modforged: (Default)
Warforged Mods ([personal profile] modforged) wrote2013-04-24 04:59 pm
Entry tags:

CLASSES

CLASSES FAQ

[TOP] Death KnightDruidHunterMageMonkPaladinPriestRogueShamanWarlockWarrior


Upon arriving in Azeroth, a character may notice their abilities have altered slightly. While they have access to all of their abilities, they appear to be bound by the laws of the realm and tire more easily when attempting to use them. They have been reorganized into a class and have access to the abilities there as well as the powers granted to a Dragonsworn. However, the temporal transportation process isn't perfect, so some characters will find that their abilities have been erased entirely and replaced with one of the classes below. This is to even out the powers across canons and to allow the player some flexibility if they would prefer to develop a new skillset here in Azeroth.

If your character has some kind of extraordinary ability/power that keeps them alive, please note that in your application as we will address these case by case. Please also note that you will be asked to choose a class that most closely represents your character's skillset. For example, characters with powerful summons might consider looking at the warlock class and characters who raise the dead might look at the death knight class. Ninjas may look at monks or rogues.

Please note: Character applications who choose to be classed as Death Knights will be subject to undeath due to the energies they control, no exceptions.

As well, if you are apping a Warcraft based OC, you will have access to your normal classes and specializations, but be subjected to relearning your energy limits like other characters. This chart will not apply to those characters.

THERE IS A LOT OF INFORMATION BELOW. For quick reference on what each class does/plays like, please reference the first paragraph under each section.

Death Knights are fearsome soldiers, fallen from grace in life to spread terror in death. Dragons of this time period know them more commonly as necromancers. A character with this class is classified as undead, and is dangerous with a sword or axe as well as necromantic magic. Forever cursed with a yearning for pain and suffering, Death Knights can be an army's greatest asset...or their worst enemy. Ignoring this desire causes a Death Knight great pain until they collapse into what is known as a blood frenzy and beginning killing without regard until they exhaust themselves. As death knights are classed as undead abominations...that might take a while. Every death knight carries what is known as a vampiric runeblade, which houses the knight's soul and must be fed with blood in order to keep the pain of the curse of undeath at bay.

A death knight's runic magic falls under three schools: blood, frost, and unholy. With their runeweapons, death knights are empowered with the ability to spread diseases to enhance their power and cripple their foes. These diseases slow enemies down, making them prime targets for a death knight's attacks. A death knight may empower their weapon with what is known as a Death Strike, abolishing their festering diseases and siphoning them to heal themselves a small amount.

Born of the icy winds of Northrend, death knights are capable of calling upon its frigid winds in order to slow enemies surrounding them. Enemies who spend too much too close to a death knight casting remorseless winter will find themselves suddenly frozen solid and at the death knight's mercy. The knight casting this attack will find that the attack itself does not slow them down, but channeling it for long periods of time will greatly strain their souls and make it harder to press their attack.

Finally, a death knight is most known for their ability to summon the undead. Summoning a single ghoul requires only a corpse and a small amount of energy. However, experienced death knights may summon up to 10 berserking ghouls so long as there are bodies to allow for it. These ghouls are fragile, though they back quite a punch and attack very fast. Summoning an army of the dead puts great strain on a death knight's soul and they will find that their attacks will be weak until the ghouls expire from exhaustion or are killed.

➢ BACK TO TOP

Druids are the protectors of nature. Under the guidance of the Green Dragonflight, they have many abilities that they can utilize to fulfill almost any combat need. Though druids have strong ties to the Green Dragonflight and the Emerald Dream, not all druids are Greensworn. One of the most unique things about a Druid is their ability to shapeshift into various animal forms. However, it should be noted that inexperienced druids often have trouble controlling these various forms. Some even fall victim to their wild natures and become what is known as savagekin, a being who loses all sense of self and becomes incapable to return to their original form. Characters classed as druids will find they are able to shapeshift into THREE of the following forms:

BEAR: The form of a large ursine, greatly increasing stamina thanks to the bear's thick hide and threatening presence. Enemies are much more likely to attack bears than most other creatures in the area.

CAT: The form of a swift feline, usually a predatory cat, greatly increasing reflexes and speed. Cat form brings the druid into close range and empowers their claws, but weakens their stamina. Cat form is designed for surprise attacks.

MOONKIN: The form of a strange cross between an owl and a bear, granting the ability to harness the power of sun and moonlight to empower attacks. Moonkin attack from a distance and sear their enemies with natural light-based spells, depending on the time of day.

TREANT: The form of a walking tree, granting greatly increased healing ability. Treants harness the power of nature to mend wounds, as well as call upon nature to halt or slow the advances of enemies. They can call roots from the ground to hold things in place, as well as call a gust of wind to knock others away.

➢ BACK TO TOP

Hunters are marksmen, survivalists, and beast tamers who disable their enemies from afar, allowing their animal partners to rip them to shreds. For a list of animals to choose from, please visit this external website. Please note that those animals that currently fall under the Exotic Families are not allowed. Newly arrived hunters will find that they will have a new animal companion that arrives with them. Characters who wish to bring an animal companion from home will be judged on a case by case basis.

Hunters will find that their animal companions are not a tool, but a spiritually bonded friend. As such, hunters and pets are able to strengthen each others resolves to increase attack speed and damage for a short amount of time, greatly amplifying their use in battle. As well, hunters can also expend their energy to mend their pet's wounds. Abuse of these abilities will result in fatigue. In addition to this, hunters who's companions fall in battle will find that they are able to magically revive them at the full cost of one's energy. A hunter without their pet is considerably less useful than any other soldier on the field, so take good care of them!

Hunters are particularly useful with a bow and arrow, though some will prefer the lead and trigger of a gun or the powerful shot of a crossbow. Newly arrived hunters will find that their ability with any of these weapons has improved greatly. Hunters will also gain the ability to track just about any class of living creature -- undead, dragonkin, humanoids, and beasts.

A hunter is extremely vulnerable at close range, but makes up for it with great agility. When all else fails, a hunter has the ability to place traps on the ground to hold enemies in place for a brief amount of time in order to put distance between them.

➢ BACK TO TOP

Extremely powerful offensive spellcasters. They can perform incredible feats of magic with a mere incantation, but their close combat suffers as a result. Though mages have strong ties to the Blue Dragonflight, not all mages are Bluesworn. Mages rely greatly on the power of their own minds as well as personal resolve in order to summon forth their magic. A mage's magic is typically divided into three schools, often summoned as bolts. Said magic can also be released in powerful bursts known as novas to hold people in place, slow them down, or cause quick damage. These schools are Frost, Arcane, and Fire.

Not every spell a mage casts is offensive. Mages also have the ability to conjure food and drink from thin air at the cost of their own vitality. Depending on the size of meal, a mage can easily replenish the energy used to create the items. The art of conjuring food and drink operates much like learning to cook: just because you can do it, does not always mean you are good at doing it. In fact, if you are new to magecraft, chances are your food tastes like an old leather shoe.

Mages may also use their innate arcane abilities to teleport short distances, often referred to as "Blinking". As mages are very vulnerable at close range, this is a quick way to put distance between an enemy and oneself. When used in rapid succession, this ability will often cause fatigue.

Another skill mages are renowned for is their ability to polymorph people and objects for short periods of time into a (mostly harmless) animal of choice. Mages just learning their abilities will find that their attempts to polymorph living creatures will often fail the larger the creature is, and they will almost always take the form of a sheep when they are successful. The spell is not permanent, and usually only lasts a short amount of time. A more skilled mage would be able to hold the polymorph spell for longer periods of time at the cost of their own vitality.

➢ BACK TO TOP

Monks are tranquil masters of martial arts and are considered extremely graceful. When confronting an opponent, a monk may often appear as if they were toying them rather than fighting due to how in sync they are with the body and its movements. They can manipulate the flow of energy in the body to heal their allies or disable their foes. Monks wear leather armor for ease of movement. They can use almost any weapon, from a staff to light swords, but they are deadliest with their bare hands.

Pandaren culture, the origin of the monk class, emphasizes different kinds of 'brews' to enhance their ability. Whether they're alcohol or tea, monks tend to carry their concoctions around. In a pinch, a stout brew can make a monk tougher, revitalizing tea can give someone a healing boost, and a fiery brew will help someone hit harder. Monks have been known to blind their enemies with ale and belch fire with the assistance of their brews.

Graceful alcoholics? Surely you jest! However, monks aren't all party games all the time. With discipline comes an understanding of the way energy flows in the body and in the earth. Focused monks can tap into this energy, known only as "chi", in order to mend wounds on their own bodies as well as the bodies of others. The art of harnessing this energy is known as "Mistweaving", as the form their healing energy takes is often seen as tangible green mist.

As chi exists in all living creatures, monks are able to use an enemy's chi against them as well. A foe may find themselves paralyzed for a brief time after a few well placed strikes on their body, or may find their weapons suddenly stolen from them. Sometimes, the best offense against a monk is a good defense, as monks would often rather enjoy the company of others than get into a fist fight.

➢ BACK TO TOP

Paladins are the plate-armored warriors of the Light, able to shield allies from harm, heal wounded allies, or deliver judgment upon their foes. Paladins never hold evil in their hearts, always believing that they are doing good in some way, even if others may not agree with them. They are the bringers of justice, often of the highest order and rarely hesitate to cleanse the world of evil.

Paladins in all forms are stalwart people, and therefore are able to fashion impenetrable shields of light for a brief amount of time. The longer this shield is held in place, the more it will fatigue the caster. If used on oneself, the caster will find that attempting to focus their mind on other attacks will result in either a weakening of the shield or a weakening in ferocity.

As warriors of the Holy Light, Paladins are able to use divine energies to heal their friends and themselves. The larger the damage, the more effort it will draw from the paladin to mend the wound. Skilled paladins will find that their heals are more powerful, especially in times of desperation.

All paladins carry a weapon, usually a hammer of some kind. Newly arrived paladins may even find that their weapons have names, which the Light will whisper to them. These weapons can be empowered with Holy energy to do extra damage or extra healing to other foes, dealing increased damage to undead targets. Paladins are some of the most persistent people in the world, and they have prolonged stamina and strength thanks to their unshakable resolve.

➢ BACK TO TOP

Priests act as voices of authority in society, using their faith (in their deity of choice or in oneself) to fuel incredible healing and invigoration; they can also twist the enemy's mind into knots and devastate them with dark magic. Paladins and Priests are very similar, though a priest's power is born of their faith and executed with their mind, while paladins often rely on weapons and shields. When channeling darkness or light, translucent wings appear on the priest's back.

Priests wear very light armor, but they can form barriers to keep enemies at bay. Unlike paladins, they do this by drawing upon the strength of the target's soul to power the shield. Skilled priests can protect a small area, but this bigger 'bubble' is weaker overall, and takes a lot of energy. A priest who fights too hard to protect another person will doom them to weakness and, in extreme causes, make them vulnerable.

A priest's most valuable asset is their healing. They can quickly heal enormous amounts of damage at the cost of their own energy. They can bind their soul to another's and heal the wounds of both. With effort, a priest can learn to spread their healing in a cascade of light across the area, damaging foes and revitalizing allies. Insidious priests can use this soul-binding to drain life from their opponents, not unlike a psychic vampire.

Even the holiest priests know how to contort the minds of the faithful. With mere intent, they can send a shrill psychic scream into the minds of their enemies, causing them to flee in all directions. Priests who are prone to darker thoughts will find that their bodies will be consumed by a shadow, strengthening their spells, a phenomenon simply known as "Shadowform".

➢ BACK TO TOP

Rogues are the unseen, unsung heroes of every campaign. They stealth through the shadows, using the element of surprise along with masterful poisons to down their marks and dismantle foes. Though stealth is a mastered art of the Black Dragonflight, not all rogues are Blacksworn. Rogues are known for their incredible ability to sneak about unnoticed, as well as their knowledge of the most vital areas in their targets' bodies.

Because of their chosen craft, rogues rarely wear heavy armor -- they prefer what is most silent and provides them the most protection, using daggers, maces, fist weapons and small hand-axes to aid them in their quests. Rogues have many tools in their arsenal, and you will almost always find them readily equipped with smoke pellets to distract their enemies. You may find that any hidden traps you lay have been disarmed by a dastardly rogue. Rogues also excel at mixing their own poisons to coat their weapons with to slow down their enemies.

What rogues lack in strength, they make up for in speed. Rogues are very hard to catch and can briefly call upon a reserve of their energy to greatly increase their running speed. They may use this same dexterity to fall from great distances without suffering damage once they land. Rogues also have the power to cloak themselves in shadow to resist spells cast in their direction, allowing them to vanish from sight for a few moments in order to initiate a quick get away.

A rogue is not a hard hitter, but a master stealthsman who may disarm and cripple their opponents swiftly and effectively.

➢ BACK TO TOP

Shamans serve as lightly-armored masters of the elements, using their ties with the earth to change the tide of battle. Shamans can be found anywhere on the battlefield thanks to their versatility -- in the front lines with light weapons, in the mid lines casting spells, or in the rear invigorating their allies. Shamans typically humble themselves before the great elements that rule the land and have strong ties to it, believing themselves to be its servant rather than its ally. If a shaman is not able to humble themselves before the elements (even in times of great stress), they will find that they have no power.

A shaman's best resource is their totems. Totems are used to call elemental constructs from the elemental plane in the form of fire (strength), earth (defensive), water (healing) and air (speed). These constructs will fight for the shaman using their respective element until their energy is drained from them. A shaman is never without their totems, typically made from tree bark and empowered with a plea to their respective element (ie: a fire totem would be empowered by a plea to the firelord, etc). The presence of an elemental construct will empower the shaman's statistics as well with their given attribute. Inexperienced shamans will have trouble controlling their constructs. Shaman will find that trying to summon two constructs from different elements at once will result in them fighting each other, as opposed to assisting the caster. One element must be banished by crushing their totem before another can be summoned.

Experienced shaman can experience what is known as Ascendance. This allows the shaman to surrender their physical form in order to take the form of an Ascendant of one element, serving as a berserk mode that allows the shaman to attack/cast faster. This spell serves as a last stand, surrendering most of the shaman's energy in order to cast it. They will collapse back into their physical form when their energy has been depleted.

All shamans have the ability to revitalize their allies and mend their wounds with the assistance of the elements of water. They have the ability to call forth healing rains to rejuvenate allies on the battlefield, as well as sacrifice water elements to heal more serious wounds. Too much sacrificing will result in refusal of aid from water elementals, so be conservative!

➢ BACK TO TOP

Warlocks enlist the aid of demons and dangerous fel magic to drain the life out of enemies and incinerate everything else. They insist that they can control demons, even though the Burning Legion threatens to obliterate the very ground they stand on. Warlocks are very rarely truly aligned in service to others and instead prefer to flaunt their own power in the form of powerful summons that they often must bargain for. The services of a demon may be bought with one's own blood or the souls of others. Warlocks excel at soul extraction and often carry about several pouches of "soul shards" to aid them. The souls of warlocks themselves are black and corrupt due to the nature of their work.

As servants of demons, warlocks can temporarily take the form of a winged and horned demon themselves in a form of metamorphosis, empowering their energy bolts comprised of either shadow or fel fire magic. In this form, warlocks are unable to communicate with anyone other than warlocks and "demon" classed characters (NPCs or otherwise) as they will only speak demonic. It takes extreme force of will to cancel this form and the urge to destroy will consume the character if they are inexperienced. Assuming this metamorphosis will require the character to pour their blood over a soul shard.

All warlocks are able to summon demons to do their bidding, classed below:

IMP: The most impressionable and easiest to bargain with are known as imps, which specialize in casting fire spells. Imps are quick to multiply and spread and can cause a wildfire within mere minutes. An Imp summon is classified as a minor sacrifice and does not take much energy to summon.

VOIDWALKER: Voidwalkers are intimidating to behold and generate a threatening presence that encourages oncoming enemies to attack it. With their energies, they block heavy amounts of incoming damage and can be sacrificed to shield the warlock. A Voidwalker summon is classified as a standard sacrifice and requires some blood or one soul shard to summon.

FELHUNTER: Felhunters are the magic hounds of the Burning Legion. Literally created for the purpose of draining spellcasters completely of their energy and rendering them helpless, they are a force to be reckoned with even on their own. Felhunters use their feelers to latch onto a magic user and drain them of their energy. A Felhunter summon is classified as a standard sacrifice and requires some blood or one soul shard to summon.

➢ BACK TO TOP

In any battlefield, warriors lead the charge. They are disciplined even when enraged, and use their unrivaled weapons skills to guard allies and execute foes. A true warrior is never without his weapons or shield, ready to aid in whatever role is required of them. Warriors prefer large, heavy blades and heavy plate armor, always at the front of the battle to absorb the artillery of the enemy.

Despite all the heavy armor they carry, warriors may harness their rage and lock onto an enemy before proceeding with a rapid charge attack that will often startle enemies into freezing in place, allowing the warrior to execute a close range attack. It is very difficult for enemies to escape this charge attack and it is what warriors are often best known for. The attack has greater chance of failing if there is a large amount of distance between the warrior and the target.

Warriors fight with their voices as much as their weapons. With loud battle cries, they are able to rally their allies and increase their stamina and attack speed with words of encouragement and glory. Though a warrior typically does not have any special magical ability, they can easily turn the tide of battle with their force of will and strength.

A warrior's most deadly attack is known as the Bladestorm. A warrior may become so enraged that they find that their prowess with their weapon increases tenfold, spinning with speed and deadly strikes that could easily disable and even kill a target in just a few well timed strikes. Bladestorming warriors cannot be stopped by other spells or traps -- an opponent must simply run or find higher ground until the warrior exhausts themselves. This attack takes every ounce of the warrior's strength and they will often collapse uselessly after the attack has run its course. Inexperienced warriors will not be able to bladestorm for more than a few seconds.

➢ BACK TO TOP