Class/Old Class System

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Revision as of 18:22, 17 August 2005 by Arithon (talk | contribs) (redirecting Train links to Training)
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Many are the paths that a character can travel. Many are the choices that determine what destiny the character will fulfill. What destiny will unfold and what myriad roads will one travel? The officious life of a Bureaucrat; lurking in the shadows of government, never seen but ones influence always felt? Maybe an Infiltrator; risking life limb to be something that too few understand and none have bears sympathy for? Or take the path less travelled by? Will that make the difference?

Soldier

Every troop leader starts out life as a Soldier. A soldier can hire a unit, and can perform most of the basic actions in the game. This includes the ability to train their troops, and, if necessary, to do paid work. Many characters spend their entire lives as soldiers and are perfectly happy that way. The advantage of being a soldier is that all non-class specific actions are available to you, however other classes may be superior to you in these activities, regardless of experience.

Soldiers cannot be killed in battle, though they can be wounded.

Cavalier

Cavaliers could be considered the advanced version of soldiers. In return for being knighted, by swearing fealty to a liege, you are able to become a cavalier. You are able to command more men then a soldier of the same experience, and earn more honour in battle. However, the cavalier is too great to be reduced to civil work or paid work; thus they are unable.

Hero

The greatest of fighters and a true warrior: the hero is nothing less then a living legend. The trouble is, living legends may die. This is the Achilles' heel: an injury that would only seriously wound a lesser man would fell you. However, once on the path, you may not turn back. Victory and glory, or death; such is the way of a hero.

Not all men are worthy of becoming heroes. A small amount of prestige is required to advance to history, however, if you are determined to follow this path the pittance required should be no trouble.

As a hero, you join your men in the heat of battle, adding your strength and ability to your unit. You are also able to inspire your men before battle and on the cold nights on campaign far away from home, raising their morale and their spirit to continue. Even peasants would welcome you to tell your tale, raising their morale and may even inspire them to greater loyalty and friendliness to your realm.

Of course, as the model warrior in your realm, you are respected more than the common rabble. Priests will always bless you in their temples should you come, and no man would expect yourself to lower yourself to do civil work or police work. Should you be captured, your reputation and status as a hero will even reduce the abilities of your guards, which gives you a chance of escape not afforded to others.

Mentor

As a veteran of many campaigns, you are expected as a mentor to take a step back from actively fighting; slowly guiding and training young and inexperienced soldiers in the ways of the world. Special messaging is afforded for conversation between you and your students.

Being a mentor does not mean resigning ones self to wandering alone in the streets of the capital. As well as fighting, albeit in a reduced capacity, you may find yourself writing a book on your experiences, or a textbook for your students. You may also be commissioned to teach the children of an aristocrat, or gather tax notes or scribe notes from throughout the island, to be used as you will. Slowly but surely, you may just see your fame rising and your name being echoed in far-away lands.

You are not, as a mentor, allowed to go to tournament.

Bureaucrat

A Bureaucrat's job is to ensure the smooth running of realm administration. Essentially a clerk, their job is to travel the realm and improve the stats of regions.

Most of the time, bureaucrats will have little other than a small bodyguard for a unit, which must permanently be a police force. Because of this, bureaucrats are rarely found in battle unless desperately required by the realm or when in a defensive role while the majority of soldiers are on campaign elsewhere and cannot reinforce. Units under the command of a bureaucrat will suffer worse morale and combat strength penalties then a unit working for a leader of any other class, even when the latter is set to police force as well. Bureaucrats are also unable to attend tournaments.

The main benefit of being a bureaucrat is the ability to do specialist bureaucratic work, intended to improve all of production, morale and loyalty of a region. Unlike most other kinds of work, this work will not come with a drop in morale for a unit. Bureaucrats also have the ability to observe a graph of the region's stats over a period of time; the most advanced form of examining things such as independence levels in a region.

As diplomacy is moot on the South Islands, Bureaucrats are forbidden to emmigrate or other troop leaders to change class there.


Trader

Infiltrator

The shadows will becomes the friend of an infiltrator, as they sneak and spread decent and chaos throughout the lands. This is a career entrusted to only the most experienced of noble: do not expect to rise quickly.

Although necessary, such trickery is beneath most nobles, and there is no honour in taking such a path. There will be little fame, gain, or glory on this path. Unless the glory one seeks is in doing the job necessary and taking great risks for the greater benefit of ones realm. Infiltrator is a solitary life, filled with disguise and low profiles. One that chooses this path, travels it without to protect them. Nor as one grows more skillful does such become needed.

As an infiltrator, one will able to damage the production or fortifications of regions; preparing them for an assault. Infiltrators can break into tax offices to steal a regions gold, carry out assassinations, or even simply play around with road signs and confuse and befuddle those that travel it.

Unlike other men, infiltrators are not bound by relationships of the realm or even to ones own countrymen. An infiltrator may attack those that are of allied or even their own realm as easily as one would a most hated enemy. However, infiltrators can expect to find no mercy should one be captured. It is more common that an infiltrator has to first be banned for crimes against a realm before being deported or executed. But this is not always true. There are those that become so notorious that they can be executed the same as even the most common of rogues. Therefore, one might wish to be wily, diplomatic or tread softly, but always check that none follow. Paranoia, danger and silence: such is the world of the infiltrator.


Priest

This class is unfinished and might not ever be finished. It could in essense be a game within itself if it ever sees the light of day.


See Also

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