Trainee
Aspiring lance-users, it is incredibly common for Trainees to join a military force or mercenary guild to tag along stronger allies who may teach them in the ways of combat. Despite their clumsy practice with spears, Trainees have the potential to become dutiful Soldiers, valiant Knights, or stupendous Cavaliers.
Trainees use their Speed to avoid being hit as their Defense and Resistance are incredibly low, however they have a decent crit-rate thanks to their 60% growth in Luck. |
Weapon Proficiency: Lance
Base HP: 12 + 1d6 Base Move Speed: 3 Constitution: 1d4+1 Upgrades at 10th level to: Knight, Cavalier, or Soldier. Stats Strength: 4 (40%) Defense: 2 (20%) Resistance: 2 (20%) Skill: 6 (40%) Speed: 8 (80%) Luck: 8 (60%) |
Journeyman
Powerful and skilled, these axe-toting recruits do not take no for an answer and seek to improve their martial skills whenever they can. Tales have sprung up about Journeymen who have become feared pirates or titanic warriors looming over the battlefield.
Journeymen are able to hit their enemy exceptionally well with their good strength and skill growths, though they fall short in their speed and resistance which means magic will be their undoing. |
Weapon Proficiency: Axe
Base HP: 10 + 2d4 Base Move Speed: 3 Constitution: 1d4+1 Upgrades at 10th level to: Pirate or Fighter Stats Strength: 8 (80%) Defense: 4 (40%) Resistance: 2 (20%) Skill: 8 (60%) Speed: 2 (20%) Luck: 6 (40%) |
Pupil
Amateur learners of anima magic, Pupils are often studying under a master of some sorts be it a wise sage, or a powerful druid. It is uncommon for a Pupil to learn under a holy tutor, however it is not unheard of due to a Sages' potential for light magic and anima.
Pupils utilize their high Magic and Speed in battle efficiently, taking down enemies swiftly and effortlessly. Their defense makes physical units a nightmare, and their Luck means critically hitting will be a challenge without using a weapon with a critical chance. |
Weapon Proficiency: Anima
Base HP: 8 + 1d4 Base Move Speed: 3 Constitution: 1d4+1 Upgrades at 10th level to: Mage or Shaman Stats Magic: 8 (80%) Defense: 2 (20%) Resistance: 6 (40%) Skill: 4 (40%) Speed: 8 (60%) Luck: 2 (20%) |
Probation Flier
Daydreaming riders of pegasi, characters with this class often serve as mercenaries or protectors of minor lords. Though they certainly don't lack in combat ability, their frailty makes superiors pull them to the back.
Probation Fliers can hit enemies often and dodge attacks, however their defense is low makes it easy to kill them. |
Weapon Proficiency: Lance
Base HP: 10 + 1d4 Base Move Speed: 5 (Flying) Constitution: 1d4+1 Upgrades at 10th level to: Pegasus Knight, Wyvern Rider Stats Strength: 4 (40%) Defense: 2 (20%) Resistance: 4 (40%) Skill: 8 (80%) Speed: 8 (60%) Luck: 2 (20%) |
Disciple
Practitioners of healing magic often studying medical practices. Hired into small towns to deal with minor injuries, they do not get big jobs despite their healing prowess.
With high magic and resistance, they can dish out maximized heals and take damage from magic. Their defense and skill lacking, they won't be able to hit with offensive staves, or take much physical abuse. |
Weapon Proficiency: Staff
Base HP: 6 + 1d4 Base Move Speed: 3 Constitution: 1d4+1 Upgrades at 10th level to: Troubadour or Cleric/Priest Stats Magic: 8 (80%) Defense: 2 (20%) Resistance: 8 (60%) Skill: 2 (20%) Speed: 6 (40%) Luck: 4 (40%) |
Squire
Less talented sword users, these recruits train to master swordplay. Despite their informal training in arenas and small battlefields, Squires have tons of potential.
Their Strength and Defense makes them formidable, and could make them deadly Myrmidons, Thieves, or Mercenaries due to the classes not originally having good strength growths. |
Weapon Proficiency: Sword
Base HP: 10 + 1d8 Base Move Speed: 3 Constitution: 1d4+1 Upgrades at 10th level to: Myrmidon, Thief, or Mercenary Stats Strength: 5 (80%) Defense: 5 (60%) Resistance: 5 (20%) Skill: 5 (40%) Speed: 5 (40%) Luck: 5 (20%) |
Scout
Young users of bows, these recruits attempt to prove themselves through their practice with ranged weapons. Though past the days of target practice and training, they are only a cut above training.
Their skill and speed are their assets, making them hit often and dodge enemy attacks. |
Weapon Proficiency: Bow
Base HP: 10 + 1d6 Base Move Speed: 3 Constitution: 1d4+1 Upgrades at 10th level to: Archer, Nomad, or Hunter. Stats Strength: 4 (40%) Defense: 2 (20%) Resistance: 2 (20%) Skill: 8 (80%) Speed: 8 (60%) Luck: 6 (40%) |
Novice
Practitioners of eldrtich magic, Novices study under a Druid or Summoner master who teach them in the ways of dark magic. Some are known to study under Sages, however this is incredibly rare.
Their high Magic makes them able to deal tons of damage with their dark tomes, and their high luck allows them to crit often. |
Weapon Proficiency: Dark
Base HP: 6 + 1d6 Base Move Speed: 3 Constitution: 1d4+1 Upgrades at 10th level to: Mage or Shaman Magic: 8 (80%) Defense: 4 (40%) Resistance: 6 (40%) Skill: 2 (20%) Speed: 2 (20%) Luck: 8 (60%) |
Adept
Nuns, Clerics, and Monks in training who use light magic. While their light magic is not perfect, it takes years of training for an Adept to reach this stature.
(Note: Adepts must be a female) Adepts have amazing magic and speed, making their holy magic insurmountable. Their lackluster defense makes physical users a nightmare, and their low skill makes hitting enemies difficult. |
Weapon Proficiency: Light
Base HP: 6 + 1d6 Base Move Speed: 3 Constitution: 1d4+1 Upgrades at 10th level to: Cleric or Monk Stats Magic: 10 (80%) Defense: 2 (20%) Resistance: 4 (40%) Skill: 2 (20%) Speed: 6 (60%) Luck: 4 (40%) |