Bardass! Classes Part 1

In the world of Bardass! there are 30 regular classes.  While the full list will be revealed here today, I’ll only go over some of the more recently relevant ones.

Generic Classes:
Spirit Attuner

Promoted Classes:
Cavalry Lancer
Cavalry Stormer
Hex Wizard
Barrier Maiden

Special Classes:
Magic Knight
Venom Mistress
Rogue Knight

Bard (Brier, Fahren, Lunette)

Bards play instruments and sing songs to cause a wide variety of special effects during battle. These include status manipulation, increasing or decreasing morale, and utility effects outside of battle. Bard songs have a static effect, so high level Bards increase their own effectiveness by perfecting songs to increase their success rate, learning more songs to adapt to multiple situations, increasing the range of their song effects, and honing their own survival skills.

Mage (Young Balken, Coleen)

A Mage specializes in elemental magic. Using their own bodies as a conduit to channel elemental spirits, they primarily make use of highly destructive spells to destroy their opponents at range. Mages can store cast spells inside their bodies, to be released at will with a “trigger” casting. Especially high level Mages have mastered the elemental spirits to the point that they can prepare spells in their bodies without having to perform the initial incantations.

Brawler (Tyler)

The Brawler relies primarily on its fists and feet to deal damage. Armor slows them down too much, so they prefer light protection, if any at all. Once they learn [Tough Skin], they can temporarily harden themselves to withstand any attack, so long as they see it coming.

Brute (Svennia)

The Brute has trained its body to produce enormous strength. This straightforward approach to training is crude, but effective. Once it is in range, quick, crushing blows can make short work of most enemies.  The sheer power of their attacks is capable of causing knockdown and knockback.  The Brute is also capable of lifting large objects such as trees and boulders to weaken its enemies at range.

Hex Wizard (Duvall)

A Hex Wizard specializes in the application of hexes, spells which limit their opponent’s actions based on spoken rules. All hexes have a binding rule for the hexed to follow, as well as an unbinding rule which must be fulfilled before the hex is lifted. Most hexes have a time limit as their unbinding rule. Blood hexes are absolute and bind until the hex is either washed away with the blood of the caster, or the caster dies.

Cleric (Young Meuri, Solyn)

Only female virgins can become Clerics, a class entirely devoted to healing. Even low level Clerics are invaluable on long adventures. Especially skilled Clerics are capable of mending broken bones and can bring an adventurer back to full health from the brink of death. Perhaps more important is their ability to construct barriers to mitigate or prevent damage from even occurring.

Monk (Nutmeg)

Using the same force that Clerics access to use healing and defensive spells, Monks create offensive “Smiting” spells capable of passing through allies harmlessly and dealing damage only to enemies. Monks are also capable of enchanting their own weapons or even their own bodies to strengthen them and gain the same effect as Smiting spells. While they have no defensive skills available to them, a variety of Smiting spells can remove the defensive effects of enemy skills.

Berserker (Cyrus)

The Berserker is trained to wear heavy armor to battle and appears to fight similar to a Knight. However, the Berserker is unique in that it gains morale even in dire situations, apparently welcoming the challenge of a powerful foe. Once its Morale hits 200%, the Berserker shatters its own armor, gaining battle bonuses depending on how strong their armor is. Its morale, strength, speed, and critical rate skyrockets, and the Berserker won’t stop attacking until all its enemies are utterly crushed.

Necromancer (Caden)

Necromancers reanimate corpses and brand them to do their bidding. While they can’t do much else, Necromancers train to strengthen their control over the undead and increase the amount of undead they can control effectively at once. Weak necromancers sometimes summon more than they can control and end up killed by their own zombies. High level necromancers have access to Lich magic, which is the reverse of corpse reanimation; a soul is summoned and implanted into any host vessel, even those that were never alive, and the vessel takes the form of the soul before its death. Some necromancers have even thrown their own lives away transfer their souls into the powerful body of a Lich

That’s all for now.  I’ll post some of the more secondary ones next time, followed by the (thusfar) unused ones.

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