Post by Solomon Guidaire on Jul 14, 2010 13:38:58 GMT -5
Here's a list of basic rules for the "classes" we've got here at GKW. Read up so you can be aware of what your character is able to learn. (Keep in mind that no character is perfect. Good advice would be to pick 1 or 2 things to be semi-skilled in at the beginning, and gain the rest of your skills through RPing.)
Warrior: Warriors focus all of their strength on getting in close, using melee skills. While they are limited in that they have no access to magical artes, they still have access to the multitudes of weapon artes. Due to their lack of magical prowess, they don't have to split their time up to train in both magic, and melee. This allows them to devote all their energy to learning to use just about every weapon they can get their hands on.
Ranger: The Ranger has elected to focus on attacking the enemy from a safe distance, rather than bumbling up to get beaten on. They focus on the use of all sorts of ranged weapons. Over time, they can become quite skilled, picking off the many and varied threats across the battlefield.
Mageknight: The Mageknight is a cross between the Warrior, and the magic classes. Able to access up to up to level II of the healing branch of support magic, as well as level II of the elemental magics, he can prove a capable enough spell weaver. This is combined with access to level III Weapon Artes, like the Warrior. Unlike the Warrior, the Mageknight must balance his skills between magic practice, and physical skills, creating a balanced fighter, but, also, one who will never have the same potential in the various skills as the other classes.
Spellslinger: The Spellslinger is the ranged fighter version of the Knightmage They operate by launching spell and shot at the target. They have all the same advantages and disadvantages as the Mageknight, excepting their different fighting style.
Mage: Mages carry a weapon, but it is normally just to help them concentrate while using their true weapon. Magic is what the mage does. It's their bread and butter. The Mage gains access to all forms of offensive magic. Once they've unlocked the upper levels of spells, the battlefield become a dangerous place indeed.
Healer: Healers. The ultimate team player. Not only can they heal their allies, and cure them of status troubles, but they can also give brief boosts to their own, or an allies ability. Don't get it in your head that these are all weak, or are pacifists. They still have enough time to learn one other branch of choice, whether physical, or offensive magic.
Warrior: Warriors focus all of their strength on getting in close, using melee skills. While they are limited in that they have no access to magical artes, they still have access to the multitudes of weapon artes. Due to their lack of magical prowess, they don't have to split their time up to train in both magic, and melee. This allows them to devote all their energy to learning to use just about every weapon they can get their hands on.
Ranger: The Ranger has elected to focus on attacking the enemy from a safe distance, rather than bumbling up to get beaten on. They focus on the use of all sorts of ranged weapons. Over time, they can become quite skilled, picking off the many and varied threats across the battlefield.
Mageknight: The Mageknight is a cross between the Warrior, and the magic classes. Able to access up to up to level II of the healing branch of support magic, as well as level II of the elemental magics, he can prove a capable enough spell weaver. This is combined with access to level III Weapon Artes, like the Warrior. Unlike the Warrior, the Mageknight must balance his skills between magic practice, and physical skills, creating a balanced fighter, but, also, one who will never have the same potential in the various skills as the other classes.
Spellslinger: The Spellslinger is the ranged fighter version of the Knightmage They operate by launching spell and shot at the target. They have all the same advantages and disadvantages as the Mageknight, excepting their different fighting style.
Mage: Mages carry a weapon, but it is normally just to help them concentrate while using their true weapon. Magic is what the mage does. It's their bread and butter. The Mage gains access to all forms of offensive magic. Once they've unlocked the upper levels of spells, the battlefield become a dangerous place indeed.
Healer: Healers. The ultimate team player. Not only can they heal their allies, and cure them of status troubles, but they can also give brief boosts to their own, or an allies ability. Don't get it in your head that these are all weak, or are pacifists. They still have enough time to learn one other branch of choice, whether physical, or offensive magic.