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Achaea offers 15 different classes from which one can choose. A class is a trinity of three harmonious skillsets, and each skillset generally contains 25-50 abilities or spells.
For example, the Monk class contains the Kaido, Telepathy, and Tekura skillsets, and each of those skillsets contains many abilities and spells totalling 109 for that entire class.
Think of a class as a profession. Just as a baker has a set of skills that
allows him to bake, so does a member of the Paladin class have skills that give
him the ability to act as a Paladin. As one
rises in proficiency in the skill, one gains more abilities. You will begin as a Fledgling in your class with access to part of your class skills. From there, you will learn, grow, and progress to Journeyman level in your class, then finally to a full member of the class, unlocking the 3rd skillset. While you are a Fledgling or Journeyman in your class, you can quit the class and choose another without penalty.
Houses are player-run organisations that can accept multiple classes, though some choose to limit themselves to a single class.
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Apostate
Skillsets:
Necromancy, Evileye, Apostasy
Description:
In days long past, the armies of Evil plotted to open a rift to the daemon planes through the torture and sacrifice of a holy guardian angel. However, the angel was resurrected and the rift closed, but not before a daemon general by the name of Morimbuul had come through the aperture. The daemon general, enraged at his entrapment on the prime material plane, threatened to destroy all around him. His summoner, a man named Xerimor, was able to subdue him, and much to the daemon general's fury, forced Morimbuul to instruct him in the daemonic arts. And thus was the class of Apostates born.
Apostates are diabolical scholars and ritualists in the service of Evil. These black priests spread the teachings of the God of Evil throughout the realm, and they also act as the spiritual pulse of Mhaldor. Because of their devotion to Evil, they are rarely welcome in other cities, with the possible exception of Ashtan which has welcomed a few rogue Apostates from time to time.
Through the skillset of Apostasy, Apostates harness the power of the daemonic realms. They may summon and command daemonic entities to do their bidding, including living daemonic daeggers, bloodworms, nightmares, and most importantly, the powerful baalzadeens. Their training in the dreadful art of Necromancy grants them powers based upon draining life essence from the hearts of mortals and using it for various spells, including even the secret of guarding one's soul from death itself. These skills are supplemented by the skillset of Evileye, which allows Apostates to cause a great number of terrible afflictions upon their enemies.
The skillsets wielded by those of Apostate class are Apostasy, Necromancy, and Evileye. A fledgling in this class will possess Evileye and Necromancy, gaining Apostasy upon reaching level 40.
** Please be advised that this class comes with restrictions on your actions. The skills of Apostates are fuelled by daemonic and evil forces; if you choose this class but act against such forces and for good, you may find that your ability to use such skills are revoked.
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Bard
Skillsets:
Harmonics, Voicecraft, Swashbuckling
Description:
The Bard class is a rather recent formalisation of the wisdom of the Great Bard, Scarlatti, God of the Arts. During a casual festival of the arts, Ralph Mercadia, long a singer and performer, learned the songs of Scarlatti and was encouraged to continue to develop the songs and skills of the Bard by that ancient deity. Thus was born the still-young class of Bard.
Bards may be swashbuckling adventurers, contemplative wordsmiths, or raucous performers. Regardless of the path they choose, they all share a love of music and the written arts in all their forms. This focus on creativity must not be mistaken for a careless attitude towards life, however. Though it may seem strange, a bard has perfected his voice and body to such a finely honed edge that a skillful one can stand his ground against even a fully-armoured knight.
The Bard skillsets are of two distinct kinds: physical and musical. The musical skills involve singing, chanting, and other voicecraft as well as tunes played with instruments, either alone or with other bards. The physical skills are those of the dashing rogue: leaping from treetops, dueling with a blessed rapier, acrobatics to let you both attack and escape attack, and so on.
The skillsets themselves are Voicecraft, Swashbuckling, and Harmonics. A fledgling in this class will possess Voicecraft and Swashbuckling, gaining Harmonics on level 40. |
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Druid
Skillsets:
Groves, Metamorphosis, Concoctions
Description:
Druids are the most ancient of the forestal classes, devoted to the forests and all they represent. Members of the Druid class tend to stay clear of the near-religious battles between good and evil that dominate much of the land, preferring instead to focus on what they deem good: the welfare of the forests. Though some Druids are loners, there is a thriving forestal community, and some Druids are as social as possible.
The skills of a Druid are rooted in forest and beast. Perhaps the most important is the ability to establish a location in the forest as his personal grove, from which much of his power flows. Within his Grove, none can stand against a Druid; there they reign supreme, backed by the full power of the forest. Swarms of bees will attack enemies, an earth golem can be made to guard the grove, lightning can be called down, thorny vines summoned to hurt and hinder your enemies, and far more. A Druid can travel through the forest instantly from his grove, and return to it equally quickly. Beyond these offensive powers, the Druid learns to harvest the bounty of the forest and concoct a wide range of salves and elixirs for defence and healing.
Outside of a grove, and even outside of forests generally, a Druid remains a force to be reckoned with, if not nearly as powerful as in the forest. He is able to transform into a variety of different animals, ranging from the humble squirrel to the grizzly bear to the mighty wyvern. These transformations grant the Druid a range of new powers, from bird forms that allow flying to the skies above and swooping down to hoist a victim into the skies, to the elephant form that allows trampling an opponent, and a host of other capabilities.
The skills a Druid gains are Groves, Metamorphosis, and Concoctions. A fledgling Druid will gain Groves and Metamorphosis, and will receive Concoctions upon gaining full class membership.
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Infernal
Skillsets:
Chivalry, Necromancy, Forging
Description:
While most uphold the usual knightly virtues of honour and chivalry in combat, most Infernal knights serve Evil before all else. They act as the armoured enforcement arm of their home city of Mhaldor in much the same role as the Paladins' in the Church. With their blackened steel and their red-eyed falcons, the Infernal knights are a vision from the flames of Hell itself when they appear on the battlefield, their eyes gleaming from behind their helms. Infernal knights eschew all weakness in their pursuit of strength and dominance over others.
They possess the traditional knightly skills of Chivalry and Forging, sharing these with the Runewarden and Paladin classes. Their skillset of Necromancy, however, is a gift from the God of Evil. Life essence, which can be generated from consuming the hearts of other mortals, is used to power many Necromantic skills such as bolstering one's vitality, creating soulspears from the souls of the dead, and even creating a cage around one's own soul to protect it from death itself.
The skills of an Infernal Knight are Necromancy, Chivalry, and Forging. A
fledgling Infernal gains Necromancy and Chivalry, while Forging is gained
upon reaching level 40.
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Jester
Skillsets:
Tarot, Puppetry, Pranks
Description:
Jesters are a rollicking lot, often silly and carefree. Some may choose to wander the highways putting on impromptu shows for passersby; others plan and carry out entire theatrical productions. They may be found as citizens of any city, or might choose to be cityless wanderers instead. They are devoted to amusement, high jinks, and humour. Not tied to any one ethos, one may encounter Jesters who worship the Lord of Evil as well as Jesters who travel the path of Light. Many Jesters prefer neutrality, as the ideal of fun transcends alignment.
While many of their skills are intended for entertainment, a trained Jester is not to be underestimated on the battlefield. With bodies trained in acrobatics, their backflips and handsprings can, in a tight spot, do more than amuse. Jesters are famed for their ability to craft various tools of their trade as well, such as balloons that can lift people to the skies, a range of tricky bombs, jack-in-the-boxes concealing deadly surprises, and more. All this combined with their ability to fashion magical puppets to manipulate others to hilarious or lethal ends, a Jester skilled in combat can be a formidable opponent.
The skills wielded by those of Jester class are Pranks, Puppetry, and
Tarot. A fledgling in this class will possess Tarot and Pranks.
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Magi
Skillsets:
Crystalism, Elementalism, Enchantment
Description: Members of the Magi class are users of some of the 'purest' magic in Achaea, employing pure elemental magic, crystalline vibrations, and enchanting. They possess no inherent ethos or worldview and thus can be found in all cities, working in any endeavour.
The Magi skillsets balance offensive power with defensive prowess. The caveat is that one of their skillsets, Crystalism, involves setting up vibrations within a room and though these can be moved, moving them is not instant. A magi's offensive power comes through a combination of elemental attacks such as stormhammer and geyser and crystalline vibrations with effects such as increasing gravity or causing small earthquakes. Her defensive powers blend elementalism, crystalline vibrations, and enchantments. Perhaps more than just about any other class, a Magi has the ability to attack multiple opponents at once. Beyond direct combat, Magi can create a broad range of enchanted items such as augmented weapons, shoes to walk on water, and orb sigils to destroy chaos entities.
The skills wielded by those of Magi class are Elementalism, Crystalism, and Enchantment. A fledgling in this class will possess Elementalism and Crystalism, gaining Enchantment upon reaching level 40.
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Monk
Skillsets:
Tekura,
Telepathy, Kaido
Description:
The origins of the monk class are lost to antiquity. What is known is that
an ancient order of monks called the Sentaari (still in existence today) had
developed the ability to use telepathy and harness kai energy. They also
mastered the art of edgeless weapons, including the staff and the cane.
These weapons allowed them to defend themselves against attackers without
killing them, while still letting them strike mighty blows in the defense of
the peoples of the continent, as during the invasion of the Tsol'teth known
as the Black Wave. However, during a civil war in the ancient Seleucarian
Empire, the invading forces stripped the monks of their weapons to impair
their ability to assist the rightful rulers.
While his guildsmen were held under martial law, the Grandmaster of Flowers
meditated for a month, then unveiled the unarmed art of Tekura, vowing that
the monks would never again be made helpless against evil. Combining Tekura
with his pre-existing mastery of Kaido and Telepathy, the Grandmaster drove
the Royal Elites from the area around the monastery. After the war, he
disseminated the art to all the other monasteries. Within ten years, the
armed arts had fallen into disuse. Within a hundred, they had been
forgotten.
Although the Sentaari live on in the form of a House founded by monks, monks
generally follow no particular set of beliefs. Some have devoted themselves
to building empires, while others prefer a life of solitary meditation.
The skills of the monk forge mind, body, and spirit into an indomitable
force. Using their unarmed attacks they can break limbs, cause internal
bleeding, sweep an opponent off his feet, and deliver body-crushing throws. A
monk can confuse and damage the mind even over a distance and through the
power of kai, can toughen his body to withstand damage, make himself
heavier, restore damaged limbs by sheer force of will, and eventually
temporarily banish a victim from the timestream itself.
The skills wielded by those of Monk class are Tekura, Telepathy, and
Kaido. A fledgling in this class will possess Tekura and Kaido, gaining
Telepathy on reaching level 40. |
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Occultist
Skillsets:
Domination, Tarot, Occultism
Description:
Secretive and powerful, Occultists have existed in Achaea since even before the founding of the Seleucarian Empire, researching and practicing mysterious arts in their historical home city of Ashtan. Occultists have long worshipped Chaos, and indeed, much of their power comes from their pacts with the Chaos Lords who reign in the Chaos Plane. They generally consider themselves scholars first and foremost, and the deadly power they happen to wield as a result of their research and studies is merely a byproduct. Knowledge at whatever cost, from whatever source, drives them.
The Occultist skillsets balance both combat and utility, giving them a broad range of abilities from healing, travelling, offensive and defensive skills, and more. Through their pacts with the Chaos Lords, Occultists may summon fierce chaos entities to do their bidding. With their quill, they inscribe mystical Tarot cards with which they may hinder opponents, heal their allies, travel across the continent -- even slow down time itself. Their intimate knowledge of the manipulation of karma grants them many more skills, the secrets of which they fervently guard. Those who have mastered the manipulation of karma, it is whispered, can even take on the traits of Chaos Lords themselves.
The skillsets wielded by those of Occultist class are Occultism, Domination, and Tarot. A fledgling in this class will possess Occultism and Tarot.
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Paladin
Skillsets:
Chivalry, Devotion, Forging
Description:
The Paladin Knights are great warriors of the Church of Achaea, fighting for what is right and good in the world.
A typical Paladin is noble, chivalrous, and as concerned with how he does something as with what it is he's doing. He strives not to harm innocents, seeks to do what is right, and generally seeks to be a shining example to the younger, more impressionable residents of Achaea.
In battle, a Paladin is fearsome indeed. In fullplate armour, wielding twin swords or axes, falcon by his side, the Paladin strides or rides into battle ready to destroy those who would do evil with an overwhelming show of force. Beyond these mere physical gifts is what makes a Paladin more than a mere knight: the rites of Devotion. These rites, derived from the ancient and powerful Rituals of the ancient Church, allow the Paladin to perform various holy deeds such as resurrecting the slain, dispelling illusions with the power of truth, and instilling overwhelming fear in his enemies.
The skills of a Paladin are Chivalry, Devotion, and Forging. A fledgling Paladin gains Chivalry and Devotion, while Forging is gained upon reaching level 40 and embracing class. |
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Priest
Skillsets:
Spirituality, Devotion, Healing
Description:
A member of the Priest class is someone greatly concerned with moral right and with making the means by which something is accomplished as important as the goal towards which she is working. She is caring, but generally strict in her moral code, for setting an example requires consistently correct behaviour.
In battle, a Priest wields a great mace she summons to inflict damage, break limbs, and more. But the real power of the Priest is the close relationship with her guardian angel. Through this perpetual companion, said to be the Angel who reflects the Light of her charge's soul, practitioners of Spirituality gain great power. Her angel can burn her enemies, trace their movements, or even tear out their very souls. And if this wasn't enough to instil respect for the class, the Priest has access to the Rites of Devotion, derived from the Holy Rituals of the ancient Church, allowing her to resurrect her allies, part rivers and lakes, or fill someone's mind with visions of Hell. A Priest is also able to summon the powers of the five elements to heal and grant blessings to herself and her allies.
The skills a Priest gets are Spirituality, Devotion, and Healing. A fledgling will gain Spirituality and Devotion, gaining Healing upon reaching level 40 and embracing class. |
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Runewarden
Skillsets:
Chivalry, Runelore, Forging
Description:
Armed in shimmering fullplate and wielding dual blades inscribed with arcane runes, the Runewardens are the epitome of discipline and honour in combat. Protection and preservation is their motto, and they are selfless in whatever cause they represent. Fittingly, they possess the knowledge of crafting totems and sketching runes upon them, and the totems are often implanted in cities and other properties as protection against enemies, the runes upon the totems attacking enemies on sight. Their studies of the magic inherent in representational forms also has given them the knowledge to sketch runes not only on totems and weapons but upon themselves, others, and on the ground, each rune possessing a different power.
Their totems can also be wielded for use in combat, but Runewardens generally eschew this use in favour of their beloved blades. Strengthened with runes and usually dripping with coated venoms, the flashing dual blades of a Runewarden are a magnificent sight in full combat. Discipline and honour are the watchwords of a Runewarden, and the movement of their formations on the battlefield can be a dazzling sight indeed.
The skills of a Runewarden are Runelore, Chivalry, and Forging. A fledgling Runewarden gains Runelore and Chivalry, while Forging is gained upon reaching level 40.
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Sentinel
Skillsets:
Woodlore,
Metamorphosis, Concoctions
Description:
An offshoot of the class of Druids early in the modern age, the Sentinels are equally as devoted to the protection of the forests of Achaea. Unlike the Druids, the Sentinels cannot imprint groves in the forests, and many choose to reside in cities rather than in the wild. As a result, they are much more likely than their Druid counterparts to involve themselves into current world affairs and politics. Although many consider themselves part of communities beyond that of the forestal community, their love of the forests is still the defining trait of a Sentinel.
Sentinels are known to travel with a number of animal companions who will assist them in battle, ranging from the harrying raven, to the small but vicious fox, to the noble wolf, and more. Their knowledge of the outdoors enables them to lay cunning traps for their enemies; some are merely a hindrance while others are lethal. A Sentinel's skill with a handaxe is unsurpassed, and many Sentinels wield spears or tridents as well.
Their intimate knowledge of nature's bounty allows them to harvest valuable herbs, plants, and other resources from the wild and concoct elixirs and salves for healing and protection. Through their sacred connection with nature, Sentinels can bond with the spirits of various animals. They can channel the alertness of the wildcat, the wings of an owl or eagle, the vitality of a bear, the agility of a jaguar, the ice-breath of the icewyrm, and much more. As guardians of the forest, much of a Sentinel's skills are geared towards might in combat, but their skills are also suitable for merchants and explorers as well.
The skills a Sentinel gains are Woodlore, Metamorphosis, and Concoctions. A fledgling Sentinel will gain Woodlore and Metamorphosis, and will receive Concoctions upon reaching level 40.
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Serpent
Skillsets:
Subterfuge, Venom, Hypnosis
Description:
Serpents are often attracted to rather shady careers though there are some notable ones who have chosen a cause and fought for it their entire lives. They might be found in any city or might choose to simply roam cityless.
The skills of the Serpent are wide-ranging and powerful, though often in indirect ways. They generally fight with a whip and a dirk, or may strike with their fangs, inflicting one of dozens of venoms upon their enemies. They create and traverse a network of wormholes that criss-cross the continent, can hypnotise their opponents and plant harmful suggestions in their mind, may climb up into the treetops and traverse the forests from branch to branch, strike at a distance with the fabled Darkbows, and more. A competent Serpent is an extremely frustrating opponent to fight as well, for few can inhibit their movement well enough to keep them still for very long.
The skills wielded by those of Serpent class are Subterfuge, Hypnosis, and Venom. A fledgling in this class will possess Subterfuge and Venom, gaining Hypnosis on reaching level 40. |
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Shaman
Skillsets:
Curses,
Vodun, Runelore
Description:
The Shaman class is, quite
likely, different from anything you've encountered before.
With their skills of Vodun, Curses, and Runelore, they
are perhaps the most mystical of all Achaean classes.
With Vodun, a Shaman learns to craft a vodun doll of an
enemy, and through the doll, impart curses even at a distance.
The most powerful Vodun masters are even able to slay
someone from across the continent. Curses is a skill that
allows you to deliver, very quickly, a series of curses
to a player ranging from vomiting to asthma to rampant
paranoia. Finally, in Runelore, a Shaman learns to sketch
runes on the ground, people, and items, that have various
effects, from sucking nourishment from those in the room
to augmenting a sword's damage to magically returning
to the place a rune was sketched. Further, and most powerfully,
Runelore allows a Shaman to erect runic totems, which
serve as semi-permanent defensive installations when loaded
with runes.
The skills of a Shaman are Vodun, Curses, and Runelore. A fledgling Shaman
gains Runelore and Curses, while Vodun is gained upon reaching level 40 and
embracing class. |
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Sylvan
Skillsets:
Groves, Elementalism, Concoctions
Description:
A typical Sylvan is in love with the forests and with those beings of the forest, but beyond that, they are
scholars of nature who seek to better understand how to live in harmony with it by employing the basic elements -- fire, water, air, earth -- to help them. In battle, the power of a Sylvan is often dependent on whether he's in the forest or not. In the forest, a Sylvan is extremely powerful, while his power fades some outside of the forest. This is because one of the most important things a Sylvan does is establish a Grove in the forest from which his power flows. A Grove is a location devoted solely to a particular Sylvan or Druid, and within his Grove, a Sylvan is nigh-undefeatable. He may call down lightning, summon swarms of bees, call up an earth golem, order the very forest to rise against enemies, and even resurrect the dead. Beyond providing a Sylvan
with his Grove, the forest provides a Sylvan with a bounty of herbs to harvest, with which he may concoct helpful healing and defensive salves and elixirs.
Beyond these forest-related skills, the Sylvan possesses the power of the elements. By manipulating these fundamental building blocks of reality, he may transform himself into a Viridian -- a living being of the forest, conjure fiery holocausts, call up a rainstorm, or summon an aerial servant to carry him into the skies.
A Sylvan gains the skills of Elementalism and Groves when joining as a fledgling, and receives Concoctions upon reaching level 40.
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