Post by ADMIN RINSE on Sept 19, 2021 15:14:09 GMT
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BESERKER. These warriors can harness rage to boost their strength and resilience. Their blows can be especially devastating, but usually sloppier with no regard to stamina. [break][break]
CHAMPION. Leaders on the battlefield, these warriors boost and inspire their allies, as well as intimidate and unnerve their enemies. [break][break]
GUARDIAN. These warriors focus on protecting their allies, shielding them or forcibly drawing all enemies to themselves in order to keep them from harm.[break][break]
REAVER. Reavers are bolstered by every enemy cut down at their feet and grow stronger the more they're injured. So the bloodier, the better — be it their own blood or the blood of others. Reavers will endure pain to inflict paint. Unnerving/terrifying to their enemies who aren't mentally prepared to face them.[break][break]
SPIRIT WARRIOR. These warriors, make a sort of pact with benevolent spirts, gaining magical abilities in return. These spirits bolster their abilities and resistances, as well as grant them spirit damage, all in exchange for a glimpse beyond the Fade. [break][break]
TEMPLAR. A warrior with the ability to dispel and resist magic. In addition to having more resilience against spells, they are able to drain mana from spellcasters with every strike.[break][break]
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ARCANE WARRIOR. These mages are able to channel magical power through their weapons and bodies, boosting their martial prowess. Able to use melee weapons such as swords and shields and also able to wear armor otherwise reserved for rogues and warriors.[break][break]
BATTLEMAGE. Mages who are able to stand in the fray of battle with little fear. They are able to draw healing from everyone around them, and even replenish their mana with every blow landed against them.[break][break]
BLOOD MAGIC. A dark magic that originates from demons. A blood mage can be hard to trust as an ally. They can heal themselves using their ally's life force, control the blood in others' bodies, and sacrifice their health in order to replenish their mana.[break][break]
FORCE MAGIC. Able to bend and manipulate the laws of nature, these telekinetic mages can toss/throw or crush their enemies, as well as slow them. They can draw enemies to a certain spot or repel them forcibly from one spot. They are nearly immune to knockdown as well, almost always able to maintain their own gravity and keep themselves grounded.[break][break]
KEEPER. Only teachable to/by the Dalish Keepers and their Firsts. These mages have a connection to the earth and its roots, which they use to attack, slow, or trap their enemies. The bodies of all killed in these battles are consumed by the earth and used to replenish the Keeper's health. [break][break]
SHAPESHIFTER. With this ability, mages can transform into an animal and use their new form's natural prowess. A shapeshifter can learn various forms, but it is not an easy magic to master and each form must be learned individually. Thus, it's common for a shapeshifter to only have 1-3 forms they can switch between. [break][break]
SPIRIT HEALER. The mage is able to call upon the benevolent spirits of the Fade to heal and protect their allies, or even revive and restore them from unconsciousness. They can heal injuries and draw an ally from the brink of death.[break][break]
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ASSASSIN. A rogue with an uncanny eye for an enemy's weak points. Stealthy and efficient, they know just where to hit to make it count, and can cripple with one, well-timed strike, or leave an enemy bleeding out within the blink of an eye. [break][break]
BARD. Master manipulators and skilled performers. Bards are often employed as entertainers in order to spy and assassinate. In battle, they use song to either disorient/confuse their enemies or bolster their allies. [break][break]
DUELIST. Masters of evasion and perception. Duelists have an uncanny way of avoiding blows. While their attacks aren't as devastating as an assassin's, they make up for damage with speed and remarkable precision. [break][break]
LEGIONNAIRE SCOUT. Only teachable to/by dwarves of the Legion of the Dead. These are those who act as scouts in the Legion's search for death. These dwarves are as hardy as the stone itself, able to withstand an unbelievable amount of damage before falling. They're also even more immune to magic than their untrained dwarven kin.[break][break]
RANGER. Opportunists with an affinity for wilderness. They are able to take advantage of their environment and summon a wild animal to fight on their behalf. Like shapeshifters, calling upon a specific animal is an individual mastery, and such as it is, Rangers usually only have 1-3 animals they can reliably summon. Due to how exhausting this practice itself can be, even a skilled ranger would only just be able to summon two at once. [break][break]
SHADOW. Masters of concealment and ambush. Shadows fight from darkness, always flitting in and out of perception. They are able to create decoys and misdirect their enemies with ease. [break][break]
> Warrior
[break]
BESERKER. These warriors can harness rage to boost their strength and resilience. Their blows can be especially devastating, but usually sloppier with no regard to stamina. [break][break]
CHAMPION. Leaders on the battlefield, these warriors boost and inspire their allies, as well as intimidate and unnerve their enemies. [break][break]
GUARDIAN. These warriors focus on protecting their allies, shielding them or forcibly drawing all enemies to themselves in order to keep them from harm.[break][break]
REAVER. Reavers are bolstered by every enemy cut down at their feet and grow stronger the more they're injured. So the bloodier, the better — be it their own blood or the blood of others. Reavers will endure pain to inflict paint. Unnerving/terrifying to their enemies who aren't mentally prepared to face them.[break][break]
SPIRIT WARRIOR. These warriors, make a sort of pact with benevolent spirts, gaining magical abilities in return. These spirits bolster their abilities and resistances, as well as grant them spirit damage, all in exchange for a glimpse beyond the Fade. [break][break]
TEMPLAR. A warrior with the ability to dispel and resist magic. In addition to having more resilience against spells, they are able to drain mana from spellcasters with every strike.[break][break]
[break][break][break]
> Mage
[break]
ARCANE WARRIOR. These mages are able to channel magical power through their weapons and bodies, boosting their martial prowess. Able to use melee weapons such as swords and shields and also able to wear armor otherwise reserved for rogues and warriors.[break][break]
BATTLEMAGE. Mages who are able to stand in the fray of battle with little fear. They are able to draw healing from everyone around them, and even replenish their mana with every blow landed against them.[break][break]
BLOOD MAGIC. A dark magic that originates from demons. A blood mage can be hard to trust as an ally. They can heal themselves using their ally's life force, control the blood in others' bodies, and sacrifice their health in order to replenish their mana.[break][break]
FORCE MAGIC. Able to bend and manipulate the laws of nature, these telekinetic mages can toss/throw or crush their enemies, as well as slow them. They can draw enemies to a certain spot or repel them forcibly from one spot. They are nearly immune to knockdown as well, almost always able to maintain their own gravity and keep themselves grounded.[break][break]
KEEPER. Only teachable to/by the Dalish Keepers and their Firsts. These mages have a connection to the earth and its roots, which they use to attack, slow, or trap their enemies. The bodies of all killed in these battles are consumed by the earth and used to replenish the Keeper's health. [break][break]
SHAPESHIFTER. With this ability, mages can transform into an animal and use their new form's natural prowess. A shapeshifter can learn various forms, but it is not an easy magic to master and each form must be learned individually. Thus, it's common for a shapeshifter to only have 1-3 forms they can switch between. [break][break]
SPIRIT HEALER. The mage is able to call upon the benevolent spirits of the Fade to heal and protect their allies, or even revive and restore them from unconsciousness. They can heal injuries and draw an ally from the brink of death.[break][break]
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> Rogue
[break]
ASSASSIN. A rogue with an uncanny eye for an enemy's weak points. Stealthy and efficient, they know just where to hit to make it count, and can cripple with one, well-timed strike, or leave an enemy bleeding out within the blink of an eye. [break][break]
BARD. Master manipulators and skilled performers. Bards are often employed as entertainers in order to spy and assassinate. In battle, they use song to either disorient/confuse their enemies or bolster their allies. [break][break]
DUELIST. Masters of evasion and perception. Duelists have an uncanny way of avoiding blows. While their attacks aren't as devastating as an assassin's, they make up for damage with speed and remarkable precision. [break][break]
LEGIONNAIRE SCOUT. Only teachable to/by dwarves of the Legion of the Dead. These are those who act as scouts in the Legion's search for death. These dwarves are as hardy as the stone itself, able to withstand an unbelievable amount of damage before falling. They're also even more immune to magic than their untrained dwarven kin.[break][break]
RANGER. Opportunists with an affinity for wilderness. They are able to take advantage of their environment and summon a wild animal to fight on their behalf. Like shapeshifters, calling upon a specific animal is an individual mastery, and such as it is, Rangers usually only have 1-3 animals they can reliably summon. Due to how exhausting this practice itself can be, even a skilled ranger would only just be able to summon two at once. [break][break]
SHADOW. Masters of concealment and ambush. Shadows fight from darkness, always flitting in and out of perception. They are able to create decoys and misdirect their enemies with ease. [break][break]
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