![]() Classes featured on Temporal Rifts Info on Multiclassing Click each race name to learn more information.
Each race has listed its max trainable stats (the highest number you can train to) as well as its max modifiable stats (the highest number you can achieve with gear or spells). In addition to this, each class has a 'prime stat' which increases the character's max stat bonus by +2 in that one stat. Mage: Int Cleric: Wis Thief: Dex Warrior: Str Witch: Int Centaur Size: Large (300,000 hit point maximum, -15% casting chance)Immunity: Drowning Resistance: Magic Vulnerability: Sound Stats: (Moddable up to +3, 25 max) 25str, 23int, 22wis, 23dex, 24con, 18luck. Affects: None Standard skills: Bash, Second Attack Racial skills: Anti-Magic Aura, Kick Skills Kick -- does a base of 5 hits. EACH hit costs 25 moves. Anti-Magic Aura -- This spell cancels all spells affecting the centaur, and prevents others from casting on the centaur. Aging Kick does more 3 more lines of damage each age. There is no age bonus for anti-magic. Cyborg Size: Medium (250,000 hit point maximum, no casting modifiers)Immunity: None Resistance: Weapon, Bash Vulnerability: Lightning Stats: (Moddable up to +3%, 25 max) 25str, 22int, 19wis, 23dex, 25con, 18luck. Affects: Detect invis, Haste Standard skills: Hand to Hand, Dodge, Disarm Racial skills: Powerup, Powerdown Skills Powerup activates the power surge sections of your circuitry and allows you to hyperactivate your attack abilities. Powerdown allows you to shut off your most vulnerable circuitry in order to protect the more easily damaged parts of your body. While powered down, you take half the normal damage from your attacker. Aging With each age, the duration of powerup increases. There is no aging bonus for powerdown. Dragon Size: Huge (350,000 hit point maximum, -20% casting chance)Immunity: None Resistance: Fire, Cold, Lightning Vulnerability: Acid, Piercing Stats: (Moddable up to +3, 25 max) 25str, 25int, 25wis, 25dex, 25con, 25luck. Affects: Detect Invis, Flying Standard skills: Parry, Disarm, Meditation Racial skills: Tooth and Claw, Shriek, Scales Skills Tooth and Claw -- Tooth and Claw is similar to hand to hand, except it works even when a dragon is armed! It has a chance to add an extra attack at 100%, and it uses random damage types. This skill is automatic. Shriek -- Shriek causes damage from -25/-25/+5 hit/dam/saves to -500/-500/+100 hit/dam/saves. Shriek can be cancelled. Scales - This protective spell is similar to sanctuary, but is stackable with sanctuary and druid call. It is not castable in battle. Aging Each age, dragons get an extra line of damage with tooth and claw and the duration of scales is increased. At the oldest (Wyrm) age, shriek also adds a chance to fear the opponent and lags the wyrm 2 rounds. Dwarf Size: Medium (250,000 hit point maximum, no casting modifiers)Immunity: Acid Resistance: Poison, Disease, Magic Vulnerability: Drowning Stats: (Moddable up to +3, 25 max) 20str, 18int, 19wis, 14dex, 21con, 18luck. Affects: Infrared vision Standard skills: Berserk (for warriors) Racial skills: Kneecap, Repair, Break, Size-damage reduction* Dwarves also are now set up as your stereotypical giant-slayers. BEFORE maximum damage is capped off, if their opponent is two sizes or more larger than they are, the damage the dwarf takes is cut by 2/3. Skills Kneecap -- Kneecap causes your victim damage and halves their movement with each hit. The activation cost is 50 movement per use, but imagine the damage you could do to a Centaur with this one! Repair -- Repair is a dwarven skill. It allows the dwarf to restore your broken weapon or armor. The older the dwarf, the more efficient s/he is at repairing your equipment. Aging As dwarves age, their repair skill gets better. Elemental Size: Huge (350,000 hit point maximum, -20% casting chance)Immunity: None Resistance: Fire, Cold, Lightning Vulnerability: Acid, Piercing Stats: (Moddable up to +3, 25 max) 25str, 25int, 25wis, 25dex, 25con, 25luck. Affects: None Standard skills: None Racial skills: Glean, call Skills Glean -- Depending upon the terrain in which it stands, an elemental can call upon the surrounding elemental energies to heal some part of itself. This is an exhausting process and requires a short period of time before it can be used again. Call -- An elemental may call upon the forces of nature in times of need. Depending upon, and utilizing the terrain, this aid may take different forms. It will do whatever it can to slow, damage or smite the foe. Call can not be used to initiate combat. Aging With each age, the resting time between gleans is shortened. Elf Size: Small (200,000 hit point maximum, +10% casting bonus)Immunity: None Resistance: None Vulnerability: Iron Stats: (Moddable up to +3, 25 max) 16str, 20int, 18wis, 21dex, 15con, 18luck. Affects: Infrared vision Standard skills: Sneak (Class dependent), Hide (Class dependent) Racial skills: Circle, Awareness Skills Circle -- Circle allows you to duck around behind your opponent. Circle can hit once for each successful attack. (Up to 5 times.) Awareness -- This skill allows the elf to watch out for threats. This makes them effectively immune to bludgeon and backstab, as well as letting them know when others are attempting to PK each other. Cost: 1/2 total moves to initialize, +100 per tick, and while active, natural move regeneration stops. Aging Circle gets an extra line of damage with each age. Awareness duration is longer with each age increase. Feline Size: Small (200,000 hit point maximum, +10% casting bonus)Immunity: None Resistance: Bash, Disease Vulnerability: Drowning Stats: (Moddable up to +3%, 25 max) 17str, 20int, 19wis, 20dex, 17con, 18luck. Affects: Dark Vision, Detect Invis, Sneak Standard skills: Dodge Racial skills: Hiss, Rake Skills Rake -- Rake inflicts direct damage on your victim, with a chance to blind them. Hiss -- This is an automatic skill that does damage and attempts to fear the target. Aging With each age, rake does an extra line of damage. Hiss also does lines of damage as well as extra fear attempts. Human Size: Medium (250,000 hit point maximum, no casting modifiers)Immunity: None Resistance: None Vulnerability: None Stats: (Moddable up to +3, 25 max) 18str, 18int, 18wis, 18dex, 18con, 25luck. Affects: None Standard skills: None Racial skills: ESP, Dragonslay, Smith Skills ESP -- ESP allows you to follow/track another player from a few rooms behind them. It also allows you to see all skills/spells they activate. Dragonslay -- Dragonslay is a powerful attack which can be used against any race. It does the most damage against dragons, as humans and dragons have a long history of animosity. Smith -- Smith gives you the chance to improve the base AC of armor by one point per usage. There is also the chance that you may damage the base AC of the piece of armor instead. Once in place, the base AC cannot be eroded by acid damage like addaffected and styled AC. Aging With age, dragonslay does higher damage for each age. Smith has has a better chance to succeed. Insectoid Size: Medium (250,000 hit point maximum, no casting modifiers)Immunity: None Resistance: Charm, Magic Vulnerability: Drowning Stats: (Moddable up to +3, 25 max) 21str, 11int, 14wis, 12dex, 25con, 18luck. Affects: Dark vision Standard skills: Sneak, Enhanced Damage, Second Attack, Third Attack Racial skills: Third wield, Carapace Skills Third wield - can wield up to 3 weapons simultaneously (see aging bonuses) Spell Carapace -- Carapace improves (lowers) saves and AC on the target (insect only). Aging At the first age, insects can wield, secondwield and thirdwield, OR wield, shield and hold. At the second age, insects can wield, secondwield, thirdwield, and shield. At the third age, insects can wield, secondwield, thirdwield, shield AND hold. Carapace modifiers also increase. Mutant Size: Medium (250,000 hit point maximum, no casting modifiers)Immunity: Lightning Resistance: Mental, Disease Vulnerability: Cold Stats: (Moddable up to +3, 25 max) 23str, 21int, 22wis, 20dex, 23con, 18luck. Affects: Dark Vision, Sneak Standard skills: Fast Healing, Meditation, Lore Racial skills: Mutate, Regenerate Skills Mutate -- This is a command that allows the creation of a mutation, which gives the mutant ONE random racial skill from another race and allows him/her to use it as long as s/he is of the mutant race. You must at least level 100 to mutate Available mutatable skills are: Bite, Circle, Hyperactivity, Rake and Tooth n' Claw. Regenerate -- Assuming you have a minimum of 5% of your total hp/mana/moves you can direct your body to heal itself by sheer will alone. There is no cost for regen, but if you are in a pfight or battlefields, you must wait one tick before you can regenerate. Aging Each age increases the regen rate for the mutant, and at the last age, the mutant is allowed a second mutation. It will not allow the mutant to gain the same mutation it had before. Rakshasa Size: Medium (250,000 hit point maximum, no casting modifiers)Immunity: Negative Resistance: Slash, Weapon Vulnerability: Energy, Light and Holy Stats: (Moddable up to +3, 25 max) 25str, 25int, 25wis, 25dex, 25con, 25luck. Affects: Sneak, Detect Invisible Standard skills: None Racial skills: Swipe, Mirror Image Skills Mirror Image -- Creates a duplicate of themselves in order to distract any attackers into targeting the wrong being. Swipe -- This is an automatic skill that allows the Rakshasa to sneak in a claw swipe against their opponent. Aging At each successive age, mirror image becomes clearer and is more likely to draw the targetted attack of a foe. Swipe happens more often and can even slip in the occasional bite. Sprite Size: Tiny (150,000 hit point maximum, +15% casting bonus)Immunity: Disease Resistance: None Vulnerability: Poison, Acid Stats: (Moddable up to +3, 25 max) 12str, 23int, 20wis, 23dex, 12con, 18luck. Affects: Sneak, Hide, Fast healing, Flying Standard skills: Fast healing, Meditation, Lore, Flying Racial skills: Dust, Hyper-metabolism, Invis Skills Invis -- By typing invis, a sprite can make him/herself visible or invisible. There is no cost for this, and all levels can do it. You automatically log in invisible, no matter if you were or not when you quit. It does not activate while sleeping or for one tick after a pfight. Dust -- Dust is a delightful little spellup! All classes get a handful of wonderful spells in a neat little dust pile. (Sort of like a pill, only not.) There is a chance to get each spell on the pile, and the higher the level of the sprite, the higher the level of the spells. Anyone can use dust once it's been made. Syntax: dust (this makes your dust), sprinkle dust (this is how you use it.) Hyper-metabolism -- this skill allows for 2 extra attacks per normal attack sequence, excluding backstab and assassinate. It also makes you eat triple the amount of food you'd normally need. Aging Dust gets a 50 level bonus per age level. i.e. a level 300 age 2 sprite (fairy) will produce level 350 dust, etc. With each age, hypermetabolism gives an extra attack. Troll Size: Huge (350,000 hit point maximum, -20% casting chance)Immunity: Wood Resistance: Cold, Mental Vulnerability: Fire, Lightning Stats: (Moddable up to +3, 25 max) 20str, 9int, 18wis, 15dex, 24con, 18luck. Affects: None Standard skills: Bash, Fast Healing Racial skills: Crush, Throw, Bonus damage/reduction against PCs Skills Crush -- Crush causes direct damage to the victim, and lags both the crusher and the crushee. Throw -- This skill allows you to toss your opponent into an adjacent room, damaging and lagging them, as well as forcing them into a resting position. You are lagged 1.5 rounds for this. Trolls get bonus damage (over max dam) against other players, and take 20% less damage FROM other players. Aging Each age throw and crush do additional damage and damage reduction and bonuses increase. Vampire Size: Medium (250,000 hit point maximum, no casting modifiers)Immunity: Disease, Drowning Resistance: Weapon, Negative Vulnerability: Silver, Holy Stats: (Moddable up to +3, 25 max) 25str, 25int, 22wis, 21dex, 23con, 18luck. Affects: Sneak, Flying, Dark vision, Detect invisible, Blood frenzy, Sun frailty Standard skills: None Skills: Bite, Feed Aging bonuses: Each age, vampires get faster, increasing their number of automatic attacks. Werebeast Size: Large (300,000 hit point maximum, -15% casting chance)Immunity: Disease Resistance: Iron Vulnerability: Silver, Holy Stats: (Moddable up to +3, 25 max) 24str, 21int, 18wis, 21dex, 24con, 18luck. Affects: Sneak, Detect Invisible Standard skills: Fourth Attack, Fast Healing, Enhanced Damage Racial skills: Bite, Lunge Skills Bite -- Bite is a combat initiating attack usable by Werebeasts. It gets several attacks in with a chance to fear for each bite delivered. Haste gives you an extra bite attack per round. Lunge -- This is an automatic skill which, when it lands, both damages the were's opponent and heals the were. Aging With age, the werebeast gets extra lines of bite damage. Haste gives you an extra bite attack per round. Stats for the classes of Temporal Rifts All classes begin with all the skills available to them. Below are lists of the skills that make each class special.
Mages specialize in the casting of spells, offensive ones in particular. Mages have the highest-powered magic of any class, and are the only classes able to use the draconian and enchanting spell groups. They are also very skilled at the use of magical items, though their combat skills are the weakest of any class. This class is considered a pure caster and recieves the +30% casting bonus.
Thieves are a marginal
class.
They do few things better than any other class,
but have the widest range of skills available. Thieves are specialists
at
thievery and covert actions, being capable of entering areas undetected
where
more powerful adventurers would fear to tread. They are better fighters
than
clerics, but lack the wide weapon selection of warriors.
Warriors live for
combat and the
thrill of battle. They are the best fighters
of all the classes, but lack the subtle skills of thieves and the
magical
talents of mages and priests. Warriors are best for those who don't
mind
taking the direct approach, even when another method might be called
for.
Multiclassing We do not have remort here on TR, but we do allow for multi-classing. Syntax: multi Temporal Rift offers the option to multiclass your mage, cleric, warrior or thief character. Warriors may multiclass to: Battlemage (mage), Mercenary (thief), Paladin (cleric), or Warlord (warrior). Thieves may multiclass to: Mercenary (warrior), Assassin (mage), Monk (cleric), or Rogue (thief). Clerics may multiclass to: Monk (thief), Paladin (warrior), Witch (mage), or Priest (cleric). Mages may multiclass to: Battlemage (warrior), Assassin (thief), Witch (cleric), or Sorceror (mage). To multiclass, you must be level 300 or 301, be the mud age of 19 (40 played hours), and have 200 trains available to pay to your guildmaster. Once you have the prerequisites, go to your current guildmaster, (anywhere you can 'gain' will work) and type 'multi or 'multiclass' alone. He or she will tell you what your multiclass options are. Read the help files for those classes and decide what you want. When you are ready, type 'multi If you do something wrong, it will help walk you through it. Just read your screen. Note: Before making your first kill, check your XP to level. If it's a negative number, notify an imp and do not kill anything until you have. If you make a kill you could potentially lose stat gains. You may only multiclass once per character. You may apply class change tokens to multiclassed characters, but you may only change to another multiclass, not back to a first tier class (i.e. you may class change from battlemage to paladin, but you may not class change from battlemage to mage). |
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