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Class List and Requirements

Lowestexistance™ Forum Index -> The Capital -> Classes
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Billgar
His Eminence the Emperor
His Eminence the Emperor

Position: Lesser Deity

Joined: 02 Sep 2005
6 IC, 9 MC, 3606 GC
Posts: 5951
Effect: +500 Magic Damage
Class: Tri-Wizard
SpiceBox: 0/1



PostPosted: Sun Jul 13, 2008 4:41 pm Post subject: Class List and Requirements Reply with quote

Starter Class
Create an account to become a Citizen

Citizen
Born into the Kingdom of Nocte, or come from a foreign land, these individuals have been accepted by the community as citizens of the kingdom, and fall under the rule of His Imperial Eminence Billgar.

Benefits: Hp=35



Basic Classes
Declare your Basic Class here once you exceed a post count of 35. The cost for switching Basic Classes is 50 GC.

Warrior
Those who choose the path of the sword. Skilled in the art of wielding such a blade these individuals pride themselves upon physical prowess and the ability to mow down foes with more than a fair amount of ease.

Benefits: Physical attacks(excluding belt damage) do an additional 5% damage.

Mage
In the land of Nocte there are few who are skilled in the art of Nature. Mages strive to call fourth the power of the elements to aid them in lifes long struggle.

Benefits: Cast Attacks do an additional 5% damage

Healer
Similar to the mages in this fair land are the Healers. Once again calling upon the power of the land and its forces, they however have another focus. To aid others in life and to provide longevity to the inhabitants of Nocte is their ultimate desire.

Benefits: Items and spells that recover HP restore an additional 5%

Tamer
In more than just our kingdom there are beasts who hold immense power that is naturally bestowed upon them. Relying on their skills to be at one with the world, Tamers pursue a path with a companion always at their side. Though there will of course be those critters who attack anyone, most animals are fond of Tamers.

Benefits: Summons/Pets receive an additional 5% in all applicable stats. Tamers do 5% less damage when they themselves attack.

Archer
May your arrows fly straight and true. The bows in Nocte are not an easy thing to master. Their strength is small and their cost is great, but that is o no concern for the Archer. Having trained their body to be true with its ability, there is nothing that stops an archer from hitting his/her target.

Benefits: Damage from bows is  multiplied by 1.5

Thief
Not everyone in Nocte stands up for a greater cause. Some simply decide that it is enough to survive and that they must do so by any means. However there is some things that the crooks of this land take pride in, and that is their cunning and their speed. While there have been few of other disciplines who have stood toe to toe with the wit of a thief, none are faster.

Benefits: Priority 3

Apprentice
Some choose to live a less threatening life, where they ne'er see the front lines of war, and seldom hold a sword. Apprentices are those who are beginning to practice a trade, seeking to learn more about their skills. Many try various trades before choosing their discipline.

Benefits: 5% off property, 10% off Light Damage weapons, Sell crops to the Capital for 1GC each

Advanced Classes
Declare your Advanced Class here once you exceed a post count of 1200(you must have held the required basic class for at least 200 posts). For 100 GC you may switch back to the basic class of your choosing.


Assassin
Though some serve a higher cause, others fall to sin. To be an assassin is to be one that lives for the one who feeds them. With masterful agility and strength far above that of the average man, assassins are skilled combatants that are to be truly feared.


Benefits: Physical attacks(excluding belt damage) so an additional 5% damage, Priority 1

Requirements: Warrior or Thief

Rogue
Sneaking in the shadows and avoiding direct combat, rogues are tricky indivduals, adept and cunning. With a bow in hand they are to be feared even when you dont think that they are around.

Benefits: Damage from bows is multiplied by 1.5, Priority 1

Requirements: Archer or Thief

Grand Archer
Having spent more than an ample amount of time with a bow in hand there are a few who become recognized for their archery skills. Their masters of the art can always hit their mark. Furthermore the strength they possess through their accuracy assure lethality with ever arrow loosed.


Benefits: Damage from bows is doubled

Requirements: Archer

Enchanted Archer
Though not as adept with the bow as the Grand Archers of Nocte it would be unfair to say that there individuals were less skilled. Being proficient with archery skills, they are also knowledgeable in all three bases of magic.

Benefits: Damage from bows is multiplied by 1.5, Cast Attacks do an additional 5% damage

Requirements: Archer or Mage

Saint
Sometimes it is necessary for the forces of good to take up arms. Saints are benevolent holy warriors armed with the righteous powers of the divine whose mission in life is to seal away the darkness and malice of the world.

Benefits: Cast attacks that require negative malice do an additional 10% damage

Requirements: Mage

Necromancer
Every coin has two sides. The Necromancers of the realm are individuals who have given their souls over to the forces of darkness. Using malicious means, these unholy casters seek to bring the world into darkness filling the hearts of all with hatred and fear.

Benefits: Cast attacks that require positive malice do an additional 10% damage

Requirements: Mage

Martial Artist
For some, a weapon is an awkward thing. For those who decide to train their body to fight and hone their bare handed skills, their is no choice but to become a martial artist.

Benefits: Belt damage is amplified by an additional 10%

Requirements: Warrior

Season Master
Mages who become keen to nature often seek to master all of its elements. That is not to say that some prefer to use one over the other, just that a true master of nature can control it all. These feared magicians pride themselves on their oneness with mother nature.


Benefits: Neutral Cast attacks do an addition 10% damage.

Requirements: Mage

Divine Swordsman
With a blade in hand there are men of the sword who can do more than swing iron. A Divine Swordsman has resigned himself to live a life fighting for righteousness, and thusly has been granted powers the divine.

Benefits: Cast attacks that require negative malice do an additional 5% damage, Physical attacks(excluding belt damage) do an additional 5% damage.

Requirements: Warrior or Mage, Malice -20

Demonic Swordsman
Standing out from the crowd, Demonic Swordsmen seek blood. Being themselves unholy creatures, they have been bestowed with the powers of malice and are more than proficient with their casting of Curses and Similar Magic.

Benefits: Cast attacks that require positive malice do an additional 5% damage, Physical attacks(excluding belt damage) do an additional 5% damage.

Requirements: Warrior or Mage, Malice +20

Champion
The Path of the sword is chosen by many but mastered by few. The champions of Nocte are masters of the blade who have endured much to obtain their strength. Whether they demand fear or respect it would be unwise to deny them their desires.

Benefits: Physical attacks(excluding belt damage) do an additional 10% damage.

Requirements: Warrior

Oracle
Out of all the citizens in Nocte, few travel a path void of blood. Those willing to convert to pacifism and give up all means of violence eventually find themselves as Oracles. These Merciful beings of the land special in the art of healing and have insight and perception beyond that of the average mortal.

Benefits: Items and spells that recover HP, restore an additional 10%, Oracles do 10% less damage when attacking. Receive additional quest information.

Requirements: Healer

Beast Master
Why would one place themselves under the blade? A beast master fights by means of his loyal companion. With a summon of the land at his side these controllers of the wild possess the skills and ability to bring out the greatest potential of all animals.

Benefits: Summons/Pets receive an additional 15% in all applicable stats. Beast Masters do 15% less damage when they themselves attack. Equipped summon has 25% chance of using defender ability when commanded to.

Requirements: Tamer

Hunter
Beast Masters are not the only ones with a companion at their side. Hunters, just like beast masters avoid putting themselves in direct danger. However a Hunter is not afraid to dirty their hands. With a bow equipped and a creature at his side, a hunter quickly becomes a notable force.

Benefits: Damage from bows is multiplied by 1.5, Summons/Pets receive an additional 5% in all applicable stats. Tamers do 5% less damage when using melee weapons

Requirements: Archer or Tamer

Enchanter
Some who have been trained in the natural arts seek to integrate themselves on a different level. Commanding the elements, Enchanters also find a close kinship with all living things. As such their companions are willing to put forth any retrained ability in order to aid their master.

Benefits: Neutral cast attacks do an additions 5% damage, Summons/Pets receive an additional 5% in all applicable stats. Tamers do 5% less damage when using melee weapons

Requirements: Mage or Tamer

Druid
Combining two natural practices, a Druid skills are a solid integration of healing abilities and taming skills. With a beast at their side to help protect them, Druids care not to hurt others, but rather to aid them with spells of Rek. However there are rumors of druids who have given up their ways of peace in search of chaos, using their pets as tools.

Benefits: Items and spells that recover HP restore an additional 5%, Summons/Pets receive an additional 5% in all applicable stats. Druids do 5% less damage when using melee weapons

Requirements: Healer or Tamer

Craftsman
Good with their hands, craftsmen are masters at consctucting property. Able to work with wood, metal, straw and countless more materials, they are able to complete most of the building process by themselves and require very few helping hands.

Benefits: 15% off property

Requirements: Apprentice

Weapon Smith
Good with their hands, craftsmen are masters at consctucting property. Able to work with wood, metal, straw and countless more materials, they are able to complete most of the building process by themselves and require very few helping hands.

Benefits: 30% off Light Damage weapons, 20% off Medium Damage weapons, 10% off Heavy Damage Weapons

Requirements: Apprentice

Farmer
Weather it be fruits from random locations in Nocte, or even items procured from the Forest of Souls, a good farmer can grow any crop! Some items are worth even more than standard pricing.

Benefits: Sell any crop to Capital for 5GC, replant and grow items from the forest of souls(restrictions apply), potetial to grow "super-crops" that have greater abilities than the normal varieties.

Requirements: Apprentice



Special Classes
Meet the cost of switching to a special class to change to it from an Advanced Class.  For 100GC you may switch back to an Advanced Class that is within the requirements of the Special Class.

Tri-Wizard
Having practiced the arts of magic for a greater portion of their life, Tri-Wizard Command the powers of both good, evil, and nature. These skilled casters have found an inner understanding that extends beyond the definition of good and bad. Its not that morals do not apply to them, simply that they don’t exist. They are beings of utter magical balance.

Benefits: Cast attacks do an additional 15% damage, Malice is Always Zero

Cost: Malice of Zero at time of class change

Requirements: Necromancer, Saint, or Season Master for at least 500 posts

Death God
Masters of the dark arts who have brooded their hatred for decades and feasted upon the souls of many may on occasion become death gods. These casters of darkness are masters of all curses and acts of evil.

Benefits: Cast attacks that require positive malice do an additional 20% damage

Cost: Malice greater than 500, 8 souls

Requirements: Necromancer

Gracious Deity
Having lived a holy life in either the art of healing or combating the forces of evil. Gracious Deities command the powers of righteousness. Most commonly this state of higher being is sought after by Saints, however, the Occasional Oracle also ascends in order to obtain the strength to fight against those who would do harm.

Benefits: Cast attacks that require negative malice do an additional 20% damage

Cost: Malice less than -500, Divine Protection at time of class change, 2200+ posts

Requirements: Saint or Oracle

Master Craftsman
After endless years of training, a few craftsmen aspire to be true masters in their trade. These skilled veterans can complete even the most complicated constuction projects by themselves and do so in minimal amounts of time.

Benefits: 30% off property

Cost: Malice of Zero at time of class change

Requirements: Craftsman

Gladiator
Some live in the arena. Its walls call to them and the scent of combat is the only thing that may bring them ease. Having won endless victories, Gladiators are recognized as the most feared of all who deal physical damage.

Benefits: Physical attacks(including belt damage) do an additional 10% damage, Damage from bows is doubled

Cost: 15 Arena victories, Post Count 3000+

Requirements: Champion, Martial Artist, Grand Archer

Ansatsusha
The Ansatsusha are the most knowledgeable in the arts of stealth and cunning. With speed unrivaled by any others in all the kingdom they are surely the first to strike. Their physical strength is beyond that of any normal man as well, and their skill with bows is proficient.

Benefits: Physical attacks(excluding belt damage) do an additional 5% damage, Damage from bows is multiplied by 1.2, Priority Zero

Cost: 800 posts with previous rank and a minimum of 5 arena victories

Requirements: Assassin or Rogue

Immortal
Simply put, those who have lived longer than they should

Benefits: All cast and attacks do an additional 20%, accepted into user-group: Immortals

Cost: 10,000 posts


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