CLASSES

Below are the classes that your character can become, and their effects. Your character can change classes at any time by visiting the Klu'Thar temple. When you are at the temple, just send an E-mail telling us what class you wish to become. Remember, if you are a Level 5 Sorcerer and switch to a Warrior, switching back to a Sorcerer will place you at level 5. Also remember, the + to stats are temporary, so switching classes will lower your stats. Note, you must have reached the lower levels of a Class to reach the higher levels.

SORCERER: Raised in the secluded North Dona, Sorcerers are taught at an early age to bend the elements to their will.



 
 
 
 
 
LEVEL EFFECT REQUIREMENTS
1 (Novice) +1 to Magic None
2 (Apprentice) +2 to Magic  Level 5
3 (Student) +4 to Magic Level 10, 2 visits to the Sorcerer Guild
4 (Teacher) +8 to Magic Level 15, 5 visits to the Sorcerer Guild
5 (Adept) +15 to Magic, +1 Lesson Level 20, 8 visits to the Sorcerer Guild
6 (Skilled) +25 to Magic, +2 Lessons Level 25, 10 visits to the Sorcerer Guild
7 (Deadly) +35 to Magic, +3 Lessons Level 35, 15 visits to the Sorcerer Guild
8 (Master) +50 to Magic, +4 Lessons Level 45, 20 visits to the Sorcerer Guild
9 (Hero) +65 to Magic, +5 Lessons Level 55, 30 visits to the Sorcerer Guild
10 (Magi) +100 to Magic, +10 Lessons Level 70, 50 visits to the Sorcerer Guild.

WARRIOR: Those who are chosen to be warriors usually visit the Warrior Guild in Southern Setiton within the first fifteen years of their life. Warriors devote their lives to Weapon Proficiencies.
 
 
1 (Novice)  +1 to Strength None
2 (Apprentice) +2 to Strength Level 5
3 (Student)  +4 to Strength Level 10, 2 visits to the Warrior Guild
4 (Teacher) +8 to Strength Level 15, 5 visits to the Warrior Guild
5 (Adept) +15 to Strength, +1 Lesson Level 20, 8 visits to the Warrior Guild
6 (Skilled) +25 to Strength, +2 Lessons Level 25, 10 visits to the Warrior Guild
7 (Deadly) +35 to Strength, +3 Lessons Level 35, 15 visits to the Warrior Guild
8 (Master) +50 to Strength, +4 Lessons Level 45, 20 visits to the Warrior Guild
9 (Hero) +65 to Strength, +5 Lessons Level 55, 30 visits to the Warrior Guild
10 (Paladin) +100 to Strength, +10 Lessons Level 70, 50 visits to the Warrior Guild

EXPLORER: Explorers are not able to belong to a guild, and instead spend their lives traveling the world. Explorers are the most versatile class, and are very good for beginners.
 
 
1 (Novice) +1 to all stats  None
2 (Apprentice) +2 to all stats Visited two continents
3 (Student)  +3 to all stats  Visited three continents
4 (Teacher) +5 to all stats Visited four continents
5 (Adept) +8 to all stats, +1 Lesson Visited six continents (2nd/3rd Dimension continents count)
6 (Skilled) +10 to all stats, +2 Lesson Visited 8 continents
7 (Deadly) +15 to all stats, +3 Lesson Visited 12 continents
8 (Master) +20 to all stats, +4 Lesson Visited 15 continents
10 (Hero) +30 to all stats, +5 Lesson Visited 18 continents
10 (Captain) +40 to all stats, +10 Lesson Visited 18 continents, all Netherworld locations

 

VAMPIRE: Creatures of the Dark, Vampires roam the night searching for their next victims. Beware, anyone of the Class Vampire cannot rise above the alignment Neutral.
 
 
1 (Novice) +2 to all stats if it is past 7:00 Mountain Time. -1 to all stats if it is before 7:00 Mountain Time. None
2 (Apprentice) +5 to all stats if it is past 7:00 Mountain Time. -3 to all stats if it is before 7:00 Mountain Time. 1 visit to the Netherworld
3 (Student) +10 to all stats if it is past 7:00 Mountain Time. -5 to all stats if it is before 7:00 Mountain Time. 2 visits to Netherworld
4 (Teacher) +15 to all stats if it is past 7:00 Mountain Time. -10 to all stats if it is before 7:00 Mountain Time. 5 visits to Netherworld
5 (Adept) +20 to all stats if it is past 7:00 Mountain Time. -12 to all stats if it is before 7:00 Mountain Time. Alignment must be black-souled, 10 visits to Netherworld
6 (Skilled) +25 to all stats if it is past 7:00 Mountain Time. -15 to all stats if it is before 7:00 Mountain Time. Alignment must be black-souled, 12 visits to Netherworld, Must carry a NetherCape
7 (Deadly) +30 to all stats if it is past 7:00 Mountain Time. -18 to all stats if it is before 7:00 Mountain Time. Alignment must be black-souled, 15 visits to Netherworld
8 (Master) +35 to all stats if it is past 7:00 Mountain Time. -20 to all stats if it is before 7:00 Mountain Time. Alignment must be black-souled, Must have killed at least 1 person, 20 visits to Netherworld
9 (Hero) +50 to all stats if it is past 7:00 Mountain Time. -23 to all stats if it is before 7:00 Mountain Time. Alignment must be black-souled, Must have killed at least 3 people, 23 visits to Netherworld
10 (Impaler) +70 to all stats if it is past 7:00 Mountain Time. -25 to all stats if it is before 7:00 Mountain Time. Alignment must be Demonic, Must have killed at least 5 people, 30 visits to Netherworld

 
 

MONK: Monk's are usually peaceful people who realize that self-defense is a way of life. These masters of the fist train their bodies to the extreme to defend themselves and their allies. NOTE: Any time you kill an opponent, you are automatically kicked out of the Monk Guild and cannot become a Monk or join the Monk Guild for a week.
 
 
1 (Novice)
None
2 (Apprentice)
Requires 20 Strength, 10 Vitality
3 (Student)
Requires 30 Strength, 25 Vitality
4 (Teacher)
Requires 40 Strength, 35 Vitality
5 (Adept)
Requires 50 Strength, 55 Vitality
6 (Skilled)
Requires 60 Strength, 65 Vitality
7 (Deadly)
Requires 70 Strength, 75 Vitality
8 (Master)
Requires 80 Strength, 90 Vitality
9 (Hero)
Requires 90 Strength, 95 Vitality
10 (Shao'Lin)
Requires 100 Strength, 100 Vitality, Induction into the Monk Guild,

PRIEST: Lifelong healers, Priests hail from Klu'Thar City, where they are often hired by royalty to heal Nobles. Priests are also usually skilled mages, however, some have grown to be quite skilled in weaponry.
 
 
1 (Novice) +1 to Magic and M.Defense
None
2 (Apprentice) +2 to Magic and M.Defense
Must know Cure, Heal
3 (Student) +3 to Magic and M.Defense
Must have casted a Healing spell 20 times
4 (Teacher) +5 to Magic and M.Defense
Must have casted a Healing spell 40 times
5 (Adept)
Must have casted a Healing spell 60 times
6 (Skilled)
Must have casted a Healing spell 80 times
7 (Deadly)
Must have casted a Healing spell 100 times
8 (Master)
Must have casted a Healing spell 140 times
9 (Hero)
Must have casted a Healing spell 180 times
10 (Guardian Angel)
Must have casted a Healing spell 250 times

 
 

NINJA: Also known as Mercernaries, Ninjas prefer their privacy and tend to train around the Frozen Wasteland. Ninjas are often hired as trained killers in the larger continents. To mess with a Ninja is to taunt Odin.
 
 
1 (Novice)
Must have Katana Proficiency
2 (Apprentice)
Must have 15 Speed
3 (Student)
Must have learned Cloak, Must have 25 Speed
4 (Teacher)
Must have 30 Speed
5 (Adept)
Must have learned Covert, Must have 40 Speed
6 (Skilled)
Must have Throwing Proficiency, Must have 50 Speed
7 (Deadly)
Must have 55 Speed
8 (Master)
Must have Double Wield Proficiency, 60 Speed
9 (Hero)
Must have learned Stealth, 70 Speed
10 (Stealth)
Must have 80 Speed

 

ARCHER: Archers were first used as effective weapons by Elves, trying to defend their territory against invading Vesians. Archers usually live with the elves in the Ninean Keys.
 
 
1 (Novice)
None
2 (Apprentice)
Must have Bow Proficiency, 10 Magic
3 (Student)
Must have Ice Arrow. 15 Magic
4 (Teacher)
Must have Fire Arrow, Bolt Arrow, 20 Magic
5 (Adept)
Must have Earth Arrow, Air Arrow, 25 Magic
6 (Skilled)
Must have Dark Arrow, Holy Arrow, 30 Magic
7 (Deadly)
Must have Cosmos Arrow, 35 Magic
8 (Master)
Must have Accuracy Up, 40 Magic
9 (Hero)
Must have 45 Magic
10 (Sharpshooter)
Must have found Golden Arrows, 50 Magic

PROPHET: The oldest class on Jadian, Prophets huddle together in a tight family. Master Prophets have the ability to see things before they happen, and therefore can usually detect a battle even before the antagonizer. Also, Prophets have the ability to enchant weapons with elemental power. See TECHNIQUES for more information on Enchant.
 
 
1 (Novice)
None
2 (Apprentice)
Magic + Magic Resistance must be at least 30
3 (Student)
Magic + Magic Resistance must be at least 40
4 (Teacher)
Magic + Magic Resistance must be at least 50
5 (Adept)
Magic + Magic Resistance must be at least 60
6 (Skilled)
Magic + Magic Resistance must be at least 80
7 (Deadly)
Magic + Magic Resistance must be at least 100
8 (Master)
Magic + Magic Resistance must be at least 115
9 (Hero) Always goes first in battle (Roll dice as normal when fighting another Priest with this ability) Magic + Magic Resistance must be at least 130
10 (Seer) Always goes first in battle (Roll dice as normal when fighting another Priest with this ability) Magic + Magic Resistance must be at least 150

LEGEND: Every hundred years or so, a Legend appears on the planet of Jadian. Many strive to become Legends, but very few succeed. To become a Legend is to be permenantely enscribed in the pages of Jadian lore. The Paradise Temple is rumored to exist somewhere, in some dimension of Jadian.
 
 
1 (Legend)  +1 to all Stats, +3 Lessons At least Level 5 with all classes
2 (Slayer) +3 to all Stats, +3 Lessons At least Level 5 with all classes, visited the Paradise Temple at least once.
3 (Lord) +5 to all  Stats, +3 Lessons At least Level 5 with all classes, visited the Paradise Temple at least three times.
4 (Baron) +15 to all  Stats, +4 Lessons At least Level 6 with all classes, visited the Paradise Temple at least five times.
5 (King) +20 to all  Stats, +4 Lessons At least Level 6 with all classes, visited the Paradise Temple at least eight times.
6 (Champion) +25 to all  Stats, +5 Lessons At least Level 6 with all classes, visited the Paradise Temple at least ten times.
7 (Divine One) +35 to all  Stats, +6 Lessons At least Level 7 with all classes, visited the Paradise Temple at least twelve times.
8 (M/Patriarch) +50 to all  Stats, +7 Lessons At least Level 7 with all classes, visited the Paradise Temple at least fifteen times.
9 (Savior) +75 to all  Stats, +10 Lessons At least Level 7 with all classes, visited the Paradise Temple at least eighteen times.
10 (Immortal) +125 to all  Stats, +20 Lessons At least Level 8 with all classes, visited the Paradise Temple at least twenty-five times. Alternatively, you can reach Level 10 by reaching Level 10 with all other classes.

*DEFINITELY MORE CLASSES TO COME!!!!!!!!!!