Post by KuroNeko on Jul 7, 2007 4:54:29 GMT -5
These are the Jobs that I've done so far. There are many more to come, and overtime Melodia will gain new jobs, but here are the current ones:
- Warrior -
- Magus -
- Cleric -
- Blacksmith -
- Ranger-
- Merchant -
- Lancer -
- Minstrel -
- Dancer -
- Monk -
- Thief -
- Herbologist -
- Tamer -
- Witch/Warlock -
- Alchemist -
- Illusionist -
- Enchanters/Enchantresses -
- Shadower -
- Celestialist -
- Timeweaver -
Basic Jobs ~ Level 1
- Warrior
- Magus
- Cleric
- Blacksmith
- Ranger
- Merchant
- Lancer
- Minstrel
- Dancer
- Monk
- Thief
Exclusive Jobs ~ Level 2
- Herbologist
- Tamer
- Witch/Warlock
- Alchemist
- Illusionist
Exclusive Jobs ~ Level 3
- Enchanter/Enchantress
- Shadower
- Celestialist NEW!
Exclusive Jobs ~ Level 4
- Timeweaver
- Warrior -
The Warrior is an adventurer skilled with weapons. They may not be the best with magic or stealth, but give them a weapon and they can hack through almost anything. Brute force is their specialty.
Attributes/Skills: Lots of Stamina and Endurance, able to use most Melee weapons such as Sword, axes, hammers, maces, etc., Equally good as a defender or attacker.
- Magus -
Any adventurer skilled with using magic in an offensive manner would fall under the category of Magus. They are usually most adept with weapons that channel magic rather than large weapons used to attack. Summoning the forces of nature and spirits is their specialty
Attributes/Skills: Elemental magic, magic drawn from spirits or nature, able to channel magic through different objects.
- Cleric -
Clerics are a valuable asset to any team. Their healing abilities, drawn from their own personal faith are important and powerful. Healing wounds, curing ailments, buffing up team-mates, and removing curses is their specialty. All Clerics have a decent amount of faith and goodwill.
Attributes/Skills: Able to draw magic from their faith to heal others, able to channel magic through holy mediums (Rosaries, maces, etc.)
- Blacksmith -
A skilled Blacksmith can be almost essential to any team of adventurers. Their speciality is creating, fixing, improving, and modifying weapons. Seasoned Blacksmiths can easily endow powerful attributes to any weapon. They know a weapon better than anyone else, and can use their knowledge as an advantage both on the battlefield and in the market.
Attributes/Skills: Usually carries a kit to work on weapons with, usually know a lot about weapons, are very strong to carry around various weapons.
- Ranger-
The Ranger is a quick, nimble fighter who's main strength is attacking from a long range. They use archery as their main means of offense, and are usually capable of striking from long distances with their sharp aim. Attacking from heights or distances is not an obstacle for a ranger.
Attributes/Skills: Very good aim, best archer out of any of the jobs, very nimble due to light clothing.
- Merchant -
Merchants carry their wares with them wherever they go, and are usually quite the money-grubs. Their main goal in life is to sell their wares to whoever they can find, but they are quite knowledgable about their own wares, so can take care of themselves in battle. Good friends with Alchemists and Blacksmiths who will often lend them their wares to sell. When in a group, they must be trustworthy, as they are usually responsible for the group's funds.
Attributes/Skills: Can carry a lot, is very good with money and numbers, knows a lot about their wares.
- Lancer -
The Lancer is essentially a warrior who specializes in using spears or polearms to attack. They have mostly the same attributes as a warrior, but are trained to use spears instead.
Attributes/Skills: Lots of Stamina and Endurance, able to use most types of spears, battlestaffs, or long sticks of any kind. Usually trained to fish with harthingys as part of their training as a Lancer, have better aim than a warrior.
- Minstrel -
Minstrels are the heart and soul of Melodia. Spreading music and cheer to all in Melodia, Minstrels use their instruments in magical ways. They can play songs to confuse enemies or play songs to inspire their teammates. They are usually very nimble and carry a light weapon on them at all times. They are trained to use their ears as well as their eyes, and can pinpoint sound and picture their surroundings in their head just by the sounds around them.
Attributes/Skills: Ability to play an instrument with magical effects or sing with magical effects, can create an image in their head based off sound, can pinpoint certain sounds.
- Dancer -
A Dancer is a charming job. Often under-estimated due to their beauty, Dancers often have the ability to charm enemies or other people, making them a dangerous foe or valuable teammate. They are extremely flexible, thin, and agile, making them very useful. They work best with Minstrels, and their attacks are often given a pattern or rhythm just as their dances are.
Attributes/Skills: Able to charm enemies, very light on their feet, very quick, their attacks have certain rhythms, carry light weapons and light (or very little) clothing.
- Monk -
Monks, trained at various temples or monasteries, are taught not to rely on the power of weaponry or magic, but to become the weapon. Their entire body is their weapon of choice, and specialize in martial arts. They are frontline melee fighters, but do have a few weak healing spells to use if needed. Their faith plays a big part in their ability to heal, but even so, they will never be as adept as healing as a Cleric.
Attributes/Skills: Very high endurance, a tough body, able to punch/kick or fight using their body, can perform weak healing spells depending on their faith.
- Thief -
A thief is a sneaky, agile pickpocket. Their best skill is - you guessed it, - stealing. A skilled thief can easily empty one's pockets without having their target notice, but it takes a lot of training to reach that level. They can often steal goods or treasures off enemies with lower intelligence, and they have to be skilled at running away if caught. Stealth is a big concern for a thief, so carrying heavy weapons or wearing heavy armor does not help at all.
Attributes/Skills: Is very well-trained in the art of stealing, carries and wears light equipment, is good at running away.
EXCLUSIVE JOBS
25 Posts Required
- Herbologist -
Herbologists specialise in the use of herbs and plants. They are able to tap into the magical powers of plants and use them to their advantage. They are very skilled in growing potent plants very quickly, which can be used in an array of potions. Another skill they possess is to be able to summon plants to fight for them - with magical seeds they grow or obtain, known as Venopods, they can throw them into the ground and instantly a wild plant will grow that's capable of attacking enemies.
Attributes/Skills: Able to grow herbs/plants quickly, able to use Venopods, often good at brewing potions.
- Tamer -
Tamers focus on making a companion or friend out of a monster/animal, and fighting alongside them. Whether it be a wolf, a falcon, a horse, a dragon, or any kind of beast, Tamers befriend them and teach them how to fight. Most Tamers are rough and used to living in the wild, most even learning the ways of their chosen beasts. Tamers rarely make their beast do all the work - they will fight alongside them and learn to become a team in order to fully benefit from their partner.
Attributes/Skills: Good at taming animals/monsters, able to fight alngside them, often learn the ways of that animal/monster.
- Witch/Warlock -
The Witch/Warlock is another magic-user, though they use various mediums to cast their spells. Through sacrificing ingredients or materials, they can draw out their magic power to do their bidding. They rarely use weapons, as they channel their magic through their mediums.
Attributes/Skills: Able to carry lots of ingredients, Use magic drawn from ingredients, Can cast offensive and defensive magic, but cannot heal or support.
- Alchemist -
The Alchemist is always versatile and well-prepared. They specialize in creating potions with various effects. Whether to heal, harm, or anything else, a skilled alchemist can create almost anything from their wide array of potion-making ingredients. Selling potions is an effective way of making money as well.
Attributes/Skills: Able to carry many vials/bottles, can create various and limitless effects with their potions.
- Illusionist -
Illusionists are crafty mages that use their power, not for offense or support, but for stealth. Disguising themselves, their teammates, or anything else is an easy task, and a skilled Illusionist can create extremely convincing illusions. They can channel their power through various mediums, including weapons. They can create illusions as simple as changing the color of a flower to ones as complex as making it seem that all time has stopped.
Attributes/Skills: Creating illusions at will.
75 Posts Required
- Enchanters/Enchantresses -
An Enchanter is good at, well, enchanting. Their most well-known ability is Animation. For example, they can make a sword move all on its own, slicing through the air at the whim of the Enchanter. They cannot, however, control living things (monsters, plants, people, etc.).They can also enchant weapons to have certain attributes. A sword made out of steel could be enchanted so that its strikes feel more like burning flames than cold steel. Their services often go for a high price, so they are valuable to any team.
Attributes/Skills: Able to enchant weapons/items, able to give them a certain elemental attribute.
- Shadower -
The Shadower's main skill is to become a shadow. This is not literal, of course. They use their environments and themselves to become as silent and stealthy as a shadow. Just like a shadow, the Shadower's job is usually to follow someone - wheter it is to kill them, get information from them, or trace their path, is entirely up to their employer. They are masters of disguise and stealth, and always carry little equipment. Shadowers wear tight clothes, and sometimes very little clothing, and carry very small, easy to conceal weapons. If you want to hire a Shadower, it is nearly impossible to find one, and you'd have to simply find someone who has connections with the Shadowers.
Attributes/Skills: Extremely stealthy, great at disguising themselves, silent, carries light weapons, wears little clothing, great at tracking people.
- Celestialist -
While Maguses draw power from the elements of nature, and Witches and Warlocks use different items to draw magic out of, a Celestialist's magic works using a hybrid of faith and science. Their source of power is anything within the sky of Melodia, and while they can heal and use offensive magic, their power is determined by the position of the moon, the sun, the stars, the planets, and every other celestial body. In addition to the astronomic factors, many Celestialists follow at least one Muse devoutly, as it is common knowledge that a change in the stars, moon, etc. are usually linked to one of the Muses. Many of them carry telescopes and can read the stars professionally.
Abilities/Attributes: Can cause various effects with their magic, depending on the stars, moon, sun and other celestial bodies.
100 Posts Required
- Timeweaver -
The Timeweaver is a magician who has mastered the ability to manipulate time itself. It is some of the most powerful magic known to Melodia, and is one of the most difficult to master. Timeweavers are very rare, as it is a very tragic job. When officially graduating as Timeweaver, the individual takes a magical vow to the Muse of Symphony that should they screw up a spell and cause everlasting damage on the world, they must sacrifice their life to repair the damage (going with the Muse of Symphony's main idea that without sacrifice, there can be no progress.)
Abilities/Skills: Timeweavers mostly cast spells to speed up/slow down targets. They can freeze time for a VERY short amount of time (If you freeze time, you MUST unfreeze it before the end of your post). The longest amount of time that has been frozen has been around 52 Seconds, no more. They have other, still unknown abilities.