CHARACTER CLASSES

These pages contain all the information regarding the 5 character classes (all the information for mortals and avatars can be found elsewhere in these pages). This section deals with character benefits, weaknesses, powers belonging to each class. Use the links located throughout the page to take you directly to where you need to go.

God Wars: The Apocalypse currently has the following classes:
  • Demons
  • Highlanders
  • Mages
  • Vampires
  • Werewolves

Each clan/class will have their own requirements to meet before joining. However, each players requirements may vary greatly. There are currently no clan leaders due to restructuring and you might find that the requirements are lower than usual.


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DEMONS

These fiends are the damned ones. They have sold their souls in exchange for power, and they improve this power by draining the souls of their victims. Their powers are mysterious, but the following facts are known:
  • Each Champion, Demon, or Demon Prince follows a specific Demon Lord. They are able to channel the souls of their victims to their Demon Lord, who in turn can use that power to grant favours to his/her followers.
  • Demonic armour improves the combat ability of the wearer, the more armour worn the better the improvement.
  • Many demons are able to transport themselves to each other at will.
  • Most demons are able to assume the form of a weapon.
  • The demons power over death is such that even after they have been decapitated, they are still able to employ a selection of powers.
  • The powers of a specific demon vary considerably. Some are barely more powerful than a common avatar, while others are as strong as the greatest of werewolves or vampires.
  • While in hell, a demon is virtually unkillable.
Demonarmour
Syntax: demonarmour 'colour' 'armour'

NB - This command can be used by Lords and Princes only.
Colour can be one of: Black Grey Purple Red Brass.
Armour can be one of: Ring Collar Plate Helmet Leggings Boots Gauntlets Sleeves Cape Belt Bracer Visor.
  • Black armour costs 0 quest points per piece.
  • Grey armour costs 100 quest points per piece.
  • Purple armour costs 250 quest points per piece.
  • Red armour costs 750 quest points per piece.
  • Brass armour costs 1500 quest points per piece.
  • Each piece of armour also costs 5000 demon points of power.
If you sacrifice demon armour the quest points and demon points are returned to you so it helps to make armour as soon as you can and upgrade as you go.

Demonpowers
This command gives you a list of the demonpowers you currently have.

Dptoken
Syntax: dptoken amount
This command will make an edible demon point token and can be used to pay the princes and lords for armour or powers.

Inpart
Syntax: Inpart person power
NB - This command can be used by Lords and Princes only. It provides the user with the ability to give powers to his (or her) lower demons.

Pray
Pray with no argument will transfer all currently earned demon points to your Demon Lord if they are logged on. Pray with arguements is the demon class chat channel.

BODY PARTS

Fangs, Claws, Hooves, Wings

CHANGELING POWERS

Demonform, Long/Shortsword

WEAPON POWERS

Move, Leap, Magic

FIGHTING

Might, Toughness, Speed, Inferno, Jail, Demonfire, Groupbonus

VISION POWERS

Vision (Max 5), Nightsight, Umbralsight, Eyespy

DAIMOINON

Guardian, Fear, Portal, Curse, Soultwist, Servant

MISCELLANEOUS

Lifespan, Travel, Firewall, Imp, Fireimmune, Demonfireimmune, Norecall, Prince

SPECIAL POWERS (Not Inparted)

Engulf, Hands, Horns, Flamebolt, Pact


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HIGHLANDERS

Highlanders are those who study the way of the Katana. Their ability in combat is far greater than any warrior. Their main features are:
  • Highly trained ability with slicing weapons - can get 1000 weaponskill.
  • Strength, endurance and speed powers based on their weaponskill.
  • Other powers based on their battle prowess versus other players.
  • No bonuses for equipment or blesses, only the spelleffects will take effect. Hence, no need for quest points.

**** MORE INFORMATION ON THIS CLASS MAY BE POSTED AT A LATER DATE ***


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MAGES

If you intend on ever playing a mage, or are one then please read Magician's updated primer on his site (last updated: 16th April 2001). Please also download the Mage Spell Writer.

Mages are those who study the greatest of magicks. Their spells are far greater than those of a non-mage, as well as far more flexible. Some of the main features of mages are as follows:

Mage extras:
  • Extra spells - Extra spells unavailable to non-mages, including spells such as 'find familiar', 'polymorph', 'major creation', etc.
  • Rune spells - Combinations of runes allow the mage to construct new spells.
  • Advanced spells - Available to the more powerful of mages, this ability allows the mage to create their own spells from scratch. Such a task is very difficult as well as time consuming, however.
  • Introduce - Allows the mage to list his/her master, master's master, etc.
  • Teach - Allows the mage to make an apprentice.
I have included 2 other text files for download:
runes.txt - Kiwi's rune spells chart.
mage.txt - General spell reference.


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VAMPIRES

Vampires are the supreme predators of the natural world, they exist at the highest point of any food chain, they are creatures of the night and thus take damage if exposed to daylight. Vampires cannot eat food, or drink any liquids except for blood. If they cannot drink blood for a long duration of time they will start taking damage or maybe even go berserk.

Vampire commands:
  • Embrace - Allows you to feed from the willing or defenceless.
  • Introduce - Informs everyone in the room of your vampire lineage.
  • Vamptalk - A special vampire channel which distinguishes between clans.
  • Regenerate - Vampires cannot regenerate naturally; they need to use this.
  • Vclan - Shows information on the other members of a vampires clan.
  • Feed - For feeding other vampires with your blood.
  • Favour - Make a vampire a Prince, allow them to sire a childe, accepts or inducts them into the clan, or outcasts them from the clan.
  • Powers - Lists all the commands (NOT powers) available to you.
  • Clan - Shows your personal and clan disciplines.
  • Disciplines - shows all the disciplines that you know and their level. (see later)
  • Defence/vampire - lowers and raises defences towards other vampires so they can feed from you/teach you disciplines.
  • Teach - teach other vampires disciplines.
  • Upkeep - shows what powers you are currently utilising.
  • Fangs - Gives a free bite attack in combat, and required to 'bite' people.
THE EMBRACE
How to make a new vampire:
  1. Get the target to lower their defences
  2. Embrace {target}
  3. Embrace again when they are on the verge of death to stop
  4. Slit {left/right}
  5. Feed {target}
  6. Lick {left/right}
  7. Target is now a vampire.
GOLCONDA
Golconda is the state of being wherin the vampire manages to control her frenzies and restrain the Beast. All kindred of clear minds seek this state unless they want a total release from their Undeath. Golconda is a very hard state of being to attain, but for many it is the only goal worth attaining. Golconda is the final acceptance of ones curse and the subsequant power over it. Central and basic to this is the act of remorse. This is a personal and immediate realization of the sins one has commited. Penance must be be performed and the worse one's sins, the more the vampire needs to do. Once the beast has completly taken over (100 beast) and you have lost control over your humanity (0 humanity) the attainment of golconda is no longer possible. Your humanity and beast are inextricably linked so that 80 humanity represents 20 beast. While 0 beast when you attain Golconda is 100 humanity. Attaining golconda allows you the ability to resist damage from sunlight and also rewards you with vast experience. The true route to Golconda is known by few who closely guard its secrets but it is believed to be closely linked to the power of Obeah and to the vampire's experience.

DISCIPLINES
Each vampire clan has one discipline that is passed on to later generations, in addition each vampire has two personal disciplines, one of these will be passed on to your childer, the other may be chosen by them. In addition to these basic three, vampires may learn additional disciplines from other vampires. Each Discipline has five power levels and each level must be learnt before the next can be gained.

There are twenty disciplines, each with the following powers:
  • Animalism - Control over Animals
  • Auspex - Extra sensory powers
  • Celerity - Great combat speed
  • Chimerstry - Illusionary powers
  • Daiminion - Demonic gifts
  • Dominate - Hypnotic powers
  • Fortitude - Damage resistance
  • Melpominee - Power of the voice
  • Necromancy - Mastery over the dead
  • Obeah - Healing and purity
  • Obfuscate - Art of concealment
  • Obtenebration - Shadow magic
  • Potence - Supernatural strength
  • Presence - Charismatic auras
  • Protean - Shapeshifting
  • Quietus - Assassination powers
  • Serpentis - Wyrm abilities
  • Thanatosis - Power of putrefacation
  • Thaumaturgy - Blood magic
  • Vicissitude - Body control
OTHER POWERS

You may have to get certain disciplines to use some of these powers.

Fleshbond: (fleshbond mob) which allows you to bond with a willing animal to get an extra 1000 hps for free.

Succulence: (succulence mob) which allows you to increace the amount of blood they get from the target that they are feeding off.

SpiritEyes: (spiriteyes) allows you to see into the astral plane and as such you can see astrals from others.


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WEREWOLVES

At the beginning of things, Gaia - the world and the spirit that embodies it - set all things in a balance that would maintain and encourage life. Near the top of this chain of being was humanity, and above them were the Garou - the sacred warriors of the spirit. They were appointed to be the crusaders against the Wyrm, who spreads its cancer through the humans. They are the preservers of the raw essence of life, of nature's diversity and purity. They are the Earth's immune system, fighting the disease of the Wyrm. They are the werewolves, and they fight and destroy the children of the Wyrm (such as the vampires) at every opportunity.

Werewolf commands:
  • Claw - Transforms target into a werewolf, but costs 10000 exp.
  • Intro - Informs everyone in the room of your werewolf lineage.
  • Howl - A special channel that only werewolves can understand.
  • Tribe - Shows information on other werewolves logged on.
  • Gifts - Shows a list of all the gifts you have available.
  • Favour - Make a werewolf a Shaman, allows them to claw a new werewolf, accepts or inducts them into the Tribe, or can outcast from the Tribe.
  • Powers - Lists all the commands (NOT powers) available to you.
  • Gift - Shows your personal and Tribe gifts.
  • Defence/vampire - lowers and raises defences towards other werewolves so they can teach you gifts.
  • Teachg {target} {gift} - teach other werewolves gifts.
  • Upkeep - shows what powers you are currently utilising.
  • Umbra - allows you to enter the umbral realms
  • Rage - as you fight/rage up, you get a bonus to hit/dam/ac.
The Garou gains access to gifts though three distinct ways; this is breed, auspice and tribe.

BREED

A werewolf's breed is their natural form.

Homid: This is the human face of the Garou. When they walk amoung men.
Lupus: The Garou's natural form is a wolf.
Metis: This is a result of doing what is forbidden. When two Garou reproduce they produce metis. The natural form of the metis is the feared crinos form; the man-wolf killing machine form.

AUSPICE

This is one of the main factors affecting a Garous personality. It represents the phase of the moon under which the Garou was born.

Ragabash: The new moon which is represented by the trickster.
Theurge: The Garou spirtualists are most often Theurge.
Philodox: As the moon reaches half way these are the Garou judges who meditate between the different auspices.
Galliard: These are the song writers, the dancers and the loremasters.
Ahroun: The full moon represents the height of Gais's rage and is composed of Gaia's choosen warriors.

TRIBES

These are the gifts given from the old tribes. Times have changed and werewolves no longer follow the old ways of the tribes yet are still able to master the traditional gifts - for now. Current werewolves are divided into only two tribes, those of the Ketherion and those of the Hand of Tyr. There are currently rumblings of a third tribe - the Moon Walkers. They were present for a time before hiding themselves away and it is believed that they still have a considerable following. How Gaia feels about the changing breeds and their changing tribes is uncertain and the fate of the Moon Walkers is yet to be decided - or indeed that of the Ketherion or the Hand of Tyr.


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