
A class defines the fighting style of your character. Magic, fighting, sneaking, pascifist, whatever. This defines how you handle situations which might require force of some kind.
Magic Classes:
Mage
Run of the mill. They do magic. Defensive? Offensive? Whatever. They work in the basic outline of your element, without specialization in some other sort of magic. Mages have a good repertoire of spells with a nice broad base, probably something to handle most occasions, and hopefully they have the necessary will and stamina to keep going if they need a good number of spells in a short amount of time.
Pro: Magic is your thing. You cast it, things magical happen. That would get you a lot of chicks at a kegger, if you knew the right tricks. In Fou Lu, though, everyone knows about magic. You can still go for the coolness factor, but whatever you do, you have magic.
Con: You're going to spend a lot of time learning stuff. It's like being a doctor, to be a mage you need high school, college, grad school, med school, and a residency. You won't have much time to stay buff or practice weapons. Your best bet is a staff you can hit people with, or a dagger you can stab people with. Nothing complicated.
Summoner:
Similar to a mage, in that they use magic. Unlike a mage, however, a summoner has specialized in something beyond their elemental base. Summoners use elemental energy to beings to them. Inside summoners will reach out to other beings - usually animals - and pull the beings toward themselves. Outside summoners pull elemental energy from the outer Realms to create simple beings to be of use. Read the magic page for specifics
Pro: Ever been bored and wanted to watch a monkey do stuff? Depending on how close you are to a monkey, one could be to you shortly. There are also bears and stuff if you need protection. Or, hell, how about a giant serpet composed entirely of Fire energy that will kill whatever you want? That would be sweet.
Con: Same physical restrictions as a mage, since this requires as much or more studying. It also takes awhile to get up to the awesome stuff like dolphins and giant fire snakes. Work hard and learn how to use what you can summon now, because you might have awhile before you can do something uberly impressive.
Necromancer:
Another tangent in magic. Necromancers do that thing that creeps people out. Raising the dead and using the energy of the Soul to power their magics. Yea, it does sound kind of bad. They aren't all bad people though. Anyway, just read any of Xarl's stories that use Terror. He's the strongest Necromancer out there. You won't be doing the stuff he does, but it gives you an awesome idea of what Necromancers are.
Pro: You can learn to raise small stuff pretty early, and do some tricks that can save you or just really scare people. You also, when powerful enough, can summon a horde of zombies to do your bidding. I'd consider that a big Pro.
Con: A lot of Necromancy is defensive in nature, but there is some offensive stuff out there. Aside from the usual physical restrictions on magic users, though, there is an added side effect of Necromancy: as a Necromancer proceeds along the path of Necromancy they grow pale and gaunt, almost sickly. Hence the need to be a Lich later on.
Cleric:
Same as the last two, a tangent from mage. This is a specialization in healing and holy stuff. Clerics can be dedicated to nature, but usually they choose a real God to worship, usually of their element. People will probably look up to you as a spiritual leader as well as a physician and healer. Yea, it doesn't sound like the most glamorous position, but every army needs clerics to back it up, and every church needs priests. You'll be able to find a niche somewhere.
Pro: If you go rock climbing and you break an arm, it's pretty easy to heal. Clerics also get some longevity out of their practice, not out of self-healing but just an ambient thing that happens. That's nice.
Con: Still with the physical restrictions, but you will probably live longer, and may be a bit stronger than other magic users. Few churches encourage the learning of weapons as a religious thing (except for the Mercusians) so you're probably pretty clueless there. Also not much in the way of offensive magic.
Combat Oriented Classes
Fighter:
The name says it all. They fight. Usually hand-to-hand, with some understanding of weapons. Why slice something when you can beat it to a pulp with your fist? From the bar-brawler to the martial artist to the bare-knuckle boxer, they all fall under the category of fighter. Some fighters learn a bit of magic - to heal small wounds or maybe create a little flash of flame - but few bother with extensive study of any kind. Why study when you can fight?
Pro: You're Brad Pitt in Fight Club. Plenty of physical strength and stamina, maybe even a teeny tiny bit of magic. If you can take someone by surprise you'll probably win the fight. If you don't take them by surprise, hope they're unarmed and go show them who is the real Big Daddy around here.
Con: Against an armsman with his weapon of choice, a mage, or some kid with a loaded crossbow and fast reflexes you have a smaller chance of victory. Go for close spaces and hope you can stop them from stabbing you or casting a spell. That kid is sneaky, so watch out.
Archer:
These are the masters of ranged combat. Archers don't need fancy spells to take someone out from a distance, and they don't care about getting close to their opponent. Rather, archers take their bow (long, simple, compound, cross-, whatever) and arrows wherever they are needed and take people down with swift, strong pulls of a string. Or just a trigger, but crossbows are for wusses. Either way, they can probably drop someone with a well-aimed shot from a distance.
Pro: Same potential as a fighter to learn tidbits of magic. More concerned with training of upper body strength, reflexes, and aim. You are usually quick and agile. You also have the advantage of being able to drop unarmored opponents rather easily from a distance. It's harder with armor, but still doable.
Con: Speaking of armor, you don't wear much. Easier to move, and you don't expect to let anyone close enough. Pretty cocky. You don't have much close range combat skill, after all. Running is a good option. You're also dependent on ammo, so watch the arrows.
Armsman:
The armsman is a catch-all name like the figther. Like the fighter, they like to fight. Unlike the fighter, they prefer weapons. Swords, maces, polearms, spears, clubs, whatever. They train in one, get real good, and go kill some people. Or defend the innocent. Whatever. They make up the bulk of armies and militias. They are usually well disciplined, too, since training regimens can be brutal if you want to become an expert.
Pro: If you have your favored weapon you're probably nigh unbeatable when in close with an opponent. Unless they have armor and a weapon too, but pfft, you're probably better than them anyway. You're also probably well armored. Also the capacity for magic, but you care very, very little for magic and prefer weapons.
Con: You're probably only really good with one weapon, maybe decent with one or two more. Not a lot of diversity to what you do. You also need your weapon with you to use it.
Rogue:
What is a rogue? Sort of like a combined fighter and armsman with a twist: Stealth. Usually a rogue will use small swords or daggers, maybe a crossbow, and sometimes their hands to kill stuff. They are very sneaky about it though, which gives rogues an edge as long as they have somewhere to sneak. Not great for big battles, but rogues are usually independent or found in small groups. A specialty killer, one might say.
Pro: You are a shadow, and that is awesome. No one sees you and BAM you strangle that guy who stole your boots. Nice, no real risk. You also have the magic potential of the others, and - like a fighter - will probably learn some good tricks.
Con: Well, in broad daylight and in the open, it's hard to do the sneaky thing. Hopefully you know how to use that dagger, kid, because that big guy with the axe is about to chop your head right off.
The Hybrid Classes
Paladin:
Paladins usually have roots in the church. Maybe aspired to be a priest or a cleric. The paladin, however, discovered very early they had some nice muscle mass with potential for more, and that they like weapons. The paladin is a highly respected member of the church and is the defender of their faith and their God. Probably covered in shiny armor with a righteous-looking weapon about to slaughter some infidel.
Pro: You are one giant engine of death powered by faith. Hell yea. That's awesome. Hopefully your church isn't big on chastity because you could get some serious tail with the awesomeness you embody. You have decent magic and decent melee combat ability. Combine them for maximum effectiveness.
Con: You're only decent in magic and melee combat. Not awesome. You better know how to put them together. Also probably in bulky armor, and tethered by the tenants of your faith.
Dragoons:
Dragoons are probably one of the rarest classes ever. It's hard to find someone to train you to be a dragoon and you must be born with particular talent in magic and with a very good physical health. Any army that can find a dragoon will give them luxury, but many are independent of mind and dislike the strict philosophies of churches and governments. Don't confuse the dragoon with the Dragoons of Volkain, the elite warriors of the God of Air. These dragoons aren't quite that good.
Pro: Very skilled with one weapon, decent in another, and decent in magic. You're that kid in school that always looks great, has great hair, great teeth, and is loved by all. There's probably some geeky mage hwo hates you, but you are great.
Con: Very rare and your character might not be accept as one. From teh technical standpoitn of the whole deal, you're also going to wear some impeding armor. Still, you're a dragoon.
Druid:
Druids are like the clerics that worship nature, except they also get big into how to use plants and stuff for useful things, and like to train in simple bows and daggers for survival purposes. They're pretty great at survival and all that. They are experts of nature and can probably track things very well. They don't talk to animals, though. Well, that's not entirely true. The animals of Fou Lu don't really talk. A druid could ask a bird where someone went and the bird would probably reply "FOOD! SUN! WIND!" I mean, they're animals.
Pro: You're pretty badass and self-sufficient. You're not some hick hunter or some hippy tree-hugger, you are an extension of nature embodied. You know plenty of natural and animal lore. Decent with bows and daggers - or small swords - and probably know a few simply inside summons or maybe a magic trick. Or the other way around.
Con: Not huge on magic, or not huge on combat. It goes one way or the other. You don't get to be decent at both. You're not that great in cities either, or in a huge army battle.
The Apex Classes
(Under Construction)
Archmage:
This is where the mage and summoners end up. As an archmage they have access to some of the most powerful spells in their field - whether that be base elemental magic or summoning - as well as dabbling in the other field. Archmages are powerful opponents and not easily defeated. Some archmages have been known to participate in spectacular duels that could destroy a city, if the participants lost control of their spells.
Pro: You have spectacular magical strength and stamina in spellcasting. This is where the crazy giant fire snakes come in. Maybe freeze a large piece of the ocean to make your own iceberg, which could cool waters and cause chaos in all nearby ecosystems. Nice, huh?
Con: You can't really fight at all. At least not with weapons or your hands. But who cares?
Lich:
The ending of the path of Necromancy. Since their bodies decay, necromancers all research with the intention of going through a ritual that turns them into a lich. Basically, the necromancer transfers his soul into a token called a phylactery. In the same process the necromancer animates his own body, turning himself into an undead creation powered by his own soul.
Pro: You have astounding power in the arts of Necromancy. Mobs of zombies and floods of Eldritch flame. Plenty of awesome, flashy stuff.
Con: You're a walking corpse. Though you're kind of immortal, as long as the phylactery is ok, your physical body will continue to decompose like a regular corpse unless you expend energy to slow that sort of thing down.
Deacon:
Like the last two, but for a cleric. Righteous preachers, the pinnacles of faith, big hats. Deacons are so amazing at healing they may even be able to ressurect the recently dead, without them being a zombie. Hell, when deacons pray the Gods might actually listen carefully. No one wants to mess with a deacon, because no one knows really just how much influence they hold with their deity. Beware.
Pro: You got the whole ressurection thing, and all those other amazing clerical powers pushed toward the upper end of the power scale. You probably know a lot of your holy literature too.
Con: No matter how powerful or influential you are, you probably won't get many chicks. You're more of a fatherly figure now. Good job.
Blademaster:
This is the end path for fighters, archers, and armsmen. Each class slowly moves from their original specialty and learns new tricks, new weapons, new fighting styles. Their stamina and pain threshold increases through the rigorous training. Blademasters are packed with muscle and attitude, but also some wisdom. One doesn't learn all these ways to fight without getting lessons beaten into one's head.
Pro: You can probably beat the crap out of any other combat oriented class pretty easily, if they're a fighter, armsman, archer, or even a rogue. And probably get a lot of chicks in the process.
Con: You didn't make it this far by keeping up with your magic. It's all out of practice and basically forgotten now.
Scoundrel:
This is where it stops for rogues. They are shadows, they are the wind in the trees. Scoundrels move silently almost anywhere they go and can get into nearly any room. These are not people to be crossed. The most highly paid assassins and thieves are undoubtedly swashbucklers who have trained in their craft for years. If your boots get stolen while you were wearing them, then you know who did it.
Pro: You hardly exist, really, so chicks might be hard to get. But they'll never see you coming if you're really desperate. And you can do basically whatever you want if you don't get caught.
Con: If you're caught, your ass is going to get beat down by any other apex class.