Joining This Guild
If you wish to join, send one of these forms filled in to Edible Yaoi
Remember, this is concerning your Rp character, not yourself.
Forename: First Name.
Surname: Last Name.
Age: How old?
Weapons: What Weapons Will Your Character Be Bringing With Him/Her?
Description: What Do You Look Like?
Experience: What Experience Does Your Character Have That Make Him/Her Proficient In This Military Unit?
Reasons For Joining: Why Did Your Character Join?
RP Example: Give me something to go on, something that proves your literacy and ability to RP.
Class: Your class will base your characters fighting ability, and natural capabilities
Classes
Cavalier (Swords, Lances) → Paladin (Swords, Lances, Axes)
The cavalier begins with a horse, and will continue to bond with his/her animal companion. These units have a high movement rating due to riding a horse. Though, in rough terrain and sandy areas, the horse will be slowed, which can cause a lack of movement. Walking your horse will only slow you down, even in rough terrain areas. When you are given the privilege to become a Paladin, you will be trained in the area of the axe, thus making you a more adaptable fighter. Also, the control of your horse will also be greatly improved, making your movement greater on all terrains.
Knight (Lances) → General (Lances, Axes)
Knights are the most defensive of all units. They?re almost always clad in their heavy, sturdy, armor. Though, with heavy armor comes the set-back of low speed. The knight will be almost impossible to miss, but a hard unit when it comes to dealing damage. When becoming a General, the Knight becomes proficient with the axe, making at a more adaptable unit, and giving it the ability to deal more damage.
Nomad (Bows) → Nomad Trooper (Bows, Swords)
The Nomad is a unit who takes pride in his handling ability with the bow while trotting on his horse companion. As a Nomad, you will be most susceptible to close-range attacks. Your bow will not do much damage when fired at an opponent that?s right up in your face. Though, the unit?s ability to travel great distances on horseback will usually come into play when trying to remain away from close combat. When becoming a Nomadic Trooper, you will become skilled with a blade due to hardships on the battle field. Remember trying to get away from that pesky Soldier trying to stab you with his spear? Well run no more! Your sword allows you to become skilled at close combat as well.
Pirate (Axes) → Berserker (Axes)
Pirates are high speed units who specialize in axe-wielding. Though other areas may be lacking, such as not being able to take a hit with any magical force, you can still make your way into the enemies defenses and hammer a good blow into them. Also, you have great skill in the seas, and are usually the captain of any sea expedition. When becoming a Berserker, you gain the skill to attack your enemies vital points, and thus doing more damage. Also, your skills do not end at the seas, you now know much about traveling the mountain landscape, and can travel amongst the stone with the best of 'em!
Shaman (Dark Magic) → Druid (Dark Magic, Staves)
The Shaman specializes in an ancient lore, which some call 'dark' magic. This magic is quite powerful, but mastering the ability to hit your enemy is no easy task. Common attire includes heavy robes, so this unit is a bit slow, but has the highest defense of all magic users. When becoming a Druid, you?ve mastered the 'dark' arts, and have now moved on to staves. Staves are used mainly to heal an ally, but some can be used to confuse, knock out, or even make your opponent blind with rage.
Monk (Light Magic) (Male Only) → Bishop (Light Magic, Staves)
Monks are units who specialize in the divine arts of the heavens. Light magic is guided by the help of the heavens, which makes it easy to hit an opponent with, and even strike a vital spot. Though, light magic is the weakest of all magic tomes, it's vital striking capability will make up for that. Common attire includes light robes, which will not limit movement and make you a harder target to hit. When becoming a Bishop, you have proven you glory amongst the gods, and have chosen to work with a staff. As said before, the staff will normally be used to heal an ally, but can have other effects.
SPECIAL
Bishops do extra damage when attacking an unholy creature, IE: Demons, Skeletons, Hell Hounds ETC...
Cleric (Staves) (Female Only) → Bishop (Staves, Light Magic)
Clerics are the healers of the group. They will usually hold back, and stick to healing the wounded, as they have no fighting capabilities at this time. Though, watching a battle may be even better than fighting in the battle yourself. The Cleric gains much experience by learning to stay out of battle, and may be a more experienced Bishop than the Monk. When becoming a Bishop, you have decided to take up the divine arts. Your skill with the staff has gotten about as good as it can get, and you now plan to take your divine powers just as far.
SPECIAL
Bishops do extra damage when attacking an unholy creature, IE: Demons, Skeletons, Hell Hounds ETC...
Mage (Anima Magic) → Sage (Anima Magic, Staves)
Mages deal with natural magic, such as fire, thunder, wind, ice ETC...and are the most balanced of the magic users. Their speed is a bit lacking compared to the monk, but it's greater than the Shaman's. As a Mage, you have looked into a world of balance, and try to model yourself in the same way. When becoming a Sage, you have realized that being balanced will require a bit of rebuilding the destruction caused by your magical abilities. So, you have decided to take up the art of healing through a magical staff.
Fighter (Axes) → Warrior (Axes, Bows)
Fighters are the muscle of the army. They specialize in wielding the powerful axe. Though, due to the axe being a top-heavy weapon, accuracy is not a strong point of the warrior. When becoming a Warrior, you have decided to further your fighting capabilities by adding a long ranged weapon: the bow. Your bow will have more accuracy than the
axe, but will do significantly less damage.
Mercenary (Swords) → Hero (Swords, Axes)
Mercenary?s are the all around-ers of the fighting classes. Their offensive skills excel, their defensive skills are slightly lacking. When becoming a Hero, you have decided that taking up another weapon will allow you to become more versatile, and make you more useful on the battle field. By adding the axe to your arsenal, you gain a more powerful weapon at the cost of some accuracy.
Myrmidon (Swords) → Swordmaster (Swords)
Myrmidon?s are highly skilled swordfighters with a low attack power. Though they strike their opponents frequently, their focus on hitting their opponent derives them from their strength. When becoming a Swordmaster, you have mastered the skill of hitting your opponent. So much so, that you have learned which points do critical damage, and frequently aim for vital points on your opponent. Along with dealing critical damage, your light robes and high speed make you a hard target to hit.
Troubadour (Staves) → Valkyrie (Staves, Anima Magic)
Troubadour?s are horseback units who specialize in wielding the staff. Though, this unit cannot engage in combat, he/she can gain much experience by watching his/her comrades in battle. When becoming a Valkyrie, you have decided that you are now ready to delve into the magic of nature. Bonding with your steed has made you a fast and hard-to-hit unit. Your skill with Anima Magic will soon grow to be as powerful as you staff wielding capabilities.
Thief (Swords) → Assassin (Swords)
Thieves are skilled looters who take pride in hiding in the shadows. Being a thief, you?re skilled in picking locks of all kinds. Especially lock on treasure chests. When becoming an Assassin, you have seen that your enemies often have their guard dropped around you, seeing as they usually can't even see you, and have learned to attack them when they're most vulnerable.
Wyvern Rider (Lances) → Wyvern Lord (Lances, Swords)
Wyvern Riders are masters of the Wyverns they've tamed. This gives them a mildly high defense, but a low resistance to magical attacks. Being on the back of their winged companions gives them an advantage, as they can soar through the sky and avoid all rough terrain. Becoming a Wyvern Lord has proven your skill on the scaled back of your winged companion. You've decided that wielding a lance will be further helped by having a secondary weapon, the sword.
Pegasus Knight (Lances) → Falcoknight (Lances, Swords)
Pegasus Knights are masters of the mythically famed Pegasus. This winged horse has a high resistances to all forms of magic, but is a bit lacking when it comes to physical defense. When becoming a Falcoknight, you have proved that your bond with you mount has surpassed al expectations, and your Pegasus? magical energy has bonded with you, giving you the high resistance rating as well. Also, taking up the blade is something you have found will help you against harder to hit units.
Soldier (NPC only) (Lances)
The soldier is a basic lance wielding unit clad in medium armor. This unit will only be used as an NPC to guard the fortress, and as personal guards if need be.
Archer (Bows) → Sniper (Bows)
Archers are masters of the long ranged area. These bow-wielding units are the only ones skilled enough to pilot a ballista. Accuracy is a must have for any Archer, so you'll more than likely have a higher hit percentage than most units. When becoming a Sniper, you have gone beyond using a common bow, and have forged your own bow to fit your personal style. This bow will greatly improve you distance to hit ratio, and your accuracy will cause more hits to a vital point.
ALL CLASS-UP'S WILL BE APPOINTED BY THE THREE REMAINING TALONS, NOT BY YOUR PERSONAL PREFRENCE. ALL MEMBERS MUST BEGIN AS A STARTING CLASS, NOT A CLASSED-UP UNIT