When you enter the game, the first thing you have to do on the start of the game is to build a character. A character build will adapt your character in the certain ways that you pick. E.g.: Type of Sword(s), Magical abilities (or disabilities), Movement in combat/in the open, Armortype,…
Your character will be typed with Statistics; these are divided into 6 categories:
Strength, Constitution, Dexterity, Intelligence, Wisdom and Charisma.
Strength is raw physical power and general Fitness, Strength is used to generate your warrior’s damage and heaviness of power in combat.
Constitution is your endurance, resistance to disease, poison and toxins; it shows how much pain and physical damage a character can endure before falling unconscious/ disappearing from the game.
Dexterity is your character’s nimbleness, swiftness and handiness with tools.
Intelligence is a statistic for how much knowledge your character has, about the lands and world, how well he can think on the spot and your mental agility.
Wisdom reflects your inner wisdom and willpower. It is a statistic to show how powerful spell/ spell effects are when you cast/use them, it also is important to see how quick a character can recover from being defeated/ knocked unconscious during battle.
Charisma is your influence by leadership/beauty to other people and your party members. It also influences your talking and bargaining with NPC and shopkeepers.
The starting amount of each Statistic is 5 and every class has a different bonus and disadvantage in these statistics.
A gracious warrior, fighting in dance-like movements which enable the use of combinations of serious strikes which can lead to a certain death if a Bladesinger is not contained. Bladesingers use a combination of Enhancement magic and Athletic movements to enable themselves to be as gracefull yet deadly as possible.
Weaponry: Two light-weighted weapons (Axes, Daggers, Rapiers, short swords, light-weight long swords, One-handed Scythes,…)
Armory: Leather armor, cloth armor or even Light chainmail
Statistics: +2 Dexterity, +1 Charisma, -1 Intelligence
Magic: Enhancement magic (only self-targeted):
Nimble Body: A spell that enhances the capability of the body to endure weight and lowers its own, this results in a swifter and lighter body and easier carrying gear on itself.
Enlightened Balance: A spell that makes the user enabled to perform great balancing of his/her own body, this results in Blade singers to be able to balance on things that normal humans wouldn’t be able to balance upon, often resulting in a way of escape or a way of Combat Advantage.
A fearsome warrior, known for his/her brutality on the battlefield. Berserkers are people who don’t group up well but are sometimes forced to do so. They have bad manners and quite a big mouth but in combat, none is more reliable than a Berserker. Often looked upon as the thunder clouds of battle, these fearsome warriors throw themselves into battle without a second doubt, they will continue fighting at the same pace until their breath stops, and maybe even then they won’t stop.
Weaponry: Two handed weaponry (Great axes, Great swords, Crescent Blade, Two-handed Scythes,…)
Armor: Heavy leather armor, Heavy scale armor
Statistics: +2 Strength, +1 Constitution, -1 Charisma, -1 Intelligence
Magic: Barbaric magic:
Blood fury: A spell that makes the Berserker’s body feel no more pain and weakness, they throw themselves into battle as if they were never hurt or never maimed before. The spell takes away all hurt and pain from the body and will make the user capable of continuing in battle for the enduring of this spell. The spell’s aftermath is that when sustained wounds during Bloodfury will heal less rapidly than normal wounds.
Cleave: An offensive spell that makes the Berserker’s body focus its full strength into one powerful swing. When this swing connects with an enemy it will cleave through their body, leaving either immense damage behind or an instant death when cleaving through a critical point in the body of the enemy.
Spell blade are rumored amongst the battlefield, their abilities with magic in their swordplay are unparalleled. Spell blade are capable of infusing their magic into their weapons, giving them advantages or even special effects in their attacks. If a Spell blade enters a fight, most enemies cower in fear for their immense magical abilities. Spell Blades choose their own element at the start of the game. Governing from Ice, Nature, Storm, Water, Fire, Lightning, Dark, Light.
Weaponry: One light-weighted weapon (Sword, Axe, Scythe, Mace)
Armory: Light Leather Armor, Cloth Armor
Statistics: +3 Wisdom, -1 Strength, -1 Constitution
Magic: Elemental Magic:
Elemental Strike: The Spell Blade infuses his weapon with their element, giving their attack an extra effect that varies from element to element. Some being destructive, some being Deceptive and some being Defensive. (When you pick this character, I will PM you the effect it will give when you apply this elemental strike)
Elemental Blast: An energy pulse originates from the weapon of the spell blade and is directed at an enemy, Some pulses have different effects than others, this is also according to which element the Spell Blade Governs.
Infusion of the demon: A Spell Blade is capable of infusing their own element into their body, giving their body a buff which is able to be used into combat advantage, the effect of the infusion once again varies on the element that the Spell Blade governs.
Shield Born are the warriors that gain the most respect and honor from their fellow warriors. Shield Born are warriors that carry immense weight on themselves and still are capable of moving quite fluent on the battlefield. They make use of their high defense and toughness to ensure the safety of their allies and passing of their objective. Shield Born are usually kind and hearty people.
Weaponry: One handed weapon (Long Sword, Axe, Mace) and A shield (Tower shield/ Kite shield or Buckler)
Armory: Heavy Scale Armor, Light or Heavy plate armor
Statistics: +3 constitution, -1 Wisdom, -1 Intelligence
Magic: Defensive magic:
Enforcing rush: The Shield Born is able to make himself move at an increased speed which enables him to intercept blows by enemies with enhanced speed and agility, this effect only lasts for three seconds and will cancel if an attack is attempted to be worked in combination with it. This effect is purely used for defensive means.
The Shield of allies: The Shield Born is capable of setting up a one way force field which originates vertically from his/her shield that enables it to deflect magic and Ranged weaponry of any kind. The spread of the Force field is 3 meters wide and 2 meters high. This effect lasts for 7 seconds and can only be used while in a party with other warriors.
Templars are warriors blessed with holy magic, a warrior which is not to be missed in any party. They have a combination of both fortitude and wisdom, making them warriors who help their team in both defensive and supportive way. They are renowned to be honorable and helpful whenever they are needed.
Weaponry: Two handed weaponry or One handed weapon + A shield
Armory: Light Plate armor or heavy scale armor
Statistics: +2 constitution, +1 wisdom, -1 Strength, -1 Intelligence
Magic: Healing magic:
The Holy Word: The Templar shouts a holy sentence which endows them with holy power. They then proceed to recite another incantation which transfers their holy power to one of their allies which they target, the holy power fuses with the Ally which then gets their wounds healed based on their severity.
The Spirit of Maximus: The Templar receives the blessing of their Lord Maximus, this embodies them as Maximus himself, giving them the power to heal an ally entirely, if they are unconscious, he/she can make him/her conscious again and heal their wounds. This spell has an downside though, the Templar’s body gets weakened after casting this spell, which makes them less usable in combat.
Reapers are the masters of the shadows in the game, these warriors embody themselves with the shadows which makes them able to sneak, assassinate and ambush enemies with great precision and swiftness. They are called the hunters of the game, they chase, find and hunt their objective with great pleasure in it.
Weaponry: Two short swords or Two Daggers with Throwing Daggers or Throwing axes
Armor: Light Leather armor
Statistics: +3 Dexterity, +1 Wisdom, -1 Strength, -2 charisma
Magic: Shadow magic:
Shroud of Darkness: The Reaver uses his magic to blend in with the shadow, making his body unseen by just the littlest of shadow. It enables him to swiftly move between spots to ambush or kill a certain target.
Blade of darkness: If a Reaver is fighting in a dark area or shadowy area, they can infuse their throwing weapons with the power of darkness, making them turn invisible in their flying path as they pass through shadow.
The poison of Medusa: A reaver can imbue the power of medusa into one of his weapons; this makes them able to poison their target with a paralyzing poison that lasts for a very short time. But enough to escape or to assassinate a target at will. This poison though works on allies as well, this might sometimes prove handy or unhandy. Friendly fire might be more common than you think.
Why did they join SAO:
Statistics (Total updated score so base + modifier from class):