Post by Enigma on Jun 4, 2012 3:32:51 GMT -6
Swordsman: A balanced class of sword wielders. Starting with a defensive skill. At Level 16 they become either a Blademaster or a Rune Fencer.
Stats per Level:
(Stamina): 50
(Strength): 3
(Defense): 3
(Speed): 5
(Accuracy): 10
(Adaption): 1
Name of Skill: Parry
Description: Nullify an oncoming physical attack.
Damage if any: N/A
Cost: 1 Action.
Monk: Fist fighters who invoke lethal skill in battle. Capable of doubling the might of their next strike. At Level 16 they become either a Zen or Asura.
Stats per Level:
(Stamina): 40
(Strength): 5
(Defense): 1
(Speed): 6
(Accuracy): 6
(Adaption): 1.5
Name of Skill: Focus
Description: Doubles the damage of one attack.
Damage if any: N/A
Cost: 1 Action.
Archer: Long-range fighters specializing in the bow. Having precise aim, they inflict lethal and rarely missing shots. At Level 16 they become either a Ranger or a Terrier.
Stats per Level:
(Stamina): 20
(Strength): 2
(Defense): 4
(Speed): 4
(Accuracy): 17
(Adaption): 2
Name of Skill: Deadeye
Description: An attack at 50% of the usual damage, but a guaranteed hit.
Damage if any: Varies.
Cost: An additional action.
Shadow Knight: Permission Only Class: A class using their darkness, life, and soul as a weapon. Wielding powers vastly above others in effectiveness. Ones who shun others and prefer solitude. At Level 16 they become either a Skull Knight or a Nadir.
Stats per Level:
(Stamina): 80
(Strength): 5
(Defense): 3
(Speed): 5
(Accuracy): 15
(Adaption): 1.5
Name of Skill: Darkside
Description: Sacrifice a set amount of HP to boost Damage for two turns. Can only be used again after this four turn period has passed. Can only sacrifice a max of 20% of your HP.
Damage if any: N/A
Cost: 1 Action
Name of Skill: Darkness
Description: Strikes all enemies with a blade of darkness. Can only be used while Darkside is active.
Damage if any: Base Damage = Sacrificed HP for Darkside x2 + Str x2
Command: Right/Low/Left
Light Knight: The effective opposite of a Shadow Knight. Though none have proven as powerful as the present Dark Knights. They wield the holy sword and curing magics. Effectively capable of taking many blows. At Level 16 they become either a Holy Knight or a Radiant Linker.
Stats per Level:
(Stamina): 100
(Strength): 3
(Defense): 5
(Speed): 2
(Accuracy): 9
(Adaption): 2
Name of Skill: Cover
Description: Take damage for critical allies automatically.
Damage if any: N/A
Energy Cost: 0
Healer: People who learned the healing arts. They use supportive abilities to strengthen allies and to heal their injuries. At Level 16 they become either a Savior or a Fallen. Name varies based on Gender.
Stats per Level:
(Stamina): 15
(Strength): 1
(Defense): 2
(Speed): 1
(Accuracy): 6
(Adaption): 2
White Magic: Cure
Description: Heal a small amount of HP
Damage if any: +HP. Healing equal to Strength x3.
Cost: 1 Action.
Name of Skill: Pray
Description: Boosts healing's effectiveness by 1.25x. +1 Action/Turn. Passive.
Damage if any: N/A
Sorcerer: Wielders of the dark arts, they inflict serious damage with their magical prowess. Some Black Wizards feared for and wide for their power sorcery. At Level 16 they become either a Sage or an Illusionist.
Stats per Level:
(Stamina): 15
(Strength): 3
(Defense): 2
(Speed): 2
(Accuracy): 7
(Adaption): 2
Black Magic: Fire
Description: Burns an enemy for small damage
Damage if any: -HP. Damage = to Str x 3.5.
Cost: 1 Action.
Rogue: Swift, adept fighters skilled in speed. Also quick to relieve others of their valuables. A trusty thief can sometimes be a good ally, but a better enemy. At Level 16 they become either a Clandestine or a Taker.
Stats per Level:
(Stamina): 35
(Strength): 2
(Defense): 4
(Speed): 8
(Accuracy): 13
(Adaption): 2
Name of Skill: Steal
Description: Steals an item from an enemy
Damage if any: N/A
Cost: Action
Stats per Level:
(Stamina): 50
(Strength): 3
(Defense): 3
(Speed): 5
(Accuracy): 10
(Adaption): 1
Name of Skill: Parry
Description: Nullify an oncoming physical attack.
Damage if any: N/A
Cost: 1 Action.
Monk: Fist fighters who invoke lethal skill in battle. Capable of doubling the might of their next strike. At Level 16 they become either a Zen or Asura.
Stats per Level:
(Stamina): 40
(Strength): 5
(Defense): 1
(Speed): 6
(Accuracy): 6
(Adaption): 1.5
Name of Skill: Focus
Description: Doubles the damage of one attack.
Damage if any: N/A
Cost: 1 Action.
Archer: Long-range fighters specializing in the bow. Having precise aim, they inflict lethal and rarely missing shots. At Level 16 they become either a Ranger or a Terrier.
Stats per Level:
(Stamina): 20
(Strength): 2
(Defense): 4
(Speed): 4
(Accuracy): 17
(Adaption): 2
Name of Skill: Deadeye
Description: An attack at 50% of the usual damage, but a guaranteed hit.
Damage if any: Varies.
Cost: An additional action.
Shadow Knight: Permission Only Class: A class using their darkness, life, and soul as a weapon. Wielding powers vastly above others in effectiveness. Ones who shun others and prefer solitude. At Level 16 they become either a Skull Knight or a Nadir.
Stats per Level:
(Stamina): 80
(Strength): 5
(Defense): 3
(Speed): 5
(Accuracy): 15
(Adaption): 1.5
Name of Skill: Darkside
Description: Sacrifice a set amount of HP to boost Damage for two turns. Can only be used again after this four turn period has passed. Can only sacrifice a max of 20% of your HP.
Damage if any: N/A
Cost: 1 Action
Name of Skill: Darkness
Description: Strikes all enemies with a blade of darkness. Can only be used while Darkside is active.
Damage if any: Base Damage = Sacrificed HP for Darkside x2 + Str x2
Command: Right/Low/Left
Light Knight: The effective opposite of a Shadow Knight. Though none have proven as powerful as the present Dark Knights. They wield the holy sword and curing magics. Effectively capable of taking many blows. At Level 16 they become either a Holy Knight or a Radiant Linker.
Stats per Level:
(Stamina): 100
(Strength): 3
(Defense): 5
(Speed): 2
(Accuracy): 9
(Adaption): 2
Name of Skill: Cover
Description: Take damage for critical allies automatically.
Damage if any: N/A
Energy Cost: 0
Healer: People who learned the healing arts. They use supportive abilities to strengthen allies and to heal their injuries. At Level 16 they become either a Savior or a Fallen. Name varies based on Gender.
Stats per Level:
(Stamina): 15
(Strength): 1
(Defense): 2
(Speed): 1
(Accuracy): 6
(Adaption): 2
White Magic: Cure
Description: Heal a small amount of HP
Damage if any: +HP. Healing equal to Strength x3.
Cost: 1 Action.
Name of Skill: Pray
Description: Boosts healing's effectiveness by 1.25x. +1 Action/Turn. Passive.
Damage if any: N/A
Sorcerer: Wielders of the dark arts, they inflict serious damage with their magical prowess. Some Black Wizards feared for and wide for their power sorcery. At Level 16 they become either a Sage or an Illusionist.
Stats per Level:
(Stamina): 15
(Strength): 3
(Defense): 2
(Speed): 2
(Accuracy): 7
(Adaption): 2
Black Magic: Fire
Description: Burns an enemy for small damage
Damage if any: -HP. Damage = to Str x 3.5.
Cost: 1 Action.
Rogue: Swift, adept fighters skilled in speed. Also quick to relieve others of their valuables. A trusty thief can sometimes be a good ally, but a better enemy. At Level 16 they become either a Clandestine or a Taker.
Stats per Level:
(Stamina): 35
(Strength): 2
(Defense): 4
(Speed): 8
(Accuracy): 13
(Adaption): 2
Name of Skill: Steal
Description: Steals an item from an enemy
Damage if any: N/A
Cost: Action