NO MIX-BREEDING
Here what the classes are wand what they do:
(***Note: What is hi-lighted in Dark Red is part(s) of what World of Warcraft's description. So i cannot take that creuit it goes to WoW) Some things where it says protect leaders and such, doesn't apply to leaders themselves. But leaders can still be that class. Remember all these guys can be beat. So don't make yourself unbeatable.
1)Warrior:
Warriors can be a raging berserker or an iron-clad juggernaut, capable of withstanding tremendous attacks while protecting their allies from harm. They have a wide variety of attacks that do everything from cripple their enemies, to dealing massive amounts of damage in a single retaliatory blow. They excel at fighting multiple opponents at once, gaining rage from every blow dealt or received to unleash their attacks.
2)Paladin:
Are heavy defenders of its kingdom. They can contribute heavy blows. Help heal the wounded, simi-stun their foes, and mostly use to handed weapons. They have a history behind them and are called "The Holy Defenders". They stay loyal to their kingdom and at times look really big.
3)Hunter:
Are deadly marksmen, capable of bringing their enemies down from a distance with bows or guns. Skilled survivalists, they can track enemies or lay traps to damage and entrap their foes. Hunters also possess a primal connection to the beasts of Arikonk, can tame them and keep them as guardians.
3)Priest:
Are supporters to it kingdom, it heals the wounded in a camp that is far from battle field, just not to far to get its comrades to them in time before they die.(Gets only one power and it is to revive a person's character if that person says okay or wants it done. Can also be in the kingdom, healing people who fallen ill or broken a leg or such.) Can wield short/small sword, dagger, or a staff.
4)Rogue:
Are a lightly armored melee class capable of dealing massive damage to their enemies in a flurry of attacks. They are masters of stealth and assassination, passing by enemies unseen and striking from the shadows, then escaping from combat in the blink of an eye. Also can be used as spies.(They use stealth but its ninja like, meaning that they can be seen somewhat otherwise it godmodding if you can attack anyone w.o them knowing)
5)Knight:
A man or woman, usually of noble birth, who after an apprenticeship to be at a honorable military rank.(Everyone can be a knight through)Uses a 2handed weapon or a 1handed weapon with a shield.
6)Druid:
are the keepers of the world and masters of nature with a diverse array of abilities. They are powerful healers, capable of curing poisons and raising fallen comrades in the thick of battle. Druids also command nature's wrath, calling down ranged blasts of energy, summoning swarms of insects, or entangling their foes in the earth. But druids are also masters of the wild, able to shapeshift into a great bear, cat, or even sea lion, gaining their powers in combat or travel.
7)Warlock:
are masters of shadow, flame, and demonic power. They are a robed class that excels at plaguing their enemies with disease or curses, hurling bolts of fire or shadow energy across the battlefield, and summoning demons to aid them in combat. While warlocks are powerful casters that deal damage from a distance, their demonic powers can also protect or support their allies in battle, or even summon other players from across the world using ritual magic to conjure portals.
cool Mage:
wield the elements of fire, frost, and the arcane to destroy or neutralize their enemies. They are a robed class that excels at dealing massive damage from afar, casting elemental bolts at a single target, or raining destruction down upon their enemies in a wide area of effect. Mages can also augment their allies' spell-casting powers, summon food or drink to restore their friends, and even travel across the world in an instant by opening arcane portals to distant land. They are portal openers.
9)Shaman:
are the spiritual leaders of their Kingdoms. They are masters of the elements, using spells and totems that heal or enhance their allies in battle while unleashing the fury of the elements upon their foes. Shamans can wear medium armor, and even wield massive two-handed weapons in combat. They are a versatile class that can wade into battle, restoring their allies while hurling elemental bolts of lightning at their enemies. They are healers to. And have a form they can change into.
10)Witchers:
Long Description: (Released)
are warriors who have been trained to fight monsters and magic. They have almost superhuman strength, speed, agility and endurance. Witchers usually start training as little children and usually only one or two from ten complete the training and becomes witchers. The rest of them unfortunately dies in the process. That is because training for witchers starts very early. They pick up homless children and orphens and take them to their stronghold, the Witchers Nest in the ruins of castle 'Kaer Morhen'. Sometimes a child who wasn't an orphen can become a witcher if the child is chosen by destiny. In such a case
when a person saved by the witcher tell them they will give them anything a witcher must ask for them to repeat that. People sometimes do. In that case the witcher might demand 'something what you have but you don't know about it' or 'the thing that will greet you first after returning home'. Those things can be anything but sometimes it's a child chosen by destiny to be a witcher. For that reason witchers arn't always welcome. The training to become a witcher involves many excersizes that improve strenght, agility, balance, speed and endurance (like running 'the trail' around Kaer Morhen for 5 hours a day) and starts when they are still small. When they reach the age of 9 (usually a couple of trainees don't survive until this point) they are undergoing mutation calle 'The Trial of herbs' caused by magic and mysterious potions. The mutation process lasts for around 10 days and the trainee is unconscious the whole time. When (if) they wake up their speed, reflexes and senses are all enhanced and they can see in the dark. Unfortunately many of them don't survive. Those who do start training with the sword, alchemy and psychokinetic powers. Their trainin is complete at the age of 18 and those who survived up to this point are graned the witchers amulet - a sign of their profession. They are now to leave the castle for the first time since the start of their training. Young witchers that have no experience can easily die in fights against some stronger monster but a witcher that managed to survive a few years is a force to be reckoned with
Sword styles: Witchers basically learn 6 sword styles. 3 created to fight agaionst humans and 3 against monsters. Those styles are 'strong', 'fast' , 'group'. The strong style deals slower attacks that are easier to dodge but blocking them is a great mistake. The fast one works by dealing flurry of weaker attacks that are very difficult to dodge or block, it's best to take some distance against it. the group style was created for the purpouse of fightming many weaker foes at once and is composed of a lerge variety of wide sweeps. The difference between the 'human' and 'monster' styles is that the 'anti-human' ones allow blocking and the 'anti-mosters' have a large variety of feints, dodges and spins. The more experienced witchers are able to create their own style out of those six that takes the best traits from all of them
Magic:
The witchers have a few magic signs called Runes that can be used. The strength of each rune depends on the strength of the witcher. They are created by making certain gestures with one palm. Due to their mutation witchers are able to sense magic
Rune Aard: a burst of telekinetic force that knocks away the target
Rune Quen: creating a protective field around the body that absorbs a few minor hits
Rune Yrden: slows down or immobilizes the target for a couple of seconds
Rune Axii: It tranquilizing or putting a charm on targets
Rune Igni: minor pyrokinetic ability capable of setting target on fire
Rune Sol: a reinforced one time block that shrugs a bit of damage
Brief description:
Witchers are warriors trained to be experts in fighting against humans, monsters and magic. Their training starts when they are very yound and lasts several years. The witcher who copleted that training has his strength, speed, agility, balance, relexes and sensed greatly improved. hey are great in alchemy and creating potions and also wield some psychokinetic skills
11)Dracomancer:
those who live close to the dragons and learn their skills. their abilities include fire breath and shapeshifting into a small dragon
12)Killer:
A person that has more of a kill than most classes. They tend to be bloodier and more blood driven. Can cause major damage to an enemy.
13)Seer:
Foretell type. Have much better idea of seeing what can happen. Also got some major speed going on with it.
14)Wit:
Usage of spell. Mkay? Not very much know about these guys.
15)Pirate:
A plundering, treasure loving guys and girls. Hm they also tend to steal, like there the earlier form of a rogue.
Arikonk Kingdoms
Now opened: A guild with kingdoms and fights.
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