Classes

classes

Classes

Every player character in Forge of Legends has a class. The class defines the core abilities and skills a character can use, as well as things like hit points and skill points per level. Forge of Legends uses a fairly traditional class system that will be familiar to many RPG players. Below is a list of classes with details about each.


Soldier

Skilled in the ways of arms and armor, this adventurer is always on the front lines in any fight. A Soldier has access to all weapon and armor skills, and advances in level quicker than more specialized classes like Paladin and Reaver. Though some would call them simple, soldiers can be the backbone of any group of adventurers.

[ Hit Points per level : 10 ]
[ Skill Points per level : 3 ]

[ CLASS SKILLS ]
Dagger, Sword, Axe, Bow / Crossbow,
Staff, Polearm, Hammer / Mace / Flail,
Simple Ranged, Spear / Javelin, Shield,
Critical Strike, Dual Wield, Dodge

[ SPECIAL ]
Increased Experience Gain


Paladin

In addition to being a master of arms and armor, a Paladin follows a code of honor. He fights for good and justice, defending the innocent and punishing evil. A Paladin's skills grow more slowly than an average soldier, but he is also able to manifest certain gifts of the light as he gains levels. These gifts tend to be protective and restorative, with a few exceptions. Paladains are stalwart foes of evil, and loyal allies... but they tend to get a bit grumpy around Reavers and Shades.

[ Hit Points per level : 10 ]
[ Skill Points per level : 3 ]

[ RESISTANCE MODIFIERS ]
Shadow: +2

[ CLASS SKILLS ]
Dagger, Sword, Axe, Bow / Crossbow,
Staff, Polearm, Hammer / Mace / Flail,
Simple Ranged, Spear / Javelin, Shield,
Critical Strike, Dual Wield, Dodge,
Devotion

[ SPECIAL ]
Rebuke
Rejuvenation


Reaver

A Reaver is a warrior with a lust for battle and blood. His training focuses more on how to inflict wounds and is less concerned with defense. A Reaver believes that the shortest route to safety is by slaying your enemy! As such, Reavers tend to favor skills like critical strike or two-weapon fighting. A Reaver full of bloodlust can be intimidating to friend and foe alike!

[ Hit Points per level : 10 ]
[ Skill Points per level : 3 ]

[ SKILL MODIFIERS ]
Critical Strike: +5 Dual Wield: +5

[ CLASS SKILLS ]
Dagger, Sword, Axe, Bow / Crossbow,
Staff, Polearm, Hammer / Mace / Flail,
Simple Ranged, Spear / Javelin, Shield,
Critical Strike, Dual Wield, Dodge,
Bloodlust


Archer

An Archer has honed his skill with ranged weaponry above all else. Although some have a basic ability with light blades, all excel with bows, crossbows, and sometimes other ranged weapons like slings. Their specialties require that they remain more flexible and limber, and as such can use only lighter forms of armor. Their ability to cause harm from a distance more than makes up for this, of course!

[ Hit Points per level : 7 ]
[ Skill Points per level : 3 ]

[ SKILL MODIFIERS ]
Bow / Crossbow: +5

[ CLASS SKILLS ]
Dagger, Sword, Bow / Crossbow, Simple Ranged,
Spear / Javelin, Critical Strike, Dodge,
Arrowsmith, Multishot

[ SPECIAL ]
Light Armor Only


Rogue

The rogue has a variety of useful skills, even though he is unlikely to be a good choice for going toe-to-toe with a large monster. He can find and disarm traps, open locks, and even identify unusual magic items. When not sallying forth with a party into the dungeon, he is also a skilled gambler, haggler, and... entrepreneur.

[ Hit Points per level : 7 ]
[ Skill Points per level : 6 ]

[ CLASS SKILLS ]
Dagger, Sword, Bow / Crossbow, Staff,
Simple Ranged, Spear / Javelin, Shield,
Critical Strike, Dual Wield, Dodge,
Lore, Gambling, Haggle,
Comedian, Locks, Traps,
Scavenger

[ SPECIAL ]
No Heavy Armor


Aether Mage

Aether Mages are individuals who have never felt truly connected to the material world. As their lives and minds move them ever further along unseen paths, they become aware of an innate ability to briefly leave the material plane. As their skill at these short journeys increases, they are able to draw forces, objects, and even living entities from this other plane of existence -- the Aether. Aether Mages have a unique collection of abilities, allowing them to manifest powerful Aether energies, manipulate matter, travel in ways that violate principles of physics, and call other-worldy allies. Each use of one of these abilities requires a portion of the Aether Mage's concentration. As such, players should watch the concentration stat carefully with these characters, and take steps to maximize it. Aether Mages can only wear cloth armor and carry the lightest of burdens.

[ Hit Points per level : 5 ]
[ Skill Points per level : 3 ]

[ CLASS SKILLS ]
Dagger, Staff, Simple Ranged, Dodge,
Wands, Lore, Focus,
Manifestation, Translocation, Spell Mastery

[ SPECIAL ]
Cloth armor only
Decreased carrying capacity


Wizard

A wizard is a scholar who has studied magic extensively. There are none who possess more knowledge about the workings of magic than wizards. Though physically frail, they can cast powerful spells of many varieties. They are able to invoke these spells a certain number of times per day, increasing their abilities to learn new spells and cast them more often as they gain levels.

[ Hit Points per level : 3 ]
[ Skill Points per level : 3 ]

[ CLASS SKILLS ]
Dagger, Staff, Simple Ranged, Wands,
Lore, Spell Mastery, Elemental Magic,
Transmutations, Conjurations, Enchantments

[ SPECIAL ]
Light Armor Only


Sorcerer

Sorcerers are those who have discovered a magic within themselves. The source of this magic is a mystery, but is considered a great gift. They tend to have a talent with spells that are more spontaneous than those favored by wizards. Sorcerers have a pool of magical energy which they can expend as they see fit, with more powerful magic spells requiring more from this pool. Both their magic pool and the kinds of magic they can create increase with level.

[ Hit Points per level : 4 ]
[ Skill Points per level : 3 ]

[ CLASS SKILLS ]
Dagger, Sword, Staff, Polearm,
Hammer / Mace / Flail, Simple Ranged, Wands,
Lore, Spell Mastery, Meditation

[ SPECIAL ]
Light Armor Only


Avatar

Avatars live to bring peace to the world. They are skilled at healing and improving the abilities of those around them, and when facing the forces of darkness, they can also unleash righteous fury. Like wizards, they can manifest magic spells a certain number of times per day. However, their power stems from their devotion to goodness and light rather than arcane knowledge.

[ Hit Points per level : 7 ]
[ Skill Points per level : 2 ]

[ CLASS SKILLS ]
Staff, Hammer / Mace / Flail, Shield, Lore,
Devotion, Radiance

[ SPECIAL ]
No Heavy Armor


Wildheart

As champions of nature, Wildhearts can channel its primal force in many unique ways. By drawing from a pool of this natural force, they can enhance characters, cleanse poison and disease, and even call allies to aid them. Though not as proficient in mending wounds as an Avatar, their other abilities can be equally as useful.

[ Hit Points per level : 5 ]
[ Skill Points per level : 2 ]

[ CLASS SKILLS ]
Dagger, Axe, Bow / Crossbow, Staff,
Simple Ranged, Spear / Javelin, Dodge,
Meditation, Conservation

[ SPECIAL ]
No Heavy Armor


Shade

While not necessarily evil, a Shade is one who has embraced shadow. Shades are skilled at causing harm with magic, but their natures make them immune to the benefits of magic wielded by Avatars. This could leave them vulnerable to taking too many wounds, though they can draw life from enemies to replenish themselves. Their ability to tap into the power of shadow is replenished when they rest in darkness, or when they slay an enemy. Additionally, they can meld into shadows and dark places -- an ability that can prove useful in avoiding notice or protecting themselves. Avatars and Shades can coexist in a party together, but don't expect either to be happy about it.

[ Hit Points per level : 5 ]
[ Skill Points per level : 3 ]

[ RESISTANCE MODIFIERS ]
Shadow: +10

[ CLASS SKILLS ]
Dagger, Sword, Bow / Crossbow, Staff,
Hammer / Mace / Flail, Simple Ranged, Spear / Javelin,
Critical Strike, Dual Wield, Dodge,
Lore, Meditation, Spell Mastery,
Dark Resonance, Malignance

[ SPECIAL ]
Immune to Avatar Benefits
No Heavy Armor