The choice of classes at WoTmud IV, the Wheel of Time
mud (warrior, hunter, rogue
and channeler).
| Warrior | Hunter
| Rogue | Channeler |
Warrior
Those who have dedicated their lives to the fighting arts are often known simply as warriors, be they Warders, Soldiers or simple guards. Trained throughout life to kill, they know many weapon styles and drive all of their attention to honing these skills, improving their fighting ability despite the weight of armor, often the only thing to protect them in a harsh battle. By far the simplest class to play, the main consideration of a warrior is 'Can I kill this thing.' rather than analyzing other considerations or attack plans. Dealing with the fighting arts, the skills of the warrior generally deal with the mastery of various weapons skills. Short blades are generally preferred by weaker, quicker fighters ranging up to the heavy crushing and smiting weapons carried by the strongest of warriors. Most aspects
of battle are covered by these abilities, making the warrior the front line to protect those behind them from attack.
Note:- This class is recommended for first-time players.
Close Weapons
Skills |
Long Range
Skills |
Other
Skills |
Long Blades
Short Blades
Medium Blades
Fencing Blades
Sickles
Axes
Clubs
Staves
Lances
Spears
Picks
Polearms
Flails
Whips
Chains
Charge |
Bows
Crossbows
Projectiles
Slings |
Bash
Kick
Rescue
Shield Parry
|
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Hunter:
Dwellers of the forest,hunters are generally
thought of as the loners among the classes, preferring to live on their
own in the woods rather than among the civilization of the larger cities,
though smaller villages are often the homes of such individuals. They
benefit from skills relating to the outdoors, such as the ability to
read tracks left behind from those who have passed through an area,
the stealth required to move silently through wooded areas, and so forth.
Whilst they are more of a rogue than a fighter,
they are at the same time a cross between the two extremes.
Country
Craft |
Other
Skills |
Camouflage
Cover Tracks
Notice
Ranger Sneak
Search
Track
|
Butcher
Ride
|
Details about these individual hunter skills can also
be seen at our website.
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Rogue
Walkers of the shadows, rogues make their living preying off of the
'lesser' groups of people, who do not know enough to protect their lives
and assets from the wandering hands and blades of these assassins. Called
by different names, gambler, assassin, rogue,
footpad, these professionals wander the lands looking for gain and excitement.
Their special brand of training has led them to become learned in the
arts of silent killing and disabling locks, to name a few. Not accepted
by the established culture, they are forced to meet in secret, and are
often viewed as darkfriends.
Looked down upon by most of the common people, and
even more so by the higher ranks when it suits them, the skills of the
rogue are specialized to allow one to perform
tasks silently, efficiently, and with deadly grace. Although many groups
may specialize in various areas of stealth, very few people would be
willing to be openly characterized by these skills for fear of the law.
Combat
|
Guile
|
Other
Skills |
Attack
Backstab
Dodge |
Hide
Sneak
Steal
Pick |
Palm
|
Details about these individual rogue
skills can also be seen at our website.
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Channeler
Those few people who were born with the ability to touch the True Source or were able to learn the ability to touch it are often referred to as 'Channelers.' They are feared by most people in the lands, often called Darkfriends, though never where it can be heard. channeling involves seizing the flows of the True Source (commonly thought of as fire, wind, water, earth and spirit) to achieve ends which are
not possible in the mundane world. This weaving requires great training in order to avoid personal injury, even to the extent of possibly stilling oneself.
Offensive
weaves |
Defensive
weaves |
General
|
blind
call lightning
chill
contagion
deafen
earthquake
fear
fireball
flame strike
freeze
hammer of air
hurricane
ice spikes
incinerate
poison
silence
slow
sonic boom
still
whirlpool |
armor
cure critical wounds
cure light wounds
cure poison
cure serious wounds
|
create fog
create food
create phantom object
create rain
create water
enchant weapon
light ball
locate life
locate object
refresh
remove contagion
remove warding
warding vs damage
sleep
strength
travel
ward object
warding against evil
|
Note:- The following weaves will be introduced to the game when the time is right, possibly without notice - balefire, charm person, cut off source, eavesdrop, find the path, hold, invisibility, knock, liquid earth, night vision, sense warding, solidify, transfer, ward room and ward against weave.
Details about
these individual Channeler skills can also be seen at our website.