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Defense-oriented fighters with magic, too
- Number of weapon types: 3
- Primary Attribute: Strength
The Knight is a class highly effective in physical combat. They have many
abilities associated with fighting and get specialized skills that help
improve their survivability, as well as allow them to come to the aid of
their allies. Knights are especially adept with shields, and they have
the ability to conjure up a mighty steed in their evolved states.
At level 30, a Knight may evolve into either a Cavalier or a Templar.
Skills: shield slam, shield block, retort, rescue, vigilance, sizeup, whirlwind, ration, 2x-cut
Spells: Courage, Heroics
The Cavalier is one of two classes a Knight may evolve into at level 30.
They say that the best offense is a good defense. Cavaliers aim to maximize
their defenses through abilities that ensure they can survive even the
most brutal attacks. Additionally, they are also capable of cutting down
the offensive capabilities of their foes by disarming them. Cavaliers can
even the odds against powerful spellcasters with their ability to worsen
a mage's casting abilities and their effects.
Skills: indomitable, phalanx, disarm, crash, choke, 3x-cut, roadblock, defend, runic
Spells: Intimidate, Phantom Motorcycle, Vaccinate, Blazing Shield
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The Templar is one of two classes a Knight may evolve into at level 30.
When one tries to kill a Templar, they will only make him stronger,
enabling him to kill them faster. The Templar is generous with groupmates,
splitting any regenerative spells he receives with them, and allowing them
to split the damage they take with him. Templars also have a few abilities
that deal alignment-based damage.
Skills: distribute, 3x-cut, zeal, endure, repent, runic
Spells: Shelter, Inflame, Phantom Motorcycle, Smite, Soulblade, Bide
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Purely physical, and can use combat styles
- Number of weapon types: 3
- Primary Attribute: Strength
The warrior is a class specialized for maximizing physical damage. Warriors
get various in-combat abilities to increase their damage output, including
the powerful suplex ability that can actually throw an enemy into an
adjacent area. Warriors get 'style' abilities that grant them bonus stats and
extra attacks in combat.
At level 30, a Warrior may evolve into either a Warlord or a Gladiator.
Skills: trip, overpower, parry, lunge, disarm, style, Koopa Boxing, grapple,
Human Brawling, riposte, 2x-cut, smash, Saiyan Karate, suplex
Spells: None
Warlord is one of the two classes a Warrior may evolve to at level 30. They
are masters of armed combat, using various weapons with great finesse.
Warlords know the tricks of the trade of every kind of weapon, and can
perform seemingly magical feats with them, from turning it into a mana
lightning rod to making it dance and swing about without a wielder. In
addition, Warlords gain access to the styles which accent their skillful,
rhythmic techniques.
Skills: lord of war, entangle, dual wield, ultra jump, fling, trickshot, defend, shatter, Lobsterman Eskrima, Hylian Fencing, hammerhand, iaido
Spells: Dancing Weapon, Swords Dance, Earthtap
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Gladiator is one of the two classes a Warrior may evolve to at level 30.
Gladiators utilize a variety of wrestling and martial arts moves to
perform combo attacks, and can unleash their own Super special move or
recite their personal Mantra. Because of their immense physical strength,
Gladiators prefer to brutally assault victims with styles like wrestling
which put their burly physiques to good use.
Note that Gladiators may benefit from putting %B in their prompts.
Skills: berserk, super, joint lock, defend, taunt, piledriver, 3x-cut, mantra, Jumi Aikido, handspring, Giganto Wrestling
Spells: None
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Comes armed with sneaky tricks
- Number of weapon types: 1+
- Primary Attribute: Dexterity
The Thief is a class adept at sneak attacks and avoiding the enemy. Thieves
can move stealthily through areas and detect the stealth of others. They can
pick locks, steal items, and do other generally underhanded things to assist
them. Thieves do not get penalized experience points for fleeing combat.
At level 30, a Thief may evolve into either a Ninja or a Merchant.
Thieves get two weapon types in which to be proficient, however
one of these weapon types is automatically short piercing (daggers).
Skills: steal, dodge, circle, kick, hide, sneak, dirt kicking, pick lock,
sense hidden, fling, pry, 2x-cut, palm
Spells: None
The Ninja is one of two classes a Thief may evolve into at level 30.
Trained in sabotage, espionage, scouting, and assassination, their
expertise lies in doing a lot of damage and avoiding aggression
through stealth or hit-and-run tactics. Ninjas rely on quick
reflexes through their various reactionary abilities.
Skills: backstab, smokescreen, dual wield, envenom, shadow stalk,
doppelganger, firetrap, fumes, double image, incite
Spells: Exit, Leeches, Shadow Step, Phantom Cloak, Jutsu
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The Merchant is one of two classes a Thief may evolve into at level 30.
Merchants love money, and obtaining things with their stash of money.
The abilities of a Merchant focus on obtaining more bang for their buck.
They are able to horde around lots of items, and improve the abilities
of said items. While they easily accumulate wealth, the Merchant is still
quite stingy, making sure to get the best deal possible at stores.
Skills: Gilgame Heart, gptoss, haggle, heave, peek, swindle, scuppered
Spells: Midas Glow, Create Booze, Scan, Floating Disc, Heat Metal,
Aurum Aegis, Enchant Weapon, Enchant Armor
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Magical artillery, possibly in a pointy hat
- Number of weapon types: 1
- Primary Attribute: Intelligence
The Wizard is a class which can cast offensive magic proficiently.
Wizards get an array of spells to damage their enemies with. Wizards can
charge spells to increase their damage, and they can summon elementals
at higher levels. They have poor HP and defensive skills, but make up
for this with their ability to do lots of damage in a short time.
At level 30, a Wizard may evolve into either an Archmage or an Elementalist.
Skills: manashield
Spells: Air Blast, Gem Missile, Ice Smash, Fireball, Rhizome Lance, Darkside,
Invisibility, Detect Magic, Charge, Sleep, Wizen, Detect Invis, Kundela,
Blink, Syphon, Conjure Elemental, Read Magic
Archmagi are scholars of the highest caliber, who have refined the art of
spellcasting into sheer masterpieces. Their level of control over mana is so
fine they can ensure their spells are flawlessly cast, or even reverse the
elemental damage the inflict. An Archmage's repertoire is one of detailed skill,
from the echoing of spells to confining a spell into a sacrificial staff or
wand. Their signature ability is the practice of combining spells to create an
entirely new effect..
Skills: surecasting, combomagic, trance, echomagic, staffify
Spells: Five of: Wind Blade, Earthslide, Absolute Zero, Lava Wave, Maneater,
and Void Ray; one of: Quartz Guard, Hailstone Barrier, or Thorn Aegis;
Cure Osmose, Chrysalis, Megamagic, Reverse Polarity, Headology
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Mana is raw power, and few understand this primal rule as well as the
Elementalists. They are able to impose their will on this power so forcefully
that they can turn their attacks back into usable mana, cast more with less,
and even instinctively retaliate with spells. While their focus is more narrow
than others, the results of their dedication to the elemental powers of mana can
not be argued with.
Skills: wildcasting, feedback, power surge, counterspell
Spells: five of: Thunderstorm, Gyro Ball, Bubblebeam, Burst, Viro Plasm, and
Lucent Beam; one of: Quartz Guard, Thorn Aegis, or Hailstorm Barrier;
Cure Osmose, five of: Cyclone, Magnitude, Snowy, Pyroclasm, Petal Burst,
and Nebula; Calm, Megamagic, Wall Change, Headology
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Uses magic for defense and healing
- Number of weapon types: 2
- Primary Attribute: Wisdom
The Priest is a class which uses defensive and healing magic. Priests get
spells with which they can restore health, cure status ailments, and boost
defenses. For offense, Priests have a selection of attack spells that deal
either holy or unholy damage depending on their alignment. Priests also
have the ability to sacrifice money to restore mana.
At level 30, a Priest may evolve into either a Shaman or a Surgeon.
Priests can 'sacrifice' piles of money on the ground to recover their mana.
Skills: rebuke, anoint
Spells: Mend, Attack Up, Smite, Bless, Purify, Curse, Barrier, Heal Blind,
Ray of Truth, Create Water, Belfry, Disruption Saber, Vitalize,
Consecrate
The Shaman is one of two classes a Priest may evolve into at level 30.
A Shaman's abilities are focused toward greatly boosting the ability of
the caster and their allies to deal harm to the enemy, as well as reducing
the damage they take. Their spells range from increasing the target's
stats, to giving them an extra attack each round, to halving the damage they
take. By calling upon the Gods, they can deal alignment-based damage to
all enemies, and boost all allies with a divine blessing.
Skills: none
Spells: Mana Rage, Outrage, Frenzy, Limber, Valor, Brilliance, Sage Aura, Vigor, Haste, Attack Up, Extension, Protective Aura, Judgment, Madness, Indignation, Nayrus Love
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The Surgeon is one of two classes a Priest may evolve into at level 30.
Master of the healing arts, the Surgeon's array of spells consist almost
entirely of regenerative abilities. Each healing spell has it's own set
of advantages and disadvantages, allowing the caster to adjust their
strategy to the current situation. In addition to their healing abilities,
Surgeons can infect victims with zombification, allowing them to deal
damage by healing them.
Skills: none
Spells: Regen, Cure Bleeding, Zombify, Gattling Prayer, Consecrate, Rejuvenation, Sarcosis, Esuna, Angel Whisper, Life Support, Giga Drain
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Relies on minions to do dirty work
- Number of weapon types: 2
- Primary Attribute: Constitution
The purpose of the summoner is to have someone else fight for them all the
time. Summoners can tame animals and hypnotize sentient beings, creating
followers to do their bidding for a while. They can also cast spells to
conjure creatures up from thin air to fight for them temporarily in combat.
Their attack and defend and healing spells rely on an intermediary buddy to
actually make the affect happen.
At level 30, a Summoner may evolve into either a Dollmage or a Necromancer.
Summoners are allowed to have one more summoned follower than any other class.
Skills: fallback, rescue
Spells: Tame, Legionnaire, Hypnotize, Illuminate, Orb User, Word of Recall,
Machine Golem, Fairy, Bullet Bill, Analyze
The Necromancer is one of two classes a Summoner may evolve into at level 30.
With the ability to resurrect the dead into followers, it is evident that
Necromancers choose to take advantage of the disposability of their minions.
Their pets are ephemeral, decaying after too long, and their strength depends
on what kind of corpse was used. Necromancers have a variety of abilities
that sacrifice one of their pets in order to boost the remaining. They get
skills as they level up to allow them to control increasing numbers of
minions. Between-battles is battlefield cleanup duty.
Skills: leadership, preeminence, embalm
Spells: Skeleton Crew, Death Coil, Corpus Levitas, Detonate, Resurrect, Death Pact, Deliver, Summon, Gather, Summon Minighost, Cleft Rift
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The Dollmage is one of two classes a Summoner may evolve into at level 30.
By carefully selecting the right equipment and later augmenting it, a
Dollmage may construct and maintain a single powerful golem to fight in his
place. They have the ability to junction with said golem (or others),
increasing the stats of their target at the expense of their own power.
Junctioning with a golem will also grant it extra abilities. Dollmages also
have the ability to permanently enslave others.
Skills: None
Spells: Animate Golem, Recharge, Transfusion, Augment Golem, Deliver, Junction Spirit, Junction Might, Junction Health, Junction Heart, Summon, Gather, Enslave, Cleft Rift
Dollmages can use the 'storage' command to store their golem or any other pet.
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Uses magic fueled by the earth
- Number of weapon types: 2
- Primary Attribute: Wisdom
The Geomancer is a class which draws upon the power of the earth. The effects
of Geomancer spells vary based on where the Geomancer is fighting and what the
weather is like. Geomancers can cast overgrowth to create favorable conditions
for their other spells, and they can also control the weather. The effects of
spells in a Geomancer's arsenal are dependant on weather and terrain conditions.
At level 30, a Geomancer may evolve into a Terraformer or a Time Mage
Geomancers can use the 'survey' command to check out their surroundings.
%W can be inserted into your prompt for a summary of the current weather.
Skills: cultivate, nature empathy
Spells: Geomance, Overgrowth, Bramble, Blight, Hell Ivy, Time Warp, Clear Sky, Solarbeam, Stormy Sky, Gravity Well, Golem Skin, Tranquility
The Terraformer is one of two classes a Geomancer may evolve into at level
30. The Terraformer focuses on casting terrain-based spells, which vary
in power or affect depending on the type of room they are cast in. The
commune ability lets them carry around different terrains however, giving
them a level of versatility above what the earth alone can provide. They
are also capable of packing up and carrying room affects with them.
Skills: commune, terraform
Spells: Earthquake, Tsunami, Create Spring, Wildfire, Sandstorm, Quicksand, Mokuton, Plague Swarm, Sproutling, Rabite Rainstorm
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The Time Mage is one of two classes a Geomancer may evolve into at level
30. Master of time and space, this class manipulates the fundamental laws
of physics at their will, altering local weather systems and manipulating
time and gravity. Their abilities generally affect everyone in the room,
altering the rules of combat. Time Mages may summon a Beacon, which shifts
through different phases of the weather. This allows them to make the most
of their weatherworking magics, creating unnatural environments to their
whim.
Skills: forecast
Spells: Beacon, Frost Veil, Static E!, Float, Tornado, Dust Storm, HP Rain, Sunstroke, Lunatic, Stop, Meteo
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Causes all sorts of status effects
- Number of weapon types: 2
- Primary Attribute: Dexterity
The dancers of the Cleft have evolved skills which distract and subvert
their opponents. By controlling not only harmful status affects but also
the emotions of their foes and allies, the dancer is a cruel mistress.
To manipulate their foes successfully, dancers must choreograph
their steps in a particular order and be ever-mindful of the
beat of battle.
At level 30, a Dancer may evolve into either a Gambler or a Diva/Impresario.
Skills: dodge, beguile, provoke, volta
Spells: Polka Polka, Dazzle, Heartache Rumba, Analyze, Change Sex, Finale
The Gambler is a wild, uncontrollable dancer who uses her wiles and
manipulative nature to keep everyone in the dark. Gamblers are
able to judge the acceptable level of risk associated
with their abilities, and spin fortune's wheel to see what
happens. The higher the risk they are willing to take, the
more powerful their random and fateful abilities are.
Skills: risk
Spells: Wonder, Masochism Tango, Roulette, Read Magic,
Dispel, Esuna, Seance, Metronome, Wandering Eye
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The Diva is a fierce and commanding presence. She demands
attention and praise for her beautiful art form. The Diva
can impress, woo, or sadden her audience at her whim.
Grateful audiences may throw the Diva flowers, wine, and
lavish her with other gifts. The Diva is also firmly
in command of what happens on the battlefield, dictating
who is affected by what and when.
Skills: upstage
Spells: Rally Audience, Theatrics, Encore, Read Magic,
Extension, Boogie Fever, Esuna, Dispel, Sabotage
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