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!!!!!!!!!!