"Winston, I like the chime of that."
(Choice: Winston)
"I hope you're blessed with a good destiny, my son... we need someone who is truly pure of heart to save us."
<CHOOSE: Destiny>
[Destinies: Destinies are like your class, what you'll become later along your life. Destinies available consist of:
Leader of Men (Knight): Knights are powerful, loyal warriors, that serve the king in the Order of the Tempest. Their stats consist of END and STR, whilst also balancing a tidbit of healing magics. Stat increases: +5 END +3 STR +1 DEV (devotion) Starting Skills: Judgement (spell) and Apprentice Healing Hands (spell)
Champion of Manadria (Warrior): Warriors are like the name says, awesome at combat, powerful combat abilities, everything you could want in a bread and butter champ. Their stats consist of STR and CBT. Stat increases: +5 STR +5 CBT (combat techniques) Starting Skills: Brass Tacks (tech) and Rage (skill)
Elder of Manadria (Wizard): Wizards cast spells, mostly ones that do damage. They can mix with healing magics, but they are less effective. Their stats consist of INT and WIS. Stat increases: +5 INT +5 WIS (wisdom) Starting skills: Flare (spell), Gust (spell), Splash (spell), and Frost (spell).
Tempest Missionary (Cleric): Clerics use healing magic and protective magic shields to help their companions. They are devout to the tempest and will always fight evil. Their stats consist of DEV and WIS. Stat increases: +5 DEV +5 WIS Starting skills: Apprentice Healing Hands (spell) and Aura Buckler (spell)
Dusk Wolf (Rogue): Clever, nimble and dastardly, rogues are the sneakiest, but hardest, class to master. There is an extreme focus for pinpointing and locating enemy weak spots as well as getting critical hits. Their stats consist of AGI, PER, and INT. Stat increases: +5 AGI (agility) +3 PER +1 INT Starting skills: Camouflage (spell) and Backstab (skill)
Hunter of Men (Hunter): Hunters are agile archers that focus on ranged attacks. Whilst weak, their dodge abilities should keep them safe from most attacks. They can also plant traps and pinpoint enemies for allies. Their stats consist of AGI, PER, and DEX. Stat increases: +5 PER +3 AGI +1 DEX Starting skills: Headshot (skill) and Dodge (passive skill)
Choose wisely...]
[Break down of stats:
Strength (STR) - Allows for much higher damage with melee weapons, carrying more items, and lifting heavy objects.
Endurance (END) - Allows you to fight for longer and extends your constitution. You can also travel more by foot with a higher endurance.
Combat Technique Skill (CBT) - The higher the level, the much more likely for a successful hit with a combat tech, as well as more damage and possible crits.
Agility (AGI) - Allows for the flexibility and finesse of jumping, sneaking, and dodging. Dodge rates are calculated by this.
Perception (PER) - Critical hits are determined by the amount of perception you have. If an enemy is less perceptive, the better your ability to crit is.
Intelligence (INT) - Spell learn rates and general spell effectiveness is determined by this stat. Decryption and other activities are also based off of this.
Wisdom (WIS) - Offensive spells are affected by this skill, effectiveness, damage, and crits are based off of it, stacking on INT.
Devotion (DEV) - Defensive spells are affected by this skill, effectiveness, damage, and crits are based off of it, stacking on INT.
Dexterity (DEX) - Ranged attacks are affected by this skill, kinda like Wisdom and Devotion. Doesn't stack on INT but does stack off of PER.]