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Home > Manual > Character Classes

Character Classes

There are 6 paths available in Conquest!  Unless you choose a liege, you will start as a Fighter.
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Fighter - The Path of Combat

The rider lost himself for a moment, his thoughts harkening to the days of his youth when he had warred with his playmates in these same thick forests and grassy fields that now stretched out before him. But this time the swords were not wooden, he reminded himself grimly, and the cries of children playing would soon be replaced by the screams of dying men. He turned in his saddle to look at the armed host behind him, bearing the iron and wood of war, and wondered, not for the first time, if the cause he upheld was truly just. The moment lost, "To Battle!" he shouted, and the siege began.
Fighters are the base class in Conquest and the only class allowed to class change.  Fighter Keeps can support 500 troops each.  Fighters are bound by honor, which can be checked by visiting the church.  Fighter troops gain bonuses as you gain levels.  Additionally, every Season your call-to-arms will grant you additional troops.
Kings can also call a blockade of the entire continent, which prevents ships from arriving or leaving.  This effect lasts for one hour.
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Barbarian - The Path of Lawlessness

Closer. Closer. The thundering of our hooves competed only with the slow creaking of the massive city gates. We pushed our horses to doom and they pushed that monolith door to save themselves. My stomach sank as we hit the pit and rode up the ramp to the entrance. Then a triumphant crash as we charged through, scattering the soldiers before us, some of our number crunching violently against the gate itself. We routed them before us and reveled as the city folk fled this way and that, like chickens to a slaughter, all the while screaming my name. The proud city was mine for the taking.
Barbarians are lawless raiders, not bound by any honor code.  Barbarians can loot cities to steal from them, which may cause the city officials to lock the gates.  Barbarians can also besiege a city to force the gates back open.  Barbarian Outposts can support 600 troops each.  Barbarians gain reinforcements every defense and every attack once they reach level 3.  They can also cause their troops to enter a range, which grants a bonus to attack but a penalty to defense.
Warlords can unleash the barbarian hordes on a continent, which grants reinforcements for every attack.  This effect lasts for one hour.
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Mage - The Path of Magic

For several days straight my master and I worked, I lost track of exactly how many. Outside my small observation window, I saw the sun and moon pass by, the constellations slowly drift. And still he worked, inscribing the Sacred Circle of Lune, speaking the mystical incantations I had meticulously copied as instructed. Finally, tired and bleeding from his runic scars, he whispered the name of his foe. Ribbons of blue vapor streamed about him and throughout the room. My master's task accomplished at last, he retired to his chambers while I watched thick plumes of smoke engulf a kingdom far away...
Mages can cast powerful spells to enhance their armies or wreak havoc on the enemy.  Spells require magical components, which can be found by questing or bought from magic shops.  Mage Towers can support 300 troops each.
Wizards can invoke extra Seasons.
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Cleric - The Path of Righteousness

Even the sunrise could not wash away the sorrow in my heart, as I looked outside the abbey windows. Miraculously, some of the houses in the village below were still standing. Much has been lost in the invasion. Even now the abbey's courtyard is full of frightened people, who sought refuge here when the invaders came with their hateful armies, crushing all in their path. Those who could make it to the abbey did, others were cut down as they fled. With the castle gone, the village in ruins, the people have sought the shelter of these hallowed walls. It is my sacred duty to provide for them.
Clerics specialize in healing and protection, but have several offensive commands at their disposal.  Cleric Temples can support 400 troops each.  Clerics can bless themselves or others to grant a temporary boost in battles.  They can also increase the honor of users through grace.  They can provide sanctuary for a player by restoring protection and resurrect fallen troops.  They can spy on others through divination and destroy undead troops.  Clerics can also call a crusade against another player, which summons other players to attack them.  And they can excommunicate players and force them to become a Barbarian.  Clerics tithe gold every HK.
Clerics can use divine intervention to restore attacks and grant movement points for every player on the continent of the same faction.  Clerics can seek the true name of the vampire and use that to permanently slay the creature.
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Ranger - The Path of Nature

As I looked out across my armies, I could not believe my eyes. The light of the sun was blotted by a thickness of hawks and owls, all screeching. In the darkness, I could only just make out the forms of my soldiers, vainly fighting against the strangest array of beasts I had ever come across. Mighty wolves ran down my cavalry. Raging boars tore their way through my ranks. As I raised my hand to give an order, a lynx came out of nowhere and bit my arm! I knew then that I would not have my chance for vengeance. Cursing the Forest Elders under my breath I turned my army around and marched home.
Rangers are guardians of the forests of the realm.  Ranger Forts support 400 troops each.  Rangers can grant their troops defensive bonuses and seek out the Vampire. They can also change the weather and tend the fields of others to grant them a bonus to food.  Rangers can use vision to spy on others and summon packs of animals to attack others.  Like Clerics, Rangers tithe gold each HK.
Rangers can call a ceasefire on the continent, preventing attacks for one hou
r.
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Vampire - The Path of Darkness

I was mistaken. Greed and avarice ruled my heart in that far away time. Now it is to the bleak and lonely future I look. A future of isolation and bitter loneliness. The immortality I coveted those many years ago, now the bane of my wretched existence. Once, in the distant past I was a  man. Intelligent, ambitious, cunning,  I had all the qualities of nobility. Yet, I was never satisfied with my lot. I sought the easy, the quick, the daring route, never thinking of the consequences. I wanted it all. That is not a bad thing, on the contrary, tis a noble quality in in the hearts and minds of the righteous. My heart was not righteous,  it was impatient!  I needed more, faster than anyone else, faster than any man, by rights, should attain.
Vampires are a plague upon the realm of Conquest!  There can be only one Master, but the Vampire can create children.  Vampires cannot be slain by normal means; if killed in battle, the creature will be reborn.  Only a Cleric can permanently destroy a Vampire.  Vampire Mausoleums support 300 troops each.

When Vampires attack they receive a random disguise and always fight with undead reinforcements.  Undead troops cost no food and can be animated from the cemetery.  Vampires have a chance to level drain their victims and can summon a pestilence on others.  They can also charm other players into doing their bidding.
Vampires can cast a dark ritual over an entire continent, cursing every player.

Note: you can be killed attempting to become the master Vampire!

 

Fighter

Barbarian

Mage

1

Knight/Knight

Savage/Savage

Novice/Novice

2

Paladin/Paladin

Grunt/Grunt

Trickster/Trickster

3

Champion/Champion

Warrior/Warrior

Conjurer/Conjurer

4

Baron/Baroness

Captain/Captain

Magician/Magician

5

Viscount/Viscountess

Commander/Commander

Enchanter/Enchantress

6

Earl/Countess

Brigadier/Brigadier

Spellbinder/Spellbinder

7

Marquis/Marquise

IronMark/IronMark

Warlock/Witch

8

Duke/Duchess

General/General

Sorcerer/Sorceress

9

King/Queen

Chieftain/Chieftess

Wizard/Wizard

10

Emperor/Empress

Warlord /Warlady

Archmage/Archmage

 

 

Cleric

Ranger

Vampire

1

Initiate/Initiate

Scout/Scout

Childe/Childe

2

Disciple/Disciple

Tracker/Tracker

Fledgling/Fledgling

3

Acolyte/Acolyte

Hunter/Hunter

Neophyte/Neophyte

4

Adept/Adept

Protector/Protector

Tempter/Temptress

5

Priest/Priestess

Warden/Wardeness

Incubus/Succubus

6

Vicar/Vicar

Ranger/Ranger

Fiend/Fiend

7

Bishop/Bishop

Huntmaster/Huntmistress

Nemesis/Nemesis

8

Patriarch/Matriarch

Forest-God/Forest-Goddess

Elder/Elder

9

Archbishop/Archbishop

-

Prince/Princess

10

Cardinal/Cardinal

-

Archfiend/Archfiend

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