Template:Classes

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The Different Classes
Class Summary Class Summary
Artificer Barbarian
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Artificers come from the old tradition of Kulthos, which was a society of wizards who became focused on magitech. Their spells now resemble contraptions, and the skyships are their own invention. Many of them are adventurers, eager to seek out new knowledge and try new ways to test their designs and concepts. They scare people.
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A savage warrior who relies on strength. Barbarians receive more skills than the fighter, and possess unique "rage powers" that let them do primal, or otherworldly, things. Barbarians are good at hitting things.


Bard Cavalier
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Storytellers, performers, acrobats, bards receive their spells from the Endilion Hymn. They possess a number of skills, and do not have as many spells as a wizard. They're good as a "support" style role.
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A knightly tradition that grew in Myrddion, and spread around the world. A martial and support class, they possess the ability to challenge a foe and make it count, as well as to lend support to their teammates.
Cleric Druid
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Clerics are the servants of the gods, and receive their spells from a divine sponsor. They often work within a Temple, and suggested titles are found on each deity's page. While they do well as a "support" role, they may also take on the role of a divine warrior.
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Druids are primal casters who receive their spells from a divine sponsor or the Green Word. They often travel in the company of a great beast, and among more primitive races, often serve in a similar manner as priests.


Fighter Inquisitor
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Fighters fight with steel and heavy armor. They serve as mercenaries, defenders, servants of merchants and nobility, among other roles. Fighters receive few skills, but are good at fighting and receive more feats than any other class.
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Inquisitors, if one phrase describes them, are "the guys who get things done." Their variety of talents and martial skills allow them to fill roles as diverse from one another as the hunter, stealth expert, investigator, informant...or the angered force of their deity's will. An inquisitor in the field is a terror to behold--once they have recognized their prey, inquisitors are capable of zeroing in with a ferocious tenacity upon its weakness, and it is said no untruth escapes their gaze. Likewise, their discernment for truth and variety of skills make them valuable investigators and allies.
Monk Paladin
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Defensive fighters who possess a strong mental discipline, monks balance physical might with a mystic tradition. Most gods possess a number of monk orders with varying outlooks and focuses. Monks are not recommended for new players, as the class is somewhat difficult to get to work well.
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Paladins are defenders of all that is good in the world, and receive the sponsorship of a divine patron. Known for mercy as well as their combat abilities, charisma is one of their strongest traits.
Ranger Rogue
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Skillful, light warriors, rangers are known for their talent in the wilderness. They receive a generous number of skills, a few divine spells, and specialize in fighting certain types of enemies.
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Rogues are a skillful class that is adept at thievery, investigation, and a glib tongue.
Sorcerer Wizard
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Sorcerers are students of the arcane who have a distant tie to some unusual creature...either that, or a contract of some kind. They gain spells more slowly than the wizard, but may cast them more frequently. They receive few skill points.
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Wizards are students of the arcane who possess a bredth and width of knowledge. They are strongest in support, battlefield control, and buffer type roles, and though they receive few skill points, their intelligence often makes up the difference.
Witch
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Born recently from the clash between Eluna and Taara, witches struggle between both as they find their place in the world.