The classes of FallenStar care broken down into a a number of
groups or orders. There are five major factors that distinguish one order from
another. They are:
The orders, distinguishing factors and a brief description are as follows.
Fighters: These warrior classes
are capable of wielding the most damaging weapons in the game. Their skills and and
strengths are geared towards combat. Fighter also have the ability to "Lay on
Hands." This enables them to heal up to 1/4 of their max hps 3 times per day.
Rogues: Rouges are the
second most capable combatants in the game. Their skills are somewhat more defensive
than aggressive. Their abilities extend beyond warfare too. All rogues have
Avoidance as their sphere of magic and some may have another sphere depending on the
Druids: Druids are the
keepers of the wilderness. In such their gifts come from nature. They are
formidable fighters and are apt sages. They are the most profuse order as they seem
to balance the warrior and the spell caster quite effectively.
Templars: These classes draw
their powers from the Gods or from the Spiritual planes. While they are not as
strong as the the above classes in combat they have a greater facility for magic.
While Templars lack Battle or Avoidance magic to aid them in winning their battles,
the ability to use Healing magic can often enable them outlast their opponents.
Crafters: The ability to create
items of magic belongs to the order of Crafters. These classes are able to fashion
potions, scroll and charms. They are weaker in combat situations but no other order
except possibly mages can match their versatility.
Scholars: As most adventures
require the ability to uncover answers equally if not more so than ones ability squash
ones enemies Scholars are very powerful characters. They have access to the two most
disclosing spheres of magic and often have abilities that enable them to delve deeper into
the ShadowLand's lore.
Diviners: If knowledge is power
then the Scholars greatest rivals would be Diviners. These classes have the ability
to use the sphere of Divination. Unlike most other spells divinations are not locked
down to specific tasks. They can range into the past or the future and reveal
nearly all the worlds secrets. Diviners can cast up to 10 levels of divinations per
Mages: While they are the
weakest in physical combats Mages are by no means weak in combat. They are they only
other class capable of casting battle magic and they can cast up to four spells per
combat. (Just for OMG's, a 13th level Destroyer cast unload 250 points of
damage per combat.). On top of their explosive potential mages can choose
spells from four different schools of magic (no divination, sry Merlin) and
they get to choose which spheres they wish to know.
Notes: Some of the data here has not yet been formalized but since its my site and my ideas, consider the inclusions an experiment in positive realization.
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