Table of Contents
Classes
A character’s class defines which Skills might be easily obtained. Different classes have different advantages when purchasing Skills, as well as varying “toughness” as represented by Body and Armor Points. Any class can purchase any Skill and wear any armor, but it is more difficult to purchase Skills outside of your chosen class’ preferences.
REFUGE has three “primary” classes: Fighter, Rogue, and Scholar. There are a further set of three classes that act as “hybrids” between these: Scout is a cross between Fighter and Rogue, Adept is a cross between Rogue and Scholar, and Spellsword is a cross between Scholar and Fighter. Finally, the Artisan class specializes in crafting and producing items.
Primary Classes
- Fighter:Fighters excel with a variety of Weaponry, able to take the most damage and fight their opponents toe to toe better than any other class. Fighters may use the strongest sets of Armor easier than other classes, and purchase Weapon and front-line martial Skills at the lowest possible cost. If being in the thick of combat and dealing out damage, or protecting your allies is your goal, the fighter is a great choice.
- Scholar:Scholars can wield the power of life and death. They excel in multiple roles – with their spells they can support others in combat, they can deal direct damage themselves, or they can heal their allies and themselves. Scholars are lightly armored and have the lowest Body Points, but excel in casting spells, enchanting items, and Channeling raw elemental energies. If wielding powerful spells is what you wish to do, the Scholar is the right choice for you.
- Rogue: Rogues are uniquely Skilled for slipping around the flanks of combat and dealing incredible damage quickly when they get behind their opponents. They also serve as Skilled Archers and Alchemists, throwing gas and trap globes into the fray. Rogues are more lightly armored and have less Body than fighters and can have trouble sustaining damage in a battle line but have the best abilities to avoid enemy attacks altogether.
Cross Classes
- Adept: Adepts blend the Skills of Rogues and Scholars. They can debilitate an opponent with carefully aimed Weapon strikes, Alchemy, traps, and spells. Being able to unleash a barrage of both Backstabs and spells can overwhelm an opponent quickly, and sometimes more importantly, silently.
- Scout: The scout is meant to be a very mobile damage dealer. They are a bit more heavily armored than a Rogue, but less than a fighter. They can mix up the damage of a fighter with the defenses of a rogue which makes them a good option for those that would like to dip into both classes.
- Spellsword: Spellswords love to mix heavy armor and swordplay. They excel at being the proverbial “tank” allowing the right combinations to buff and heal themselves, or de-buff and damage opponents. The ability to protect themselves from both spell attacks and Weapon attacks makes them invaluable on the battlefield. For those who want a great mix of offense, defense, and spells, Spellsword can be a solid choice
Crafting Classes
- Artisan: The Artisan class is epitome of production creation. The Artisan gains power not through combat Skills but through wealth and influence. Artisans do not excel in Weapon use or spellcasting, but can be excellent merchants, tradesmen, and pure crafters.
Body and Armor Points
Two important statistics, Body Points and Armor Points, are based on a character’s class.
A character gains Body Points at a rate based on their class. A Fighter would receive an extra Body Point at 30XP (remember, you start a new character at 25XP), a Spellsword at 34XP, and an Artisan at 37XP. The Hardy Skill can be used to purchase additional Body Points no matter what class you are.
In addition, all classes are limited in how many Armor Points they can use. These maximum Armor Points are listed in the chart as well. The Skill Wear Extra Armor allows classes to wear one point of armor above their maximums for each time the Skill is purchased.
CLASS | XP PER BODY POINT | ARMOR POINT MAXIMUM |
---|---|---|
Fighter | 5 | 35 |
Scholar | 15 | 15 |
Rogue | 8 | 20 |
Adept | 10 | 25 |
Scout | 7 | 30 |
Spellsword | 9 | 25 |
Artisan | 12 | 20 |
Fluid Class System
Players may change the class of their characters over time. At any time prior to the start of an event, you can choose to change your character’s class by logging onto the REFUGE Player Database (the RPDb) and clicking on your current class. This will take you to a new page that will show you if you have enough XP to change classes and which Skills you may have to swap to attain that class. Please see the Skills chapter for more details on changing out Skills.
You may never have a negative amount of XP, and the RPDb will not allow you to change your class if it would create that negative amount. You may never change your class at or during an event.
Additionally, a character may swap their choice of Primary and Secondary schools of magic if they reach a point where doing so would work to their advantage in terms of XP allocation.
It is easier to change to and from related classes (Fighter to Spellsword or Scout) than it is to go from one class to a completely unrelated one (Fighter to Scholar or Rogue).