Online game (MMORPG) Sphere Reborn – download and play for free
 

 
Character specializations
 


Assassin
Assassin guild is the most mysterious and secret of all in the Sphere. They do not give much attention to magic of elements and endurance training but the dexterity of Assassins became legendary. Mysterious ability to become invisible makes assassin the fatally dangerous enemy. Assassins precisely know where to strike so the damages to the enemies were maximal. Apart from that they are recognized experts in poisons.
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Crusader
Crusaders are honorable and brave warriors who do not like both obscurantism and intrigues of magicians studying elements. The way to Crusader's guild is closed for those who have studied magic too hard. Certainly, the members of the guild do not wish to have anything in common with the enemies, therefore studying magic of elements in the guild is forbidden. Crusaders have perfectly studied the enemies so they do not care their magic attacks. These warriors are not distinguished with accuracy but are very enduring in the thick of the combat.
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Inquisitor
As any other magic guild the Inquisitors dislike warriors, therefore there is no way here for those that have advanced in soldiering. Inquisitors have completely devoted themselves to the doctrine of Tkach, and so know only the magic he used - the magic of Fire, and know it perfectly. Due to this magic the inquisitors possess powerful defense both from physical, and from magic attacks. The attacks of Inquisitors strengthened with the magic of Fire make everyone treat them with proper respect. The magic of Fire accessible only to them is capable to bereave the enemies of many advantages; the magic of Shackles can bind the hands of the opponent, the revival - to get rid of the annoying enemy, sending him to the clutches of monsters.
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Hunter
Hunters never accept people with high level degree to the guild, because they do not like the magic. When they have to make magic experiments, very seldom something good comes out of it because of their poor knowledge of elements. The hunters also are not distinguished with particular strength and endurance. But years of hunting have not passed for nothing, and hunters are the most accurate shooters in the Sphere! Moreover, constantly dealing with different monsters, the hunters have acquired skills of defense both from physical and from magic attacks. These warriors exactly know where to strike to make maximal damages. This skill is called "squirrel's eye". Used to permanent traveling in search of prey and being able to chase the most swift-footed animals, hunters can develop indeed impressive speed of running at wish. Only hunters manage to charge a crossbow with two arrows and not to miss.
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Archmage
Archmages - are great magicians that despise brute physical force. The one, who has already had time to become famous in martial field and get a serious title, can forget about the guild of Archmage. The members of the guild do not possess martial skills, but it is compensated with perfect knowledge of magic of elements. However, that does not mean the archmage cannot stand for himself in a battle - the secret knowledge of the guild gives strong defense against physical attacks.
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Barbarian
Barbarians are great warriors that have devoted themselves to serving the ancient cult of Strength and Rage. In this guild both battle and magic services are equally appreciated, and for the weak in any of these areas it will be not easy to be here. Barbarians possess of great strength but are not very dexterous. They are attracted by the brute force so they prefer the mightiest element of all four - Earth. The secret abilities of this guild are well matched with the might of Barbarians - they are able to enter the state of berserker, stun the opponent, so he can neither see nor fight, and also with the help of special magic make damages to the enemy who is on great distance as though he stands beside.
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Druid
Druids are representatives of the most ancient school of magic in the Sphere. Whole life of Druids is devoted to search of harmony with the nature, therefore battle skills and high titles are alien to druids. The destructive elements of Fire and Air are not studied in this guild, but Druids devote a lot of time to the magic of Earth and Water. Druids live in forest and have comprehended many of its secrets. The forests of the Sphere are quite dangerous so Druids perfectly possess the art of repulsing the attacks. But the brute force is not their favorite way, they prefer to attack with magic, which is due to the secret knowledge of the Guild amplifies with each new level. Druids are the only mage of the Sphere that through long labor comprehended the language and magic of animals. Their efforts were not in vain, now any druid can summon a beast to help in hard minute, and in case of need turn himself into the wolf. Despite such strength the guild of Druids is not aggressive and prefers to earn glory of guild of skilled healers and alchemists.
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Thief
The Guild of Thieves is old as the world of the Sphere. Though for succeeding in the guild ambitious Thieves demand both a high title and degree, nevertheless they are not interested in pure magic of elements, preferring alchemy which is more useful for their craft. The success in thieves' field by no means contributes endurance but the dexterity and accuracy of Thieves remain unexcelled. The secret abilities of the Guild are the object of envy of many since the Thieves comprehended the secret of invisibility without any magic rings or amulets.
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Master of Steel
The most contradictory guild for uninitiated is the guild of Masters of Steel. Oriental spirit philosophy and training, in which the Masters obtain fabulous dexterity, are the main occupation in the guild. The members of this guild are not so aggressive as other guilds denying magic, but in critical situation can bring huge damages to the opponent using the secret skills - Whirlwind of Steel and Divine Wind. However, the Masters of Steel do not attack for nothing, preferring defense in which they reached perfection. Even without armors they are able to defend themselves both from magic and from physical attacks, and using the secret of the Guild - defensive stance Camae, they become practically immune.
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Armourer
The Guild of Armourers was created by the best masters of the Sphere and strictly keeps their secrets. Mages that have managed to get any noticeable degreed will not be accepted to the Guild. Magic or martial art is not studied here, so the knowledge of elements and combat skills of Armourers leaves much to be desired. However, no-one can call the Armourers defenseless after all the secret abilities of their guild provide them with very strong defense both from physical and especially from magic attacks. Besides, forging of weapon has not been in vain and the blow of experienced armourer even without weapon can stop any enemy. Yet the Armourers prefer to be occupied with their favorite labor instead of going into combat. Their art is so appreciated in the Sphere that the guild of Wizards often refuses to work with the weapon without a stamp of Armourers.
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Blacksmith
Many centuries ago best masters-blacksmiths of the Sphere founded this guild. To achieve highness in the Guild both a serious title and a degreed needed. Blacksmith's work requires constant attention so in the guild neither magic of elements or skills, which can be useful in combat, are studied. However, very few will stand the blow of experienced blacksmith, who through many years' work on the anvil, obtained not only physical strength but also absorbed part of the magic from items he worked with. As well as the Armourers, the Blacksmiths are recognized experts and only the stamp of the Guild can serve as the guarantee of quality of armors in the Sphere.
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Wizard
Wizards possess unique resistibility to attacks of any kind - physical or magic. Work with the alchemical components and formulas does not leave time for perfection of combat skills. Those that are too fond of them and have managed to get any serious title are considered as ignoramuses by Wizards, and are not admitted to the knowledge of the Guild. Wizards are very anxious about the reputation of the guild so they do not work with items of doubtful origin. Only weapon with a stamp of Armourer's guild or armor stamped by Blacksmiths is worthy of their attention. Wizards so well delved into the secrets of armors that obtained ability to affect them on distance. Tornado and Rusty Armor spells are capable to give the Wizard time to disappear if not to change the course of combat.
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Bandier
Bandiers are not just standard-bearers but also skilled warriors - commanders of the groups, able to inspire fighters on great feats. Being the old stagers of many battles, the bandiers perfectly know how to beat off any attack and are noted for fine health and endurance. Not everyone can join the guild - only true warriors, not wasting their time on studying magic. The magic itself is prohibited in the guild, but even if the bandier tries to use spell or powder nothing will come out of it. Members of the guild spend all their time in studying the tactics of battles, and their special skills can sharply change the course of battle. If the bandier has the magic Banner he is able to pass its strength to his troop - at bandier's call, the members of the troop gather around and organize impenetrable defense under his command.
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Necromancer
Since olden times it is known that Necromancers live among the swamps on south-west of Feb. However, lately they have abandoned homeland and now can be met at any corner of the Sphere. The members of this guild are interested only in mystery of Death and, partially Life, therefore from all the elements they study only Earth; Air and Fire are under a ban in the guild. Necromancers are not distinguished with strength, accuracy or endurance though they are quite dexterous. Constantly training in use and resistance of magic, Necromancers have become dangerous opponents. Of course, for those that have managed to get significant title the way to this guild of magi is closed. The years Necromancers spent in isolation have not passed in vain, and their secret knowledge is the evidence how they advanced in their occupation. Using the Death Call they summon the souls of dead which fight on their side. Necromancers can resurrect the dead hero or turn weakened human into a dreadful zombie.
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