Classes determine the special abilities, fighting capacities, and attack types - whether magical or melee - of characters. A class is not to be confused with a race. Classes also determine what kind of weapon a character can use, and which stats are dominant for each one. This said, they can still vary from roleplayer to roleplayer.
Land Tribe
Cana, the territory of the Land Tribe, was once a barren and lifeless desert. A powerful sorceress with a green thumb took pity on the thirsty earth and gave her life force to the desert, eventually turning herself into a tree that now rests in the heart of the forest. This tree is called Gaia, the Tree of Life, and it is located in a heavily guarded area of the forest of Cana. A fairy named Alice managed to harness the power of the tree through a spell, hence why her descendants are called Alice Witches. This class has the power to make plants grow, create them, or even manipulate them. A branch from the Tree of Life is carved and turned into a
wand, the weapon of Alice witches. Wands are sometimes decorated with precious stones like emeralds and rubies.
//
Type: nature and earth magic
spacehere To those who feel stronger using their physical strength rather than waving a wand, being a Warrior is the way to go. Warriors have strong bodies, and are used to carrying heavy objects and weapons. They are the brute force of the Land Tribe and when the Alice witches fight alongside them, they can create powerful earthquake attacks. Warriors must wear light but sturdy equipment to make up for their lack in speed. Weapons such as
axes, spears, and twin swords are their best friends
. // Type: melee and earth magic
Wind Tribe A class that's easy to master when you have wings, very difficult to do so when you're flightless, even with a winged mount to help. Breeze dancers depend on the speed and strength of the wind to execute their attacks, and they are better performed at high altitudes. Their magical
fans allow them to change the direction of the wind in order to put their enemies off balance or blast them away with strong sonic booms. They can create tornadoes and pretty much make the wind dance along with them as it follows the flow of their arms. Harpies are experts in breeze dancing, but some highly skilled elves have managed to become just as good as their winged allies - with a little help from their mounts, of course.
// Type: air magic
Elves with exceptional speed and flexibility can shoot for the stars with either a
bow or a
crossbow. There's no escaping their arrows, and their enemies are sure to die a quick death. Whether it's to shoot for an apple on someone's head, or to aim for a moving bullseye, anyone can depend on archers to do their job efficiently. Not only do they master every weapon of archery, but they are also impressive at hand-to-hand combat. The boots and gloves of archer armors are made specially for physical combat should an archer lose his or her weapon. Still, it's very crucial for archers to know how to evade their enemies' attacks fast since their armors aren't made for absorbing great shocks.
// Type: melee; possibility of air magic
if weapon is enchanted
Fire Tribe If the battlefield suddenly bursts into flames, expect your opponent to be a pyrokineticist. These fire manipulators have always been known to win their battles by setting their opponents ablaze, along with their mounts and weapons. They are able to cast a sea of fire among their enemies, and creating fire walls to protect themselves. They are immune to burns, but once face to face with water or ice magic, they will retreat. Getting rained on our doused with immense amounts of water will weaken pyrokineticists, turning them vulnerable and unable to use their magic for a certain period of time. The
staff is the primary weapon of this class. Without it, they are still able to control fire but unable to execute potent attacks. One of their special characteristics is being able to create lava out of melted rock and using it to their advantage.
// Type: fire magic
These fire-breathing beasts are more than just mounts for certain Brimstone Cavern dwellers. They are the very weapons of dragon tamers.
Dragons are born deep within the caverns where the mothers make their nests out of hard stone and mud. Since pyrokineticists often train themselves and enhance their magic skills, dragon tamers give all their time to training and strengthening young dragons, preparing them for battle and helping them learn how to fly while their mothers watch. Dragon mothers are very protective of their young and will only leave the nursery if they see that their babies can fly on their own. During battle, dragons wear heavy, protective armor that shield their soft parts from enemy attacks - the stomach, underside of the neck, and wings. The rest is unprotected as dragon hide is extremely sturdy. This slows them down but they are efficient when it comes to the offensive. Aside from the help of their scaly friends, this class also relies on whips and clubs to defend themselves and their allies. They fabricate their own
whips, lances, and clubs to use as back-up weapons
. // Type: melee
Water Tribe Exclusively a mermaid class, sirens lure intruders and enemies into the deadly waters through their hypnotizing songs. Covering one's ears can be a way to avoid getting caught, but once a siren's voice is heard, there's no going back. One way to make it to the sea safely is to carry a magical white pearl. Only the mermaids make white pearls, and they allow only their allies to use them - humans along the Casper Tides shores and the Windless Tropics. While white pearls are made for protection,
black pearls are made for the opposite reason. Mermaids use black pearls to fight. Without it, their songs have no effect. They often wear it around their necks with other ordinary pearls. While victims are hypnotized and drowning, mermaids can constrict and suffocate them further with their long, strong tails. Mermen are also capable of this last skill. For victims to remain hypnotized, mermaids must not stop singing until they are dead. As they are unaccustomed to weapons and are physically weak in melee combat, they are often protected either by a water knight or a pirate.
// Type: psychic magic
While mermaids use the power of their voices to take down challengers, mermen use a whole new approach. They use
tridents to summon creatures from the deep and control the ebb and flow of the tides. They can create whirlpools, enormous waves, and even floods. Many fear the powers of the water knights. One of the creatures they can summon is the
hydra - a serpent-like water monster that grows two heads for every one head cut off. The hydra is a powerful beast that can only be summoned through a blood offering, slimming the frequency of its use in battle since the sacrifice must be alive when offered. But once in the battlefield, there is no stopping this beast - only when the summoner calls it off will it slink back to its lair. Occasionally, sirens aid water knights by luring in the blood offering. //
Type: water magic, melee
The human race is an impressive kind that will try to master anything and everything, but one thing this human class is good at is sailing the sea. Pirates scout the waters on their enormous ships, armed with
canons and harpoons of metal. They also possess
handguns by their side in case any enemy gets too close to them. Their battle scars are adorned with peg legs, hooks, and sometimes even eye patches that help anyone distinguish them from other humans. They are the greatest allies of the merfolk, seeing as they spend most of their days at sea. They are allowed to catch fish, but everything else is off-limits, and breaking this rule will result to the exile of whoever will be proven guilty. The weakness they have is that their moving space is limited. Their ships may be colossal, but once a hoard of harpies or centaurs attempt to invade or even destroy them, they will be trapped, especially if they don't know how to swim. They may be safe from the sea, but not from other threats. Though they may not be the strongest creatures out there, pirates, like any other human class, are very determined and brave, and will never give up a fight even after the captain of the ship has fallen. It is for this reason that the merfolk have entrusted their white pearls to the pirates. Not one human has betrayed their trust before, but some of them are still very wary of the existing pact between these two races.
// Type: advanced melee
If pirates are human masters of the sea, then scouts are the land lubbers who depend on their wits for survival. Their primary weapons consist of
daggers and shotguns, but they also use their creativity and resources to create
booby traps. They are impressive at close-range combat and have the tendency to mock their enemies and provoke them into attacking first (and afterwards ending up in a trap hole). Scouts are the trickiest of humans, and their survival instincts have helped them survive in the Windless Tropics. Wild creatures in the woods become either their friends or their enemies. Their favorites are the poisonous, brightly-colored frogs. The venom that coats the tip of their daggers and their shotgun bullets come from these frogs. It is extracted and stored to be put to good use in the future. Snake venom is also another deadly substitute, but extracting it from the snake is a very difficult task to execute. Their booby traps sometimes contain these deadly poisons. Before, scouts were capable of creating smoke and poison bombs, but after being threatened by the merpeople whose waters became contaminated during a certain period of time, they banned the use of bombs forever. Even though scouts can't disappear like ghosts, they hide themselves through camouflage. They blend in with their surroundings by using mud, leaves, dirt, and anything else they can find out in the wild. These tricksters will do everything that it takes to have the upper hand at every situation.
// Type: advanced melee
Ice Tribe
As the name suggests, this class is the master of climbing the steepest of slopes and reaching the peak of every mountain. Their feet and hands are always coordinated to keep themselves latched onto walls of rock, and their armors are forged specially to prevent slipping. They don't make use of ropes or any fancy climbing gear. They only use the many spikes of their armor to cling onto solid rock. The Chuksha make use of their claws as well. They have excellent balance and can even jump from rock to rock to ensure their safety. But since they perform many tasks at once, they have slow attacking speed and it can give their opponent time to strike. Though once mountain climbing is mastered enough, this class can emerge victorious by tiring their enemies out and letting them fall off the mountain cliffs after losing balance. The harsh winds and snow contribute to the fatigue of their foes. On the offensive side, they use spiked nunchaku and specialized razor blades that they can detach from their armors. // Type: melee
Contrary to Pyrokineticists, this class can manipulate ice and snow. They are the Fire Tribe's sworn enemies next to the Water Knights. Wielding a scepter with an ice orb at the end, they can conjure snow storms, freeze water, turn rain into hail, and create huge blasts of ice attacks to fend off enemies. It requires huge amounts of power for a Cyrokineticist to overcome a strong Pyrokineticist attack, as their scorching flames can melt ice whenever possible. This is why adult Frostbitten Eirlysians double their vigilance around Pyrokineticists as their frozen wings are prone to melting. Once they gather up enough strength, their storms of ice and snow can overcome vortexes of fire, and they end up becoming the victors. They can freeze opponents with the right spell, rendering them helpless until someone comes along to melt them free. // Type: ice magicLight Tribe
These angels who are often shrouded in white will come in peace to heal anyone who they think needs healing. They choose those who are worthy of being set free from their suffering, or those who will be better off healing their own. This isn't because priests and priestesses aren't selfish, but because their powers have a limit. Even though they possess a
spell book that also allows them to execute lightning attacks, their healing magic comes from their own strength. Every time they heal a person, the amount of strength they lose depends on how much damage had to be healed. They literally give away a piece of their own soul. Their lost energy eventually regenerates, but it may take days, even months. Their comrades always come first. Aside from healing, they can also drive out specters that cause demonic possessions and cure illnesses. Priestesses are forbidden to bear children, while priests are to abstain from sexual intercourse. Angels choose their destiny at a young age, and from then on, they obtain the Seal - a symbol that appears on their right shoulder to remind them of their role. This is how priests and priestesses are differentiated from valkyries and saints. Since this class requires pure concentration when executing spells, they are vulnerable without an offensive class to back them up. They cannot cast two spells at the same time, meaning if they were to cast a shield around themselves, they cannot heal their wounded comrades unless they cease their incantation and start a new one that corresponds to the healing spell. They are much more resistant to magic damage than to physical damage.
// Type: light magic
Valkyries and saints are the ones who protect their angelic tribemates with
a shield and a sword. They do well with melee combat, and even better once they charge their weapons. Charging their weapons would mean gathering the power of lightning from the sky itself or with the help of a priest or priestess. Their sword becomes more efficient, occasionally causing electric shock upon their enemies, and their shield becomes sturdier. Valkyries and saints can bring the dead back to life without having to give up any of their strength in exchange, but it will take more than just a heavy bribe to get them to resurrect the dead. They do not take their power lightly and would only use it for a good cause. Like priests and priestesses, they prefer to stay in midair since the efficiency of their lightning attacks are minimized when on solid ground.
// Type: light magic, melee
Dark Tribe Endless mazes, crying women, children calling for help, walking and flying furniture. These are only few of the thousands of illusions an illusionist can create using his
puppet or voodoo doll. The typical illusionist has various techniques to drive his enemy insane. He can sense fear, anger, and any other emotion emitting from the opponent, and the skilled illusionist can do as far as reading minds. Based on these elements, he will create a vision to cause confusion, often times putting the other to sleep before doing so. If the enemy is unaware, he can manipulate him easily, but it takes immense concentration to come up with an effective brainwashing spell. While the illusionist is immersed in the new world he has created, he becomes vulnerable to threats outside of his mind. This is why he must hide in the dark, take the form of a shadow - but consequently leave the appearance of his doll or puppet intact - or be protected by allies. The amount of concentration needed for spells may vary from character to character - depending on experience, of course. Male illusionists often disguise themselves as dapper gentlemen while the female illusionists are sometimes characterized by their juvenile attitude, which often gets them mistaken for female demons in disguise. If the victim falls completely in his illusionary world, every wound and damage his ethereal body receives in it will also have an effect on his physical body. This ultimately results into death. There are three ways to destroy an illusion: wake the sleeping victim, make the victim realize that he is under a spell, or simply burn the puppet or the doll. Illusionists are accustomed to sombre environments, and will therefor be weakened when exposed to light.
// Type: psychic and dark magic
Reapers are the mortal enemies of valkyries and saints. These angelic classes can heal most anything... Except someone who died in the hands of a reaper. This terrifying class rides skeletal horses and wields
scythes. Second to necromancers when it comes to the most gruesome ways of slaying their enemies, reapers either stab their weapon through their opponents' bodies, or simply slice their heads off. Though their attacks are very limited because of their weapon, they have the power to immobilize others through a reaper-only skill called Fear. They stare at another creature's eyes with their glowing, violet ones until they can get them to hold still and get a 'clean cut'. Once the skill ends, the reaper's eyes go back to their ordinary color. One must never look into the eyes of a reaper, for they will look into the eyes of death itself.
// Type: dark magic and melee
No one can be as brutal as a necromancer. They use
magical amulets to cast a variety of dark spells: summoning the dead from their grave, creating zombies from 'freshly killed' bodies and transforming into gruesome, grotesque and horrifying monsters. Once they transform themselves, necromancers go berserk. They kill everything that stands in their way, and they have no notion of who are allies and who are enemies. Allies of the necromancer know better than to remain within a hundred-meter radius from it. They only turn back into their initial forms when exhausted. With claws, spikes, fangs, or acid, beastly forms vary from necromancer to necromancer, and they are all deadly. They are fast and extremely powerful, but also clumsy and unaware of things happening around them. Enemies unaware should beware of this class.
// Type: dark magic