Classes (& Their Skills)
Green = BOOK 2
BLUE = BOOK 3
Classes are divided into five different ranks and cap at level 100. Despite the fact that everyone can, in theory, have any class, these are extremely rare for the average person. The five classes are:
Basic Classes (Level 0 - Level 20)
Common Classes (Level 20 - Level 40)
Rare Classes (Level 40 - Level 60)
Legendary Classes (Level 60 - Level 80)
Unique Classes (Level 80 - Level 100)
The most basic classes can be crafted and sold, but rare classes can only be taught or evolved from basic classes.
The general consensus is that in order to evolve a class past its basic rank, one needs to have a deep understanding of the class as well as a unique way of thinking or using the class that coincides with an evolution of the class.
There is NO limit to the number of classes a person can have, but each active class takes an equal portion of the total experience they earn.
Under very specific circumstances, people can form entirely new classes.
Furthermore, unique classes are, quite literally, unique in that only one person can have them. They are awarded to a person when they manage to create a unique evolution of their class no one had ever managed to before. Although unique classes CAN also be taught to others, the rank of the taught class will be, at best, legendary.
Once discovered, unique classes can be learned by others, but they must evolve into the class from a basic class like anyone else. Doing so will unlock the normal version of the class, as opposed to the unique version given to the one who discovered it, or the legendary version to those who learn directly from them.
Classes DON'T need to be activated for a person to make use of them.
When reaching level 1 with a certain class, you receive your choice of a skill for that class. It requires 100 experience to level a class to level one, 200 experience to level a class to level two, and so on. You receive another skill at level 10, then at 20, then at every ten levels until your class isn't able to go any higher.
Every level you gain in a class gives you an enhancement—a physical or magical boost—that varies from class to class.
Classes can be taught to other people in a process called “class transfer.” Class transferring allows one to share a class with someone else.
Upgrading a class may upgrade the base class’s skills. Unlocking a new class will cause a similar effect.
[Combat classes gain experience from defeating monsters.]
Known combat classes:
Warrior (Basic)
Leveling this class will increase one's Strength, Endurance, and Coordination.
Can evolve into Soldier if the Warrior had been using their class while part of an organized fighting force.
Can evolve into Duelist.
Can evolve into Rifleman.
Empowered Strikes - Level 1 Warrior Skill (Chapter 24 of Book 1)
You magnify the power of all of your strikes. Your strength when attacking is magnified by an additional 25%
Protection - Level 1 Warrior Skill (Chapter 24 of Book 1)
Surround yourself with a protective shield, absorbing damage based on your endurance attribute.
Bash - Level 1 Warrior Skill (Chapter 24 of Book 1)
Stun an enemy.
Rending Strike - Level 1 Warrior Skill (Chapter 24 of Book 1)
Your next attack causes significant bleeding.
Charge - Level 1 Warrior Skill (Chapter 24 of Book 1)
Charge at your target, destroying any obstacles in your path.
Shatter Armor - Level 10 Warrior Skill (Chapter 25 of Book 1)
Allows a person to make an attack that pits their strength against the durability of the enemy’s armor. If the person using the skill is stronger than their armor is durable, the armor will shatter and become useless.
Steadfast Endurance - Level 20 Warrior Skill (Chapter 25 of Book 1)
Gives a person a twenty-five percent increase to their endurance and reduces the exhaustion from using skills repeatedly.
Mage (Basic)
Archer (Basic)
Leveling this class will increase one's Coordination (3), Strength (2), and Endurance (1).
Can evolve into Gunslinger.
Can evolve into Cannoneer.
Can evolve into Grenadier.
Penetrating Shot - Level 1 Archer Skill (Chapter 17 of Book 1)
Fire a shot that penetrates deep into an enemy, bypassing most armor.
Arcane Shot - Level 1 Archer Skill (Chapter 17 of Book1)
Power up an arcane shot that does magical damage.
Split Shot - Level 1 Archer Skill (Chapter 17 of Book 1)
Your shot splits into multiple projectiles that strike additional nearby targets.
Dash - Level 1 Archer Skill (Chapter 17 of Book 1)
Dash through the air, ignoring wind resistance until you land.
Hunter’s Mark - Level 1 Archer Skill (Chapter 17 of Book 1)
Target one enemy. You will be able to track and find this enemy anywhere it goes until you remove the mark or the enemy dies.
Sneak Shot - Level 10 Archer Skill (Chapter 17 of Book 1)
Guide a projectile with your mind.
Death Shot - Level 10 Archer Skill (Chapter 17 of Book 1)
Launch a projectile that kills anyone struck by the shot unless their endurance is high enough to resist the effect.
Hail of Arrows - Level 10 Archer Skill (Chapter 17 of Book 1)
Your projectile splits into an overwhelming volley that blankets a chosen area.
Perfect Coordination - Level 10 Archer Skill (Chapter 17 of Book 1)
Receive a passive boost of 20% to your coordination.
Sniper Shot - Level 20 Archer Skill (Chapter 22 of Book 1)
Your range is tripled and your shot penetrates most armor.
Fan of Death - Level 20 Archer Skill (Chapter 22 of Book 1)
Your projectiles multiply and penetrate in a wave in front of you, dealing significant damage.
Take Flight - Level 20 Archer Skill (Chapter 22 of Book 1)
You summon a pair of hawk wings, giving you temporary flight.
Lightning Rod - Level 20 Archer Skill (Chapter 22 of Book 1)
A bolt of lightning strikes the location where your projectiles land.
Stride - Level 20 Archer Skill (Chapter 22 of Book 1)
Your movement speed increases, obstacles bend from your path, and your step is sure and steady.
Scholar (Basic)
Gunslinger (Unique)
Leveling this class will increase one’s Coordination, Strength, and Endurance (same as Archer).
Evolves from Archer
Sucker Punch - Level 1 Gunslinger Skill (Chapter 22 of Book 1)
Stun an enemy with a punch of your fist.
Elemental Adaptation - Level 1 Gunslinger Skill (Chapter 22 of Book 1)
Select one element. Your bullets are infused with the essence of your element, increasing damage and having a secondary effect based on your chosen element. Elements available: fire, ice, earth, wind, demonic, eldritch, space.
Rapid Reload - Level 1 Gunslinger Skill (Chapter 22 of Book 1)
Instantly reload your revolver with the ammunition of your choice.
Duel Me - Level 1 Gunslinger Skill (Chapter 22 of Book 1)
At the start of combat, challenge a foe to a duel. The stakes of the fuel are randomly selected and may include an attribute point, a percentage of all experience gained, a perk, a mutation, a skill, or an achievement. The first to surrender, retreat, or die loses. The winner of the duel permanently steals the stakes of the duel, and the loser permanently loses the stakes of the duel. This skill may only be used once a day.
Returning Knife - Level 1 Gunslinger Skill (Chapter 22 of Book 1)
Your knife can be recalled back to your hand instantly after a throw.
Fire at Will - Level 1 Gunslinger Skill (Chapter 37 of Book 1)
Increases one’s accuracy.
Bringer of Justice - Level 1 Gunslinger Skill (Chapter 37 of Book 1)
Gives a person passive attribute bonuses when they’re pursuing what they believe is a just cause.
Gather Your Posse - Level 1 Gunslinger Skill (Chapter 37 of Book 1)
A movement skill that lets a person move quicker when they’re surrounded by other people with the same skill.
Improved Dodge - Level 10 Gunslinger Skill (Chapter 23 of Book 1)
You instinctively know how to dodge, avoiding strikes and blows from enemies.
Gambler’s Luck - Level 10 Gunslinger Skill (Chapter 23 of Book 1)
You push luck to the limit, changing the odds around you to guarantee a more favorable outcome. Unlocks a new attribute: Luck.
Spread the Bounty - Level 10 Gunslinger Skill (Chapter 23 of Book 1)
You and your allies gain a temporary increase to luck, a bonus to your coordination, and a bonus to the loot you receive.
Bounty Hunter - Level 10 Gunslinger Skill (Chapter 23 of Book 1)
Mark your target. You can sense your target from any distance. You gain an increase to all damage done to your target. You are resistant to damage and harmful effects from your target. You can only have one target at a time and mist kill or subdue your target before selecting another.
Trail Dust - Level 20 Gunslinger Skill (Chapter 41 of Book 3)
Makes it harder for you to be tracked by physical or magical means.
Lawbringer - Level 20 Gunslinger Skill (Chapter 41 of Book 3)
Gives you a sixth sense about whether a person is a criminal or not.
Ace in the Hole - Level 20 Gunslinger Skill (Chapter 41 of Book 3)
Brings you back to life and fully heals you after a fatal wound but had a cooldown of a year.
Powder Smoke - Level 20 Gunslinger Skill (Chapter 41 of Book 3)
Conceals you in darkness, fog, or smoke.
Prize Fighter - Level 20 Gunslinger Skill (Chapter 41 of Book 3)
Makes you tireless and able to ignore anything but a crippling wound whenever you’re unarmed.
Duel at Dawn - Level 30 Gunslinger Skill (Chapter 41 of Book 3)
Gives you a whopping fifty percent increase to your coordination whenever you have an active target of your Duel Me skill.
Blaze of Glory - Level 40 Gunslinger Skill (Chapter 41 of Book 3)
Increases the damage you do with all attacks and increases all of your attributes in proportion to how close to death you are.
Round ‘Em Up - Level 40 Gunslinger Skill (Chapter 41 of Book 3)
Knocks anyone unconscious that you have wounded a certain number of times in hand-to-hand combat
Vigilante Justice - Level 40 Gunslinger Skill (Chapter 41 of Book 3)
Gives you a scaling bonus to your attributes based on how long you’ve hunted someone that wronged you, increasing by one percent every day and scaling infinitely. When you catch up to them, all of the attributes then double until one of you dies.
You Are All That Stands Between Civilization and Madness - Level 40 Gunslinger Skill (Chapter 41 of Book 3)
Stores every instance of you doing something to help others and, when activated, releases them, granting you a burst of good karma for a short period of time.
Summon Your Posse - Level 40 Gunslinger Skill (Chapter 41 of Book 3)
Allows you to summon any spiritual or physical bodies, entities, or creatures you control. This skill lasts for a short time, and then whatever you summon goes back to where it had come from. Has a cooldown of one month.
Rogue (Basic)
Leveling this class will increase one’s Coordination, Strength, and Endurance.
Can evolve into Pirate.
Can evolve into Shadow in the Night (Corrupted)
Gut Wound - Level 1 Rogue Skill (Chapter 24 of Book 1)
Stealth - Level 1 Rogue Skill (Chapter 24 of Book 1)
Suppresses one’s presence, allowing a person to go unnoticed more easily.
Pickpocket - Level 1 Rogue Skill (Chapter 24 of Book 1)
Evasion - Level 1 Rogue Skill (Chapter 24 of Book 1)
A passive ability that gives a person an improved chance to avoid attacks and scales off of coordination.
Ambush - Level 1 Rogue Skill (Chapter 24 of Book 1)
Improved Evasion - Level 10 Rogue Skill (Chapter 25 of Book 1)
Evolves from Evasion
Absolute Evasion - Level 20 Rogue Skill (Chapter 25 of Book 1)
Evolves from Improved Evasion
Shadow in the Night (Corrupted) (Rare)
Evolves from Rogue.
Same stats as Rogue.
Picked up at Chapter 1 of Book 3
Shadow Jump - Level 1 Shadow in the Night (Corrupted) Skill (Chapter 1 of Book 3) (Chosen at Chapter 7 of Book 3)
Step through the shadows, disappearing and reappearing in a nearby shadow. The moon doesn’t count. When you reappear, you cause a burst of corruption to erupt from you, damaging enemies slightly. Activating this skill causes a very low amount of corruption.
Corrupted Weapon - Level 1 Shadow in the Night (Corrupted) Skill (Chapter 1 of Book 3)
Your weapon is coated with shadows and corruption, causing additional damage with every attack. Maintaining this skill causes a very low amount of corruption.
Shadow Strike - Level 1 Shadow in the Night (Corrupted) Skill (Chapter 1 of Book 3)
Make an attack against an unsuspecting foe, causing additional shadow and corruption damage and transferring corruption from your body to theirs. The amount of transferred corruption depends on the severity of the wound that is inflicted.
Shadow Dodge - Level 1 Shadow in the Night (Corrupted) Skill (Chapter 1 of Book 3)
You are surrounded by shadows that absorb the next attack that would have hit you. The higher your corruption, the more attacks the shadows may absorb. Activating this skill causes a moderate amount of corruption.
Control Shadows - Level 1 Shadow in the Night (Corrupted) Skill (Chapter 1 of Book 3)
You gain the ability to manipulate shadows. Unlocking this skill begins your journey toward mastery of the shadows. With practice, you will be able to move shadows at will, expand them, and even use them to form armor to defend yourself or form weapons. Every shadow you control will be corrupted, strengthening it and empowering it, but the closer you attune yourself to the shadows, the more the corruption will seep into your very being
Duelist (Rare)
Evolves from Warrior.
Leveling this class will increase one’s Coordination and Strength
You Dare Challenge Me - Level 1 Duelist Skill (Chapter 25 of Book 1)
Pick a target. You gain +3 to all attributes until you or your opponent are defeated.
Look Over There - Level 1 Duelist Skill (Chapter 25 of Book 1)
Distract your opponent, guaranteeing one attack hits a vulnerable area.
You Fight Worse Than Your Mother - Level 1 Duelist Skill (Chapter 25 of Book 1)
Insult your opponent, reducing all of their attributes by three and reducing their coordination by 10%. Your attributes are increased by +1 for the duration of the fight and your coordination is increased by 10%.
If It’s a Fight You Want, It’s a Fight You’ll Get - Level 1 Duelist Skill (Chapter 25 of Book 1)
Pick a target. The longer you fight your opponent, the higher your attributes soar. Gain +1 to all attributes once every minute you are in combat until you or your opponent are defeated or surrender.
Never Bring a Mob to a Duel - Level 1 Duelist Skill (Chapter 25 of Book 1)
Gain +1 to all attributes for each nearby enemy that is actively attacking you or planning to attack you. Whenever an enemy is defeated or surrenders, you lose their bonus attribute. This skill may only be used once per week.
No Retreat, No Surrender - Level 10 Duelist Skill (Chapter 28 of Book 1)
Pick a target. Neither you nor your opponent may retreat or surrender, and nobody else can interfere with your duel until one of you is dead.
The Slow Deserve to Die - Level 10 Duelist Skill (Chapter 28 of Book 1)
The duelist gains increased movement speed from their coordination and is able to move rapidly around any battlefield or arena. Movement speed is twice the speed of your coordination.
Weapon Master - Level 10 Duelist Skill (Chapter 28 of Book 1)
Pick a weapon. You gain an increase to the speed with which you learn to master the weapon.
Get These Gnats Out of My Face - Level 10 Duelist Skill (Chapter 28 of Book 1)
The duelist gains the ability to deflect projectiles with their weapon, striking projectiles from the air with a flourish.
Cripple the Fool Who Dares Challenge You - Level 10 Duelist Skill (Chapter 28 of Book 1)
You gain a sense of where to strike to inflict crippling pain and injury on your foe.
Pirate (Common)
Evolves from Rogue.
Skill that lets you control rope.
Battle Priest
Dragon Lancer
Leveling this class will increase one’s Bounded Mount attribute.
Bonded Attribute - Level 1 Dragon Lancer Skill (Chapter 18 of Book 2)
You and your mount share a combined attribute, adding your mount’s attribute to yours and your attribute to your mount’s. Every ten levels in your Dragon Lancer class lets you select another attribute to share.
Endurance, strength and coordination.
Shared Attributes - Level 1 Dragon Lancer Skill (Chapter 18 of Book 2)
You and your mount share 1% of all your attributes for each point of your bonded mount attribute.
Rapid Deployment - Level 1 Dragon Lancer Skill (Chapter 18 of Book 2)
Your mount gains a surge of power and speed when carrying out one of your orders. This skill scales based on your mount’s attributes and your bounded mount attribute.
Distance Runner - Level 1 Dragon Lancer Skill (Chapter 18 of Book 2)
Your mount can move for longer distances without becoming tired. This skill scales based on your mount’s attributes and your bonded mount attribute.
Live by the Lance - Level 1 Dragon Lancer Skill (Chapter 18 of Book 2)
Your lance penetrates armor more easily. You gain increased skill with the lance, and mounted combat training is double effective.
Mount Evolution - Level 20 Dragon Lancer Skill (Chapter 29 of Book 2)
Your mount evolves into its next form, gaining all of the attributes and skills of that form. Your mount’s evolutionary path is determined by its current form and any unique aspects of its life. Choose your mount’s evolutionary path:
Path of the Dinosaur: Your mount evolves into a larger, more powerful version of itself. It gains significant strength and coordination at the cost of no longer gaining magical power or magical capacity.
Path of the Hybrid: Choose a second species to merge with your current mount. Your animal evolves to gain aspects of this second species. You may only select species you and your mount have killed together. This path can include sapient species.
Path of the Dragon: Your mount evolves into a dragon wyrmling. It retains all of its memories and mental attributes, but its physical attributes are reset as it takes on a completely new form. This evolution is permanent, and no other evolution can ever be selected.
Dragon Archer
Vampire
Similar to the Vampires of Earth.
Without a willing (and existing) Vampire, there’s no way to become one yourself.
Weak to sunlight, the ability to charm others, resist spells, mental intrusions, and spellcasting.
High strength attributes, unholy speed, and natural weapons like claws and bites.
Most of its skills did not require mana to use.
Witch Hunter
You had to be admitted into a society that dedicated itself to killing witches and warlocks to become one.
Psion (Corrupted) (Legendary)
Awarded if someone suffered an extreme mental breakdown.
Doesn’t require mana and the skills of the class were very similar to spells themselves.
Mental Projection - Level 1 Psion (Corrupted) Skill (Chapter 33 of Book 2)
Create a duplicate of yourself that has all of your abilities but must be controlled by you at all times. The duplicate takes increased damage from any form of attack and will dissipate when too much damage has been absorbed. Higher corruption allows your duplicate to act on its own initiative at times, for better or worse. Causes a moderate amount of corruption while active.
Psychic Senses - Level 1 Psion (Corrupted) Skill (Chapter 33 of Book 2)
You gain the ability to sense the minds and thoughts of others. Unlocking this skill begins your journey toward mastery of your psychic powers. With practice, you can form connections with other minds, defend yourself from mental attacks, manipulate reality around you, and sense disturbances or irregularities in the minds of others. Mastery of Psychic Senses may allow you to purge corruption from your body and mind.
Dominate Others - Level 1 Psion (Corrupted) Skill (Chapter 33 of Book 2)
You gain the ability to take control of nearby sapient or sentient beings with a lower willpower attribute than your psychic control attribute. The number of beings you can control scales based on your corruption and psychic control attribute. Causes a low amount of corruption while active.
Psychic Attack - Level 1 Psion (Corrupted) Skill (Chapter 33 of Book 2)
Attack: You make an attack on another’s mind, causing a small amount of mental damage or implanting an illusory memory in their mind. The power of this attack scales based on your psychic control attribute and your level of corruption. Causes a low amount of corruption with each use.
Corrupting Touch - Level 1 Psion (Corrupted) Skill (Chapter 33 of Book 2)(Chosen at Chapter 1 of Book 3)
You gain the ability to lower your corruption a moderate amount by inflicting your corruption on another person you are currently touching. This skill allows you to spread your corruption onto a single victim at a time, lowering your own corruption by an equal amount, scaling with your psychic control attribute.
Dream Thief - Level 10 Psion (Corrupted) Skill (Chapter 1 of Book 3)
You may infiltrate the mind of a sleeping person, gaining control of their dreams and forcing them to reveal any information you wish or relive any memory they have. You may also shape their current dream as you see fit. Causes a low amount of corruption while inside another’s dream.
Confess - Level 10 Psion (Corrupted) Skill (Chapter 1 of Book 3)
You force everyone and everything around you to speak the truth, whether they wish to or not. May only be resisted if a being’s willpower is higher than your psychic control attribute. If they do resist, you are made aware of their immunity. Causes moderate corruption while active.
Shatter - Level 10 Psion (Corrupted) Skill (Chapter 1 of Book 3)
You break the mind of another person or creature, shattering their consciousness into a million pieces. Your victim will be more likely to succumb if they are physically injured or exhausted or if their mind is strained already. High willpower or endurance may also resist your attack. Lowers your corruption by a small amount on successful use, leaving the corruption in the mind of your victim.
Psychic Barrier - Level 10 Psion (Corrupted) Skill (Chapter 1 of Book 3)
The higher your corruption becomes, the more you are able to resist losing your mind, but the physical manifestation of your corruption spreads faster and causes more drastic mutations.
Synaptic Beam - Level 10 Psion (Corrupted) Skill (Chapter 1 of Book 3)
You unleash a beam of pure mental torture, causing significant psychic damage to everything in its path. Causes a low amount of corruption with each use.
Permanent Control - Level 30 Psion (Corrupted) Skill (Chapter 1 of Book 3)
Lets you gain absolute control over another person forever for only a one-time cost of moderate corruption.
Mind Plague - Level 30 Psion (Corrupted) Skill (Chapter 1 of Book 3)
Lets you unleash a mental plague that drives everyone it infects permanently insane and spreads to anyone nearby.
Create Mindscape - Level 30 Psion (Corrupted) Skill (Chapter 1 of Book 3)
Creates a psychic representation of your mental state and allows you to build up your mind like a fortress to protect yourself or attack others. The higher your corruption, the better your defenses and the more corruption you push into other people’s mind when attacking them.
Mind Thief - Level 40 Psion (Corrupted) Skill (Chapter 1 of Book 3)
You make a psychic attack on the mind of another and may choose to steal their intelligence, magical or mental attributes, memories, or even a skill. You gain power from what you steal, experiencing a surge in your attributes, reliving the memories you stole, or temporarily gaining use of a skill. After the surge in power, you have a chance to permanently gain attributes based on the nature of what you stole, and your victim has a chance to permanently lose the attributes, intelligence, memories, or skill that you stole. The number of targets and the extent to which you can drain your victims scales based on your psychic control attribute. Causes a high amount of corruption on use.
Brain Worms - Level 40 Psion (Corrupted) Skill (Chapter 1 of Book 3)
Allows you to create worms that infiltrate people’s minds, consuming them from the inside out and replacing them with corrupted copies of yourself.
Servant of the Dead God
Requires the sacrifice of a fairly large number of people on a hidden shrine buried in a sea cave on a remote island in the Mediterranean.
Monk of the Pristine Mind
The monks were a secluded order that had a monastery in the mountains several months’ travel north of the city. They had a legendary class, and rumor was the original monk who unlocked the unique version of the class still existed.
It’s both a combat and non-combat class. It awards skills from both paths, but requires a person to level both of them at once.
The non-combat class is focused on meditation and insights about yourself and your relation to the world at large. It awards skills that strengthen the mind and makes it immune to control and suggestion while improving focus, decision-making, and other aspects of a person’s brain.
The combat class focuses on speed and martial forms. There are skills that let one float and run on air, bend reality around them and change the nature of the world itself, and even tap into the primal elements of the world to control earth, air, wind, or water like a mage but through physical attacks instead.
The obvious downside is that if you can’t manage to level your non-combat class through meditation or personal insights, you are stuck and can’t level the combat class either.
Monks of the monastery need to learn the first ten unarmed combat forms they used and defeat a monk around one’s own power level before learning more.
Calm Mind - Level 1 Monk Non-Combat Skill (Chapter 29 of Book 3)
Provides protection from outside influences (such as the demonic corruption) and helps you meditate and remain calm in stressful situations.
Path of the Elementalist - Level 1 Monk Combat Skill (Chapter 29 of Book 3)
You attune your mind and body to the elements. As you grow in understanding, you may specialize in a single element or study all of them equally. You may focus on drawing the elements into yourself or expressing them externally. Requires a deep understanding of nature, the elements, and your place in the world.
Path of the Ascetic - Level 1 Monk Combat Skill (Chapter 29 of Book 3)
Your journey is one of denial and suffering. The more you suffer, the stronger your powers grow. Whether it be starvation, isolation, or physical pain, your body and mind grow stronger and sharper the more suffering you endure. Requires that you suffer.
Path of the Mind - Level 1 Monk Combat Skill (Chapter 29 of Book 3)
Your journey is one of mental discovery. As you grow in understanding, you may strengthen your own mind to better understand the mysteries of the universe or use your mind to reinforce your body, purifying your physical self to reflect the purity of your mind. Requires a deep understanding of yourself.
Path of the Warrior - Level 1 Monk Combat Skill (Chapter 29 of Book 3)
Your journey is one of physical power. As you grow in understanding, your body grows with you. You may focus on mastering the arts of combat or on shaping the world around you through the use of your body or through exercise and meditation. With this path, you may gain unparalleled levels of strength and physical power. Requires a deep understanding of your own physical body.
Path of the Aesthetic - Level 1 Monk Combat Skill (Chapter 29 of Book 3)
Your journey is one of appreciation for beauty and life. As you grow in understanding, you come to see the beauty of the world around you, either through art, nature, or more esoteric things that express beauty to you. As your understanding and appreciation of beauty increase, you may begin to embody such values, tapping into the fundamental concepts behind all of reality and increasing the power of your soul as you do so. Requires a deep understanding of yourself and the world around you.
Priestess of Lamashtu
A class that gains magical power through prayer and communion with Lamashtu
Devotee of Lamashtu
A class Alaunvayas describes as being ‘similar to your Paladin, except ours is a darker warrior that utilizes the power of our goddess in… unique ways.
Dark Elf Warrior
Dark Elf Archer
Dark Elf Mage
Dark Elf Necromancer
An evolved form of mage that focuses on death magic.
You can raise skeletons of decently deceased people or monsters and control them for a short time. These effects can be heightened and extended for a price. Death magic is extremely powerful, crippling and weakening foes and strengthening yourself with the stolen energy.
Someone with this class can focus on combat by choosing skills that emphasize draining and empowering themselves.
Spirit Breaker
Leveling this class will increase one’s Willpower, Endurance, and Memory.
Unlocks spirit magic, allowing one to dominate and control the spirits of foes that they have defeated.
Unlocks a new attribute called willpower (that gives one access to spirit magic).
You are able to perceive the spirits of the deceased and commune with them. Willpower determines everything about your class.
The class does not have traditional skills, instead allowing you to dominate and control the spirit of one monster or person at level 1 and then another creature at every level that you would normally earn a skill. However, the skills you retain control all of their skills and knowledge from their past life and are compelled to serve you, which means you may be able to gain many different types of skills depending on what spirit you break.
Willpower determines if you are capable of breaking a spirit’s will. If you fail, you could become controlled by the spirit instead.
Some spirits you can keep active at all times. But the more powerful a spirit is, the more they will drain on your willpower, meaning some spirits you won’t be able to summon for more than a few minutes at a time.
Sniper (Rare)
Rifleman (Unique)
Evolves from Warrior.
Hold the Line - Level 1 Rifleman Skill (Chapter 39 of Book 1)
You and any nearby allies receive a bonus to your strength and coordination, cannot be moved by physical force, and are immune to fear or magic-based fear effects.
Aim True - Level 1 Rifleman Skill (Chapter 39 of Book 1)
Your aim is improved and you may aim further with your guns. Your bullets are not slowed by air resistance or the pull of gravity.
Shield Wall - Level 1 Rifleman Skill (Chapter 39 of Book 1)
Project a barrier that blocks incoming magical or physical attacks but allows you to fire through it. This barrier is strengthened if others nearby also have a Shield Wall active.
Volley Fire - Level 1 Rifleman Skill (Chapter 39 of Book 1)
The power of your bullets is magnified by the number of other people nearby who fire at the same time as you. Each bullet fired at the same time as yours increases the velocity and penetrating power of your bullet by a small amount.
Tactical Withdrawal - Level 1 Rifleman Skill (Chapter 39 of Book 1)
Leap backward, landing smoothly behind you. If you are in formation with others with Tactical Withdrawal, you land in the same position that you had leapt from.
Metal Mind - Rifleman Skill (Chapter 39 of Book 1)
Allows one to control all forms of metal with one’s mind out to a distance that scales based on one’s memory and willpower.
Ultimate End - Level 100 Rifleman Skill (Chapter 39 of Book 1)
Can only be used once a week. Charges up and fires a bullet so powerful it can level cities.
Bullet Time - Level 100 Rifleman Skill (Chapter 39 of Book 1)
Stops time whenever a person aims, allowing them to get the perfect shot every time.
Hardy Campaigner - Level 10 Rifleman Skill (Chapter 47 of Book 3)
You can go longer without needing to eat, drink, or sleep. You no longer feel fatigue from lack of sleep, although you can still die from prolonged sleep deprivation.
Fighting in Formation - Level 20 Rifleman Skill (Chapter 47 of Book 3)
Gain a 1% increase to all your attributes for every ally fighting within 20 feet of you.
Eyes of the Eagle - Level 30 Rifleman Skill (Chapter 47 of Book 3)
You gain several new physical adaptations to your eyes. You gain a wider field of vision and unobstructed vision when underwater. The lenses of your eyes are also capable of rapidly adapting between seeing things near or far or during shifting light conditions. You also gain a +20% increase to your perception attribute.
Focus Your Will - Level 40 Rifleman Skill (Chapter 47 of Book 3)
You bring to bear all of your willpower to enhance your next attack, granting it a 500% increase in power. Immediately after activating Focus Your Will, you are mentally and physically drained for an amount of time that scales downward based on your willpower and endurance attributes.
Berserker
A class many dwarves have.
Can only gain total spell immunity when the Berserker is enraged out of their mind.
Leveling this class will increase one’s Strength, Coordination, and Endurance.
Rage - Level 1 Berserker Skill (Chapter 10 of Book 3)
You unleash your rage, gaining a 20% increase to your strength, coordination, and endurance. This effect will last as long as you are consumed by anger and have enemies to fight. When this effect ends, you suffer a −20% to your strength, coordination, and endurance for the same amount of time you were enraged.
Whirlwind - Level 1 Berserker Skill (Chapter 10 of Book 3)
Swing your weapon around yourself, spinning as you move and striking every enemy nearby. Each time you do damage to an enemy, you gain a 1% bonus to your physical attributes. Additionally, the more attributes you gain from your Whirlwind skill, the larger you grow in size. No skill or spell can slow you during your Whirlwind, and only the deadliest of attacks can stun you or disorient you.
Raging Blow - Level 1 Berserker Skill (Chapter 10 of Book 3)
Trade all of your defenses for a devastating melee attack. The more defensive skills, armor, or endurance you sacrifice, the more powerful your attack will be.
Elemental Rage - Level 1 Berserker Skill (Chapter 10 of Book 3)
Pick an element that you have been exposed to, enhancing your attacks with that element. This skill scales in power based on your bloodlust and anger. Elements unlocked: Fire, Water, Earth, Wind, Space, Demonic, Psychic, Shadow, Death.
Berserker Regeneration - Level 1 Berserker Skill (Chapter 10 of Book 3)
Your wounds heal miraculously fast when you are angry. Any wound that isn’t powerful enough to kill you will regenerate within moments. This skill scales based on your strength, endurance, and the number of enemies you are fighting.
Furious Leap - Level 10 Berserker Skill (Chapter 16 of Book 3)
You leap across the battlefield, breaking all physical or magical restraints that hold you and unleashing a wave of pure force upon landing. The damage, range, and number of times the skill can be used in succession scale based on your physical attributes and the number of enemies nearby when you land. Furious Leap is able to apply the effects of one other skill to all enemies hit by your landing.
Doppelganger (Legendary)
This class was given to Alexander by Achnimallen.
Leveling this class will increase every attribute by 1 per level.
Create Doppelganger - Doppelganger Skill (Chapter 4 of Book 3)
You may create a doppelganger of yourself. You may impart any general skill, perk, or class to your doppelganger, but once awarded your other selves may never learn that skill, perk, or class again. Your doppelganger shares your mind, spirit, and attributes, and any abilities tied to your mind and spirit.
Achievements and divine evolutions were shared between bodies.
You may create one additional doppelganger every ten levels.
Cannoneer (Unique)
Some of the dwarves under Alexander have this class.
Evolves from Archer.
Grenadier (Unique)
Some of the goblins under Alexander have this class.
Evolves from Archer.
Automaton Mage
Ars, the Verum, was offered this class. All the Verum followed suit and also picked this class.
Physical Form - Level 1 Automaton Mage Skill (Chapter 41 of Book 3)
Lets you use your body appropriately.
Tinker, Trader, Technologist - Level 1 Automaton Mage Skill (Chapter 49 of Book 3)
Allows you to use your own magic to power enchantments and technology in a field around them.
Blood Mage
Leveling this class will increase your Endurance.
Blood Manipulation - Level 1 Blood Mage Skill (Chapter 44 of Book 3)
Grants you the ability to manipulate blood at will, scaling based on your endurance attribute. You will also be aware of the blood around you.
Blood Whip - Level 1 Blood Mage Skill (Chapter 44 of Book 3)
Creates a blood whip.
Blood Shield - Level 1 Blood Mage Skill (Chapter 44 of Book 3)
Creates a blood shield.
Blood Weapon - Level 1 Blood Mage Skill (Chapter 44 of Book 3)
Creates a blood weapon.
Blood Armor - Level 1 Blood Mage Skill (Chapter 44 of Book 3)
Creates a blood armor.
Fine Blood Manipulation - Level 10 Blood Mage Skill (Chapter 44 of Book 3)
Advances the Blood Manipulation skill.
Strength of Blood - Level 10 Blood Mage Skill (Chapter 44 of Book 3)
Increases your strength by a percentage of the amount of blood you control.
Diverse Blood - Level 10 Blood Mage Skill (Chapter 44 of Book 3)
Gives you power over materials other than blood as long as the creature you stole the material from used it in a similar way to blood (acid, etc.).
Blood Arsenal - Level 10 Blood Mage Skill (Chapter 44 of Book 3)
Allows you to move blood in and out of your body without having to cut yourself, allowing you to store blood inside of your own body from outside sources. Your endurance attribute limits how much blood you can store.
Blood Vitality - Level 20 Blood Mage Skill (Chapter 44 of Book 3)
You gain the ability to regenerate from any wound as long as a drop of your blood remains somewhere in the world. Your regeneration scales based on your endurance attribute and the amount of blood you control.
Blood Slave - Level 20 Blood Mage Skill (Chapter 44 of Book 3)
You may bond a person in servitude if they willingly consume a drop of your blood. Your blood slave gains a portion of your attributes, scaling higher with every year they serve you. Your blood slave shares your lifespan, and you may sacrifice your blood slave to fully heal yourself at any time.
Mass Hemorrhage - Level 20 Blood Mage Skill (Chapter 44 of Book 3)
Rip the blood from nearby enemies, pulling it to you and temporarily draining their physical attributes. The amount of blood you can steal and the number of people you can target scale based on your endurance. If you pull every drop of blood from a person, you kill them instantly and temporarily gain a percentage of their physical attributes as your own.
Blood Summoning- Level 20 Blood Mage Skill (Chapter 44 of Book 3)
Perform a blood ritual, summoning an elemental to serve you. The power of your blood elemental depends on the amount of blood used to summon it.
Burning Blood - Level 20 Blood Mage Skill (Chapter 44 of Book 3)
Your blood boils in your veins, causing all of your blood-related spells to also inflict burning damage. Any physical injury you inflict causes an unnatural amount of blood to spray forth and ignite, covering the person and area in additional burning blood.
Ascendant Elementalist (Legendary)
All-Purpose Magic - Level 1 Ascendant Elementalist Skill (Chapter 50 of Book 3)
Allows you to use magic.
Prismatic Shield - Ascendant Elementalist Skill (Chapter 50 of Book 3)
Generates a prismatic shield that protects you.
[Non-combat classes gain experience from everyday use of their class.]
Known non-combat classes:
Enchanter (Basic)
Leveling this class will increase one’s Memory.
Efficient Enchanting - Level 1 Enchanter Skill (Chapter 18 of Book 1)
Your enchantments require less power to activate.
Empowered Enchantments - Level 1 Enchanter Skill (Chapter 18 of Book 1)
Your enchantment effects are more powerful.
Lasting Enchantments - Level 1 Enchanter Skill (Chapter 18 of Book 1)
Your enchantments last longer and are resistant to damage from external sources.
Copy - Level 1 Enchanter Skill (Chapter 18 of Book 1)
You may make a perfect copy of a prior enchantment that you crafted once power week onto an item of your choice
Learn Rune - Level 1 Enchanter Skill (Chapter 18 of Book 1)
You may select one rune of your choice. Learn that rune. You may pick any concept of your choice to learn.
Resilient Enchantments - Level 10 Enchanter Skill (Chapter 15 of Book 2)
Navigator (Basic)
Hunter (Basic)
The Hunter class is similar to Archer but without the combat skills, and it allows a person to track and hunt monsters.
Merchant (Basic)
Strike a Bargain - Level 1 Merchant Skill
Helps one be more persuasive when negotiating prices.
Dark Elf Stalker
Unlocks the “Perception” attribute.
Leveling this class will increase one’s Perception and Coordination.
Mark Your Prey - Level 1 Dark Elf Stalker Skill (Chapter 30 of Book 1)
You may select one target. You will know its location at all times, and you slow your enemy slightly while gaining the speed stolen from your target, increasing your coordination once a day until you catch your prey.
Harvest Your Prey - Level 1 Dark Elf Stalker Skill (Chapter 30 of Book 1)
Anything that you kill will have its most valuable or useful parts highlighted, and your intuition will show you how to properly harvest and utilize anything you kill.
Stalk Your Prey - Level 1 Dark Elf Stalker Skill (Chapter 30 of Book 1)
You move silently and are nearly invisible to the naked eye. If you strike while undetected, your wounds cause bleeding that cannot be healed by non-magical means.
Sense Your Prey - Level 1 Dark Elf Stalker Skill (Chapter 30 of Book 1)
Your perception is increased by 25% and you are better at spotting stealthed or hidden things.
Kill Your Prey - Level 1 Dark Elf Stalker Skill (Chapter 30 of Book 1)
Mark a target for death. Any wound you inflict will cause a slow, debilitating poison to infect your prey, causing weakness, paralysis, and eventually death if your target is inflicted with enough of your poison.
Principales
A rare non/combat class that gives bonuses for organizing people, supplies, and other things like that.
Guard
A class that gives bonuses to spotting suspicious activity and detecting thieves or traps.
Sailor (Basic)
Can evolve into Captain if that person gets promoted.
Captain
Evolves from Sailor.
Unlocking this class will upgrade all of your Sailor skills.
Blacksmith
This class was taught to Alexander by Amice.
Leveling this class will increase one’s Strength, Endurance, and Coordination.
Efficient Crafting - Level 1 or 10 Blacksmithing Skill (Chapter 23 of Book 3)
Allows you to craft items using less resources than normal.
Crafting in Harmony - Level 1 or 10 Blacksmithing Skill (Chapter 23 of Book 3)
Makes it easier for you to combine multiple forms of crafting together.
General
Constans earned this class from the city challenge at Lakeside.
The Level 1 Skills all enhance the army you lead in different ways; you can make them more resistant to magic, physical attacks, or even more accurate with ranged weapons.
Skills w/out mentioned class:
Stealth (Chapter 15 of Book 1)
Alexander got this skill in a skill stone.
Suppresses one’s presence, allowing a person to go unnoticed more easily.
Hide in the shadows and move silently, blending into the background and attracting less attention.
Danger Sense (Chapter 19 of Book 1)
Heightens one’s sense, warning the person anytime danger is near.
Shadow Sight (Chapter 19 of Book 1)
Lets one see in the dark for the three hours that follow the activation of the skill. Can be used on other people.
Charge (Chapter 20 of Book 1)
Movement Skill.
Glass Meteor (Chapter 24 of Book 1)
Alexander had a skill stone for this skill but he did NOT use it.
Calls down a meteor made of glass. The meteor will explode on impact, shooting out a great many shards of glass.
Fire Shield (Chapter 3 of Book 2)
Alexander got this skill in a duel.
Summon a shield of fire to protect you. It can absorb physical and magical attacks and scales based on your magical capacity.
Frost Lightning Mastery (Chapter 28 of Book 2)
Alexander got this skill in a duel.
Your relentless study of two different elements has allowed them to fuse together, creating a truly new element. All of your attacks and skills are now infused with the energy of frost and lightning, dealing additional damage and slowing any that you strike. Your body is reinforced with the power of frost and lightning, and you gain increased speed and physical resistance based on your magical power attribute.
Cause Fear (Chapter 33 of Book 2)
Alexander got this skill from the Mass Slaughterer II achievement.
You cause a wave of fear to cascade from you in all directions, carrying with it the despair of the many you have slaughtered. The skill scales based on the number of creatures or people you have killed. The more you slaughter, the more powerful the aura of fear surrounding you will become.
Psychic Skill (Chapter 3 of Book 3)
Achnimallen was ‘helping’ the pirates control their slaves with this skill.
Skill that lets you subdue lesser minds, turning them into thralls that will obey the commands of their masters without question. The effects of this skill are irreversible.
Stone Manipulation (Chapter 12 of Book 3)
Most dwarven engineers had this skill.
Lets you transform, shape, and manipulate stone.
Stone Armor (Chapter 12 of Book 3)
Many dwarves had this skill.
Covers yourself in solid rock, increasing your size.
Voice Projection (Chapter 13 of Book 3)
Nikephoros had this skill.
Projects your voice farther than it would otherwise go.
Metal Detection (Chapter 16 of Book 3)
King Deepbreaker had this skill.
Lets you detect metal.
Earth Tidal Wave (Chapter 16 of Book 3)
King Deepbreaker had this skill.
Lets you manipulate the earth and create tidal waves, speeding you along with them.
Enhanced Charm (Chapter 17 of Book 3)
King Francis’s wife had this skill.
Makes you and the things you say more charming, captivating, and interesting. You look more beautiful to the naked eye and people find you more pleasant.
Iron to Steel Conversion (Chapter 19 of Book 3)
Some master smiths had this skill.
Lets you convert iron into steel. You can only convert a certain amount every day.
Money Maker (Chapter 22 of Book 3)
Alexander got this skill in a duel.
It takes money to make money, and you’re the expert, baby! Whatever you touch turns to gold (not literally), but anything, everything you oversee, control, or hire generates more money than they should. How’s that possible? Who knows? But you got the magic, baby! You make it happen.
Living Boulder (Chapter 25 of Book 3)
King Deepbreaker had this skill.
Turns you into a living boulder of stone, ping-ponging through tunnels or around city streets and crushing all but the strongest of monsters.
Living Stone Golem (Chapter 25 of Book 3)
King Deepbreaker had this skill.
Turns you into a fifteen-foot-tall stone golem.
Inspect Item (Chapter 31 of Book 3)
Alexander got this skill in a dungeon.
You gain the ability to see and conceptualize magical items and the bonuses they grant to their bearer.
Echo of Agony (Chapter 35 of Book 3)
Constans got this skill from a Rune Stone.
Lets you do double damage for a short period of time based on how much pain you’ve caused others, creating an echo of your attacks.
Devastating Weapon Throw (Chapter 35 of Book 3)
Alexander got this skill from a Rune Stone.
Throw your weapon and cause enhanced damage to whatever you hit. You can then choose to either pull the weapon back to you, doing damage to anything in the path of the weapon, or pull yourself to the weapon in a matter of seconds.
Fast Learner (Chapter 40 of Book 3)
Ars was rewarded with this class for having Alexander as his progenitor.
Learn any non-combat class twice as fast, doubling the experience awarded for every action you perform for the class.
Multicasting (Tier III) (Chapter 48 of Book 3)
Alexander got this skill in a duel.
You may cast up to four spells at once without suffering any penalties to mana cost.