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Classes

The Classes of The Seventh Sun

In most games, you might as well call them a cookie-cutter. There is generally nothing unique about anyone who plays any class. Once you have met one 10th level warrior, you've met them all: same stats, same skills, same armor, and probably even the same weapon. And to top it off, they will probably be the same race too. Nothing too much fun there.

When TSS was in the design stages, careful attention was paid to this problem. We think we have come up with a way that will allow people to be unique within their class. There will still be some similarities between people of the same class, but there is not a whole lot you can do about that. What we do is give people choices.

When you first create your character, you will be given points based on race, class, and kingdom. They are in three categories: Physical, Magical, and Worldly. When you pick your class, you will automatically gain default skills, but those skills can then be augmented or specialized by choosing kits. You will choose kits by spending the physical, magical, and worldly points you have gathered through your character's creation.

Now that your character is completed and you have chosen kits, you're ready to be let loose on the world. As you gain experience in the skill kits you chose at creation, and in your professional skills (your default class skills), you will accumulate skill points. You will also gain skill points by leveling. Those skill points may then be used to purchase additional kits. Kits purchased after the initial character creation, however, will not provide skill points.

Skill points can also be gained through some quests. The kits that choose will help you to mold and specialize your character. For example, a Rogue may wish to someday become an assassin and would purchase the Apprentice Assassin kit.

The kit includes (and this is just an example so don't start drooling.)
a +2 bonus to stalking,
a +2 bonus to dexterity,
a -1 to charisma
a +2 to light thrown,
and new skill: Disguise.

A kit may provide you with new skills, raise caps on your current skills, give you special abilities, raise attributes or give you bonuses. It can also take away attributes or add disabilities. Before you purchase a kit, you will be able to determine what changes will be made to your character.

[L] Bards

The Bard

Bards are part fighter, part poet. Able to weave their lyrics and music into helpful or harmful effects, wear plate armor, and wield heavy weapons, Bards should be considered deadly foes. Capable of fighting on their own with help from their magical songs and instruments, Bards do best in a group setting.

Without going into a great amount of detail, (some things must be left as a surprise!) Bards will have several skill sets. Performing, instruments, voice, and auras are the basics. They will be able to advance and specialize these skill sets with kits.

Bards, as mentioned above, will also be able to handle heavy armor and weapons if they choose, but may prefer lighter armor that will not hinder their bardic abilities. Playing a bard provides many choices. He or she can choose to focus their training and skill kits in combat areas, which would give them minimal bardic talents. Or they could concentrate on bardic skills and have minimal combat abilities. They can also choose to attempt a fine balance of both.

Bards will have access to abilities that will allow them to help others fight faster, be stronger and to gain stamina, mana, and health back at a faster rate. They will be able to help others learn faster, resist certain kinds of spells and much more. These are just examples. There are always choices within choices.

What KIND of bardic talents will you perfect? What kind of combat will you perfect? More about the sub kits and skills of this class will be released closer to beta.

More about Bards on the Wiki |
[L] Druid

The Druid

Druids are part light fighter, part nature wizard and part scout. They are extremely useful characters to have around as they have helpful magic spells, can hold their own in combat, can control animals as pets, and last but not least, they have the ability to teleport groups of people.

Teleportation is not an easy thing. The Druid must teleport from one druid grove to another. Druids must maintain their grove or it will not support the energy necessary to teleport. More information on groves and teleportation will be released at a later date.

Druids have choices like everyone else. They can choose to be mostly magical and have less fighting skills, or be more of a fighter and have less magic potential. They can choose what types of nature magic in which they want to specialize: beneficial spells, animal control and pet spells, teleportation spells, offensive spells or defensive spells.

There are many choices to be made and many ways Druids will be able to differentiate themselves from one another depending upon their choices. Druids will be at their strongest in a forest or in the open, and at their weakest in a city, town, village, or underground. In druid groves, they will be extremely powerful. It is not a good idea to mess with a druid in his or her grove.

More about Druids on the Wiki |
[L] Holy Knight

The Holy Knight

Holy Knights are the warriors of the gods. Combining holy magic with the ability to wear and wield heavy armor and weapons, Holy Knights are a serious force with which to be reckoned. Holy Knights are something like half Parson and Half Armsman.

They can be more powerful in the magical arts or more powerful in the combat arts depending on their choices in training. Either way, while Holy Knights are very effective fighters, they are a dual classed character. This means that they will never be a GREAT Parson, or a GREAT Armsman. However, they will be decent at both and a fun character to play.

Holy Knights have a lot of the same spells available to them as Parsons do, but some of the spells will not be available to them simply because they will never reach the same levels of study a Parson would.

Holy Knights are required to keep their reputation clean and honorable. It is not acceptable for a Holy Knight to have villain points. If they earn them, they can expect a very hard time from guild leaders, fellow Holy Knights, and last but not least, their Aspect.

Holy Knights must spend a lot of time in combat and training their combat abilities, but also must spend time worshiping their gods.

More about Holy Knights on the Wiki |
[L] Ranger

The Ranger

Rangers are mostly a medium fighter and scout, with a little bit of Nature magic. They are able to hold their own in combat, but rely more on their range ability, quick reflexes, and evasive moves.

Rangers have the ability to choose if they will be stronger in magic and less effective in combat and scouting, or vice versa. Their scouting abilities are unmatched. Rangers, when concentrating on scouting ability, are essential in finding invading forces and tracking rogues or Rift Spawn.

Rangers, like druids, are very in touch with nature and generally avoid cities, villages, and other forms of civilization. They do their best in the forest and open areas, and have penalties in cities, villages, towns, and underground.

They do not have the range of magical abilities that the Druids do, but they do have their own helpful set of spells and skills that allow them to communicate and manipulate nature. They can have pets, heal animals, and take care of the land in general.

Rangers are very good at making bows and arrows, tracking, hiding, stalking, sneaking, moving through the forest without leaving a trail or making a sound. They can also detect traps in the forest better than any other class.

More about Rangers on the Wiki |
[L] Parson

The Parson

Parsons are like holy wizards. Devoting much of their time and lives to the worship and glorification of their gods. In turn their gods favor them and provide them with spells that have many purposes.

What Aspect a Parson chooses is detrimental to what kind of spells and rituals they will have access to. For example, Toita is an Aspect with a major inclination toward healing. A Parson that wished to excel at the art of healing would likely choose Toita as their Aspect.

On the other hand, a Parson that wished to concentrate on battle and combat would probably rather choose Polta, who's personality is all about combat. Now, just because you choose Toita does not mean you will have no combat spells or abilities, it just means you will have more healing than combat.

The Aspect devotion is just another way that Parsons can further determine what kind of Parson they will be. They will still be able to choose spell and skill kits to focus on areas they wish to improve in.

Parsons will be able to wear medium armor and wield medium weapons. Like all classes, Parsons have the choice of how good they will be at their magic and how good they will be at their combat.

More about Parsons on the Wiki |
[L/K] Armsman

The Armsman

Armsmen are quite simply warriors. They are by far the most effective in combat and are very straightforward characters. Their purpose is to fight and they are good at what they do. We wanted the Armsman to be a simplified class. Like we said, straight forward and to the point, however, we did not want to limit them in choices.

The Armsman has a lot of choices in what kind of fighter he or she will be. Will you choose to wear plate armor and wield a halberd, or will you choose leather and wield two swords? Will you choose to be a defensive fighter? A fancy fighter? A walk up and smash it till it dies fighter? Will you choose to invest time in survival skills and become a warrior who can wander the lands with nothing but a sword and a pack? Will you work for yourself or for a house? Will you end up a blade for hire? Will you fight for a cause or just for the hell of it?

Armsmen have the widest range of combat abilities, weapons, and armor available to them. They can use any weapon they touch and any armor they put choose. If you want to fight, and do nothing much else but fight, Armsman is the class for you. Armsmen, like everyone else, can dual class if they wish, meaning they can pick up a trade skill or focus in survival lore. They have choices, they just do not have the magical abilities and extras that other classes may boast.

More about Armsmen on the Wiki |
[L/K] Commoner

The Commoner

Commoners are people that choose to devote their life to trade and creativity. Do not let the name Commoner fool you! Commoners are the backbone of the world. They build, they repair, they maintain. Without them, things just wouldn't run as smoothly.

Commoners, as mentioned above, are mostly trade people. This is not to say that they can not learn to fight or defend themselves, just that what they are best at is making things. Other classes can pick up trade skills, but they will never have the degree of craftsmanship that a Commoner would. Likewise, while a Commoner could learn to handle a weapon, they would never be great at it.

Commoners can be any one of the trades of Xaltoria. (See 'Trades' for information on the trade skills.) They can choose to mix and match their skills, but it is not suggested as they are likely to miss out on a lot of training doing this. Just as it is not suggested that Commoners spend their skill points in combat training, but if that is what they choose to do and the player will be happy with it, then by all means, enjoy.

More about Commoners on the Wiki |
[L/K] Enchanter

The Enchanter

Enchanters are magic users that choose a more indirect route to the manipulation of magical energies. They control their environment with magic. Enchanters have extremely limited combat ability, but they generally do not need to lower themselves to melee fighting. That's what pets are for.

Enchanters are the only class in the game that can add specific magical properties to items and gems. There are three types of Enchanters. Mind, Body, and Matter. All Enchanters have basic spells that come along with being an Enchanter, but by choosing a specific path of magic, they get more specialized abilities and spells.

Mind Enchanters concentrate on mind magic. Illusions, charming, and other such spell types that would alter, control, or harm a target's mind. They also specialize in beneficial spells, (buffs) that allow for accentuating the power of the mind. Their enchantments also concentrate on mind alteration. Examples of spells they could cast on items would be mana regen, plus to intelligence or wisdom, resistance to mind magic, and so on.

Body Enchanters concentrate on body magic. Paralyzation, blindness, mute, and other spells like these are some of the ways that Body Enchanters control, manipulate, and harm their target's body. Their buff spells concentrate on those that improve the body. Toughness, reflexes, infravision, are all examples of the type of body alterations Enchanters can provide. Their item spells are focused on the body as well, adding strength, dexterity, constitution, extra hit points, and other helpful incantations.

Matter Enchanters are masters at manipulating their environment. Using telekinetic powers they can throw items at their enemies, cause items their target's have to change form, or vanish. Their buff spells concentrate on more tangible things like causing something to weigh less, stand up to more damage, or have a damage shield itself. They are the masters at enchanting items with very useful advantages like higher warmth ratings, damage ratings, or defense ratings.

Enchanters have the choice to specialize, or combine the above paths of magic. Just remember whenever you dual class, you're sacrificing spells and abilities.

More about Enchanters on the Wiki |
[L/K] Monk

The Monk

Monks are a special type of fighter that choose to use their hands, very little armor, and extremely basic weapons. Concentrating on inner strength and power, Monks have the ability to surprise any fighter in combat.

Utilizing their superhuman reflexes, and the ability to focus and center their physical energy, Monks are able to fight against an Armsman, and do a pretty good job of holding their own. Monks have the ability to train in several different fighting styles, some of which use weapons and some that don't.

Like all classes, choosing one specialty and sticking with it is the 'best' way to go, but they can combine different combat arts if they so choose. When they study a combat style, they will learn special moves and abilities that will help them survive in a violent situation. To regain his or her energy, a monk must meditate. Meditation can be performed in several different ways. More information on meditation will be forthcoming.

More about Monks on the Wiki |
[L/K] Summoners

The Summoner

Summoners are the big guns of the magic users in Xaltoria. Masters at manipulating the elemental energies of the world, Summoners are dangerous foes. Summoners have five different avenues of specialization. All Summoners have the ability to use magic in combat and defense, and to summon forth things such as items, objects and people. Their specialization signifies the medium in which they cast, and how their magic can be used.

Summoners of FIRE are major combat and offensively orientated casters. Their spells involve heavy destructive forces and damage capability, but average defensive abilities. Summoners of Fire have few beneficial spells, but fire shield is one of them. Their offense spells concentrate on using fire in various forms to cause almost instant, devastating damage, but require a great deal of energy.

Summoners of AIR have a balance of combat and defense, but offer more in the way of beneficial spells. Levitate, underwater lungs, and light fall are all examples of the type of spells a Summoner of Air could provide. Offensive spells center on lightning and forced air. They have the ability to manipulate and control air to a certain degree.

Summoners of WATER have spells that are slower to take effect than fire spells, but do more damage over time, just as a river eats away at the canyon. Summoners who specialize in water have spells that involve water and ice and have the ability to control and manipulate water to a certain degree.

Summoners of EARTH are defensively centered and have some slow but powerful offensive spells. Their spells include primarily earth manipulation and holding spells. Summoners of Earth have a healthy arsenal, however, their defensive spells are highly superior. Their offense spells are powerful but slow to cast.

The fifth and final Summoners are MASTER OF THE ELEMENTS. They are able to use all the elements, picking and choosing kits from them all however may never master any. Powerful in their own right for being able to use all the elements, the Masters do not have access to higher-level elemental spells.

Summoners also have the ability to produce pets. All Summoners have default pet spells, but they can choose to specialize in that area through kits. Summoning more powerful pets, as well as providing additionally beneficial spells for the pets, are the type of skills those kits will provide.

More about Summoners on the Wiki |
[L/K] Rogue

The Rogue

Rogues are the survivalists of the world. Most of them are classified as 'thieves' but that's just not the way it is. Really. Honestly. Ahem. At any rate, rogues are the people of the world that don't have any real magic skills, don't have the finesse in fighting like an Armsman, and have no real 'craftsman' abilities.

They get by however they get by. Rogues can specialize in stealing, lock smithing, survival, and move their way into more ominous skills like breaking and entering, assassination, etc. Rogues, like all classes, have choices. They can pick and choose their skill kits to shape the kind of Rogue they wish to be.

Rogues are basically street people with no formal education. Whatever they learn, they learn. Whatever they are good at, they are good at. If that is shoplifting and throat slitting, than that is what it is. Not much will be said about the Rogue class, and not much direction will be given for them. You will have to find out the secrets, and just how far you can go as a Rogue. Enjoy.

More about Rogues on the Wiki |
[K] Dark Priest

The Dark Priest

Dark Priests are similar to evil holy wizards. Gravitating toward the worship of the evil gods, Dark Priests combine Necromancy with Holy Magic, resulting in a vicious combination.

Like their 'good guy' counterparts, the Parsons, Dark Priests can choose to go the route of a healer, or a more combat orientated Priest. Dark Priests will be able to wear medium armor and wield medium weapons. What Aspects they choose to devote themselves to will greatly affect what kind of spells and rituals they have access to.

Before choosing an Aspect, it is important for a character of this class to research a little about their Aspect choices, and choose the one that most closely resembles their play type.

More about Dark Priests on the Wiki |
[K] Gypsy

The Gypsy

Gypsies are a Monk meet Bard class. They have musical abilities and many of the same skill sets as a Bard, but they also have some rough-and-tumble combat oriented skills.

The Gypsies musical ability is much above that of other classes. They posses the aura, performance, instrument, and voice skills, much like a bard. However, the Gypsy has a slightly different approach to all of these skills. Then there is combat.

Gypsies are very good at hand-to-hand combat, and improvise when it comes to weapons. They prefer light small objects that you wouldn't normally consider a weapon. Like a sash for example. Their fighting styles are similar to that of the monks, and there are rumors that perhaps the first Gypsy may have been a monk. But don't let the monks hear you say that.

Gypsies are also survivalists. They tend to roam around sometimes in groups and sometimes alone. Always on the move in a dangerous place like Karatta, one most know how to handle themselves.

More about the Gypsy on the Wiki |
[K] Necromancer

The Necromancer

Necromancers like dead things. They like to make things dead, then they like to control things they made dead. Dead is good. Necromancers are the takers of life and the givers of life to death.

Able to manipulate magical energy into very invasive, hideous, vile, and torturous spells, Necromancers are one of the most feared of the casters. Not because their magic is any more powerful than the Summoner, but because it is such a painful magic. For anything good to happen from necromantic spells, something else must pay the price. Be it the target, a bystander, or even the mage himself.

Necromancer's spells include those to drain life and give to themselves, transfer of life from themselves to others, control of the dead, summoning of dead to fight for and protect them, and other interesting things having to do with death and pain. Necromancers have three paths of spells. They can choose to specialize in one, or combine all three.

There is the Summoning path. This allows a Necromancer to summon and control dead things, and kits would include summoning more powerful beings as well as buff spells for the creatures they summon.

There is the Martyr path in which the Necromancer learns ways to turn his or her death magic into a healing process of sorts. This path also includes a lot of beneficial 'buff' spells and the ability to eventually resurrect the dead.

And finally there is the Quietus path. This is the path that involves every way possible to kill something with magic. But only in painful ways.

More about the Necromancers on the Wiki |
[K] Hell Raiser

The Hell Raiser

Hell Raisers are Necromancer meets Armsman - only worse. Hell Raisers are something of a mutation caused by the Rift in Karatta. A creature born with a strain of magic that is corrupted in the womb. They are not born and decide they will learn Necromancy or some other magic, they are born with the innate ability and desire to use this evil magic.

The strange thing is that most of the time, these creatures are not very strong in the magic. Not strong enough to rely on it alone to take them through the rough life they live in Karatta. So Hell Raisers have learned to combine physical fighting with their magical ability and form one 'hell' of an adversary.

Having access to some of the spells that Necromancers do, Hell Raisers have a choice in which of their two talents they wish to excel in, combat or casting. They can also choose to walk a fine balance of each. Its all in what they decide to do.

More about the Hell Raisers on the Wiki |
[K] Witch Doctor

The Witch Doctor

Witch Doctors have control over animals and a special gift of foresight, the ability to determine what may happen in the future. They can read the stars and use special magic to lay curses on enemies.

Their magic is indirect and can be most closely related to the "voodoo" of modern day. They are masters at making potions and poisons, and are the only class able to Master Alchemy (a trade skill) without actually being a commoner.

They are a mysterious class and one that is very protective of their secrets and rituals. This is a class that will need to be explored and learned about by the player. Enjoy!

More about the Witch Doctors on the Wiki |

Class Legend = [L] Lazaron Only [L/K] Lazaron and Karatta [K] Karatta Only

 
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