Classes in Black Geyser are styles of play for each character of the game. In Black Geyser, players are given the chance to select their Class during Character Customization. Apart from that, upon reaching a certain level for each class, players will be able to choose a secondary classification which is Subclasses that further develop the character by adding feats, abilities, and more. Each class also gives you a set of equipment that you can customize. This page covers a list of all the Classes presented in the game.
Categories of Classes
When you start a game, you can either choose from a selection of pre-generated protagonist characters or create your own character which brings you to the Character Creation section of the game. In Black Geyser: Couriers of Darkness, there are 4 groups of classes that consists of a total of 13 classes that you can choose from.
Warriors
Outlaws
Priests
Wizards
What is Multi-Class?
The Multi-Class feature in Black Geyser: Couriers of Darkness is only available during Character Creation. If you choose to create your own character, you will have the option to choose multi-class when you are choosing your Class.
This is only optional and you can still just have your character stick to one type of class. Example: If you choose a class such as the Cleric, next to it, there is an option to "Add More", a secondary type of class which gives you a limited list of other classes that resonate with the pre-selected class, and then you can choose a third type of class to "Add More", which again only gives you a limited number of classes to choose from that resonate with the first two classes you've selected.
You can choose up to two additional classes for your character. While a higher amount of experience is needed for advancing, the character gains access to a wider range of skills and abilitites. This feature is recommended for advanced players.
Black Geyser All Classes
Black Geyser Class Backgrounds
Fighter
Features:
- Can wield any weapon.
- Race Restrictions: None
- Can wear any physical armor.
- +2 Physique to racial base
- + Resistance to Strain and Pain
- + Resistance to Pulse and Blow
Fighters train to be ready for anything. They are a very versatile profession and are the most common of all martial professions. Fighters are proficient with all weapons and armor, making them a deadly and well prepared combatant.
Templar
Features:
- Can wield any weapon.
- Race Restrictions: Cannot be Elf, Dwarf, Feldegug, or Rillow.
- Can wear any physical armor.
- +2 Physique to racial base
- +1 Focus to racial base
- +1 Charisma to racial base
- + DMG to Animated Undead
- + DMG to Restless Undead
- + Resistance to Strain and Pain
- + Resistance to Pulse and Blow
- + Resistance to Arousal
- + Resistance to Illusion and Manipulation
Templars are human warrior priests. The most devout of their kind (and only the most dedicated) can become a Templar. Sworn to a strict code of conduct, they train endlessly in combat so that they might fight evil in whatever form it manifests. They are specially trained to hunt and dispatch the undead.
Highlander
Features:
- Can wield any weapon.
- Race Restrictions: None
- Cannot wear Heavy Armor.
- +3 Physique to racial base
- + DMG with War Clubs and Hammers
- + Resistance to Heat
- + Resistance to Cold
- + Resistance to Poison and Acid
- + Resistance to Pulse and Blow
Highlanders are hardy and strong warriors. Their profession, originating in the harsh north, forged strong warriors tough enough to resist the elements. They prefer thick armor that doesn't restrict their movement and helps them blend into natural environments. While they can pick up and use any weapon, they prefer the raw and crushing power of clubs and hammers.
Ranger
Features:
- Can wield any weapon.
- Race Restrictions: Cannot be Dwarf or Rillow.
- Cannot wear Heavy Armor.
- +2 Physique to racial base
- +1 Dexterity to racial base
- +1 Charisma to racial base
- + DMG to Animated Undead
- + DMG to Restless Undead
- + DMG with Bows and Arrows
- + DMG with Slings and Fustibals
- + Resistance to Strain and Pain
- + Resistance to Pulse and Blow
Ramgers are warriors who feel most at home in the hearth of the wild and pledge to protect Yerengal from man and beast alike. They are sworn to preserve a balance between man and nature; they enforce this with their actions. Rangers are skilled in the use of any weapon but excel with the bow. They also abhor the unnatural and are trained to take down the undead and other aberrant creations of men.
Thief
Features:
- Can only wear Light Armor.
- Race Restrictions: None
- Can wield the following Weapons: Bows and Arrows, Slings and Fustibals, Throwing Weapons, Small Blades, Rods and Staves.
- +2 Dexterity to racial base
- +2 Focus to racial base
- +3 to Brewing and Drying
- +1 to Bargain and Persuasion
- + Damage against Sleeping enemies
- + Damage agaunst Stunned enemies
In a world infested with greed, the Thief has become much more common. Thier skillset is diverse and they can function as common footpads or royal spies. They prefer subterduge and misdirection to open conflict. Their ability to steal or plant items, remain undetected and create all manner of powders makes them a deadly an unpredictable foe in or out of combat.
Swindler
Features:
- Can only wear Light Armor.
- Race Restrictions: Cannot be Dwarf.
- Can wield the following Weapons: Bows and Arrows, Slings and Fustibals, Throwing Weapons, Small Blades, Rods and Staves.
- +1 Dexterity to racial base
- +1 Focus to racial base
- +2 Charisma to racial base
- +2 Intelligence to racial base
- +1 to Brewing and Drying
- +5 to Bargain and Persuasion
- + Damage with Throwing Weapons
- + Damage with Small Blades
- + Damage against Sleeping enemies
- + Damage against Stunned enemies
Swindlers are master con men. They focus less on outright burglary and more on manipulating the weak or greedy. Unlike Thieves, Swindlers hide in plain sight. Because of this, they are better in open combat while their plans and machinations unfold in the shadows.
Cleric
Features:
- Can only wear Heavy Armor.
- Race Restrictions: None
- Can wield the following Weapons: Slings and Fustibals, Throwing Weapons, Small Blades, Rods and Staves.
- +2 Focus to racial base
- +1 to Brewing and Drying
- + Resistance to Arousal
- + Resistance to Illusion and Manipulation
Clerics are priests of faith who have taken up arms to better serve their god. While not as combat oriented as a Templar they can serve in other ways. Their faith to a deity allows them to wield magical powers that can help their team or hunt their foes. They are first and foremost servants to their gods and they harness that faith for the good of their religion
Druid
Features:
- Can only wear Robes.
- Race Restrictions: Cannot be Dwarf.
- Cannot cast Unnatural Spells.
- Can wield the following Weapons: Slings and Fustibals, Throwing Weapons, War Clubs and Hammers, Rods and Staves.
- +1 Focus to racial base
- +4 to Brewing and Drying
- + Damage to Animated Undead
- + Damage to Restless Undead
- + Resistance to Arousal
- + Resistance to Illusion and Manipulation
Druids, like Rangers, are stewards of the wild. They use their faith in the wild gods to protect nature against the enroachments of man. They spend their days away from people so that they may stay better in tune with nature. Druids can call upon the powers of their deity to heal or bring the tgerrible and powerful forces of nature to call. They feel a kinship with rangers bu still prefer solitude.
Shaman
Features:
- Can wear Robes and Light Armor.
- Race Restrictions: Cannot be Elf or Feldegug.
- Can wield the following Weapons: Slings and Fustibals, Throwing Weapons, Rods and Staves.
- +3 Focus to racial base
- +1 Intelligence to racial base
- +5 to Brewing and Drying
- +2 to Learning and Research
- + Damage with Rods and Staves
- + Damage to Necromancers
- + Damage to Restless Undead
- + Resistance to Illusion and Manipulation
Shamans are beings of faith who channel their power in an unusual manner. They attempt to connect with their deity on a spiritual level and can communicate with spirits and other servants of their god. Shamans have access to a kind of magic that is not easily understood by wizards or priests. They use an ancient magic, and their ability to travel with their non-physical souls to further their communion with ther god tends to confuse more short-sighted magical practitioners.
Necromancer
Features:
- Can only wear Robes.
- Race Restrictions: Cannot be Elf, Dwarf, or Feldegug.
- Can wield the following Weapons: Slings and Fustibals, Throwing Weapons, Rods and Staves, Small Blades.
- +3 Focus to racial base
- +2 Intelligence to racial base
- +4 to starting Brewing and Drying
- +4 to starting Learning and Research
Necromancers are viewed by society in a negative light and shunned due to their proximity to death. That said, Necromancers understand that a dead body is just a vessel, and they have learned to use death and its trappings as tools. They pursue great mysteries which others have shunned and deemed immoral. But Necromancers are not evil; they are merely focused on their inherent powers of life and death... sometimes even more than their own existence. Because of this, powerful necromancers are an extremely rare sight. But the most powerful are said to have transcended death and can even create powerful undead servants.
Wintermage
Features:
- Can only wear Robes
- Race Restrictions: Cannot be Dwarf or Rillow.
- Can wield the following Weapons: Slings and Fustibals, Throwing Weapons, Rods and Staves, Small Blades
- +3 Focus to racial base
- +2 Intelligence to Racial base
- +3 to starting Brewing and Drying
- +4 to starting Learning and Research
- + Resistance to Cold
- + Resistance to Arousal
- Can build Ice Golems from a certain (very high) level
There are wizards called WIntermages who seek the mastery of the harsh magics of the cold north. They have an extremely high resistance to cold and can withstand temperatures that would kill mortal men. Because of this, they are uncomfortable in warmer climates, but some Wintermages still travel to further their knowledge. Wintermages need less sleep than other mortals, using a technique they developed known as Cold Sleep. Powerful WIntermages can use their knowledge and magical skills to craft Ice Golems which can serve as mighty guardians.
Spellweaver
Features:
- Can only wear Robes.
- Race Restrictions: Cannot be Dwarf.
- Can wield the following Weapons: Slings and Fustibals, Throwing Weapons, Rods and Staves, Small Blades.
- +3 Focus to racial base
- +3 Intelligence to racial base
- +5 to starting Brewing and Drying
- +5 to starting Learning and Research
- Can build any Machinery (such as Stone, Ice or Bone Golems) from a certain (very high) level
Spellweavers are the most common form of wizards in Yerengal. They are as varied as the world itself. Some Spellweavers focus on a single shcool of magic, while others seek to explore each magical discipline as equals. Thus, no two Spellweavers are the same; all they share in common is an unquenchable thirst for knowledge. Spellweavers are much too busy studying arcane to bother with martial training and as such rely on their mastery of the eldritch magics to protect them.
Convoker
Features:
- Can only wear Robes.
- Race Restrictions: Cannot be Dwarf.
- Can wield the following Weapons: Slings and Fustibals, Throwing Weapons, Rods and Staves, Small Blades.
- +2 Focus to racial base
- +3 Intelligence to racial base
- + Damage by summoned creatures
- + Health for summoned creatures
- +5 to starting Brewing and Drying
- +5 to starting Learning and Research
- Can build Guardian Golems from a certain (very high) level
The convoker eschews most other magical pursuits in favor of the summoning capabilities of each spell class. Convokers are versatile masters of adaptation; instead of focusing on the icy grasp of a Wintermage or the dark energies of a Necromancer, Convokers call upon a wide range of creatures to suit any needed task. But don't mistake their versatility as pacifism: the summoning abilities they bring to bear can rain destruction on their enemies through claw, flame, or steel.
While Multi-Class is an option, there are two Restrictions besides Race.
The first is you can only have one Warrior, Outlaw, Priest or Wizard class. So no Templar/Ranger or Convoker/Necromancer.
The second is that your choice of Class restricts access to other classes.
Below is a list of restricted classes. IE the only Priest/Outlaw option involves Shaman.
Fighter: No Restrictions
Highlander: No Restrictions
Templar: Cleric, Shaman, Necromancer, Swindler, Thief
Ranger: Druid, Necromancer
Thief: Cleric, Druid, Templar
Swindler: Cleric, Druid, Templar
Cleric: Templar, Swindler, Thief
Druid: Templar, Swindler, Thief, Necromancer
Shaman: Templar
Necromancer: Druid, Ranger, Templar
Convoker: No Restrictions
Spellweaver: No Restrictions
Wintermage: No Restrictions
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