The Classes of Aurealis


The races of Aurealis are diverse, and the dynamics of each race are extreme and intricate in their depths. Here you will find the names, the sizes and the attitudes of each dominant species found in the Realms.

Druid Monshai Totemist
Inquisitor Priest Warlock
Magician Ranger Warrior
Minstrel Rogue Wildmage
Sorcerer


Name:Druid
AR Name:Giaour (ZHAHOOR)
Most Proficient:Cernunian
Prerequisites:None
Description:Giaour are spell casters that draw their powers from the energies of nature. They spend most of their lives in the forest, protecting them from harm. Due to the close communion giaour share with the natural world, they feel cut off from their power source when in cities, increasing the mana cost for spells they may cast.

Giaour spells rely on their ability to commune with the spirits of nature, and thus, most giaour spells will not function if the giaour adorns himself or herself in non-organic materials. Giaour must make intricate casting gestures for their spells, and thus are unable to cast when wearing restrictive, rigid gloves or gauntlets. Healing spells will not function when items made from magical force are present in mass quantities, for the magical nature interferes with healing. Spells that create a magical field will not function when there is a mass quantity of metal worn on the major body slots. Metallic items worn on the caster's body (apart from small items like earrings, rings & neck items) will inhibit casting electrical spells. Heavy, thick items worn upon the face will keep divination magics that require sight from being cast. Firstaid skills will be unperformable if the giaour cannot adequately investigate the wound.


Name:Inquisitor
AR Name:Inquisitor (ihn-KWIH-sih-tor)
Most Proficient:Trokhon
Prerequisites:Rogue, Monshai
Description:Inquisitors are those who have chosen the path of knowledge over all else. If it can be discerned through any means, the Inquisitor will have the skills necessary to learn it. They are masters of divination, protection and the ability to move about the realms through means magical and mundane, and have some minor healing abilities as well.

Inquisitors harness the power of their minds, making them more akin to the monshai of the realms than the spellcasters. This power, however, is not without its drawbacks. The particular facet of mana that Inquisitors employ is both reflective and refractive, which makes it a type of magic that both overcomes many of the limitations placed on others who wield similar powers, and uniquely succeptable to interference. The type of mana used by Inquisitors has a magical resonance to it, and thus will not function when any large quantities of crystal or gemstone are in the immediate vicinity. Likewise, as with all Aurealans, the ability to apply Firstaid is prohibited if the Inquisitor cannot adequately investigate the wound.


Name:Magician
AR Name:Magician (muh-JIH-shun)
Most Proficient:Half-Elf
Prerequisites:None
Description: Magicians are masters of magics, able to learn many spells that a priest or sorcerer may. This special class is given a group of circles from which to choose the spells they wish, via spell points. To get the highest number of these spell points to use in the menu, reroll to have a high intelligence and wisdom. The menu is given only once and a magician may not change his or her mind once they have exited the menu. To access the menu, type "spellselect." After which, a magician will gain tomes to learn new spells and practices as every other class does at a guild trainer.

PLEASE REMEMBER: The madept spell menu is only given once before level two. You may not choose or change your spells after you have left the menu. And always reroll before entering the menu for the best amount of spell points to use within the menu. Since magicians are jacks of both the trade of priest and sorcerer, they master neither, and will never be able to reach the level of proficiency at any spell that true priests or sorcerers can.

Choose well.

Magicians must make intricate casting gestures for their spells, and thus are unable to cast when wearing restrictive, rigid gloves or gauntlets. Healing spells will not function when items made from magical force are present in mass quantities, for the magical nature interferes with healing. Spells that create a magical field will not function when there is a mass quantity of metal worn on the major body slots. Metallic items worn on the caster's body (apart from small items like earrings, rings & neck items) will inhibit casting electrical spells. Heavy, thick items worn upon the face will keep divination magics that require sight from being cast. Firstaid skills will be unperformable if the magician cannot adequately investigate the wound.


Name:Minstrel
AR Name:Minstrel (MIHN-strul)
Most Proficient:Pixie
Prerequisites:Warrior, Sorcerer, Rogue
Description:There are some whose souls sing with magical musics. These are able to perform wonders with their voices and instruments. A minstrel gains strength and abilities through music which may even be used to combat opponents. One must remember to finish a song, once the moment is over.

Minstrels use music as their primary tool. Any thick, heavy, non-flexible type of material worn around the neck will inhibit the minstrels ability to sing, as gloves or gauntlets of like material will inhibit their ability to play an instrument. Likewise, minstrels rely somewhat on stealth, and wearing any type of material that makes noise will negate their being able to steal. Skills that require the ability to move freely are impaired by heavy, constrictive materials worn in major areas. Thick materials worn on the head will impair hearing-based skills. Likewise, thick materials worn on the face will impair vision-based detection skills. Firstaid skills will be unperformable if the minstrel cannot adequately investigate the wound.


Name:Monshai
AR Name:Monshai (MOHN-shy)
Most Proficient:Dwarf
Prerequisites:None
Description:Monshai are a class specializing in the art of the body, in the innate skills at fighting that exist within everyone, and harnessing that power for their own use. Monshai learn to use their body as a weapon that, when fully trained, will surpass all but the mightiest myrmidon in its fighting prowess. They gain the ability to dodge those who would attack them, and their bodies toughen as the seasons pass, allowing them to resist more that might harm them. As the Monshai grows in power, material possessions become unwanted, and even a hindrance at higher ranks, keeping the body from performing at its best.

Monshai rely on stealth for many of their skills, and wearing any type of material that makes noise will negate their being able to backstab, sneak, etc. Likewise, skills that require the ability to move freely are impaired by heavy, constrictive materials worn in major areas. Thick materials worn on the head will impair hearing-based skills. Likewise, thick materials worn on the face will impair vision-based detection skills. Firstaid skills will be unperformable if the monshai cannot adequately investigate the wound.


Name:Priest
AR Name:Priest (PREEST)
Most Proficient:Nixie
Prerequisites:None
Description:Preists come from advanced races, and function as appendages attached to one of the Realmsian churches, devoting their lives to the study of a deity and the powers granted by that deity. They are the healers of the realms, more adept at coping with the wounds and perils of daily life than anyone else, and have recuperative magics that can affect physical health as well as spiritual health. Their abilities are granted directly from the gods of the Realms, as an extension of their spheres of influence.

Priests must make intricate casting gestures for their spells, and thus are unable to cast when wearing restrictive, rigid gloves or gauntlets. Healing spells will not function when items made from magical force are present in mass quantities, for the magical nature interferes with healing. Spells that create a magical field will not function when there is a mass quantity of metal worn on the major body slots. Metallic items worn on the caster's body (apart from small items like earrings, rings & neck items) will inhibit casting electrical spells. Heavy, thick items worn upon the face will keep divination magics that require sight from being cast. Firstaid skills will be unperformable if the priest cannot adequately investigate the wound.


Name:Ranger
AR Name:Chokidar (show-KEE-dahr)
Most Proficient:Elf
Prerequisites:Warrior, Druid, Totemist
Description:No greater ally have the people who venerate nature than the Chokidar, the militant arm of the Giaouran church. The chokidar support the natural form of life, while becoming one with the forests, and their animal inhabitants. While uncomfortable in cities, they can function as intermediaries between the life in and out of the wildernesses of the realms, and serve as guardians of nature, animal and plant life, and the wilder areas of the world.

Chokidar use skills that require the ability to move freely, skills that are impaired by heavy, constrictive materials worn in major areas. Likewise, Chokidar use skill that rely on stealth, and wearing any type of material that makes noise will negate their being able to silentwalk. Thick materials worn on the face will impair vision-based detection skills. Firstaid skills will be unperformable if the chokidar cannot adequately investigate the wound.


Name:Rogue
AR Name:Blackguard (BLAHK-gard)
Most Proficient:Halfling
Prerequisites:None
Description:Blackguards base their lives upon the idea that the world is theirs to take, and that those who are stolen from never deserves what was stolen in the first place. They rely upon treachery, stealth, and the shadows to bring them success. They are also masters at setting traps and snares to aid in their escape from a given situation, some of them quite lethal.

Blackguards rely on stealth for many of their skills, and wearing any type of material that makes noise will negate their being able to backstab, sneak, etc. Likewise, skills that require the ability to move freely are impaired by heavy, constrictive materials worn in major areas. Thick materials worn on the head will impair hearing-based skills. Likewise, thick materials worn on the face will impair vision-based detection skills. Firstaid skills will be unperformable if the blackguard cannot adequately investigate the wound.


Name:Sorcerer
AR Name:Sorcerer (SOAR-sir-ur)
Most Proficient:Zhaun
Prerequisites:None
Description:Sorcerers are those who spend their lives bettering themselves and others through the use of magic. While not as physically hardy as other professions, their grasp of magic is surpassed by none. Powerful offensive magics, deep and world-reaching divination magics and a fair arsenal of defensive magics make a sorcerer someone to be feared and respected in the land.

Sorcerers must make intricate casting gestures for their spells, and thus are unable to cast when wearing restrictive, rigid gloves or gauntlets. Spells that create a magical field will not function when there is a mass quantity of metal worn on the major body slots. Metallic items worn on the caster's body (apart from small items like earrings, rings & neck items) will inhibit casting electrical spells. Heavy, thick items worn upon the face will keep divination magics that require sight from being cast. Firstaid skills will be unperformable if the sorcerer cannot adequately investigate the wound.


Name:Totemist
AR Name:Totemist (TOE-tehm-ist)
Most Proficient:Gwirath
Prerequisites:None
Description:Totemists are primitive priests of nature, closer to Giaours than Priests, who take their powers and abilities from the spirits of the land, sky and waters, as well as all of the inhabitants of these. To truly embody the way of the Totemist, one must remain pure and at one with oneself and the spirits of the world. Totemists make use of rituals instead of spells, calling on the power of the spirits of the elements, or of certain animal totems, to perform supernatural acts. "Performing" these rituals takes concentration and energy, and thusly, one may "perform" only a certain number of rituals per day, although the endurance and knowledge which comes with age and experience increases a totemist's power as they gain in experience.

Totemists use the command "perform" to use their rituals.

Totemists skills rely on their ability to commune with the spirits of nature, and thus, most totemist skills will not function if the totemist adorns himself or herself in non-organic materials. Likewise, thick materials worn on the face will impair vision-based detection skills. Firstaid skills will be unperformable if the totemist cannot adequately investigate the wound.


Name:Warlock
AR Name:Savokiir (sah-voh-KEER)
Most Proficient:Drakyn
Prerequisites:Warrior, Sorcerer
Description: Savokiir are a very mysterious class, though it is common knowledge that they are users of powerful, destructive magics, mostly used in battle. Due to the concentration required to pull raw magical energy from the world and shape it on-the-spot, savokiir must be of evil alignment and unfettered by any ethical or moral restrictions in order to cast their spells at utmost efficiency. If a savokiir finds himself/herself taking a neutral or good stance towards world affairs, the casting cost become much higher, due to the internal battle that rages within his/her mind. This class is very battle oriented and as such carries little in the way of defensive or divinatory spells.

Savokiir must make intricate casting gestures for their spells, and thus are unable to cast when wearing restrictive, rigid gloves or gauntlets. Spells that create a magical field will not function when there is a mass quantity of metal worn on the major body slots. Heavy, thick items worn upon the face will keep divination magics that require sight from being cast. Likewise, skills that require the ability to move freely are impaired by heavy, constrictive materials worn in major areas. Firstaid skills will be unperformable if the savokiir cannot adequately investigate the wound.

Note: To practice savokiir spells, you must be at an appropriate savokiir casting level. To do so, find a savokiir guildmaster and type wprac. Savokiirs have other, limited battle skills that must be practiced with the normal practice command.


Name:Warrior
AR Name:Myrmidon (MEER-mih-don)
Most Proficient:Orc
Prerequisites:None
Description:Those players who choose to be myrmidons are most often among the strongest and hardiest of their kind. Myrmidons specialize in physical forms of combat and deal with the world in a uniquely physical way. Because of their strength and endurance, myrmidons have certain abilities which are unique and as such are unavailable to other classes.

Myrmidons use skills that require the ability to move freely, skills that are impaired by heavy, constrictive materials worn in major areas. Likewise, Firstaid skills will be unperformable if the myrmidon cannot adequately investigate the wound with his or her hands.


Name:Wildmage
AR Name:Xaorcerer (ZAOW-sir-uhr)
Most Proficient:Prrmyr
Prerequisites:Magician, Totemist
Description:Xaorcerers are those chosen few who have embraced the more chaotic nature of magic, and have chosen to spend their lives living on the magical edge, using the raw mana to cast their spells with sheer will instead of forming them through the complex ritual of their counterparts. Doing this requires more mana for each spell, as there is some... spillage, but it also allows the xaorcerer to cast spells that affect wildmagic itself. Xaorcerers gain a natural resistance to the effect of wildmagic areas as they progress, and have several xaomagic spells at their disposal, spells that no sorcerer could cast becuase it requires a more intimate knowledge of mana than they attain.

Xaorcerers must make intricate casting gestures for their spells, and thus are unable to cast when wearing restrictive, rigid gloves or gauntlets. Spells that create a magical field will not function when there is a mass quantity of metal worn on the major body slots. Metallic items worn on the caster's body (apart from small items like earrings, rings & neck items) will inhibit casting electrical spells. Heavy, thick items worn upon the face will keep divination magics that require sight from being cast. Firstaid skills will be unperformable if the Xaorcerer cannot adequately investigate the wound.