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Professions

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

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 [27] Meditation [30] (F) Flamestrike [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 (*) (*) unique to profession
WARLOCK

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 (*) (*) unique to profession
WARRIOR

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 (*) (*) unique to profession
CLERIC

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 (*) [27] 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 (*) (*) unique to profession
THIEF

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 (*) (*) unique to profession
TEMPLAR

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 (*) (*) unique to profession
MONK

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:

[ 1] Martial Arts (*) [ 7] Kick [13] Dodge [15] Rescue [23] (A) Barrier [25] Elbow [25] Second Punch (*) [27] Meditation [33] Stun (*) [35] (*) Psionic Blast (*) [39] (A) Haste (*) [40] (E) Body Control (*) [45] (A) Displacement (*) [48] Enhanced Kick (*) [51] (E) Iron Skin (*) [55] (*) Psychic Blade (*) [60] Fists of Speed (*) [66] (E) System Purge (*) (*) unique to profession
ALCHEMIST

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 [27] Meditation [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 (*) (*) unique to profession
NINJA

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 (*) (*) unique to profession
DRUID

Strengths:

  • Druids are the guardians of the natural world, drawing their power from the earth, wind, and water.
  • Capable secondary healers, able to heal critical wounds and restore the vitality of their group.
  • Command a versatile arsenal of nature-based offensive spells, calling upon storms, insects, and raw elemental fury to strike their enemies.
  • Unique spells allow them to protect themselves with bark and thorns, heal wounds over time, and at the highest levels summon creeping doom and grow living trees that bear enchanted fruit.

Weaknesses:

  • Druids lack the potent divine protections of the Cleric, such as Sanctuary and Stone Skin.
  • Their individual heals are weaker than a Cleric's at the highest levels, and they have no ability to harm undead or exploit alignment weaknesses.

Prime Requisites: Wisdom and Intelligence

Skills & Spells of the Druid:

[15] Concentration [23] (E) Thorn Shield (*) [25] (A) Vortex [27] (E) Heal Critical [27] Meditation [30] (E) Barkskin (*) [32] (E) Entangle [35] (E) Touch of Gaia (*) [35] (A) Whirlwind [41] (E) Healing [45] (W) Waters of the Grove (*) [48] (E) Wrath of Nature (*) [52] (E) Seed of the Grove (*) [58] (A) Primal Roar (*) [63] (W) Mass Refresh (*) [68] (E) Creeping Doom (*) (*) unique to 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
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