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Caulder

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Use these to determine your character's class. Most classes also carry a hint of personality with them, so look through here first.

Each ability or mastery has a set number of levels. As the game progresses you can choose to make your character an all-rounder or make him more skilled in his or her specialization. Each character can only have one Level 3 Class ability, so choose it carefully when the time comes. Each ability costs one ability point, and each level of that ability costs a point.

Warrior Ability Tree

As Warriors advance through the game they gain Weapon specialization points. These can be used to either learn new weapon specializations or make their current specialization stronger.

Weapon specializations:

Shield and Sword Specialization (Levels 1-3): Shield and Sword mastery allows the Warrior to, what else, fight with a shield and sword. This allows for both offense and defense, as the shield can be used as a weapon, and the sword can be used to defend against attacks. Each level adds to the size of shield you can carry, with level one starting at small bucklers and the like and level 3 allowing tower shields. It also determines the weight of the blade or weapon you choose to wield. This specialization is a requirement for the Mage Hunter ability tree.

Dual Weapon Specialization (Levels 1-3): This specialization allows you to wield one weapon in each hand while still having full force behind both strikes. Each level unlocks more skilled fighting techniques and heavier weapons such as light axes or small battle hammers. This specialization is a requirement for the Rogue ability tree.

Two-Handed Weapon Specialization (Levels 1-3): This specialization allows warriors to utilize large, two-handed weapons such as claymores and broadswords. At later levels, it also allows access to foreign two-handed weapons. Spears and other pole arms fall into this category as well. One unique thing about this category is that Polearms, if supplemented with enough prowess in shield and sword mastery, allow the user to also use a shield. This specialization is required for the Berserker ability tree.

Now on to the actual ability trees. Each of these can be chosen from as you wish. But they're tiered, meaning if you want the good stuff, you have to stick with one tree.

Mage Hunter: This ability tree contains all the training and tactics for hunting and combating mages. Though there are few mages left in the world, there are many mage hunters who train for an encounter with them. All Mage Hunters use a Shield and Sword combination of weapons, allowing them to shift tactics in a flash to compensate for a Mage's arsenal of spells.
Level 1 abilities:
Magic Tracking (Levels 1-5): Every mage hunter has the ability to track someone who uses magic. Most mages have an unusually high spiritual essence about them, making them easy to track. Each point in this ability extends the tracking capability further.

Magic Conduit (Levels 1-3): Some Mage Hunters have the ability to absorb spells using their weapon as a conduit to re-direct the spell and absorb it's very essence. Though this is as taxing on the hunter as it is on the mage, due to he or she directly absorbing the essence, it can be used to save the hunter from a particularly dangerous spell. Each level reduces the amount of pain this causes the hunter, and also increases the amount of times it can be used.

Ethereal Bulwark (Levels 1-2): Mage Hunters have a basic understanding of essence within the human body, and as such, can direct some of it into their shield to deflect incoming magic attacks or stronger than normal attacks that would normally break their shield. The technique is easily spotted because the shield emits a faint white glow. The first level grants a basic understanding of the technique, allowing a short burst of essence to be poured into the shield, while level two allows for a sustained, controlled stream of essence which overall has a greater defensive effect, and can hold out against sustained spells longer, than level one.

Level 2 Abilities:

Hunter's Return (Requires Level 2 Magic Conduit, 6 points in level 1 Mage Hunter): After training for so long to fight mages, many Mage Hunters have learned to fight fire with fire. Using this aility, a Mage Hunter can take the stored essence from an intercepted magic attack, and, combining it with some of his own, send it back at the mage in a bolt of pure spiritual energy. This allows the Mage Hunter to avert the backlash from absorbing the spell and also strike back at his opponent. The power of the bolt is directly related to the power of the spell absorbed.

Essence Absorption (Requires Level 1 Magic Conduit, 6 points in level 1 Mage Hunter): All Mage Hunters know how to see the Essence of a living creature. With training, they can actually drain the essence from a creature, leaving them weak or even temporarily crippling them. If used on a mage, it can even disable their ability to cast spells for a short time, giving the Mage Hunter precious time to defeat his quarry. This ability requires the Mage Hunter to either make physical contact with the victim or keep the hand he uses to draw the essence within 6 inches of the victim.

Essence Blast (Requires Level 1 Ethereal Bulwark, 6 points in level 1 Mage Hunter abilities) (Levels 1-3): After manipulating essence for so long, Mage Hunters have learned to release it in a blast of invisible energy, capable of disorienting or even knocking out most weak-essenced individuals. Each level increases the radius and the strength of the individuals it can affect.

Level 3 Abilities:

Purge (Requires Essence Blast level 2, 3 points in level 2 Mage hunter abilities): By focusing the maximum amount of essence into a concentrated blast, Mage Hunters can unleash a devastating shockwave that, instead of causing physical damage, touches the spirit of victims with strong essence and causes significant internal damage. This attack can either be unleashed in a radial attack, having a lesser effect but effecting more targets, or concentrated in a beam to focus on a single target to cause most probably death.

Spirit Heal (Requires Essence Absorption, 3 points in level 2 Mage Hunter abilities): Few Mage Hunters know how to manipulate other people's essences, but those who do can sometimes use it to speed the recovery process of others, or halt the progress of poison by redirecting a person's essence. This process require extreme concentration and physical contact with the afflicted area, and so cannot be used during combat.


Berserker: Berserkers revel in combat, weilding massive two-handed weapons and seemingly limitless stamina. What they lack in subtlety they make up for in brute force.
Level 1 abilities:

Berserk (Levels 1-3): When a Berserker looses his temper, everyone on the battlefield knows it. Most Berserkers announce their rage via a battle yell or a warcry, which not only empowers their nearby allies, but instills fear in their enemies. When Berserk, they gain amazing amounts of strength and speed, but lose the ability to reason or even use defensive techniques. Each level improves the strength bonus of their berserk while also decreasing their loss of reasoning.

Unending Onslaught (Levels 1-3): Berserkers are well-known for their relentless assaults, never stopping until the last enemy falls. This unending reserve of stamina benefits them both in and out of combat, allowing them to perform extremely demanding physical activities for hours on end, be it running, swimming, or carrying large loads. Each level further increases the amount of strenuous activity the berserker can do without tiring.

Boulder (Levels 1-3): All Berserkers are built like piles of rocks, making them both visually imposing and physically able. Most berserkers can shrug off any hit they take to anywhere that has muscle, and can return the favor three-fold. Each level allows the Berserker to shrug off more pain and injury, and do more damage to both characters and the environment.

Level 2 abilities:

Sunder (Requires Berserk level 2, Boulder level 3, 6 points in level 1 Berserker) (Levels 1-3): The Berserker hits the enemy with such force that a portion of his damage actually pierces through the enemyies armor and deals damage to them. Each level increases the percentage of damage that can pierce through the enemy's armor.

Battle Charge ( Requires Berserk Level 2, Unending Onslaught level 3, 6 points in Level 1 Berserker abilities) (Levels 1-3): The Berserker charges forward towards a target, then slams into them with all their might, bowling over everything in his or her path. This ability requires a clear line of sight to the target as well as a straight path. Each level increases the range of the charge and the power of the slam.

Level 3 abilities:

Reap (Requires level 2 Berserk, Level 3 Battle Charge, 3 points in level 2 Berserker abilities): After studying combat techniques, the Berserker learns how to extend his weapon's reach for a single stroke, by imbuing it with his essence. This allows him to cut down many foes with a single blow, as it not only increases his range, but sharpens his blade for the duration of the effect, allowing him to slice through almost anything from stone to steel armor.

Undying (Requires Berserk level 3, 3 points in level 2 Berserker abilities): The Berserker, after countless injuries and near-mortal wounds, has trained his body to regenerate at an inhuman level, scrapes and scratches healing nearly instantaneously, while large gashs and sword slices heal fully within half an hour. This allows the Berserker to quickly recover from a battle while still being exposed to the sense-heightening endorphins and adrenaline that injuries create during combat.

Rogue: Rogues lurk in shadows, waiting for their chance to strike. They are the only warrior class that does not focus on direct combat, instead focusing on disorienting, confusing, and ambushing them in order to gain an upper hand in combat. all rogues use dual weapons, though most prefer using a pair of daggers due to their speed and ease of concealment.
Level 1 abilities:

Shadowmeld (levels 1-3): Rogues have a natural ability to hide within shadows or dark areas, allowing them to avoid detection or escape from danger. Each level allows the rogue to hide more effectively within the shadow, practically disappearing.

Backstab (Levels 1-3): Rogues pride themselves on being able to strike their enemies from behind, be it in the back of the spine or slitting their throats, Backstabbing is a staple of the Rogue's combat ability. This ability can be used from within Shadowmeld, allowing a completely hidden rogue to strike with a swift, powerful blow.

Smoke Bomb (Levels 1-3): While Smoke bombs are a difficult invention to master the use of, their practical applications are astounding. They allow Rogues to flee from a battle while also confusing an opponent. Later levels also cause the smoke bomb to irritate the eyes, throat and nose of the victims, causing them to cough and tear up, as well as impeding their ability to breath.

Level 2 abilities:

Stun Bomb (Requires Level 3 Smoke Bomb, 6 points in level 1 Rogue abilities) (Levels 1-3): By modifying the ingredients in a Smoke Bomb, the Rogue can create a special bomb that creates a loud bang and a flash, that does not do much damage to the enemy, but blinds and deafens everyone within a certain radius of the bomb. Improving the level of the bomb increases the radius of the concussion and the duration of the stun.

Agility (Requires level 3 Shadowmeld, 6 points in level 1 Rogue abilities) (Levels 1-3): Rogues excell at agile movement, be it dodging incoming blows or running between dark areas, almost all rogues are trained in agile movement. Advancing this ability in level allows for more experienced movements, like running along a 90 degree angled surface or climbing a wall with no outcroppings.

Throwing Daggers (Requires level 2 Backstab, 6 points in level 1 Rogue abilities): Some Rogues heave learned that striking from the shadows cannot be accomplished without doing it from afar, so they've learned to keep numerous throwing daggers hidden within their outfits. These throwing daggers can, of course, be thrown from within Shadowmeld, allowing for quiet, effective assassinations from afar while still remaining hidden.

Level 3 abilities:

Combustion Bomb (Requires Level 3 Stun Bomb, 3 points in level 2 Rogue abilities): After so much experience with making and utilizing bombs, the rogue has learned to create a small device that explodes when thrown, showering the area in a sticky tar and flames, igniting anything in the area, friend or foe. The initial explosion does not do much damage on its own, but the flames that coat the enemies can easily burn them to a crisp.

Decoy (Requires Agility Level 3, 3 points in level 2 Rogue abilities): The Rogue can create a perfect replica of himself by using some of his essence. The Replica will disappear after taking a few hits, so it will not aid in the Rogues escape from a large force. If the Decoy is not hit, it will last for as long as the Rogue wishes.


Ranger Ability Tree

Ranger ability specializations are based on their weapon specializations, and so their sub-classes are named aptly so. All bowmen are allowed a hidden dagger or knife, or a shortsword for close combat.

Longbow Specialization: Longbows, while lacking the speed of shortbows, have much greater range and greater accuracy.
Level 1 abilities:

Pinning Aroow (Levels 1-3): Bowmen often show great skill by pinning an enemy to a wall or hard floor with a non-fatal arrow through the shoulder or foot. This can be effective at impeding an advancing enemy, giving the Bowmen time to fell the enemy before they can get within striking distance. Each level increases the difficulty the target has of dislodging the arrow.

Poison Arrow (Levels 1-3): Longbowmen have the ability to coat the tips of their arrows in poison, allowing them to kill an enemy indirectly. Each level increases the effectiveness of the poison, starting at a almost five minutes to kill the target to under half a minute.

Taut (Levels 1-3):[/B][/B] Longbows, despite popular misconception, require a great deal of strength to keep taut while aiming. This has led to most longbowmen having firm or toned physiques. Each level increases the amount of physical strength that the bowman has, as well as the muscle mass that the bowman possesses.

Level 2 abilities:

Flaming Arrow (Requires level 3 Poison arrow, 6 points in Longbow abilities) (Levels 1-3): After much experience in coating arrows with different liquids, the Ranger can coat his or her arrows with a highly flammable liquid that allows the archer to ignite his foes. Higher levels increase the intensity of the flames and even allows the flammable liquid to run down from the arrowhead into the wound or over the body.

Multi-Shot (Requires Taut level 3, 6 points in level 1 Longbow abilities) (Levels 1-3): Longbowmen can take multiple arrows from their quiver and fire them at the same time, trading accuracy and range in exchange for power. Higher levels allow for more arrows to be fired at once.

Falconry (Requires 6 points in Longbow ability tree): As many longbowmen often prefer to work alone, many take it upon themselves to train a falcon or a hawk to work alongside them as their pet and scout. Many of these bird trainers can commune their essence with their bird, allowing them to see and hear what the bird has seen and heard when they come in contact with each other. This can be useful for scouting or sending messages between bowmen.

Level 3 abilities:

Piercing Shot (Requires Level 3 Flaming Arrow, 3 points in level 2 Longbow abilities): By concentrating a large amount of Essence into an arrow, the longbowmen can create a devastating long-range arrow that now only pierces through armor and most living creatures, but leaves a wake behind it, allowing it to hit a group of enemies without the actual arrow hitting anything. This ability is very taxing due to the high amount of essence put into the arrow.

Hail of Arrows (Requires level 3 Multi-Shot, 3 points in level 2 Longbowmen abilities): The Longbowmen can fire a special bundle of arrows into the air, that then seperates via a small explosive planted inside the bundle. The arrows then fall to earth, impaling friend and foe below the airborne bundle.

Shortbow Specialization: Shortbows, while lacking accuracy or range, have the ability to fire quickly and much more easily than a longbow.
Level 1 abilities:

Acid Arrow (Levels 1-3): By tipping their arrows in a special form of acid, which can melt through armor, compensating for the lack of piercing power that Shortbows have.

Empty Quiver (Levels 1-3): Shortbowmen are notorious for their rapid firing speed, some being seen on the battlefield emptying entire quivers within minutes. Each level increases the firing speed of the shortbowmen, allowing for practical volleys of arrows at the latest levels.

Splitting Arrow(Levels 1-3): The Bowman fires a specialized arrow that contains multiple arrowheads, designed to split after firing to hit multiple targets. This can be quite useful against an advancing group, as the splitting arrows often have a random spread. Higher levels result in more arrows splitting off, up to a maximum of 5

Level 2 abilities:

Arrow roulette (Requires level 3 Splitting Arrow, 6 points in level 1 Shortbow abilities): The Bowman can fire arrows in a specialized arc, allowing him to hide his current location much better and hide behind buildings or low cover, while also raining arrows on the enemy from afar. This can be especially useful inside a city or in mountainous areas.

Flaming Arrow (Requires level 3 Acid Arrow, 6 points in Shortbow abilities) (Levels 1-3): After much experience in coating arrows with different liquids, the Ranger can coat his or her arrows with a highly flammable liquid that allows the archer to ignite his foes. Higher levels increase the intensity of the flames and even allows the flammable liquid to run down from the arrowhead into the wound or over the body.

Barbed Arrow (Requires level 3 Empty Quiver, 6 points in level 1 Shortbow abilities): The Bowman can now use specially-designed barb-headed arrows whenever he or she deems it neccesary. The upside to barbed arrows is the massive damage they cause when someone tries to pull them out, although they have an even shorter range then a normal shortbow arrow.

Level 3 abilities:

Exploding Arrow (Requires Barbed Arrow, 3 points in level 2 Shortbow abilities): The Bowman fires a specially tipped arrows that detonates several seconds after contact with a hard surface, damaging anything within a 10 meter radius. This can be useful if shot in an enemy, as it is usually an instant death.

Magnesium Arrowhead (Requires Flaming Shot level 3, 3 points in level 2 abilities): The Bowmen, after much experience with tipping his arrows, has learned of a new powder, Magnesium, that he can tip his arrowshead with. By attaching a small flint to his bow, he can light these unique arrowheads merely by shooting them. Once fired and lit, they burn brightly, acting as both a tracer and an illumination for a long, dark hallway, and, should they hit someone, they will most likely burn right through their armor or skin. This can be useful from both a tactical and combative standpoint.

Crossbow Specialization: Crossbows are a fearsome weapon on the battlefield. While they fire extremely slow, they make up for this with undeniable stopping power, their bolts capable of piercing through some of the toughest armor.
Level 1 abilities:

Knockdown (Levels 1-3); By aiming for the center of mass of an opponent, a crossbowman can use the tremendous force behind his bolt to stumble or even knock down an opponent, allowing him the precious time he or she requires to reload that precious second bolt. Each level increases the chance the target will fall over.

Focus (Levels 1-3): After much time aiming, firing, and maintain crossbows, the Ranger has developed a heighted sense of awareness, which results in heightened senses of smell, sight, and hearing. Each level further improves the bonus to sight, smell, and hearing.

Bayonet: Often, a crossbowman will not have the speed required to stall an advancing enemy. That is when an affixed bayonet to the tip of the crossbow can come in handy, allowing the Ranger to more easily switch between ranged and melee combat.

Level 2 abilities:

Crossbow Engineer (Requires Focus level 3, 7 points in level 1 Crossbow abilities) (Levels 1-2): With technology continuing to advance throughout Aerl, engineers and scholars have taken it upon themselves to strengthen the land's armies by upgrading existing weapons technologies. One such advancement is the Double Crossbow. This invention allows a bowman to fire two bolts before having to reload, at the cost of requiring twice the time to reload. By settling one bowstring just above another, the weapon is as accurate on the second shot as it was on the first. Another great advancement is the Repeating Crossbow, which uses a specialized lever mechanism to speed to speed the drawing of the bowstring to near that of a longbow, while allowing the crossbow to keep it's singature power. Level one gives access to the double crossbow, while level 2 gives access to the Repeating Crossbow. Level 2 cannot be obtained if you have Improved Strings.

Improved Bowstrings (Requires Bayonet, 6 points in level 1 Crossbow abilities) (Levels 1-3): The Crossbowman can use a hand-made bowstring to increase the amount of kinetic energy put on his or her bow, allowing the arrow to fly further. Each level further increases the range. This cannot be obtained if you obtain level 2 Crossbow Engineer, as a repeating crossbow puts too much wear and tear on these bowstrings, though it can be acquired if you have level 1 crossbow engineer.

Level 3 abilities:

Overdrive (Requires level 2 crossbow engineer): The Crossbowman can focus his essence into the gear mechanism in his Repeating Crossbow, allowing his to re-arm it incredibley fast for the next 5 shots, llowing him to either impale a single target with five bolts or shoot multiple targets at once.

Snipe (Requires level 3 Improved Bowstrings): The Crossbowman, using his new bowstrings, can attach a scope to his bow, allowing him to increase their accuracy and range to near that of a longbow. In addition, if a target is unaware of their presence, the bowman can instantly kill the target with a shot to the head.

Others will be posted in next post due to character limit.
 
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Caulder

Caulder

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Re: Character Class Info

Mage Ability Tree

Mages often times specialize in one tree and one tree only. They are lacking for physical prowess, making them excellent targets for rangers or warriors. All Mages have the ability to erect a magical barrier to protect themselves from some damage, which increases in effectiveness as the Mage develops their abilities and can even develop special effects based on their chosen discipline. All mage abilities require tapping into the character's essence to cast, and all mages can absorb an enemy mage's spell, provided it is within their discipline, I.E, a Fireball can be absorbed by an elementalist mage, even if the elementalist doesn't know fireball.

Elementalist: elementalists are masters of bending nature to their will, allowing them to control fire, air, water, earth, and sometimes even the power of Lightning itself. They have a wide variety of spells available to them, and all of them get stronger as the mage themselves grow stronger.

Level 1 abilities:

Fireball: The Mage can conjure a ball of flame to hurl at their target, with a chance to catch them on fire. As the spell automatically levels up, it can become a much larger fireball, to even a rain of fire at the latest level.

Ice Shard: The Mage can summon a shard of ice to throw at the enemy as a range weapon, allowing them to impale them or stick them to a surface until the shard melts. At later levels the mage can summon multiple shards at once, and at the maximum level the mage can create a volley of ice to shred enemy hordes.

Water Jet: The Mage summons a small sphere of water, then unleashes it in a powerful torrent of controlled water, sending enemies flying or knocking them off balance. At later laevels this can become a larger torrent or even allow for large waves of water to be unleashed from the same condensed sphere.

Stone Throw: The Mage can manipulate the ground or rocks around them, allowing them to throw a man-sized rock at their targets. At later levels this can be used to manipulate bricks or mud, and even cause landslides, or create intricate objects of the mage's choosing.

Air Manipulation: The Mage can manipulate Air the his or her will, such as pushing enemies back or knocking their breath away. At later levels they can summon air blades for ranged cutting attacks, and at the highest levels, they can cause twisters and send enemies flying with a single air push.

Lightning Strike: The Elementalist can send forth a bolt of lightning from their fingertip, striking a foe and most likely killing him. At higher levels, the bolt can arc, hitting multiple enemies and even jumping via an ally to an enemy, causing no harm to the ally.

Level 2 abilities (requires all level 1 elementalist abilities):

Float: The Mage can focus their powers over Air to float for short periods of time, allowing them to cross gaps they would not normally be able to cross.

Storm Cloud: The Elementalist can conjure forth a storm cloud, which can then rain or sleet on the enemy and strike them with lightning. The cloud appears high overhead, as if a naturally-occuring cloud, and covers a large area in rain or sleet, but the lightning strikes can only be directed to targets the Elementalist can see.

Ice Field: The Mage freezes an area of land, causing all caught within it to freeze in place from the ankle down. This can be quite useful for stopping an advancing army, as they will be trapped helplessly in one place.


Level 3 abilities (Requires all level 2 elementalist abilities):

Elemental Mastery: The Elementalist can choose one element from the six elements: Fire, Water, Air, Earth, Lightning, or Ice, and choose to master their knowledge of that element. Doing so will unlock the most powerful forms of their chosen element.

Elemental Understanding: By devoting more time to Understanding the elements, rather than mastering them, the Mage can now combine two different elements at once, allowing for unique spells.


Spiritualist: Spiritualist mages focus more on the philosophy of life, the dichotomy of good versus evil, the struggle between light and dark, and, as such, have devoted to studying both types of magic.

Level 1 abilities:

Light Beam (Levels 1-3): The Spiritualist can focus his magic to fire a powerful beam of light to blind and confuse any enemy that looks directly into it. At later levels, the light can even blind those who look at it, and for some creatures of darkness, sear their flesh.

Shadow Bolt (Levels 1-3): The Spiritualist can concentrate the powers of darkness into a deadly bolt of shadow, inflicting great pain on any living being and dealing great damage to any light being. At later levels the bolt causes crippling amounts of pain, and can even jump to two other targets than the original.

Spirit Sense (Levels 1-3): Spiritualists have a keen sense of the spirit realm, and, as such, can sense any spirit trapped in the mortal realm, and can also tell the general level of essence a person has by looking into their eyes. Higher levels allow for more precise measurement of their essence levels.

Level 2 abilities:

Beacon of Hope (Requires level 3 Light Beam, 6 points in level 1 Spiritualist abilities) (Levels 1-3): The Spiritualist can channel their essence into an aura of power, strengthening any nearby allies and making them more resistant to pain and damage. Each level furthur increases the effectiveness and radius of the aura. Cannot be obtained if the Spiritualist learns Dark Presence.

Dark Presence (Requires Level 3 Shadow Bolt, 6 points in level 1 Spiritualist abilities) (Levels 1-3): The Spiritualist can channel their essence into an aura of darkness, causing a sense of dread and pain to overcome their enemies. This can cause many different effects, such as causing an enemy to flee from battle, or surrender, or even causing them to pass out from the pain. Each level increases the amount of pain and the mental effects it has on the victims. Cannot be acquired if Beacon of Hope is learned.

Level 3 abilities:

Light Spirit (Requires level 3 Beacon of Hope): The Spiritualist, after having delved in the magics of light for so long, can commune with a light spirit to gain all of their powers, allowing them to fight with a light-based spear or pole-arm in melee combat, as well as giving them increased resistance to damage, on par with a regular Warrior, and allowing them to hover just off the ground via white wings they grow off their backs. The wings can be dismissed and summoned at will, and also be used for combat. This ability also allows them to channel their essence into numerous different forms of light-based assault magic. The consequence for this power is that for any evil deed they commit they slowly lose their individuality from the spirit until the spirit takes over the body fully, though none know this beforehand.

Demonic Possession (Requires Level 3 Dark Presence): After studying so much dark magic, the Spiritualist can make a pact with a Demon, allowing the demon to use their physical bodies to exist in this realm in exchange for their power. This allows them to use numerous different darkness-based attack spells, as well as melee combat with a one-handed sword or axe, bringing their combat abilities to those of a warrior. When in combat, the Demon shows his form by sprouting wings of darkness and horns off the spiritualist's head, though the wings do allow the spiritualist to float across the battlefield and can also be used for combat. The price for this is that the Spiritualist must cope with the Demon's consciousness within their own mind, as well as the overwhelming urge and insistance from the demon to do evil.


Entropy: Entropy mages prefer to use others as their weapons, rather than their own magic directly. Most Entropy mages have a controlled henchmen or two that they use for combat purposes while they cast their own curses and hexes.

Level 1 abilities:

Dominate (Levels 1-3): By focusing his own mind on another living creature, the Mage can take control of that creature and ordr it around with his or her mind. The length of the domination is dependant on the mental strength of the victim. Each level makes this ability last longer based on enemy species/race.

Curse of Weakness (Levels 1-3): The Mage can call forth a curse on an enemy, weakening his ability to fight greatly, allowing the Mge's minnions to defeat him more easily. Higher levels allow the mage to curse more enemies, and even paralyze the enemies they curse.

Sleep (Levels 1-3): The Mage can enter a target's mind, forcing them into a deep slumber, allowing his or her minions to either slay the target silently or just pass them by without combat. Higher levels increase the chance of putting the target to sleep, and even allow the mage to put multiple targets to sleep.

Level 2 abilities:

Torment (Requires level 3 Curse of weakness, 6 points in level 1 Entropy abilities) (Levels 1-2): The Mage hexes the enemy with tormenting thoughts, causing them to slowly slip into insanity. What feels like hours of mind-destroying torment to them is mere seconds to the rest of the world, causing quick and effective dementia, and causing them to attack friend and foe alike. Level 2 allows the Mage to seed dementia in multiple targets of their choosing.

Blind (Requires level 3 Sleep, 6 points in level 1 Entropy abilities) (Levels 1-2): The Mage casts a hex that blinds a target, causing their entire world to go black. Level two allows the hex to affect multiple targets of the Mage's choosing.

Charming presence (Requires 6 points in level 1 Entropy abilities): The Mage has developed an ability to charm everyone around them, allowing them to simply let their charmed followers do the talking for them, or protect them in the event something bad happens. It also allows the Mage to charm individual people with enough effort and enouch skilled words.

Level 3 abilities:

Death and Decay (Requires 3 points in level 2 Entropy abilities): The Mage can channel their power into a large hex on the ground that drains the life from anyone standing on it. All forms of life, plants, trees, humans, animals, are affected by this hex, and as it drains their life, the effects show as rapid aging.

Entropic Fog (Requires 3 points in level 2 Entropy abilities): The Mage emits a large cloud of fog that distorts the depth perception, sense of direction, and perception of time. It also has a chance to cast a random hex or curse that the Mage knows upon any target hit by the fog.


Gunslinger: Gunslingers are a rare group of travelling peacekeepers with the unique knowledge of gun usage and upkeep. Gunslinger sightings slowly diminish as the years pass, implying that their ranks are slowly thinning. But for the priveledged few who are gunslingers, the code they follow forces them to hunt any and all evil that exists in this world. Most gunslingers carry a Revolver and Repeating Rifle, both the same caliber so they don't have to carry two pouches of ammo around.

Level 1 abilities:

Quick Draw: All Gunslingers train in the art of the Quick Draw, allowing them to draw their Revolver at lightning speeds, then fire. This allows them to react much faster than a bowman, and, due to the power of their bullets, makes them very deadly when cornered.

Trick Shot (Levels 1-3): Some Gunslingers have learned to use their guns to hit targets in awkward locations or difficult points of view, allowing them to pull off shots that most would think impossible. Higher levels allow for harder shots to be pulled off.

Hand Load Rounds (Levels 1-3): The Gunslinger can, with the right ingredients, enhance his bullets with increased powder grain count, allowing for an even stronger muzzle velocity. Higher levels allow for even stronger powder mixes and packing.

Level 2 abilities:

Cripple (Requires Trick Shot level 2, 6 points in level 1 Gunslinger abilities): The gunslinger aims at their enemy's arm or leg, then fires at a precise location, crippling the limb until a doctor can take the bullet out. This can be great for disarming an opponent, as the target loses use of their hand as well if the gunslinger cripples their arm.

Scattershot (Requires Hand Load level 2, 6 points in level 1 Gunslinger abilities) (Levels 1-3): The Gunslinger can now load his rifle with a new type of ammo that has limited range but has a large spread to affect multiple targets. Each level increases the amount of pellets fired in the spread and the power behind each pellet.

Pocket Ace (Requires Quick Draw, 6 points in level 1 Gunslinger abilities): The Gunslinger can hide a second revolver of a smaller caliber than his main revolver on his person in case of a large fight. This revolver is hard to find, and is a good back-up weapon should the gunslinger be without his rifle or main revolver.

Level 3 abilities:

Warp shot (Requires 3 points in level 2 Gunslinger abilities): The gunslinger can channel his essence through his gun and into his bullet to allow it to pass through multiple enemies and even surfaces, allowing him to kill multiple enemies in one shot. Can be used in conjunction with scattershot, although it would leave the Gunslinger incredibley weak.

Ricochet (requires 3 points in level 2 Gunslinger abilities): The Gunslinger channels his essence into his bullet and fires, causing it to ricochet off of any surface it touches and bounce around until it hits a human being. Can be used in conjunction with scattershot, though it leaves the Gunslinger extremely exhausted.
 
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Caulder

Caulder

Is completely fucking irrelevant. And he's a bitch
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Re: Character Class/Weapon info

Weapons:

Weapons in this game will work a little differently than most freeform. Whereas most allow you to choose any weapon, mine restricts you to any type your class's specialization allows. You can make them look however you want, but if it's a two-handed sword the size of a human body, it's going to need at least a level 2 two-handed weapon specialization ability. If you're unsure about whether a character can use a certain weapon, PM me.

Also of note, Mages cast faster if they carry a staff with them while casting. Wands also allow for faster casting, but Staffs allow for the fastest casting speed.
 
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