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Post by Zet on Aug 5, 2014 23:42:51 GMT -5
Glossary: The Humans:
Humans with mere physical abilities. Unable to transform like the Lecross, it is said that they once lived together in harmony before an event happened that tore them apart forever. Separated by kingdom, they each wield equipment to better themselves in battle and to put them on par with their bestial counterparts. Wielding a wide variety of different classes.
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Post by Zet on Aug 6, 2014 0:34:03 GMT -5
Aniteers: Wielders of nature, they wield Fire, Water/Ice, Wind/Lightning, and Earth. Their magic is something to fear, but they can't really take that many hits.
Starting Stats: HP: 300 VP: 50 SP: 10 DP: 10 VP Used for Recovery: 15 for 15%, 25 for 25%, 35 for 35%.
Abilities:
Unity: Can combine two spells of differing elements to create a more powerful spell with different effects. Requires two actions to use.
Growth Stats: HP: 35 VP: 8 SP: 3 DP: 2
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Riding Knights: Riders on the steed of wyverns or in a rare case a pegasus. Only women are ever seen on a pegasus however. Both have varying traits, and both are rather fearsome to meet in combat.
Starting Stats: HP: 500 VP: 100 SP: 20 DP: 15 VP Used for Recovery: 10 for 15%, 20 for 20%, 30 for 25%.
Abilities:
If Male: Steadfast: Immune to Heavy. One attack every three turns can inflict either Heavy or 1.25x Damage.
If Female: Steadfast: Takes 30% less damage from magic attacks. Immune to Sleep. One attack every three turns can gain +1 Hits.
Growth Stats: Male HP: 50 VP: 10 SP: 8 DP: 5
Growth Stats: Female HP: 40 VP: 10 SP: 5 DP: 9
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Fighters: Wielders of the axe, they wield it with heavy force. Not one for wearing much equipment, this is turn oddly enough strengthens their offensive power. Of course, they do tend to miss sometimes too.
Starting Stats: HP: 500 VP: 70 SP: 25 DP: 5 VP Used for Recovery: 20 for 20%, 40 for 40%, 60 for 100%.
Abilities:
Frenzy: Can only link attacks up to the second level (Link 1--->Link 2--->End). Attacks inflict +75 Damage. Steel boosts damage by 40% instead of 30%.
Growth Stats: HP: 50 VP: 5 SP: 10 DP: 2
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Guards: Trained fighters in hand to hand combat, they unleash a lethal assault at all times with their body as their weapon and witness. Not as physically gifted as their counterparts in the kingdom.
Starting Stats: HP: 450 VP: 40 SP: 20 DP: 10 VP Used for Recovery: 15 for 25%, 20 for 40%, 40 for 55%.
Abilities:
Serenity: Can equip fist and leg weapons at the same time.
Growth Stats: HP: 45 VP: 10 SP: 6 DP: 6
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Ronins: Wielders of the katana, they will never strike their foe in the back willingly. Following the ethics of their code considerably, the ones that stray from this path are considered scum and hunted down without mercy. Capable of killing strikes that cut clean to the bone in an instant without harm to the blade itself.
Starting Stats: HP: 400 VP: 50 SP: 10 DP: 20 VP Used for Recovery: 30 for 20%, 48 for 32%, 60 for 40%.
Abilities:
Remnant: Every other attack ignores the DP stat.
Growth Stats: HP: 40 VP: 15 SP: 4 DP: 4
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Striker: Swordsman who are usually hired swords. They can wield the katana, but at the same time dual wield weapons. Not able to perform as clean of a cut as a Ronin, they are however just as destructive in a fight as their non-Mercenary compatriot. Often ridiculed for their underhanded ways of being a hired body and wielding more than one blade.
Starting Stats: HP: 350 VP: 30 SP: 15 DP: 15 VP Used for Recovery: 10 for 5%, 20 for 10%, 30 for 15%.
Abilities:
Surreal: Can equip two swords or katanas. When two weapons are equipped, attacks all hit the enemy twice.
Growth Stats: HP: 35 VP: 10 SP: 5 DP: 5
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Dariteers: Wielders of darkness, they wield the forbidden arts of the Dark Magic. Using the power to steal life from others and other forms of harm, they are wielders of the most dreaded magic. Caring not for all others who stand before them in their gambit and ambition.
Starting Stats: HP: 375 VP: 120 SP: 15 DP: 10 VP Used for Recovery: 15 for 25%, 30 for 40%, 50 for 65%.
Abilities:
Disdain: Immune to Athinty. All hits to the enemy absorb 50% of the damage as HP for the Dariteer. Can surpass max HP to a max of 1.5x.
Growth Stats: HP: 25 VP: 6 SP: 5 DP: 3
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Sacriteers: Wielders of light, they wield the holy arts of Light Magic. Using their power in the pursuit to save others and protect those dear to them, they are the very opposite of those who wield the powers of darkness.
Starting Stats: HP: 350 VP: 75 SP: 10 DP: 15 VP Used for Recovery: 15 for 20%, 30 for 35%, 45 for 50%.
Abilities:
Acceptance: Immune to Athinty. Can charge up a single action to empower the next attack used. Always affected by Faith.
Growth Stats: HP: 30 VP: 5 SP: 2 DP: 6
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Thieves: Pillagers who lack all honor, they take what they can get and leave the scenes right after. Perfect for gathering information or stealing others valuables, they tend to be loyal only to themselves and whatever else they put up to plate. Nothing is beyond their thieving grasp.
Starting Stats: HP: 325 VP: 30 SP: 5 DP: 10 VP Used for Recovery: 10 for 5%, 15 for 7.5%, 20 for 10%.
Abilities:
Plunder: Has a 40% Chance of stealing something from an enemy.
Vanish: Can avoid two hits every odd turn, starting with the first.
Growth Stats: HP: 20 VP: 6 SP: 3 DP: 5
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Rangers: Despite their name, they are also lurkers in the shadows. Armed with bows, they shoot their prey down before they are even seen or heard. Generally used in assassination, they are well known for their unfortunately high success rate. Rare occasions are they that if these are hired to slay someone from the shadows, they will actually fail that objective.
Starting Stats: HP: 440 VP: 40 SP: 10 DP: 5 VP Used for Recovery: 10 for 5%, 15 for 7.5%, 20 for 10%.
Abilities:
Depth: Can inflict Sleep on the opponent with an attack.
Precision: SP applies at double potency to one attack every other turn starting with the first. Applies at 2.5x if the target is asleep.
Growth Stats: HP: 20 VP: 4 SP: 3 DP: 3
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Slayer: Wielders of massive blades, they tend to wield blades larger than themselves with relative ease. Having great destructive force behind each attack, their blades usually rest within the Fang Kingdom.
Starting Stats: HP: 650 VP: 100 SP: 20 DP: 20 VP Used for Recovery: 20 for 20%, 40 for 40%, 80 for 80%.
Abilities:
Spire: Affected by Heavy each turn until removed by an ally or restorative item from an ally. One attack each turn can inflict 1.5x Damage.
Growth Stats: HP: 15 VP: 10 SP: 7 DP: 7
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Defenders: Those sworn to protect others. Loyal to their comrades and serving as their shield. Their abilities make for this to work perfectly, making them a feared enemy if encountered with a group of others to work with.
Starting Stats: HP: 800 VP: 200 SP: 5 DP: 30 VP Used for Recovery: 15 for 25%, 30 for 55%, 50 for 90%.
Abilities: Cover: Can cover attacks for one other ally and only one ally for a turn. Takes 50% damage from all of the attacks taken by this. Can trigger Cover for oneself to suffer 50% damage from all attacks for the turn.
Guard Counter: Inflicts either damage, recovery, or a damage boost based on what was chosen during the choosing of this Class. Can only be used after Cover was triggered. Effects vary per character.
Growth Stats: HP: 25 VP: 15 SP: 1 DP: 10
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Post by Zet on Oct 12, 2022 16:41:07 GMT -5
Glossary: The Mastery:
Upon reaching a certain pinnacle, one's class can ascend, allowing them to obtain new skills and talents to help them prevail in battle. Here they are able to choose the road that they will walk to the end.
Aniteers -> Druids or Variteers
Increased Stats: HP: +300 VP: +50 SP: +10 DP: +10
Growth Stats: HP: 50 VP: 10 SP: 5 DP: 4
Druids: Embracers of nature, they wield impressive nature magic and heightened longevity.
New Abilities:
Longevity: VP Recovery is halved.
Or:
Variteers: Embracing the more destructive aspect of their spells, they use the unification to wreak havoc.
New Abilities:
Dual Force: Unity Spells inflict 2x damage.
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Riding Knights -> Stalwart Rider or Heinous Rider
Increased Stats: HP: +500 VP: +100 SP: +20 DP: +15
Growth Stats: Male HP: 70 VP: 14 SP: 11 DP: 7
Growth Stats: Female HP: 60 VP: 13 SP: 8 DP: 12
Stalwart Riders: Brave riders who embrace valor and fight with strength in battle.
New Abilities:
If Male: Stalwart: Affected by Amnesty. Steadfast can apply every turn.
If Female: Stalwart: Takes 30% less damage from physical attacks. Immune to Poison. Steadfast can apply every turn.
Or:
Heinous Riders: Vicious riders who use any means at their disposal to prevail in battle.
New Abilities:
If Male: Vicious: One attack every three turns can inflict 1.5x Damage. The attack affected by Steadfast inflicts +200 Damage.
If Female: Vicious: Takes 30% less damage from magic attacks. One attack every three turns can gain Athinity.
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Fighters -> Warriors or Berserkers
Increased Stats: HP: +500 VP: +70 SP: +25 DP: +5
Growth Stats: HP: 80 VP: 7 SP: 15 DP: 4
Warriors: Accomplished fighters who use their brute strength to achieve victory.
New Abilities:
Tumult: Gain +1 action next turn for every attack used on the previous turn. Can only be applied every three turns.
Or:
Berserkers: Fighters who disregard themselves in order to brutalize opponents.
New Abilities:
Riot: Reduce defense by 40%. Steel boosts damage by 80% instead of 30%. When 60 or more VP is used, damage is increased by 1.5x for the battle.
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Guards -> Brawlers or Pugilist
Increased Stats: HP: +450 VP: +40 SP: +20 DP: +10
Growth Stats: HP: 55 VP: 13 SP: 9 DP: 9
Brawlers: Those who throw their fists without regard against others.
New Abilities:
Discord: +2 Actions/Turn.
Or:
Pugilists: Proficient guards who use their bodies as weapons.
New Abilities:
Harmony: Increase the stats of fist and leg weapons by 50%.
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Ronins -> Duelists or Masters
Increased Stats: HP: +400 VP: +50 SP: +10 DP: +20
Growth Stats: HP: 50 VP: 20 SP: 6 DP: 6
Duelists: Those who seek combat, excelling in single combat.
New Abilities:
Residuum: Can select a single enemy. Attacks against that enemy are increased by 50%.
Or:
Masters: Refined mastery of the blade has allowed them to live by their code no matter what.
New Abilities:
Vestige: Every even attack ignores the DP stat.
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Strikers -> Wanderers or Blade Breakers
Increased Stats: HP: +350 VP: +30 SP: +15 DP: +15
Growth Stats: HP: 45 VP: 14 SP: 8 DP: 8
Wanderers: Those who utilize their craft and traverse the land around them.
New Abilities:
Twin Storms: When two weapons are equipped, +1 Action/Turn. Increase the stats of swords or katanas by 50%.
Or:
Blade Breakers: Strikers who aim to dismantle their opponent's fighting strength as they fight.
New Abilities:
Breaking Blades: For each hit of an attack to hit the enemy, all of their attacks lose 35 Damage. Lasts for 3 turns.
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Dariteers -> Stygian or Dreaded
Increased Stats: HP: +375 VP: +120 SP: +15 DP: +10
Growth Stats: HP: 30 VP: 10 SP: 8 DP: 5
Stygians: Those who wield the lives they take as a force to be reckoned with.
New Abilities:
Scorn: HP absorbed from attacks by Disdain is added to the damage of attacks.
Or:
Dreadeds: Those who embrace the forsaken arts to bring forth ruin.
New Abilities:
Contempt: When attacks are used, can use VP in increments that would be used to recover. Attacks are increased by the % of HP that would be restored by that VP cost.
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Sacriteers -> Templars or Sacred
Increased Stats: HP: +350 VP: +75 SP: +10 DP: +15
Growth Stats: HP: 35 VP: 7 SP: 4 DP: 8
Templars: Those who channel their light to enforce their righteousness on others.
New Abilities:
Refusal: Acceptance every other turn can have the effect apply for the entire turn.
Or:
Sacreds: Those who channel their light to further their previous pursuit of righteousness.
New Abilities:
Approval: Attacks increased by Acceptance can be empowered by an additional action for an additional effect.
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Thieves -> Spies or Rogues
Increased Stats: HP: +325 VP: +30 SP: +10 DP: +10
Growth Stats: HP: 25 VP: 10 SP: 6 DP: 7
Spies: Those who use their expertise to be especially difficult to track.
New Abilities:
Disappearance: Can avoid all hits when activated. Can be used every four turns after use. Vanish can be used every turn.
Or:
Rogues: Adept with their craft, they put it to use immediately when performed.
New Abilities:
Vandalize: Increases Plunder by 20%. If equipment, can use as soon as stolen.
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Rangers -> Killers or Farseers
Increased Stats: HP: +440 VP: +40 SP: +10 DP: +5
Growth Stats: HP: 30 VP: 8 SP: 8 DP: 5
Killers: Those who delve deeper into their trade, killing others for sport or for gain.
New Abilities:
Purge: If Sleep would be used on a target, remove or prevent positive effects for one turn.
Or:
Farseers: Rangers who fight from afar to bring low their adversity.
New Abilities:
Concentrate: SP applies at double potency to all attacks every other turn starting with the first. Applies at 2.5x if the target is asleep.
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Slayers -> Marauders or Blood Artists
Increased Stats: HP: +650 VP: +100 SP: +20 DP: +20
Growth Stats: HP: 30 VP: 15 SP: 11 DP: 11
Marauders: Those who shatter their adversaries with the great sword they've mastered.
New Abilities:
Tower: All attacks linked to the attack affected by Spire inflict 1.5x Damage.
Or:
Blood Artists: The efficient fighters of the Fang Kingdom carry it in their very name as the Kingdom of Blood.
New Abilities:
Pillar: For the first time that each negative effect would be used on the Blood Artist, resist the effect and increase the damage of all attacks on a turn of choice by +200.
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Defenders -> Protectors or Aggressors
Increased Stats: HP: +800 VP: +200 SP: +5 DP: +30
Growth Stats: HP: 50 VP: 20 SP: 3 DP: 15
Protectors: Those who defend all that they are charged to protect.
New Abilities:
Full Cover: Can cover attacks for all allies for a turn. Takes 50% damage from all of the attacks taken by this, however, takes additional damage proportionate to how many attacks are covered that hit multiple allies. If alone, can trigger for oneself to suffer 50% damage from all attacks for the turn, but takes the damage of attacks that hit multiple targets an additional time.
Or:
Aggressors: Those who charge into adversity with their defenses.
New Abilities:
Tough Counter: Can create an additional effect for Guard Counter based on the two options not created when choosing the Defender Class.
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