Class Documentation

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| Witchunter                                                      EXP: 130% |
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| Witchunters are a breed of elite warriors who have taken a vow to destroy |
| all magical enemies. They will use no magical weapons, armour or items,   |
| and will only grudgingly accept beneficial spells being cast on them.     |
| They are trained from birth to be ferocious and efficient fighters, and   |
| will give no quarter when faced with an enemy spell-caster. During their  |
| training to become Witchunters they develop a strong anti-magic aura,     |
| which interferes with spells being cast on them. This is due to their     |
| near-fanatical focus and their strong willpower. They will use any non-   |
| magical weapon, but will wear no armour heavier than Scale because they   |
| favour quick, complex attacks that heavy armour will not permit.          |
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| HP/Level: 6-9   Magic: None   Combat: 5   Weapons: Any    Armour: Scale   |
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| Abilities: Extra Magic Resistance, No Magic Items.                        |
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| Warrior                                                         EXP: 100% |
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| Warriors are the basic front-line fighters in any party. They are able to |
| use any weapons and wear any armour, and have good Combat and Hit Points. |
| Even though they are a basically simple class, they are quite effective   |
| and can be varied: Warriors are guardsmen, mercenaries, infantry, bowmen, |
| gladiators, and a multitude of other professions. They have no magical    |
| powers but can use any magical weapon or armour piece they can find, as   |
| well as all the standard potions.                                         |
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| HP/Level: 6-9    Magic: None    Combat: 4    Weapons: Any    Armour: Any  |
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| Abilities: None.                                                          |
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| Paladin                                                         EXP: 220% |
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| These are the holy warriors of the realm. Dedicated to fighting for their |
| deity (which can be good OR evil, take note!), they are serious fighters  |
| with minor priestly powers. They can use any weapon or armour, but prefer |
| swords. The Knights of the King are Paladins, as are many of the          |
| wandering warriors you see patrolling the roads. Most Paladins will       |
| actively help anyone in need, even risking their own lives to save the    |
| ones they aid. Evil Paladins, of course, further their deity's will by    |
| slaying all people not of their own faith, so be wary when meeting a      |
| stranger offering help.                                                   |
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| HP/Level: 5-8   Magic: Priest-1   Combat: 4   Weapons: Any   Armour: Any  |
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| Abilities: None.                                                          |
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| Ranger                                                          EXP: 250% |
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| Rangers are the hunters and protectors of the wilderness, along with the  |
| Druids. They will never wilingly harm an animal, but will fight in self-  |
| defense if necessary. Rangers share the same attitudes as the Druids in   |
| respect to what they believe in, and in fact, Rangers are just more       |
| adventurous and militant Druids. Some unscrupulous Rangers use their      |
| abilities for man-hunting, at which they excel. All of them practice some |
| form of druidic magic, and this combined with their formidable combat     |
| abilities and their stealth makes them powerful characters. Rangers are   |
| excellent sneakers and can plan an ambush quite well if it is necessary.  |
| They wear only leather armour, for they need stealth and mobility to      |
| employ their powers, but they will use any weapon. Overall, Rangers are   |
| a powerful and expensive class.                                           |
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| HP/Level: 5-8  Magic: Druid-1  Combat: 4   Weapons: Any   Armour: Leather |
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| Abilities: Tracking, Stealth.                                             |
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| Cleric                                                          EXP: 220% |
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| Clerics are martial Priests. While Priests prefer using spells, Clerics   |
| prefer to fight. And they are quite good at it, too. Like Priests, they   |
| do not enjoy bloodshed (although a little maiming is just fine), and will |
| only use blunt weapons. They will wear any armour in the fight against    |
| their foes, and quite a few wear the most armour they can get. Clerics    |
| are an effective class, and have a strong survival rate due to their good |
| armour an healing spells. They are a valuable addition to any party.      |
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| HP/Level: 4-7   Magic: Priest-2  Combat: 3   Weapons: Blunt   Armour: Any |
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| Abilities: None.                                                          |
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| Ninja                                                           EXP: 185% |
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| The origins of the ninja are basically unknown, save for the fact that    |
| they come from a distant and exotic land. They seem to have an animosity  |
| against mystics, so they probably originate from the same area. Ninjas    |
| excel in the art of stealth and subterfuge. While they can fight fairly   |
| well in hand to hand combat, they prefer to immobilize their opponent     |
| before he would have time to react. After a deadly attack from the        |
| shadows, they will usually finish off their victim with their mastery of  |
| pressure point attacks. The ninjas of Silvermere have been rumoured to be |
| in league with the thieves guild, and are usually hired by them to do the |
| bulk of their dirty work.                                                 |
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| HP/Level: 4-7  Magic: None  Combat: 3  Weapons: Any       Armour: Ninja   |
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| Abilities: Stealth, Dodge, Enhanced Criticals, Traps, Lockpicking.        |
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| Bard                                                            EXP: 210% |
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| Bards are the wandering entertainers of the realm, travelling from city   |
| to city while playing songs of merriment and bringing information. In     |
| that last respect, Bards are very important: few people travel far, and   |
| for some places Bards are the only source of outside information. Thus,   |
| they are often warmly greeted and usually stay free of charge at any      |
| place they frequent. Bards are trained in exclusive colleges, where they  |
| are taught a multitude of things, from swordplay, to stealth, to magic.   |
| Bards practise a unique form of magic by using their considerable musical |
| talents to weave spells. These spells usually take the form of charming   |
| magic. They can only use one-handed weapons, as they disdain heavy, slow  |
| weapons, and will wear only leather armour.                               |
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| HP/Level: 4-6  Magic: Bardic  Combat: 3  Weapons: 1-hand  Armour: Leather |
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| Abilities: Stealth, Traps, Thievery, Lockpicking.                         |
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| Warlock                                                         EXP: 185% |
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| Warlocks are the front-line fighters in any magical conflict. They        |
| combine the best abilites of both the Warrior and Mage classes, but as a  |
| result are not quite as effective as either of those 'pure' classes.      |
| The Warlock class is quite a powerful one, though, when you think of what |
| a good fighter could do with potent magical spells! The King's Battle-    |
| Mage corps is comprised almost exclusively of Warlocks. They eschew the   |
| heavier armour in favour of lighter armour, as speed is a necessity when  |
| casting spells. They need one hand free to direct their ranged spells, so |
| they may only use one-handed weapons.                                     |
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| HP/Level: 4-7  Magic: Mage-2  Combat: 3  Weapons: 1-hand  Armour: Leather |
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| Abilities: None.                                                          |
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| Mystic                                                          EXP: 250% |
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| Mystics are a rare and unusual class. They are the students of ancient    |
| unarmed combat arts, and develop considerable mental powers (called Kai   |
| powers) in the course of their training. The source of these Mystics is   |
| not well known, but it is generally assumed to be an ancient teacher in   |
| some secluded cave. Of course, this Mystic teacher could live right in a  |
| city for all that is known. There are fairly advanced disciples in most   |
| cities, and they teach these exotic skills to any they deem worthy. They  |
| have yet to divulge the location of their master, however. Mystics'       |
| unarmed combat is effective against weapons and armour due to their       |
| knowledge of critical points. Usually use no weapons at all, but some     |
| have become proficient in the staff. They will wear no armour except for  |
| robes, as speed is the main element of their art.                         |
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| HP/Level: 4-7   Magic: None   Combat: 3   Weapons: Staff   Armour: Robes  |
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| Abilities: Martial Arts, Dodge, Stealth, Kai Powers.                      |
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| Missionary                                                      EXP: 220% |
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| Missionaries are almost a contradictory class -- they essentially are     |
| Thieves with Priestly powers. This may seem an odd combination, but the   |
| need is there -- Missionaries need some stealth when voyaging into        |
| heathen lands to convert others to their faith. They have good Priest     |
| magic and knowledge, and also the trouble-solving thief skills. Overall,  |
| they are more skulkers than fighters, but can fight well when the need    |
| arises. Often they make good spies, as they already have good stealth     |
| and evasion skills. Missionaries will use any one-handed weapon, and can  |
| wear only leather armour.                                                 |
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| HP/Level: 4-6  Magic: Priest-2  Combat: 2  Weapons: 1-H   Armour: Leather |
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| Abilities: Stealth, Traps, Lockpicking.                                   |
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| Thief                                                            EXP: 80% |
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| The Thief class is fairly self-explanatory. Thieves steal, for different  |
| reasons, and are very good at it. Not all thieves rob for personal gain:  |
| many are vigilantes, robbing sleazy nobles to help the poor. Others       |
| rarely use their thieving skills and are basically scouts, creeping ahead |
| to survey enemies. Of course most thieves rob for their own benefit, and  |
| thus it is usually good to keep an eye on all Thieves in your party, even |
| if they have given their word they will not rob you. Thieves have a       |
| number of useful abilites, including Thievery, Stealth, Lockpicking,      |
| and Traps. They can use any one-handed weapon, and will wear no armour    |
| greater than leather due to their need for stealth. Thieves can           |
| also Backstab from the shadows when they are hidden, as can any class     |
| with Stealth.                                                             |
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| HP/Level: 4-6  Magic: None  Combat: 2  Weapons: 1-handed  Armour: Leather |
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| Abilities: Stealth, Thievery, Traps, Lockpicking.                         |
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| Gypsy                                                           EXP: 220% |
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| Gypsies, if it is at all possible, travel even more than the Bards. In    |
| many respects, the two classes are quite similar: they both have the same |
| assortment of weapons, armour and skills. There is a profound difference, |
| though, and that is the fact that Gypsies are not nearly as welcome as    |
| Bards. This is because when a Gypsy band comes through town, things       |
| always disappear. They are almost compulsive thieves -- but they are not  |
| evil. Gypsies just make their money by 'alternate means', as they say.    |
| They also command respectable magics, and this has saved many a Gypsy     |
| skin when the authorities have come to get them. Gypsies use the same     |
| weapons as thieves, for they need stealth to use their abilites, and      |
| because they need freedom in all things they do.                          |
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| HP/Level: 4-6  Magic: Mage-2  Combat: 2  Weapons: 1-hand  Armour: Leather |
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| Abilities: Stealth, Traps, Thievery, Lockpicking.                         |
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| Druid                                                           EXP: 190% |
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| Druids are the traditional protectors of the forest. They worship and     |
| revere all forms of wildlife and nature. They are usually solitary folk,  |
| each keeping watch of a different part of the wilderness, but in times of |
| need they come forth to preserve the balance of nature. Normally they are |
| quite pacifistic, and avoid combat, but when the balance of things is in  |
| danger or their wilderness is threatened, they will retaliate with force. |
| Druids command substantial magics, and will not hesitate to use them in   |
| the process of cleansing their lands from intruders. Druids use only      |
| blunt weapons as they find bloodshed distasteful, but if they are caught  |
| unaware they will use their sickles to defend themselves. They will wear  |
| only natural armour. The Druids and the Rangers are very close, and they  |
| often consult each other on the ways of the world.                        |
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| HP/Level: 4-6  Magic: Druid-3  Combat: 2  Weapons: Blunt  Armour: Leather |
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| Abilities: None.                                                          |
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| Mage                                                            EXP: 140% |
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| There are as many kinds of Mages as there are other classes: Wizards,     |
| Sorcerors, Necromancers, Summoners, Transmuters, Elementalists, and a     |
| dozen more. Most of these specialists, though, never venture forth from   |
| their respective towers as they are not very well suited to adventuring.  |
| For this reason, most magic-users you meet in cities will be general      |
| Mages. These people are quite powerful, and wield a potent magical        |
| arsenal. Mages have at their command mostly combat and defense spells, as |
| they are either adventurers, searching for fortune, or are the emissaries |
| of other Wizards, who need them to search out lost artifacts or spell     |
| components. Either way, they are formidable and unpredictable foes. Mages |
| use only staves (including the staff-sling) and daggers in combat, as     |
| they need as much mobility as possible. For this reason also, they will   |
| only wear robes for protection, and thus rely on their magic for          |
| protection.                                                               |
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| HP/Level: 3-5  Magic: Mage-3   Combat: 1   Weapons: Staff   Armour: Robes |
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| Abilities: None.                                                          |
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| Priest                                                          EXP: 140% |
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| Priests embody the virtue of their deities, be they good or evil. They    |
| channel the power of the gods to cast their spells and are notably        |
| intolerant of Priests of a different faith. Good Priests are welcome in   |
| all cities for their invaluable healing services, and for their spiritual |
| guidance. Evil Priests are universally shunned, for their magical         |
| practices often require human sacrifice. In fact, evil Priest seems to    |
| enjoy these disgusting rites, which only perpetuates the disgust felt for |
| them. Priests wear only robes and use blunt weapons, for good priests do  |
| not wish to kill needlessly, and evil priests do not want the victims to  |
| bleed to death before they can use them.                                  |
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| HP/Level: 3-5  Magic: Priest-3  Combat: 1 Weapons: 1H Blunt Armour: Robes |
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| Abilities: None.                                                          |
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