Here is what we have so far at Eternal Destiny concerning the classes. These classes are not some cheap classes that noobs think up of and take advantage of then screw the whole thing up. Yes it may seem long but I advise you to read it. Please tell me what you think after you read it. ThanxSection 1-
Warrior-
Description-
The warrior is a fighter and a strong combatant. Warriors are strong
in physical combat but very much clueless when it comes to the mystical or
divine. They train for most of their early lives to become so skilled in the
arts of war and use it much to their advantage in life.
Skills-
(Skill name, Mana cost, Desription)
lvl 1-
Strength, N/A,
A warriors great strength allows him to do things well beyond
the ability of the other classes like breaking down doors or pushing
heavy objects.
Spring Attack, 7 MP,
Leap forward while attacking to deal extra damage. When you use
spring attack you move forward while attacking and back after. The added
force increases damage by one at the 1st level, 4 at the 3rd level and
8 at the 6th level.
lvl 6-
Bow Mastery, N/A,
Starting at the 6th level a Warrior can use bows and crossbows.
lvl 8-
Endurance, N/A,
Due to the high fortitude of the warrior starting at the 8th level
he can go for longer amounts of time without food or water, extending his
food and drink bars by 25% each.
lvl 12,
Spin Attack, 15 MP,
Spin with your weapon and attack all adjacent ememies.
lvl 18,
Improved Endurance, N/A,
As endurance, exept now the bonus improves to 40%.
Riding Mastery, N/A,
Starting at level 18 a Warriorcan use all riding weapons such as
Lances and Urgoshes.
War Knoledge, N/A,
At level 18 a warrior is presumed to have seen enough working seige
engines that he is profecient in their use. A lvl 18+ warrior can use any
seige engine as if he had earned the engineering degree.( This skill only
applies to the seige engine aspect of the engineering degree, nothing else.)
lvl 22-
Speed, N/A,
Starting at the 22nd level a warrior moves 15% faster then normal speed.
Charge, 12 MP,
An experience warrior can charge forward and deal extra damage to opponents
he/she hits. When charge is used you hold your weapon out in front of you and run ahead
8 tiles. The extra force adds 6 damage to your attack and knocks back yuor opponent.
lvl 26-
Cyclone, 35 MP,
When a warrior used cyclone he goes into a spinning rage attack, however, he is not
frozen in place and can move around to disembodie multiple foes. A cyclone lasts 8 seconds.
Improved Charge, *,
When a warrior reaches level 26 he/she can charge with greater effectiveness.
A warrior will now flail there weapon from side to side while charging and deal extra damage.
This abilitie is not usable, it just improves charge. Instead of 6 extra damage you deal 8 and
instead of 12 MP the spell costs 24. You also move twice as far as you would using the standard charge.
-Advancement-
In order to earn a new skill after reaching the required level (excluding Speed, Endurance, Improved
Endurance, War Knowledgem, Bow Mastery and Riding Mastery) you must train with a trainer at the
Hall of Champions for a certian amount of time. OF course, the trainer will want money as well. The formula is:
Time = 3 minutes x ability level Cost= Ability level + (1 x minutes trained)
Training is something related to the skill. For instance, to learn charge you may have to do something like
runing up a track and hiting a dummy or for spin atack to turn and hit adjacent target dummies.
You don't have to train for 1st level abilities.
-Advancment Past Level 26-
Upon reaching the 26th level a Warrior is elligable to earn the title "Champion". Entering this
elite group is an honor very few have the privelege to enter. The "Champions" of Eternal Destiny
are the movers and shakers of all warriors. They develop moves and skills for future warrior generations
even some so powerful they can only be accessed by those warriors above level 26. In order to enter this
prestigious society the Warrior in question must last for 30 minutes in the pit. "The Pit" is a room located
in the bowels of the hall of champions. Whraugh long ago with force of great magic it is every warriors utimate test.
While in the pit horrible monsters and malevolent demons are constantly summoned to battle with the warrior.
The warrior must survive for 30 minutes in this horrible place and then will be accepted. You fail if you die.
Although you may enter the pit however many times you want most people who fail are made to wait.
-The Hall of Champions-
This great structure is the "Home Base" for all Warriors, where they go to assemble, to train and learn new
skills, to just hang out. A large lobby is the only part accesible to members of the other classes without getting
special permission. Next, behind the lobby is the Hall itself. Large tables fill up most of the central area and in
the middle is a raised dias that holds a table for top Warrior leaders. The walls are covered with great battle
murals and antique weapons and armour. The Hall also boasts a large seperate
kitchen accesible from the hall or from the rear (The later being for non-warrior cooks who hold a special
key). Above the hall are areas only for the Champions themselves with luxsurias private rooms for rent and
special training areas. Underground, below the main hall, lie many training areas where young warriors can
train to learn more moves and some small rooms for R+R. Below that lie several smithies in case a warrior needs a
weapons repaired or made. Finnaly, far below the Central Hall lies the pit.
-Weapons and Armour-
Warriors can use any melee weapon at all to start with. However, they may only use bows after level 6 and
participate in mounted warfare after level 18.
Warriors can where any kind of armor starting at level 1.
Rogue-
Description-
A cutthroat and a thief (though they prefer not to be call those things) a rogue uses stealth and
speed to hrer advantage rather then brute force or magic arts. Rogues are more profficient then other classes
with bows though they also fare well with weapons such as daggers, short swords and long swords.
-Skills
lvl 1-
Quick Weapon, N/A,
When using small weapons such as daggers,short swords, dirks and rapiers a rogue can attack
whitout haveing to draw their weapon like the other classes. At level 12 this affect applies to longswords
amd scimitars as well.
Hide in Shadows, 20 MP,
Any good theif is able to hide himslef in case of emergency. When a rogue uses this ability he can
conceal himself in shadows and avoid detection. A rogue remains invisible to everything (exept those with
a mean of detection other then sight, such as a Viper Demons infared vision) untill he moves. This effect only
works if the rogue in question in within 6 spaces of a movement obscuring object (anything you cant walk over)
Lockpick, N/A,
Rogues can jimmy open most kinds of locks and can even bypass doors locked by magical means.
All locks have a certian difficulty level from 1-100. When a rogue uses lockpick he makes a check of
random(1,100)+level+theives tools bonus. If the rogue hits the doors difficulty or higher he picks
the lock. A rogue carrying theives tools gets a +5 bonus on his/her check.
Bow Mastery, N/A,
starting at the 1st level a rogue can use any kind of bow or crossbow.
Critical Strike, N/A,
Every time a rogue attacks with a melee weapon he has a 3% chance to deal double damage from hitting
a vital spot or area.
lvl 6-
Pick Pocket, N/A,
An experience rogue can steal money from people right out from under there noses. You steal
1-20 gelat from someone when using this skill, and yuo have a 20% chance of giving yourself away. If you
give yourself away you do something that alerts the pickee that he/she was just stolen from.A rogue might
do something like cough, jolt the person af if he was attacked, some of the money may drop or something
like that. The pick pocket abilitie does not drop the money onto the theif like the other servers, instead
the money is automaticaly transfered from pickee to mthe picker. THe money may drop like this is the rogue
gives himself away during the picking. |