Choosing a class on the Dragons Domain
is a decision not to be taken lightly. The choice between the brute strength
of a warrior, the stealth of a thief or the arcane power wielded by a
magic user is yours to make and may determine your future prosperity or
failure in the domain.
The class structure on the Dragon's Domain is quite different to that of a regular EnvyMud in that here we have developed SUBCLASSES. Essentially at level 30 you are able to choose a subclass that is a derivative of your main class. For example, at Level 30 a Thief may choose to become a Ninja or a Bounty Hunter or they may remain a pure Thief. Each sub-class has its own specialized skills. Below is a list of the 8 main classes of the Dragons Domain, with their respective subclasses underneath. Clicking on a class or subclass link will take you to further information about the class, or you may scroll down if you prefer. |
The Mage class is a spellcasting class devoted primarily toward control over the elements. The universe contains unlimited power that the MAGE taps into to influence their environment. Mage spells reflect their invoking, hermetic, and combative aspects. Mages fare a little worse than their CLERIC counterparts in hand-to-hand combat, preferring to stand back and cast their powerful offensive spells from a distance. A successful Mage needs high Intelligence and Wisdom to fully master the intricacies of their craft. Although weak at low levels, at high levels Mages are feared, ranking amongst the most powerful of all classes, especially once their SECOND, THIRD and FOURTH SPELLS kick in, allowing them up to 4 magical attacks in every combat round. Mages upon reaching Level 30
can specialize into one of three subclasses. They can incline their
study toward physical combat and become a WARLOCK or master the hordes
of the unliving, becoming a NECROMANCER. They can also stay a true
Mage and develop their skills in that sphere yet further.
|
|
(SPELLS AND SKILLS) |
|
The CLERIC class is a spellcasting class devoted primarily to defence. A CLERIC gets spells in the areas of healing, warding, and protection. CLERICs also have more than a nodding acquaintance with physical combat, as they are often called upon to defend their faith from persecution. Upon Reaching Level 30, Clerics have the opportunity to specialize into a subclass. Following the path of the TEMPLAR will educate the Cleric more in the ways of a Warrior. For those that want to get closer to nature (and pick up the handy PORTAL skill) the DRUID class may be the perfect one for you. Naturally one may continue
to follow the path of the CLERIC and set themselves on the road to
great renown.
|
|
(SPELLS AND SKILLS) |
|
THE THIEF A THIEF can be characterized as a WARRIOR who dropped out of school to pursue a more profitable means of existence. These wiry persons have physical endurance slightly less than that of a WARRIOR but are much more agile. Whereas a WARRIOR uses well placed weapon slashes, a THIEF seeks to DISARM and DIRT KICK their opponent. THIEVES also excel in the art of stealth. An unwary opponent might not detect a THIEF until a crippling BACKSTAB is delivered. To aid a THIEF in their skullduggery, the skills SNEAK, HIDE and TAIL are learnt. These along with their PICK LOCK and CIRCLING skills make them the perfect assassin for political power-houses. Upon Reaching Level 30, The THIEF can choose to specialize into a subclasses if they so desire. The first option is NINJA, where The DECAPITATE skill cannot be taken lightly. The BOUNTY HUNTER employs HUNT and an ASSASSINATE skill to quickly dispense of wrongdoers and irritants. Remaining a THIEF allows one to specialize further in their ways, mastering the BACKSTAB and increasing their knowledge of the trade. |
---|
|
(SPELLS AND SKILLS) |
|
THE WARRIOR
The WARRIOR class is the most basic fighting class available. Their battle training along with high strength and hit points make them very formidable in hand to hand combat. WARRIORs train in the art of multiple attacks. Most will master up to FOURTH ATTACK. Along with training in speed, a WARRIOR is trained to make every hit count. ENHANCED HIT AND ENHANCED DAMAGE are skills that increase the power of the warrior's blows. On the defensive side, the WARRIOR skills of PARRY, RESCUE and BASH DOOR allow the WARRIOR to ward off attacks, rush to the aid of fellow comrades, and open many locked doors in a somewhat crude, if generally effective fashion. Warriors are able to specialize into one of three directions upon reaching Level 30. They may choose to follow the path of a KNIGHT, where MOUNTS and JOUSTING play a big role in their survival. Else the INTIMIDATING ways of a THUG may take your fancy. Lastly, a TRUE warrior has many skills not found in any other class. |
---|
|
(SPELLS AND SKILLS) |
|
The PSIONICIST class is a spellcasting class similar to Mages and Clerics, but with several important differences. Where a Mage's power comes from harnessing external energies present in all matter, and a Cleric's comes from his or her god, the Psionicist derives all of his or her power from within. The Psionicist harnesses, shapes,
and utilizes the natural forces which infuse his or her own being.
As a result, many of the devotions that a Psionicist can practice
are strictly personal in effect, and cannot be used on other players.
At Level 30 The Psionic may hone their skills in one of three spheres. Firstly the WITCH class specializes in witchcraft and hexing. A truly evil player may wish to pursue the path of an INFERNALIST. This class is especially evil, and must remain of evil alignment to use their demonic powers. Of course one may stay a Psionic, and truly master their mind, picking up the MUD's most terrifying spell, DISINTEGRATE. |
|
(SPELLS AND SKILLS) |
|
The BRAWLER is a rough breed
of class. Preferring to do away with weapons and fight with their
bare hands, some would laugh at this breed of pugilist.
Upon Reaching Level 30 the Brawler may change direction if he so wishes. The first option is to follow the path of the MONK. This class mixes a raw fighting style with mind powers equivalent to that of a PSIONIC. The second option is that of a MARTIAL ARTIST. This fighting style is quite different to that of a BRAWLER, as the MARTIAL ARTIST is able to COMBO special moves together to inflict enormous damage. Of course you may specialize further in the BRAWLER's rough style of combat, becoming more proficient in dealing death to all who oppose you with only your bare hands. |
|
(SPELLS AND SKILLS) |
|
The SHAPE-SHIFTER is a mystical class that relies on its abilities to change shape into a number of different forms in order to survive. In CHAMELEON FORM for example, the shifter remains hidden from view with permanent SNEAK and HIDE. CAT FORM provides extra senses, while BEAR and TIGER FORMS create powerful offensive characters. The Shapeshifter can specialize into a subclass upon reaching Level 30. They may follow the path of the undead VAMPIRE who rank amongst the most powerful fighters in the land and whose LUNGE is feared by all. If seen outside during the day the VAMPIRE has been known to burn under the rays of the sun. The WEREWOLF is the second option. Getting bonuses depending on the phase of the moon, the WEREWOLF can be an awesome opponent at times. Of course staying a Shapeshifter can have its advantages, namely being able to MORPH into a DRAGON or PHOENIX. |
|
(SPELLS AND SKILLS) |
|
The RANGER is a capable fighter with extensive knowledge of hunting, finding and utilizing herbs, and remaining undetected. RANGERs are also skilled bowmen, able to SHOOT and cause terrible damage. Upon reaching level 30, the RANGER may choose to specialize their talents, becoming a BARBARIAN and adopting a vicious, brawling style of combat or honing their spell knowledge and choosing the path of the BARD, dedicating their time to the study of ancient songs and music. |
|
(SPELLS AND SKILLS) |
|
The origins of the SMITHY steam back to the beginning of time. Always in high demand across the realm for their ability to craft superior weapons and armour, they have evolved to an extend that their culture is completely crafting-focused. They can break down armour and weapons for raw materials via their ability to SMELT, can IMBUE and COUNTERBALANCE weapons, and can STRENGTHEN armour. Expert smithies can create powerful armour sets, with extraordinary set bonuses. |
|
(SPELLS AND SKILLS) |
|