Jump to content
Strawberry Orange Banana Lime Leaf Slate Sky Blueberry Grape Watermelon Chocolate Marble
Strawberry Orange Banana Lime Leaf Slate Sky Blueberry Grape Watermelon Chocolate Marble
Sign in to follow this  
Adverse

Classes and Professions

Recommended Posts

Adverse

spacer.png

As stated in the Inhabitants section of the User Manual, there are various classes and professions that can be selected, which can be anywhere between what fits your play style or personality to just who you want your in-game persona to be! Below, you will find more information regarding the inherent abilities and bonuses to each class as well as the different sorts of equipment you may have at your chosen profession's disposal!

Choose wisely, your class and profession are currently locked but may open for change in a later update!

               Blade

As the name would suggest, a Blade class character uses an array of bladed weapons to fit their fighting style, preferences or just personal taste! Being up-close and personal types of characters, all Blades gain an inherent bonus of +10 defense upon character creation to ensure they're a bit tougher and able to get up close and keep their enemies distracted while their support stays healthy in the back, while support helps keeping them healthy in turn!

Single - A Single Blade character uses a one-handed weapon in whichever hand is preferred, freeing the other for another item such as an enchantment with inherent magic ability where Skill Points are not required, or a shield for added defense (all characters can defend, of course, but not as well as a Single Blade with a shield). This class is designed for versatility in that regard and we consider it the "beginner" class, if you will, best suited for those new to role playing games to enjoy the experience without too much difficulty and a good fighting chance.

Examples of skills for a Single Blade include:

Bash - Use your off hand equipment to strike an enemy with a high chance to stun.  1 min. Cooldown

Flurry - sacrifice off-hand defense for a barrage of lightning quick thrusting strikes on enemies within range in front of your character. 2 min. Cool down

Dual - Unlike the Single Blade, the Dual Blade profession utilizes both hands to deliver non-stop damage per second to enemies, though their speed is balanced with lower damage per hit. Fast and typically built to be agile characters, rather than tough as the Single or Heavy may be, Dual Blades can use either a matching pair of weapons or a different sort in each hand if they want to vary the enchantments or skills the weapons may inherently provide. 

Examples of skills for a Dual Blade include:

Cyclone - A short range area of effect attack where your character spins around rapidly, striking enemies within range of the surrounding area for standard damage, delivered at a much higher rate than standard attacks might per enemy effected. 4 min. Cooldown

Quick Escape - Find yourself in trouble and surrounded by a group of enemies and your hit points aren't looking so good? Drop a smoke pellet and slip away unnoticed to heal up and return to battle! 10 min. Cooldown

Heavy - Slow, but tough and powerful, Heavy Blades prefer the use of large, two-handed weapons with incredibly high damage output per hit to make up for their lack of speed. Usually built with high defense to be the "tank" characters of the group with their close-to-mid-range attacks suited for getting the attention of groups of enemies. Note: Heavy Blades can have points assigned to Dexterity but this won't be much help with their rate of attack.

Examples of skills for Heavy Blades include:

Single File - Have a group of enemies rushing toward you, one following step with the next? Raise your large weapon over your head and bring it down with such force that the Earth below is scarred from the impact, dealing massive damage to effected enemies. 4 min. Cool down

Mighty Swing - Heave your weapon and swing it with such force, enemies within the surrounding area of your season's range are devastated with high damage and knocked back with chance of stun. 10 min. Cooldown

              Magic

Magic class characters act as support for their team, either with buffs for allies, debuffs for enemies, heals for party members or curses and status ailments for enemies, these witty classes keep their distance whenever possible to stay out of the eyes of foes while they keep their fighters protected and healthy. All Magic class characters receive an inherent bonus of +20 Skill Points to ensure they can adequately support their team without running out of SP too quickly per spell cast.

White - White Magic characters are the backbone of any good party, serving as the primary providers of attack and defense enhancements as well as protective and healing spells. They're not much good in a close-up conflict and are rather fragile unless their defense is increased with level ups. 

Examples of skills for White Mages include:

Blessing - Heal a party member between 35%-50% their maximum HP value, certain equipment can be found to help that number remain constant or even raise the rate healed. 3min30sec. Cool down

Armor of Light - Single target - target character is coated in a suit of thin armor made of solid light, increasing their defense by up to 50%, effectiveness inherently increases with caster's level. 20 min. Cooldown

Black - Chaotic and irreverent, Black Magic characters tap into the forces of darkness to bring ruin to those who would oppose them and their allies. Black Mages work opposite to White, rather than healing allies, they cause harm to enemies in various capacities and instead of protecting allies, they weaken foes and even cause damage over time. Like all Magic class characters, they are best suited to fighting from a distance, but an enemy would be lucky to get close enough to attack.

Examples of skills for Black Mages include:

Soul Rend - Single target, the enemy is afflicted with a dark curse that tears away at their life force from the inside, causing 3% of their maximum HP to be lost every second over 10 seconds. Effect and duration increase with level of caster. 5 min. Cooldown

Try it - A dark haze surrounds your character, damaging enemies around them at a low rate but also compels them to flee, making a tight situation a little more managable. 10 min. Cooldown

Element - Element Magic characters master the forces of nature for both attack and defense, or specialization in one or the other. With some spells suited to inflict elemental damage and exploit elemental weaknesses of enemies and some made to protect the caster and allies from the additional effects of elemental damage added to attacks, an Element Mage is suited for specialization in raiding parties, but is also great to have in a party in general.

Examples of skills for Elemental Mages include:

Flashflood - Close-long range area of effect, the caster summons the raging waters of rivers and lakes to wash away opponents and put out fires, both dealing damage with additional water elemental damage as well as pushing enemies back a short distance with the rushing water. 10min. Cooldown

Lightning Rod - Once cast, lasts 3min. All electric elemental damage is nullified on the caster and party for the duration of the spell. 5 min. Cooldown

             Trigger

As dangerous as they are unpredictable, Trigger characters are the swifter of any class, able to maneuver around an enemy and pepper them with short-long range attacks using ranged weapons of varying effects. While made to be fighters, they are tougher than Magic class characters, but have less longevity than Blade class characters, making them optimal secondary attackers and constant defenders of support characters. All Trigger class characters receive an inherent bonus of +10 Dexterity, keeping them quick, agile and easy to manuever, but not to follow.

Bow - Bow Trigger characters favor the ancient and dependable art of the bow and arrow to take out enemies from a distance. Bow Triggers have a unique advantage where their arrows can be enchanted with elemental damage for a limited time at the user's choosing to add elemental damage and exploit weaknesses, which can be combined with attack skills to best suit any given situation! 

Examples of skills for Bow Triggers include:

Arrow Rain - Short-long range area of effect, the user shoots a special arrow into the sky that splits into a hundred smaller arrows, which then rain down on enemies in a container area. Area of effect and number of hits increase relative to level. 5 min. Cool down

Roll - At-will skill, the user rolls in a selected direction, granting them invulnerability for the duration of the dodge, but can be hit when on their feet before the next roll of the user chooses to roll in succession. Dependable, but by no means a method of constant invincibility.

Click - Bang-Bang! Click Trigger characters are gunslingers who use handguns and variations of them, one in each hand. Their attacks are effective from range but generally low in damage per hit, making a battle one-on-one potentially lengthy against a high level enemy when not in a party. They have the unique trait of being able to equip weapons that deal extra elemental damage of a set type per weapon and can use a different type for each hand.

Examples of traits for Click Triggers include: 

Fwoosh - A quick, short range dash that projects the user in the selected direction, making them highly agile and hard for enemies to follow. They are vulnerable to attacks during the dash. 2 sec. Cooldown

Point-blank - Inherently active skill, every shot fired at an enemy within a close range distance is a critical hit, dealing +100% damage per hit before elemental effects, if any.

Heavy - Heavy Trigger characters are the ranged equivalent to the Heavy Blade, dealing incredible damage but at a very slow rate between short and long range depending on their equipment. They use larger guns such as assault rifles, sniper rifles and the like. Like Click Triggers, their weapon may inherently deal extra elemental damage of a single type per hit.

Examples of skills for a Heavy Trigger include:

Burst Fire - Assault Rifles only, fire three rapid shots per attack with no damage penalty. 5 sec. Cooldown

Headshot - Inherent active skill, when an enemy is hit in the head with an attack, damage is increased by 200%.

         Unreleased

Blunt - A master of blunt weapons or unarmed combat, built to do damage and nothing else and made to be suitable for advanced players who are better off alone.

Mind - Telekinesis, mesmeric ability and the ability to project illusions into the minds of others, Mind class characters are made to disorient the enemy for an easy kill.

Edited by TheSourestPatch
  • Love 1

Share this post


Link to post
Share on other sites
Adverse

Regarding Equipment

The various classes have a wide variety of weapons available to them that can be found, dropped by enemies, bought in stores or customized with skins or blacksmiths in game.  Skins are purely cosmetic and have no other in game benefit.

Single Blade - One-handed swords and daggers are the standard equipment of this profession, such as katanas, rapiers and the like. Skins can be found in game or purchased from stores to make the weapons in game become Axes, Scythes, flails and other One-handed melee weapons. 

Dual Blade - One-handed swords and daggers are the weapon of this class, though a different type of weapon can be held in each hand. Skins are available in game from enemies and vendors to give weapons the appearances of axes, scythes, flails and other One-handed weapons.

Heavy Blade - Heavy blade weapons available in game include large two handed swords, oversized swords, large axes, pole arms, lances and halberds. Skins can be found or purchased in game to give any given weapon to appearance of other two-handed melee weapons.

All Magic class characters have use of any staff, wand or other augment they find for their class, though they can be enchanted in shops or with items to give bonuses for skills of their professions. Skins can be found in game and at vendors to alter the appearance of their equipment to fit a variety of aesthetics, such as large candy canes or other festive objects.

Bow Trigger - Bow Trigger characters can use the traditional bow and arrow combo, either a short or long bow, or large crossbows. Skins can be found in game and purchased at vendors to customize the appearance of these weapons.

Click Trigger - Weapons available to Click Trigger characters include pistols, revolvers, energy weapons and flintlocks. Skins can be found in game or purchased at vendors to alter the appearance and customize these weapons.

Heavy Trigger - Heavy Triggers have access to two-handed sniper rifles, missile launchers, assault rifles, railguns and bowguns. Skins can be found in game or purchased at vendors to customize the appearance of these weapons.

  • Love 1

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Recently Browsing   0 Dreamers

    No registered users viewing this page.

  • Similar Content

    • Hand Solo
      By Hand Solo
      Imagine...if you were stuck in a gif??? Living the same epic moment over and over again? What would it be? What would you think? What sort of moment would you want it to be?
      Paste them here with a lil caption of what you'd be thinking of it was ju!
      I'll go foist!

      "A-arigato, Onee-saaaaan....!!!!"
    • Adverse
      By Adverse
      Utopia inspired by Battle Royale, Deadman Wonderland and Poppy
      I've wanted to create a story about a fucked up system for a really long time, but a primary concern of mine was that I felt like it could be taken as me trying to make a statement instead of just creating a work of fiction. With reflection, I've come to the conclusion that I might be making more of a statement than I realize. My B.
      The idea is a world set in something of a post-post-apocalypse, meaning what was left of humanity came together, thrived and at this point are doing generally pretty fucking well for themselves, until the age-old enemies started to rear their heads again. Religion. Government. Systems created to control and maintain order, to shape humanity and behaviors in the image of those pulling the strings, until a new system is forced into place and such ancient concepts are all but abolished. People begin to live in a living dream world. Utopia.
      But this isn't meant to be a "fight the man" story. This isn't an anti religion or government story, even though that is centric to the world and plot. This is a story that's meant to be about inevitability, about the universe always seeming to come full circle and about existential dread. About how our consciousness of self makes our mortality our greatest enemy as we can not comprehend oblivion after existence. About the fragility of the human mind. About how there is no inherent good or evil in the grand scheme of things and the moral inhibitions associated with each are fabrications of our own fears of the great unknown.
      Many of the people in the world of Utopia have had such restraints removed, had their minds freed and as a result, can live in absolute bliss, but there are some who still believe in the old ways, who remember them, maybe. These people are treated as heretics and are punished in absolutely horrific ways, often for the amusement of the unwittingly obedient masses. 
      Serenity's reign must end.
    • Adverse
      By Adverse
      The format to adhere to for creating your character is as follows:
      Name:
      Age:
      Constitution: (How psychologically fragile are you?)
      Mental Flaws: (Include fears, regrets, etc)
      Page of Memory: (A summary of your character's life that lead them to this point. Were they born in Silent Hill? Are they in The Order? What did they do to end up in Silent Hill?)
      Strengths:
      (Insert image of character)
      These are to be posted here individually. If any edits are necessary I will point them out. Don't take too many liberties, especially if you decide you want your character to have history with a Canon character.
    • Adverse
      By Adverse
      Originally, the monster of Silent Hill were all fucked up and twisted by Alessa Gillespie and her ridiculous psychic power. Later, it was established that a vast amount of the monsters in Silent Hill are manifested by and represent parts of a visitor's psyche/thoughts/fears/desires.
      Two people could view one monster and see two different things. This won't be the case in this role play, in most situations, monsters will mostly look the same to everyone and there is a reason for that.
      Monsters are also tough as shit to kill should the need arise to fight, especially unarmed. Blunt objects are all over, guns and ammo are scarce and the odds are stacked against the damned souls who are unfortunate enough to find themselves locked in that place of torment.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Read our Privacy Policy for more information.