Mortal Help

Tier: 1
Alignment: Neutral
Wiki Information

Exits:

All characters in the Nexus begin as Mortals. Mortals are just that: mortal beings with no extraordinary powers. Mortals begin their existence unaligned and with the precious gift of free will: they are able to choose their own destinies.

When a mortal reaches level 10, he or she may choose a new character class. There are a total of six exits for this character class, but an individual character will only ever be allowed to choose between a maximum of four.

Four of the exit classes are aligned to either Good or Evil, which means that they will only be available as choices if the character has a sufficiently high (or low) morality score. Choosing one of these classes will initiate the long process of transformation into an Angel or a Demon, depending on the path chosen. The character is then forever locked into that alignment.

The classes of Myrmidon and Sorcerer will always be available to the character, regardless of his or her morality score. Choosing one of these two classes means that the character is unaligned and retains free will.

In addition to choosing an alignment path, the character must also choose an aptitude path: is the character going to be a warrior or a spellcaster? Defilers, Sorcerers, and Shepherds are spellcasting classes while Pariahs, Paladins, and Myrmidons are combat (warrior) classes. The class exits available to the character from these classes depend on the choice made here.

  Dodge (10 CP)
  Engineering (10 CP)
  Structural Engineering (20 CP)
  First Aid (10 CP)
  Medicine (20 CP)
  Surgery (30 CP)
  Hand to Hand Combat (10 CP)
  Boxing (20 CP)
  Martial Arts (20 CP)
  Advanced Martial Arts (30 CP)
  Hide (10 CP)
  Advanced Hide (20 CP)
  Lockpicking (10 CP)
  Melee Combat (10 CP)
  Advanced Melee Combat (20 CP)
  Expert Blade Combat (30 CP)
  Fencing (30 CP)
  Planar Protection (10 CP)
  Ranged Combat (10 CP)
  Archery (20 CP)
  Advanced Archery (30 CP)
  Long Arms (20 CP)
  Advanced Long Arms (30 CP)
  Small Arms (20 CP)
  Advanced Small Arms (30 CP)
  Thrown Weapons (20 CP)
  Advanced Thrown Weapons (30 CP)
  Repair Item (10 CP)
  Armorsmithing (20 CP)
  Advanced Armorsmithing (30 CP)
  Bowyer (20 CP)
  Advanced Bowyer (30 CP)
  Gunsmithing (20 CP)
  Advanced Gunsmithing (30 CP)
  Smithing (20 CP)
  Advanced Smithing (30 CP)
  Search (10 CP)
  Research (20 CP)
  Sense Magic (10 CP)
  Sense Morality (10 CP)
  Psychometry (20 CP)
  Strength (10 CP)
  Stamina (20 CP)
  Swim (10 CP)