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Class Descriptions and Abilities

Opening Remarks
This is where I start getting excited. We have all kinds of interesting class abilities. Prepare to be amazed!
Things are only listed up to the fifteenth level because it is planned that advanced classes will begin at fifteenth level.

Fighter (F)
Ah, the fighter. The rock 'em, sock 'em, go bash things kind of guy. However, not all fighters are without intelligence. In fact, some fighters prefer to fight smarter than harder. It will be your decision as you choose how to employ your fighting techniques.

Fighter Statistics:

Upon Creation:
HP: 25 + Vitality Modifier
MP: 0 + Mentality Modifier
Attack: 3
Defense: 7

Upon Level Up:
HP: + 1d10 + Vitality Modifier
MP: + Mentality Modifier
Attack: +1
Defense: +1

Abilities:
Lv. 1 Boost
Once every three hours, a fighter can use the Boost ability. This makes all of his attacks critical hits for the next 2 minutes.

Lv. 3 Defensive Stance
At third level, a fighter gains the ability to do a defensive stance. He does exactly one half his level + 2 damage, if he hits, and adds that amount to his defense.

Lv. 7 Precise Stab
At seventh level, a fighter gains the ability to do a precise stab. The fighter spends 10 MP and performs a critical hit on the enemy. (Yes, this is a fighter ability that requires MP! See, this way it only works for fighters with high mentality, which makes sense for Precise stab.)

Lv. 12 Recoil Strike
At twelfth level, a fighter gains the ability to do a recoil strike. Once every 10 minutes, A fighter may deal three times normal damage using an attack with this ability. However, he takes half of this elevated damage himself.


Mage (M)
Mages. All the cosmic powers of the world are at your fingertips. Control the elemental powers, illusions, and even time and space itself (though, granted, that'll take a while.)

Mage Statistics:

Upon Creation:
HP: 12 + Vitality Modifier
MP: 24 + Mentality Modifier
Knows: One Spell based on seed
Attack: 1
Defense: 4

Upon Level Up:
HP: + 1d4 + Vitality Modifier
MP: + 1d8 + Mentality Modifier
Attack: +1 every other level
Defense: +1 every other level

Abilities:
Lv. 1 Mana Fountain
Once every three hours, a mage can use the Mana Fountain ability. All spells cast for the next 2 minutes cost 0 MP.

Lv. 10 Power Cast
At tenth level, a mage gains the ability to do a power cast. He spends three times the amount of MP, and for the purpose of casting the spell, his Mentality score is doubled.


Seed Bonuses:
+1 to any seed of choice at levels 3,6,9,and 15.
+3 to any seed of choice at levels 4,8, and 12.

Cleric (C)
Devoted to his deity, the cleric garners power from on high (or from below, in some cases).

Cleric Statistics:

Upon Creation:
HP: 18 + Vitality Modifier
MP: 12 + Mentality Modifier
Knows: One spell, dependent on diety.
Attack: 2
Defense: 5

Upon Level Up:
HP: + 1d6 + Vitality Modifier
MP: + 1d4 + Mentality Modifier
Attack: +1 two out of every three levels
Defense: +1 two out of every three levels

Abilities:
Lv. 1 Miracle
Once every three hours, a cleric can use the Miracle ability. All lost hp and debilitating status effects are instantly removed from the caster.
Lv. 7 Spontaneous Casting
At seventh level, a cleric gains the ability to cast spells that belong to his deity’s seeds with no mana cost. This can be used a number of times per day equal to the cleric's level divided by two.

Seed Bonuses:
+1 to a seed of choice at levels 4, 8, and 12.
+3 to a seed of choice at levels 5, 10, and 15.

Thief (T)
Shadow and guile are a thief's best friend. Most thieves would stab their own mothers for money. It's not the case with all, though. Some use the powers of the darkness for good.

Thief Statistics:

Upon Creation:
HP: 16 + Vitality Modifier
MP: 0 + Mentality Modifier
Attack: 2
Defense: 6

Upon Level Up:
HP: + 1d6 + Vitality Modifier
MP: + Mentality Modifier
Attack: +1 every other level
Defense: +1

Abilities:
Lv. 1 Flawless Dodge
Once every three hours, a thief can use Flawless Dodge. This ability stays active for two minutes, and during that time, the thief takes no physical damage.

Lv. 3 Steal
At third level, a thief gains the ability to steal an enemy’s item. At the end of a battle, each item in an enemy’s inventory has a 50% chance of being hopelessly destroyed. Therefore, stealing one of these items during the battle is advantageous.

Lv. 5 Sneak Attack
At fifth level, a thief gains the ability to do a sneak attack. This can only be done if the enemy has not aggressively attacked you, and is not currently in battle with you (i.e., only on the world map screen). The thief deals an extra 1d8 points of damage on a successful hit. This is doubled on a critical hit. Every six levels after 5 (11, 17, and so on...) the thief's sneak attack gains an extra 1d8 damage.

Lv. 13 Hide
At thirteenth level, a thief can use the hide ability. For the next 10 minutes, enemies are less likely to see him when he enters the square. After this duration runs out, a thief must wait another 10 minutes before reactivating this ability.


Psion (P)
The Psion is the master of mental power. His power comes only from himself. Unlike the Mage and Cleric, who have to train to learn new spells, a Psion automatically learns new powers when they qualify.

Psion Statistics:

Upon Creation:
HP: 10 + Vitality Modifier + Discipline Modifier
MP: 16 + Mentality Modifier + Discipline Modifier
Knows: Two powers, based on discipline
Attack: 2
Defense: 4

Upon Level Up:
HP: + 1d4 + Vitality Modifier
MP: + 1d7 + Mentality Modifier
Attack: +1 two out of every three levels
Defense: +1 every other level

Abilities:
Lv. 1 Third Eye
Once every three hours, a psion can use the Third Eye ability. For the next 2 minutes, all attacks and all powers are doubly effective.

Lv. 9 Mind Over Matter
At ninth level, a psion gains the Mind Over Matter ability. He can use this ability to channel some of his HP into MP. The amount is Vitality Modifier+Mentality Modifier+Discipline Modifier times two. This ability can be used once every thirty minutes.


Druid (D)
Druids are friends of nature. They have the ability to befriend enemies they may run into.

Druid Statistics:

Upon Creation:
HP: 14 + Vitality Modifier
MP: 10 + Mentality Modifier
Attack: 1
Defense: 5

Upon Level Up:
HP: + 1d5 + Vitality Modifier
MP: + 1d4 + Mentality Modifier
Attack: +1 every other level
Defense: +1 two out of every three levels

Abilities:
Lv. 1 Charm
A druid has the ability to attempt to charm monsters and befriend them. This is a check based on the druid’s charisma, his “charming” skill, and the enemy’s aggression factor. Some enemies (i.e., most sentient creatures) cannot be charmed. Upon a successful charm, the druid gains the monster as a pet until it dies or is released. This ability costs 6 MP.

Lv. 1 Friendship
Once every three hours, a druid may use the Friendship ability. The druid charms any monster if it is able to be charmed, provided the monster's level is no more than five higher than the druid's level. This does not count toward a druid’s total of charms for a given creature. This ability does not cost MP.

Lv. 1 Dismiss
Dismiss allows a druid to release his pet so that he might charm a new one.

Lv. 3 Entangle
At third level, a druid gains the ability to call vines to entangle his enemy. The enemy takes a -4 penalty to attack and defense while entangled. This ability costs 10 MP.

Lv. 6 Summoning
At sixth level, a druid gains the ability to summon monsters. If the druid has charmed five of the same type of monster successfully, he can then summon one at any time, provided they live in the area. This ability costs 12 MP.

Lv. 12 Natural Healing
Beginning at twelfth level, when a druid is in natural terrain, he has a chance of healing 1 HP every step.

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