races-classes.png
Races featured on Temporal Rifts
Classes featured on Temporal Rifts
Info on Multiclassing


Click each race name to learn more information.

Centaur Cyborg Dragon
Dwarf Elemental Elf
Feline Human Insectoid
Mutant Rakshasa Sprite
Troll Vampire Werebeast


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.

Back to Race List



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.

Back to Race List



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.

Back to Race List



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.

Back to Race List



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.

Back to Race List




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.

Back to Race List



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.

Back to Race List



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.

Back to Race List



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.

Back to Race List



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.

Back to Race List



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.

Back to Race List




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.

Back to Race List



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.

Back to Race List



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.


Back to Race List



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.

Back to Race List





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.
Cleric :: Mage :: Thief :: Warrior


Clerics are the most defensively orientated of all the classes. Most of their spells focus on healing or defending the faithful, with their few combat spells being far less powerful than those of mages. However, clerics are the best class by far at healing magics, and they posess an impressive area of protective magics, as well as fair combat prowess.

This class is considered a pure caster and recieves the +30% casting bonus.

Available skill & spells
[level] Spell

[ 1] cure light [ 2] armor [ 3] create water
[ 3] faerie fire [ 4] continual light [ 4] detect evil
[ 4] detect good [ 5] create food [ 5] refresh
6] create feast [ 6] cure blindness [ 6] detect magic
[ 7] bless [ 7] cure serious [ 7] detect poison
[ 8] blindness [ 8] detect invis [ 9] know alignment
[ 9] protection evil [ 9] protection good [ 10] earthquake
[ 10] floating disc [ 11] create rose [ 12] fireproof
[ 12] poison [ 12] summon [ 13] cure critical
[ 13] cure disease [ 13] frost hands [ 13] infravision
[ 14] cure poison [ 14] weaken [ 15] dispel evil
[ 15] dispel good [ 15] locate object [ 16] calm
[ 16] farsight [ 16] identify [ 17] create spring
[ 17] gate [ 17] plague [ 18] curse
[ 18] fly [ 18] remove curse [ 19] control weather
[ 20] flamestrike [ 20] sanctuary [ 20] druid call
[ 21] faerie fog [ 21] heal [ 22] energy drain
[ 22] teleport [ 23] fear [ 23] freeze bolt
[ 23] harm [ 23] lightning bolt [ 24] dispel magic
[ 24] frenzy [ 25] mass invis [ 26] cancellation
[ 28] word of recall [ 30] extinguish flames [ 30] portal
[ 30] slow [ 32] pass door [ 34] demonfire
[ 35] nexus [ 35] ray of truth [ 35] shield
[ 36] holy word [ 38] mass healing [ 40] stone skin
[ 43] freeze storm [ 50] cure blood [ 50] winds
[ 60] revive [ 70] black plague [ 88] bark skin
[ 90] pollen burst [120] fireblade [120] swarm of thorns
[150] black mantle [169] psychic headbutt [188] air armor
[218] call lightning [250] monsoon
[level] Skill
[ 1] axe [ 1] dagger [ 1] flail
[ 1] mace [ 1] polearm [ 1] shield block
[ 1] spear [ 1] sword [ 1] whip
[ 1] scribe [ 1] dodge [ 1] parry
[ 1] scrolls [ 1] staves [ 1] wands
[ 1] recall [ 6] meditation [ 10] deft
[ 10] hand to hand [ 10] lore [ 12] kick
[ 18] haggle [ 21] peek [ 24] second attack
[ 30] enhanced damage [ 50] third attack [ 75] fourth attack


Back to Class List


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.

Available skill & spells
[level] Spell
[ 3] detect invis [ 4] chill touch [ 4] floating disc
[ 5] invisibility [ 6] continual light [ 6] faerie fire
[ 7] armor [ 7] burning hands [ 8] create water
[ 8] refresh [ 9] infravision [ 9] locate object
[ 9] recharge [ 10] create food [ 10] fly
[ 10] frost hands [ 10] shocking grasp [ 10] sleep
[ 11] create feast [ 11] detect evil [ 11] detect good
[ 11] giant strength [ 11] weaken [ 12] blindness
[ 12] know alignment [ 12] protection evil [ 12] protection good
[ 13] fireproof [ 13] lightning bolt [ 13] teleport
[ 14] create spring [ 14] faerie fog [ 14] farsight
[ 15] control weather [ 15] detect poison [ 15] identify
[ 15] winds [ 16] create rose [ 16] dispel magic
[ 16] enchant armor [ 17] enchant weapon [ 17] poison
[ 18] cancellation [ 18] curse [ 19] energy drain
[ 20] charm person [ 20] fear [ 20] freeze bolt
[ 20] shield [ 21] haste [ 22] fireball
[ 22] mass invis [ 23] plague [ 23] slow
[ 24] pass door [ 24] summon [ 25] stone skin
[ 27] gate [ 28] acid blast [ 28] blood boil
[ 30] bloody tears [ 30] cloud of death [ 32] word of recall
[ 33] equipment invis [ 35] portal [ 36] sanctuary
[ 40] nexus [ 41] freeze storm [ 45] noremove
[ 48] calm [ 75] blink [ 80] black plague
[101] bark skin [120] fireblade [120] web
[150] ring of fire [150] time warp [180] air armor
[226] call lightning [233] chain lightning [260] colour spray
[292] acidic shield
[level] Skill
[ 1] axe [ 1] dagger [ 1] flail
[ 1] mace [ 1] polearm [ 1] shield block
[ 1] spear [ 1] sword [ 1] whip
[ 1] brew [ 1] scrolls [ 1] staves
[ 1] wands [ 1] recall [ 6] meditation
[ 7] haggle [ 8] peek [ 10] deft
[ 10] dash [ 10] lore [ 20] dodge
[ 22] parry [ 25] hand to hand [ 85] second attack

Back to Class List


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.

Available skills & spells
[level] Spell
[ 2] ventriloquate [ 5] detect magic [ 6] detect invis
[ 9] detect poison [ 9] invisibility [ 10] create rose
[ 11] create food [ 11] locate object [ 12] create water
[ 16] farsight [ 18] identify [ 20] know alignment
[ 23] create spring [ 25] charm person [ 25] pass door
[ 26] haste [ 32] gate [ 40] word of recall
[ 45] bark skin [ 45] portal [ 50] nexus
[102] fireblade [200] fireproof
[level] Skill
[ 1] axe [ 1] dagger [ 1] flail
[ 1] mace [ 1] polearm [ 1] shield block
[ 1] spear [ 1] sword [ 1] whip
[ 1] backstab [ 1] dodge [ 1] trip
[ 1] haggle [ 1] hide [ 1] peek
[ 1] scrolls [ 1] recall [ 3] dirt kicking
[ 4] sneak [ 5] steal [ 6] lore
[ 7] pick lock [ 10] envenom [ 12] disarm
[ 12] second attack [ 13] parry [ 14] kick
[ 14] third attack [ 15] hand to hand [ 16] fast healing
[ 25] enhanced damage [ 53] vorpalize [ 65] flanking
[ 75] stab [ 90] fourth attack [100] bludgeon
[125] assassinate [200] evade

Back to Class List


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.

Available skills & spells
[level] Spell
[ 3] cure light [ 11] create water [ 12] create food
[ 16] infravision [ 20] armor [ 20] create spring
[ 20] giant strength [ 28] gate [ 30] word of recall
[ 40] portal [ 40] shield [ 45] nexus
[ 45] stone skin [200] fireproof
[level] Skill
[ 1] axe [ 1] dagger [ 1] flail
[ 1] mace [ 1] polearm [ 1] shield block
[ 1] spear [ 1] sword [ 1] whip
[ 1] bash [ 1] enhanced damage [ 1] parry
[ 1] rescue [ 1] scrolls [ 1] recall
[ 3] dirt kicking [ 5] second attack [ 6] hand to hand
[ 6] fast healing [ 8] kick [ 10] sneak
[ 11] disarm [ 12] third attack [ 12] hide
[ 13] dodge [ 14] haggle [ 14] peek
[ 15] trip [ 15] fourth attack [ 18] berserk
[ 19] fifth attack [ 20] lore [ 40] flanking
[ 45] vorpalize [ 60] banzai [100] intimidate
[100] ravage [100] aggressive parry [200] whirlwind
[215] two-weapon fighting

Back to Class List

Back to Top


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 '. This will drop you to level 150, but you will retain all the skills you had before and will leave you fully equipped, HOWEVER, if you de-equip anything that is over your current level to wear, you will have to wait until you're back to that level to re-equip it.

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).

Back to Top