Classes

A **class** refers to the general upbringing of a character and the types of skills they might have learned throughout childhood. More concretely, your class will determine which skills, spells, and stats you start with on a new character.

There are nine classes in Cosrin and each one offers a unique perspective on the game.

## Battlemage

Based on race, Battlemage stats are altered as:

* Strength +4
* Accuracy +3
* Dexterity +1
* Mysticism +9
* Speed
* Constitution +2

Starts with the following skills:

***Minotaur***

* One Handed Weapons
* Two Handed Weapons
* Toughness
* Naturalism Spell Use
* Resilience
* Swimming
* Barter
* Physical Training
* Spiritual Karma
* Warcraft
* Arcana
* Magic Spell Use
* Sorcery Spell Use
* Drinking

Starts with the following equipment:

***This is Minotaur starting gear, they can't wear helms. Other races may start with a helm!***

* Broad Sword
* Used Leather Armor

Unique class features:

* Third Multiple Attack when using enchant one or two handed weapons.
* Bonus damage when using a weapon with an elemental enchant.
* Bonus to combat skills and spells.
* Access to all weapon enchantments.

--Eternal (talk) 18:53, 17 September 2015 (CDT)

## Berserker

Based on race, Berserker stats are altered as:

* Strength +6
* Accuracy
* Dexterity +2
* Mysticism -2
* Speed +2
* Constitution +4

Starts with the following skills:

* Two Handed Weapons
* Called Shot
* Multiple Attacks
* Warcraft
* Physical Training
* Drinking

Starts with the following equipment:

* two-handed sword
* leather armor
* leather helm

Unique class features:

* Berserker Rage, which converts SP to HP on death.
* Third Multiple Attack when using a balanced two handed weapon.
* Bonus to base damage with a weapon.
* Cannot Parry.
* 1-second penalty to Retreating.

## Fighter

Based on race, Fighter stats are altered as:

* Strength +6
* Accuracy +2
* Dexterity
* Mysticism
* Speed
* Constitution +3

Starts with the following skills:

* One Handed Weapons
* Called Shot
* Multiple Attacks
* Warcraft
* Physical Training
* Drinking

Starts with the following equipment:

* broad sword
* leather armor
* leather helm

Best Possible Starting Level Weapon:

*Ruby Bladed Sword*

* *Dropped by the Skeletal Necromancer in the Graveyard*
* *1-7+2 damage*
* *Magic Level 1*
* *Offense Modifier Reasonable*
* *Defense Modifier Counter-Productive*

Unique class features:

* Third Multiple Attack when using a balanced one handed weapon.
* Bonus damage absorption when using a shield.

## Monk

Based on race, Monk stats are altered as:

* Strength +2
* Accuracy
* Dexterity
* Mysticism +2
* Speed +3
* Constitution

Starts with the following skills:

* Unarmed Combat
* Called Shot
* Multiple Attacks
* Stunning Blow
* Physical Training
* Naturalism Spell Use
* Herbalism

Starts with the following equipment:

* bluesteel katana
* woolen robe
* cloth skull cap

Unique class features:

* Fifth Multiple Attack when unarmed or using an unenchanted martial arts weapon.
* Able to instantly re-hide after a successful assassination.
* Increased chance to hide.

## Ranger

Based on race, Ranger stats are altered as:

* Strength +5
* Accuracy +3
* Dexterity +1
* Mysticism +8
* Speed +1
* Constitution +2

Starts with the following skills:

* Missile Weapons
* Riding
* Physical Training
* Spiritual Karma
* Naturalism Spell Use
* Herbalism

Starts with the following equipment:

* broad sword
* willow bow
* leather armor
* leather helm

Best Possible Starting Level Weapon:

*Modified Crossbow*

* *Dropped by the Lizardman Gaoler in the Valtera's Prison* and by various mobs in Valtera's Lab
* *1-6+3 damage*
* *Magic Level 1*

Unique class features:

* Third Multiple Attack when using a balanced missile weapon.
* Bonus Strength modifier when using a missile weapon.
* Bonus Accuracy modifier when using a missile weapon.

## Shaman

Based on race, Shaman stats are altered as:

* Strength
* Accuracy -2
* Dexterity
* Mysticism +10
* Speed
* Constitution

Starts with the following skills:

* Spiritual Karma
* Naturalism Spell Use
* Herbalism

Starts with the following equipment:

* sharp dagger
* woolen robe
* wizard hat

Unique class features:

* Most effective at using Naturalism spells.
* Access to Raise Dead and Resurrect.
* Access to Poison, Slow, Sleep, and Pacify Enchant.

## Sorcerer

Based on race, Sorcerer stats are altered as:

* Strength
* Accuracy -2
* Dexterity
* Mysticism +10
* Speed
* Constitution

Starts with the following skills:

* Spiritual Karma
* Naturalism Spell Use
* Herbalism

Starts with the following equipment:

* sharp dagger
* woolen robe
* wizard hat

Unique class features:

* Most effective at using Sorcery spells.
* Bonus damage when using direct damage spells.
* Access to Soul Leech.
* Access to room spells.
* Access to Fire, Cold, Electricity, and Energy Drain Enchants.

## Thief

Based on race, Thief stats are altered as:

* Strength
* Accuracy -1
* Dexterity +8
* Mysticism
* Speed +3
* Constitution +1

Starts with the following skills:

* Stealth
* Called Shot
* Multiple Attacks
* Assassination
* Poisoning
* Herbalism

Starts with the following equipment:

* sharp dagger
* leather armor
* beret

Unique class features:

* Third Multiple Attack when using a poisoned one or two handed weapon.
* Able to instantly re-hide after a successful assassination.
* Able to instantly re-hide after striking from the shadows.
* Increased chance to hide.

## Wizard

Based on race, Wizard stats are altered as:

* Strength -2
* Accuracy -2
* Dexterity
* Mysticism +10
* Speed
* Constitution

Starts with the following skills:

* Spiritual Karma
* Magic Spell Use
* Arcana

Starts with the following equipment:

* sharp dagger
* woolen robe
* wizard hat

Unique class features:

* Most effective at using Magic spells.
* Access to Haste.
* Access to Enchant Item.
* Access to Magic Armor.
* Access to Stun, Hold, Web, and Entanglement Enchantments.