TOME OF PEOPLE
Page 3: Classes
Civilians are those who aren't trained to fight. They have absolutely no skills in combat, and must be trained. All characters start off as Civilians, although they can change their classes through special ceremonies or combat training - making this class pretty unique in that they can change classes in combat. Generally, this class includes farmers, shopkeepers and so on.
Requirements:
None
Bonuses:
They gain a +2 bonus to DEX if they are unarmed.
They gain a +2 bonus to AGI when wielding farm tools.
They can use any weapon, which has experience.
Best: DEX, AGI
Average: HP, STR, ATK, DEF, INT
Weakest: MP, SMP, MAT, MDF, STL
The fighter is a close-combat character with high strength to damage enemies physically a lot. This class is also known as the "Warrior" although Shane prefers to call them Fighters.
Requirements:
Sword CP: 200
Bonuses:
Using any one-handed weapon, the warrior gains ATK +3.
The Fighter also gets a critical hit chance when rolling a 9.
Best: HP, STR, ATK, DEF
Average: DEX, MDF, SMP
Weakest: MP, INT, AGI, STL, MAT
They mostly casts spells which damage enemies, mainly elemental (Fire, Water/Ice, Earth, Wind). They cannot use light and dark spells. Males are sorcerers, females are sorceresses.
Requirements:
Rod CP: 200
Bonuses:
Faster MP regeneration.
Even faster MP regeneration if holding a staff in their hands.
Penalties:
Spells cost more MP when wearing gloves.
Best: MP, INT, MDF, MAT
Average: DEX, AGI, STL
Weakest: HP, STR, ATK, DEF, SMP
A dual class of Fighters and Sorcerers/Sorceresses. They can hold their own in a close combat fight, and also cast magic.
Requirements:
Sword CP: 200
Rod CP: 200
Bonuses:
Using any one-handed weapon, they get a +2 ATK bonus.
Spells don't cost more MP while they wear gloves, but metal gloves cause spells to cost more MP.
Their MP regenerates faster in the field while not in combat.
Best: MP, HP, ATK, MATK
Average: STR, DEF, DEX, MDF, SMP, INT
Weakest: AGI, STL
The sneaky tactics of thieves mostly are necessary to get past locked doors and stuff. They are also known as "rogues".
Requirements:
Dagger CP: 200
Bonuses:
Using any kind of dagger, the rogue gains ATK +1 and DEX +1.
The Thief also gets a critical hit chance when they use a dagger and rolls a 9.
Best: DEX, AGI, ATK
Average: HP, STR, DEF, MDF, STL, SMP
Weakest: MP, INT, MAT
Similar to the thief, they use sneaky tactics - however, this is to get behind enemies and kill them quickly and painlessly. Males are murderers, females are murderesses.
Requirements:
Dagger CP: 400
Bonuses:
Using any kind of dagger, they gain ATK +3.
They also get a critical hit chance when they use a dagger and DMG rolls a 9.
Best: STR, ATK, DEX, AGI, STL
Average: INT, DEF
Weakest: HP, MP, MDF, MAT, SMP
They are similar to the sorcerer and sorceress, but they use spells which heal and cure team members. They can also cast spells of light. Males are wizards, females are witches.
Requirements:
Book CP: 200
Staff CP: 200
(note: only one of those are required)
Bonuses:
Faster MP regeneration.
Even faster MP regeneration if holding a staff in their hands.
Penalties:
Spells cost more MP while wearing gloves.
Best: MP, INT
Average: HP, DEX, AGI, INT, MAT, MDF
Weakest: STR, DEF, ATK, STL
A person who mainly uses ranged attacks to hurt his/her opponents.
Requirements:
Bow CP: 200
Bonuses:
Using any kind of bow (including crossbows), the archer gains ATK +3 and DEX +2.
The Archer also gets a critical hit chance when they use a (cross-)bow and DMG rolls a 9.
Best: ATK, DEX, AGI
Average: HP, STR, DEF, SMP, STL
Weakest: MP, INT, MDF, MAT
A warrior fighting for the side of light.
Requirements:
Sword CP: 200
Light Magic CP: 200
Bonuses:
Using any kind of blunt weapon, the paladin gains ATK +3.
Fighting any kind of undead enemy, the paladin deals increased damage.
The Paladin also gets a critical hit chance when they use a blunt weapon and DMG rolls a 9. If they use a blunt weapon against an undead enemy, they also gets a critical hit chance when he rolls a 8.
They can cast spells that Priests can cast.
Best: STR, ATK, DEF
Average: HP, INT, MDF, AGI, MAT, SMP
Weakest: MP, DEX, STL
A warrior who is specifically trained and skilled with swords.
Requirements:
Sword CP: 400
Bonuses:
Using any kind of sword, the swordsmaster gains ATK +3, DEX +1 and AGI +1.
They can carry two swords instead of weapon and shield. Thus, they can attack twice. (The off-hand weapon only has a HIT Roll reaching from 5 - 15 initially.)
Best: ATK, DEX, AGI
Average: HP, STR, DEF, SMP
Weakest: MP, MAT, MDF, INT, STL
A stealthy character who can spy on his/her foes to obtain information. Males are known as "secret agents" while females are known as "spies".
Requirements:
Twin Dagger CP: 200
Bonuses:
Using any kind of knife or dagger, the spy gains STL +3, DEX +1 and AGI +3.
They can carry two knives / daggers instead of a weapon and a shield, thus allowing them to attack twice without any penalty.
If they wear gloves they gain a +2 boost to STL.
Best: STL, DEX, AGI
Average: HP, STR, DEF, ATK, INT, SMP
Weakest: MP, MAT, MDF
They mostly casts spells which help people, or, in combat, light-based spells. By default, their alignment is Lawful. They are frail, but are best at healing others. They cannot cast darkness-based spells at all. Males are priests, females are priestesses.
Requirements:
Staff CP: 200
Light Magic CP: 200
Bonuses:
Their MP regenerates faster.
While holding a staff, their HP slowly regenerates every turn in combat.
Penalties:
Spells cost more MP when wearing gloves unless the gloves has an effect relating to the Light element.
Best: MP, INT, MDF, DEF
Average: DEX, AGI, STL
Weakest: HP, STR, ATK, MAT, SMP
They mostly cast darkness-based spells and spells that summon undead. They can't use light-based spells and their default alignment is Chaotic.
Requirements:
Staff CP: 200
Dark Magic CP: 200
Bonuses:
They have faster MP regeneration.
Even faster MP regeneration if holding a staff in their hands.
Penalties:
Spells cost more MP when wearing gloves unless the gloves has an effect relating to the Darkness element.
Best: MP, INT, MAT, STL
Average: HP, AGI, MDF, DEX
Weakest: STR, DEF, SMP, ATK
They control the basic four elements (fire, water, earth and wind) and also Quintessence, their default element.
Requirements:
Any weapon CP: 200
(5th Elementals require 100 CP of any weapon instead to become an Elementalist)
Bonuses:
They take 10% less damage from fire, water, earth and wind-based attacks.
They gain a +5 bonus to INT
Penalties:
They take 10% more damage from dark and light-based attacks.
Best: INT, MAT, MDF, MP
Average: HP, DEX, STL, AGI
Weakest: STR, DEF, ATK, SMP
They are fast, and near-invisible. Only males can become ninjas. They can learn several kinds of jutsu.
Requirements:
Katana CP: 400
Jutsu CP: 200
(Endanian races require 200 Katana CP 100 Jutsu CP instead to become a Ninja)
Bonuses:
Using any kind of katana, they gain +2 ATK and AGI.
The Ninja also gets a higher chance of scoring a critical hit with a katana.
Penalties:
Only male characters can become Ninjas.
Best: ATK, AGI, STL, INT, MP
Average: MAT, HP, STR
Weakest: DEX, MDF, SMP, DEF
They are beautiful, but also very deadly. Assassins operate by infiltration, using disguises, cunning, and stealth. Their weapons are always coated in poison, and they are also excellent cooks. However, only females can become assassins. They also have the ability to spend MP to deal massive damage to their foes.
Requirements:
Dagger CP: 600
(Endanian races require 300 Dagger CP instead to become an Assassin)
Bonuses:
Using any kind of dagger, the assassin gains +4 ATK and +2 AGI.
Wearing light gloves, the assassin gains +5 DEX and STL.
If they wear certain kinds of masks (like oxygen masks) they gain +2 MDF and become immune to damaging effects that require them to breathe.
The assassin also gets a higher critical hit rate when they wield a dagger.
Their weapons are always poisoned.
Penalties:
Only female characters may become Assassins.
Best: STR, ATK, DEX, AGI, STL
Average: INT, DEF
Weakest: HP, MP, MDF, MAT, SMP
Characters in the Chronicles Campaign with Default Elements will always start with "None" as an element, and will gain access to their Default Element once they reach Level 5.
In the Otherworld Campaign, they automatically begin with their Default Element.
All characters can change class when they reach a weapon skill of 200. Sometimes new classes will be unlocked by this.
Magic CP depend on the element of spells used.
There are many more classes, but they are to be discovered.
About "Best", "Average" and "Weakest" stats:"Best", "Average" and "Weakest" stats are actually modifiers regarding how stat points are spent.
Best stats increase by
3 points after the character reaches level 5. For one stat point, for example, a Fighter could get +3 HP instead of +1.
Average stats always increase by 1 point.
Weakest stats increase by 0.5 points after the character reaches level 5. For example, a Fighter has to spend 2 stat points to get +1 to INT.