CLASSES
Beyond race, gender, profession, and guild, each character has a class. SexCraft character-classes are the same as in most games. This is to prevent any confusion; we are avoiding ‘reinventing the wheel’. Here are the character-classes you can select from in this game:
- Companion (listed near the bottom of this webpage, as it is the newest)
- Death Knight (in SexCraft it is called Inisfreean; ICV)
- Druid
- Hunter
- Mage
- Monk (Priestess in SexCraft; the Monk class is not separate or listed in SexCraft)
- Paladin
- Priest
- Rogue
- Shaman
- Warlock
- Warrior
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Traditional Character-classes from Other Games:
DEATH KNIGHT
Death Knights: melee class, either a tank or DPS. cannot wield a shield, making their tanking abilities quite unique, can focus on interruption, as they have a spell that does this well. a hero class, meaning that they start off at level 55 with a full set of powerful gear. Before you can create a death knight, you must have at least one character of level 55 or higher on any realm on your account.
* In Inisfree, the ICVs are the DK equiv’s; start off with tons of abilities, don’t carry a shield (ST suits are to hide their sexiness in any environment, so the suits are made to be strong in Space and planet cores and nuke strikes, etc., NOT as shields of the bodies they contain/hide/mask)
DKs (ICVs) can see everything, including the dead; spirits. That means that they don’t need to cast spells to see hidden people. Their eyes naturally see those things without effort; same way Human eyes see in color.
DKs (ICVs) can’t have pets OR mounts; they level-up to summon their ST suits for that.
* ICVs don’t have Health Bars since they can’t get hurt even in the Outlands; they are invincible EVERYWHERE. They (and kajirae) also don’t have a Mana Bar, since only free-persons are allowed to cast spells. What they DO have, however, are Status Bars, Emotional Fatigue Bars, and Hibernation Bars; a Hibernation Bar must fill back up before they will wake with a reset Emotional Fatigue Bar, allowing them to be exposed to more ugly things in the Outlands without making them want to hide themselves away and sleep off the effects of super-senses encountering the super-gross; those things are difficult to ‘forget’.
You don’t have to have a high-level non-ICV character before you can play as an ICV; this is because all players have to start out at level 0 with no gear and lots of zone travel restrictions.
Badguy Outlanders are idiots, so even though you have infinite health and armor as part of your naked nature, and even though your ST suits alone can outclass entire armadas and even moons and planets and stars, Outlanders will still attack you. The smartest of the Outlander losers will eventually notice what actually DOES bother you, and they will focus on saying the opposite of what is true, and being gross all the time to try and distance/drain you as much as possible, because they know that if YOU are out of the picture, the infinite energy that comes from proximity to those of your race will not be supporting the LESSER good-beings, so if you go into hibernation… the free-persons new to the Inisfreean Way will be more vulnerable, and have a more difficult time getting to/from Inisfree where they can’t age or get hurt; your portal ability won’t be with most of them, and the few of them who HAVE portal abilities will have to request clearance from the Inisfreean-construct (IC) Air Traffic Control Towers (ATCs) of the CIV Aero back there, etc. Keeping ICVs grossed out and off the battlefields means the goodguy Outlanders have to struggle and risk life-and-limb that much more.
ICVs CAN overpower any beings (even Titans, Space Whales, and gods) –even without swarming them with other STs or FJs or BMs or MSBSs or whatever– but they DO start to fill up with color/points their Emotional Fatigue Bar from being around races which are ugly, such as Ogres, Goblins, 99% of Humans (excepting kajirae candidates), etc.
On raids in the Outlands, if you are on worlds with Wal-marts or “plus-size retail stores” or fast-food restaurants, or beaches where out-of-shape people are, ICVs can’t stay there without purging. Otherwise, they get drained and have to leave to sleep it off; hibernating in the stasis pods of their ships, or just going back to Inisfree for more rapid full recharges. The bottom line is that if an ICV isn’t on the warpath, capturing all hotties and killing all uglies, they WILL take emotional damage points, their emotional fatigue bar will fill up, and the longer it stays filled, the more sluggish they will be, and the longer they will need to hibernate to fill up / drain their hibernation bar to return to help. So you have to rotate ICVs through those areas, keeping some back in the stasis pods of their MPHAs during raids, lest the entire ICV compliment have to return to Inisfree with their ships, which results in the temporary abandonment/isolation of the Outlander ground-forces; the free-persons from Inisfree, which can result in some of them getting hurt, captured, etc.
Thankfully, however, ICVs are supposed to stay in their airships, fully suited up in ST suits, on these raids, so it is almost impossible for them to take Emotional Fatigue Bar dings.
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DRUID
Druids: versatile; able to fulfill every role in the game – including tank, healer, and ranged and melee DPS. shape-shift into different animal forms (including bear, cat, raven, and many others). Depending on their current form, specialization, and equipped gear, a druid is able to fill any role. best camo; as native plant-life, such as trees –which appear translucent to the player, but invisible to OTHER players.
depend on a pet they have tamed to protect them as they use ranged weapons; a gun, bow, or crossbow.
use: traps, stings, [Feign Death], and many others. Because their pets are so powerful, hunters are very popular with new players.
(Beast Mastery), become ranged DPS machines (Marksmanship), and PvP and PvE “mixed bag” gameplay in the hard to master tree of “Survival”.
* Like on Gor, nearly everyone is part Druid; nature lovers.
* Druids also have the easiest time taming/training pets.
Hybrid class. Unlike other hybrid classes, Druids do not fulfill several roles at once (e.g., both healing and melee at the same time), but can choose which role to take by shifting into one of their forms.
Normal form: healers & casters, array of heal-over-time spells and some offensive spells.
- [Bear Form], they gain considerable toughness and a Rage bar, allowing them to act as a tank.
- [Cat Form] gives them an Energy bar and Rogue-like abilities for a high damage output,
- [Moonkin (owl-humanoid with antlers-hat) Form] (balance talent) allows them to gain extra armor equal to plate, give their group a spell crit aura, and cast potent damage spells on par with a Mage.
- [Tree Form] Rogue stealth abilities *DKs (ICVs) can see them when they’re in this form, but it doesn’t matter because they’re on the same side. Spell-casters casting reveal-spells can see them as long as those spells are working. and Werewolves (a race, not a class) can smell them.
3 travel-forms:
- [Travel Form] for land,
- Aquatic Form for Water,
- Flight Form for air, which dramatically increases their speed, therefore often survival, too.
Only wear Leather/Cloth armor, but this is offset by their Bear, Moonkin, and tree forms, which increase their armor by a large percentage;
- (180% (Bear),
- 200% (improved tree),
- 370% (Moonkin and Dire Bear) increase on top of base armor);
a resurrection spell which may be used in combat, [Rebirth]. (5 minute cool-down)
Feral talent tree?
can spend their talent points in such a way that they can be both a melee-damage-dealer (Rogue-type) in cat form –and a tank in bear form. No other class offers that much versatility (DPS and tanking in one single talent build), though the two roles require two different sets of gear. Beyond that, Druids can still specialize to become a healer or a DPS caster.
If you enjoy fulfilling multiple roles, the Druid class might be for you.
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HUNTER
Hunter: _
* Males and ICVs do most of the hunting; always for kajirae (because people in Inisfree are vegans).
* DKs (ICVs) can see them when they’re stalking in camo/creep mode, but it doesn’t matter because they’re on the same side (except the Hunters in rural raid sites the Outlands). Spell-casters casting reveal-spells can see them as long as those spells are working. and Werewolves (a race, not a class) can smell them.
The hunter is the only class in the game that can deal effective damage with bows, crossbows, and guns. These are available to other classes, but only do token damage and are chiefly used for ranged pulling, while they are the Hunter’s main weapons. A Hunter’s DPS and ranged attack rating scale as they increase in level, much like a Warrior’s attack power scales with melee weapons. In addition, Hunters gain many special abilities with ranged weapons that either cause extra damage or help control the enemy in some way (slowing, stunning, increased miss chance, etc.).
By contrast, hunters do not gain significant attack abilities with melee weapons. While certainly more deadly in melee combat than most spell-casters, the Hunter will be outmatched in a serious sword-fight (or ax-fight, fisticuffs, etc.). Close-range combat is not a strength for Hunters and is avoided as much as possible. Before patch 2.3 there was a minimum range for the use of ranged weapons referred to as the “dead zone.” This referred to an area that lay just beyond melee range and just before ranged attack range where the hunter was unable to attack. It was often exploited in PvP combat and has since been removed.
The Hunter is able to tame many animals from the wild and use them as pets, a central aspect of the class. They are the only class allowed to name their pets, but note that names are semi-permanent and need not be assigned right away, so choose carefully. (To change a pet’s name, you will need a [Certificate of Ownership].)
The Hunter class is the most well adapted class for solo play, and is often considered to be the easiest and fastest leveling class. In solo play, the Hunter will send the pet to engage the enemy and shoot the enemy from a distance during the fight. Keeping the enemy focused on the pet, rather than running back to the hunter, is a balancing act Hunters must master to play effectively. Hunters can keep pets throughout the life of the character if desired; pets level with the Hunter and can be trained in new abilities as the Hunter learns them. Specializing in [Exotic Beasts] can ultimately give the pet considerable destructive power.
Hunters also have the ability to lay traps, which can either damage or crowd control the target. Hunters are often expected to use their freezing trap in group situations to help with crowd control.
In groups, Hunters are usually considered damage dealers, using their normal modus operandi to hit the target (pet engages, hunter shoots). In instances, the skilled Hunter can often be very useful at pulling, as the Hunter has the ability to cancel the encounter using the [Feign Death] ability, presuming it is not resisted and the group is far enough away. It should be noted however that Hunters must be practiced at controlling their pets in instances for reasons of aggro control, knowing when and how to keep the pet restrained so as not to interfere with other group members’ duties.
In PvP, Hunters have traditionally specialized in ranged damage (Marksmanship) and traps (Survival), but this has been turned around thanks to the changes made to the talent trees and pet skills in Wrath of the Lich King. Beast Master tends to be a caster-killer build, thanks to all the pet damage boosts. Survival is more of a heavy-armor killer, since the powerful and dangerous [Explosive Shot] deals pure fire damage and ignores armor. Marksmanship is the middle ground, but still dangerous thanks to [Silencing Shot] and Chimera Shot.
If you think you would enjoy controlling a pet, using crowd control, generating high powered burst damage, and tackling difficult encounters by yourself, the Hunter may be a great choice.
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MAGE
Mages : ranged DPS dealers par excellence. No other class has such a huge variety of massively powerful abilities. (Mages are sometimes referred to as nukers for this reason.
also referred to as glass cannons due to their cloth armor). –so you must not let enemies get close enough to direct strike.
AoE (Area-of-Effect; damaging many enemies at once) and crowd control (removing enemies from combat) abilities,
able to open magical portals to major cities that their group can use.
*free-women are the priests and mages of this game; priestesses are in the temples of Inisfree, while mages are out in the fields/battlefields of the Outlands.
The mage is the archetypal ranged DPS spell-caster. Mages arguably cause the most straightforward damage in the game, and have the biggest arsenal of instant cast offensive spells of all the ranged classes, allowing them to inflict great burst damage when combined with long-casting spells.
Mages are famous for their area of effect spells (AoE), such as [Blizzard] or [Arcane Explosion], that cause damage to all enemies in a given area simultaneously. When used improperly, this will result in a small army assaulting the mage directly and the mage’s sudden death. When used judiciously, however, AoE spells shorten fights, save group members’ lives, and make certain encounters easy that might otherwise be very tough.
Mages have other useful abilities besides their destructive spells. They have a quite useful crowd-control spell called [Polymorph] which temporarily turns an enemy into a sheep, pig, turtle, or even a penguin. This comes in very handy when facing multiple opponents, and in PvP also provides comic relief. Mages are also popular for their ability to open Portals for their party to use to travel to a capital city (Orgrimmar, Ironforge, etc.), and their ability to conjure water and food for faster regeneration of mana and health between fights.
Mages have particular weaknesses that offset their strengths. Their greatest weakness is that they are limited to cloth armor and cannot long survive melee combat, which they should avoid more than any other class. Their other chief weakness is their total reliance on mana, which limits the sustainability of their damage. Mages cannot do significant damage with melee or ranged weapons, so if they run out of mana they are relatively powerless (Wands might be useful for pumping out more damage while waiting for Mana to regenerate, but their DPS is pathetic compared to nearly all other weapons of the same level). As a result, Mages can be considered, in terms of play style, unforgiving with mistakes. Timing and awareness play a huge part in survival. In fact, while the Warlock and the Hunter are considered by some to be overpowered, the Mage is hardly mentioned, due to the Mage having among the lowest survivability in the game.
In PvE groups, the Mage should never engage the enemy immediately; instead they should allow the tank and other classes to wear the enemy down and build up sufficient threat. Once the enemy is suitably focused on the tank, the Mage will unleash a torrent of damage that quickly ends the fight. Knowing when to start attacking and how much damage to do is one of the main skills a Mage must master.
In solo play and in PvP, the Mage relies on spells that slow or freeze the enemy in place so it cannot approach within melee range. They have several escape abilities (e.g. [Blink]) that can help if they are losing a fight.
If high-powered ranged combat and mass carnage suit your tastes, the Mage is a good choice.
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MONK
Monks : versatile, use martial arts to tank or melee DPS, or their knowledge of life and Chi to heal.
to maximize their healing potential they must be in melee range of the boss.
*no monks in Inisfree; only FEMALES can do this sort of thing; priestesses
unique (mostly melee) combat system, combining energy or mana with the combo point-like chi (they use stamina like anyone else, but use mana for special martial arts moves instead of for magic/spells)
a range of stances to define their current role (their equiv’ of the animal-forms of druids).
flurry of punches or flying kicks,
incapacitating enemies with an intimate knowledge of nerve centers and acupressure points (click on icons to determine which punches/kicks/touches aim for which acupuncture points, or do which wrist-locks, and then the game-logic rolls the digital dice to and compares with the stats of the target to determine whether or not the intended move worked),
using their inner calm and connection to the universe to heal and restore balance to their allies. (chanting and gong-baths for area-effect/buffing, and sitting down in a meditation pose; ‘Indian style’ to more rapidly restore their stamina/health/etc)
hybrid class; melee DPS, tank, or healing role,
similar to paladins; tend to provide a little healing in any spec.
unlike paladins, they wear only light armor, and can roll / spin out of harm’s way, dodging blows and disarming foes. Monks have a number of hybrid abilities that combine damage and healing, and also make use of stationary statues and a range of herbal brews to empower their abilities.
Monks are a uniquely mobile class, and are affected by their physical location more than other classes. They can generate Health and Chi Spheres, special objects which must be passed into in order to gain their benefits. This creates a mobile battlefield, with monks quickly rolling and soaring across the arena to restore health before leaping back into the fray. All monks are melee types – even the healers – and need to be up close to make the most of their abilities.
Brewmaster monks are perhaps the most unusual tanks in the game. With a stumbling gait easily confused for simple intoxication, these mighty tanks utilize the style of the drunken master to absorb and stagger damage, while relying on potent brews to restore their vitality. Devoted masters of ale, these curious but undeniably effective defenders hurl kegs of brew at their enemies, setting them alight with their flaming breath, and use purifying concoctions to wash away harm. Evading their assailants’ blows apparently by accident, these elusive brawlers sway and stagger across the arena, provoking their attackers with drunken taunts. Brewmaster monks do not use shields, preferring to leave both hands free for drinking. And for swiping at enemies, of course.
Mistweavers are also unusual, combining the healing power of their mastery of chi with skillful strikes to generate healing for their allies. Using mana instead of the other specs’ energy, Mistweavers can channel their chi to envelop allies in a protective bubble, or retreat into a deep meditation to redirect their allies’ damage toward themselves. Steadily restoring targets using a variety of surging, soothing and renewing mists, Mistweavers gently uplift groups and detoxify them of harmful effects. Like Discipline priests, Mistweavers can also derive healing from dealing damage, and are often to be found in the thick of battle, rather than standing on the sidelines.
Windwalkers are the classic martial artists, melee DPS who eschew weapons to pummel foes with fist and foot. With lightning reflexes these indefatigable fighters leap and roll across the battlefield, using their martial prowess to overpower opponents with a combination of speed and deadly accuracy. Similar in some ways to rogues, these agile fighters conserve their chi to build to devastating special moves, stunning targets with Blackout Kicks and pummeling foes with their [Fists of Fury].
Aside from combat, monks also enjoy some interesting abilities like [Zen Pilgrimage], and a daily quest to train with the monks at the Peak of Serenity, slowly teaching the player how to engage in more advanced battle tactics, as well as serving to accelerate their rate of experience gain.
If you’re looking for a different class which features some rapid melee action, the monk might be for you. The Brewmaster with its Staggered damage offers a slightly different type of tanking experience, while the Windwalker presents a classic martial arts style of play, and the Mistweaver offers a refreshingly hands-on approach to healing. If you like the idea of hidden pressure points, flying kicks and fists of fury, it might be worth your time trying a monk.
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PALADIN
Paladins, versatile,
able to melee DPS, tank, or heal;
almost no ranged DPS abilities.
blessings and auras.
*like warriors, but these guys use aura/spells instead of rage, and in Inisfree they tend to protect the priestesses like their own Secret Service. they also prefer to go on crusades to the giant-blocks ruins of Titans to find ancient artifacts engineered and built to better harness and utilize the ‘magics’ (invisible energies, like radio and microwave) that the priestesses use (since only free-women focus on magic casting, thus keeping their bodies slim and soft, while men do the brute-force direct-action non-magical pro-physical stuff to keep their bodies tough and big and pulsing cocks to stuff tiny soft pussies for mutual satisfaction; women seduce and yield, men penetrate and stretch out; women expand inward out of the way of males, men expand OUTWARD INTO the FEmales)
Paladins are plate-wearing holy knights. With the soul of a priest and the brawn of a warrior, paladins combine Holy magic with powerful weapons and stout armor. Like the knights of legend, paladins fight the good fight, smiting enemies with divine wrath and bringing allies back from the brink of death with the power of the Holy Light. A true hybrid class, paladins can fulfill any role, and can usually do a little of all three, thanks to their combination of damaging, healing and protective abilities.
Paladins are especially well-known for their supreme survivability. Abilities like [Hand of Protection], [Divine Shield] and [Lay on Hands] enable them to render a player all but invulnerable at any time, or instantly heal them back up to full health just when defeat seems inevitable. In PvP, this can make paladins one of the most frustrating classes to play against, with groups of players sometimes joining forces to try to bring a Protection paladin down.
Paladins are also well-known for their range of buffs and support spells, and are arguably the strongest support class in the game. Paladins can grant a number of different hands and blessings to fit any occasion, and use a range of seals to grant them specific benefits each time they attack. Paladins tend to combine self-heals with damage dealing, effortlessly maintaining their health bar while focusing on bringing their targets down. Paladins and execute their abilities through a combination of mana and Holy Power, a kind of combo point system which allows them to build to a powerful burst of healing or damage.
Holy paladins are dedicated healers. Specializing in single-target healing, Holy paladins also have some damage absorption effects and multi-target heals. More heavily armored than any other healing spec, Holy paladins can take a hit or two and can also dish out some respectable Holy damage.
Protection paladins are well-respected tanks. Their substantial AoE damage and multi-target attacks allow them to effortlessly hold the attention of a crowd of mobs, and sometimes to single-handedly defeat them, too. Protection paladins draw great strength from being attacked, and are at their best when surrounded by enemies.
Retribution paladins rely on melee combat supplemented by magic buffs. With a fighting style that mirrors that of a warrior, the paladin uses similar types of skills to deal both physical and Holy damage to their opponents. When geared properly a Retribution paladin is a very durable and damaging melee fighter and is deceptively powerful in all types of play.
The paladin is a true hybrid class, with all three specs capable of respectable healing, as well as providing their allies with a range of buffs, and enjoying an incomparable level of survivability. With a combination of Holy magic and good old fashioned combat, if you want to be a holy knight slaying your enemies and protecting and healing your allies, the paladin is the class for you.
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PRIEST
Priests : healers, ranged DPS.
specialize in the shadow tree to become extremely effective single-target ranged DPS casters, and at higher levels (50+) the damage they cause can return mana to their group.
able to cast buffs
*In Inisfree, there are no priests; only free-women are allowed to take on this role, thus we only have Priestesses. And the only priestesses are for the Inisfreean War; assistants to the ICV MFs in our Spire Temple, etc.
Devout followers of the Holy Light (of the Inisfreean Way, which is TRUE heaven/god-on-earth, NOT what the Outlanders say, as THEIR claims about what is holy are as backwards/opposite as all their OTHER claims, always lying), priests are a cloth-wearing caster class. Traditionally masters of healing, the priest’s knowledge of the Light also grants them control of the darker powers of the Shadow. Discipline and Holy priests are powerful healers, while Shadow priests are potent damage-dealers comparable to Affliction warlocks. However, whether blasting their enemies with Holy Light or sinister Shadow Words, all priests combine some of each school, and are capable of performing beyond their main role.
Discipline priests specialize in in damage mitigation, using a range of powerful shields to magically protect their charges. Excelling at single-target healing, Discipline priests can keep a single target alive for a long time, thanks to spells like [Power Word: Shield] and a solid range of healing options. Discipline priests can also heal through dealing damage, using their attacks to take care of their allies’ needs during quiet periods or gaps in their rotation. Disc is a great and strong spec to play, with its protective abilities granting breathing room in PvP, and its healing/damage-dealing combination adding fun to PvE encounters.
Holy priests are the archetypal pure healer. They have an extensive range of healing options for all situations, exchanging the Discipline priest’s anticipatory damage absorption effects for good old fashioned healing power. Holy priests use a combination of direct heals, heal over time (HoT) effects, and AoE and multi-target heals to respond to any situation. They also possess some unique abilities like [Lightwell] and [Guardian Spirit]. Holy priests are far more vulnerable in PvP than the other specs, but are excellent at keeping groups of players alive thanks to their healing versatility. Holy focuses on healing even more than Discipline, boasting sheer healing output which is hard to beat.
Shadow priests represent an entirely different approach to the class. These masters of darkness apply damage over time (DoT) effects to their enemies and slowly drain the life from them with [Mind Flay]. Shadow priests offer some similar gameplay to Affliction warlocks, keeping a number of DoTs active on targets at all times while filling the rotation with lighter attacks and bonus procs. However, the Shadow priest lacks the complexity of the Affliction warlock’s range of options, having a much simpler and tighter rotation. Capable of dealing good burst damage, the Shadow priest really shines when they can place DoTs on multiple targets, dealing massive amounts of damage without lifting a finger.
The telltale sign of a Shadow priest is [Shadowform], an altered state that renders the priest a dark shadow of themselves, and improves their play as a DPS. The one limitation to this is that it prevents the priest from casting most healing spells. However, the priest is still capable of dropping briefly out of Shadowform to heal themselves or their allies, providing extra utility and survivability when needed. Shadow priests can also provide a good amount of group healing through [Vampiric Embrace] and hybrid damage/healing abilities available to all priests. However, a Shadow priest cannot be relied upon to maintain healing, as their mana pool will rapidly run dry.
When leveling, many priests choose the Shadow spec, since it deals damage far more quickly than the other specs. However, the healing specs are quite capable of facing mobs alone, and benefit from far greater survivability than the DPS-oriented Shadow spec. Both specs are capable of switching quickly from healing to damage when the situation demands it, with Disc generating healing all the while. This versatility allows priests of any spec to bring a little extra support when it’s needed, and to experiment with their preferred playstyle. For example, a Shadow priest might choose focus entirely on DPS while their allies die, or may take a sideline in support, yanking friends out of the fire with [Leap of Faith] and throwing out a quick [Power Word: Shield] for a beleaguered tank, or even going all-in as a temporary healer to save the day when the main healer dies.
Another string to the priest’s bow is their range of dispel abilities. Powerful abilities like [Dispel Magic] and [Mass Dispel] make priests some of the most powerful dispellers in the game, with Disc and Holy priests excelling in this role. They also have some fun spells like [Levitate], Mind Control and [Mind Vision].
The main weakness to the priest class is their cloth armor, making them very weak to melee attacks. Priests have abilities like [Psychic Scream] for when things get out of hand, but need to stand back from the fray if they wish to show their true potential, and are more dependent on help from other players than some classes. In PvP this can make lower-level play more challenging, as their armor offers little protections from attackers, and stout protectors may be hard to come by until higher levels. Even at higher levels, it often pays to stay out of sight, or at least to try to avoid drawing the attention of several enemies at once, since the priest’s armor offers limited protection to heavy attacks. However, when they are able to focus on applying their talents, priests have some of the most impressive outputs for their roles.
Overall, the priest is a great class with room for a variety of playstyles. If you enjoy healing and supporting others, keeping a target (or several) alive through thick and thin, and being the supporting backbone of the team, Disc and Holy offer a great and powerful healing experience. If you like being a sinister shadow master, destroying targets with a suffocating mass of dark plagues and mental torments, keeping a steady wall of DoTs chipping away at targets’ health, and steadily draining your enemy’s life while they stand powerless to oppose you – you might enjoy playing a Shadow priest.
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ROGUE
Rogues : “The Kings of Murder”
dirty tricks, hide in the shadows and attack from an advantageous position [Stealth],
immensely powerful melee DPS abilities,
wide variety of de-buffs designed to turn the fight to their advantage, from stuns to poisons.
Against a single target, it is difficult to out-damage a well-played and well-equipped rogue,
fragile, only wear leather. Unlike other classes (except cat-form druids), rogues use energy to perform special attacks and have a shortened global cool-down.
*Rogues are the ICAPs (Inisfreean-Construct Assassin-Pods/suits), but Registered Companions can SOMETIMES ACT as Rogues. Rogues are called to take out individual targets when a raid would be far too excessive.
*DKs (ICVs) can see them when they’re stalking in camo/creep mode, but it doesn’t matter because they’re on the same side (except the Hunters in rural raid sites the Outlands). Spell-casters casting reveal-spells can see them as long as those spells are working. and Werewolves (a race, not a class) can smell them.
Rogues (other than cloaked DKs; ICVs, of course) are best at armor-penetration and critical-strikes because they can get so close and plan their strikes without being seen. (but ICVs usually never use that approach, tending instead to mind-override, seduce, and/or distract/diversion; always using supercomputer-mind cleverness instead of projectiles/wounds to get their way)
Rogues have a grappling hook they can use so they don’t need levitation, wings, flying mounts, spells, or flight assists. Their light clothing (only priestesses, registered companions, mages, and warlocks have lighter clothing/outfits) also allows them to climb/scale things almost as easily as children at the Parkour Playground.
*and the more armor any player/class/race/character has on, the more energy it takes to fly for the same amounts of time (so if you don great armor before leveling-up enough, you won’t be able to fly as long as you normally would for your current level).
Sinister masters of the night (ninjas, private investigators, etc.), rogues are a lightly-armored class which uses [Stealth], poisons and sharp blades to dispatch enemies without a sound. Focusing exclusively on DPS, the rogue represents a counterpoint to the warrior’s brash guts and glory approach to battle, preferring to strike from the shadows and [Vanish] without a sound, their only code of honor the contract on their target’s life. Valuing dexterity over muscle, rogues wear leather armor that leaves them free to move swiftly through the night, and usually wield light weapons in each hand.
Rogues rely on their rapidly-regenerating pool of energy to deal damage, granting combo points to build toward devastating finishing moves. Rogues are one of the most infamous classes in PvP, capable of incapacitating opponents for extended periods with a variety of poisons, bleeds, stuns and other disabling effects, while they slice and dice their helpless target. Rogues have excellent access to [Stealth], able to sneak around undetected by enemies and pounce upon their prey with special opening attacks, and have a range of evasive abilities for escaping combat when the odds turn against them. Rogues can also pick locks and [Detect Traps]. With the ability to incapacitate foes, high burst damage, many spell interrupts, and strong evasion abilities, rogues are formidable opponents.
Each rogue spec focuses on DPS, but has its own way of achieving this. Assassination rogues use poisons and finishing moves to deal bursts of damage to their targets; Subtlety rogues are dark stalkers, leaping from the shadows to ambush foes before slipping back into the night; while Combat rogues are the exception, cunning swashbucklers who use agility and dirty tricks to stand toe-to-toe with enemies.
The rogue class has two primary strengths that are ironically in opposition to each other: they are tremendous damage dealers, yet they are also the best at avoiding combat in the first place.
The [Stealth] skill is the rogue’s best friend. Rogues have stealth-enhancing talents that can allow them to travel nearly anywhere in the game by themselves, even to the extent of exploring high level instances solo without ever engaging in combat. They can even grab a few extra coins on their way by picking pockets, though this is not a significant source of income. If you enjoy control, and prefer to pick your fights, the rogue is a very enjoyable class.
Once in combat, rogues are very potent damage dealers. The rogue is a class that “fights dirty” (which is shown through their large arsenal of Stealth abilities, as well as their multiple Stuns and other CC abilities), and they are frequently found at the top of damage-monitoring statistics during endgame raids, although it is common to find rogues sacrificing some of their damage (still leaving it very high) to incapacitate the target through the use of other abilities. Through the use of the combo point system rogues have many abilities that can either stop an enemy in its tracks or slay it quickly. Like warriors, they need close proximity combat to be effective. They are limited to leather armor and can withstand much less damage than warriors; a rogue will be outmatched if suddenly made the attention of multiple enemies. However, stealth often allows them to escape this situation, either to get away completely or to restart the fight under better circumstances.
In PvP rogues are one of the most feared classes because of their stealth capabilities, high burst damage and stun-locks, letting a rogue kill an enemy player without them being able to fight back. This can be very satisfying if you enjoy lying in wait, then pouncing from the shadows to deal huge amounts of damage to the incapacitated enemy, before swiftly slipping away. Subtlety rogues excel at this type of combat. However, in leveling and PvE play, this approach can become slow and repetitious, causing many rogues to favor Assassination or Combat specs for steady combat.
Several of the rogue’s most useful combat abilities (e.g. [Cheap Shot], [Ambush]) require the rogue to be in Stealth, which means that in solo play they can only be used at the start of a fight. In groups, [Vanish] and [Preparation] can allow more chances, while in PvP, combat fades after 5 seconds without fighting, allowing you to re-stealth.
If you enjoy a class that provides a high-octane, quick-reflex environment, the rogue is for you. Win or lose, fights as a rogue are often over quick. Take care: if you are prone to committing mistakes, your rogue will become an easy and vulnerable target. But with a cool head and knowledge of the weapons of your disposal – cheap tricks, lethal poisons, an iron grasp of martial arts, and a dozen ways to control your opponent – a well-played rogue will take you far.
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SHAMAN
Shamans, manipulators of the elements,
healers, ranged spell DPS or melee DPS
sometimes able to tank passably well, although they are considerably more limited in this than a Druid, Death Knight, Paladin, or Warrior.
place (up to 4 at a time) totems that provide a huge variety of useful buffs to their group. These buffs are restricted to a relatively small area of effect surrounding the totem, and a Shaman may have no more than four totems active at one time.
*Mages/Priestesses wield magics, too, and Druids love nature, but Shamans are the ones usually at Tornado Crater…
so if a tornado or tidal wave is wanted, or a forest fire to lessen or rage out of control, a Shaman is called to join a raid, masking raids to look like missing-persons from ‘natural’ disasters.
Shamans are mortal mediators between the very elements themselves. Spiritual leaders of their communities, these powerful practitioners commune with the ancestors and seek to balance the raging elemental forces, and can call upon them in battle to scorch and blast their enemies, or to strengthen and heal their allies. Shamans can enhance their weapons with elemental effects, smite enemies with lightning strikes and bursts of lava, and summon powerful elementals to do their bidding. Shamans can also grant themselves and their allies powerful elemental boons, and call upon the ancestors to assist them, transforming into a [Ghost Wolf] or using [Reincarnation] to return from the dead. Shamans can also use a selection of stationary totems to gain a wide variety of effects, from restoring mana and automatically healing allies to snaring foes and attacking the shaman’s enemies. Shamans are versatile and formidable opponents, able to respond to any situation with a range of unique abilities.
Shamans are able to specialize in offensive spell-casting, melee damage dealing, or healing. Elemental shamans are powerful spell-casters, fulfilling a caster DPS role to blast and scorch enemies from afar; Enhancement shamans are melee damage dealers, smiting opponents with elementally-empowered weapons; while Restoration shamans are versatile healers well suited for any situation.
Shamans can wield most melee weapons and shields, and can wear Cloth armor, Leather armor and Mail armor at level 40. Shamans can use a range of totems to fit the situation, and can summon elementals and spirit wolves as temporary pets or guardians. They can provide excellent raid buffs through totems and abilities such as [Bloodlust], wreak havoc in PvP with their burst damage, and can provide wipe recovery for the group through [Reincarnation]. Shamans are also known for their multi-target spells such as [Chain Heal] and [Chain Lightning].
With the better armor protection, shamans are more survivable than the cloth wearers, but need it because they generally lack aggro-reducing abilities. In PvP, Elemental shamans are often considered “turrets” since they pretty much just sit and spam their ranged spells, turning when needed, while Enhancement shamans feature a hectic playstyle, dual-wielding elementally-augmented weapons to frantically smite their foes.
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WARLOCK
Warlocks : masters of the demonic arts. similar to mages; mages are neutral/good, warlocks focus more on colloquial witchcraft/sorcery/bad
ranged DPS role in groups.
summon a variety of demon minions, each of which has different abilities and is useful in different situations.
DoT (Damage-over-Time) abilities (like Rogue poison would cause), which are able to cause huge amounts of damage to their targets even after the warlock has died, and their curses, which cause a variety of de-buffs,
and they have a few buffs and other abilities that, although somewhat situational, can be very effective.
*Drow, Naga, and Vampires are more like Warlocks than anything else, so you will find them in the Underway and Magics Chambers. They are employed on raids to teach the most brutal lessons to the grossest Outlanders restricting the hottest potential kajirae; worthy preteens.
If your character is not of the Vampire/Demon/Naga/Drow races, making it the class of Warlock will make it much easier for you to have your character AROUND those races (especially in the Outlands where it is scariest to be near them) AND moving through their areas/realms/lairs.
Warlocks are a cloth-wearing DPS caster class, known for their wide range of de-buffs and damage over time effects. Warlocks are also recognizable by their demonic minions, used to deal damage to foes, as well as to provide both offensive and defensive utility. Warlocks have a number of crowd control options, and a wide range of utility spells, which can be used to benefit the entire group. Warlocks also have an interesting relationship with health, capable of converting their health into mana, sacrificing their minions to save themselves, and even trading their own blood in exchange for powerful effects, and possess numerous dark methods for restoring their health, including draining the life from their enemies, and bringing themselves or their allies back from the dead through Soul-stones.
The warlock is one of the more eccentric classes in the game. Masters of dark demonic forces, these former mages and shamans use their powers to inflict terrible suffering upon their enemies, corrupting and draining the very life from their victims, immolating and incinerate attackers, and summoning great and terrible demons to serve them in battle. Warlocks deal damage from afar using spells and DoTs, while using their pets to tank, incapacitate or devour their enemies. Warlocks are similar to mages, except they have a Demon minion, and tend to focus more on Damage over Time (DoT) spells than Direct Damage (DD) spells.
All warlocks fulfill a caster DPS role. However, each warlock specialization offers a different approach to the class. Affliction warlocks are the masters of damage over time, draining their targets’ health with an array of powerful curses and DoTs. They tend to focus on maintaining a formidable array of de-buffs to cripple their enemies, using their unparalleled range of DoTs to deal slow but unstoppable damage. Demonology warlocks are the hardiest and most hands-on of the warlocks. Focusing upon their demonic powers, these warlock benefit from empowered minion abilities and access to the Doomguard minion. Most importantly, these warlocks use [Metamorphosis] to regularly shift into a demon form, where they have access to an altered range of abilities and tank-like armor. Destruction warlocks are more similar to mages, using potent burst damage and Fire spells to sear and incinerate enemies. With a range of powerful nukes, these warlocks focus on direct damage and can rapidly reduce unprepared opponents to a pile of cinders. Each spec also has its own special resource, in addition to mana, used to empower their spells, further defining their unique playstyle.
Probably the most iconic part of being a warlock is their minions, each of which has different abilities and is useful in different situations. Warlocks can summon a range of demons to serve them as their permanent and controllable pet, including the seductive succubus, the tank-like voidwalker, the fireball-hurling Imp and the horrific Felhunter. These can be used to control targets, to prevent incoming damage, to counter enemy spell casters or simply to burn the enemy to a crisp. In addition, warlocks can summon temporary demons like the mighty Infernal for powerful bursts of damage, while at higher levels [Grimoire of Supremacy] allows warlocks to summon a new range of demons, with improved abilities and fearsome new forms. Minions are fully controllable, and can be commanded by the warlock to attack targets and use their special abilities to great effect. Similar to the hunter, this means the warlock is rarely alone, and adds an additional element to play.
Warlocks have several potent forms of crowd control ( [Fear] and [Seduction]), and a warlock’s DoTs will drain their opponent’s life away, regardless of whether the warlock himself survives. In comparison to the other cloth classes, the warlock can be involved in multiple fights without having to take a break, thanks to their life-draining abilities.
A well-played warlock is arguably the busiest DPS class in the game; there is plenty of de-buffing to be done to help the group, a pet to control, crowd control to be handled, all the while trying to maintain a high damage output. If you enjoy playing a less straight-forward spell-caster and seeing your enemies suffer, the warlock might be for you.
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WARRIOR
Warriors : tanking or melee DPS.
damage-mitigating and threat-producing abilities
more than any other class, dependent upon the gear they have equipped – an end-game warrior will often carry around two entire sets of armor and a number of weapons for different specs. Unlike other classes (except Bear Form druids), warriors use Rage to perform special abilities, which is generated by dealing and taking damage, and must be built up during a fight to perform special abilities.
*Warriors are more like Infantry, while Hunters are more like Recon; Hunters have better camo and sneaking, and warriors usually make themselves known as a show-of-force/shock-and-awe even when not in combat. with Rogues being the sneakiest of all; almost ALWAYS hidden, while Druids are GREAT at hiding in WILDERNESSES as TREES, but usually NOT anywhere else, and USUALLY remaining SEEN –or ‘in an animal form’-seen, at least.
melee fighters, strong, quick, plate armor, mighty weapons, deal large amounts of damage, withstanding large amounts of damage to protect other party members. abilities are fueled by rage –which is generated through damage being dealt to and by the warrior, and is capped at 100. many abilities capable of aiding rage generation.
three combat stances:
- [Battle Stance],
- [Defensive Stance],
- [Berserker Stance].
Each provides different bonuses, allowing the player a variety of responses to any given PvE or PvP situation. Warriors can wear any type of armor, preferring plate (available at level 40). use shields, wield any weapon except wands. primary attributes: strength and stamina. gear focuses on strong armor and devastating weapons. tend to be more dependent on the quality of their gear than other classes.
Because warriors use rage — which is built up during combat — instead of mana or energy, there is relatively little downtime between fights. In PvP play, warriors suffer the disadvantage of having to be near an opponent to deal damage. All classes have a weakness in PvP though, and warriors certainly have the strengths to compensate for this. Abilities like [Charge] and [Heroic Leap] allow warriors to close the gap, while abilities like [Hamstring] help them ensnare enemies once they do.
usually found leading the [Charge] into battle, tearing across the battlefield and using furious shouts and terrifying banners to rally their allies and intimidate their enemies (ICVs do this with their lion-helm super-speakers –and naturally superhuman vocal chords). striking down opponents with mighty two-handed weapons, tearing into packs of enemies in a whirlwind of steel, or standing firm in the face of death itself, warriors excel at battle with a range of powerful attacks and battlefield maneuvers, masters of both skillful strikes and devastating blows.
Playing a warrior means action, and lots of it. Warriors love the thrill of close-combat and are usually found in the thick of battle, battling crowds of enemies in a [Whirlwind] of steel. DPS warriors have a lot of powerful damage-increasing cool-downs, and often focus around combining these to provide devastating bursts of damage, while snaring and running down their enemies. If you enjoy the thought of smashing foes with massive weapons, carving your opponents to pieces with a sword or ax in each hand, or being an immovable bulwark of steel facing down death itself, the warrior may be for you.
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COMPANION
Registered Companions: _. cloth armor; normal clothes. yet they ALWAYS get up close and personal with enemies, using arousing and seductive abilities to defeat their opponents, hopefully by turning their minds away from warrior efforts, or even permanently turning their minds to their own side.
these are free-women as fully trained as kajirae, but since they get to PICK their clients, they are NOT kajirae.
magic-level, sometimes-automatic, seduction-ability/buff/area
better trade-offers by default; automatic charm/charisma
easier/earlier access to mid- and higher-level NPCs/quests; due to their appeal, class-reputation, and network/connections
not perfect at all sex, but far better at most types of sex than almost all other classes/beings (other than the ICVs, of course; ICVs are born (3D-printed) perfect at all forms of sex, only needing mere microseconds to figure out and master what each of the people they interact with prefers)
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WoW-classes Equivalents in SexCraft:
All of the classes above are represented in SexCraft, some as-is, and combined, and some in new forms/names.
- paladin: free-women (focusing on magic & basic healing instead of brawls)
- rogue: ICV APs (ICVs tend to stay sneaky and covered-up; ST suits hiding their sexiness), best at sneaking, stealing, cloaking, evading, tiptoe-ing, lock-picking (including the mental locks; mind over-rides via ‘brute force attacks’ and/or the power of suggestion; persuasion, etc.), poisons
- hunter: males & ICVs
- warrior: males, rage, rush forward, last stand, rage from getting struck, tanking, surviving in the higher-levels bracket zones where other classes can’t easily go
- death knight: ICVs
- druid: jack-of-all-trades camo males as FOs (Forward Observers; spies for mortars/artillery) and stalkers
- monk: Dim Mak? they use martial arts more than weapons, and CAN be sneaky, but not as invisible as Rogues. *monks are also the best at disarming foes; they can do a critical-strike (Dim Mak) but can also do a rare-roll to literally take away the weapon of an opponent, so monks at the end of some battles will have their bag slots filled up with confiscated weapons! (which are high-value items in the Auction Houses, etc.) –*ALL other classes must WAIT until they have KILLED (or rendered unconscious, such as by a spell or fear; a warlock using a summoned demon, etc.) the target/s BEFORE they can take (as LOOT) the target/s’ weapon/armor/whatever. (*So if you think you/your-team cannot quite defeat an Outlands boss, you can always send in a monk at certain points to try and DISARM the boss withOUT having to go through a lengthy boss-fight to kill it to get the loot you need it to drop so you can take it back to the quest-giver to complete your quest and level-up.)
- priest: priestesses; free-women in the temple/s
- shaman: elements; tornadoes, tidal waves, forest fires, landslides
- mage: magic outside the temples; free-women
- warlock: demonic magic; familiars (aka minions), curses, etc.
- Registered Companion (RC): (kajirae can’t pick a class; they are essentially these RCs, except that they cannot pick their clients)
*’Tank’ isn’t a class; it’s whoever in the group is designated to take the most damage and keep the biggest bosses/mobs distracted. ‘Tank’ is a role; a billet, not a profession or a class. Some people might be a ‘tank’ on some quests but not on others; it all depends.
The WoW roles are:
- tanking (distracting bosses/mobs, & absorbing/deflecting damage)
- healer
- dealing damage
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*because kajirae are the performers, even though ICVs are the best at the most rapid and complex musical notes sequences, it is the kajirae who are the drummers (even though drumming in the Outlands is generally regarded as a male profession/art), so the kajirae play the drums and other instruments to keep their dancing sisters as charged up on that type of sound as possible, thus helping other kajirae to be the most seductive they can be.
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Summary of SexCraft Classes’ Locations/Functions:
So the general unit set-up is like this: a priestess is at the temple in Inisfree baptizing graduated kajira, the paladins are the secret service of those priestesses, a shaman practices at Tornado Crater and then causes natural disasters to contain and channel enemies like HAARP would, hunters find where the potential kajirae are, rogues take out the powerful individuals who mind-surfing (like web-surfing, but through thoughts and memories, etc.) confirms could never be swayed by seduction or even some magics/mind-interfacing/overriding (using stealth to infiltrate heavily guarded compounds unseen/undetected), Registered Companions contract out to persuade the rich officials who CAN be tempted/mind-changed to hold their defense forces back from the hot girls of their populations, death-knights protect Inisfree and stay on the IC (Inisfreean construct/clone) airships as last-resorts (and can see/sense all hidden/cloaked/camouflaged badguys), warlocks are used to terrorize the terrorists; payback for any religious people known to be at the raid sites (and have reveal-spells when they need to find hidden/cloaked enemies), males are large warriors on the ground rounding up the potential kajirae (with werewolves and vampires being best able to smell/sense them withOUT magic aka spells) which works perfectly because even when kidnapped girls fight back it only gives warriors/males MORE energy/drive/focus/willpower, monks are martial arts masters who blend in with crowds instead of using true-stealth/invisibility (they mingle in plain sight, not needing weapons or gear, with senses like Hunters, not quite large enough to carry off women, great at using Star Trek Spock sleeper-touch techniques to avoid unnecessary kills etc.), mages are the free-women protecting the males as the outer cordon using seduction and spells to distract and change the minds of all locals, druids are great in rural areas because they can take on animal-forms to flush out badguy hunters –or tree-form so hunters won’t notice them –and work with mages’ spells so they can’t get shot while in animal-form.
*So: priests (priestesses, in this game’s case) and Registered Companions do NOT go out on raids; priests stay in Inisfree, RCs are ‘advance party’ free-women who try to keep things smooth so raids meet much less (or sometimes even NO) local resistance (excepting the occasional pissed-off peasant parent going nuts if they spot you).
For the classes which use magic: (so these are the only ones which have a Mana Bar parallel to their bars for Health and Stamina)
- Priestesses just heal & facilitate communications, so they are best at those, and have the most spells FOR those.
- Paladins defend priestesses in the temple/s of Inisfree, but also buff teammates on raids; they are less-brutal warrior-class characters, using buffs FOR others instead of rage AGAINST others.
- Mages buff & heal teammates on raids, so they are best at those, and have the most spells FOR those.
- Shamen manipulate environments & weather, so they are best at that, and have the most spells FOR that. They are naturals at working with Elementals, and in Elemental homes/cities/realms.
- Druids CAN buff (via totems), but mostly use magic to shape-shift. They’re best at taming pets.
- Warlocks scare & hurt badguys on raids, so they are best at those, and have the most spells FOR those. They summon mini-demons so they don’t NEED to go find and then tame pets.
*Monks have Mana Bars, but do NOT use them for magic.
Individual recon:
- rogues stay in stealth but this usually makes them a bit slower
- priestesses can look into the minds of those in their temples (with consent from free-persons, but excepting the ICVs whose minds are too alien in structure, and too well shielded with natural jamming methods, to access or even interpret the data from)
- mages can open portals to look through, not just GO through
- druids can send bird pets (while seeing through their eyes; looking through the eyes of the pet), or GO as shape-shifted into bird FORMS
- warlocks send their familiars, or cast the spell for the hovering demonic eye orb thing (which is quite a fast-moving thing)
- death-knights (ICVs) can mind-surf through any mind or computer network, AND use viewing portals (when minds/Internets aren’t present to look into/through)
- paladins have natural telepathic links to priestesses, so priestesses can send them intel on this ‘ghost-net’, and vice versa; paladins can telepathically report to priestesses what they find in the field (but priestesses cannot confirm this, as they can only access minds within range, which usually means in the temples where they do most/all of their work)
- Registered Companions can almost always trick their clients into revealing intel, or just get them to brag about things so the RC doesn’t have to ‘connect the dots’
- hunters often have the best optics (such as sniper scopes) –excepting ICVs’ sense-organs– and are the best trackers; they can see footprints for days (or longer in some cases) after a target has passed (and this shows up at mid-levels in the game, revealing the paths that all NPCs take, and the paths most players take –even Rogues, exposing Rogue locations, except when a Rogue has used a grappling hook or followed a canal/stream/creek/river/underwater-route; the Rogue footprints stop, but in these cases that does not mean the Rogue is still there at the last set of footprints)
- shamen can cause tides and minor flash-flooding, which often ‘smokes out’ other characters if they are hiding in a treeline
- warriors have good vision, but not as good as hunters (especially since hunters have the best optics), so warriors get gadgets (which hunters don’t usually use, as gadgets make too much noise in most cases), so a warrior-class character of any race might employ (at mid-levels once their profession allows them craft such things) drones or other tech-tools to roam around within a short range and spy on things. –*You can ask an ICV to make whatever you need, or use the FOB-Net to look up the designs in the guest-access Grid Mind databases to then 3D-print one at your residence.
- monks are (usually) unarmed (or hide normal objects in the folds of their gis/robes so that they can’t be seen and aren’t suspicious IF seen), calm, quiet, have a natural calming presence/aura, seem neutral to everyone, rarely make eye contact, always seem lost in their own mental ‘worlds’ / thoughts, keep in the blind-spots (beyond the peripheral vision) of anyone (even low-level vampires, but not un-tracked by DKs; ICVs), and so they can do recon by simply walking straight into and around most areas, even if those areas are filled with badguys/potential-hostiles roaming the market streets, etc.
Classes which can use flirting/seduction to win engagements, get better deals, etc.:
- priest(esses): to help extract info in temples, or to mind-trick religious people in the Outlands by using terms and verses/passages those people are used to hearing (same concept as mimicking wild animal noises and eating habits to get close enough to photograph and study them)
- mages: via spells
- warlocks: via summoning a succubus (or succubae, if a threesome/orgy is desired)
- registered companions: via prostitution; paying clients (kajirae are, technically, this RCs-class, but canNOT use seduction except on a quest ORDERED by their MALE Master)
- DKs (ICVs): like RCs but as flawless at seduction as it is necessary for most other beings to breathe; sometimes via the same mastery-level understanding of acupuncture points that only the Monks-class has
*Players of the other classes in this game CAN use flirting, but only to help gain a few more Status Points; actual seduction is a bit beyond their natures/studies/talents.
*Warriors do not INITIATE flirting, but all Outlander females are naturally ‘magnetically’ drawn to them just by the very air/aura about them –even before they have started proving their superiority in firefights, etc. –and SOME Outlander girls will even run into their Warrior captor’s arms because of ‘pre-selection’; once they see OTHER girls dominated by these great men, they can’t help themselves but rush to them to get pregnant ASAP. So it is the NPC girls who will do the flirting TO the Warriors when they see them; something that almost never happens to those of the other classes.
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CHARACTER-CLASS LIMITATIONS
So there are limitations on movement types (walking, riding, flying, levitating, etc.) and movement speeds, which areas you can enter at which level brackets, which classes/courses you have to take in which order, and ‘dailies’; how you must interact with NPCs and other players for recurring quests. Some quests/dungeons have the limitation that they must be completed by groups, not individual players. Status Bar points can limit you, too (until you get enough, you won’t be invited to exclusive events such as tryouts to be a Congresswoman in Inisfree), as can your race’s natural/innate fears and wonders. But your GENDER ALSO limits you in this game;
- MALE characters can NOT do the cooking, cleaning, or tidying for their own residence or ANY location; they MUST interact with kajirae to do that, and it MUST be done (if it isn’t, they get booted out of Inisfree for seeming unhygienic or like a horder, or just generally lazy and messy)
- ICVs can NOT fill the quotas for guests of Inisfree, which their King reQUIRES, so they MUST keep going out on expeditions to help him scan for, find, pre-screen, and invite in (and orient; via the tour) more people on a regular basis
- kajirae characters can NOT maintain a residence or have any property/personal-belongings of ANY kind, so any items they have for their quests MUST be kept in the silos storage units of FREE-persons; their MALE Masters. They ALSO can NOT select things from the Grocery Store or Mall withOUT the SPECIFIC requests OF free-persons, such as a free-woman (since MALES are NOT allowed to do the grocery shopping in this city/game)
- FEmale free-persons can NOT have kajirae, so they must trade for them with MALE free-persons.
Thus, kajirae must interact with all other classes because:
- they get their storage needs met by males –and their ‘slave-fires’ quenched by males
- they get their errands permission (thus their groceries and slave silks) from free-women
- they get their training/education from ICVs
- they get their XP from performing the duties/tasks/chores/orders from free-persons (they can’t go many places, if any at all, without being TOLD by a free-person to go there; the only time kajirae are free is in the Outlands when they are ‘between Masters’; about to be spotted and caught)
- only ICVs can guarantee complete tours so no one misses anything
- only males can send them to the Girl Kennels or Auction Blocks
- only ICVs can escort them to/from the Girl Kennels (Subt’ Prison, etc.)
- ICVs control the portals and other means to get to/from & in/out of Inisfree
- only FREEwomen are able to get the rare-drop items very easily once they reach Congresswoman levels and prestige
- only ICVs and/or freemen can collar and brand them, and to graduate the kajirae training program of Inisfree, they MUST be branded AND given a generic collar, and to be GIVEN to a freeman, they MUST then have that collar replaced by one marked with that freeman’s name/symbol/inscription (which is where the Inscription/Runeforge professions come in!) *and, yes, you DO get a cinematic when either 1) being branded and collared for the first time, or 2) being re-collared for the first time by your newest/latest Master, …or 3) when a NON-kajira player obSERVES a branding or collaring ceremony for the first time!
Thus, ICVs must interact with all other classes because:
- they get their nymph-diet sex needs met only HALF from their OWN kind (such as synth-cum), and HALF from all their guests (they need natural-cum, too, esPECIALLY from males)
- they get their commands needs met by the King; if he wasn’t issuing them orders via the Grid Mind, they wouldn’t feel as proud and satisfied as they do (that’s just how they are engineered/wired; that’s how they think and dream and yearn)
- they get their freedom to go on expeditions from the help that the kajirae give them with maintaining Inisfree’s ideal (perfectly tidy) state (even with as many ICVs as there now are, they are STILL exploring all of Space!; the Megaverse! AND maintaining HUNDREDS of other WORLDS; in the hidden star system)
- they don’t have to stay in their blank-appearance-mode ST suits when they can coordinate with normal Outlands males to round up girls outside their cloaked ships, so they get the joy of letting their hair down, staying nude, etc. (unworthy outsiders aren’t allowed, as per the King’s orders, to see the ICVs’ flawless beauty or techniques, etc.; you must EARN your way into Heaven; “Earned; never given.”)
- only kajirae and free-women can be the prizes of the Girl Catch games (ICVs can only be owned by the King)
- only men can be the chasers and captors of the Girl Catch games (ICVs can only referee)
- ICVs fear nothing, and can go ANYWHERE, but if they don’t keep entertaining guests (always keeping Inisfree popular, helpful to worthy people, and approaching its stable maximum guest pop/cap), their King’s happiness goes down a bit, and that makes THEM feel less good, as they are extensions of his will, like body-parts, thus they get the same endorphin rushes and orgasms and the healing that COMES from such things when HE is happy/iest
- ICVs can’t get HURT OR captured, but if too many of the non-ICV compatibles DO get turned ugly, inside or out, or if their worlds get blown up, or if nations of them get brainwashed to be lame, that is still considered a loss by their King, and they end up having to give up on places/peoples like that, redeploy somewhere else, and start all over at harvesting potential kajirae and black-ops warriors, etc. –*they also want to preVENT those people, and their King, from seeing anything ugly/gross/disgusting, as that will turn him off, which will turn off all of THEM a little bit, thus it is ALSO considered a loss –*and if anyone is NOT brainwashed or destroyed, but ARE traumatized, they end up overfilling Inisfree’s hospital, etc., and that would violate the dispersion laws, so ICVs, even though they are invincible, STILL have to use their supercomputer-brain cleverness and portal-based super-speed to stay on top of things in the more evil-contested Outlands realms/worlds, so while they preFER to liberate men via black-ops tasking, they still end up having to intervene to stop those mortal males and others from getting too fucked up in surprise settings such as clever traps by gross people determined to expose OTHERS to gross things, etc.
- ICVs can use subatomic transmutation to MAKE all the materials and rare-drop items, but they never NEED them for their QUESTS, so the only time you USE those abilities (now that Inisfree is built) is to make stuff for other players of other classes (the kajirae and free-persons) who are trading something YOU need FOR those things you can MAKE
- the King often prefers that ICVs physically go out to verbally invite/summon those of other races to him or other people/events (telepathically calling out to them is sometimes regarded as rude, abrupt, intrusive, distracting, risky, etc., such as if they’re trying to concentrate during a big event)
Thus, free-women must interact with all other classes because:
- ICVs coordinate the Congress sessions so that the Congresswomen can focus entirely on participation instead of coordination
- ICVs control the portals and other means to get to/from & in/out of Inisfree
- kajirae do the bulk of the shopping, cooking, and cleaning for them
- males provide the kajirae they need to DO those other things and HAVE time to go on quests and become Congresswomen
- even with all the sex-toys in Inisfree, women still need real men to finish fully satisfying them
- only ICVs can guarantee complete tours so no one misses anything
- sometimes only a woman’s touch can soothe another woman; ICVs and kajirae can give free-women the stress-free lesbian/bisexual sex THEIR sex simply is wired to need at times
- even the bravest free-women still have some things they need help with, even if they don’t necessarily FEAR or stand in AWE of alien realms/etc. (ICVs as tour guides, or backups when acclimated humanoid character players aren’t readily available, fear nothing)
- free-women can spend a long time MAKING some things, and can find rare things more easily in Congress during volunteering and being reWARDED for helping others that way, but have an easier time trading for rare things with the ICVs who can make ANYTHING withOUT having to find/make them
- only ICVs can officiate them in as Congresswomen in Inisfree
- only other free-women can be their assistant Congresswomen
Thus, freemen (ALL males in this game are freemen) must interact with all other classes because:
- only women are allowed to do shopping and coordinate volunteer efforts via the Congresses, etc.
- only FREE-women are able to get the rare-drop items very easily once they reach Congresswoman levels and prestige
- only kajirae are allowed to do all the cleaning required by the King
- only ICVs can do the training; sexy training for kajirae, political training for free-women, and rescue/military/etc. training for men
- only ICVs can guarantee complete tours so no one misses anything
- ICVs control the portals and other means to get to/from & in/out of Inisfree
- only kajirae can fully please freemen; ICVs are amazing and perfect at what they do, but men’s nature is such that they need to OWN and CONTROL women (which is why the King owns the ICVs and many kajirae on TOP of them)
- even the bravest freemen still have some things they need help with, even if they don’t necessarily FEAR or stand in AWE of alien realms/etc. (ICVs as tour guides, or backups when acclimated humanoid character players aren’t readily available, fear nothing)
- freemen can spend a long time MAKING some things, and can find rare things on their black-ops (such as Outlands raids for more kajirae candidates), but sometimes have an easier time trading with Congresswomen who are given them as gifts for volunteering, or from ICVs who can make anything out-of/in-to anything
- only ICVs can approve of the residence they select
- only other freemen can be their black-ops teammates for Outlands raids to get more kajirae candidates
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WHICH CLASSES REPRESENT WHICH IRL-RACES
The RACES in this MMORPG are actually humanoid SPECIES. The CLASSES in this game could also be called TENDENCIES. And which tendencies are stereotypically associated with IRL-races? These ones are:
- death knight: Angels (they show up to wipe out cities & sound the charge for genocides/world-floods); glowy-skins
- druid: Native Americans; red-skins (reddish-brown)
- hunter: Pacific Islanders; Samoans; BIG brown-skins
- mage: Arabs; brown-skins
- monk: Tibetan Asians; light-brown/olive-brown skins
- paladin: White Europeans; Caucasians; pinkish/white-skins
- priest: Italians/Mediterraneans; orange/tan/bronze-skins
- Registered Companion: Russians/Ukrainians/Antarcticans; light-tan/golden-tan skins; SEXIEST Caucasians
- rogue: ninjas; Japanese Asians; yellow-skins
- shaman: Africans / Australoids (Native Australians; Aboriginees); black-skins
- warlock: Mongols; ROUND-FACE dark-brown skins
- warrior: Norse; Scandinavians; almost-giants; white-skins; BIG Caucasians
And then, of course, you have some of the WoW RACES also representing actual Earth races;
- Blood Elves: French Whites
- Centaurs: Greeks/Mongolians (“one with the horse”)
- Dwarves/Gnomes: German Whites (stocky, caves, gadgets)
- Furbolgs: (bears) Russians OR Native Americans?
- Goblins: Jews; not quite Gypsies, not quite Arabs
- Kobolds: Jews? degenerate cave people like the Deros?
- Murlocs: the frog-humanoids of Lovecraft? (Blizzard DID add the Elder Gods from Lovecraft…)
- Naga: India(ns)/Mermaids?
- Night Elves: Japanese/Tibetans
- Orcs/Ogres: Russian Whites
- Pandaren: Chinese/Mongolians (round faces/heads) —*but, of course, there are no panda-humanoids in SexCraft
- Saurok: Reptoids/Dinoids (predecessors; the ape-man style missing-link between the Murlocs and the modern IRL Reptoids –who, themselves, might be related to the Greys; Space-Reptoids, NOT future-humans?)
- Storm Giants: Norse/Vikings/Scandinavian Whites
- Succubae/Demons/Draenei: Arabs
- Taurens: Native Americans
- Trolls: Islanders/Blacks
- Undead: Gypsies & zombie Whites
- Worgen: (Werewolves) ??? (and the ‘myth’ of werewolves, along with their demonization, probably stems from the jealousy and frustration of humans who had NOT been able to befriend and utilize wolves as guards and hunting assistants)
- Yetis: horns like goats/demons, but also aspects of bears and apes = ??? (and note how they have tribes in WoW, not mere-animal packs/herds)
And what’s with all the bug/spider-humanoids in WoW? Mantids, Silithid, etc.; predecessors of the Drow spider-queen creatures? Ant-people the Native Americans IRL speak of? Priest-King relatives/equivalents/progenitors?
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Classes which know acupuncture/acupressure best:
- death knight: they are the all-knowing supercomputer-brains Inisfreeans, after all
- monk: they use it for martial arts, of course, but also as healers
- priest: to help calm the nerves of initiates in the temples, and help people do the Inisfree version of praying (tantric meditation, masturbation-induced energy-gasms, channeling Freyja‘s essence/powers, etc.)
- Registered Companion: they use it to calm nerves, but mostly to help balance, arouse, satisfy, and help get to sleep their valued clients (or, in the case of kajirae, ALL of whom are this class by default/game-logic, they use these skills whenever TOLD to by their Masters, such as to help their Masters unwind and recover after Outlands questing/raids –when they might want a more personal and at-home experience than going to Inisfree’s hospital might/could afford)
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