At character creation you will choose a Primary Weapon and a Specialization (Combat or Crafting) class. VRP uses specializations to help define and prioritize your roleplay. In vanilla, being able to build everything and make anything is fine. In a server this large, it is beneficial to specialize. This increases and builds economy and gives you a reason to seek out other players. Every player is capable of building all available construction materials, and stone/flint weapons, leather armor, cheap tools. Enough to get you going. The rest are specialized.
Everyone can use every weapon, but your primary weapon will determine which you have mastery/extra skill in.
Once you have entered the season, the only way to change your class (either weapon or crafting) is to take on an Apprenticeship.
Your skills may be capped depending on the choices you make for weapons and specializations. A Combat Specialization will grant you a moderate bonus to some weapon skill caps. A Crafting Specialization will grant you a small bonus to some weapons and give you access to certain crafting capabilities.
Skill caps may progress alongside season progression. The caps you experience early game will rise alongside the more difficult content.
Specialization example:
| ⚔️ Fighter | 🔨 Blacksmith |
|---|---|
| Primary Weapon: Swords | Primary Weapon: Swords |
| Specialization: Fighter | Specialization: Blacksmith |
| Swords ▰▰▰▰▰▰▰▰ | Swords ▰▰▰▰▰▰▰ |
| Maces ▰▰▰▰ | Maces ▰▰ |
| Axes ▰▰ | Axes ▰▰ |
| Bows ▰▰ | Bows ▰▰ |
| ``` | ``` |
You can pick one primary weapon which will raise your skill cap by a High amount. Your options are:
You choose ONE specialization of either Combat Or Crafting. Combat specializations will raise your skill-cap by a moderate amount. Crafting specializations will raise your skill-caps by a small amount.
Choosing a combat specialization will raise the associated weapons by a moderate amount but you will only have access to the basic recipes everyone can craft.
"I am the wall that breaks the sea."
You are skilled in all shields. They may send their hundreds but of you they only need one.
"I am a hurricane, a force of nature. A whirling tornado of blades and fury, intent of rending asunder all who stand in my path."
The mace and sword are your comfort. Your friends at all times.
"Birds fly, grass grows, sun shines, and brother, I am just as inevitable."
The Ranger is skilled with the weapons of the hunt. Your enemies will never see you coming, but the scars they wear after will tell your story.
"The good news is, we figured out how the wand works. The bad news is, we figured out how the wand works."
There is nothing they can do that you cannot undo. The power of the sun in the palm of your hands (and cauldron, books, scrolls, etc.)
“I can scarcely remember a swordsman who didn't blame the weapon for his failings. It is not your blade that loses you your battle, it is me.”
The weapons of the wise, the cunning, the glorious. Without the pikeman there is no line the others can hide behind. Without you the shield stands useless. You are the blazing core of battle.
Why would I buy a weapon when I already exist as one?
Your hands do the talking. Your feet seal the contract. Ignore the rest.
Choosing a crafting specialization will raise the associated weapons by a small amount and you will unlock all the recipes associated with that profession.
"Don't ask me how I make the sausages, just eat 'em."
Cooks make the heartiest of meals to keep everyone fighting at their best, and keep them coming back for seconds. Anyone can throw a slab of deer meat over a fire, but only Cooks know the secrets to true flavor. You can also brew strong ales for the feast just don't expect them to do much more than get you drunk. You are granted extra skill in the tools of your trade for preparation and hunting.
"With this I shall cultivate the world!"
Farmers know how to cultivate the earth to grow crops, and they're the only ones with the knowledge necessary to tame and breed livestock.
The Farmer class will not be available in Season 14. All players will be allowed tend to livestock. The usual cap on tames per render area applies.
"Class darling, aesthetic, style, fashion... Things that, judging by your appearance, you know nothing about"
The Clothier is a master of armor, style, and aesthetic. They can cut your hair, dress you up, or if you look like a peasant, dress you down. While a good partner to the weaponsmith, they don't deal with the nastiness of coal. They're true craftsman.
"If it's a 'fine blade' made by someone else's hands, it ain't fine."
Weaponsmiths are forgemasters. They make all the advanced tools and weaponry anyone could ever need including magic weapons.
"My craft is an artform. My art is a craft. If you want the best, you'll come to me."
Alchemists are skilled in turning nothing into something; the dull into the refined, the simple into the complex. They can produce a variety of things no one else could imagine. They create spells, potions and can transmute some materials into other things.
This class has been retired. Its recipes have been distributed among the other classes.
Clothier: Belts, Hats, Medical
Weaponsmith: Barrel Rings
Cook: Spices
Alchemist: Transmutes (Guck, Floam, Gloam, etc)
Everyone: Fishing Pole, Balt, Trophy → Coins
In VRP you are allowed to train a master of your chosen craft or weapon and learn from them. They can teach you the nature of the class, how to become a master of it, and get you started. What this apprenticeship entails is up to them. It must last for at least 3 IRL days of work.
When it is complete, you or your teacher can #create-a-ticket and inform the admins of the class switch, and you will be given your new skills at the expense of the old ones. You may only have one crafting and weapon class at a time.
Those who choose a non-crafting class or no weapon proficiency can change classes twice, otherwise you may only change classes once per character.