Classes Available on Alsherok

Player classes are divided into four subgroups - Fighters, Wizards, Priests and Rogues as shown below. Each class has its own advantages and abilities when it comes to gameplay and it is how well this advantages are used that makes a good adventurer. It is up to you, the player, to choose and experiment with the classes and find which best suits your style of gaming.
       

Fighters Wizards Priests Rogues
Warrior Mage Cleric Rogue
Ranger Necromancer Druid Bard
Paladin Monk
Anti-Paladin

Warriors

Warrior Warriors are the epitome of fighters, able to use all basic weapons and armors in exercise of their most lethal of combat skills. A Warrior must be strong in body to survive his dangerous lifestyle, and though he has no magic and limited skills he is nevertheless a formidable force with which to be reckoned. Warriors learn no magic, and have no use for mana. The prime attributes for Warriors are a high strength and a good constitution. All races except the Pixie are able to be Warriors. They are the basic hero, never leave home without one.

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Rangers

Ranger A Ranger is the outdoorsman and adventuresome free spirit of the times. Known best as a defender of nature and the animals, the Ranger is a force to be reckoned with. A self-sufficient adventurer, the Ranger is adaptable and can survive in almost any locale. Skilled with weapons and able to utilize some of the finest armor available, a Ranger is more than skilled enough to defeat most of his foes. However, for especially hardy opponents, a Ranger also can cast many useful spells to both hinder his opponent and aid himself. From minor curative magics, to calling down lightning from a cloudy sky, the Ranger is the most adept class at surviving on its own. A Ranger typically travels light, but he does have the mighty strength of a seasoned Warrior to carry equipment needed in his travels. Like the Druid (a class he closely resembles), his need for help from outside sources is low. All Rangers must remain neutral or good aligned or they will permanently lose their Ranger abilities and become a Warrior. The prime attributes of Rangers are wisdom, strength and dexterity. Only Humans, High-Elves, Wild-Elves, Pixies and Centaurs can be Ranger classed.

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Paladins

Paladin A Paladin is the fighter solely dedicated to vanquishing evil. Holy warriors without equal, the Paladin strives to bring about justice and goodness to the land and also to defend the weak. Paladins are known best for their honor and chivalry both in manner and in battle. They are skilled both in the fighting arts of a Warrior and some minor healing and protection magics of a Cleric. Be it to summon spells to heal the injured or to protect himself from demonic creatures, the Paladin is ready for any challenge. Versatile and resourceful, these powerful Warriors are the scourge of all that is evil. Paladins are able to wear most forms of armor and use all types of basic weapons though he does not like to hoard wealth and items. Naturally, Paladins must remain true to the side of goodness and hence must retain a good alignment throughout their lives. Should they fail their calling and deviate from good, they will be stripped of their powers and force to live the rest of their lives as pure Warriors. The prime attributes of a Paladin are charisma, strength and wisdom. Only Humans can become Paladins.

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Anti-Paladins

Antipaladin Out of the darkest parts of the land come the feared warriors of evil, the Anti-Paladins. These are the anathema to the goodly Paladins. Champions of gods too foul to think off, the Anti-Paladin is truly the supreme unholy warrior. Dedicated to spreading chaos and anarchy, the Anti-Paladins are experts in the fighting arts. Few others have as much lust to destroy life. Able to draw powerful magics to further their vile causes, the Anti-Paladin can also cast a few deadly spells in battle. From hurling massive balls of fire to a touch that actually drains one's life force, they are near unstoppable forces of destruction. Although usually seen as loners, the Anti-Paladin makes an invaluable member of any adventuring party. As with the Paladin class, they can also utilize almost all forms of weapons and armor due to their fighter classed nature. They must also remain evilly aligned at all times or they will lose their powers and abilities, becoming pure Warriors. The prime attributes of Anti-Paladins are strength, intelligence and constitution. Only Humans can become Anti-Paladins.

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Mages

Mage A Mage is one of the weakest class when it comes to body, but their minds have no par. As a Mage you will begin weak, but as you grow in knowledge and power, you will become a powerful fighting force. Mages' spells are varied and sundry, but they get many more combat spells than the Clerics. With a Mage's vast repertoire of useful spells you will become a much sought after commodity.... for your spells can mean victory or defeat for other players. The prime attribute for Mages is intelligence and only Humans, High-Elves, Wild-Elves, Pixies, Half-Elves, Gnomes, Drow and Gith can become Mages.

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Necromancers

Necromancer The dark forces of shadow combined with the pure intensity of light to form the energy of the Necromancer. They are Mages who have chosen the path of evil for their studies, so called the Masters of the Dark Arts. They specialize in the control and use of negative energy in their magic. They are known to be able to create hoards of undead, drain the life from their opponents, and to kill with a single word. They are well known for assorted maledictions involving controlled bursts of negative energy. The most important attribute for Necromancers is a high intelligence as they need it for their spellcasting. Only the Humans, Drow, Half-Elves and Gith can follow the ways of the Necromancer.

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Clerics

Cleric A Cleric is a priestly healer and protector of the weak. Clerics have in their control many varied and sundry healing spells, as well as spells to affect one's chances in battle, and one's armor. Clerics do possess some combat spells and skills, and the ability to use many powerful crushing weapons, but combat is far from the focus of this class. The Cleric is a fountain of wisdom and healing that many players rely on when adventuring. The main attribute of a Cleric is wisdom. All races can endeavor to become Clerics.

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Druids

Druid The Druid is a lover and protector of the natural land. Be it the forests full of birds and deer, the streams full of fish, or the bug-infested swamps, a Druid always strives to protect and preserve nature. Wielding mighty spells from the gods themselves, druids strive hard at their work. Strong in wisdom, with a body trained to near perfection by their rugged lifestyle, a Druid has many disciplines upon which to draw. From powerful spells of healing which can bring the near dead back to full vigor, to the ability to mystically create water and food, to the awesome power of nature which they command in battle via spells able to quake the land and split the sky, Druids demonstrate that mastery of magic is not just a hobby, but a way of life for them. Able to face many warriors on almost even footing, and able to shield themselves nearly as well as some Mages, Druids are truly a gifted class. All those of the Druidic order must be careful to remain neutrally aligned at all times or they will permanently lose all their Druid powers and become Clerics. The Druid relies on wisdom and charisma as his prime stats. Only Humans, Centaur, High-Elves, Wild-Elves and Pixies can become Druids.

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Rogues

Rogue The Rogue is seen as a dark character which makes use of many skills often deemed improper by the rest of society. The skills of the Rogue reflect his way of life, namely sneaking in the dark, picking locks, and attacking from behind with deadly backstabs. Rogues have always had a bad reputation so don't be surprised if you are always under suspicion. However, goodly adventurer-rogues have been known to exist. Debonair swashbucklers, with an exciting and challenging lifestyle, Rogues start off fairly weak, but as they gain skills such as backstab, sneak and circle, they soon become dangerous foes. A Rogue is always useful when there is a lock that needs opening or an item that needs to be stolen. The prime attributes of Rogues is a high dexterity and a good luck score. All races except the Half-Ogres, Half-Trolls, Minotaur and Centaurs can become Rogues.

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Bards

Bard The Bard is a jack of all trades. With the skills of a partial Warrior, Mage and Rogue, a Bard combines it all to become a well-prepared adventurer. Bards strive to spread song and tales through the land and yet still lead the exciting life of an adventuring hero. Bards are generally good or neutral aligned. With a minor spell repertoire, some fighting skills of a Warrior and the grace of a Rogue in action, Bards are brave and exciting people. Most Bards prefer the company of others and thus are excellent adventuring companions. Successful Bards are masters at the singing of a song or the telling of a lost tale. Truly no other class can entertain a king's court or a busy inn with such unparalleled skill. The Bard relies on wisdom, charisma and dexterity as his prime stats. Only Humans, High-Elves, Wild-Elves, Half-Elves and Halflings can enter the Bardic class.

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Monks

Monk A master of ancient hand-to-hand combat, the Monk stands without par. No other class has the ability to control and tone its physical form into such a deadly combination of spirit and fighting prowess. Because they have such mastery, Monks rarely need any weapons at all when adventuring. Their punches and kicks alone can shatter and pound the hardest of substances. However, combat is not everything this breed of adventurer strives to excel in. The Monk class also relies on its stealth, agility and spiritual hardiness against most elements that seek to harm it, making them excellent explorers and worthy additions to any adventuring parties. For this, the Monk class relies on no one attribute but rather a well balanced set of attributes. However because of the rigorous discipline and concentration required to become a Monk, only Humans can become adept in this class.

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