All classes consist of subclasses. Example: A Healer would
start from level 1 to level 6. Once a Healer gets to 7th level,
the Healer becomes a Master Healer. From 7th level to 12th level,
the Master Healer is afforded a new skill. At 13th level,
the Master Healer becomes a Priest and has another new skill. And
lastly, at 18th level, the Priest becomes a High Priest and is also given a final skill
Sub-Classes
SubClass Type Levels 1-7 Levels 8-13 Levels 14-19 Level 20-UP
Bishop Friar Bishop Arch-Bishop Grand-Bishop
Priest Cleric Healer Master Healer Preist High Preist
Resurector/Necromancer Empath Sanctifier/Viler Regenerator
Degenerator
Resurector
Necromancer
Druid Cleric Woodsmen Master Woodsmen Ranger Druid
Doctor Intern Nurse Doctor Specialist


The content below was prepared so that you would be
able to navigate the page better, knowing how far down you would
need to scroll to get to the specified chart. I hope this helps you

Charts Content
Attributes Chart
Experience Chart
Life Point Chart
Knowledge Point Chart
Skills
Battles
Creatures
Cleric Spells
Wizard Spells
Attributes Bonuses (1)
Attributes Bonuses (2)


All charcaters will begin with 90 Attribute points to begin with.
Each character will get the chance to distribute the points between each attribute.
Strength
Agility
Perception
Intelligenct
Wisdom
Body

To get more points you now earn Karma. The way you earn Karma
is to adventure. Each adventure is worth 1 Karm.
During the adventure or even outside of an
adventure if you do anything out of the normal you may gain or lose 1 Karm. Hence...
Good deed +2 Karm
Great deed +3 Karm
Special deed +4 Karm
Exceptional deed +5
(ex. step in front of a death shot,
or resurect a couple of people
or heal others using all of your kp.)
**The webpage for the level up in Karma is here KARMA **

Experience level charts as all know are the showing of the experience it takes to get
from one level to another. This chart goes from level 1 to level 20
from left to right. As you level up every so many levels you
will change sub-classes and thus learn a new ability.
((ADDITIONAL RULES)):::After Level 20 it takes an additional 300,000 exp to get to the next level.
Experience
Level 1 0-799 Level 2 800-3999 Level 3 4000-7999 Level 4 8000-11,999 Level 5 12,000-15,999
Level 6 16,000-21,999 *Level 7* *22,000-28,999* Level 8 29,000-35,999 Level 9 36,000-44,999 Level 10 45,000-69,999
Level 11 70,000-109,999 *Level 12* *110,000-159,999* Level 13 160,000-229,999 Level 14 230,000-299,999 Level 15 300,000-399,999
Level 16 400,000-499,999 *Level 17* *500,000-599,999* Level 18 600,000-699,999 Level 19 700,000-849,999 Level 20 850,000+


Clerics roll 3d10 twice and take best roll then add :BODY:Bonus.
Example:Argis rolls 3d10 and comes up with 6/7/4 as his best roll and adds
his bonus of +5. His starting Life Points are :22.
Life Point Progression Chart
Level 1 3d10 Level 2 1d6 Level 3 1d6 Level 4 1d6 Level 5 1d6
Level 6 1d6 *Level 7* *1d8* Level 8 1d8 Level 9 1d8 Level 10 1d8
Level 11 2d5 *Level 12* *2d5* Level 13 2d5 Level 14 2d6 Level 15 2d6
Level 16 2d7 *Level 17* *2d8* Level 18 2d9 Level 19 2d10 *Level 20* *3d10*


Knowledge Points are the equivalent of Magic Points. KPs guage your knowledge in the recesses of the mind and the deepness of the power you possess, in actuality they could be called MKP's Magic Knowledge Points. However to keep the name shorter we will refer to them as Knowledge Points. All Wizards start off with a base of 10 Kps, and go up every level according to the chart below. All Clerics start off with a base of 7, and all other classes such as Paladins have a base of 5.
Knowledge Point Progression Chart
Level 1 +5 Level 2 +5 Level 3 +5 Level 4 +5 Level 5 +5
Level 6 +5 *Level 7* *+5* Level 8 +5 Level 9 +5 Level 10 +5
Level 11 +7 *Level 12* *+7* Level 13 +7 Level 14 +7 Level 15 +10
Level 16 +10 *Level 17* *+10* Level 18 +10 Level 19 +10 *Level 20* *+12*


Knowledge Point Progression
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Cleric Abilities

All abilities are accumulative. Example: When moving to the level of Priest, you gain a +20 heal bonus once per day as well as keep your +13 and your +2 heal bonuses once per day from your previous subclasses, giving you a +35 heal bonus once per day. When you reach the level of High Priest, you get the +1 to all stats as well as the +35 heal bonus once per day.

Level 1 - 7 :: Healer :: Heal 1/4 lps twice daily
Level 8 -13 :: Master Healer :: Heal 1/2 lps three times daily
Level 14-19 :: Priest :: Heal full lps two times a day/ All healing costs half kp
Level 20- + :: High Priest :: +1 to all stats/ All healing cost 1/4 kp

Level 1 - 7 :: Empath :: Lend up to 50 kp/lp once a day
Level 8 -13 :: Sanctifier :: purge all poisons, lend up to 100 kp/lp once a day
Level 14-19 :: Regenerator :: Regenerate 2 hp per round only in battle, not spars
Level 20- + :: Resurrector :: 3 Resurrections per day at no KP cost.

Level 1 - 7 :: Woodsman :: Track at 10%, gain 5% every level after
Level 8 -13 :: Master Woodsman :: Call forth riding animals 1d20 type/ and 1d100% (under % you get the animal to follow. You start with 20% and gain 5% per level to your chance) Level 14-19 :: Ranger :: purge poisons, no KP cost
Level 20- + :: Druid :: +1d to any weapons Level 1 - 7 :: Friar:: +1 wis
Level 8 -13 :: Bishop:: Charm 1d3 rounds, +5kp
Level 14-19 :: Arch-Bishop:: Charm 1d4 rounds, +10 kp, All healing cost 3/4
Level 20- + :: Grand-Bishop :: +1 to all attributes. All Healing cost 1/2


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