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Current Classes

- "DarkStorm Classic" Reference -

 

Current Classes:


Obviously everyone cannot be Ethan or another hero of this game, however you can be your own hero and take your own path through Earthia. Every character needs a starting point though, and this is where to begin your journey. If you want to go anywhere in DarkStorm you will need a class, and you can choose any from the following. Class abilities are in the "Spells and Abilities" section for your reference.

Seconary classes are not listed here for they do not affect one's stats. Please check the ability page for information on secondary classes.

Your character's class should be entered into your profile

Key:


* - Priest
@ - Spellcaster
> - Fighter
% - Summoner



Good Classes:



> Paladin: Holy knight who's goal is to slay all that is evil in the world. As a paladin, you should be careful in all dark places, but remember that you are the one who is supposed to put an end to the darkness which is engulfing the world.
- Intelligence Effect (per point): Decreases EP consumption of abilities by 5
- Strength Effect (per point): Normal attack DP + 5
- Starting Affinity: 1
- Starting Constitution: 0

* Templar: Templars are knights like Paladins, although they focus more on healing and protecting the injured and suffering. Healers at heart, these noble knights are capable of keeping the forces of light strong in their battles against evil while protecting the innocent from the Valeronian onslaught.
- Intelligence Effect (per point): Decreases EP consumption of abilities by 10
- Strength Effect (per point): Normal attack DP + 3
- Starting Affinity: 1
- Starting Constitution: 5

@ Enchanter: The opposite of the Spectre. Enchanters remove curses and improve the abilities of others. Enchanters can also create temporary walls which will prevent the entrance of dark spirits.
- Intelligence Effect (per point): Decreases EP consumption of abilities by 12
- Strength Effect (per point): Normal attack DP + 2
- Starting Affinity: 5
- Starting Constitution: 0

@ Wizard: The opposite of the sorcerer, wizards practice spells of the elements and light. They are physically weak, though can deal heavy damage if given the chance to cast a spell.
- Intelligence Effect (per point): Decreases EP consumption of abilities by 15
- Strength Effect (per point): Normal attack DP + 2
- Starting Affinity: 7
- Starting Constitution: 0



Neutral Classes:



Trader: Traders cannot fight, but instead make a very good living by trading items with others. Overall, they control much of the economy in various places.
- No stat effects

> Rogue: Rogues are the masters of deception and are disliked in many places (though are not dark). Instead, a Rogue's goal depends on the person. Some try to get as much money as possible from others, some like practical jokes, and some are scouts for their own cause.
- Intelligence Effect (per point): Decreases EP consumption of abilities by 6
- Strength Effect (per point): Normal attack DP + 4
- Starting Affinity: 0
- Starting Constitution: 2

Entertainer: Entertainers go from place to place and are generally liked by everyone. They rarely are considered high in terms of class, though everyone likes it when an entertainer comes in and does stupid things (perfect for those who are addicted to the Insanity Board, hehe).
- Intelligence Effect (per point): Decreases EP consumption of abilities by 2
- Strength Effect (per point): Normal attack DP + 2
- Starting Affinity: 0
- Starting Constitution: 0

> Ranger: Rangers are the best with ranged weapons, and also quite good with bladed weapons. They are similar to Paladins and ShadowHunters, though follow their own cause.
- Intelligence Effect (per point): Decreases EP consumption of abilities by 5
- Strength Effect (per point): Normal attack DP + 5
- Starting Affinity: 0
- Starting Constitution: 5

> Guard: Guards use their fighting abilities to protect the inhabitants of their towns. They are often bound to one town, though often have the ability to move freely through any place in that location. They are often considered "peacekeepers", though the definition of "peacekeeper" is not the same in all places...
- Intelligence Effect (per point): Decreases EP consumption of abilities by 5
- Strength Effect (per point): Normal attack DP + 6
- Starting Affinity: 0
- Starting Constitution: 0

> Warrior: Warriors have no magic and few actual abilities, though are physically the strongest of all classes. They mostly roleplay their attacks, though have a few special abilities involving weapons.
- Intelligence Effect (per point): Decreases EP consumption of abilities by 1
- Strength Effect (per point): Normal attack DP + 7
- Starting Affinity: 0
- Starting Constitution: 0



Dark Classes:



> ShadowHunter: Like a paladin, though ShadowHunters are knights of darkness.
- Intelligence Effect (per point): Decreases EP consumption of abilities by 5
- Strength Effect (per point): Normal attack DP + 5
- Starting Affinity: 0
- Starting Constitution: 1

% Necromancer: Necromancers surround themselves with death and can bring the dead back to the world to do their bidding.
- Intelligence Effect (per point): Decreases EP consumption of abilities by 10
- Strength Effect (per point): Normal attack DP + 3
- Starting Affinity: 2
- Starting Constitution: 2

@ Spectre: Spectres are the masters of curses and illusions of darkness. Spectres won't have much trouble entering most areas, since they can easily vanish into the shadows and travel secretly.
- Intelligence Effect (per point): Decreases EP consumption of abilities by 12; Increase protection to Darkness caused by curses by 1 DP for every five points
- Strength Effect (per point): Normal attack DP + 2
- Starting Affinity: 5
- Starting Constitution: 0

@ Sorcerer: Like wizards, but bound to darkness. Sorcerers practice spells of destruction and darkness. Like wizards, they are physically weak, though can do massive damage if given the chance to cast a spell.
- Intelligence Effect (per point): Decreases EP consumption of abilities by 15
- Strength Effect (per point): Normal attack DP + 2
- Starting Affinity: 7
- Starting Constitution: 0



Specialized Classes:


(considered neutral unless otherwise specified)

* Druid (of the Nature alignment): Conjurors of nature, Druids specialize in controlling the natural forces of the world and the animals found throughout Earthia.
- Intelligence Effect (per point): Decreases EP consumption of abilities by 15
- Strength Effect (per point): Normal attack DP + 2
- Starting Affinity: 2
- Starting Constitution: 3

% Elementalist (of the Planar alignment, same as spirits and forces): Summoners of elemental beings and wielders of the elements, Elementalists are powerful spellcasters of any alignment.
- Intelligence Effect (per point): Decreases EP consumption of abilities by 15
- Strength Effect (per point): Normal attack DP + 2
- Starting Affinity: 10
- Starting Constitution: 0

> Soldier (of the Technology alignment): Soldiers are highly capable of using technology and are able to use equipment unusable by other classes - some very powerful. What a soldier lacks in abilities is made up by his/her wide selection of unique equipment and weapons.
- Intelligence Effect (per point): Decreases EP consumption of abilities by 2
- Strength Effect (per point): Normal attack DP + 7
- Starting Affinity: 0
- Starting Constitution: 0




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