Classes: Difference between revisions

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== '''PALADIN''' ==
== '''PALADIN''' ==
A Holy Knight who receives power and blessings from our divine creator.  A Paladin cannot turn away from doing good.  If someone were being hurt or if someone needs healing or money, a Paladin would always give to whomever is in need.  Paladins deal extra damage to undead and demons.  And they would never run from something evil, they would stand and fight until it is vanquished. '''''Paladins also absorb some damage which makes them the most defensive of all the classes.'''''  They gain a little stamina and health each time they block with a shield equipped.
A Holy Knight who receives power and blessings from our divine creator.  A Paladin cannot turn away from doing good.  If someone were being hurt or if someone needs healing or money, a Paladin would always give to whomever is in need.  Paladins deal extra damage to undead and demons.  And they would never run from something evil, they would stand and fight until it is vanquished.  


Upon entering the Paladin class gate, your character is given the following ''starting skills'': '''Anatomy, Healing, Mace Fighting, Parrying, Tactics, Chivalry, Resisting Spells.'''
Upon entering the Paladin class gate, your character is given the following ''starting skills'': '''Anatomy, Healing, Mace Fighting, Parrying, Tactics, Chivalry, Resisting Spells.'''
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== '''RANGER''' ==
== '''RANGER''' ==
From an early age the call of the wild draws some adventurers from the comfort of their homes into the unforgiving primal world outside. Those who endure become Rangers. Masters of their environment, they are able to slip like ghosts through the trees and lay traps in the paths of their enemies. They can tame powerful companions of all kinds to fight along side them.  Skilled with a bow they prefer ranged attacks to keep from being overwhelmed.  '''''No other class is proficient with bows and therefore have an enormous penalty for using them.'''''  Rangers get a bonus to healing their beast companions.
From an early age the call of the wild draws some adventurers from the comfort of their homes into the unforgiving primal world outside. Those who endure become Rangers. Masters of their environment, they are able to slip like ghosts through the trees and lay traps in the paths of their enemies. They can tame powerful companions of all kinds to fight along side them.  Skilled with a bow they prefer ranged attacks to keep from being overwhelmed.   


Upon entering the Ranger class gate, your character is given the following ''starting skills'': '''Archery, Magery, Animal Lore, Animal Taming, Herding, Tracking, and Veterinary.'''
Upon entering the Ranger class gate, your character is given the following ''starting skills'': '''Archery, Magery, Animal Lore, Animal Taming, Herding, Tracking, and Veterinary.'''


''The Ranger is also given the following stats: 100 Strength/ 150 Dexterity/ 50 Intelligence.''
''The Ranger is also given the following stats: 100 Strength/ 150 Dexterity/ 50 Intelligence.''


== '''HEALER''' ==
== '''HEALER''' ==
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== '''KNIGHT''' ==
== '''KNIGHT''' ==
A Knight is honorbound to serve a king or a kingdom.  Their valor in melee combat is unmatched.  They are fearless.  A Knight doesn't bother using a shield.  They specialize in 2-handed weapons and due to the training have a chance to deal critical strikes to enemies. '''''The Knight will have a 10% chance to critical on each attack plus 5% greater chance to parry with a two-handed weapon (not with bows).'''''
A Knight is honorbound to serve a king or a kingdom.  Their valor in melee combat is unmatched.  They are fearless.  A Knight doesn't bother using a shield.  They specialize in 2-handed weapons and due to the training have a chance to deal critical strikes to enemies.  


Upon entering the Knight class gate, your character is given the following ''starting skills'': '''Anatomy, Healing, Parrying, Swordsmanship, Tactics, Lumberjacking, and Bushido.'''
Upon entering the Knight class gate, your character is given the following ''starting skills'': '''Anatomy, Healing, Parrying, Swordsmanship, Tactics, Lumberjacking, and Bushido.'''
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== '''ROGUE''' ==
== '''ROGUE''' ==
The Rogue is an expert in the art of Ninjistu.  Rogues are patient and sneaky, always keeping in the shadows or out of sight to strike the opponent when they are weakest.  Rogues use poison and potions to their advantage.  '''''Rogues also have an innate ability to dodge firebreathe attacks.'''''
The Rogue is an expert in the art of Ninjistu.  Rogues are patient and sneaky, always keeping in the shadows or out of sight to strike the opponent when they are weakest.  Rogues use poison and potions to their advantage.   


Upon entering the Rogue class gate, your character is given the following ''starting skills'': '''Hiding, Lockpicking, Ninjitsu, Poisoning, Snooping, Stealing, and Stealth.'''
Upon entering the Rogue class gate, your character is given the following ''starting skills'': '''Hiding, Lockpicking, Ninjitsu, Poisoning, Snooping, Stealing, and Stealth.'''

Latest revision as of 03:08, 12 September 2016

Please take note that all players can have every skill to a max of 130 using generic skill scrolls

PALADIN

A Holy Knight who receives power and blessings from our divine creator. A Paladin cannot turn away from doing good. If someone were being hurt or if someone needs healing or money, a Paladin would always give to whomever is in need. Paladins deal extra damage to undead and demons. And they would never run from something evil, they would stand and fight until it is vanquished.

Upon entering the Paladin class gate, your character is given the following starting skills: Anatomy, Healing, Mace Fighting, Parrying, Tactics, Chivalry, Resisting Spells.

The Paladin is also given the following stats: 150 Strength/ 50 Dexterity/ 100 Intelligence.


NECROMANCER

Necromancers use necromancy to summon and raise dead creatures which transforms them into undead familiars. They use dark magic to deal massive damage to creatures. Necromancers gain bonuses to using their own forms (Wraith form, Lich form, Vampire form).

Upon entering the Necromancer class gate, your character is given the following starting skills: Evaluating Intelligence, Focus, Resisting Spells, Meditation, Necromancy, Spirit Speak, and Swordsmanship.

The Necromancer is also given the following stats: 75 Strength/ 75 Dexterity/ 150 Intelligence.


RANGER

From an early age the call of the wild draws some adventurers from the comfort of their homes into the unforgiving primal world outside. Those who endure become Rangers. Masters of their environment, they are able to slip like ghosts through the trees and lay traps in the paths of their enemies. They can tame powerful companions of all kinds to fight along side them. Skilled with a bow they prefer ranged attacks to keep from being overwhelmed.

Upon entering the Ranger class gate, your character is given the following starting skills: Archery, Magery, Animal Lore, Animal Taming, Herding, Tracking, and Veterinary.

The Ranger is also given the following stats: 100 Strength/ 150 Dexterity/ 50 Intelligence.

HEALER

Healers are devoted to the spiritual, and express their unwavering faith by serving the people. For millennia they have left behind the confines of their temples and the comfort of their shrines so they can support their allies in war-torn lands. In the midst of terrible conflict, no hero questions the value of the priestly orders.

The Healer is the class who uses divine power from our creator to heal companions in a party. The Healer can boost attributes through blessings also. Only a fool travels without a Healer with them.

Upon entering the Healer class gate, your character is given the following starting skills: Anatomy, Animal Lore, Healing, Mace Fighting, Resisting Spells, Meditation, and Veterinary.

The Healer is also given the following stats: 100 Strength/ 50 Dexterity/ 150 Intelligence.


SORCERER

The Sorcerer is a powerful class who uses various magic skills to destroy his enemies and defend himself and/or his allies. Warriors of the intellect, Sorcerers are at their best when they stand apart, watch for vulnerabilities, and then make their foes pay dearly for them. Sorcerers are also the masters of domination over the minds of humanoid monsters. They may take control of them and use them to fight along side them. Sorcerers are skilled spellweavers and always use deceptive means to kill.

Upon entering the Sorcerer class gate, your character is given the following starting skills: Wrestling, Inscription, Evaluating Intelligence, Magery, Meditation, Resisting Spells, and Spellweaving.

The Sorcerer is also given the following stats: 75 Strength/ 75 Dexterity/ 150 Intelligence.


KNIGHT

A Knight is honorbound to serve a king or a kingdom. Their valor in melee combat is unmatched. They are fearless. A Knight doesn't bother using a shield. They specialize in 2-handed weapons and due to the training have a chance to deal critical strikes to enemies.

Upon entering the Knight class gate, your character is given the following starting skills: Anatomy, Healing, Parrying, Swordsmanship, Tactics, Lumberjacking, and Bushido.

The Knight is also given the following stats: 150 Strength/ 100 Dexterity/ 50 Intelligence.


ROGUE

The Rogue is an expert in the art of Ninjistu. Rogues are patient and sneaky, always keeping in the shadows or out of sight to strike the opponent when they are weakest. Rogues use poison and potions to their advantage.

Upon entering the Rogue class gate, your character is given the following starting skills: Hiding, Lockpicking, Ninjitsu, Poisoning, Snooping, Stealing, and Stealth.

The Rogue is also given the following stats: 100 Strength/ 150 Dexterity/ 50 Intelligence.


ARTISAN

Artisans are proficient crafters of all types. Each weapon or armor which a class will use will need an Artisan to craft it for them. They can construct a Golem to fight along side them, so that they can gather resources in safety. Their armor gives them high enhance potions and alchemy, which could make them useful in PVM even. They would craft and use potions in combat.

Upon entering the Artisan class gate, your character is given the following starting skills: Blacksmithy, Bowcraft/Fletching, Carpentry, Tailoring, Tinkering, Inscription, and Magery.

The Artisan is also given the following stats: 150 Strength/ 75 Dexterity/ 75 Intelligence.


OVERLORD

The Overlord is a dark gargoyle warrior who draws their power from the underworld. Each attack drains the life force from foes and gives it to the Overlord. The Overlord specializes in 2-handed weapons, and has a penalty for using a shield.

Upon entering the Overlord class gate, your character is given the following starting skills: Bushido, Focus, Healing, Parrying, Tactics, Wrestling, Throwing

The Overlord is also given the following stats: 150 Strength/ 75 Dexterity/ 75 Intelligence.


MYSTIC

The Mystic is a gargoyle spellcaster that casts powerful spells upon enemies. The Mystic derives its magic from the depths of hell. The Mystic can summon a mighty companion "A Rising Colossus" to fight on their behalf. There are varying levels of Colossus that can be summoned, some are quite rare and powerful.

Upon entering the Mystic class gate, your character is given the following starting skills: Focus, Spellweaving, Meditation, Evaluating Intelligence, Magery, Mysticism, and Resisting Spells.

The Mystic is also given the following stats: 75 Strength/ 75 Dexterity/ 150 Intelligence.


BARD

The Bard is a musician that casts powerful spells upon enemies with song. The Bard has wonderful discordance skill which compromises the monster, making it easy to kill. Should a Bard be required to enter a dungeon of extreme monsters, he can use his peacemaking skill to settle them all and pass through safely. Upon entering the Bard class gate, your character is given the following starting skills: Magery, Magic Resist, Meditation, Peacemaking, Provocation, Musicianship, Discordance

The Bard is also given the following stats: 75 Strength/ 75 Dexterity/ 150 Intelligence.