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Epic of Serinor Manual

Classes


Thirty-six distinct classes are available to heroes from the varying races of Serinor.

Hit point gain per level is a random number from (HP Gain/2) to (HP Gain) plus (Vitality/10).
Magic point gain is the same substituting MP Gain and the appropriate magic stat.

Fighter

A strong and sturdy warrior capable of using nearly all weapons and armors.

Race: All
City: All
HP Gain: 12
MP Gain: 2
Spells Used: None
Magic Stat: None

Level 1: Taunt
Level 4: Guard
Level 8: Power Strike
Level 12: Taunt All
Level 16: Enrage
Level 20: Counter
Level 25: Frenzy
Level 30: Blade Dance

Group Effect: None

Thief

An agile rogue, the thief is skilled at stealing items and avoiding detection.

Race: All
City: All
HP Gain: 6
MP Gain: 2
Spells Used: None
Magic Stat: None

Level 1: Sneak
Level 3: Unlock
Level 5: Steal
Level 8: Backstab
Level 15: Hide
Level 20: Untrap
Level 25: Swindle
Level 30: Mug

Group Effect: None

Cleric

A true holy person, the cleric uses all the spiritual magicks of Serinor.

Race: All
City: All
HP Gain: 8
MP Gain: 8
Spells Used: All Psyche
Magic Stat: Psyche

No abilities

Group Effect: None

Wizard

A master of magic that draws from all schools governed by the will.

Race: All
City: All
HP Gain: 4
MP Gain: 10
Spells Used: All Will
Magic Stat: Will

No abilities

Group Effect: None

Priest

The gem of human society, priests communicate directly with the Divine Light.

Race: Human
City: All
HP Gain: 4
MP Gain: 12
Spells Used: Divine
Magic Stat: Psyche

Level 10: Healing Presence
Level 24: Sacrifice

Group Effect: Healing Bonus - All healing effects are increased in effectiveness by 1% per level.

Paladin

The divine guardians of the High Temple of Gelaham combine warrior and priestly skills.

Race: Human
City: Gelaham
HP Gain: 10
MP Gain: 4
Spells Used: Divine
Magic Stat: Psyche

Level 1: Taunt
Level 3: Give Life
Level 6: Guard
Level 20: Smite

Group Effect: Damage Bonus vs. Undead - All damage against undead creatures is increased by 2% per level.

Psionicist

Psionicists have mastered the power of the mind, unleashing powerful psychic abilities.

Race: Human
City: Oscalen
HP Gain: 6
MP Gain: 8
Spells Used: Psychic
Magic Stat: Wisdom

Level 3: Deflect Hate
Level 24: Meditate

Group Effect: Mental Effect Resistance - The party receives 2% immunity per level to negative mental conditions.

Samurai

The samurais' unswerving dedication to swordplay gives them great strength and psychic ability.

Race: Human
City: Acorev
HP Gain: 10
MP Gain: 4
Spells Used: Psychic
Magic Stat: Wisdom

Level 1: Taunt
Level 6: Frenzy
Level 20: Blade Dance
Level 30: Cleave

Group Effect: Mental Resistance Bonus - The party's mental resistance rises by 1 point per level.

Druid

Voice of the forests, druids are able to call the forces of nature to their aid.

Race: Elf
City: All
HP Gain: 8
MP Gain: 8
Spells Used: Nature
Magic Stat: Psyche

Level 15: Nature's Grace
Level 24: Nature's Fury

Group Effect: Weather Damage Resistance - The party receives 2% immunity per level to weather damage.

Bard

As keepers of the songs, bards use their voice and instruments to great effect.

Race: Elf
City: Celendir
HP Gain: 8
MP Gain: 6
Spells Used: Music
Magic Stat: Wisdom

No Abilities

Group Effect: Instrument Proficiency - The party receives a 2% chance per level to successfully use a musical instrument. (Bards always successfully use instruments.)

Ranger

Race: Elf
City: Leguviel
HP Gain: 10
MP Gain: 4
Spells Used: Nature
Magic Stat: Psyche

Level 1: Taunt
Level 4: Sneak
Level 20: Power Strike
Level 28: Elven Archery

Group Effect: Plant Resistance Bonus - The party's plant resistance rises by 1 point per level.

Berzerker

Race: Dwarf
City: All
HP Gain: 10
MP Gain: 2
Spells Used: None
Magic Stat: None

Level 1: Taunt
Level 4: Power Strike
Level 8: Frenzy
Level 12: Berzerk
Level 16: Enrage
Level 20: Blade Dance
Level 25: Crazed Aura
Level 30: Fury

Group Effect: Stunning Blow - The party receives a 0.5% chance per level of stunning an enemy with every attack.

Miner

Race: Dwarf
City: Kognar
HP Gain: 8
MP Gain: 2
Spells Used: None
Magic Stat: None

Level 1: Excavate
Level 3: Find Entrance
Level 8: Untrap
Level 12: Swindle
Level 16: Find Exit
Level 20: Deepest Darkness
Level 24: Disarm
Level 30: Cave In

Group Effect: Cavern Sight - The party's base dark vision increases by 1 point per level.

Defender

Race: Dwarf
City: Firelgrin
HP Gain: 12
MP Gain: 2
Spells Used: None
Magic Stat: None

Level 1: Taunt
Level 3: Guard
Level 5: Counter
Level 10: Taunt All
Level 12: Enrage
Level 20: Guard All
Level 25: Taunting Blow
Level 30: Enrage All

Group Effect: Defense Bonus - The party's defense increases by 1 point per level.

Burglar

Race: Halfling
City: All
HP Gain: 4
MP Gain: 4
Spells Used: None
Magic Stat: None

Level 1: Hide
Level 3: Steal
Level 5: Open
Level 8: Disarm
Level 12: Rob
Level 18: Swindle
Level 25: Backstab
Level 30: Mug

Group Effect: Sneak Effects Bonus - All sneak effects are increased in power by 0.5 points per level.

Engineer

Race: Halfling
City: Amunash
HP Gain: 8
MP Gain: 2
Spells Used: None
Magic Stat: None

Level 1: Tinker
Level 6: Untrap
Level 8: Unlock
Level 12: Deconstruct
Level 16: Convert
Level 20: Disarm
Level 25: Open
Level 30: Operate

Group Effect: Gadget Proficiency - The party receives a 2% chance per level of successfully using a gadget. (Engineers always successfully use gadgets.)

Deva

Race: Fairy
City: All
HP Gain: 4
MP Gain: 10
Spells Used: Elemental
Magic Stat: Will

No Abilities

Group Effect: Elemental Companion - An equal level elemental fights with the party in battle.

Earthlord

Race: Fairy
City: Zulman
HP Gain: 4
MP Gain: 12
Spells Used: Elemental
Magic Stat: Will

Level 15: Gnome Guard
Level 24: Become Earth

Group Effect: Earth Resistance Bonus - The party's earth resistance rises by 1 point per level.

Firelord

Race: Fairy
City: Sheresar
HP Gain: 4
MP Gain: 12
Spells Used: Elemental
Magic Stat: Will

Level 15: Salamander Guard
Level 24: Become Fire

Group Effect: Fire Resistance Bonus - The party's fire resistance rises by 1 point per level.

Sealord

Race: Fairy
City: Ocoroswen
HP Gain: 4
MP Gain: 12
Spells Used: Elemental
Magic Stat: Will

Level 15: Undine Guard
Level 24: Become Sea

Group Effect: Water Resistance Bonus - The party's water resistance rises by 1 point per level.

Skylord

Race: Fairy
City: Keade
HP Gain: 4
MP Gain: 12
Spells Used: Elemental
Magic Stat: Will

Level 15: Sylph Guard
Level 24: Become Sky

Group Effect: Air Resistance Bonus - The party's air resistance rises by 1 point per level.

Monk

Race: Lizardman
City: All
HP Gain: 12
MP Gain: 2
Spells Used: None
Magic Stat: None

Level 1: Sneak
Level 4: Power Strike
Level 8: Tail Sweep
Level 12: Frenzy
Level 16: Meditate
Level 20: Feign Death
Level 25: Quivering Palm
Level 30: Dragon Strike

Group Effect: Swift Strike - The party receives a 0.5% chance per level of attacking twice with every attack.

Dragoner

Race: Lizardman
City: Vuurk
HP Gain: 12
MP Gain: 2
Spells Used: None
Magic Stat: None

Level 1: Taunt
Level 4: Guard
Level 8: Tail Sweep
Level 12: Taunt All
Level 16: Enrage
Level 20: Fire Breath
Level 25: Frost Breath
Level 30: Dragon Breath

Group Effect: Breath Damage Resistance - The party receives 2% immunity per level to breath damage.

Assassin

Race: Lizardman
City: Sosta
HP Gain: 8
MP Gain: 2
Spells Used: None
Magic Stat: None

Level 1: Sneak
Level 4: Backstab
Level 8: Tail Sweep
Level 12: Hide
Level 16: Power Strike
Level 20: Frenzy
Level 25: Shadowed Blow
Level 30: Blade Dance

Group Effect: Assassination - The party receives a 0.5% chance per level of instantly killing an enemy with a successful backstab.

Ravager

Race: Orc
City: All
HP Gain: 12
MP Gain: 2
Spells Used: Alchemy
Magic Stat: Wisdom

Level 1: Taunt
Level 12: Frenzy
Level 20: Crazed Aura
Level 25: Blade Dance

Group Effect: Attack Bonus - The party's attack rises by 1 point per level.

Alchemist

Race: Orc
City: Eragdush
HP Gain: 6
MP Gain: 10
Spells Used: Alchemy
Magic Stat: Wisdom

Level 2: Create Potion
Level 15: Midas Elixer

Group Effect: Potion Proficiency - The party receives a 2% chance per level of successfully using an alchemical potion. (Alchemists always successfully use potions.)

Nightblade

Race: Orc
City: Vrarag
HP Gain: 8
MP Gain: 4
Spells Used: Alchemy
Magic Stat: Wisdom

Level 1: Sneak
Level 6: Backstab
Level 20: Mug
Level 25: Night Blade

Group Effect: Evasion - The party receives a 0.5% chance per level of dodging any attack.

Pirate

Race: Kobold
City: All
HP Gain: 6
MP Gain: 2
Spells Used: None
Magic Stat: None

Level 1: Steal
Level 3: Sextant
Level 5: Dense Fog
Level 10: Sense Gold
Level 15: Mug
Level 20: Strong Wind
Level 25: Fair Weather
Level 30: Tsunami

Group Effect: Pirate Ship - The party can freely sail between any ports in the world.

Shaman

Race: Kobold
City: Grbok
HP Gain: 8
MP Gain: 8
Spells Used: Spirit
Magic Stat: Psyche

Level 2: Refresh Pet
Level 24: Trance Meditation

Group Effect: Spirit Companion - An equal level spirit fights with the party in battle.

Beastlord

Race: Kobold
City: Yipyi
HP Gain: 10
MP Gain: 4
Spells Used: Spirit
Magic Stat: Psyche

Level 1: Refresh Pet
Level 4: Taunt
Level 20: Frenzy
Level 28: Summon Pack

Group Effect: Animal Companion - An equal level wolf fights with the party in battle.

Arcanist

Race: Shadowkin
City: All
HP Gain: 4
MP Gain: 10
Spells Used: Arcane
Magic Stat: Will

Level 15: Counterspell
Level 24: Meditate

Group Effect: Magic Resistance Bonus - The party's magic resistance rises by 1 point per level.

Necromancer

Race: Shadowkin
City: Glimbor
HP Gain: 4
MP Gain: 12
Spells Used: Shadow
Magic Stat: Will

Level 2: Refresh Pet
Level 24: Avatar of Death

Group Effect: Undead Companion - An equal level skeleton fights with the party in battle.

Dreadlord

Race: Shadowkin
City: Aphrosta
HP Gain: 10
MP Gain: 4
Spells Used: Shadow
Magic Stat: Will

Level 1: Taunt
Level 3: Drain Life
Level 6: Guard
Level 20: Death's Touch

Group Effect: Poison Resistance Bonus - The party's poison resistance rises by 1 point per level.

Sage

Race: Lukosian
City: All
HP Gain: 4
MP Gain: 12
Spells Used: All
Magic Stat: Average of Wisdom, Psyche, and Will

No Abilities

Group Effect: Magic Bonus - The party's magic rises by 1 point per level.

Enchanter

Race: Lukosian
City: Banaedoor
HP Gain: 4
MP Gain: 10
Spells Used: Arcane
Magic Stat: Will

Level 2: Enchant
Level 15: Drain Item

Group Effect: Enchantment Proficiency - The party receives a 2% chance per level of successfully using an enchanted object. (Enchanters always successfully use enchantments.)

Scholar

Race: Lukosian
City: Esselte
HP Gain: 4
MP Gain: 10
Spells Used: All Wisdom
Magic Stat: Wisdom

No Abilities

Group Effect: Grimoire Proficiency - The party receives a 2% chance per level of successfully using a grimoire. (Scholars always successfully use grimoires.)

All contents copyright 2003-2007 Benjamin Eldritch