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Post by Lios on Oct 13, 2011 0:32:37 GMT -5
These are all the classes available to players. The basic classes are the first ones listed, and beneath each Basic class are 3 'Advanced' classes. A player can advance into an advanced class once they reach level twenty, but once they do they cannot learn skills from their basic class, so you may delay until you have all the skills you want from the basic class.
Note that unless you are an Adept Rogue, you only have one Basic Class, and you can only advance into one Advanced Class. Your choice in Advanced Class cannot be undone once you pick it, so choose wisely (unless you are an Adept Rogue, in which case you get no Advanced Class).
Blade Master: The most balanced of the classes in The World, Blade Masters are a common sight because of how beginner friendly they are. They have decent stats overall and can generally work for any play style. Their class grants them an extra action slot each round they can use for guarding.. They wield all varieties of one-handed swords and can advance into a Blade Brandier, Edge Punisher, or Steamgunner once they reach level twenty. Starting Stats: 70 HP / 13 SP +21 HP per level / +6 SP per level
Blade Brandier: The unique Advanced Class to the Blade Master, they maintain the same balance that the original Blade Master had but with higher overall stats. The Blade Brandier retains the benefit of the Blade Master class for the extra guard action. +23 HP per level / +9 SP per level
Edge Punisher: The most physically powerful of the Advanced classes, it is also among the slowest classes due to the size of their weapons and equipment. However, they're also some of the more hardy, and their power is overwhelming against armored foes. Because their weapons are often equipped with some sort of chainsaw mechanic or other similar devices, they are capable of inflicting some damage against a foe when they successfully block a melee attack. 26 HP per level / +7 SP per level
Steamgunner: A class that mixes ranged and melee combat, it makes use of a special rifle/bayonet combination to mesh the two forms of combat. The bayonet allows for melee combat on par with a one handed sword, but a rifle component to execute ranged shots. Much of their skills involve different elemental shots, but unlike casters, they deal physical damage and have the best balance between power and speed among the ranged classes. +23 HP per level / +8 SP per level
Heavy Axemen: The most physically powerful of the basic classes, the Heavy Axemen wields a large axe or similar weapon. They have the highest physical attack power and high physical defense, second only to the Heavy Blade, but poor magic stats. However, their HP growth can set this off to an extent. They are also the slowest base class, with the Heavy Blade only a little bit higher. Heavy Axemen can advance into a Lord Partizan, Flick Reaper, or Frenzied Berserker upon reaching level twenty. Starting stats: 75 HP / 10 SP +25 HP per level / +5 SP per level
Lord Partizan: The most hardy of the Advanced Classes, the Lord Partizan boasts both high physical power and defense, their defense second to none. Their defensive power allows them to reduce additional damage when they guard against physical attacks. Their magic stats are lacking, however, so they are vulnerable to casters. They are very slow due to their heavy equipment, but they have a high damage output due to their power. This is only improved by their ideal weapons being drills, making their skills heavily anti-armor oriented. They are great against monsters because of this, but their skill progression is slower than most other classes. +26 HP per level / 7 SP per level
Flick Reaper: The Flick Reaper is the most controlling of the martial classes, wielding scythes and large axes that have greater reach than many other melee classes. Their attacks specialize in 'flicking' enemies, allowing their unblocked melee attacks and skills to push enemies out of range. They are powerful controllers in melee combat, but they aren't great against classes that can attack from out of range. Overall, their stats are somewhat average, boasting decent physical attack and defensive power. +24 HP per level / +7 SP per level
Frenzied Berserker: The unique Advanced class for Heavy Axemen, the Frenzied Berserker forgoes the armor and weighty equipment that slowed down it's predecessor. The Frenzied Berserker boasts a high HP growth and extremely high physical attack power, but their physical defense is much lower and their magic stats aren't much. However, Frenzied Berserkers have a special 'rage' state they can enter, which raises their physical attack power even further at the cost of losing the ability to cast spells and block. It costs 15 SP to enter the Berserk state. +30 HP per level / +5 SP per level
Heavy Blade: The Heavy Blade is the most physically hardy of the basic classes, boasting the highest physical defense and physical power second only to their counterpart, the Heavy Axemen. Heavy Blades wield large two-handed swords, and because of this and their heavy equipment, they are the second slowest basic class. Heavy Blades have the most impressive blocking power, being capable of blocking more physical damage than most classes, but their magic defense is still not the greatest and neither is their magic power. Their class bonus to blocking is retained when they go into their Advanced Class. Heavy Blades can progress into a Lord Partizan, Edge Punisher, or Wandering Knight upon reaching level twenty. Starting stats: 75 HP / 10 SP +25 HP per level / +5 SP per level
Lord Partizan: The most hardy of the Advanced Classes, the Lord Partizan boasts both high physical power and defense, their defense second to none. Their defensive power allows them to reduce additional damage when they guard against physical attacks. Their magic stats are lacking, however, so they are vulnerable to casters. They are very slow due to their heavy equipment, but they have a high damage output due to their power. This is only improved by their ideal weapons being drills, making their skills heavily anti-armor oriented. They are great against monsters because of this, but their skill progression is slower than most other classes. +26 HP per level / 7 SP per level
Edge Punisher: The most physically powerful of the Advanced classes, it is also among the slowest classes due to the size of their weapons and equipment. However, they're also some of the more hardy, and their power is overwhelming against armored foes. Because their weapons are often equipped with some sort of chainsaw mechanic or other similar devices, they are capable of inflicting some damage against a foe when they successfully block a melee attack. 26 HP per level / +7 SP per level
Wandering Knight: The unique Advanced class of the Heavy Blade, the Wandering Knight is very much a 'team player' class. They boast a decent magic power and defense compared to the Heavy Blade, without too much loss to their physical ability. They have a special ability though to anticipate and intercept attacks aimed at other party members, throwing themselves into the line of fire and blocking the attack. This special guard, named the Selfless Sacrifice costs 5 SP to use and prevents the Wandering Knight from using a normal block during their turn. The SP to use Selfless Sacrifice is spent at the end of their turn, and takes effect against the first attack used against any ally. +24 HP per level / +8 SP per level
Long Arm: The Long Arm is a class that uses various types of polearms to fight. These can range from spears to lances, to halberds and scythes. The Long Arm has the ability to strike multiple foes that are near each other with a single normal attack, an ability they retain into their Advanced classes. They have balanced physical stats with lower magical stats, their special talent as a class combining with their skills to hit multiple enemies at once. They are similar to Blade Masters in terms of growth, making them an overall balanced class, but a little more difficult to get used to due to their ability to hit multiple enemies. A Long Arm can advance into a Lord Partizan, Flick Reaper, or Cataphract Lancer upon reaching level 20. Starting stats: 65 HP / 13 SP +21 HP per level / +6 SP per level
Lord Partizan: The most hardy of the Advanced Classes, the Lord Partizan boasts both high physical power and defense, their defense second to none. Their defensive power allows them to reduce additional damage when they guard against physical attacks. Their magic stats are lacking, however, so they are vulnerable to casters. They are very slow due to their heavy equipment, but they have a high damage output due to their power. This is only improved by their ideal weapons being drills, making their skills heavily anti-armor oriented. They are great against monsters because of this, but their skill progression is slower than most other classes. +26 HP per level / 7 SP per level
Flick Reaper: The Flick Reaper is the most controlling of the martial classes, wielding scythes and large axes that have greater reach than many other melee classes. Their attacks specialize in 'flicking' enemies, allowing their unblocked melee attacks and skills to push enemies out of range. They are powerful controllers in melee combat, but they aren't great against classes that can attack from out of range. Overall, their stats are somewhat average, boasting decent physical attack and defensive power. +24 HP per level / +7 SP per level
Cataphract Lancer: The unique Advanced Class of the Long Arm, the Cataphract Lancer is a new class introduced in the latest edition of The World. They are a cavalry based class, capable of summoning special mounts to ride while out in the Field and in Dungeons. In addition, they have a special Ride By Attack that allows them to move in range of the target, perform a melee attack, and then move out of range passed the target. This consumes all of their action slots for a round, but combined with the Long Arm's ability to strike multiple enemies, can make for a very powerful offense. Overall, Cataphract Lancers have improved physical stats than the Long Arm. +25 HP per level / +8 SP per level
Twin Blade: The quickest of the melee classes, the Twin Blade has the lowest physical power of the melee classes as well as the lowest physical defense. However, they have higher magic stats than most of the basic melee classes, making them more effective with spells. They are the quickest of the basic classes, granting them an extra action slot that can be used for either movement or dodging. They retain this ability when they go into their Advanced Class. Twin Blades are dual wielders, carrying a pair of elbow blades, small knives, and other such weapons to fight with. Twin Blades can advance into a Macabre Dancer, Dual Gunner, or Adroit Strider upon reaching level 20. Starting stats: 63 HP / 15 SP +19 HP per level / +7 SP per level
Macabre Dancer: An agile caster class, the Macabre Dancer has the same physical power as the Twin Blade class, wielding blade-tipped fans for weapons. They specialize in casting buffs and debuffs, and have the highest progression in those sorts of spells than any other class. The Macabre Dancer's form of fighting is a type of elegant, but lethal dance, and so a Macabre Dancer has the ability to cast a buff or debuff spell when they dodge, both actions counting as one action slot. This cannot be done more than once per round though. A Macabre Dancer has above average magic stats, second only to the Harvest Cleric and Shadow Warlock. +21 HP per levelv/ +15 SP per level
Dual Gunner: A class that combines speed and range, the Dual Gunner is a tricky Advanced Class to use, but is powerful in the right hands. They dual wield a pair of pistols that have blades attached to allow them to fight at range and in melee. However, a Dual Gunner's damage while in the 'out of range' zone is heavily reduced than when in range. A benefit of their fighting style though is that their guns are quick on the draw, allowing them to execute two normal attacks with a single attack action. Dual Gunners are quick on their feet and have a fair amount of attack power due to their use of guns, but their defensive power is somewhat low by comparison and their magic stats are average at best. +20 HP per level / +10 SP per level
Adroit Strider: The unique Advanced Class of the Twin Blades, the Adroit Strider places an emphasis on speed above all else, further improving upon what the Twin Blade was already capable of doing. They are the fastest Advanced Class, gaining an additional action slot that can be used for normal attacks and skills.. This extra slot stacks with the slot gained from a Twin Blade, granting them a total of four action slots. However, their heightened agility comes at the cost of a low defense, putting their physical defense on par with the Harvest Cleric. Their magic stats are only average, so they can survive a little longer against magic than physical attacks and they can deal decent damage with both magic and physical attacks. +23 HP per level / +8 SP per level
Wave Master: The casters of The World, they are the weakest class in both physical offense and defense, but they have the highest SP and magic stats of the basic classes. They do not gain any physical skills, but promote the highest spell acquisition of all the classes. They also have the ability to cast two spells during a turn instead of one. A Wave Master channels their spells through some sort of object, commonly a staff or grimoire, but some simply use their own energy. A Wave Master can advance into a Harvest Cleric, Shadow Warlock, or Macabre Dancer once they reach level 20. Starting stats: 55 HP / 20 SP +16 HP per level / +10 SP per level
Harvest Cleric: One of the two special caster classes a Wave Master can progress into, a Harvest Cleric is a specialist in the ways of healing magic. They have the highest progression of healing spells out of any class, and though they can acquire some attack spells, their growth is much slower in that regard. A Harvest Cleric has higher physical attack than a Shadow Warlock, but they're still weaker than a Macabre Dancer, with only slightly higher defensive power to make up for it. A Harvest Cleric has the ability to cast up to two healing spells in a round. +20 HP per level / +18 SP per level
Shadow Warlock: One of the two special caster classes a Wave Master can advance into, a Shadow Warlock specializes in offensive, destructive magic. They have the highest progression of attack spells out of any class. They have the lowest physical stats of any class, but their magic attack is the highest of any class. A Shadow Warlock can cast up to two attack or summoning spells in a round. +18 HP per level / +21 SP per level
Macabre Dancer: An agile caster class, the Macabre Dancer has the same physical power as the Twin Blade class, wielding blade-tipped fans for weapons. They specialize in casting buffs and debuffs, and have the highest progression in those sorts of spells than any other class. The Macabre Dancer's form of fighting is a type of elegant, but lethal dance, and so a Macabre Dancer has the ability to cast a buff or debuff spell when they dodge, both actions counting as one action slot. This cannot be done more than once per round though. A Macabre Dancer has above average magic stats, second only to the Harvest Cleric and Shadow Warlock. +21 HP per levelv/ +15 SP per level
Archer: Archers, utilizing bows and crossbows, have by far the greatest physical attack range of any other Class in the world, being the only base class capable of inflicting physical damage from out of range. With their skills, they can inflict damaging Status Effects against incoming enemies before they can get even remotely close enough to retaliate. Their physical attack is decent, but defense is low, with great accuracy, fair speed and magic attack, and high magic defense thus makes this Class sure they kill incoming foes quickly. Archers can advance into a Steamgunner, Dual Gunner, or Spirit Bow upon reaching level 20. Starting stats: 58 HP / 14 SP +18 HP per level / +8 SP per level
Steamgunner: A class that mixes ranged and melee combat, it makes use of a special rifle/bayonet combination to mesh the two forms of combat. The bayonet allows for melee combat on par with a one handed sword, but a rifle component to execute ranged shots. Much of their skills involve different elemental shots, but unlike casters, they deal physical damage and have the best balance between power and speed among the ranged classes. +23 HP per level / +8 SP per level
Dual Gunner: A class that combines speed and range, the Dual Gunner is a tricky Advanced Class to use, but is powerful in the right hands. They dual wield a pair of pistols that have blades attached to allow them to fight at range and in melee. However, a Dual Gunner's damage while in the 'out of range' zone is heavily reduced than when in range. A benefit of their fighting style though is that their guns are quick on the draw, allowing them to execute two normal attacks with a single attack action. Dual Gunners are quick on their feet and have a fair amount of attack power due to their use of guns, but their defensive power is somewhat low by comparison and their magic stats are average at best. +20 HP per level / +10 SP per level
Spirit Bow: The unique Advanced class of the Archer, a Spirit Bow retains the classic bow and arrow of the archer rather than upgrading to technology. The Spirit Bow is a much more powerful class magically, capable of inflicting elemental damage with their regular arrow shots based on any element they can use as a skill. Spirit Bows have decent physical attack and high magical attack, but low physical defense and moderate magic defense. Spirit Bows also have elemental based skills compared to the Archer's status effects, allowing for an effective combination if the two are combined. +19 HP per level / +12 SP per level
Kick Boxer: A basic class differing from all the others, Kick Boxers are a class involving the use of unarmed combat. They go without armor, making them quick but frail, leaving them vulnerable to physical and magical attacks. Their physical power is high though, losing only to Heavy Axes, and they have a good amount of health too, meaning they won't go down instantly. The Kick Boxer, because of their lack of armor, cannot block attacks, but they can dodge twice in a round instead. They retain the ability to dodge against one attack per round with improved accuracy or if they get their evasion debuffed, which they retain as an ability in the Tribal Grappler and Werewolf Advanced Classes. A Kick Boxer is unique in that they share no Advanced Classes with any other class, because their method of combat is too different from the others. They can advance into a Tribal Grappler, a Werewolf, or a Guided Fist upon reaching level 20. Starting stats: 70 HP / 10 SP +23 HP per level / +4 SP per level
Tribal Grappler: An advanced class for the Kick boxer, the Tribal Grappler continues to grow in the method of 'free form fighting' that a Kick Boxer generally has. They have an improved HP and SP growth, and have heightened offensive power due to the adopting of extremely short bladed weapons into their equipment. Their defense is still low due to a lack of armor, but a Tribal Grappler gains an extra slot for the specific purpose of dodging attack each round. +25 HP per level / +5 SP per level
Werewolf: A class that places emphasis on speed, the Werewolf Advanced class is quicker than the Kick Boxer but without much growth in their offense. The Werewolf has higher physical defense than the Kick Boxer as well, with a little boost to their magic offense and defense. A Werewolf has the ability to Shift into a wolf form, doubling their agility at the cost of halving their defense. In addition, in their wolf form, they gain a special Tackle attack. This attack only works on a humanoid enemy, but it allows them to run up to the enemy from out of range, knock them over, and bite them for damage. It takes an action slot from the target to free themselves from under the wolf, but they can still attack while pinned. It costs 15 SP to shift into wolf form. +28 HP per skill / +6 SP per skill
Guided Fist: An Advanced class that represents a more refined fighter, the Guided Fist adopts a more firm stance for fighting than the Werewolf or Tribal Grappler. The Guided Fist has higher physical defense and magical defense, as well as improved attack, but it does not have the agility of the Kick Boxer. The Guided Fist also lacks the dodging ability of the Kick Boxer, but they have a special Counter ability instead. When a Guided Fist successfully blocks a non-elemental melee attack, be it a skill or normal attack, the Guided Fist can immediately respond with a regular melee attack against the target. The attack from Counter does not count as an action, and is considered part of the Guard action. +26 HP per level / +7 SP per level
Adept Rogue: A special class in The World, the Adept Rogue is unlike any other. Unlike the others, the Adept Rogue does not have an Advanced Class, nor does it have it's own specialty. Rather, the Adept Rogue is special in that it can mix and match weapons and skills from other classes. The Adept Rogue is a 'jack of all trades, master of none' class, having the slowest skill acquisition of all the classes, but also having the largest list at higher levels. The Adept Rogue picks between the base classes during creation using a 4 Point System, and then it starts with one of the chosen classes as it's beginning class. At level 20, an Adept Rogue gets a Job Extension, which allows them to acquire their second class. If an Adept Rogue picks a combination that allows for 3 classes, then at level 30 they will get their second Job Extension. Job Extensions also allow an Adept Rogue to change their character's appearance each time, giving them both a cosmetic and functional difference.
An Adept Rogue can switch between their classes during a fight by spending 5 SP and using an action slot to switch. Once an Adept Rogue has all of their Job Extensions, however, they unlock the ability called Multi-Trigger, which allows them to switch by using a skill from one of their other classes. They still spend the SP to switch, but they do not take an extra action to do so. The only class this does not work for is Wave Masters due to their lack of skills. An Adept Rogue only acquires the class bonus of a given Class they chose when they are using that weapon (so for example, a Twin Blade Adept Rogue only gets the extra move action slot when they are using their Twin Blade weapon).
The Adept Rogue's starting stats and stat progression are determined by adding up the stats from each of their classes, and then dividing by the number of classes they took, which will be either two or three (Round up for fractions/decimals). This determines the Adept Rogue's starting HP/SP, as well as their HP/SP growth.
Adept Rogue 4-Point System:
- Blade Master: 1 Point
- Heavy Blade: 1 Point
- Twin Blade: 1 Point
- Heavy Axe: 2 Points
- Long Arm: 2 Points
- Kick Boxer: 2 Points
- Archer: 3 Points
- Wave Master: 3 Points
An Adept Rogue cannot access the Advanced Classes, and they cannot pick more than three classes. [/size]
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