Classes

Knight :: Crusader :: Assassin :: Rogue :: Blacksmith :: Alchemist
Wizard :: Sage :: Priest :: Monk :: Hunter :: Bard :: Dancer :: Star Gladiator :: Soul Linker :: Ninja :: Gunslinger

Knight

Classes!Classes!

Sword-slinging fighters of the finest caliber, knights generally hail from orders such as the Pronteran Chivalry, where they fight both professionally and honorably. The stereotypical Knight is chivalrous, dedicated, and a formidable opponent in a duel. Of course, many Knights exist whom have no affiliation to an order or are merely mercenaries for hire; these knights lack the adherence to the code of chivalry and thus lack its dedication, but in return they have greater freedom in their own ideals and choice of battles.

Pros: Armored and vigilant, with reflexes that allow for skilled parries and blocks despite being weighed down. Masters of melee combat, able to hit hard and relentlessly with even large weapons such as two-handed swords or spears.
Cons: Movement is still somewhat slow with their armor, as their agility lies in their ability to deflect and attack, not actual fleet of foot. Little to no defense against magic.

Crusader

Classes!Classes!

Crusaders are holy warriors who draw their strength from an unshakable faith in their chosen god or goddess, and fight for a religious cause. Following a strict code of conduct, they are single-minded in their determination to follow through their goals. This can be good or bad, depending on which god they worship and how devoted their faith is–many often become obsessive in serving their chosen deity. There are, however, those who take their role less seriously.

Pros: High defense against physical assaults, with both plate armor and defensive skills. Capable of using divine magic to an extent, used for both powerful holy (or unholy) attacks and shielding, and sometimes for recuperative means. Moderate defenses against the intake of magical punishment, due to their unwavering faith.
Cons: Heavy armor impedes movement tremendously, and dodging attacks is nigh impossible with that much weight on. They lack the true dedication to swordplay (or spearplay for some) that their fellow brethren, knights, possess, and thus their blows do not ring quite as true or rapidly.

Assassin

Classes!Classes!

Their loyalty is bought in the form of coin, and are less dependable than rogues. Beware when befriending one, for they may well be on the payroll of your enemy. Although there are a few who cherish ideals of honor, it is unwise to put one’s trust in them. Wielders of the exotic katar - although they are trained to use a number of similarly lethal weapons - assassins are usually affiliated with the brotherhood that is based in a secret location somewhere the Sograt Desert.

Pros: They are melee fighters, using daggers and katars, and do not commonly use ranged weapons, although have been known to employ it in appropriate situations. The assassin’s real strengths lie in their impressive agility, and their wide knowledge of poisons and venoms. The latter, when employed, is deadly. Like the rogues, they are able to conceal themselves, to the point that a skilled assassin may walk through a crowded street unnoticed.
Cons: The assassin is not usually trained in the magical arts, and has little in the way of protection from it, either. Another similarity with the rogue is their dependency on their speed and stealth to escape harm — in a situation where their agility is not an advantage, they are vulnerable to attack.

Rogue

Classes!Classes!

Masters of deception, rogues have the ability to hide in plain sight — literally. They will not meet opposition head-on, preferring to work in the shadows through falsehoods and lies. Thieves by nature, they look out for themselves first and foremost, and therefore are not to be trusted, although there are those with a rather stronger sense of integrity.

Pros: Fleet and nimble, they are capable of wielding lighter melee weapons, such as daggers, or the bow and arrow. Have the ability to completely conceal themselves, whether through stealth or minor illusionary magic. A rogue is the master of catching an opponent off-guard with a devastating rear attack.
Cons: As they wear light armor, they are susceptible to physical wounds, as they rely on their speed and skill of being undetectable to avoid wounds. Opponents aware of them have a insurmountable advantage, as they strike best against the unwary. They are also vulnerable to magical assault.

Blacksmith

Classes!Classes!

Blacksmiths forge weaponry, occasionally deal with other forms of metalworking, and are often found in town squares selling their services or weapons they have created. They may be rather blunter in speech or mannerism than most, but their dedication to the hammer and forge makes their profession admirable; consequently, many despise thieves. Most blacksmiths learn their craft by apprenticing themselves to other, more experienced smiths.

Pros: Due to their work in metalcraft, smiths have awesome upper-body strength, and usually use heavy weaponry, such as hammers, maces, or axes. While their fighting style is rather less graceful than that of more polished fighters, they are their equal, if not superior, in terms of brute strength.
Cons: Blacksmiths do not commonly wear armor of note aside from base protection against the dangers of the forge, and have no knowledge of magic; thus, their defenses against physical or metaphysical assault is middling at best. Although not weighed down, they tend to be somewhat slow more often than not.

Alchemist

Classes!Classes!

Creative and innovative, alchemists are often found in towns, peddling their potions and inventions to the public. Taking the costs of potion ingredients in account, this is an expensive occupation, therefore a poor alchemist is not an uncommon sight. They are aware of the more mundane cures beyond magical healing, utilizing medicines, poison neutralizers, and salves.

Pros: They commonly wield axes or swords at a competent level. In combat, they utilize their inventions to great effect, such as mixtures of liquid that combust or spread poison; some have even created homunculi to aid them in dire situations. Their sharp minds may also aid them in escaping sticky situations.
Cons: They are not, by nature, fighters, and rather are best as “backup”. They do not use magic, as a general rule, and tend to have a low resistance towards it.

Wizard

Classes!Classes!

Wielders of the raw power of arcane magic, wizards are indeed a force to be reckoned with. Most wizards register themselves and complete their training in Geffen; however it is not uncommon for a wizard to take a younger mage as a student. Wizards will usually pick a certain element — such as lightning — to focus their power on. Due to the tempermental nature of magic, they must exert a prodigious amount of control over their emotions and own power, for their own safety as much as others. Wizardry is not something to be learnt overnight; indeed, they will oft spend lifetimes in pursuit of more knowledge of their craft.

Pros: They are fearsome foes, able to manipulate the very matter around them to their bidding. No other class can match their prowess in magic.
Cons: With such longtime emphasis spent on the study and practice of magic, wizards are very frail and cannot wear armor; such weight makes spellcasting near-impossible to carry out. As such, they are vulnerable to any direct physical attack. Additionally, a wizard caught off-guard is as well defended as an unarmed commoner.

Sage

Classes!Classes!

Sages are wellsprings of lore and knowledge. Devout scholars, they originate mostly from the city of Juno, where a council of their members head the Republic. Though there is something of a minor rivalry between them and their wizard brethren in Geffen, both are dedicated students to the arcane arts. Sages tend to be more studious and level-headed, and know more about how magic works rather than using it - a key difference in their profession, which generally sees little in the way of fighting.

Pros: The talent of magic is never to be underestimated, especially by any foe serious about going in combat against a magician. Although not quite up to the raw elemental power that the wizard possesses, the sage’s arsenal is formidable all its own. With emphasis in the fields of enchantment and lore, the sage’s strengths are apparent, and he is a master of manipulating magic - even that not of his own.
Cons: Magicians are noted not only for their arcane skills but their physical prowess, or rather, the complete lack of it. Although some sages go even as far as to practice sparring with a sword, most end up finding a heavy tome the only weapon around when it comes to it.

Priest

Classes!Classes!

Devout followers of their gods, priests dedicate their lives to serve a divine will. They are generally forbidden from using bladed weapons and sometimes are barred from acts of violence completely - although followers of less overt powers may commit to darker practices. As the road to priesthood is difficult and at times discouraging, few are the flippant about their religion.

Pros: The priest’s power lies in their divine magic, used to bless, strengthen, or heal others. When in need, a priest may defend themselves with a mace, with which they are adept. Their magical defense is veritable, and their powers are especially effective against the undead or entities that diametrically oppose their divine energy (positive or negative).
Cons: Although more competent in a brawl than their magely counterparts should it come to it, priests are not meant to fight. With no armor and a lack of seriously dedicated combat training, they generally are not factors in battle, although some priests pledge their entire existence to a deity’s will may find it appropriate to make themselves capable of combat.

Monk

Classes!Classes!

A sect of members who have shifted away from civilization to seek enlightenment, monks follow a strict code of conduct; most of it, however, is dedicated to the perfection of one’s own form. Equally adept at improving body, mind and soul, monks often spend long periods of time training and meditating in their paths to strive for their goals. Though there is no official organization, many isolated orders and temples exist where fellow monks can commune and learn much from each other, whether in the ways of philosophy or martial arts.

Pros: Swift of both body and mind, monks are graceful and extremely intuitive in combat; with a better grasp on things than most other classes, they are excellent at predicting attacks, even those of magical origin. With ki, their maneuverability is stupendous, allowing them to do acrobatics that leave even the most trained warriors to shame. No other class can match their mastery of unarmed combat.
Cons: Although adept at avoiding such situations, monks are in dire spots when they are somehow trapped or immobile; they do not wear armor, as it hinders their style of unarmed fighting. Although rumors abound about their abilities, the practical effects of ki aren’t as grand as many believe: they cannot shoot massive beams of energy, or otherwise approach the level of effect that arcane magic does.

Hunter

Classes!Classes!

The twang of a bow is the only sound they make while traversing through the woods. Hunters are skilled rangers who find the wilderness more comfortable than anything else. Falconry and archery are their two main skills, as is their knowledge of the untamed wilds that stretch across Rune-Midgard. Best well known from the guild located near Payon, hunters make their due with a wide variety of duties, but their respect and knowledge of the wilderness is only rivaled by their amazing skill at the bow.

Pros: Range and accuracy are the cards that a hunter brings in a fight. When complemented with cover or the ability to stay out of range from their opponent, they are lethal. Fleet of foot, they are able to get from place to place quickly; their falcons, trained to hunt and sight for them, have the capability to assist them in battle in a pinch. They can also set traps for their quarry, if the opportunity arises.
Cons: Caught in close quarters, hunters do not perform well. The mobile nature of their profession does not allow them to wear armor regularly, and they are helpless at point blank range, where the notch and firing of an arrow is awkward and bulky compared to any melee weapon. They also do not usually employ magic, and consequently lack the means to effectively defend against it.

Bard

Classes!

Bards are famed as storytellers as well as musicians, singing ballads of adventures long past, and in the old times were advisers to rulers. They may give a solo performance, or they may combine their talents with dancers. Their instruments range from guitars to flutes, so long as it is easily carried. Like dancers, magic is concentrated into the music they play.

Pros: Practical magic-users to a degree, and the sound of their music may invigorate their fellows, or, alternatively, strike fear in the hearts of foes. They have skill with the bow and arrow as well, and often have the speed and good eye for it. Their music-magic is concentrated, and sometimes has unique effects, when combined with a dancer.
Cons: Like dancers, bards are in their element when telling heroic tales or jamming to a masterful tune, not in a free-for-all. Although certainly they are no strangers to danger, with no armor and a lack of combative experience - especially close-range, although a guitar to the face can be surprisingly effective at times - they are not fighters.

Dancer

Classes!

Beautiful and enchanting, dancers are lithe and graceful, often teaming up with bards for a performance. They are not merely pretty faces — a dancer is often armed with various weapons to defend themselves against an overenthusiastic audience. Often, they are able to weave magic into their dance, casting spells of charms or mystification.

Pros: Dancers can fight with daggers, whips, and bow and arrows, although they are most competent with the whip, which is usually integrated into their performances. In battle they can certainly use their sultry appearance to distract their opponent. Their magical dances can be used to rally their companions on, or to discourage their attackers. This effect is concentrated when teamed up with a bard.
Cons: Despite their prowess, it must be noted that the attire of a dancer is far from designed for battle. They are not physically tough, and rely more on their dexterity.

Star Gladiator

SGMSGF

Fleet of foot, star gladiators employ the art of Tae kwon do, a form of unarmed combat originating from Payon. They are more than mere brawlers, however; their training instills into them a deep moral code, traditionally believed to be an essential step towards mastery. Additionally, their belief in the power inherent in the sun, stars, and moon has led them to explore and utilize the enigmatic force that is ki. Highly disciplined, star gladiators normally do not actively instigate fights, for such hot-headedness is against their code of etiquette.

Pros: A balance between grace, strength and speed, they are akin to monks in many ways, and are perhaps their closest rival. The magical power they command serves towards their advantage: They have the potential for incredible stunts and acrobatic feats, as deft and supple as any circus tumbler.
Cons: In this respect they are once again similar to monks. What armor they wear is as light as possible, for they depend on their speed to avoid wounds rather than steel. Despite their commendable talent for ki, their belief that it is granted by the stars and moon has the possibility of being as much hinderence as help.

Soul Linker

SLMSLF

The intricacies of the spirit, a topic hotly debated by philosophers, are part of the mystery that surrounds the soul linker. Their brand of magic is a tenuous balance between the ki and the arcane, for they are able to literally touch their allies with their power, using their own energy to bolster others. Their connection is not limited to other people, however; it is not uncommon for the soul linker to have an attunement with nature itself, drawing strength from the very elements around them. With a heightened sense of inflections in the spirits of themselves, of others, and of nature, they may channel this talent into aiding others, or even into devastating magical attacks - it all depends on the person in control.

Pros: While the range and potency of their offensive magic does not quite match up to their sage and wizard counterparts, they make up for it in versatility, for they are also capable of empowering their allies, making their dual talents invaluable in combat.
Cons: Where they excel in the arcane, they fall short when it comes to physical endurance and stamina. Although their magic may offer some defense from bodily attacks, for the most part they are not made to take hits well.

Ninja

IMAGE: Ninja MaleIMAGE: Ninja Female

A flavorful description of the class should be included here.

Pros: Cool things about this class are mentioned here.
Cons: Not-so-great things about this class are mentioned here.

Gunslinger

IMAGE: Gunslinger MaleIMAGE: Gunslinger Female

A flavorful description of the class should be included here.

Pros: Cool things about this class are mentioned here.
Cons: Not-so-great things about this class are mentioned here.

Knight :: Crusader :: Assassin :: Rogue :: Blacksmith :: Alchemist
Wizard :: Sage :: Priest :: Monk :: Hunter :: Bard :: Dancer :: Star Gladiator :: Soul Linker :: Ninja :: Gunslinger