[center][youtube]https://www.youtube.com/watch?v=eq5yDRZkWO8[/youtube][/center] [center][h1]✧ Class ✧[/h1] [img]http://i.imgur.com/A6TsmRu.jpg[/img] [i]A successful party or Guild often feature an array of diverse and colorful Classes.[/i] Classes determine the players role, main weapons, and fighting style. Every player was required to choose a Class upon logging in on the first day. For each Class there are several Subclasses that further specializes the player's identity. The player may choose to not to specialize in a Subclass. Subclasses may be chosen upon reaching Level 15. When a Subclass is chosen, the choice may never be taken back. In return, the player receives access to the Subclass exclusve skills/actions/spells/etc. The player may still level up and acquire additional Actions/Spells exclusive to their main Class. However, some specific Actions/Spells may be more accessible to those who have not chosen a Subclass. The following lists Classes and their respective Subclasses.[/center] [center][h2]✧ Swordsman ✧[/h2][/center] [hider][center][img]http://i.imgur.com/c2U6Kzs.jpg[/img] [i]Simple and powerful, Swordsman is a popular Class.[/i][/center] Swordsman class is specialized by their exclusive use of swords. Often described as "jack of all trades but master of none" they boast a well-balanced match between offensive and defensive abilities and can often fill several different roles in a party. [list][*][u]Strengths:[/u] Flexible and balanced, Swordsman are able to deal with many types of enemies and boast both offensive and defensive capabilities. [*][u]Weaknesses:[/u] The fluid nature of Swordsman often leaves them in situations where their true strength never shines. A Swordsman player may find themselves in situations where numerous other Classes are outperforming them in a particular activity. [*][u]Starting Bonus:[/u] Swordsman may start with 1 extra Action, allowing them to start with 3 Actions + 1 Action. [/list] [center][h3]✧ Subclass - Knight ✧[/h3][/center] [center][img]http://i.imgur.com/Br5CUt3.png[/img] [i]Knight's armor and armaments give the player a solid balance between defense and offense.[/i][/center] Knights are one of the most durable classes by featuring increased defensive capabilities. Drawing their durability from heavy items such as armor and shields and maintaining the traditional damage output of a Swordsman, Knights are superb at waging wars of attrition. [list][*][u]Strengths:[/u] Knights are capable of taking hits that no other Swordsman would be able to, while outputting a respectable amount of damage. In a party without Paladins, Knights can easily slide in the role of the traditional Tank. [*][u]Weaknesses:[/u] Knights are very reliant on the quality of their weapons and armor in order to fulfill their role, meaning they are often out of money and must live frugally. They are also particularly weak against opponents who have armor reduction or item-breaking abilities.[/list] [center][h3]✧ Subclass - Duelist ✧[/h3][/center] [center][img]https://media.giphy.com/media/2Pk9newN8fkbu/giphy.gif[/img] [i]A Duelist goes toe to toe against a powerful monster.[/i][/center] Duelists are skillful fighters who forgo defensive abilities in order to gain the highest Swordsman skills available in the game. They must be skilled and cunning warriors, having a balance of speed, agility and strength. They excel in fighting a single enemy and finishing him quickly. However, they are susceptible hordes of weak enemies and have little to no defensive and magic capabilities. [list][*][u]Strengths:[/u] Duelists have very high damage output and have one of the most powerful 1v1 dueling capabilities, using their powerful technique such as disarming strikes. [*][u]Weaknesses:[/u] Duelist is a typical glass-cannon, having little armor or magical defense. They must rely on allies who can take care of hordes of smaller enemies and make sure they do not get harmed by ranged attacks.[/list] [/hider] [center][h2]✧ Lancer ✧[/h2][/center] [hider][center][img]http://i.imgur.com/rqn7gLZ.png[/img] [i]Lancer is a deadly foe, able to fend off powerful opponents using their superior reach.[/i][/center] Lancers are featured using spears as their primary weapons. They have the advantage of initiative and range over many other classes but lacks agility. Lancers and both their Subclasses are known for having very high damage on charges but are extremely weak once tarpitted against numerous opponents. [list][*][u]Strengths:[/u] Lancers have superior range and initiative, allowing them to dictate their fight as they wish. Their damage output is high but is also optimized towards a defensive combat, keeping their enemies at range while shaving their Health down using quick jabs and strikes. [*][u]Weaknesses:[/u] Lancers are inflexible and suffer against enemies who use numbers as advantage. They are also relatively weak towards opponents using ranged weapons as their speed is relatively lacking thanks to a top-heavy weapon. [*][u]Starting Bonus:[/u] Lancers may start with 35 Attributes, rather than 30. [/list] [center][h3]✧ Subclass - Reaper ✧[/h3][/center] [center][img]https://media.tenor.com/images/8de6b180b651675db20bc935f1fc66d3/tenor.gif[/img] [i]A skilled Reaper is locked in combat against a Monster that has invaded a Town.[/i][/center] Reapers are a Subclass of Lancers who are known for using large scythes. Contrary to the traditional Lancer, they are extremely effective against large amounts of weak enemies, clearing low level dungeons fastest out of all Classes. [list][*][u]Strengths:[/u] Reapers are able to cut through hordes of small minions very easily, clearing the path for his or her allies. They are also more durable than other Lancers, due to their ability to defend him or herself using the wide blade of the scythe. [*][u]Weaknesses:[/u] Reapers wide swings and AOE arc attacks make them dangerous to themselves as well as to any friendlies nearby. A Reaper must always be careful to mind their surroundings in order not to hit the wrong targets.[/list] [center][h3]✧ Subclass - Halbaldier ✧[/h3][/center] [center][img]http://i.imgur.com/XzL9Lsa.jpg[/img] [i]A Halbaldier's weapon can take many size and forms, allowing the player to have maximum customization options.[/i][/center] Halbaldier chooses to fight using a large pike, halberd or any other exotic pole-arm instead of the traditional spear. They often feature heavy armor and even longer range than other Lancers. On the downside, they usually possess even less agility than normal Lancers and cannot clear dungeons fast alone. [list][*][u]Strengths:[/u] Halbaldier may choose from numerous different exotic pole-arms, allowing them to develope their specialty uniquely. They often feature a very long range and highly destructive power. [*][u]Weaknesses:[/u] Halbaldiers often choose to rely on their top-heavy pole-arms and armor, making them slow and cumbersome against fast and agile opponents. A smart Halbaldier is always with a trusted party of other players to cover their backs. [/list] [/hider] [center][h2]✧ Trainer ✧[/h2][/center] [hider][center][img]http://i.imgur.com/r0DPPXx.png[/img] [i]A Trainer tames her baby frost drake, it'll become a powerful beast in time.[/i][/center] Trainers are known for specializing in capturing and utilizing monsters from the Talrae world to their causes. They often feature little to no personal offensive and defensive powers but have large amounts of mana and spells that could summon, boost and heal their monsters. [list][*][u]Strengths:[/u] Trainers are capable of calling upon numerous different monsters across the world of Talrae, having very good flexibility in terms of options. [*][u]Weaknesses:[/u] Without the aid of monsters, Trainers are very weak as they are overly reliant on them. In certain situations where they cannot summon and control their monsters, Trainers become vulnerable and weak. [*][u]Starting Bonus:[/u] Trainers may design their initial level 1 monster that they will possess upon starting the game - consult GM for details. In addition, Trainers may start with Wooden Totem item and all level 1 Trainer spells. [/list] [center][h3]✧ Subclass - Rider ✧[/h3][/center] [center][img]http://i.imgur.com/30dhNtE.jpg[/img] [i]A Rider has successfully tamed an adult frost drake, no easy feat by any measure.[/i][/center] Riders are specialized classes of Trainers who are able to mount and ride their monsters. [list][*][u]Strengths:[/u] Riders can find themselves to mobile and robust during combat, protected by their monsters. They can also become highly useful to a party of people, as they are able to scout ahead using flying monsters or make their monsters pull heavy luggage carts. [*][u]Weaknesses:[/u] Taming monsters take much energy and time, making it so that Riders often don't have a high number of monsters to summon. They often focus on training and improving a few monsters.[/list] [/hider] [center][h2]✧ Mage ✧[/h2][/center] [hider][center][img]http://i.imgur.com/vaK92Po.jpg[/img] [i]A Mage prepares to unleash the arcane powers of magic.[/i][/center] One of the most diverse class in all of Talrae, Mages forgo the use of conventional weaponry in favor of utilizing magic. They boast the highest Intelligence overall in the entire game with endless mana pools and impressive arsenal of spells. Mages often carry staffs and grimoires as their choices of weapons and while Mages lack Skills such as Strength and Agility, they more than make up for this by using magic to accomplish what no Swordsman or Lancer will ever accomplish. During Guild teamfights or party dungeon clearing sessions, Mages are key to easy victory in many cases. By using their spells, Mages are able to control the flow of battle and aid their allies in areas where they lack. Skillful Mages who has chosen to learn as many spells as possible in favor of having more potent ones are often known as "toolboxes". [list][*][u]Strengths:[/u] Mages use magic as their strength and it is very diverse. From Mages who choose to devastate their foes using storms of fire to benevolent ones who choose to heal and protect their allies, a skilled Mage is capable of influencing any situation to their favor. [*][u]Weaknesses:[/u] Mages often aren't physically robust or durable, making them susceptible to non-magical attacks. Also they tend to get vulnerable against anti-magic abilities and items. [*][u]Starting Bonus:[/u] Mages may start with extra 300 Mana and get discount on the following items (for first purchase only): Wooden Talisman - 100 Renn [/list] [center][h3]✧ Subclass - Aspect ✧[/h3][/center] [center][img]http://i.imgur.com/JVP1jp4.jpg[/img] [i]A Fire Aspect prepares himself for a fight.[/i][/center] Aspects are Mages who chose to specialize in one type of elemental of magic. Whether it be fire, ice, shadows, lightening or water, they have gained a true mastery of their element and is a powerful force to be reckoned with. Other abilities that specializes in one aspect such as Gravity or Magnetic Forces also fall under this category. [list][*][u]Strengths:[/u] Aspects are true masters of their elements, able to use it in a hundred creative ways in order to control and command the battlefield. [*][u]Weaknesses:[/u] Aspects almost always have a most definite counter. Being a master of an element is a weakness that could cripple them, should they encounter an opponent who is able to control a counter element. For instance, a Fire Aspect may have a very difficult time battling an Air or Water Aspect.[/list] [center][h3]✧ Subclass - Battle Mage ✧[/h3][/center] [center][img]http://i.imgur.com/0XB7mlH.jpg[/img] [i]A Battle Mage faces off against a Reaper during Arena War.[/i][/center] Battlemage at first glance mixes the Swordsman Class with Mage class. They choose to use their magic to augment their physical abilities, drawing up on quickening magic to increase their agility momentarily or making shields that takes heavy toll on their mana pools. [list][*][u]Strengths:[/u] Unlike most Mages, Battle Mages are great close-combat warriors, combining traditional might and aid of magic to maximize their utility and prowess in combat. They are able to flexible in-combat, as they are capable of having spikes of extreme speed or durability as the situation evolves. [*][u]Weaknesses:[/u] Like other Mages, Battle Mages become very weak once their magic is somehow nullified, whether it be an empty mana pool or some other means. However, the critical difference is that they are often seen fighting on the frontline, where the potential danger is the greatest.[/list] [center][h3]✧ Subclass - Runechanter ✧[/h3][/center] [center][img]http://i.imgur.com/bi3azXQ.jpg[/img] [i]A Runechanter prepares a powerful incantation.[/i][/center] Runechanter is often known as a “support” class for its passive nature. Instead of dealing damage or crowd-controlling masses of small monsters, Runechanter focuses on augmenting his or her allies and changing the environments. Runechanters most often serve as healers, trap-layers and enchanters in large parties. Their support magic is invaluable when faced in a dangerous situation. [list][*][u]Strengths:[/u] A Runechanter's usefulness knows no bounds. Being specialized in defense and support, a Runechanter is welcomed and loved by any player groups, seeking to clear difficult Dungeons. [*][u]Weaknesses:[/u] Since a Runechanter's primary function is to amplify others' strengths and fill in their weaknesses, a Runechanter alone may find his or herself rather vulnerable.[/list] [center][h3]✧ Subclass - Alchemist ✧[/h3][/center] [center][img]http://i.imgur.com/N9yxrcj.png[/img] [i]An Alchemist transmutes gold.[/i][/center] Alchemists are Mages who specialize in transmuting materials or even creating things out of nothing. They are the only class able to craft potions in all of Talrae. Despite their seemingly passive nature, Alchemists can be powerful in combat. By turning the opponent’s weapons into brittle glass or even transmuting monsters into harmless pile of leaves, Alchemists are able to make huge contributions to combat. [list][*][u]Strengths:[/u] The odd and strange abilities of the Alchemist are often hard to predict and counter. Additionally their potion crafting ability becomes highly useful, as physical forms of potions cannot be nullified by magic-countering items and abilities. [*][u]Weaknesses:[/u] Alchemists lores and abilities are difficult to learn and master, requiring much resource and time in order to become useful.[/list] [/hider] [center][h2]✧ Marauder ✧[/h2][/center] [hider][center][img]http://i.imgur.com/Nc436c7.png[/img] [i]This Marauder has chosen to wear heavy plate armor and wield a massive battle axe.[/i][/center] Marauders are the most brutal class available in Talrae. Featuring bountiful Health and Strength, Marauders are perfectly suited for taking damage and dealing them back at point-blank range. While they lack magic, they compensate by having some of the highest Strength in the game. A well-equipped Marauder will tank incredible amounts of punishments while dealing heavy-hits that instant-kills weaker monsters. Marauders are also known as the "weapons" class due to the fact that they have some of the widest choice of weaponry including broadswords, maces, hammers and axes. Marauders have no Subclass as their main Class has a lot of room for customization. [list][*][u]Strengths:[/u] With wide array of weapons of choice along with powerful physical abilities, Marauder is a Class made for players who seek become a true melee warrior. [*][u]Weaknesses:[/u] Marauders typically do not have any ranged combat capability outside of exceptions such as hatchet throws. They must be able to close the distance with their opponents before they can harm them. [*][u]Starting Bonus:[/u] Marauders may start with a +3 bonus on 2 Attributes of their choice. [/list] [/hider] [center][h2]✧ Archer ✧[/h2][/center] [hider][center][img]http://i.imgur.com/aiyabyX.jpg[/img] [i]An Archer takes aim from a concealed position.[/i][/center] Archers are the epitome of long range combat. Utilizing bows and crossbows, Archers possess some of the highest Agility in the game. However, they are pitifully fragile as they are often clad in paper-thin armor and have little Health. However, when equipped with quality items, Archers become of the most damaging class in the game. For most effectiveness, Archers often seek to join Guilds so they have other classes such as Marauders, Paladins and Knights to benefit from. [list][*][u]Strengths:[/u] A dedicated ranged combatants means an Archer is more than likely to be safe in otherwise dangerous situations. [*][u]Weaknesses:[/u] Archer's weapons are often considered to be expensive, consumables. An Archer must have a high income in order to support his or her combat style of choice. [*][u]Starting Bonus:[/u] Archers may start with 5 Archery Skill for free. [/list] [center][h3]✧ Subclass - Crossbowman ✧[/h3][/center] [center][img]http://i.imgur.com/XaQPUgl.jpg[/img] [i]This player has chosen to wield a rare, double-shot crossbow as her weapon of choice.[/i][/center] Instead of a bow, Crossbowman wields a crossbow as a weapon of choice. Crossbow, while heavier and cumbersome to wield, features a very high accuracy and power compared to an Archer’s bow and arrows. However, crossbows are difficult to reload and maintain, making its rate of fire much lower. [list][*][u]Strengths:[/u] Crossbow shots are powerful and penetrating, capable of damaging hardy enemies from a safe distance. [*][u]Weaknesses:[/u] Crossbows are heavy, cumbersome and unwieldy. Not to mention expensive and hard to maintain.[/list] [center][h3]✧ Subclass - Ranger ✧[/h3][/center] [center][img]http://i.imgur.com/2I1VPGn.png[/img] [i]Rangers are dressed lightly, placing emphasis on mobility.[/i][/center] Rangers are a mobile Class of Archers, using small, compact bows to practice the tactic of shoot-and-displace. They are extremely mobile, second only to Rogues in practice. The bows used by Rangers, while having shorter range, have a very high power-to-weight ratio. [list][*][u]Strengths:[/u] A Ranger is capable of engaging a mobile warfare, practicing the art of "shoot and move". They are able to engage and disengage at their own discretion and are able to dictate the terms of their own combat. [*][u]Weaknesses:[/u] Rangers must remain light in order to maximize their advantage, meaning they cannot heavy any heavy gear, weapons or armor. This limits them into becoming light skirmishers most of the time and limits their flexibility in a role.[/list] [/hider] [center][h2]✧ Rogue ✧[/h2][/center] [hider][center][img]http://data.whicdn.com/images/190236259/large.gif[/img] [i]Rogues are lithe and agile, able to dodge attacks effortlessly.[/i][/center] Rogues are known as the most untrustworthy class and for a good reason; they specialize in infiltrating, stealing and sabotaging. Against dungeons and monsters, they are invaluable for their ability to scout out monster camps and navigate the most favorable route. Rogues use a myriad of exotic weapons including but not limited to: chains, throwing daggers, short swords, poisoned darts, spikes, throwing stars and smoke pellets. [list][*][u]Strengths:[/u] Rogues are elusive evaders, keeping themselves safe through unconventional means. They employ exotic weaponry and skills, allowing them to have the upper hand in situations where a specialist's expertise is needed. [*][u]Weaknesses:[/u] Rogues are possibly one of the most fragile Classes in the game, due to the fact that they must spend a lot of their points into their unique niches instead of basic Attributes. [*][u]Starting Bonus:[/u] Rogues may start with additional 1 Gold coin + 2D6 Nickel Renn. [/list] [center][h3]✧ Subclass - Assassin ✧[/h3][/center] [center][img]https://68.media.tumblr.com/250b89b6c95d48f304d460758c50e9de/tumblr_nxbcu4pF6M1src42wo1_500.gif[/img] [i]An Assassin strikes out from the shadows.[/i][/center] Assassins are Rogues who specialize in dealing a killing blow in one strike. They employ deadly weapons such as poisoned blades and is known for slaying even powerful dungeon monsters in a single-hit with the right conditions. While they are superb infiltrators that even skilled Runechanters have a hard time countering, if they fail delivering the killing blow at once or are caught, their low Health and armor often sees them in a very dangerous situation. [list][*][u]Strengths:[/u] Assassins have one of the highest burst damage potential in the game, allowing them to remove dangerous elements on a battlefield before they become detrimental. Additionally they are superb infiltrators and spies, able to sneak upon even the most wary opponents. [*][u]Weaknesses:[/u] Assassins are the epitome of the term "glass cannon", their only true defense being stealth and evasion. Against opponents who can survive their fatal hits and counter-attack, Assassins only choice is to retreat or suffer the consequence.[/list] [center][h3]✧ Subclass - Gambler ✧[/h3][/center] [center][img]https://i.imgur.com/w92Wg4G.jpg[/img] [i]A simple deck of cards, once imbued with a Gambler's magic, can become deadly weapons.[/i][/center] The Gambler entrusted their very life to one of the strongest force in the universe, Fate. They use cards and dice as their weapon of choice but unlike Rogues, their damage come mostly from their Spells. They excel at applying status effects on the enemies, while still being able to deal out a respectable amount of damage. [list][*][u]Strengths:[/u] Through a combination of careful logic and swinging pure luck, a Gambler may be able to pull off incredible feats such as deleting a powerful enemy monster or predicting the future of what he or she may face. [*][u]Weaknesses:[/u] As per their nature, Gamblers rely entirely on luck to pull their tricks off. If lady luck decides not to smile on one, that Gambler's day could be ruined spectacularly.[/list] [/hider] [center][h2]✧ Paladin ✧[/h2][/center] [hider][center] [img]http://i.imgur.com/aCDWERu.png[/img] [img]http://pa1.narvii.com/5963/7f9bf70b3f5b6807b8ecb79de9b02d141bd8ff2c_hq.gif[/img] [i]A Paladin is a prominent figure on the battlefield, their implacable form is often a symbol of hope for others.[/i][/center] Paladin class is known for their defensive capabilities and little else. While they are able to use a minimal amount of magic as offensive power, they are easily the class with the lowest damage output. However, they more than make up for this by being the single most indestructible class in the game. Paladins are equipped with a set of inter-locking armor plates that are all but impenetrable save the most powerful weapons and powerful magical defenses. Even a skilled Aspect Mage will see his columns of flames or vengeful lightening dissipating against the form of a Paladin. Paladins have no Subclass as their main Class has a lot of room for customization. [list][*][u]Strengths:[/u] Durability is the single greatest strength of the Paladin. While their lack of offensive powers may make them seem weak in dueling situations, their ability to simply outlast their foes in a battle of attrition is something that should not be underestimated. [*][u]Weaknesses:[/u] Paladins have abysmal mobility, arguably the worst of all the Classes. They must pick and choose their moments of glory carefully, as a single mistake can result in something they cannot get out of. [*][u]Starting Bonus:[/u] Paladins may start with additional 200 Health, 200 Mana and Buckler item. Additionally, Paladins may cast Holy Discipline spells without Magic Weapons. [/list] [/hider] [center][h2]✧ Tinker ✧[/h2][/center] [hider][center][img]https://i.imgur.com/CUqaW1h.png[/img] [i]A Tinker goes all out.[/i][/center] Tinkers are the only class who may create and utilize higher-tech weapons in the fantasy setting of Talrae. Often compared to Mages due to their flexibility, Tinkers are a rare sight. Utilizing weapons such as flintlock firearms, steam-powered mechanical arms or belt-fed repeater crossbows, Tinkers' strength depends on his ability to forge and use powerful items. [list][*][u]Strengths:[/u] Tinkers have access to rare and powerful items that they themselves can create and repair. They often do not require the services of others to main their gear and has potential to become wealthy through item trading. [*][u]Weaknesses:[/u] Tinkers are weak against item-breaking abilities and spells, as their entire existence depends on them. Without the aid of their mechanical contraptions, their unimpressive physical abilities and lack of magic will see to it that they become useless. [*][u]Starting Bonus:[/u] Tinkers may start with additional 500 Renn. This bonus may only be spent on specifically Weapon items purchases. They expire and disappear after CS creation is complete. [/list] [center][h3]✧ Subclass - Mechanic ✧[/h3][/center] [center][img]http://i.imgur.com/KEPozS0.jpg[/img] [i][/i]A Mechanic admires his own work.[/center] Mechanics are known to constructing, improving and maintaining a single piece of machinery that they have created. While this specific machinery differs from Mechanic to Mechanic, they are all impressive creations. Some Mechanics have created steam-tanks capable of transporting an entire hunting party through a hostile dungeon while others have created submarines that allows the passengers to hunt the rarest monsters in the bottom of lakes. [list][*][u]Strengths:[/u] A Mechanic's creation is simply a magnificent work capable of accomplishing amazing feats. A Mechanic can become very wealthy by even renting out his creation or selling his or her services to a high-bidder. [*][u]Weaknesses:[/u] If that singular creation of the Mechanic becomes disabled or destroyed, a Mechanic will more likely than not become nigh useless, at least until they have repaired or recreated their work.[/list] [/hider] [center][img]http://i.imgur.com/zBTOrPD.jpg[/img] [i]Adventure awaits...[/i][/center]