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First tier classes [Important]

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  Warrior
  Mage
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Agent Grem
Captain

PostPosted: Sat Jan 26, 2008 6:47 pm


Think of these classes as the minor to every other class in the game, This is like the beginning version of every class...Your first class in the game is:

Novice- for lack of better term, this class just knows basics...no real skills, no real stats, just enough skill to wield a sword or knife. This class is the one that advances into the first tier. There is no mission or quest required to become this class, you are this class when the game starts, its like...every other person in the game, you're just a member of the society.

First Tiers

Warrior - This class is your general fighter class, They can use just about any weapon, though not advanced in any weapon any more then any other one. This class has a few advancements, none of which are big on magics, this is an all physical class.
Advancements: Knight, Lancer, and Samurai
Weapons: Axe, Sword, and Knife.

Mage - This class is your basic Magics...simple elemental spells to cover your a** while in combat, not much defense or attack, but lots of magic power. This class advances into most of the further magic classes, that way no matter which you choose, you still have some battle magic on top of what ever specialty you chose afterwards.
Advancements: Wizard, Oracle, and Summoner
Weapons: Staff, Book, and Knife.

Archer - Not much to explain about this class, not very magical, nor is there -that- much power to this class, but you get distance, so for the most part, if you keep your distance from your target, then you'll be pretty hard to get to. Not very many advancements from this class, though the bard/dancer class advance from archer, because it makes most sense if you compair them to other firet tier classes.
Advancements: Hunter, Bard/Dancer
Weapons: Bow and arrow, Crossbow and bolt, and Knife.

Thief - A very Stealthy class, Though don't mistake the fact that this class cannot steal from other players, because that could lead to some unballance problems that we really don't need to deal with.
Advancements: Rouge, Assassin, and Ninja

Cleric - A helpful magic user, no battle magic here, just support magic; Buffs, healing, curing and all that... This class doesn't really have any advancements, because there is only one -real- advancement that makes sense for it, though another one is being bended to work.
Advancements: Priest, and Monk.

Merchant - In my oppinion, this class is not a melee class, though its advencements are powerful if used correctly. This class deals with money, Skills include those used for selling to NPCs higher and buying from NPCs lower. This class, along with it's advancements, can carry around a cart, this cart allows for more holding space, and your shops that you can set up for selling to other players are made from your cart.
Advancements: Alchemist, and Blacksmith
Weapons: Axe, and Knife


Just know that these classes are basic, so to start they won't be any real good, because these just take a sample of things and get 'ok' skill in them, where as advanceing would add power to a certain branch of those skills, and add some of their own for a profession of sorts. Also note that each class has a strenght and weakness...none of them are invincable, though the extra class that would be bought from us would be close to that.
PostPosted: Thu Jan 31, 2008 6:12 pm


Thief Skills

Improve Dodge- this passive skill raises your physical dodging capabilities. This skill does not work against magic attacks

Envenom- This skill soaks your weapon in a poison that will bypass someone defense. This also has a small chance of inflicting the poison status.

Double strike- By increasing your speed and skill with the weapon this passive skill allows you to hit twice where you would normally hit once.

Steal- This is a Thieves most usefull skill. Note: Does Not work when trying to steal from other players!!!, However this skill will work on NPCs and other shops, just don't let yourself get caught or you get fined...
When stealing from a monster or something attacking you. You have a chance to pick out one of the normal drops, which means you don't have to kill it for the drop, however its random and the object is based on skill level.

Hiding- This skill will cloak you from where ever you are, just know that some monsters can still see you. Now, this doesnt make you completely invisable, you just become translucient, meaning a player with a really good eye could still hit you...

Thieves mark- This skill will grant you access to a fur shop, where pelts from monsters can be turned into cheap items, some of which you wouldn't be able to buy anywhere else.

Poach- This skill takes a dead monster and attempts to grab its pelt item, the higher this skill is, the least likely it is to fail. However, when this skill fails, the body becomes unable to use...it'll just fade...

Agent Grem
Captain

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Classes and Skills

 
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