Kore '98 Classes

     K o r e  C l a s s e s   
   

There are essentally six main classes in Kore:

Warriors:       Great hit points, multiple hits, great for tanking.
Clerics:        Great mana, good hit points, lots of assistance spells.
Mages:          Great spells, great mana, average hit points.
Thieves:        Good combat abilities, pick locks, sneak, backstab.
Bards:          Good spells, good hit points, some thief skills.
Druids:         Great mana, good hit points, many nature-based spells.



WARRIORS FIGHTERS Warriors are known to have more strength than the average player. This makes them better at hand-to-hand-combat, as they posess skills of violence and fighting unequaled by the members of any other class. However, they lack the ability to use magic of any sort. Here is a list of your skills at level 50: SPELLNAME LEVEL COST judge 1 n/a kick 1 n/a bash 2 n/a rescue 3 n/a track 9 n/a disarm 10 n/a quickheal 10 n/a critical hit 10 n/a berserk 15 n/a block 15 n/a defend 15 n/a rage 18 n/a dual wield 25 n/a switch 31 n/a quickdraw 36 n/a riposte 40 n/a See Also: CLASSES, SPELLS Go back to the top
CLERICS Clerics have an ancient belief in not carrying sharp weapons. Hence, they can only wield bludgeoning weapons. This class gives you the wisdom of peace, blessing and healing, though it is possible to learn more violent spells. Here is a list of your spells at level 50: SPELLNAME LEVEL COST continual light 1 5 cure light 1 10 armor 2 10 cause light 3 10 detect poison 3 10 create food 4 5 faerie fire 4 10 create water 5 5 word of recall 5 6 cure serious 6 15 cause serious 7 15 bless 8 15 aerial servant 9 30 meditate 10 n/a sticks to snakes 10 50 cure blind 11 11 waterwalk 11 25 detect invisibility 12 15 defensive harmony 13 30 infravision 14 25 remove poison 14 50 poison 15 20 protection from good 15 40 protection from evil 16 30 cure critic 17 20 cause critic 18 20 blindness 19 25 aid 20 15 group recall 20 16 wild heal 20 50 animate dead 21 51 dispel evil 23 25 dispel good 24 25 sanctuary 24 71 heal 24 50 curse 25 30 insect plague 26 120 harm 28 50 remove curse 30 30 summon 32 52 prayer 33 61 earthquake 35 26 holy light 35 31 control weather 36 26 call lightning 37 26 gate one 40 105 petrify 41 100 spiritual hammer 41 60 group heal 42 90 gate two 45 160 restore 45 270 relocate 48 50 dispel sanctuary 49 100 gate three 49 250 group sanctuary 50 200 See Also: CLASSES, SPELLS Go back to the top
"MAGIC USER" WIZARD MAGES "MAGIC-USER" This is the class of powerful and violent magic, with spells that directly affect the outside world, usually in the form of offensive magic that strikes against an enemy. Mages also possess many spells that extend their senses magically. Unfortunately, mages are not masters of the inner magic and therefore cannot bless, aid, or heal themselves. Here is a list of your spells at level 50: SPELLNAME LEVEL COST cantrip 1 10 continual light 1 5 magic missile 1 10 armor 2 10 clairvoyance 2 20 ventriloquate 2 10 aerial servant 3 30 burning hands 4 15 faerie fire 4 10 floating disc 4 20 find familiar 5 40 detect magic 6 10 invisibility 6 30 feeblemind 7 10 detect invisibility 8 15 sense life 8 20 strength 9 25 meditate 10 n/a web 10 25 pass without trace 12 10 shocking grasp 12 15 locate object 13 30 animate dead 15 51 waterwalk 15 25 chill touch 16 16 wizard lock 17 50 teleport 18 25 sleep 19 25 energy drain 20 25 mass invis 20 41 monster summoning one 20 50 identify 21 25 invisible stalker 22 50 infravision 23 25 forget 24 21 fly 25 21 color spray 26 21 blindness 27 26 charm person 28 200 curse 29 30 enchant armor 30 77 cone of cold 31 50 conjure elemental 32 102 monster summoning two 32 100 lightning bolt 34 50 haste 35 75 fireball 36 50 dispel magic 38 50 enchant weapon 38 150 monster summoning three 39 150 chain lightning 40 50 disintegrate 42 60 petrify 45 100 knock 46 80 magic jar 48 200 word of death 48 100 relocate 49 50 instill energy 50 200 See Also: CLASSES, SPELLS Go back to the top
THIEF THIEVES Thiefs are known to have very special qualities, that no other class offers. They are deadly backstabbers, often sneaking in the killing blow before the victim can react. They know many dirty tricks in combat to confuse their enemies. They can pick locks that would frustrate the most powerful of warriors. Here is a list of your skills at level 50: SPELLNAME LEVEL COST scrounge 1 n/a sneak 1 n/a backstab 3 n/a steal 5 n/a pick lock 7 n/a hide 9 n/a palm 10 n/a quickheal 10 n/a scan 15 n/a circle 20 n/a stun touch 20 n/a retreat 22 n/a track 25 n/a gauge 30 n/a rescue 35 n/a trip 35 n/a See Also: CLASSES, SPELLS Go back to the top
BARDS BARDIC Bards are a class that are much like fighters and much like thieves, yet not quite either. Bards play instruments and use them to sing songs that create magical spells and bards get thier instruments by going through the Bardic Colleges. Bards have to wield their instrument to sing spells, which can be a bit of a disadvantage... Here is a list of your current skills/spells at level 50: SPELLNAME LEVEL COST kick 1 n/a magic missile 1 10 bash 2 n/a block 5 n/a faerie fire 6 10 rescue 8 n/a track 9 n/a backstab 10 n/a barkskin 10 20 disarm 10 n/a forget 10 20 fly 12 20 sleep 15 25 sticks to snakes 16 50 feeblemind 17 11 inspire 18 11 meditate 20 n/a mirror image 20 32 scare 21 100 charm person 25 200 slow 25 52 strength 26 26 teleport 30 26 waterwalk 35 26 battle hymn 38 52 web 39 27 wizard lock 42 50 word of recall 46 16 summon 48 75 relocate 50 50 word of death 50 100 See Also: CLASSES, INSTRUMENT, SPELLS Go back to the top
DRUIDS Druids are a sect of forest dwelling lore masters. They are at one with nature and at home in the forest. They possess both offensive and defensive spells, though usually not as powerful as their mage or cleric counterparts. They also have the power to summon elementals, as well as unique spells not found in other classes. Here is a list of your spells at level 50: SPELLNAME LEVEL COST barkskin 1 20 scrounge 1 n/a cure light 3 10 detect poison 3 10 faerie fire 4 10 remove poison 5 50 sneak 6 n/a create food 9 5 create spring 11 5 cure serious 15 16 waterwalk 17 25 pass without trace 18 11 mass fly 20 35 acid blast 21 36 hide 22 n/a refresh 22 20 meditate 24 n/a stoneskin 25 32 earth elemental 26 100 track 26 n/a ice storm 30 50 water elemental 32 150 windwalk 33 50 cure critic 35 22 fist of earth 36 50 summon 38 54 air elemental 40 200 fist of stone 41 50 sunray 42 100 mass refresh 43 38 power word stun 45 46 fire elemental 48 250 fire storm 50 80 See Also: CLASSES, SPELLS Go back to the top

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