by Arcaii » Tue Mar 01, 2016 10:48 am
So! Classes.
Pretty much any class is available to everyone, though some species will have a little more difficulty with certain classes. That's not to say a frog can't be a brawler, for example - a top of the line frog brawler would require more work to perfect than a top of the line rat brawler, since rats are stronger and more inclined to that class. Each species will have something they specialize in, and each class has specific sidequests and loot they gain from completing missions. It's recommended that a player have one of each in their party to maximize loot output.
Anyway, the basic classes would be Warrior, Magic-User, Rogue, Medic, Ranger, and Beastmaster.
WARRIOR- Warriors are, naturally, fighters - they're primarily offensive, using physical attacks and weapons to bring down their enemies. Terrain animals are your best bet if you want to go for this class. The Warrior comes in three flavors - Brawler, which specializes in fighting other players/animals and prefers brute strength; Knight, which soaks in damage like a sponge and is perfect for protecting a group of weaker characters, and Mercenary, which takes some cues from the Rogue in being more agile and quick in exchange for weaker defense.
MAGIC-USER- Magic-users...use...magic, preferring special attacks and status effects to picking up a sword. Amphibians are far and away the best choice here. You can use three different styles - Necromancer, which deals in dark magic and gains buffs and power for every enemy (and team-mate) that dies in battle; Druid, which weaponizes the forest itself, including the earth and trees; and Mage, which simply uses normal magic and is more offense-based than the other two.
ROGUE- Rogues are stealthy and pragmatic, usually by night (or at least in shaded areas where it's hard to find them). As the fastest, most agile species, avians excel at Rogue work. The division between the sub-classes in in morality more than fighting styles - Thieves hit-and-run other players and enemies alike, building up EXP through the loot they gain; Corsairs work best in group raids and leech EXP off of team-mates (think air pirates); and Scouts strictly loot enemies and spy on people, being the fastest and most agile class out there.
MEDIC- While they can fight a little, Medics stick to healing and buffing their team-mates. In keeping with their magic skills, amphibians will take to this class with ease. The Medic continues the rule of three sub-classes - Priests, which is the most restricted to healing due to their physical weaknesses, but can defend themselves with the assistance of their higher powers; Alchemists, who do a whole lot of concoction and potion-using, and use bombs as their sole offense option; and Clerics, who can fight better than the other two, and are used to dive into battle and heal downed allies while fighting off enemies before being brought back out to wait for someone else to require assistance.
RANGER- Rangers are long-distance fighters - it's rare that they actually can see the person they're fighting against. Avians, of course, are most recommended here. Rangers actually can sort of combine their sub-classes into one triple-theat - Trappers lay down barbs and debuffers for foes to walk into and be weakened by before getting finished off when they can't fight; Hunters track their targets down and utilize the Rogue's hit-and-run techniques to wear down their opponents without actually getting into a direct fight; and Archers fire bombs, bows and spells from far away for more immediate action. The combination of these three classes is simply referred to as the Ranger.
BEASTMASTER- Beastmasters train and tame less intelligent beings to fight for them. Terrain animals are uniquely suited for handing familiars and simpler species, especially mice and rats, for whatever reason. There are three ways to make something else do your dirty work - Wargs will use magic to see through the eyes of a selected familiar and directly control their movements in battle; Shepherds can use multiple animals at once for more general assaults; and Summoners conjure up a spirit or personified extension of their natural magic skills.