classes
Three new classes have been added to the game,
and all the old ones return. The new classes are the MONK, RANGER, and
THIEF. I will post more information as it becomes availible.
For promotion information, see the bottom of ths
page.
Archer
Archers specialize in the use of ranged weapons—bows and crossbows. While
they can use other hand-to-hand weapons, they are best with the two-handed
spear, which is good because they can’t carry a shield. Nor can they use
armor heavier than chain mail. They can use Elemental magic, and at higher
experience levels, Dark and Light magic.
Cleric
Clerics specialize in the learning of magic of the self—Mind, Spirit and
Body. They do possess martial abilities, but may only wield staves, bows,
and maces. They can wear leather or chain armor, and can carry a shield.
Druid
Druids are priests of naturalistic orders who concentrate on the learning
of magic. They can cast all magic types except for Light and Dark spells.
Like sorcerers, they tend to be a bit fragile, and can use only a few weapons,
though, unlike sorcerers, they can use shields and maces.
Knight
Knights are specialists at fighting. They excel at the use of weapons,
particularly the sword and spear, and can wear any armor. While they cannot
learn to cast magic spells of any sort, they can learn a wide variety of
other martial and adventuring skills.
Monk
Monks train themselves in the arts of unarmed combat and self-development.
They can deliver powerful blows with their fists and can dodge attacks
with great success. At higher levels of advancement, monks can learn the
fundamentals of Mind, Spirit and Body magic.
Paladin
Paladins are warriors in the service of a holy order. Their skills combine
those of fighters and holy men. They can use all weapons and armor, and
can also cast the spells of Mind, Spirit and Body magic. At the highest
levels, they can also dabble in Light and Dark magic.
Ranger
Rangers are individualistic woodsmen, and jacks-of-all-trades. They can
use any weapon except the mace, can wear any armor save plate, and can
learn all magic except for Light and Dark. Beyond that, they can learn
all other skills.
Sorcerer
Sorcerers are specialists in the use of the elemental magics of Earth,
Air, Fire, and Water, which gives them a good range of powerful offensive
capabilities. Since they are little concerned with military pursuits, they
tend to be less durable than other characters, and can only fight with
staves, daggers and bows, and can only wear leather armor.
Thief
Thieves excel at stealing, detecting and disarming traps, and other underworld
skills. While they are not specialists at combat, they can hold their own
in a fight, and are able to use a wide range of weapons and armor. As they
become more experienced, they can learn the rudiments of elemental magic
spell casting.
Just like in Might and Magic 6, your characters
can be promoted to new classes twice. However, whether you choose the good
or evil path will make a difference. The first promotion is the same for
all characters, but the final promotion is different based on whether you
have chosen to follow the light or the darkness.
|
Original Class
|
First Promotion
|
Second Promotion (Good)
|
Second Promotion (Evil)
|
| Knight |
Cavalier |
Champion |
Black Knight |
| Cleric |
Priest |
Sun Priest |
Moon Priest |
| Paladin |
Crusader |
Hero |
Villian |
| Sorceror |
Wizard |
Arch Mage |
Lich |
| Archer |
Battle Mage |
Warrior Mage |
Warlock |
| Druid |
Great Druid |
Arch Druid |
Witch |
| Tracker |
Ranger |
Ranger Lord |
Bounty Hunter |
| Monk |
Initiate |
Master |
Ninja |
| Thief |
Scout |
Spy |
Assassin |
');
document.write('');
// document.write('');
document.write('');
document.write('');
if (document.cookie.indexOf('fcseenpop') == -1) {
pop_domain = document.domain.substring(document.domain.indexOf('.'));
expiry_date = new Date(new Date().getTime() + 86400000).toGMTString(); // 24 hours
document.write('');
document.cookie = 'fcseenpop=1; path=/; domain=' + pop_domain + '; expires=' + expiry_date;
}
}
}
// -->