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 available professions are as follows:
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.