Professions
Sometimes adventurers just don't trust non-adventurers to make some things for them. So, typically, a few adventurers adopt a few professions. Now, realize that unless you have some divine artifact of ultimate power, you can only have so many professions that you're exceptionally good at, but anyone who knows how to use a needle and thread can repair a torn wizard robe, but not everyone can forge a battleaxe suited to execute giants.
- Alchemist - For when that potion of minor healing should be a potion of minor godsend.
- Armorsmith - A lot of heroes like some good, quality armor. And others like to make their own.
- Builder - To craft the home of your dreams or the golem you need, builder is for you.
- Cook - When raw rat just won't do any longer.
- Enchanter - Sometimes, a blade of ultimate cutting +8 just isn't as good as a blade of ultimate cutting +9
- Fletcher - Many archers need to make their own equipment on the fly.
- Fortune Teller - Beware, there are many different kinds of fortune tellers in Bennick...
- Leatherworker - Killing beasts is tough work, might as well do something with the remains.
- Herbalist - There are a lot of herbs, flowers, and plants in Bennick to discover and utilize.
- Merchant - For the hero whose gold flow just isn't cutting it until they sell their (and other's) worldly belongings.
- Musician - For those with a knack or gravitation towards music, whether it be singing, playing an instrument, or otherwise.
- Performer - Showboats and narcissists alike love to show off skills, tricks, and talents.
- Sailor - Some heroes need to feel the wind at their backs! Or they need to go fight the Kraken and can't find a brave enough crew.
- Tailor - When your wizard robe just isn't up to par anymore.
- Tinkerer - When a gun or stick of dynamite just does the job better.
- Weaponsmith - Smiths? Who needs smiths when you forge your own everything?
Sub-Classes
Little does anyone realize, he's the healer of the level 20 group.
Sometimes your main class just isn't good enough, or your healer can't keep up with the minor cuts and bruises everyone gets while running through The Pit of Mildly Sharp Objects without running out of mana. So, naturally, you decide to become the equivalent of a low level healer, or possibly a tank so your allies will take less damage, or maybe an archer for when enemies escape the reach of your +19 Unholy Blade of Stabbing; whatever floats your boat! Any one adventurer can only ever have one sub-class, which will improve the more you use the skills in it.
At level 10, the adventurer gets to pick any one class to sub-class in, be it Witch, Warrior, Monk, or whatever else they please. Every level after tenth, the adventurer levels up in both their original class, and their new subclass. So at max level, they will have achieved level 20 and level 11.
The sub-class undergoes upclasses too, at its own level 3 and its own level 7, but is capped at the second upclass and can progress no further.
The Sub-class can only be replaced through the Hero's will, and through intensive training. They must train under someone whose main class is the new sub-class the hero wishes to undertake, and will also cost quite a heft fee.
At level 10, the adventurer gets to pick any one class to sub-class in, be it Witch, Warrior, Monk, or whatever else they please. Every level after tenth, the adventurer levels up in both their original class, and their new subclass. So at max level, they will have achieved level 20 and level 11.
The sub-class undergoes upclasses too, at its own level 3 and its own level 7, but is capped at the second upclass and can progress no further.
The Sub-class can only be replaced through the Hero's will, and through intensive training. They must train under someone whose main class is the new sub-class the hero wishes to undertake, and will also cost quite a heft fee.
Representing a God
At level five, every hero picks a god that they could represent in both battle and actions. So long as they have ample and semi-solid reasoning for following a certain god, a hero can represent whomever they wish. Representing a god is not synonymous to worshiping a god. Representing simply means that there is a god that you are in the favor of, worship is compulsory, though relatively common.
Also, while representing a certain god, that god can and likely will intervene in a hero's combat once a day, provided that the hero requests the assistance. This is commonly known as a god-given skill, and after it manifests in one way, (such as a follower of Ion being able to hurl bolts of lightning) the ability will remain that way until the next interval of five levels. At that point, the represented god or ability needed is likely to change.
Also, while representing a certain god, that god can and likely will intervene in a hero's combat once a day, provided that the hero requests the assistance. This is commonly known as a god-given skill, and after it manifests in one way, (such as a follower of Ion being able to hurl bolts of lightning) the ability will remain that way until the next interval of five levels. At that point, the represented god or ability needed is likely to change.
Template Races
Sometimes, you just aren't awesome enough, even though you're a high level half-orc warlord who leads massive armies through Everia, slaughtering everything. So, what do you do now? You become a vampire, of course! Well, maybe not a vampire, but a Template Race is like a secondary race, as in something to apply to your original. However, realize that you can only have one Template Race, so if you're considering becoming a zombie ninja angel neko vampire werewolf, think again. In fact, if you even tried that, your body would crumble under the form, or new forms would replace the old.
A few examples of Template Races are:
A few examples of Template Races are:
- Angel
- Elemental (Usually just a section of the body) (Fire, water, lightning, ice, etc.)
- Lycan (Wererat, Werewolf, Werebear, etc.)
- Half-Fiend
- Half-Dragon
- Undead (Ghost, Skeleton, Zombie, etc.)
- Vampirism
- Etc.