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More Classes will become available as the RPG progresses on! Pick wisely, the class you pick will determine how you progress through this RPG. A class is not limited to what is listed here, all classes can use all weapons, armor, ect, but they can only become experts with their intented weapons and take on the special abilities of their armor. Every class is dynamically different and has it's pros and cons!

If you would like a description and history of your class go to Class Descriptions.

Close Range
Name
Description
Warrior Prefered Weapons - They have access to any weapon, however they can't become experts with the weapons they use, but start off with the highest stats.

Prefered Armor - They can wear any armor they wish, but the armor will not effect them as intended.

Inhereted Ability - A Warrior can use their natural aura to increase all stats by .5x.

Other Notes - None.

Fighter Prefered Weapons - Brass Knuckles, Gloves, Nunchaku, Gauntlets, Boots.

Prefered Armor - Cloth, it allows a Fighter to move freely. Cloth increases a Fighters defense. There are special types of cloth that can increase other stats as well. Cloth will never decrease a Fighters stats.

Inhereted Ability - When not using a weapon a Fighters health automatically increases by x2.

Other Notes - If a fighter is against long range they have to sacrifice a turn to move towards their opponent every 3rd turn. However their defense doubles during their move.

Swordsman Prefered Weapons - Short Swords, Katanas, Long Swords.

Prefered Armor - Armour and Chain Mail. Armour protects vital areas of the body such as the chest, back, head, shoulders, arms and legs. A Swordsmans armor is much lighter than a Knights, but yet still weights down. Chain Mail protects all areas that armour does not protect as well as creating another layer under the armour.

Inhereted Ability - A Swordsman can deflect attacks, and counters take no penalty.

Notes - Swordsmen find it disrespect to use a shield in battle therefore they don't use one. However if a swordsman does use a shield their defense will increase, but HP, Speed, and Agility will suffer.

Knight Prefered Weapons - Bastard Swords, Lances, Axes, Maces, Warmhammers.

Prefered Armor - Plates, Full Body Armor, Chain Mail, Shield. A Knights armor really slows him down in battle. With the addition to chain mail and a long or thick weapon a Knight is pretty much a standing piece of powerhouse meat when alone. However, a Knight can be a very powerful asset to a party due to his/her incredible strength, attack power, and defense. A Knight is pretty much a tank in any battle, able to deal incredible damage and take it as well, but they are very sluggish.

Inhereted Ability - When in a party the Knight gives all allies a morale boost, buffering all allies attack power by 5.

Notes - A Knight can decide to remove up to two pieces of his/her full body armor in order to trade defense for speed and agility, but once the pieces of armor are removed they are gone forever.

Long Range
Name
Description
Archer Prefered Weapons - Compound Bows, Crossbows, Knives.

Prefered Armor - Leather. This allows an Archer freely travel without complications such as weight and durability. Leather will protect an Archer from basic attacks such as small knives and weak arrows. Since an Archer is not meant for close combat leather would be much more effective against magick than swords.

Inhereted Ability - When standing on higher ground than opponents an Archers attack power increases by .10x.

Gangster Weapon Preference - Revolvers, Pistols, Semi-Automatics, Pocket Knives, Brass Knuckles, Blunt Weapons.

Armor Preference - Ballistic Vest. Ballistic vests are made to resist bullets and metal fragments. Since a Gangster is more dependant on his pistol than his hands he is more of a mid distance fighter and his armor also states that as well since it was only made to resist bullets more than anything. A sword can pierce the armor, but it would take more than just a simple stab to break through the armor.

Inhereted Ability - When a Gangster is alone he gets to have to the max of two fully playable lackies, you can choose to buy them and be in debt when you apply, or wait until you can afford them. Read more on the Slaves & Lackies page. A Gangster also gets double his/her pay each payday.

Notes - If a Gangster is a Master he can only own two slaves and one lacky, two lackies and one slave, and vice versa for both. HOWEVER if you don't own any lackies then can own the maximum amount of slaves, but you cannot buy a lacky if you have 3+ slaves. A Gangster also starts out with more money than any other class.

Gunner Prefered Weapons - Any type of gun(hangun, shotgun, machine gun, ect)

Prefered Armor - Reinforced Leather. A Gunner wears slighty heavier armor than an Archer. It's made of Leather, but it's reinforced with other types of material to make it more stronger.

Inhereted Ability - A Gunner can pimp out his/her weapons with all different types of accessories like lasers, scopes, ect. They can also upgrade their weapons or create custom parts.

Notes - The difference between a Gunner and a Archer is that an Archer is faster and has higher agility while a Gunner is slower, but has more strength.

Stealth
Name
Description
Ninja Prefered Weapon - Shurikens, Spikes, Tiger Claws, Feet Spikes, Daggers.

Prefered Armor - Yoroi, it's the traditional ninja suit that every ninja wears. Comes complete with the sandals as well. Ninja are usually stealthy so heavy clonky is not necessary since it will only slow them down and bring out their location. Up close and personal fighting most likely means certain death or critical damage since yoroi is made soley from the cheapest material in the market and fits tightly allowing for easy penetration.

Inhereted Ability - When submerged into darkness a ninja gains stealth bonus of 5% in all stats except strength and defense. A Ninja automatically gains a 5% bonus in all stats except strength and defense starting at dusk, 5% is then added again once it reaches night and again once it reaches midnight giving the Ninja a 15% stat bonus during midnight and if submerged in darkness during midnight 20% because of stealth bonus with the exception of strength and defense.

Notes - Ninjas may get special quests from time to time for rewards.

Thief Prefered Weapons - Traps and Bombs.

Prefered Armor - Street Clothing. This armor provides little to no protection against any weapon at all. Since Thieves usually come from poor households they can't afford any other armor except the clothes on their backs. Thieves rely more on pure luck than they do their armor.

Inhereted Ability - They have the highest luck out of all the classes and they'll abuse it. With poor defense a Thief is a worm in a swarm of ants when it comes to battle. For that Lady Luck is on his side because a thief can add their luck onto their defense and increase it by 1.5x.

Notes - A Thief has a higher chance to steal from a Gangster thats not in a party than anyone other class.

Energy
Name
Description
Ki Abuser Prefered Weapons - Ki Abusers have no weapons made for them. They use their bodies.

Prefered Armor - Soul Armor. This is very complex armor to explain because it is not armor. It is a force of nature that is attracted to a ki abuser because of high levels of energy generating from their bodies. Therefore it is always stuck to a ki abusers body and only gets stronger after the ki abuser can level him/herself a few times since a stronger force takes over the weaker force. It has the appearance of a soft aura.

Inhereted Ability - Ki Abusers have the ability to charge any attack(there are exceptions) for multiple turns and finally release it, sometimes causing critical damage to an opponent. However after they use this ability their body goes into shut down mode for 3 more turns than they held the attack.

Note - After every energy attack a Ki Abuser uses they must take one turn to recharge the attack if they wish to use it again.

Magick
Name
Description
Mage Prefered Weapons - Staves(yea thats pretty much it lol)

Prefered Armor - Robes. A traditional armor for a Mage. It's more for appearance than it is for defense. Robes slow people down due to their puffed, long, and dragging design. Many seem to think that a Robe was made to identify who was a Mage since they provide pretty much no physical protection at all. However, Robes do channel magick energy so they increases magick as well as magick defense.

Inhereted Ability - A Mage has access to all magicks and summons in the RPG.

Notes - No notes at this time. Some may be added later.

White Mage Prefered Weapons - Staves

Prefered Armor - White Robes. These raise a White Mages MP and HP more than they do to defend against magick since a White Mage focuses on healing and defensive magick.

Inhereted Abilities - In exchange for weak attack power a White Mage gains an offensive summon later on in the RPG. Being a White Mage may seem like hard work, but it really does pay off.

Notes - White Mages can't cast black magic.

Black Mage Prefered Weapons - Orbs

Prefered Armor - Black Robes. They provide exceptional protection against magick and have a chance at protecting against ailments.

Prefered Ability - A Black Mage gets one core element of his/her choice(Earth, Wind, Lightning, Fire, Light, Darkness) to excel at and will begin with the basic spell for that element. While they get stronger so will that element, allowing them to unlock special spells no other has access to.

Notes - Black Mages can't cast healing spells.

Songstress Prefered Weapons - Microphones and Instruments.

Prefered Armor - Spandex. Very skin tight and durable. It almost feels as though it is your 2nd skin. Spandex increases a Songstress' agility since it is so light and skin tight. However it provides no protection at all allowing the Songstress to become a dancing target.

Inhereted Ability - A Songstress never stops dancing and for this she has the ability to dodge an attack every 4 turns.

Notes - None at the time, some will be added later.

Mechanical
Name
Description
Engineer Prefered Weapons - Laser Weapons, Tools.

Prefered Armor - Nanotech. An armor that adapts to whatever environment it is in. If underwater it can become an apparatus, repair itself it if takes too much damage, the possibilities are completely endless. It can change it's density, appearance, texture, anything that the user wants it to do.

Inhereted Abilities - A Engineer can create items. If an Engineer has enough material they can make anything they want to such as potions, weapons, armor, ect. They can even repair armor thats been damaged or upgrade a Gunners weapons faster than a gunner can.

Notes - None at the time.