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Post by Altaiir on Aug 4, 2007 2:10:12 GMT -5
Once you reach Guildsman in your guild, you are able to have your character start learning a few skills from another class. This will put your character in an entirely new class. One that is his original class, but also one that is entirely different.
Once Guildsman is attained, you may chose to fuse your character with another class/profession. This will give you the first Guild Power of the second class to add to your already established Guild Powers. MP Remains the same. You do not get the third Guild Power of your original class if you chose not to become an Elder before moving on. Once you have joined another class, you may get your MP up to 70MP, but once you have reached that point, you can not get any more MP.
Be weary, once you chose to move into the next level of play, there is no turning back.
For example, a Warrior who Merges with the Sorcerers will become a Dark Paladin. This character must remove themself from the Warrior Guild and then ask for acceptance into the Sorcerer Guild to complete their training in Dark Paladin. (Some may be able to remain and keep it a secret, but it is at Admin's discretion. Altaiir for this one please.)
With both of these classes together, we'll find a much more powerful and experienced player.
WARRIORS Warrior + Mage = High Templar
Warrior + Thief = Rogue
Warrior + Sorcerer = Dark Paladin
Warrior + Assassin = Hitman
THIEVES Thief + Mage = Templar
Thief + Warrior = Rogue
Thief + Sorcerer = Dark Acolyte
Thief + Assassin = Marauder
MAGES Mage + Thief = Templar
Mage + Warrior = High Templar
Mage + Priest = Cleric
PRIESTS Priest + Mage = Cleric
SORCERERS Sorcerer + Warrior = Dark Paladin
Sorcerer + Assassin = Tainted Killer
Sorcerer + Ranger = Dark Hunter
Sorcerer + Thief = Dark Acolyte
RANGERS Ranger + Sorcerer = Dark Hunter
ASSASSINS Assassin + Sorcerer = Tainted Killer
Assassin + Warrior = Hitman
Assassin + Thief = Marauder
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Post by Altaiir on Aug 4, 2007 2:10:33 GMT -5
Dual Classes:
Cleric (Mage/Priest) The Cleric is the closest being to the Gods in Mirawold. Often present at healings after combat, blessing a new life at a wedding, or acting on behalf of the clergy, trying to maintain peace in Mirawold. Cleric's are not limited to any one town, though their HeadQuarters will often be in one place. The Cleric is a pacifist, a man of peace, unless provoked or forced to defend himself.
Fusion Power: Divine Right The Cleric is able to summon the power of the Fire God, Asul (10HP/20MP). The Cleric may call upon a dragon-like fire creature. Up to 15 MP can be used to be divided into Temporary Stats for Asul.
Dark Paladin (Warrior/Sorcerer) The Dark Paladin is a Warrior and a servant of the dark. At one time, the warrior was a noble knight of the King of Lebonwaith. But with the promise of ultimate power and wealth, the Good Warrior was tainted, becoming a soldier of the dark.
Fusion Power: Strike of Fear When a successful attack is made, if the total damage done is greater than 8, the opponent becomes plagued with fear and loses 10 MP every time he/she defends.
High Templar (Mage/Warrior) The High Templar is a fighter of both CQC and magical prowess. They are the prime example of a true soldier. Many Warriors strive to be a High Templar at one point in their life.
Fusion Power: Power of the Light At the cost of 20 MP, the High Templar can add four (+1) Bonuses to any stat he/she chooses. These bonuses can also be stacked on one particular stat. This ability lasts 3 dice rolls.
Rogue (Warrior/Thief) The rogue is an outcast, a loner, a one man arsenal. Most people who mess with these rogues are often found dead.
Fusion Power: Clever Maneuvering At the Expense of 20 MP, an attack may be avoided entirely.
Tainted Killer (Sorcerer/Assassin) The Tainted Killer is an Assassin who's fallen into greed and power lust for the awesome opportunities directed towards him by the Sorcerers.
Fusion Power: Blow of the Black Hand At the cost of 20 MP, an attack can be made that can not be blocked by the opponent. Atk Value, Race Bonus, and Dice, do damage without being blocked. MP and Burst are not added to total attack or the damage. This ability can only be used once against a single opponent.
Hitman (Assassin/Warrior) The Hitman is a grunt, a bully. Often times a Hitman starts as a warrior who learns more fine-tuned ways of killing and ends up selling their skill as a business.
Fusion Power: Back-up The Hitman may call on a little extra fire-power. A temp NPC may be made. Grunt (10HP/20MP). At a maximum of 15 MP used, the 15 points can be divided into stats for the backup grunt.
Dark Hunter (Sorcerer/Ranger) A Ranger that falls to the darkness will often become a servant to the evil war machine. Primarily scouts and hunter-killers, these woodland warriors are ideal for finding and eliminating a threat to all that is evil.
Fusion Power: Unholy Focus At the cost of 20 MP, Attack and Defense may each have a (+2) bonus for 3 dice rolls.
Dark Acolyte (Sorcerer/Thief) The Dark Acolyte is a true harbinger of evil. Deceptive and stealthy, their stalking skills surpass that of the ordinary thief. Some have even claimed to have the power of invisibility, though most believe this to be an exaggerated boast.
Fusion Power: Invisibility At the cost of 20 MP, an attack may be made that can not be blocked by an opponent. Burst and MP are not added to the Damage. This ability may be used only once against a single opponent. Against two opponents, it may be used twice.
Templar (Thief/Mage) Slightly lower in combative skills then a High Templar, Templar are often found using magic to attain the upper hand over others.
Fusion Power:
Marauder (Thief/Assassin) The Marauder is a dangerous foe, traveling far and wide for valuable materials. Armed with knives and short swords, they'll take your gold and your life. (or something like that)
Fusion Power: Ambush The Marauder can hide in the shadows and attack the foe with the element of surprise (the deadliness of an assassin, and the sneaky stealthiness of the thief. Roll opposing agility checks, but the Ambusher get's a +3 to his roll. If the target wins the roll, he spots the Marauder and the Ambush fails. If the marauder wins the roll, he get's an automatic hit on his target and gets to roll damage. He/she also gets to steal something from the target. It is the same as normal Thief stealing.
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Post by Oswin on Dec 17, 2007 2:36:17 GMT -5
I have an idea. Can the Thief learn the Assassin Class as their secondary? Marauder (or you can call it Brigand, I like Marauder though) (Thief/Assassin, visa versa) The Marauder is a dangerous foe, traveling far and wide for valuable materials. Armed with knives and short swords, they'll take your gold and your life. (or something like that) Fusion Power: Ambush The Marauder can hide in the shadows and attack with throwing knives, bows and arrows, or, they can disguise themselves (maybe like a civilian, or a soldier, or something) and attack the foe with the element of surprise (the deadliness of an assassin, and the sneaky stealthiness of the thief. Of course they get some sort of "reward" for success, whatever they wanted to steal, or more, and the XP). Of course, the Assassin can choose the Thief class and become a Marauder. I think that's a good one. [green]Accepted[/green]
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Post by Saren Asentirus on Jan 1, 2008 14:27:54 GMT -5
I also have an idea for a Sorcerer/Mage combination.
Perhaps Arcane Master or Arcane Mystic. Something like that...
The Arcane Master/Mystic is a powerful student of the Arcane. Not help by the morals of their chosen sect, the Arcane Master/Mystic chose to embrace all forms of of power, harnessing both the elemental magic of the Mage and the eldritch power of the Sorcerer, combining the two to create even more powerful spells created from both sides of the magical spectrum.
Fusion Power: Tap the Well of Magic
The Arcane Master through years of training has gained enough power to be able to draw magic essence from sources miles away. Basically the Arcane Master can at any point restore 40 MP to represent him drawing sustainance from a far away source.
Maybe you guys could think of a better power, that one just sprung to mind...
m
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Post by Altaiir on Jan 1, 2008 14:50:32 GMT -5
I'm not sure about this one. We'll see what Oswin thinks.
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Post by Oswin on Jan 1, 2008 17:46:34 GMT -5
Interesting idea, but I'm don't really like the power... Other than that I think it would be okay.
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Post by Saren Asentirus on Jan 1, 2008 17:55:54 GMT -5
Yeah, as I said, probably best if you guys come up with a power for it. Cause I mean, pure magic classes are just awesome
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Post by Altaiir on Jan 1, 2008 17:57:03 GMT -5
Personally I think we have plenty. How long are we going to let people keep putting two classes together and making more powerful ones?
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Post by Oswin on Jan 1, 2008 18:04:55 GMT -5
Well, I'll let you decide, Altaiir. m
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Post by Altaiir on Jan 1, 2008 18:08:10 GMT -5
O.o I hate it when that happens. What do you think? I mean really. We've been adding classes since we started. Where do we draw the line? A light AND dark magic user? What would make future Magi and Sorcerers chose anythine else other than this new super mage?
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Post by Oswin on Jan 1, 2008 18:12:19 GMT -5
O.o I hate it when that happens. What do you think? I mean really. We've been adding classes since we started. Where do we draw the line? A light AND dark magic user? What would make future Magi and Sorcerers chose anythine else other than this new super mage? Okay, okay. I guess your right. I don't think we should accept it.
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Post by Altaiir on Jan 1, 2008 18:13:39 GMT -5
If you really agree with me.
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Post by Saren Asentirus on Jan 1, 2008 18:41:06 GMT -5
Crud...
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Post by Malakai on May 18, 2008 3:27:03 GMT -5
I would lik to see Saren's idea re-visited for it is a good idea & the Dual Class fits my characters goals/ambitions to know all there is to know about magic in all is forms.
I think the Fusion Power should stay the same though if you believe it to be too powerful make it only usable once every 3 battles reason being because it takes alot of energy to perform or make it only in out of battle RP for reasons because it could take a great deal of concentration & time..
What do you think?
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Post by Oswin on May 18, 2008 13:02:17 GMT -5
That one was denied. I'm not sure we're going to be bringing it back, even to modify it.
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