Everyone starts on Rookgaard without a vocation. At level 8 you choose one of four paths on the mainland; a promotion makes you stronger still. All numbers come straight from the server’s vocation data.
Pure offensive magic: fire, energy and death spells and runes, at the cost of fragile health. Wands. Promotes to Master Sorcerer. Hit points / level +5 | Mana / level +30 | Capacity / level +10 |
| Magic level | ×1.1 | | Club | ×2 | | Sword | ×2 | | Axe | ×2 | | Distance | ×2 | | Shielding | ×1.5 | | Fist | ×1.5 |
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Healer and controller: ice and earth magic and the best healing for others. Rods. Great in teams. Promotes to Elder Druid. Hit points / level +5 | Mana / level +30 | Capacity / level +10 |
| Magic level | ×1.1 | | Club | ×1.8 | | Sword | ×1.8 | | Axe | ×1.8 | | Distance | ×1.8 | | Shielding | ×1.5 | | Fist | ×1.5 |
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A sturdy ranged fighter with balanced hit points and mana, the fastest distance training and holy support magic. Promotes to Royal Paladin. Hit points / level +10 | Mana / level +15 | Capacity / level +20 |
| Magic level | ×1.4 | | Club | ×1.2 | | Sword | ×1.2 | | Axe | ×1.2 | | Distance | ×1.1 | | Shielding | ×1.1 | | Fist | ×1.2 |
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The front line: highest hit points and capacity, fastest melee and shielding training. Holds monsters for the team. Promotes to Elite Knight. Hit points / level +15 | Mana / level +5 | Capacity / level +25 |
| Magic level | ×3 | | Club | ×1.1 | | Sword | ×1.1 | | Axe | ×1.1 | | Distance | ×1.4 | | Shielding | ×1.1 | | Fist | ×1.1 |
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Training speed: the multiplier is how much more practice each new level needs than the one before. Lower is faster; a full bar is the fastest training in the game.
Rookgaard gives +5 HP, +5 mana and +10 cap per level from 150 HP / 0 mana / 400 cap at level 1. From level 8 your vocation’s gains apply. | Vocation | Level 8 HP / MP / Cap | Level 20 HP / MP / Cap | Level 50 HP / MP / Cap | Level 100 HP / MP / Cap | | Sorcerer | 185 / 35 / 470 | 245 / 395 / 590 | 395 / 1,295 / 890 | 645 / 2,795 / 1,390 | | Druid | 185 / 35 / 470 | 245 / 395 / 590 | 395 / 1,295 / 890 | 645 / 2,795 / 1,390 | | Paladin | 185 / 35 / 470 | 305 / 215 / 710 | 605 / 665 / 1,310 | 1,105 / 1,415 / 2,310 | | Knight | 185 / 35 / 470 | 365 / 95 / 770 | 815 / 245 / 1,520 | 1,565 / 495 / 2,770 |
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| Vocation | HP / sec | Mana / sec | Max soul | 1 soul every | | Sorcerer | 0.08 | 0.67 | 100 | 2 minutes | | → Master Sorcerer | 0.08 | 1 | 200 | 15 seconds | | Druid | 0.08 | 0.67 | 100 | 2 minutes | | → Elder Druid | 0.08 | 1 | 200 | 15 seconds | | Paladin | 0.13 | 0.5 | 100 | 2 minutes | | → Royal Paladin | 0.17 | 0.67 | 200 | 15 seconds | | Knight | 0.17 | 0.33 | 100 | 2 minutes | | → Elite Knight | 0.25 | 0.33 | 200 | 15 seconds |
Regeneration while fed. Promotion speeds it up and doubles your soul points.
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- Classic 8.0 numbers. Gains, regeneration and training speeds follow the original 8.0 values. Every vocation attacks every 2 seconds.
- No hidden modifiers. No vocation has a secret damage, defence or armour multiplier; differences come from skills, spells and equipment.
- Enchants fit the class. Item attributes only roll where they make sense: weapon-skill bonuses on that weapon type, spell stats on wands and rods, elemental procs matching the weapon’s element.
- Beta will shape this. Balance is not final; we will tune from real hunting and PvP data and tester feedback.
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