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History

Deities

Aleris Setting

Alerian Government

Outer Gates

Races

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Classes

Leveling


Below is a list of all the classes available to choose from in Aleris RPG. It is important to pick which class (both Primary and Secondary) you want when registering your character as this decides a bonus stat that can be used in fighting. For more information on bonus stats, you can also visit our leveling chart. Choose which class suits your character or your liking.

Questions and Answers About Classes :

  • Why do we have a Primary and Secondary Class? - Having a Primary and Secondary class compensates for character background. A character may be good at fighting, but they may also be able to weild a little bit of magic.
  • What happens if I want to be just a Fighter? - You can choose Fighter for both Primary and Secondary class and you will get the noted bonus for both Primary and Secondary Class still.



Fighter
Fighters are experts in combat and weaponry. They choose to fight for themselves, for others or even for money. Fighters can wield a wide range of weapons, but often have no talent or skill in using magic. Some may specialize in attacks, while others specialize in defense or evasion. Fighters are known to study their opponents well, but often times let a clouded mind get in their way; one that is filled with goals of victory and pride.

  • Primary Class Bonus Stat: Add +1 Attack at levels 1, 11, 21, 31, 41, 50.
  • Secondary Class Bonus Stat: Add +1 Attack level 25 and level 50.

Ranger
This class is proficient in using ranged weaponry (bows, guns, etc) and they are able to take out their targets from a distance. They are masters at hitting their marks, whether it be to save some one's life or an assassination.

  • Primary Class Bonus Stat: Add +1 Hit at levels 1, 11, 21, 31, 41, 50.
  • Secondary Class Bonus Stat: Add +1 Hit level 25 and level 50.

Mage
Mages are one with the elements and while you will often find them carrying staffs or tomes to channel energy, their body is also considered a magical medium. Mages are in tune with their surroundings and things that are unseen to the normal eye. They are able to wield and manipulate the elements to summon magic. Some may specialize in one element while others like to study a range of elements. Others have also been known to harvest light or dark magic.

  • Primary Class Bonus Stat: Add +1 Soak at levels 1, 11, 21, 31, 41, 50.
  • Secondary Class Bonus Stat: Add +1 Soak level 25 and level 50.

Rogue
Rogues are those who have chosen a path outside the bounds of normal society. They are thieves, connivers, con-artists, charlatans, and criminals, just to name a few. They may have skills in fighting, magic, or even both but rather than devote themselves to perfecting these arts, they are most often viewed as tools by the Rogue to be used to further their schemes. A rogue relies more on stealth and cunning to achieve their goals and can be somewhat unpredictable.

  • Primary Class Bonus Stat: Add +1 Evasion at levels 1, 11, 21, 31, 41, 50.
  • Secondary Class Bonus Stat: Add +1 Evasion level 25 and level 50.

Healer
While Healers at first may be typically weak in nature, some of them are quite resilient and become the lifeline for any travelling or hunting party. They are able to heal their friends by a variety of ways: magic, herbal medicine, prayer, etc. They are not expert fighters but are able to wield any weapon and defend themselves, should they try hard enough to master battle skills.

  • Primary Class Bonus Stat: Add +1 Hit Point at levels 1, 11, 21, 31, 41, 50.
  • Secondary Class Bonus Stat: Add +1 Hit Point level 25 and level 50.

Crafter
Crafters are able make their own weapons or armor - the bonus of crafted object depends on their level. Crafters also make their own income from selling weapons or armor to other people. You can often find their shops located in the Cornucopia Market.

  • Primary Class Bonus Stat: Please see below for the rules on crafting.
  • Secondary Class Bonus Stat: Able to craft Grade F items (level 1 - 25) and Grade E items (level 26-50). Please see the rules on crafting below.





1. Crafters can make items of different Damage, Soak, and Hit Point Regeneration based on their current level.

  • Levels 1 - 10 can create items of +1 Damage, Soak, or Hit Point. (Grade F Item)
  • Levels 11 - 20 have the chance to create items from +1 to +2 Damage, Soak, or Hit Points. (Grade E Item)
  • Levels 21 - 30 have the chance to create items from +1 to +3 Damage, Soak, or Hit Points. (Grade D Item)
  • Levels 31 - 40 have the chance to create items from +1 to +4 Damage, Soak, or Hit Points. (Grade C Item)
  • Levels 41 - 49 have the chance to create items from +1 to +5 Damage, Soak, or Hit Points. (Grade B Item)
  • Level 50 can create items from +1 to +5 Damage, Soak, or Hit Points at will. (Grade A Item)

2. To determine Damage, Soak, or Hit Points of item, the Crafter must roll a die corresponding to their level/ability with a representative of the game as witness.

Example:

  • Bob rolls a 1d3 because he is a level 24 crafter.
  • Bob gets a 2.
  • The Black Dragon Scale Armor Bob crafted now has +2 Soak.
  • GM witnesses and posts logs in the GM section, confirming the crafting.

3. Crafters are only allowed five (5) rolls a week, to ensure fairness. If the character is level 50, they are allowed six (6) rolls a week.

4. There must be a storyline explaining the need of the weapon, gaining the materials for the weapon, and the crafting of the weapon.

5. Crafters may name the weapon/armor and list whatever price they would like for the created item. It is theirs to sell.


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