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[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