Classes

From NexusClash Wiki

Jump to: navigation, search

The Class of your character permanently determines your access to skills belonging to that class, and your Alignment.

There are three different tiers of Character Class. All characters begin at level 1 in the first tier as the Mortal Class, and are limited to learning Mortal Skills.

When the character earns enough experience to become level 10, they are able to choose a second class from the Tier 2 classes. There are currently 6 different tier 2 classes to choose from (two of each Alignment, though the choice is restricted based on the character's Morality. In order to choose a Tier 2 class, the character must have spend at least 70 CP on T1 skills.

When the character earns enough experience to become level 20, they are able to choose a third and final class from amongst the tier 3 classes. This choice is restricted based on the tier 2 class of the character. In order to choose a Tier 3 class, the character must have spent at least 250 CP on T1 and T2 skills and spells. In addition, Fallen or Redeemed must have spent at least 100 CP on the T2 skills and spells that they will lose.

It is worth mentioning that the character does not "need" to select a Tier 2 or Tier 3 class. A character may remain a mortal or Tier 2 for as long as they wish, and may select one at any point, so long as they fit the requirements of Level, Character Point spending, and in some cases, Morality.

All characters are able to purchase skills from all of their character classes, i.e. an Infernal Behemoth (tier 3) can still purchase skills from the Pariah (tier 2) and Mortal (tier 1) class skills.

Speculation regarding the nature of classes, otherwise known as Archetypes, can be found in the fragments of the Lore of Haldos. The two presented arguments are that archetypes are derived from their Patron's aspects, or copied from exceptionally strong individuals who shaped themselves.

Contents

Tier 1: Mortal

All characters begin as the Mortal Class and are permanently able purchase Mortal Skills at any point, provided they have enough Character Points.

Tier 2

Good Classes

The Paladin is a martial warrior dedicated to goodness whose strength and powers arise from their purity. Those who accept the call to fight for the forces of righteousness are duty-bound to remain pure, lest they lose access to the powers they are allowed to wield. Their devotion to the ideals upheld by the good elder powers allows the Paladin to enlist into the Heavenly Host, to defend all that is just, to face the demonic forces, and to call upon the powers of light protection and strength at those times when good beings must stand against evil and fight for what they believe in.
The Shepherd is an angel of mercy, the student of so-called white magic. One becomes a Shepherd by swearing themselves to the powers of good. They channel holy magic directly from the elder powers whose ideals they uphold, and can use that power to smite evil, aid others in need, and even consecrate the land itself. While many of the skills a Shepherd uses uplift and heal others, they can also learn spells to aid in combat and have the ability to call upon the Powers of Justice directly for aid when faced with the forces of evil.

Neutral Classes

A Myrmidon is one who has turned their focus on the art of combat. They are skilled warriors who have sought power from within themselves, and therefore have not sacrificed or devoted their soul. With free will, they can often be found as mercenaries of the angelic hosts and demonic hordes, or banded together with other Unaligned souls.
A Sorcerer may gain their powers through any number of ways: they may have had a natural affinity which was tapped into through training and focus, or perhaps they studied the Arcane lore left behind by those who understood before them. They might have even accidentally stumbled upon it by exposure to the powerful energies that flow through the Nexus. Whatever the means a Sorcerer finds their power from, they have gained it by their own efforts, and without sacrifice or devotion of their soul; their free will remains untouched. Armed with the freedom of choice, they are neither shunned nor welcomed by the angelic hosts or the demonic hordes.

Evil Classes

The Pariah is, in the most simple terms, a corrupted soul. In more elaborate terms, a Pariah is a soul who has allowed itself to become consumed by hatred, and have had their soul twisted and warped as a result. When a soul becomes twisted enough, it becomes a creature as deformed on the outside as it is on the inside. The perversion of the body seeps all the way to their blood; a wounded Pariah is forced to seek their own means of tending to themselves (such is the life of those deemed by Namm to be outcasts). However, these discarded souls frequently band together, united against those who shun them. Unlike the Defiler, a Pariah will seek to turn their curse into a strength, drawing power from a combination of their deformities and lust for vengeance.
All souls who become Defilers have one thing in common: a lust for power. Those who chose to become Defilers often view it as an investment, and will form a dark pact with a greater entity (usually an evil elder power), agreeing to make tribute to them in exchange for power. A Defiler is expected to spill the blood of others and make sacrifices to keep their patron satisfied, and they will gain more power in this way. The patron also siphons off small amounts of the soul of a Defiler, for their own ends. Breaking free of the patronage is extremely difficult, but not unheard of. A Defiler is cursed to walk a warped, twisted existence, shunned by all that is holy, and forced to fend for themselves should they come to harm; however, the Defiler also learns to utilize the black arts to inflict pain and suffering on others, in turn tearing off and stealing bits of their strength, power, or souls.

Tier 3

Good Combat Classes

Entrance: Paladin

The Holy Champion calls upon divine power to become swathed in elemental energy, granting powers depending on which element they choose to imbue their body with. A Holy Champion is perhaps them most flexible of the angelic fighting classes, able to fill many roles - but never more than one at a time.
The Divine Herald is a fleet-footed hunter and a messenger of death. They are the Harbingers of Namm, bringing conquest, judgement, and punishment to bear against the unjust.
Tasked to protect angels and the innocent against the demonic hordes, Seraphs are particularly well-equipped in defence; many exchange their flesh for clockwork armour and protective abilities that make them resistant to all kind of attacks. Whilst they are the metaphorical "shield" of the Heavenly Host, they are fearsome in single-combat with their clockwork precision and renowned smiting powers.
A few demons begin down the path of darkness, only to turn back toward the light. While they are never fully free of the stains of their demonic lineage, those who seek redemption are blessed with powers to aid themselves and others - and to become hated and despised by the demons who once embraced them. They become embodiments of penitence, humility... and vengeance.

Good Spellcaster Classes

Entrance: Shepherd

The advocate is the support class among the angelic legions. With few offensive capabilities, the Advocate is best suited to defense and to providing boons and aid to other characters; this subtle, yet powerful role allows the advocate to increase the efficacy of Good characters, allowing a group to far surpass their individual abilities.
The field general among the angels, the Archon is a combat-oriented caster who channels a good deal of offensive firepower, and is most often found leading the angelic charge against the minions of darkness.
Caretaker of the creatures of the Elysian fields, the Lightspeaker often lives vicariously through their charges. While not armed personally for great combat duty, the ability to summon creatures to protect both the Lightspeaker and nearby forces of Good - and to smite evil foes - makes the simple caretaker a formidable opponent when accompanied by a menagerie.

Neutral Combat Classes

Entrance: Myrmidon

Master of martial training and discipline, the Eternal Soldier is focused upon utilizing superior training, ingenuity, and tactics to overcome their enemies. The Eternal Soldier relies very little on magic, but through ceaseless devotion, is master of the mundane and a weapon in their hands is exceedingly deadly.
Mysterious warriors who draw much of their power from the tattoos that cover their body, the Nexus Champion tends to focus on attaining victory through inner balance and harmony. Though not usually approaching the Eternal Soldier in terms of sheer single-combat power, the Nexus Champion may learn the arcane arts, and is a more flexible and subtle warrior.
Warriors who align themselves with shadows, nightmares, and death, Revenants have been known through the ages by many names - Werewolf, Nosferatu, and Vampire among them. They tend to draw their power from a pact with Hashaa and the very essence of darkness, shaping it to form both weapons and refuge. Many of them soon come to revel in their unlife and the power it affords them in their chosen element.

Neutral Spellcaster Classes

Entrance: Sorcerer

Watching over the walls that divide reality, the Conduit manipulates the raw energies of the planes. Folding pathways between distant places, manipulating the ambient magicks of an area, striking foes with raw Arcana, and exploiting knowledge of matter and ether to better shape weapons or potions: the Conduit is the prime example of "mind over matter."
A master of necromantic (death) magic, the Lich has surpassed Hashaa's power of decay and become undead. Whilst the Lich has achieved undeath on their own (following studies first performed by Haldos), and possessing an uncanny ability to work with the powers of death, the Lich gains the power over creatures of unlife through Hashaa.
More than just a studious bookworm, the Wizard is the premiere practitioner of magic. Wizards are often distinguished by their natural affinity for magic, their strength in handling it, and their willingness to utilise it in a variety of ways. Where a Conduit has a deep understanding of the matter and magick of the Nexus, a wizard has a deep understanding of their own powers; a Wizard may channel their strength directly into spells, or indirectly by adapting mundane weapons into tools of magic.

Evil Combat Classes

Entrance: Pariah

The Infernal Behemoth is the personification of violence, destruction, and death. These bestial combat engines excel at bringing death and destruction to any and all that oppose them. The Infernal Behemoth specializes in close combat and can use their strength to deal out massive amounts of damage. They are able to concentrate their powers to command the fires of hell that burn within them, exerting them outward to wreath their weapons and bodies in unquenchable flame, or focusing them inward to spur their bodies into Bloodlust that allows them to wreak incredible havoc in single combat.
A harbinger of destruction, the Doom Howler wreaks indiscriminate death and despair as it passes. The keening wail of the lost spirit is its trademark, but those staunch enough to resist its terrors will find it fully capable of harming those in its path. Possessing an incorporeal form, many find it difficult to harm as weapons phase right through it and scarcely injure it. Considered an unpredictable foe, a Doom Howler may become adept in many roles, including spellcasting.
The nightmare that strikes from the shadows, the Void Walker is the ultimate assassin. Able to pass through walls, cloak into invisibility, and even pass through dimensions at a whim, the Void Walker is all but impossible to find respite from. In addition, deadly single-combat arts allow them to quickly fell even the mightiest opponent, no matter how heavily armoured. By that same token, a Void Walker crumples nigh-instantly if they are caught out.
Angels who have once embraced the light and then fallen into the depths of evil are known as the Fallen. These fiendish beings often subject themselves to horrid experiments that cause them to become twisted metal and organic hybrids - usually in an attempt to make a mockery of the angels whose forms they have discarded. Mastering the arts of deception (reminiscent of a Forgotten Elder Power, Azazel), a Fallen may blend into a crowd of angels, demons, or even an otherwise empty location with ease, ready to strike in an instant.

Evil Spellcaster Classes

Entrance: Defiler

The demonic penchant for twisting deals and usurping power is never more evident than in the Corruptor. While possessed of only modest offensive abilities on their own, the Corruptor truly shines as a character who is able to turn almost anything a foe possesses against them. Magical abilities, summoned creatures, unused magic power - all of these can be stolen by the Corruptor and used for their own dark ends.
The demon who loves power most is the Dark Oppressor, whose abilities are geared towards an exercise of power to force others into submission. Where the Corruptor steals, the Dark Oppressor simply denies or removes anything - or anyone - that stands in the way. Master of their domain, and demonic master of magic, the Dark Oppressor's abilities create an effective leader to those demons willing to follow, by supplying them with the things they need to improve their ability to inflict suffering on others - thus ensuring their loyalty.
Warped and twisted by their study of Tholaghru, seeking to commune with and command the creatures of Stygia, Wyrm Masters often gain abilities due to their grotesque mutations - but more importantly, they can summon a large variety of creatures to do their bidding - and each creature is destructive after its own fashion.
Personal tools