Final Fantasy :: Requiem Of Shadows
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Final Fantasy :: Requiem Of Shadows

Music is but a thought--a voice that cannot speak, yet refuses to remain silent. This is Final Fantasy. Can you hear it? It comes from the Shadows--A Requiem.
 
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Hey Guys! Be sure to fill out your Character Information Sheet in your User Profile section. Simply click the "PROFILE" tab at the top of the screen and then go over to CHARACTER INFORMATION on the right. The rest is self-explanatory. -Light
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 Classes *Final Cut*

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AuthorMessage
Kuja

Kuja



Character Information
Gil: 500
Home World: Gaia
Maximum AP: 2000

Classes *Final Cut* Empty
PostSubject: Classes *Final Cut*   Classes *Final Cut* EmptyNovember 18th 2010, 9:54 pm

Archer
An Archer is specialized in using ranged weapons, usually bows and arrows but can also use crossbows along with bolts. They do carry small melee weapons such as hunting knives and small one hand axes, but they are of last resort.

Ability: Aim: A more accurate, more powerful and faster arrow/bolt is shot that is almost impossible to avoid. 100% Chance Hit Without Chance Of Block Unless Opponent Has A Spell That Blocks 100%. YOU CANNOT KILL WITH THIS ABILITY! You are only able to injure a person with it, thus making it easier for you to kill them later on as the arrow does as much damage as a level one spell. Cooldown of six of the user’s posts.



Assassin
Assassins specialize in quick, efficient kills. They wield Katanas, Ninja Swords, and Bow and Arrows. They may also use swords of any type, but not usually while in stealth mode.

Ability: Now you see me, soon you won’t: This ability allows an Assassin to go invisible but it is much more powerful than a standard vanish spell due to how it can’t be dispelled and prevents detection by ANY means. It last for two of the user’s post but any actions other than moving will cause the effect to end instantly. Cooldown of six of the user’s posts.



Beast Master
A Beast Master can use whips (or not) and control a variety of different creatures like Chocobos, Fiends, Wolves, etc. Beast Masters are allowed 3 pets instead of one. Usually wild animals won’t attack a Beast Master unless provoked or attacked first.

Ability: Howl: Boosts speed and attack damage of all the Beast Master’s pets by 2x.



Black Mage
A mage that focuses on using magic for offensive actions such as burning a monster into a pile of ashes and what not, these are very handy people to have when dealing with masses of fiends or people. That and make any party a hell of a lot more fun……just always keep your eye on them. They use small weapons for the most part so you won’t see one running around with a war hammer.

Ability: Spice: Black Mages gain a 20% boost to Magic Attack permanently.



Chaos Mage
A mage who has given themselves over to one singular thought…I LIKE TO BLOW SHIT UP! They are focused on pure destructive magic with only raw power behind the spells, they are also one of the few mages who actively use darkness magic to harm their foes. They tend to be the most insane of the mages due to the large amount of magical energy that surges through their body.

Ability: Overload: A Chaos Mage is able to overload one of his or her spells with fifty percent more magic than needed. This will cause their spell to do two times more damage than usual, but if it is a duration spell it will cut the duration time in half. When paying fifty percent more AP you ALWAYS round UP. So if your spell is 110 and you use this then you pay 60 AP not 55 AP. But when you cut duration times in half you ALWAYS round DOWN so if your duration is 7 posts you only get to have 3 posts duration instead of 4 posts.



Dancer
Dancers are nimble warriors. Much like Pirates, they deceive their enemies. However, they use their bodies to do so, dressing and moving provocatively, hiding their attacks in their dance moves. Usually, they wield small cutting weapons.

Ability: Moon Dance: Creates a barrier that reflects magic spells back at the casters for one turn. Cooldown of five of the user’s posts.



Dark Knight
A Dark Knight Uses a Black Blade that auto-deals darkness damage on touch. They are Masters of Darkness elements and blade skills. They also have highly trained acrobatic maneuvers for fighting tactics.

Ability: Shades of Black: Can cast a powerful spell that uses a powerful combination of elements, being led by darkness. This causes Heavy Darkness Damage, and will knock a person out for two posts if it hits. Any follow up attacks will make the person wake up before the follow up attack hits. Takes six of the user’s post to cooldown.



Dragoon
A Dragoon can only wield spears or lances and has the ability to control dragons. Only Dragoons can have Dragons. The Dragon AUTO replaces the Dragoon’s pet.

Ability: Dragon’s Rage: The Dragoon leaps into the air so high that they are impossible to reach, while in the air they then bombard a target’s area with thirty spears made of non-elemental energy per post. Each spear deals light damage and can only be blocked with magic, the attack last for two of the user’s post. It has a six posts cooldown.



Elementalist
An Elementalist barely uses any weapons at all and casts a lot of spells. They are restricted to only using their Mastered Element and Secondary element. Their spells are more powerful than the spells of ANY OTHER Class.

Ability: Manipulation: This enchantment allows the Elementalist to be able to manipulate his or her source of power without depleting MP as long as it isn’t a created spell already. (If you have questions please PM Lightning. He is also an Elementalist.)



Gageteer
While not usually associated with sheer power, Gadgeteers bring good physical strength, from their machine work. Their weapons are many and varied, but always with a mechanical element. Gadgeteers are extremely gifted with machines, though they may not be the most visually appealing.

Ability: Limiter Removal: Once every 3 posts, a Gadgeteer can unleash a 2x power attack with a mechanical weapon.



Gunner
Gunners take the battle concepts of the Archer, and modernize them. Gone are the bows and crossbows, replaced with firearms. The melee weapons they wield are also smaller, stiletto daggers and the like.

Ability: Elemental Bullet: Can fire one single bullet that is surrounded in a chosen element dealing the same amount of damage as a level one spell. Cooldown of three of the user’s posts.



Knight
A Knight, unlike the Dark Knight, uses many different types of swords and shields and is balanced with magical attacks of any element. Although they are not allowed to use Dark Magic at all due to their pure nature. They are expert swordsmen and defenders.

Ability: Status Void: This enchantment that is ALWAYS activated, gives the Knight Wisdom. It basically makes them immune to any and all kinds of status effects that may alter judgment or impair the user.



Monk/Nun
Monks are another melee class, with their own talents. Being the most defensive of the six classes, Monks fight with simple weapons, like staves, or none at all, and are masters of the counterattack.

Ability: Combo Boost: Every time a monk lands a physical blow, it doubles the power of the next blow. After 7 consecutive hits, the 7th also dealing Tier-3 Magic Damage of the user's Primary Element, the counter resets. The counter also resets if an attack should miss.



Musician
They use Instruments of all kinds, as well as their voices, to cast charms on themselves, and curses on their foes. Because it's sound, Musician Magic is very difficult to avoid. If attacked, they fight hand to hand, or wield their instruments as weapons. The most talented among them can make sound painful, using music to cause harm

Ability: Heaven Song: Creates a magic or physical barrier around him/herself that prevents attacks of that type from doing any damage for three turns. Can either make a Physical OR Magical Barrier—Not Both. Caster must specify and this has a Cooldown of six of the user’s posts.



Pictomancer
Pictomancers are mages that uses pictures to attack people and deal damage to people; they tend to use a very special kind of ink though for their pictures so they don’t normally make normal pictures drawn by artist to come to life.

Ability: Sketch: Allows you to copy one of your opponent's spells/summons/weapons, and use it as your own. Spells and Summons that are copied have their costs doubled, and you must have seen it used. With the cooldown depending on what you copied.
Spells: 3 post cooldown
Weapons: 4 post cooldown
Summons: 6 Post cooldown
You can only copy one thing though so you have been warned.



Pirate
Pirates are an underhanded bunch. Wielding just about any weapon that shoots, cuts, or stabs, Pirates are one of the most deceptive fighters out there, and fight dirty by their nature.

Ability: Watery Grave: Imprisons the target in a globe of water for 2 post. Dealing Light water damage per turn and inflicting slow status effect for 2 of the affected person's post. Any follow up attacks made on the targeted person will break this spell before the two post mark. Cooldown of five of the user's posts.



Red Mage
A mage that has some training in using a blade, they are one of the only types of mage you will run into that might wear medium armor and carry a sword instead of a dagger or staff. They are more or less the jack of all trades but master of none group.

Ability: Spell Sword: For two posts a Red Mage is able to make their sword deal out level 2 damage of a single element for two of their post. Cooldown of eight of the user’s posts.



Samurai
Samurai are a class of swordsman classified as Warrior-Monks. Following a strict warrior code, they hone their abilities to the point of sheer memorization. Using specialized Swords (katana), Polearms (naginata), Clubs (kanabo), and Ranged Weapons, they can pull off incredible feats.

Ability: Fearless Warrior: The Samurai takes off his/her armor off to show he/she has no fear; this causes them to aspire to higher greatness and fight harder. Doing this will cause their physical attacks to deal fifty percent more damage but will make their physical defense drop by fifty percent as well. This last till they either put their armor back on or if they die, also you CANNOT put your armor back on in the same post as you took it off.



Sky Pirate
Sky Pirates are quite a bit nobler than their seafaring brethrens. Seeking only freedom, they do what they want, when they want, and how they want to do it. They wield weapons akin to Pirates, with a fair bit more finesse.

Ability: Bombardment: The Sky Pirate opens a ten foot by ten foot portal behind him/herself and out of that portal their airship is able to fire upon their enemy through it. This will cause the target to suffer medium non-elemental damage if they are hit by the attack; the type of weapons on the Sky Pirate’s Airship will not affect the damage given but does affect what the attack looks like. Cooldown of six of the user’s post.



Summoner
Summoners are about average in all pursuits. They lack the weapon talent of melee classes, the accuracy of ranged classes, and the spell pool of Mages. However, they are capable of calling Summoned Beasts, the power of which is staggering compared to those of others. Because of this, they command both respect AND fear

Ability: Chant: A Summoner is able to summon one of their summons for free but this drains any remaining AP out of the Summoner so be careful. This CANNOT be used to summon a creature that needs more AP than the summoner’s maximum AP. This can only be used ONCE per topic.



Thief
Thieves, while not terribly strong, have speed on their side, as well as cunning. Using any means necessary, including theft, they deceive the enemy, and attack ruthlessly. They tend to wield small, quick weapons.

Ability: Steal: Thieves may steal any one weapon, without fail. This can be done as many times as they like, but they may only have one stolen weapon at a time.



Warrior
Warriors are the bread-and-butter of a group. Wielding all manner of melee weapons, their talents are many and varied, leading them to have a wide array of specialties

Ability: Weapon-Master: If Warrior is a character's main class, that character may dual-wield from the start.



White Mage
A mage that focuses on using magic for defensive or healing actions, they tend to be more soft spoken and less insane than the black mages due to their use of white magic. They are known to wield powerful light magic from time to time so are still highly dangerous to fight with; they do make wonderful doctors and nurses though.

Ability: Divine Light: White Mages light based spells are 20% stronger. *Healing spells heal more, light attack magic does more damage*
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