A class refers to the general upbringing of a character and the types of skills they might have learned throughout childhood. More concretely, your class will determine which skills, spells, and stats you start with on a new character.
There are nine classes in Cosrin and each one offers a unique perspective on the game.
Battlemage[]
Based on race, Battlemage stats are altered as:
- Strength +4
- Accuracy +3
- Dexterity +1
- Mysticism +9
- Speed
- Constitution +2
Starts with the following skills:
Minotaur
- One Handed Weapons
- Two Handed Weapons
- Toughness
- Naturalism Spell Use
- Resilience
- Swimming
- Barter
- Physical Training
- Spiritual Karma
- Warcraft
- Arcana
- Magic Spell Use
- Sorcery Spell Use
- Drinking
Starts with the following equipment:
This is Minotaur starting gear, they can't wear helms. Other races may start with a helm!
- Broad Sword
- Used Leather Armor
Unique class features:
- Third Multiple Attack when using enchant one or two handed weapons.
- Bonus damage when using a weapon with an elemental enchant.
- Bonus to combat skills and spells.
- Access to all weapon enchantments.
--Eternal (talk) 18:53, 17 September 2015 (CDT)
Berserker[]
Based on race, Berserker stats are altered as:
- Strength +6
- Accuracy
- Dexterity +2
- Mysticism -2
- Speed +2
- Constitution +4
Starts with the following skills:
- Two Handed Weapons
- Called Shot
- Multiple Attacks
- Warcraft
- Physical Training
- Drinking
Starts with the following equipment:
- two-handed sword
- leather armor
- leather helm
Unique class features:
- Berserker Rage, which converts SP to HP on death.
- Third Multiple Attack when using a balanced two handed weapon.
- Bonus to base damage with a weapon.
- Cannot Parry.
- 1-second penalty to Retreating.
Fighter[]
Based on race, Fighter stats are altered as:
- Strength +6
- Accuracy +2
- Dexterity
- Mysticism
- Speed
- Constitution +3
Starts with the following skills:
- One Handed Weapons
- Called Shot
- Multiple Attacks
- Warcraft
- Physical Training
- Drinking
Starts with the following equipment:
- broad sword
- leather armor
- leather helm
Best Possible Starting Level Weapon:
Ruby Bladed Sword
- Dropped by the Skeletal Necromancer in the Graveyard
- 1-7+2 damage
- Magic Level 1
- Offense Modifier Reasonable
- Defense Modifier Counter-Productive
Unique class features:
- Third Multiple Attack when using a balanced one handed weapon.
- Bonus damage absorption when using a shield.
Monk[]
Based on race, Monk stats are altered as:
- Strength +2
- Accuracy
- Dexterity
- Mysticism +2
- Speed +3
- Constitution
Starts with the following skills:
- Unarmed Combat
- Called Shot
- Multiple Attacks
- Stunning Blow
- Physical Training
- Naturalism Spell Use
- Herbalism
Starts with the following equipment:
- bluesteel katana
- woolen robe
- cloth skull cap
Unique class features:
- Fifth Multiple Attack when unarmed or using an unenchanted martial arts weapon.
- Able to instantly re-hide after a successful assassination.
- Increased chance to hide.
Ranger[]
Based on race, Ranger stats are altered as:
- Strength +5
- Accuracy +3
- Dexterity +1
- Mysticism +8
- Speed +1
- Constitution +2
Starts with the following skills:
- Missile Weapons
- Riding
- Physical Training
- Spiritual Karma
- Naturalism Spell Use
- Herbalism
Starts with the following equipment:
- broad sword
- willow bow
- leather armor
- leather helm
Best Possible Starting Level Weapon:
Modified Crossbow
- Dropped by the Lizardman Gaoler in the Valtera's Prison and by various mobs in Valtera's Lab
- 1-6+3 damage
- Magic Level 1
Unique class features:
- Third Multiple Attack when using a balanced missile weapon.
- Bonus Strength modifier when using a missile weapon.
- Bonus Accuracy modifier when using a missile weapon.
Shaman[]
Based on race, Shaman stats are altered as:
- Strength
- Accuracy -2
- Dexterity
- Mysticism +10
- Speed
- Constitution
Starts with the following skills:
- Spiritual Karma
- Naturalism Spell Use
- Herbalism
Starts with the following equipment:
- sharp dagger
- woolen robe
- wizard hat
Unique class features:
- Most effective at using Naturalism spells.
- Access to Raise Dead and Resurrect.
- Access to Poison, Slow, Sleep, and Pacify Enchant.
Sorcerer[]
Based on race, Sorcerer stats are altered as:
- Strength
- Accuracy -2
- Dexterity
- Mysticism +10
- Speed
- Constitution
Starts with the following skills:
- Spiritual Karma
- Naturalism Spell Use
- Herbalism
Starts with the following equipment:
- sharp dagger
- woolen robe
- wizard hat
Unique class features:
- Most effective at using Sorcery spells.
- Bonus damage when using direct damage spells.
- Access to Soul Leech.
- Access to room spells.
- Access to Fire, Cold, Electricity, and Energy Drain Enchants.
Thief[]
Based on race, Thief stats are altered as:
- Strength
- Accuracy -1
- Dexterity +8
- Mysticism
- Speed +3
- Constitution +1
Starts with the following skills:
- Stealth
- Called Shot
- Multiple Attacks
- Assassination
- Poisoning
- Herbalism
Starts with the following equipment:
- sharp dagger
- leather armor
- beret
Unique class features:
- Third Multiple Attack when using a poisoned one or two handed weapon.
- Able to instantly re-hide after a successful assassination.
- Able to instantly re-hide after striking from the shadows.
- Increased chance to hide.
Wizard[]
Based on race, Wizard stats are altered as:
- Strength -2
- Accuracy -2
- Dexterity
- Mysticism +10
- Speed
- Constitution
Starts with the following skills:
- Spiritual Karma
- Magic Spell Use
- Arcana
Starts with the following equipment:
- sharp dagger
- woolen robe
- wizard hat
Unique class features:
- Most effective at using Magic spells.
- Access to Haste.
- Access to Enchant Item.
- Access to Magic Armor.
- Access to Stun, Hold, Web, and Entanglement Enchantments.