free web hosting | free hosting | Business Hosting | Free Website Submission | shopping cart | php hosting
Anime .::LunarXP::.

MAIN
- Home
- Races
- Classes
- History
- Locations
- Server'n'Rules
- Screens
- Forums


CLASSES

There are many classes in the game Neverwinter Nights. In addition to the eleven classes, there are an additional 11 prestige classes.
With merging the NWN game with the Warcraft setting, some rules must be followed to maintain a sense of consistancy

As you read you will discover that there are rules concerning each class. This includes what races can play each class and clerical domains for those of faith.
For some, this may seem a bit constrictive. However, Warcraft is not the Forgotten Realms and our attempt here is to recreate the world of Warcraft.

The rules will govern not only WHAT races can be certain classes but WHEN a class can be played (for example, druids do not become a playable class until Chaos returns and the druids are awaken).

RED DRAGON DESCIPLE is a NON-PLAYABLE class. It simply does not fit into the world of Warcrat. Until there can be a reasonable explination for this class they are not allowed.

Even though the WarCraft Roleplaying game exludes some of the core and prestige classes they are included in this game to ensure a wide variety for players. However, the race restrictions for each class MUST be followed.


ARCANE ARCHER

DISCRIPTION: The Night Elves have a deep history surrounded in both magic and exceptional skill with the bow. For many centuries the Arcane Archers have defended the Night Elf home from enemies.

RACES: Night Elf

NOTE: None


ASSASSIN

DISCRIPTION: The assassin is the master of dealing quick, lethal blows. Assassins also excel at infiltration and disguise. Assassins often function as spies, informants, killers for hire, or agents of vengeance. Their training in anatomy stealth, poison, and the dark arts allows them to carry out missions of death with shocking, terrifying precision. All races can delve into the profession of the assassin.

RACES: Any

NOTE: None


BARBARIANS

DISCRIPTION: There are many barbarian groups throught the lands of Warcraft. Mainly those outcast from society who gather together and develope roaming bands.
There are many barbarians near the hills of Stromgarde.

RACES: Any

NOTE: None


BARD

DISCRIPTION: Bards serve many of the pure races throughout Warcraft. Often, they act as negotiators, messengers, scouts, and even spies. Some work independantly while others server a nation or race. All are gifted in stories and songs of grand stories and adventures.

RACES: Human, Dwarf, and Silvermoon elf

NOTE: Each race has a unique style in their bardic culture and server their race in their own way.

  • Human bards are often found in the capitol cities of each nation, and write the documents needed to communicate between the different ruling powers. Often they are utilized to entertain courts and palaces.
  • Dwarven Bards are rare but play an important role in their culture. They are the keepers of history and lore and are always present when many of the sacred ceramonies are performed.
  • Silvermoon Bards are often care free people who have a passion for the arts and history. They often travel throughout Lordaeron learning and sharing their skills.

All Bards must be NON-EVIL


BLACKGUARD

DISCRIPTION: The blackguard epitomizes evil. He is nothing short of a mortal fiend. The quintessential black knight, this villain carries a reputation of the foulest sort that is very well deserved. Consorting with demons and devils serving dark deities, the blackguard is hated and feared by all. Some people call these villains anti-paladins due to their completely evil nature. Their black hearts revel only in darkness.

Often blackguards are found leading the many bandit mobs found throughout Lordaeron.

RACES: Any

NOTE: Must be EVIL


CHAMPION OF THE HOLY LIGHT (TORM)

DISCRIPTION: Champions of the Holy Light are mighty warriors who dedicate themselves to cause of good, defending holy ground, destroying enemies of the church, and slaying mythical beasts. Empowered by the Light, these mighty warriors brandish weapons and holy fire in battle against all who would trample the meek and innocent.

RACES: Human & Dwarf

NOTE: None


CLERIC

DISCRIPTION: Priests lead the many faiths spread throughout the disparate lands of the world of Azeroth. In Kalimdor, Night Elf Priestesses revere the moon goddess Elune, while Dwarven priests in Khaz Modan deliver the message of the Holy Light to their people. In Lordaeron, elven priests of Quel'Thalas, also followers of the Holy Light, use their divine connection to heal and aid those in need. In all cases, priests are true adherents of their chosen religion.

RACES: Human, Dwarf, Silvermoon Elf, Night Elf, and Troll.

Domains:

  • Human or Dwarf Priest of the Holy Light- Strength, Good, Protection, Sun (must be NON-Evil)
  • Dwarf Priest of the Titans- Air, Earth, Strength, War (must be Neutral)
  • Silvermoon Elf Priest of the Holy Light- Good, Knowledge, Protection, Healing (must be NON-Evil)
  • Night Elf Priest of Elune- Animal, Magic, Travel, Plant (must be NON-Evil and Female)
  • Troll voodoo Priest- Death, Evil, Fire, Destruction (must be evil)
  • Human or Dwarven Priest of the Elemental Lords- Air, Water, Fire, Earth (must be Neutral or Evil)

NOTE: A troll's power comes from their voodoo faith, not powers of the divine. This is a role playing aspect that must be followed.


DRUID - DRUID OF THE WILD (shifter)

DISCRIPTION: Druids of the wild are tied to the living aspects of nature - flora and fauna. They do not dabble in elemental forces; such powers are the purview of shamans. A druid of the wild grows such a strong affinity with nature that they may assume the form of animals and even super natural beasts. Traditionally, druids chose the path of a specific animal totem, becoming either druids of the claw or druids of the talon. Indeed, legends suggest that there were even more orders of druid than these two.

RACES: Night Elf

NOTE: The Elven druids are currently in a deep slumber and do not walk the world. When certain key events happen the DRUIDS will become playable by the Night Elves. All druids of the wild MUST work towards becomeing a SHIFTER.


DRUID - SHAMAN

DISCRIPTION: The shaman attunes themself to the forces of nature. They draw their power from the elements and spirits of earth and sky. While a shaman's powers come from their relationship with the spirits of the elements, these spirits should not be confused with actual elements - although a shaman can gain the power to command such beings through the force of his will alone.

RACES: Orc, Tauren, Half-Orc, and Troll

NOTE: When certain key events happen then Shamans will become playable by their races.


DWARVEN DEFENDER

DISCRIPTION: The defender is a sponsored champion of a dwarven cause, a dwarven aristocrat, a dwarven deity or the dwarven way of life. As the name might imply, this character is a skilled combatant trained in the arts of defense. A line of dwarven defenders is a far better defense than a 10-foot-thick wall of stone, and much more dangerous.

RACES: Dwarf

NOTE: None


HARPER SCOUT (Elven Archer)

DISCRIPTION: Master of the Nightelf warbands, the arcane archer is a warrior skilled in using magic to supplement their combat prowess.

RACES: Night Elf

NOTE: None


FIGHTER

DISCRIPTION: Fighters, or 'warriors' as they are known, are found everywhere in the world. They possess some of the most common abilities found throughout Azeroth. All races have their version of the fighter, from simple militia to Knights of the Alliance.

RACES: Any

NOTE: None


MONK

DISCRIPTION: Monks are a rare site in Azeroth. It is unknown how or where many of these martial artists learn their ways of combat, nor where they come to their philosophical beliefs. However, these lone warriors are usually found wandering the lands aiding where they can.

Sometimes shunned in the civilized areas Monks live a solitary life of travel and adventure.

RACES: Human, Dwarves, Silvermoon Elf, Night Elf, and Orcs.

NOTE: Monks must have a strict code to follow for role playing sake. They must have detailed information regarding how they know their 'art', what discipline they follow and how they fit into the lands of Azeroth. Monks are RARE and only those who have a detailed description of their character and way of life will be able to enter the lands of Warcraft.


PALADIN

DISCRIPTION: Upholders of the Holy Light and defenders of the Alliance, the Paladins can be found from the northern forests of the Tirisfal Glades, fighting back the advance of the Forsaken, to the southern reaches of the Blasted Lands, ceaselessly upholding their vigil against demonic forces from beyond the Dark Portal. Wielding their mighty hammers and the strength of the Light, these holy warriors command forces in battle, all the while throwing themselves to where the fighting is the thickest.

RACES: Human & Dwarf

NOTE: None


PALE MASTER

DISCRIPTION: A darkness is spreading through the lands of Loardaeron. Whispers of cults and evil gatherings are heard in the secret places of the cities and country side.

Necromancy is usually a poor choice for arcane spellcasters. Those who really want to master the deathless arts almost always pursue divine means. However, an alternative exists for those who desire power over undead, without losing too much of their arcane power. Enter the pale master, who draws on a font of special lore that provides a macabre power all its own.

RACES: Human, Silvermoon Elf, Dwarf, Half-Elf and Gnome.

NOTE: Must be EVIL. Only those who aligne themselves with the scourge can become Pale Masters. To do this they must join one of the scourge's cults and work their way through the ranks.

Those who profess their necromency connections will be arrested ON SITE!


RANGER

DISCRIPTION: Azeroth is home to a wide variety of beasts. From the new world of Lordaeron to the old world of Kalimdor, all manner of creatures can be found. Some are friendly, some are ferocious and aggressive - yet they all have one thing in common. Each creature shares a special connection with Hunters. Hunters track, tame and slay all manner of animals and beasts found in the wilds. Whether they rely on bows or firearms, Hunters consider their weapons and pets to be their only true friends.

RACES: Silvermoon Elf, Night Elf, Dwarf, Half-Elf, Orc, Half-Orc, Tauren and Troll

NOTE: None


ROGUE

DISCRIPTION: At home in the shadows and skilled at disappearing from sight, the Rogues of Azeroth are most comfortable when acting in the background. Twisting events to their favor, striking only when advantage is greatest: this is where a Rogue excels. With their cunning tricks, physical abilities, and mastery of concealment and disguise, Rogues have no trouble finding employment as thieves, cutthroats, spies, and assassins.

RACES: Any

NOTE: None


SORCERER

DISCRIPTION: Sorcerers own great talent for arcane spellcasting, but they have not harnessed it through the intensive training that wizards pursue. Most people do not make a distinction between sorcerers and wizards, although the latter may often refer to the former as "hedge-wizards" or some other pejorative term. Night Elves bear a particular dislike for sorcerers, seeing them as vessels of demonic power. Wizards, at least, attempt to manipulate arcane power through controlled processes, rather than letting their own bodies act as conduits.

RACES: Any.

NOTE: A Night elf who takes this class is stripped of their racial heritage.


SHADOW DANCER

DISCRIPTION: Operating in the border between light and darkness, shadowdancers are nimble artists of deception. They are mysterious and unknown, never completely trusted but always inducing wonder when met. Shadowdancers often work in troupes, never staying in one place too long. Some use their abilities to entertain. Others operate as thieves, using their abilities to infiltrate past defenses and dupe others. All shadowdancer troupes maintain an aura of mystery among the populace, who never know whether to think well or ill of them.

RACES: Any

NOTE: None


WARLOCK (Sorcerer)

DISCRIPTION: Warlocks were mages that delved too deeply into the roots of demonic power. Consumed by a lust for dark knowledge, they've tapped into chaotic magics from beyond the world. The Burning Legion now feeds them their powers, allowing them to channel destructive energies and call upon the powerful emissaries of their demon masters.

RACES: Orc & Half-orc

NOTE: Silvermoon Elves will be able to play as warlocks once key events happen.


WEAPON MASTER

DISCRIPTION: For a weapon master, perfection is found in the mastery of a single melee weapon. A weapon master seeks to unite this weapon of choice with the body, to make them one, and to use the weapon as naturally and without thought as any other limb.

RACES: Any

NOTE: None


WIZARD

DISCRIPTION: The Mages of Warcraft have their center of power within the mageocracy of Dalaran. There the Kirin Tor keep watch over the powers of magic and its teaching.

RACES: Human, Dwarf, both types of Elves, & Gnomes

NOTE: A Night elf who takes this class is stripped of their racial heritage.