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PostSubject: Character Classes    Wed Sep 04, 2013 9:05 am

Initial Class:Warrior
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Description:
Warriors are the basic fighter class. Physically strong and hardy these warriors generally use their superior fighting skills to smash and slash their way through battle. They make use of physical combat abilities to deal great damage and weaken their opponents before moving in for the kill.
Class Advantage:
Gains 1 additional Combat Ability slot at creation
Warriors gain 10% off Combat ability costs
Initial HP: 200
Initial MP: 50


E.V.O.L.U.T.I.O.N
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BERSERKER
Berserkers are feared warriors. Berserkers aren’t trained; they are born with this savagery in their blood. These incredibly strong brawlers have a deep thirst for battle. Sometimes literally. Yes, that is right, the most fearsome thing about a Berserker is that they can entirely ignore pain, fully and completely. And, in extreme cases, they can even come to enjoy it.
Benefits Gained:

  • --Unflinching: Berserkers are famous for this ability right here; their complete disregard to personal injury. Blows that would normally cause even the most tenured warriors fall to their knees in tears would just cause a Berserker to laugh and continue their relentless charge. As one would imagine, their resilience to attack is just incredible. The defense stat is increased by 100, and the Berserker’s max HP is increased by 10%

  • --Berserker Strength: A berserker has the most physical power of all classes. Because of this, they are capable of tossing around heavy objects as if they are nothing. Berserkers can wield two-handed weapons in a single hand, and they can effortlessly shatter their opponent’s armor and other defenses. All of the Berserker’s physical attacks can inflict Armor Break.

  • --Rage: At the cost of reducing speed and magic to 0. The berserker may add on 50% of those stats combined onto the strength for 3 turns. This can only be performed once per battle.


PALADIN
Most people imagine Paladins as holy knights, charging in on noble white steeds, raining down judgment on the wicked and protecting the pure. This isn’t exactly the case, however. In reality, Paladins are little more than crazed zealots. They can be of any faith, and hunt out not evil, but those who would stand against their beliefs. They are savage and ruthless, usually, and put the advancement of their cause above all else, including the law.
Benefits Gained

  • --Purify: The Paladin creates a cleansing energy. This energy removes dark powers from the area, curing all status ailments from all combatants, and nullifying all Black Magic cast by all combatants. This effect lasts for three turns.

  • --Inominae Padre: Skewer the enemy with a countless number of blades made of holy energy. The attack can only be used once per battle. +200 Magical damage, holy element, inflicts Spirit Break.

Requirements:Join a religious organization on Gaia, learn two white magic spells.

DRAGON KNIGHT
Dragon Knights are specialized dragoons that have taken their connection with the dragons to extremes. Dragon Knights have merged their own blood with that of an Elder Dragon, and because of this, have gained dragon-like traits, including hardened scaly skin, and the ability to read minds. They even can transform themselves into one of the beasts for a time.
Benefits Gained:

  • --Scale Skin: The Dragon blood pulsing through the Knight’s veins has altered their structure on the genetic level, altering their skin to be as resiliant as dragon scales. +50 Defense, and immunity to Armor Break. Whilst in dragon transformation this ability is boosted, reducing all damage to the dragon by 30%

  • --Transformation: Once per battle, the Dragon Knight can transform themselves into a man-sized dragon, complete with the abilities of flight and fire breathing. While in this form, the characters stats are heightened and they are resistant to fire element damage. +100 Strength, +50 to all other stats, resistance to fire, lasts for three turns.

  • --Psychic: Once per thread, a Dragon Knight can read the mind of a single person or creature. This is an incredibly taxing ability, costing 100 experience from the character to use, as well as draining all of the Dragon Knight’s remaining MP, and preventing it from recovering for the remainder of the thread.

Requirements: Take a special quest to Bermacia, PM an admin for more details

MERCENARY
Mercenaries are simply soldiers who fight for gold. Not usually picky about who they fight, or who they fight for, mercenaries are typically ex-military who thought they could make more money elsewhere. The actual jobs they get paid to do vary from bodyguarding, to security details, to assassinations, though they are most commonly used as soldiers in the field. They usually work best in small groups.
Benefits Gained:

  • --Phalanx: The Mercenary has the power to temporarily increase the defensive powers of everyone in his group. The entire party is now under the Protect and Shell status effects. These effects are irremovable by any means for three turns.

  • --Brutal Cut: The mercenary is brutal in all forms of combat. All actual damage dealt (after all other modifies are considered) is increased by 5%.

  • --Long Service: Upon obtaining the mercenary class evolution. Any experience gained during "mercenary" type events, is increased by 20%. Note mercenary quests/ events must be given by the admin or taken on the quest board.

Requirements: Take a quest in each tier as a mercenary


Last edited by Admin on Mon Sep 23, 2013 4:28 pm; edited 1 time in total
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PostSubject: Re: Character Classes    Wed Sep 04, 2013 9:08 am

Initial Classes: Mages

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Description:
A black mage is a mage that uses offensive magic to cause major damage during combat. They are physically weak and in close range combat usually require the protection of another class. But during long drawn out battles their elemental magic can really come in handy.
Class Advantage:
    Gains 1 additional magic slot during creation( Offensive magic only)
All Mages gain a 10% discount to magic costs
Initial HP: 100
Initial MP: 150


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Description:
A White Mage is the polar opposite of the black mage. Whereas the black mage uses his or her powers to damage the opponent, the white mage uses their powers to heal allies and grant them enhanced abilities using supportive spells. Each smart traveling party should always have a white mage in case of emergencies.
Class Advantage:
    Gains 1 additional slot to magic at creation. ( Healing or Support only)
All Mages gain a 10% discount to magic costs
Initial HP: 100
Initial MP: 150


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Description:
A red mage is what is sometimes referred to as a battle mage. A class that uses both physical and magical abilities. Delving in both Black and white magic schools. However never being able to master either.
Class Advantage:
    Receives a 10% discount cost on buying level 1 spells of either school.
All Mages gain a 10% discount to magic costs **Cumulative**
Initial HP: 150
Initial MP: 100

E.V.O.L.U.T.I.O.N

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SAGE
The Sage is a master of both magic, and philosophy. The Sage’s most recognized trait is their ability to take the strongest of spells, and then make them even stronger. Sages are usually curious people, or, failing that, are at the very least deeply interested in the workings of magic, as Sages spend most of their time studying the arcane arts, looking for ways to make spell casting easier, and stronger. The Sage is one of the most powerful spell-casting classes.
Benefits Gained:

  • --Giga Flare: A standard flare spell infused with several other destructive spells. The result is a new spell that is just as powerful as Flare, only capable of effecting multiple enemies at once. +1000 Magic damage (same as the Flare Spell) on all enemies.

  • --Sage Wisdom: Sages are masters of their art, and stand as a symbol for all mages, defining what it means to cast magic. All spells use up half as much MP.

Requirements: Complete a quest within the Mage’s Tower, PM an Admin for more details.


NECROMANCER
Masters of forbidden magic, magic that controls the secrets of death and un-life. As a general rule, Necromancers are pure evil. While this is not an actual requirement, it should be noted that bringing back the dead takes a distinct lack of morality. Necromancers can use dead flesh to enhance their own form, and reanimated the fallen to fight for them. A Necromancers most fearsome trait, however, is their ability to continue fighting from the grave.
Benefits Given:

  • --Undead Prosthetics: Exchanging living flesh for the putrid and lifeless flesh of the dead, the Necromancer enhances and mutilates their own bodies. Preserved through dark magics, the dead flesh feels no pain, and regenerates when damaged. The magic flowing through the dead flesh also enhances the Necromancer’s strength and spell power. +50 Damage to all attacks, physical and magical.

  • --Reanimation: Dead characters return to fight under the command of the Necromancer. It doesn’t matter what side the character was fighting for originally, when revived the mindless corpse will always serve the Necromancer. Revived persons are returned to full HP, but are inflicted with the Zombie, Silence, and Curse ailments, forcing them to make only regular physical attacks (they are mindless zombies, after all). Three turns later, regardless of how much HP the zombie has remaining, they will return to the dead. The Necromancer can only reanimate one person per thread.

  • --Spirit Imprint: If a Necromancer is killed, they will automatically return in the form of a lych. The lych is essentially an imprint of the Necromancer, living on within the Necromancer’s body, with the same stats and abilities. This is only a shade, however, not a true life; after three turns, (or sooner, if the Necromancer’s HP is completely depleted a second time) the lych will fall, returning once more to the grave.

Requirements:Master both the Life spell tree, and the Death spell tree.


WARLOCK
Warlocks are the berserkers of the mage catagory. Wheras regular berserkers rely entirely upon their physical strength to overwhlem their opponents defenses. A warlock relies on both physical prowess and raw magical power.  A warlock has no specilised training other than his/her own. Instead of relying upon knowledge they rely on the raw power that they were born with. On a battlefield a warlock is a force to be reckoned with and feared among other mages. Over the centuries, warlocks have been hunted by both mage and warrior due to the chaos that they bring.
Benefits Gained

  • -- Font of Power: A Warlock is a mage that trained themselves to master their own incredible magical potiental. This meant that whilst they lack the control of normal magi, their training has granted them greater physical and magical prowess. [ HP and MP increase by 5%]

  • --Chaotic Magic:  A Warlocks greatest power is that even they can rarely control the mass flows of magic that they employ. Chaotic magic is the result of this.  During a battle a warlock may activate chaotic magic. This will provide a boost to their magical abilities that is DIRECTLY linked to the ammount of MP they are willing to spend. [ DMG = Base spell damage + 20% of xMP ex) Flare = 1000DMG, Warlock decides to use an additional 1000mp to overcharge it. 20% of 1000 = 200. DMG = Flare:1000+200additional]


CLERIC
These advanced mages are masters of healing and restorative magics. Their white magic is far superior than any regular white mage, and their knowledge of healing energies is extensive. These powerful healers true power comes from their ability to analyze and undo any curative spells cast by the opponents.
Benefits Gained:

  • --Enhanced White Magic: All white magic spells have the effects of the level above them. i.e. cure acts like cura, cura acts like curaga, Curaga fully heals, protect acts like protecta, etc.

  • --Reverse Healing: The cleric can reverse the healing spells of their opponents. One turn after the opponent is hit with a white magic spell, the effects of the spell are un-done, as if they had never happened. For example, if a character is cured for 100 HP, the next turn, they would lose that 100 HP. Or if a character is hit with a Protect spell, it would only last a turn, as the following turn the status would be removed. This effectively negates the opponent’s attempts to heal themselves.

Requirements:Fully master three different white magic spell trees.


Last edited by Admin on Mon Sep 23, 2013 4:31 pm; edited 1 time in total
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PostSubject: Re: Character Classes    Wed Sep 04, 2013 9:10 am

Initial Class: Rogue

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Description:
The rogue is a fighter without any of the seasoned training of a knight. The best example of a rogue is a thief. However this class also covers assassins, adventurers and mercenaries. They usually specialize in stealth, preferring to sneak up on their opponents. However they're quite capable of handling themselves if the situation warrants.
Class Advantage:
A rouge doubles their WC during battle for exp calculations.
Base Speed + 50
Initial HP: 150
Initial MP: 100


E.V.O.L.U.T.I.O.N

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MASTER THIEF
Master Thieves are, well, master thieves. They take stealing to a whole new level. These criminals are masters of disguise and infiltration, able to vanish into the shadows, then reappear moments later, their pockets significantly heavier than they were before. Master Thieves are even capable of stealing during battle, resulting in extra rewards at the end of the fight.
Benefits Gained:

  • --Master Steal: Rifle through the pockets, or other locations, of a target, for a chance to gain extra exp and gil at the end of the battle or thread.

  • --In the Shadows: The master thief is practically invisible when they are in the shadows, capable of remaining entirely undetected for three turns. Not usable during battle.



ASSASSIN
While many characters may be Assassin by occupation, very few of them are qualified to be Assassins by title. The Assassins are artists with their work, masters of death. They use it not only as a way to make money, but also as a means of shaping the entire world, assassinating the right political, cultural, and economic figures at the opportune times. Experts with stealth, they are known best for their training with “hidden blade” weapons. These weapons are dagger blades inserted into a bracer, and then rigged with a spring, to pop out and stab the opponent at close range. A surprise attack than is nearly impossible to counter.
Benefits Gained:

  • --Assassination: A spring-loaded 8-inch dagger blade that comes out of the Assassin’s wrist, this weapon remains completely hidden until it is time to strike. This attack instant KO’s any humanoid target. Can only be used once per thread, and the target must be entirely unsuspecting of the Assassin’s motives.

  • --Escapist: Assassins are master acrobats, able to climb buildings with ease and survive falls that would kill any normal person. And just generally move in ways others would think impossible. Assassin’s gain +200 to their Speed stat.



AKIMBO ASSASSIN
Akimbo are different types of assassin. Whilst the more traditional assassins are stealth specialists. Akimbo Assassins prefer to leave a mark on their targets, their families. And generally everyone within the next 400 yards. Akimbo are masters of the dual gun kill. An art known as gun kata. They are also capable of channeling their killing instinct through their guns in a primitive form of blood magic.
Benefits Gained:

  • --Gun Kata: Akimbo assassins eyes are almost supernatural, as much weapons as the guns that they wield, they are able to track targets and aim at the same time. Allowing for surprisingly accurate shooting despite the quick style of their kill. For three turns during activation. Gun kata will guarantee the hits of any attack during these turns. Also any single attack will count against 2 targets.

  • --Gun Channeling: Channeling their killer instinct through their guns the Akimbo can imbue their guns with the power to inflict doom status on their enemies.




SNIPER
Whether its with a long range rifle, bow or crossbow. Or indeed any form of long range weapon. The sniper is the lone sharpshooter. Feared among even their allies for taking the shot that could change the tide of a battle, or indeed the fate of a nation. Its all within the snipers eye. A sniper in battle is capable of doing one thing that all other classes are not. Attacking whilst not inside the battle party ( Only during PVE). They are also capable of extreme precision very rarely is anyone able to dodge their attacks.
Benefits Gained:

  • --Long Range Shot: During PVE, a sniper character is able to attack whilst not inside the battle party. Note that this is only possible IF the battle party itself is already full.

  • --Precision Shot: A snipers attack rating counts for double when the enemy attempts to dodge. Note this does not effect damage. Merely their chances at dodging.



BERSERKER
Both Warriors and Rogues are capable of using the Berserker evolution. See above for details on Class.
MERCENARY
Both Warriors and Rogues are capable of using the Mercenary evolution. See above for details on Class.
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PostSubject: Re: Character Classes    Wed Sep 04, 2013 9:14 am

Initial Class: Martial Artist

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Description:
A martial artist is a person who thinks weapons are crude unnecessary items. Rather these experts train their bodies to become weapons themselves. Because of this martial artists tend to be a lot more flexible than other classes.Not just physically but mentally as well.
Class Advantage:
A martial artist buys their first level 3 upgrade at half the price
Initial HP: 225
Initial MP: 25


E.V.O.L.U.T.I.O.N
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SHINOBI
The Shinobi are masters of martial arts that have delved into the areas of assassination. Because of this they require the use of weapons, which is unusal within this class type. The Shinobi however have brought together a series of weapons into a martial art style that is so intricate that the weapon itself almost seems as if it is part of the body. Shinobi use claws, throwing weapons and at times small blades such as the ninjato. They are masters of illusion and delivering fatal bodily strikes.
Benefits Gained:

  • --Weapon Mastery: Upon  becoming a Shinobi a character may choose a secondary weapon and wield it at the same time as their current weapon. The secondary weapon will also share all weapon leveling bonuses. Whilst using both weapons these bonuses stack together.

  • --Death Strike:  An attack combining speed and strength for a powerful fatal blow. Regular Damage + Speed x2



Bloodmoon Monk
Bloodmoon Monks are martial arts experts infused with dark magic, and usually a tad touched in the head. Their dedication to training their bodies is only second to their dedication to performing evil and worshipping the occult. They are capable of cursing their opponents, infusing their own punches with detrimental statuses, and other dark magics. What is more, they have power of the rare Blood Magic, which allows them to heal themselves by consuming the blood of others.
Benefits Gained:

  • --Blood Magic: By drinking the blood of an opponent, the Bloodmoon Monk is able to restore a bit of their own HP. Thanks to the powers of the magic, this does not necessarily require mouth-to-body contact, however the target does have to have an open wound. The effects are equivalent to those of the Drain Spell. If the user has the drain spell this effect is doubled.

  • --Malboro Strike: By hitting specific pressure points in the target’s body, combined with the dark magic the Bloodmoon Monks use to enhance their attacks, each blow has a chance to inflict a random status effect on the target, regardless of immunities or resistances.

Requirements: Become a Vampire, PM an admin for more details.


Iai Monk
A compliment to Elemental Monks, Iai monks take things down another route. They train and meditate on pure spiritual energy, honing their minds and bodies to a point no other living creatures can match. Masters of spiritual forces, they harness this energy in their attacks. Because of their training, they are very in tune with the cosmos, and are capable of sensing danger around them, and even the ghosts of the recently departed.
Benefits Gained:

  • --Spirit Master: Iai monks are masters of spiritual energy, and as a result, they are able to use this energy to strike out against their opponents, sending a blast of power out from their fists. This technique adds a fair bit of range to this otherwise close-ranged martial artist class. In addition to the attack itself, Iai monks can see the ghosts of those who have died recently. The attack deals  Physical damage+ Magic stat x2

  • --Precognition: Iai monks also have a unique sense for danger, allowing them to know when and how an enemy will attack before they do so. Essentially the monk can see up to three full seconds into the future, and be forewarned of incoming attacks. This is represented by a +20% bonus to their speed stat when dodging.
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PostSubject: Re: Character Classes    Wed Sep 04, 2013 9:16 am

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Description:
Playing as a scientist is also known as playing  in " hard mode". Scientists start out with no combat abilities, and are unable to learn magic or CA's . As a trade off for this. Scientists gain the class perk " Scientific Research". Which allows them to undergo a specific research project. Depending on the quality of the rp. At the end of it. The scientist is allowed to produce " Fruits of Research". Which will result in them gaining several Admin granted abilities or magics.  Scientists start out very weak. But have the potential to grow into the strongest class on site due to the lack of CA cap.
Class Advantage:
Scientific Research:  Scientist may undergo research into a subject in order to produce " fruits of research". Note that studies must be realistic and reflect the scientists current standing. (IE). A scientist cannot randomly research Jenova cells without access to them or advanced lab equipment.
Initial HP: 100
Initial MP: 0
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