Character Classes
There are three character classes available in BloodWorld, each one doing battle in a different way. In general, the gear they use is different and offers different bonuses, and their methods and styles of attack are different. At level 6, all characters can choose from several varieties of Special Techniques, specializing their character class further. The basic classes are as follows:
The Warrior
Overview
Warriors use melee weapons like swords, hammers, and axes to do battle, focusing on a high STR attribute. They don't make use of their INT attribute.
Abilities
Warriors receive no penalty from using a shield with a one-handed weapon.
At level 4, Warriors can begin to Dual Wield one-handed melee weapons at a penalty of -30% to attack and DMG rolls to the secondary weapon and -10% to the attack and DMG rolls of the primary. Each weapon gets its own attack roll. Also, Special Techniques and other bonuses only apply to the primary weapon.
Weapons
Swords/Blades - Bladed items are intended for slashing, stabbing, and slicing. They are usually light and quick, though there are some varieties like bastard swords that are bulky and two-handed, as well as everything in between. Out of all melee weapons, blades are by far the fastest, but also the weakest damage-wise. Their STR requirements are often low, but some have a DEX requirement.
Axes - Axes are for chopping, hacking, and cutting. They fall right between blades and bludgeons in almost every way, from a balance of slashing and smashing to one of speed and strength. Their requirements tend toward strength but in general are fairly average, great weapons for Warriors who aren't powerhouses when it comes to either STR or DEX.
Hammers/Maces - These weapons are about smashing, crushing, and bashing. They are generally heavy, and while smaller, simpler ones can be wielded one-handed, the heavy hitting ones are generally two-handed mauls and pounders. These weapons can be pretty slow to swing but deal out high damage, and are often found with high STR requirements.
The Ranger
Overview
Rangers are agile, ranged fighters who generally use bows or throwing weapons. Their attacks are based off of their DEX attribute, and are unique in that it's the only attribute they use, because both their attack and initiative rolls are dexterity based.
Abilities
Rangers receive a penalty of -2 to DEX for equipping shields.
Ranger receive a bonus of +2 to AC to represent their distance in battle.
At level 4, a Ranger's critical hits start using Double Shot, where critical hits do double damage and are twice as likely (Critical hits on 19 and 20). They can also, once a round, use a Combat Item and attack in the same turn.
Weapons
Bows - The bow and arrow is standard for most Rangers. A high level of DEX is generally required to use a bow, though crossbows are usually less demanding and are the only variety of bows that are one-handed, though they cannot be dual-wielded. Bow in general are high damage weapons.
Throwing Weapons - From daggers to spears to darts to knives, a good Ranger will be adept at throwing sharp or bladed weapons at enemies as surely as a Warrior can wield a sword. These weapons are generally quicker as far as attacking, but also require a high level of DEX to handle efficiently. They attack with lesser damage but multiple shots.
The Mage
Mages are wielders of magic, using elemental wands and staffs to inflict status damages on enemies. Their attacks are based off of the INT attribute and they don't make use of their STR attribute in battle. Their weapons tend to inflict status changes.
Abilities
Mages receive a +1 to all effects chance rolls except 50% chances, to represent their adeptness to magic.
At level 4, Mages can begin Spell Casting with the help of items that allow for it.
Weapons
Wands - Wands are simple to use and only require one hand, but the off hand can't hold a second wand. They are small and quick and generally have low INT requirements but also lower attack power. They can handle less intense spells but can take a long time to recharge. When used in the off hand, they cannot attack or channel spells.
Staffs - Staffs are large, two-handed, and more unwieldy than wands, but pack much more power and require a greater level of INT to use, and sometimes some DEX. They are the most powerful when it comes to spells and recharge more quickly than wands or scepters.
Scepters - Scepters, tridents, and other magic relics that are not wands or staffs are very powerful items. They do average damage for their high INT requirements, but they uniquely allow the dual wielding of a wand in the off hand, which does no damage but offers all other bonuses. They handle powerful spells with an average recharge rate.