Reclasses

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This page will describe the various reclasses. If there isn't a help file, I'll try to come up with one.

**==RANGER==**

Master woodsmen, and often solitary wanderers, the rangers of the
realm are a quiet and mysterious lot. They harness the powers of nature
through their innate affinity with the forests, and have access to a small
sphere of nature spells. Rangers are limited to warriors and thieves,
but have no clan limitations. Only humans, elves, and hill dwarves may
become rangers. Rangers share some skills with assassins, including the
ability to remain unseen. Rangers have good hit points, and an average THAC0.

They get warrior-level mana gains, but are more skilled than the average
warrior. Rangers may use the 'dual wield' skill with any combination of
weapons, even those with the same weight, though they must pay for this skill
with creation points.

CLASS: WARRIORS only
RACE: Everything but D-Dwarf, Goblin
ALIGNMENT: Any alignment
CLAN: ANY, including non-clanned

* + Default skills:\*\*

[[1]], [movement], [water]
[vision], [[2]], [[3]]
[[4]], [[5]], [[6]], [[7]], [damage], [vision]
[[8]], [[9]], [[10]], [[11]], [[12]]

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#Barbarian

* + Barbarian\*\*

Barbarian is actually a rather broad generalization, and probably not quite
accurate in all cases. Some choose to ignore the teaching of magic and
learn pure fighting, becoming a true warrior. However, a large number are
in fact barbarians - wild, uncivilized, and brutal.

True barbarians have a natural distrust for magic, despising its use, and
being unable to learn even the simplest of spells. Instead they turn to
weaponry, and become exceedingly dangerous with even the most common of
weapons. Strangely though, most barbarians find it difficult to resist the
enhancements that magics from others can provide to them.

Using a variety of unusual techniques, each barbarian has a different method
of fighting. Some prefer to wield a shield, and others prefer wielding a
pair of weapons to deal destruction as quickly as possible. Some, less
civilized than most will wield a single hulking weapon, dealing unimaginable
damage with their powerful swings, often knocking foes to the ground with
each blow.

The barbarian may be the most skilled master of weapons and fighting
techniques in the land (although the dwarves would argue their so-called
Battleragers hold that position, and the elves for their Bladesingers).

CLASS: WARRIORS ONLY
RACE: ALL EXCEPT SHALONESTI ELF, DARK DWARF, TINKER GNOME, KENDER
ALIGNMENT: ANY
CLAN: ANY, including non-clanned

* + default:\*\*

[block], [[13]], [[14]]
[[15]], [damage], [[16]]
[attack], [attack], [[17]]
[[18]], [kick], [[19]]
[[20]], [[21]], [[22]]

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#Swashbuckler

* + Swashbuckler\*\*

These care-free dashing warriors, glide through life with
grace, wit and charm. Disdainful of most common weapons,
they are extremely proficient at those of their choosing.
Ever ready for adventure, swashbucklers have a multitude
of skills at their disposal to help them on their way.
Who can be a swashbuckler?

CLASS: Warriors only
RACE: Humans, elves, muls, half-ogre, kender
ALIGNMENT: Any
CLAN: ANY

* + Default:\*\*

[[23]], [[24]], [[25]]
[[26]], [weapon], [dispossession]
[[27]], [call|oceancall], [[28]]
[attack], [attack], [[29]]
[[30]], [[31]]

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#Armsman

* + Armsman\*\*

The basic man of arms from the legends. The Armsman can, and will, do
anything necessary to win a fight. He can use almost all weapons and armor.

Almost all Armsman are trained since childhood to master almost all weapons
and can use each weapon effectively even while wearing heavy armors. The
training of Armsmen is passed down from generation to generation and the
races who most cherish the act of weapondry based combat seem to do the best
at them, especially the Minotaur, the Ogre and the Hill and Mountain
Dwarves. Other races also make good Armsmen, such as Humans, Hobgoblins,
Half Elves and Half Ogres.

CLASS: Warriors only
RACE: Any
ALIGN: Any
CLAN: Any, including non-clanned

* + Default:\*\*

[[32]] [wield] [sword]
[[33]] [reactions] [[34]]
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#Witch

* + Witch/Warlock\*\*

Much like the witches of fairy-tale fame, their magical talents
are less controllable than that of traditional mages, yet formidable
nonetheless. They are rather more talented at physical combat than most
mage classes, despite being unable to use combat spells.
The main characteristic of the witch class is its ability to tap into
the magical secrets of others, attempting to 'steal' their magic
by experimenting with the brewing of strange and wonderful
(and terrible) potions.

CLASS: MAGE only
RACE: Humans, elves (except Shalo), d-dwarf, muls, ogre, h-ogre, goblin, hobgoblin, d-gnome, felar

* + Default:\*\*

[[35]], [[36]], [[37]]
[[38]], [[39]], [[40]]
[[41]], [[42]], [[43]]
[potion], [[44]]

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#Illusionist

* + Illusionist\*\*

Illusionists are magic users who specialize in creating or altering
appearances. Here on Algoron, Illuionists are well known for their tricks
and deceptions at getting themselves away from trouble. One must first
become a mage and then learn the ways of an Illusionist.

CLASS: MAGES only
RACE: Human, Elf, D-Dwarf, Gnome, Minotaur, Yinn, Felar, Ogre, Mul, Goblins
ALIGNMENT: Any
CLAN: Any

* + Default:\*\*

[illusions], [[45]], [[46]],
[[47]], [[48]], [[49]],
[[50]], [[51]], [[52]], [[53]]
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#Enchantor

* + Enchantor\*\*

Enchantors are masters of manipulating not only weapons and armor but
also items in general and have even been rumored to be able to enchant
even people's souls.

CLASS: MAGES only
RACE: All but h-dwarf, m-dwarf, g-ogre, bugbear, hobgoblin, kender, wemic
ALIGNMENT: Any
CLAN: Any

* + Default:\*\*

[[54]], [[55]], [[56]]
[[57]], [[58]], [[59]]
[[60]], [enchantment], [[61]]

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#Crusader

* + Crusader\*\*

Crusaders are fanatics of their religions. They believe in purifying the
world through combat. They believe that they are the righteous and all
others are the wicked. Crusaders are a cleric-only reclass, available to
all. Crusaders are combat-oriented, receiving a number of warrior skills,
such as dual wield, as well as better hit point gains, and slightly worse
mana gains. Crusaders lose access to a few cleric groups, such as Attack
and Elemental.

CLASS: CLERIC only
RACE: Any EXCEPT Bugbear, Hobgoblin
ALIGNMENT: ANY
CLAN: ANY

* + Default Skills:\*\*

[[62]], [[63]], [[64]]
[[65]], [[66]], [[67]]
[[68]], [[69]], [[70]]
[wield], [[71]], [[72]], [[73]]

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#Druid

* + Druid\*\*

Druids are a nature based class. They worship trees, animals and all that
surrounds them made of nature. They are more similar to Rangers than any
other class, but they cast at their level and are VERY deadly in the proper
sectors.
CLASS: CLERICS only
RACE: All but D-Dwarf, M-dwarf, Goblins
ALIGNMENT: ANY
CLAN: ANY

* + Default Skills:\*\*

[[74]], [[75]], [[76]]
[water], [[77]], [[78]]
[[79]], [vision], [vision]
[[80]], [[81]], [[82]]

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#Priest

* + Priest\*\*

Priests serve the Gods like no other profession in Algoron. They devote
their lives to service. Teaching the holy (or unholy) gospel of their Gods
is of the utmost importance, and converting others to their faith is the
priority in life.

Each God or Goddess has their own church and within it an organization with
ranks. With each rank, a priest gains power. All priests start with the
rank of Novitiate. Upon meeting certain requirements, priest may petition
their God or Goddess for promotion within the church. Petitions may come in
many ways. Priests are observed by their gods throughout the entirity of
their lives, from the aspects of their general duties, to their prayers (and
gprays), to their notes of matters of import that may affect the church of
their God's/Goddess's followers. The gods themselves will decide the worth
of their priests based upon what they see.

CLASS: CLERICS only
RACE: HUMANS and ELVES.
ALIGNMENT: ANY
CLAN: ANY

* + Default Skills:\*\*

[[83]], [[84]], [[85]]
[[86]], [[87]], [block]
[[88]], [[89]], [[90]]
[blessings]

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* + Gainable Skills:\*\*

[[91]] ?
[[92]] ?
[[93]] ?
[[94]] ?
[[95]] ?
[[96]] ?
[[97]] ?
[[98]] ?
[[99]] ?
[[100]] ?
[[101]] ?
[[102]] ?
[blessings] ?

[[103]] 7 [fighting] 6 [[104]] 10 [damage] 8 [healing] 6 [[105]] 4 [to hand] 6 [[106]] 4 [[107]] 5 [[108]] 10 [[109]] 10 [[110]] 4 [attack] 4 [block] 3 [[111]] 3 [[112]] 8 [[113]] 8

#Shaman

* + Shaman\*\*

Shamans are a unique and somewhat reclusive lot. Some call
them Witch Doctors or Medicine Man, relying on JuJu or VooDoo magic.
Shamans are limited to using certain weapons, however, they have access to
a unique spellgroup which gives them the ability to morph into wild beasts,
and inflict diseases on their foes.

CLASS: CLERICS only
RACE: Any but S-elf, Tinker, Minotaur, Kender, Yinn
ALIGNMENT: Any alignment
CLAN: ANY, including non-clanned

Default Skills:
[[114]], [[115]], [[116]]
[[117]], [[118]], [[119]]
[[120]], [water], [[121]]
[[122]]

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#Assassin

* + Assassin\*\*

The skills of assassins include a specialized backstab, with the ability to
kill in a single hit. Assassins are experts with poisons, and can concoct
and deliver them with uncanny skill. These rogues are also masters of
working quietly and secretly, and can avoid the eyes of almost any creature.
They can blend into the their surroundings with ease, and are experts at
surviving. Their profession makes them highly valued as mercenaries, and
also necessitates that they maintain some distance from other people.

CLASS: THIEVES only
RACE: ALL EXCEPT BUGBEAR, KENDER
ALIGNMENT: ANY
CLAN: ANY (EXCEPT KNIGHTHOOD), including non-clanned

* + Default:\*\*

[[123]], [[124]], [[125]]
[[126]], [[127]], [dagger]
[smoke], [[128]], [[129]]
[bomb], [[130]], [to hand]
[control], [[131]], [[132]]

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#Bandit

* + Bandit\*\*

Bandits are often vicious, cunning, and cruel. They are "cut throat" even
with their own kind generally, but a common goal of obtaining loot or the
big score makes them more than willing to work in well organized groups.
Bandits are excellent fighters and keep all of the skills of a thief.

CLASS: THIEVES only
RACE: ALL EXCEPT KENDER
ALIGNMENT: Any alignment
CLAN: ANY, including non-clanned

* + Default:\*\*

[enemy], [attack], [[133]]
[[134]], [[135]], [[136]]
[[137]], [[138]], [[139]]
[[140]], [[141]]

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#Nightshade

* + Nightshade\*\*

Nightshades are a specialty thief, known for their ability to surprise an
opponent and make a quick getaway. The Nightshade is an expert at
inflicting quick and heavy damage to distract their target from their
primary goal, the loot. Nightshades use trickery when forced into battle,
and usually will not last long against an opponent who regains their senses
from the initial surprise. Primarily found in a city environment,
Nightshades also use the shadows to their advantage.

CLASS: THIEVES only
RACE: ALL EXCEPT BUGBEAR
ALIGNMENT: Any alignment
CLAN: ANY, including non-clanned

* + Default:\*\*

[[142]], [slip], [[143]]
[[144]], [[145]], [throat]
[[146]], [cut], [[147]]
[[148]], [[149]], [[150]]
[[151]], [[152]], [[153]]

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#Jongleur

* + Jongleur\*\*

Jongleurs are loosely based upon the French entertainers of the same
name. They are masters at manipulating small items with their hands. They
can catch and juggle almost anything. On top of this, they are skilled
acrobats, able to traverse tightropes, turn flips, polevault, and perform a
number of acrobatic feats. Their agility provides them with great defensive
resources.

CLASS: THIEVES only
RACE: ALL EXCEPT d-dwarf, ogre, g-ogre, b-bear, hobgoblin, wemic
ALIGNMENT: Any alignment
CLAN: ANY, including non-clanned

* + Default:\*\*

[hymns],[of life], [attack]
[[154]], [[155]], [[156]]
[damage], [kick], [crowd]
[show], [sense]

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#Charlatan

* + Charlatan\*\*

Charlatans are generally known to be tricksters, though finding one who
will admit to it is nearly impossible! They are bardic trainees who have
chosen to specialize in slight-of-hand and parlour tricks. A charlatan
thrives on city life, but finds him or herself often having to make a quick
exit when a trick goes bad. However, any Charlatan worth his "all-purpose"
potion always has an escape route.

Like bards, Charlatans have special magic in their songs though they prefer
to find grander schemes than singing for their food in bars. A Charlatan's
fighting skills are also bar room brawl-type abilities.

CLASS: Bard Only
RACE: ALL EXCEPT d-dwarf, ogre, g-ogre, b-bear, hobgoblin, wemic
ALIGNMENT: Any
Clan: Any except Knighthood

* + Default:\*\*

[kicking], [[157]], [[158]]
[[159]], [[160]], [[161]]
[[162]], [[163]], [[164]]
[[165]], [[166]], [[167]]
[[168]], [gouge], [sense]

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#Skald

* + Skald\*\*

In the cold darkness during the winters of Viking lore, families and
friends huddle around evening fires while elders tell tales of heroes,
legends, and the Gods. Songs and stories are passed down along the ages,
any many children grow up with these stories embedded in their souls.

So it is no surprise that Skalds of Algoron can inspire listeners with
oration and songs of the tales of honor in battle, victory, and lore. Not
only can Skalds use their songs to rally their allies, but they can also use
their songs to impart fear in the hearts of their foes. Many enemies have
been known to cringe and even run when Skalds begin to shout at them. Some
may wonder why the songs of Skalds are so frightening to those of a
different tongue, yet most Skalds will tell you it is more of the way they
sing it than the words.

In addition to their song, Skalds can train in some weapons of Algoron, and
wear some heavier armors. Skalds will never be as proficient in these
respects as their warrior brethren, but the combintation of song and sword
needs little else to be effective.
Mountain and Hill Dwarves make the most natural Skalds. Humans and Half
Humans also make good Skalds. The Ogre, Goblin and Leonine Species are not
very fit to fight as a Skald.

CLASS: Bard Only
RACE: ALL EXCEPT d-dwarf, ogre, g-ogre, b-bear, hobgoblin, wemic
ALIGNMENT: Any
Clan: Any

* + Default:\*\*

[[169]], [[170]], [block]
[attack], [attack], [[171]]
[chants]

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