Classes and You!
Classes are malleable to a certain extent. For the purpose of this explanation we are going to use the Fighter class.
Fighter
Duration: Very Short, Short, Medium
Requirements
A Brawn of at least 20
Has been in a fight.
Has bled, or otherwise lost essence vital to it's existence.
The fighter is the standard for many undetermined individuals. With extremely low and easy to meet requirements, almost anyone can become a fighter. It makes you slightly better in combat.
Fighter has minimal skills.
Fighter provides one Strength every five levels.
As you can see, it gives you the name of the class and its requirements. What might not be obvious, however, is the duration. A very short class levels from 15-25. A Short class levels from 25-50. A Medium Class is 50-75. A Long class is 75 to 100. An Extendable class is also 75-100, but there is an option to extend the class at level 100.
To further explain.
If you take Fighter as a very short class, it will reach its maximum level somewhere between 15 and 25. At which point, you can either apply Mastery to it or evolve it.
Why would you ever take a class at a longer duration, you ask? Simple! Some evolutions require a class to be at a certain level. For instance, the Brawler class has a requirement of a level 25 Warrior or a level 50 Fighter. In addition, certain classes provide benefits based on their level. Let me give you another example you are familiar with.
[Scanning Memories...]
Extendable Class seen...
Divine Weapon Master
Duration: Long, Extendable
Requirements
Requirements for this class are hidden.
Description of this class is hidden.
Divine Weapon Master evolves Weapon Master class skills.
After level 200, all damage dealt is considered divine.
After level 300, all damage dealt lowers cooldowns for Weapon Master skills.
After level 400, damage can affect mana flow and ethereal creatures.
After level 500, damage bypass divine protections.
Divine Weapon Master provides 1 Strength every level.
Divine Weapon Master provides 1 stat point every 3 levels.
Trillia stared at the information. The difference between [Fighter] and [Divine Weapon Master] was frankly terrifying. She remember her mother had the class in the high three-hundreds. It was also interesting to see the stat difference. It meant her mother had gotten several hundred Strength from just this one class, not counting the extra stats she had been allowed to allocate along the way.
There are benefits to long classes. There are also benefits to rapidly finishing a bunch of Very Short classes. For instance, someone might want to take Fighter three times. The first two times, they take Fighter as a very short class. Once it has reached maximum level, they can apply Mastery to the class and take Fighter again.
Mastery allows you to preserve either a Passive Skill or an Active skill.
Most classes only allow you to utilize 3 Active skills and 3 Passive skills at a time. Thus having a wide array of classes that are Mastered allows you to vastly expand your ability to respond to any scenario.
In our above example, taking Fighter twice at very short allows you to keep a passive and an active skill you find useful in the class. Taking it a third time at Medium will allow you to Evolve the class with significantly more options.
Remember that despite taking your Derived Level into account for experience rewards, classes still advance much more rapidly than your species or subspecies will. This is because to advance your species and subspecies levels, you must take actions that reflect them. Or otherwise, advance them. This is one of the primary reasons there are not more 'rogues' of a given species. Because to do so means your Species-level will be significantly lower, thus making it harder to evolve many classes, in addition to getting fewer stats.
That all made sense to Trillia. This was surprisingly, not that complicated. Well. Actually.
...
She thought on it a bit more Dawn was kind enough to not continue. Even if it leveled slowly, your Species would still eventually go up. That meant if you chose to spread yourself thin and get a bunch of really weak skills from weak classes. It would be harder to level an actually good class. It also meant if you tried to jump directly into a good class, there was a chance you'd be so high level at the other side that leveling a weak class would be a detriment.
Though, that might be different based on how potent skills and passives were. Given how her people went out of their way to avoid non-combat classes, she figured they had to be powerful.
'Sorry, Dawn. Please continue.'
There is a little difference between Combat and Non-Combat classes.
Non-Combat classes usually only have a handful of active skills to learn. But have an incredible amount of passive skills. They can also permanently augment general skills. Someone with a general skill for Cooking might find that if they take the non-combatant class Cook, the class absorbs the skill and turns it into experience for the class. It's also possible for the opposite to happen, however. Certain non-combat classes may instead bolster your general skills as they level.
Combat classes usually have a large array of active skills but a small sampling of passive skills. This may change for more unique classes.
A further difference is the majority of non-combat classes offer either no stats or no stats until you are at a much higher evolution. Meaning you are much weaker early in your career than a combat-oriented creature.
There is no experience difference between primary and secondary classes. The primary class is the first thing that shows up under most scans. Certain classes may alter your mental state. In which case, the primary class overrides the secondary class. An example of this might be if your secondary class is something that allows you to berserk in battle. Trading mental thought processes for raw power. If your primary class is such a class that clears your mind and cleanses all debuffs when you hit a certain threshold of health, it will override berserking to save your life. Since it is the primary class in this example.
Do you have any questions?
Trillia thought about that long and hard. She knew she could pick and pull at the system to get information. But, for whatever reason, Dawn was actively teaching her and explaining right now. She didn't want to waste this chance.
'If I don't like a class, can I just get rid of it? Or change it to another class?'
It's possible to void a class. Let's say, for example, you have taken Fighter as a very short class twice before. If you take Fighter a third time as a medium class but have reached level 10 in it and realize you can just take Warrior or a better class. You can void your current levels in the class and choose a new class. There are a few downsides to this.
The class will start back at level 0 if it is retaken. The system saves the information. This means if you take Fighter again, your first ten levels will give you no stat points. Any skills and skill levels you had will have to be re-earned as well. Furthermore, you cannot take a class that you have previously voided for an amount of time equal to one week per voided level. In our example, this means you wouldn't be able to take Fighter for at least ten weeks.
'Are there any exceptions to those rules?'
Yes! Extendable classes are the exception. If you have reached the maximum level in an Extendable class - which is almost always 100 - and have chosen to extend the levels. You can, at any time, evolve it or apply mastery to it at no penalty. You've already done the work.
Trillia tried to think of any other questions she might have. Nothing jumped out at her readily. She was just about to say she was good, when something flashed in her mind.
'What about classes that I have a mentor in?'
If someone with the [Mentor] skill has granted you the ability to take that class. When you first take the class, all accumulated experience is applied immediately. The system will warn you before you take the class what approximate level it will be. Experience normally flows both ways. Anytime you use a borrowed skill, not only do you get experience, but so does your mentor. It also works in reverse, when your mentor uses a skill you can borrow, you get a tiny percentage of the experience they gain.
The narrative has been illicitly obtained; should you discover it on Amazon, report the violation.
Trillia had no other questions, even after long minutes of thinking.
'Thank you for the help, Dawn. Do you have any advice for me? I don't know if that is cheating. I don't want to get you in trouble, either. If you can even get in trouble.'
There is something you should know. Everything has rules and a structure. I am part of that everything. Remember going forward, especially when you deal with entities such as World and Dungeon cores or Deities. My honest advice is simple in concept but difficult in practice. Forge your own path. Forge your own happiness. The things you do during this mortal cycle can have far-reaching effects. Good luck. The automated system will take over now.
Trilla smiled. She could immediately feel a presence that was no longer quite there. She tried to sigh but remembered she was still contained in the liquid and mostly couldn't move on her own. Notifications flooded her.
Non-Combat classes available: 4
Would you like to expand?
Combat classes available: 12
Would you like to expand?
Trillia concentrated and tried to expand both, wanting just the names first.
Non-Combat classes available: 4
Basic:
Cook
Explorer
Herbalist
Scholar
Combat classes available:
Basic:
Alchemist
Fencer
Fighter
Mage
Psionic
Mentor:
Minstrel
Specialty:
Berserker
Blood Alchemist
Mana Sage
Monster Slayer
Rune Fencer
Runic Scholar
Trillia really, really wished she could whistle and scratch her chin right about now. It was just the perfect time for it. The non-combat options sort of made sense. Other than Scholar, those were basically just skills she had. Scholar was maybe because she enjoyed learning so much? Or the [Thirst For Knowledge] trait was handing it to her. Either way, none of those options really appealed to her.
Well. Cook did, obviously. But she needed to be strong. Mentally taking a deep breath and readying herself, she started tugging for more information on the combat classes.
Alchemist
Duration: Short, Medium, Long
Requirements
Wisdom of at least 30
Intuition of at least 30
Must have Basic Alchemy or better as a General Skill.
An Alchemists role in battle is support, or ranged fire power. In addition to absorbing and significantly bolstering the Alchemy General Skill. This class also has battle alchemy available to it. Able to create extremely volatile concotions on a whim.
Alchemist has an extremely large array of skills.
Alchemist provides 1 Wisdom every odd level.
Alchemist provides 1 Intution every even level.
Fencer
Duration: Very Short, Short, Medium
Requirements
Dexterity of at least 50
Must have Rapier Mastery or equivalent as a General Skill
Must have fought in at least three duels.
The Fencer is a skirmishing melee combatant. Your high Dexterity, and precise strikes allow you to deal lethal blows while dancing away from any harm yourself. Absorbs and significantly bolsters the Rapier Mastery general skill.
Fencer has a minor array of active skills.
Fencer has a large array of passive skills.
Fencer provides 1 agility every 2 levels.
Fighter
Duration: Very Short, Short, Medium
Requirements
A Brawn of at least 20
Has been in a fight.
Has bled, or otherwise lost essence vital to it's existence.
The fighter is the standard for many undetermined individuals. With extremely low and easy to meet requirements, almost anyone can become a fighter. It makes you slightly better in combat.
Fighter has minimal skills.
Fighter provides one Strength every five levels.
Mage
Duration: Very Short, Short, Medium
Requirements
Wisdom of at least 20
Must have Mana Manipulation
The Mage is the weakest of the casting focused combat classes. It provides ranged fire support, but has minimal ways to defend itself. It takes a regeneration malus if it is wearing armor heavier than cloth.
Mage has a large array of active skills.
Mage has a minor array of passive skills.
Mage provides one Wisdom every four levels.
Psion
Duration: Medium, Long
Requirements
Wisdom of at least 30
Intution of at least 30
Presence of at least 25
Must have a Telepathy general skill of any rank.
Psions utilize the power of the mind to alter the physical world. They can convert their mana into mind mana. Psions primarily support and crowd control the enemy. They are weak solo combatants.
Psions have a large array of skills.
Psions provide one stat every two levels.
Minstrel
Duration: Very Short, Short, Medium
Requirements
Requirements have been bypassed by the Mentor skill. Calculating experience...
Mentor skill will advance level of Minstrel to 23 upon first taking the class.
Minstrels are a support class. Though they have some answers to solo combat, they shine when placed as a secondary support. They are also extremely helpful in non-combat scenarios.
Minstels have a very large array of skills.
Minstrels provide 1 Presence every level.
Berserker
Duration: Short, Medium, Long
Requirements
Brawn of at least 50 - Or be of the Orc species or orc subspecies.
Must have taken at least 50% of your health as damage in a single combat.
Berserkers are a risk. Every adventuring party knows that. They thrive on battle, they thrive of blood and most dangerously, they thrive on their own wounds. Extremely dangerous close-quarters combat specialists, but wildly unpredictable.
Berserkers have a minor array of active skills.
Berserkers have a minor array of passive skills.
Berserkers provide the [Berserk] passive with no slot cost.
Berserkers provide 1 Vitality every odd level.
Berserkers provide 1 Strength every even level.
Blood Alchemist
Duration: Long, Extendable
Requirements
Requirements have been bypassed by the Alchemical Blood trait.
Blood Alchemists utilize blood in all of their alchemical creations. Operating as both potent support classes, as well as long range damage dealers. Blood Alchemist will absorb and significantly improve the Alchemy general skill. Blood Alchemist will significantly improve Alchemist skills.
Further bonuses hidden until the class has reached it's maximum level.
Blood Alchemists have a large array of skills.
Blood Alchemists provide 1 Vitality every level.
Blood Alchemists provide 1 stat point every fourth level.
Mana Sage
Duration: Long, Extendable
Requirements
Requirements have been bypassed by the Limitless Mana trait.
Mana Sages are a Universal Specialist. They allow the caster to super charge their spells and skills with more mana than normal. Sometimes warping the skill in unpredictable ways.
Further bonuses hidden until the class has reached it's maximum level.
Mana Sages convert active skills.
Mana Sages have a minor array of passive skills.
Mana Sages provide 1 Wisdom every level.
Mana Sages provide 1 stat point every fourth level.
Monster Slayer
Duration: Medium, Long, Extendable
Requirements
Must have taken part in killing a monster at least double your level.
Monster Slayers specialize in punching up. Their skills revolve around their enemies being a higher level. They are immune to Aura/Fear/Stunning skills.
Further bonuses hidden until the class has reached it's maximum level.
Monster Slayer has 5 active skill slots.
Monster Slayer has 5 passive skill slots.
Monster Slayer has a large array of skills.
Monster Slayer provides 1 stat point every level.
Rune Fencer
Duration: Medium, Long
Requirements
Have Access to the Fencer Class
Have Acess to Basic Runic or greater
Dexterity of at least 75
Have carved runes into an enemy's body.
Rune Fencers utilize their weapon to carve runes into reality itself. Whether that is the air, or an enemy. They can activate such runes with any Fencer or Rune Fencer ability, empowering the strike.
Rune Fencers have 7 active skill slots.
Rune Fencers have 2 passive skill slots.
Rune Fencers have a large array of active skills.
Rune Fencers have a minor array of passive skills.
Rune Fencers provide 1 Agility every odd level.
Rune Fencers provide 1 Wisdom every even level.
Runic Scholar
Duration: Long, Extendable
Requirements
Must have slain an enemy at least double your level.
Must have Basic Runic or greater.
Must have a Wisdom of at least 50.
Runic Scholars are an upgraded combat variant of the Scholar class. Able to rapidly study monsters, discern weaknesses, and where none are found, create weaknesses. A Runic Scholar is able to utilize all runes, even if the purpose of those runes is not known.
Runic Scholars provide 1 stat every second level.
That was a lot of information to take in. Trillia read through them all several times. She didn't really understand how she got some of the classes. Well, she understood. It told her the requirements. It was more that some of them didn't make a lot of sense. Like, Runic Scholar. What did killing a strong enemy have to do with reading runes.
She'd have to choose both classes, in addition to their durations. Trillia was also rather sad to see that being at such a high species level without a class hadn't really counted for anything.
After mulling it over for a few hours, she decided. Finally, selecting her classes. She couldn't wait to get out of this liquid and test things.