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Choosing a Profession

There are eight professions you can choose from. Each has different skills, abilities, strengths, and weaknesses. There is no one best choice. You must decide what type of character you would like to play, and then imagine what he or she would like to specialize in.

  • WarriorThe main fighting class, warriors focus on arms and combat. They are easy to develop. Because they specialize in arms and combat, they learn weapon skills and wear heavier armor types more easily than any other class. They can therefore develop skill with a variety of weapons and armors. They are less skilled in maneuvering and manipulating tools than rogues. Since they devote the majority of their lives to physical combat, they tend to have great difficulty in learning spells and operating certain types of magical devices.

    Sphere of Arms. Prime stats are Constitution and Strength.

  • RogueSpecialists in maneuvering and manipulation, they have an easy time learning many skills, such as stalk and hide, pick locks, detect and disarm traps, climbing, perception, searching, and ambushing. With all of these skills, rogues make excellent scouts, lookouts, and hunters. They are fairly adept with weapons and heavier armor, second only to warriors. They may also learn how to use spells and magical devices more easily than do warriors. In most societies in GemStone III, the rogue is as honorable a profession as any other.

    Sphere of Arms. Prime stats are Reflex and Dexterity.

  • WizardWizards are masters of Elemental Magic, the force that permeates the world and surrounds all within it. Wizards are pure elemental spell users, and they concentrate on spells that harness and bring to bear the forces of nature. They have a wide variety of spells for attack, defense, and utility purposes. Excellent at acquiring knowledge of magical lore and the use of spells and magical devices, wizards are among the poorest in the use of weapons, and gain skill at arms only at great expense. Heavier armor types will also affect the wizard's ability to cast spells.

    Elemental Sphere. Prime stats are Aura and Intelligence.

  • ClericClerics use the spiritual power of the deities, which is funneled through their followers or other spell users. It is spiritual in origin and separate from Elemental Magic. Clerics are pure spiritual spell users. Some are simple priests; others are crusaders, devoted to preserving life whether by use of their spells or by dint of arms. Clerics' spells allow them to commune with deities, resurrect the dead, protect themselves and their comrades, and banish the undead. Clerics can gain skill at arms, but they must devote more time and energy to it than non-spell users. Heavier armor may affect how well they use spells.

    Spiritual Sphere. Prime stats are Wisdom and Logic.

  • EmpathEmpaths are pure Spiritual spell users. They use their talents to transfer wounds from others to their own bodies. They then use their recuperative powers to heal themselves. They are rewarded by both the gods and their patients for such selflessness. Their spells concentrate on self-healing, but they also have access to other spells more useful in combat. It is difficult, but not impossible for empaths to gain skill in weapons and armor, though heavier armor types may affect how well they cast spells.

    Spiritual Sphere. Prime stats are Wisdom and Logic.

  • SorcererHybrid spell users who rely on both the Elemental and Spiritual Spheres, sorcerers concentrate on spells of disruption and destruction. Their base spells deal with the annihilation of animate and inanimate matter. While this is a difficult profession to learn early on, sorcerers have the potential to be extremely powerful and deadly. They cannot, however, learn as many utility and defensive spells as wizards and clerics can.

    Spiritual and Elemental Spheres. Prime stats are Aura and Wisdom.

  • RangerRangers are semi-spell users, combining skill at arms with a variety of spells. While they can only throw spells of limited power, their magic enhances their considerable skill with weapons. Ranger spells are especially potent outdoors, as many deal with manipulating nature. They are also fairly adept at learning to maneuver and use devices, both magical and mundane. One of the most versatile professions, the ranger has a flexibility that pure arms or spell users cannot match.

    Spiritual and Arm Spheres. Prime stats are Wisdom and Constitution.

  • BardBards are semi-spell users who combine magic and weapons. Their song spells allow them to enhance not only their own skills in combat but also those of all in their party. Bards are also masters of lore, adept at discovering the secrets of magic items. Nearly as versatile as rangers, bards are somewhat more adept at using magical devices, but less so at physical skills such as combat and maneuvering. Heavy armor will restrict their spellcasting abilities.

    Arms and Elemental Spheres. Prime stats are Aura and Logic.


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