Post by Gilbert Weillschmidt on Mar 6, 2010 2:33:01 GMT -5
Classes are your characters jobs. It's what they do for a living, or, in a sense, what sort of character they are; like how they fight.
Adventurer: Not the type who are out to fight. They are in it for the chance to explore the world around them, and often hire a bodyguard to do the fighting for them. They just want to have fun and enjoy the sights, and are often good cooks.
Gambler: The Gambler is a rogue who, in addition to the regular set of abilities, have a set of magical powers that rely more on chance than usual. They may have to draw a card, spin a roulette, roll magical dice, or activate a magical slot machine to get a desired effect which may be positive or negative depending on their luck. Very likely to attack with playing cards in lieu of throwing knives.
Knight [Warrior]: The knight's are among the most experienced fights. Trained well in the ways of the sword, they can use powerful physical attacks with various types of blades, knights are short-range fights with little to no magical skill. However, their powerful offense and defensive armor make up for this. Speed varies with the type of fighter, but even for the slower ones, they manage just fine with a use of shield and sword.
Ranger: Rangers are much like mercenaries; a jack of all trade. While their magical skill isn't as strong as a magic knights, they are the only main-fighting class that can learn all forms of spells (except for summons). They know their way around the world and how to handle various situations without hesitation. They excel more-so in physical skills with various types of blade, as well as the bow and arrow. Herbs and other various plants can easily be made into medicines and such for quick, non-magic healing.
Ninja [Assassin]: The Ninja/Assassin is a hybrid rogue/magic user that has a long list of useful skills. They generally have a shadow-clone, invisibility, or smoke technique that increases evasion, may have some long-range elemental powers, and often some special bonuses to combat like double wielding. They also excel at throwing items like shurikens, daggers, and kunai. Generally, they have fantastic stealth and a variety of weakening and poisoning abilities, able to cripple a foe to leave him open for allies to to let him die to damage over time.
Magic Knight [Mage-Warrior]: Much like the knight, they are heavily skilled in the ways of the sword, but hold a decent amount of magical ability. While their magic spells aren't high above the intermediate level at most, their knowledge of elemental magic is quite useful. Often intelligent and wise, the magic knights know their way around a fight and when to pick them.
Necromantic Magician [Dark Knight]: A magic-user that wields power over the dead and "dark energy". They can raise the dead and use weak to semi-powerful "zombies" to send them after problems utill they are eliminated. Their powerful dark magic can be used to weaken their enemies or sap their strength away, allowing them to close in with a weapon of choice. However, their seemingly inhuman strength does not come without a price. They are not meant for extended battle during the day, which makes it unwise for them to travel alone. Their strength flourishes in the night.
[You guessed it, this class CAN be Vampires. Admin approval needed; make request in your profies. Happily, they don't burst into flames in the sun or sparkle.]
***NOTE***
For those in this race who ARE vampires, they are the only ones who can use a rare magic known as "blood magic". This allows them to control another (living) being through their blood for short periods of time (the longest being a day, depending on how strong ones magic is). However, this type of blood is risky and does take a fair amount of energy to use.
Bard Magician [Musical Fighter]: A hybrid class that employs Magic Music. Using music to channel their magical ability, they use songs to employ beneficial effects, healing, and damage. Their lack in defense is made up for with intelligence and the ability to cast a very large variety of spells quickly and efficiently. Their ability to play extends far beyond the battle field, and these musicians are often masters of various types of instruments. From the piano to flute, it's quite easy for the to master.
Alchemist: An Alchemist generally requires components to do magic, but they are often able to fashion useful items and potions, or combine items for radical effects in battles via transmutation. They can't really do instant magic without something to use with it (Sorry, no Edward Elric's here), but they have a wide range of types of magic they can use. While they can't summon, they can temporarily create animals or something to attack with through alchemy, and if they use the science properly, they may heal as well.
Spellcaster [Mage]: As implied by the name, spellcasters use magic to fight and often boast some form of staff as a weapon. They are long-range fighters who aren't very good with hand-to-hand combat. Their powerful magic keeps them safe and helps them keep their enemies on their toes. While their defense isn't the most powerful, the offense magic makes up for this, as enemies will have a hard time getting to close to actually inflict short-range damage.
Healer [Priest]: Healers are not meant for close or long range fighting. They boast useful healing and support spells that can make or break the battle often times. From barriers to a simply speed boost, the priest is the ultimate back up for any battle. On their own, they may not seem like much, but as a traveling companion, they are quick valuable and a wise choice to have around. Normally gentle in nature, their wise minds and advise are valued.
Summoner: By the name, summoners bring fourth various types of animals and creatures to do the fighting for them. Their lack heavily in offense, but their defensive tactics are quick good and keep them from getting hurt while in the middle of the summon. Depending on their abilities, they can bring forth a small or large range of animals, spirits, and other creatures to attack for them. Sometimes, they can create contracts with more powerful beings and be called upon in the heat of battle, though contract making is quite difficult for some to do.
Adventurer: Not the type who are out to fight. They are in it for the chance to explore the world around them, and often hire a bodyguard to do the fighting for them. They just want to have fun and enjoy the sights, and are often good cooks.
Gambler: The Gambler is a rogue who, in addition to the regular set of abilities, have a set of magical powers that rely more on chance than usual. They may have to draw a card, spin a roulette, roll magical dice, or activate a magical slot machine to get a desired effect which may be positive or negative depending on their luck. Very likely to attack with playing cards in lieu of throwing knives.
Knight [Warrior]: The knight's are among the most experienced fights. Trained well in the ways of the sword, they can use powerful physical attacks with various types of blades, knights are short-range fights with little to no magical skill. However, their powerful offense and defensive armor make up for this. Speed varies with the type of fighter, but even for the slower ones, they manage just fine with a use of shield and sword.
Ranger: Rangers are much like mercenaries; a jack of all trade. While their magical skill isn't as strong as a magic knights, they are the only main-fighting class that can learn all forms of spells (except for summons). They know their way around the world and how to handle various situations without hesitation. They excel more-so in physical skills with various types of blade, as well as the bow and arrow. Herbs and other various plants can easily be made into medicines and such for quick, non-magic healing.
Ninja [Assassin]: The Ninja/Assassin is a hybrid rogue/magic user that has a long list of useful skills. They generally have a shadow-clone, invisibility, or smoke technique that increases evasion, may have some long-range elemental powers, and often some special bonuses to combat like double wielding. They also excel at throwing items like shurikens, daggers, and kunai. Generally, they have fantastic stealth and a variety of weakening and poisoning abilities, able to cripple a foe to leave him open for allies to to let him die to damage over time.
Magic Knight [Mage-Warrior]: Much like the knight, they are heavily skilled in the ways of the sword, but hold a decent amount of magical ability. While their magic spells aren't high above the intermediate level at most, their knowledge of elemental magic is quite useful. Often intelligent and wise, the magic knights know their way around a fight and when to pick them.
Necromantic Magician [Dark Knight]: A magic-user that wields power over the dead and "dark energy". They can raise the dead and use weak to semi-powerful "zombies" to send them after problems utill they are eliminated. Their powerful dark magic can be used to weaken their enemies or sap their strength away, allowing them to close in with a weapon of choice. However, their seemingly inhuman strength does not come without a price. They are not meant for extended battle during the day, which makes it unwise for them to travel alone. Their strength flourishes in the night.
[You guessed it, this class CAN be Vampires. Admin approval needed; make request in your profies. Happily, they don't burst into flames in the sun or sparkle.]
***NOTE***
For those in this race who ARE vampires, they are the only ones who can use a rare magic known as "blood magic". This allows them to control another (living) being through their blood for short periods of time (the longest being a day, depending on how strong ones magic is). However, this type of blood is risky and does take a fair amount of energy to use.
Bard Magician [Musical Fighter]: A hybrid class that employs Magic Music. Using music to channel their magical ability, they use songs to employ beneficial effects, healing, and damage. Their lack in defense is made up for with intelligence and the ability to cast a very large variety of spells quickly and efficiently. Their ability to play extends far beyond the battle field, and these musicians are often masters of various types of instruments. From the piano to flute, it's quite easy for the to master.
Alchemist: An Alchemist generally requires components to do magic, but they are often able to fashion useful items and potions, or combine items for radical effects in battles via transmutation. They can't really do instant magic without something to use with it (Sorry, no Edward Elric's here), but they have a wide range of types of magic they can use. While they can't summon, they can temporarily create animals or something to attack with through alchemy, and if they use the science properly, they may heal as well.
Spellcaster [Mage]: As implied by the name, spellcasters use magic to fight and often boast some form of staff as a weapon. They are long-range fighters who aren't very good with hand-to-hand combat. Their powerful magic keeps them safe and helps them keep their enemies on their toes. While their defense isn't the most powerful, the offense magic makes up for this, as enemies will have a hard time getting to close to actually inflict short-range damage.
Healer [Priest]: Healers are not meant for close or long range fighting. They boast useful healing and support spells that can make or break the battle often times. From barriers to a simply speed boost, the priest is the ultimate back up for any battle. On their own, they may not seem like much, but as a traveling companion, they are quick valuable and a wise choice to have around. Normally gentle in nature, their wise minds and advise are valued.
Summoner: By the name, summoners bring fourth various types of animals and creatures to do the fighting for them. Their lack heavily in offense, but their defensive tactics are quick good and keep them from getting hurt while in the middle of the summon. Depending on their abilities, they can bring forth a small or large range of animals, spirits, and other creatures to attack for them. Sometimes, they can create contracts with more powerful beings and be called upon in the heat of battle, though contract making is quite difficult for some to do.