| An ancient evil is growing. The power of good falters as civil engulfs the continent. The ancient paradise created by Cedor is destroyed, replaced by a land threatened constantly by a race long thought to be extinct. Welcome to Askiral young traveler. Your destiny awaits you. Whether you fight for the armies of good or for the masters of evil, your actions will determine the course of history. Courage will be required. Sacrifices must be made. The Perfect World is at an end, but the quest to reclaim it has only just begun. Join our community! If you're already a member please log in to your account to access all of our features: |
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| Tweet Topic Started: Nov 30 2008, 11:41 AM (765 Views) | |
| Zarroc Khitan | Nov 30 2008, 11:41 AM Post #1 |
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Neutral - Nekko
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Here is the list of all possible classes for each race. These are simply here for your reference, so you can make an interesting character. If you scroll down, you will see descriptions of each job and how to change it. You may request a new job if you wish, but you must submit the request to a staff member and we will consider it. No guarantees though. Jobs: *=Church only **= Temple and Wraith only Human: Physical Warriors: Knight Paladin Ranger* Assassin** Magical Warriors: Mage Priest* Wizard/Enchantress* Mage/Sorceress** Etheril*: Physical Warriors: Swordsman Ranger Heavy Archer Magical Warriors: Archmage Cleric Sage Nactls*: Physical Warriors: Hunters Magical Warriors: Shamans Nekkos*: Stingers Assassins Magical Warriors: Wizards/Enchantress Varg: Blademaster Berserker Magical Warrior: Priest Kitsunes: Physical Warriors: Samurai Assassin Bravo Magical Warriors: Wizard/Enchantress Tauren: Physical Warriors: Beastmaster Berserker Treefolk*: Magical Warriors: Wizard/Enchantress Sage Nagas**: Physical Warriors: Swordmaster Assassin Magical Warriors: Sorcerer/Sorceress Thoros**: Physical Warriors: Dark Knight Magical Warriors: Flying Death Edited by Zarroc Khitan, Jan 8 2009, 08:11 PM.
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In this world, only the strongest can survive.
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| Zarroc Khitan | Dec 29 2008, 12:32 PM Post #2 |
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Neutral - Nekko
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Humans: Knights – Knights makes up the bulk of the human armed forces and both the Church and the Temple employs them. Contrary to popular believe, knights do not always ride horses or wear armors. The weapons knights carry are varied and some knights might not wear at all. Church knights usually carry gold banners/armor while Temple knights (otherwise known as Templars) carries blue banners/armor. Knights are known to be extremely good fighters and are loyal to their action. Paladins – Paladins are heavier and mounted versions of knights. Paladins use larger weapons, such as heavy swords or axes, and normally wear heavy armor into combat (although not all the time). Unlike knights, paladins tend to stay mounted on horses or any other creature they can tame. They are employed by both sides as heavy support units. Rangers – Rangers are the eyes and ears of the Church, and are famous for their role as “Guardians of the Wild.” Not only do Rangers seek information for the Church, they also protect the roads and help with Church Propaganda. Rangers are know to wear cloaks and hoods, and use weapons such as improved composite bow (very accurate and has an improved range), dagger, and Etheril curved blades. Rangers are trained in stealth and are extremely speedy. Assassins – Assassins is the Temple’s version of Rangers. Unlike their cousins, assassins do not patrol the roads but they are used to neutralize the Temple’s enemies. Weapons of assassins vary depending on the mission. Mage – Mages are the main magical warriors for humans. They are powerful, able to master almost every single type and form of magic. However since the human blood isn’t effective for casting magic, mages tend to use amulets, charms, and magical weapons to help them with their spells. Human mages tend to focus on offense, not defense, although a few masters can do both. Priests – Priests is a class special to the Church. While mages tend to cast offensive spells, priests focuses more on defensive and healing based spells. They also are very religious, traveling across the continent to spread the teachings of the Church. Like mages, priests require magical artifacts and weapons to cast spells. Wizards/Enchantress: Wizards is also special to the Church. Wizards are powerful mages who focus on white and green based magic. Although they are not as adept in healing as priests, they never the less know the basics and makes powerful combat medics. They are also known to be able to cast enchantment on weapons or artifacts. Like all human magic wielders, they too require weapons to cast magic. Female wizards are known as enchantresses. Sorcerer/Sorceress: Sorcerers are the complete opposite of their wizard counterparts and is only employed by the Temple. While wizards use white and green magic, sorcerers emphasize a lot on black and red based offensive spells. They are purely offensive and are often used to provide cover for physical warriors. They must use magical artifacts to cast spells. Females are known as sorceress. Etherils: Swordsman – Swordsman is the main ground warriors of the Etherils, specializing in the curved blade and occasionally, spears. They occasionally used bows as well. Etheril swordsman is trained in survival and tracking abilities. They make up the bulk of the Etheril Grand Army. Ranger – Etherils have their own Rangers, which operate much like human rangers, seeking information and protecting the roads. Heavy Archers – These archers are support units of the Etheril army. They use heavy bows that can shoot heavy steel arrows over long distances. They also wear thick armor and use short swords in close quarter combat. Archmage – Archmages are powerful Etheril magic users. Unlike humans, they have the ability to cast natural magic, and are considered to be more powerful than human mages. Since the ability to cast magic is in their blood, archmages do not have to use magical artifacts, though some do to increase the power of their spells. Cleric – Cleric are the main Etheril healers. They specialize in powerful healing spells and buffs, but can also use wind based offensive spells. Like archmages, they do not have to use magical artifacts to cast spells. Sage – Older Etheril magic users are considered sages. Sages are adept in green based magic, but most of this revolves around controlling forest creatures and manipulating them to attack the enemy. They do not have to use artifacts but sages have the option of wearing a charm to increase the effectiveness of their spells. Nactls: Hunters – Almost every single Nactls are hunters, warriors of their pride that hunts and fights. Hunters generally use swords and spears, as well as bows to aid them in combat, but in certain situations, they can switch back to claws and fangs. Nactl Hunters are extremely strong and fast. Shamans – Nactl shamans are capable of casting natural magic, but their spells are weak and only limited to the elements earth and fire. Nekkos: Stingers – Stingers are the main Nekko warriors. While most are physically weak, some, especially the mutants (those who look like wolves), are capable of lifting heavy objects. The thing they all have in common is their speed as both are extremely fast. The weapons and armors they use vary greatly, depending on the warrior’s skills and their taste. Assassins – Assassins are stingers who focus on speed and stealth. They are much weaker in terms of strength, but generally faster, said to be undetectable. Assassins are a unique unit, for they have the ability to use shadow magic, such as using shadows to move around and manipulating shadows to cover escapes, etc. However this is not considered magic and can only be done with magical artifacts and charms. Wizards/Enchantress – Nekko wizards work much like their human counterpart. They generally use light and wind based magic, as well as healing magic. Nekkos can cast spells without using artifacts. They can also cast enchantments. Varg: Blademaster – Varg Blademasters are their best infantry. These powerful soldiers use a large curve blade to inflict lethal damage at a lightning pace. It is also said they can leap very high into the air, and can jump on the opponent before impaling them with swords. Varg Blademasters are among the best mercenaries on the continent and is employed by both factions. Berserker – Berserkers are larger and heavier Blademasters who specializes in large weapons. Berserkers can take a lot of punishment, as well as dish it out. They are usually sent into the battle; first, to provide cover for incoming troops, since they are fearless, thus earning them the name “Berserkers.” Priest – Varg priests are weak and do not posses a large arsenal of spells. However they make good healers and are often sent into combat to support the troops. Kitsunes: Samurai – Samurais are the main physical warriors of the Kitsune clans and they are the strongest. Kitsune samurais are trained at a young age and are adept with the sword. Samurais prefer strength over speed and are slower than other foxes. They normally wear armor and carry up to two katanas. Assassin – Also called ninja, assassins are the eyes and ears of the Kitsunes. They are extremely fast, but they sacrifice protection in order to achieve this. Assassins are known to be physically weak, and prefer do to fast damage to inflict lethal wounds on the throat, wrist, etc. Weapons of an assassin depend on the mission, and some skilled assassins have the ability to use black magic. Bravo - Bravos work much like assassins, but instead of killing, they steal. Like assassins, they are small and lithe, capable of outrunning opponents. Bravos are considered physical warriors, but they are capable of using some magic. Wizard/Enchantress – Kitsune wizards work like all Untamed, with the ability to cast natural magic. Kitsune magic normally involves light, wind, and occasionally earth. Tauren: Beastmaster – Tauren Beastmasters are powerful melee units, capable of knocking down a small stone building with their giant weapons. But what makes this unit unique is its ability to tame beasts and use them in battle. The most common Tauren war mount is the kodo, a specie native to the mountains. Beastmasters must maintain at least one beast. Berserker – Tauren Berserkers work much like those of the Vargs. They are strong and fearless, often charging into battle first. Berserkers consider wearing armor a dishonor and often charge into battle wearing only their normal clothe and carrying their weapon. Treefolk: Wizard/Enchantress – Treefolk wizards are probably the most powerful on Askiral and the older you are, the more power you have. Treefolks are slow to move around and to cast spells, but their spells are powerful and deal tremendous amounts of damage. Most Treefolks use earth based and nature spells, but poison yews can also cast poison spells. Sage – Treefolk Sages are the most powerful out of the entire Treefolk race. Not only are they adept in magic, sages are also educated, containing a lot of knowledge. Few Treefolks became Sage, as most spend their entire lifespan as wizards or enchantresses. Nagas: Swordmaster – The Swordmaster makes up the bulk of the Wraith army. Not only are they powerful, but they are also agile. Swordmasters are typically armed with a sword, but some uses lances, spear, and battle axes. They also wear special armor capable of taking many hits before breaking. Assassin – Assassins take the speed of the Swordmasters to the next level. Not only are these assassins used to kill people, they can also be sent behind enemy lines to wreak havoc and acquire information. Most assassins do not wear armor for fears that it will create noise and slow them down. Capable of casting shadow spells with help of magical artifacts or charms. Sorcerer/Sorceress – Sorcerers are extremely powerful, with the ability to use three different elements: dark, fire, and lightning. Sorcerers often deal damage to themselves to inflict greater damage to enemies. While magically strong, sorcerers are physically weaker than the rest of the Nagas. Thoros: Dark Knight – The Dark Knights are the ultimate Wraith warriors. They are considered to be the strongest warriors on Askiral and the most powerful tank, capable of taking tremendous amounts of damage as well as dish it out. The Knights wear heavy armor and prefers to use giant swords and axes. Though they have wings, they cannot use them to fly and is slow when moving around. Flying Death – Flying Death are Thoros that are capable of flying and are the only type of Thoros that can use magic. The main element of the Flying Death is fire, though many also learn dark magic. They earn the name Flying Death because they often fly over enemy cities and rain down fireballs upon them. Edited by Zarroc Khitan, Jan 8 2009, 08:14 PM.
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11:33 AM Jul 11