Nodeka consists of over 120 unique and individualized classes, each with
their own set of skills and spells. Below is a description of the 18 base
classes of Nodeka and their 100+ minor and major remortal subclasses.
A base class is the class you choose when creating
your character. A minor remortal subclass is the
class you can become after achieving level 100 on Nodeka. A major
remortal subclass is the class you can become after achieving
level 100 as a minor remortal. Each of the 18 base classes has one minor
remortal subclass and five major remortal subclasses. The five major remortal
subclasses offers you the option to "choose" which major remortal
subclass best suits your individual taste.
What is a class?
A class can be thought of as a profession - when creating a character on
Nodeka, you can choose which class you would like to be. Each class has
a distinct set of skills and spells it can use. As a character advances
in Nodeka (gains levels), more skills and spells become available to that
character. Nodeka has over 300 unique skills and spells which are distributed
to the classes, creating an array of complexity and diversity among players.
Paladin (also known
as Lo-fent)
None match the righteous strength of the paladin. None match
their vigorous drive to thwart evil. None match their holy ambition
to stamp out evil wherever it may hide.
The paladin are holy crusaders with righteous powers both physically
and magically awesome. Some of their abilities are; holy light, deific
amelioration, inviolable asylum, spiritstone and divinity. |
The defenders of the holy light. The paladin gives his life to the most
holy of gods, and spends his life bringing the light to the wicked. The
belief system of the paladin is based on one simple, basic premise: cleanse
the world of evil by unleashing the true power of the light. These holy
warriors believe the only true way to drive the darkness from the land is
to blind it with the brilliance of the gods and then extinguish it with
the fires that light brings. They spend their existence learning various
spells and combat techniques that will bring them more in touch with and
in greater control of their god given power, with the constant hope that
this new knowledge will be the one thing that will lead them to victory.
The paladin will not rest until evil and darkness have been driven from
the realm of Nodeka forever. They know so long as there is breath in their
lungs and blood in their veins, the hands of the gods will push them ever
forward, guiding their blade to the heart of whatever evil they face. While
their fanatical devotion to the way of the light can sometimes cause them
to seem overconfident, even pompous, do not mistake this for a weakness.
The paladin has every reason to be confident in battle, as would any warrior
with the given the blessings of the gods of light.
Base |
Minor Remortal |
Major Remortal |
Paladin |
High Lo-fent |
White Dragoon |
|
|
Lo-fent, Lightseeker |
|
|
Sentinel of the Halo |
|
|
Deistic Lo-fent |
|
|
Warred Lo-fent |
Wizard (also known as Mjol)
Who can withstand the mental dominance of the wizard? The wizard rivals
its mental powers with its magical strength - both concepts completely
separate from one another. The wizard possesses powers such as, weave
of balance, conjure elemental, broken vorpal-dimension, page of competence
turning. |
The masters of the mind. There are none more skilled in the mental arts
than the wizard. Their lifelong belief that the mind is the most powerful
weapon in the realm, has over time forged some deadly, dangerous spellcasters.
They believe the body can and will grow weak, and frail. They believe the
spirit is fallible, capable of being broken down and shattered. The mind,
however, is a different story. They believe there is nothing known in existence
that can rob one of their mental power, save perhaps for a stronger mind.
It is this that drives the wizard always forward, always seeking that knowledge
that will allow them access to every chamber, every level, every corner
of the mind. Once this complete control of the psyche is obtained, the wizard
will naturally become the most powerful being in all the land. Mind over
matter is simply not enough for the wizard. In the end, the only true victory
is mind over mind.
Base |
Minor Remortal |
Major Remortal |
Wizard |
Second Order Mjol |
Circle Mjol |
|
|
Mjol of the Red Robe |
|
|
Mjol of Summoning |
|
|
Link Mjol |
|
|
Heaven Mjol |
Witch
These powerful females have magical abilities that range from
wondrous good magic to dark and sinister, evil magic. The witch is
a curious class that can both aid and hex - which allows them to play
both sides of any field.
While witches light magic is near that of the daja or fallad,
witches dark magic rivals that of the necromancer. Witches are cunningly
powerful beings. |
Witches are equally balanced in both offensive and defensive magic. Witches
have the ability to leave their body and visit other realms with their mind
alone. They also have the capacity to transport their entire body to any
location they see fit. However, the most important of the witch traits is
their ability to summon powers of the elements which empower them to be
incredibly useful to anyone. Witches are rumored to be the counterpart of
the Bishop in terms of raw power that is beneficial to not only themselves,
but to others, as well. Along with being a female-only class, witches would
not be complete without having a broom to be summoned at will. Some have
told stories of seeing the Witches Broom not only offer flight to its master,
but also protect them in battle, inflicting damage relative to their Witches
own strength. Witches being partial split in arcane focus and mental focus,
they can both cast and invoke spells as they wish. Witches are enforced
to maintain evil or good alignment to allow their full arsenal of powers.
If they fall outside of the scope of order or chaos, their wicked powers
will temporarily depart.
Base |
Minor Remortal |
Major Remortal |
Witch |
Enchantress |
Oracle |
|
|
Spirited-Witch |
|
|
Sea Hag |
|
|
Witch of Wonderment |
|
|
Oracle of Weird |
Healer (also known as
Daja)
The holy cleric. In addition to their god-like healing powers, the
healer has control over powerful followers through their willed protector
ability, and the prayer of guardianship - which calls forth a truly
powerful being. Healers have an array of offensive skills and spells
as well as utility abilities which rival any class. Healers are an asset
to any group, but can travel alone without any trouble due to their
controlled followers and offensive abilities. |
The counterpart of the fallad, the daja is another of the angelic healers
of the realm. Like their counterpart, they seek to drive the darkness and
evil from the world. However, where the fallad would prefer to use force
and power, the daja chooses a more passive, curative path. While the sword
can bring balance to chaos, the sword can shatter, and be rendered useless.
The daja believes the true way to free the world from the shadows is to
keep the sword pure and unyielding, so that it may continue to do battle
for the light. They have mastered the art of healing, to various states
and degrees, to ensure the warriors they accompany will never fall. Yet,
even though these more peaceful healers chooses to avoid combat if possible,
doesn't mean they will yield to incoming danger. If the situation arises,
a daja can be a formidable foe.
Base |
Minor Remortal |
Major Remortal |
Daja |
Dajain Abbess |
Dajain Angel |
|
|
Radial Daja |
|
|
Daja of Battle |
|
|
Daja of the Order of Light |
|
|
Daja Healer |
Monk
The monk is a class focused on solidarity, spiritual concentration
and physical harmony. From those traits blossoms mastery in both the
spiritual and physical realm. The monk, more than any other class, is
a master of unarmed combat. Fighting mostly barehanded, monks are deadly
opponents whose skills and spells range from stun and temple touch to
strike of the black arts and qekon-oku. |
The silent, stoic warrior. The monk believes that there is no greater weapon
then its own body. They are taught from an early age that while the sword
may be sharp, it is made by man, and can be shattered, dulled. The hand,
however, the hand is like iron, forged by the spirit, this can never be
broken and will forever remain sharp. The monk believes that the more pure
the spirit, be it pure good or pure evil, the stronger the body that spirit
is bound to. So long as the spirit stays pure, there is no force in the
world that can break the body of the disciplined monk. So take up any weapon
you choose, be it the razor-edged sword, the skull-crushing hammer, skin-flaying
whip. They are nothing compared to the living weapons residing at the end
of the arms of the monk.
Base |
Minor Remortal |
Major Remortal |
Monk |
Gesko |
Tloh-Monk |
|
|
Stone-guard |
|
|
Monk of the Mystic Arts |
|
|
Darkhand Monk |
|
|
Shepherd of the Way |
Poliir
The poliir is a mystical fighter of code. Rumors have passed
that they are unkillable and perhaps these rumors are true. Those
who believe the poliir is weak because they derive strength from defense,
have never seen the 'awakening of the guard'. Amongst their arsenal
of skills and spells are; radiant awakening, uprooting maneuver, focused
sphere and celestial ray. |
Nothing more defines the poliir than the mystical code he or she lives
by. Good or evil, the poliir is willed to act by no creature. Poliirs are
defined by their sense of inner self, and thus only act to fulfill their
own self defined code.
As a class, the poliirs have incredible defensive powers, so strong that
they have been rumored to stand alone at the top of defensive prowess amongst
classes. But poliirs are not without offensive, in fact their primary defense
is what grants them such overwhelming offensive strength.
Odd, it is, that such a powerful defense could be coupled with such an
unearthly offense within a single code driven class. Know this, the poliir
is a deadly warrior when awoken to their full power. Such that few can stand
against them in battle. Woe to those who stand between these devoted fighters
and their ultimate goal, whatever that may be.
Base |
Minor Remortal |
Major Remortal |
Poliir |
Knighted Poliir |
Jakaen |
|
|
Aegol-defender |
|
|
Knight-errant |
|
|
Infinity Guardian |
|
|
Solar Poliir |
Sorcerer
Armed with the star of the green flame, ice discharge and bolted
lightning, sorcerers are masters of the elements. Additionally, sorcerers
possess travel magic, offensive ranged spells and a wide variety of
utility magic. |
While most magic users of the realm of Nodeka focus more on the arcane
side of magic, the sorcerer believes there is no stronger magic ally then
the elements. The scrolls passed down from generation to generation, written
by the great sage Lectokke, teach the sorcerer this true power. His teachings
show one how to make fire dance at their command, how to make the very ground
they walk on come to life, how to bring forth the lightning to lend it's
force in combat, and how to bend ice to their will. There is even rumor
that some elders can solidify or even dissipate parts of their bodies at
will. It is with this complete arcane control over the elements that the
sorcerer stands tall as the most powerful of all the spellcaster classes.
While the sorcerer may not swing a hammer with the same ferocity as the
barbarian, they hardly need to. They find a shard of ice, firmly planted
in the skull of some poor soul equally as effective.
Base |
Minor Remortal |
Major Remortal |
Sorcerer |
Elemental Sage |
Planar Sage |
|
|
Orange-cloud Sorcerer |
|
|
Counterspiral Mage |
|
|
Substance Magus |
|
|
Frostbladed Sorcerer |
Barbarian (also known as Ruanbaere)
Who can thwart the might of the barbarian? In melee combat, none
exceed the barbarian's strength. With skills like, insanity, acute
might, spartan grapple, vehemence, frenzy and Ishl's thrashing, barbarian's
have numerous ways of pummeling their enemies into submission. |
When one speaks of the mighty barbarian, there is but
one consistency in all words spoken: there is no force more devastating.
A different breed of fighter, the barbarian philosophy in battle is fairly
simple: if it moves, hit it, and hit it as hard as possible. The barbarian
believes in the "right of might" way of combat, and seeks to rid
themselves of their enemy as fast as possible by simply beating them into
submission. From an early age, the barbarian is taught how to focus his
anger into his weapons, to make the weapons a pure extension of his rage,
and to use that rage to leave little more than a bloody smear where his
opponent once stood. Forgoing skill and subtly in battle, the barbarians
are brawlers of the truest sense, which quite possibly is what makes them
the most dangerous. There is no way possible to tell what the barbarian
is going to do in combat, no way to guess what is coming next, no way to
form a defensive battle plan. Once you think you're sure what's coming next,
you've already lost, because even the barbarian has no idea what it's going
to do. And don't try to reason with a barbarian, not only will they not
even hear your words, but before you can finish the thought, you might just
end up with a club bashing your teeth in. You see, the other barbarian philosophy
is just as simple as the first: kill it first, worry about what it might
have wanted later.
Base |
Minor Remortal |
Major Remortal |
Barbarian |
Ruan-of-war |
Mordant Ruanbaere |
|
|
Zerkorian |
|
|
Ruanbaere of the Fury |
|
|
Barbaric Ruanbaere |
|
|
Stoic Ruanbaere |
Hunter (also known as Tholec)
The hunter is a master of tracking. Capable of both non-magical
and magical, the hunter can fight on many fronts. Having natural hunting
instincts and ambush formations, additional powers of lightning control
only help raise hunters to a furious class of deception and magical
destruction. |
Hunters are purebred trackers. While druids have a more intimate relationship
to mother nature and her forces, they don't understand her animals like
hunters do. From a young age, the hunter studies the beasts of the wild,
mastering the strengths of each of the true survivors. They learn the methods
the great animals use to become the fiercest competitors in combat. While
able to be extremely fluid and agile, they are also able to summon a ferocity
that few outside the barbarian can match. It's when all of these abilities
are brought together at one time that the true power of the hunter is unleashed.
When the hunter focuses everything it has into combat, they become one
of the most powerful, most accurate, most dangerous fighters you can imagine.
Oh, and don't believe you can avoid them by simply hiding away in some remote
cave. There is no hiding from the hunter. They are able to hunt down their
prey with tremendous ease. The eldest hunter is known to cross entire continents
without losing the scent of his target, no matter how small the hole it
might hide in,
no matter how well hidden it may be. If they truly wish to find you, they
will. There are few who have survived the anger of a hunter who has been
forced to traverse the world is search of his or her prey.
Base |
Minor Remortal |
Major Remortal |
Hunter |
Tholec of One |
Ne'kai Tholec |
|
|
Tholec of the Hunt |
|
|
Shadow Tholec |
|
|
Taiso Tholec |
|
|
Nomad of the Watch |
Druid (also known as Heiton)
Battle has never been so varied as it is with the druid. These
foresters possess so many forms of utility, defense and offensive
magic, one could argue that no class is so diverse. Among their massive
list of abilities are; song of the trees, circle of bane, rite of
sundering, cyclone of the guild, blackfrost cloudburst and enclosure
of trewan. |
There are none more in touch with mother nature and her wild than the druid.
A bond forged through the ages, the connection between nature and the druid
is much like that of a mother with her child: watching, nurturing, and protecting
to the bitter end. Beings of a normally smaller stature, many who come in
contact with a druid tend to underestimate what power they hold. The common
mistake made is the failure to realize that no matter what the surroundings,
the druid is never alone. This mistake is very rarely made twice. When
one sees a druid call forth powerful creature from the forest, or watches
the trees spring to life around them, moving at the whim of their opponent,
the lesson learned is not soon forgotten. That lesson is simple: the druid
is never alone and never defenseless. Even in a place where no trees or
animals can survive, the druid can call forth to mother nature, seeking
the aid of certain elements for both a powerful offense and a tremendous
defense. Think twice before seeking to challenge the druid. Those backed
by the wrath of mother nature are not so easily defeated.
Base |
Minor Remortal |
Major Remortal |
Druid |
Heiton Priest |
Druidic Heiton |
|
|
Heiton of Greater Trewan |
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|
Quickbolt Heiton |
|
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Warding Rain Heiton |
|
|
Gray-forest Heiton |
|
|
|
Warlock (also known as Ataelos)
Fierce battle combatants, armed with reigns of power that none
can match. Ataelos are the perfect combination of the fighter-caster
and possess dominating mental abilities. Wielders of both the mystical
ataghan and the staff of the gate. |
None of the caster classes have a better understanding of pure combat than
the warlock. While, like the others, the warlock is heavily reliant on their
spell casting abilities, they also have an excellent grasp of physical combat.
These fighter-casters are able to stand toe-to-toe with some of the toughest
of natural fighters.
The spells of the warlock, along with their natural fighting ability, have
been known to be a deadly combination. The warlock is able to enhance its
physical being like very few can imagine. It's been rumored that the warlock
can not only move with the speed and agility of the ninja, but that they
can reach pinnacles of strength that match that of the barbarian.
Some ateoli have even been able to obtain an attack resistance that can
outshine the mightiest of poliirs. As if this was not enough to contend
with, the warlock has a grasp on the mental discipline that can only be
matched by the wizard. While the warlock cannot match the mental fury of
the wizard, the wizard can by no means match the pure mental focus of the
warlock. Warlocks are truly an amazing class. The perfect balance of melee,
magic and mental combat.
Base |
Minor Remortal |
Major Remortal |
Warlock |
Battle-Warlock |
Ataelos of Method |
|
|
Archimage of War |
|
|
Vision Guild Warlock |
|
|
Blackened-ataelos |
|
|
Eon Ataelos |
Nojohr
Only the nojohr can study the arts of another and use their own
powers against them. Only the nojohr is considered a master of all
weapons. Only the nojohr controls the beacons of light allowing him
to use the world as his portal. And only the nojohr has the power
of Thelgarron's fusing - a unique power that can be used as either
offensive or defensive, depending on the strategy the nojohr wishes
to implement.
The nojohr is a master of combat.
|
The nojohr is concerned with one thing, and one thing only: total battle
supremacy. The life of the nojohr is one of total and complete devotion
to all methods of offense imaginable. They will use any style, any tactic
at their disposal, so long as the final outcome of the battle remains the
same, with them standing victorious over their fallen foe. They can adapt
to any weapon, from a small dagger to a hefty, deadly halberd, and not lose
a step in battle. They can swing the largest war club like it was a feather,
and strike like thunder with even the smallest dagger. From pure brute force,
to speed and finesse, the nojohr has mastered all forms of combat, and is
able to switch from one to the other flawlessly. This turns the nojohr into
the finest pure fighter, as they can adjust and adapt their methods, taking
away any advantage their opponent may have gained, returning again to the
dominant position. A true warlord on the battlefield, none will ever be
more imposing than the nojohr.
Base |
Minor Remortal |
Major Remortal |
Nojohr |
Silver Nojohr |
Defensive-Nojohr |
|
|
Nojohr Judge |
|
|
Magos Nojohr |
|
|
Lernen Nojohr |
|
|
Silvern Nojohr |
Valkyrie (also known as Aylakia)
Not all warriors are graceful - aylakias are the image of graceful.
These female warriors are cunning fighters that can match any man
(or woman) in combat. With abilities like; valkyrie's agility, archers
competence, beguile and seduce - aylakias have many tools to handle
enemies with.
|
Two simple words describe this fierce female fighter: grace and beauty.
None in the realms of Nodeka have the fluid motion and pure body control
in combat like the females of this profession. Unlike their male-warrior
counterparts, the aylakia is a beautiful sight in combat. Observing a aylakia
in combat is akin to watching a dancer on stage. Smooth, calculated attacks,
each one with incredible accuracy, each one stronger than the last. Blinding,
dizzying movement back and forth, avoiding strike after strike from their
quickly frustrating opponent. This is what the aylakia strives for. Power
over all others through their beauty, not only in their physical appearance,
but in their combat. There are some who say this is the downfall of these
great fighters, that their egos will one day take over their fighter's edge.
Those are usually the same who find themselves on the razor end of the aylakia's
blade, hearing their calls for the afterlife to accept yet another unfortunate
soul.
Base |
Minor Remortal |
Major Remortal |
Valkyrie |
Golden Valkyrie |
Fire-goddess |
|
|
Bladed Virago |
|
|
Furied Aylakia |
|
|
Storm-aylakia |
|
|
Shielded Aylakia |
Marauder (also known as Khehusod)
Destroyers of all that is holy. Ruiners by nature, bringers of
evil by trade. The khehusod are driven to bring chaos forth, wherever
it doesn't reside. Some of their chaotic abilities are; stoicism,
regional deception, nefarious shift, dark protection, unhallowed scathing
and discorded corporeal sinew.
|
The masters of chaos. Wherever turmoil and confusion reign supreme, you
will find a Khehusod in the center of it all, reveling in the glorious madness.
The dark warriors of the realm spend their existence learning nefarious
arts that turn concentrated, precise combat into mind-twisting, crazed mayhem,
thus tipping the scales in their favor. The Khehusod has such control over
the chaos they create that they can turn even the most battle savvy nojohr
into nothing more than a peasant with a pointed stick, waving frantically
away as if it was the first time they had ever held a weapon. Darkness,
disarray, and confusion - these are the weapons of the Khehusod, wielded
like the sharpest of blades, and used to slice through the very fabric of
logic and order, in the hopes of driving the world into pure, undisturbed
chaos.
Base |
Minor Remortal |
Major Remortal |
Marauder |
Khehusod of Ti |
Khehusod of the Arc |
|
|
Firebrand |
|
|
Cloud-ring Khehusod |
|
|
Eaststar Khehusod |
|
|
Black Hellion |
Ninja (also known
as Joufu)
The silent warrior. These spiritual dark killers are a danger
to all who stand in their path or who cross their path. With an arsenal
of offensive tactics like; yikwon hand form, hurricane kick, ashi
baria kick, keiiken and joufu's arc, these dark magical fighters have
numerous ways to slay their enemies.
|
The silent assassins. Since the dawn of war, the joufu have roamed the
world in secrecy, keeping their mystic arts and fighting styles hidden away
from the prying eyes of the world. In this seclusion they perfected their
knowledge in the art of stealth. Through this they understood that the unprepared
opponent is indeed the easiest to defeat. They spent countless hours studying
the anatomy of every race in existence, so as to use the knowledge of a
body's weaknesses to their full advantage. Some joufu have even spent years
meditating, seeking contact with the spirits of old, so that they might
learn the mystic arts once employed by their ancestors. Those who have made
this spiritual connection are said to bring with them the fury of a dragon
while in combat. When full mastery of these skills is reached, and a complete
understanding of the knowledge of the ancients is obtained, only then is
the true joufu is complete. A joufu of this power is not one to be trifled
with. Of course, a joufu of this power is more likely to strike before the
thought of attack crosses an opponent's mind.
Base |
Minor Remortal |
Major Remortal |
Ninja |
Akisunerai |
Meijin Joufu |
|
|
Shisou |
|
|
Mahoutsukai Joufu |
|
|
Mist Warrior |
|
|
Ijiwaru Joufu |
Footpad
How can you fight against what you cannot see?
This question often plague those who fight the footpad. Rarely
even seen, these deadly stalkers strike quickly and vanish back into
the shadows before their targets realize they were targets at all.
With tools of deception and malice ranging from; blindsided machination,
one of four, pivot, cloak, winded passage, critical attack, art of
imbalance, thieves' sidestep, singularity of fate and shadow, these
hidden warriors of the night are deadly beyond your wildest imagination.
But rarely will one see their treachery to appreciate it.
|
If stealing and pillaging is your game, then footpad is your name. Footpads
steal from all those susceptible to their abilities and have been known to
inflict critical blows at will. At higher levels, footpads can lay their powerful,
critical strikes multiple times due to increased dexterity and understanding
of body control. Like Ninjas, footpads have been rumored to land attacks which
can instantly kill their enemy. Footpads are the ultimate of the dexterous
and agile classes and thus require very high basic attributes in both dexterity
and agility. Footpads also command a high speed ranking coupled with a minor
amount of raw strength. These vagabonds also have the ability to sneak up
on opponents to inflict immense amount of damage in their ambush attacks.
A footpad's great understanding of agility and dexterity allows them to hit
much more often than many other classes, as well as being able to avoid many
incoming physical attacks.
Base |
Minor Remortal |
Major Remortal |
Footpad |
Brigand |
Shadow Rogue |
|
|
Assassin |
|
|
Highway Bandit |
|
|
Shadow Archer |
|
|
Nameless One |
Fallad
The fallad is both healer and destroyer. The fallad follows the
path of the healer, except with more offense than defense).
The fallad's defense and offense are magnificent. Some of their
abilities are; holy analgesic, willed protector, godly mediation,
white flames of prayer and creed of the first hammer. |
The healers of the realm. Much like the paladin, the fallad seeks to rid
the world of all that is evil. However, where the paladin chooses the way
of the sword and hammer, the fallad seeks the way of magic and will. They
agree that force is the only way to remove the darkness that clouds the
land, but they do not believe the sword is enough. They believe the light
can only truly be used to return darkness to whence it came. The use of
this light must come through the power of the ancient arcane arts. While
the sword does indeed destroy the darkness, it does not fully cleanse the
evil. The sword will only eliminate the physical presence, leaving behind
a spiritual root that will one day return again. The fallad believes that
through their magic, that the dark rootings of evil can be severed. Through
this severing, all evil can finally be removed from the realm. This is the
reasoning that motivates these creatures to learn. And through their learning
they gain mastery in both offensive and defensive magics. The fallad is
able to protect those who fight along side them, while assisting the offensive
side of battle with an array of devastating spells.
Base |
Minor Remortal |
Major Remortal |
Fallad |
Raised Falled |
Arch-fallad |
|
|
Anointed Healer |
|
|
Warrior Fallad |
|
|
Fallad of Vengeange |
|
|
Light Order, Fallad |
Necromancer (also known as Sa'duroth)
Necromancers are the foremost controllers of death. These hideous
beings possess ungodly powers that allow them to reanimate corpses and
potentially bring forth armies of undead to do their bidding. |
Shadows, the demonic Abyss, and the afterlife. None know these better nor
have more control in these planes than the necromancer. Evil incarnate, these
masters of the undead are possibly the most dangerous caster known to the
realm of Nodeka. The shadows of the realm obey the necromancers every command,
making it near impossible to hide from one. The bodies of the dead will raise
again, bending to the every will of their new master. The strongest denizens
of the Abyss bow and crawl at the feet of these dark beings. These foul creatures
are even known to feed off the body and soul of their opponents, to gain the
upper hand in battle. A battle with the necromancer is not simple a battle,
it is a war. A war against the undead, against powerful demons, against dark
shadows, and even more deadly, against your own mortal soul.
Base |
Minor Remortal |
Major Remortal |
Necromancer |
Sa'duroth of the Occult |
Spectral Sa'duroth |
|
|
Fallen Deacon |
|
|
Angelic Sa'duroth |
|
|
Blood Sa'duroth |
|
|
Sa'duroth of Death |
|