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 ALL base-classes and their variants!

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PostSubject: ALL base-classes and their variants!   Fri May 01, 2009 8:40 pm

Arcanist: Arcane magic is a volatile and inebriating drug, pure power distilled and channeled through the body to create arcane effects. Many races wield arcane power carelessly, disregarding the lessons of the past. The arcanist class encompasses all users of arcane magic --- those who seek power without regard for consequences, and those who think arcane might can be handled responsibly; each arcane spellcaster chooses a distinct path. Each path specializes in a particular kind of magic, which reflects the nature and practice of the arcane arts on Azeroth. In a world effectively forged in war and beset by pervasive evils such as the Scourge and the Burning Legion, arcanists have gradually come to excel in specific areas of arcane magic. What Azeroth’s arcanists might lack in versatility, however, they more than make up for in the abilities they acquire and the powers they wield within their chosen paths.
Mage: Mages, the most common of arcanists, are found all over Azeroth. They focus on magic that creates and that changes things, most often with the purpose of damaging their enemies and boosting the power of their allies.
Necromancer: Necromancers twist arcane magic to manipulate the power of death. Commanding the undead, generally in service of the Scourge, they gradually take on the appearance and characteristics of the dead --- hollow eyes, shambling gaits, pallid and sunken skin, foul odors and so forth.
Warlock: Warlocks devote themselves to trafficking with demons and other vile beings, seeking the roots of demonic power and dark knowledge. They initially appeared on Azeroth during the First War, when Gul’dan, the first of their kind, led the Horde through the Dark Portal from Draenor while in servitude to the Burning Legion.
Inscriber: Inscribers are arcanists who have discovered the strange arts of rune-casting: a technique for channeling the arcane energy of the inherent world without the risk of arcane corruption. The inscriber is not a runemaster, for he pursues the arcane knowledge and spellcasting techniques of all arcanists; he seeks to add the powers of runes to his repertoire as well.

Barbarian: The barbarian is a ferocious warrior. He is uncivilized and brutal, relying on instincts, anger, and raw physical might instead of tactics or fancy swordsmanship. His rage is frightening to behold, and it allows him to smash apart his enemies while ignoring all but the most brutal blows. He has a connection with nature’s primal elements; this class is most commonly found among Orcs and races that dwell in the wild.

Healer: Healers are gifted and powerful spellcasters who draw power from nature, faith and the spirits. Regardless of the source of their magic, they do not deal with the tainted energies of the arcane. Instead, healers find their power in the world around them or in the spirits or eternals they venerate.
Druid: Druids walk the path of nature, following the wisdom of the Ancients and healing and nurturing the world. To a druid, nature is a delicate balance of actions, in which even the smallest imbalance can create storming turmoil from peaceful skies. Druids draw their power from this wild energy, using it to change their shapes and command the forces of nature.
Priest: Devotion to the faiths of Azeroth leads many priests to the paths of courage and heroism. In dark times, priests carry the light of faith with them as a reminder of the powerful forces at work beyond the comprehension of the peoples who walk the land. Powerful healers with an intimate connection to the divine, priests are empowered with abilities that aid them in times of dire need.
Shaman: Shamans are the spiritual visionaries of tribes and clans. These gifted healers can see into the world of spirits and communicate with creatures invisible to the eye of normal beings. They are beset by visions of the future and use their sight to guide their people through troubled times. Although the shaman may seem wise and serene at first glance, he is a formidable foe; and when angered, his wrath is as fierce as those who have a connection to the Eternals or nature.
Witch Doctor The witch doctor is an alchemical master, skilled at not simply brewing potions and alchemical goods, but awakening the spirits of the ingredients that go into her goods. A witch doctor can be unsettling, for she croons and chants to the herbs and animal parts that go into her brews, shaking a rattle to awaken them from their slumber, and sometimes even bursting into dance to appease them and make them favor her.

Hunter: The hunter is a stalker in the wilds, living on his knowledge of survival and skill with a bow or rifle. He is deeply in tune with nature, and some of his mightiest beasts are his allies. Of Azeroth’s many creatures, few can resist a hunter’s call, and fewer can survive his fury. Hunters are ass varied as the world’s many climates, but they are universally renowned for their amazing abilities to find their prey and bring it down.

Paladin: The paladin is a warrior of the Holy Light. She upholds all that is good and true in the world and reviles all that is evil and sinister --- especially undead and the Burning Legion. She offers succor to the beleaguered and smites her enemies with holy fervor. She is particularly potent against undead, as these creatures threaten the goodly races and the Holy Light burns them terribly. The presence of any evil is reprehensible to the paladin, but she focuses her efforts on destroying undead and demons.

Rogue: The rogues of Azeroth are masters of subterfuge, skilled and cunning adversaries of those who dare not look into the shadows to see what lurks there. Roguery is a profession for those who seek the adventures of stalking amid silent forests, dimly lit halls, and heavily guarded strongholds. Using trickery in combat and able to vanish at the slightest distraction, the rogue is a welcome addition to any group of adventurers. Ideal spies, deadly to those they catch unaware, rogues have no problem finding a place in Azeroth.

Scout: The scout excels in wilderness survival and is skilled in combat. She can track a day-old trail and can snipe from the treetops with equal facility. Scouts often serve as guides for adventurers, if they are not out adventuring themselves. Though the scout is at home in the wild, she is more of a guerilla fighter than a defender of nature.

Tinker: Tinkers are among the smartest of the adventurers setting out to explore and conquer Azeroth. The creators of incredible inventions from steam saws to siege engines, their devices allow them to overcome nearly any situation --- and if they don’t have the device they need, they just might be able to design and create a new one on the spot. Tinkers have a reputation for being dangerous companions, born of mainly reckless goblins experimenting with explosives. However, the true heart of the tinker profession can be found in the steady craftsmanship of the dwarves and the wild-eyed curiosity of the gnomes. As tinkers begin to spread to all the races of Azeroth, the idea of a “typical tinker” may continue to change, but inventiveness and intelligence will always be an important part.

Warrior: As long as war is waged on Azeroth, there will be men and women who fight those wars. The warrior is no mere sword-swinger; he is a skilled combatant, combining strength of arm, knowledge of weaponry and practiced maneuvers to slice or bludgeon his foes into little red bits. The warrior is the most versatile of the combat classes, and he supplements his fighting prowess with the ability to rally his allies and spur them to victory.

Runemaster: The runemaster is a mystic who sees the power and importance of ley lines. Moreover, those who study runes understand that these are not simply symbols of power --- they are power. The runemaster seeks to become one with the land, but not in the fashion of druids. Rather, the runemaster desires to become a microcosm of the land, seeking to overlay his body with runes in the same fashion that the land itself is overlaid with patterns of ley lines. Most runemasters are heavily tattooed with runic patterns --- not simply the unique ones that form the basis for rune families, but the so-called “simple runes” as well. Simple runes mimic patterns of ley energy that appear, again and again, in the environment. These pattersn occur in nature and are responsible for things such as the strength of a given type of stone, the ferocity of a given windstorm and the coolness of a given stream; when a runemaster uses these patterns, he learns to channel his natural power into them at all times, attaining similar traits.
Rune Families:[b](Note: A runemaster may only choose TWO of these families, no more.)
Something I forgot to put in here before, which should REALLY have been in here. Sorry to have forgotten it.

Runemaster Variants:
Lone Wolf Runemaster: Runemasters fill many roles. They are adept melee combatants. They possess runes to enhance themselves and their allies, as well as to ward certain areas and otherwise make life difficult for their opponents. Some runemasters alter these traits a bit. These are the lone wolf runemasters. Many of them travel alone, and have no need of runes that empower others --- but extra skill with fists is always in need. Other lone wolf runemasters join adventuring parties but see no reason to waste their skills on others. Let them take care of themselves! Or, better yet, let the runemaster pound their foes to paste; then her allies won’t have to worry. Among races that produce runemasters (which are few), lone wolf runemasters are common among pandaren, as these creatures often embark on solitary expeditions to explore Azeroth. Tuskarr occasionally become lone wolf runemasters as well, and the occasional naga runemaster is undoubtably a lone wolf --- they leave most of the spellcasting to the women.

Druid Varients:
Lone Druid: Druids are closely tied to nature --- of all the classes, they represent the closest connection to the natural world. Because of this, many druids befriend specific animals, taking them as their animal companions. A druid’s animal companion serves as a steadfast ally, and is useful in combat, vigilance, and espionage. However, some druids --- particularly among the night elves --- give up the standard animal companion. They feel that it is unfair to put a living member of the natural world through the perils of adventuring; they might feel that they work better alone; or they might have some other reason. These lone druids focus their extra energy on improving either their combat or spellcasting abilities.
Totemic Druid: Before the Third War, almost all druids were night elves. (Most are still night elves, though many tauren and a few other races now take up the path.) Night elf druids were organized into different subgroups, each with its own totem animal --- the most famous, and most influential in the Third War, were the druids of the claw and druids of the talon. Since the war, night elves (and other druids) realized that diversity might be a better option. Now, druids no longer organize themselves by totem, but instead incorporate many different animals and animalistic aspects into their repertoire. Some calls themselves druids of the wild to represent their breadth, but as this approach is now standard, mostly they’re called just druids. Some druids, however, still follow totemic creatures. Some are old night elves who don’t see the point of expanding their views, while others are new recruits who wish to specialize. (These variants also represent druids from earlier ages, such as the Third War or the War of the Ancients.) The druids of the fang, now infamous for a catastrophe in the Wailing Cavers, is the largest druidic group that retains a totem, but druids of the claw and talon also exist.
Druid of the Claw: Bear.
Druid of the Fang: Cat.
Druid of the Talon: Storm Raven.
Aquatic Druid: Druids exist beneath the waves as well as above. These druids bond to the creatures of the water and can call upon these creatures for help.
Druid of the Nightmare: Not all druids revere the Emerald Dream. A few rare and twisted individuals channel the Nightmare, a rent in the perfection of the Emerald Dream. Most of these druids of the Nightmare were once normal druids who inadvertently came in contact with the Nightmare (often while dreamwalking) and fell under its insidious influence. However, an increasing number of people have become druids of the Nightmare through their own volition. Whereas traditional druids seek a communion with nature, druids of the Nightmare become increasingly divorced from the natural order.

Last edited by almerosk on Fri May 01, 2009 8:51 pm; edited 2 times in total
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PostSubject: Re: ALL base-classes and their variants!   Fri May 01, 2009 8:40 pm

Mage Varients:
Focused Mage: Familiars are a valuable addition to a mage’s skills. They allow her to be more aware of her surroundings and to perform minor espionage and other tasks. However, they can also be a danger --- get your familiar killed, and you’re in trouble. Some magi eschew familiars in favor of focusing more on their magic, channeling the energy they would be spending on their familiars into other endeavors. The Kirin Tor, in particular, develops numerous other studies that its members can pursue.
Arcane Alchemist: When a normal denizen of Azeroth thinks of “witch doctor,” she envisions a troll, probably a jungle troll, his neck draped with shrunken skulls as he dances around a bubbling cauldron. Indeed, most witch doctors are of this persuasion. Yet other characters also study potions and brews, but they do not call themselves witch doctors. Some, particularly those dark brewers of the Forsaken, call themselves apothecaries. Others are arcane alchemists. Arcane alchemists are the arcanists’ answer to witch doctors. Where witch doctors use instinct, arcane alchemists use intellect. While witch doctors, with their divine magic and spiritual traditions, invoke spirits and voodoo to infuse their concoctions, arcane alchemists consult old books and perform lengthy mathematical calculations to achieve similar results. Goblins are the most likely to become arcane alchemists --- they have been practicing alchemy for centuries (if not longer), and it is an art that appeals to their off-kilter minds. Gnomes, humans and Forsaken sometimes follow the path as well, as do naga.
Elementalist: The Twilight’s Hammer is a strange cult that worships the mysterious Old Gods. All sources say that the Old Gods are evil, that the titans defeated them when they first came to Azeroth, and that the elements, even lords like Ragnaros and Thunderaan, are mere servants of these mighty beings. Aside from these agreements, scholars diverge. The Twilight’s Hammer seeks to emulate the elementals who once served the Old Gods. Fire and lightning answer the cultists’ call. The most exalted members of the Twilight’s Hammer become elementalists --- spellcasters who focus on the elements, particularly their destructive powers. Elementalists study arcane elemental magic to become more like elementals, which they revere. Elementalists are canny and fervent foes. They are more than willing to die in the service of the Old Gods.

Paladin Variants:
Auradin: The Knights of the Silver Hand have a noble history. They draw upon the power of the Holy Light to protect their allies and smite their enemies. They have access to a small degree of spellcasting ability, which stems from their faith and from their tradition as priest-warriors. Some paladins focus the power of their faith and of their traditions solely into their auras. Dubbed “auradins,” these paladins give up their spellcasting ability for greater power in their auras.

Hunter Variant:
Melee Hunter: Hunters use ranged weapons; everyone knows it. If you’re going out to hunt animals, you have to hit them from a ways off, or they run away. Also, hunters deal with some nasty creatures --- if they get too close, they risk being clawed, bit, gored and otherwise savaged. Plus if you start shooting early enough, you can hurt an opponent pretty badly before he gets anywhere close to you, and some hunter stings are best used at range. Despite these obvious benefits, some hunters focus their talents on melee weapons. These brave individuals take up the spear or axe and stalk dangerous creatures until they are close enough to pounce. They revel in the danger of their actions, feeling an unparalleled rush when they can bring a deadly creature down in equal combat --- especially if they use their bare hands. The melee hunter’s animal companion assists its master by distracting the enemy and flanking it. The melee hunter’s aspect of the pack is especially useful.
Wandering Hunter: Most hunters bend their energies toward wild beasts, admiring their grace, speed and deadliness. Wandering hunters respect animals in the same way as other hunters, but not to the same degree. Wandering hunters travel across the world to experience new places. They find that their travels bring them new understandings. Their wanderings connect them to the land, and they are familiar with the wilderness and the traits of many different areas --- and are able to call upon these in combat.

Necromancer/Warlock Variants:
Uncorrupted: Many young necromancers and warlocks claim that they know what they’re getting into. They know about the seductive whisper of power and the strength of the Nether. They know the crushing will of the demon lords and, most of all, they know of the corruptive influence of necromantic and warlock magic. They say it will not happen to them; they will not fall to evil as have so many before them. Most of them are wrong. Most of them join the dark ranks of the creatures with which they traffic. Some few, though, are right. Some are strong enough to resist the will of the Legion and of the dark powers they wield; they, in turn, bend their wills to mastering demonic and necromantic secrets while remaining immune to their taint. These are the uncorrupted necromancers and warlocks, and they spread both distrust and hope wherever they go. Some few even announce themselves openly in the cities of the Horde or, rarer, the Alliance, and make their unique talents available to their affiliation.
Hidden Warlock: Warlocks are unwelcome in both the Alliance and Horde. No one wants them around; they are evil beings who consort with demons. When the Horde discovers a warlock in their midst, it is an unpleasant day for the warlock. Nevertheless, the call of the Burning Legion is strong, and members of both the Alliance and the Horde don the warlock’s dark robes. They operate out of secret basements and lurk in alleyways, but still they exist, gripping their secrets with both hands. These hidden warlocks are more prevalent in the Horde, with both orcs and Forsaken taking up the mantle.
Shadowmage: While most warlocks specialize in conjuration and demonic pacts, some focus on other areas of the dark arts. Shadowmagi eschew summoning in favor of the destructive power of raw entropy. Some say shadowmagi developed the shadowbolt spell, and that is encapsulates their magical style. As well as fel evocations, shadowmagi enjoy spells that weaken other’s minds and bodies and those that create darkness.

Shaman Variants:
Battle Shaman: One of the shaman’s great strengths is his versatility. He wields both defensive and offensive magic and can hold his own in a fight. He can cast spells to heal and support his allies as well as hamper his enemies. Some shaman, though, devote themselves to the warlike aspects of inherent in their abilities. They still possess a modicum of magical ability, but train their bodies and reflexes to focus more on combat. In many ways, these battle shaman are the Horde’s answer to paladins, and their enemies nervously finger their blades when they see one in the opposing ranks.
Far Seer: Far seers are adept at seeing places and events that are distant in both space and time, allowing them to foretell the future to a degree. Many say that they are the pinnacle of shamanistic development. The far seer is an orc tradition, but they sometimes train members of their allied races in its ways, especially tauren. These shaman are wise and often old. Most shaman of this type do not actually earn the title “far seer” until late in their lives, but they must begin training at an early age.
Aquatic Shaman: Shamans are masters of the elements, but some elements don’t work well in aquatic environments. Aquatic shaman learn different techniques more suited to underwater environments. Murlocs favor this variant, though some makrura and naga learn it as well.

Inscriber Variant:
Dark Inscriber: The inscriber is a strange one. He has access to arcanist spells and to rune patterns, and ass he grows in understanding he can blend the two to create runes of his spells. Most inscribers feel a connection to the ley energies of the natural world. Runes are, after all, a way to harness arcane power without risk of demonic corruption. This fact is no secret. What is a secret --- at least, what many inscribers would like to keep secret --- is that they can use runes for a darker purpose. Just as they can capture the native, pure energies of the world, so too can they contain the blackest evil from the Nether. Some inscribers see runes as another possible conduit through which to channel necromantic or demonic energy. They forsake the standard arcanist spells to focus instead on dark magic. Dark inscribers scribe runes on the foreheads of the dead to raise their bearers as zombies; the inscribers tattoo themselves with demonic signs.

Rogue Varients:
Contender: Rogues are Azeroth’s jacks-of-all-trades. They possess a wide range of skills that allow them to accomplish feats from disarming traps to finding secret doors to smacking a magic item until it works. They are decent in a fight, and if they can strike quickly or unseen --- or are flanking an enemy through the help of a thoughtful ally --- they can be truly deadly. Of course, they excel at stealth. Some rogues sacrifice some of their versatility to focus on their passion: ultimate competition, with their lives at stake. These rogues maintain their stealth --- indeed, it is most important to them --- but disregard many of the standard rogue dungeoneering abilities. They are not particularly good at finding secret doors, opening locks or disarming traps. Instead, a contender’s preferred tactic is to confront an opponent and relieve him of his weapon. A contender is supremely confident in his fighting abilities; sneaking around is beneath him. After surprising his mark, the contender hands him a blade and challenges him to a duel to the death. This duel is the height of adrenaline for a contender. The challenge gives the contender the opportunity to test his abilities against a worthy opponent. Since losing means death, the contender knows he will not hold anything back; he can see his true mettle. Simply knifing someone in the back is beneath the supremely confident, professional killer. The contender’s focus is competition./i] The possibility of failure drives him. By facing an opponent who might best him, he faces the fears within himself --- and overcomes them. Contenders target anyone they consider worthy opponents, especially individuals from opposing factions.

[i]Scout Variants:

Dungeoneer: Scouts excel at wilderness survival. They are valuable trackers and ambushers. Many scouts operate alone, but others provide reconnaissance for military forces, either on a permanent or mercenary basis. Races like naga, satyrs, and tuskarr make heavy use of scouts. They range through forests, mountains, and tundra, searching out danger and eliminating it. Yet an entire other world exists beneath their feet --- or so some believe. Caverns and tunnels some natural, some the work of ancient civilizations (like Azjol-Nerub of the nerubians) or powerful entities (like the titans’ Uldaman), some crafted by more recent creatures, riddle Azeroth’s surface. The creatures who spend most of their lives in these dark places are myriad: Dark Iron dwarves, faceless ones, kobols and nerubians, to name a few. These subterranean realms demand a different sort of scout. Dungeoneers focus their efforts on the dark, enclosed places underground, which allows them to triump in all dungeonlike areas. They move assuredly through the darkness, helping their comrades avoid danger and preemptively striking at their enemies.
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