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 Game guide: Classes

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bryki

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Number of posts : 62
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Location : Wherever I may roam, where i lay my head is Home.
Registration date : 2006-10-28

PostSubject: Game guide: Classes   Mon 20 Nov 2006, 15:35

Brawling





To most people, Brawling is considered a primitive, outdated course.
This, however, is a grave misconception. To major in Brawling, students
must harness latent powers stored deep within their bodies. Only
students demonstrating high strength and coordination test scores
qualify for this course, as Brawlers have shunned all armed conflict,
choosing instead to embrace combat in its purest, basest form.




Brawlers can choose to minor in Fist Strikes, where they learn to
channel their kinetic energy into lightning-quick pugilistic attacks.
These Brawling students who focus on hand speed tend to rely on the
violent volume of their rapid-fire, two-fisted strikes to knock out
their opponents. In contrast, Brawlers who minor in Kick Strikes
concentrate on their kicking power, which may be slower and more
deliberate, but deal more damage. For these Brawlers, one spinning leg
strike, delivered with powerful precision, is often all they need to
end a fight.




Students of this course will eventually become masters of close
range combat, the brutal poetry of their movement a sight to behold.
That is, if you can see it.




Swordsmanship





The Art of the Sword, once banished for its role in numerous bloody
conflicts, has been reinstated in the schools’ curriculum. However,
only applicants who tested highly in both strength and agility can
apply to this course.




Students in this course must develop not only their strength but
their dexterity as well, in order to perform the various, intricate,
high-stakes swordplay demanded by their discipline, where the slightest
error in judgement can have dire consequences not only for their
opponents, but for themselves as well.




By honing their dexterity, some Swordsmen choose to minor in
Blades, using these lighter, shorter weapons to create a higher defense
radius for themselves, where they can thrust and parry with ease and
flow, even as they sacrifice low base damage.




Some Swordsmen, on the other hand, choose to minor in Broadswords.
This minor limits their defensive abilities but also multiplies their
offensive output, so that when an opponent does meet the end of their
blade, the blow is swift, clean, and most of all, final.




Either minor is equally formidable in higher grade levels but be
warned—for those who major in Swordsmanship, theirs is a life lived not
only on the edge but by the edge.





Archery




The course of Archery is perhaps the most artistic of the four
courses, an enchanting visual symphony of flying arrows and twanging
bows.


Applicants to Archery must show high dexterity and agility test scores to pass the course.




Archery students can choose to minor in Short Bows, which produce
higher minimum damage to start off with and are extremely accurate; or
Long Bows, which deal higher maximum damage at higher grade levels but
can be prone to misses.





Graduates of Archery boast that the mark of a true archer is that they never miss one.





Shamanism




The fusion between martial arts and Qi-- the energy that flows
through and around the human body, physically and psychically— is a
difficult idea to comprehend for outsiders to the practice of
Shamanism, but for those students who choose this course, this much
they know: one cannot exist without the other. The most powerful
martial arts are driven by Zen-like spirituality and the most powerful
magic effected only through flawless physical execution.





Students of Shamanism must grade highly in both intelligence and agility.




Accomplished Shamans are students who can sway the fate of entire
battles with a myriad of skills and abilities. Shamans can minor in
Spears, which gives them heightened attack power but prevents them from
using spells. To cast spells, Shamans need to minor in Wands, which
allows them to cast powerful healing and buffering spells in support of
fellow students.

It always helps to have Shamans in your class because, as you will
realize soon enough during your tenure on campus, the balance of your
existence may depend on them.
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omran

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Registration date : 2006-12-28

PostSubject: Re: Game guide: Classes   Thu 28 Dec 2006, 21:32

thanks its nice xD too long time to read that i wANA plAY
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HokaZe

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Registration date : 2007-03-17

PostSubject: Re: Game guide: Classes   Sun 18 Mar 2007, 00:12

Hehe Nice that you write all that keep Doing Same things^O^
All the thing you said maked me wanted to play like a pig^oo^
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