⚔️ Professions of RoP ⚔️

Choose Your Path

About Professions

A profession is an occupation or vocation requiring training and advanced study in a specialized field. You may choose your profession at any level, but choose your profession wisely (do research!). Once a member of a particular profession, you will have the ability to train in, and only in, your specialized field of interest. You may leave your chosen profession at any time, and may choose a new one, however you will lose all knowledge of all skills and spells when you leave.

The following are common spells and skills, available to everyone:

Profession Details

MAGE PROFESSION

Strengths:

  • Mages are the purest of the spell casting professions.
  • Focus mainly on offensive spells and have the most damaging spells of any of the professions.
  • Higher-level mages can do fantastic things like teleport around the mud or wreck an opponent's mind.
  • Can defend themselves by going invisible or by blinking to avoid hits.

Weaknesses:

  • Mages lack the potential to deal good physical damage with weapons.

Prime Requisite: Intelligence

Skills & Spells of the Mage:

[13] Dodge [15] Concentration [25] (A) Vortex [30] (F) Flamestrike [32] Meditation [32] (E) Entangle [33] (E) Enlarge (*) [35] (A) Whirlwind [39] (W) Acid Blast [40] (A) Blink (*) [40] (A) Invisibility (*) [41] (F) Fireball [46] (F) Searing Orb [50] (W) Frost Lance (*) [51] (E) Feeblemind (*) [52] (A) Winds of Chaos (*) [56] (A) Teleport [60] (A) Thunderbolt (*) [66] (W) Avalanche (*) [68] (F) Falling Star (*) (*) Means this is unique to this profession.
WARLOCK PROFESSION

Strengths:

  • Warlocks are spell casters who have delved into the darker magical arts.
  • Do not have the sheer power of those of the mage profession, but make up for this with slightly better fighting skills.
  • Can cause a weapon to burst into flames, create a barrier of flames around themselves, or drain the very life-force out of an opponent adding it to their own.
  • High-level warlocks can cast very unique spells with other dangerous effects.

Weaknesses:

  • Being both mage and warrior, warlocks do not have the best abilities of either of those classes.
  • They improve rather slowly at first, and their spells are not geared towards dealing large amounts of damage directly to their opponents.

Prime Requisites: Intelligence and Strength

Skills & Spells of the Warlock:

[12] Parry [15] Concentration [25] (A) Vortex [30] (F) Flamestrike [32] (E) Entangle [33] (F) Vampiric Touch (*) [35] (A) Whirlwind [38] (F) Fire Shield (*) [39] (W) Acid Blast [40] Enhanced Damage [41] (F) Fireball [45] (F) Black Mantle (*) [50] (F) Flame Blade (*) [55] (F) Agony (*) [56] (A) Teleport [61] (F) Life Drain (*) [66] (E) Black Tentacles (*) (*) Means this is unique to this profession.
WARRIOR PROFESSION

Strengths:

  • Warriors are the masters of weaponry.
  • Have the most potential of all the professions to deal devastating physical damage in a melee.
  • Masters of swordplay, and can use their weapon to parry or disarm their opponents.
  • Can repair weapons and armor that have been damaged, and they can make weapons more effective by sharpening them.
  • Warriors have the ability to bash their opponents, making them temporarily unable to flee.

Weaknesses:

  • Warriors lack the potential to deal good damage with spells.

Prime Requisites: Strength and Dexterity

Skills of the Warrior:

[ 7] Kick [10] Bash (*) [12] Parry [15] Rescue [25] Elbow [27] Disarm (*) [30] Tinker (*) [31] Armor Penetration [35] Shield Block [40] Enhanced Damage [42] Endurance (*) [45] Pummel [50] Sharpen (*) [56] Third Attack (*) [60] Dual Wield (*) [65] Shield Rush (*) (*) Means this is unique to this profession.
CLERIC PROFESSION

Strengths:

  • Clerics are the masters of the art of healing and protection.
  • Can heal others much quicker and better than any other profession.
  • Can soften opponents blows through the sanctuary and stone skin spells.
  • Can cast spells that harm creatures and players of an opposing alignment.
  • Can deal out large amounts of damage to undead creatures.

Weaknesses:

  • Clerics don't have the potential to deal as much damage with either weapons or spells as the other professions.

Prime Requisite: Wisdom

Skills & Spells of the Cleric:

[15] Concentration [21] (*) Holy Ward/Unholy Ward [23] (A) Barrier [25] (F) Turn Undead (*) [27] (E) Heal Critical (*) [32] Meditation [35] (*) Dispel Good/Dispel Evil [37] (W) Bless (*) [38] (E) Stone Skin (*) [41] (E) Healing (*) [45] (W) Sanctuary (*) [52] (W) Disease (*) [57] (W) Divine Favor (*) [58] (E) Entropy Shield (*) [60] (E) Essence of Spirit (*) [65] (W) Holy Light/Infernal Darkness (*) [66] (E) Mass Healing (*) (*) Means this is unique to this profession.
THIEF PROFESSION

Strengths:

  • Thieves are the masters of the art of poisons.
  • Can poison their weapons, causing their opponents great pain and distress.
  • Very stealthy and can hide, sneak, and cover up tracks (including an entire group's).
  • Adept at avoiding opponent's attacks, and can cause large amounts of damage through backstabbing and circling their opponents.
  • Their ability to haggle gives them the ability to accumulate more gold than the other professions.

Weaknesses:

  • Thieves must spend a good deal of time collecting the ingredients to create their poisons.
  • Can't deal a large amount of damage outright in melee combat or with spells.
  • Must resort to good planning and good timing in order to damage their opponents.

Prime Requisite: Dexterity

Skills of the Thief:

[ 7] Kick [10] Sneak [12] Hide [13] Dodge [15] Locksmithy [18] Coat (*) [18] Poison Lore (*) [20] Investigation (*) [20] Backstab [28] Peek (*) [30] Stealth [31] Armor Penetration [35] Circle [43] Haggle (*) [56] Tumbling (*) [60] Group Stealth (*) (*) Means this is unique to this profession.
TEMPLAR PROFESSION

Strengths:

  • Templars are the masters of the art of tactics.
  • Essentially religious warriors who follow and report to a higher power.
  • Have a combination of warrior and clerical powers, though not as specialized in either aspect.
  • Can lead the largest groups through their leadership abilities.
  • Can improve a group's effectiveness in dealing damage in a melee through their greater battle tactics.
  • Capable of protecting and guarding a single individual from being targeted in combat.

Weaknesses:

  • Being both cleric and warrior, templars do not have the best abilities of either of those classes.
  • They improve rather slowly at first, and require both high strength and wisdom to effectively use all their spells and skills.

Prime Requisites: Strength, Wisdom and Dexterity

Skills & Spells of the Templar:

[12] Parry [15] (*) Prayer (*) [15] Rescue [21] (*) Holy Ward/Unholy Ward [23] (A) Barrier [25] Leadership (*) [29] Guard (*) [31] Armor Penetration [35] Shield Block [35] (*) Dispel Good/Dispel Evil [37] (E) Self Healing (*) [40] Enhanced Damage [45] Pummel [50] Righteousness (*) [53] Grapple (*) [60] Battle Tactics (*) [65] (A) Summon (*) (*) Means this is unique to this profession.
MONK PROFESSION

Strengths:

  • Monks are a special type of warrior who have conditioned their bodies and minds to the point where they can focus their thoughts into physical and mental attacks.
  • Do not need to wield weapons to damage their foes; in fact they deal the most damage with their bare fists.
  • Can prevent damage to themselves out of sheer will, and can purge their bodies of all impurities.
  • Monks have the ability to stun their opponents, making them temporarily unable to flee.

Weaknesses:

  • Monks require very good strength, dexterity, and intelligence to effectively use all of their skills and spells.
  • They improve rather slowly at first, and do not deal as much physical damage with their fists as a warrior could with a weapon.

Prime Requisites: Strength, Dexterity, and Intelligence

Skills & Spells of the Monk:

[ 7] Kick [10] Martial Arts (*) [13] Dodge [23] (A) Barrier [25] Elbow [30] Second Punch (*) [32] Meditation [33] Stun (*) [35] (*) Psionic Blast (*) [39] (A) Haste (*) [40] (E) Body Control (*) [47] (A) Displacement (*) [48] Enhanced Kick (*) [51] (E) Iron Skin (*) [55] (*) Psychic Blade (*) [60] Fists of Speed (*) [66] (E) System Purge (*) (*) Means this is unique to this profession.
ALCHEMIST PROFESSION

Strengths:

  • Alchemists are specialized mages who have dedicated much of their lives to the more intellectual aspects of magic such as potion creation, item lore, and enchantment of armor and weapons.
  • Their potions are extraordinarily powerful when spread out and used by other group members, especially group members of other professions.
  • A battle can easily be won by quaffing a few of the correct potions before or during the melee.

Weaknesses:

  • Possibly one of the most difficult professions to play.
  • Alchemists do not have the powers to deal outright damage as the mage profession.
  • Their potions are only moderately useful to themselves, and they must spend hours collecting the correct ingredients to mix their potions.

Prime Requisite: Intelligence

Skills & Spells of the Alchemist:

[15] Concentration [18] Mix (*) [18] Potion Lore (*) [25] (A) Vortex [30] (F) Flamestrike [32] (E) Entangle [35] (A) Whirlwind [36] (*) Identify (*) [39] (W) Acid Blast [41] (F) Fireball [43] (W) Spellshield (*) [46] (F) Searing Orb [56] Advanced Potion Lore (*) (*) Means this is unique to this profession.
NINJA PROFESSION

Strengths:

  • Ninjas are the masters of the art of assassination.
  • Have the greatest potential to deal large amounts of damage using the backstab and circle skills.
  • Have mastered other dark-art skills to render their opponents blind or unable to cast spells.
  • Very stealthy and can hide, sneak, and cover up their own tracks.
  • Very good at targeting an individual, even one who is being guarded by a templar.
  • Can retreat out of battle easier than other professions.

Weaknesses:

  • Can't deal a large amount of damage in a melee combat or with spells.
  • Must resort to good planning and good timing in order to damage their opponents.
  • They also improve rather slowly at first, and have to rely on pure skill instead of poisons to do damage with their backstabs and circles.

Prime Requisite: Dexterity

Skills of the Ninja:

[ 7] Kick [10] Sneak [12] Hide [13] Dodge [15] Locksmithy [20] Backstab [30] Stealth [31] Armor Penetration [35] Circle [40] Retreat (*) [45] Evasive Attack (*) [47] Eye Gouge (*) [49] Strangle (*) [50] Enhanced Backstab (*) [56] Enhanced Circle (*) [65] Counterattack (*) (*) Means this is unique to this profession.

Common Spells

These are the spells available to everyone, no matter what profession.

[ 1] (F) Magic Missile [ 2] (*) Create Light [ 3] (W) Chill Touch [ 6] (A) Protection [ 7] (F) Burning Hands [ 7] (A) Dust Devil [ 7] (E) Heal Light [ 8] (F) Faerie Fire [ 8] (*) Create Food [ 9] (E) Cure Poison [10] (*) Remove Curse [10] (W) Poison [11] (E) Cure Blindness [12] (E) Insect Swarm [13] (W) Acid Arrow [14] (W) Weaken [15] (*) Remove Plague [15] (A) Lightning [15] (F) Blindness [16] (W) Underwater Breath [16] (F) Flame Ray [17] (E) Heal Serious [18] (*) Word of Recall [20] (F) Infravision [20] (W) Cone of Cold [20] (F) Detect Hidden [22] (W) Refresh [24] (A) Curse [27] (W) Create Spring [28] (A) Mana Shield [31] (F) Detect Invisible [32] (A) Levitation [34] (W) Plague

Common Skills

These are the skills that everyone can learn, no matter what profession.

[ 1] Piercing Weapons [ 1] Slashing Weapons [ 1] Concussion Weapons [ 1] Whipping Weapons [ 3] Searching [ 5] Swim [ 9] Butcher [20] Tracking [25] Second Attack