Freelancer's Guide to Warrior Classes

*18th dawn, Thermidore, 4840*

*For scholarly purposes, Amadore X. Raywalker*

*Clyburn Town, Summit Publishing House*

In an Aquila fraught with deadly beasts in exponentially growing numbers, it is important for the budding warrior to be aware of the many different forms of whooping monster ass. From cutting them down with a sword to... cutting them down with an axe, or blasting their heads off with magic or an explosive mixture, we'll be highlighting all the methods every class uses to defeat their foes as well as the innate power of each one. Also, this is a periodical and I am paid more than well enough, so expect frequent updates!

For reference, the numbers written for attributes are not necessarily base stats, just the magnitude of that attribute in relation to 100, which is godlike. Also, mastering any job allows one to transfer its skills and attributes over to any other job.

## Classes - Standard Melee

### Knight

* **Weapon**: **Greatsword**, Shortsword
* **Armor**: **Heavy**, Light
* **Additional Equipment**: Shields
* **Strength**: 85
* **Endurance**: 80
* **Intelligence**: 55
* **Agility**: 50
* **Luck**: 50
* **Magic**: Some white
* **Innate ability**: Defend (cover a near-death ally from an otherwise deadly blow)
* **Learned abilities**: Shield Bash, Impervious (block one physical attack completely), Chivalry (counter when an ally is attacked)
* **Description:** The Knight is a classic. Can't go wrong with a sword, shield, and some sturdy armor. Class A frontline fighters and defenders, but have little in the way of magic or support power. No sense of humor, either.

Mystic Knight

* **Weapon**: **Shortsword**, Dagger
* **Armor**: **Rune**, Light
* **Additional Equipment**: Pendants (accessories with elemental strengths and defenses)
* **Strength**: 70
* **Endurance**: 65
* **Intelligence**: 80
* **Agility**: 65
* **Luck**: 55
* **Magic**: Proficiency in white OR black magic
* **Innate ability**: Spellblade (imbue weapon with elemental or black magic power)
* **Learned abilities**: Autoshell (soar magic defenses in a pinch), Exploiter (boosts damage done by exploiting elemental weaknesses), Magic Gambler (cast a random white OR black magic spell on a target, has proficiency levels)
* **Description:** The Mystic Knight was the nerd in school who got bullied by the Knight into doing his homework and then tried being cool himself. In truth, these knights are apt in physical combat but shine brightest when fighting magically weak foes or tricky beasts that require an elemental edge. A potential experiment: can they cook animals with a burning sword?

## Classes - Cunning Folk (Mages)

### Wizards

* **Weapon:** Runes, relics
* **Armor:** Robes
* **Additional Equipment:** Rings, wards
* **Strength: 50**
* **Endurance**: 60
* **Intelligence**: 90
* **Agility:** 45
* **Luck**: 90
* **Magic:** White
* **Cantrips:** Arcane Judgment, Divine Ward, Mend Body
* **Learned:** Pacify, Mend Spirit, Righteous Fire, Dispel Shadow, Bolster Armor, Mass Restoration
* **Description:**

As the walkers of the Right Hand path of the Old Ways, the wizards of Aquila have long held a position of respect and prestige due to their masterful study of “white magic.” Mages proficient with the right hand path are adept at “quintessence neutral” spells which derive their power through oneness with the natural energies of the earth rather than domination of them. As such, mages of the white have oft been revered in certain societies throughout Aquilan history as peaceful stewards of nature rather than sowers of abject chaos as with their darker counterparts – the Templars are one such example, oft employing elite circles of white clerics to better combat their own occult quarries. Still, as adherents to the all-encompassing religion of the Old Ways, the wizards of Aquila are not like to find much sympathy among the unwashed masses should they openly practice their holy magicks.

Most white wizards prefer to channel their magicks by way of prayer unto the species of lesser celestial nature entities commonly referred to as dryads. For mages more minded towards efficiency, blessed runes and even enchanted weapons or other holy relics are a sound choice, as such powerful objects imbued with extraordinary levels of quintessence unto themselves are well suited for most any purpose for which the lay-mage may require.

### Sorcerers

* **Weapon**: Grimoires, staves
* **Armor**: Robes
* **Additional Equipment:** Fetishes
* **Strength:** 55
* **Endurance:** 55
* **Intelligence:** 90
* **Agility**: 50
* **Luck:** 10
* **Magic**: Black
* **Cantrips**: Fireball, Ice Spike, Wither
* **Learned**: Ball Lightning, Detonate, Mind Thief, Armor Crush, Plague, Void Flow, Invoke Daemon
* **Description:**

Parallel to their right-handed cousins, sorcerers use dangerous occult practices such as binding the spirits of the dead or making pacts with void fiends in order to wield the destructive black magicks. Walkers of the left-hand path learn to corrupt the quintessence around them into unstable dark energy, capable of sowing strife and discord by warping the natural laws of the world. True mages of the black are few and far between as most would-be disciples of the art end up losing themselves to the void through pride and carelessness. In the hands of the shrewdest and most cunning mages, however, the secrets of the void are nigh unparalleled in their destructive potential.

Mages of the black cast spells by learning the language of Shibboleth, an arcane tongue created by the ancients whose words are capable of exerting influence over quintessence with their mere utterance. However, to protect themselves from inviting malevolent forces unto their mortal souls, sorcerers usually employ staves or grimoires, both carrying their own advantages and disadvantages. Grimoires written in Shibboleth are popular among journeyman sorcerers as they allow the spellbinder to access a wide variety of spells without incantation. Staves are favored by more adept mages as they are quicker and often more powerful, owing to their rare and expensive material compositions designed specifically to act as a stable conduit between the mortal world and the void. However, staves generally possess a limited “memory” of potential spells, with even the most powerful among them possessing the capability to remember up to 8 spells at once, and with a set amount of uses before requiring re-tempering by a grimoire.