The gunslingers are the wild card of the classes. They can take you on up close or from far away though this should be enough for you to take them seriously. Their guns are devastating.
Strengths
• Normal energy reserve, but low use of energy for their skills. (You divide the energy by 2 and round up the decimal. This is for your energy usage.) • Their excellence in dodging make them the fastest class, even more than Rangers. • Aiming Master: Compared to any other class, you are the best at wielding guns. • Trigger Happy: You ARE the fastest attacking class. • A Tool for the Trade: Your fighting ability depends on your current gun, but you can basically fight at any range.
Weaknesses
• You have to reload. • Ammo System: You must follow our guidelines regarding ammo. • Can only learn one melee weapon style, and it has to be a light weapon. • Not physically strong. • Some skills will leave you vulnerable. • Cannot learn shield skills, but you can use a shield. • Only 1 hand to hand style, and it can't be wrestling.
Fighting for honor, the Knights are not going down easily. These guys are a nightmare up close, dealing more damage than a paladin and proving to be as tough as a Berzerker, the Knights prove the power of their blades.
Strengths
• Strength with Blades: Though not as strong as Berzerkers, Knights have the strongest sword arm. They can cut through stone without using any energy. • Blade Mastery: You are by far the best at the usage of bladed weapons. (Takes 1 post less to learn for all bladed weapons) • Tough bodies: You are trained to withstand lots of damage and keep moving. • Limitless: Knights can learn all bladed weapon styles, regardless of not meeting speed or strength requirements. • Can learn three different melee weapon styles, not including bladed weapons. • Three hand to hand combat styles.
Weaknesses
• Range: You have to get close to your target to do anything. • Mortality: You can take a lot of hits but you don't regenerate those wounds. • You don't do too well against projectile based skills. • Can have only 1 ranged weapon style.
Posted: Sat Oct 01, 2011 12:28 pm
▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ [PALADIN]
Forbidding ones self from certain pleasantries offered in life, even at a young age, Paladins will take oaths and swear to fight for what is right. Beginning in the old kingdom of Fronta, the human kingdom, the Paladins are a part of a prestigious order. These warriors will cut through the dark with their abilities.
Strengths
• Bladed Light: They have the strongest sword attack of all of the weapon classes. +1 rank in damage against unholy creatures. • Tank: Not only are you strong and skilled with weapons, you can create barriers that are nearly impregnable. • Spiritual Healing: Though they are not as good as clerics they can heal themselves and others. • Sacrifice: They have skills that will take the heat for their allies. • Master Bladesman: Paladins can learn 5 weapon styles, the shield style does not take a slot. Paladin's also gain a -1 post reduction to sword skills and shield skills. • Versatile: Paladins can also learn 3 hand to hand styles to fight when they have been disarmed.
Weaknesses
• Some of their skills also hurt themselves. • They are the slowest class. • While they are capable of tracking unholy creatures, they can also be tracked by the creatures they hunt. • Only one ranged weapon style. • Their skills take a lot of energy to use.
You wont see them coming till they strike. They may be one of the sneakiest classes but that does not mean they wont go out in the open for a fight. Armed almost literally to the teeth be careful in facing off with them.
Strengths
• Tied to ninjas in speed. • Equal to the ninja in hiding it would take someone of high rank to spot them before they strike. (You have to be the same rank as the assassin attacking you to see them before they attack) • Silent Shots: Though not as good as a ranger, you can use bow or crossbow skills up to B rank. • Slice and Dice: Unlike the ninja, which would prefer one slice to end it all, your skills are more suited to rapid strikes meant to prolong suffering. • Laced with Poison: Any other class would never lace their weapons with poison, due to a mutual code of honor. You, however, are trained to do so. • Weapon Proficiency: Though you cant use large swords, like what paladins and knights would use, you can still use any other sword skill up to B rank. All sword styles. • 4 hand to hand styles.
Weaknesses
- There are bloodlines that can detect you while hidden. - Built for attacking, not to take damage: You are physically weak, as you are not accustomed to taking a beating. - Assassins can't use a shield, which is why it is discouraged to try and block heavy attacks. Evade, don't block. - Your bow can blow your cover.
Posted: Sat Oct 01, 2011 12:36 pm
▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ [MECHANIST]
Mechanical masters, they are not going to let you walk all over them. What they lack in physical strength their machines make up for. Heavily armored and ready to destroy. Get out of their way.
Strengths
• Most powerful non magical attacks • Can use several weapons at a time • Mechanical armies: You can make them. • Powerful skills • Unique skill list. • Potentially as tough as paladins. • One man army at high ranks.
Weaknesses
• LOUDEST sounding class • Limited attacks • Actual physical strength is low. • useless class at low rank. • Unique skills (in how you get them) • makes most bloodlines useless • No hand to hand or weapons styles, and no way getting around this.
Machine Limit
• At any given rank you may make your machines but they must be approved. • Activating a machine costs as much energy as the rank of the machine. Machines with highly advanced upgrades cost much more than their rank to activate. • At trainee we allow you to have 1 - Novice 2 - Adept 4 - Expert 5 - Master 6 - Sage 8
• Making any more than your limit is possible but activating more than your limit is hazardous as they can break from your control and take on a life of their own.
• Random number 1-10 if you activated more than your limit... if its above 4 it will take on a life of its own. If its an even number above four its going to run away if its odd its going to try and kill you.
With a skill that gave them their name, Berzerkers are fierce warriors. With immense strength, this class forgoes the usage of the sword and can easily bring you down with their fists.
Strengths
• Only class capable of transforming into a 'berserk' form, after a quest. • Not only can they use all the unarmed fighting styles, they have a section of skills that only they can use. • As training progresses they can neglect the pain of their wounds. • Built for strength and speed. • Can heal their wounds using meditation skills, though only out of combat. • Has attacks that can shut off their energy usage, making them impossible to track. • For 50 energy per post, they can double their current strength.
Weaknesses
• No weapon styles. • Does not wear armor, or use shields. • Unlike paladins and clerics, they cant heal in battle. • Though they are close range fighters, a lot of the skills they use leave them vulnerable to those skills in weapons. • Spells outside their class cost 10% more energy to use.
Posted: Sat Oct 01, 2011 12:40 pm
▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ [CLERIC]
Healers and rays of light, they make certain we live another day. They may sound like they can't fight, but they serve a bigger purpose than a healer who gets left behind. They can make themselves or their allies into tanks at high ranks, and their heals are unbelievable.
Strengths
• Large energy pool. 1/4 larger than normal. • Their healing skills are very powerful. • Can heal in battle. • Has skills to spot hidden enemies • Can stop some Arcanist skills. • Can power up their and other's attacks. • May learn a single ranged weapon style, becoming masters of the style (Except for the Shuriken).
Weaknesses
• Can only learn either sword or staff skills up to C Rank. • Physically weak. • One of the slowest classes. • No hand to hand styles.
These guys are easily spotted the problem is they want you to spot them. Speedy and irritating they leave you guessing where to strike.
Strengths
• The Fastest class of them all they are hard to hit even for Rangers and Gunslingers. • By master rank when they run they leave trails of themselves. • Has the Dash skill where they run so fast they actually disappear and reappear somewhere else • Sword proficiency: Though they can master one sword-style the rest gets weaker. If you mastered one sword lets say broadsword you can only master the katana up to A rank so on and so forth. Can master a total of three sword styles, the third going up only to C Rank skills and the third stage, but if there are no C Ranked skills in the third stage, then you may not learn the third stage. • Gun mastery: You can master the semi automatic from the gunslinger list. • Only class besides ninjas that can run up walls.
Weaknesses
• They're cocky • No room for shields or armor. • You run so fast you leave trails, well here's a news for you... it's blurred even to you. • Speed reliant: If you cant run around, you cant do much. • Hand to hand is limited to one style. • While you may be hard to hit, the perceptive eye of the Rangers and Gunslingers will almost always perceive where you are heading. Even when you disappear, Rangers and Gunslingers can perceive where you will end up.
Posted: Sat Oct 01, 2011 12:41 pm
▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ [BARD]
Sometimes enemies are unexpected. The bards call upon the enchanted songs they play for what ever the song is for. Letting them finish a song is like letting them finish you.
Strengths
-There are various songs one for every occasion. -Note this: Sometimes just plain notes can send shockwaves to hurt you. -Acoustics: If they can make their song echo it may be more powerful -Pump up the Volume: Through a quest they may attain the powerful weapon(electric guitar) that makes their skills more powerful -Distortion: They have skills disable people in all sorts of ways. -Counter song: Bards can cancel out each other's songs - Can learn 2 ranged weaponry styles.
Weaknesses
-Few actual attacks. -Break the instrument they are useless. -Some songs take time for their effect to show. -Songs can be interrupted -The S-rank songs require it to be finished before it has any effect. - can only learn 1 light melee weapon style. - 1 hand to hand style that is speedy or flexible
Devoted to their blade they have mastered each and every way of wielding their weapon.
Strengths
• Can master all weaponry to their maximum potential. • Takes 2 posts less to learn any weapon based skill. • Unlocks weaponry skills unique only to the weapons master class • Their energy flows through their weapon thus making them sharper. • They have mastered it that they may use even a great sword with one hand. • Blocking and parrying attacks are easy.
Weaknesses
• Can only learn melee weaponry skills guns and bows are not allowed for them. • Same speed as a knight • Separate him from his weapon he is useless. • Though a master of weapons can only bring at most six. If they come in pairs it is counted as one • One hand to hand style.
Posted: Sat Oct 01, 2011 12:44 pm
▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ [MAGE]
With powers over the cosmos they cannot be underestimated. They can manipulate energy in such form it can create and destroy. Beware the Lords of Vermilion.
Strengths
• Highest energy reserve (x2 the normal energy pool). • Mastery of elements: They have access to all the Elemental Skills (up to A-rank unless its your main element). • Arcane Arts: Their magic spells are quite devastating should one hit you. (+1 rank to magic) • Endless Energy: Though only at master rank they can attack you with specific skills to remove and take your energy. • Deflection: Some of their skills can deflect attacks.
Weaknesses
• Energy Dependent • They can wield weapons but they cannot learn more than C rank of 1 weapon style and not the heavy weapons • Hands needed: The magical spells would require them to let go of any weapon they have unless it is a magical stick. • Some spells have a cast time and should they move during this time it is canceled. • No hand to hand • Mages are called Vermillions because their spells are red.
Beasts obey and appear seemingly out of thin air that is the power of the summoner/tamer class. It may be seemingly useless but you will see when they use it.
Strengths
• Has 1.25x more energy than anyone with the same rank - Can have an endless amount of weapons in battle since they just summon them. • Can potentially have unlimited summons. • Has lots of unique biological skills. • Can create homunculi • Calls for summons out of thin air.
Weaknesses
• They are not physically tough, though most of their attacks are physical • Summons still must be tamed thus you are useless without one. • Limited skills • Only 1 hand to hand style. • Has few ways of fighting without using their skills. only one melee weapon style.
Posted: Sat Oct 01, 2011 12:47 pm
▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ [SHADOWKNIGHT]
Where there is light there is darkness. These walking monsters are the opposite of the Paladin class, casting a shroud of despair to block out the light of hope.
Strengths:
• Slightly tougher bodies than knights, though they cannot be healed by normal techniques and must instead be healed by negative life energy. • Reaper of Darkness: This Character class chooses one weapon at creation, and specialize in it. They have the strongest attack for that Weapon class save for Swords, in which they are tied with Paladins.(-1 post to learning sword techniques) • Aura of Despair: This character class subconsciously creates an aura that makes equal ranked ‘light’ classes feel uncomfortable, and at higher ranks can drive them away. • Betrayal: This class can transfer damage done to it to summoned skeletons. (More info in Ability list.) • Skilled Weaponwielder: The weapon that the Shadowknight specializes in is one that they control better. (-1 post to learning techniques.) • Can learn 5 weapons, with Scythe weapons as an automatic 6th. • Healed by Dark Energy
Weaknesses:
• They use 10% more energy for all skills. • Some of their skills hurt their allies • Slowest Class, tied with Paladin • One Hand to Hand style • One Range Weapon Style • Paladin And Cleric Heals damage this class. -1 Rank in defense against holy beings.
• Normal energy reserve but low use of energy for their skills. (you divide the energy by 2 and round up the decimal. This is for your energy usage) • Just as skilled in dodging compared to gunslingers but they are silent unlike gunslingers. • Aiming Master: Tied to the Gunslinger in their skill with eyeing their target. • Multi Strafe: Unlike gunslingers who are limited to at most two targets you can load up to eight arrows on your bow and hit Eight different targets at once. • Arrows Galore: If a gunslinger has a gun for every job you have an arrow that works the same way. • Crossbow: Less shots more power • Can learn all ranged styles. • Arrows and bolts tend to fly faster than most bullets and have more penetrating power, with the reason being that they tend to be fired off slower. • Gains a pet that acts as a summon but is always with the ranger. This pet grows along with you, though at an exponentially faster rate as your energy feeds into it's development. It can be anything from a wolf that turns into a hellhound, or a Horse that becomes a majestic Pegasus Unicorn. In addition, they heal and fight along side you, and are just as formiddable as you are. However, they and their abilities must be applied for.
Weaknesses
• They can break your bow • No more ammo: Yes you have a limit to how much ammo you bring to battle thus you will run out. • Can fully master up to two, small weapon styles such as the kodachi or katana, but nothing bigger than a single longsword. • Can only master up to 1 hand to hand style.
▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ [RANGER]
Strengths
• Normal energy reserve but low use of energy for their skills. (you divide the energy by 2 and round up the decimal. This is for your energy usage) • Just as skilled in dodging compared to gunslingers but they are silent unlike gunslingers. • Aiming Master: Tied to the Gunslinger in their skill with eyeing their target. • Multi Strafe: Unlike gunslingers who are limited to at most two targets you can load up to eight arrows on your bow and hit Eight different targets though this requires training. • Arrows Galore: If a gunslinger has a gun for every job you have an arrow thats just the same. • Crossbow: Less shots more power
Weaknesses
• They can break your bow • No more ammo: Yes you have a limit to how much ammo you bring to battle thus you will run out. • Only up to A rank skills with swords or any other melee weapon. Two melee weapon styles but not the heavy big weapons like the great sword or scythe • Some skills will leave you vulnerable. • Only up to C rank shield skills. • 1 hand to hand only