Dominant Classes In Lucidea
Honestly? Off the Record? Magic and Spirit? They're for wussies. Magic is for children who weren't strong enough to stand up to their bullies and too smart for their own good. Spirit is a fools game, and I promise you that no matter how strong your will is, an experienced Warrior can and WILL crush it. It's what we're trained for."
Ragnor Gryffin, High Excecutioner of the Lucedian Military.
Commanders are born to lead, or at the very least; aid their team in the most substantial of ways. Similar to that of a Fezekian, Commanders excel at aiding their allies through various buffs and power ups. A commander's buff comes directly from his ability to pump energy into his voice, producing commanding shouts that envelop his energy in a general area. A Commanders buffs aren't as effective as a Fezekians, but they are also able to cast Debuffs on enemy troops/creatures that they encounter. Commanders are generally the most considered prospects for military related leadership jobs, and even political occupations in most mainstream societies.
CLASS FEATURES:
-300: As long as a Commander is fighting with one other person, the more unfair a battle is, the more effective their buffs. (Add levels of each 'team' together. 1% per extra level on other team. Does not work backwards)
-The Path: Experts at battle navigation, as long as a commander has given the directional order; any ally (including themselves) that travel along this path move with 10% extra speed.
Central Stats: Strength, Charisma, Soulpower
CLASS FEATURES:
-300: As long as a Commander is fighting with one other person, the more unfair a battle is, the more effective their buffs. (Add levels of each 'team' together. 1% per extra level on other team. Does not work backwards)
-The Path: Experts at battle navigation, as long as a commander has given the directional order; any ally (including themselves) that travel along this path move with 10% extra speed.
Central Stats: Strength, Charisma, Soulpower
The fastest movers in all of Lucidea, a Berserker on the rampage is truly a sight to fear. Specializing on combination based attacks; Berserkers have the ability to transform their energy directly into speed and movement, chaining to target after target. They also have the ability to produce aura's, which are almost always related to an animal spirit. These Auras can produce any manner of effects. Berserkers are generally more tribal in nature, but still hold a special place in society as fine warriors and staunch protectors.
CLASS FEATURES:
-Light as a feather: Berserkers can negate the speed loss on any medium or light armour.
-Berserker Rage: Once per day, a Berserker can initiate a "rage" mode. This will last for three post rotations, and if the beserker lands an attack within the allotted time, they are allowed one free "autohit" with an ability of similar power, and the timer will reset. If a Beserker is hit while this rage is still in effect (meaning if it doesn't time out naturally), the rage will end, and they are reduced to 25% of their CURRENT Soulpower.
Central Stats: Strength, Agility, Dexterity
CLASS FEATURES:
-Light as a feather: Berserkers can negate the speed loss on any medium or light armour.
-Berserker Rage: Once per day, a Berserker can initiate a "rage" mode. This will last for three post rotations, and if the beserker lands an attack within the allotted time, they are allowed one free "autohit" with an ability of similar power, and the timer will reset. If a Beserker is hit while this rage is still in effect (meaning if it doesn't time out naturally), the rage will end, and they are reduced to 25% of their CURRENT Soulpower.
Central Stats: Strength, Agility, Dexterity
Armsmen are masters of all types of martial weapons that the land of Lucidea has come to possess. Able to conjure their tools out of thin air, Armsmen generally learn to become masters of utility; always having a weapon for a particular situation. Although Armsmen can only create standard weapons as they begin to practice their craft; talented users will soon be able to develop their own, custom weapons, unique with legendary properties as well. Armsmen are almost always very successful in the line of smiting; and are often regarded for their knowledge of weaponry.
CLASS FEATURES:
-Martial Master: Without the use of energy-based abilities, in weaponized combat, Armsmen excell more than any other. Fighting an Armsmen in such a way (with around the same level as your own) will almost always result in defeat.
-Death Collector: Killing a player character (or certain NPC's) with magical/unique weapons will allow an Armsmen to take one of their weapons to conjure as a free ability.
Central Stats: Strength, Intelligence, Soulpower
CLASS FEATURES:
-Martial Master: Without the use of energy-based abilities, in weaponized combat, Armsmen excell more than any other. Fighting an Armsmen in such a way (with around the same level as your own) will almost always result in defeat.
-Death Collector: Killing a player character (or certain NPC's) with magical/unique weapons will allow an Armsmen to take one of their weapons to conjure as a free ability.
Central Stats: Strength, Intelligence, Soulpower
The heaviest troops in all of Lucidea; Tanks do not take damage, they absorb it. The frontrunners of any party or armed offensive, Tanks are able to take up damage, but also negate their enemies from damaging others. Their attack abilities are generally massive, AoE strikes that deal with multiple enemies at one time, and some even give off unique energy that causes their opponents to become "taunted". Taunted enemies must only attack the caster of this debuff for a certain amount of time. Tanks are well known and respected in most communities, and often act as leaders and caretakers once their adventures end and they retire.
CLASS FEATURES:
-Heavy Tempest: Tank's do not suffer any movement impairment from armour, and can not be slowed by abilities unless their health is below 50%
-Iron Blood: Regular attacks on a Tank do half damage.
Central Stats: Strength, Constitution, Charisma
CLASS FEATURES:
-Heavy Tempest: Tank's do not suffer any movement impairment from armour, and can not be slowed by abilities unless their health is below 50%
-Iron Blood: Regular attacks on a Tank do half damage.
Central Stats: Strength, Constitution, Charisma
Tacticians may not always be the leaders of a group; but battle is never entered without their advice in mind. Creating the perfect balance of strength and intelligence; they excel at thinking faster than any other being can, able to assess their surroundings and develop intricate battle plots in the blink of an eye. Many of their abilities revolve around stylized fighting, able to distort themselves and avoid damage as they slip through the ranks of the enemy. They can create 'distorted clones', which are seemingly energy-based recreations of their bodies that can attack in one direction or serve a single purpose while the main body serves another. At higher levels, these distorted clones can even become full, separate bodies. Every militant force has countless Tacticians working for their ranks, either fresh faced young in the field, or old retired veterans commanding entire armies from afar.
CLASS FEATURES:
-Watch and Learn: For every THREE times a Tactician watches an ability their level or lower, they can recreate a unique version of the attack ONCE. This only works on unique abilities, and will not work with abilities that can not be possibly created by a Tactician (For example, if an Elementalist shoots a fireball three times, a Tactician can cast a fireball from their sword once. If an Elementalist turns his entire body into flame, a Tactician CAN NOT repeat this ability)
-On Hand Study: If a Tactician has killed a creature of the same type before, they do significantly increased damage in their next encounter.
Central Stats: Strength, Dexterity, Intelligence
CLASS FEATURES:
-Watch and Learn: For every THREE times a Tactician watches an ability their level or lower, they can recreate a unique version of the attack ONCE. This only works on unique abilities, and will not work with abilities that can not be possibly created by a Tactician (For example, if an Elementalist shoots a fireball three times, a Tactician can cast a fireball from their sword once. If an Elementalist turns his entire body into flame, a Tactician CAN NOT repeat this ability)
-On Hand Study: If a Tactician has killed a creature of the same type before, they do significantly increased damage in their next encounter.
Central Stats: Strength, Dexterity, Intelligence