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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. 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.


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.'''


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


Spellbooks used are Chivalry and Magery.
''Spellbooks used are the book of Chivalry and Magery.''




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


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


Spellbooks used are Necromancy and Magery.
''Spellbooks used are Necromancy and Magery.''




== 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.  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.


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.''


This class uses a Magery spellbook to aid them with their adventures.
''This class uses a Magery spellbook to aid them with their adventures.''




== HEALER ==
== '''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.
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.  The unique characteristic is that they are the only ones who can use both Druid and Cleric spells.  Only a fool travels without a Healer with them.
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.  The unique characteristic is that they are the only ones who can use both Druid and Cleric spells.  Only a fool travels without a Healer with them.


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


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


Spellbooks used are Druid, Cleric and Magery.
''Spellbooks used are Druid, Cleric and Magery.''




== SORCERER ==
== '''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 may not be as flexible as other classes, but when your close-quarters companions fall in battle it's awfully nice to have arcane artillery at your disposal. 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. Only the Sorcerer class is able to use the Spellweaving skill.
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 may not be as flexible as other classes, but when your close-quarters companions fall in battle it's awfully nice to have arcane artillery at your disposal. 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. '''''Only the Sorcerer class is able to use the Spellweaving skill.'''''


Upon entering the Sorcerer class gate, your character is given the following starting skills: Wrestling, Inscription, Evaluating Intelligence, Magery, Meditation, Resisting Spells, and Spellweaving.
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.
''The Sorcerer is also given the following stats: 75 Strength/ 75 Dexterity/ 150 Intelligence.''


Spellbooks used are Spellweaving and Magery.
''Spellbooks used are Spellweaving and Magery.''





Revision as of 09:36, 28 November 2015


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.

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.

Spellbooks used are the book of Chivalry and Magery.


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: Inscription, Meditation, Necromancy, Resisting Spells, Spirit Speak, Focus, and Evaluating Intelligence.

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

Spellbooks used are Necromancy and Magery.


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.

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.

This class uses a Magery spellbook to aid them with their adventures.


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. The unique characteristic is that they are the only ones who can use both Druid and Cleric spells. Only a fool travels without a Healer with them.

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

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

Spellbooks used are Druid, Cleric and Magery.


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 may not be as flexible as other classes, but when your close-quarters companions fall in battle it's awfully nice to have arcane artillery at your disposal. 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. Only the Sorcerer class is able to use the Spellweaving skill.

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.

Spellbooks used are Spellweaving and Magery.


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 are specialized 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 bow).

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.

Spellbooks used are the Book of Bushido and Magery.


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.

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

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

Spellbooks used are the Book of Ninjitsu and Magery.


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.

This class uses the Magery spellbook.


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: Focus, Parrying, Swordsmanship, Tactics, Lumberjacking, Bushido, and Necromancy.

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

The spellbooks used by this class are Necromancy, Bushido, and Magery.

MYSTIC (Work in Progress)

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 might 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, Wrestling, Inscription, Evaluating Intelligence, Magery, Mysticism, and Resisting Spells.

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

The spellbooks used by this class are the books of Mysticism and Magery.