Classes are the general categories that characters fit into based on their abilities. Though there are others out there, the following are the most common in the Land of the Living. Actual ability and skills may vary depending on the individual.
- 1 List of Classes
- 1.1 Alchemist
- 1.2 Archer
- 1.3 Bard
- 1.4 Black Mage
- 1.5 Black Shaman
- 1.6 Blacksmith
- 1.7 Cleric
- 1.8 Dark Knight
- 1.9 Druid
- 1.10 Engineer
- 1.11 Knight
- 1.12 Merchant
- 1.13 Monk
- 1.14 Mystic Knight
- 1.15 Necromancer
- 1.16 Paladin
- 1.17 Ranger
- 1.18 Red Mage
- 1.19 Rogue
- 1.20 Shaman
- 1.21 Summoner
- 1.22 Thief
- 1.23 Time Mage
- 1.24 Warrior
- 1.25 White Mage
- 2 See also
Alchemists are experts with using potions and creating healing and damaging substances of various kinds which they store in vials. It takes time for an alchemist t create the substances, but once finished, they tend to be very useful in multiple situations even if the alchemist can't carry too many vials around for safety and storage reasons.
Archers are experts with the bow, boasting supreme accuracy and the ability to fire arrows in rapid succession. Elves, known for their superior eyesight and agility, tend to be very skilled archers.
Bards can throw spoons at people and sing some love ballads. They like nature, too. Their songs can often be magical in nature with which they can charm people and creatures.
Black Mages wield offensive magic, and typically have minimal skill in physical combat. Their spellcasting ability can vary greatly depending on the mage's training and natural prowess. Often they wield staffs, wands or rods, though these are used more for focusing their spells than for self-defense.
Black Shamans are essentially the worst traits of shamans and necromancers in one package. They have strayed from the pure paths of Sacred Light and Sacred Darkness and use their powers for evil and otherwise self-centered reasons. They can command undead and poison people, even going so far as to leech life power from living people if they so choose. Because of the awful reputation and deserved stigma which this profession holds, black shamans are few and far between in the current age.
Blacksmiths are craftsmen skilled in the creation of arms, armor, metal jewelery, and tools. All smiths are at least proficient in the use of any weapon or armor that they can create, so that they are able to make adjustments to it that untrained hands would miss. Some blacksmiths can use magic to enchant their creations. While they are similar to Mystic Knights in that respect, their spells, while just as limited, are not restricted to black magic. However, all blacksmiths are of bad temperment from standing in front of an extremely hot fire almost 24/7 and near constant muscle pain from swinging a heavy hammer more often than anyone reasonably should.
Clerics are sort of a mixed bag. They often use black or white magic depending on whether they serve Light or Darkness, and they tend to know how to fight moderately with weapons as well. What separates them from red mages is that they are often concentrating a bit more on one specific area of expertise instead of trying to handle all areas like red mages do.
Dark Knights are the embodiment of sorrow, regret, and mourning. They are strong melee fighters who wield dark magic dedicated to stealing the life of an enemy, and also tend to possess abilities that drain their own health to damage their opponent. They wield weapons that call on the powers of Darkness.
Druids are people with close ties to the nature. They can communicate with flora and fauna and are experts at navigating in forests. They tend to use sickles and nature-based magic in combat. Druidic magic is derived from the Faerfolc's power.
Engineers are technically proficient people, often tinkering with various metal objects and creating complex traps and various primitive machines fueled by magic.
Knights are melee combatants who specialize in defense, and typically wield shields along with a sword or lance. They are often clad in heavy armor, and thus are much less agile than warriors or other melee fighters. They tend to be expert horsemen, and may hold positions in government.
Merchants are expert traders who know the art of haggling. What they lack in strength they compensate with wits, and they know the value of merchandise and when to buy and sell wares. Some merchants travel around selling their wares while others stay in the city of their choice where they set up businesses or even guilds.
Monks are spiritual warriors who specialize in using their bodies--from fists to legs to head--as a weapon, which makes them look like a mix of clerics and warriors. Although this focus grants them durability, it also makes them want to wear less armor for better movement and speed but as a downside this mobility makes them get hurt more easily without armor protecting them.
Mystic Knights are warriors with the ability to infuse their weapons with black magic. They do not possess the strength or stamina of most warriors, and cannot wield heavier weapons. Though their magic is weaker than that of pure mages, their spells take much less energy to cast.
Necromancers are essentially the darker yet equally important half of shamans. They are attuned to the spirits of the dead like the shamans, but instead of focusing on life, they focus more on the death aspect of the cycle. They can control a limited number of undead and can cast spells that are somewhat similar to black mages. They carry a stigma on their profession, though, which is why most necromancers wish to practice in places with as few prying eyes as possible, although there are exceptions to the rule.
Paladins, sometimes called templars, are holy warriors, usually proficient swordsmen with the ability to use simple white magic. They are incapable of using anything unholy and are thus weak against black magic, but they can inflict massive damage to creatures of Darkness.
Rangers are like a mix of archers and druids in that they're skilled marksmen but also know the ways of the forest better than most people. They are expert trackers in the wilderness and know the best shortcuts around the areas they operate in.
Red Mages combine the abilities of warriors, white mages and black mages. Although they are very versatile and can wield a variety of weapons, they are never as powerful as a dedicated warrior or mage and can generally only cast a handful of lesser spells.
Rogues, also known as magic thieves, are agile and powerful at the cost of having little defense. They tend to wield daggers, katanas or throwing weapons, and are expert assassins and spies. Unlike regular thieves, rogues may possess limited magical ability that enables them to blend into the scenery. They are often proud and ruthless people.
Shamans, also known as White Shamans to separate them from the Black Shamans, are people who drain powers from the spirits of the dead, and this puts their profession into the unholy school of magic. Unlike black or white mages, a shaman can draw on both negative and positive aspects of the spirits to cast spells that are hard to defend against. Using too much of this power can be dangerous to the caster, so shamans try to avoid dabbling too much in their dangerous arts. Unlike necromancers and Black Shamans, White Shamans generally focus more on the life aspect of the cycle, wishing to use the powers of the dead to keep the balance of life and death in the world.
Summoners are mages who have specialized in summoning various familiars and other miraculous creatures. Doing this has its risks, though, so few if any even dare taking summoning as their main class. Even those who have mastered it tend to avoid summoning if they can help it, because the creatures can turn against their masters if the summoner is not careful.
Thieves are generally very nimble and agile combatants, with low defense due to their light armor. They wield daggers or short swords, and as their name suggests, are experts at stealing and picking locks. They possess very little magical ability.
Time Mages are specialized mages with the ability to manipulate the space-time continuum to speed up, slow down, or completely halt the passage of time. Like other mages, they are generally physically weak with limited agility. As time magic is particularly difficult to master, most time mages are limited to casting just a few spells before becoming exhausted.
Warriors are tough, seasoned combatants who excel in physical combat, and often have great strength and accuracy. They are usually proficient with many types of weapons, though most have a chosen weapon that they specialize in. Warriors have almost no magical ability.
White Mages specialize in healing and protecting those around them, and typically having little or no offensive ability. As they are physically weak and incapable of wearing heavy armor or handling heavy weapons, they usually fill a supportive role. Like black mages, they often wield staffs, wands or rods to help focus their power.