Classes

Warrior Class

Warrior
Warriors take naturally to the physical combat arts, and rely on strength and martial prowess to complete their goals. They are capable of defending themselves along with others through agility and combat awareness. Warriors are trained to deal damage through the use of a variety of melee styles. They are also trained to maneuver in all types of armor making them the most capable front line defender. Beyond the basic degree of familiarity, each warrior specializes in a certain style of combat.

  • 5 HP are gained for every 10 CP spent in the Warrior Class.

Martial Prowess - As a warrior, you are trained in all melee based combat. This means that any weapon in your hands calls +1 Damage.

Style Combat - All warriors have the unique ability to harness their weapons training into a series of focused styles. While using a chosen style of fighting, a warrior can bring their full might to bare. This means that while fighting in a particular style the warriors combat proficiencies are added to all weapon swings. All warriors start with One Handed Proficiency for free. And may choose 1 other Style to apply their combat proficiencies.

One Handed Style - This skill allows the warrior to effectively wield any 1 handed weapon with deadly precision.

Runes - Runes are a magicial power source only accessible by warriors. For more details please read: -Warrior Runes

Scoundrel Class

Scoundrel

Masters of deceit and skillful ruffians, Scoundrels are tricky combatants who use their abilities to never engage in a fair fight when given the chance. They are talented battlefield tacticians with an awareness for their surroundings. Some Scoundrels are renowned murderers, or hired blades while others are apt at trade. Sometimes, when a direct sword to the face isn't the answer a scoundrel can sneak behind enemy lines and backstab their opponents with less casualties than one would face in direct battle. Even in the midst of more obvious combat, sometimes a good shiv in the back is just what is needed to finish the fight. Whatever their methods, the scoundrel is more than a mere thug, their techniques are honed and tested as any martial warrior.

  • 3 HP are gained for every 10 CP spent on the Scoundrel Class.

Martial Finesse - As a scoundrel, you are trained in all one handed melee based weapons. This means that any one handed weapon in your hands calls +1 Damage.

Sigils - Sigils are a magicial power source only accessible by scoundrels. For more details please read: -Warrior Runes

Elementalist Class

Air Elemental Fire Elemental Water Elemental Earth Elemental
Elementalists are expert magic users that focus and hone their studies in a singular elemental power (Fire, Earth, Air, and or Water). The source of that power is rumored to be derived from the gods, while others believe that is simply focused from Terra. Regardless of their power, Elementalists are able to harness those energies and use them in various spells to achieve results ranging from devastating attacks, disarming weapons, or affecting the environment around them.

1 HP are gained for every 10 CP spent on the Elementalist Class.

Harvest Mana Skill: You must purchase harvest mana 5 times in order to gain access to the next level of mana. You may not purchase more harvest mana of a higher level than you have of a lower level.

  1. Harvest Red Mana: Level 1 & 2 spells
  2. Harvest Mana: Level 3 & 4 spells
  3. Harvest Mana: Level 5 & 6 spells
  4. Harvest Mana: Level 7 & 8 spells
  5. Harvest Silver Mana: Level 9 spells

For more details please read: -Mana Casting System

Cleric Class

Cleric
Clerics are often thought of as emissaries of the divine goddess Zaleria. Clerics are known to inspire courage in their companions. Yet while they might share similar abilities, Clerics prove as different from one another as the powers they serve. Some Clerics offer healing and redemption, others judging law and truth, and still others spreading conflict and corruption. The ways of the cleric are varied, yet all who tread these paths walk with the mightiest of allies and bear the powers of the Light.

2 HP are gained for every 10 CP spent on the Cleric Class.

Harvest Mana Skill: You must purchase harvest mana 5 times in order to gain access to the next level of mana. You may not purchase more harvest mana of a higher level than you have of a lower level.

  1. Harvest Red Mana: Level 1 & 2 spells
  2. Harvest Mana: Level 3 & 4 spells
  3. Harvest Mana: Level 5 & 6 spells
  4. Harvest Mana: Level 7 & 8 spells
  5. Harvest Silver Mana: Level 9 spells

For more details please read: -Mana Casting System

Reaver Class

Reaver
Reavers are casters that focus on disabling their opponents and rendering them useless. They do this through focusing the element of shadow, and directing its power at their foes. Reavers are similar to Elementalists but are more adept at detrimental attacks and keeping themselves alive. They use their abilities to gain absolute control over their enemies, which allows Reavers to dominate the battlefield. They have a variety of harmful effects at their disposal such as: disease, fear, pain, paralysis, terror and weakness. When all else fails direct shadow damage attacks can be used to injure opponents. They are strong spell casters but lack durability in physical combat. Reavers are well known primarily for crowd control and disabling their foes by inflicting weakness while their teammates take control of the battlefield.

2 HP are gained for every 10 CP spent on the Reaver Class.

Harvest Mana Skill: You must purchase harvest mana 5 times in order to gain access to the next level of mana. You may not purchase more harvest mana of a higher level than you have of a lower level.

  1. Harvest Red Mana: Level 1 & 2 spells
  2. Harvest Mana: Level 3 & 4 spells
  3. Harvest Mana: Level 5 & 6 spells
  4. Harvest Mana: Level 7 & 8 spells
  5. Harvest Silver Mana: Level 9 spells

For more details please read: -Mana Casting System