
| Adventurer
|
Everyone falling into the world of Enuph begins their life as an adventurer. A profession can be chosen at level five. Having this bit of time to choose gives several advantages. You will get to take a good look at the skills and spells of each available class and match them with your abilities. Sample skills and spells from each class are given to help you make your decision. |
| Anti-Paladin
|
An Anti-paladin is a warrior
of evil. The anti-paladin will stop at nothing to interfere with the mission of the paladin and strives to promote chaos in the world around him. The anti-paladin must remain evil in order to cast spells. |
| Cleric
|
Clerics are given the
wisdom of peace, blessing and healing, though it is possible to learn
more violent spells as one rises in levels. Clerics are divided into two separate groups. Good Clerics - These clerics work to further the causes of good and assist all those in need. Evil Clerics - These clerics work for darker forces and tend not to help others. Each subclass is restricted by the alignment of choice. If alignment is off then there will be no spell casting. |
| Druid
|
Druids are the champions of
the natural way. They strive to maintain a balance of good and evil in all things, and thus are free to act as either good or evil in order to re-establish the balance of things around them. They receive minor healing abilities. |
| Monk | Monks are the masters of
hand (or foot) to hand combat. There are four schools of discipline within the ranks of the monks. Punching - These monks believe that the secret of all fighting lies within the hands, and that those that rely on their feet are too slow. Kicking - These monks believe in the power of their legs. The legs are larger and stronger than the hands, and therefore must be better. Defensive - These monks believe that the best offense is a good defense. They believe is self protection above all things. Mixed - These wishy-washy individuals can't make up their minds, and learn a little from each school of thought. Monks should not wear eq on their legs, feet, arms, hands or use a shield. These hinder a monks ability to move and will lose attacks. |
| Paladin
|
Remember the guy in high
school that was just impossible. Never joining in on practical jokes
because "they might hurt someone". Well, this guy is even worse. Paladins are the holy warriors who defend the poor and uphold righteousness to an annoying degree. If the paladin's alignment shifts to neutral he may not cast spells. |
| Psionicist | This profession specializes
in using the powers of the mind. They have extraordinary powers over themselves and others. Anyone can be hiding psionic abilities deep within. |
| Thief
|
Thieves are known to have very special qualities that no other profession offers. Their specialty tends to be in the darker, sneakier art. Many of these qualities can come in handy in many situations, such as picking locks or pockets. |
| Warrior
|
Warriors are known to have more strength than the average person. This makes them better at hand-to-hand-combat, as they possess skills of violence and fighting unequaled by the members of any other professions. However, they lack the ability to use magic. |
| Wizard
|
This is a class based solely
on the use of elemental magic. In order for a wizard to reach their full potential as a magic user, he must choose an element (subclass). The available elements are: Earth - Pulls from the power deep within the core of the planet. Air - Gathers the energy from the wind and air around them. Fire - Calls upon the force of heat and fire to hurl upon opponents. Water - The power of the deep is within reach. |
