Neko Koneko
July 30th, 2009, 09:20 pm
[Guide] Classes
Your character's class determines the things they are proficient at. For example, a Knight would be skilled at hand-to-hand combat whereas a Performer's greatest strength would be his or her talent. There are ten base classes, roughly divided into three different categories.
Classes are considerably broad, so a number of subclasses can be named. For example, a bard would be considered under the performer class, a ninja would be an assassin, and a samuari would be a knight. Pick the class your character best fits under and then you can mold your character and his or her abilities to that specific niche.
Physical classes are suited to people who rely primarily on their weapons. There are four physical classes: Knight, Mercenary, Gunner and Archer.
Magical classes are suited to people who prefer to utilise their magical skills. There are three magical classes: Magician, Priest, Alchemist.
Rogue classes are suited to people who depend on their stealth, cunning or charisma. There are four rogue classes: Assassin, Thief, Bard or Puppeteer.
Physical Classes
Knight
Knights are the masters of melee combat and inflict massive amounts of damage with each attack. However they are very slow because of their reliance on heavy armour. Knights are champions of justice, defenders of the weak and protectors of the innocent. They are brave but not overly intelligent so they have few magical abilities and are vulnerable against magical attacks. Their healing abilities become increasingly potent as they grow more powerful. Knights can also include Dark Knights (evil-aligned knights).
Mercenary
Mercenaries come in all shapes and sizes. They have a broad range of attacks and they usually arm themselves with a variety of different weapons. They rarely play the hero or the bad guy unless they are being paid to do so. Mercenaries are greedy for money and will do whatever it takes to get richer. They don't care how the job gets done, whether by magic or force, just so long as it gets done.
Gunner
Gunners are extroverted individuals who have an incurable love for showmanship. After winning a fierce battle Gunners will invariably twirl their guns in a complicated way as they slide them back into their holsters. Their defining characteristic is their accuracy so they generally prefer to keep their distance in battles. This is just as well, as they make terrible close-combat fighters. Guns can be either magical or mechanical. Guns powered by magic are reliable but slow because they need to recharge after every show. Mechanical guns tend to be unreliable but because of nifty mechanisms reloading is generally much quicker. Bullets propelled by magic don't have magic properties of themselves, so there's no such thing as a fire-bullet, for example.
Archer
Archers wield bows or crossbows in battle - Bows fire rapid volleys of arrows whereas crossbows are more powerful and much more accurate. They prefer to avoid melee combat whenever possible but they usually carry a dagger in case they run out of arrows. Archers don't wear a great deal of armour however their impressive speed compensates for their lack of defence. They are stealthy individuals who win their battles through the clever use of guerrilla tactics. High-level archers can poison their arrows and can even master the art of laying traps to catch their opponents unawares.
Magical Classes
Magician
Magicians are the all-rounders of the magical world. They have been trained in several arcane disciplines so their magical abilities are both flexible and powerful. Magicians' offensive spells are formidable, their defensive spells are great and they can learn some useful healing spells as well. Their strongest spells are those affiliated with their chosen element. However Magicians are hopeless with any weapon heavier than a dagger and they are very vulnerable to physical attacks. Their magical defence is above average but they rarely wear armour so they are often at the mercy of hack 'n' slash classes such as the Knight.
Priest
Priests worship one of the elemental Gods exclusively. Their main focus is on defence - Both magical and physical. Priests' defensive and healing spells are unusually strong but their offensive spells are quite weak. They have the highest magical resistance of any class however their rigorous life of prayer and fasting takes its toll on their constitution. Priests are skilled at wielding clubs, maces and slings but they make only average fighters. They can use skills to enhance their stats, like increased defense or greater speed.
Alchemist
Alchemists use alchemy to create whatever they need from the materials available on the battlefield. They do this by breaking things down into molecules then rearranging those molecules in a different form. For example, an Alchemist could transmute sand into a stone wall or transform a wooden branch into a spear. Alchemists are faster than the other magical classes and are far more robust than Magicians however they are required to obey certain rules: They must draw a transmutation circle before they can use their alchemical abilities. Every Alchemist has a unique transmutation circle.
They must obey the principle of equivalent trade - In order to gain something you need to sacrifice something of equal value. For example, an Alchemist could transmute a small lump of rock into a small knife but they couldn't transmute the same rock into a massive ten-foot long broadsword.
They cannot transmute living creatures. Machines, however, aren't out of the question for advanced alchemists.
All alchemy-related abilities must be based upon science. There must be a plausible scientific explanation for the ability so no "out-of-thin-air" stuff.
Rogue Classes
Assassin
Assassins are skilled hitmen who are hired, like mercenaries, to perform specific tasks. However Assassins are not ordinary soldiers. They only accept contracts when the goal is the assassination of an identifiable target. Even so, they are not overly concerned with money so they usually choose their jobs depending on their personal interests. Assassins rely on stealth and camouflage to pull off their missions. They kill their targets quietly and efficiently; their main priority after a successful assassination is to avoid capture. Because of this their weapon of choice is the dagger and they have mastered the difficult art of creating poisons. Their offence is superb compared to their defence but their true strengths are their speed, stealth and stamina. Assassins may also include ninja.
Thief
Thieves are pretty self explanitory. They live off of other's profits and usually are seen around the black market to get a greater retail off their goods. Many thieves are professional targeting only the rich guys, but there are others who make a past time of it too. They'll go to any methods to get what they want, so thieves can master physical or magical abilities to their liking. Muggers and pickpockets are considered theives as well. Thieves make decent fighters, mostly using daggers and short swords, and they are very fast. Their skills are often based on deception.
Bard
A bard is a performer who usually plays music in order to soothe the ears of whoever may be listening. They travel around a lot, which causes them to know a lot about the world and its different cultures. In battle, they will use non-elemental magic to amplify soundwaves, among with other music and sound related spells in order to take down their opponent.
Puppeteer
Puppeteers are often considered strange people by many. The tend to dress in long cloaks under which they hide their puppet. Puppeteers don't talk much, the puppet does the talking for him. The same happens in battle, where the puppeteer will steer clear of danger while having the puppet attack the opponent. Skilled puppeteers may even be able to control other humans.
Your character's class determines the things they are proficient at. For example, a Knight would be skilled at hand-to-hand combat whereas a Performer's greatest strength would be his or her talent. There are ten base classes, roughly divided into three different categories.
Classes are considerably broad, so a number of subclasses can be named. For example, a bard would be considered under the performer class, a ninja would be an assassin, and a samuari would be a knight. Pick the class your character best fits under and then you can mold your character and his or her abilities to that specific niche.
Physical classes are suited to people who rely primarily on their weapons. There are four physical classes: Knight, Mercenary, Gunner and Archer.
Magical classes are suited to people who prefer to utilise their magical skills. There are three magical classes: Magician, Priest, Alchemist.
Rogue classes are suited to people who depend on their stealth, cunning or charisma. There are four rogue classes: Assassin, Thief, Bard or Puppeteer.
Physical Classes
Knight
Knights are the masters of melee combat and inflict massive amounts of damage with each attack. However they are very slow because of their reliance on heavy armour. Knights are champions of justice, defenders of the weak and protectors of the innocent. They are brave but not overly intelligent so they have few magical abilities and are vulnerable against magical attacks. Their healing abilities become increasingly potent as they grow more powerful. Knights can also include Dark Knights (evil-aligned knights).
Mercenary
Mercenaries come in all shapes and sizes. They have a broad range of attacks and they usually arm themselves with a variety of different weapons. They rarely play the hero or the bad guy unless they are being paid to do so. Mercenaries are greedy for money and will do whatever it takes to get richer. They don't care how the job gets done, whether by magic or force, just so long as it gets done.
Gunner
Gunners are extroverted individuals who have an incurable love for showmanship. After winning a fierce battle Gunners will invariably twirl their guns in a complicated way as they slide them back into their holsters. Their defining characteristic is their accuracy so they generally prefer to keep their distance in battles. This is just as well, as they make terrible close-combat fighters. Guns can be either magical or mechanical. Guns powered by magic are reliable but slow because they need to recharge after every show. Mechanical guns tend to be unreliable but because of nifty mechanisms reloading is generally much quicker. Bullets propelled by magic don't have magic properties of themselves, so there's no such thing as a fire-bullet, for example.
Archer
Archers wield bows or crossbows in battle - Bows fire rapid volleys of arrows whereas crossbows are more powerful and much more accurate. They prefer to avoid melee combat whenever possible but they usually carry a dagger in case they run out of arrows. Archers don't wear a great deal of armour however their impressive speed compensates for their lack of defence. They are stealthy individuals who win their battles through the clever use of guerrilla tactics. High-level archers can poison their arrows and can even master the art of laying traps to catch their opponents unawares.
Magical Classes
Magician
Magicians are the all-rounders of the magical world. They have been trained in several arcane disciplines so their magical abilities are both flexible and powerful. Magicians' offensive spells are formidable, their defensive spells are great and they can learn some useful healing spells as well. Their strongest spells are those affiliated with their chosen element. However Magicians are hopeless with any weapon heavier than a dagger and they are very vulnerable to physical attacks. Their magical defence is above average but they rarely wear armour so they are often at the mercy of hack 'n' slash classes such as the Knight.
Priest
Priests worship one of the elemental Gods exclusively. Their main focus is on defence - Both magical and physical. Priests' defensive and healing spells are unusually strong but their offensive spells are quite weak. They have the highest magical resistance of any class however their rigorous life of prayer and fasting takes its toll on their constitution. Priests are skilled at wielding clubs, maces and slings but they make only average fighters. They can use skills to enhance their stats, like increased defense or greater speed.
Alchemist
Alchemists use alchemy to create whatever they need from the materials available on the battlefield. They do this by breaking things down into molecules then rearranging those molecules in a different form. For example, an Alchemist could transmute sand into a stone wall or transform a wooden branch into a spear. Alchemists are faster than the other magical classes and are far more robust than Magicians however they are required to obey certain rules: They must draw a transmutation circle before they can use their alchemical abilities. Every Alchemist has a unique transmutation circle.
They must obey the principle of equivalent trade - In order to gain something you need to sacrifice something of equal value. For example, an Alchemist could transmute a small lump of rock into a small knife but they couldn't transmute the same rock into a massive ten-foot long broadsword.
They cannot transmute living creatures. Machines, however, aren't out of the question for advanced alchemists.
All alchemy-related abilities must be based upon science. There must be a plausible scientific explanation for the ability so no "out-of-thin-air" stuff.
Rogue Classes
Assassin
Assassins are skilled hitmen who are hired, like mercenaries, to perform specific tasks. However Assassins are not ordinary soldiers. They only accept contracts when the goal is the assassination of an identifiable target. Even so, they are not overly concerned with money so they usually choose their jobs depending on their personal interests. Assassins rely on stealth and camouflage to pull off their missions. They kill their targets quietly and efficiently; their main priority after a successful assassination is to avoid capture. Because of this their weapon of choice is the dagger and they have mastered the difficult art of creating poisons. Their offence is superb compared to their defence but their true strengths are their speed, stealth and stamina. Assassins may also include ninja.
Thief
Thieves are pretty self explanitory. They live off of other's profits and usually are seen around the black market to get a greater retail off their goods. Many thieves are professional targeting only the rich guys, but there are others who make a past time of it too. They'll go to any methods to get what they want, so thieves can master physical or magical abilities to their liking. Muggers and pickpockets are considered theives as well. Thieves make decent fighters, mostly using daggers and short swords, and they are very fast. Their skills are often based on deception.
Bard
A bard is a performer who usually plays music in order to soothe the ears of whoever may be listening. They travel around a lot, which causes them to know a lot about the world and its different cultures. In battle, they will use non-elemental magic to amplify soundwaves, among with other music and sound related spells in order to take down their opponent.
Puppeteer
Puppeteers are often considered strange people by many. The tend to dress in long cloaks under which they hide their puppet. Puppeteers don't talk much, the puppet does the talking for him. The same happens in battle, where the puppeteer will steer clear of danger while having the puppet attack the opponent. Skilled puppeteers may even be able to control other humans.