$ Basic Rundown of the Secondary Classes/Guilds (continued): (December 29, 2007)
themselves to increasing their personal fighting power as well as their sheer toughness.
Shadow Minion class/guild - Tend to gradually take on the abilities of a half shadow creature as shadow stuff slowly replaces their flesh.
Will of Steel class/guild - Tend to devote themselves to increasing the power of their arcane or divine spellcasting as well as their resistance to enemy casters.
Targeteer class/guild - Tend to be masters with bows and crossbows.
Venturian Immortal class/guild - Tend to be notoriously difficult to kill.
Spellsword class/guild - Tend to gradually learn to cast spells in armor with less chance of failure and can cast spells through their weapons.
Thrall of Graz'zt class/guild - Tend to use charm and guile to learn things that they should never know.
Field Journalist class/guild - Tend to share in the fight for survival as they strive to keep people informed of the happenings.
Jedi Deep Space Explorer class/guild - Tend to roam outerspace in search of undiscovered cultures and species seeking to make the unknown known.
Jedi Emissary class/guild - Tend to negotiate, mediate, and assess situations with guidance from the Force.
Ronin Knight class/guild - Tends to go where the Force tells them that they are needed most.
Sith Sorcerer class/guild - Tend to be powerful users of Sith Magic.
Bear Shaman class/guild - Tend to have powerful mystical kinship with bears.
Arcane Destroyer class/guild - Tend to take devotion to the Razin branch of magic dangerously far.
Boom Mage class/guild - Tend to be great potential for destruction, but with a good sense of humor, too.
Dreamthief class/guild - Usually able to steal memories from their victims.
Adamantine Knight class/guild - Tend to incorporate adamantine into their own bodies.
Angel of Death class/guild - Tend to collect souls from any plane that it respectively does not belong, and sending it where it respectively does,
Autoplate Pilot class/guild - Tend to find fighting power in the power of the armor they wear.
Battle Hedgehog class/guild - Tend to specialize in the use of spiked armor and spiked gauntlets.
Blood Soldier class/guild - Tend to seek to earn a "better" place in their infernal afterlives.
Cullinomancer class/guild - Tend to cast spells through cooking.
Darkfire Guild Wizard class/guild - Tend to enjoy spreading pain and terror before them like the flames that wreathe their dark master's body.
Demolisher class/guild - Tend to be experts in destroying objects and constructs.
Diplomat class/guild - Tend to be professional negotiators, emissaries and ambassadors.
Disciple of the Flame class/guild - Tend to advocate themselves to the purity of fire, and become one with the holy bird, the Houou, also knows as the phoenix.
Dragonologist 2.0 class/guild - Tend to study the nature of the dragon and want to seek the draconic powers.
Grafter class/guild - Tend to revel in the connection between themselves and their handiwork, becoming something more in the process.
Harmful Hand Adept class/guild - Tend to master the art of using their fingers to reach into the weakest parts of the enemy.
Madness Disciple class/guild - Tend to endeavor to understand alien realms.
Marksmen of the dark class/guild - Tend to reval in the shadows and deep within the darkness, using shadows to acomplish thier tasks.
Night Slinger class/guild - Tend to use their dexterity, night vision, and incredible ability with a sling to stop intruders and enemies who would think that they have gotten away.
Pugilist class/guild - Tend to love to fight, bare fisted, no holds barred.
Reaper class/guild - Tend to kill those who would defy death.
Seeker of Truth class/guild - Tend to dedicate their lifes to finding and eradicating all sources of lies, in the hope that one day, only what is true shall remain.
Shadok Mage class/guild - Tend to see through and dispel illusions.
Skyclad Practitioner class/guild - Tend to cast spells in the skyclad state (ritually nude or nearly so) in order to increase his/her/hir/its sensitivity to natural and arcane magic.
Sonic Mage class/guild - Tend to dedicate themselves to the manipulation of sound.
Taijutsu Master class/guild - Tend to deliver devastating and creative blows from almost any position and even while unarmed.
Twilight Artificer class/guild - Under the night sky, they can more efficiently forge metals and clay.
Twilight Warrior class/guild - Tend to channel the energies of the night sky to give them power.
War Soul class/guild - Tend to use their respective minds to make themselves powerful fighters.
Warper class/guild - Tend to warp dimensions.
Weathercaster class/guild - Tend to learn to master the weather temporarily through arcane magic.
Master of Mysteries class/guild - Tend to seek lost lore, keep known lore and guard the places of the dead.
Arcanist class/guild - Tend to train their minds to be precise tools of magic.
CourtMage class/guild - Tend to specialize in magic and skills that enhance appeal and charisma.
DragonMystic class/guild - Tend to devote themselves to mystical exercises that leave them full of spiritual energy.
Templar class/guild - Tend to seek perfection in all things military, but abstaining from any political agenda or personal ambition other than to develop into the perfect warrior.
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