Aarchon MUD - Races

In Aarchon there are 16 different classes that you may choose, all of which are available at the time of creation. Each class has some skills and/or spells that are shared with other classes, as well as its own unique skills and/or spells. Remember that the race you select may have a dramatic impact on you class, so do your research and choose wisely. Your race can be changed each remort -- your class is permanent.


Assassin Cleric Gladiator Gunslinger Illusionist
Mage Monk Necromancer Ninja Paladin
Ranger Samurai Templar Thief Warrior
Bard


Templars are an ancient order of religious nobility who have outlasted, as a politcal force, any of the passing trends of monarchy, revolution, or capitalism. Since the shattering, they have come to be the supreme governing body, since only they have been represented in virtually all time frames. They fight to preserve order and the privilege that lets such as they remain in the noble class. Despite their religious rites, beliefs, and dogma, they do not preach to the masses, although they do impose their morals on them. Templars are the lawyers, beurocrats, police, and officials who hold Bastion together. Because of their status, they have the time to pursue a formal education, including subjects like magic theory, making them skilled in both magic and clerical prayer.

Prime stat: Wisdom, Secondary Stats: Charisma, Intelligence

Arguably one of the strongest classes in the game, but also one of the most difficult to play. Their healing power is only surpassed by Clerics, and their combat skills are only below fighter types. They are slow to kill, and slow to be killed.

Some skills/spells that are (mostly) unique to the Templar class are:

Cure Mortal
Energy Drain
Fade
Inquisition
Jihad
Reflection
Werewolf Hunting
Witch Hunting