MMORPG Classes: A Long List, part 2
Submitted by diaskeaus on Fri, 02/24/2006 - 02:47
Tags:
- Class, Game, Class description
- "Monk", "Nodeka", "The monk is a class focused on solidarity, spiritual concentration and physical harmony. From those traits blossoms mastery in both the spiritual and physical realm. The monk, more than any other class, is a master of unarmed combat. Fighting mostly barehanded, monks are deadly opponents whose skills and spells range from stun and temple touch to strike of the black arts and qekon-oku."
- "Deathmaster", "RetroMUD", "Deathmasters are enigmas who are dedicated to the forces of the Negative Material Plane. Their spells come from a source opposed to the spells of other mages, and the nature of the magic is as mysterious as the Deathmasters themselves. While the Necromancer studies death, unlife, and the connection between them, the Deathmaster is interested solely in undeath and the negative energy that fuels them."
- "Demonist", "RetroMUD", "Masters of the Whip, and students of Demonism, the Demonists study the control and manipulation of Lesser Demons. Using a special skill, they are enable to empower the demon familiars they summon to contain the spirit of a Lesser Demon. Once trapped inside the familiar, the Demon assists in spellcasting like a normal familiar, however, it also provides servitude. Through their dealings with Infernia, Demonists become students of the subtleties of the dark arts."
- "Discordian", "RetroMUD", "Discordians are an unruly lot, literally. They are basically magickal anarchists and admirers of no rules other than their own, arrived at by their own personal experiences. Chaos Magick emphasizes a personal, experimental approach to magickal practice, de-emphasizes 'traditional' approaches especially as regards 'secret knowledge', male/female dichotomies and order hierarchy; what can be learned from Masters or Gurus is far less important or effective than what a dedicated researcher can discover for himself. In Chaos Magic, beliefs are not seen as ends in themselves, but as tools for creating desired effects. To fully realize this is to face a terrible freedom in which Nothing is True and Everything is Permitted, which is to say that everything is possible, there are no certainties, and the consequences can be ghastly. Laughter seems to be the only defence against the realisation that one does not even have a real self. Discordians look at Magick as being a _living_ art rather than an _antique_ one. They regard the various belief structures of magick as being the _means_ rather than the _end_, and the most adept can alter their belief-state as easily as they change clothes. Chaos Magick recognizes no particular system of theology as having any more 'reality' than any other, and most Discordians approach dieties as being no more than archtypical constructs of the subconscious mind. Therefore they are far less concerned with having any (in their eyes) arbitrary moral system pounded into their skulls before getting to actually put magickal techniques into practical use. Chaos Magick propounds no particular dogma or moral system, beyond its most common identifier: 'Nothing is True, and Everything is Permitted.'"
- "Dragonslayer", "RetroMUD", "The power of the dragons on Sosel has not gone unnoticed. Physically stronger and more powerful than most of the other races, Dragonslayers have come about in fear of dragons taking over other planets. Culled from those who have lost loved ones to dragon attacks, Dragonslayers are fearless warriors who think nothing of charging a 200 ton beast and aiming for a three inch wide gap in its scales with a huge two-handed sword. Some people call them crazy, other call them heroes. Most dragons, even good ones, kill them on sight."
- "Electromancer", "RetroMUD", "Electromancers are wild, spontaneous, energetic individuals capable of mass destruction and erratic behavior, as unpredictable as the powerful magics they control. Whether razing cities to the ground, or acting as self-contained generators, electromancers are a powerful force that cannot be ignored. Not quite as effective or horrible as pyromancers in combat, electromancers strike first, strike fast, and strike hard. When an electromancer starts casting, it's best to leave the room (and your metal armor and weapons) behind."
- "Enochian", "RetroMUD", "Enochians central message is similar to that of most major religions: There exists a path which leads us from the physical world of mortality upward into the spiritual world of immortality. It requires that the individual look deep inside and come to understand his, or her, true nature. Enochians specialize in utilizing foci to cast their spells - they are the master of the wand, the athame, the chalice, and the pantacle. By conversing with one's 'Holy Guardian Angel', the divine spark within, Enochians learn more about their universe."
- "Entertainer", "RetroMUD", "Entertainers are a mixed bunch. They include troubadours jugglers, storytellers, singers, musicians, actors, performers, street magicians, tumblers, gamblers, knife throwers, costumers, mentalists [those guys who guess what's in your pocket or how old you are], travelling acts, ventriloquists, criers, and make-up artists."
- "Geomancer", "RetroMUD", "Geomancers are often slow, ponderous individuals, who are stocky and sturdily built. Baldness is common amongst Geomancers (as the geomantic magicks seem to have this effect), and Geomancers in general appear to be a somber lot. Nevertheless, an angered Geomancer is a powerful and nearly unstoppable force - their single-minded focus and stubborness makes them worthy allies and deadly foes."
- "Gladiator", "RetroMUD", "Gladiators are the ultimate sportsmen. They do battle with their fellow man for the entertainment of others. They must learn many skills because they never know what may happen in the heat of battle. They commonly use nets, javelins and tridents or other polearms, but sometimes they may be forced down to their bare hands and forced to use dirtier tricks. They generally wear lighter armors so they can remain light on their feet."
- "Hekau", "RetroMUD", "Hekau is the ancient Meritoson word for magic. Literally meaning 'words of power,' Hekau was an important component of ancient Meritoson life. Mortals and gods alike used magic to effect certain ersults, and the ancient Meritoson saw magic as an integral part of reality. Hekau was the lifeblood of ancient Meritoson occult society, and the beliefs of the people empowered Hekau even further. The reputation of the Meritoson sorcerers lasted through the Middle Ages into modern times. Accordingly, Hekau survives to this day, but in a form practicable only by extremely long-lived races, the inheritors of the ancient magical tradition."
- "Poliir", "Nodeka", "The poliir is a mystical fighter of code. Rumors have passed that they are unkillable and perhaps these rumors are true. Those who believe the poliir is weak because they derive strength from defense, have never seen the 'awakening of the guard'. Amongst their arsenal of skills and spells are; radiant awakening, uprooting maneuver, focused sphere and celestial ray."
- "Herbalist", "RetroMUD", "Herbalists use tradition and veneration of the land to placate nature spirits. Their healthy respect of trees and plants makes them powerful keepers of knowledge. They will not hesitate to defend their land when it is abused."
- "Illusionist", "RetroMUD", "The Illusionist is a profesisonal performer of magic who specializes in sleight of hand and illusions. He is a master of disguise, impersonation and stealth, especially those involving the hands and misdirection. He has learned to use skillful tricks of deception that fool the eye, as well as being an escape artist and contortionist. Many mages scoff at this showmanship, but Illusionists can and do resort to actual magic when the situation warrants it. The difference: although Illusionists use their art to entertain, magic is behind a lot more of their tricks than many people may believe."
- "Kuznya", "RetroMUD", "Masters of metal, the Kuznya are smiths with the ability to forge superior metal weapons. They imbue part of their own spirit in all things they create, but what the powerful creations they manufacture make them highly coveted smiths."
- "Lasher", "RetroMUD", "The lasher uses the whip as an extension of herself. A whip in the hands of a lasher is a living thing, obeying her every command. Lasher training goes far beyond simply snapping the weapon at foes -- it becomes an art form. Cultists and even some Sentinels find themselves attracted to this deadly, exotic art."
- "Lifemaster", "RetroMUD", "Lifemasters are the ultimate doctors; they truly spend all hours of the day training to focus all their skills within the four humors. When they train these skills to higher levels it gives bonuses to the affecting skill. When Lifemaster s can not advance anymore within the guild they can continue to take their skills the next level by taking tertiary guilds for each type of creature. Tertiary Guilds Asu Initiate: the study of animals Swnw Initiate: the study of insects Artificer Initiate: the study of non-flesh Bhishaj Initiate: the study of fish Kallawayas Initiate: the study of plants Wu Initiate: the study of undead Anatomist: the art of surgery on non-sleeping races Medicus: the immunity of physical disease Vitamancer: the removal of magik disease"
- "Missionary", "RetroMUD", "Wandering Templars with a flair for oration and crowd-working, the Missionary is a travelling preacher of Sikkar whose (self or order-appointed) task is to enter areas wherein Sikkarism has little or no influence and strengthen it's presence through working in and helping the communities there. As often as they are successful in gaining a few converts, however, they are just as often unsuccessful or even endangered by their chosen way of life, for the folk of some areas may drive the Missionary out, or even attempt to kill them (particularly in areas of opposing belief systems). This does not stop or discourage the Missionary from their appointed task, however, as they will pick themselves up, perhaps a little wiser and more knowledgeable, and continue on their way."
- "Mwanga", "RetroMUD", "The Mwanga comes from a primitive tribe that worships fire. Any child born at sunset is immediately placed before a small campfire and observed for the rest of the night. If the child refrains from crying, and the fire still burns at dawn, it is chosen by the flame spirits to learn the secrets of the Mwanga."
- "Phantom", "RetroMUD", "With the grip on souls slipping in the eternal war between the gods, and the Nameless One gorging on the souls that its minions have harvested, the souls of Gifted Ones have begun to take on their own struggle of independence. Rebels and outcasts, these ghostly beings exist in a thin layer that closely touches the Judgement Fields known as the Shadowlands. It is here where Phantoms, and a host of much more hostile beings from the celestial to the demonic, dwell. The Phantom guild can only be joined by ghosts. The unlife of a Phantom is violent and turgid for several reason: Because of a Phantom's incorporeality, the mind is much more significant. Phantoms who fumble their peculiar magicks cause Harrowings, which are horrible trials drawn from the Phantom's worst nightmares that can cause it to go insane. All Phantom spells only work in the Shadowlands, although some can reach across the border into the Retroverse to affect the living."
- "Pyromancer", "RetroMUD", "Pyromancers specialize in fire. They love it. An art that hails from the world of Sosel, pyromancers specialize in flashy displays of light and color, which explains their specialization: Fire. Soselian Pyromancers tend to dress in bright, often garish colors, clearly a warning to all that a dangerous mage is in their midst. Pyromanctic specialists are rarely anything but mages, as biomancy is too calm and peaceful, necromancy is too dark, abjuration is just too defensive, and psionics requires far too much concentration. Pyromancers are the image of 'blasters' everyone thinks of when they think of mages, and they embrace the role with an intimidating zeal that makes their enemies (and friends) think twice before dealing with them."
- "Raindancer", "RetroMUD", "Raindancers are traditional spiritual casters whose job is to bring rain to crops and other dry lands in need of water. The Raindancer can also control these rains, during the rainy season there may be damaging storms and too much rain, causing rivers to overflow and flood. The Raindancer visits these places to control, direct and adjust the precipitation of all seasons."
- "Sorceror", "Gemstone", " Hybrid spell users who rely on both the Elemental and Spiritual Spheres, Sorcerers concentrate on spells of disruption and destruction. Their primary spells deal with the annihilation of animate and inanimate matter. While this is a difficult profession to learn early on, Sorcerers have the potential to be extremely powerful and deadly. They can not, however, learn as many utility and defensive spells as do Wizards or Clerics."
- "Shaman", "RetroMUD", "Shamen are the intermediaries between the mortal world and the spirit world. These worlds are represented as the upper world of the sky, or spirit levels, and the lower worlds of Nature. Humankind, along with all its symbols and traditions, was the middle world. Because of their ability to enter altered states of consciousness, the shamans are able to enter the spirit world and return with visions. By interacting with the plant, mineral, animal, and spirit realms, shamans take on totemic patrons who help guide them through trial and tribulation. Shamans are the natural guardians, spiritual intermediaries, and mortal advisers to the inhabitants of the material world."
- "Sharpshooter", "RetroMUD", "A sharpshooter is highly skilled with the crossbow. He has spent the majority of his youth training and practicing with his weapon of choice. He is skilled in rapid loading and expert at inflicting the most damage possible with his weapon. Exuding confidence in his abilities, he tends to disdain those who resort to hand-to-hand combat."
- "Shih", "RetroMUD", "The Shih is a truly unique character. He is taught the martial arts, body hardening exercises, and demon lore in a monastery, but he is not a monk or a priest. He can cast magic spells, yet he has little interest in the pursuits of magic, except as they might apply to ridding the world of demons and all manner of supernatural horrors. The Shih is a fabulous warrior, yet he is neither soldier nor mercenary. He calls no man master, and owes no allegiance to any one nation. The warrior's one, consuming goal is to free the worlds from demons!"
- "Slinger", "RetroMUD", "A slinger is highly skilled with the sling. He has spent the majority of his youth training and practicing with his weapon of choice. He is skilled in rapid loading and expert at inflicting the most damage possible with his weapon. Exuding confidence in his abilities, he tends to disdain those who resort to hand-to-hand combat."
- "Squire", "RetroMUD", "A squire performs household chores, cares for horses, and maintains weapons. If he has the appropriate skills, he may also cook meals, repair clothing, or do leatherwork. These functions may be part of his regular duties, or he may take it upon himself to help out; Squires are eager to pitch in when there's work to be done. This work is considered somewhat menial and while still considered important, certainly does not bring the honor or prestige of becoming a true knight. Most squires move on to bigger and better things, although there are the rare few who hire themselves out (at least until they manage to find a secure position elsewhere) as professional squires. The skills gained while training for a squirehood are valuable to any warrior."
- "Swashbuckler", "RetroMUD", "Part rogue, part warrior, the Swashbuckler is a master of the blade, knows how to fire a thunderstick, and prides himself on his manners and good breeding. Swashbucklers are acrobatic, daring, and classy with both blade and word. Swashbucklers always have some element of their lives that makes them who they are -- be it their mental foibles, their past romantic follies, or just a simple (or not so simple) run-in with the law. The life of a Swashbuckler is never boring, and often all too short."
- "Tani-Rahl", "RetroMUD", "Tani-rahl is the fighting style of the _drakhen_, the People of the Dragon It concentrates on destruction of the enemy by vital-point strikes, but it is not merely a way of fighting. The way of _tani-rahl_ is of self-discovery. It is a voyage of contrasts, between fire and water, soft and hard, slow and fast, direct and circular, good and evil, war and peace, life and death. The _drakhen_ have developed this combat style to take advantage of their unique body forms and provide a defense system against overzealous dragonslayers."
- "Telemancer", "RetroMUD", "Telemancers specialize in the very essence of magic across distance More metaphysicians than anything else, they are always seeking new ideas, new spells, and new horizons. For this reason, and the fact that telemancers tend to talk readily (and unceasingly) to anyone who will listen, their spells are well known and mages of all types (even merchants) have access to them. They aren't generally prone to profound philosophic insights, as their minds are more attuned to how things work than how a society functions. To a telemancer, a person is essetinally a complicated, difficult-to-understand machine. Eager to explore the world around them, telemancers are willing members of adventuring parties. They are loyal followers but reluctant leaders, since they have trouble making decisions based on instinct alone. Their greatest passion, of course, is travel, and it is a rare telemancer who stays in one place for very long."
- "Thuggee", "RetroMUD", "Thuggee myth speaks of a monster in early times so huge that the deepest ocean could not cover it. It devoured humans as soon as they were created. With her incomparable sword Kali slew it, but from each drop of its blood that fell to the ground there sprang a new demon. Kali continued to butcher them, but growing weary, she paused. From two drops of sweat that fell from her, two men came to life. Giving them her handkerchief, she commanded them to strangle the demons. After completing this mission they wished to return the handkerchief, but Kali bade them retain it and give it to their progeny to kill those not of their kind. At first Kali relieved them of the burden of burying their victims by eating them. Eventually, a novice looked back after strangling his prey and noticed Kali feasting upon the corpse with half of it still hanging out of her mouth. Embarrassed and incensed, she insisted thereafter that victims be buried. To throttle them, she gave the Thugs the hem of her garment, to slit them open to prevent swelling after death, one of her ribs as a knife, and to bury them, one of her teeth as a pickaxe."
- "Tohunga", "RetroMUD", "The Tohunga is a master of tattooing that hails from Wysoom's tribal isles. He infuses normal tattoos with considerably magical powers. His knowledge is expansive, but his true power comes from the ability to activate his tattoos quickly. Tohunga members are a very tightly knit group who recognize each other by their tattoos. The most important, the Moko, is a clear sign of rank and authority. While often considered a frivolous form of body art by more traditional spellcasters, the Tohunga knows better: tattoos can be very deadly indeed."
- "Ruanbaere (Barbarian)", "Nodeka", "Who can thwart the might of the barbarian? In melee combat, none exceed the barbarian's strength. With skills like, insanity, acute might, spartan grapple, vehemence, frenzy and Ishl's thrashing, barbarian's have numerous ways of pummeling their enemies into submission."
- "Toximancer", "RetroMUD", "Toximancers are very, very dangerous people who are overly fond of death and the methods of bringing it about. Toximancers are also equally obsessed with avoiding being poisoned themselves, so many toximancers spend much of their time try to figure out how to avoid being poisoned. They are fond of black, purple, red colors, they keep pets like Black Widow spiders and King Cobras, and they generally are exceptionally creepy people to be around. But if you need someone killed, Toximancers are the men and women to get the job done."
- "Vodounist", "RetroMUD", "Vodounists walk a confusing line for most spellcasters, because their belief system encompasses the holy and unholy, nature and hell, magical forces and divine beings. Their spell selection reflects a turbulent world : their pantheon is filled with demons and the undead, capricious nature spirits and menacing souls. The Vodounist is not necessarily evil, but he trafficks with demons and knows their weaknesses. He also recognizes the value of blood sacrifice, and is not afraid to use it. Ultimately, the Vodounist specializes in revenge -- woe to the fool who crosses a Vodounist 's path!"
- "Yamabushi", "RetroMUD", "The Yamabushi literally means 'to lie down in mountains.' The Yamabushi are priests who follow the Shugendo religion which venerates mountains and stone formations as sacred places. By climbing mountain peaks and performing special ceremonies, the Yamabushi acquire magical and supernatural powers to defend the land."
- "Akashic", "RetroMUD", "Akashics are masters of the spiritual realm. By studying the akashic records, they can put each soul in the perfect incarnation of its next form, ensuring that the soul in question does not suffer any penalties as it reincarnates."
- "Anatomist", "RetroMUD", "Anatomists spend their lives experimenting with the bizarre. They often pick up odd skills that would make normal healers pass out. It is rumored that they will even perform surgery on patients that are still awake."
- "Artificer", "RetroMUD", "As the gnomish and dwarven peoples discover new techonology in metal working and machination, so too have the arcani rediscovered some of their lost arts. An academy for research and experimentation was opened to allow those mechincally inclined to join others of similar gifts to share and further the art of mechanical artificing. It is said that the wonders produced from the artifice shops are often astounding. From great steam powered juggernauts to complex flying machines and intricate contraptions. This guild is or the curious and inventive, the renaissance man in a dark age."
- "Bhishaj", "RetroMUD", "It is the job of the bhishaj to rid fish of disease. He understands the medicine, spells, and incantations to heal the piscean creatures. He can use amulets and talismans and recite the proper hymns, all to heal -- and yet he is still an outcast because, ultimately, he is not a religious healer."
- "Bladesinger", "RetroMUD", "Bladesinging emphasizes beauty and economy of movement over sheer destructive power. However, the bladesong is deceptively dangerous, for all its seeming gentleness and apparent grace. Bladesong is so named for several reasons. The first and most obvious is because of the whistling of the blade as it slices through the air when this style of fighting is used. The second is for the haunting tune its practioners sing as they fight. Those who practice bladesong appear to be dancing. Their movements seem misleadingly slow and elegant, deflecting opponents' blades while lazily drifting back to score hits themselves. The techniqure requires, above all, misdirection and subtlety. The bladesingers do not believe in smashing blows or strog and crushing offense, but rather in guiding their opponents to anticipate a different attack entirely, thus overbalancing the foe and making him seem clumsy. Bladesingers also serve as historians, memorizing great feats and setting them down in the form of poetic ballads. It is well known that the foolish who maligns a bladesinger will soon hear his name slandered in innumerable ballads across the land. Those who practice bladesong are not just master of their weapon, but of their voice as well, and their knowledge of sonics and magic allows them to cast spells unlike any other guild."
- "Tholec (Hunter)", "Nodeka", "The hunter is a master of tracking. Capable of both non-magical and magical, the hunter can fight on many fronts. Having natural hunting instincts and ambush formations, additional powers of lightning control only help raise hunters to a furious class of deception and magical destruction."
- "Cimmerii", "RetroMUD", "The Cimmerian guilds practice dark magic, relearned and passed down from the ancient tribe of Cimmerii. Said to have lived in Eternal Darkness, the Cimmerii were masters of the Occult. Cimmerii Antistes is said to teach a way to pass an aversion to evil onto an additional target."
- "Dervish", "RetroMUD", "Dervishes are specially trained, highly fanatical desert mystics who require no conventional channels to hear their deities words. They achieve a state of combat ecstasy through euphoric dancing, meditative trances, and other exotic means. Their fighting style is a whirling blur of blades that has no equal in its beauty or effectiveness. Nevertheless, the ascetic life of a dervish is a powerful deterrent to many would-be followers."
- "Executioner", "RetroMUD", "An executioner is one who is skilled in the use of an axe. Their training is to such a degree that they can target a critical region to an amazing degree of accuracy. Often times it is the nobility who must come under the headsman's axe and it is to the executioner's own best interest to be able to kill swiftly and accurately. One never knows when the fallen nobles family will rise to power once more."
- "Inquisitor", "RetroMUD", "Inquisitors are the agents of organized religion who specialize in hunting down and destroying opposing spellcasters and heretics. Inquisitors dress in black robes and often appear shifty-eyed, gaunt, and neurotic. They specialize in torture and punishment."
- "Rune Master", "RetroMUD", "Rune Masters deviate from the standard path of wanton destruction to uncover the deeper meaning of the runes most jomsvikings take for granted. To truly be a Master require an understanding of the fabrics of magic that are bound to the runes when they are carved. This knowledge brings a Master closer to knowing true Magic in its unbridled form. As a result, the Master uncovers the relationship between Galdor Magic and the newer forms of Magic praticed by modern spellcasters. It is this knowledge which allows a rune master to blend the Magics, binding the newer Magic into a rune. This act demonstrates the Master's mastery of Galdor Magic, and is highly valued by all jomsvikings as it enhances the tools the jomsvikings may use to bring about the end."
- "Tunnelrunner", "RetroMUD", "Tunnelrunners are traditionally employed as underground explorers. and spies. They chart the best routes underground, note supplies of food and water, and mark down the location of any mineral deposits they find. Tunnelrunners are frequently employed to explore new areas for mining and to chart underground waterways. The dwarven military employs them as underground scouts and guides. These intrepid explorers frequently venture into monster-infested caverns in order to learn the numbers and positions of guards, and any weakness in the monster defenses. Once they have reported their intelligence, they guide the dwarf troops to the locations, following their own mapped routes. In human society, Tunnelrunners have found employment with mine owners, prospectors, and parties of adventurers."
- "Cleric", "Gemstone", "Clerics tap their power from the spiritual realm, a source of power rooted within the deities of Elanthia. As masters of this spiritual power, Clerics follow many paths; some as simple priests, others as crusaders devoted to preserving life whether by use of their spells or by dint of arms. Through their spell mastery, Clerics may commune with deities, resurrect the dead, protect themselves and their comrades and banish the undead. Clerics can gain skill at arms, but they must devote more time and energy to it than non-spell users. Heavier armor may adversely affect their ability to cast spells."
- "Empath", "Gemstone", "Empaths have the natural ability to transfer wounds from others to their own bodies. They then use their recuperative powers drawn from the spiritual realm of magic to heal themselves. They are rewarded by the gods and their patients as well for such selflessness. Their primary spells concentrate on self-healing, but they also have access to other spells more useful in combat. It is difficult, but not impossible for Empaths to gain skill in weapons and armor, though heavier armor types may adversely affect their ability to cast spells."








Worldforge is a pretty cool open source MMORPG platform still not on the same scale as other mmorpgs, I spend most of my time getting wow gold then on other games.