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Basic Classes
Archer
Arrow Defense - 40 EXP
The Archer learns how to use an arrow as an effective means of close-combat defense - or as effective as possible, anyway.
Take Cover - 40 EXP
The Archer is able to use surrounding terrain to her benefit, to protect from both arrows and other forms of attack.
Doubleshot - 50 EXP
The Archer learns the difficult task of stringing two arrows on her bow, lowering overall accuracy but allowing for multiple targets or extra damage to a single target.
Target Leg - 50 EXP
The Archer is able to direct her shot with such accuracy that she can disable a target, greatly lowering their mobility.
Guard
Armor Manipulation - 30 EXP
The Guard learns how to get the most out of his armor, deflecting attacks and bringing his shield into play effectively.
Pike Set - 40 EXP
The Guard learns how to set his spear to stop a charge or knock a mounted warrior off of his horse.
Body Slam - 50 EXP
The Guard uses his incredible weight to slam into a nearby enemy, knocking them to the ground and stunning them.
Expert Defense - 50 EXP
The Guard becomes a veritable living wall, only allowing enemies to pass him when he falls in death.
Knight
Armor Manipulation - 30 EXP
The Knight learns how to get the most out of his armor, deflecting attacks and bringing his shield into play effectively.
Shield Combat - 40 EXP
The Knight learns to use his shield as a weapon, to bash or cut his opponents.
Shield Rush - 40 EXP
The Knight charges forward and attempts to knock the enemy down using his shield.
Rally - 60 EXP
The Knight's charismatic leadership pays off as he inspires his squad to superhuman efforts. The effect of the rally is strengthened if the squad is currently losing in battle.
Ninja
Ninja Vanish - 40 EXP
The Ninja can appear to vanish while standing still, blending into the shadows perfectly. She cannot move while doing so, however.
Shuriken Barrage - 40 EXP
The Ninja throws several dozen throwing stars at the enemy. Each star does minimal damage; however, together they are effective at distracting and causing minor wounds.
Climb - 40 EXP
The Ninja uses her claws to scale sheer rock walls and buildings. Claws are required for this skill.
Night Waltz - 40 EXP
The Ninja moves so quickly that afterimages are left behind, confusing the enemy. Only Ninja who train in the use of Katanas can use this skill.
Danger Sense - 50 EXP
The Ninja learns to sense when a ill-intentioned force approaches. This warning allows for seemingly impossible dodging feats.
Flash Slice - 80 EXP
The Ninja uses her Katana or claws to rip through armor and flesh as quickly as lightning. This ability moves the Ninja out of the range of retaliation as well.
Warlock
Blade Blast - 30 EXP
The Warlock channels arcane energy through his sword, manifesting itself in a burst of power capable of knocking over and damaging opponents.
Blade Infusion - 40 EXP
The Warlock channels power into his sword, sharpening the edge and hardening the steel temporarily.
Sword Shockwave - 40 EXP
The Warlock slams his blade into the ground, generating a wave of force that shoots out in all directions.
Blade Snap - 60 EXP
The Warlock creates a phantom double of his sword that fights in concert with him.
Double-Edge Soul - 200 EXP
The Warlock becomes immune to the magikal attacks of other wizards. Spells cast with the Warlock as the primary target rebound onto the caster; however, spells that affect an area can still cause damage. Note that the Warlock cannot choose what spells this reflects, and even beneficial magik will be affected.
Fistfighter
Jaguar Form - 40 EXP
The Fistfighter learns to move like the great cats, swift and agile. Increases agility and dodge rate.
Flurry - 40 EXP
The Fistfighter unleashes a burst of punches and kicks that overwhelms the enemy by sheer quantity.
Power Kick - 50 EXP
The Fistfighter focuses great strength into a single, very powerful kick.
Focus Punch - 50 EXP
The Fistfighter exerts great mental concentration to let loose a punch that, if it connects, knocks the enemy back twenty yards.
Lethal Being - 80 EXP
The Fistfighter's hands and feet becomes hard as rock and twice as strong. With effort, he is able to block metal weapons and punch through armor.
Thief
Gather Information - 30 EXP
The Thief makes use of her underworld contacts to find out specific information in a town or city. Can be used to get the dirt on another character, test the morale of a town, or locate special quests and/or magikal weapons.
Low Blow - 40 EXP
The Thief takes advantage of her enemy's sense of honor to hit him where it really hurts. Includes stabbing in the back, throwing sand in her opponent's eyes, or kneeing the groin.
Steal - 50 EXP
The Thief is able to stealthily take possession of other character's items by either sneaking into their camp at night or taking them in the heat and distraction of battle.
Sneak - 50 EXP
The Thief is capable of expertly staying out of sight, sticking to the shadows and making very little noise. She is excellent in sneaking past guards and other enemies.
Cornered Animal - 60 EXP
When trapped, the Thief begins to fight like a cornered wolf. She tears furiously at her opponent until escape becomes possible, the flees swiftly.
Fencer
En Guarde - 30 EXP
The Fencer focuses entirely on his opponent, enhancing his single combat skills.
Riposte - 40 EXP
The Fencer learns to avoid his opponent's attacks so that overextended strikes leave a large opening in their defense, which he can take advantage of.
Flurry - 50 EXP
The Fencer unleashes a burst of slashes and thrusts that completely overwhelms the opponent with sheer quantity.
Expert Parry - 50 EXP
The Fencer learns to control the power and strength of his opponent's attacks simply by moving his body and sword. He can parry most thrusts easily.
Valkyrie
Raptor Warcry - 30 EXP
The Valkyrie lets loose one of their famous piercing warscreams, inspiring fear in enemy forces.
Vault - 40 EXP
The Valkyrie uses her long spear to leap over the heads of her opponents or onto hard-to-reach places, allowing her the height advantage.
Mancatcher - 50 EXP
The Valkyrie uses her spear to literally slap a mounted enemy off of his steed. It takes incredible focus to perform, but is much quicker and more surprising than setting the polearm in the ground.
Air Dash - 60 EXP
The Valkyrie has such a powerful connection to the winds that she is able to run on nothing but air for a few seconds.
Thane
Charge - 40 EXP
The Thane can charge with incredible swiftness into an enemy formation, disrupting their strategy and confusing their soldiers.
Cleave - 50 EXP
The Thane sweeps his greatsword in a wide arc, bisceting any enemy that stands close enough.
Slay (Dragon) - 50 EXP
The Thane's knowledge of dragon anatomy allows him to target weak areas of the great wyrms, increasing his chance of scoring a critical hit.
Overpower - 80 EXP
The Thane learns to draw power from deep within himself, increasing his strength tenfold. This incredibly powerful ability has dangerous side effects, however, and the Order of Dragonslayers has always attempted to limit its use.
Barbarian
Charge - 40 EXP
The Barbarian can charge with incredible swiftness into an enemy formation, disrupting their strategy and confusing their soldiers.
Regenerate - 60 EXP
The Barbarians' wounds close with supernatural alarcity, allowing him to keep fighting even after taking serious blows.
Disrupt Magik - 100 EXP
The Barbarian's very presence throws the leylines out of wack, severely disrupting all nearby spellcaster' magik.
Bloodlust - 70 EXP
The Barbarian gives way to the eternal hunger for battle raging deep inside him, increasing his strength and speed but losing partial control.
Cavalier
Scout - 30 EXP
The Cavalier searches the surrounding terrain for enemy troops, ensuring that the commander is rarely surprised by an ambush. While other units can perform this action, only the Cavalier turns it into a true skill.
Hit-and-Run - 40 EXP
The Cavalier charges in, slashes at the enemy with his spear, then gallops away. Never underestimate the element of surprise.
Overrun - 70 EXP
The Cavalier sends his warhorse crashing down upon the enemy, slamming them to the ground at a high velocity. This technique is especially dangerous for the mount, as the chance of being impaled is high.
Conjuror
Glyph Literacy - 50 EXP
The Conjuror learns how to read and write the language of wizards. Only after mastering this can she begin to study the mystical arts in earnest. (necessary for the following skills)
Elemental Studies - 60 EXP
The Conjuror becomes a scholar of the elemental arts, learning as much as possible about the forces that hold the world together. Opens up the Elemental magik skills.
Blood Studies - 60 EXP
The Conjuror dabbles in the forbidden art of blood sorcery, learning to use her own blood to fuel her power. Opens up the Blood magik skills.
Chaotic Studies - 60 EXP
The Conjuror makes a valiant effort to understand and appreciate the beauty found in chaos, and unlock the puzzle of nature. Opens up the Wild magik skills.
Blacksmith
Forge - N/A
The Blacksmith's primary use, outside of combat. With it he can create any desired non-magikal weapon up to the limit of his knowledge. With a Mage in the party, magikal items suddenly become viable through an application of Gylph Infusion.
Hammertoss - 50 EXP
The Blacksmith hurls their hammer at the foe with incredible force, often stunning the target. However, regaining the hammer can sometimes be difficult.
Fire-Seared Skin - 50 EXP
Due to his constant proximity to flames during the honing of his craft, the Blacksmith gains partial immunity to fire-based attacks, and his overall defense is toughened.
Eye for Value - 60 EXP
The Blacksmith can estimate the value on most crafted items, allowing him to haggle on the price of weapons, both magikal and non. Gives a 10% discount on shop weapons and a varying one for items that are not listed.
Honed Craft - 100 EXP, 3 gold
By spending several days studying and building various weapons, the Blacksmith can raise his skill and create even fancier weaponry. Raises the Forge Skills ability by one level.
Master Classes
Yeoman
Fletcher - 30 EXP
The Yeoman learns how to make his own arrows, reducing the drain normal archers are on the economy of an army.
Indirect Expert - 40 EXP
The Yeoman is able to direct his fire over long distances without actually aiming directly at the target. Prerequisite: Double Shot
Cover Fire - 50 EXP
The Yeoman is able to provide distracting cover fire for other units on the field, forcing enemies targeting them to reconsider their options.
Tactical Combat - 80 EXP
The Yeoman learns the nuances of strategy on the field, and is able to fire one shot with such effectiveness that it breaks the enemy's formation and tactics.
Huntsman
Quickdraw - 50 EXP
The Huntsman can draw his arrow with incredible swiftness, making the reload and draw as quick as a breath.
Camoflauge - 60 EXP
The Huntsman learns how to make himself invisible in forest and plains environments, and is capable of moving silently and unseen in both.
Slay (Beast) - 60 EXP
The Huntsman is an expert on the anatomy of beasts, and knows just where to strike to bring the creatures of the wild crashing to the ground.
Knife Defense - 70 EXP
The Huntsman trains in the use of the dagger, surprising enemies who expect to find a defenseless archer in close range. Prerequisite: Arrow Defense
Phalanx
Defensive Feint - 50 EXP
With a single faked misstep, the Phalanx can trick an enemy into attacking at an inopportune time.
Arrow Immunity - 50 EXP
The Phalanx becomes so adept at using his armor that arrows are as flies to him, annoying but basically harmless. Prerequisite: Armor Manipulation
Hold the Line - 70 EXP
The Phalanx inspires allies to fortify themselves against an enemy charge, and increases the entire squad's defensive abilities when faced with overwhelming odds. Prerequisite: Expert Defense
Earthwave - 90 EXP
The Phalanx develops this ultimate ability only after years of extensive training in the defensive arts. He is able to pound his body onto the ground and create a shockwave that ripples from the point of impact, throwing all forces around the Phalanx into disarray. Prerequisite: Body Slam
Panzer
Extreme Conditioning - 50 EXP
The Panzer's body is trained and strengthened vigorously, until the fighter can perform feats of strength and stamina impossible for a normal man. He is able to run farther, jump higher, and move more gracefully than even the athletic Fistfighters.
Neck Chop - 50 EXP
The Panzer can turn his very hand into a virtual blade and chop at the weak points of his opponent, causing damage and temporarily stunning them.
Fluid Combo - 70 EXP
The Panzer performs a series of attacks that he chains together into a long stream of offensive power. Punches, kicks, and sword strikes are combined gracefully into a dance.
Sword Fusion - 80 EXP
The Panzer attains perfect oneness with his weapon, able to feel through its metal skin and sense exactly where it should strike. He becomes faster, stronger, and altogether more deadly when wielding a greatsword.
Death Knight
Drain Life - 60 EXP
The Death Knight draws upon necromantic energies to sap the very life from her enemies, stealing their vitality for herself.
Dark Strength - 60 EXP
The Death Knight learns how to supplement her own strength with the power of the underworld, summoning dire energy to harden her muscles.
Combat Mount - 70 EXP
The Death Knight can learn to control and harness the ability of a mount during battle, teaching it to trample enemies and protect its master.
Aura of Fear - 80 EXP
Cold terror awaits those who face the Death Knight in battle. A paralyzing fear creeps over the recipients of her fury, and only those with enough faith in the light (or pure willpower) can throw off the suffocating mantle of darkness.
Animate Corpse - 100 EXP
The Death Knight can, with the expenditure of much power, create an undead servant from the corpse of a fallen warrior. This is an incredibly powerful spell and thus is not often used by practicioners of the dark arts, as after its use the Death Knight is weakened for several days. The animated corpse takes on many of its old duties, though in a rather limited fashion. When felled, it rises again at midnight.
Paladin
Heal - 60 EXP
The Paladin, through the channeling of holy energies, is able to heal his companions instantly upon the battlefield.
Shield of God - 60 EXP
The Paladin becomes enveloped in a aura of bright light. Weapons raised against him are turned aside and magik fizzles uselessly against his divine power.
Combat Mount - 70 EXP
The Paladin can learn to control and harness the ability of a mount during battle, teaching it to trample enemies and protect its master.
Holy Light - 80 EXP
The Paladin calls down the holy power of Vjolnire upon his enemies, smiting those with evil intentions and doing extra damage to the undead and demons.
Resurrection - 120 EXP
The Paladin draws forth the ultimate healing spell from the virtue of the heavens. He can rescue a single soul from the netherrealm and encase it in a newly created body. The subject's new body is identical in all respects to their old one, but spirits only linger around the site of a battle for a single day before their trip to the underworld begins. The use of this holy power weakens the Paladin greatly, so it is only relied upon in great need.
Assassin
Poison Knowledge - 60 EXP
The Assassin is an expert in all things deadly, from the simple sleeping potion to the lethal Mossbane salve. He can create a poison to almost any specification he desires - the only requirement is time.
Shadowself - 70 EXP
The Assassin learns dark magik that allows him to slip silently into the shadows. He can dissappear completely, and is only faintly visible to the naked eye when struck directly in sunlight. Prerequisite: Sneak
Hold Person - 70 EXP
The Assassin makes use of this shadow spell to trap and immobilize targets. The subject finds herself stuck in a shady mire and unable to move.
Fatal Blow - 100 EXP
The Assassin's namesake attack: he strikes lethally from the shadows. To use this ability, the Assassin must be undetected by the target and he must have a few seconds to study his subject.
Wrestler
Ignore Damage - 60 EXP
The Wrestler wears little armor, so he must learn to move past physical pain. Wounds have no effect on his fighting ability; however, they still take a toll on his body and will eventually take him down.
Trainwreck Punch - 70 EXP
The Wrestler uses his massive fist to deliver a devastating punch to his opponent. The power behind this attack is incredible, as the Wrestler runs foward to increase momentum before loosing the strike. Prerequisite: Focus Punch
Bearhug - 70 EXP
The Wrestler clenches his opponent between his chest and arms, effectively taking him out of the fight and doing damage equal to however long he is held. Once this technique is used, neither the Wrestler nor the target can move unless the Wrestler chooses to release his hold.
Ultra Charge - 80 EXP
The Wrestler charges into an enemy formation with his arms held stiffly to the sides, clothslining whoever is unfortunate enough to be near and running over those directly ahead. An advanced version of the Charge.
Piledriver - 90 EXP
The Wrestler grabs his enemy then leaps into the air and crashes down atop them. An excellent technique against a single opponent, the Piledriver almost always leaves the target incapacitated.
Berzerker
Dual Axe Warrior - 70 EXP
The Berzerker learns to wield two axes in battle. The bonus this gives to combat is far greater than the Dual Wielding skill.
Blood Frenzy - 80 EXP
The Berzerker completely gives in to his animal instincts and utterly loses himself to rage. His strength and speed increase many times over, but control is lost. Prerequisite: Bloodlust
Improved Regeneration - 90 EXP
The Berzerker's wounds close up in a matter of seconds, yet such powerful healing abilities tire him if used too much. The most grevious of wounds can be healed, but at a higher cost in fatigue. Prerequisite: Regeneration
Negate Magik - 140 EXP
The Berzerker's presence causes mages no end of consternation, as all their spells become near useless. Elemental magik barely functions at all within 100 feet of the Berzerker, and only the most powerful spells have a chance of succeeding. Wild magik is affected to a lesser extent, and blood magik hardly at all. Prerequisite: Disrupt Magik
Freya
Expert Acrobatics - 60 EXP
The Freya is trained in the uses of the body almost from the start, and she can easily mimic the best circus performers in feats of contortion and skill.
Wind Command - 70 EXP
The Freya has partial control of the air. She can command it to lift her enemies up, knock them down, or any number of other things. Though not exceedingly powerful, the subtle advantage this lends the leaders of the Valkyries is not to be denied.
Falcon Strike - 80 EXP
The Freya executes a falling attack from above. Any enemy in her path is slammed into the ground and impaled. However, such a powerful attack is hard to set up because the Freya must be above her opponent to strike.
Flight - 100 EXP
The Freya is one with the winds, and is able to free herself from the chains of gravity. Though not particularly fast in the air, ascended Valkyries are very agile and graceful. Prerequisite: Air Dash
Sabre
Touche - 60 EXP
The Sabre allows his enemy to strike him in a non-vital area, and takes advantage of the opening to rip through his defenses. Though powerful, this technique leaves something to be desired as the Sabre must be injured for it to work. Prerequisite: Riposte
Razor Wit - 60 EXP
The Sabre trains his mind just as much as his body, and thus is an expert with insults of all kinds. He can harry and annoy the enemy with small talk during a fight, and - as they say - a distracted enemy is a defeated one.
Misdirection - 70 EXP
The Sabre is in complete control of his own weight and stance during a duel, and thus can transfer a bit of this control to his opponent. He is capable of using an enemy's weight against him in a variety of ways: throws, trips, etc. Prerequisite: Expert Parry
Dance of Blades - 90 EXP
The Sabre becomes a whirling dervish, throwing attacks in at random until his opponent no longer has any possiblity of predicting a strike. However, this technique requires intense concentration upon a single target, and can be disrupted by an outside force. Prerequisite: En Guarde
Dragoon
Javelin - 70 EXP
The Dragoon is an expert at hurling his spear great distances. This is emphasized in Dragoon training, as the technique is excellent for slaying great wyrms.
Expert Slay (Dragon) - 70 EXP
The Dragoon gains a deeper understanding of the way the terrible dragons function and live...and thus is much better able to destroy them.
Wyrm Fear - 70 EXP
The Dragoon's legendary skill in slaying dragons preceeds him. Only the oldest and most fearless dragons can face these warriors without trepidation. Conversely, allies gain a boost to morale when facing a wyrm with a Dragoon at their side.
Elemental Defense - 90 EXP
The Dragoon learns to defend himself from draconic breath attacks, and thus becomes adept at defending against all elemental magik.
Shaman
Chaos Aspect - 100 EXP
The Shaman loses himself in chaos, finding truth and meaning behind swirling madness. A single Wild Aspect is added to the Shaman's repetoire.
Natural Inspiration - 100 EXP
The Shaman can closely associate nature with chaos, as the universe in its most primal form is embodied in the lives and deaths of the living beings of Onara. A chosen Aspect of Wild magik is enhanced.
Mage
Glyph Infusion - 60 EXP
The Mage is able to cast spells onto carven glyphs, with a variety of effects. Such glyphs can be used to make weapons stronger, set traps, or ward an area - depending on the spell used (Email to find out).
Elemental Delving - 100 EXP
The mage goes on a pilgrimage to study his chosen element further, and gains a much deeper understanding of its secrets. Once this skill is bought the mage leaves the squad for a number of days before returning, empowered. The mage can cast spells with greater frequency and power.
Thaumaturge
Deadly Effeciency - 60 EXP
The Thaumaturge becomes an expert at conserving and utilizing blood. Her spells use less vitae and she is able to glean more from the bodies of the fallen (with Sacrifice).
Sacrifice - 70 EXP
The Thaumaturge is able to take and preserve blood from her fallen enemies. Naturally only a limited supply is able to be carried in this way, and when it runs out the magician is forced to use her own blood once again.
Enchanter
Note: All golems can be customized with a slightly increased cost and/or time. Just tell me what you want specifically in the email. All golems count as a party member, though they do not gain skills or EXP beyond what they start with.
Clockwork Creation - 50 EXP
Given 2 days and 3 gold, the Enchanter can fashion a small clockwork golem without the need of a spirit to guide it. However, such a creation is inherently flawed, and can only be given very simple commands, such as "Attack" or "Defend this". Even with their one-track minds, these clockwork machines are not very good at what they do.
Rotting Golem - 60 EXP
Essentially raising the dead, the Enchanter creates a human-sized being out of rotting flesh in 2 days. Magik holds the creature together and prevents its body from rotting further, but its intelligence is low and it is only capable of simple tasks and is unable to use weapons. Furthermore, in most civilized lands these things are considered abominations.
Stone Golem - 80 EXP
A more advanced creation, the Enchanter needs 3 days and an abundant supply of mud to create the Stone Golem. By binding a lesser spirit into the Golem, the Enchanter assures that it is able to wield simple weapons and follow more complicated commands. These golems can also fling parts of their body at enemies, bogging them down with sticky mud.
Steel Golem - 100 EXP
A powerful guardian, the Steel Golem is one of the Enchanter's better creations. They can be commanded to wield large weapons and follow complex orders. They are often fashioned to be larger than the average human, and usually resemble a large suit of armor. It takes 4 days and 20 gold to create a Steel Golem.
Quicksilver Golem - 120 EXP
The zenith of the Enchanter's skill, the Quicksilver Golem is an incredibly powerful ally. Larger than even the Steel Golem, this creation is a bastion on the field of battle and is tough to best even by the strongest warriors. When on the warpath (equipped with the weapon of their master's choice), these monsters can Slam their enemies to hurt and stun them, or activate the magikal properties of their composing metal by Transmuting into a liquid state and escaping danger. They are also the most intelligent of Golems - some are even said to be able to communicate with their creators. It requires 5 days and 30 gold to create a Quicksilver Golem.
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