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.
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.