Classes
Alchemist
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Alchemists are unrivaled when it comes to the mixing of ingredients. Their knowledge is second to none. Where it may take an experienced soldier to mix a poison, it would take an alchemist less than half the time required, make the poison ten times more potent, and have a ready antidote ready from the concoction.
Alchemists are versed in all kinds of materials, including, but not limited to: Plants, metals, liquids, and energy; all of their properties are analyzed constantly, as the world of Eorzea is a constantly changing one. Alchemists tend to be natural healers when a Paladin or Cleric is no where in sight, while on the side doing business with rogues, handing out poisons at a lethal price.
Alchemists are known to trvale far and wide, honing their skills among other Alchemists. They either trval in groups of five to ten sized caravans, or they travel alone. It is prefered that they travel with a group, most Alchemists are not prone to fighting and are easily killed; there are some, however, that are well-versed in the art of combat and prefer to travel alone.
Alchemists’ lives as nomads bring them to the far reaches of the planet, where only the very few brave, or witless end up. Some Alchemists travel for ingredients, others to seek knowledge, but what is clear is that a traveling Alchemist is never without purpose.
Assassin
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Assassins are born, not made; created, nourished from before birth, not trained in the art of killing. Assassins are the masters of dealing death, their fast movements are third only to light and sound speeds. They move with sureity and preciseness. They are muscular, as they are flexible. They are the ultimate killing machine of the United States of Eorzea.
Assassins can emulate emotions, but they cannot freely give it. They have the emotional capabilities of a worm, yet at the same time they are able to perceive lies and truth hidden among emotion and are able to act upon those lies or truths.
Not much is entirely known of the Assassin clas, however. What is known is that whoever an Assassin is has no will of their own, and can not, will not act without orders from a superior.
Beast Master
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As the name kindly suggests, the Beast Master class are persons who are adept at communicating with animals. More experienced Beast Masters are able to control animals upon a first meeting. Those who are Beast Masters come from a long line of ancestors who are also Beast Masters. They feel that living in the hustle and bustle of the cities force the power to communicate with animals, which, enevitably, leads to the downfall of the class.
Beast Masters welcome travelers of all kinds to their villages. Beast Masters, for living in the wilderness, have the reputation of a wildbeast, blood thirsty and reckless. Those who know Beast Masters know the falsehood of such lies. Beast Masters have it in most of their hearts to live as the animals do: Without regrets, grudges, and to learn to acknowledge the constant threat of death, even to accept it in their hearts when one of their family members is brutally murdered before their very eyes.
Beast Masters do visit cities, mostly to learn of impeding wars or to find relatives forgotten among their villages.
Beast Masters have from birth a blood companion, usually an animal that lives within the enviroment and can be anything from wolves to a dragon to the slinking shadows of the wraiths, or even to the demonically sadistic demons. The two are as one. When a companion dies, the beast Master never replaces him/her, and instead lives until his dying breath either in a state of depression, or acceptence.
Berserker
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Berserkers are powerful fighters versed only in the knowledge of vicious beatdowns. Berserkers wear immensily heavy armor and carry a weapon twice the size of any normal weapon. Their minds are often lost when in battle, they succumb to the killing intent in their hearts. For this, Berserkers do not make good travel companions for they often turn their blades on those of their fellow traveling companions.
Berserkers know next to zero magical powers. At most their armor or weapons are embued with the power of magical energy. Their skin are tough patches of caluouses, at times during a frenzied kill their body automatically heals itself of any wounds, though the process is a long, and cumbersome one.
Berserkers are rightly shunned from society. The simpliest arguments become more often than not a scene of murder with a Berserker. They are rarely drunk and eat easily more than any other class.
Cleric
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Clerics are a branch from the Paladin class. Whereas Paladins are well versed in the art of physical combat with some magical training,Clerics are the opposite. Their holy spells are devastating. Clerics are the natural healers of Eorzea, their magic are third only to the High Mages and the Omniscient Mage.
Clerics can be found everywhere on the planet as their services are widely accepted. It is in their oath to never turn away from a person in need, but Clerics aren’t push-overs and can refuse to give aid if the aid given will in turn kill hundreds.
Dark Knight
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If the Paladin are the heroes of assumable right and good in the world, law abiding at least, than the Dark Knight class are the anti-heroes. Scornful men, they are often associated with the worst creatures in the world. To become a Dark Knight, one must first sever his ties with the world and sacrifice his own blood, to form a pact with the god Undais. It is this pact and this pact alone that seperates the normal knight from a Dark Knight.
Dark Knights can be evil, and cause pendemonium, but at the same time can save lives if it is their desire. The mark of the Dark Knight doesn’t align him with the art of evil, but fastens him with the knowledge of the most poweful force in all of Eorzea: Death.
Death to a Dark Knight is perceived differently than every other class on Eorzea; it is understood with such a finute description that only Undais could willingly give that others could only understand nothing but a fragment of such knowledge.
Dark Knights are the forces on Eorzea that allow souls passage into the next realm, though they themselves are unable to make that journey until death claims their lives as surely as they know that it must. And they welcome death with open arms, warmly like receiving a dear parted friend from long ago, forgotten from present knowledge, but not from memory.


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