Post by Iamthacandyman on Sept 5, 2011 1:11:12 GMT -5
Classes
Please tell me if i forgot any classes, if player created classes are accepted they will be put here
Bard
A bright tune to soothe a party's wounds.... A brisk march to raise a party's spirits... A demoralizing lamentation to weaken a party's foes... The Bards of Spira use music as their weapon.
Weapons: All musical instruments, and fencing swords
Armor: Cloth
Spells: or songs cause a lot of status effects on allies as well as enemys. I would love to see player created songs or poems, with normal effects. Starts with 6 songs more songs are acquired though training.
Traits: high agility
immunities: Can't be silenced
Beastmaster
These experts in monster research have trained tirelessly to communicate with, and even control the animals of Spira. Based on their knowledge of beasts, Beastmasters can charm the beasts of Spira to fight alongside them or summon beasts called Familiars.
Weapons: Whips, Axe's, one and two handed swords, scythes, Club and daggers.
Armor: Light and Cloth
Spells: Summon familiar(pick one Race of monster that...is in the scope of reason and you can control all variations of that summoning them as needed. Example: wolf ,ice wolf, fire wolf etc.) also able to tame local beast with in reason no power playing you cant tame a dragon XD
Traits: Dual wielding, high agility, evasion, speed and mid level strength
Immunities: Time magic doesn't effect them.
Black mage
Through devastating magic spells, Black Mages bring tremendous firepower to the battlefield. A Black Mage's job is simply to cast offensive spells and destroy enemies. Although they are known for their Elemental Magic, they also possess a few highly-valued utilitarian spells.
Weapons: Staves, daggers, and scythes
Armor: Cloth and magical
Spells: All Black Magic spells, Start with 8 spells. Spells are acquired though tomes and training.(which means during are breaks train you char)
Traits: N/A
Immunities: Can't be confused.
Blue mage
These formidable fighter-mages employ elegantly curved blades for close combat, while decimating their enemies from afar with fell magic mastered from their opponents.
Weapons: Curved swords One handed only
Armor: Light, Cloth and magical
Spells: They acquire spells by defeating magical enemies and learning there spells, Blue mage's start with only 4 spells and learn a spell for every 5 Npc the kill or one player
Traits: mid level agility, evasion and speed
Immunities: N/A[/hider]
Corsairs
Descendants of the dauntless pirates that once scourged the seas of Spira, Corsairs rely on the ancient tech's gun's
Weapons: Ancient tech gun's, Curved Swords and Fencing swords.
Armor: Light and cloth
Spells: N/A
Traits: Marksmanship, high agility, evasion and speed
immunities: can't be paralyzed.
Dancer
Are front-line healers that can both benefit the party, enfeeble monster, and are competent fighters.
Weapons: Hand to hand, Curved swords, fans and Battle gloves(Brass knuckles, Tiger claws, all hand to hand glove like weapons)
Armor: Cloth
Spells: There dances they do can give off several healing and status effects affecting enemies and allies. I encourage you making your own dances with its own effects. You can start off with 4 Dances.
Traits: Dual wield, High speed, evasion, and agility
Immunities: N/A.
Dark Knights
Dark Knights wield dark magic dedicated to stealing the health of an enemy. Their special attacks usually involve draining their own health or, in some cases, sacrificing themselves to inflict heavy damage on the enemy they have weak black magic spells other than their dark magic. DARK KNIGHTS IF YOU SACRIFICE YOUR SELF AND THERE IS NO WHITE MAGE TO RESURRECT YOU WITHIN 2 ROUNDS OF POST YOU WILL DIE. so make sure you have a white mage in your group and they bring you back before two rounds of post are done. (for ya peeps that dont know a round of post is when everyone post and it comes back to you XD)
Weapons: Swords, Great Swords, Axe's, Scythe's, Daggers, and Clubs.
Armor: Cloth, Light, Medium and heavy
Spells: Dark magic and Weak Black magic (stay within the scope of the class when it comes to magic plz)
Traits: High strength
Immunities: can't be poisoned, or affected by Dark magic.
Dragoons
With their lances in hand and their faithful wyvern by their sides, Dragoons surprise their enemies with their extraordinary jumping abilities.
Weapons: Lances, polearms and spears
Armor: Mid and heavy armor
Spells: Wyvern control, able to fully command a small Wyvern bout the size of a house at full growth, they start out being the size of a small cat. These can fly and breath fire and are considered a pet, if your wyvern dies it is dead, it can be resurrected, the same as everyone else within 2 rounds of post. If it takes longer you can still get it back but it will be a member of the undead family, and no longer a wyvern its abilities will also change somewhat.
Traits: high agility, Strength, evasion and speed. They also able to jump higher than any class
Immunities: N/A
Monk
With their bodies that double as deadly weapons, Monks attack enemies with explosive strength. As a Hand-to-Hand weapon specialist, and is capable of wreaking havoc with fast and furious punches.
Weapons: Battle Gloves or any glove like weapon
Armor: cloth and Light
Spells: Chi Blast, only spell and it cause moderate damage and takes a while to charge up.
Traits: highest strength, agility and speed of any class
Immunities: can not be petrified.
Ninja
Strict training in the forbidden arts of the Far East have transformed the Ninja into cold, hard killing machines. Capable of evading most attacks thrown at them by deceiving their opponents with their mastery of shadows while dealing large amounts of damage with shuriken and spells.
Weapons: Katana, Great Katana, Battle Gloves, Bows and Shuriken
Armor: Cloth
Spells: All Ninjutsu Spells wiki.ffxiclopedia.org/wiki/Ninja(they have a list of spells for ninja's here)
Traits: Dual wield, Marksmanship, High Speed, stealth and agility.
Immunities: Can not Be blinded.
Paladins
Specialize in close-range combat, just like Warriors. However, through long hours of spiritual training, paladins have acquired the ability to cast White Magic spells, making them even more valuable on the battlefield. Through the use of Shield Mastery and the ability to wear the heaviest armor, Paladin fills its niche as a tank specialist.
Weapons: Swords, Great Swords, Axe's, Scythe's, Daggers, Polearms and Clubs
Armor: Mid and heavy Armor
Spells: low and mid level white spells and Divine spells
Traits: high strength
Immunities: Cant be put to sleep
Puppetmaster
These wandering performers entertain crowds and confound their enemies with a customizable puppet known as an "automaton." This puppet uses different frames, maneuvers and attachments to do a variety of different tasks. Puppetmasters can also fall back on Hand-to-Hand fighting skills that utilize the flexible movements of their art.
Weapons: Battle gloves, Daggers
Armor: Cloth and light
Spells: Puppet Mastery (full control of a puppet or golem created by you) puppet limit 2 your allowed to have 2 puppets but can only control one at a time. Each puppet is allowed to have 3 attachments or three different types of attacks. These attachments are interchangeable each time the group or you rest.
Traits: High Agility and speed, mid level strength
Immunities: Immune to slow and Amnesia.
Ranger
With unparalleled tracking abilities and skill with the bow and arrow, rangers are experts in the field of hunting. Rangers are the best ranged damage dealers. They are proficient with bows, crossbows, and guns.
Weapons: Bows, Crossbows, Ancient tech Guns, Axe's, daggers, Swords and Clubs
Armor: Cloth and light
Spells: N/A
Traits: Marksmanship, Stealth, Duel wield(on small guns and one handed weapons) High agility, speed and mid level strength
Immunities: Poison and slow.
Red Mage
Red Mages are called the Jack of All Trades by many for their abilities to cast White Magic, Black Magic, and fight with swords and daggers. Though their healing, nuking, and fighting skills aren't as good as those of the specialists - White Mages, Black Mages, and Warriors - they are still competent. Their real strengths lie in their mastery of enhancing and enfeebling skills when within a party, and leveraging their many "trades" against their enemies when outside of one.
Weapons: Dagger, Sword, Bow, Club and staff
Armor: Cloth, light and mid level armor
Spells: low to mid level white and black magic
Traits: low strength,mid speed,high agility. Also Fast cast which makes casting spells faster
Immunities: can not be confused or petrified.
Samurai
Samurai excel at the use of Weapon Skills, Their mainstay weapon is the Great Katana, but they also have respectable skill in Polearms and Archery.
Weapons: Great Katana, Polearms, Bows, Katana, club and dagger
Armor: Mid and heavy
Spells: N/A
Traits: Marksmanship,High strength, mid speed and low agility
Immunities: can not be blinded.
Scholar
These military tacticians often served as high-ranking officers in allied forces across Spira. Extensive knowledge of ancient martial theory granted Scholars the ability to wield dual schools of magic, between which they would alternate depending on the situation at hand.
Weapons: Club, Staff and dagger
Armor: cloth and magical
Spells: have low-mid level spells of all magic classes, Is only allowed to use one magic group per post and 1/2 post to change groups,can still attack. You start out with one spell from each magic group. Dark,Divine,Black,White,Red,time, enhancing and enfeebling magic so 8 spells and all must be low level, you can learn mid level spells later during the rp
Traits: N/A
Immunities: can't be silenced or confused.
Summoner
These mages have unlocked the secrets of the forbidden magic of Spira by creating a pact with the Espers. Through his suggestion, these mages have the choice to delve further into the craft and create pacts with up to 5 more Espers of Spira after defeating them in battle to prove their worth. If accepted, Summoners are able to fight alongside them in order to bring peace to Spira.
Weapons: Staff, Clubs and daggers
Armor: Cloth and Magical
Spells: Summoning Espers, If you chose this class you must make your own Esper provide a Picture or word description of it and its abilities. You are allowed five maximum but only start with one others are acquired during the journey. When your Esper dies you must wait till the group rest for it to be revived. The Espers are allowed five abilities.
Traits: High Agility, Evasion and speed.
Immunities: Can't be slowed or confused.
Thief
Specializing in covert actions, Thieves aim for the perfect opportunity to attack the enemy. Using Sneak Attack, thieves can inflict massive amounts of damage. Thieves also have the ability to steal amounts of money and items from players.
Weapons: Daggers, Sword, Clubs, Battle Gloves, and Bows
Armor: Cloth and Light
Spells: N/A
Traits: Marksmanship, Dual Wield, Double attack, High speed,Agility and Evasion
Immunities: Gravity
Geomancer
Use the elements around them to become a destructive force
Weapons: Club,Dagger,Axe, And Sword
Armor: Cloth and Light
Spells: They can use low to high level spells but must be near the element to use it. They starts with 2 Spells of each Element (Water, Lightning, Fire, Earth, Wind) So ten spell starting out one low and one mid level spell of each element.
Traits: High evasion, Agility, low strength and speed.
Immunities: N/A
Necromancer
manipulate the undead to do their dirty work.
Weapons: Staffs, Daggers, Swords and clubs
Armor: Cloth, Magical and Light
Spells: Summons Undead creatures, and if a player is considered dead can bring there body back as a slave or undead creature. Also does dark magic.
Starts with 5 spells and one summon. (I encourage made up spells and summons)
Traits: N/A
Immunities: Can't be paralyzed, Silenced or amnesia.
Timemage
manipulate time and space(this class is closely monitored!! IF you ABUSE THIS WE WILL NOT HESITATE TO KICK YA OUT)
Weapons: Staffs, Clubs, Bows, and Swords
Armor: Cloth and magical
Spells: All Spells listed here Time Mage class
Traits: Marksmanship
Immunities: Can't be Stunned
Warrior
Warrior is a very versatile melee job that can equip almost all of the types of weapons available, and thus can fill a number of different roles in a party. Warriors have the ability to wear heavy armor, protecting their comrades from enemy attacks. They are also masters of the powerhouse Axe and Great Axe weapons and are among the most powerful damage dealers.
Weapons: Swords, Great Swords, Axe's, Scythe's, Daggers, Polearms, Clubs, Great Axe, Battle Gloves and Bows
Armor: low,mid and heavy
Spells: N/A
Traits: High strength, Dual wield, Marksmanship, Low agility, mid speed
Immunizes: N/A
White Mage
Armed with the most efficient recovery spells, White Mages can ensure a party's survival in the most dire of situations. With the ability to utilize the most potent spells from the Cure, Regen, Raise, White Mages are the premier healers in the game, and are nearly indispensable when forming a party.
Despite the gentle demeanor of their class, White Mages are far from inept in combat. If necessity dictates, White Mages may arm themselves with powerful hammers and durable shields in order to rain down punishment upon their enemies.
Weapons: Club(hammer), Staff
Armor: Cloth
Spells: All white spells
Traits: N/A
Immunities: Can't be confused
Gunmage
With unparalleled black magic abilities and skill with firearms, Gunmages are experts in the field of assault. Gunmages are the best ranged damage dealers. They are proficient with rifles and guns.
Weapons: Hand Guns, Rifles, Spears (bayonet training)
Armor: Cloth and light
Spells: 4
Traits: Marksmanship, Duel wield on small guns, High agility, speed and low level strength
Immunities: mute and slow, weakness to berserk.
Please tell me if i forgot any classes, if player created classes are accepted they will be put here
Bard
A bright tune to soothe a party's wounds.... A brisk march to raise a party's spirits... A demoralizing lamentation to weaken a party's foes... The Bards of Spira use music as their weapon.
Weapons: All musical instruments, and fencing swords
Armor: Cloth
Spells: or songs cause a lot of status effects on allies as well as enemys. I would love to see player created songs or poems, with normal effects. Starts with 6 songs more songs are acquired though training.
Traits: high agility
immunities: Can't be silenced
Beastmaster
These experts in monster research have trained tirelessly to communicate with, and even control the animals of Spira. Based on their knowledge of beasts, Beastmasters can charm the beasts of Spira to fight alongside them or summon beasts called Familiars.
Weapons: Whips, Axe's, one and two handed swords, scythes, Club and daggers.
Armor: Light and Cloth
Spells: Summon familiar(pick one Race of monster that...is in the scope of reason and you can control all variations of that summoning them as needed. Example: wolf ,ice wolf, fire wolf etc.) also able to tame local beast with in reason no power playing you cant tame a dragon XD
Traits: Dual wielding, high agility, evasion, speed and mid level strength
Immunities: Time magic doesn't effect them.
Black mage
Through devastating magic spells, Black Mages bring tremendous firepower to the battlefield. A Black Mage's job is simply to cast offensive spells and destroy enemies. Although they are known for their Elemental Magic, they also possess a few highly-valued utilitarian spells.
Weapons: Staves, daggers, and scythes
Armor: Cloth and magical
Spells: All Black Magic spells, Start with 8 spells. Spells are acquired though tomes and training.(which means during are breaks train you char)
Traits: N/A
Immunities: Can't be confused.
Blue mage
These formidable fighter-mages employ elegantly curved blades for close combat, while decimating their enemies from afar with fell magic mastered from their opponents.
Weapons: Curved swords One handed only
Armor: Light, Cloth and magical
Spells: They acquire spells by defeating magical enemies and learning there spells, Blue mage's start with only 4 spells and learn a spell for every 5 Npc the kill or one player
Traits: mid level agility, evasion and speed
Immunities: N/A[/hider]
Corsairs
Descendants of the dauntless pirates that once scourged the seas of Spira, Corsairs rely on the ancient tech's gun's
Weapons: Ancient tech gun's, Curved Swords and Fencing swords.
Armor: Light and cloth
Spells: N/A
Traits: Marksmanship, high agility, evasion and speed
immunities: can't be paralyzed.
Dancer
Are front-line healers that can both benefit the party, enfeeble monster, and are competent fighters.
Weapons: Hand to hand, Curved swords, fans and Battle gloves(Brass knuckles, Tiger claws, all hand to hand glove like weapons)
Armor: Cloth
Spells: There dances they do can give off several healing and status effects affecting enemies and allies. I encourage you making your own dances with its own effects. You can start off with 4 Dances.
Traits: Dual wield, High speed, evasion, and agility
Immunities: N/A.
Dark Knights
Dark Knights wield dark magic dedicated to stealing the health of an enemy. Their special attacks usually involve draining their own health or, in some cases, sacrificing themselves to inflict heavy damage on the enemy they have weak black magic spells other than their dark magic. DARK KNIGHTS IF YOU SACRIFICE YOUR SELF AND THERE IS NO WHITE MAGE TO RESURRECT YOU WITHIN 2 ROUNDS OF POST YOU WILL DIE. so make sure you have a white mage in your group and they bring you back before two rounds of post are done. (for ya peeps that dont know a round of post is when everyone post and it comes back to you XD)
Weapons: Swords, Great Swords, Axe's, Scythe's, Daggers, and Clubs.
Armor: Cloth, Light, Medium and heavy
Spells: Dark magic and Weak Black magic (stay within the scope of the class when it comes to magic plz)
Traits: High strength
Immunities: can't be poisoned, or affected by Dark magic.
Dragoons
With their lances in hand and their faithful wyvern by their sides, Dragoons surprise their enemies with their extraordinary jumping abilities.
Weapons: Lances, polearms and spears
Armor: Mid and heavy armor
Spells: Wyvern control, able to fully command a small Wyvern bout the size of a house at full growth, they start out being the size of a small cat. These can fly and breath fire and are considered a pet, if your wyvern dies it is dead, it can be resurrected, the same as everyone else within 2 rounds of post. If it takes longer you can still get it back but it will be a member of the undead family, and no longer a wyvern its abilities will also change somewhat.
Traits: high agility, Strength, evasion and speed. They also able to jump higher than any class
Immunities: N/A
Monk
With their bodies that double as deadly weapons, Monks attack enemies with explosive strength. As a Hand-to-Hand weapon specialist, and is capable of wreaking havoc with fast and furious punches.
Weapons: Battle Gloves or any glove like weapon
Armor: cloth and Light
Spells: Chi Blast, only spell and it cause moderate damage and takes a while to charge up.
Traits: highest strength, agility and speed of any class
Immunities: can not be petrified.
Ninja
Strict training in the forbidden arts of the Far East have transformed the Ninja into cold, hard killing machines. Capable of evading most attacks thrown at them by deceiving their opponents with their mastery of shadows while dealing large amounts of damage with shuriken and spells.
Weapons: Katana, Great Katana, Battle Gloves, Bows and Shuriken
Armor: Cloth
Spells: All Ninjutsu Spells wiki.ffxiclopedia.org/wiki/Ninja(they have a list of spells for ninja's here)
Traits: Dual wield, Marksmanship, High Speed, stealth and agility.
Immunities: Can not Be blinded.
Paladins
Specialize in close-range combat, just like Warriors. However, through long hours of spiritual training, paladins have acquired the ability to cast White Magic spells, making them even more valuable on the battlefield. Through the use of Shield Mastery and the ability to wear the heaviest armor, Paladin fills its niche as a tank specialist.
Weapons: Swords, Great Swords, Axe's, Scythe's, Daggers, Polearms and Clubs
Armor: Mid and heavy Armor
Spells: low and mid level white spells and Divine spells
Traits: high strength
Immunities: Cant be put to sleep
Puppetmaster
These wandering performers entertain crowds and confound their enemies with a customizable puppet known as an "automaton." This puppet uses different frames, maneuvers and attachments to do a variety of different tasks. Puppetmasters can also fall back on Hand-to-Hand fighting skills that utilize the flexible movements of their art.
Weapons: Battle gloves, Daggers
Armor: Cloth and light
Spells: Puppet Mastery (full control of a puppet or golem created by you) puppet limit 2 your allowed to have 2 puppets but can only control one at a time. Each puppet is allowed to have 3 attachments or three different types of attacks. These attachments are interchangeable each time the group or you rest.
Traits: High Agility and speed, mid level strength
Immunities: Immune to slow and Amnesia.
Ranger
With unparalleled tracking abilities and skill with the bow and arrow, rangers are experts in the field of hunting. Rangers are the best ranged damage dealers. They are proficient with bows, crossbows, and guns.
Weapons: Bows, Crossbows, Ancient tech Guns, Axe's, daggers, Swords and Clubs
Armor: Cloth and light
Spells: N/A
Traits: Marksmanship, Stealth, Duel wield(on small guns and one handed weapons) High agility, speed and mid level strength
Immunities: Poison and slow.
Red Mage
Red Mages are called the Jack of All Trades by many for their abilities to cast White Magic, Black Magic, and fight with swords and daggers. Though their healing, nuking, and fighting skills aren't as good as those of the specialists - White Mages, Black Mages, and Warriors - they are still competent. Their real strengths lie in their mastery of enhancing and enfeebling skills when within a party, and leveraging their many "trades" against their enemies when outside of one.
Weapons: Dagger, Sword, Bow, Club and staff
Armor: Cloth, light and mid level armor
Spells: low to mid level white and black magic
Traits: low strength,mid speed,high agility. Also Fast cast which makes casting spells faster
Immunities: can not be confused or petrified.
Samurai
Samurai excel at the use of Weapon Skills, Their mainstay weapon is the Great Katana, but they also have respectable skill in Polearms and Archery.
Weapons: Great Katana, Polearms, Bows, Katana, club and dagger
Armor: Mid and heavy
Spells: N/A
Traits: Marksmanship,High strength, mid speed and low agility
Immunities: can not be blinded.
Scholar
These military tacticians often served as high-ranking officers in allied forces across Spira. Extensive knowledge of ancient martial theory granted Scholars the ability to wield dual schools of magic, between which they would alternate depending on the situation at hand.
Weapons: Club, Staff and dagger
Armor: cloth and magical
Spells: have low-mid level spells of all magic classes, Is only allowed to use one magic group per post and 1/2 post to change groups,can still attack. You start out with one spell from each magic group. Dark,Divine,Black,White,Red,time, enhancing and enfeebling magic so 8 spells and all must be low level, you can learn mid level spells later during the rp
Traits: N/A
Immunities: can't be silenced or confused.
Summoner
These mages have unlocked the secrets of the forbidden magic of Spira by creating a pact with the Espers. Through his suggestion, these mages have the choice to delve further into the craft and create pacts with up to 5 more Espers of Spira after defeating them in battle to prove their worth. If accepted, Summoners are able to fight alongside them in order to bring peace to Spira.
Weapons: Staff, Clubs and daggers
Armor: Cloth and Magical
Spells: Summoning Espers, If you chose this class you must make your own Esper provide a Picture or word description of it and its abilities. You are allowed five maximum but only start with one others are acquired during the journey. When your Esper dies you must wait till the group rest for it to be revived. The Espers are allowed five abilities.
Traits: High Agility, Evasion and speed.
Immunities: Can't be slowed or confused.
Thief
Specializing in covert actions, Thieves aim for the perfect opportunity to attack the enemy. Using Sneak Attack, thieves can inflict massive amounts of damage. Thieves also have the ability to steal amounts of money and items from players.
Weapons: Daggers, Sword, Clubs, Battle Gloves, and Bows
Armor: Cloth and Light
Spells: N/A
Traits: Marksmanship, Dual Wield, Double attack, High speed,Agility and Evasion
Immunities: Gravity
Geomancer
Use the elements around them to become a destructive force
Weapons: Club,Dagger,Axe, And Sword
Armor: Cloth and Light
Spells: They can use low to high level spells but must be near the element to use it. They starts with 2 Spells of each Element (Water, Lightning, Fire, Earth, Wind) So ten spell starting out one low and one mid level spell of each element.
Traits: High evasion, Agility, low strength and speed.
Immunities: N/A
Necromancer
manipulate the undead to do their dirty work.
Weapons: Staffs, Daggers, Swords and clubs
Armor: Cloth, Magical and Light
Spells: Summons Undead creatures, and if a player is considered dead can bring there body back as a slave or undead creature. Also does dark magic.
Starts with 5 spells and one summon. (I encourage made up spells and summons)
Traits: N/A
Immunities: Can't be paralyzed, Silenced or amnesia.
Timemage
manipulate time and space(this class is closely monitored!! IF you ABUSE THIS WE WILL NOT HESITATE TO KICK YA OUT)
Weapons: Staffs, Clubs, Bows, and Swords
Armor: Cloth and magical
Spells: All Spells listed here Time Mage class
Traits: Marksmanship
Immunities: Can't be Stunned
Warrior
Warrior is a very versatile melee job that can equip almost all of the types of weapons available, and thus can fill a number of different roles in a party. Warriors have the ability to wear heavy armor, protecting their comrades from enemy attacks. They are also masters of the powerhouse Axe and Great Axe weapons and are among the most powerful damage dealers.
Weapons: Swords, Great Swords, Axe's, Scythe's, Daggers, Polearms, Clubs, Great Axe, Battle Gloves and Bows
Armor: low,mid and heavy
Spells: N/A
Traits: High strength, Dual wield, Marksmanship, Low agility, mid speed
Immunizes: N/A
White Mage
Armed with the most efficient recovery spells, White Mages can ensure a party's survival in the most dire of situations. With the ability to utilize the most potent spells from the Cure, Regen, Raise, White Mages are the premier healers in the game, and are nearly indispensable when forming a party.
Despite the gentle demeanor of their class, White Mages are far from inept in combat. If necessity dictates, White Mages may arm themselves with powerful hammers and durable shields in order to rain down punishment upon their enemies.
Weapons: Club(hammer), Staff
Armor: Cloth
Spells: All white spells
Traits: N/A
Immunities: Can't be confused
Gunmage
With unparalleled black magic abilities and skill with firearms, Gunmages are experts in the field of assault. Gunmages are the best ranged damage dealers. They are proficient with rifles and guns.
Weapons: Hand Guns, Rifles, Spears (bayonet training)
Armor: Cloth and light
Spells: 4
Traits: Marksmanship, Duel wield on small guns, High agility, speed and low level strength
Immunities: mute and slow, weakness to berserk.