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PostPosted: Wed Jan 20, 2010 3:59 pm


Here is a list of Sub-Classes you can chose from


Rogue
Assassin
Shadow Walker
Bard

Ranger
Woodsman
Druid
Tamer

Warrior
Barbarian
Paladin
Mudain
Knight of Chito
Gladiator

Mage
Chan-Mage
Cleric
Summoner
Necromancer
Shapeshifter


Descriptions of these sub-classes are found below
 
PostPosted: Thu Jan 28, 2010 11:10 am


Rogue Sub-Classes


Assassin
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"You must study your opponent, know his every move to make the perfect strike." - Aden Marrka, Assassin.
The assassin is a master of dealing quick and lethal blows. Assassins also excel in infiltration and disguise. They can also function as spies, informants, killers for hire and agents for vengeance. Their training in anatomy, stealth and poison allows them to carry out missions of death with terrifying precision.

Along with great stealth, becoming an assassin you also gain the ability to use invisibility once per encounter and can last up to, depending on your rank. A novice assassin can hold this ability for up to 30 seconds, (two posts) and an expert assassin can keep the ability for the full battle, that is, of course, he doesn't get hit.

In order to join the rank of assassin, you must first kill someone for no other reason then to join the assassins.

Shadow Walker

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"Hiding in the shadows, waiting in the dark, watch out now, or you'll get...Well you'll get killed." --Ajax Zanderhall, Shadow Walker
All Rogues favor the darkness, as it conceals their comings and goings and offers a shroud of secrecy under which they may carry out all manner of shady deeds. The Walker in Darkness can become a creature of the shadow to such a degree that his body is partly made from shadow-stuff, allowing him to merge into darkness and replenish himself. He may make his body incorporeal for limited times.

Shadow Walkers enter upon this path by making a shadow pact, an obscure rare ritual that requires them to spend a week in complete darkness, steadily bleeding themselves white. This is a punishment procedure that one takes a month to recover from. He finds light difficult to tolerate, even afterwards his eyes have a smoky cast to them.Once the ritual is complete, he has begun to walk the shadow road.

Bard

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"You wanna hear a secret? Well, see, I may be playing music in your courts, but I can also get into your bedroom and you wouldn't even know about it." - Recently excecuted bard.  

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PostPosted: Thu Jan 28, 2010 11:11 am


Ranger Sub-Classes

Woodsman
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"Its ******** freezing out here." - most commonly used phrase by Woodsmen, 1254 AE.
A woodsman is a hunter/hermit ranger, who lives in the wild. Living off produce that they kill, grow or trade from travelers. Woodsman never trust outsiders and rarely show hospitallity prefering to kill those who tresspass.Woodsmen are men of the wild, they have amazing tracking and survival skills, living all thier life on thier own means they have to be able to use a sword and have the best melee of the ranger classes.

Druid

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"Here, take this haling potion. I made it from old leaves, treebark and bear excrement." - Kuram'Do Nir, the first Druid.
Druids are peacfull, thoughtfull and friendly. A class of Rangers that have found the call of mother nature, living thier lives in camps of other druids, watching over and protecting the forests. Druids have been known to welcome travelers that pay due respect to the forests and have legendary healing capabilities which they are willing to use, for the right people.

Druids have amazing herbal skills and are able to make deadly poisons and amazing elixers which can be sold or used to change the tide of battle.


Tamer
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Tamers are rangers with an amazing afiliation with animals. They have been known to have a deadly and powerfull animal or group of animals follow them and do thier bidding, using them in battle and to gather food. Tamers tend to live in the wild with thier 'kin' and rarely mingle with other humanoids prefering the company of animals.

Tamers are rare and powerfull, they have to ability to command creatures, even those known to maim a human on sight.
 
PostPosted: Thu Jan 28, 2010 11:19 am


Mage Sub-Classes


Chan-Mage
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"Hyaaaaaaaaaaaaaaaa!!!" - Kung Fogey, inventor of the Chan-Mage school

An uncommon and demanding sub-class of Mage which is, unlike virtually all other sub-classes, skilled in hand-to-hand combat as well as magic. Chan-Magi can only use blunt weapons like staffs and occasionally hammers or simply their bare fists as weapons, but they can be nearly as powerful as most warriors in their combat ability. They are, of course, also highly competent magic-users. The drawbacks to this choice of class is two-fold. First of all, it is very difficult to master: most acolytes fail to develop the twin ability paths adequately and so end up being mediocre at both. Only those with unusual talent and fierce determination can succeed. The second drawback is that, however talented and determined the Mage in question, he has inevitably less time to spend developing his magic given that he is also training his body: most Chan-Magi, therefore, are either entirely focused on a single specialisation of magic or are all-rounders with no specialisation at all, unlike most Magi who tend to have at least two or three specialisations.

Cleric

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"For the last time. We are NOT Paladins!" - Kamus Theori, deceased captain of the Clerics in Narga.

Clerics are the servants of the gods. Whereas other Magi draw their power from the natural world around them, Clerics get their powers straight from their patron deity. Where other Magi must use incantations and mystical items, Clerics give prayers and perform sacred rituals. Although the abilities of Clerics are very similar to other Mage powers, there are often subtleties which divide them; it is very rare for a spell used by a Cleric to be identical to that of any other type of Mage. Clerical magic tends to become more powerful than other types of magic with a similar element, and it is especially effective against unholy creatures like Blecks. The drawback is that Clerics can never be as flexible as other Magi, since they must dedicate themselves to one god(dess) and one god(dess) only; this restricts their powers to those offered by that deity. However, on the upside, this does allow them to further their mêlée combat ability alongside their magical skills if they so desire; unlike Chan-Magi, Clerics tend to favour weapons similar to the Paladin class of Warriors. It should also be noted that Clerics are strictly organised by orders; these will likely determine a Cleric's specialities, both magic and mêlée combat. It should be noted that orders dedicated to Aether, Lumen, Incendius and Humus tend to emphasise mêlée combat alongside magic, whilst orders dedicated to Ebera, Undra, Venturia and Atra are more likely to focus solely on magic. There exceptions in both cases, however.

A worrying development of late is that certain Blecks appear to have been exhibiting Clerical powers. Since such creatures are anathema to the gods, one can only speculate as to what beings would grant them such abilities...

Summoner

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"Thompson, is that a two foot frog under your desk? You know those aren't allowed." - Master Wooldridge, teacher of Summoning class for 50 years, Curia.

Summoners deal not in the forces of nature, like other Magi, but instead summon mystical creatures of all shapes and sizes from other planes of existence to carry out their will. The summoner's talent is not only to call forth these beings and give them shape on the mortal plane but also to control their powers and their wills, preventing them from running free. For whilst only a few summoned entities are directly malevolent, and an equal number are even benevolent, the rest are unpredictable, often disorientated by their passage from their home realms and as such are very liable to cause problems if left to their own devices. Many natural disasters on Endrax are in fact summoners who became either careless or overconfident and lost control over something they summoned - or summoned something they couldn't even control in the first place. Such beings disappear eventually - summoned beings cannot maintain physical form without a summoner's will behind them, with powerful beings likely to lose form sooner than weaker ones - but even in the short time they are able to maintain a presence on the mortal plane, their impact can be immense. These risks have, in recent years, led to many rulers passing strict laws with regards to the training and organisation of summoners in order to minimise the risk of amateur or rogue summoners causing damage - either intentionally or unintentionally. Kingdoms on the unstable volcanic continent of Brim are known to be particularly draconian (no pun intended given that many summoned creatures are, in lose terms, dragons).

Necromancer

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"Grandma, you're alive!" - Proclamation of the first successful creation of the undead

One of the oldest, most feared and yet least understood forms of magic is necromancy. It is known, of course, that it is magic that obscures the usually-clear-cut boundaries between the worlds of the living and the dead. Necromancers command recently- or long-dead bodies to rise up in their servitude, commune with spirits who have passed to the other side and can even extend a mortal's life to impossible lengths, though often at a ruinous cost to that mortal's body and soul. Yet what, as any half-decent Necromancer worth his salt will tell you, they demonstrably never do is 'raise the dead'; they cannot, under any circumstances, return a soul that has passed on to the other side to a living body here in this world, nor even keep it here incorporeally for more than a very short period of time. This is an unbending natural law which many necromancers have tried and failed to break; most now agree that it will always remain unbreakable, and that any attempts to render it otherwise are sacrilege. Which leads neatly onto another misconception: necromancers are not, by any definition of the word, necessarily, or even mostly, evil. The stigma surrounding death is such that it often takes a dark and misanthropic mind to shake off the shackles of common perception and bend the laws of death to one's own bidding, but necromancers are, essentially, exactly like any other profession in that some may work for their own selfish ends, others for noble ones, whilst others may be entirely neutral. Law in several kingdoms restricts the practice of necromancy to the priesthood of Ebera, goddess of death; these men and women regard their abilities as a sacred gift, and fiercely resent any implication that it is unnatural or unholy.

Necromancers typically forsake all other types of magic in order to perfect their own art; however, this narrowness is more tradition than necessity, probably borne out of the way in which known necromancers were often thrown out of existing schools of magic due to the prejudice against them. Some necromancers have been known to manipulate their own bodies in interesting ways which allow them to be powerful close-quarters combatants, but the vast majority are weak physically, even for Mage standards (again, why this is no one knows exactly, since it doesn't seem to be something entailed by the practice of the craft in itself). It should also be noted that, contrary to popular image and indeed enduring tradition, necromancers can make surprisingly good healers; perhaps not so startling given the amount of time they need to spend studying the workings of the human body anyway.

Shapeshifter

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"So then Tiffany said that Cassandra said that I said that she was sleeping with - Oh. My Goddess. I HAVE PAWS." - Alina Galei, proclaimed world's blondest Shapeshifter, 1191.

Shapeshifting is the art of physically altering one's body. These changes are usually temporary, but can sometimes be permanent. Although all Shapeshifters learn animal forms during their basic training in the discipline, the true art of shapeshifting is mixing and matching characteristics from various different species - even imagining new characteristics never before seen in the natural world. The sheer versatility of an accomplished shapeshifter is astounding - one moment they can be as powerful as the most ferocious Beast, the next a silent mouse scampering off through the walls to spy or escape. Of course, such advantages come at a great price, and shapeshifting is well known to be one of the most tiring of skills. Many shapeshifters therefore have a great reputation for eating and sleeping a lot - though, despite the jokes this has caused, relatively few are, under any definition of the word, 'fat'.

Shapeshifting has also, rather unfairly, gained a reputation among other Magi as the 'Media Studies' of Magecraft - i.e. the area you take if you're too lazy, stupid or both to succeed in any other. Several factors are blamed for this - Alina Galei is often mentioned, often preceded by the words 'damn that' or 'I slept with' depending on which half of the population you talk to - but all in all it probably doesn't help that the only universal rule is shapeshifting was ushered in a few centuries ago after several of the most prominent male shapeshifters of the day died of internal bleeding due to a rather rash over-sizing of a certain organ...

... their stomach, of course.

Alchemist

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"Alright, I can't turn lead into gold, I can't make you live forever and I can only cure at best 25% of all known illnesses, nevermind the unknown ones. But I can make you a very nice pair of shoes." ~ Aloysius Caeserion, alchemical apologist

There is magic, and there is science. The two do not usually mix, the techniques used to study them being vastly different. The exception, however, is in the discipline of Alchemy. Originally invented by the Black elves but shunned by all other races save the secretive Avians as blasphemous, it was eventually brought to the attention of Gaian Magi by one Philius Aureus, who had heard (inaccurate) rumours that it was able to turn any metal into gold, and from here it managed to flourish and is now as widespread in its practice as any other branch of Magecraft.

Alchemy is a very widespread art. At a basic level, it always involves analysing substances then breaking them down and altering them magically. The applications of this skill, however, are numerous. Many alchemists apply it to creating new and interesting magical items, bringing variety to traditional assortment of talismans, amulets and magic rings. Potion-making is another common trade among practitioners; on a related note, there are significant numbers who apply themselves to the study of the human body for the purpose of medicine (among other, less savoury objectives). Alchemy is and always has been a highly individual pursuits, perhaps reflecting the nature of the two races who originally pioneered it. One can never assume a Mage's unique interests and talents based solely on the fact that he (or she) is an Alchemist.

There are limits to alchemy, however. Contrary to many rumours, they can neither make gold out of another metal (which would require them to alter the basic elements of a substance) nor manufacture any elixir which will grant eternal life. At least, they couldn't. For many centuries a Philosopher's Stone, a mythical object capable of performing both these acts, has been fabled to exist, but until now no alchemist was able to reproduce it, despite the best efforts of many a fine mind. Yet recently there has been rumour of a brilliant young alchemist who has finally managed to succeed in doing the impossible, in achieving what is quite literally the Holy Grail of alchemy. Unfortunately, it is also highly likely that such rumours will attract evil long before they attract good.

Elemental

There are two types of magic open to all Magi, regardless of sub-class or lack thereof. They are called the Elemental Circle, containing the six elements of Fire, Air, Water, Earth, Light and Dark, and the Base Circle, containing more diverse, non-elemental but also non-classed magic such as teleportation and the like. However, whilst all Magi may use these with some degree of competence (unless they have focused all their training entirely on their sub-class of choice), one certain sub-class of Magi take the former to an extreme. Elementals abandon all other types of magic, even most of the Base Circle, for the sake of focusing solely on the elements. Their powers therefore require little explanation; good descriptions of each of the elements can be found elsewhere. However, it must be noted that there are various classifications of Elemental, which go as follows:

- Unican: The most common type. Practises a single element. As such, powerful but not particularly versatile. Unican Elementals tend to carry magical charms to ward off magic their element of choice isn't particularly good against, especially the element theirs is weak to.
- Hybrid: Also fairly common. Hybrid Elementals mix two elements together. Note that this isn't merely using said two elements in tandem: Hybrid Elementals can't use either element on its own but must use it mixed with their other element of choice. Note that an element may not be mixed with the element it is weak against, with one exception (see below). Hybrid Elementals are more versatile than Unican Elementals, since they draw upon a broader base of Magic, but the counter is that their magic tends to be less powerful in raw terms.
- Polar: Despite the name, nothing to do with ice. Polar Elementals are in a way a sort of Hybrid Elemental; however, they are the exception to the rule that no two elements may be mixed if one is weak to the other. This exception is Light and Dark: since both are opposed to each other, a strange case occurs in which they may therefore be mixed. Nonetheless, the difficulty of doing so cannot be understated; the resulting fusion is often at best inert and useless, at worse highly volatile and dangerous to the caster and all around him or her. Polar Elementals are therefore very rare. They are also, however, very powerful. Approach them with caution and engage them at your own risk.
- Unitarian: A legendary - many say mythical - type of Elemental. Unitarian Elementals may use all six elements both singularly and in combination with one another. Such a Mage would clearly be both extremely powerful and flexible in their abilities; however, no Unitarian Mage has ever been found in reliable historical documents. As already noted, many Magi consider it a mythical classification and an impossibility, much akin to the Philosopher's Stone of Alchemy.  

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PostPosted: Thu Jan 28, 2010 11:58 am


Sub-Classes of Warrior


Berserker

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"Pick up the nearest sharp object and shove it through someone's eyeballs." - Gorum Balor, Berserker
The peak of physical perfection, the height of bravery, the empitome of rage. The Berserker is a combatant who has learned to harness the power of anger and use it to obliterate those who get in his way. Most people have a natural restraint, stopping them from killing the next person who gives them a funny look, Berserkers are taught to forget that restraint. The most merciless, relentless Warriors become Berserkers. Battling a Berserker is not the smartest thing to do, as you will probably end up crushed and broken. Berserkers use probably the heaviest of weaponry, Greatswords and Battleaxes and the like.

Upon becoming a Berserker you will learn the dreaded Blood Rage ability. To enter a Blood Rage is to give up all restraint for one's self and their friends, to destroy anything that is getting in your way whilst screaming and yelling unintelligable battle cries. Upon hearing of a Berserker entering Blood Rage, people often find it humorous, a large bulking man ripping everything apart whilst crying aloud, but upon seeing it, almost all men run in fear and hide.

Paladin

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"In sacrifice, repent
In repent, forgiveness
In forgiveness, love
In love, peace
In peace, victory." - Paladin code.

The Paladin, the most honorable knight you could come across. Devoting their lives to the Eight Gods and their will, the Paladin is the protector of the innocent, defender of the just, and servant of the light. The Paladin uses white magic such as healing powers to back up their regular fighting skill. The polar opposite of the Paladin is the Cleric, who is a mage who uses physical fighting to back himself up. Most Paladin use swords, but they can be found using all manner of weaponry.

Becoming a Paladin gives you the ability of Holy Light, the power to greatly decrease the power of creatures made of pure evil energy.

Knights of Chito

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"The Majesty of the Dragon is both a curse and a blessing unto the world. We are the barrier that seperates the two." - Slogan of the Knights of Chito
The Knights of Chito are believed by some to be a myth, men riding upon Dragons, and are therefore sometimes called the Dragon Knights. The Dragon Knights are the worst of all Warrior sub-classes at actual fighting, preferring to stay atop their mighty beasts of destruction and death, flying high into the sky. Each Knight of Chito is linked to a particular Dragon, and that when one of them dies, so does the other one. They are known for always wearing their coal black armor.

The Knights of Chito are so atuned to their Dragons that they have the ability to breathe fire. Do not underestimate a Dragon Knight if you are overpowering him in close combat, lest you find yourself cooked in the next few seconds.

Mudains

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"We have curved swords and we slice things with them, none of that honour bullshit." - Musashi Miyamoto, legendary Mudain.
The Mudains are a race of refined warriors who have devoted their entire life to the way of the sword, using strangely crafted blades that only their finest smiths are capable of creating, the Mudain is one with battle and finds no greater joy than victory. Mudains are limited and it takes many years of training to reach the point where you can count yourself among their ranks. Mudains are not tied down to any particular profession, and after their training is complete they are able to do what they wish with their lives, making them a very secretive race, you may even live next door to one. Mudains are training daily to keep their skills in check, as once you are Mudain, nothing else can be learned, and what you have learned cannot be forgotten.

The Mudains are very vulnerable to attack, as they only wear thin plate armour. The armour is more a symbol of their training than used for protection, and it is so thin because a Mudain must be light and skillfull.
They use a good range of weapons, however one thing the Mudains have in common with one another is they always carry a curved sword with their name inscribed in the blade, other than that they may use knives, bows, crossbows, daggers etc. etc.

Becoming a Mudain gives you the ability of Finesse. This is a constant ability, meaning that it is always active. It gives them the combating speed and agility similar to that of a Rogue, being able to avoid many attacks that other Warriors would be forced to defend or dodge simply, rather than in a complex way like the Mudains do. It does not, however, give them the arobatic and assassination talents of the Rogue.

Gladiator

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"From the second they take you in you're put into the armory to pick a weapon, and when you do they teach you how to use it for one day. Then they throw you into the arena, if you lose, you try again, thats how they make the best fighters." - Bryce Herald, Gladiator
It is said that a Gladiator hasn't died of old age in over a century, because all Gladiators die in the arena, by their own choice. A Gladiator is a child of seven years old who is born of the relations between a Gladiator and another person, thus it is tradition that Gladiators be the sons and daughters of Gladiators. When a child reaches their seventh birthday they are taken to Solace, the grand arena in Brim. Upon reaching Solace the child is dropped into the armory, where a weapon is given to them based on theirs and their parent Gladiator's physique. They are then taught the basics of this weapon: how to hold it, what it's made of, what kind of fights it is best in, and then the child is left to teach themself how to fight, and because of this, each Gladiator fights in a different way. Every year billions of people from all over the four continents of Endrax gather in Brim to watch the fights, or to gamble upon the victor. Children are pitted against children, teenagers against teenagers, and when you reach the age of fifteen you are thrown into the main fights, against anyone of your age or older than you. The arena is an honorable place, no competitor is killed within the hallowed halls of Solace, regardless of their past deeds or social status or even public opinion. When a part of the arena, you are honorbound to stay until you have won at least three tournaments, then you are told to leave honorably, and the weapons and armor you used in the arena as your trophies. A Gladiator's entire life up to this point has literally been battle, and they say the stench of combat is one that cannot be removed.

A Gladiator's way of combat is possibly the most unpredictable you will come across, as every single Gladiator has a different way to fight: some are offensive, some are defensive, some are agile, etc. and it is highly advised against to take on a Gladiator in a brawl. Gladiator's have great pride in their abilities and use them whenever necessary, yet they are far from as angry and battle-mad as a Berserker, in fact, many Gladiator's are level-headed combatants, having spent their lives around battle and learnt enough about it to formulate great strategies, thus, Gladiators who win three tournaments often become generals or other high-ranking officers in different armies.

Gladiator's have the ability of Dirty Tactics. Having been raised in an arena of fighting their whole lives, they taught themselves much more than the conventional ways of fighting with weaponry. Gladiators have found out specific, shall we say, dirty tactics that other sub-classes of Warrior would not know how to implement it into combat. Gladiators 'Dirty Tactics' ability is also a symbol of the knowledge of bones and anatomy in different species, and it is not uncommon for a Gladiator to break bones during combat to hinder their opponents. Gladiators were often disarmed in combat and forced to fight with their hands and feet, but they were never taught martial arts, so they had to freestyle it, giving each other cheap hits and attacks in unprotected places, thus, it was deemed "Dirty Tactics."

Bear Cavalry

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"Yeah, you're prettymuch ********." - Incendeus upon creating the Bear Cavalry

Truly, who can stand still and not cower in raw fear of large hairy men with big weapons riding upon roaring carnivorous bloodthirsty bears? Chuck Norris. Thats who. But he doesn't grace Endrax with his presence so thats that. Bear Cavalry is quite the sight to see, truly. Originating roundabout 100 years before the fifth Age of Endrax began, they were crucial in defeating the Orc hordes attacking Brim's mines, which were and still are crucial to keeping Brim in steady income. The Bear Cavalry stood solitary, one unit in each opening of the mine and fought until death, unfortunately the Gladiators of Solace didn't arrive in time
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