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Stats | Runes | Skills & Powers | Equipment | Classes & Professions
There are 10 professions available to the Irekei, deriving from 4 base classes. Some professions can only be reached via a single path; others can be promoted to from two different starting points.
Warrior. The basic "pure melee" class, warriors focus on dealing melee damage and living to tell about it; with the most hitpoints of any Irekei, the ability to wear heavy armor, and the power to break roots or snares at a small stamina cost, the warrior has survivability in spades. A heavy-armor warrior will go for a strength-based weapon such as the sword; he might train in sword and shield, a two-handed sword, or, with the ambidexterity rune, dual-wielded swords. Or, a warrior might go the high-dex route, preferring light armor and training in dagger and shield or dual daggers; in any case, the warrior will also train Parry for additional defensive ability, and Toughness for more hitpoints.
Ranger, Huntress. Both of these classes have the option to train as archers (high dex, preferring light armor, and looking for an Archer discipline rune to complete the template) or as melees with the option (as fighter base class) to take medium armor. In either case you'll be supplementing your physical attacks with some magical support (mostly buffs and heals for the ranger; a pet, pet buffs, and some damage spells for the huntress), meaning you may not want to completely ignore Spirit. Melee Huntresses will specialize in the Spear (they get +30% to that skill at promotion), while rangers have the option to specialize in any of several different weapons; a melee rogue ranger in light armor would do very well with buffed dagger damage, further magnified with Backstab from a Black Mask discipline rune. Rangers and Huntresses both get tracking abilities. For either profession, starting with the fighter class will offer superior combat ability while the rogue offers Hide and Sneak; either path is viable.
Thief, Scout. The thief is the most melee-ready of any of the rogue classes, with GM-grade powers and stances and the unique ability to train both Dodge and Parry; similarly, the Scout is the only archer class which gets the Archery powers without having to find a discipline rune. Both classes offer other unique abilities; thieves can train Peek and Steal to remove items from another player's backpack (largely a novelty at this point), as well as the Bargaining skill which reduces the markup on items being purchased from vendors (all the way to 0 markup at a bargaining skill of 100; buying at cost is good!); scouts can train skills which increase their stamina and runspeed dramatically, as well as being the only class in the game able to detect and reveal grandmaster stealthers.
Assassin, Bard. Both classes are currently on the low side of the power tuning cycle. Assassins are intended as 1-on-1 PVP specialists with unique spells such as stun resistance and the ability to silence another player, coupling melee dagger powers with magical offense; bards, on the other hand, seem to be built as a support class but have effectiveness issues in that their songs are in large part redundant with and/or inferior to timer-based buffs available from other classes. For either class, rogues will almost certainly train dual daggers and light armor, plus training their spell skill and associated powers (and, of course, Hide and Sneak), while mages will focus almost exclusively on their spell abilities plus bread-and-butter spells from the mage baseline such as Mage Bolt and Blood Boil.
Wizard, Fury. As pure spellcasters, these mages have only 3 skills to worry about: Sorcery, Warding, and their professional skill; you have no armor or dodge-type skills to train, and the only reason to train a weapon is to be able to equip magical staves with superior bonuses. Most of your trains will go into specific individual spells; see spell lists and guides elsewhere for more information.
Channeler. The mage channeler plays much like a fury or wizard in many ways, although obviously with a different selection of spells; the healer channeler, on the other hand, also has the option to train light armor and block for increased survivability at the expense of some trains that would otherwise have gone into more spells. Healer channelers also have access to targeted and groupwide stat buffs and heals; specializing a healer for support means reduced nuking ability, but your groupmates will love you. Healers also have the unique ability to Succor a grave, restoring some experience to the player who died there, as well as being able to Summon another character to him from anywhere in the world, once per five minutes.
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Shadowclan isn't Rogueclan. We have a need of Warriors, Wizards and Channelers. The other classes are also important, but these 3 should not be neglected. Channelers are especially valued for their summoning ability.