testing grounds - level ups and classes
Nov. 20th, 2015 02:34 pmINTRODUCTION #1: BECOMING A CLASS
If you're new to Myriadia, and you decide not to just find a regular job and live out your life here, then you'll need to choose a job class so you can fight. You should have woken up with a bracelet that has over 15 small different colored gems set into it's silver indention. All you have to do is press the gem you want and automatically you'll change into that class with a new set of clothes and basic armor, which can be upgraded. Don't worry, you can wear whatever clothes you want but you'll always have the clothes you changed into.
You also should have awoken with a white stick, this is the conduit in changing into weapon your class comes with and it can be upgraded as you go along.
If you decide to change dressgem classes, the weapon will automatically change and so will whatever clothes you'll be wearing at the time. The weapon will change to beginning weapon, basic armor, you'll be starting from scratch, however, when you change a class, don't worry if you decide to go back to a previous class, you can and all your stats, upgraded armor and weapon will remain the same. You can continue leveling up from there.
OOC: Leveling up is easy. Depending on how many threads your characters/s have been a part of, and finished, you will find their stats increased by filling a form below and keeping it in their character journal. Stats will be good for character vs character fighting, bosses, gaining new attacks and spells /OOC END
Below are a list of the classes, beginning stats and what you can expect in leveling up.
JOB CLASSES AND LEVELING UP
All classes start out at level five, you will go up three levels at a time for every thread you do at first, so one thread will be three levels, two threads will be six levels, three threads will be nine levels, four threads will go twelve levels and so forth and so on.
Once you hit a certain level you'll be slower in leveling. Example one: Once you hit level twenty-seven, you'll start seeing that one thread, equates to two, two threads is four.
Example two: once you hit around level fifty-one, one thread equates to one level, two threads are two levels. This continues as is. Once you hit level seventy-five, every two threads will be one level, three threads will be one level and you won't update the second level until you have a forth thread. Which doesn't have to be done in the same month or anything.
Now onto the classes. All classes start out with different stats as well. Defensive classes have lower vitality and high mana, while offensive classes have low spirit and high hitpoints. Your character will need different armor and sometimes weapons to raise those stats, besides leveling.
MAGIC CLASSES
WHITE MAGE
Gem Color: White
Clothes: White hooded robes, with red crosses on both sleeves. Anything can be worn underneath.
Level: 5
Main Weapon: Staff
Secondary Weapons: one max.
Hitpoints: 450 (every level it goes up 150)
Mana Points: 50 (every level it goes up by 50)
Strength: 20 (every level it up up by 2)
Magic: 30 (every level it goes up by 3)
Vitality: 25 (every level it goes up by 5)
Spirit: 40 (every level goes up by 3)
Critical Hit: 11%
Spells: Cure(Level 5-20), Cura(level 21-45), Curaga (level 46-99), Mana (Level 5-20), Mananika (21-45), Manangia (level 46-99) Shell, Protect, Reflect, Haste, Life (Raises ally from the dead – Level 10), Full Life (Level 25), Cure-all (takes away ill status effects from all party members – level 5)
BLACK MAGE
Gem Color: Black
Clothes: Black hooded robes, with light blue crosses on the sleeves. Anything can be worn underneath.
Level: 5
Main Weapon: Rod
Secondary Weapons: one max.
Hitpoints: 400 (every level it goes up 100)
Mana Points: 50 (every level it goes up by 50)
Strength: 20 (every level it up up by 2)
Magic: 30 (every level it goes up by 3)
Vitality: 25 (every level it goes up by 5)
Spirit: 50 (every level goes up by 3)
Critical Hit: 11%
Spells: Thunder (level 5), Thundara (Level 15), Thundanga (level 25), Fire (Level 5), Firara (Level 17), Firaga (Level 29), Blizzard (Level 8), Blizzara (level 20), Blizzaga (level 35), Focus (lowers enemy's evasion and spirit by 15pts – level 20), Sleep (level 12), Blind (causes blindness in enemy – level 8), Slow (slows enemy down for a short time – level 18), stop (makes enemy stop moving for a short time – level 45), Petrify (turns enemy to stone, ending battle – level 75) Death (causes instant death for an enemy, doesn't work on already dead enemies – level 80), aero (wind attack - level 5), aeroga (wind attack - level 25), Aqualung (Water Attack - level 5), Aquabreath
(level 25), Venom (Level 12)
WITCH (Female)
Gem Color: Dark Purple
Clothes: a dark purple dress with long sleeves styled bell, with a black shawl. Pale green crescent moons on the sleeves. Pointed black shoes.
Level: 5
Main Weapon: Staff
Secondary Weapons: two max.
Hitpoints: 600 (every level it goes up 100)
Mana Points: 50 (every level it goes up by 50)
Strength: 20 (every level it up up by 4)
Magic: 30 (every level it goes up by 2)
Vitality: 25 (every level it goes up by 5)
Spirit: 50 (every level goes up by 4)
Critical Hit: 15% (levels up by 1)
Spells: Witches have both spells of a Black mage and a white mage. Same level ups and such. However, because there is no specialized medium here, witches tend to be weaker in spell casting, so while a white or black mage can end up having powerful spell casting, the witch just doesn't. However, don't blow her out of the water just yet, she can still be a great ally and opponent.
WARLOCK (Male)
Gem Color: light grey
Clothes – Medium gray robes with crescent moon symbols on the biceps of the sleeves and a hood. Usually clothes are worn underneath.
Level: 5
Main Weapon: Staff
Secondary Weapons: two max.
Hitpoints: 600 (every level it goes up 100)
Mana Points: 50 (every level it goes up by 50)
Strength: 20 (every level it up up by 4)
Magic: 30 (every level it goes up by 2)
Vitality: 25 (every level it goes up by 5)
Spirit: 50 (every level goes up by 4)
Critical Hit: 15% (levels up by 1)
Spells: Warlocks have both spells of a Black mage and a white mage. Same level ups and such. However, because there is no specialized medium here, warlocks tend to be weaker in spell casting, so while a white or black mage can end up having powerful spell casting, the warlock just doesn't. However, don't blow him out of the water just yet, he can still be a great ally and opponent.
GUNNER
Gem Color: Light Blue
Clothes: Whatever they wish to wear, including armor. Starts with wood armor.
Level: 5
Main Weapon: Gun Or Shotgun. Whichever is preferred.
Secondary Weapons: An extra gun or knife.
Hitpoints: 800 (every level it goes up 100)
Mana Points: 25 (every level it goes up by 25)
Strength: 40 (every level it up up by 5)
Magic: 20 (every level it goes up by 1)
Vitality: 35 (every level it goes up by 6)
Spirit: 30 (every level goes up by 3)
Critical Hit: 30% (levels up by 2)
Attacks: The following needs no level ups but will get strong as you progress:
Normal ammo (causes regular damage but gets stronger as you level)
Scatter ammo (damages all enemies but is relatively weaker than normal ammo)
Dark ammo (strong and causes blindness, but may not always cause the status effect)
Fire ammo (imbued with fire, stronger than other ammo but stronger against ice enemies)
Ice Ammo (imbued with ice, stronger than ammo but stronger against fire enemies)
Water ammo (imbued with water, but strong against lightning based enemies)
Electric ammo (imbued with lightning, strong against water based enemies)
Demolition Ammo (four times stronger than normal ammo)
Fast Ammo Fast Ammo (Able to sharp shoot at rapid pace, causing damage to multiple enemies or one enemy but may not be as strong as other ammo)
AP Ammo (Armor piercing, strong against enemies with thick hides)
Pulse Ammo (Armor imbued with dark energy, strongest ammo and rare) for more information on the ammo, click here.
KNIGHT
Gem Color: Royal Blue
Clothes: Armor which they can change for regular clothes but it's not recommended all things considered.
Level: 5
Main Weapon: Long sword or short sword, whichever is preferred.
Secondary Weapons: An extra sword of either kind or a knife.
Hitpoints: 800 (every level it goes up 100)
Mana Points: 25 (every level it goes up by 25)
Strength: 40 (every level it up up by 5)
Magic: 20 (every level it goes up by 1)
Vitality: 35 (every level it goes up by 6)
Spirit: 30 (every level goes up by 3)
Critical Hit: 25% (levels up by 2)
Attacks: The following use Mana: Armor Break – (Lowers an enemy's vitality/defenses by 15 – level 15), Heavenly Slice (A holy light surrounds character's sword and deals damage – level 20), Hell's Revenge (a fire attack surrounds character's sword and deals damage – level 30), Triton's Fury (Water surrounds character's sword and deals damage level 55), Zeus' Wrath (lightening surrounds character's sword and deals damage – level 65), Below Zero (an ice based attack – level 80)
WARRIOR
Gem Color: Ruby Red
Clothes: Stylish black leather with pieces of armor in strategic places.
Level: 5
Main Weapon: a long and severely sharp sword that is usually carried against the back.
Secondary Weapons: A knife or whatever the character desires.
Hitpoints: 800 (every level it goes up 100)
Mana Points: 25 (every level it goes up by 25)
Strength: 40 (every level it up up by 5)
Magic: 20 (every level it goes up by 1)
Vitality: 35 (every level it goes up by 6)
Spirit: 30 (every level goes up by 4)
Critical Hit: 25% (levels up by 4)
Attacks: The following uses Mana: armor break (lowers enemy's vitality/defenses by 15 - level 15), Cherry Blossom (a flurry of cherry blossoms surround your blade and your attack is much tougher – Level 25), deathrow (a counter is imprinted on the enemies head, and after five minutes, the enemy dies. It works on enemies that Death generally doesn't work but will instead drop their HP much lower to defeat them easier - Level 45), Aqua Slash (level 12), Lightening Slice (level 19), Fire Swipe (level 30), Ice Jab (level – 37), Ultimia Fury (A green/dark based attack – level 55)
DARK KNIGHT
Gem Color: Brownish Red
Clothes: Stylish black leather with pieces of armor in strategic places.
Level: 5
Main Weapon: Long or Board Sword.
Secondary Weapons: An extra sword or whatever the character desires.
Hitpoints: 800 (every level it goes up 200)
Mana Points: 25 (every level it goes up by 25)
Strength: 40 (every level it up up by 6)
Magic: 20 (every level it goes up by 3)
Vitality: 35 (every level it goes up by 8)
Spirit: 30 (every level goes up by 3)
Critical Hit: 25% (levels up by 2)
Attacks: The following uses Mana: armor break (lowers enemy's vitality/defenses by 15 - level 15), dark of night (causes damage to enemies at cost of own HP - Level 8), Death (Level 25), Deathrow (a counter is imprinted on the enemies head, and after five minutes, the enemy dies. It works on enemies that Death generally doesn't work but will instead drop their HP much lower to defeat them easier - Level 45), Unholy Truth (a dark matter surrounds the the sword and an attack causes dark damage which is much stronger than holy or ultimia – Level 60)
CHEMIST
Gem Color: Dark Green
Clothes: Steampunk like clothes and armor that comes in various styles depending on the character.
Level: 5
Main Weapon: Mixing items together.
Secondary Weapons: A knife or whatever they desire.
Hitpoints: 700 (every level it goes up 100)
Mana Points: 25 (every level it goes up by 10)
Strength: 40 (every level it up up by 3)
Magic: 20 (every level it goes up by 3)
Vitality: 35 (every level it goes up by 10)
Spirit: 30 (every level goes up by 8)
Critical Hit: 25% (levels up by 2)
Attacks: The following doesn't use mana: All creations are left up to the character/player. Many of the items can be mixed together to create anything imaginable. It can be anywhere from stronger healing items or elemental based attacks.