RULEBOOK CONTENTS
SECTION 1 - INTRODUCTION
section 2 - Starting to play Serim Ral
section 3 - General Information
section 4 - Miscellaneous Orders
section 5 - Castles
section 7 - Thief / Rogue Abilities
section 8 - Rangers / Hunters
section 9 - Magic
section 10 - Combat
section 11 - Repeat Orders
section 12 - Religions
section 13 - Advanced Classes
Appendices
SECTION 13 - ADVANCED CLASSES
13.1 - CHANGING CLASS

When certain character classes reach higher levels they are able to change class or continue in their original profession.

PALADINS (Berserkers in Keltica)

At 5th level or greater, Fighters (Warriors in Keltica) can become Paladins. Their experience will be set back to zero. In battle, Paladins will mount their troops on most 4 legged or winged creatures and this will effectively double their impact on the field of battle.

At 4th Level Paladins will receive Spiritual Power and have the ability to use Priestly spells. On the minus side, Paladins will not put up with creatures of an alignment that differs too dramatically from their own and will drop them immediately. Also due to their rather headstrong nature Paladins will refuse to retreat from combat until at least 75% of their comrades have been killed. Paladins can command 500 troops per level. ONLY leaders that are a race type that can wear armour, weild weapons, breed, eat and be trained may become Paladins.

SHERIFFS (Trackers in Keltica)

4th level Thieves (Rogues in Keltica) can change class to Sheriff. As in all other class changes, previous experience is forgotten. Sheriffs do not receive an attack penalty when trying to capture leaders, and have a higher chance of spotting Thieves or other leaders attempting to hide. At 4th level Sheriffs can use the HUNT order in the same way as a Ranger. They can also LOCATE leaders or castles in a similar way to Headpriests except that it uses 10 hours of the Sheriffs time per 'Divine Point'. Sheriffs automatically can spot any hidden leaders at their location.

DEMIGODS

When a character has reached 12th Level or higher he or she may be able to issue a CHANGE DEMIGOD order. Abilities will be revealed to you as and when you achieve this level. Each player is only allowed one Demigod, as the Demigod is an extremely powerful character.

The command syntax is:

{Leader} CHANGE {Class}

Script:32ms

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The Rule Book
Introduction
Starting to play
Choosing your race
The gods
Naming your leaders and castles
Choosing your character classes
Aliases and titles
Sending us your start-up sheet
General Information
Time and Weather
Serim Ral geography
Experience and health
Feeding your troops
Encumbrance
Alignment
Winning the game
Miscellaneous Orders
Placing bounties
Contacting other empiress
Destroying items
Disbanding troops
Finding new leaders
Following
Foraging for food
Leaving your items
Movement
Patrolling your lands
Profiling monsters
Renaming leaders and castles
Slaughtering for food
Recruiting and taking items
Finding & taking artefacts
transfers
visiting taverns
special locations
realm names
Castles
Castle production
Castle related orders
Building new castles
Citadels
Creating extensions
Delivering
Demolishing castles
fortifications
manufacturing
purchasing
surveying the land
Thief / Rogue abilities
hiding
sabotage
smuggling
spying on the enemy
stealing
visiting taverns
Rangers / Hunters
foraging
hunting
mapping the terrain
mustering troops
Magic
casting spells
unearthing new spells
brewing potions
drinking potions
scrying
Combat
training your troops
attack and retreat
capturing enemies
defending
pillaging
dealing with prisoners
armour, weapons & bows
sieging enemy castles
friends & foes
Repeat Orders
remembered orders
cancelling remembered orders
deferring remembered orders
Religions
changing your religion
listing fellow worshippers
sacrificing to your god
head priests
head priest abilities
section 13 - advanced classes
changing class
Appendices
Command summary
Order of events
Order sheets and costs
Helpful handy hints
Gm policies
Example order sheet
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