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    3.) Class & Skills Info

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    Admin

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    3.) Class & Skills Info

    Post by Admin on Tue Mar 24, 2015 8:33 pm


    Below you will find information pertaining to all available classes as well as the skills that
    each class can obtain. There are common skills that all adventurers can use, known as
    "Adventurer Skills." Anyone can use these skills, however each class will provide a different
    skill set than others. Be sure to look at all of your choices before choosing a class. You can't
    revert your changes after you make your character!

    The Samurai are a difficult class to use. Like Guardians, they are able to wear heavy plate armor and can use nearly every weapon in the game, but they lack the Guardian’s large shield equipment and thus have a lower total defense. They do, however, boast a higher offense than the Guardians, having many “ace-moves”, albeit with long cool downs, and can chain large combos in a short period of time, but leave themselves vulnerable at the end of each. Their main flaw is their difficulty which often requires incredible insight, but an experienced Samurai is certainly one to behold. Due to overwhelming support for the class, Unfounded Kingdom chose to implement it rather than exclude it like in other servers.

    Classification : Warrior
    HP: +20
    MP: +10
    Strength: +2
    Defense: +3
    Speed: +1
    The Swashbuckler can equip any type of one-handed weapons in both hands, making them the only true dual-wielding class. Their damage per hit is far less than that of the Assassins, but they have a much higher attack speed and can inflict a number of debuffs, such as reducing attack, defense, and evasion, reducing their target’s strengths and amplifying their weaknesses. They also learn skills that follow the concept of “the more enemies there are, the more attacks I have” and in large enough concentrations of enemies, their total DPS can match or even surpass Assassins.

    Classification : Specialist
    HP: +15
    MP: +15
    Strength: +3
    Defense: +1
    Speed: +2
    The Sorcerers are considered the magic equivalent of Assassins, boasting the highest magic output. Their attacks have many attributes and compared to Weapon-based classes, have a rich variety of AoE attacks. There are the occasional Sorcerers who go for a Spellsword build, which is significantly more risky but rewarding if performed well. Due to their high damage output, Sorcerers should be mindful of stealing aggro for they do not have the necessary defense to sustain survival for very long.

    Classification : Mage
    HP: +10
    MP: +25
    Strength: +1
    Defense: +2
    Speed: +2
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    Re: 3.) Class & Skills Info

    Post by Admin on Fri Oct 23, 2015 2:31 pm


    "My life, my choice."

    The following skills are available to all classes. Some classes may provide a slightly altered version of an adventurer skill that will provide an additional edge. All Beginner Skills are automatic, and are provided to both Player Characters, and Non-player characters. Beginner Skills are considered part of a person's skillset, even if it is not included on their profile.

    Tier 1 and above skills, may be used in place of a user's own class skills. Some provide an additional edge, while others may not be as useful to one class as it is to another.
    BEGINNER SKILLS
    [Available to all. Does not count to skill limit]

    Insightful Crafting:
    Crafting can be done in two ways. One may use the system menu to automatically generate an item based on specific in-game recipes. This is a safe method that produces only an average result. Food and drink, for example, produce no flavor when crafted this way. Alternately, one can use the very same ingredients in insightful ways to research new recipes and invent new technology. One of the special quirks of the Adventurers is that they possess knowledge of their original world, where actions could not be performed using interfaces or shortcuts. Instead, it was a matter of experience, of knowing special tricks of the trade. As such, Adventurers were able to bring the flavor of food and drink to a world that was once ignorant of such a concept.



    TIER 1 SKILLS
    [Available to all. Counts towards skill limit. Can be used as starter skills]

    Ambidexterity:
    It is highly discouraged to dual wield as it promotes less accuracy and proficiency. This skill however allows the user to have a second weapon in use to cause more damage at the trade off of defense. The Ambidexterity skill passively lifts the dual-wielding penalty from equipping two one-handed weapons or two shields. This skill does nothing for a Swashbuckler, since they already possess a beginner skill which does the same purpose.


    Equipment Mastery : Axes:
    Passively, the user gains the ability to use one-handed and two-handed axes. This skill allows the use of additional equipment at the cost of not being able to use as many action skills. This does not allow the use of the new equipment in other skills unless it is states. However classes that are already proficient with this equipment will find this ability useless.


    Equipment Mastery : Blunt Weapons:
    Passively, the user gains the ability to use one-handed and two-handed blunt weapons. This skill allows the use of additional equipment at the cost of not being able to use as many action skills. This does not allow the use of the new equipment in other skills unless it is states. However classes that are already proficient with this equipment will find this ability useless.


    Equipment Mastery : Chain Armor:
    Passively, the user gains the ability to use leather and chain armor. This skill allows the use of additional equipment at the cost of not being able to use as many action skills. This does not allow the use of the new equipment in other skills unless it is states. However classes that are already proficient with this equipment will find this ability useless.


    Equipment Mastery : Heavy Armor:
    Passively, the user gains the ability to use heavy armor. This skill allows the use of additional equipment at the cost of not being able to use as many action skills. This does not allow the use of the new equipment in other skills unless it is states. However classes that are already proficient with this equipment will find this ability useless.


    Equipment Mastery : Ranged:
    Passively, the user gains the ability to use bows, crossbows, throwing weapons, and firearms. This skill allows the use of additional equipment at the cost of not being able to use as many action skills. This does not allow the use of the new equipment in other skills unless it is states. However classes that are already proficient with this equipment will find this ability useless.


    Equipment Mastery : Shields:
    Passively, the user gains the ability to use shields of all types. This skill allows the use of additional equipment at the cost of not being able to use as many action skills. This does not allow the use of the new equipment in other skills unless it is states. However classes that are already proficient with this equipment will find this ability useless.


    Equipment Mastery : Spears:
    Passively, the user gains the ability to use one-handed and two-handed spears/polearms/staves. This skill allows the use of additional equipment at the cost of not being able to use as many action skills. This does not allow the use of the new equipment in other skills unless it is states. However classes that are already proficient with this equipment will find this ability useless.


    Equipment Mastery : Swords:
    Passively, the user gains the ability to use one-handed and two-handed swords. This skill allows the use of additional equipment at the cost of not being able to use as many action skills. This does not allow the use of the new equipment in other skills unless it is states. However classes that are already proficient with this equipment will find this ability useless.


    Equipment Mastery : Unarmed Combat:
    Passively, this is a skill that allows a non-Monk character to deal increased damage with their bare hands, much like a Monk would. It is a little more flexible than the Equipment Mastery skills if somewhat situational - most combat builds for classes other than Monks will generally have no major uses to being able to hit things harder with your fists due to the lack of skill support. Regardless, it could serve as a passable emergency tactic when you may find yourself disarmed. This skill does nothing if taken by a Monk.


    Heal:
    The most fundamental HP recovery magic of the healer classes and the root of all restorative skills. Although it grants HP restoration, it is known for its poor mana efficiency compared to other healing skills, barrier skills and reactive activation skills, thus putting this on low priority amongst healing skills. Beginners often look at healers based on how much HP this skill heals, causing some to be called second-rate or third-rate healers. That said, truly useless healers are out of the question, since most are at least competent in using restorative magic. When this skill is used, the caster is surrounded by a hazy warm light, and the chosen target is showered down with particles of light. (is 10% of the caster's HP)
    Cost: 10 MP
    Cooldown: 1 Post (0 if a healer class)






    TIER 2 SKILLS
    [Available to all. Counts towards skill limit. Cannot be used as starter skills]

    N/A

    TIER 3 SKILLS
    [Available to all. Counts towards skill limit. Cannot be used as starter skills]

    N/A
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    Admin

    Posts : 40

    Re: 3.) Class & Skills Info

    Post by Admin on Fri Oct 23, 2015 4:51 pm


    "Change your pace, I'm about to play my ace."

    Weapon Proficiency : One-handed weapons, one-handed firearms, throwing weapons.
    Armor Proficiency : Cloth armor, leather armor, chain armor, shields.

    Skills in this class, are only available to users with the Swashbuckler Class. They may pick and choose from this list, as well as the adventurer skill list when in regards to learning a new skill
    BEGINNER SKILLS
    [Does not count to skill limit]

    Ambidexterity Prime:
    The Swashbuckler's signature starting ability. It allows the Swashbuckler to dual wield two weapons without suffering any accuracy penalties as a result. The condition is that the class itself is one of the few classes unable to wield two-handed weapons.


    Quick Play:
    Swashbucklers have long been associated with one concept. Speed. Their experienced movements enhance attack speed for physical attacks by 5% for their party. Multiple instances of this skill do not stack.



    TIER 1 SKILLS
    [Counts towards skill limit. Can be used as starter skills]

    N/A

    TIER 2 SKILLS
    [Counts towards skill limit. Cannot be used as starter skills]

    N/A

    TIER 3 SKILLS
    [Counts towards skill limit. Cannot be used as starter skills]

    N/A
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    Admin

    Posts : 40

    Re: 3.) Class & Skills Info

    Post by Admin on Fri Oct 23, 2015 4:54 pm


    "Stand back and fall into my ring of fire!"

    Weapon Proficiency : Swords, Staves
    Armor Proficiency : Cloth armor.

    Skills in this class, are only available to users with the Sorcerer Class. They may pick and choose from this list, as well as the adventurer skill list when in regards to learning a new skill
    BEGINNER SKILLS
    [Does not count to skill limit]

    Magical Repetition:
    Practice makes perfect. Having submerged themselves almost purely in magical arts, their spells can be cast with 5% less MP (Rounded down). Multiple instances of this skill do not stack.

    TIER 1 SKILLS
    [Counts towards skill limit. Can be used as starter skills]

    Force Shield:
    The Sorcerer creates a semi-transparent blue force field that increases their physical defense and magical resistance by 5%. This barrier is most effective against ranged magical attacks, while anyone who comes close enough for a physical attack can quite easily bypass the barrier's defense. This skill is considered a Barrier-type skill and is affected by Shaman skills that specifically target barriers. It will be destroyed after being hit by a single spell.
    Cost: 20 MP
    Cooldown: 2 Posts

    TIER 2 SKILLS
    [Counts towards skill limit. Cannot be used as starter skills]

    N/A

    TIER 3 SKILLS
    [Counts towards skill limit. Cannot be used as starter skills]

    N/A
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    Admin

    Posts : 40

    Re: 3.) Class & Skills Info

    Post by Admin on Fri Oct 23, 2015 4:56 pm


    "My blade always strikes true."

    Weapon Proficiency : All Melee weapons, firearms, bows
    Armor Proficiency : Cloth armor, leather armor, chain armor, plate armor

    Skills in this class, are only available to users with the Samurai Class. They may pick and choose from this list, as well as the adventurer skill list when in regards to learning a new skill
    BEGINNER SKILLS
    [Does not count to skill limit]

    Unyielding Spirit:
    Samurai are known for their unwillingness to yield in battle. This mentality inspires their party increasing magic defense by 5%. Multiple instances of this skill do not stack.

    TIER 1 SKILLS
    [Counts towards skill limit. Can be used as starter skills]

    Ace Move: Bushi Chousen (Samurai's Challenge):
    Chain 1. When used, resets any current Chain to 0. If an opponent performed an attack on you between this turn and your next turn, raise your Chain by 1. A move often used to start the battle. The Samurai issues a valiant taunt toward all enemies in the immediate area, challenging them to take up arms in a grand duel of honor. Effects all targets in a 10m radius, prompting all attacks to be inflicted on the caster, rather than allies.
    Cost: 15 MP
    Cooldown: 1 Post

    TIER 2 SKILLS
    [Counts towards skill limit. Cannot be used as starter skills]

    N/A

    TIER 3 SKILLS
    [Counts towards skill limit. Cannot be used as starter skills]

    N/A

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    Re: 3.) Class & Skills Info

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