Classes
This section is HIGHLY important, as your class is a serious part of your character. It is what they have dedicated their lives to studying and it will also depict how we take down the bad guys. Anyway, I’m just going to list them all here.
But, before going into that, I should mention The Pentagram. The Pentagram is how magic is divided in this world. There are five types of magic, each interacting and keeping in balance with each other. Many of the classes are subjugated to these five circles, so they will be good to know. Players can PM one of us if they want to know if certain spells are okay when it comes time to earn more power.
Those five are:
1. Elemental
This is a magic that is seen everywhere, and is one of the easier ones to learn. Black Mages are masters of this magic, as it is where they draw most of their power from. Spells in this circle include: Fire, Thunder, Blizzard, Aero, Quake, Toad, etc.
2. Curative
This magic is well known by many of a healing disposition, most commonly the White Mage. Called this as it doesn’t call religion into the circle, Curative doesn’t necessarily have to be non-violent, but it doesn’t really get called in until the mage is much stronger. Spells in this circle include: Cure, Antidote, Reflect, Esuna, Raise, Shell, Protect, Bravery, Faith, etc.
3. Dimensional
Masters of this magic know how to mess with the space-time continuum without severe punishment. Some even know how to access power from The Void. The properly named Time Mages know exactly how to use this kind of magic to its best ability. Spells in this circle include: Haste, Stop, Slow, Reset, Warp, Telekinesis, Gravity, Demi ,etc.
4. Arcane
If not used properly, arcane magic is possibly one of the most volatile in the world. This power is used by many different classes for different reasons, but those with the most knowledge are probably Necromancers. Arcane magic covers things from illusions to raising the dead (in a very different way from Curative magic). Spells in this circle include: Necron, Fade, Phase, Confuse, Illusion, etc.
5. Alchemical
Probably one of the most controversial circles, as it is still brought into question whether it is actually a magic or a science. Alchemical magic requires knowledge of creation, as well as knowing that you cannot create something from nothing. There isn’t necessarily a list of spells, seeing as a drawn circle is actually used to call on this power. However, certain skills you gain from this circle include: Transmute, Transfuse, Shapeshift, Chemistry, etc.
Now that that magic lesson is out of the way, we will move on to actual classes. From the Mighty warrior to the ridiculous Jester, this will list them all. Expect things to be added every once in a while.
Special Weapons: Catalyst Crystals- easy way of amplifying magic from body into spells
Gyrosphere- item that, depending on quality, amplifies connection into time and space, as well as telling exact positioning in world and time
Bone Charms- used by necromancers to connect to the dead
Guns- Beyond basic flintlock and muskets, all other guns need a magical essence in order to operate properly
Warrior
Values: Defense and Strength
Equips: Shields, Swords, Axes, Polearms, Lances, Two Handed Swords, warhammers
Mandatory Skill: Guard – Quickly protect a partner from an attack.
Samurai
Values: Speed and Strength
Equips: Light Katanas, Heavy Katanas, Polearms
Mandatory Skill: Sidestep- Anticipate an enemy attack and quickly dodge
Monk
Values: Strength, Stamina, Spirit
Equips: Claws, Gloves, Bare fist, Quarterstaff
Mandatory Skill: Focus- Take a moment preparing the mind to be able to do much more damage later
Black Mage
Values: Intellect and Magical stamina
Equips: Rods, Staves, Knives
Mandatory Skill: Fire/ Thunder/ Blizzard (choose one. If you have no ideas for your extra skill, take another)
Circle: Elemental
White Mage
Values: Spirit and Magical Stamina
Equips: Catalyst Crystals, Staves
Mandatory Skill: Cure
Circle: Curative (some spells from dimensional)
Red Mage
Values: Strength and Intellect
Equips: Swords, Rods, Lances, Knives
Mandatory Skill: Cure/Fire/Thunder/Blizzard/Bravery (choose one. If you have no ideas for your extra skill, take another)
Circle: Curative/Elemental
Note: Red Mages, being jacks of all trades, their level of spells will never reach the exact same level as, say a White Mage. Example: A white mage will access Curaga eventually while the Red Mage will have to live with Cura.
Blue Mage
Values: Speed and Spirit
Equips: Whips, Catalysts, Knives, Gauntlets
Mandatory Skill: Replay- allows caster to repeat attack a monster used against them. At an early Level, Blue Mages will not be able to access “Learn” yet.
Circle: Arcane/ ? (Comes from an Arcane source, but monster attack could be anything)
Gambler
Values: Luck and Speed
Equips: Knives, Dice, Cards (luck based damage)
Mandatory Skill: Gil Toss- throws a small amount of Gil at enemies to do a decent amount of damage.
Dancer
Values: Speed and Spirit
Equips: Knives, Gloves, Gauntlets
Mandatory Skill: Dance- depending on the style of dance, different effects could occur. From damaging attacks to status boosting to anything in between.
Time Mage
Values: Intellect and Speed
Equips: Rods, Gyrospheres
Mandatory Skill: Slow/Haste (choose one. If you have no ideas for your extra skill, take another)
Circle: Dimensional
Necromancer
Values: Spirit and Stamina
Equips: Rods, Staves, Bone Charms
Mandatory Skill: Necron- lowest level summoning of undead. Summon either 1 mid-level undead or 3 weak undead. They have to be available to summon
Circle: Arcane
Alchemist
Values: Defense and Intellect
Equips: Crystal Catalysts, Gauntlets, Gloves, Guns, small Mallet
Mandatory Skill: Shape- takes a material and shapes it into an object of the same material. Spell circle required.
Circle: Alchemical
Thief
Values: Speed and Dexterity
Equips: Knives, short Swords, Claws
Mandatory Skill: Steal
Rogue
Values: Dexterity and Strength
Equips: Swords, Foils, Gloves, Gauntlets, Knives
Mandatory Skill: Mug
Ninja
Values: Speed and Dexterity
Equips: Boomerangs, Knives, Shuriken, Kunai, Claws, gloves, Chakrams
Skill: Throw- throw certain weapons effectively to inflict damage
Circle: Arcane/ Elemental
Myrmidon
Values: Speed and Dexterity
Equips: Light Katanas, short Swords, Knives
Mandatory Skill: Dual-Wield
Beast Tamer
Values: Strength and Intellect
Equips: Whips, Staves, Knives, Clubs, Guns
Mandatory Skill: Tame- starts low level, allows them to take control of wild beasts, depending on hostility of beast
Circle: Curative/Elemental
Dragoon
Values: Dexterity and Strength
Equips: Lances, Spears, Polearms
Mandatory Skill: Jump- jump high into the air and send weapon and body flying brutally into enemy
Circle: Elemental
Ranger
Values: Dexterity and Speed
Equips: Bows, Crossbows
Mandatory Skill: Aim- Take extra time and energy to take aim at enemy and hit them without fail
Hunter
Values: Strength and Intellect
Equips: Guns, Bows, Crossbows, Knives
Mandatory Skill: Call- uses specific techniques to call beasts to locations
Berserker
Values: Strength and Spirit
Equips: Axes, Clubs, Warhammers
Mandatory Skill: Berserk- let loose of everything and give into inner rage, losing sanity to obliterate the opponent
Geomancer
Values: Spirit and Defense
Equips: Bells, Staves
Mandatory Skill: Gaia- starts with weak attacks at beginning, listening to the earth and using it in a terrain specific attack
Circle: Alchemical/ Elemental/ Curative
Illusionist
Values: Intellect and Magic Stamina
Equips: Rods, Catalysts, Knives
Mandatory Skill: Confuse- causes enemies to mistake allies for opponents for a short amount of time
Circle: Arcane
*insert element here* Knight
Values: Strength and Magic Stamina
Equips: Swords, Axes
Mandatory Skill: Element Charge- calls on element to charge weapon and boost strength
Circle: Element
Chemist
Values: Stamina and Intellect
Equips: Rods, Knives, Staves
Mandatory Skill: Chemistry- mix two chemicals together for unknown and mysterious effects