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Chapter 3 by FallenSaint FallenSaint

What's next?

Class Info

This will be added to as more classes are made. Classes can be just about anything (Including easy jobs like baker or woodsman). Class changes are fairly easy in this world if you have the money and right prerequisites for it. To become an assassin, you have to study as a thief. To become a berserker, you have to study as a fighter. Also high enough levels are needed. To change from one class to another, characters must visit a Shrine (The same place where revivals take place) and pay a priest for the service. Prices vary depending on Class and City.

Basic Classes:

Thief: A class focusing on stealth and capturing items from other Adventurers and monsters.
Weapons: Daggers and short swords
Extra Weapons: None
Gear: Cloths

Dancer: A class that utilizes speed and grace to easily dodge attacks and increase ally morale. different dances allow for different effects.
Weapons: War Fan
Extra Weapons: Yes
Gear: Cloths

Fighter: The starting point of the Warrior classes. A scrapper class, meant for straight up brawling. Fighters were a popular class at the start of the Dungeon expedition, but with the need for more and more tactical fighting as monsters and terrain have become harsher, other classes are becoming more popular.
Weapons: Sword, Axe, Spears
Gear: Medium

Scout: A stealth based class that is useful in finding safe paths and able to mark things on Floor maps and share them with party members. While able to set traps, they are unable to make the more advanced ones of the Ranger Class and their weapons are more limited.
Weapons: Short and Long Bows.
Gear: Cloth

Cleric: A beginner's healing class, but useful even at higher levels. Clerics have strong healing, but unlike the stronger Druid and Oracle classes, the Clerics can't cast group based spells and their revival spells only heal for a small portion of the character's HP.
Weapon: Staff
Gear: Cloths

Advanced Classes:

Assassin: A stealth and speed focused class. Utilizes quick moves and deadly specialized weapons for lethal attacks.
Expansion of: Thief
Level Requirement: 20
Weapons: Chained sickles, Daggers, Ninja Swords.
Extra Weapons: Yes
Gear: Cloths

Berserker: A powerful warrior who focuses on pure offense. Uses cloth and medium armor instead of heavy armor to allow for greater speed.
Expansion of: Fighter
Level Requirement: 20
Weapons: War Ax, Great Sword, Mauls
Extra Weapons: None
Gear: Cloths, Medium

Guardian: The best vanguard of the warrior Classes. The Guardian is best used right on the front lines, soaking up damage with their shields and fighting back with either swords or short lances. They are specialized at drawing enemy attacks and keeping their weaker allies safe. Although Slightly weaker in the attack department than other warriors, they have almost perfect frontal defense.
Expansion of: Fighter and Knight
Level Requirement: 25
Weapons: Swords, Lances
Gear: Medium, Heavy

Druid: A class that balances offense and defensive magic. Calling on the power of nature, Druids can heal their allies and boost their capabilities while launching some nature based attacks. Unlike mages that are build solely for offense, they have only Nature magic at their disposal to fight with. Their best healing ability is "Life Pulse," an ability that heals all Party members within a certain area around the castor.
Expansion of: Cleric
Level Requirement: 20
Weapon: Staff, Whip
Gear: Cloth

Class Enhancers:

Werewolf: A expansion on an already existing class such as Berserker. While in Were form, only claws and talons are available for weapons and the character heals automatically at an astounding rate.

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