Age Of War

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.


Current 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
 

 




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