Home   
- Play Now!
- Player FAQ
- Rules
- Classes
- Races
- World
- Gallery
- Immortals
- Clans


Info   
- Player Stats
- Game Stats
- Who's Online?
- Where's Cecil?
- Help Files
- Player Houses
- Resources
- Legal Stuff


Effie Rover's RPG Library Gold Wyrm Award
A Must-See RPG Site


Top MUD Sites


Classes
   
 


Everyone needs to have some sort of profession - this is what classes let you do in the game. You are an adventurer by default, but your specific style of adventuring needs to be chosen. If you prefer to grab a big axe and cut your way through enemies then you probably should be a warrior, if you wish to delve into the arcane arts of magic, then a mage is the right path for you.

Classes currently recruiting include:

Adventurer    Fighter     Cleric Monk     Kataan
Mage Rogue Ranger    Necromancer     Psionicist

Adventurer
An Adventurer is one who has decided that they would prefer the life of a generalist, rather than a life of a specific doctrine. They are usually played by new travelers to the realm, a class in which they may be until they have fully decided which doctrine to follow. Some prefer to stay the generalist, finding more worth in the ability to perform many tasks, and yet be the master of none.

<< Return to Top

Fighter
Fighters form a very diverse group whose only common theme is that they have devoted their lives to learning the skills of combat. People of this class may be good, evil, or neutral, they may serve a pious king, or they may serve only themselves. But they generally should have high strength and constitution to aid them in their physical battles. They spend much of their learning time studying how to use weapons of different types, as well as mastering hand-to-hand combat and self-defense.

<< Return to Top

Cleric
Clerics are very diverse in the specifics of their beliefs, but they are united in a general belief in the oneness of everything. That general belief may manifest itself through polytheism or the deification of nature. They are good people who teach against the use of destructive powers whether they be spiritual or physical. They get their powers from nature, powers of healing and of faith. They learn defensive fighting and the use of blunt weapons to supplement their powers of faith. Being a cleric requires intelligence, wisdom, and stregnth.

<< Return to Top

Monk
Monks are a group of people who believe in a single good deity, and they believe in the concept of holy war in the name of that deity against the evil of the world. Their historical counterparts are the Knights Templar of Christian Jerusalem, but these RoC counterparts are not Christian, merely monotheistic. In pursuit of their goal of ridding existence of Evil, they spend time mastering the skills of hand-to-hand combat, as well as the use of projectile weapons. In addition, their deity grants them powers through their faith which can be used also for their defense. The best monk, is a person of a race with great intelligence, wisdom, and dexterity.

<< Return to Top

Kataan
The Kataan are by far the most evil of all the Classes. They worship dark and evil gods who give them unique powers. People of this class must maintain an evil alignment or they will displease the gods and their powers will be revoked. They are self-serving, but occasionally band together with other Kataan towards a common evil goal. Wisdom and Intelligence are assets to Kataan as most of their offense and defense comes in the form of magic. They have power over the undead as well as all things evil. Kataan spend much of their time in evil acts, gaining the skills to do the truly demonic.

<< Return to Top

Mage
Mages are the most powerful magic beings in the realm. They are able to alter light and darkness, good and evil, and even the fighting abilities of other players. Mages can heal themselves, as well as others. They can send fireballs screaming towards an enemy, or cast a spell of protection on a friend. However, mages do have one great weakness -- they do very poorly in hand-to-hand combat. A mage with no magic power left is often a dead mage. Because many mages depend solely on their magic power to survive, high Wisdom is an important attribute. Intelligence is also critical to a mage's ability.

<< Return to Top

Rogue
Rogues are wicked and cunning, dexterous and sharp. They are misliked by many because of their tendency to steal, murder, and backstab. Rogues live a life of secrecy, disguising themselves from the world so that they can go about their craft unnoticed. Often rich from their pickpocket and bargaining abilities, Rogues maintain an interesting mix of living the high life and spending their time in sewers and dungeons. Rogues are especially adept with daggers and projectiles and have the added advantage of being able to move with stealth and/or disguise themselves. Rogues have no access to the powers of magic.

<< Return to Top

Ranger
Rangers are known to be the type of folk that are dedicated to the study of nature, lore and survival. These select group of people commit their entire lives to the learning of the land, and mother earth. Through use of their nature lore and other learned gifts, rangers are very dominant over the world of mother nature and her creatures. The best ranger is one with great patience, intelligence and constitution.

<< Return to Top

Necromancer
Necromancers are students of the dark side of magic. They do not have as much raw firepower as mages, but they compensate for this lack with their ability to summon legions of undead warriors to fight their battles for them. They are also learned in the arts of alchemy, and can brew magical potions to use when needed. Necromancers are masters of conjuring. They are also well versed in healing, though their healing techniques are tainted by their dark art. They have some skill with direct magical attacks, though they cannot compete in this area with mages. They have little defensive ability. Necromancers must be very intelligent, for their art is a complex and difficult one. They must also have exceptional wisdom, to perceive the spirit world in which they walk, and charisma to help them control their servants.

<< Return to Top

Psionicist
Psionicists are an outcast class. Feared for the great ability to use the mind as a weapon they have all been driven into hiding. Due to this many psionicists do not reveal their class for fear of retribution. This class is poor in all of the arts save the one that defines them. A Psionicist traditionally needs high intelligence, charisma, and constitution.

::The following classes are in development::

<< Return to Top

Artificer
Artificers are known to be a group of highly skeptical intellects that absolutely refuse to believe that magic even exists. They are constantly dismembering dragons trying to find where the blow torch is located. While they uphold their beliefs that magic users are nothing but tricksters and usually neglect combat studies to pursue a course of enlightment, they have been known to create powerful machine weapons that pack quite a punch. So complex are such tools that an artificer is required to even use them. A good artificer is extremely intelligent and fairly physically strong.

<< Return to Top

Bard
Bards have, by far, the most charmed life of any class. They travel far and wide, singing and entertaining for money and advantages. Bards can lull a monster to sleep with their lullabies, cheer a hero to victory with a battle song, or distract a victim with an entertaining ode. Highly social creatures, Bards do very well when they party with others to fight. Well liked because of their tendency to have high charisma, Bards enjoy all the advantages of wealth and usually have friends in high places. Though Bards can become reasonably adept with whips and light weapons, they do not really gain much skill in hand-to-hand combat. They are, however, excellent at defense and distraction. Those with high Charisma, Intelligence, and Dexterity make the best Bards.

<< Return to Top

Druid
Druids are priests of nature and the elements, blending earth and fire, air and water to maintain the natural balance created cycles ago at the Creation of the Realms. Druids are friends to every flora and fauna known, and are at their strongest in the wilderness of the Realms. Druids have a unique relationship with nature, and as such their powers differ with the rising and setting of the sun and moon, but they are not necessarily weaker at any given point. Druids have a fantastic ability to use bladed weapons, most notably the scythe, but are not particularly adept at hand to hand combat alone.

<< Return to Top



News from across the Realms
~ We have a new IP, October 17, 2011
Though many things are still the same Realms of Chaos now has a new IP. To connect use 24.234.162.221 or better yet, realmsofchaos.com. The port is still the same, 3456.

~ We have a new IP, March 20, 2007
Though many things are still the same Realms of Chaos now has a new IP. To connect use 67.106.144.135 or better yet, realmsofchaos.com. The port is still the same.

~ A Torch is Passed, January 1st, 2005
Winds of change rang in the New Year, with our God, Flexure, traveling to the West in search of greater things. With his retirement, Trandia has been nominated as Admin of the Realms.

~ The Rise of a Dark Tower, September 12, 2004.
From the depths of the earth a new structure has risen on the northeast side of Krenlock. Little is known about this strange tower other than that very large and powerful beings have been seen moving throughout the interior.

~ First High Mortal Adventurer, August 28, 2004.
Velurian has achieved what was previously thought impossible by bringing a pure adventurer character up to level 30. The first to ever achieve this feat, his victory was sweetened by dying only one time along the way. Hail Velurian!

~ Most High Mortals Achieved, August 3, 2004.
Congratulations go out to Flunch for achieving the greatest number of High Mortal characters. Broadly dispersed in their concentrations, Flunch recently achieved his seventh victory in record time.




Design Copyright 2004 Realms of Chaos
Images Copyright. All copyrights are retained by their respective authors.