Class Selection

There are 15 classes you can choose for your main character, each of them fight differently and some quests will only be available to you if you’re of a certain class. Once you choose a certain class you cannot change your mind later.

Fighter Paladin ShadowKnight
Samurai Ranger Rogue
Ninja Thief Treasure Hunter
Cleric Druid Mage
Sorcerer Monk Bard

Fighter
The Fighter is the one on the front lines, they are very skilled and versatile at the art of combat. For years armies have been made up of fighters. They have the highest Attk, AC, and HP and can wield almost any weapon. Fighters have can change their stance, which increases their fighting abilities. Some of the more powerful fighters can throw themselves into a frenzied state, which makes them very deadly and unpredictable.
Pros:
-Very good at physical combat
-Can use any piece of equipment
-Change Stance and Frenzy skills
Cons:
-Cannot use any kind of magick
-Weak magical resistance
Weapon Restrictions: none
Armor Restrictions: none
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Paladin
Paladins are usually seen fighting for a sense of righteousness, many of them are allied with or working for the church. The stereotype is that all Paladins are good, however this is untrue as there are many paladins working for malevolent causes as well. Their creed is solely based on self-righteousness and loyalty to their homelands. A Paladin can start using Clerical magick once they reach level 9. Paladins can learn up to level 4 in clerical Magick. They also have an innate ability called Lay Hands, this ability costs no EP and can fully restores ones self. Lay Hands is only usable once after each time you rest. Paladins can also learn how to turn undead, which is described more fully under the cleric class listing. Some Advanced Paladins have also discovered a way to raise wounded allies.
Pros:
-Almost matches fighter in combat capabilities
-Level 1-4 Cleric Magick
-Can use Lay Hands and Turn Undead
Cons:
-gains levels slower then normal classes
Weapon Restrictions: cannot use Katana or Wakazaishi
Armor Restrictions: none
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Shadow Knight
Also known as the Anti-Paladin. These warriors fight with the power of darkness rather then light. The Shadow Knight has no creed. Many of them are loners or mercenaries. Many people have tied Shadow Knights with the occult and some dislike them, whether this connection is true or not, remains to be seen. The Shadow Knight gains the ability to use Magick at level 9. He learns his spells much like a mage and can use up to level 4 spells. Shadow Knights also get an ability called Harm Touch, which causes a lot of damage to a random enemy. This ability is usable once each time you rest. They can also learn control undead, which is described more fully under the cleric class listing. Some of the more advanced Shadow Knights have devoted their studies to necromancy and can use Energy Drain, a highly powerful life-stealing spell.
Pros:
-Almost matches fighter in combat capabilities
-Level 1-4 Mage Spells
-Can use Harm Touch and Control Undead
Cons:
-gains levels slower then normal classes
Weapon Restrictions: cannot use Katana or Wakazaishi
Armor Restrictions: none
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Samurai
In this day and age, Samurai are very rare. They are said to originate from a nation called Oykot, which disappeared long ago. They follow a strict code of discipline and honor. An average Samurai is almost always willing to duel someone to the death. Samurai can use magick at level 9, they learn spells just like a sorcerer would. Samurai can also use some monk abilities. Higher level Samurai have can send an energy wave from their sword that strikes all enemies.
Pros:
-Very Powerful
-Level 1-4 Sorcerer Spells
-Some monk skills and energy wave
-Can use 2 weapons
Cons:
-gains levels slower then normal classes
-Katana's can be rare and expensive
Weapon Restrictions: can only use Katana and some Wakazaishi
Armor Restrictions: none
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Ranger
Rangers gain their strength from nature, they are often found wandering or living in the forest. If you find yourself lost you can bet that a ranger would be able to find the way out. Rangers are also very good at hunting, some of them can read the thoughts of animals. At level 9, the ranger can start using Druid Magick. Some of the more advanced rangers have learned how to use Animal Summoning III.
Pros:
-Almost matches fighter in combat capabilities
-Level 1-4 Druid Spells
-Some rogue skills and Talk to animals
Cons:
-gains levels slower then normal classes
Weapon Restrictions: cannot use Katana or Wakazaishi
Armor Restrictions: none
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Rogue
The expert at stealth and quickness. Rogues are good at moving quickly without detection. Many of them are thieves, assassins or treasure hunters. Rogues can use a variety of skills that help them get around. They can Detect and Disarm traps in dungeons. They can also Move Silently, which reduces the number of enemy encounters. Rogues can steal items from the enemies in battle. When fighting they specialize in sneaking behind the enemy and backstabbing them for extra Damage.
Pros:
-High Speed and Attack power
-Stealth Skills
-Very handy in dungeons
-Gains levels faster then other classes
-Can use 2 weapons
Cons:
-low AC and HP
-No magical ability
Weapon Restrictions: limited to Daggers and small Guns
Armor Restrictions: Cannot wear plate armor, chain armor, helmets, or use shield
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Ninja
A rogue specialized in assassination and fighting.
Pros:
-Higher attack Power then Rogue
-Can use Wakazaishi
Cons:
-all other stats lower
-cannot use guns
Weapon Restrictions: limited to Daggers and Wakazaishi
Armor Restrictions: Cannot wear plate armor, chain armor, helmets, or use shield
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Thief
A rogue specialized in quickness and stealth.
Pros:
-Much Higher Dexterity then Rogue
Cons:
-all other stats lower
Weapon Restrictions: limited to Daggers and small Guns
Armor Restrictions: Cannot wear plate armor, chain armor, helmets, or use shield
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Treasure Hunter
A rogue specialized in detecting traps and exploring dangerous territory
Pros:
-Higher AC and HP then Rogue
-Can use big guns
Cons:
-all other stats lower
Weapon Restrictions: limited to Daggers and Guns
Armor Restrictions: Cannot wear plate armor, chain armor, helmets, or use shield
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Cleric
Clerics are usually found in churches and cathedrals because their magical ability is related to faith and feeling. Many see this as proof that there is a god. Clerical magick is based on the light element and many of it revolves around healing and natural wonders. In order to cast a spell, the cleric must put his hands together and chant a prayer. This invokes the natural light ether in their body, which is based around faith and causes the spell to be cast. Clerics are very well equipped when fighting undead. They can use turn undead, which causes a lot of damage to undead creatures, or they can use control undead to make the creatures do their bidding. Clerics learn spells as their level increases.
Pros:
-Can use level 1-7 Cleric Spells
-Specialized in healing, restoration, and empowering the party
-Average Defensive capability
-Very powerful against undead
Cons:
-low offensive capability
Weapon Restrictions: Limited to Blunted weapons
Armor Restrictions: cannot use bigger shields
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Druid
The Druid is very in tune with nature. They are often found participating in strange, occult religious ceremonies. There is supposedly a secret group of druids that live in Sanctus Silva, the biggest forest in the world. Some druids are hostile towards civilization and will attack travelers. Druids can learn the ability to read the thoughts of animals and other natural spirits. Their magical abilities are similar to the cleric but they favor the Geo Element rather then the Light element. Some of the more powerful druids can learn to use a forbidden spell, Animal Summoning IV. Druids learn spells as their level increases.
Pros:
-Can use level 1-7 Druid Spells
-Specialized in healing, and invoking the forces of nature
-Many of their spells can hinder the enemy party
Cons:
-low defensive capability
Weapon Restrictions: Limited to Daggers, Maces, Staves, and small Guns
Armor Restrictions: cannot use bigger shields, wear plate armor, wear chain armor, or wear helmets.
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Mage
Mages specialize in the dark element of Magick. This element is based on knowledge and truth. Mages used to be persecuted for allegiance with demonic forces. Magick is very powerful, not just anyone can become a mage. It takes intense study and research, along with self-discipline and meditation. Mages are almost never without their spell books, which they use to record rituals used to cast spells. Mages learn spells by acquiring scrolls that contain the ritual. They copy the information onto their book for later use.
Pros:
-Can use level 1-10 Mage Spells
-Specialized in offensive magick
-Many of their spells can hinder the enemy party
Cons:
-low physical capability
-scrolls can be hard to find and/or expensive
Weapon Restrictions: Limited to Daggers and Staves
Armor Restrictions: Limited to robes and hats
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Sorcerer
Sorcerers are very similar to mages, except that they seem to have a special gift from birth. Sorcerers don't study and read books to learn magick, instead they rely on their inner selves to perform these miracles. Many Sorcerers don't even know how they use magick, they just can. Sorcerers can choose spells as they increase in level, once this choice is made it can never be reversed.
Pros:
-Can use level 1-10 Mage Spells
-Specialized in offensive magick
-No need for spell memorization, they can use all their spells at any time
Cons:
-low physical capability
-limited spell selection
-once a spell is chosen it cannot be reversed
Weapon Restrictions: Limited to Daggers and Staves
Armor Restrictions: Limited to robes and hats
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Monk
Monks are the masters of hand-to-hand combat. They focus on self-improvement and self-discipline. They reject weapons and armor as an unnatural burden. Monks get a variety of attacks that can cause injury to the enemy, many times hindering them. Instead of buying equipment, the monk must seek out trainers that can help them improve their technique.
Pros:
-Has a variety of techniques available
-Good balance of base statistics
-Does not need to buy equipment
Cons:
-cannot use accessories
-cannot use armor
Weapon Restrictions: Cannot use any weapons
Armor Restrictions: Cannot use any armor
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Bard
More commonly referred to as musicians. Talented bards can intertwine ether power with music that can empower their group or hinder the enemy. Many of the bards today just play music without knowing the magical properties that can be combined with it. Combining ether and music is a very difficult process. Some bards have become thieves, and can steal from the enemy.
Pros:
-Music uses no EP
-Average physical and mental capability
Cons:
-Bard songs cost AP to learn
Weapon Restrictions: Cannot use 2 handed weapons or Wakazaishi
Armor Restrictions: Cannot wear plate
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