Warriors
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Warriors include, but are not limited to:

  1. Fighter
  2. Soldier
  3. Knight
  4. Cavalier
  5. Paladin**
  6. Ranger**
  7. Warlord
  8. Barbarian
  9. Swashbuckler
  10. Archer
  11. Mercenary
**Paladin's and Ranger's have special abilities that no other Warrior has. They are at the bottom of the page. These abilities include Clerical spells and Magical spells. For Paladin's, the ability to "Lay Hands", which is healing at no Knowledge point cost.

Experience Levels
Warriors are the forefront of a fighting force, a soldier, a guard, or just a plain everyday adventuring fighter. The warrior takes the brunt of any attack. You have the Paladin who is honor and pride at it's utmost, the warlord who takes what he or she please, and a knight who believes in chivalry. What ever the fancy a warrior is the strongest of the strong the most honor bound and least affraid.
  1. 0-299
  2. 300-599
  3. 600-999
  4. 1000-1299
  5. 1300-2599
  6. 2600-5199
  7. 5200-9,999
  8. 10,000-19,999
  9. 20,000-39,999
  10. 40,000-82,999
  11. 83,000-163,999
  12. 164,000-199,999
  13. 200,000-299,999
  14. 300,000-399,999
  15. 400,000-499,999
  16. 500,000-599,999
  17. 600,000-699,999
  18. 700,000-849,999
  19. 850,000-1,099,999
  20. 1,100,000+

 
Life Point Progression
Life point Progression stats are as follows. The base at first level is 10 and 2 every level after...plus the 4d10 at level 1. then for every level there after you will roll a d10 or what ever it specifies and add the total of that roll to the +2 and then add that to your previous total hp((Of course the overseers will do this for you, but it helps too know what you have.If you send in the logs daily then every day you will get your new stats) Example: Rodgus rolls 4d10 and comes up with 7,6,9,5 which = 29 then adds 10 he starts with 39 LP. Then a second level he rolls 1d10 and gets 6. He now adds 6+2 and comes up with 8 plus his normal hp and comes up with his new LP of 39+8=47 for second level.

Life Points
  1. 4d10
  2. 1d10
  3. 1d10
  4. 1d10
  5. 1d10
  6. 1d9
  7. 1d9
  8. 1d9
  9. 1d9
  10. 1d9
  11. 1d9
  12. 1d8
  13. 1d8
  14. 1d8
  15. 1d8
  16. +10
  17. +10
  18. +10
  19. +10
  20. +15

W A R R I O R S
 
Ranger Abilities
Rangers have Clerical abilities at level 8 and Magical Abilities at level 7.

Level 7/1st level Magic

Level 8&9/1st level Cleric/2nd level Magic

Level 10-13/2nd level Cleric/3rd level Magic

Level 14-16/3rd level Cleric/4rth level Magic

Level 17-19/4th level Cleric/5th level Magic

Level 20/5th level Cleric/6th level Magic

Rangers get Cleric & Mage abilities due to the fact that they are woodland healers, much like Druids, but are not as skilled in Clerical spells and also magical spells.


R A N G E R S
 
Paladin Abilities
Paladin's have Clerical spells at level 5 and have a special ability called "Laying Hands" which heals the person in which they lay their hands on. Does not cost any KPs at all to Lay Hands.

Cleric Spell Progression

Level 5-7/1st level Cleric spells.

Level 8&9/2nd level Cleric spells.

Level 10-13/3rd level Cleric spells.

Level 14-16/4th level Cleric spells.

Level 17-19/5th level Cleric spells.

Level 20/6th level Cleric spells.

Lay Hands Progression
  1. +2LP/x2 a day
  2. +3LP/x2 a day
  3. +4LP/x2 a day
  4. +5LP/x2 a day
  5. +5LP/x3 a day
  6. +5LP/x3 a day
  7. +5LP/x3 a day
  8. +6LP/x3 a day
  9. +6LP/x3 a day
  10. +7LP/x4 a day
  11. +7LP/x4 a day
  12. +7LP/x4 a day
  13. +7LP/x4 a day
  14. +8LP/x5 a day
  15. +8LP/x5 a day
  16. +8LP/x5 a day
  17. +9LP/x6 a day
  18. +9LP/x6 a day
  19. +9LP/x6 a day
  20. +10LP/x7 a day

P A L A D I N S