level gain of mana and movement. Their spells will be learned at a much lower level and they will regenerate at a much faster rate. Since they have remained in the same profession, they will only gain a few new spells.


Spells
 

 

Adept

An Adept is a Magic User who has chosen to enhance their profession with a Cleric. They will keep most of their base spells and gain several from the cleric profession. They will gain a higher amount of mana and move per level than that of a standard Magic User. Adept is one of the most powerful casting classes.


Spells
 

 

Inquisitor

An Inquisitor is a Paladin who has chosen to enhance their profession with a Magic User. They will keep their base spells with a few spells gained from the magic user profession. They will have a higher per level gain of mana and movement than that of a standard paladin. Inquisitors must still remain Good for their magic to work.


Both
 

 

Templar

A Templar is a Paladin who has chosen to enhance their profession with a Cleric. They will keep their base spells and gain several from the cleric profession. Since it is already the Paladins nature to be a cleric, they will have a much higher per level gain of mana and a slight gain to movement than that of a standard paladin. Templar must still remain Good for their magic to work.


Both
 

 

Crusader

A Crusader is a Paladin who has chosen to enhance their profession with a Warrior. They will keep their base spells/skills and gain several from the warrior profession. Since it is already the Paladins nature to be a warrior, they will have a higher per level gain of health, mana and movement. They will also have a slight addition to their standard damage. Crusaders must still remain Good for their magic to work.


Both
 

 

Shapeshifter

A ShapeShifter is a Druid who has chosen to enhance their profession with a Thief. They will keep most of their base spells and gain a few skills from the thief profession. Since it is totally against a druids nature to be a thief, they will have only a slight gain to health than that of a standard druid. ShapeShifters must still remain Good for their magic to work, though they will not require Weather conditions to cast certain spells.


Both
 

 

Elementalist

An Elementalist is a Druid who has chosen to enhance their profession with a magic user. They will keep most of their base spells and gain several from the magic user profession. Since it is somewhat the druids nature to be a magic user, they will have a higher per level gain of mana and movement than that of a standard druid. Elementalists must still remain Good for their magic to work, though they will not require Weather conditions to cast certain spells.


Spells
 

 

Herbalist

A Herbalist is a Druid who has chosen to enhance their profession with a Cleric. They will keep most of their base spells and gain most spells from the cleric profession. Since it is in the druids nature to be a cleric, they will have a much higher per level gain of mana and movement than that of a standard druid. Herbalists must still remain Good for their magic to work, though they will not require Weather conditions to cast certain spells.


Spells
 

 

Assassin

An Assassin is a Necromancer who has chosen to enhance their profession with a Thief. They will keep their base spells and gain a few skills from the thief profession. They will have a higher per level gain of health than that of a standard necromancer. Assassins must still remain Evil for their magic to work.


Both
 

 

Sorceror

A Sorceror is a Necromancer who has chosen to enhance their profession with a Magic User. They will keep their base spells and gain several spells from the magic user profession. Since it is already the Necromancers nature to be a magic user, they will have a much higher per level gain of mana and movement than that of a standard necromancer. Sorcerors must still remain Evil for their magic to work.


Spells
 

 

Heretic

A Heretic is a Necromancer who has chosen to enhance their profession with a cleric. They will keep their base spells and gain several spells from the cleric profession. They will only have a slight per level gain to mana and movement than that of a standard necromancer. Heretics must still remain Evil for their magic to work.


Spells
 

 

Soulstealer

A SoulStealer is a Vampyre who has chosen to enhance their profession with a Thief. They will keep their base spells and gain a few skills from the thief profession. Since it is already in the Vampyres nature to be a thief, they will have a much higher per level gain of health and movement than that of a standard vampyre. SoulStealers must still remain Evil for their magic to work.


Both
 

 

Bane

A Bane is a Vampyre who has chosen to enhance their profession with a Magic User. They will keep their base spells and gain several spells from the Magic user profession. Since it is already in the Vampyres nature to be a magic user, they will have much higher per level gain of mana and movement than that of a standard vampyre. Banes must still remain Evil for their magic to work.


Both
 

 

Deathknight

A DeathKnight is a Vampyre who has chosen to enhance their profession with a Warrior. They will keep most of their base spells and gain most skills from the warrior profession. Since vampyres are aggressive by nature, but not really warriors, they will only have a slight per level gain of health than that of a standard vampyre. DeathKnights must still remain Evil for their magic to work.


Both



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