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Fantasy Elder Chronicles| Classes, Subclasses, and Stats

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Quinlan63

The Overlord
Elder Chronicles has a large number of classes and subclasses for any kind of of adventurer. The classes are all split between the warrior, weapon-based, healer, and mage categorizes. The warrior classes are: Guardians, Samurai, and Monks. Weapon-based classes are: Assassins, Swashbucklers, and bards. Healer classes are: Clerics, Druids, and Kannagi. Finally the mage classes are: Sorcerer, Summoner, and Enchanter. During character creation one of these classes can be chosen but cannot be changed ever. Although for the subclasses you can choose one from the start but change it at anytime but must level it up from level 1 every time except for some exceptions.

Subclasses:
Alchemist
Animal Trainer
Apprentice
Artificer
Avenger
Berserker
Butler
Commander
Courier
Doll Master
Duelist
Fisherman
Gladiator
Kagemusha
Maid
Musician
Necromancer
Tracker

Health (HP)/ Mana (MP) - All players start with a base of 100 HP/MP before modifiers and can chose increase one of them by 10 every level

Regen- HP only regenerates after battle normally and gives you 10% of max HP a second. MP on the other hand regenerates based on your class with caster type classes getting higher regen rates.

Strength- Strength determines the damage that physical attacks deal and determine how much physical damage reduction one gets (Reduction in physical damage varies between classes)

Dexterity- Dexterity determines who will land their attack first with the one who has the highest dexterity going first and has a small effect on how much critical damage you can deal (Default: x2) (Critical Damage: 0.15% per point)

Intelligence- Intelligence determines the damage that magical attacks deal and determine how much magic resistance one gets (Reduction in magical damage varies between classes)

Charisma- Certain classes and skills use this stat determine the scale of their effects.

Luck- Luck, the end all to be all of stats, has a wide variety of things it can effect. For each point you gain a 0.25% chance of dealing a critical attack and a 0.15% chance of negating any critical damage. There is a 5% chance that you kill receive gold for ever point of luck you have when you kill something. For each point you get a 0.15% chance to land an attack first if your dexterity is lower than your opponent. For each point you have a 0.1% chance of surviving a fatal attack once a day.
 
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Guardians
With the highest defense stats out of the twelve classes, the Guardian has the ability to hold back enemies and is usually the cornerstone of the front line. One of the main roles of the Guardian is to draw the attention of the enemy and take the most damage of the group. Guardians can equip nearly all kinds of armor and weapons, but most players choose heavy plate armor, a shield, and a one-handed weapon (such as a sword, axe or mace), as this configuration best suits a Guardian's strengths and battle role.

The Guardian class supports the front line and has many skills to draw aggro. For example, the Guardian is the only class that has multiple skills for the shield as well as skills that nullify damage for a set amount of time. However, the Guardian's potential to directly deal damage is not very high.

MP Regen Rate- 5 points a second

Physical Defence- 1% per point of Strength (Max: 80%)

Magical Defence- 0.2% per point of Intelligence (Max: 40%)

Starting bonus
+50 HP
+5 Strength

Skills
[Starting Skill] Cross Slash- (Cost 10*[lvl/2] MP) Pooling your power into your brandished weapon, strike twice in a shape of an X dealing double damage. (CD: 10 seconds)

Taunting Blow- (Cost 20*[lvl/2] MP) Striking the foe you increase the hate toward yourself making it so the target is more likely to attack you over anyone else. (CD: 30 seconds)

Shield Smash- (Cost 20*lvl MP) Slamming your equipped shield into the target dealing Half damage and staggering them for 5 seconds (CD: 15 seconds)

Onslaught [Two-handed weapon skill]- (Cost 30*lvl MP) Wielding a large two-handed weapon, carry out a terrible, fierce attack dealing triple damage and for the next 10 seconds deal 50% more damage (CD: 10 seconds)

Armor Crash- (Cost 10*lvl MP) Using a heavy weapon such as an Axe or Hammer, deal a heavy blow on an opponent's armor and lower their ATK and DEF by half. (CD: 30 seconds)

Shield Swing- (Cost 35* lvl MP) Wielding a Shield, rush into an enemy and deal a heavy blow to up to 3 targets and pushes them back by 15m (CD: 20 seconds)

Scarlet Thrust [Spear Skill]- (Cost 25*lvl MP) Thrusting your spear into the target you can heal yourself for half the amount of damage you dealt (CD: 60 seconds)

Anchor Howl- (Cost 25*lvl MP) The user lets out a defiant roar and is surrounded by green light. All enemies within a certain radius are forced to attack the user. If they ignore the call, they will trigger a powerful counterattack and take double damage. This spell also increases defense of the user for a short duration by 30%. Last for 60 seconds (CD: 75 seconds)

Castle of Stone- (Cost 30*lvl MP) Become the pinnacle of defense, an immobile fortress of stone that can take all damage for a short duration. It is one of the strongest defense skills, exclusive to Guardians. When this skill is in effect, the user's body looks like it is made of marble. When in effect the player cannot move. Last 10 seconds (CD: 90 seconds)

Covering- (Cost 20*lvl MP) Before enemies can get too close, stand in their way to defend another member of your team and take the damage for them, another signature skill of the Guardian class. Because you have to be in position before activating the skill, the party's formation is important. (CD: 30 seconds)

Shield Mastery (Passive)- You are skilled enough to use your shield as a weapon and deal half damage and stagger the target for 3 seconds

Resilience- (Cost 10*lvl MP) Heal from a bit of damage at 5% a second for 10 seconds
 
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Samurai
The Samurai primarily uses Japanese equipment like daiyoroi, katana and tachi. The Samurai's defense is said to rival that of the Guardian, but because of the class's inability to equip shields, its overall defense is considered inferior. Despite this, the samurai's role can also be that of the Tank, drawing the attention of the enemy and taking the most damage of the group. Samurai, like Soujiro for example, can also duel-wield, which can increase their damage output.

The Samurai class has many so-called "Ace Moves" that can chain large amount of combos in a short time with high offensive and defensive abilities, but with long cooldowns. However, once an Ace Move is executed, the Samurai is unable to respond quickly to attacks and may even be unable to move.[1]

Also, most of the Samurai's skills have a long cool down period (generally 5–10 minutes); as a result, each can only be used once or twice per battle, making this class more suitable for short fights, rather than long ones. This is opposite of the Monk class, which can chain techniques for long periods of time.

Despite this shortcoming, each skill is very strong and accurate and can be quite effective against players who are 20 levels or higher than the Samurai. Naturally, this class requires incredible insight of the battlefield, thus making it difficult to use.


MP Regen Rate- 5 points a second

Physical Defence- 0.75% per point of Strength (Max: 75%)

Magical Defence- 0.15% per point of Intelligence (Max: 50%)

Starting bonus
+50 HP
+4 Strength

Skills
Samurai's Challenge

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Monk
Of the twelve classes, the Monk has the highest HP stats but has lower defense stats compared to weapon-based classes. To compensate for this, the class has a high evasion rate and the greatest resistance to special attacks. This allows the Monk to function as an evasion-type tank.

In contrast to the Samurai class, most of the skills that can be acquired by the Monk class have very short cooldowns, allowing them to attack continuously by using a variety of offensive techniques. Some combinations give special bonuses or trigger additional combos if performed in a predetermined order.

MP Regen Rate- 5 points a second

Physical Defence- 0.5% per point of Strength (Max: 50%)

Magical Defence- 0.25% per point of Intelligence (Max: 75%)

Starting bonus
+100 HP
+2 Strength
+2 Dexterity

Skills
Phantom Step

Tiger Echo Fist

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Assassin
Of the twelve classes, the Assassin can deal the most physical damage per second. A purely offensive class, Assassins are not only masters of bladed weapons, but are also capable of wielding ranged weapons. In fact, some players prefer ranged weapons and act as rear guard support.

The range of weapons available to Assassins includes light-weight arms such as daggers, long swords, two-handed weapons, and ranged weapons such as long and short bows and crossbows. They also have the ability to dual-wield swords and daggers to maximize the damage inflicted onto a target.

This class's skills generally have long cooldown periods, and Assassins specialize in high burst damage, targeting a weak spot and killing an enemy in one hit.
In addition, Assassins can apply poison to their weapons.

However, Assassins have almost no defensive skills and on evasion for defense.

Most players who play an Assassin character take advantage of the class' stealth abilities to get close to an opponent unnoticed and then attack viciously with a high-damage skill. If traveling with a party's advance guard, an Assassin will sometimes sneak into proximity to the opponents and use less powerful skills to gradually shave away their endurance.

In addition to sneak attacks and stealth, an Assassin can also be used for surveillance and recon.

MP Regen Rate- 5 points a second

Physical Defence- 0.25% per point of Strength (Max: 40%)

Magical Defence- 0.5% per point of Intelligence (Max: 25%)

Starting bonus
+50 HP
+5 Strength
+1 Dexterity

Skills
Accel Fang

Assassinate

Stealth Blade

Venom Strike

Paralyzing Blow

Fatal Ambush

Sweeper

Poison Fog

Pain Needle

Silent Sniper

Death Stinger

Deadly Dance

Extermination

Atrophy Break

Rapid Shot

Spark Shot

Hide Walk

Dark Vision

Peek-a-boo

Shake off

Trinket Walk

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Swashbuckeler
The Swashbuckler is an offensive melee class and a master of using two weapons, capable of using a weapon in each hand. Though it has less HP and defense compared to the warrior classes, it is considered the best defender among the other weapon-based classes.

Swashbucklers specialize in continuously attacking with two weapons. Though the class deals less damage than Assassins, it makes up for it with many combos and longer streams of damage.

Most of its skills focus on attacking multiple enemies at once with area of effect attacks. The class also has a wide range of skills that cause status effects on enemies. When fighting enough enemies at once, the Swashbuckler can deal as much DPS as the Assassin.

MP Regen Rate- 5 points a second

Physical Defence- 0.25% per point of Strength (Max: 25%)

Magical Defence- 0.5% per point of Intelligence (Max: 25%)

Starting bonus
+25 HP
+3 Strength
+3 Dexterity

Skills
Razor Edge

Round Windmill

Snake Bites

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Cleric
As priests who work for the sanctuaries, Clerics have the highest healing skills among the twelve classes. The Cleric is a healing specialist, said to cancel out an average of five to ten attacks with all kinds of recovery and healing skills, involving a powerful automatic healing spell that is triggered by an enemy attack.However, similar to the Enchanter class, Clerics lack strong offensive abilities and must join a party to be effective against strong enemies.

MP Regen Rate- 10 points a second

Physical Defence- 1% per point of Strength (Max: 50%)

Magical Defence- 0.75% per point of Intelligence (Max: 75%)

Starting bonus
+50 MP
+5 Intelligence

Skills
Cure

Firefly Light

Heal

Healing Light

Sanctuary

Aurora Heal

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Druid
Pledged to nature and spirits, a Druid is a magic-type Healer, specializing in using Heal-over-Time spells. Out of the twelve classes, the Druid can produce the greatest HP-per-second recovery rate by stacking various skills to speed up the healing process. Aside from healing spells, the Druid has a fair amount of offensive and defensive magic and is considered the most well-rounded of the healer classes. The Druid can also use magic that controls the forest. As a result, battling against enemies in the forest will be advantageous for parties with Druids. However, one of the Druid's weaknesses is MP consumption, making them incapable of continuously casting spells for long periods of time. Thus, a Druid must be very aware and keep track of his or her MP use.

MP Regen Rate- 10 points a second

Physical Defence- 1% per point of Strength (Max: 30%)

Magical Defence- 0.5% per point of Intelligence (Max: 50%)

Starting bonus
+50 MP
+5 Intelligence

Skills
Heal

Healing Wind

Heartbeat Healing

Nature Revive

Dismissal

Shrieker Echo

Sequoia of Life

Firefly Light

Willow Spirit

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Kannagi
The Kannagi is a spirit medium who talks to spirits and ancient gods. Because they are able to equip Japanese-style clothing, males are nicknamed Shinto Priests and females are called Miko; at level 40, Kannagi will receive clothing to fit those titles. This role is basically the Japanese equivalent of a Medium and it's similar to Druid but on a much weaker scale. However, they can augment other healers of a group, as well as act as battle surveyors.

A Kannagi's healing style revolves around damage interception, creating barriers around a single ally or the party. Thus, rather than healing damage after it's done, these techniques prevent damage from being taken in the first place. A barrier placed on a target can completely nullify a predetermined amount of damage. However, cast times are relatively long and it requires a lot of practice to get around. Successfully using this technique in a fight depends on the user's ability to predict the type and range of the enemy, making it hard to master.

The class's weaknesses are its unique style (which takes a lot of skill to use) and its weak heals. Compared to the other healer classes, the Kannagi's healing techniques are the weakest because they focus on damage mitigation. This makes it difficult for it to help a team make a comeback if they are already losing a fight, but the potential benefit of negating damage can give a team a huge advantage in the right situation.

MP Regen Rate- 10 points a second

Physical Defence- 1% per point of Strength (Max: 30%)

Magical Defence- 1% per point of Intelligence (Max: 30%)

Starting bonus
+50 MP
+5 Intelligence

Skills
Prayer to the Four Quarters

Protective Barrier

Purification Barrier

Healing Prayer

Prayer of Recovery

Prayer for the Soul

Notice of Exorcism

Firefly Light

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Sorcerer
Specializing in tapping into the power of the elements for fierce and powerful spells, the Sorcerer has the highest magical damage out of the twelve classes and is essentially the magical counterpart of the Assassin. Utilizing the different attributes of offensive magic, the Sorcerer has a richer variety of Area of Effect damaging spells compared to weapon-based classes, making it an extremely versatile class. However, this class suffers from low HP and the lowest defense of the twelve classes, and can easily die in a few seconds if attacked. Normally, a sorcerer is more of a support fighter and likened to long-range artillery. They are not meant for front-line combat unless the Sorcerer is well-defended.

When coupled with a support character, such as a Bard, the attack strength of a Sorcerer can be multiplied substantially. Due to the fact that a Sorcerer has a wide variety of spells, the cool-down period each spell can also vary, depending on its power, range and effect.

MP Regen Rate- 10 points a second

Physical Defence- 1% per point of Strength (Max: 20%)

Magical Defence- 1% per point of Intelligence (Max: 20%)

Starting bonus
+50 MP
+6 Intelligence

Skills
Blizzard

Ord of Lava

Lightning Cage

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Bard
A Bard can only use short swords, bows and other light weapons or instruments. However, unlike other weapon-based classes, Bards have the unique ability to use Song Magic, which allows them to tremendously increase their allies' combat prowess. In particular, the Bard has support songs that grant continuous buffs until cancelled and are ranked substantially above those cast by an Enchanter. On top of that, these support songs can be toggled on and off at will. There is a great variety of songs in the skill set, each of which are very powerful.
However, the Bard's own combat prowess is quite low, and few players choose this class. High-level bards can learn up to 15 songs and can activate two songs simultaneously. Since each song requires a very long casting time, having a long-term battle strategy is crucial. Therefore, this class is very challenging to master.

MP Regen Rate- 5 points a second

Physical Defence- 1% per point of Strength (Max: 30%)

Magical Defence- 1% per point of Intelligence (Max: 30%)

Starting bonus
+25 HP
+3 Strength
+3 Charisma

Skills
Maestro Echo

Resonance Beat

Elegant Act

Battle Conduct

Arpeggio

Dissonance Scream

Final Strike

Grand Finale

Duet

Ballad of the Gullible Snail

Lullaby of the Mermaid in Moonlight

Träumerei of the Bear Cub's Dreams

Dirge of the Trapped Lion

Etude Sword Speed

Onslaught Prelude

Anthem of the Affectionate Mother

Coward's Fugue

Venomoid Tarantella

Rainbow Arabesque

Meditation Nocturne

Pavane Dance

Fawn March

Dancing Peacock Melody

Harmony Carol

War Conductor

Curtain Drop

Repeated Notes

Shifting Tact

Decrescendo

Performance

Bard Style

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Summoner
Summoners have the magic that allows them to summon mystical beasts or spirits. There are multiple different types of creatures that can be summoned. However, in order to prevent the class from being almighty and omnipotent, the maximum number of summoned creatures (which will stay out until called back) that a player can summon at any moment is one, and the maximum number of summoned creatures that can be registered is twelve. While the number of summoned creatures out at any moment is one, there are limited-time summons, so long as the caster's MP allows for it. Summoners themselves have extremely low HP and defense stats. However, due to the wide variety of creatures that can be summoned and the ways these creatures can interact with other beings and the environment, a Summoner's role within a party can include offense, healing, or support. This inherent flexibility makes it an extremely popular class among players, including solo players.

MP Regen Rate- 10 points a second

Physical Defence- 1% per point of Strength (Max: 30%)

Magical Defence- 1% per point of Intelligence (Max: 30%)

Starting bonus
+50 MP
+3 Intelligence
+3 Strength

Skills
Soul Possession

Summon Attacker: Sword Princess

Summon Follower: Carbuncle

Summon Follower: Salamander

Summon Follower: Undine

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Enchanter
Among the twelve classes, the Enchanter has the highest MP stat. However, its offensive damage in terms of both specialized spells and melee is extremely low, making it inherently a support class. Its defensive stamina is also very low, making it an unsuitable class for solo play and the least popular class in Elder Chronicles. Some players say that the class is one that exists in concept but that they've never actually encountered an Enchanter in the game.

Enchanters are usually able to stay in combat for long periods of time because their spells consume MP at a slow rate, and they generally support other party members, rather than engaging directly in combat themselves. Enchanters are an extremely versatile class that boasts a rich repertoire of spells at their full disposal. These range from buffs that raise the combat prowess of party members to spells that add status effects to enemies. Still, due to the Enchanter's extremely low offensive and defensive capabilities, it is nearly impossible for an Enchanter to finish a fight alone.

Enchanters' spells can make allies' attacks more accurate or boost their ability to dodge incoming attacks. Although Enchanters' spells generally do not do much damage, they can alter the behavior of enemies by confusing them or inhibiting their attacks. Used strategically, this ability can alter the outcome of a battle. Enchanters and other classes like them are normally in the back of a party and can also operate as observers and strategists. Since these types are normally not burdened with front-line duty, they are seen as the organizers and directors.

MP Regen Rate- 20 points a second

Physical Defence- 1% per point of Strength (Max: 25%)

Magical Defence- 1% per point of Intelligence (Max: 25%)

Starting bonus
+100 MP
+3 Intelligence
+3 Charisma

Skills
Accuracy Support

Astral Bind

Infinity Force

Elixir

Overrunner

Keen Edge

Dispel Magic

Flip Gate

Blackout

Reflex Boost

Gain Immunity

Abate Bullet

Astral Hypnos

Electrical Fuzz

Thorn Bind Hostage

Nightmare Sphere

Mind Shock

Mana Channeling

Mana Siphon

Astral Chaff

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Alchemist
As its name suggests, an alchemist is basically a researcher who studies the magical effects of elements and chemicals upon people and other things. Alchemy is the subject of transforming one element into another, also known as transmutation. One of the most famous of all transmutations is the ability to transform base metals such as lead into gold.
Alchemists can create things such as potions and poisons. Most of the products of this subclass are battle orientated, and provide either debuffs (such as lowering defense), damage over time (e.g. poisons), and minor buffs to themselves (like a speed boost). Although their creations aren't normally of the healing nature, they are capable of creating minor healing items, although they generally lack potency.


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Animal Trainer
The Animal Trainer can tame, domesticate, and take care of various monsters. However, unlike Summoners, the monsters they tame will die when they are killed, and is always by the owner's side. This is also considered a role-playing subclass.

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Apprentice
An Apprentice is able to register another player to be his/her teacher, as long as the other player accepts. Though unpopular due to lacking a "unique" skill set, an Apprentice "copies" the low-level skills of the teachers' subclass. Because this subclass receives experience bonuses, it is easy to level.

Where this subclass shines the most is when the Apprentice changes their subclass. Apprentices can switch into nearly any other subclass and carry their EXP with them. Normally, a player who switched subclasses would have to start at level 1 in their new subclass. A level 30 Apprentice who became a Commander, however, would be a level 30 Commander. This makes it a quicker way to gain experience for subclasses that are difficult to level.

Naturally, there are limitations as to how many subclasses and skills can be learned as an Apprentice. At most, an Apprentice can have four mentors of four different subclasses. Furthermore, they can only copy skills up to half their Apprentice level. Since the Apprentice subclass caps at level 50, an Apprentice can only copy skills up to level 25 at most. For those who take multiple mentors, that skill level cap drops to level 20/15/10.

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Avenger
The abilities of this Slayer-like subclass are revealed after registering a person from your friends list as “the one you avenge”. If that Player receives damage or is inflicted with an abnormal status, you have special skills that can help you take revenge on the one who did it.

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Berserker
In combat, Berserker can attack enemies head-on in a nearly-uncontrollable battle rage, making this subclass good for a purely offensive strategy. Increased resilience, provides HP absorption attacks and increased defense near death.

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Butler
Butler is one of the many role-playing subclasses in which the Butler is tasked in serving a master in every need and always loyal to him/her. They are given skills used to help their master and are given buff for serving someone.

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Commander
Represents a frontline commander that leads troops in combat. The player can strengthen and support allies in large-scale battles. However, because there are no self-buffing skills, it’s not good for solo play.

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Duelist
A roleplaying subclass that represents one’s honor and chivalry in a one-on-one fight. You gain various bonuses during a duel, or some support skills to make a fight one-on-one. On the other hand, to display a “respect for a duel of honor,” poison skills and deceptive attack skills are forbidden. In other words, it would be a terrible decision for an Assassin to pick this subclass. This subclass is powerful in a one-on-one, but is less effective in group-on-group battles, so it’s pretty unpopular. Its benefits are outclassed by other fighter subclasses, but it can be useful for solo players.

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Fisherman
A roleplaying subclass that allows the user to capture aquatic creatures an deal bonus damage to them.

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Gladiator
Provides buffs in PvP and is designed to dazzle the audience. Skills can only be activated in certain situations, such as “taking the opponent’s attack head-on,” “the battle exceeded a certain duration,” or “recovering HP and MP.” this subclass also grants some regional Warrior-class abilities that are beneficial for PvP.

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