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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


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.