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Post by Pa'landri on May 14, 2014 20:01:15 GMT 1
Despite being a very common element in video and board game based rpgs, a Class and Level system don't seem to be quite as popular converted to text and is a missing component on many forum based rpgs. However, we on Palandri believe that such a system can only be a huge benefit in the long run, because it lets us keep a more neatly organized roleplay. A class and level system keeps characters from growing overpowered, puts clear boundaries on what can and can not be achieved by certain characters, as well as encourages character development and interaction while not at all hindering it. Also, who doesn't love the feeling of accomplishment after leveling up your game character? Back to the point. This is a detailed Class & Level guide, taking you through all available classes for the various races in Palandri, and explaining how leveling up affects their abilities. In this post, just bellow this paragraph, we'll start with the common workings of the system, thereafter continue on to specifics in the next couple of posts. Don't worry, it's really not required for you to read all of it if you don't feel like it; just find the class you're character's a part of and focus on that! Common workings of Classes & LevelsEvery character in the rp has a class. Some characters have two classes. Even if they don't have a class, they still technically have a class. Some classes are unique to certain races, while others are available for any and all. Whichever way it is, all classes grant their members special abilities, which can then be developed further by leveling up in that class. Bringing us to the first point of this guide: Levels. Everyone begins at a class level of 1, the lowest level possible, and can through various ways rise all the way up to level 10, the highest level possible. The only exception to this are the Descendants, who begin at level 5 and can rise to level 15 ( though they can only be of the four basic elemental classes). How to Level Up: - Battle other Characters
- Spar with other Characters
- Through active use of class abilities
- Get tutored by higher level characters
- By spending Soul Points in The Black Pearl
- By winning contests and participating in special events
Onwards to the actual levels themselves; As previously stated, among all but one of the races the lowest level is 1 and the highest is 10. Leveling up will become more difficult as you reach the higher levels, but the rewards will be all that more worth it. New abilities and/or development of already learnt abilities will come with each new level gained, but on the way from 1 to 10 there are three major stops all classes have in common. The first one is right at the beginning: You are a rookie. You are a member of this class, but only just barely. You'll have a long journey ahead of you to gain respect both from outsiders, and from your fellow class members. Don't let this discourage you, though! By simply being of this class, you already have access to abilities many others do not. Now you just have to learn how to use them. The second one is in the middle: At level five, you are perfectly proficient in your class. This is the average point for people like you, and as good as many will ever get. Perhaps this is where you'll stop as well, for here you are required to make an important decision. You can either... - ...continue on with this class until you reach complete mastery, or...
- ...choose to join a secondary class (starting at level 1), restraining both your current and your new class from advancing beyond level 5.
If you are an elementalist, there is also a third option if you've managed to reach level 5 with two different elements: - Merge the two level 5 elements to learn one of the four rare elements. Which rare element you will learn depends on which two are merged. Once having learnt a rare element, you will "lose" the merged classes and begin at level 5 of the new one.
The third and final one is at the end: You did it! You've reached complete mastery of this class! As a reward, you do not only get an extra special awesome ability, but you also earn some congratulatory soul points to spend at your heart's desire. Now, let's see if you can find a way to develop your character even further... That wraps up the Common Workings of Classes & Levels! Keep reading bellow to get more in depth about YOUR character's class of choice!
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Post by Pa'landri on May 15, 2014 17:59:17 GMT 1
Mundane, Anthromorph, and Undead Classes & Level GuideSwordsman: Mundane, Anthromorph, UndeadAs the name suggests, this class focuses on the traditional wielding of swords. A heavily offensive class, Swordsmen (and women) are a common sight among every major city's military and guard, finding their way towards seemingly every line of attack and defense. One does not simply march into battle without one. - Rookie Swordsman. You are granted the gift of: Sword Wielding.
- Novice Swordsman.
- Decent Swordsman. You are granted the gift of: Soldier Morale - Your presence on the battlefield gives your comrades strength.
- Skilled Swordsman.
- Proficient Swordsman. You are granted the gift of: Mind Reader - Can predict opponent's movements and quickly counter.
- Experienced Swordsman.
- Senior Swordsman.
- Advanced Swordsman. You are granted the gift of: Firm Grip - The only way that sword will leave your hand is if someone cuts it off.
- Expert Swordsman.
- Master Swordsman. You are granted the gift of: Final Blow - An instantly fatal blow, provided it hits.
Shield Master: Mundane, Anthromorph, UndeadThe Shield Master is a warrior, however masters of this class focus more heavily on defense rather than offense, focusing on blocking enemy attacks, withstanding otherwise devastating blows, and protecting their charge. With a line of these around your walls, a barricade is hardly necessary. - Rookie Shield Master. You are granted the gift of: A higher pain threshold.
- Novice Shield Master.
- Decent Shield Master. You are granted the gift of: Punching Bag - Launch yourself to the aid of a comrade and take the brunt of the blow meant for them.
- Skilled Shield Master.
- Proficient Shield Master. You are granted the gift of: Protector - Force attackers to go for you instead of your comrades.
- Experienced Shield Master.
- Senior Shield Master.
- Advanced Shield Master. You are granted the gift of: Thickened Hide - It takes a lot to break through your natural protection.
- Expert Shield Master.
- Shield Master. You are granted the gift of: Fatal Blow Immunity - Can survive attacks that would've killed a lesser being.
Barbarian: Mundane, Anthromorph, UndeadYet another warrior class, what distinguishes this one is it's lack of weapons; Barbarians are widely known as masters of hand to hand combat. What they lack in defensive maneuvers they make up for with brute strength and ability to rip through even the thickest of armors. It's no wonder this is a favorite among the more... animalistic races. - Rookie Barbarian. You are granted the gift of: Increased melee strength.
- Novice Barbarian.
- Decent Barbarian. You are granted the gift of: Bloodlust - Let loose and enter a frenzied state where your attacks can't be blocked, but leaves you open for counters.
- Skilled Barbarian.
- Proficient Barbarian. You are granted the gift of: Fear - Your presence on the battlefield slows enemies.
- Experienced Barbarian.
- Senior Barbarian.
- Advanced Barbarian.You are granted the gift of: Claws of Steel - Unbreakable claws makes you able to stop and even slice through enemy weapons.
- Expert Barbarian.
- Master Barbarian.You are granted the gift of: Armor Penetrator - Not even dragon scales can withstand your mighty blow.
Beastmaster: Mundane, Anthromorph, UndeadOne of the many secrets the wild tribes still to this day stubbornly refuse to share with their neighboring races. A Beastmaster may easily be mistaken for a natural tamer of beasts, but the truth is that the claws and fangs under their command are still very much feral - a Beastmaster simply knows how to direct their fury towards the right goals. - Rookie Beastmaster. You are granted the gift of: Voice of Reason - Can understand animals.
- Novice Beastmaster.
- Decent Beastmaster. You are granted the gift of: Handler - A nearby small or medium sized animal will obey you.
- Skilled Beastmaster.
- Proficient Beastmaster. You are granted the gift of: Howl - Call the largest nearby animal to your aid.
- Experienced Beastmaster.
- Senior Beastmaster.
- Advanced Beastmaster. You are granted the gift of: Leader of the Pack - Can command nearby flocks of small or medium sized animals.
- Expert Beastmaster.
- Beastmaster. You are granted the gift of: Traitor - A targeted Anthromorph will obey you for a short while.
Rogue/Scout: Mundane, Anthromorph, UndeadWhile sometimes considered separate classes, Rogues and Scouts share no differences beyond how the races that practice them pettily refrains from grouping the two together. Either way, these two classes both favor a style of mixed offense and defense with a fair bit of stealth, making them ideal infiltrators, decoys, and even the occasional assassin. - Rookie Rogue/Scout. You are granted the gift of: Dual Weapon Wielding.
- Novice Rogue/Scout.
- Decent Rogue/Scout. You are granted the gift of: Steadfast - Your morale is not affected by other classes presence on the battlefield.
- Skilled Rogue/Scout.
- Proficient Rogue/Scout. You are granted the gift of: Feather Light - Walk across an old dusty floor without making neither noise nor footprints.
- Experienced Rogue/Scout.
- Senior Rogue/Scout.
- Advanced Rogue/Scout. You are granted the gift of: Trickery - Fake an attack to catch your opponent off guard and deal a devastating blow to one of their weak points.
- Expert Rogue/Scout.
- Master Rogue/Scout. You are granted the gift of: Quick Feet - Gives you a 60% chance of dodging every attack.
Ranger: Mundane, Anthromorph, UndeadWant to be able to deal a great amount of damage, but want to keep your enemies as far from yourself as possible? The Ranger class is the one for you! Rangers are masters of long-range combat, whether that means riddling their enemies with arrows, knives, or spears, every projectile thrown by these are sure to hit it's mark. - Rookie Ranger. You are granted the gift of: Ranged weapon wielding.
- Novice Ranger.
- Decent Ranger. You are granted the gift of: Hawk - Your eyesight is increased greatly, allowing you to spot incoming projectiles and far away objects before anyone else.
- Skilled Ranger.
- Proficient Ranger. You are granted the gift of: Sniper - Your hand is steady and your aim is true. Your projectiles rarely miss their mark.
- Experienced Ranger.
- Senior Ranger.
- Advanced Ranger. You are granted the gift of: Make it Rain - Allows you to fire multiple projectiles at once or in rapid succession.
- Expert Ranger.
- Master Ranger. You are granted the gift of: Bull's Eye - An instantly fatal shot, provided it hits.
Hunter: Mundane, Anthromorph, UndeadWith spreading afflictions such as vampirism and lycantropy haunting the streets, praise be to the goddess the Hunters exist to keep them safe to walk on. By devoting their lives to the cause, members of this class are blessed with remarkable advantages over all things unliving and are capable of neutralizing them almost on sight. - Rookie Hunter. You are granted the gift of: Undead Immunity - You can not become an undead.
- Novice Hunter.
- Decent Hunter. You are granted the gift of: Detector - Can tell when an undead is nearby.
- Skilled Hunter.
- Proficient Hunter. You are granted the gift of: Inevitable Doom - Your presence weakens undead beings.
- Experienced Hunter.
- Senior Hunter.
- Advanced Hunter. You are granted the gift of: Tracker - Can point out undead beings on sight.
- Expert Hunter.
- Master Hunter. You are granted the gift of: Steadfast - Can withstand the physical strength of the undead.
Alchemist: Mundane, Anthromorph, UndeadAlchemism is the Mundanes' way to make up for the absence of magical abilities among their ranks. Through the careful handling and mixing of various elements, Alchemists are able to create potions with effects similar to those caused by true mages, along with a few they could only dream of achieving. - Rookie Alchemist. You are granted the gift of: Novice Potion Crafting - Unreliable and moderately effective.
- Novice Alchemist.
- Decent Alchemist. You are granted the gift of: Adrenaline Boost - Can create potions which temporarily increases strength, speed, or stamina.
- Skilled Alchemist.
- Proficient Alchemist. You are granted the gift of: Intermediate Potion Crafting - May backfire, but effective when they don't.
- Experienced Alchemist.
- Senior Alchemist.
- Advanced Alchemist. You are granted the gift of: Superior - Can create a potion which creates temporary immunity of magic.
- Expert Alchemist.
- Master Alchemist. You are granted the gift of: Masterful Potion Crafting - Rarely goes wrong and very effective.
Herbalist: Mundane, Anthromorph, UndeadThe Herbalist, sometimes called the forest alchemist. With their ability to quickly tell apart various types of plants and berries, they're not only the most reliable producer of healing salves and poisons (be sure not to mix those up) to be found across all of Palandri, but also excellent survivalists and a must to bring with you on journeys through hazardous terrain. - Rookie Herbalist. You are granted the gift of: Healing Salve Crafting - Heals minor wounds.
- Novice Herbalist.
- Decent Herbalist. You are granted the gift of: Poison Crafting - Can craft various types of poison.
- Skilled Herbalist.
- Proficient Herbalist. You are granted the gift of: Snake - Poison immunity.
- Experienced Herbalist.
- Senior Herbalist.
- Advanced Herbalist. You are granted the gift of: Survivalist - Can go longer without food and water than others.
- Expert Herbalist.
- Master Herbalist. You are granted the gift of: Two Hearts - Able to regenerate your own health without the use of salves or potions.
Hex Master: Mundane, Anthromorph, UndeadBeing a member of the Hex Master class is both a perk and a curse... though mostly a perk. One of the upsides to having crossed over to the legion of undead, Hex Masters are capable of utilizing the negative energy of magic to severely weaken their opponents and bring mighty warriors to their knees, begging for the mercy of a swift death. - Rookie Hex Master. You are granted the gift of: Stun Hex - Momentarily stuns the victim.
- Novice Hex Master.
- Decent Hex Master. You are granted the gift of: Scare - Greatly decrease the target's accuracy.
- Skilled Hex Master.
- Proficient Hex Master. You are granted the gift of: Electrify - Through skin contact, paralyze target for up to 24 hours.
- Experienced Hex Master.
- Senior Hex Master.
- Advanced Hex Master. You are granted the gift of: Curse - Cast an illness upon your victim which, if left untreated for three days, results in their death.
- Expert Hex Master.
- Hex Master. You are granted the gift of: Witch - Empty your opponent's energy reserve to fuel your own.
Seer: Mundane, Anthromorph, Undead
A mystical class; The ability to predict the future, granted only to those who have lost their pasts. A Seer gains awareness of events yet to pass and can see what lies in wait for unsuspecting inhabitants of Palandri. While rummaging through their minds, a Seer might also exit with misplaced memories or information belonging to the targets themselves, whether either of them wants to or not. - Rookie Seer. You are granted the gift of: Fortune Teller - Can through skin contact see a small glimpse of another being's future.
- Novice Seer.
- Decent Seer. You are granted the gift of: Truth Seeker - Instantly tell when someone is lying.
- Skilled Seer.
- Proficient Seer. You are granted the gift of: Omen - Your presence may cause others to momentarily forget what they were doing.
- Experienced Seer.
- Senior Seer.
- Advanced Seer. You are granted the gift of: Seer - Can through skin contact another being's mind.
- Expert Seer.
- Master Seer. You are granted the gift of: Illusionists - May erase or create false memories while inside another being's mind.
Civilian: Mundane, Anthromorph, UndeadNot everyone can be a warrior or mage or alchemist or Goddess knows what else. Being a civilian comes with no specific pros or cons, it is simply the class most people are born into, be they part of a wild tribe or a royal family. Some may choose to remain here their entire lives, living as simple farmers or cityfolk, while others eventually branch out and claim a new class for themselves. - Civilians cannot currently level up their class. They can only remain as they are or choose another class.
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Post by Pa'landri on May 15, 2014 18:03:35 GMT 1
Elementalist Classes & Level GuidePyromentalist: Pyromentalist, Terramentalist, Aquamentalist, AeromentalistOne of the eight magical elements and the four most common ones. The class of the Pyromentalist allows mages to bend fire to their wills, no matter if they simply wish to light a candle, or burn an entire forest to the ground. ( Combined with Terramentalism, this class can develop into Ferrumentalism. Combined with Aeromentalism, this class can develop into Luciementalism.) - Rookie Pyromentalist. You are granted the gift of: Fire Wielding.
- Novice Pyromentalist
- Decent Pyromentalist. You are granted the gift of: Firebolt - Creates a large bolt of fire.
- Skilled Pyromentalist
- Proficient Pyromentalist. You are granted the gift of: Wax Seal - Draw heat from an object or person to heal yourself.
- Experienced Pyromentalist
- Senior Pyromentalist
- Advanced Pyromentalist. You are granted the gift of: Inflammable - Resistant to fire and very high temperatures.
- Expert Pyromentalist
- Master Pyromentalist. You are granted the gift of: Volcanic Eruption - Release all of your magical energy into one utterly devastating fireblast
Terramentalist: Pyromentalist, Terramentalist, Aquamentalist, AeromentalistOne of the eight magical elements and the four most common ones. The class of the Terramentalist allows mages to let the ground do the walking for them, moving the earth to bring them towards their destination, or make it crumble under anyone who stands in their way. ( Combined with Pyromentalism, this class can develop into Ferrumentalism. Combined with Aquamentalism, this class can develop into Foliumentalism.) - Rookie Terramentalist. You are granted the gift of: Earth Wielding.
- Novice Terramentalist
- Decent Terramentalist. You are granted the gift of: Sprint - Use the ground beneath your feet to give you a speed boost.
- Skilled Terramentalist
- Proficient Terramentalist. You are granted the gift of: Growth - Steal nourishment from the ground to heal yourself.
- ExperiencedTerramentalist
- Senior Terramentalist
- Advanced Terramentalist. You are granted the gift of: Rock Hard Defense - Create an armor of stone for yourself.
- Expert Terramentalist
- Master Terramentalist. You are granted the gift of: Earthquake - Use all of your magical energy to create an earthquake within a a hundred yard radius.
Aquamentalist: Pyromentalist, Terramentalist, Aquamentalist, AeromentalistOne of the eight magical elements and the four most common ones. The class of the Aquamentalist allows mages to push the waves back from the shores, gathering the fruits of the ocean in their stead, or filling the lungs of their enemies with water instead of air. ( Combined with Terramentalism, this class can develop into Foliumentalism. Combined with Aeromentalism, this class can develop into Glaciementalism.) - Rookie Aquamentalist. You are granted the gift of: Water Wielding.
- Novice Aquamentalist
- Decent Aquamentalist. You are granted the gift of: Water Whip - Use a thin stream of water to create a dangerous whip.
- Skilled Aquamentalist
- Proficient Aquamentalist. You are granted the gift of: Cooling Calm - Use a source of water to heal yourself.
- Experienced Aquamentalist
- Senior Aquamentalist
- Advanced Aquamentalist. You are granted the gift of: Fish - Hold your breath for up to one hour under water.
- Expert Aquamentalist
- Master Aquamentalist. You are granted the gift of: Flood Wave - Spend all your magical energy on creating a large wave which washes away everything (and everyone) around you.
Aeromentalist: Pyromentalist, Terramentalist, Aquamentalist, AeromentalistOne of the eight magical elements and the four most common ones. The class of the Aeromentalist allows the mages to change the direction of the winds, sending themselves flying up into the skies, or their opponents tumbling down towards their doom. ( Combined with Pyromentalism, this class can develop into Luciementalism. Combined with Aquamentalism, this class can develop into Glaciementalism.) - Rookie Aeromentalist. You are granted the gift of: Air Wielding.
- Novice Aeromentalist
- Decent Aeromentalist. You are granted the gift of: Feather Falling - Fall from greater heights without injuring yourself.
- Skilled Aeromentalist
- Proficient Aeromentalist. You are granted the gift of: Breath Taker - Steal the air from another being to heal yourself.
- Experienced Aeromentalist
- Senior Aeromentalist
- Advanced Aeromentalist. You are granted the gift of: Soar - Let the wind lift you and glide across larger distances.
- Expert Aeromentalist
- Master Aeromentalist. You are granted the gift of: Hurricane - Breathe out your remaining magical energy and whip up a temporary but disastrous whirlwind.
Glaciementalist: Pyromentalist, Terramentalist, Aquamentalist, AeromentalistOne of the eight magical elements and the four rare ones. Very, very few mages are born into this class, but rather learns to master it through years of tedious work with other elements. The class of the Glaciementalist combines the force of the wind and the flows of the sea to let mages shape ice in their hands, using it to keep themselves cool during hot summers, or to run their enemies through with a crystal clear spear. - Rookie Glaciementalist. You are granted the gift of: Ice Wielding.
- Novice Glaciementalist
- Decent Glaciementalist. You are granted the gift of: Freeze - Embed a target in a layer of ice.
- Skilled Glaciementalist
- Proficient Glaciementalist. You are granted the gift of: Pack of Ice - Temporarily freeze yourself to regenerate health.
- Experienced Glaciementalist
- Senior Glaciementalist
- Advanced Glaciementalist . You are granted the gift of: Crystal Clear - Create a lance of ice to pierce your enemies with.
- Expert Glaciementalist
- Master Glaciementalist. You are granted the gift of: Snowstorm - Empty your magical energy reserves to change the weather and bring down the fury of the north upon your enemies.
Luciementalist: Pyromentalist, Terramentalist, Aquamentalist, AeromentalistOne of the eight magical elements and the four rare ones. Very, very few mages are born into this class, but rather learns to master it through years of tedious work with other elements. The class of the Luciementalist combines the force of the wind and the bite of the fire to let mages bring down lighting from the clouds, using it as a flare to lead their friends close, or blasting their enemies right off the face of the earth. - Rookie Luciementalist. You are granted the gift of: Lightning Wielding.
- Novice Luciementalist
- Decent Luciementalist. You are granted the gift of: Flare - Generate a sharp flash of light to temporarily blind your enemies.
- Skilled Luciementalist
- Proficient Luciementalist. You are granted the gift of: Shock Therapy - Temporarily paralyze the target.
- Experienced Luciementalist
- Senior Luciementalist
- Advanced Luciementalist. You are granted the gift of: Missile - Pierce a target with a bolt of lightning that seeks out it's goal on it's own.
- Expert Luciementalist
- Master Luciementalist. You are granted the gift of: Thunderstorm - Bring down a series of lightning bolts with the last of your magical energy and strike anyone near you right off the face of the earth.
Ferrumentalist: Pyromentalist, Terramentalist, Aquamentalist, AeromentalistOne of the eight magical elements and the four rare ones. Very, very few mages are born into this class, but rather learns to master it through years of tedious work with other elements. The class of the Ferrumentalist combines the stability of the earth with the bite of the fire to let mages form metal like clay, using it to become the greatest blacksmith in Palandri's history, or turning swords on their own masters. - Rookie Ferrumentalist. You are granted the gift of: Metal Wielding.
- Novice Ferrumentalist
- Decent Ferrumentalist. You are granted the gift of: Metal Detector - Create pure metal out of raw material found in the wild, without the need for any tools.
- Skilled Ferrumentalist
- Proficient Ferrumentalist. You are granted the gift of: Blacksmith - You can bend and form metal like wet clay in your hands.
- Experienced Ferrumentalist
- Senior Ferrumentalist
- Advanced Ferrumentalist. You are granted the gift of: Lightweight - Metal now weighs nothing in your hands.
- Expert Ferrumentalist
- Master Ferrumentalist . You are granted the gift of: Metallic Uproar - Send your magical energy surging into the weapons and armor of the enemy, turning them against their owners.
Foliumentalist: Pyromentalist, Terramentalist, Aquamentalist, AeromentalistOne of the eight magical elements and the four rare ones. Very, very few mages are born into this class, but rather learns to master it through years of tedious work with other elements. The class of the Foliumentalist combines the stability of the earth with the flow of the water to bring sprouts from the ground before their time, using them to create a flowery paradise, or strangle those who wanders carelessly through the deep forests. - Rookie Foliumentalist. You are granted the gift of: Plant Wielding.
- Novice Foliumentalist
- Decent Foliumentalist. You are granted the gift of: Poisonous - Instantly poison target through skin contact.
- Skilled Foliumentalist
- Proficient Foliumentalist. You are granted the gift of: Synthesis - Draw power from the sun to heal yourself.
- Experienced Foliumentalist
- Senior Foliumentalist
- Advanced Foliumentalist. You are granted the gift of: Roots - Use the forest as your eyes and ears, see what it sees, hear what it hears.
- Expert Foliumentalist
- Master Foliumentalist. You are granted the gift of: King/Queen of the Jungle - Fall back and give your magical energy to every plant around you to turn them into allies fighting in your stead.
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Post by Pa'landri on May 15, 2014 18:10:51 GMT 1
Dragon Classes & Level GuideShapeshifterA class entierly unique to the dragonkin, and perhaps the reason they yet survive. The natural shapeshifting ability bestowed upon dragons allows them to take on the forms of creatures less conspicuous than a gigantic flying reptile. While not providing any real advantages in close combat, it does make them good enough infiltrators to rival the rogues, and it leads you to wonder how many of your fellow humans are truly just that. - Rookie Shapeshifter. You are granted the gift of: Household Pet - Change form into a cat or a dog.
- Novice Shapeshifter.
- Decent Shapeshifter. You are granted the gift of: Minimizer - Change form into a bird or a lizard.
- Skilled Shapeshifter.
- Proficient Shapeshifter. You are granted the gift of: Wild One - Change form into a horse or a deer.
- Experienced Shapeshifter.
- Senior Shapeshifter.
- Advanced Shapeshifter. You are granted the gift of: Roaring - Change form into a large cat or a bear.
- Expert Shapeshifter.
- Master Shapeshifter. You are granted the gift of: Incognito - Change form into that of a Mundane.
BeastmasterOne of the many secrets the wild tribes still to this day stubbornly refuse to share with their neighboring races. A Beastmaster may easily be mistaken for a natural tamer of beasts, but the truth is that the claws and fangs under their command are still very much feral - a Beastmaster simply knows how to direct their fury towards the right goals. - Rookie Beastmaster. You are granted the gift of: Pest Control - A nearby rodent will obey your commands.
- Novice Beastmaster.
- Decent Beastmaster. You are granted the gift of: Handler - A nearby bird or medium sized animal will obey you.
- Skilled Beastmaster.
- Proficient Beastmaster. You are granted the gift of: Howl - Call the largest nearby animal to your aid.
- Experienced Beastmaster.
- Senior Beastmaster.
- Advanced Beastmaster. You are granted the gift of: Leader of the Pack - Can command nearby flocks of small or medium sized animals.
- Expert Beastmaster.
- Beastmaster. You are granted the gift of: Traitor - A targeted Anthromorph will obey you for a short while.
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Post by Pa'landri on May 16, 2014 19:35:08 GMT 1
Descendant Classes & Level GuidePyromentalist *One of the eight magical elements and the four most common ones. The class of the Pyromentalist allows mages to bend fire to their wills, no matter if they simply wish to light a candle, or burn an entire forest to the ground. A descendant who pours all their magic into this one element can reach far greater mastery than any lower Pyromentalist could dream of. - Pyrookie. You are granted the gift of: Natural talent - Your natural affinity for this element gives you decent control of it.
- Pyrovice.
- Pyrecent. You are granted the gift of: Eternal - Light a fire that cannot be extinguished by anyone but you.
- Pyrilled.
- Pyroicient. You are granted the gift of: Bender - You have excellent control of this element.
- Pyrerienced.
- Pyrenior.
- Pyvanced. You are granted the gift of: Fire immunity - Fire can not kill a dragon.
- Pyrpert.
- Pyromaster. You are granted the gift of: Heir of the Mage - You have gained enough mastery of this element to rival what the four mages had.
Aquamentalist *One of the eight magical elements and the four most common ones. The class of the Aquamentalist allows mages to push the waves back from the shores, gathering the fruits of the ocean in their stead, or filling the lungs of their enemies with water instead of air. A descendant who pours all their magic into this one element can reach far greater mastery than any lower Aquamentalist could dream of. - Aqookie You are granted the gift of: Natural talent - Your natural affinity for this element gives you decent control of it.
- Aquovice.
- Aquecent. You are granted the gift of: Dry season - Empty the vegetation in your immediate area of water to use as your own.
- Aquilled.
- Aquicient. You are granted the gift of: Bender - You have excellent control of this element.
- Aqerienced.
- Aquenior.
- Aquanced. You are granted the gift of: Gills - You can not drown.
- Aquspert.
- Aquamaster. You are granted the gift of: Heir of the Mage - You have gained enough mastery of this element to rival what the four mages had.
Terramentalist *One of the eight magical elements and the four most common ones. The class of the Terramentalist allows mages to let the ground do the walking for them, moving the earth to bring them towards their destination, or make it crumble under anyone who stands in their way. A descendant who pours all their magic into this one element can reach far greater mastery than any lower Terramentalist could dream of. - Terrookie. You are granted the gift of: Natural talent - Your natural affinity for this element gives you decent control of it.
- Terrovice.
- Terrecent. You are granted the gift of: Unmovable - Enter a state where you cannot be moved (or move) nor damaged.
- Terrilled.
- Terricient. You are granted the gift of: Bender - You have excellent control of this element.
- Terrerienced.
- Terrenior.
- Terranced. You are granted the gift of: Golem - Create a golem from the earth to do your bidding.
- Terrert.
- Terramaster. You are granted the gift of: Heir of the Mage - You have gained enough mastery of this element to rival what the four mages had.
Aeromentalist *
- Aerookie. You are granted the gift of: Natural talent - Your natural affinity for this element gives you decent control of it.
- Aerovice.
- Aerecent. You are granted the gift of: One with the element - Temporarily turn yourself into air, to fly, hide, or spy.
- Aerilled.
- Aerocient You are granted the gift of: Bender - You have excellent control of this element.
- Aerienced.
- Aenior.
- Aedvanced. You are granted the gift of: Eye of the Hurricane - No wind can blow you away.
- Aespert.
- Aeromaster. You are granted the gift of: Heir of the Mage - You have gained enough mastery of this element to rival what the four mages had.
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Post by Pa'landri on May 26, 2014 13:08:00 GMT 1
Shadowspawn Classes & Level Guide NecromancerNecromancy is a forbidden powers, bestowed upon those who have forsaken themselves and turned their backs to the light, awaiting the return of the Great Darkness. Facing one of these often seems as a lesser challenge than it truly is, which is something many discover when they instead of battling a crazed mage, come face to face with their fallen comrades. - Rookie Necromancer. You are granted the gift of: Scavenger - Reanimate the corpse of an animal for a short while.
- Novice Necromancer.
- Decent Necromancer. You are granted the gift of: Corpse Hunter - Your intuition lets you know when the remains of a dead being is near.
- Skilled Necromancer.
- Proficient Necromancer. You are granted the gift of: Necromancer - Reanimate nearby human corpses to obey your every command.
- Experienced Necromancer.
- Senior Necromancer.
- Advanced Necromancer. You are granted the gift of: Legion of the Undead - Gain control of an undead being for a short while.
- Expert Necromancer.
- Master Necromancer. You are granted the gift of: Second Chance - Transfer one beings life to a dead or dying. Instantly fatal for the victim, fully heals the target.
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