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Title: Class Information
Description: What you need to know about the classes


I Wish I Was Cool... - August 5, 2003 04:06 AM (GMT)
Hey everyone. The class information you've come for is right here! Take a gander :)
  • Knights (Dwarves, Humans)
  • Mages (Humans)
  • Clerics (Elves, Humans)
  • Rangers (Elves, Humans)
  • Beast Tamers (Elves)
  • Druids (Elves)
  • Lancers (Elves)
  • Bowmen (Dwarves)
  • Axemen (Dwarves)
  • Merchant (Humans, Dwarves)
Human Knights, in general, have a wide range of physical abilities. However, a Knight weighted down by armor is not nearly as flexible or fast as a Mage. However, a Mage has little strength compared to the trained Knight.

Humans, generally, have varying degrees of physical skill and prowess. Some are agile, others are not; some are strong, some are weak. A Knight may be strong, but he is less agile due to his armor. Knights have varying personality traits from person to person.

Knights are strong and skilled, they are concerned with honor and will go to great lengths to preserve it. They are driven by faith in their cause. Knights are skilled with weaponry, but specialize in weapons they can wield (swords, knives/daggers, maces, et cetera). When not weighted down by their armor, they are faster -- however, they are not that nimble due to always walking around weighted by armor.

They are intelligent, but can only become mildly proficient with magic.

Their tolerance to religion depends on the Knight in question, but that no matter what the Knight is concerned with achieving/maintaining honor

Paladins are more concerned with Religion than other types of Knights.

A Dwarven Knight would be slower than a human Knight by consequence. They're less agile, but due to their lack of statue, they are harder to hit in combat, and can withstand harder blows and take more damage due to their stocky, bulky build. They can be stronger than some Human Knights as well, though this is not necessarily typical.

A Mage has to be human, and are predominantly male. Mages are the offensive magic weilders of the mortal world. They're very wise, and some live two or three times the length of average humans. They're incredibly weak physically. A knife would do in their frail bodies; however, mentally and magically, they control a power more awesome than that of Elvish Druids, even though Druids tend to live at least twice as long.

Clerics can be both Humans and Elves. They specialize in the white arts, healing spells of all kinds. Although they're all defensive, they can attempt an offensive strike that is incredibly powerful via prayer to their God.

Clerics are mostly female, in contrast with the Mages, and are weak physically, like any other magic user.

They believe heavily in religion and "The Faith".

The Ranger is skilled in stealth and physical traits, speed, agility, accuracy with a bow, tracking, etc. However, they're not mentally powerful, they can't cast many spells, if any.

The Beast Tamer is weak both physically and magically, but commands the elements around him, and the animals. If in a forest, the Beast Tamer may speak to trees, move vines, or shrubs, on command. And, if his will is strong enough, he may tame wild animals for a short period of time to fight his battles for him.

If caught in a barren area, they'd have to fall back on their speed and try to flee. If a Ranger is caught in a close combat battle, he could be easily overwhelmed

The Druid is purely magical. The only physical abilities come from a dirk hidden in the sleeve of the robes.

They're not very fast, not nearly as fast as the Ranger or Beast Tamer, but faster than Humans and Dwarves. They're proficient in the archaic ways of magic, but know little of strategy, fighting, or nature. If met with a sword, their bodies would collapse like a brittle leaf.

Lancers would rely less on stealth or cunning, they're the most physically adept of the Elvish race. Not quite as fast as a Ranger, but faster than the Beast Tamer, this spear-wielding warrior can leap to great heights then come smashing down upon his target with a lance or sword. They're more adept with the lance, and know nothing of magic. They're decent with herbs, though, so they may make potions to heal themselves. (NOTE: All elves are good at that, some better than others. Druids, Rangers, Beast Tamers, Lancers. That's the herb-specialty order from best to worst.)

The Bowmen of a Dwarven Army. These perticular units are heavily armored, somewhere between an Axeman and a Knight. They don't need to be incredibly agile because they're typically in the back ranks of an army. The armor is there to fend off any arrows from the opposing side. Though, due to the heavy armor they wear, and their short arms, they cannot fire standard bows very effectivly. So they have developed the Crossbow, an automatic, loading rifle-style weapon which can launch one arrow long distances and with relative accuracy.

The Dwarf Axeman is the primary unit of a Dwarf army. They're less armored than a Dwarven Knight, and thus they are more agile and a tad faster, but they cannot wisthstand the same amounts of damage that Dwarven Knights are famous for taking. They're stronger than Dwarven Knights are, wielding massive battle axes, or twin hatchets. Alongside their strength, they have a decent eye which comes from stoneworking. They're considerably good at throwing smaller axes with speed and accuracy. This is one of their few long-range skills.

Merchants are not generally successful combatants, but what they lack in battle prowess they make up for in craftiness. Merchants use a wide assortment of tricks and subtleties to get by in life, though not all are geared toward use in combat. Merchants may be human or dwarf (elves don't stoop that low) and may start in any realm, though they cannot move about freely between realms without a proper mode of transportation. Merchants wear light equipment and use daggars, light swords, and hand axes.




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