The choice of classes at WoTmud IV, the Wheel of Time mud (warrior, hunter, rogue and channeler).

WarriorHunterRogueChanneler |

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.

 

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