Sarem
looked absolutely stupid in the fur covered getup. No, the mercenary did
everything the barbarian could do but better.
Primeval Prophet
A sorcerer attuned with nature.
Can summon forth the power of primeval pyromancies. High RES and SPT.
Starting Gear: Burned Crown,
Burned Prophet Robes, Burned Patched Pants, Burned Shoes, Burned Wraps,
Tattered Wooden Shield, Ignitor, Oil Sword
Soul Intensity: 4
VIT 8 DEF 8 RES 12 STR 8 INT 6
DEX 6 SPD 6 SPT 12 BLF 6 PCP 4
“Damn, this is shameless. It has
to be a sequel. No way Milner could be this blatant.”
Just like in The Death Planes, the
Primeval Prophet was a strange class. At first glance it appeared weak or, at
best, mediocre thanks to its spread out stat distribution. But the Primeval
Prophet had a killer secret to it that made it stronger than it appeared—or, at
least that was true in The Death Planes. The class’ burned tatters left Sarem
looking like he’d barely survived a catastrophe. Sam didn’t like the look.
Vagabond
A fleet footed traveler that is
well versed in multiple weapon disciplines. Very high DEX and STR. High SPD.
Starting Gear: Traveler’s Cowl,
Traveler’s Long Coat, Traveler’s Pants, Dark B. Boots, Dark Bracers, Shortsword
x2, Throwing Knife x5
Soul Intensity: 4
VIT 6 DEF 9 RES 8 STR 13 INT 5
DEX 13 SPD 12 SPT 6 BLF 2 PCP 2
Another specialty class, this one
geared towards high offense and mobility. The Vagabond lacked all sorts of
defenses. Hell, it didn’t even come with a shield. The Vagabond’s high level
of dexterity meant that weapons in its offhand did more damage, so it was a
beast at two handed fighting. It was a class that could easily wield both
strength and dexterity class weapons. Another class for Sam to consider.
Sarem looked pretty awesome in the badass navy and black long coat with the
dual Shortswords.
Priest
A sturdy holy warrior. Uses belief
and blessings to overcome the odds. Extremely high BLF, High STR and DEF
Starting Gear: Hood of the Holy,
Robes of Reverence, Pants of the Pious, Saint Shoes, Gloves of Grace, Halberd,
Lion Symbol Shield, Prayer Charm
Soul Intensity: 3
VIT 10 DEF 12 RES 6 STR 12 INT
4 DEX 4 SPD 6 SPT 4 BLF 15 PCP 2
The Priest was a really good
starting class to the point of being imbalanced thanks to the powerful gear it
started with. It was similar to the Fighter and Knight in many respects, but
it was far better geared than the other two for becoming a paladin type
character with a mixture of divine Blessings—the Priest’s brand of Spellcraftes—and
physical attack power. In The Death Planes, the Priests had some good Blessings
that could restore their health or transport them to safety without the need
for items. And many enemies were vulnerable to belief-based attacks. Sam
added another class to his list of potentials before he got to the final class.
The black, red, and white robes didn’t look all that bad on Sarem either.
“What’s this? A new class?”
Alchemist
Uses intelligence and nature in tandem to produce wonders
beyond comprehension. Extremely high RES. High INT and SPT.
Starting Gear: Alchemist's Cowl, Alchemist's Cloak,
Alchemist's Tailored Pants, Alchemist's Jackboots, Alchemist's Gloves, Tattered
Alchemy Book, Blighted Dagger
Soul Intensity: 4
VIT 8 DEF 4 RES 15 STR 6 INT 12 DEX 6 SPD 8 SPT 12 BLF 2
PCP 3
The alchemist’s cloak and cowl
looked pretty cool and the rest of the uniform had a military vibe to it,
especially the long boots. Strange, that the class used a Dagger and book to
fight and had no shield to speak of. It was an interesting class to consider,
but Sam didn’t think it would fit his playstyle. It was a hunch. There was
another new one too.
Nun/Pilgrim
A pious believer of the divine
that serves the church no matter what. Extremely high BLF. High DEX.
Starting Gear: Pilgrim’s Hat,
Pilgrim’s Robe, Pilgrim’s Trousers,