Excellent! You may now choose what class your avatar will be as you adventure across the land of Phyrelia: MUD. Like the choice you made on which race you will play, the decision you make cannot be undone. So, think carefully adventurer because your class not only determines your playstyle, skills, and abilities but also how the animalkin of Phyrelia will interact with and how they will perceive you. There are a total of six main classes with each one having an additional three subclasses to further customize your experience. That makes for a total of eighteen possible choices with even more options as you progress through your journey.
You will be given a description of each of the main six classes with a short introduction to the various subclasses. If you would like to know more about a particular class and its various subclasses, please feel free to ask. Are you ready to choose?
I told the system yes and in a flash of green light a massive amount of text wrote itself out in the air. I sighed at all the information thrown at me, but if I could absorb a highly detailed textbook on the Principles and Fundamentals of Agriculture and Natural Resources in a single night and still manage to get a 79% score, then I could muster through this. I let out a deep breath and started to read.
Ranger
Those who ascribe to the Farjourney Guild, also known as Rangers, are at the edge of every map and exploring the deepest caverns. These talented cartographers, explorers and archers are the champions of the wild. They live as one with the beasts of the woods and rarely venture into cities but only to share their discoveries or acquire new bounties. Those who choose to be a Ranger gain a bonus to their Charisma.
Subclasses
Beast Master – Considered the most savage members of the Farjourney Guild, these Rangers are never without their animal companion. They utilize a combination of fierce dual-axe attacks while commanding their beast for support. Core Stats: Charisma and Wisdom.
Wayfinder – Seeing a Wayfinder in town is extremely rare even for a Ranger. They are the most skilled navigators and cartographers of the Guild. They are especially gifted with short bows and have a wide knowledge of survival skills. Core Stats: Charisma and Agility.
Archer – Masters of the longbow and crossbow, the Archers are their deadliest in long-range combat. They attack from elevated positions while scouting out the nearby terrain. The sharpest eyes require the steadiest hands. Core Stats: Charisma and Constitution.
Druid
The ancient Order of the Druids dates back farther than anyone can remember. They are nomadic travelers who seek out the wonders of the world, however their treasures are in the magical aspects of nature rather than its beautiful landscapes. A druid is not only close to the animals and forests they fight to protect but also with the essence of the earth and sky. Those who choose to be a Druid gain a bonus to their Wisdom.
Subclasses
Stormcaller – The fierce power of the Stormcallers comes from their passion and rage. They call upon the very energies of the sky and wind to cast incredible spells of destruction. Not only can they summon blinding lightning strikes to destroy their enemies, but they can also instill themselves with the same essence to strengthen their own bodies. Core Stats: Wisdom and Intelligence.
Grovewarden – The true protectors of the mountains, lakes and forests. A Grovewarden places the sanctity of nature above all else and in return is granted immeasurable defensive and offensive abilities. They can manipulate the very trees to their whim and transform into a wide array of wonderful creatures. Core Stats: Wisdom and Constitution.
Spirit Shaman – The old magic of the world flows in the veins of the Spirit Shamans. They devote themselves to studying and listening to the ancient spirits that guard the world from beyond the veil of life. With their connections to these powerful entities, they can summon totems with unique effects and call upon their ancestors to bestow them with amazing feats of strength and agility. Core Stats: Wisdom and Charisma.
Cleric
The protectors of divinity and truth, the Clerics of the New Gods are bound by blood to bring light and peace to the world of Phyrelia. They are the servants of life and death. The bearers of the Holy Word. They seek justice either by combat or prayer. Zealous in their devotion to their faith, Clerics will stop at nothing to cleanse the world of evil even if that means succumbing to the darkness themselves. Those who choose to be a Cleric gain a bonus to their Constitution.
Subclasses
Gravekeeper – What is considered blasphemous among the Citadels of the New Gods is but a cornerstone of devotion to those who not only protect the dead but control them. Priests of the Tombstone God find joy among the ruins of lost spirits and the quiet peace of the grave. Using the unnatural relics of bone and ash, Gravekeepers can bestow curses on their enemies while commanding a legion of undead servants. Core Stats: Constitution and Intelligence.
Warpriest – The most aggressive devotees of the New Gods. Warpriests demand repentance and acceptance of the New Gods by way of battle. With the use of their holy weapons and blessed shields they will bring peace to Phyrelia. Clad in strong armor and stronger faith, the Warpriest will never yield, no matter how many injuries they receive. Core stats: Constitution and Strength.
Lightbearer – The beloved keepers of faith and hope, the Lightbearers will banish all darkness through prayer and patience. The Blessed of the Dawn, prefer to support their allies rather than damage their enemies. They are holy healers, charitable givers, and peaceful friends to all living animalkin. Core Stats: Constitution and Wisdom.
Warrior
The greatest fighters in all the lands come from the Training Halls. These mercenaries and guards can be found in every major city and town. They are craftsmen of war and musicians of battle. Skilled in every weapon and armor, the Warrior has no equal when it comes to hand-to-hand combat. They never back down from a fight and in most cases are the ones instigating the challenge. Those who choose to be a Warrior gain a bonus to their Strength.
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Subclasses
Berserker – Among all the combatants in the Halls and Fighting Pits none are as brutal as the Berserker. They wear no armor only so that their attacks are never restrained. Wielders of great weapons filled with unstoppable rage. If a Berserker ever challenges you to a fight, it is always to the death, and they hardly ever lose. Core Stats: Strength and Charisma.
Guardian – The Guardians are known as The Walking Castles, as they wear thick armor and carry heavy shields. They are patient in their attacks, cautious of their movements, and prefer to defend against threats than make them. At the forefront of every battle, in the dust of war, the Guardians will always be found. They are beacons of defense and the center of courage for many adventuring parties. Core Stats: Strength and Constitution.
Champion – Few become experts of every known weapon and armor, however those who do call themselves Champion. These brilliant tacticians and masters of weaponry often find themselves the leaders of their forces. They are unrivaled in their experience with combat and unmatched in their strategies for war. Using their knowledge and confidence, they can boost their allies to victory through powerful buffs. Core Stats: Strength and Wisdom.
Rogue
The Society of Shadows is a myth to the larger population of Phyrelia, but to those who risk it all, it is home. Cunning thieves, deadly killers, and masters of deception. Rogues find that to succeed in life others must fail or die. They are willing to risk everything to achieve their goals. Darkness is their greatest ally and poisons their deadliest weapon. If you know a Rogue is coming for you and you can’t see them, odds are you’re already dead. Those who choose to be a Rogue gain a bonus to their Agility.
Subclasses
Assassin – Known as the Blades of the Society, the Assassins are their deadly weapons. Shadows are their home and the underbelly of civilization their kinship. When you need someone taken care of for good look no further than the Assassin. Of course, that is if the price is right. They are proficient with dual blades and razorwhips as well as escape tactics. Core Stats: Agility and Intelligence.
Thief – The Masks of the Society and the collectors of their wealth. A thief has no equal when it comes to subterfuge. Whether they are stealing valuable treasures from unsuspecting nobles, or bringing a government down from the inside, the Thief is king. They are savants at pickpocketing, lying and lock-picking. No item is outside their reach and no contract beyond their skills. Core Stats: Agility and Wisdom.
Swashbuckler – The great leaders of industry and the calvary of the sea are the infamous Swashbucklers. The hidden Hands of the Society, the Swashbucklers search for wealth beyond the safety of the shore. They are often aboard vast ships sailing to distant lands to be the first to claim the wonderous bounties found beyond the map’s edge. They are skilled with rapiers and underhanded tactics when it comes to fighting. Core Stats: Agility and Charisma.
Wizard
The knowledge and the power of the Arcana belong to those who pass the treacherous trials of the Obsidian Tower. A wizard studies to master the elements or conjure illusions. There are even those who prefer to inscribe their mystical spells upon the faces of ancient stones. Intelligent spellcasters adept at causing chaos on the battlefield, overcoming challenging situations with unique magic or uncovering the darkest secrets with the snap of their fingers. Those who choose to be a Wizard gain a bonus to their Intelligence.
Subclasses
Elementalist – Summoners of powerful elemental beings, casters of destructive magic, and enchanters of fire and water. Elementalists are experimenters of the bizarre, discoverers of the extraordinary and seekers of unfathomable power. Able to conjure pillars of lava and torrents of ice. They can enchant weapons with powerful elemental spells or write wards of protection. Core Stats: Intelligence and Wisdom.
Illusionist – The tricksters of the Obsidian Towers and the magicians of deceit. The Illusionist is a master of disguise with the use of newly discovered magic. They can cast mirages to astound their enemies or perform tricks to delight their audiences. They can shift reality to appear the way they want it to. The only limitation to their power is their imagination. Core Stats: Intelligence and Charisma.
Runesmith – Several wizards lack the mana to cast powerful spells without permanently damaging their bodies. What is their solution? To inscribe the magic upon runestones. They are the jack-of-all-magic when it comes to their ability to pull out the spells they need in a moment's notice. But what they lack in mana they can make up for with time and preparations. Core Stats: Intelligence and Constitution.
I was at a loss. There were more options to choose from than the races. Each one had very distinct abilities that even within the same class you could end up with something completely different from someone else. That was a strange thought to consider in that moment. Were there other people that had gone through the same thing that I was going through? Is this what happened to my grandfather and if so, what did he choose? I shook my head to clear my thoughts. Make a choice Miles. The only way for me to move forward is to make a choice. I read through the options again and decided I would start with the first main class that stood out to me. I chose the Druid.
Now that I had made the choice to pick Druid the words in the void shifted again to only show the three Subclasses of Stormcaller, Grovewarden and Spirit Shaman. My first thought was on Stormcaller as being able to control lightning sounded cool, but something about it left a bad taste in my mouth. Like a long-lost memory was trying to cut its way up my throat and there was blood on my tongue. I dismissed the idea of the first Subclass and thought about the last option. Spirit Shaman. Again, I had that same strange metallic taste in my mouth. This time it reminded me of my lack of belief in the afterlife. I didn’t believe in the whole heaven or hell concept, and I certainly didn’t believe in ghosts. How would that affect my ability to play a class that was centered around ancient spirits? That left only the Grovewarden.
Are you sure you would like to play as a Grovewarden Druid? There is no going back once selected.
There was that sentence again. No going back. No going back… If that’s the case, then I will continue forward.
You have selected to play as a Grovewarden Druid. This will give you an additional two points to your Wisdom Stat. With your race, class and subclass now selected here is your avatar’s character sheet.
Miles Forester
Level 1 Brighteyes Grovewarden
HP: 23
MP: 33
Strength: 10
Intelligence: 13
Agility: 12
Charisma: 8
Wisdom: 17
Constitution: 9
Congratulations on completing your first steps into the incredible world of Phyrelia:MUD! Soon you will arrive in your starting location of Briarfield near the town of Aurleaf. Are you ready Miles Forester to begin your journey of magic and mystery?
I told the system yes.
Are you sure? There is no going back.
Yes.