《Project Felia》Volume 3 Chapter 11.5 - Summary of classes, characters, spells and subclasses
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This chapter is for information we have gather so far. Hope this gives better overview!
Keep in mind that levels and gear gives specific stats, thanks!
Subclasses can be changed whenever a player wants, but not during fights!
Sky = 18 years old, male, main character with a dreadful past of suffering and war. He`s got a little sister, Celia, she is 2 years younger than Sky.
Crazy version
Celia: Sky`s little sister, 16 years old, also Assassin, with a similar background as Sky, was a part of The Darkblood brotherhood, but was saved by Sky, now she is currently being tracked down by The Darkbloods.
Cortez: Early 20 `s, Archer, lived in an isolated city during his real life, had bad parents and a boring life. Ran away from home and let himself be killed to join Felia, where he chose archer because he used to go hunting with his father. Tall and muscular guy also goofy.
Elisa: 18 years old, female, Alchemist, she was in a bunker for a long time during the war, the conditions turned dire as food and water supplies was lowering, fights and arguments broke out, she chose to live in Felia before all hell broke loss. Has a crush on Sky.
(May change)
Odin: 16 years, male, Blademaster with a duel wield spec, had a peaceful life before the war, enter Felia at the beginning of the war and have been in the game for 1 year with his father, mother and little sister Helen. Odin`s father died over the past year. Blushes when Celia notices him.
Helen, Odins little sister
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Sky and Celia
Class: Assassin, preferable subclass is Stealth
Assassin: Spy class, only class with stealth.
General abilities: Stealth, Reappear( Teleports behind target), Smoke bomb, Heavenly agility (movement speed boost), Throwing knifes/stars and a clone that can attack, can’t use abilities.
Proffesion: None, currently.
Subclasses:
Stealth: More points in stealth increase the damage dealt from the first strike out of stealth. Also grants passive silent footsteps.
Cooldown ability: Disappear – Allows the user to go invisible once during combat.
Melee combat: More points in melee combat increases damage dealt with regular basic attacks.
Cooldown ability: Dirty Tricks – The ability to summon a clone that deals half damage, but can use the same abilities and the original can swap bodies with the clone if in danger.
Poison: More points in poison increase the poison damage and effects.
Cooldown ability: Currently unknown.
Author note: The ability to apply poison to the daggers have not been focused on because of the main character is not being speced poison.
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Cortez
Class: Archer, preferable subclass Hunting aka Sniping
Proffesion: Herblore
General abilities: Sniper shot ( shot that takes time to shot, must stand still), Rope arrow ( Arrow with a rope attached to it, can be shorten and longer at will)
Keep in mind things like running, dodging, running while shooting arrows are abilities that reflects the person itself, meaning the person has to be good at these things for it to work, just like real life (this applies to all players)
Subclasses:
Hunting: More points in hunting increases damage done by arrows and abilities ( not traps).
Cooldown ability: Flame arrows ( arrows that deals more damage on impact with a short DOT fire damage duration afterwards)
Tracking: More points in tracking increases the Aura of detection, this includes the ability to sense players, sniff out players or things, tracking beast and humanoids, and discover traps( also disarm able )
Also worth mentioning is if a target is invisible and speced melee combat or posion a good tracker can sense his presence. Only steath speced assassins are immune to this, that also counts when being tracked by footprints.
Cooldown ablity: Currently Unknown
Trap making: More points in trap making increases the amount of damage and duration of all traps.
Cooldown ablity: Currently Unknown
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Elisa
Class: Alchemist, preferable subclass is support
Proffesion: Reading and drawing maps.
General abilities: Gooey flask ( Creates a sticky ground , slowing all enemies), no exhaustion elixir, elixir of floating, small bombs.
Subclasses:
Support: More points in support increases all helpful effect on potions and elixirs. Allows special potions and elixirs to be made ( such as assisting poison damage, when mixing a assassins poison with a support alchemists elixir to create a special kind of poison)
Cooldown ability: A Potion that allows the person who drinks it to perceive the time more slowly, which means increases attack speed, movement speed and reflexes ( as time passes slowly for everyone else, obviously) This duration lasts 20 seconds for the person who drinks it, but only 5 seconds for the people at normal speed around him/her.
Posion: More points in poison increases poison damage dealt and effect of poisons. Allows special potions and elixirs to be made for this spec such as gooey acid flask, goo that normally slows now also deal a little damage. Acid flask can also be made, as seen by “Café waitress” during the tournament. This flask burns flesh.
Cooldown ability: Currenlty Unknown
Subclass 3: Currenlty unknown or none
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Odin
Class: Blademaster, preferable subclass, One handed master
Proffesion: None
General abilities: Leap( A leap that can be charged up with incredible force), Weapon handling passive ( Special blademaster unique ability that lets the user put points in weapon types to increase the damage and swiftness of the weapon type. Armor handling( Allows points to be spent on shields or armor types) Taunt ( gets enemies aggro)
Subclasses:
Author note: Not yet specified in the story, but here they are.
One handed master: More points in One handed master allows the user to deal more damage with one handed weapons. Also allows duel wielding ( This includes duel wielding, if u don’t use a shield instead)
Cooldown ability: Endless rage ( Ability that makes the user go berserk! Increases attackspeed, movementspeed and attack damage, but after the duration the user may feel over exhausted if not correctly mastered) lasts for a short amount of time.
Two handed masters: More points in Two handed masters increase the damage of two handed weapons.
Cooldown ablity: Same as one handed master
Shield master aka tank: More points in Shield master increases health and lowers the amount of damage taken when blocking. Two handed shields deals more damage for more points in shield master, also unlocks the ability to actually wield a two handed shield!
Cooldown ability: Shield wall, Slams the shield into the ground making all incoming damage nullified.
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Elementalists are a special class that allowes the player to mix several subclasses instead of having to choose one.
Fire: More points in fire increases all fire damage dealt and special abilities are unlocked at different points.
Water: More points in water increases all healing done and several special abilities are unlocked at different points.
Air: More points in Air increases movements speed and attack speed and special abilities are unlocked at different points.
Earth: More points in Earth increases the shield absorption of earth shields and root power of all types of root.
Elementalists can submerge their elements into a specific Cooldown ability.
One can choose to have only air for the maximum use of speed and movement( as seen in the early chapters)
Or submerge elements at will such as Fire and earth ( As seen in the Molten Giant chapter, when Fire fist uses an ability that makes his body turn to molten armor, this is Earth + fire.)
If one chooses to only get points in one element then special abilities will be unlocked, which would otherwise not have been unlocked if the player chooses to combine points.
Speedy in the arena in volume 2 while fighting Odin, he managed to summon a tornado over a little magma volcano that sucked the magma into the tornado stream and was sent directly at Odin, this spell is a exemple of air magic.
While during the ice dragon fight when the healer summoned a huge hand made out of water to dampen the fall of a comrade, that is a water aka support ability.
I cannot address it enough how many possibilities elementalists have to experiment on different combination of spells, we just have to wait and see what people come up with!
Hope this made any sense.
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Last but not least, the Spellslinger.
This class is kind of like the elementalists, but a spellslinger cannot use any elements such as fire, water, air and earth. They use the power of arcane magic, such as barriers, light, time bending, purpleish magic!
If I use Emily as an example, she used barrier on Odin even though she is Archmage speced! ( meaning the shield did not absorb nearly as much damage as a barrier speced spellslinger would)
General abilities: Teleport, arcane shot( small balls of arcane energy that deals damage),
Spellslinger passive: All subclasses can learn the same spells, but the effect will differ when it comes to point spent and subclass chosen. ( this does not include Cooldown abilities)
Subclasses:
Barrier specialization ( as seen when Emily shields Odin during the grim reaper fight)
More points in Barrier specialization increases the damaged blocked and several special abilities are unlocked at different points.
Cooldown ability: Currently unknown
Time bending: More points in Time bending allows the spells to have increases effect and duration such as slows or attack speed and movement speed increase and several special abilities are unlocked at different points.
Battle mage: More points in battle mage allows the user to infuse magic power in his/her melee attacks and several special abilities are unlocked at different points.
Cooldown ability unknown.
Archmage: More points in Archmage Increase damage dealt with arcane spells and several special abilities are unlocked at different points.
Cooldown abilty: Spear of Odysseus ( A Beam of light that illuminates everything in its path, but has a really long channel time, requires calm and being unharmed, or the spell will be canceled)
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