Chapter 28 - Class
The mayor gave me the pieces of paper that contained the names and details of each class, from which I would have to choose just a single one. This was easier said than done.
Class: Assassin
One of the deadlier classes. They move in the shadows, approaching their unsuspecting victims without being noticed. They strike and leave the crime scene before anyone realizes that the target is dead. They are perfect killers for hire, usually executing orders for the underground. Their preferred weapon is the dagger and anything deadly that is easy to carry and even easier to hide.
Extra Stats:
+5 Perception
+1 Strength
+4 Endurance
Ability:
[Now You See Me]: The Assassin is able to turn completely invisible for a few seconds, allowing them to sneak through the most guarded of places. Duration depends on [Ability] level and Endurance stat.
This was a really strong start. The Assassin class sounded great and the [Ability] that came with it could prove extremely useful, so this was definitely a class I could see myself choosing.
Class: Trapper
Another form of an Assassin. This one loves the sight of blood but hates the smell. They prefer doing their thing from a distance, observing their victims and reading them like an open book, until it's time to set up their well thought out trap. Why risk getting caught when the enemy will happily walk into the wolf's mouth? They will often carry a short-sword or a dagger with them for safety reasons, but they would rather avoid fighting.
Extra Stats:
+5 Perception
+4 Wisdom
+1 Strength
Ability:
[Hit Songs Watch Your Step]: This [Ability] allows the Trapper to manifest elaborate traps within a proximate area without getting into all the trouble of setting it up beforehand. Size and complexity of the trap depend on [Ability] level and Wisdom stat.
Another interesting class, though not as much as the regular Assassin. The description sounded similar to what Wrel did back in the spider cave.
Class: Spy
Not all Assassins like blood. Some prefer a more civilized way of doing things. Like theft, eavesdropping, and deception. Just like the Assassin, the Spy needs to get close to their victim, except these ones leave the victim alive. Usually. They are masters of extracting information and goods out of people without them ever noticing. They are adored by people of power and paid a hefty amount of [Coin] for their services. They don't use weapons if they can avoid it, but they always carry on them tiny daggers and needles just in case.
Extra Stats:
+7 Perception
+2 Wisdom
+1 Vitality
Ability:
[Smoke and Mirrors]: Transform into another person, being, or object for a few seconds, up to a few hours. This allows Spies to approach their victims and extract information without getting noticed. Duration depends on [Ability] level, Perception stat and how different the transformation is from the user.
The amount of utility the Spy class had was frightening. A person like that could prove to be really useful if they are on your side, but at the same time, you needed to always be on edge if you had any enemies or had something to hide. Spies were scary people.
Class: Warrior
Characterized by their bravery, their strong sense of justice, and often their terrible risk assessment, warriors are often willing to fight and stain their hands with blood for a good cause. Finding them in the front lines in a fight against evil is far from rare. They tend to be strong and are able to defend just as well as they can attack. Long swords and maces are often their weapons of choice, but they would not say 'no' to a simple sword and a shield.
Extra Stats:
+5 Vitality
+3 Strength
+2 Endurance
Ability:
[Unstoppable Force]: A massive increase in offensive stats that allows the Warrior to break through the toughest of defences and force their way over any obstacle. Warriors shall not yield!
This sounded so cool! I could definitely imagine myself diving head first into an army of enemies and this class would allow me to do so and slash through all of them without a problem. I was seriously considering this one, just like the Assassin class.
Class: Paladin
Paladins are the gentle giants of this world. Although they can often be found in the front lines, next to Warriors, Paladins are not there to fight through hoards of enemies. They are there to protect the ones they love. Instead of weapons, they prefer using giant shields to tank enemy hits and keep them from advancing forward, though they usually have a single or twin ball flail that knocks out the most persistent of enemies.
This story originates from Royal Road. Ensure the author gets the support they deserve by reading it there.
Extra Stats:
+7 Vitality
+2 Strength
+1 Endurance
Ability:
[Immovable Object]: Paladins can create a magic, golden barrier in the shape of a half-sphere around them, protecting themselves and their allies from any incoming enemies and their attacks. Foes that are inside the range of [Immovable Object] when activated, are pushed back and away. Duration and resistance depend on [Ability] level and Vitality Stat.
This sounded like the exact opposite of the Warrior class and, although it would probably feel amazing to be able to do these things and protecting the ones around me was something I wish I was able to do back then, I felt that this class was not for me.
Class: Skirmisher
Skirmishers are born fighters. They wield their weapons just as much for justice as for the sole excitement of a fight against a worthy opponent. Duels are probably their favorite thing in the world, but they are equally fine fighting in-or-against-small groups. Skirmishers tend to be mercenaries or adventurers, always seeking glory and excitement. Their preferred weapon is a sword or, even better, two swords. Three might be too much.
Extra Stats:
+5 Agility
+3 Strength
+2 Vitality
Ability:
[Manic Wielder]: A massive increase in strike speed that allows the Skirmisher to relentlessly attack their enemy until they break their guard and land a myriad of deadly blows. Durations and attack speed increase depend on [Ability] level and Agility stat.
This... this sounded like a blast. My dueling potential would be extremely high if I were to choose this class, which would have definitely been of use in most fights I had so far inside the dungeons. Plus, I bet I would be able to easily take Guen on and beat her without breaking a sweat if I went with this one.
Class: Mage
Mages are people blessed with arcane powers and the ability to bend and twist nature's laws to their liking. They can channel their magical energy to inflict immeasurable pain and torture to their victims. Due to their high intellect and mysterious powers, they are often in positions of power, ruling over the rest of the mortals. They sometimes hold a staff as a means to cast their spells, but more so as a symbol of superiority.
Extra Stats:
+7 Wisdom
+2 Endurance
+1 Perception
Ability:
[Unleased Potential]: The user becomes one with the magic energy that flows through them, increasing the power and casting speed of their spells and reducing their cost. Duration, power increase, casting speed increase and cost reduction depend on [Ability] level and Wisdom stat.
Mages sounded like the kind of people I would not want to mess with. The description says that Mages are usually in positions of power and yet the mayor did not seem like one of them. Take that, magic jerks! Although Mages were undeniably powerful, their way of doing things was far different than mine.
Class: Healer
Healers are everything Mages would be if they actually cared about the rest of the world. They are the only ones that can use their magic to aid their allies by treating their wounds or buffing their offensive and/or defensive stats using illegal ancient techniques. But do not be mistaken; the Healer gives and the Healer takes. They are just as comfortable fighting in close combat and casting de-buffs on their enemies as they are healing their allies. While nowhere near the legends of the Azarinth order, Healers are allies everyone wants to have on their side.
Extra Stats:
+5 Wisdom
+3 Vitality
+2 Strength
Ability:
[Safe Space]: Creates an aura a few meters around the user. The user and their allies that are inside the area regain health over time, while enemies inside their area have their life force drained at the same rate. Duration and rate of heal/drain depends on [Ability] level and Wisdom stat.
Healers seemed like an extremely valuable addition to any team. Someone you would love to have with you and hate to find against you. And yet it did not quite sound like something you would want to be yourself. Healers felt like a supporting piece, like they could not possibly become the main focus of the most told story ever.
Class: Psychic
Psychics are one of the rarest and most mysterious classes. Instead of controlling their magical energy like Mages do, they are able to sense and manipulate the magical energy inside other things and beings, often making others obey their orders by will or by force. They tend to team up with Mages to help each other quench their thirst for power. Make no mistake, their staff is not just for spells and to act as a crook; they are more than happy to bash their enemies to death with it.
Extra Stats:
+5 Wisdom
+3 Perception
+2 Strength
Ability:
[Glimpse of the Abyss]: Lean into the power of the cosmos and exploit it to your advantage. For a short period of time, the user knows what will happen two seconds before it actually happens, giving them the edge the battles that matter the most.
This class was quite unique. You would need to have a good brain inside your head to be able to properly utilize the benefits of this one. A user with poor thinking abilities would find this class almost useless, while a sharp mind could potentially surpass every other class if they used their skills properly. Judging from how some people around me addressed me, I was probably not someone who could unlock the full potential of such a class.
Class: Scout
Scouts like to keep themselves away from the heart of the battle. In fact, they usually do their job before the fight even starts, going off on their own, away from the group, to find the enemies and gain as much information as possible without getting caught. Once the battle starts, they find their position somewhere far in the distance, shooting projectiles at the enemy lines.
Extra Stats:
+7 Perception
+2 Agility
+1 Endurance
Ability:
[Eagle Eye]: For a brief period of time, the user gets information about everyone and everything within a certain distance, from the terrain to the wildlife to any person approaching. Duration, size of the area of effect and details depend on [Ability] level and Perception stat.
Scouts seemed to be geared more towards utility for the team and less about actually participating in the fight, which was far from what I personally wanted to do. I wanted to fight. But even if I didn't, I would still have to do so no matter what. So, this class sounded like a good subordinate, but nothing more.
Class: Hunter
You don't see them, but they see you. Hunters are masters of stealth, almost comparable to Assassins. They like to end the fight before it even starts, finding their prey, pinpointing their weak point and piercing right through it. They tend to use bows and arrows and hiding spots, though some prefer crossbows or even blow darts. Anything will do as long as it can end the fight in one, deadly strike.
Extra Stats:
+5 Perception
+3 Strength
+2 Agility
Ability:
[Achilles' heel ]: Every weak point and existing wound is exposed to the Hunter for a few seconds, allowing them to capitalize on it. While [Achilles' heel] is activated, the Hunter's strikes deal increased damage. Duration and damage increase depends on [Ability] level and Perception stat.
I really liked the Assassin class, so Hunter, being quite similar to it, piqued my interest as well. Though I was not used to and did not like using long distance weapons like bows, so if I was going to choose a class like that, it would most likely be Assassin instead of Hunter.
Class: Shooter
The Shooter does not care about getting information or sneaking up behind you. They are happy to appear in front of you and mock you for not having a long-range weapon like they do. They will keep shooting you from a distance until you stop moving and then some. They are the long-distance equivalent of the Skirmisher and it's not rare to see a wicked smile in their face as they keep piercing you with arrow after arrow.
Extra Stats:
+5 Agility
+3 Perception
+2 Endurance
Ability:
[Arrow Hell]: Massive increase in arrow picking, loading, and drawing speed which allows the Shooter to send an insurmountable number of projectiles their enemy's way. Duration and speed increase depend on [Ability] level and Agility stat.
Shooters sounded savage. I would definitely not want to cross paths with an enemy Shooter, but at the same time, I don't think I would want to have a Shooter ally either. It would be hard to make them stick to a plan. The one certain thing was that I was not going to choose this class. It was long range.
This was the final class page. Reading through all of them did not make my choice easy. There were a lot of them that I was not interested in, but at the same time, I could see myself as numerous of those classes.
I lifted my head, stacked the papers together, and gave them back to the mayor.
"So? What will it be, idiot?"