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Fantasy Tale of Irremond Lore

Characters
Here

Blackvelvet

Member
Classes
Tank Classes
Paladin
Paladins are mainly front line defenders that use their defensive skills and protective magic to absorb enemy damage and deal massive amounts of damage. Whatever their origin and their mission, paladins are united by their oaths to stand against the forces of evil. Whether sworn before a god's altar and the witness of a priest, in a sacred glade before nature spirits and fey beings, or in a moment of desperation and grief with the dead as the only witness, a paladin's oath is a powerful bond. It is a source of power that turns a devout warrior into a blessed champion.
Starting Health: 100
Starting Mana: 0
Health Per level: +100 * Level
Mana per level: +50 * Level

Skills
Level 1: Sheild Bash
Use you shield as a weapon
Level 3: Anger (spell)
Aggro one of your enemies into focusing attacking on you
Level 5: Brick (spell)
Take half Damage for 10 seconds
Level 7: Wide slash
Perform a long slash that can target up to 3 enemies within 5 feet of you
Level 9: Giant
Make enemies of low level believe bigger than you seem, scaring them.
Level 10: Oath
Choose an oath which will upgrade every 10 levels
Oath of War: multiplies your strength by 2
Oath of Magic: Multiplies magic abilities by 2
Oath of Protection: Multiplies your defense by 2
Oath of Health: Multiplies hp by 2
Barbarian
Often looked upon as savages barbarians can be easily misunderstood. They are warriors who live a simple life and are well known for their skills in battle. Barbarians are fierce fighters who grow stronger as they take more damage and are able to use their anger to fight with more passion. Other than their battle skills they are known to be fairly self-sufficient having skills in fishing, crafting, food preparation, and other minor skill areas.
Starting Health: 75
Starting mana: 0
Health per level: +150 * Level
Mana per level: 0
Monk
Monks are expert hand to hand combatants who are usually orphans or born in the mountain villages, being sent to a monastery when they are young. They train their young lives in martial arts and body strengthening. They are masters of the energy known as ki which is a form of mana that originates from inside of the body, allowing them to perform feats of extraordinary capacity for the human body.
Starting Health: 100
Starting mana: 50
Health per level: +75 per level
Mana per level: +100 per level
Fighter Classes
Knight
Knights are the typical run of the mill warriors who use their skills gained from battle to deal damage and kill enemies. Knights have trained in sword skills and with other weapons for many years, being knighted by one of the many kingdoms. They are known to be well suited for team battles and they have the necessary skill to lead armies. They usually hail from noble blood lines.
Starting Health: 75
Starting mana: 0
Health per level: +75 * level
Mana per level: 0
Ranger
Rangers are typically hunters, except their pray usually involves monsters or other human. They are well known for their tracking abilities and bow skills, though they can be good with melee weapons as well. They are good on horseback and also have the necessary skills to hunt animals for food as well, along with having an extensive knowledge about plant life and territories.
Starting Health: 75
Starting mana: 0
Health per Level: 75+
Mana per Level: 0
Swashbuckler
Unlike the knights the swashbucklers are usually not of noble birth and but are often good fighters. They are not as well trained as some of the other classes but they have they are well known for other forms of fighting such as two weapon fighting, using rapiers, and other weapons you typically wouldn’t see a knight or a ranger use. They are weapon specialist.
Starting health: 50
Starting Mana: 0
Health per level: +100 * level
Mana per level: 0
Stealth Classes
Rouge
Rouges are thieves and the scoundrel of the world, who are not often looked upon well. They tend to sneak up on people, stealing from them and cutting their throats. They are usually well trained with bows and with daggers, but they can diverge from those weapons. They typically are trained by other rouges in large cities, though some grow up in the life style and are self-taught.
Starting Health: 50
Starting Mana: 0
Health per Level: +75 * level
Mana per Level: 0
Assassin
Assassins are well trained killers who when given a target will execute them without a second thought. Most assassins work for some kind of organization but some freelance, and take up targets based on how much clients will pay for them.
Starting Health: 50
Starting mana: 0
Health per level: +50 * level
Mana per level: 0
Bounty Hunter
Bounty hunters are people who specialize in hunting down criminals or monsters with large bounties on their head. They specialize in traps and investigation of bounties, taking down their targets through stealth and their wits. They are able to discern the weaknesses of monsters and set traps accordingly.
Starting Health: 75
Starting mana: 0
Health per level: +75 *level
Mana per Level: 0
Support Classes
Bard
Bards are well equipped with music and lore of the world, playing their instruments to boost the morale of their team mates. Most study for a number of years before becoming proficient in their craft, learning how to play their instrument and putting magic into their songs. They are often trained with some weapons as well to be able to defend themselves.
Starting Health: 50
Starting mana: 75
Health per level: +50 * level
Mana per level: +100 * level
Starts off with a musical instrument of their choice
Priests
Clerics are followers of certain gods, being able to cast magic upon their foes or their friends as they see fit. The priests can be healers or they can cast magic down upon their enemies under the power of their god to do massive damage. They are trained to use weapons and magic together to assist their friends.
Starting Health: 100
Starting mana: 50
Health per level: +50 * level
Mana per level: +50 * level
Doctors
Doctors are all healers by nature, able to create potions and alchemical supplies to heal their comrades. They mainly use non magical means to accomplish this, giving most of their studies to alchemy and to science. They can also create deadly poisons and bombs from their alchemical supplies to provide their allies with support against enemies.
Starting health: 50
Starting mana: 0
Health per level: +100 * level
Mana per level: 0
Starts off with a doctors bag, includes a health potion pouch, a mana potion pouch, a components pouch, a bomb pouch, and a poison pouch.
Magic classes
Wizard
Wizards are the main mana users of the world, able to use spells to destroy their enemies, support their allies, or to summon creatures from the abyss. They are usually back line fighters, so they can allow their allies to take the brunt force of the damage while they support them from behind.
Starting health: 50
Starting mana: 100
Health per level: +50 * level
Mana per level: +100 * level
Sorcerer
Sorcerers are mages that do not use mana, being naturally attuned to the magic in their surrounds they are able to use an infinite amount of mana from the air, earth, and all living things to cast magic. They often need components to cast some of their spells, for example for a fire ball they would need to have something that could start a fire. Some components can be found for free in the world while others are hard to come by and can be quite expensive.
Starting Health: 50
Starting Mana: Infinite
Health per level: +50 per level
Starts off with a component pouch, that has a few basic components
Druid
Druids are mages born in nature. They have a high capacity for nature magic and summoning woodland beasts to assist them. Often they are able to even transform themselves into a spirit animal that they have selected. They are well versed in alchemy and anything to do with nature, for example they have knowledge of which plants are safe to eat and which are poisonous.
Starting Health: 75
Starting mana: 75
Health per level: +75 per level
Mana per Level: +75 per level
 
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Items
Items in the game will be based off a materials and ranking system, which in turn will be set on levels. While the leveling system itself wont be strict to follow, the item levels will go in line with your character levels, just so your characters can have all the best equipment starting out.

Item Tiers
Items will be ranked in 6 different categories for rarity; normal, bronze, silver, gold, platinum, and diamond. Normal will be the lowest ranking, having it just be a plain old item, for example a bronze sword. Diamond will be the highest ranking, so items with a diamond class will have different names, for example you could have a bronze sword of diamond class that could be named something like Giant slayer. Basically the item tiers describe the rarity of the items. Along with this there will also be a leveling mechanic for weapons and armor depending on the materials used in them and such.

Item Strength
For metal weapons and armor the Item strength chart will follow as such:
Bronze: Level 1-10
Iron: Level 11-20
Steel: Level 21-30
Mithril: Level 31-40

Adamant: Level 41-50
Dragon Bone: Level 51-60
Titanium: Level 61-70

For Wooden Weapons:
Birch: 1-10
Oak: 11-20
Willow: 21-30
Maple: 31- 40
Mahogany: 41-50
Yew: 51-60
Elder: 61-70

For all other items they will mainly be ranked but rarity.
 
Sub Classes
Sub classes are basically role play classes that can add additional skills to the players character. A character can choose more than one sub class so long as he maxes out his or her current subclass. Some sub classes would include Cook, Blacksmith, wood worker, miner, inventor, scribe, builder, thief, hunter, and more.

You can come up with your own subclass or use on of the ones listed above. Basically sub classes are just a set of skills that you can have outside of your class that can help give you bonuses or new items.
 

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