Quite a long interlude today, all to present the class system of Tower.
Fell free to drop me a message if you have any question or comment, I will make sure to answer ^^
Also don't hesitate to drop a comment if I missed any typo.
(As french is my native language I tend to make quite a bit of them ^^')
Edit : Apparently this forum won't make my chapter appear the way I want to. Sorry if it is a bit hard to read at time (>_<)
Edit2 : Thanks to Wolves425 and Simon662, the post is no completly readable
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Extract from “The adventurer’s guide, Chapter 3 – Classes and ranking”
“In this chapter, we will finally get down to business as we talk about the various classes of adventurers and the way they are ranked at the guild.
The classes
Let’s keep things in order and start with an explanation of the concept of classes for thoses of you that may not be aware of this system. The class of an adventurer is determined by their skills and their specialty in mana control. Classes were mainly created to determine position and responsibilities in a group of adventurer.
For the sake of clarity, let’s talk first about the main classes. The main classes are divided in five set of classes called systems. Those systems are determined as such :
[Close combat system] : This system regroup the classes that rely on melee weapon such as fist, bladed weapon of blunt weapon.[Warrior]This class regroup all the users of bladed weapon. Specialised in sharpening their weapon with the help of mana to inflict heavily bleeding wounds, this class is probably the most balanced class between long and short term combat. As there are numerous weapon and skill englobed in this class, it is commonly divided in subclasses named after the weapon that is wielded. The two most popular being [Swordsman] and [Spear Wielder][Barbarian]This class regroup all the users of blunt weapon, relying on brute force to crush their opponents. They are recognised for their abilities to infuse tremendous amount of mana in their blows but this class isn’t suited for long term combat as their mana consumption is way too large. They are not usually divided in subclasses and adepts tend to be a bit rough around the edges, you have been warned.[Brawler]This class regroup all the adventurers relying on gauntlet or fist. They rely on infusing mana in their opponent with direct blows from their fist or gauntlet, disturbing heavily the mana flow of the opponent. They are really dangerous at short range but lack versatility in practical combat.[Knight]This class regroup all the adventurers that play the role of meat shield. They are specialized in protecting themselves with sturdy layer of mana, preventing any blow to damage themselves or their equipment. Also I don’t exactly know why but the adventurers of this class tend to consider shield as weapon and often consider it an insult if you don’t share their point of view.
[Ranged system] : This system regroup the classes that deals with ranged combat[Archer]The adventurers of this class uses projectile based weapon, the most used being bows and arbalete. The masters of this class are feared for their precision, infusing mana in their projectiles in order to augment their range and precision. They are most effective at long range but tend to be useless at close range.[Gunner]Gunner use guns and rely mostly on brute mana power, blowing off their opponent with mana filled bullets. They tend to lack precision but can make up for it in various way. They are most effective at mid-long range.
[Elemental magic system] : This system regroup classes using elemental magic[Wizard]Those called wizards make use of expensive tools, such as staff, to manifest mana outside their own body and shape it as one of the seven elements. Doing so allow them to control the elements remotely for an extended amount of time. The seven elements are fire, water, wind earth, light, shadow and ether. Talented wizard can manipulate multiple elements at will and even meld them to form new ones.[Summoner]Summoner can infuse mana in an element to give birth to golems of the said element. Doing so require perfect concentration and an important amount of time so they are rarely seen adventuring outside the city especially due to the fact that golems are slow and cannot be produced at will. Nonetheless, they are one of the main assets during crusades that count hundreds of adventurers and posses high status in the magical guild.[Shadow dweller]Often called thieves by the general public due to their tendency to exercise such professions on the side. They uses magic to distort the path of light and temporarily conceal themselves, slashing at enemies as they appear and disappear from the battlefield. Of course, if any felony has been proved, the responsible will be radiated from the guild, but they still have a rather bad reputation among adventurers. They can make themselves really useful in combats so whether to trust them or not is your own choice.
[Support magic system] : This system regroupe classes that can remotely affect the flow of one’s mana[Healer]Healer have perfect knowledge of human body and can remotely hasten recovery or boost companions abilities. High ranked healer can even instantly heal non-fatal wounds. Keep in mind that, even if they can use their abilities remotely, they can only display the full extent of their abilities by direct contact. In short, healers are the lifeline of any group of adventure but are weak if directly involved in combat.[Shaman]Shaman can remotely disturb the flow of mana in an opponent. Provoking from slight unwell to immediate death, depending on their proficiency and on the defenses of the opponent. They should never be taken lightly as doing so may bring you a fate worse than death.
[Undetermined system] : This system regroup all the miscellaneous classes that aren’t in any of the aforementioned systems. Unlike other systems, member of this system are few in number as their skill are not usually thought by the academy but should you be interested in learning them, the guild will happily reveal the contact information of the members of such classes that are willing to teach.[Alchemist]Master of potions, they can produce various effect on the battlefield with their concoctions, ranging from small scale explosion to large scale mustard gas. They can also strengthen the abilities of fellow adventurers in various way with their beverages. Their weakness reside in the important time and expensive materials needed to brew potions. They are useless if catched unprepared but nearly almighty in planned situation.[Strategist]Strategist rely on their intelligence to guide the flow of large scale battle, making use of communication channel magic to rely their order. Their proficiency is determined by the number of communication they can manage and the variety of tactics they can display. They are vital to crusades but are rarely seen in small group of adventurer.[War Chief]War chief are basically alchemist for food. They can add various properties to the meal they prepare and, doing so, greatly boost the abilities of adventurers. Their food is also highly praised as delicious even if I never had the chance to taste it myself. They are also mostly seen during crusade and rarely seen in small groups of adventurers.[Control master]Often called puppeteers, those adventurers are tasked to control the position of enemies in various way, at time preventing them to flee or defend and at time preventing them from attacking. The abilities of Control master aren’t fully known but skilled individual are highly valued as they can transform hopeless small scale battle into flawless victory. The adepts of this class also claim to be part of the ‘Control magic system’ which, according to my information, should posses more than three classes. But, as the ‘Control magic system’ isn’t recognised by the guild as a full fledged system, I will not present it here.
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Melded classes
As you may already know, rare are the adventurers that limit themselves with only one class. More often than not, Warrior are able to use the magic layer of the knight class, Wizard summon golems if needed and Archer do whatever archer do. In practical combat, everyone make use of the best weapon available to them and nobody gives a shit about being registered as a warrior when he has to use a knight’s skill to defend himself from harm.
In practice there is nothing but melded classes and only a limited few, aiming for excellency in a class, will restrict themselves to using only the skill of that one class.
The melded classes recognized by the guild are numerous and, as presenting them all would be far too long, I will only present a three most common in Dailya.
[Berserker]they are adventurer that have masteries of two classes in the ‘Close ranged system’, one of them being the knight class. Berserker are recognised for their abilty to ignore damage while they roam on the battlefield.[Archmage]They are adventurers that have fully master both the Wizard and Summoner class. They often are highly skilled individuals.[Elemental warrior]They are adventurers that received teaching from both the Wizard and Warrior classes, allowing them to add the properties of elements to their blade. Their abilities are feared but they have the mana consumption of both classes making them useless in long term fights.
Ranking
The ranking varies between classes but is often based on the adventurer’s ability to control mana and the number of the class skill they have mastered. To officially advance to the superior rank, you have to prove your abilities at the guild or obtain the approval of an adventurer recognised as a master of the class. It is impossible to jump ranks, even if you have enough capacities to do so, test must be passed in order.
The general ranking, which is applicable for most of the classes, goes as follow.
Rank 1Default rank, immediately attributed in all classes.Rank 2The adventurer is able to infuse mana in his equipment, changing the physical properties such as sturdiness or sharpness.Rank 3The adventurer has learned the elementary skill of the class and is able to display them in combat.Rank 4The adventurer has mastered all the elementary skill of the class and the equipment used has become an extension of the body.Rank 5The adventurer is able to adjust the quantity of mana in his equipment at will, being able to infuse mana in his weapon only when and where needed.Rank 6The adventurer has learned the advanced skill of the class.Rank 7The adventurer is able to infuse mana in his equipment, changing or adding physical/magical properties.Rank 8Without using any specially designed tool, the adventurer is able to manifest mana outside of if his body or weapon and use it as an extension of his body.Rank 9The adventurer has mastered every skill of the class. This rank will grant access to the scroll containing the secret art of the class.Rank 10The adventurer has mastered the secret art of the class and is able to display it in combat. The adventurer is now recognised as a master of the class.
Melded ranking follows a similar logic except that the skill of both classes are considered while going up in rank. For example, to reach rank 4 in a melded class based on the skill of three main classes, you will have to master at least one third of the elementary skills of each classes composing the melded class.
Due to that rule, adventurer that are low ranked in melded classes are considered inferior to equally ranked adventurers in one of main classes while high ranked adventurers in melded classes are considered far superior due to their versatility in combat.”