Difference between revisions of "Journey: Classes"

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==Class List==
 
==Class List==
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'''Archer''' ''(Arrow)''
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: Skilled with bows, crossbows, and similar weaponry, the archer excels if he can fight his foes from afar.
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'''Assassin''' ''(Dynamite)''
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: A cunning, secretive death-dealer, the assassin's skill lies not with raw combat ability, but instead in stealth, poison, and deceit. An assassin strikes without her target's knowledge, then slips into the shadows.
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'''Defender''' ''(Rock)''
 
'''Defender''' ''(Rock)''
 
: A warrior who focuses on his armor and defensive skills. Heavily-armored and armed with simple weapons or polearms, the defender's fighting style is one that emphasizes patience and using attrition to your advantage.
 
: A warrior who focuses on his armor and defensive skills. Heavily-armored and armed with simple weapons or polearms, the defender's fighting style is one that emphasizes patience and using attrition to your advantage.
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'''Einhander''' ''(Scissors)''
 
'''Einhander''' ''(Scissors)''
 
: A warrior who focuses on skill with weapons over all else. Lightly-armored but heavily armed, the einhander is a force to be reckoned with, using the philosophy that the best defense is a perfect offense.
 
: A warrior who focuses on skill with weapons over all else. Lightly-armored but heavily armed, the einhander is a force to be reckoned with, using the philosophy that the best defense is a perfect offense.
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'''Journeyman'''
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: A skilled craftsman whose knowledge of itemcraft goes beyond mundane materials. Equipped with the knowledge necessary to temporarily enhance items to nigh-magical levels, the artificer's specialty is items, both their construction and destruction.
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'''Mage''' ''(Magic)''
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: Years of reading esoteric tomes and attempting to understand arcane scrolls culminates in the trade of the mage. Able to call upon arcane forces and bend the world to his will, the mage is a force not to be trifled with.
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'''Paladin''' ''(Hybrid: Divine Rock)''
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: A warrior whose devotion to a deity, saint, or cause equips him with divine strength and perseverance. Where other warriors call only upon their skill and have mortal limits, the paladin calls upon a higher power to transcend such limits.
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'''Priest''' ''(Divine)''
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: A devout follower of a deity or saint, or perhaps even someone with a strong belief in a cause, the priest calls upon the source of their inspiration and smites foes, protects the weak, and heals their allies.
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'''Psionicist''' ''(Psionics)''
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: Deep and careful personal reflection unlocks abilities latent within the mind; those who overcome their inner demons earn the right to be called psionicists. Wielding a skill with no outward sign, the psionicist's domain is the mind.
  
 
'''Unfettered''' ''(Paper)''
 
'''Unfettered''' ''(Paper)''

Revision as of 14:20, 23 March 2008

Journey chapter 3.JPG

We're not here yet, but we have some ideas for what classes we want, so this page is being made so that we can track the list.

Class List

Archer (Arrow)

Skilled with bows, crossbows, and similar weaponry, the archer excels if he can fight his foes from afar.

Assassin (Dynamite)

A cunning, secretive death-dealer, the assassin's skill lies not with raw combat ability, but instead in stealth, poison, and deceit. An assassin strikes without her target's knowledge, then slips into the shadows.

Defender (Rock)

A warrior who focuses on his armor and defensive skills. Heavily-armored and armed with simple weapons or polearms, the defender's fighting style is one that emphasizes patience and using attrition to your advantage.

Einhander (Scissors)

A warrior who focuses on skill with weapons over all else. Lightly-armored but heavily armed, the einhander is a force to be reckoned with, using the philosophy that the best defense is a perfect offense.

Journeyman

A skilled craftsman whose knowledge of itemcraft goes beyond mundane materials. Equipped with the knowledge necessary to temporarily enhance items to nigh-magical levels, the artificer's specialty is items, both their construction and destruction.

Mage (Magic)

Years of reading esoteric tomes and attempting to understand arcane scrolls culminates in the trade of the mage. Able to call upon arcane forces and bend the world to his will, the mage is a force not to be trifled with.

Paladin (Hybrid: Divine Rock)

A warrior whose devotion to a deity, saint, or cause equips him with divine strength and perseverance. Where other warriors call only upon their skill and have mortal limits, the paladin calls upon a higher power to transcend such limits.

Priest (Divine)

A devout follower of a deity or saint, or perhaps even someone with a strong belief in a cause, the priest calls upon the source of their inspiration and smites foes, protects the weak, and heals their allies.

Psionicist (Psionics)

Deep and careful personal reflection unlocks abilities latent within the mind; those who overcome their inner demons earn the right to be called psionicists. Wielding a skill with no outward sign, the psionicist's domain is the mind.

Unfettered (Paper)

A warrior who focuses on speed, agility, and footwork. Lightly-armored and armed with light weapons, the unfettered's strength lies not with his offensive or defensive prowess, but with his sheer mobility.

Ideas

There are three possible setups for the hybrids...

Setup 1

  • Rock/Scissors: Knight (weak to Paper, because of lack of mobility)
  • Scissors/Paper: Karateka (weak against Rock - can't hit very hard)
  • Paper/Rock: Swashbuckler (weak against Scissors - defends with weapon, but is not as good as a scissors)

Setup 2

  • Rock/Scissors: Knight (weak to Paper, because of lack of mobility)
  • Scissors/Paper: Samurai (weak against Rock - emphasis on swordplay and footwork)
  • Paper/Rock: Karateka (weak against Scissors - sword beats hands)