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The long list of races, from various video games.

 
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Ashen Rain
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Posts: 251


PostPosted: Thu Sep 21, 2006 10:03 am    Post subject: The long list of races, from various video games. Reply with quote

Ok... This is going to be a long, long long long, list of races and classes, and continents and the like, in a somewhat World of Warcraft-esque fashion. These races and classes are, so far, from a bunch of video games I've looked up. Note, that there are generally humans in most games, but I only have one type from one game up. I'm not going to put up the description of EVERY human, unless it's some type of sub race with distinct differences. This goes for everything else, as well. If there are orcs on one site, and orcs on another, I'm going to use the first one I found, and ignore the second. If there is a ranger class one one site, and a ranger class on another, I'm still going to go with the first one I found. So, if you're going to point out a duplicate to me... Please don't. This is just kind of a basis list, for fun. No real restrictions. You don't really HAVE to use what weapons are under the class type- you can use others. This is just a, 'well, here's an idea for you if you can't think of anything else' thing.

I will have some rules for this up later, if you'd like me to add something of yours from the list (IE: a race/class you made up, or one you found on a videogame that I haven't looked up yet) but for now, I'm just going to post the list. The only rule is...

... Don't post here. Please. If you want to know something, just PM me.

Thanks a million... here we go.

_________________


Ashen: *On the phone with her friend Blender* So any way, I was... Wait, why does my thumb hurt?
Blender: You alright?
Ashen: *shouts* OH GOD!
Blender: Holy effing... What's wrong?!
Ashen: Theskinundermythumbnailisseparatingfrommynailfornoreason!
Blender: ... What? Are you bleeding?
Ashen: No.
Blender: Then what's so bad about it?
Ashen: I'm disintegrating!


Last edited by Ashen Rain on Thu Sep 21, 2006 10:17 am; edited 1 time in total
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Author Message
Ashen Rain
Red Belt

Old Friend

Blackstar Native

Evil Council Member




Posts: 251


PostPosted: Thu Sep 21, 2006 10:05 am    Post subject: Reply with quote

Races-

Main race- Humans: The Humans of Stormwind are a resilient breed, having survived an invasion by the savage Orcs during the First War. During the Second War, the armies of Stormwind rallied with the Alliance to reclaim their homeland of Azeroth. After the success of the Second War, Stormwind was rebuilt and Human civilization began to flourish once again throughout the southlands. With the recent invasion of the Burning Legion - which left the northern kingdom of Lordaeron in ruins - Stormwind now stands as the last bastion of human civilization. Following the heroic examples of the legendary Sir Lothar and King Llane, the defenders of Stormwind are considered to be among the fiercest warriors in the land. They stand resolute in their charge to maintain the honor and might of humanity in an ever-darkening world.

The humans of Stormwind are any combination of alliance sided human races. They are only race specific if their parents were both one type of sub race.Their looks vary. Live in Eastern Kingdoms in a lush and forested area, with farmland around.

Side: Alliance

Mount: Horse

Night Elves: The reclusive Night Elves were the first race to awaken in the World of Warcraft. These shadowy, immortal beings were the first to study magic and let it loose throughout the world nearly ten thousand years before Warcraft I. The Night Elves' reckless use of magic drew the Burning Legion into the world and led to a catastrophic war between the two titanic races. The Night Elves barely managed to banish the Legion from the world, but their wondrous homeland was shattered and drowned by the sea. Until recently, the Night Elves closed themselves off from the rest of the world and remained hidden atop their holy mountain of Hyjal for many thousands of years. The Legion's invasion brought the Night Elves out of their long period of slumber. They now have renewed interest in shaping the world, and for the first time are allying themselves with other races to insure the continued survival of Azeroth. As a race, Night Elves are typically honorable and just, but they are very distrusting of the 'lesser races' of the world. They are nocturnal by nature and their shadowy powers often elicit the same distrust that they have for their mortal neighbors.

Skin ranges from purple to blue, eyes glow, very long ears, hair ranges from blue, to purple, to green. Live in Kalimdor, on a pine like forest in an island off of the coast.

Side: Alliance

Mount: Tiger.

Gnomes: The eccentric, often-brilliant Gnomes are one of the most peculiar races of the world. With their obsession for developing radical new technologies and constructing marvels of mind-bending engineering, it's a wonder that any Gnomes have survived to proliferate.

Thriving within the wondrous techno-city of Gnomeregan, the Gnomes shared the resources of the forested Dun Morogh Peaks with their Dwarven cousins. Though the dwarves of Ironforge also have a propensity for technology and engineering - it is the gnomes who provide the critical, visionary designs for most of the Dwarves' weapons and steam vehicles.

The Gnomes served the Alliance well during the Second War, but strangely, they refused to send any personnel to aid their allies during the Burning Legion's recent invasion. Though their designs helped turn the tide against the Legion, the Dwarves and Humans were shocked by the Gnomes' decision to withhold their courageous troops and pilots.

When the war ended, the Alliance discovered the reason for the Gnomes' sudden withdrawal. Apparently, an ancient, barbaric menace had risen from the bowels of the earth and invaded Gnomeregan. Knowing that their allies' priority was defeating the Burning Legion, the Gnomes decided to make their stand alone. Though they fought valiantly to save their beloved city, Gnomeregan was irrevocably lost.

Nearly half of the Gnomish race was wiped out during the fall of Gnomeregan. The ragged Gnomes that survived fled to the safety of the Dwarves' stronghold of Ironforge. Committed once again to the Alliance's cause, the Gnomes spend their time devising strategies and weapons that will help them retake their ravaged city and build a brighter future for their people.

Very short, many eye and hair colors, eccentric hair styles. Live in Eastern kingdoms in the snowy mountains with the dwarves.

Side: Alliance

Mount: Robotic Chicken

Dwarves: The stoic dwarves of Ironforge are an ancient race of robust humanoids who live beneath the snow-capped mountains of Khaz Modan. The Dwarves have always been fast allies with the Humans, and they revel in the prospects of battle and storytelling alike. In past ages, the Dwarves rarely left the safety of their mountain fortresses. However, whenever the call to battle sounded, they rose up to defend their friends and allies with unmatched courage and valor. Due to a recent discovery that uncovered fragments of their ancient origins, the Dwarves have undergone a remarkable transformation. The discovery convinced the Dwarves that the mighty Titans created them from stone when the world was young. They feel that their destiny is now to search the world over for more signs and proof of their enchanted heritage and to rediscover the Titans' hidden legacies. To this end, the Dwarves have sent out their Prospectors to all ends of the world in the hopes of discovering new insight into their shrouded past. These journeys led to Dwarven excavation sites all over the known world, some of which serve as outposts and some of which serve as potential hunting grounds for enemies of the Dwarven race.

Short and stocky, many hair and hair colors. Live in Eastern Kingdoms in the snowy mountains.

Side: Alliance

Mount: Ram

Orcs: The savage, green-skinned Orcs are one of the most prolific races of Azeroth. They are commonly believed to be brutal and mindless, possessing no humanity or empathy for other races. Born on the hellish world of Draenor, the Orcs were brought into the kingdom of Stormwind through the dimensional gateway known as the Dark Portal and forced to wage war on the Humans. Although few are aware of their history, the Orcs once cultivated a noble, Shamanistic society on the world of Draenor. Tragically, the proud Orc clans were corrupted by the Burning Legion and used as pawns in the Legion's invasion of Azeroth. The Orcs managed to rebel, however, and they were ultimately able to help turn the tide against their demon masters. Led by the young Warchief, Thrall, the Orcs have reclaimed their strength and honor. Now, the Orcs stand ready to fight not for the sake of conquest, but for their right to survive in their adopted world.

Hair color ranging from black to brown to auburn, eyes green/ brown/ blue/ or red, green skin, Short pointed ears. Live in Kalimdor in a desert area.

Side: Horde

Mount: Wolf

Tauren: The Tauren are huge, bestial creatures who live in the grassy, open barrens of central Kalimdor. They live to serve nature and maintain the balance between the wild things of the land and the restless spirit of the elements. Despite their enormous size and brute strength, the remarkably peaceful Tauren cultivate a quiet, tribal society. However, when roused by conflict, Tauren are implacable enemies who will use every ounce of their strength to smash their enemies under hoof. Under the leadership of their ancient chief, Cairne Bloodhoof, the Tauren allied themselves with the Orcs during the invasion of the Burning Legion. The two races have remained steadfast allies ever since. Like the Orcs, the Tauren struggle to retain their sense of tradition and noble identity.

Cow colored mains and fur, green/brown eyes, horns, hooves, three fingers. Live in Kalimdor in a plains like area.

Side: Horde

Mount: Kodo

Trolls: The vicious Jungle Trolls, who populate the numerous islands of the South Seas, are renowned for their cruelty and dark mysticism. Barbarous and superstitious, the wily Trolls carry a seething hatred for all other races.

One tribe, however, was forced to overcome its prejudices when it encountered the Orc Warchief, Thrall, and his mighty Horde. The Trolls of the Darkspear tribe, long since exiled from their ancestral lands in Stranglethorn Vale, were nearly destroyed by a band of aquatic Murlocs, but Thrall and the Horde managed to save them. In return the grateful Trolls swore an oath of eternal allegiance to the Horde.

Led by the cunning Shadow Hunter, Vol'jin, the Darkspear Trolls now make their home in Durotar along with their Orcish allies. Their village, named after their fallen tribal elder, Sen'jin, lies along the eastern coast of the harsh, rocky land. The Darkspear tribe also occupies tracks within the nearby jungles of the Echo Isles.

As part of the Horde, the Trolls have extended their loyalty to the mighty Tauren, but they have little trust for the manipulative Forsaken, whom they believe will visit only misery and strife upon their allies.

Blue and green skin, red eyes, pointed ears and tusks, many bright hair colors, three fingers, two toes. Live in Kalimdor in a desert and also jugle island area.

Side: Horde

Mount: Raptor

Undead: Having broken free from the tyrannical rule of the Lich King, a renegade group of undead seek to retain their own free will while destroying all those who oppose them. Known as the Forsaken, this group is dedicated to serving their leader, the banshee queen Sylvanas Windrunner. These dark warriors have established a secret stronghold beneath the ruins of Lordaeron's former capital city. Situated deep beneath the cursed Tirisfal Glades, the labyrinthine Undercity is a sprawling bastion of evil. Within its shadowy confines, Sylvanas' royal apothecaries scramble to develop a devastating new plague - one which will not only eradicate their hated Scourge rivals, but the rest of humanity as well. To further their dark aims, the Forsaken have entered into an alliance of convenience with the primitive, brutish races of the Horde. Holding no real loyalty for their newfound comrades, the Forsaken have duped them into fighting against their common enemy - the Lich King. Only time will tell how these disciples of doom will fare in their mission of vengeance.

... Undead any-races. White eyes. Bones and rotting flesh. Claws. Live in Eastern Kingdoms, in a haunted forest.

Side: Horde

Mount: Undead horse.

Barbarians: Barbarians are a race of tall humanoids created by Mithaniel and Erollisi Marr. This hardy race originally settled in the cold lands of the north, building their city of Halas within the frozen tundra of Everfrost. Their buildings are somewhat primitive by Human standards, making use of raw materials and simple architecture. Interiors are often decorated with trophies from battle as well as skins and hides used as tapestries for recording their culture's history and lore. The arrival of the barbarians on Norrath ushered in the Age of Blood. Barbarians moved outward from their northern home, initiating brutal battles with whatever races they encountered. Tribes would war with anyone, including other barbarians, as a means to grow in strength and power. Eventually the Marr twins sparked more insightful thinking among the barbarians, and these wiser folk became the fathers and mothers of the Human race.

Barbarians are known for wearing their emotions on their sleeves, and have no problem with telling you exactly what they think of you. They will gladly back up their boasts with a show of force.

Humanoid, with somewhat tan skin, and lots of tribalistic tatoos. Hair and eyes range in color. Slightly sharper teeth, short claws. Live in Qeynos, in a Greystone, a mountain village.

Side: Horde

Mount: Griffon

Dark Elves: Dark elves are one of the three known ancient elf races, one of the oldest on Norrath. They are known by the elf word, Teir'Dal, a word meaning "elf of the abyss." They have existed for ages in the dark underworlds of Norrath, and are the children of Innoruuk. Legend has it that the Prince of Hate captured the first elven king and queen and tortured them over the span of 300 years, tearing them apart and rebuilding them in his own twisted image. Whatever their true origins may be, there is no doubt that the dark elves have embraced Hate as a guiding force in their lives. Hate, when disciplined, can make one strong and focused. When inspired in others, it can be a means to corrupt and control them. The practice of necromancy, which the Teir'Dal see as Innoruuk's gift to their race, is very much at the core of their culture.

Dark elves look down upon all other races, but in the past have made use of trolls and ogres as evil pawns. While ogres have regained their former intellect and are no longer prone to Teir'Dal manipulation, dark elves continue to look for ways to manipulate anyone they can.

Ebony skin, white or silverish hair, red to purple eyes, some what short. Pointed ears, not too long. Live in free port, in an underground mushroom and crystal city.

Side: Horde

Mount: Sleurk (Scaled, half snake half gecko like creature.)

Edruites: Though descended from normal Humans, Erudites eschew all ties to their less intellectual ancestry. Disciples of the great mage Erud, they long ago left the shores of Antonica and headed west to the barren coast of Odus. It was here that the city of Erudin was founded as a bastion of intelligence and culture. With high towers built of white marble, Erudin possesses a lofty beauty unsurpassed by any other work of man. Some years after the founding of the City of High Men, a sect of Erudites began practicing the art of necromancy after obtaining the knowledge from the dark elves. Labeled Heretics, these outcasts rebelled against their own people, and a terrible civil war broke out upon Odus. Magical forces took a horrible toll on all involved, and in a final epic battle a great hole was torn into the ground that touched the fringe of the Underfoot itself. Erudites consider all other races to be inferior, and have no qualms about saying so - especially regarding the kerra, who the Erudites see as little more than animals.

Silver skin, no hair, white or silver glowing eyes. Live in Free port(Evil) or Qenyos(Good), depending on allignment, in elaborately structured cities.

Side: Alliance or Horde

Mount: Summoned mount (Crystal steed for good, Cerberus Seed (hell hound with two heads) for evil)

Frogloks: Frogloks are a short amphibious race native to the swamplands of Norrath. Fiercely devoted to Mithaniel Marr, the frogloks have a longstanding conflict with the trolls of Innothule Swamp. Over 400 years ago, their deity blessed some of them with a heightened intellect and enhanced physical features. Shortly thereafter, these frogloks drove the trolls out of the city of Grobb, renaming it Gukta, Outpost of Marr in honor of their master. In terms of architecture and design, the frogloks remain true to their primitive roots. They care little for ornamentation, preferring instead to surround themselves with reminders of their swampy home.

Though of relatively stout build, the frogloks are a sturdy and intelligent people. They are able to fulfill any class role that does not betray the inherent goodness of their beliefs.

Frog humanoids, to put it simply. Frog heads, frog feet, frog hands, frog skin, and a somewhat humaniod, if not short build. Some are poisonous. Live in Qenyos in a large swamp.

Side: Alliance

Mount: Giant Toad

Half Elf: Caught between cultures, half elves possess no heritage of their own and have long been forced to exist outside the boundaries of polite society. As such, they've been mostly content to live in the human cities or to embrace their woodland heritage and call the outdoors home. With the influx of refugees into the cities, half elves have come to feel displaced from the only way of life they knew. They have grown somewhat rebellious as a result and refer to themselves as Ayr'Dal, a term derived from the old elven word for "misfit." Though often used by dark elves and high elves as an insult, the half elves have embraced the word as a symbol of their unique place in the world.

High elves and dark elves view half elves with disdain, as they represent a taint upon the purity of their respective races. Wood elves are somewhat more accepting, and humans simply don't care one way or the other.

Many looks, many eye colors and skin tones, many builds. Hair can be any color on the color spectrum, partially pointed ears, somewhat short builds. Live anywhere they can, in either Freeport of Qenyos.

Side: Alliance or Horde

Mount: Generally some type of horse.

Halfling: Halflings are the creation of Bristlebane, King of Thieves and lord of the Plane of Mischief. They are, as their name implies, about half the height of humans, and are known for their rounded, slightly portly features and oversized hairy feet. Halflings are good-natured and friendly, amiable to just about anyone who doesn't show them open hostility. Though well-intentioned, it is common for halflings to fall into all manner of mischief and shenanigans. Nothing pleases a halfling more than sitting by a fire with family and friends, recounting stories of past adventures. Even so, halflings are durable survivors, formidable in battle when forced into that situation.

Originally from Rivervale, halflings are devoted to their beloved thicket. They build houses into grass-covered mounds of earth, being partial to rounded doorways and low ceilings.

Their strong ties to family and community inspire halflings to become noble Fighters. Their inherent inquisitiveness makes them excellent Scouts. As intellectual pursuits are not the halflings' strong suit.

Short, human like features, somewhat chubby. Hair ranges from brown to blond, eyes are brown or grey. Fuzzy feet. Very sneaky. Live in Qenyos in a hilled, river city.

Side: Alliance

Mount: Riding Wolf

High Elves: High Elves, or Koada'Dal, are the fair-skinned children of Tunare, Goddess of Growth. Tall and slender, high elves embody elegance and culture, having long made their home within the pristine stone walls of Felwithe. The Koada'Dal appreciate art and design, surrounding themselves with examples of their artistic and intellectual superiority. Above all else, high elves are an orderly and disciplined people. Though benevolent in nature, they look down on other races as being less pure than themselves. Their wood elf cousins exist chiefly to do their bidding, and most other good races are merely tolerated. Evil races, especially their mortal enemies the dark elves, are worthy only of a quick and efficient death. High elves see themselves as the chosen Elves of Tunare, a perspective that has caused the development of their well-known egos.

Pale skinned, taller than humans but not quite as tall as a Night Elf. Blond or white hair, blue or grey eyes. Medium length pointed ears. Live in Qenyos in a floating white castle town.

Side: Alliance

Mount: Pegasus

Iksar: The iksar are a tall reptilian race created by Cazic-Thule. Their major sphere of influence has always been on the continent of Kunark, where they have long been one of the primary cultures. The iksar have a rich but painful heritage. At one time, their Sebilisan Empire controlled Kunark with a fierceness and utter dominance comparable to that of the original Rallosian Empire on Antonica. Though they ruled Kunark with a might challenged only by the dragons themselves, the iksar have also undergone long periods of enslavement and humiliation. This history has caused the race to despise outsiders and depend only on each other for strength. The architecture and design of the iksar is exemplified in Sebilis, Cabilis and the City of Mist, revealing a penchant for dojo-like structures and minimalist design. As a race, the iksar exemplify perhaps the purest form of evil on Norrath. Rather than wallowing in pettiness and corruption, iksar embody orderly, direct wickedness. They do not hide their intentions or practice subterfuge; they hate everyone openly and equally.

The iksar are a very strong race, well suited for the physical combat styles of the fighter classes. Their keen intellect allows them to be powerful mages, with a definite emphasis on dark forms of magic. Their cunning nature allows them to be excellent scouts.

Very reptilian, claws sharp teeth, scales, reptile eyes, horns and frills. Long crocodile like tails. Live in Free port in their oasis temple, desert home.

Side: Horde

Mount: Scar scale (Very mean riding lizard.)

Kerra: Female kerra are a bit larger than males, thus they have developed as a matriarchal culture. Kerra trace their ancestry back to their first great leader, Kejaan. He traveled the continent of Odus, uniting the various tribes into one kingdom and ushering in an era of peace and prosperity. One day, Erud and his High Men arrived to settle the continent. This splinter group of humans took over much kerra land; even worse, a great plague infected many and caused massive deaths. The kerra blamed the Heretics and their study of necromancy. Kejaan succumbed to the plague, leaving his son Vah Kerrath as leader. He vowed to make the Heretics pay.

During the civil war between the Erudites and the Heretics, a huge explosion of mystical forces teleported an entire kerra village to the dark side of the moon of Luclin. Vah Kerrath survived this journey and renamed his lost tribe the Vah Shir. The kerra on Norrath scattered; some went west to settle Kerra Isle, others east to a tiny island in Erud's Crossing, and others fled deep into the Stonebrunt Mountains. Much later, a path to Luclin was breached and some of the Vah Shir returned to Kerra Isle, breeding a new, stronger people.

Cat people, to put it bluntly. More cat like than the Valkyn. Fur patterns of various large cats, long cat tails, claws and wiskers and the like. No hair- only fur. Live in random settlements depending on breed (panther, lion, jaguar, etc...) On both Qenyos and Free port.

Side: Horde or Alliance

Mount: Large blue felines summoned from another plain.

Ogres: The ogres are a massive race created by Rallos Zek. Built for warfare, these hulks long ago ruled an empire that encompassed most of Norrath. Eventually they mounted a massive army to challenge the Rathe Council in the Plane of Earth. For demonstrating such pride, the Rathe laid a curse upon all of Zek's creations, crippling their intelligence and causing their empire to crumble. Ogres became the pawns of other races, remaining largely confined to their crude stone huts in the Feerrott when not engaged in small-scale conflicts. When the gods eventually withdrew from their planes, the veil was lifted from the minds of the ogres. They had just begun rebuilding their culture when they were visited by the Avatar of War, who had been ordered by Rallos to organize a new Rallosian Empire designed to wipe out all the other races from the face of Norrath. The ogre's high commander, General Urduuk, broke a pact that Rallos had made with Cazic-Thule by taking control of Cazic's temple and the gate to the Plane of Fear. For again demonstrating such pride as to insult the gods, the Avatar of Fear unleashed the dreaded Green Mist, wiping out nearly the entire ogre race just as they were on the verge of conquering Qeynos and Freeport.

Pale skinned, huge muscled bodies. Inverted eyes, blue lips, hair is differently styled bronze and silver spikes, or black with the metals melted in. Live in Free Port in a nast, dungeon like town.

Side: Horde

Mount: Brigade Rhino (big horns. Furry. Creepy looking.)

Ratonga: The ratonga are a race of intelligent rat-like creatures approximately the same height as dwarves. Little is known of the ratonga's background. The race was first encountered in the Age of War; ratonga guides aided Freeport Militia troop movements through subterranean tunnels to the Desert of Ro, allowing supplies and troops to move while the great city was under a long siege. After this encounter, the ratonga vanished back into the depths they were found in. The ratonga did not reappear for ages, until the massive earthquakes of the Rending began to rip the continent of Antonica into pieces. Rumors surfaced that the ratonga were a tribe of rat-men related to the Chetari of Dragon Necropolis, a theory that the ratonga themselves seemed to encourage. However, it quickly became clear that these new arrivals were an order of magnitude more intelligent than the Chetari, leading many to speculate that the race's origins might lie in the Underfoot itself. On this subject, the ratonga say nothing.

The ratonga often emblazon a symbol on their chest. This symbol is always the same, whatever it may mean.

Small, rat like humaniods. Big front teeth, round ears, claws and a rat tail. Comes in many fur colors. Live in Free Port in underground dens or sometimes even sewers.

Side: Horde

Mount: Giant rat

Wood Elves: Wood elves, or Feir'Dal, are the free-spirited cousins of the high elves. Far more tolerant of other races than the haughty Koada'Dal, wood elves are pleasant and friendly. They average five feet tall with golden-hued skin, blending naturally into the surroundings of their forest home. The Feir'Dal come from the tree city of Kelethin, a series of platforms and elevators built skyward into the awesome beauty of the Greater Faydark. Wood elves love celebration and song, dedicating their lives to the praise of their creator, Tunare. Their welcoming and accepting nature has lead to close ties to other races, especially humans. This particular closeness has, in turn, sired the vast majority of the half elf race.

Shorter elves with less pointed ears, tan skin, and tatoos. Hair is tree colored, as are their eyes. Live in Qenyos in a village in the trees.

Side: Alliance

Mount: Hippogryph

Britons: The Britons are the people of Camelot, and the original subjects of King Arthur. Britons are the quintessential jacks-of-all-trades, capable of serving the fighting forces of Albion in any capacity, be it the healing arts of the Cleric, the arcane science of the Cabalist, the raw fury of the Armsman, or the mysterious rituals of the Necromancer. Britons are also the only people capable of picking up the staff of the Friar.

Soft brown/blond hair, blue eyes, caucasian skin, sub-race of humans. Live in Albion in a stone city.

Side: Alliance

Mount: Horse

Saracen: Accompanying their kinsman Sir Palomides to Albion from the southern deserts, the Saracens bring a rich culture and technological acumen lost to most of the world in these dark days. Their foreign origin, along with their unusual speed and dexterity have often brought them accusations of theivery - accusations not always deserved, but which make them popular choices for scouting missions against the enemy.

Dark hair and eyes, darker skin, sub-race of humans. Live in Albion in a desert area.

Side: Alliance

Mount: Horse

Avalonian: Avalonians are human (despite whispers to the contrary in certain quarters), but more attuned to the mystic arts than other people of Albion. Their homeland of Avalon recently fell under siege by the vicious Drakorans, and the noble Lady Lile has mobilized the forces of Albion to aid her people in this dark hour.

Avalonians tend to be taller and thinner than the average, and often are found in places of learning.

Bright brown/blond hair, blue/green eyes, pale skin, sub race of humans. Live in Albion with the Britons.

Side: Alliance

Mount: Horse

Highlander: The Highlanders hail from the northern hills of Albion, and can be easily identified by the kilts they wear that identify the clan they are affiliated with. They are staunchly loyal subjects of the crown, and their great strength serves Albion well in the front lines of battle.

Dark brown/auburn or red hair, blue green or brown eyes, caucasian skin, sub-race of humans. Live in Albion in a woodland city.

Side: Alliance

Mount: Horse

Inconnu: The Inconnu are the only non-human people of Albion. The Inconnu ("the Unknown") are small pale humanoids, with pale white skin and extremely large dark eyes. They live underground, and exist to serve Arawn, the "old world" Lord of the Underworld.

The Inconnu have allied with Albion to help retake the lost Island of Avalon, which has been overrun by the forces of Morgana. Morgana's necromantic rituals have placed her in direct opposition to Arawn, and his answer - his will - is for the Inconnu to serve Avalon. The nonhuman ways of the Inconnu make their erstwhile allies extremely uneasy, but their value in battle cannot be discounted.

Hair ranging from pale blond to brown/blond, pale bluish white skin, white green or orange pupils with black eyes, spikes along their jaws, double pointed ears. The race of Inconnu is it's own race. Live in Albion, in an underground chain of tunnels.

Side: Horde

Mount: Fell-steed

Half Ogre: Due to some misunderstandings that occurred at the time of the Drakoran invasion, the Thrawn Ogres of Krondon consider themselves enemies of Albion. However, they were once allies, and at that time there was some interbreeding between Avalonions and Ogres, resulting in a new breed, now referred to as Half Ogres. These Half Ogres have inherited the brute strength of their Ogre ancestors and the intelligence and curiosity of the Avalonians. They may not react as quickly as the typical Avalonian, and some consider them dimwitted as a result. With very high strength and above average constitution and intelligence, Half Ogres are natural tanks, in many ways similar to trolls in Midgard, but can also make average spellcasters. Their dexterity and quickness statistics, however, are very low.

Hair ranging in many colors or no hair at all, skin ranging in colors from pale, to greenish colors, to even darker brown colors, red/blue/purple/green/brown eyes. Mixed race between many types of human and an ogre. Two half ogres breeding create another half ogre. Live in Albion, in many random locations. Horde alligned half ogres live in a swamp land city.

Side: Either Alliance or Horde.

Mount: Horse or wolf

Celts: The Celts are the humans of Hibernia, a people deeply close to nature and the wild. They often serve as warriors and rangers in the fight for Hibernia, although a few have some magical affinity as well.

Hair is softer colored browns and blonds, some reddish, generally short on both male and female, blue eyes, caucasian skin. Live in Hibernia in a forest city.

Side: Either Alliance or Horde.

Mount: Dire/Stag.

Lurikeen: Small and extremely quick and dexterous, the Lurikeen are a magical race that originate from beyond the Veil. They are naturally adept at both the magical and stealthy arts, and their childlike appearance frequently catches their opponents off guard.

Hair is auburn, eyes are blue, ears are short and pointed. Caucasian skin. They are short, childlike creatures. Kind of creepy. Live in Hibernia/ another plain beyond the veil, in a forested and cavernous area.

Side: Horde

Mount: Spider

Firbolg: Huge humanoid creatures, rumored to be a mix of man and giant, Firbolg are wood-dwelling and are as attuned to nature as Celts, whom they often befriend. Because of their size and strength combined with their empathic connection to the forest, they often make excellent fighters and healers.

Hair comes in many human colors, as with their eyes and skin. Their ears are pointed and stumpy, their noses are small and flat. They live in Hibernia near the Celts in a forested city.

Side: Horde or Alliance

Mount: Bear

Sidhe Elf: The Elves, or "sidhe" in their tongue, originate from beyond the Veil, and have recently returned to aid Hibernia in its hour of need, although they are often disdainful of their supposed allies. This is usually tolerated though, as their command of the mystic arts of magic make them ferocious opponents in battle.

Hair ranges from silvery white to dark blond. Eyes are green, blue, or purple. Pale skin, relitively pointed ears, somewhat shorter than a human. Live in Hibernia in a white stone forest/city, near a crystal grove.

Side: Alliance

Mount: Unicorn.

Sylvans: The Sylvans are Dryad-type creatures that have a faint resemblance to the trees in which they inhabit. Sylvan are part of the natural fabric of HyBrasil in much the same way as the wolves and badgers that inhabit that wooded land of Hibernia. They have allied with the races of Hibernia to combat the threat of the Fomorians, who are ever-encroaching on HyBrasil.

Sylvans are humanoid, with bark-like skin and long, slender appendages. They have leaf-like hair that is colored in appropriately leafy colors: red, green, yellow, and orange. Their eyes are the same color as their leafs. Live in Hibernia in a densly forested area.

Side: Alliance

Mount: Stag

Shar: The Queen of the Shar has approached the Hibernians to offer her creatures in their struggle against Albion and Midgard. However, as the Elves well know, the Shar are inherently evil creatures, and do nothing that is good without ulterior motives. In truth, the Queen of the Shar has plans to help Hibernia defeat their enemies, and then, when they are weak, to turn on them and destroy them utterly. However, as the war is going badly, the Celts have argued that they should accept the assistance of the Shar. None but the Elves really know the Shar, and they are watchful and distrustful, but have agreed to this uneasy alliance. With fairly evenly distributed base statistics and high constitution, the Shar are durable and versatile, although they don't excel in any specific area.

Red eyes, brown hair, golden skin, many horns, sharp teeth and claws. Live in Hibernia in a deserted, temple ruins area.

Side: Horde

Mount: Snake

Kobolds: Mischievous, quick, and small, the Kobolds often act as scouts for the armies of Midgard, although many also have an affinity for the mystical runic arts. A few even serve as warriors on the front lines of battle, where their great speed and dexterity make up for their dimunitive size.

Blue to green skin, blue eyes, silver to blue hair, sharp teeth and claws. Scaly, large eyes, somewhat lizard like. Short stubby lizard tail. Live in Midgard near a creepy, dark lake.

Side: Horde

Mount: Riding lizard

Norse: The Norse are the common men and women of Midgard. Tall and strong, they love the snow and ice of the native land. Norsemen are very adaptable, and can be found in almost any position of the armies of Midgard, from the stealthy Shadowblades attacking the enemy by surprise, to the stalwart Healers keeping their compatriots alive and well.

Blue or green eyes, blond to auburn hair, pale/caucasian skin. Enjoy battle scars (women think they are sexy). Live in Midgard in a frozen forest town.

Side: Alliance

Mount: Horse

Rock troll: To some, the Trolls are furious creatures of myth and legend... yet to others, the Trolls are stalwart allies and faithful comrades of war. It all depends on which side of the battlefield you're on.

Huge, strong and slow, Trolls dominate the battlefield with their great physical strength, although a few Trolls have also been known to dabble in the primitive mystical arts.

Huge, grey stony skin, no hair, painted tatoos, gem colored eyes. Blocky features, short pointed ears, three fingers, stubby legs. Live in Midgard in a mountain area.

Side: Horde

Mount: Large rock mole

Valkyn: Hailing from the recently re-discovered island of Aegir, the Valkyn have revolted from the oppressive rule of the Morvaltar and now fight alongside their new allies from Midgard to liberate their home.

The Valkyn, descending from the Morvalt, are a lithe, hunched cat-like race that are tribal in nature and still close to their primitive, pre-Norse gods.

Purple cat-like eyes, furred skin ranging from white to brown to black, wet noses, sharp pointed teeth, pointed, cat like ears. Claws, cat tails. Hair is somewhat mane like. Live in Midgard in a warm forest area near cool rivers.

Side: Horde

Mount: Lion

Frostalf: The origins of the Frostalf date back many generations to the time of the twin Svartalfar princes, Hauk and Enar, who, when their parents both died suddenly, were left to determine who should rule. One, and only one, could rule the kingdom, but they did not know which twin was the firstborn and therefore the rightful ruler. Into this situation came a human stranger. Being unfriendly to strangers, the Svartalfar meant to imprison the traveler. But the stranger suggested that if he could but speak with the princes, he could offer a solution to their dilemma - a trial of combat and magical craftsmanship - in exchange for his freedom.

However, the stranger was treacherous, and sabotaged Enar's artifact during the competition. With further treachery, he carefully laid the blame on Hauk. In the ensuing disruption, Hauk left the kingdom with a few of his followers. The stranger disappeared with the kingdom's treasured artifacts, and Enar became the ruler, but was terribly remorseful at having falsely accused his brother. However, despite Enar's pleas, Hauk decided to remain where he had settled, in Niflheim - a place of darkness, bitter cold and icy fogs and mists. It was the lowest level of the universe.

Generations later, Hauk's descendents came to be known as the Frostalfs, and they were recently discovered by a band of dwarves seeking a way to bolster the forces of Midgard. Realizing that their fate was still bound with that of Midgard, the Frostalfs have agreed to come to the aid of the Realm and fight side by side with Midgard's forces. With naturally high Piety they are especially suitable as Spiritmasters, Runemasters, Healers and Shamans.

Grey skin, purple eyes, elf like appearance. Pointed ears, black-blue to deep grey hair. Live in a somewhat dark and dense forest area.

Side: Alliance

Mount: Giant snow fox

_________________


Ashen: *On the phone with her friend Blender* So any way, I was... Wait, why does my thumb hurt?
Blender: You alright?
Ashen: *shouts* OH GOD!
Blender: Holy effing... What's wrong?!
Ashen: Theskinundermythumbnailisseparatingfrommynailfornoreason!
Blender: ... What? Are you bleeding?
Ashen: No.
Blender: Then what's so bad about it?
Ashen: I'm disintegrating!
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Ashen Rain
Red Belt

Old Friend

Blackstar Native

Evil Council Member




Posts: 251


PostPosted: Thu Sep 21, 2006 10:07 am    Post subject: Reply with quote

Classes-

Druids: Druids are the keepers of the world and masters of nature with a diverse array of abilities. They are powerful healers, capable of curing poisons and raising fallen comrades in the thick of battle. Druids also command nature's wrath, calling down ranged blasts of energy, summoning swarms of insects, or entangling their foes in the earth. But druids are also masters of the wild, able to shapeshift into a great bear, cat, or even sea lion, gaining their powers in combat or travel. Druids are a diverse class with a variety of playstyles, capable of filling any role. They can turn themselves into an aquatic form, a tank form, a stealth form, and a spell casting form.

Available Armor: Cloth, Leather
Available Weapons: Staves, One and Two-handed Maces, Daggers, Fist Weapons

Hunters: Hunters are deadly marksmen, capable of bringing their enemies down from a distance with bows or rifles. Skilled survivalists, they can track enemies or lay traps to damage and entrap their foes. Hunters also possess a primal connection to the beasts of Azeroth, capable of taming and training them to keep as loyal guardians. Wearing light to medium armor, hunters can also dual wield weapons in combat, fighting beside their pets in battle.

Available Armor: Cloth, Leather, Mail (level 40)
Available Weapons: Axes, Daggers, Guns, Bows, Crossbows, Fist Weapons, Polearms, Staves, Swords, Thrown, Two-Handed Axes, Two-Handed Swords

Mages: Mages wield the elements of fire, frost, and the arcane to destroy or neutralize their enemies. They are a robed class that excels at dealing massive damage from afar, casting elemental bolts at a single target, or raining destruction down upon their enemies in a wide area of effect. Mages can also augment their allies' spell-casting powers, summon food or drink to restore their friends, and even travel across the world in an instant by opening arcane portals to distant lands.

Available Armor: Cloth
Available Weapons: Staves, Wands, Daggers, Swords

Palidins: Guardians of the Holy Light and defenders of the Alliance, paladins bolster their allies with holy auras and blessing to protect their friends from harm and enhance their powers. Wearing heavy armor, they can withstand terrible blows in the thickest battles while healing their wounded allies and resurrecting the slain. In combat, they can wield massive two-handed weapons, stun their foes, destroy undead and demons, and judge their enemies with holy vengeance. Paladins are a defensive class designed to outlast their opponents.

Available Armor: Cloth, Leather, Mail, Plate (level 40), Shields
Available Weapons: One and Two-handed Maces, One and Two-handed Swords, One and Two-handed Axes, Polearms

Priests: Priests are the masters of healing and preservation, restoring their wounded allies, shielding them in battle, and even resurrecting their fallen comrades. While they have a variety of protective and enhancement spells to bolster their allies, priests can also wreak terrible vengeance on their enemies, using the powers of shadow or holy light to destroy them. They are a diverse and powerful class, highly desirable in any group, capable of fulfilling multiple roles.

Available Armor: Cloth
Available Weapons: One-Handed Maces, Daggers, Staves, Wands

Rogues: Rogues are a lightly armored melee class capable of dealing massive damage to their enemies in a flurry of attacks. They are masters of stealth and assassination, passing by enemies unseen and striking from the shadows, then escaping from combat in the blink of an eye. Rogues can also craft poisons that damage or cripple their enemies, reducing their effectiveness in battle. Groups will find rogues valuable, for not only do they deal massive damage, but they can open locked doors or chests, and disarm hidden traps as well.

Available Armor: Cloth, Leather
Available Weapons: Dagger, Swords, Maces, Fist Weapons, Thrown, Guns, Bows, Crossbows

Shaman: Shaman are the spiritual leaders of their tribes and clans. They are masters of the elements, using spells and totems that heal or enhance their allies in battle while unleashing the fury of the elements upon their foes. Shaman can wear medium armor, and even wield massive two-handed weapons in combat. They are a versatile class that can wade into battle, restoring their allies while hurling elemental bolts of lightning at their enemies.

Available Armor: Cloth, Leather, Mail (level 40), Shields
Available Weapons: One-Handed Maces, Two-Handed Maces (w/ talents), Staves, Fist Weapons, One-Handed Axes, Two-Handed Axes (w/ talents), Daggers

Warlocks: Warlocks are masters of shadow, flame, and demonic power. They are a robed class that excels at plaguing their enemies with disease or curses, hurling bolts of fire or shadow energy across the battlefield, and summoning demons to aid them in combat. While warlocks are powerful casters that deal damage from a distance, their demonic powers can also protect or support their allies in battle, or even summon other players from across the world using ritual magic to conjure portals. They can summon pets.

Available Armor: Cloth
Available Weapons: Daggers, Wands, Staves, Swords

Warriors: Warriors can be a raging berserker or an iron-clad juggernaut, capable of withstanding tremendous attacks while protecting their allies from harm. They have a wide variety of attacks that do everything from cripple their enemies, to dealing massive amounts of damage in a single retaliatory blow, and enhancing their allies' fighting ability with battle shouts. They excel at fighting multiple opponents at once, gaining rage from every blow dealt or received to unleash their attacks. Warriors are a versatile class with a variety of play-styles to choose from.

Available Armor: Cloth, Leather, Mail, Plate, Shields
Available Weapons: All (excluding wands)

Scouts: When hunting solo, scouts often perform the duties of foresters, using stealth to get in good position to shoot their prey, and then their bow skills to severely wound it. If the arrows don't strike true, they are able to dispatch the wounded beast with their sword.

When hunting with a group, scouts serve as an advance reconnaisance, and bait for ambushes. After finding their prey and leading it back to the hunting party, scouts help in the fight either by standing back with the healers and casters and shooting arrows though the melee, or by entering melee with agile, directed blows from their sword. Very often they are assigned the duties of protecting the healers and casters should their prey turn from the main battle line and charge the supporting divisions.

In the wars, scouts use all these skills practiced in peacetime to perform as advanced scouts for the army. Their role is to locate the enemy while remaining undetected, accurately report back to their commanders the size, composition, command-and-control structures, and artillery (siege engines and magic) of the enemy, and cause what disruption they can. Many scouts group with infiltrators and minstrels to form stealthy scouting groups that hunt enemy stealth groups. They are expected to participate in large battles by reducing enemy numbers with massed archery, disrupting magical and mundane artillery, and defending Albion's support classes.

Armor: Cloth, Leather, Studded, shields
Weaponry: Staves, Longbows, Slashing, Thrusting

Minstrels: Keepers of Song, the Minstrels of the realm of Albion provide many helpful services to their realm-mates. They are capable of many tasks, including crowd control, direct damage, increased run speeds, and much more. They find themselves in the position of being good at many things, but gods at nothing. Holding these valuable skills proves great worth in the fight against monsters and enemies in other realms.

The Minstrel's run speeds makes them and their group-mates very hard to catch in the frontier. As a defensive mechanism, groups will seek out Minstrels in hopes of having this ability to outrun the enemy and to travel to their destinations much quicker than most. That's just one of several reasons that groups would seek out a Minstrel.

Minstrels have many offensive and defensive abilities, though they rely heavily on their songs to stay alive. They must play instruments when performing musical pieces, unlike their Skald counterparts in Midgard. Minstrels derive from the rogue classes of Albion. They have many similarities to the Infiltrator class in that they have the ability to stealth and sneak around their enemies whenever they are in danger. Though they have these similarities, they are not nearly as strong as the Infiltrator when it comes to hiding.

Armor: Cloth, Leather, Studded, Chain, small shields
Weaponry: Staves, Slashing, Thrusting

Infiltrators: Sneaking, hiding, and ambushing are the ways of the Infiltrator. Members of the Guild of Shadows, Infiltrators are cunning individuals, who are capable of moving about the Frontiers unseen. They rely heavily on their strong, initial stealth attacks and debilitating poisons to turn fights in their favor. They are limited to leather armor, but gain Evading skills through the seventh level, which aids their defensive abilities greatly.

The Infiltrator's offensive capabilities should not be underestimated, however with their highly developed defensive training, the Infiltrator is a formidable opponent when on the battlefield. Not only is their ability to stealth and backstab with high damage a reason to watch your step, but their ability to train in deadly poisons, commonly applied to weapons, is another reason to fear these individuals. Those who are foolish enough to stray from their groups in the frontier may find themselves as bait for the poisoned blades of the stealthy Infiltrator.

Armor: Cloth, Leather, small shields
Weaponry: Staves, Slashing, Thrusting, Crossbows

Armsmen: Armsmen are the most heavily armed and armored soldiers of Albion. Their offensive and defensive capabilities make them formidable opponents in both the eradication of monsters and in the war against enemy realms. Armsmen may train in a wide variety of weapons, and are the only class able to use Polearms.

Polearms, like 2-Handed swords and hammers, are hard-hitting, yet slow-to-swing weapons. Unlike those other large weapons, Polearms have combat styles expressly intended for use against the warriors of other realms. An Armsman that chooses to use a Polearm or other 2-handed weapon is typically more offensive than one who chooses to use a one-handed weapon and a shield.

Armsman may also use crossbows. Short-ranged and slow-to-load, a crossbow's primary use is to cause an enemy monster to charge the Armsman rather than his cloth-wearing mage allies. Crossbows are also useful in realm defense, allowing the Armsman to fire bolts down on attackers from atop a keep wall.

Armor: Cloth, Leather, Studded, Chain, Plate
Weaponry: Slashing, Crushing, Thrusting, Staves, Polearms, Two-handed, Crossbows
Shield: Small, Medium, Large

Mercenary: There are those who do not choose to fight for glory or a higher purpose. They work for money. The guild of Shadows employs Mercenaries for the defense of Albion, and these "dirty" fighters are known to be quick and light on their feet, charging an enemy and quickly cutting them down. They scoff at the shiny platemail of the heavier-clad fighters, choosing to wear chainmail, which affords them the ability to be able to occasionally dodge enemy blows.

Not necessarily able to put out the sheer devestating damage of a polearm blow, Mercenaries utilise a weapon in each hand to be able to break through the defenses that a slow tank might find difficult.
Loyal to Albion, they do not want to see it overrun by enemies, but they might as well make a profit by the conflict.

Armor: Cloth, Leather, Studded, Chain
Weaponry: Staves, Slashing, Crushing, Thrusting, Shortbows
Shields: Small, Medium

Reavers:
Reavers are hybrid Necromancer/Fighters with chain armor and a variety of Albion weapon skills. They are the fighting class that protects Arawn, lord of the underworld. Reavers are hybrid caster/tanks, related in spirit more to the Thane and Champion than the Paladin. They have some debuffs, like the Champion, and some direct damage/lifetap, like the Thane. They also can specialize in a variety of melee skills including all the one handed weapon specs, shields, and parry. Their spells are a variety of debuffs and lifedrains which are intended to augment their damage in combat.

Reavers can specialize in flexible weapons, which include whips, flails, morningstars, chains, and the like. The flexible weapons have different damage types for the different types of flexible weapons. For example: chains are crushing, whips slashing, etc.

The Reaver has a "proccing" life drain duration buff. This buff, when active, gives a chance to heal the Reaver while he damages his enemies.

Armor: Cloth, Leather, Studded, Chain
Weaponry: Staves, Flexible Weaponry, Slash, Crush, Thrust
Shield: Small, Medium, Large

Sorcerers: Sorcerers are powerful magicians and researchers of arcane powers, which focus primarily around mind control and powerful damage-over-time spells. Sorcerer has the ability to deal direct-damage from a distance and through the use of his powerful damage-over-time spells. These spells deal small damage in doses over a period of time and can be stacked on top of one another to cause more pain per interval.

The Sorcerer is greatly sought out for his crowd control abilities. He is capable of stopping any enemies in their tracks, which is greatly important for keeping large armies from eradicating a smaller Albion army. They also have the ability to reduce the duration of enemy mezmerisation effects on their allies, or remove the effect entirely.

Armor: Cloth
Weaponry: Staves

Cabalists: Cabalists are mages that have joined the Guild of Shadows. The order has taught them many powerful and destructive methods of using magic against their enemies. Cabalists can summon various pets to do their bidding, as well as painful acids which do damage over time. They can drain life from their foes while sacrificing their own life to heal others. They can blind and disease enemies, and use a variety of other debuff spells. One never knows quite which tool the Cabalist is going to choose.

Armor: Cloth
Weaponry: Staves

Theurgists: Theurgists carry with them the ability to create their own small armies through the summoning of elemental creatures, commonly referred to as "pets." The Theurgist can deal direct damage on the enemy as well as pummel him with a small army of elementals. Summoning elementals one after the other, Theurgists hit their enemies from all sides, thus confusing them in the heat of battle.

They have the ability to buff several aspects of their realm-mates. Hasting weapons and increasing the damage done by each swing are two of the ways that Theurgists add to a group's buffing efforts. Theurgists who specialize in earth are often sought out for their bladeturn spell, which helps absorb several swings from enemy weapons and arrows.

Armor: Cloth
Weaponry: Staves

Wizards: Wizards are members of the Academy who have specialized in conjuring elemental powers to deal damage against the enemies of Albion in a variety of ways. They have the ability to cast bolts of powerful elemental magic from great distances, which deal heavy amounts of damage when successfully landed. They are also capable of casting damage in a radius around their bodies to ward off enemies and inflict elemental pain in the form of area effect spells.

Wizards have the choice of specializing in three types of elemental magic: Ice, Earth, and Fire. Each spell line has its own strengths and weaknesses when weighed against each other.

Armor: Cloth
Weaponry: Staves

Clerics: As primary healers of the realm of Albion, Clerics provide their realm-mates with the best healing and buffing available. Clerics are members of the Church of Albion, just like their Friar and Paladin brethren. They train in the ways of assisting others, but not without defensive capabilities in their Smite spell lines.

Clerics are encouraged to heal and buff those around them and those they see on their travels, though Smiting enemies and dangers they may encounter is also encouraged. Their greatest abilities lie in the ways of helping others. Though smiting provides long-ranged direct damage, their healing abilities also provide long-ranged support for the grueling battles ahead of them in the war.

Armor: Cloth, Leather, Studded, Chain
Weaponry: Staves, Crushing
Shield: Small, Medium

Friars: As members of the Defenders of Albion and brothers within the church, the Friar has access to the basic buffs and healing abilities that their Cleric sisters and brothers use. Friars are the natural fusion of a Cleric and a Fighting class. Their healing abilities make them very helpful to groups, but their offensive abilities make them wonderful fighting companions both in monster hunts and realm wars.

Friars, though offensive in many ways, are limited by their armor, leather. They have access to Evading skills up to the fifth level as well as many advanced forms of self-only buffs, which increase the survivability of the Friar in tight situations. Only the Briton race may become a Friar.

Armor: Cloth, Leather
Weaponry: Staves, Crushing
Shield: Small

Heretics: Albion's new class is the Heretic, a Dark Priest/Evil Cleric class. It starts out as a member of the Church of Albion (as an Acolyte), but at fifth level renounces the Church and becomes an adherent of Arawn, the lord of the underworld who was introduced in the Shrouded Isles expansion. Heretics are able to use flexible weapons, but are restricted to cloth armor as well as small shields. As evil Clerics, they fit into the hybrid category, with both the use of combat styles and high-damage focus spells.

The Heretic's specialization spell lines are unique in Dark Age of Camelot. Where the cleric and friar classes have Rejuvenation baseline/Rejuvenation specline and Enhancement baseline/Enhancement specline spells, the Heretic will have Rejuvenation baseline spells and Arawn's Fire specline spells, as well as Enhancement baseline and Cthonic Accretion specline spells. This allows the Heretic to spec high in their offensive damage line, while receiving the benefits of a high Rejuvenation/Arawn's Fire spec for the Rejuvenation baseline spells. The Arawn's Fire spec includes single target and area effect focus damage spells. Strategically, that means the Heretic will start attacking a target, and while their damage will start off slowly, it will eventually ramp up over the course of 10-20 seconds to match that of a pure damage dealing caster. Arawn's Fire also has lower damage, uninterruptible versions of the focus damage spells, as well as a focus DD/Snare and an insta-cast snare for escape purposes. Rounding out the line is a twist on the basic resurrection spell where the Heretic can raise a dead realmmate - but as a horribly twisted creature that can do damage to enemies for a period of time before reverting back to normal form with only a small number of hit points remaining.

Armor: Cloth
Weaponry: Crushing, Staves, Flexible
Shield: Small

Necromancer: The Necromancer is a cloth wearing priest class of Arawn, lord of the underworld. Due to their allegiance to their dark master, they are granted spellcasting and combat prowess that is welcomed by Albion.

Unlike other casters, a Necromancer is powerless until it calls upon the dark magic of Arawn to transform itself into a fearsome servant controlled by an ethereal "shade". All their spells are cast through their servant (or pet). They may heal the pet, command it to cast spells on enemies, command it to attack enemies, etc.

In order to kill a Necromancer, you must first kill his pet, which forces the Necromancer to become visible, where it can then be targeted and killed. While a shade, the Necro is displayed as a translucent shadowy, floating ghost that cannot be targeted or damaged by melee or spells.

When the pet is killed or released in combat, the Necromancer returns to mortal form, alive, but with a a very small amount of health. If the pet is not injured or in combat when released, the Necromancer comes back from shade mode with no loss of health. The intent of this is to make it so as long as the pet is alive, the Necro is at full health, but when his pet dies, the Necro is extremely damaged, weak and vulnerable.

Necromancers have the ability to do damage, and the pain it inflicts brings them a surge of power or restores life to their servant. They don't drain power or life directly from their target, but they receive a portion of damage back as power or servant life.

Due to their dual shade/servant nature the casting cycle of the necromancer is unique. All spells are cast through the servant with two delays: one for the shade command and a second for the actual pet casting. Up to two spells may be in the queue at one time. Some melee oriented spells are uninterruptible and are cast instantly by the servant after the command delay. Most ranged spells have long casting delays and are interruptible unless commanded during the effect of the Facilitate Painworking spell. This spell gives the necromancer a six second window in which to cast without normal interruption.

Armor: Cloth
Weaponry: Staves

Blademasters: Followers of the Path of Harmony, Blademasters are the light, fast fighters of Hibernia. They have sacrificed heavier armors for the ability to wield two weapons at once. Despite the name, they are able to master more than just swords, and their dual-wielding strength lies in their training in Celtic Dual. While their true strength lies in charging the enemy and taking their foes down quickly, Blademasters can also function as guardians of their realm mates, with the ability to train in Shields, and the skills of Intercept, Guard and Protect.

What they lack in heavy armor, Blademasters make up for with their quickness. They can evade attacks from all sides with relative ease. While they are not magical in nature, the Blademaster has the ability to summon a magical third sword to assist them in difficult battles.

Armor: Cloth, Leather, Reinforced
Weaponry: Staves, Blades, Blunt, Piercing, Shortbows (level 10)
Shield: Small, Medium

Champions: Champions are a fusion between a Caster and a Fighter. They have offensive capabilities, but they are enhanced through their powerful debuff spells. Champions instantly fling debuffs upon their enemies, which greatly hinder the enemy's ability to fight at his best level. This ultimately gives the Champion the upper hand in many situations.

They have defensive abilities including evasion and protection skills. Their Scale armor helps protect them from any further damage that is dealt from enemy swings. Though their debuffs are the highlight of the Valor spell line, Champions also have a self-only buff, snare spell, and instant direct damage shout.

Armor: Cloth, Leather, Reinforced, Scale
Weaponry: Staves, Blunt, Blades, Piercing, Large Weapons
Shield: Small, Medium

Heroes: Heroes are the basic fighting class of the Hibernian realm. They have the ability to train in all of the weapons available in the realm. They also have access to every type of Hibernian armor. Heroes can tap into the beast within themselves and morph into a large, intimidating stag, which gives a short burst of health.

No magic is available to the Hero, for he is purely a melee character, but he does have some training in protection and evasion skills. Heroes are sought after for their expertise in weaponry and killing.

Armor: Cloth, Leather, Reinforced, Scale
Weaponry: Staves, Blunt, Blades, Piercing, Large Weapons, Celtic Spear, Shortbows
Shield: Small, Medium, Large

Rangers: Rangers are the archers of the realm of Hibernia. Their extensive training in Recurved Bows proves to be quite useful in the ranged attacks of war. They are similar to the Nightshade class, in that they are capable of stealthing and training in piercing weapons. Their minimal stealth training is useful in hiding and sneaking around enemies in order to find the best position for a bowshot.

They have some magical abilities, which provide them with self-only buffs and run speeds for quick sprinting away from the enemy. Though as small as their magical knowledge may be, the buffs do prove to be useful in making up for lighter training in areas other than the bow.

Armor: Cloth, Leather, Reinforced (10)
Weaponry: Staves, Blade, Piercing, Recurved Bow
Shield: Small

Nightshades: While not physically as imposing as the other assassins of the realms, those which choose to walk down the Way of Stealth and follow the Path of Essence depend on their quick reactions, stealth, speed and sharp wit to combat the enemies of the Hibernian Realm. To assist in the endeavors, the Nightshade Elders have developed and passed down a few magical baubles that grow in strength as the Nightshade becomes more acquainted with his repertoire of skills. In addition to the more common means that Nightshades use to dispatch their foes, they freely practice the skill and art to poisoned weaponry and then turn these deadly blades upon their enemies. As their name would imply, there are certain Nightshades who are renowned for the unusual potency of these poisons.

They are the stalkers of the night, that can strike quickly and efficiently from concealment, using poisons and a touch of magic to help fell their opponents.

Armor: Cloth, Leather
Weaponry: Staves, Blades, Piercing
Shield: Small

Wardens: Wardens have their roots in the art of healing, but over the years have focused their abilities on buffing and fighting. They retain the ability to cast basic heals, but are not as strong of a healer as they are as a fighter / buffer.

Wardens can train in one hand weapons as well as parry and are able to wear Scale armor and use a standard medium shield. They also have the ability to use a short bow. This gives Wardens a good foundation as a fighter, but their magical abilities are what really give them their real power.

Wardens magical abilities focus almost exclusively on buffs. This includes the group effecting damage add, run speed, and bladeturn chants. Wardens also have group castable resistance buffs and several stat boosting buffs. Wardens also have several self-only buffs, including the best haste spell in all the realms.

Armor: Cloth, Leather, Reinforced, Scale
Weaponry: Staves, Blunt, Blades, Shortbows
Shield: Small, Medium

Bards: Bards are the singers of the realm of Hibernia. They use instruments to perform most of their repertoire. Their songs provide nurture and protection during and after battle. In addition, Bards are capable of increasing run speeds for their groups, which proves useful when attempting to outrun the enemy on the battlefield, or for traveling from place to place.

In addition to songs, Bards can also heal and cast spells to enhance themselves and groupmates. They have the ability to stop people dead in their tracks with crowd control spells. Bards can specialize to gain additional healing abilities, area of effect crowd control abilities and offensive abilities (weapons and shout).

Armor: Cloth, Leather, Reinforced
Weaponry: Staves, Blunt, Blades
Shield: Small

Mentalists: Mentalists are pure casters with the ability to heal their realm-mates and control the minds of their enemies. Much like the other casters of Hibernia, the Mentalist researches and studies the ways of nature's magic through the Sun, the Moon, and Mentalism.

Their training in Mentalism provides them with crowd controlling spell elements, which prove very useful when in sticky situations on the frontier. Their minor healing abilities make them wonderful backup healers, again, in tight situations. In addition to the offensive power granted to Mentalists by their pets (which they get by charming monsters), they also have damaging spells.

Armor: Cloth
Weaponry: Staves

Eldritches: Eldritches are one of the primary damage-dealing casters of the realm of Hibernia. They research and study the ways of nature among the Sun, the Moon, and the Eclipse. The different spell lines provide many options to Eldritches in the way they deal their damage.

As with most primary casters, the Eldritch has access to powerful bolts of magic, which are flung quickly across great distances to his enemies. They pack a powerful punch when successfully landed. Along with this they have some very nice utility spells.

Armor: Cloth
Weaponry: Staves

Enchanters: Enchanters are the only casters in the realm of Hibernia who summon citizens of the "Underhill" to assist them in battle. They, too, research and study the ways of magic through the Sun, the Moon, and Enchanting powers. They have the ability to buff their realm-mates and deal powerful direct damage against their enemies.

They have powerful debuffs, which have large ranges and greatly hinder the enemy.

Armor: Cloth
Weaponry: Staves

Banshees: The Bainshee class is a cloth wearing class whose magic comes in the form of sound, and may only be played by female avatars. The class has three specialization lines, each line with spells focused in one of three areas: Point Blank Area of Effect, Ranged Area of Effect, and Frontal Area of Effect. The Bainshee is a class that debuts many unique magical abilities never before seen in the lands of Camelot. These include: a Befriend PBAE spell that will temporarily turn monsters into realm guards who will then attack any pursuing enemies for a short time; a ranged AE wail which, when sustained, can be used to reduce the visibility of enemies in an area; a Buffering Breath spell (a damage absorption buff) that will absorb a certain amount of spell damage for group members; and finally, is a PBAE shriek that causes nearby monsters to try and (temporarily) flee from the Bainshee until she finally stops to breathe.

Armor: Cloth
Weaponry: Staves

Animists: Animists are a Hibernian primary spellcasting class that has an affinity with plants. They are able to animate plant life and other natural phenomena (phosphorescence, etc.) and use it to craft spells that damage their opponents.

Animists are a pure spellcasting pet class that has pets that perform specific tasks in different ways. For example, they have "bomber" pets that are generated, float quickly to their target, and then explode. They also have "turrets", which are stationary pets that cast different damaging spells on any enemy that comes into range. Animists can have several turrets simultaneously, depending on their level.

To become an Animist, characters must choose the Way of the Grove - and become a Forester. Then, Foresters join the Path of Affinity. Affinity classes strive to become one with nature. This differs from other Hibernian nature classes (Bard, Warden, Druid), in that those classes feel they need to protect nature, while those on the Path of Affinity try to BECOME nature.

Armor: Cloth
Weaponry: Staves

Vale Walkers: Valewalkers are cloth-wearing Hibernian mages who are given the ability to wield a large Scythe as a weapon. They are the strong arm of the Sylvan community - they are the primary fighters of this natural magic-using people. Valewalkers wear mage-like cloth robes, which they can augment by casting armor-absorption and armor factor self-buffing spells. They also can evade and parry attacks.

Valewalker combat styles center around their magical nature, and augment their scythe's damage with magical effects.

Armor: Cloth
Weaponry: Staves

Vampiir: The Vampiir class is a fighter who wields a one-handed piercing weapon in its right hand. While in melee combat, it is able to cast Vampiir magic with the left hand. The class does not have a normal power pool, however. It will gain power from a variety of attacks - primarily melee strikes. The class receives Safefall and Climb Walls, as well as a passive form of health regeneration. Vampiiric magic comes in three categories or spell lines: "Self Enhancement" spells such as parry, evade, run speed, magic and melee absorption bonuses; "Offensive Damage" spells such as Flame Strikes and a special ability to turn the left hand into a claw for further melee attacks; and "Utility" spells such as a single target mez, snare, Lull Enemies, and effectiveness debuffs.

Armor: Cloth, Leather
Weaponry: Piercing

Thanes: A Thane is a worshiper of the Norse God of Thunder and Lightning. Thor is probably the most famous of all the Norse gods know for his protection of Midgard using Mjolnir his mighty hammer, and the power of the storms rage to defeat any danger to Midgard.

The character of a Thane draws upon both the Magic of Lightning and the Strength of Melee combat to defend Midgard. Thanes belong to the Viking Profession, but are part of the Hybrid grouping of characters; they attack their enemies through the use of Lightning when their foe is at range, and their Strength and Melee Weapons once they reach their target. Thanes are eventually able to use the best armor available to Midgard, and any Midgard weapon save the Spear, Hand-to-hand Devices of the Savages and Thrown Weapons.

Armor: Cloth, Leather, Studded, Chain
Weaponry: Staves, Swords, Axes, Hammers
Shield: Small, Medium

Skalds: Bragi, the god of poetry and song bestows his blessings on the class called Skalds. With Bragi's blessings, the Skald is infused with the ability to deliver his party swiftly into battle. During the battle the Skald may call upon Bragi to enhance the party's battle prowess by chanting Bragi's poetry. The chants will either inspire the party to do better within the battle, or they may allow the party to be more aware of certain magic, allowing them to avoid such damage.

The Skald fights alongside his Viking brethren, and has the ability to augment his fighting skills by shouting the words of Bragi at his enemies. The words can be used to hurt an opponent outright, slow their progress, or to stop them in their tracks.

When the battle is over, the Skald may use a soothing verse to speed the healing process and ready his party for battle once again.

Armor: Cloth, Leather, Studded, Chain (20)
Weaponry: Staves, Swords, Axes, Hammers
Shield: Small

Berserkers: Patrons of Modi, the Norse god of battle-rage, Berserkers are light tanks who eschew heavy armor and rely on wielding two weapons at once. Their heavy training in weapons helps them deal powerful amounts of damage when in battle.

They have the ability to call upon their god, Modi, and transform into a giant beast. This is called "Berserk" and makes each hit that lands a critical hit. It comes with the sacrifice of all defensive abilities, but is so powerful and frightening in battle that it is considered worth the price to this fierce fighter.

Armor: Cloth, Leather, Studded
Weaponry: Staves, Swords, Axes, Hammers, Thrown, Left Axe
Shield: Small

Savage: The Savage is a studded-armor wearing fighter who disdains normal weapons in favor of hand-to-hand combat. Savages aren't interested in mastering the art of complicated weapons - instead they affix simple sharp or bladed weapons to their hands and swing away.

Savages follow the Valkyn god of war, Kelgor, who represents bloodlust and the battlefield. Kelgor has been adopted by the Norse gods, especially Modi and Odin, as a brother-in-arms so long as the Valkyn continue assisting the Norse in their fight against the Morvaltar.

The Savage receives a weapon skill called "Hand to Hand". In general, the Savage's hand to hand weapons attach to his hands and can deal out slashing or thrusting damage. H2H is a dual-weapon skill, in that it allows the Savage to wield two weapons at the same time. However, it is set up differently from the dual wield/left axe skills that are currently in the game. H2H will always attack with the right hand by default. When the skill "fires", then the Savage will hit with both hands in that round. Please note that at higher levels, Savages have the chance of hitting more than twice per round.

In addition to a number of different weapon types, the Savage can learn special H2H combat styles as he specs up in the H2H spec - some of these combat styles allow the Savage to attack more than one enemy in the same round. The Savage also can specialize in a set of combat abilities called "Savagery", which allow the Savage to modify his combat chances, such as chance to evade, parry, buff attack speed or DPS, and also convert hit points to endurance. Most Savagery abilities take a percentage of your base hitpoints when they wear off or are refreshed.

Armor: Cloth, Leather, Studded
Weaponry: Staves, Swords, Axes, Hammers, Hand to Hand

Valkyries: The Order of the Valkyries was started by two stunningly beautiful orphaned twin sisters named Sigrun and Brynhild, who since childhood claimed to be able to hear the voices of the honored dead speaking to them from Valhalla. The voices warned the sisters from an early age that a time of great crisis would soon face the denizens of Midgard, and commanded them to build the Order of Valkyries to lead the defense of the realm against Albion and Hibernia.

Norse, Frostalf, and Dwarven women who choose to be Valkyries are trained to fight using both melee and magic to damage their enemies. They can use swords, shields, and spears, and they have special styles in each line available only to the Order of the Valkyries. Their magic line, Odin's Will, primarily uses Cone Area Effect (CAE) spells, a new spell type that affects every enemy in front of the Valkyrie who is in range of the spell.

Armor: Studded, Chain (12)
Weaponry: Staves, Swords, Spears
Shield: Small, Medium

Shadowblades: Shadowblades are sneaking little creatures, which lurk in the shadows and wait to stab their enemies from behind. They train heavily in the art of Stealthing and weaponry related to their roguish behavior. The Shadowblade derives his inspiration from the Norse trickster god, Loki.

Much like any other rogue class, they have minimal armor available to them, but they train heavily in the art of evasion right up through the seventh level. They are stouter than their counterparts and able to take more hits.

Armor: Cloth, Leather
Weaponry: Staves, Thrown Weapons, Swords, Axes, Left Axe
Shield: Small

Healers: Followers of Eir, the Norse goddess of healing, Healers aid their comrades in battle with a variety of healing and buffing magic as well as very powerful crowd controlling spells. Despite their strong ability to heal, mesmerize, and stun those who come before them, they have little to no offensive abilities. Healers are blessed with their strong spell-working, yet are only capable of swinging a hammer at their enemies if they come too closely.

As a Healer, one must learn to stand in the back of the battle and watch from the edge while the warriors of the realm rush in for blood and vengeance for wrongful acts against their forefathers. Ahh, but there are some Healers that make the rush with their realm-mates... primarily stunning the enemy with their amazing good looks and charm.

Armor: Cloth, Leather, Studded, Chain
Weaponry: Staves, Hammers
Shield: Small

Spiritmasters: Spiritmasters are a primary casting class in the Midgardian realm. They derive their power from the Queen of the Norse underworld, Hel. Her divine grace provides the Spiritmaster with the ability to summon the spirits of Midgard soldiers from the underworld to the surface to aid in the continuing battle against the infidels of Albion and Hibernia.

They carry with them the ability to debuff and control large crowds of enemies with their area effect mesmerize spells. They also have the ability to buff their spirit fighters.

Armor: Cloth
Weaponry: Staves

Runemasters: Being one of the powerful direct-damage caster in the realm of Midgard, the Runemaster smites foes from great distances with vast amounts of power and wracking pain. He fashions his powerful spells from ancient runes used by the Mystics of Midgard. These runes are the absolute source of his power and work like recipes for the deadly destruction of the opposition.

The Runemaster is complex in his options for damage-dealing. The runic spells allow him to trap, explode, and smolder his enemies on the battlefield. He is ideal for distanced damage and firepower.

Armor: Cloth
Weaponry: Staves

Bonedancers: The Bonedancer is a Midgard pet caster who follows the Valkyn ancient pre-Norse god Bogdar. Bogdar was accepted by the Norse gods when the Valkyn race became civilized and integrated with the Trolls, Kobolds, Dwarves, and human Norse. Bogdar is the Valkyn god of the dead - because Valkyn are staunch believers in reincarnation, Bogdar's job is to evaluate each dead soul and determine its next life. As the soul is reincarnated, its old body is discarded and eventually is returned to the Earth Mother through decomposition. Bogdar grants Bonedancers the power to re-animate the skeletal remains of discarded bodies as creatures that will obey commands.

The heart of this class is that they are a pet caster who can summon more than one pet at a time, at higher levels. However, they control only one pet directly, the commander - all the other minions are controlled by the commander. If a commander is killed, all the minions are immediately released, hence it is imperative that the Bonedancer keep his commander alive. By extremely high levels, the Bonedancer can have up to three different minions under his commander's control (four pets total). At low levels, they can summon only an undead commander, and act much like a normal pet class until level 15 -21 depending on specialization choices. From then on, they can mix and match several combinations of minions, available at level 15 and 18 respectively in specialization lines. Examples are archers and melee tanks in Bone Army specialization, buffers and healers in Suppression specialization, and nukers and debuffers in Darkness specialization, in addition to their commander.

Armor: Cloth
Weaponry: Staves

Assassins: The assassin is the master of sinister strikes and opportunistic attacks. Exceptionally skilled at surprising unwitting opponents, they strike suddenly and inflict massive damage. Assassins are known for using deadly poisons to debilitate their targets before finishing them off.

Armor: Leather, studded, light mail
Weaponry: Daggers, bows, short swords, punch daggers.

Brigand: Brigands are crafty rogues who employ intimidation and force to subdue their enemies. The brigand maintains a element of unpredictability to arouse discomfort, fear, and confusion in an opponent. Strikes from a brigand will often leave a foe crippled and vulnerable to other attacks.

Armor: Cloth, leather, studded, scale.
Weaponry: Swords, short swords, rapiers, cudgles, guns

Bruisers: Bruisers are relentless juggernauts of strength and intimidation who have transformed their bodies into vicious weapons to inflict pain and suffering upon their enemies. Masters of physical combat, bruisers rely upon deflection and agility to avoid attacks as they brutilize their foes.

Armor: Studded, scale, chain mail, plate
Weaponry: Punch daggers, hand to hand

Coercer: The Coercer is capable of subduing enemies, sending them into a paralizing state of fascination pr causing them to flee in uncontrolable terror. Masters of domination, Coercers can subjugate the mind of another, taking complete control and forcing an unwitting creature to do their bidding.

Armor: Cloth, leather
Weaponry: Free hand, wand, staff, dagger, whip

_________________


Ashen: *On the phone with her friend Blender* So any way, I was... Wait, why does my thumb hurt?
Blender: You alright?
Ashen: *shouts* OH GOD!
Blender: Holy effing... What's wrong?!
Ashen: Theskinundermythumbnailisseparatingfrommynailfornoreason!
Blender: ... What? Are you bleeding?
Ashen: No.
Blender: Then what's so bad about it?
Ashen: I'm disintegrating!
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Netdroid9
Black Monkey (Mod)

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Posts: 1256


PostPosted: Thu Sep 21, 2006 10:40 pm    Post subject: Reply with quote

Holy crap. That is all.
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Earth is our primary target. Control Earth, and you control the world.
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Ashen Rain
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PostPosted: Fri Sep 22, 2006 1:44 pm    Post subject: Reply with quote

...

Well then... apparently my request of no one posting here was ignored.

*sigh*

In any case, if you think that's crazy, get this-

That was only from about... four or five web sites. I still have like, seven to go, not to mention any of the ones that you all come up with.

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Ashen: *On the phone with her friend Blender* So any way, I was... Wait, why does my thumb hurt?
Blender: You alright?
Ashen: *shouts* OH GOD!
Blender: Holy effing... What's wrong?!
Ashen: Theskinundermythumbnailisseparatingfrommynailfornoreason!
Blender: ... What? Are you bleeding?
Ashen: No.
Blender: Then what's so bad about it?
Ashen: I'm disintegrating!
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drlupinmario
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PostPosted: Wed Oct 04, 2006 11:01 am    Post subject: Reply with quote

Ashen Rain wrote:
...

Well then... apparently my request of no one posting here was ignored.

*sigh*

In any case, if you think that's crazy, get this-

That was only from about... four or five web sites. I still have like, seven to go, not to mention any of the ones that you all come up with.


Well, We still need stuff like:

HL1 Baddies (Half life 1. In halflife 2, You fight against humans)
ORKSORKSORKSORKS!
nstuff...
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Geohevy
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PostPosted: Fri Oct 06, 2006 9:20 pm    Post subject: Reply with quote

I don't mean to spam or anything, but... GNOMES 4EVUR!!! I play WoW, and am a dedicated Gnome.
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