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Rift Classes & Callings


 In the Ascended class system, Soul Attunement is the player’s ability to commune with the souls of Telara’s honored dead and gain their powers and abilities. Each Calling has a unique selection of Souls that can be embraced by the player, providing nearly endless opportunity to discover the path that’s right for them!

Please see the Soul Attunement page for more information on how soul trees work.




The Cabalist is an offensive Cleric who draws on powers that others fear. Using ritual and sigil to call forth seeping death and suffocating water, he devastates the battlefield with powerful attacks.


The Cabalist’s sigils and ritual magics give him a tremendous advantage on the battlefield, for if given enough time to fester, they will eventually erupt in a cascade of dark energy, destroying everything within range of the sigil’s host.


If given the opportunity, a Cabalist will slowly spread destruction across the battlefield. The only defense against this inevitable doom is a lightning-quick assault to overwhelm them before their sigils have a chance to take effect.


Druids are melee Clerics who forge bonds with Fae creatures, strengthening their bodies, minds, and spirits by drawing upon the magical energies of their companions.


Where fragile Mages force their minions to fight in their stead, the mighty Druid draws upon their bonded Fae to personally take the fight to their foes. Druids themselves are formidable combatants, using their pets more as conduits and sources of power than as direct attackers.


A Druid’s bond with their Fae Spirit is both the key to their power and their greatest weakness. Enemies who destroy a Druid’s companion greatly reduce the Druid’s prowess and endurance.


The Inquisitor is a cleric who no longer follows the doctrines of life or death alone; instead, they stand between these forces demanding purity from both. An Inquisitor passes judgment on those who are worthy, and damns those who are corrupt.
Their true strength is derived from their extreme faith; as such, they forgo heavy armaments in favor of a simple hauberk of chain and a sturdy maul.
Although Inquisitors will never achieve the great heights of power from choosing an exclusive life or death path, their ability to harness and manipulate both energies make them extremely valuable companions.


An Inquisitor is a potent one-on-one combatant who specializes in mixing life and death magic, stealing their opponent’s greatest strengths and making it their own.


Because they stand between the threshold of life and death, Inquisitors give up the strength found in those who walk a pure path. For that reason, they cannot support their allies in battle as strongly as other, more specialized clerics.


Justicars are healing clerics who fight shoulder-to-shoulder with their allies in close combat. Conviction builds with each swing of their weapon, bolstering nearby comrades and powering the Justicar’s potent healing magic.


A Justicar’s healing comes from the damage dealt in close combat. Thus he can survive and thrive in the thick of the fighting while ensuring his allies do the same.


A Justicar’s divine magic depends upon his melee prowess, so foes are wise to try and keep the Justicar from the front lines.


The tradition of the Purifier begins with a baptism by fire, a test of faith from which only the strongest souls emerge. Those who pass are reborn as masters of the curative secrets of fire, able to heal the most grievous wounds with a searing touch.
These Clerics also draw upon a pact with their long-dead ancestors as the source of their offensive power. While Purifiers wreathe their allies in flames, they can unleash a spirit vanguard to visit wrath upon their foes.


Purifiers dedicate themselves to mastering the healing properties of fire, and as such are potent support Clerics who can burn away disease and instantly cauterize the most horrific wounds.


Purifiers are not known for their offensive capabilities, and while they are capable of marshaling the fury of their ancestors to strike down foes, they rapidly lose ground against the focused assault of a determined melee combatant.


The Sentinel brings the blessings of light to all who do the will of the gods. Capable of healing many wounded at one time, Sentinels bolster their allies and protect themselves with divine wrath.


Sentinels are defensive clerics who excel at group support. Their divine powers aid the weak and ensure that everyone in their group lives through the fray.


Sentinels sacrifice offense for a strong defense, and thus struggle to deal massive damage to their opponents.


The Shaman binds the power of the icy north to his very being, wreathing himself in pure elemental force. This power augments a Shaman’s attacks, making him a powerful melee combatant, and provides shields and reactive healing.


A Shaman strikes hard and fast like the fury of a winter storm. He can quickly close into melee and unleash powerful blows fueled by muscle and magic.


Shamans lack other clerics’ abilities to bolster defenses and heal grievous wounds, so they fare poorly against foes with a strong defense of their own or those who can keep them at bay.

Ability Details

This page has a detailed description of each ability and passive the Shaman Soul Tree has.


Echoing the soothing ebb and flow of the tides, Wardens specialize in slow healing that escalates over time, making them ideal for prolonged fights that would exhaust most healers.


The Warden excels at slowly stacking powerful healing energies on their allies. Given sufficient time to lay down magic, a Warden can bolster their allies through even the most grueling struggles.


Unable to weave their protective spells quickly enough to overcome a concentrated attack, Wardens have little defense against a rapid or group assault.


Since the dawn of time, spirits, creatures, and eruptions of energy from the elemental planes have shaped Telara in profound ways. Mortals watched planewalkers call forth elemental power, and gleaned from their techniques the basics of arcane magic. Through research and experimentation, the ancient Mages learned to control the elements without pledging themselves to any gods or minor spirits. After mastering broad elemental incantations, Mages focused their studies on individual elements, tapping the potential of primal forces controlled by a skilled hand.
Magical study is no solitary affair. Mages gather to share their arts and research, and arcane schools have risen and fallen throughout Telara’s history. The two greatest schools still in existence are Quicksilver College, where Mathosian students come to study under ancient elven masters; and the new academy in the stronghold of Meridian, where Defiant scholars accumulate the recovered knowledge of the Eth.


Archons are support specialists who steal their opponents’ strength and convert that raw energy into beneficial magic. These mages bolster their allies and unleash potent kinetic blasts, quickly turning the tide of battle.


Archons draw upon an enemy’s strength to empower their friends and unleash potent spells, helping their allies face down seemingly insurmountable odds.


An Archon is weakest when caught between transfers. Having expended their own life force to gain access to their enemy’s, they must feed on the energy of others to regain strength. During this time a strategic assault can quickly overcome the Archon’s meager defenses.


The Chloromancer is a healing specialist who draws on the vital energies of plants and nature to find a balance between life and death. They harness these energies into a devastating force, or recycle destructive magic to heal their allies.


All damage dealt by the Chloromancer can be converted into healing for their allies. They can also cleanse harmful effects and resurrect allies both in and out of combat.


Arcane magic does not lend itself to healing, and the Chloromancer sacrifices damage and utility in order to control the flow of Life energy. Unable to deal devastating blows or apply crowd control, they are easily overwhelmed by a determined foe.


The Dominator is a support Mage who terrorizes opponents, leaving them unable or unwilling to act. Those who muster the courage to assault a Dominator will find themselves at the mercy of arcane shields that turn the fury of their own blows against them.


With mind-altering abilities that easily disrupt focus, Dominators are the bane of enemy casters, especially healers. Dominators also excel at sending enemy ranks into disarray, making isolated, terrified individuals prey for the Mage’s allies.


Like many who thrive on terror, Dominators are themselves fragile and require a solid screen of companions to shield them from the wrath of those they torment.


Elementalists are mages who specialize in manipulating and controlling the raw energies of the planes. Through fierce discipline and strict study, these mages dedicate themselves to commanding the harshest and most chaotic forces known to exist.
Elementalists are recognized by their emaciated bodies and physical frailty, as they commit every ounce of energy toward strengthening their mental abilities. Their planar powers are typically channeled through enchanted staves of lightweight wood or steel, and they wear only the flimsiest of cloth vestments for protection.


The will of an Elementalist is so powerful that it allows the mage to manifest the elements and bind them to physical form, ripping them from the planes and using them as allies in battle. Each elemental has its own strengths and weaknesses, making the Elementalist a flexible and potent force on the field of battle.


Their greatest strength is also their greatest weakness, for an Elementalist without their summoned minions is just a frail scholar with minor magic at their disposal.


Necromancers are damage dealers who synergize with their pets. The majority of a Necromancer’s damage comes from a fully supported and buffed pet. In an emergency, Necromancers can also serve as secondary healers by sacrificing their own health to their allies.


Together with their undead servitors, a Necromancer can inflict serious sustained damage and survive adversity better than most Mages. Using different minions, the Necromancer can handle various combat situations, and is as comfortable ending one life as he is covering a whole area with necrotic energy.


Since much of a Necromancer’s damage comes from their pet, they become vulnerable when caught on their own. These minions also require help from the Necromancer to reach peak performance, or they will do only a fraction of their potential damage.


Pyromancers are destructive mages whose sole focus is the mastery of fire, from launching massive incinerating blasts, to trapping their opponents behind a smoldering wall of flame. No other Ascended can match the sheer destruction at the Pyromancer’s fingertips.


Pyromancers keep their enemies at bay with well-placed fire spells, until they can be immolated at the Pyromancer’s leisure. They are arguably the greatest damage dealers of any class against a single target.


Pyromancers excel at roasting their enemies from afar, and so must be wary of foes able to charge into melee quickly or defend themselves against searing flames.


Stormcallers are mages who channel the raw fury of the wind and water to command the battlefield, chilling their opponents to the bone or stopping their hearts with electric shock.


Stormcallers weave Air and Water magic together, their spells reaching heights of devastation in concert they could not achieve individually.


Just as a storm cannot be wind or rain alone, the Stormcaller must combine spells to reach peak devastation. They thus take longer to warm up than other mages and are vulnerable to foes who know how to interrupt their rotation.


Consummate practitioners of the dark arts, Warlocks embrace the grim forces of entropy and death. Protected within a cloak of shadows, they lurk on the edges of the conflict, as their deadly energies inevitably consume all that stand in their way.


Warlocks specialize in destructive curses that eat away at an opponent’s body and soul. A Warlock is capable of rapidly spreading their blight across the battlefield, or focusing all of their entropic power to eradicate a single target in mere moments.


Warlocks can cast their lethal curses with but a word, but like death itself, they are slow and inexorable. This gives enemies a small window of opportunity to overcome them with a rapid and brutal assault.


The history of martial combat stretches back to the earliest days of Telara, when war was a brutal, messy, simple affair. This, as any Rogue will tell you, was the heyday of the Warrior. Their own tradition began much later, after people learned to fight with their minds as well as their muscles.
The arts of the Rogue are handed down by many different masters, each of whom developed unique forms and techniques. All Rogues are sophisticated combatants and dynamic thinkers, who utilize every available tool to skew the battlefield to their advantage. In the cities, Rogues learned to use shadow and cover to catch their targets unaware. Other Rogues learned the secrets of the wild, taming savage beasts and brewing poisons from the flora. Still others gained mastery over the arcane to enhance their weapons and attacks.


Masters of subtlety and subterfuge, an Assassin’s ability to walk in the shadows allows them to bypass obstacles and launch devastating surprise attacks. A rare few survive the initial assault, only to succumb to virulent poisons.


Assassins are trained to meld with the shadows, bypassing defenses and launching potent surprise attacks with their poisoned blades.


Assassins must choose their targets carefully, or wind up in desperate straits if they forfeit the element of surprise or attack a foe who can shrug off the venom from their blades.


Singing the songs of battle and playing heart-stirring cadences, Bards embolden their allies and cripple their enemies through rhythm and rhyme.


A Bard’s magical songs are extremely useful for inspiring her/him side and hindreing the other, making her/him one of the best pure support Souls in the game.


A good Bard can turn a group of individuals into a harmonious unit, but caught without friends, she/he is but a lone musician with nothing to sing but her own eulogy.


Blade Dancers are masters of wielding edged weapons. They specialize in ritualized combat movements that are lightning fast. Blade Dancers can overwhelm even an accomplished opponent’s defenses, setting them up for a devastating coup de grace.
Lithe and agile, a Blade Dancer cherishes unimpeded movement over heavier protection, so they wear only light armors (such as leather) into combat. Extremely competent and aware, a Blade Dancer’s weapons tend to be the only defensive protection they need. Unfortunately for their enemies, these blades aren’t just used for defense, but offense as well.


The Blade Dancer’s mastery of edged weapons allows them to unleash devastating close combat attacks in quick succession. Their honed skills and supernatural agility allow them to avoid incoming attacks for short periods of time and launch lethal sneak attacks on the unwary.


Once a Blade Dancer’s fury is spent, their light armor offers scant protection. They must quickly overcome their opponent’s defenses or face defeat themselves.


Marksmen are offensive sharpshooters trained to thin enemy ranks with ruthless efficiency. They combine swift hit-and-run attacks with devastating volleys, endlessly harassing targets, sowing the battlefield with dead and crippled foes.


Marksmen are experts at hit-and-run tactics, surgically dismantling targets from a safe distance, then sprinting away before the enraged victims can close for melee.


The Marksman keeps foes at bay for a reason. The key to defeating a Marksman is reducing their mobility, exposing them to devastating melee counterattacks.


Possessing deadly agility and mastery of the blade, the Nightblade can also draw upon the planar magics of fire and death to deal doom in a variety of ways. Favoring light armor, their ability to stalk and quickly eliminate their adversaries means the unfortunate quarry rarely has the chance to defend, let alone counterattack.


A Nightblade’s stealth and proficiency with weapons can dispatch enemies quickly and silently, while their knowledge of arcane magic gives them versatility in dealing a wide variety of damage.


Preferring the element of surprise and precise, killing blows, the Nightblade has trouble enduring a lengthy battle. Wearing only lighter armor, the Nightblade is better suited to sneak attacks or hit-and-run tactics.


Rangers are consummate hunters who know the strengths and weaknesses of every beast, taming animal companions to augment their considerable prowess in ranged combat. This synergy between bow and beast allows Rangers to handily overcome the most daunting obstacles.


An expert woodsman and archer, the Ranger excels at striking from range, while their animal companion harries the opponent in close combat.


Without an animal companion, a Ranger is but a simple archer, and while still quite deadly, can no longer mount a strong defense in close combat.


The Riftstalker is a defensive specialist who bends the planes to enhance his constitution and shift in and out of the physical dimension. These highly skilled and survivable combatants keep their opponents’ focus while easily evading incoming blows.


A Riftstalker is an incredibly mobile fighter capable of shielding himself from harm and appearing in the ideal place and time in a fight.


Harnessing planar energies places Riftstalkers under tremendous strain, so while formidable in short engagements, they quickly lose ground as they exhaust their bag of tricks.


The Saboteur is a cunning Rogue who uses explosives and other incendiaries to cripple opponents and control the battlefield. With proper preparation, a Saboteur can destroy enemies without ever giving them a chance to join battle.


Saboteurs mold the battlefield to suit their needs, and with careful planning, a lone Saboteur can overcome the most formidable foes in one explosive instant.


A Saboteur requires significant preparation to launch each devastating assault, and is quickly overcome if confronted in direct combat before every trap is in place.


Weapons, tactics, and combat are the mainstays of a Warrior’s life. Both the barbarian raiding a village and the knight commanding a column of troops adhere to the tenets of discipline, personal combat, and martial training. Every Warrior knows how to fight in close quarters, to take a blow and deliver a mortal wound in return. As the elemental forces have closed around Telara, a growing number of Warriors have incorporated magical techniques into their martial styles.
Warriors excel as lone combatants or within a larger force, depending upon what fighting styles they have mastered or choose to employ. Warriors as a Calling have no shared ethos or background, but their training, mastery of weapons, and enduring nature unite them in spirit. The noble barbarian and corrupt knight meet as equals on the battlefield.


This Warrior’s journey begins by bonding to a spirit companion. The spirit beast fights beside the Beastmaster with speed and strength and sees him through his darkest trials.


The Beastmaster and his pet play off one another in perfect harmony, fighting in tandem and bolstering one another as their unity inspires greatness in nearby allies.


The Beastmaster trusts his spirit companion to watch his back and give him strength. Deprived of this ally, he is weak in comparison to his fellow Warriors.


Champions are powerful Warriors who excel at melee combat. Wielding massive two-handed weapons, these battle-tested fighters find few equals in one-on-one battle. Champions strive to become one with their blade, constantly honing their fighting skills to win glory through warfare.


A Champion’s legendary strength allows him or her to move with startling speed, closing with opponents to wreak destruction with their two-handed weapons.


Quick to answer the call to arms, Champions often rush into battle with reckless abandon, and can find themselves vulnerable to sneak attacks and well-organized assaults from multiple adversaries.


Righteous defenders of the weak, Paladins use heavy shields and divine blessings to stand as a bulwark against their foes. The Paladin’s large shield not only offers protection, but affords many opportunities to launch devastating counters in close combat.


A Paladin excels in using a shield to turn aside incoming assaults and launch powerful counterattacks. This martial skill, and the divine blessings of their patron gods, allows Paladins to extend their protection to nearby allies.


Heavy arms and armor do not allow for quick movement, so Paladins have a hard time dealing with opponents at range, or with those who weave powerful magic, against which metal plates offer no protection.


The Paragon moves like a furious storm, never giving his enemy time to regroup. A master of dual-wielding, he uses parries and disciplined forms to build up power attacks and stay out of danger.


With a finely tuned mind and body, the Paragon wields two weapons to perfection, devastating his enemies. Paragons specialize in dealing consistent damage, and can also hit their enemies from range.


Paragons suffer against healers who can outpace their steady damage output, and these methodical warriors tend to be weaker against opponents who specialize in burst damage.


Reavers are warriors who combine the art of combat with the entropic energies of death. The slightest touch of their weapon can spread disease, incite madness, and death to those unlucky enough to face them.
Although Reavers can wield a full range of armors and weapons, they are most effective in heavy armor, carrying a shield in one hand and a weapon in the other. Reavers undermine an enemy’s ability to fight back, grinding opponents down until they succumb.


Reavers specialize in damage-over-time effects that weaken both the mind and body, crippling an opponent’s ability to mount a successful offense.


Like death itself, Reavers grind down their opponents slowly; but as such they are not effective at quickly neutralizing a single opponent.


Riftblades are Warriors who learn to enhance their attacks with elemental magic, allowing them to cast bolts of force across the battlefield and strike with boundless energies.


Able to shoot lances of fire, stone, and wind at enemies, Riftblades possess stronger ranged capabilities than other Warriors. Furthermore, much of their damage is elemental, cutting through armor as if it were flesh.


Offensive specialists, Riftblades do not focus much of their discipline on protecting themselves and are vulnerable to concerted attacks. Their magical damage, while devastating against physical defenses, is just as weak as any magic against the appropriate resistances.

Void Knight

The Void Knight is a defensive Warrior who uses eldritch techniques to counter magic-wielding foes. Spells that would bring another Warrior low are shaken off by a Void Knight, reflected back at the caster, or stored in pacts the Void Knight can unleash to devastating effect.


Void Knights empower themselves by absorbing hostile spells, becoming terrifying foes for any wielder of the arcane.


Enemies using mundane weapons and force of arms can ignore a Void Knight’s enchanted defenses and give them no fuel with which to charge their attacks.


A Warlord’s commanding presence expresses itself in auras that inspire her comrades to victory and cow her enemies into submission, allowing her to control the field of battle.


Warlords can draw upon vast tactical experience, empowering their allies and weakening their enemies to change the course of battle.


The Warlord’s focus on enhancing the capabilities of him/her allies leaves him/her vulnerable when isolated from friendly ranks.


Tempests are ranged dreadnoughts, unleashing lightning bolts and energy blasts to cut down foes from long distance.


Tempests are best at dealing ranged burst DPS.


Tempests have a tendency to power starve easily in a solo environment.


Recently returned from the Plane of Earth, Liberators plunge into uncharted waters for the Warrior Calling: raid healing. They funnel restorative magic through magnetic fields to allies in need, specializing in high sustained HPS and group/AoE heals.


LIberator is a raid healing spec designed around the basis of mitigating damage and increasing healing done.


Liberator lacks in true burst raid healing ability, with only one cd providing burst heals.

A Word About Eldevin Classes

There are no character classes in Eldevin, however, there are Talent Trees which work in the Particular archetypes. The base difference between them is the character’s damage output vs. defense balance. Characters can capitalize on their strengths by wearing archetype-appropriate armor and weapons, but there are no restrictions to equipping items in regard to your talent tree choices.

Also there are few restrictions in using talents and abilities. So a Melee-type can cast a fireball if one wants to. Although he won’t be as powerful as a Magic wielder casting a fireball, one can still do it. This gives you options regarding your style of gameplay.

You can also experiment with hybrid classes. Changing your class in the middle of the game is as simple as equipping different items, and using respec to reset your attribute points and talent points and re-assigning them to best suit your new class.

Eldevin is a 3D browser-based multiplayer roleplaying game, set in a corrupt fantasy world on the brink of war. Join the Eldevin Army or the mages of the Arcane Council to help protect the Eldevin Kingdom, which still hasn’t recovered from the tragic events from a decade ago, from threats coming from all directions.

The game offers a massive world, rich storyline with hundreds of quests, class-less combat system, dungeons, crafting, PvP, and more. Eldevin launched on 30 November 2013.

The Hunter is a ranged combatant, with powerful damaging abilities at range, that are very limited in close combat. The hunter also has wilderness skills such as traps and tracking. Special traps can be purchased or made by crafters. Due to their ability to use traps Hunters are excellent at soloing against a single target, even if higher level than them. However because their main damage dealing abilities are highly interruptible, Hunters have difficulty dealing with large groups of opponents even of slightly lower levels. Hunters inventory is not cluttered with arrows, due to the usual inventory hassle. Hunters may choose to carry particular consumables for special shots (flame arrows, for example). The Hunter can gather focus from a number of skills that range from toggle skills (refills focus slowly), to out-of-combat skills (no-very little cooldown), and in-combat skills (cooldown is usually a few minutes). The Hunter and the Champion share the titles of main damage dealers.

Hunters are favored in many mmorpgs, for their abliity to attack from afar and up close, allowing them to inflict damage before foes get close damage on them.



Riders of Rohan

Focuses heavily on ranged damage, a very small amount of melee damage, controlling the enemy, and self-sustenance.

  • Noble Arrow: You unleash a noble arrow at your target. The arrow seeks its target with a critical intent. Deals good damage to the target and on critical:
  • Rohirrim: restores health and power to the hunter and their war-steed.
  • Riddermark: reduces the armor rating of the target and their war-steed.
  • Red Dawn: applies a bleed to the target and their war-steed.

Tips & Tricks

  • You have the greatest range in the game. Humanoid enemy rangers have a little less than you, and non-humanoid ranged attacks even less than that. If attacking a ranged mob, if you can do it at the very edge of your range the mob will have to move to get you within their range, giving you time to destroy them before they can even start returning the favor.
  • When attacking two mobs, you can:
    1. drop a trap, destroy the archer then move back to extreme range and drop the trapped melee mob.
    2. just destroy the melee trusting to your ranged defense to evade many of the enemy bow attacks, then kill the archer
  • When fighting a strong signature mob: drop a trap then pull him to the trap. If he has too much health, fade back and then nail him. Don’t forget Merciful Shot for a finishing move.
  • Always make sure you have good Focus before starting an attack.
  • You have 3 main bow attacks: a slow-fire DOT, a slow-fire double and a fast-fire. lead with the slow DOT and follow with the slow-double EXCEPT vs. ranged mobs. With rangers, follow with the fast-fire as they will get into attack range faster. The point of all attacks is to do as much damage as you can as fast as possible before they do it to you.


The Bowmaster

  • True Shot
  • Hail of Arrows<s>
  • Barbed Fury<s> (Quested)
  • Swift and True<s> (Quested)
  • Deadly Precision<s>
  • The Quality of Mercy<s>
  • Critical Eye<s>
  • Shot Through the Heart<s>

2) Improved Bow Critical multiplier
3) Increased Bow Critical Multiplier, Strength Stance damage and threat
4) Increased damage, threat, and power cost in Strength Stance 5) Cool Burn (Class Legendary Trait)

The Trapper of Foes

  • Sturdy Traps<s> (Quested)
  • Combat Traps<s>
  • Strong Intimidation<s>
  • Graceful Draw<s>
  • Deep Concentration<s>
  • Heightened Senses<s> (Quested)
  • Heart of the Bard<s>
  • Stealthy Shot<s>

2) Improved In-Combat Power Regeneration
3) Improved Rain of Thorns and Trap Skills, reduced ranged damage
4) Improved Penetrating Shot and Trap Skills, reduced ranges damage
5) Explosive Arrow (Class Legendary Trait)

The Huntsman

  • Enduring Precision<s>
  • Fast Draw<s>
  • Swift Recovery<s>
  • Strong Draw<s> (Quested)
  • Arrow Storm<s>
  • Resolute Aim<s>
  • Bow and Blade<s>
  • Rapid Recovery<s> (Quested)

2) Reduced Focus loss from movement
3) Improved Strength of the Earth and Bow Inductions
4) Improved Press Onward and Bow Inductions 5) Improved Fleet Stance (Class Legendary Trait)

Legendary Traits

  • Rain of Thorns<s>reward from Deed The Furthest Charge<s>
  • Bard’s Arrow<s>reward from Deed A Shot in the Dark<s>
  • Press Onward<s>reward from Deed The Way of the Hunter<s>
  • Bow of the Righteous<s>
  • Cool Burn<s> (Bowmaster Path 5-Skill Set Bonus)
  • Explosive Arrow<s> (Trapper of Foes Path 5-Skill Set Bonus)
  • Improved Fleet Stance<s> (Huntsman Path 5-Skill Set Bonus)

I used to play World of Warcraft for many years but got very brunt out with the community there. So I set out to find an MMO that had a better community with the least amount of drama.

I discovered Lord of the Rings Online which being a huge Tolkien fan I decided to try it and also it being Free-To-Play with the option to buy points that can be used to purchase in-game items or you can subscribe if you choose to.

What I enjoy in game the most is exploring the locatiosn we have read about in the book and seen in the movies. But to actually walk around these locations makes you feel more like you are there in Middle Earth.

Other fun aspects in game is the crafting you can chose several different professions that contain 3 differnt skill sets.

I hgihly recommend it if you are looking for a differant game to play.

Character Creation

Choosing a Race

The first step in character creation is choosing what race your character will be.

The Free Peoples (“Freeps”) races available include:

** Available from the Lotro store.

Choosing a Class

Once you have decided what race your character will be, you must choose their class.

The classes available include:

* These two classes are only available…

– with the Mines of Moria expansion, or
– from the Lotro store.
** Available from the Lotro store.
See Guide to Classes for an in depth look at each Class.

Race and Class Correlation

You may want to take a look at the table below to help figure out which race and class to choose as sometimes you cannot be the class and race you want. Example: You cannot play a Dwarven Burglar or a Hobbit Captain.

Dwarf Elf Hobbit Man Beorning
Beorning Beorning-icon.png
Burglar Burglar-icon.png Burglar-icon.png
Captain Captain-icon.png
Champion Champion-icon.png Champion-icon.png Champion-icon.png
Guardian Guardian-icon.png Guardian-icon.png Guardian-icon.png Guardian-icon.png
Hunter Hunter-icon.png Hunter-icon.png Hunter-icon.png Hunter-icon.png
Lore-master Lore-master-icon.png Lore-master-icon.png
Minstrel Minstrel-icon.png Minstrel-icon.png Minstrel-icon.png Minstrel-icon.png
Rune-keeper Rune-keeper-icon.png Rune-keeper-icon.png
Warden Warden-icon.png Warden-icon.png Warden-icon.png

Choosing an Origin

Your character comes from one of a few regions which are determined by their race. Choose a region. Each origin (or region) affects your character with slight changes in their appearance, most notably the hair and skin tones.

Dwarf Elf Hobbit Race of Man
Blue Mountains Edhellond Fallohide Bree-land
Grey Mountains Lindon Harfoot Dale-lands
Iron Hills Lórien Stoor Gondor
The Lonely Mountain Mirkwood Rohan
White Mountains Rivendell
See Guide to Origins for detailed information about each origin.

Choosing an Appearance

Another step in character creation is choosing what your character will look like. There are many different options and it is best to scroll through each one to become familiar with what each race has available. Keep in mind that later you can make changes to some appearance items at a barber shop (i.e. hair style, color, facial hair, etc). Take your time and prepare to dazzle others as you enter Middle-earth.

Choosing a Name

This can sometimes be the most difficult part of character creation for some people, a name and an appearance is what gives your character life. First, make sure that the appearance and other features are the way you desire. Then, take your character’s name seriously and do your best to follow the examples given for the race. The only way to check whether a particular name is already claimed is to enter it and try.

Monster Play

While Monster Play is not part of character creation it is worth to be mentioned now. Once one of your characters reaches level 10 you are able to enter Monster Play where you may choose to play with the forces of Army of Angmar (“creeps”). The following races / classes are available:

Gamer Dad Plays Everquest

Many of the elements in EverQuest have been drawn from text-based MUD (Multi-User Dungeon) games, particularly DikuMUDs, which in turn were inspired by traditional role-playing games such as Dungeons & Dragons. In EverQuest, players create a character (also known as an avatar, or colloquially as a char or toon) by selecting one of sixteen races in the game, which range from humans (basic Caucasian-looking human, dark-skinned Erudite, and barbarian), elves (high elves, wood elves, and dark elves), half-elves, dwarves, gnomes, halflings, trolls, and ogres, to cat-people (Vah Shir), lizard-people (Iksar), frog-people (Froglok), and dragon-people (Drakkin). At creation, players select each character’s adventuring occupation (such as a wizard, ranger, or cleric — called a class, a patron deity, and starting city. Customization of the character facial appearance is available at creation (hair, hair color, face style, facial hair, facial hair color, eye color, etc.).
Players move their character throughout the medieval fantasy world of Norrath, often fighting monsters and enemies for treasure and experience points, and optionally mastering trade skills. As they progress, players advance in level, gaining power, prestige, spells, and abilities through valorous deeds such as entering overrun castles and keeps, defeating worthy opponents found within, and looting their remains. Experience and prestigious equipment can also be obtained by completing quests given out by non-player characters found throughout the land.

EverQuest allows players to interact with other people through role-play, joining player guilds, and dueling other players (in restricted situations – EverQuest only allows player versus player (PVP) combat on the PvP-specific server, specified arena zones and through agreed upon dueling).

The game-world of EverQuest consists of over five hundred zones.

Multiple instances of the world exist on various servers. In the past, game server populations were visible during log-in, and showed peaks of more than 3000 players per server. The design of EverQuest, like other massively multiplayer online role-playing games, makes it highly amenable to cooperative play, with each player having a specific role within a given group.

As of November 16, 2016 Everquest released its 23 expansion entitled “Empires of Kunark”. So suffice to say with 17 years of content this should be a blast.
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The fourteen classes of the original 1999 version of EverQuest were later expanded to include the Beastlord and Berserker classes with the Shadows of Luclin (2001) and Gates of Discord (2004) expansions, respectively.

The classes can be grouped into five general roles that share similar characteristics, as described below.

Tank classes

Members of this group have a high number of hitpoints for their level, and can equip heavy armor. They have the ability to taunt enemies into focusing on them, either directly or through the use of aggravating spells and abilities. This is to keep their more lightly-armored companions alive and well, who may otherwise provoke the wrath of one or more deadly creatures.

Warrior: the prototypical tank class, able to avoid and mitigate more damage than any other. In a way, this is offset by their inability to cast spells. Owing to their stalwart defensive prowess, the Warrior often has a crucial role as main tank of a group or raid party, absorbing or mitigating the sustained assaults of enraged and often numerous opponents. Their high hit points also allow them to take more punishment than most other classes before succumbing, which gives healers a greater chance to keep them, and thus the party, alive and well. In their role as tank or proverbial damage sponge, the Warrior uses their Taunt skill to keep dangerous enemies trained on them, rather than chasing down overly-aggressive wizards or rogues, who may come under attack after landing a devastating backstab or lightning strike. All these qualities may help engender a sense of trust in a well-known and well-armored warrior, who can generally go toe-to-toe with a powerful mob for longer than any other class.
Shadow Knight: a durable tank class; this Warrior/Necromancer hybrid has vampiric and damage-over-time spells. Shadow Knights have the unique ability to Harm Touch (do direct damage) every seventy-two minutes, the power of which increases in absolute terms but decreases relative to enemies’ hit points as a player levels up. Since this class is a hybrid, they must wait longer than the Necromancer to begin receiving spells, and longer yet for the more potent incantations such as Summon Corpse and Feign Death. Shadow Knights are, after some time, able to summon a weak skeleton pet, as well as summon a player’s corpse that is in the same zone as them, a vital skill when things have gone amiss in some dungeon. Their Feign Death spell, similar to but slightly less reliable than one possessed by the monk class, can prove useful in dangerous situations.
Paladin: the virtuous counterpart to the Shadow Knight, a Paladin is a hybrid Warrior/Cleric. They were originally able to Lay on Hands (heal themselves or another player) once every seventy-two minutes (real-time); Lay on Hands is now available as an innate ability. At mid-levels, paladins can purchase some resurrection spells. Paladins are tough in melee with some healing, protective, and stun spells. At mid-range levels, they can purchase a “pacify” line of spells that allows them to function as a puller for a group. Like Shadow Knights, Paladins have powers which enable them to do comparatively greater damage to undead opponents.

Damage dealers

The following classes are able to deal high corporal damage to opponents. Within the game, these classes are often referred to as ‘DPS’, which stands for Damage Per Second. There isn’t a definitive top DPS class, as damage dealt will depend on numerous factors which vary from one encounter to another (such as the enemy’s armor, its positioning, and its magic resistance). Another complication is that while Wizards can readily deal tremendous damage to enemies, their ability to do so is limited by their remaining mana pool, as well as how fast they are able to regenerate mana. That said, Berserkers, Rogues, and Wizards are three classes most commonly cited as the highest overall damage dealers.

These melee damage dealers have a medium number of hit points per level, but cannot wear the heaviest armors and are less likely than a tank class to be able to survive direct attacks for a sustained period of time.

Beastlord: A unique class which combines some powers from the Monk and Shaman classes along with a powerful pet. Beastlords can imbue their pets with powers, and engage opponents with either hand-to-hand melee skills, or with weapons. They can de-buff enemies with spells, and possess modest healing abilities. This diverse array of skills allows Beastlords to be effective solo adventurers at many levels as well as being handy in a group.
Berserker: A specialist form of the melee type, the Berserker is primarily a medium-armored, high-damage dealer that uses two-handed weapons and who can hurl axes and other miscellanea, often stunning their enemies, or hampering their movement.
Monk: As masters of martial arts, Monks are the hand-to-hand fighting experts who can learn to use one-handed and two-handed blunt weapons, making them powerful opponents in close-quarters combat. Monks get many, if not all, combat skills (dual wield, double attack, triple attack, etc.) before any other class. Monks have the ability to feign death with a high degree of reliability, and possess additional skills that enable them to be a strong pulling class. They have the ability to heal themselves, with a moderate cooldown, with the Mend ability.
Ranger: A versatile hybrid class combining some of a Warrior’s fighting prowess with a Druid’s spellcasting, Rangers are able to deal large amounts of damage both from a ranged distance and in close quarters. Their most unusual ability is to track unseen NPCs, for which they are highly valued as pullers in outdoor zones. Rangers also have the ability to taunt, and they possess a harmony line of spells (like pacify, but which only works outdoors) which allow them to play the role of tank to a limited degree. They can make use of archery better than any other class. Their line of snare spells (which hampers an enemy’s movement) is very useful in groups looking for quick experience, by preventing enemies from running away, as well as allowing the Ranger to effectively kite a hostile creature.

Rogue: With their backstab ability, which multiplies damage done to an unguarded enemy’s back, Rogues are able to inflict massive amounts of damage, provided that they are in a group that can keep the opponent facing away from the Rogue. Later in life, with the help of alternate advancement abilities, rogues are able to backstab opponents even when facing them. Rogues have the ability to make poisons, pick pockets, and pick locks. Their abilities early on to sneak and hide allow them to walk past both living and undead mobs without being seen.


Caster classes have the lowest hit points per level and can only wear the lightest of armors. Casters draw their power from an internal pool of mana, which takes some time to regenerate and thus demands judicious and efficient use of spells.

Wizard: The primary nuking class; these casters are able to deal catastrophic damage to enemies over a very short time from a distance, particularly with their Manaburn skill, although the length of encounters often makes manaburn inefficient to use. Wizards are considered to be the masters of teleportation, and have appropriate spells to facilitate group travel to certain locations, including designated safe spots when things turn sour for the whole group. A Wizard’s direct damage spells are generally from the fire, frost, and magic schools.
Magician: Usually referred to as Mages, Magicians are similar to the Wizard class but with noticeably less direct-damage spell power. They are able to summon strong elemental pets, from the domains of Earth, Water, Air, and Fire, each with unique strengths and weaknesses. They have the ability to conjure pet armor and weapons, food, drink, and mod rods, which allow players to convert their health into mana. Magicians can summon party members to different parts of a zone with the Call of the Hero spell, which can be helpful in raid zones. Magicians’ direct damage spells are generally from the fire school of magic.
Necromancer: These masters of death are able to summon, buff, and heal powerful undead pets, as well as use poison, magic, fire, and disease damage-over-time spells. Necromancers are able to feign death, snare enemies, and summon players’ corpses that are in the same zone. They have a potent arsenal in their spellbook, particularly with their ability to snare then fear their opponent, as well their ability to lifetap – taking the enemy’s health and using it to restore their own. This allows the Necromancer to function effectively without the services of other players, perhaps more so than any other class.

Crowd control / utility

These classes share the ability to prevent enemies from attacking the party, as well as improving mana regeneration for themselves, teammates, and in the Enchanter’s case, anyone they come across.

Enchanter: A caster class that has few hit points per level and can wear only the lightest forms of armor, Enchanters are crowd control experts and are the most proficient class at Charming, Stunning, and Mesmerizing enemies. They have the ability to Memory Blur an opponent (causing them to forget they had been attacked) or Pacify an opponent (making them oblivious to antagonists in the area, but which has a small chance of backfiring), both of which may be extremely useful in avoiding unwanted skirmishes. Enchanters have a wide range of utility spells, including the Clarity (AKA ‘crack’ due to many caster class players becoming ‘hooked’ on the increased mana regeneration that this spell provides and constantly seek enchanters to cast it on them, often offering generous amounts of in-game currency) line of spells, which when cast on a player allows them to regenerate mana at an improved rate. In addition to being able to both increase players’ rate of attack (with the Haste line of spells), and Slowing that of enemies, Enchanters may also cast Illusions on themselves and others, which may have no real benefit (other than conferring a new look) or may grant tangible benefits such as underwater breathing, flight, or a vampiric touch. Lastly, Enchanters possess the unique Rune line of spells, which creates a magical protective buffer against all forms of damage until it has been worn down. This class is also uniquely suited for the jewelcraft trade, because it is the only class able to enchant metals.

Enchanters possess some rudimentary direct-damage and damage-over-time offensive spells, all in the Magic school of casting, although using mana in this way is not often efficient or effective.
Bard: a jack-of-all-trades class with fair melee ability, good armor, and the ability to play songs that benefit all nearby comrades. They can use crowd control songs in order to pacify hostile opponents, or help regenerate health and mana for their comrades using a different set of songs. Bards possess the unique ability to ‘fade’ from their enemies’ memories. This makes the bard an excellent pulling class. Bards possess lesser versions of many of the special abilities of other classes. They are known for their ability early on to increase the movement speed of their party faster than any mount or movement buff. Bards can weave the effects of up to four songs at once to confer the greatest advantage to their group. Bards themselves often do not receive the full benefit of their songs, but they can still be an effective solo class at many levels, especially with their strong kiting proficiency.

For a long time the Bard was generally considered the most overpowered class in the game, able to originally stack multiple versions of a single buff, and benefit from all of them, while other classes could not. The Bard is also the only class able to cast spells from items, while running.


Priest classes have medium level of hit points per level and have access to healing and “buff” spells.

Cleric: The most powerful healer in the game, and for the first few years of EverQuest the only class capable of resurrection with experience regained, and the only class with the spell Complete Heal. As the game has changed, Complete Heal has become less effective compared to the cleric’s many different lines of more powerful and quicker (albeit more mana-intensive) heals. Primarily healers, the cleric also has some “death save” spells, as “Divine Intervention” and can increase spell casting haste with “Blessing of Loyalty”. Clerics can wear the heaviest plate-mail type armors. Clerics are great solo classes due to the introduction of the “Vow of Valor” line of spells, which provides the cleric with increased melee damage and a high rate of self-regeneration, at the cost of halving their direct heals’ power.
Druid: A priest class that can cast healing spells, teleport, snare (to slow down enemies movement rate), and moderately-powerful nuking and damage-over-time spells, as well as charming animals to use them as pets. Druids may only wear leather armor, and have a number of transportation spells that allow speedy movement throughout much of the gaming world. Their combined tracking and foraging skills make them accomplished trade-skillers. Druids can, just like shamans, resurrect other players after a fight, but with the same experienced regained as a paladin, or a lower level cleric.
Shaman: Shamans can take many roles, and are often considered as a “utility” class. They are excellent in soloing, group and raid situations. While raiding, a shaman will primarily heal and enhance the attack rate of melee fighters, as well as decreasing the ferocity of opponents. Shamans, or “Shammies” may cannibalize their health to restore mana, which means that they are able to keep casting their spells for much longer times than clerics or druids. They wear chain armor, and can summon an animal pet.

Everyone get his notion that MMO’s going F2P is a bad thing. Well I can tell you its not. The day for the P2P(Pay to Play) MMO’s are over so many of the new F2P MMO’s offer you the same amount of content without the monthly fees. In most of the F2P MMO’s offer basic things every MMO has but all you have to do is buy the goodies you want when you want and not have to pay extra fees on-top of the monthly fees.

Most people think when an MMO’s goes F2P its dying well its dying because of the lack of subscribers and the F2P model may get gamers to re-think weather they play that MMO or not.

Here Is my list of what I think the top F2P MMO’s Are:

1) Neverwinter
2) Lord of the Rings Online
3) Rift (Soon to be F2P on June 12th)
4) Aion
5) DDO (Dungeons and Dragons Online)
6)Runes of Magic

But either way you look at it there is a wide vareity of MMO’s that are free that you might want to check out. Any MMO’S that are F2P and that are not on this list please let me know.

Here is my first impression of Neverwinter’s Open Beta. I was not sure how well the D&D 4.0 core rules would translate am excited to say that those rules seem to work well in video game format. My wife and I were not impressed with the table top rules of D&D 4.0. But, this edition works will with the MMORPG dungeon crawl style.

Being a father of a little boy it’s hard to be a gamer but with Neverwinter you can still game with your friends and it’s not something that is really going to cost you extra money. In this economy as gamers and parents we still want to game with are friends but don’t have a lot of extra cash. The game is good they have unlocked everything the only things you have to pay for are the goodies when you choose to.

As for the game play itself its action packed I don’t think you could get bored with it. Throughout the game is a series of adventure modules that take you through the good and bad side in the City of Neverwinter. As your progress you gain more abilities and paths that your character can take. When you hit about level 10 or 15 you can use the foundry and develop your own content which you or your friends can play. This feature is something that intrigues me Everquest 2 had added this type of feature in its MMO so this will be interesting to see how this works in both. The addition of The Foundry in Neverwinter give those who have always wanted to make an adventure can now realize there dream. Classes in game are Great Weapons Fighter, Control Wizard, Trickster Rouge, Disciple Cleric, Guardian and they have a race and class that will be unlocked in the near future.

In closing go on over to and give the game a try I think you will like it.

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