CSRs

Clan-Specific Reclasses

These reclasses can only be gotten by joining a clan. Every clan has very specific requirements for gaining the reclass in question; usually you have to be 51, donate eggs, and all sorts of other stuff to prove that you're worthy enough for it. Unless it's a Conclave CSR, expect to spend a lot of time (200+hrs) working and RP'ing towards it.

Battleragers and Bladesingers are also able to be earned in their respective kingdoms, as special cases.

#Battlerager

**BATTLERAGERS**

Battleragers are a special reclass available only to dwarves who have learned
their special art from clan [[1]]. They are very skilled warriors, with a
preference for short handled weapons which allow them the control necessary
for multiple attacks in battle. Their major advantage is the ability to work
themselves into an extreme state of rage during battle. Perhaps it is the
adrenaline from this enraged state that gives them the ability to do so much
damage. The dwarves of Wargar have since shared the secrets of the Rage
with the other clans of [[2]].

CLASS: ANY

RACE: DWARVES

ALIGNMENT: ANY alignment

CLAN: //WARGAR// only

KINGDOM: //THAXANOS// only

Default:
[attack], [attack], [[3]]
[[4]], [block], [[5]]
[[6]], [[7]], [damage]
[[8]], [kick], [charge]
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#Runesmith

**RUNESMITH**

All Dwarfs have a strong mistrust towards magic, but this does not mean
that over the centuries they have not learned how to use it in various ways.
Although most are unable to cast proper incantations in the form of spells,
the Dwarfs have mastered the art of endowing everyday items with arcane
powers by means of magical runes. Dwarven weaponsmiths and artificers have
acquired unsurpassed skills when it comes to making magic weapons and
armour, but the guild of the Runesmiths has brought the use of runes one
step ahead, for they have managed to channel the power of runic magic into
runestaffs, allowing them to actually cast spells in a similar way to
wizards of other races.

This form of magic was given to the Dwarves of [[9]] by Cliath, whom was
severly wounded by Deathmeer the Abhorrant. Cliath wanted the Dwarves to
lead the charge against Malachive and the Abhorrants and thus entrusted the
power of runes to Hill and Mountain Dwarves. Only clerics of Cliath may
learn the ways of the Runesmith.

Cliath does not allow Runesmiths outside of Wargar, with the exception of
retired Dwarves who retire to Thaxanos.

CLASS: CLERIC (Must Follow Cliath)

RACE: H-Dwarf and M-Dwarf

ALIGNMENT: ANY alignment

CLAN: //WARGAR// only

Default:
[[10]], [[11]], [[12]]
[[13]], [[14]], [[15]]
[[16]], [[17]], [[18]]
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#Bladesinger

**BLADESINGER**

The Bladesinger is an elite member of the [[19]] clan Kyorl, skillfully
combining magic and might to defeat his foes, and the foes of all elves. The
Bladesinger is a rarely multi-classed mixture of Mage and Warrior, effective
using his spells to augment his swordarm.

Bladesingers have more magical power than do pure warriors, but not
quite as much as mages. Bladesingers cast spells at close to their actual
experience level, and don't suffer the CP costs that warriors do when selecting
spells for themselves. Bladesingers are proficient in many skills that pure
mages cannot learn, such as disarm and bash.

However, Bladesingers are restricted to the use of daggers and swords
in their adventuring careers. Their dedication to both combat and magic forces
them to use a narrow range of weapons, and being that elves have a natural
affinity to swordfighting, the Bladesingers drift towards short and long swords.

Bladesingers also have the unique ability to use a dance-like combat
style known as the Bladesong. The Bladesong has been handed down from elven
generation to generation, and is a graceful, deceptive combat style that only
elves, with their natural agility, can master. As members of the Shalonesti clan
and Kingdom have intermingled, it is now possible for those in the [[20]] to
train in these arts.

CLASS: ANY Class

RACE: ELVES of any subrace (Except D-Elf)

ALIGNMENT: ANY alignment

CLAN: //SHALONESTI// only

KINGDOM: //SHALONESTI// only

Default:
[damage], [[21]], [[22]]
[[23]], [[24]], [attack]
[[25]], [[26]], [[27]]
[[28]], [stab]
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#Eldritch

**ELDRITCH**

With the impending threat of Chaos and the coming Wars, Zandreya bestowed
upon her chosen race the teachings needed to defend themselves against the
incoming onslaught. It was through this cultivation that the Eldritch came
to be. Borrowing a handful of spellbooks from both the cleric and the mage,
they are able to cast debilitating maledictions as well as summon
mountainous beasts.

Once fully trained in the basic arts, the Eldritch is able to choose from
one of three exclusive paths, the sun, the moon or the stars in which they
can draw energy from in order to inflict a more focused and powerful magic
upon their enemy. Only after an abundance of time and mass training through
loyalty and dedication, may the Eldritch be able to seek a second path.

CLASS: CLERIC only

RACE: ELVES of any subrace (Except D-Elf)

ALIGNMENT: ANY alignment (Must Follow Zandreya)

CLAN: //SHALONESTI// only

Default:
[[29]], [[30]], [[31]]
[[32]], [[33]], [[34]]
[[35]]
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#Invoker

**INVOKER**

Invokers are a special reclass only available to mages of the Conclave.
These highly specialized mages are able to call upon special magics which
make them quite powerful.
These mages also have the ability to stop other characters from taking any
action by surrounding them in a web, and have perfected the art of hiding
themselves from detection.
Who can be an Invoker?

CLASS: MAGES only

RACE: ANY EXCEPT Kender, Hill/Mountain Dwarves, Giant Ogres, Bugbears, Wemics

ALIGNMENT: ANY alignment

CLAN: //CONCLAVE// only

Default:
[[36]], [[37]], [[38]]
[[39]], [[40]], [[41]]
[[42]], [[43]]
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#Necromancer

**NECROMANCER**

The Necromancers of the Conclave are regarded as dark and vile creatures;
heartless, soulless magi whose presence and talents are scarcely tolerated
by the rest of their clan. They wield frightening power over death itself,
and have been often spotted doting over corpses, harvesting pieces of the
body for use in their dark Art.

Necromancers are a special reclass, available only to those mages who choose
to join the Conclave. The Necromancers are generally evil, though not
necessarily so, and despite rumor and legend, generally associate amiably
with the rest of the wizardly classes. The nature of their Art requires
that they distance themselves somewhat from people; after all, one never
knows when one's best friend would make an excellent corpse host.

The school of Necromancy is by far the most powerful and most costly of the
specialized magicks. Necromancers suffer terrible physical deformities and
disabilities, and find themselves often unable to sleep, their nights
terrorized by nightmare dreams and memories from beyond death. They receive
precious little physical boon from leveling, and are severely limited in
weapon selection. Nevertheless, with the ability to conjure entire armies
of lifeless soldiers to fight for them, they are far from a helpless lot.

CLASS: MAGES only

RACE: ANY EXCEPT Kender, Shalo Elves, Tinker Gnomes, Hill/Mountain Dwarves, Giant Ogres, Bugbears, Wemics

ALIGNMENT: ANY alignment, typically evil

CLAN: //CONCLAVE// only

Default:
[[44]], [[45]], [[46]]
[[47]], [[48]], [[49]]
[[50]]
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#Transmuter

**TRANSMUTER**

Transmuters are a special reclass only available to mages of the Conclave.
These highly specialized mages are able to call upon special magics which
make them quite powerful. They have access to spells which allow them to
alter their appearance, make side effects permanent, and reduce or enlarge
characters.

CLASS: MAGES only

RACE: ANY EXCEPT Kender, Hill/Mountain Dwarves, Giant Ogres, Bugbears, Wemics

ALIGNMENT: ANY alignment

CLAN: //CONCLAVE// only

Default:
[[51]], [[52]], [[53]]
[[54]], [[55]], [[56]]
[[57]], [[58]], [[59]]
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#Battlemage

**BATTLEMAGE**

The battlemage is a rather different reclass than the regular Conclave ones.
A fairly specialized "niche" reclass, they are trained in various methods of
receiving damage and helping their fellow Conclavers. Battlemagic also includes
some of the only methods of healing given to magi, as well as increase their
own toughness, rescue when people are fighting and create strange, warped
creatures for their own use. However, they do not receive the Conclave CSR
bonus for spellcasting like the others do.

CLASS: MAGES only

RACE: ANY EXCEPT Kender, Hill/Mountain Dwarves, Giant Ogres, Bugbears, Wemics

ALIGNMENT: ANY alignment

CLAN: //CONCLAVE// only

Default:
[[60]], [[61]], [[62]]
[[63]], [[64]], [[65]]
[[66]], [[67]]
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#Paladin

**PALADIN**

The holy warriors of the [[68]], Paladins are a specialized
warrior-cleric mixture, and the holiest of Knights. To become a Paladin,
one must be a Knight and earn the right to reclass from the leader(s) of
that clan. Paladins receive excellent hit points, and sport one of the
best THAC0's in the game. They receive mana as a cleric, and cast at
their actual level. Paladins can use detection, a skill generally not
allowed of warriors. Paladins also have access to a handful of holy
spells, used to detect and destroy the undead. Paladins can also heal
blindness, poison, plague, scourge, curse, and blights by touch.

CLASS: ANY class

RACE: HUMANS only

ALIGNMENT: Lawful Good (informal rule)

CLAN: //KNIGHTHOOD// only

Default:
[strike], [[69]], [[70]]
[[71]], [[72]], [[73]]
[[74]], [[75]], [[76]]
[[77]], [block], [[78]]
[[79]]
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#Confessor

**CONFESSOR**

CLASS:

RACE: HUMANS only

ALIGNMENT: GOOD

CLAN: //KNIGHTHOOD// only

Default:

#Shadowknight

**SHADOWKNIGHT**

These are the Chosen Knights of Necrucifer. Only those with dedicated
hearts and minds whom serve Necrucifer will be allowed to be blessed with
His many unholy blessings. Shadow Knights live only to serve Necrucifer,
and bring the Prophecy to Algoron.

CLASS: ANY

RACE: HUMANS only

ALIGNMENT: EVIL - Follows Necrucifer Only

CLAN: //SHADOW// ONLY

Default:
[[80]], [[81]], [[82]]
[[83]], [[84]], [[85]]
[[86]], [rapture], [disarm]
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#Shadowmage

SHADOWMAGE

Long ago, the warlocks and witches of Storm Keep claimed that the Gray
Robes' Magic did not stem from Drakkara, but from Necrucifer himself.
Drakkara punished the Gray Robes, and made it known that She was the source
of the magical power of all Evil, including that of Storm Keep.

In the mists of time when Necrucifer fought with Austinian, the blood of
Necrucifer tainted the rivers and oceans and its very essence permeated
everywhere in the land. In an effort to find his way back to Algoron,
Necrucifer found a way awaken the presence of His fallen blood on Algoron by
using it to harness the wild magic of warlocks and make it His own.

Now Evil can claim that their hold on magic is stronger.

The Gray Robes of Storm Keep have retained the ability to steal the magic
of other professions through the wild magic of brewing, making them natural
enemies of the Conclave as a renegade school of magic.

CLASS: MAGE

RACE: HUMANS only

ALIGNMENT: EVIL - Follows Necrucifer Only

CLAN: //SHADOW// ONLY

#Dragonslayer

**DRAGONSLAYER**

CLASS:

RACE: Any race

ALIGNMENT: Any alignment

CLAN: //SLAYERS// only

Default:

#Monk

**MONK**

The silent and imposing monk. Their order is the offspring of an ancient
cult of manatonicists in the old Serpantol Empire, who were run out of their
homeland just before it was destroyed by the Yinn. Only true manatonicists
may reclass into a monk.

Monks are expert combatants, being able to strike a dozen times in a
single round. They disdain most weapons, using only their hands and staves.
They are healers as well as mages, utilizing healing, enhancements, and
combat to keep themselves alive. They receive hit points and THAC0 as a
warrior, and mana as a mage. They are not affected by the moons.

To become a monk, the aspiring manatonicist must venture into dae'Tok, and
find the Temple of the Serpent's Eye. Therein lies the secret to the
monastic life.

Monks are forbidden from using any channels save their clan channel and OOC.

SPECIAL: \*\*//MANATONICS ONLY//\*\*, successful quest completion

CLASS: ANY

RACE: ALL EXCEPT GIANT OGRE, KENDER, GOBLIN, HOBGOBLIN, BUGBEAR

ALIGNMENT: ANY

CLAN: ANY, including non-clanned

Default: ??
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