In the world of Lopilu, there are certain classes and fighting styles people can take on and study. Jobs tend to differ based on the hub or area someone lives in, while classes all have a place they believe to have originated from. While we list classes based on their origin, anyone can take it upon themselves to travel and learn all the classes!
Fencer
⚔️ WEAPONS:
- Rapier
📖 INFO:
Fencers combine the beauty of swordsmanship with precise actions and targeting. When they lift their blade, it is always with purpose, to attack their foes weak spot mercilessly. Some Fencers participate in the art as a sport, whereas others have upgraded their weapon to be fit for battle against monster and humanoid alike. They prefer light armor to allow for their speedy movement and reaction time.
⭐️ SKILL LINES:
FINESSE:
Fast, offensive skills and moves to inflict damage.
WEAK SPOTS:
Focus on finding a targets weak spot, applying debuffs to weaken them by striking vital points.
PARRY:
Defensive utility to block and avoid attacks.
Crystage
⚔️ WEAPONS:
- Staff
- Wand
- Crystal
- Book
📖 INFO:
Crystage is the most prized class in Crystopia, having been the ones who built the metropolis in the first place. They can wield a variety of weapons if they choose to, as long as it enhances their magical abilities. These abilities are focused around the creation and manipulation of crystals for the most part, though some light magic and healing may be involved, should a Crystage choose to go by that route. Since they tend to keep foes at bay through their spells and floating crystals, they are rather free in choice of robes.
⭐️ SKILL LINES:
CRYSTAL MAGIC:
Summons of Crystal to hurl at foes or form protective barriers.
LIGHT MAGIC:
A mix of healing potential as well as damaging spells using highly concentrated light.
MAGNIFIER:
Buffing allies or self using crystals to magnify their strenghts.
Mimic
⚔️ WEAPONS:
- Reflector
📖 INFO:
Mimics are tricksters that love to play games with their opponents. Despite that, they are to be taken seriously - as someone who cannot see through their magic will quickly find themself lost and defeated. Reflecting damage back at opponents and creating mirror images of themselves to fight in their stead means no one ever knows if they hit the real one...or the fake. While Mimics can mitigate a lot of damage via illusions, reflections, heals and barriers, their own damage output is comparatively low.
⭐️ SKILL LINES:
IMITATION:
The Mimic attempts to imitate the opponent, using their attacks against them and blocking attacks they foresee.
IMAGINATION:
Offensive skills that work in tandem with an illustionary mirror image of the Mimic.
ILLUMINATION:
Gathering light in their reflectors, the Mimic gains access to self-healing and barrier skills.
Technician
⚔️ WEAPONS:
- Minions
- Wrench
- Screwdriver
- Tools
📖 INFO:
Technicians - bright minds with many ideas and a passion for creating autonomous machines, aka minions or helpers. Instead of rushing into combat head-first, they send their little (or not so little) assistants in first. Whether to assess a situation, to observe it, or to be part of the actual fight. Hindered by minions, their opponent often doesn't even see the Technician's own move coming!
⭐️ SKILL LINES:
MINION MANEUVERS:
The Technician orders their minion to join the fight, causing damage.
MINION MASTERY:
Supportive skills that help a minion during combat, or add to its array of abilities.
DISTRACTION TACTICS:
Distraction tactics to make sure that enemies never get quite too close and stay busy with the minion.
Gunner
⚔️ WEAPONS:
- Pistols
- Rifles
- Firearms
📖 INFO:
Ever practical, Gunners don't wait around. Why study magic for ages when you can pick up a gun and make quick work of opponents right away? While skill varies greatly between each individual, most Gunners are quite knowledgeable of their weapons and may even enhance them with their own little ideas - some more dangerous, some less. Others decided to focus more on stealth, patience, and precision, prefer the one perfect hit instead of chaotic fire.
⭐️ SKILL LINES:
SNIPING:
Highly accurate skills that hit for moderate damage. Buffs and skills to improve crits and accuracy.
TUMULT:
High damage skills with less accuracy, more is more!
STEALTH:
Increased evasiveness by making use of various stealth techniques.
Fleshmender
⚔️ WEAPONS:
- Claws
📖 INFO:
A new type of magical use that focuses on mending the flesh of oneself to great lengths has recently gained popularity. Fleshmenders enhance and adjust their body to be stronger, faster, or in some cases, just for the fun of it. While they can alter their bodies, the process is incredibly painful, and death is not out of the question when going too far. Though referred to as claws, their weapon tends to be any kind of close combat weapon wielded in each hand, often further augmenting the part of their abilities they strenghtened.
⭐️ SKILL LINES:
BERSERK:
Crushing but slow melee attacks to disable enemies with few hits.
ENHANCEMENT SPOTS:
Altering their own or a targets body to go to even greater lengths.
DURABILITY:
Increased defenses by steeling their body and mind.
Assassin
⚔️ WEAPONS:
- Daggers
- Needles
- Swords
📖 INFO:
It is said that assassins came to be after the ninjas, and that a Nightglader adjusted their skills to fit into their world more, rather than the dense woods and small villages. Still, their choice of weapon is similar to the ninja, as they prefer smaller, less visible types that can catch a target off guard. Not all of them prefer to work unnoticed, however. Other than ninjas, they do not use magic often, taking a more hands-on approach.
⭐️ SKILL LINES:
ASSAULT:
Fast attacks and self-buffs to quickly bring down their target.
TOXIN:
Making use of various toxins to quietly and unknowingly finish their job.
STEALTH:
Increased evasiveness by making use of various stealth techniques.
Medician
⚔️ WEAPONS:
- Needles
- Scalpels
- Scissors
- Medical Equipment
📖 INFO:
Even the toughest nightglade inhabitants need a medic sometimes, and the medician is their best go to- at least when it comes to classes qualified for combat medicine. The medician has combined classic medical knowledge with less conventional weapon choices to both do damage and aid allies. They are capable of summoning shadowy replicas of their weapon that they can command at range whilst tending to their patients.
⭐️ SKILL LINES:
MEDICINE:
Knowledge of medicine that improves the healing potential of actions.
SHADOW MAGIC:
The art of creating replicas of weapons from their shadow, or using it as a way of distraction.
ANATOMY STUDIES:
Allows the medician to strike the opponent at their most vulnerable points, ideally slowing them down or making them incapable of fight.
Prismage
⚔️ WEAPONS:
- Prism
📖 INFO:
The Prismage is the Crystage's distant cousin. Similarly, they wear weapons made of formed crystal, although they refer to them as prisms instead. Rather than the crystal itself, however, a prismage's focus lies on the light and how it can be broken down through their prisms. As such, more than perhaps any other class, they make use of optical illusions and bright beams of light and lasers to break the enemies attention.
⭐️ SKILL LINES:
PRISM MAGIC:
Summoning Prisms to slash at foes from a distance, directing them with their mind.
LASERS:
Rather than sending the Prism away to attack, lasers can hit far away enemies while staying near the Prismage, adding a bit more defense.
GLARE:
Blinding and confusing the enemy via optical Illusions.
Saberdancer
⚔️ WEAPONS:
- Light Sword
- Light Dagger
📖 INFO:
Saberdancers wield swords and daggers gleaming with bright lights, aiming to confuse their foes with their trails as they perform a deadly dance. Allure and confusion plays a big role besides the swordsmanship involved, winning through distraction is not something a saberdancer would ever consider dishonest. As such, this style of fighting with a blade tends to appeal to those who do not wish to follow a strict regimen like swordsingers, or who lack the precision and grace of a fencer.
⭐️ SKILL LINES:
DANCE WITH DEATH:
Beautiful motions with gleaming blades that damage and stun the enemy in melee range.
SABER RAIN:
Summoning more blades made of light to attack from various angles, inflicting high damage.
STUNNING STYLE:
Skills meant to confuse and stun the enemy, weakening them and preventing attacks as much as possible.
Voltrider
⚔️ WEAPONS:
- Tonfa
- Conductor
📖 INFO:
The Voltrider is a durable class thanks to their lightning fast reflexes and speed. They are often considered tanks thanks to this, although most of their abilties focus on offense - after all, if you don't get hit as much, you don't need to suffer as much! They use lightning that is artificially created by their weapons and, at times, armor, in order to shock and subdue foes. Some Voltriders like to get in close and deliver that sweet shock directly, others prefer to hurl lightning at the foe from a distance.
⭐️ SKILL LINES:
LIGHTNING STRIKES:
Attacks that can hit lightning fast, either at range or from up close.
AMPED UP:
Focusing mainly on improving their own performance and abiltiies further.
SHOCK AND STOP:
Abilities used to reliably shock foes and stop their attacks in their tracks.
Acrobat
⚔️ WEAPONS:
- Hoops
- Juggling Clubs
- Balls
📖 INFO:
Originally a performance art, the acrobat has evolved into its own class within prismacity. They use their tools to attack at range whilst staying out of danger with flips and impressive evasive maneuvers. One would not expect them to have healing potentcy, but they do have the ability to channel healing magic through their weapons, using this as a little surprise factor. They are also capable of buffing allies with their inspiring performances.
⭐️ SKILL LINES:
THROW & CATCH:
If you ever tried juggling you'd know why practicing to handle these weapons is essential to the acrobat.
PERFORMANCE ART:
Putting on a great performance to distract foes and motivate allies!
HEALING AURAS:
Infusing their weapon with healing auras that can be sent to their allies, allowing them to last longer.
Ninja
⚔️ WEAPONS:
- Daggers
- Kunai
- Shuriken
- Needles
📖 INFO:
The ninja is a master of many weapons and tricks, and it is no wonder why other communities created their own version of it. A ninja knows which tools to use in what situation, with the ability to be both stealthy and upfront if need be. They also make use of magic and mantras that they can cast to strengthen their bodies or summon more weapons, making them a difficult opponent to face.
⭐️ SKILL LINES:
HAND-TO-HAND:
Melee favoured, speedy attacks.
THROWING WEAPONS:
Ranged attacks and techniques.
SCROLLS AND TRICKS:
Strengthening their body and soul for battle using scrolls, or making a quick escape with smoke bombs.
Swordsinger
⚔️ WEAPONS:
- Katana
📖 INFO:
Wielding one or more Katana, their blades are the pride of a swordsinger. They practice the art of swordsmanship down to its traditional roots, with no magic or decieving tricks involved - this is viewed as having no honor or faith in their blade. As a rather old art, it can only authentically be learned in the red woods, although many are not eager to share their secrets.
⭐️ SKILL LINES:
HONOR:
Straight to the point, strong melee blows delivered to an opponent without the use of any decieving.
BALANCE:
Meditation that improves a swordsingers performance by finding the balance within themselves.
JUDGEMENT:
Dual-wielded attacks with a chance to hit a target more than once.
Monk
⚔️ WEAPONS:
- Bo
- Staff
- Swords
- Chain Whip
📖 INFO:
Steeling their bodies and mind, monks are masters of the martial arts. They value a fair fight, and the beauty that can be found within combat: Not only using their style to cause harm, but also performing in festivals and other special occassions. Through meditation, monks access hidden strenghts that not many can reach.
⭐️ SKILL LINES:
BATTLESTANCE:
Attacks with their weapon of choice, dealing melee damage.
MANTRAS:
Reciting of mantras to strengthen allies.
CHANTS:
Chants to heal and mend the wounds of allies.
Infernal
⚔️ WEAPONS:
- Torch
- Flamethrower
- Bombs
📖 INFO:
With a passion for flames and explosives, these fire mages are always up for a flashy fight. They use their fire both offensively and defensively, burning foes and keeping them away with the intense heat of the inferno that they create.
⭐️ SKILL LINES:
FLAMING OFFENSE:
The Infernal uses flames to their advantage, bending them to their will to do damage.
BLAZING CONTROL:
Through clever use of burns and debuffs, the Infernal takes control of the fight.
BURNING DEFENSE:
The Infernal heats up, becoming a dangerous target to foes, gaining survivability.
Druid
⚔️ WEAPONS:
- Staff
- Wand
📖 INFO:
Traditionally, druids were a tribe's healers and gatheres, who used plants to create potions and ailments to treat their patients. This has since evolved further, as their bond with nature strengthened, and healing magic weaved into their treatment made it much more potent. The stronger druids are said to be able to communicate with plants and ask them to do their bidding, which can be used more offensively as well - albeit rare, as most druids are still committed to helping rather than hurting.
⭐️ SKILL LINES:
THORNLET:
The druid commands plants to entangle and engage their foe, dealing moderate magical damage.
HERBKEEPING:
Potions and ailments to keep their allies healthy, and cure them from conditions.
NATURE'S BLESSING:
Calling upon nature's blessings to heal allies and keep them safe.
Trapper
⚔️ WEAPONS:
- Bow
- Traps
- Rope
📖 INFO:
Originally, the trappers were plain hunters, those who made sure the tribe had enough to eat, and those who protected them from wild beasts. From this, the class of being a trapper evolved, with more and more techniques handed down to the next generation and perfected over time. Trappers use their surroundings to their advantage, and like druids, are knowledgable about both plant and wildlife. This can be used to brew poisons as well as weak healing potions.
⭐️ SKILL LINES:
ARCHERY:
Ranged attacks by firing arrows at their target, sometimes laced with poison or dipped in fire.
TRAPS:
Catching prey in their traps and disabling their movement to drag the fight on in their favour.
BREWERY:
Brewing potions and poisons, Trappers may help heal allies or further drag down enemies with conditions.
Charmer
⚔️ WEAPONS:
- Fan
- Ribbon
- Ringblade
📖 INFO:
Those among the druids who embraced not the healing but the beauty aspect of it eventually became their own class. A charmer is still in tune with nature, but will call upon flower rains and illusions to daze their opponent. Like the name suggests, rather than fighting openly, they charm people into getting their way. They may also use pheromones made of magical potions and the scent of flowers. While their weapons seem harmless, they can cause great trouble if used correctly. Do not be fooled by these pretty artists.
⭐️ SKILL LINES:
PERFORMANCE ARTS:
Melee attacks that, while graceful, can lure opponents into a false sense of security.
BLOOMING SPELLS:
Flowery ranged attacks that catch their opponent in a whirlwing of petals and emotions, dealing considerate damage.
SWEET SCENT:
Drifting scents and pheromones made of different flowers that cloud the minds of foes, making them sluggish and slow, or improve allies performance.
Terraformer
⚔️ WEAPONS:
- Hammer
- Mace
- Thumper (a single big glove/knuckle)
📖 INFO:
While most meadowing classes are either a thing of natural beauty or skillfullness, the terraformer takes a more...direct approach to battle. Following the motto of smash it till you make it, the terraformer's impressive punches and blows will crack the earth - and they will promptly use it against you. Watch where you are standing when facing one of these individuals!
⭐️ SKILL LINES:
RAW POWER:
The art of training the body to be strong enough to withstand the strain of this profession.
EARTH CONTROL:
Learning how to best make use of the earth, or bend it into different shapes.
ROCK HARD:
Not only do they hit hard, the terraformer is also extremely talented at taking and sustaining hits!
Spearpiercer
⚔️ WEAPONS:
- Spear
- Lance
📖 INFO:
Originally, the proud warriors of the secretive tribes of Vinegrove, spears have since become more widely used. Wether thrown or used in melee combat, they make potent weapons, especially when dipped in poison. Their fighting style may be rough around the edges, but that also makes them unpredictable, and no one ever knows if one hit with the tip of their spear might be the last they ever feel.
⭐️ SKILL LINES:
SLASH AND PIERCE:
Strong melee attacks that leave the opponent with nearly no room to breathe.
POISON TOUCH:
Spears are laced with toxins that damage enemies over time. Improves damage on poisoned foes.
INNER FOCUS:
The Spearpiecer focuses on himself and the fight, improving their performance.
Shaman
⚔️ WEAPONS:
- Staff
- Wand
- Talisman
- Dagger
📖 INFO:
It is hard to pinpoint where shamans originated, but the oldest ones stem from Vinegrove. They share some similarities with druids, yet are less peaceable, and willing to tamper with dark and blood magic, as well as potent poisons. Not much of a fighter class, they may also call upon spirits to fight in their stead, or curse their opponents to inflict harm. While not primarily so, they do often take on a healer role in tribes, so their knowledge in positive effects of spells is not to be underestimated, either.
⭐️ SKILL LINES:
SPIRITUALITY:
Dark magic wielded to hurt foes and keep them at bay, perhaps by summoning spiritual companions.
TRANCE:
By putting themselves into a trance, the shaman can strengthen themself or others.
BLOOD MAGIC:
Using their dark magic to purge conditions and heal allies.
Skullruler
⚔️ WEAPONS:
- Kusarigama/Chain Sickle
- Scepter
- Whip
📖 INFO:
The skullruler is one of the newer vinegrove classes, and it is believed to have originated from warriors wishing to use their hunting trophies for more than just decoration. Skullrulers use their inherent Lopilu magic to manipulate bones and create minions or weapons from them. While doing so, they prefer to stay at a range, taking the role of a commander- or ruler - over their creations. With it being quite difficult to reach them or break through their bone armor, the skullruler is the most durable vinegrove profession.
⭐️ SKILL LINES:
THE RISING:
The summoning of skull and bone minions and whips to cripple and subdue opponents.
THE HAUNTING:
Haunted by unearthly skull magic, the opponent must face debuffs and conditions.
THE SUFFERING:
No strangers to pain, these skills allow the skullruler to outsustain enemies.
Seeker
⚔️ WEAPONS:
- Boomerangs (of any size/shape!)
The seeker originated as a hunter beside the spearpiercer, but is often accompanying the former on the hunt. They prefer to observe before acting, but once they do, their boomerangs will find their target and return to them - like a trusty partner. Considering how dense the jungle of vinegrove can be, this is not an easy class to master - but it can definitely shine once perfected.
⭐️ SKILL LINES:
ANALYTICS:
Masters of assession the situation, these individuals often take a leading decision making role.
TARGET PRACTICE:
The way a boomerang has to be thrown differs from person to person, and weapon to weapon. Practice is mandatory.
WIND CUTS:
If thrown just right, and infused with a bit of magic, the seeker can cause sharp winds to accompany their boomerang, increasing its efficiency.
Sealiege
⚔️ WEAPONS:
- Trident
- Spear
- Net
📖 INFO:
The Sealiege is the Gladiator equivalent of Seaport: They fight with all they have, trapping opponents in nets or ropes to then make quick work of them with spears and tridents. Out of the two, the trident is the more traditional weapon, yet also said to be harder to use well. Due to life long practice, they are unrivalled in underwater combat, which while rare makes them specifically strong on certain occassions.
⭐️ SKILL LINES:
BESIEGE:
Hard hitting melee attacks that force foes into submission.
IMPAIR:
Catching enemies with their net, they disable them to prepare for the final blow.
SHELTER:
Raised defenses, with the goal of sheltering allies from harm and stay around the battle longer than the opponent.
Tidecaller
⚔️ WEAPONS:
- Staff
- Scepter
- Horn
- Vessel
📖 INFO:
It does not matter much to a tidecaller which object harnesses their magic, as most of it lies within their voice. They are the sirens of Seaport, powerful voices singing lullabies for their enemies, weakening them, or enticing them to make the wrong decisions. Should these tactics fail, they have the sea at their call, strong water based magical spells that do suffer in places where there is no water around - hence, most tidecallers carry around their own vessel of water.
⭐️ SKILL LINES:
TIDECALL:
Water magic to flush enemies away, or slice through them with precise strikes.
SIRENSONG:
Powerful voices singing lullabies for their enemies, weakening them, or enticing them to make the wrong decisions.
OCEANCURE:
Harnessing the healing powers of water to support and heal allies.
Steamforge
⚔️ WEAPONS:
- Steam Hammer
- Steam Tongs
- Steam Dagger
📖 INFO:
A melee class that is deceptively slow, but turns into dangerous attackers when cloaked in their steam. Their ability to influence temperature through either flaming hot or frigid cold steam gives them an edge in most fights, hindering opponents and delivering searing blows.
⭐️ SKILL LINES:
HEAT STANCE:
An offensive stance to overwhelm opponents with, using the heat of their weapon to burn foes.
COLD STANCE:
A mixed stance that combines attacking moves with moves that make an opponent struggle, granting the Steamforge some defensive measures.
STEAM STANCE:
Using the steam created by their weapons and magic, the steamforge obscures themselves and the battlefield, granting access to stealth attacks.
Frostchaser
⚔️ WEAPONS:
- Harpoons
- Harpoon Guns
📖 INFO:
To the frostchaser, speed is everything. Well, speed and ice that is! A deadly combination that leaves their opponent slowed down due to obstructed sight or slippery surfaces, while the frostchaser can make full use of their agility. A strategy that is definitely needed to get a hit in with their harpoon guns than can be rather unwieldy. In any case, once hit, they will pull the opponent in to end the fight in melee range.
⭐️ SKILL LINES:
ICY ACCURACY:
Like gunners, a frostchaser must be good at taking shots whether a target moves or not.
FROZEN SOLID:
A special liquid that they carry around can turn into ice when released, and every frostchaser must learn how to use this to their advantage.
FRIGID SPEEDS:
Outspeeding the opponent is critical to a frostchaser, as such, they must train to be fast and agile!
Muse
⚔️ WEAPONS:
- Instruments
📖 INFO:
Muses traditionally carried harps to fight with, although this is no longer mandatory: Any musical instrument will do the trick, as the muse is tightly related to tidecallers: Their voice and songs carry them through battle. Unlike tidecallers, their magical music tends to have benefitial and healing effects on those who hear it, and as such it is rare to meet them alone on a battlefield.
⭐️ SKILL LINES:
NOISE:
Sounds that are painful to the ears, disorienting and damaging does.
HYMNS:
Hymns that carry healing powers and calm down nerves.
ANTHEMS:
Powerful, inspiring songs to strengthen and motivate allies.
Gladiator
⚔️ WEAPONS:
- Axe
- Greataxe
- Sword
- Greatsword
📖 INFO:
The gladiator favors pure strength, and as such, their weapons are heavy, hard hitters. While not very fast, they are good at taking hits, and trained to endure pain as part of their regiment. Most guards around Antiqua are gladiators, and they are one of the rarer classes to see elsewhere.
⭐️ SKILL LINES:
PULVERIZE:
Heavy, slow hits that would shatter skulls if they went through unmitigated.
ENDURE:
The Gladiator forces themself to endure, take more hits, and make it through - boosting their defenses.
OVERPOWER:
The Gladiator's resolve strengthens, and so do their attacks.
Priest
⚔️ WEAPONS:
- Cross
- Staff
- Beads
📖 INFO:
Holy warriors that overcome foes with faith, fire and terror. Their trademark weapon is the cross, and it appears in many forms and sizes - as a magical charm to cast powerful spells, or a practical heavy weapon to bash enemies with.
⭐️ SKILL LINES:
WEIGHT OF THE CROSS:
Attacks that deal direct damage with the Priest's Cross, using it as a heavy weaponry at melee range.
FAITH OF THE CROSS:
Through faith, magical powers awaken within the Priest, channeled through their cross.
PURGE OF THE CROSS:
With holy fire and binding chants, the opponent is subdued.
Artisan
⚔️ WEAPONS:
- Paintbrushes
- Quills
- Crafting supplies!
📖 INFO:
The artisan has quite the wide range of skills - but all of them relate to crafts made with their own two hands. Be it painting, calligraphy or pottery. Whatever tool or material they use, you better expect that these folks know how to create stunning pieces of art as well as dish out good amounts of damage. Don't let this paint dry, and don't get caught by this quickly hardening clay.
⭐️ SKILL LINES:
ARTISTRY:
A certain amount of artistic talent is inherently needed for an artisan.
MAGIC TOUCH:
An artisan is not limited to waiting for their material to dry or harden, rather they can control it with their magic, opening all new possibilities!
ARTFUL ILLUSIONS:
Luring foes in with beautiful works, the opponent will not know what hit them until its too late.
Archer
⚔️ WEAPONS:
- Bow
- Crossbow
📖 INFO:
The Archer prefers to stand on the backline, though they can make impressive foes one on one as well- they are fast, but strong, and their aim is immaculate. Heaven's Arch is protected by their personal guard of the 100 most talented archers. They do not need to worry about ever running out of arrows - as the arrows they fire are made of pure magic.
⭐️ SKILL LINES:
PRECISE SHOTS:
Ranged attacks by firing arrows at their target, they hardly ever miss.
EAGLE EYES:
The archer increases their focus, improving their damage - or helping an ally.
MAGICAL FIRE:
Shots enhanced and laced by magic that trigger a second effect on hitting their target.
Seraph
⚔️ WEAPONS:
- Spear
- Sword
- Shield
📖 INFO:
If an enemy somehow gets past the 100 archers, they will be met with the Seraph. An honorable class that uses light magic both offensively and defensively, and is also very fond of mounted combat. They wear shields for protection and a weapon to attack, making them overall balanced, and difficult to counter.
⭐️ SKILL LINES:
HEAVENLY STRIKES:
Fast swordplay and flashing blades to deal melee damage.
SHIELDWALL:
The Seraph focuses their magic onto their shield, granting barrier and defensive effects to self or allies.
BLOCKING STRIKES:
Weaker attacks that also serve to weaken the opponents attacks in turn.
Aerialist
⚔️ WEAPONS:
- Airskates
📖 INFO:
Acrobats of the sky, the aerialist will move so fast that most will have a hard time keeping up. Their airskates allow them to hover, rather than full on fly, allowing for impressive air maneuvers and hard hitting kicks. Some say their fighting style looks almost like dancing, weightless, in the air.
⭐️ SKILL LINES:
SONIC BOOM:
Ranged attacks focusing on air blasts and slices.
ZOOM KICKS:
Impressive air maneuvers and hard hitting kicks.
SPEED BOOST:
Skills and attacks that make the user faster, raising damage.
Celestial
⚔️ WEAPONS:
- Scythe
- Sickle
- Morningstar
📖 INFO:
Sworn to the sun, moon, or both, the Celestial is a versatile class that can specialise in many roles - though they excell at being offensive or defensive supports. Through either sun or moon they can call upon healing magic, albeit not as potent as a druids, or strengthen the resolve and defense of their allies. Those more aligned to the moon will prefer Scythes or Sickles, and those alligned with the sun generally prefer a more hands-on approach with the morningstar.
⭐️ SKILL LINES:
SUNRISE:
Defensive and Healing utility and skills, channeling the strength of the sun.
MOONLIGHT:
Offensive and Healing utility and skills, channeling the power of the moon.
ECLIPSE:
Combining the power of both sun and moon, the Celestial charges enemies with strong melee attacks.