Post by The Broken Goblin on Feb 6, 2005 15:35:00 GMT -5
Name of Class
pros/cons: benifits and problems of the class.
specialties: special brances of the class, subclasses if you will.
typical jobs: what people of this class typically do.
Fighter:
pros/cons: excellent fighters, strong, capable of carrying lots of wieght, can take a beating/ little to no magic
specialties: Savage(no armor, faster), Knight(includes archer)(carry lots of armor, status, only one type of weapon)
typical jobs: Knights, Bodyguards, Bandits, Ruffians, Drunkards, Guards
Rogue:
pros/cons: adept thieves, stealth/hated by society, not as strong as fighters
specialties: Thief/Con-man/spy/counter-rogue
typical jobs:Bandit, thief, spy, mercenary, guard, Bodyguard, sheriff
Mage
pros/cons: Magical aptitude/no battle ability
specialties:Researcer, Sage, traveler, druid, ect.
typical jobs: Nobility, Hermit, sheriff, scientist, reasearchers
Cleric
pros/cons: Holy magic, small battle ability/easily recognised as a cleric and of their own faith(which leads to problems in areas controlled by conflicting faiths)
specialties: Priests, Heritics, (Un)Holy Knights, Witch-doctors
typical jobs: Preists, Monks, Heretics, Doomsayers, Doctors, Hermits, Researchers, scientists, Nobility
Commonner
Pros/cons: A fair mix of everything(save holy magic, thats special to clerics), the only class that can make the basic tools, weapons, ect./no real aptitude for anything. No socail standing
typical jobs: Apprentice, beggar, miner, blacksmith, wife, child, husband, barber, farmer, forester, journeyman, jailer, merchant.
Note: Commoners CAN become another class, but only once, and only in special circumstances(as in with admin approval)
pros/cons: benifits and problems of the class.
specialties: special brances of the class, subclasses if you will.
typical jobs: what people of this class typically do.
Fighter:
pros/cons: excellent fighters, strong, capable of carrying lots of wieght, can take a beating/ little to no magic
specialties: Savage(no armor, faster), Knight(includes archer)(carry lots of armor, status, only one type of weapon)
typical jobs: Knights, Bodyguards, Bandits, Ruffians, Drunkards, Guards
Rogue:
pros/cons: adept thieves, stealth/hated by society, not as strong as fighters
specialties: Thief/Con-man/spy/counter-rogue
typical jobs:Bandit, thief, spy, mercenary, guard, Bodyguard, sheriff
Mage
pros/cons: Magical aptitude/no battle ability
specialties:Researcer, Sage, traveler, druid, ect.
typical jobs: Nobility, Hermit, sheriff, scientist, reasearchers
Cleric
pros/cons: Holy magic, small battle ability/easily recognised as a cleric and of their own faith(which leads to problems in areas controlled by conflicting faiths)
specialties: Priests, Heritics, (Un)Holy Knights, Witch-doctors
typical jobs: Preists, Monks, Heretics, Doomsayers, Doctors, Hermits, Researchers, scientists, Nobility
Commonner
Pros/cons: A fair mix of everything(save holy magic, thats special to clerics), the only class that can make the basic tools, weapons, ect./no real aptitude for anything. No socail standing
typical jobs: Apprentice, beggar, miner, blacksmith, wife, child, husband, barber, farmer, forester, journeyman, jailer, merchant.
Note: Commoners CAN become another class, but only once, and only in special circumstances(as in with admin approval)