Home | History |
Zones |
FAQ |
Clubs |
Players |
Telnet |
Classes |
Races |
Skills

[Mage]
[Cleric]
[Thief]
[Warrior]
[Acolyte]
[Avatar]
[Blademaster]
[Archmage]
[Druid]
[Assassin]
[Hero]
[Monk]
Classes on Northern Crossroads are broken into two main categories:
dual and advanced. When you start out a new character, you pick a
primary class from the dual classes (Warrior, Thief, Mage, Cleric, Acolyte),
as allowed by your Race. Upon reaching
level 15, you go to a special shrine, and pray for the secondary class
that you desire (again, as limited by your Race).
After advancing both of these classes to level 50, you may become
one of the advanced classes (Blademaster, Assassin, Archmage, Druid, Avatar, Hero and Monk). You may then advance to level 50 again, gaining more
hitpoints, mana, skills and spells as you do so.
Mage
The great order of mages has existed for many thousands of years.
In this time they have discovered and devised the most incredible
feats of magic the world has ever known. Although not well known
for their ability to heal, their ability to destroy on a vast scale
is nearly unrivaled. Summoning violent storms and the elements of
nature the versatility of the mages is astounding. There are even
stories of the greatest mages who have summoned the flames of the
sun itself to smite their enemies.
Mage skills
| Stat | Bonus |
| Hitroll | 5 |
| Damroll | 0 |
| Save vs Para | 0 |
| Save vs Rod | 1 |
| Save vs Petri | 0 |
| Save vs Breath | 1 |
| Save vs Spell | 1 |
|
|
| Points above max from EQ |
| Str | 0 |
| Int | 0 |
| Wis | 0 |
| Dex | 0 |
| Con | 0 |
|
| | Gain | Regain |
| Hitpoints | 4d2 | 0 |
| Mana | 4d2+-1 | 3d50+100 |
| Movement | 1 | 0 |
Automatic affects: none
Cleric
Clerics are a spiritual group by nature, but have by necessity
learned many battle arts with which to defend themselves. Clerics
are possessors of powerful spiritual magic which has been passed
down from generation to generation. They are best known, however,
for their great powers of healing both spiritual and physical.
Cleric skills
| Stat | Bonus |
| Hitroll | 0 |
| Damroll | 5 |
| Save vs Para | 0 |
| Save vs Rod | 0 |
| Save vs Petri | 1 |
| Save vs Breath | 1 |
| Save vs Spell | 1 |
|
|
| Points above max from EQ |
| Str | 0 |
| Int | 0 |
| Wis | 0 |
| Dex | 0 |
| Con | 0 |
|
| | Gain | Regain |
| Hitpoints | 4d2 | 0 |
| Mana | 4d2+-1 | 3d50+100 |
| Movement | 1 | 0 |
Automatic affects: none
Thief
Thieves are known to have very special skills that few others possess.
They spend a great deal of time practicing stealth as well as fighting.
Many thieves have been known to have mastered these arts so thoroughly that
they can sneak up on their victims completely undetected.
Thief skills
| Stat | Bonus |
| Hitroll | 10 |
| Damroll | 0 |
| Save vs Para | 0 |
| Save vs Rod | 0 |
| Save vs Petri | 1 |
| Save vs Breath | 0 |
| Save vs Spell | 0 |
|
|
| Points above max from EQ |
| Str | 0 |
| Int | 0 |
| Wis | 0 |
| Dex | 0 |
| Con | 0 |
|
| | Gain | Regain |
| Hitpoints | 6d2 | 0 |
| Mana | 1d3 | 0 |
| Movement | 1d3 | 3d50+100 |
Automatic affects: none
Warrior
Warriors are known to have more strength than the average adventurer.
This makes them better at hand-to-hand-combat, as they posses skills of
violence and fighting unequaled by the members of any other class. They
lack the ability to use magic of any sort but make up for it easily, for
there is no weapon or piece of armor that they have not been trained to
use.
Warrior skills
| Stat | Bonus |
| Hitroll | 0 |
| Damroll | 10 |
| Save vs Para | 1 |
| Save vs Rod | 0 |
| Save vs Petri | 1 |
| Save vs Breath | 0 |
| Save vs Spell | 0 |
|
|
| Points above max from EQ |
| Str | 0 |
| Int | 0 |
| Wis | 0 |
| Dex | 0 |
| Con | 0 |
|
| | Gain | Regain |
| Hitpoints | 8d2 | 3d50+100 |
| Mana | 0 | 0 |
| Movement | 1d3 | 0 |
Automatic affects: none
Acolyte
The Acolyte is a student of wisdom, and a servant of his master.
Acolytes are known to spend many hours in deep study trying to
find an essence which they might call their own. This essense
gives the young acolyte his purpose and helps him to attain the
goals which they seek. They train in anticipaton of the day in
which they would no longer need to use of weapons, the day that
they will be able to fend off an attack using only bare hands
and aquired skills. That day is always a great day.
Acolyte skills
| Stat | Bonus |
| Hitroll | 3 |
| Damroll | 3 |
| Save vs Para | 1 |
| Save vs Rod | 0 |
| Save vs Petri | 2 |
| Save vs Breath | 0 |
| Save vs Spell | 0 |
|
|
| Points above max from EQ |
| Str | 0 |
| Int | 0 |
| Wis | 0 |
| Dex | 0 |
| Con | 0 |
|
| | Gain | Regain |
| Hitpoints | 6d2 | 4d25+50 |
| Mana | 1d2 | 0 |
| Movement | 4d3 | 3d50+100 |
Automatic affects: none
Avatar
The Avatar is among the most mysterious of adventurers. The avatar
is a very spiritual being who has spent the greater part of his or her
life striving to become virtuous. Through this study it is required that
they learn from all areas of life and have therefore been able to master
many of the skills practiced by other types of adventurers. They posses
great fighting prowess and a keen mastery of the arcane and spiritual
arts. The Avatar is by far the most versatile of adventurers.
Find the shrine and pray that you have what it takes to become an Avatar!
Avatar skills
| Stat | Bonus |
| Hitroll | 5 |
| Damroll | 5 |
| Save vs Para | 2 |
| Save vs Rod | 2 |
| Save vs Petri | 2 |
| Save vs Breath | 2 |
| Save vs Spell | 2 |
|
|
| Points above max from EQ |
| Str | 0 |
| Int | 0 |
| Wis | 0 |
| Dex | 0 |
| Con | 0 |
|
| | Gain | Regain |
| Hitpoints | 5d2+1 | 1d100+200 |
| Mana | 4d2+-1 | 1d100+300 |
| Movement | 0 | 3d50+100 |
Automatic affects: none
Blademaster
The blademaster is the most fearsome of weapon masters. The great
blademasters were once the fiercest of warriors who turned their lives
over to a master who taught them to know the soul of their weapons.
Through this intimate understanding of the nature of movement and
instinct they have gained the power to overcome nearly all threats.
In order to become a Blademaster, you will have to find the
Supreme Blademaster and request training.
Blademaster skills
| Stat | Bonus |
| Hitroll | 10 |
| Damroll | 15 |
| Save vs Para | 2 |
| Save vs Rod | 0 |
| Save vs Petri | 2 |
| Save vs Breath | 0 |
| Save vs Spell | 0 |
|
|
| Points above max from EQ |
| Str | 3 |
| Int | 0 |
| Wis | 0 |
| Dex | 0 |
| Con | 5 |
|
| | Gain | Regain |
| Hitpoints | 9d2+7 | 5d100+500 |
| Mana | 0 | 0 |
| Movement | 1 | 0 |
Automatic affects:
parry
Archmage
These are the most powerful mages of the mortal world. They are
capable of astounding feats of magic. Gaining their power from the
latent energy of all that surrounds them they can control the elements
and foresee the future. For many mortals the difference between an
archmage and a god is indistinguishable.
To become an Archmage, you will have to find the Chancellor of
Unseen University and apply for admission. If you are accepted,
you shall be known as an Archmage.
Archmage skills
| Stat | Bonus |
| Hitroll | 10 |
| Damroll | 5 |
| Save vs Para | 0 |
| Save vs Rod | 2 |
| Save vs Petri | 0 |
| Save vs Breath | 2 |
| Save vs Spell | 2 |
|
|
| Points above max from EQ |
| Str | 0 |
| Int | 3 |
| Wis | 2 |
| Dex | 1 |
| Con | 0 |
|
| | Gain | Regain |
| Hitpoints | 6d2 | 0 |
| Mana | 6d2 | 3d250+500 |
| Movement | 0 | 0 |
Automatic affects:
fly
detect magic
sponge
Druid
The Druids are an ancient order of monks who have turned their
lives over to the Goddess of all creation. They are possessors
of the greatest healing magics in all the world. Many Druids have
also been rumoured to have the ability to call the beasts of nature
to their aid, and also the most powerful have been known to create
clones of themselves to confuse their enemies and to even call
the wrath of the gods themselves against those who threaten them.
To become a Druid, you will have to find the Ancient Grove,
and pray for guidance. If the forces of nature respond, they
will elevate you to Druid.
Druid skills
| Stat | Bonus |
| Hitroll | 5 |
| Damroll | 10 |
| Save vs Para | 0 |
| Save vs Rod | 0 |
| Save vs Petri | 2 |
| Save vs Breath | 2 |
| Save vs Spell | 2 |
|
|
| Points above max from EQ |
| Str | 0 |
| Int | 2 |
| Wis | 3 |
| Dex | 0 |
| Con | 1 |
|
| | Gain | Regain |
| Hitpoints | 6d2 | 1d250+200 |
| Mana | 5d2 | 2d250+500 |
| Movement | 0 | 0 |
Automatic affects:
fly
detect magic
rune of protection
detect evil
Assassin
Cross an Assassin at your own peril. These are by far the most deadly
people you are likely to meet. A single Assassin has been known to wipe
out entire clans without even being detected. Although in the open against
numbers of adversaries the assassin is not very effective, in one on one
combat you would be well advised to turn tail and run rather than have to
face the devastating consequences of an assassination attempt.
In order to become an Assassin, you will have to find The Dark
One, and pledge your loyalty to the trade...
Assassin skills
| Stat | Bonus |
| Hitroll | 15 |
| Damroll | 10 |
| Save vs Para | 0 |
| Save vs Rod | 0 |
| Save vs Petri | 2 |
| Save vs Breath | 1 |
| Save vs Spell | 1 |
|
|
| Points above max from EQ |
| Str | 2 |
| Int | 0 |
| Wis | 0 |
| Dex | 4 |
| Con | 0 |
|
| | Gain | Regain |
| Hitpoints | 9d2+3 | 0 |
| Mana | 0 | 0 |
| Movement | 3d2 | 1d200+400 |
Automatic affects:
hide
invisibility
detect invisibility
sense life
sneak
haste
infravision
Hero
Looking back through the mists of time, there have always been legends
of great warriors and mages performing miraculous feats in the face of the
greatest of enemies. They are known as Heros. They are capable of
acts that most think to be impossible, and through their experience and
vast knowledge they are able to dicern many things that are not apparent
to the unskilled observer. Only the most hardened of adventurers may
ever hope to be known as Hero! The heros of Northern Crossroads are both
famous and obscure, their values, deeds and sacrifice define the character
of this world and the heritage of its people.
Seek out the shrine of the Avatar first and hope that you too will
gain the fame of heros.
Hero skills
| Stat | Bonus |
| Hitroll | 7 |
| Damroll | 7 |
| Save vs Para | 2 |
| Save vs Rod | 2 |
| Save vs Petri | 3 |
| Save vs Breath | 3 |
| Save vs Spell | 3 |
|
|
| Points above max from EQ |
| Str | 1 |
| Int | 1 |
| Wis | 1 |
| Dex | 1 |
| Con | 1 |
|
| | Gain | Regain |
| Hitpoints | 2 | 1d100+250 |
| Mana | 2 | 1d100+350 |
| Movement | 2 | 3d50+150 |
Automatic affects: none
Monk
Monks are of an ancient knowledge. They are the personification
of the study of force combined with focused strength and wisdom
of both war and peace. This noble group has always sought to
uphold justice and honour while living out a life of poverty and
servitude. With much hard training they have become masters of
battle without weapons, and each Monk has hands more deadly then
the most scientifically designed weapon. These masters can be a
fellow wanderers greatest ally or worst nigthmare.
Only level 50 Acolytes can become Monk.To become a Monk the Acolyte must visit the Sifu in the Shaolin Temple.
Monk skills
| Stat | Bonus |
| Hitroll | 7 |
| Damroll | 7 |
| Save vs Para | 2 |
| Save vs Rod | 2 |
| Save vs Petri | 3 |
| Save vs Breath | 3 |
| Save vs Spell | 3 |
|
|
| Points above max from EQ |
| Str | 1 |
| Int | 1 |
| Wis | 1 |
| Dex | 1 |
| Con | 1 |
|
| | Gain | Regain |
| Hitpoints | 2 | 1d100+250 |
| Mana | 2 | 1d100+350 |
| Movement | 2 | 3d50+150 |
Automatic affects:
sense life
sanctuary
fly
haste
breathe water