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Class Changes

On Thain, we understand that great gameplay is about more than just following the base game’s classes to the letter. That’s why we’ve worked hard to tailor our classes to fit the server’s vision and style. Our goal is to maintain a fun and balanced experience, while also deepening each class’s content for more interesting exploration. In doing so, we’ve introduced new abilities that you won’t find in the base game, and reimagined how some existing class abilities work. Additionally, we’ve created a range of class-specific items that boost your character’s unique abilities and powers. We encourage our players to fully embrace their classes and enjoy building on their individual abilities and lore.

 

Table of Contents:

Arcane Archer

Assassin

Barbarian

Bard

Blackguard

Cleric

Divine Champion (renamed from Champion of Torm)

Dragon Disciple

Druid

Fighter

Hoplite (renamed from Dwarven Defender)

Knight (renamed from Purple Dragon Knight)

Magister (renamed from Harper Scout)

Monk

Paladin

Pale Master

Ranger

Rogue

Shadow Dancer

Shifter

Sorcerer

Weapon Master

Wizard

 

Arcane Archer

Archery has long been a revered profession in the world of Thain, with many settlements prioritizing training in archery to protect themselves within their fortified walls. However, Arcane Archers take this craft to the next level by infusing their training with subtle magical abilities. As a result, almost all settlements on Thain hold the Arcane Archers in high esteem. The expertise of an Arcane Archer is highly respected and often celebrated through grand competitions at the annual Kreisian feast, known as the Cutting of Candles.

  • Any race can now become an arcane archer (not just elf/half-elf)
  • Arcane Archer now supports crossbows and slings.  Arcane Archer abilities for sling/Crossbow are currently triggered through item-based casting.   Type /arcanearcher to receive these items if you are a crossbow or sling-based AA.
  • See the wiki page for full details.

Assassin

Thain is no stranger to the presence of Assassins’ Guilds in various forms. These organizations range from small-time street thugs looking to earn some coin to high-end operations serving the noble houses of Kreis and Iron City. Despite their varied origins, the art of assassination is always fatal and highly profitable. Those who pursue this profession are held in high esteem by some, while despised by others. However, with increasing efforts by the Kreis to shut down these guilds, they have been forced to operate in the shadows. Yet, these actions have done little to curtail their activities.

Spell changes

  • Ghostly Visage at Assassin Level 5+ is replaced by Ethereal Visage
  • Casting Darkness automatically grants the assassin Ultravision at level 6+
  • Invisibility grants a movement speed bonus at level 10+

Class Changes

  • Level 1 – Patient Study: Assassins now use Energy as a resource.  They gain a pool of Energy, which refills at a rate of (INT mod) per second, with a minimum of 1. This energy will be displayed in a new energy bar which will appear onscreen. 
  • Level 1 – Death Attack: Instead of a traditional Sneak Attack with a chance of paralysis, the Assassin abilities “Adder’s Touch” and “Relentless Blades” will “mark” enemies, building a stack.  Autoattacks have a 50% chance to build a stack. When an enemy acquires three marks, the marks are removed from that enemy and the assassin deals (1d6 per assassin level) piercing damage to the enemy. The Assassin gains (Assassin Level/2) as an attack and damage bonus for 2 rounds each time they consume marks. 
  • Level 1 –  Relentless Blade: Throw out five whirling blades in a cone that pass through enemies, dealing 1d4 damage per assassin level to all enemies. After 1s the blades return to the caster, dealing damage again and slowing the movement speed of all enemies hit by 35% for 6s. Each hit applies a stack for Death Attack, but each enemy can only be hit once per pass. 40 energy, 10s cd.
  • Level 4 –  Adder’s Touch: When used, your next attack is guaranteed to hit and deals (Assassin Level)d4 additional damage. 30 energy, 4s cd.
  • Level 6 – Umbervault: Blink to target enemy and disappear for two seconds, becoming invulnerable and untargetable during this time. 20 energy, 20s cd.
  • Level 10 – Poisonmaster’s Suite: Gain the ability to apply poisons while out of combat. Applying a poison halves the damage taken by enemies when their stack of marks is consumed, but adds one of the following effects:
    • Impair target’s AC by 5 for 3 rounds
    • Breach the target for a single defensive spells.
    • Lower one of the target’s physical stats (DEX, CON, STR) by -1d6 for 3 rounds.
    • Paralyze enemy pending DC: 5 + INT modifier + Assassin Level fortitude saving throw for 1 round.
    • Put target to sleep pending DC: 10 + INT modifier + Assassin level will save for 1 turn per assassin level (1 round per assassin level for Player Characters)

Barbarian

Barbarians of Thain are commonly from the icy northern regions or hail from various human tribes scattered throughout the Wastes. However, there are also a few southern barbarians, born from the savage elven tribes of the Tel’Mordere who were exiled and left to wander. Regardless of their origin, barbarians are known for their primal rage and ferocity, drawing power from the wild lands they inhabit. They unleash thunderous warcries that can shake the ground and strike fear into the hearts of their enemies.

Rage

  • Barbarian Rage gives greatly increased stats at higher levels, and has an increased duration.  An alternative rage option called “Frenzy” is available for more aggressive barbarians that throws aside defense in the name of offense.

Warcries

  • Barbarians are able to take three of five new Warcry feats at level 5/10/15, which grant them special warcry abilities usable at certain health thresholds.  These are instant-cast feats designed to give the Barbarian more active combat choices.  Warcries gain additional bonuses when wielding a two-handed weapon.

For full details on the Rage and Warcry updates, see the Barbarian’s wiki page.

Bard

On Thain, bards have become a beloved fixture in daily life, performing everywhere from humble taverns to opulent noble houses. While most bards focus on entertaining the common folk with songs and stories of their cities and settlements, some more distinguished bards are sought-after by wealthy nobles with a penchant for music. Regardless of their clientele or social status, all bards are held in high esteem by the people of the island, serving as both purveyors of history and diplomatic emissaries.

Class Changes: 

Class Changes

  • Alignment restrictions have been removed from the Bard.  In addition, bards have a range of unique songs that can be found throughout the island.  These songs provide alternative versions of the standard Bard Song, allowing the bard to use a greater range of support talents.
  • 6 skill points per level instead of 4

Dirgesinger

  • An alternative option for Bards, bards who pursue Dirgesinger training sing songs of sorrow and grief.  They are often called upon to sing at funerals, to compose laments, or to invoke songs of the dead.  The Dirgesinger receives new abilities and alternate songs, and their songs may summon undead creatures to their aid.

Full details on the available Bard Songs and Dirgesinger can be found at the related wiki page.

Blackguard

Blackguards are among the most formidable and terrifying knights in all of Thain. These dark warriors serve evil causes, with some swearing allegiance to demons, devils, or the powers of the Rift. Others still draw their strength from the dark, malevolent energies stitched into the fabric of the land itself. Their mere presence instills fear into those around them, and their actions are often shrouded in shadows and death.

  • Blackguard abilities have been enhanced in order to better mirror the abilities of their paladin counterparts.  Blackguards receive new abilities and bonuses to match the auras and spells that Paladins receive.
  • In addition, they are able to invoke a Riftfire Eruption effect.  Enemies destroyed by the effect are reduced to mere shadows under the Blackguard’s control.

The /blackguard chat command grants items with more details on these abilities.  See the wiki page for full statistics.

Cleric

Religion holds a strong influence in some areas of Thain, with the central churches of Andarus wielding significant political power in certain cities. Clerics, who draw their divine powers from a variety of sources, play a crucial role in this dynamic, ranging from the worship of Andarus, the lord of light, to the ancient gods and titans. Some Clerics even channel the hidden arcane magic that permeates every corner of Thain. While Clerics possess immense power to heal and mend wounds, their zeal to spread their beliefs can sometimes cause conflict with others who may not share their views.

New Spells

  • Clerics have had new spells created for them, allowing them to consecrate or desecrate an area, or to make a target briefly invulnerable.

Updated Domains

  • Cleric domain spell lists have been updated to offer a greater range of available spells.  These domains are designed to create a greater differentiation between Clerics who invest into different domains.  Some base-game spells (such as Implosion) are now locked behind specific domain choices.

Spell Changes

  • Many Cleric spells are altered on Thain.  See the Spell Changes page for full details.

For full details, see the Thain wiki page.

Divine Champion

On Thain, knights who have been blessed by the divine may come from any background and may worship any deity, from the island’s own Lord of Light, Andarus, to those of foreign lands. As champions of their faith, these knights can prove to be invaluable defenders against monsters and other threats faced beyond the protection of any walls. However, their unwavering devotion may also prove to be a double-edged sword as some actively seek to convert others to their cause, which may cause strife and division amongst the island’s people.

  • Alignment Restrictions Removed
  • Divine Wrath Duration changed to CHA Mod + Divine Champion Level

Dragon Disciple

Dragon Disciples are terrifying figures in Thain, often sources of fear and conflict as the result of an awakening of draconic blood within an ordinary human. These individuals are almost universally hated, and often forced to flee into the wilds as a result. Dragon Disciples struggle to control their wild, savage nature, and former settlements rarely trust them due to their unpredictable behavior. While some are able to contain their abilities and maintain control, others are known for violent outbursts of rage or other intense emotions. The excessive strength of these dragon-blooded individuals poses a significant danger, and in the past, wars have been fought against their terrifying raids on unsuspecting settlements.

Monstrous Nature

Dragonkin who reach level 9+ are automatically set hostile to most settlements.  Many PCs will also attack Dragonkin, and dragonkin are expected to play as monsters.  Because of this, we do not recommend conventional dragonkin play for any player who is newer to Thain or uncomfortable with conflict.

Colorless Kin

For dragonkin who wish to be free of their monstrousness while retaining some draconic features, certain settlements have developed a ritual known as the “Colorless Ritual.”  This ritual takes a full dragonkin and tears apart their wings, weakening their draconic blood and reducing their strength. However, such colorless kin are freely accepted within settlements and do not suffer the uncontrolled emotions of full kin.

Kin of Many Colors

Specifying a color in the subrace field (for example “green”) will alter the color of a dragonkin’s wings at level 9. Additionally, non-red Dragon Disciples gain a different elemental breath weapon and Damage Resistance based on color. You will need to message a DM to gain the appropriate resistance.

Blue- Electricity
Green- Acid
Black- Acid
White- Cold
Shadow- Negative

Bronze- Electricity
Copper- Acid
Silver- Ice
Mithril- Fire
Adamantine- Sonic
Gold- Fire

Druid

Druids of Thain are the island’s best link to the wild and dangerous realm outside of settlement walls.  Capable of speaking to the trees, they may serve as fierce guardians of nature, or act as intermediaries between the dangerous wilds and the civilized races.  Druidic powers are often associated to the fey, powerful and predatory creatures of the woods who offer great power, yet pose a great danger to all who might deal with them.

  • Druid Shapeshifting has been augmented with new forms.  Druids can take the forms of a greater variety of mundane and magical animals.
  • Druid shapes now merge most items, allowing druids to augment their abilities with gear.
  • Druids of level 18+ gain a powerful set of were-animal shapes.
  • A network of portal exists through which nature-based characters such as druids can access the fey realms.
  • Many druid spells are altered on Thain.  See the spell changes page for specific information.

Fighter

In a world as dangerous as Thain, warriors of all kinds are in constant demand, and the warriors of Thain have developed a range of powerful techniques to defend themselves against the island’s vicious beasts. Compared to their counterparts on the mainland, Thain’s warriors tend to be more specialized, investing deeply in specific techniques that allow them to survive another day on the island. While fighters can come from any background, they often share a common training and experience that unites them. At level 10+, fighters in Thain have the opportunity to learn one of three special techniques to enhance their already impressive combat abilities.

The Stone Dragon

Focused on two-handed weapons, the strength and endurance of the mountains epitomizes the Stone Dragon discipline. The methodical and relentless application of force allows a student of this philosophy to adept their body to defeat any foe. Strikes of superhuman power and manifestation of perfect, idealized force make up the Stone Dragon maneuvers.

The Shadow’s Hand

Focused on two-weapon fighting, the philosophy of the Shadow’s Hand is to never show and adversary what he expects to see. The Shadow’s Hand discipline emphasizes deception, misdirection and surprise. The most effective blow is one struck against an enemy who does not even know he is in danger. Because the study of deceit as a philosophy often leads into darker practice, some Shadow’s Hand maneuvers employ the supernatural cold and darkness of pure shadow, tapping into the the power from a long dead god.

The Devoted Spirit

Focused on a single weapon and a shield, the Devoted Spirit maneuvers harness a practitioner’s spiritual strength and her zealous devotion to a cause (be that gods, ideals or anything else). This discipline includes energies baneful to a creature opposed to the Devoted Spirit student’s cause, abilities that can keep an adept fighting long after a more mundane warrior would fall to his enemies and strikes infused with vengeful, fanatical power.

More information on the Fighter techniques can be found on the wiki page.

Hoplite (formerly Dwarven Defender)

The Hoplites of Thain are a class of warriors who prioritize defense over offense, specializing in endurance that no other warrior can match. Typically, these unstoppable tanks are found among the warriors of Hammersong, drawing from the deep well of dwarven techniques that prioritize defense. However, the human knights of Thain have also gradually adopted these techniques over the years, strengthening their armies and creating a formidable armored force across the land.

  • Racial Restrictions Removed

Knight (renamed from Purple Dragon Knight)

Every settlement of Thain has some form of knighthood, but these knights vary as widely as the settlements themselves.  From the trained and noble knights of Steinkreis to the vicious blademasters of the dark elves, knights represent the first line of defense for nearly every settlement against the dangers of the wilds.  Knights from different settlements often find themselves as rivals, yet may also form friendships or alliances, finding unity in the codes that each knightly order must follow.

Faction Knights

  • Each faction has its own variation of the Knight class, which can be taken only after declaring allegiance to the faction.  Faction Knights have unique abilities and require the Political Student feat in place of standard Knight requirements.  Knights of a faction are respected within their factions and often represent the greatest warriors that faction has to offer.

Augmented Abilities

  • The abilities of the base knight have been augmented with greater durations and effects, and no longer require time to cast.  A full description of these augmented abilities can be found on the wiki page.

Magister (formerly Harper Scout)

Magisters are respected figures in Thain who serve a variety of roles, from nobles and diplomats to lawyers and courtiers or even wise-men and shamans in more savage lands. Whatever their origins, Magisters tend to be knowledgeable and wise, and their talents allow them to augment both arcane and divine magic, making them valued assets to any magical talents they may encounter.

Faction Magisters

  • Each faction has its own variation of the Magister class, which can be taken only after declaring allegiance to the faction.  Faction Magisters have unique abilities and require the Political Student feat in place of standard Magister requirements.  Magisters of a faction are respected within their factions and often represent the greatest lorekeepers, diplomats, or spies that the faction has to offer.

Caster Level Increases

  • Magisters gain +1 caster level in both arcane and divine classes per magister level.

Augmented Abilities

  • The crafting abilities of base-game Magisters have been augmented, allowing them to create more powerful items.  See the wiki page for full details. 

 

Monk

Monks are a rarity in Thain, known for their mysterious ways and ascetic lifestyles that often leave them as enigmatic outcasts. These spiritual warriors are often deeply religious and pursue enlightenment through contemplation, vows, or other extreme means that sets them apart from others. While the destruction of the Qui Vive monastery wiped out the largest group of monks in Thain, Qui Vive monks can still be found wandering the land, sharing their wisdom with those they meet.

Monk Stances

  • At level 5, monks gain four powerful stances which grant the monk various benefits.  Stances are upgraded with reduced cooldowns at monk level 11 and 20.  
  • Monk stances cannot be used while wearing armor or holding a shield, and are usable with the following weapons: Unarmed, Kama, Quarterstaff, Dagger, Club, Handaxe, Katana
  • Radiant Dragon Stance:

    • All hostile creatures within 3 meters of you are blinded for one round. For the next 30 seconds afterwards, one in every four of your strikes is empowered, healing a nearby low-health ally for a value equal to your monk level. 90/60/40 second cooldown at Monk level 5/11/20.

    Unyielding Bear Stance:

    • Immediately gain 20% of your maximum health as temporary HP for 6 seconds. Gain up to 10% + Monk Level damage immunity for 30 seconds or until you enter another stance. This does not stack with damage immunity from items. 90/60/40 second cooldown at Monk level 5/11/20.

    Striking Serpent Stance:

    • Your next 2 attacks deal 2d6 + Monk Level additional piercing damage. For 30 seconds or until you enter another stance, gain +3 AB. 90/60/40 second cooldown at Monk level 5/11/20.

    Graceful Crane Stance:

    • Instantly jump to the target location. For the next 30 seconds or until you enter another stance, gain immunity to paralyze entangle, and movement speed decrease effects and the ability to move through other units. 90/60/40 second cooldown at Monk level 5/11/20.

Monk Abilities

  • Monks receive their AC bonus and Evasion at level 4 instead of level 1.
  • At level 5 and above, monks receive the equivalent BAB of a fighter while wielding a quarterstaff or single katana.
  • At level 15, monks gain a roundhouse kick, a powerful 1/day strike that knocks the target back.

Paladin

Paladins of various religious orders are well-known on Thain, and these holy warriors have often represented a line of defense against the darkness.  Paladins often serve as figures of the light who bring justice and enforce the laws of their faction and its people.  However, their rigid oaths and unswerving commitment to their faith can just as often make a paladin a dangerous or antagonistic figure.  A paladin might be uncompromising, or seek to sway others to their way of thinking.  We encourage our paladins to find a balance, and favor a more nuanced style of paladin play in which a paladin’s faith might be a drawback in some situations and a benefit in others.

Paladin Mount

  • As horses are rented in settlements on Thain, The Summon Paladin Mount class feature now summons a powerful creature instead.

Spell Changes

  • Many Paladin spells are altered on Thain.  See the Spell Changes page for full details.

Divine Might/Shield

  • The popular paladin feats, Divine Might and Divine Shield, last five additional rounds Thain.

Pale Master

Dealing closely with the dead is a taboo on Thain, causing many to view Pale Masters as dangerous and terrifying figures. However, not all who practice this necromantic art are inherently evil — some hope to guide lost and broken souls to their final resting place, while others have an obsession with death itself. Despite their intentions, Pale Masters possess a heightened understanding of the deceased, allowing them to summon powerful undead creatures. These summoned husks radiate bursts of negative energy that can lay even the greatest of warriors low.

Multiple Summons

Pale Masters can summon an additional undead minion at levels 5 and 10, allowing them to have more summons at once.

Necrobombs

Pale Master summons explode in a burst of negative energy on death.  This burst damages living creatures and heals undead.  The damage is 1d6 per level of the Pale Master.

Ranger

Rangers are a common sight across all of Thain, particularly in the wild and untamed northern regions where few ordinary folk dare to venture. These skilled explorers serve as guardians of settlements, patrolling the wilderness around places like Hamley and Feywood to keep the dangerous creatures at bay. Other rangers, such as members of the Brotherhood, venture even further, exploring the most remote and uncharted areas of Thain where few others dare to tread. These versatile hunters, mapmakers, and fur-traders are both feared and respected throughout the settlements they visit.

Class Changes

  • Both fortitude and reflex as primary saving throws
  • 6 skill points per level instead of 4
  • Dual-wield at level 2 instead of at level 1, Improved Two-Weapon Fighting at level 6 instead of level 9
  • Rapid shot at level 6 and Point blank short at level 2
  • Woodland Stride at level 7
  • Evasion at level 9
  • Hide in plain sight at level 17 
  • Rangers gain the “Use Poison” feat as a scripted change at level 6. Note: This will not appear on a character’s feat list.

Companion Bonuses

  • Rangers receive special bonuses when summoning animal companions at ranger level 10+.  A full description of these bonuses can be found on the wiki.

Rogue

Thain can be a lawless place at times, with rogues and thieves lurking in all corners of the island, from the shadowy guilds of the cities to roving bandits targeting unsuspecting caravans in the woods. Some of the worst bandits in Thain have devolved into savage tribes, preying on any hapless victim who strays into their territory. However, many rogues retain their humanity and simply use their talents to live outside the law. To survive, Thain’s rogues often rely on magical enhancements that provide the edge they need against the better-equipped knights who hunt them down.

Spellthief

  • The people of Thain have unearthed many magical mysteries rooted deeply in its forgotten path. Among these are lost arcana that some Rogues pursue, aided in their goals by an empathetic item that has survived from that age. The item encourages them to find, barter, or steal magical power for it, in the form of Lost Arcana spells that the trickster can learn that are scattered throughout the island.
  • Spellthief is an alternate ability set for Rogues.  Rogues who choose to be Spelltheives forgo some sneak attack progression in exchange for learning lost Arcana with greater proficiency.
  • See the wiki page for more information on Spellthieves and the spells they are able to learn.

Shadow Dancer

The Shadow Dancers of Thain are enigmatic figures who derive their power from the shadows that permeate the island. These skilled individuals harness the power of the darkness to execute impressive feats of stealth and combat, moving with unmatched speed and agility. Rogues seeking to elevate their skills often turn to the path of the Shadow Dancer, but the secrets of the shadows come at a cost. The longer one dwells in the shadows, the more their mind becomes consumed by the whispers of what lies beneath, and few Shadow Dancers can maintain their humanity for long.

Augmented Abilities

  • Shadow Evade and Shadow Daze have increased power on Thain.  See  the wiki page for details.
  • Hide in Plain Sight has an in-combat cooldown of 30 seconds, reduced by 2.4 per shadow dancer level.
  • Shadowdancers automatically poison their weapons starting at level 5.  The shadowed poison becomes more powerful at level 10.
  • Full ability changes can be found on the wiki page.

Shadow Jump

  • At level 3+, Shadowdancers gain the ability to shadow jump, instantly teleporting to a nearby location.  This ability’s range increases with Shadowdancer levels.

The Plane of Shadows

  • Shadowdancers gain the ability to travel quickly across the island using the Plane of Shadows, accessible through Deep Shadow portals found throughout the land.

Shifter

True Shapeshifters are feared across Thain, often perceived as monsters even if their original form was once human or elven. Their dark reputation is not unfounded, as shapeshifting abilities have been associated with some of Thain’s greatest and most fearsome enemies. Even today, settlements are occasionally threatened by outbursts of lycanthropy that keep the fear alive. However, those who choose to pursue the path of the Shifter are afforded the unique ability to assume forms that most could never dream of, wearing the skins of bizarre creatures with ease, all while balancing the tenuous hold on their true selves.

Spell Casting

  • Shifters receive additional caster levels and spell progression in the Druid class, at the rate of 1 progression per two Shifter levels.

Item Merging

  • All item properties that normally stack will merge to the shifted form unless the Shifter also has Monk levels.

Alternate Forms

  • Alternate versions of each form exist for every Shifter shape, accessible by typing /shapes.  This effectively doubles the number of Shifter shapes available.  A description of every possible shape can be found on the wiki page.

Sorcerer

Blood magic is a mysterious and often dangerous practice in Thain, with differing levels of acceptance and punishment across the island’s settlements. While are relatively accepting of blood mages, knightly orders such as the Blood Guard actively hunt such blood mages down, viewing them as witches who must be burned at the stake. Those with sorcerous blood often hide their powers, but with continued effort and control, they may gain acceptance within their factions. The elves are known for empowering their blood mages, making them formidable forces on the battlefield.

Spell Changes

  • Many Sorcerer/Wizard spells are altered on Thain.  See the Spell Changes page for full details.

Elemental Rings

  • Sorcerers and Wizards on Thain can find elemental rings within monster loot.  These rings empower the spells of their respective element, yet weaken spells of all other elements.  The strongest sorcerers and wizards on Thain often specialize into particular elements.

 

Weapon Master

A Weapon Master devotes their life to perfecting their experience and skill exclusively with a single weapon type, till they are almost as one with the weapon of choice becoming an extension to their body like any other limb. From the famed bladesingers of Elisara who dance with their curved elven blades, to the feared Duergar waraxe platoons of the Underdark, Weapon Masters on Thain are as varied as the island itself.

Weapon Masters receive no mechanical changes on Thain. 

 

 

 

Wizard

Wizards are highly respected figures in Thain, known for their mastery of the mysterious art of magic. They are often sought out by settlement leaders during times of crisis, relying on their knowledge and control of magic to safeguard the community. Unlike Sorcerers, who may be mistrusted due to their innate use of magic, Wizards are held in high regard so long as they use their abilities in service of the greater good. In some cases, Wizards are even called upon to restrain or neutralize rogue Sorcerers whose actions pose a threat to the peace of the settlement.

Spell Changes

  • Many Sorcerer/Wizard spells are altered on Thain.  See the Spell Changes page for full details.

Elemental Rings

  • Sorcerers and Wizards on Thain can find elemental rings within monster loot.  These rings empower the spells of their respective element, yet weaken spells of all other elements.  The strongest sorcerers and wizards on Thain often specialize into particular elements.