home  |  dsl forums  |  equipment list  |  PLAY THE GAME  |  armor shops  |  newbie guide  |  maps/directions  ]

The World of Algoron

The Kingdoms
The Clans
The Races
Classes
History

Religion

Remorts
Manatonics
Crafting
Artifacts
The Underworld
Story Note Archive
History Notes Archive


Inside DSL

Contact Us
Players Online
The Immortals
Hall of Fame

Web Page Quests
Fan Links
Donations
Conventions
DSL Podcast
Submit a Con Card


Competition

Capture the Flag (ACFL)
Clan Wars
Algoron World Games
Kingdom Wars
Gladiator League
(AGL)
AGL Elite
Jousting Association (AJA)


 
Helpful Links

DSL Wiki Page
Mudlet Client
Directions Google Doc

 Classes

There are 5 basic guilds in Algoron.

The Warriors Guild is for giving people of all races the basic training in the art of fighting. This includes many skills and even some basic spells if the person chooses to learn them. Warriors are big and strong and the best fighters of all of the basic four guilds.

The Thieves Guild allows almost any race inside for training. They don't general allow Giant Ogres due to their enormous size and lack of stealth.  This guild trains people in the art of lock picking, stealing, and moving with great stealth. They make good fighters due to their backstabbing styles and they can even learn some basic magical skills.

The Mages Guild teaches people of all races, except Kender, magic.  Kender are by nature too curious and mischievous and teaching one any magic is strictly forbidden.  Mages are encouraged to enter the Conclave to get the best knowledge, but many mages prefer not to, limiting themselves to lesser magic's.

The Clerics Guild is for those who wish to follow and serve a particular God or Goddess. When these clerics choose not to worship a God or Goddess at all, they are stripped of their powers entirely. This guild is open to all religions and all races.

The Bard Guild is for those musicians that wish to learn more of the (sometimes) magical art of music. Bards also know some of the fighting skills, mostly the ones they would pick up in bar fights, and then they have their repertoire of songs which produce varying affects. Bards are well known for being drunk and spending a lot of time in bars or taverns.


Reclasses

Warrior Reclasses:(15244 - 14444 combined pk record for Warriors and Warrior Reclasses)
Warrior Base Class:   (1349 played)
Ranger
(311 played)
(Warriors trained in nature, survival and tracking)
Barbarian
(477 played)
(Big warriors trained in the roughest frontiers, they detest magic)
Swashbuckler
(309 played)
(Nice dressing quick witted swordsman. Charming, yet dangerous)
Armsman
(413 played)
(Master of Arms, a master with almost all weapons)

Thief Reclasses:(8871 - 7170 combined pk record for Thieves and Thief Reclasses)
Thief Base Class:   (694 played)

Assassin (348 played)
(Trained in the art of assassination and the martial arts)
Bandit (107 played)
(Professional thieves, better adept in the art of "obtaining")
Nightshade  (155 played)
(Masters of Stealth and Stealth based attacks)
Pirate  (233 played)
(Scourge of the sea, Masters of firearms and incendiary devices)

Mage Reclasses:(4017 - 7392 combined pk record for Mages and Mage Reclasses)
Mage Base Class:   (1006 played)
Witch
(female) or Warlock (male) (186 played)
(Witchcraft training at its finest, create many potions to throw upon victims)
Illusionist (111 played)
(Masters of Illusions and deceptive magic)
Enchanter (445 played)
(Enchanters of items and weapons and conjurers of magical beings)
Mentalist (167 played)
(Masters of the mind causing their opponents to feel fear and other bad things)

Cleric Reclasses:(10888 - 13407 combined pk record for Clerics and Cleric Reclasses)
Cleric Base Class:   (716 played)
Crusader (307 played)

(great holy fighters, normally mounted)
Druid (304 played)
(Worshippers of nature, powerful magic users)
Shaman (206 played)
(Barbaric witch doctors, powerful and frightening spells)
Priest (285 played)
(Priests of the Gods, holy and faithful)

Bard Reclasses:(7029 - 6147 combined pk record for Bards and Bard Reclasses)
Bard Base Class:   (377 played)
Jongleur (161 played)

(Acrobats/Jugglers)
Charlatan (101 played)
(Trickster/Con Artist)
Skald (371 played)
(Singing, Chanting Warriors)

Clan/Kingdom/Other Specific Advanced Guilds:

Battlerager (Wargar) (54 played)
(Dwarven Berserkers, one of the most deadly classes)
Runesmith (Wargar) (14 played)
(Dwarven Runesmiths, powerful dwarven magic)
Bladesinger (Shalonesti) (63 played)
(Elves who have learned the art of bladesinging)
Eldritch  (Shalonesti) (30 played)
(Physically Weak, but strong elvish magic)
Shadow Knight (Shadow) (22 played)
(Honorable Evil Knights of Necrucifer)
Shadow Mages
(Shadow) (5 played)
(Grey Robed Magic Stealers of Necrucifer)
Paladin
(Knighthood) (27 played)
(Great Knights of the Gods of Good)
Confessor (Knighthood) (5 played)
(Fanatical Knights of Siccara)
Anti-Paladin (ex-Knighthood) (0 played)
(ex-Paladins gone bad)
Necromancer (Conclave) (47 played)
(Magic users who use magic from the undead)
Invoker (Conclave) (105 played)
(shapes magical energy to create an effect or object)
Transmuter (Conclave) (77 played)
(Mages that change physical properties of an object or creature)
Battle Mage (Conclave) (27 played)
(Plenty of Hit Points and physical defense based magic, poor offensive magic)
Monk (Manatonics) (41 played)
(Manatonics who dedicate their life to their art)
Dragon Slayer (Slayers) (31 played)
(Warrior like fighter with a specialized skills for slaying Dragons)

* = In planning, development or testing stages
 


Training Locations




Althainia (all directions are from the Market Square)
Universal: 3n, u
Armsmen: s, 2e,s, w
Assassin: s, 4e, 5s, w, n, d
Bandit: 3w, 2s, w
Barbarian: 3w, 4n, 2e, 4n, 3e, s, d
Bard: n, 3e
Charlatan: 3e, 2s, 2e
Cleric: n, w, n
Crusader: n, ne, e
Druid: 3w, 4n, 2e, 4n, 2e, 2n
Enchantor: 3e, 5s, se, e
Illusionist: 3e, 5s, ne, nw
Jongleur: 3w, 3n, e, 2s
Mage: 2w, 2s
Mentalist: 2w, s, w
Nightshade: s, e, s, w
Priest: n, nw, w
Pirate: from althainia's eastern port 4w, sw
Ranger: 5w, 2s
Shaman: 4e, 4s, 2w, se, e
Skald: n, e, s
Swashbuckler: s, 2e, s, e
Thief: s, e, s, e
Warrior: 2e, s, e
Witch/Warlock: s, 3e, 2n

Arkane (all directions are from the Town Center)
Universal: 2e, n, 2e, s
Armsman: 4w, 4s, 4e, n
Assassin: 4w, 2n, 3e, s, open east, e
Bandit: 4w, s, e
Barbarian: 4w, 4s, 4e, s, 2se
Bard: 4e, 2s, e
Charlatan: 4w, 2n, 3e, n
Cleric: 2e, n, 2e, n, e, s
Crusader: 4e, 3s, w
Druid: 7e, 2se, e
Enchantor: 4w, 3s, se
Illusionist: 4w, 3s, ne
Jongleur: 4e, 3s, e
Mage: 4e, 2s, w
Mentalist: 4w, 3s, nw, w
Nightshade: 4e, 3s, open south, s
Priest: 2e, n, 2e, n, e, n
Ranger: 7e, 2se, s
Shaman: 7e, 2se, w
Skald: 4w, 2n, 2e, s, w
Swashbuckler: 4e, s, e
Thief: 8e, d, 3e, s, open east, e, open down, d
Warrior: 4e, s, w
Witch/Warlock: 4w, 2n, 2e, u, w

Ganth (all directions are from Ganth recall)
Armsmen: w, open west, 4w, 2n, all west
Barbarian: w, open west, 4w, 2n, 2w, n
Cleric: sw, s, e
Crusader: w, open west, 4w, 2s
Mage: w, open west, w, 6n, 3w, 1n
Priest: n, nw
Warrior: w, open west, 4w, all north

New Thalos (all directions are from the Center of Market Square)
Universal: 4w, 4n, e
Assassin: 3e, s, 2e, open east, e, n
Bandit: 4s, 5w
Barbarian: 7s, sw, w
Bard: 6n, 6e, 2s, w, n, e
Charlatan: 3e, s, 2e, open east, 2e
Cleric: 4w, 3n, w, 2s
Crusader: 4w, 3n, 2w, n
Druid: 8n, 2ne
Jongleur: 6n, 6e, 2s, s
Mage: 6e, 2n
Nightshade: 3w, 2s, open west, w
Priest: 4w, 3n, 2w, s
Ranger: 7s, sw, e
Shaman: 8n, ne, nw
Swashbuckler: 4s, 2w, 2n
Thief: 3e, s, 2e, open east, e, s
Warrior: 5w, 2s
Witch/Warlock: 4e, 2n

Shalonesti (all directions are from Shalonesti Recall)
Universal: n, e
Assassin: 2d, 2w, d, w, 6s, 4w, s, open down, d, s
Barbarian: 2d, 2w, d, w, 13s, 3e, s
Bard: 2d, 2w, d, w, 10s, 2w
Charlatan: 2d, 2w, d, w, n, 2e, se, e, 2n
Cleric: 2d, 2w, d, w, s, e
Crusader: 2d, 2w, d, w, s, w
Druid: 2d, 2w, d, w, 13s, 5e, n
Jongleur: 2d, 2w, d, w, n, w, s
Mage: 2d, 2w, d, 2w
Mentalist: 2d, 2w, d, w, 3n, w, 2u
Priest: 2d, 2w, d, w, 7s, e
Ranger: 2d, 2w, d, w, 13s, 6e, s, w
Shaman: 2d, 2w, d, w, 13s, 6e, n, e
Swashbuckler: 2d, 2w, d, w, 3s, e, se, ne, e, open north, n, 2e
Thief: 2d, 2w, d, w, 10s, w, open south, s
Warrior: 2d, 2w, d, w, 9s, e
Witch/Warlock: 2d, 2w, d, w, 3s, w, n, d

Other (from various locations)
Dolund'ir Universal Trainer, from Althainia's Market: 2s, d, s, 2w, n, 2d, n, w, enter monolith, up

Verminasia (all directions are from Verminasia Recall)
Universal: n, 2w
Cleric: 2n, e, d
Crusader: 2n, e, n
Enchantor: 3s, 3w, n, sw
Illusionist: 3s, 3w, n, se
Jongleur: 7s, e, n
Mage: 3s, 3w, n, u
Priest: 2n, 2e
Skald: 7s, e, d
Thief: 8s, 2e, n, w, d
Warrior: 3s, 2e, n
 


 

Dark


Dark & Shattered Lands (DSL)
Copyright 1996 - 2014.
 All rights reserved.