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Classes |
Basic Classes
Archer - A soldier proficient with bows. Archers are best set behind friendly lines, where they are better able to support front-line units. They are vulnerable to other archers and have no melee skills to speak of. Their biggest disadvantage is that their commander is forced to spend 1 gold every few battles in order to purchase more arrows.
Barbarian - A fearsome warrior from a distant land. Barbarians hail from the less civilized parts of Onara. They lack formal training but make up for it by fighting with wild abandon. They are most effective with axes, and favor them for their destructive power. They wear heavy leather armor, since mobility is important to them; however, the fact that their armor is light matters very little: one of their many strange powers is the ability to instantly regenerate wounds. Also, these strangers are hated and feared by most wizards, as they are born with a bizarre resistance to magik. Their very presences throw the leylines completely out of whack, seriously disturbing most spellcasters. Only the spells of the Thaumaturge seem unaffected by the Barbarian’s magik disruption.
Blacksmith - A master of the forge and the hammer. A Blacksmith's home is typically among the embers and the ash, yet more than one Blacksmith has found their skills adapted to that of battle. Rarely wearing more than leather armor and carrying a hammer, the true Blacksmith has learned to weave magical properties into their products and skills while remaining wholly self-productive.
Cavalier - A versatile horseman skilled in hit-and-run attacks. Cavaliers are a special class that specializes in mounted combat. They are light cavalry in every sense of the word: wearing only heavy leather armor and wielding polearms, they make perfect front-line scouts and are excellent with surprise assaults. However, they can be countered by both archers and some polearm-wielding enemies, so be very careful about how you deploy these valuable assets.
Conjuror - A scholar versed in the arcane arts. Conjurors are a very useful unit to have on hand; their ability to summon up magikal effects and attacks makes them irreplaceable. Conjurors’ attacks ignore most normal forms of armor, making strength of will and personal agility the only defense against them. Their spells are not particularly powerful but can provide a needed edge in battle.
Fencer - The quintessential duelist, honorable and quick. Fencers rely on finesse and agility more than brute force, dancing around their bewildered opponent and striking with precise power. They wield one-handed swords in combat and are most effective in single combat. They wear leather armor but do not fare well in large-scale battles, where an attack could come from anywhere and the deaths are anything but noble.
Fistfighter - A powerful fighter who disdains the use of weapons. Fistfighters have the highest strength gain of the basic classes, as they rely solely on their bodies as weapons of war. Despite their name, Fistfighters are trained to use every limb as a weapon, not just their fists. They wear no armor and are thus extremely fast and agile, but suffer from low defense. Archers and swordsmen are particularly effective against them, but those who wield axes, pikes, and other slow weapons are in dire peril when faced with a Fistfighter.
Guard - A pikeman trained in defensive maneuvers. Guards are heavily armored and wield polearms against advancing enemies. They are obviously best when placed in the front, protecting units with a weaker defense. Most weapons are blunted when attacking a Guard. Their armor limits their agility, however, and thus are have less options when faced with a magik-wielding enemy.
Knight - An elite soldier, skilled at both attack and defense. Knights are powerful forces on the battlefield, equipped with half-plate armor that allows them to move fairly quickly while still providing adequate protection. They also wield a sword and shield in battle, increasing their versatility greatly. They excel in most combat situations, faring poorly only when faced with pikes.
Ninja - A warrior-spy trained in deception and intrigue. Ninjas dart around the battlefield like shadows or mount ambushes on unsuspecting enemies from above. They are trained to use both claws and katanas with deadly efficiency. While not as strong in direct combat as their more martial counterparts, Ninjas are perfect for surprising an opponent. Those equipped with claws are capable of climbing sheer surfaces like spiders, and those skilled in using their famous katanas can strike as quickly as lightning.
Soldier - The standard fighter. Soldiers are new recruits, formally trained in most weapons but masters of none. Wearing little more than chain mail, these units are best suited to either light combat or as interim archers. They are usually inexperienced at combat and have yet to choose a specialization.
Thane - A man who has dedicated his life to the destruction of dragons. Thanes are a part of the Order of Dragonslayers, a society as ancient as the Valkyries, but with much different goals. Thanes fight for the death of dragonkind everywhere, and they do it most effectively. They wear full-plate armor, and wield huge greatswords as if they were made of wood. Capable of overpowering any other unit as well as dragons, Thanes function best in the thick of battle.
Thief - A sneaky rogue who strikes from behind and enjoys “liberating” other’s possessions. Thieves are an asset to any army, as their ability to move nearly undetected through any environment makes them very useful spies. They can also take small objects and unattended weapons from enemy combatants. They wield daggers and are not particularly effective in direct combat, but a good Thief shouldn’t have to fight in the first place.
Valkyrie - A female warrior of the sky. Valkyries belong to an ancient society of women who embrace combat as the fulfillment of the wind’s will. They utilize the wild power of the storm on the battlefield, able to leap huge distances and even fly for a short period of time. Their screaming battlecry is feared across the land, as it often precludes a hawk-like attack from above. Valkyries wield spears in battle, fearless though they wear only partial armor. They are particularly effective against horsemen, but are vulnerable to well-armored opponents and those who can match their agility.
Warlock - A mystic warrior who draws magik out of his blade. Warlocks are special units that bridge the gap between wizards and warriors. Their unique brand of magik relies on their swords for power, fueling their powerful spells with pure combat energy. They wear little armor and thus don’t do well on the front lines, but are best when they are supported by some other unit, such as an archer or guard. Conversely, they are best countered with archers, as the cloth robes they wear don’t do much to stop arrows.
Assassin - The shadowy dealer of death. Assassins are masters of deception and quick, lethal strikes. They are experts in hand-to-hand combat, and with daggers and crossbows – capable of performing a disabling attack with any of these weapons. They are also the best unit for spy missions, able to transform into a shadow and back instantly. Assassins make quick work of their prey, using various techniques and even poisons on their targets.
Berzerker - Insane warriors from a distant land. Berzerkers, Barbarian fighters who gain honor through battle, are one of the most feared classes. They are able to draw up some sort of battle madness that increases their strength exponentially, and they fight with the rage of wild beasts. Their innate ability to disrupt magik is also made more powerful by their madness, rising up in them to cut off ties to the arcane world completely. Some of the most experienced Berzerkers learn to use two axes at the same time, making them machines of destruction indeed. The only class that does not fear these warriors is the Huntsman, who finds the rage of the Berzerker similar to the unintelligent fighting styles of many of the beasts he hunts.
Death Knight - The dark guardian of evil. Death Knights are feared across the land, for both the misery they bring and the hint of a deeper evil that hangs around them like a dark cloud. Their massive helm with its downturned horns is a symbol that terrifies all but a few of the bravest souls. Their favored weapon is the axe, as its awesome destructive power most embodies their desires. These heavily armored warriors have no need of shields, but they are capable of using them effectively along with one-handed swords. Death Knights are trained in the riding of war horses, and are a true terror on the battlefield when they do so. They also draw upon many necromantic spells, raising the dead and laying their enemies low with dark power. Their magik springs from the god of evil himself, Therul.
Dragoon - The dragonhunter supreme. Dragoons are the elite cadre of the Order of Dragonslayers. These fearsome warriors train in the use of the greatsword and the spear; the most skilled can even use the latter as a javelin, a useful tactic when faced with a great wyrm. They are behemoths of power on the battlefield, skilled as they are in combat. They wear heavier armor than the knight and yet move with the same agility. Dragoons are immune to dragonfire completely and are considered scholarly experts on the anatomy of dragonkind.
Elemental Mage - A channeler of the ancient power of the elements. Elemental mages are the most common spellcasters of Onara, as the magic of the living world is the easiest to manipulate. They come in four flavors, reflecting the four building blocks of nature: Flame Mages, Gaia Mages, Wind Mages, and Ocean Mages. Each has a different set of spells, but the general idea is the same: these wizards can cause major havoc on the battlefield. They can summon the winds, call in a deluge, draw forth flaming spouts of lava, or make the earth itself rend asunder.
Enchanter - The arcane sealer of souls. The Enchanter, though regarded with suspicion in most of Onara and outright hatred in the Theocracy, is a force to be reckoned with. Her skills include the summoning of demonic aid and the creation of those feared magikal guardians: Golems. Though they rarely engage in combat, most Enchanters know how to defend themselves with daggers if the going gets ugly.
Freya - The beautiful goddess of the winds. Freya are ascended Valkyries, members of that order who have achieved true flight. They are incredibly powerful forces on the battlefield, able to leap into the air and only descend when it is opportune to, usually on the head of some unsuspecting enemy. They gain a partial command of the winds and are capable of directing gusts of air in any direction they desire. Freya wield spears with much more finesse than their earthbound counterparts, using both ends of the weapon equally.
Huntsman - A stealthy archer with close-combat abilities. Huntsmen are experts at moving in forested terrain, and are exceptionally good at moving undetected almost anywhere else. They are equipped with a shortbow for medium range combat, and a dagger should any enemies get in close. As a result of his close proximity to nature, a Huntsman also has an intimate knowledge of beasts and how to defeat them.
Paladin- The stalwart defender of good. Paladins are revered as bringers of light and justice throughout the land. They are glowing examples of virtuous men and women who devote their lives to the good of others. In combat they wield either a single greatsword or a one-handed sword and shield. Their winged helms are symbols of freedom and justice for everyone, and those with good in their hearts have nothing to fear from a Paladin. When faced with the forces of evil, the Paladin calls upon the powers of his god, Vjolnire, and his body becomes filled with holy light. With the power of good the Paladin can heal wounds, smite evil, and even bring others back from the dead. Paladins can also mount and fight with steeds, and become a powerful ally when they do so.
Panzer - A swift melee juggernaut. Panzers are trained in both blade weapons and martial arts. They learn to use the body in conjunction with their huge swords to utterly destroy their opponent. Panzers are amazingly agile combatants, and they are able to turn their entire body into a weapon. Conversely, their sword becomes a part of that body, wielded with such incredible skill and speed that it is a veritable blur. These fighters wear no armor at all, and often go with the minimum clothes possible, all to further their speed and agility. As such, they have very low defense and are vulnerable to arrows. Huntsmen, in particular, find Panzers to be much like the beasts they slay with ease.
Phalanx - The unwavering bastion of defense. Wielding huge pikes and massive tower shields, Phalanxes are near-invulnerable to physical attacks: arrows glance away and swords and axes are deflected with ease off of their thick armor. The only weapon that works with some success against a Phalanx is a heavy spear. However, they also suffer from the same weakness as the Guard: their heavy armor makes it hard to dodge magikal attacks.
Sabre - Swordsmen who concentrate on swift, certain offense. Sabres are fighters who focus solely on their blades, disdaining the use of shields and adhering to a higher code of honor. They enjoy a good duel and live for a worthy foe. In battle, they swiftly surround the opponent with a ring of flashing steel. Like Fencers, they wear little armor and suffer when faced with multiple enemies, though perhaps not as much.
Shaman - The spellcaster of the wild. Shamans harness the chaotic power of Wild magik, not so much channeling it as simply gripping the flow and holding on. They wield the different Aspects of Wild magik for long years, often becoming as shifting and unpredictable as the forces they produce. Most are able to increase their connection to chaos by meditating. Shamans are a useful unit to have in battle, as the different Aspects of Wild magik become dominant in them. They can counter elemental mages quite easily, but have trouble against Thaumaturges.
Thaumaturge - A diabolical spellcaster who fuels his magik with blood. Thaumaturges use the essence of life to power their demonic spells. Inexperienced ones use their own blood, but an elder mage can sacrifice other beings and use their vitae to summon his magik. Thaumaturges are some of the most powerful wizards, as their magik is not easily countered. However, their limited supply of fuel makes them less prolific with their spells.
Yeoman - An advanced archer with exceptional range. Yeomen are awesome support units, able to fire upon enemy forces from incredible distances. This is made possible through their huge longbows, massive lengths of yew strung with strong twine. The Yeoman can also learn to fletch his own arrows, thus relieving the financial drain normal archers are on an army. The only downside to this class is that Yeomen can only fire from a steady position, limiting their mobility.
Wrestler – A mountain of muscle and power. Wrestlers are Fistfighters who take the philosophy to the extreme. They concentrate purely on strength and physical power, training for years to build up their abilities. Their overwhelming stamina and strength make them valuable on the battlefield, and even though they wear very little armor, they ignore non-fatal wounds completely. The Wrestler is capable of squeezing the life out of an enemy with his two bare hands, and can shatter formations simply by running through them.
Legendary classes are those in which mortal limitations have been completely transcended. Only heroic leaders may attain this pinnacle of human advancement. The Legendary Classes are not listed here, as they must be discovered seperately. The qualifications for one, the Arcanist, are listed on the Skills page. To gain a Legendary class, one must have incredible discipline in a single Master or Basic class. Though there are no specific requirements for most Legendary classes (aside from the Arcanist, which can only be gained after immense study), the longer a PC stays in a single class tree, the sooner he/she will arrive at the Legendary counterpart. This is not the only way to gain a Legendary class - incredible acts of heroism and strange circumstances can be another - but it is the easiest and most common.
It should also be noted that while almost all Basic classes are inferior to the Master classes, gaining an immense amount of experience as a Basic can have its own great rewards. Basic classes that have no Master counterpart (Such as the Warlock or Ninja) are given even better Legendary classes as a result. However, Basic classes that have a Master upgrade do not have Legendary classes belonging solely to them - one must first upgrade to the specific Master class in order to advance.
Elite Classes are unique units that undergo special training in specific areas. They are usually NPCs, but under certain circumstances a PC has a chance of gaining one of these classes. They can be as powerful as Master classes in their respective areas of expertise.
Blade Knight - The elite troopers of the Republic of Volinus. Blade Knights are a select breed of Knight, trained in the use of one-handed axes and medium armor - an odd combination. This training is also concentrated exclusively on agility and battlefield tactics, making them formidiable forces indeed. They are adept at sowing confusion within enemy ranks and outmanuvering an opponent on the field of battle.
Praetorian Guard - The royal defenders of the Imperator. The Praetorian Guard is feared and respected throughout the Pax Imperica, both for their absolute discipline in battle and their terrifying strength. Members of the Guard are utterly loyal to the Imperator, and will gladly sacrifice their lives for his. They wield short spears with savage efficiency and are cloaked in dark red, heavy armor.
Templar - Holy warriors of the Theocracy, Templar are Paladins who fight for the good of the Magnat-Pope. They believe that Vjolnire is merely an agent serving a greater God, and draw their holy spells from His name. At least one Templar is stationed in each Theocracy city, serving as both judge and high priest. The rest command various elite squads in the name of the Pope. They wield greatswords in battle and wear heavy armor. |