The year is 2776. The destruction of the environment has continued at an ever-increasing intensity to the extent that the surface of the earth has become near uninhabitable. Humans rely on cutting-edge technologies and neural implants for necessities, education, and entertainment on demand. Within months of its release, Japanese corporation DAKAI's virtual reality FSMMO-RPG « ΔRK // FANTASY » becomes the most widely played game globally, winning over 50% of the world's remaining population to form a dedicated playerbase. Swathes of players have built new lives for themselves in DAKAI's intricately crafted world, including those originally uninterested in games— escaping into a false reality teeming with promise, hungering for freedoms they could never taste otherwise. Whether you're an aspiring adventurer, hardcore gamer, hopeful settler or otherwise, this 'ark to paradise lost' will carve out a place for you.
SPECIAL THANKS
N0-FUTUЯE's current skin was created by pharaoh leap of pixel perfect. Icons and images on the site belong to their respective original artists and creators, and we do not claim ownership over them. N0-FUTUЯE draws inspiration from Bofuri, Overlord, and various other games and isekai series. Codes used on the site are created by the staff team unless otherwise specified or credited.
AN APOCALYPTIC VRMMO ROLEPLAY
MICHI
Raise thy lantern, pioneer. Shine upon the far frontier.
RANK
ADMINISTRATOR
Code person living in the land down under. Writes posts when not warring against giant spiders and the cost of living crisis.
FFXIV veteran player. Very casual Blue Lock enjoyer.
VAN
Let the light in, brighten the shades that sleep inside you.
RANK
ADMINISTRATOR
Dungeon and encounter master, storyteller, and player of himbos. Big brain full of ideas.
It's his turn with the brain cell.
SAF
Delve in this dark abyss. Fathomless emptiness.
RANK
GLOBAL MODERATOR
Bubble tea addict and enjoyer of angry men. SKT T1 superfan. Tried to play jungle once but died to the red buff monster.
Has a sleep schedule so terrible you'll forget she's Australian.
AVALORE
Diving into the mire! Laid out upon the pyre!
RANK
GLOBAL MODERATOR
Code helper and player of war crime bimbos. Quietly and secretly planning world domination when no one's looking.
All her characters have huge naturals.
WELCOME BACK, PLAYERS
WE'RE GLAD TO SEE YOU AGAIN.
Welcome Beta Testers and returning Empire Online Players! We're glad you've chosen to join us here at N0-FUTUЯE— a brand new MMORPG roleplay experience designed to take some of our favorite elements from series like Bofuri and Overlord and blend it with new experimental features. Thank you for taking the time to play test this new site with us; be sure to claim your bonus before our first major patch, and submit any bugs, glitches, or feedback on our Discord server- where you can also find updates and patch news.
« ΔRK // FANTASY » has a total of six job classes available to choose from upon character creation; each of these offer two sub-classes which determine your character's weapon of choice, starting talent, and starting skills. Although they begin with certain stat bonuses and a recommended playstyle, a Player may choose to build their character and stats however they wish. While this has led to many 'gimmick builds' - the game's emphasis on Player freedom prevents it from intervening.[break][break]
When it comes to selecting a class, it really boils down to what type of weapons a Player is most comfortable with. Reclassing is currently not possible.
Classes from the Atlas category excel at defense. Donning heavy armor and wading into the thick of battle, their powerful presence and extreme survivability allow them to draw and maintain enemy attention while tanking their attacks. Serving as defensive frontliners, they are the only class able to wield shields and greatshields.
CLASSES AND STARTING TALENTS AND SKILLS
[PTabbedContent] [PTab=PALADIN]
[attr="class","empiredarktabs"]
Between the two classes under the Atlas category, Paladins boast stronger magic resistance compared to Great Shielders. Armed with a shield in their off-hand and a short-range melee weapon in their main hand, they start with a bonus of +30 RES, and have access to clerical and Lux spells unique to their class. Main hand weapons a paladin can wield include:[break]
Shortsword
Morningstar
Short axe
[break]
TALENT: UNDER DIVINE FLAG
Every five levels, Paladins gain an additional, permanent +10 RES to bolster their defense against magic. They gain access to unique Lux and clerical spells unavailable to other classes and excel at party protection, applying buffs, and combat against the undead.[break][break]
STARTING SKILLS
[attr="class","empiredarkshopitem"][TAUNT]
[attr="class","empiredarkshopdesc"]Gesture threateningly, provoking a single target to attack you only you for two posts. After its effect fades, this skill has a cooldown of two posts.
[attr="class","empiredarkshopitem"][FORTRESS]
[attr="class","empiredarkshopdesc"]Shield yourself or an ally from a physical assault, granting +30 DEF to the target of this skill for one post. This skill has a cooldown of two posts.
[attr="class","empiredarkshopitem"][TURN UNDEAD]
[attr="class","empiredarkshopdesc"]Exorcises all non-player undead targets within the direct vicinity at or below the Paladin's level. Ineffective against boss opponents. This skill has a cooldown of three posts.
No class in the game has a greater affinity towards physical defense than the Great Shielder, whose ability to shrug off damage grants them unmatched survivability. Discarding a main-hand weapon in favor of wielding two heavy tower shields each as tall as themselves, Great Shielders start with a bonus of +30 DEF, and can never be one-shot by attacks from any source.
[break][break]
TALENT: STOUT GUARDIAN
Every five levels, Great Shielders gain an additional, permanent +10 DEF to bolster their defense against physical attacks. They cannot be defeated in one hit by any attack, magic or otherwise, and survive otherwise lethal damage from full health with a sliver of HP remaining.[break][break]
STARTING SKILLS
[attr="class","empiredarkshopitem"][TAUNT]
[attr="class","empiredarkshopdesc"]Gesture threateningly, provoking a single target to attack you only you for two posts. After its effect fades, this skill has a cooldown of two posts.
[attr="class","empiredarkshopitem"][FORTRESS]
[attr="class","empiredarkshopdesc"]Shield yourself or an ally from a physical assault, granting +30 DEF to the target of this skill for one post. This skill has a cooldown of two posts.
[attr="class","empiredarkshopitem"][SHIELD BASH]
[attr="class","empiredarkshopdesc"]Delivers a forceful strike with one or both shields, knocking the target back a short distance. Does little damage on its own, and serves to create space between the Player and their opponent or position targets for coordinated attacks. This skill has a cooldown of three posts.
THE GODS GAVE YOU TWO HANDS, AND YOU USE THEM BOTH FOR YOUR WEAPON. I CAN RESPECT THAT.
OVERVIEW
So named after the greatest of all Greek warriors, classes from the Achilles category are powerful, close-range fighters focused on relentless attacks, overwhelming strength, and careful positioning to inflict the maximum amount of damage. Serving as primary damage dealers in any party, their growth in physical strength is unmatched.
CLASSES AND STARTING TALENTS AND SKILLS
[PTabbedContent] [PTab=AEGISBANE]
[attr="class","empiredarktabs"]
The Aegisbane enters battle with reckless abandon. These vicious warriors sacrifice all ability to support allies in order to reach the pinnacle of destructive power. They excel at cutting down swathes of enemies, crushing the most resilient of defenses, and start with an additional +30 to ATK. Their class talent allows them to wield weapons up to two to three times their size:[break]
Greatsword, claymore, zweihander
Battleaxe, bardiche
Warhammer, giant club, greatscythe
[break]
TALENT: MIGHT MAKES RIGHT
Every five levels, Aegisbanes gain an additional, permanent +15 ATK to supplement the growth of their physical prowess. With massive weapons and strength unmatched, all of their strikes have increased range and are able to affect groups of enemies at once.[break][break]
[attr="class","empiredarkshopdesc"]A moderate boost to the user's physical strength. Grants +30% ATK for one post. After its effect fades, this skill has a cooldown of two posts.
[attr="class","empiredarkshopitem"][COUP DE GRACE]
[attr="class","empiredarkshopdesc"]Applies a battle enchantment to one's weapon. The user's next strike will be exceptionally powerful, capable of breaking through any shielding or defensive skill used by an opponent with a lower DEF stat than the user's ATK stat. This skill has a cooldown of two posts.
[attr="class","empiredarkshopdesc"]With hooked chains and a lot of muscle, the user attempts to drag up to three targets into arms reach. If successful, opponents with a lower ATK stat are [Immobilized] for one post; opponents at or above the user in ATK suffer a -20% AGI and DEF penalty for one post. After its effect fades, this skill has a cooldown of three posts.
Battlemasters are cunning masters of close combat. While the Aegisbane class focuses on visceral, sweeping damage, Battlemasters sacrifice a measure of destructive prowess for the ability to bolster their allies, hamper their enemies, and take advantage of signs of weakness. Armed with exceptional versatility and battle awareness, Battlemasters start with an additional +10 to ATK, MAG, and AGI. They are also able to wield the widest range of weaponry in the game:[break]
Blades: Katana, longsword, scimitar, rapier
Blunt: Club, mace, quarterstaff
Polearms: Pike, trident, spear, halberd, glaive
Other: Knuckles, gauntlets
[break]
TALENT: VANGUARD TACTICIAN
Every five levels, Battlemasters gain an additional, permanent +5 ATK and MAG to supplement their versatile offensive capabilities. They gain access to unique skills unavailable to other classes and excel at applying buffs, debuffs, and changing the flow and field of battle to suit their needs.[break][break]
[attr="class","empiredarkshopdesc"]A moderate boost to the user's physical strength. Grants +30% ATK for one post. After its effect fades, this skill has a cooldown of two posts.
[attr="class","empiredarkshopitem"][HAMSTRING]
[attr="class","empiredarkshopdesc"]A weak but accurate attack targeting a target's limbs and/or joints, intending to cripple them and thus leave them open to follow-up attacks. A successful strike inflicts a -50 AGI penalty on the target for two posts; targets who fall below 0 AGI as a result will be [Immobilized] for the duration. After its effect fades, this skill has a cooldown of three posts.
[attr="class","empiredarkshopitem"][HORN OF VALOR]
[attr="class","empiredarkshopdesc"]The user's war horn's blast rings across the battlefield, giving allies the strength to fight harder. All party members, including the user, gain +20% to ATK and MAG for one post. After its effect fades, this skill has a cooldown of three posts.
Classes under the Hephaestus category stand out in myriad, fantastical ways. Instead of wielding conventional weapons as other classes do, they equip themselves with magic powered machinery, allowing players to live out a limited mecha or mechsuit fantasy within Empyrea. Due to the versatility of Siegfriedian technology and the near limitless types of attachments and parts a player can attach to their tech, Hephaestus classes can fill a number of roles, but suffer stat or gameplay penalties to balance their strength.[break][break]
Due to size limitations, giants cannot be a Hephaestus class. Additionally, Players of this class category are entirely reliant on and have their stats 'taken' by their panzers and exoframes - meaning when not piloting their weapons, their HP, ATK, DEF, RES, and AGI stats are close to zero. The only exception is the MAG stat - Players are able to cast spells as normal with or without their panzers or exoframes.
CLASSES AND STARTING TALENTS AND SKILLS
[PTabbedContent] [PTab=PANZERFAUST]
[attr="class","empiredarktabs"]
The Player pilots a custom Siegfriedian panzer— a 20-foot tall (roughly the size of a two-story house) robot considered a marvel of technology. Powered by magicore, a panzer can be equipped with a multitude of versatile armaments, which count as skills. Thick plating grants them +15 to both DEF and ATK to start; however, a Panzerfaust's AGI stat caps out at a maximum of 300 and can go no higher. [break][break] To preserve the pilot's ability to cast spells, the cockpit of a panzer is typically exposed or protected by thin shielding or plating, rendering that singular area of the panzer vulnerable. If a pilot is removed from their panzer, or if their panzer is damaged beyond being able to move, they are rendered practically helpless. [break][break] Players are able to determine the appearance of their panzers. Note that the world's technology limitations mean that panzers cannot have an 'overly futuristic' look. They are chunky mechs with unwieldy limbs and slow movements, but hide enough armaments to level entire towns— think Malzel from Armored Core, and not D.Va from Overwatch or anything from Gundam.[break][break]
TALENT: PANZER LICENSE
The size of a panzer's armaments mean even a Panzerfaust with limited skill is generally capable of causing large-scale collateral damage in the early game, and decimate large areas in the late game. Panzer pilots choose to receive a bonus of +10 DEF, ATK, or HP every five levels, augmenting their Panzer's defensive plating, firepower, or energy reserves.[break][break]
A panzer's destruction does not mean the death of the pilot. They are 'emergency ejected' in the event, and can attempt escape (if hunted down, they die and respawn as all Players do). A destroyed panzer can be re-summoned by its pilot after two in-game days.[break][break]
[attr="class","empiredarkshopdesc"]Ejects the pilot safely from their panzer. Used typically when faced with mortal danger or imminent destruction. Take care not to use this skill accidentally, as all other skills are locked until the pilot finds their way back to their panzer.
[attr="class","empiredarkshopdesc"]A long, narrow blade tucked inside one of the panzer's arms. When extended, can be swung like a wrist-mounted sword. Lasts for two posts; has a cooldown of two posts.
[attr="class","empiredarkshopdesc"]Mounted on the panzer's shoulder. A machine turret capable of firing small, burst rounds of piercing magic projectiles on a swivel— allowing for free aim by the pilot. Can be active for two posts; has a cooldown of three posts.
The Player is equipped with an exoframe— sometimes referred to as 'mini-panzers' or 'exosuits' by Siegfriedians. Exoframes are for Players who don't wish to pilot giant robots, but still want to utilize similar technology in a more controlled, single-target oriented capacity. Far more manageable in size, exoframes are essentially mecha parts fitted more snugly around the Player's body. Like panzers, exosuits can vary wildly in color and design, but generally look like Maple's Machine God form from Bofuri. [break][break] As they are smaller, exoframe pilots suffer a less severe AGI penalty than panzer pilots. Their AGI is capped at 500, but their lack of protective shielding and less plating means that, while they start with a +15 bonus in both ATK and MAG, their pilots are especially vulnerable. [break][break] Unlike with panzerfausts, an exoframe pilot dies when their exoframe is destroyed, as they lack any emergency eject function. [break][break]
TALENT: EXOFRAME LICENSE
The Player pilots an armored suit, on which magical armaments could be freely customized within its settings. Versatile and capable of far greater speed than Panzerfausts, the exoframe's drawback lies in its complete lack of plating, shielding, or other basic protection for its pilot. It also does less sweeping damage than a panzer, but makes up for this with an exceptional range of armaments effective against single targets. [break][break] Like Panzerfausts, Exoframe Pilots are able to cast magic spells even while piloting their equipment. Exoframe pilots choose to receive a bonus of +10 ATK or HP every five levels, augmenting their suit's firepower or energy reserves. An Exoframe Pilot's armaments scale off of a Player's attack stat.[break][break]
[attr="class","empiredarkshopdesc"]Leg armaments allowing the pilot to essentially 'double jump' and remain hovering for a short time in the air with the help of boosters. Lasts for one post; has a cooldown of two posts.
[attr="class","empiredarkshopdesc"]An arm mounted long-range weapon with a long barrel, capable of firing a large amount of magic projectiles the size of an acorn quickly and at once. Targeting is done manually. Can remain active for one post, has a cooldown of two posts.
[attr="class","empiredarkshopdesc"]A wrist-mounted long range weapon that allows the pilot to fire a single, devastating explosive magic projectile from what is essentially a compact rocket launcher. Targeting is done manually. Shoots a single projectile at a time and has a cooldown of three posts.
Armed with bows, daggers, and any number of tricks, classes under Artemis focus on dealing as much damage and sabotaging targets as discreetly as possible, tearing down foes one at a time with systematic efficiency. They are able to use a mixture of stealth and extreme mobility to reach positions of advantage. Deadly and resourceful, they can tip the balance of any strategic assault.
CLASSES AND STARTING TALENTS AND SKILLS
[PTabbedContent] [PTab=PLAINSTRIDER]
[attr="class","empiredarktabs"]
Masters of ranged combat, Plainstriders can avoid enemies that attempt to close, put arrows or bolts through multiple foes, and even unleash trick arrows to devastating effect. As mobile hunters, they start with an additional +30 to AGI and are also well versed in traps. Their dirty tricks leave their enemies sick and limping— easy pickings for a barbed arrow. Their weapons are:[break]
Longbows
Heavy crossbows
[break]
TALENT: HUNTER'S HEART
Every five levels, Plainstriders gain an additional, permanent +10 AGI to bolster their mobility. They gain access to unique trap and trick skills unavailable to other classes, and excel at the art of misdirection. If a Plainstrider is standing at the far end of a seemingly innocuous stretch of battlefield— you should be wary, lest you're comfortable losing your legs.[break][break]
STARTING SKILLS
[attr="class","empiredarkshopitem"][LEAPING SHOT]
[attr="class","empiredarkshopdesc"]The user backflips or dives out of trouble and fires a hail of a dozen arrows at the targets that were trying to close with them. Does not do much damage, but excellent for repositioning oneself. Has a cooldown of two posts.
[attr="class","empiredarkshopitem"][CALTROPS]
[attr="class","empiredarkshopdesc"]The user scatters spikes in a small area on the ground. All enemies who step into the spikes suffer continuous damage and a -20% AGI penalty until they escape. Effects last for two posts; this skill has a cooldown period of two posts after its effects fade.
[attr="class","empiredarkshopitem"][FULL DRAW]
[attr="class","empiredarkshopdesc"]The user takes a moment to line up the perfect shot, but it pays off with a devastating hit that bites deep. Powerful but inaccurate, it is best used against slowed or [Immobilized] targets. [Full Draw] pierces and knocks down opponents if their DEF stat is lower than the user's ATK stat; this allows the Plainstrider to skewer multiple targets at once with a single arrow. This skill has a cooldown of three posts.
Fast and deadly experts of slicing through targets before they have time to react, Shinobi are masters of stealth, able to step into and out of shadows to flank opponents, and even perform unique jutsu to confuse and devastate their enemies. Starting with an additional +15 to MAG and AGI, their speed and affinity to magic make them unpredictable to face. Shinobi universally dual wield daggers with masterful dexterity. They also have access to unique skills that allow them to make use of various other ninja tools.[break][break]
TALENT: NINJA ARTS
Every five levels, Shinobi gain an additional, permanent +5 MAG and AGI to bolster their speed and spellcasting ability. They gain access to unique tools, jutsu, and Khaos spells unavailable to other classes. Whether leaping to safety, disappearing into the shadows, or tricking enemies into slashing at empty air, Shinobi are never where anyone expects them to be.[break][break]
[attr="class","empiredarkshopdesc"]The user steps into their own shadow and, after a brief period of time, re-emerges from the shadow of something or someone else. Excellent for setting up sneak attacks and closing distances. However, the shadow they emerge from cannot too small for their bodies to fit through. This skill has a cooldown of two posts.
[attr="class","empiredarkshopitem"][TWIN FANGS]
[attr="class","empiredarkshopdesc"]The user lunges and lashes out with both daggers, striking deep and inflicting a -20% DEF penalty on struck targets for one post. A short ranged but powerful attack. This skill has a cooldown of three posts after its effects fade.
[attr="class","empiredarkshopdesc"]The user hurls a fistful of knives at up to three targets. A simple but accurate and effective skill that does little damage, but is great for misdirecting enemy attention, allowing for the user to slip back into the shadows unnoticed. This skill has a cooldown of three posts.
A ROUND OF APPLAUSE, BECAUSE HERE COMES THE FINALE!
OVERVIEW
So named after an enchantress and sorceress from Greek legend, classes from the Circe category are magicians and expert performers, their flashy magics and masterful tricks are designed to dazzle and confuse, to charm and amaze, and to help and hinder both. They can outmaneuver their opponents with sheer unpredictability, and their skills notably consist of unique effects unavailable to any other class.
CLASSES AND STARTING TALENTS AND SKILLS
[PTabbedContent] [PTab=TRICKSTER]
[attr="class","empiredarktabs"]
Most known for their use of unorthodox weapons, Tricksters are wily fighters who make use of enchantment, illusion, and sleight of hand to great effect in battle. Utilizing their natural swiftness and mastery of subtle magics to turn the battlefield into their stage, they make up for a lack of direct offensive skills with guile and artful misdirection. Tricksters start with +15 MAG or ATK and +15 AGI and wield unconventional weapons in battle: they can make use of a deck of cards, loaded dice, or even coins; these weapons do little damage on their own, and so a Trickster may have to rely on their bodies as well as their skills and spells, or risk being rendered helpless without them. Their skills scale off ATK or MAG, depending on which stat is higher.[break][break]
TALENT: PHANTOM FOOL
Every five levels, Tricksters gain an additional +10 in any stat of their choice to supplement their wildly varying playstyles. Possessing skills that can confuse, trick, and steal from enemies and allies alike, each Trickster is an artist and an actor. Though they may at first seem offensively and defensively lacking, what they have up their sleeves may surprise you.[break][break]
[attr="class","empiredarkshopdesc"]Subtle tricks and sleight of hand form the basis of your arsenal. When used in battle, instantly switch the location of two inanimate objects not rooted in place (excluding other players' equipment); can be used on projectiles. Has a cooldown of two posts. Can be used without cooldown outside of battle.
[attr="class","empiredarkshopitem"][MISDIRECTION]
[attr="class","empiredarkshopdesc"]More than an illusion. Create a stunningly lifelike illusory clone of yourself, after which you become invisible. The clone acts on your behalf until you reappear within the same post, either a short distance away or at the enemy's flank or rear— primed for a surprise attack. If your clone was attacked while active, gain +20% boost to either ATK or MAG for two posts. This skill has a cooldown of four posts.
[attr="class","empiredarkshopitem"][SWITCHEROO]
[attr="class","empiredarkshopdesc"]Instantly exchange places with a non-boss enemy, ally, or party member with a snap of your fingers. If the target is a non-player enemy and your ATK/MAG stat is higher than their DEF/RES stat, [Immobilizes] them for two posts. This skill has a cooldown of four posts.
Ever do mortals covet knowledge— especially in regards to their destiny. Ever do they labor to master the skill of foresight through magic, looking to the stars above to foretell the coming of seasons, read the heavens, and turn the tides of fate in their favor. They mold their magics to emulate the movements of the stars and constellations, thus giving rise to the art of divination, granting mortals power over fate. Diviners start with +30 MAG and universally wield light weapons (whips, rapiers, or a dagger) as they rely primarily on their fortune telling arts to achieve effects in battle. Like Spiritweavers, Diviner skills scale off a Player's MAG stat.[break][break]
TALENT: FORTUNE TELLING
Every five levels, Diviners gain an additional, permanent +5 MAG and RES to bolster their skill potency and magic resistance. Possessing skills that can embolden allies, hinder enemies, and deal damage alike, they possess greater versatility than Spiritweavers in exchange for fewer skills capable of healing. At higher levels, they may even control the flow of time to a limited extent.[break][break]
STARTING SKILLS
[attr="class","empiredarkshopitem"][THE SUN]
[attr="class","empiredarkshopdesc"]As the center of a universe, the Diviner taps into the source of life and power of all things and is able to provide a 5% permanent buff to a stat of their choice. Additionally, the user is able to tap into the solar life essence of the sun arcana and heal a single target within 50 ft. for 25% of their total health. This skill has a cooldown of four posts.
[attr="class","empiredarkshopitem"][THE MOON]
[attr="class","empiredarkshopdesc"]Attuned to the moon, the Diviner is able to buff allies AGI by 20% or debuff enemies AGI by -20% by adjusting the gravitational force around them for up to three turns. This skill has a cooldown of five posts.
[attr="class","empiredarkshopitem"][THE STAR]
[attr="class","empiredarkshopdesc"]As constellations in the sky, the Diviner is able to conjure up to their current level divided by 5 in tiny radiant projectiles that they can decide to have sent to a single or multiple targets. Outside of combat, this ability can be used to to light up dark areas for vision. This skill has a cooldown of three posts.
BE BLIND TO FEAR, TO HATE, TO ALL THINGS THAT WOULD SWAY EQUILIBRIUM.
OVERVIEW
Harmonia classes employ magical abilities, contracting with powerful spirit inhabitants of a realm beyond who agree to augment their mortal abilities in exchange for a glimpse of 'the other side'. These spirits are able to affect the physical world and its denizens in ways conventional magic cannot. Many such spirits, despite popular misconception, are benevolent entities that can be called upon to mend flesh and heal disease just as often as they are summoned to aid in the rending flesh and bone, making Harmonia classes indispensable members in a party of adventurers.
CLASSES AND STARTING TALENTS AND SKILLS
[PTabbedContent] [PTab=THEURGIST]
[attr="class","empiredarktabs"]
Theurgists call upon the wild, reality warping magic from a realm beyond to transform their bodies into the form of animals, beasts, and (rarely) mythological creatures for myriad purposes. This rare art requires strength in mind and body, and allows the Theurgist to take upon many roles in a party depending on their transformation. Player Theurgists start with +10 in HP, ATK, and MAG.[break][break]
Theurgists use knuckles or bracers as their primary weapons - although they hardly see use, as a skilled Theurgist is expected to always be shifting in and out of their various transformations and using the natural weapons these transformations provide them to defend themselves.[break][break]
The unstable, 'unnatural' makeup of their bodies renders heteromorphic races (automatons, fairies, werebeasts, and vampires) unable to become Theurgists.[break][break]
TALENT: SHAPESHIFTER
Theurgists gain an additional, permanent +5 ATK and MAG every five levels. They are able to shift into various forms and use what natural weapons these forms come with to attack and defend themselves. A majority of their skills scale off of the Player's ATK stat, although some in later levels may scale off of the MAG stat instead.[break][break]
STARTING SKILLS
[attr="class","empiredarkshopitem"][SPIDER SHAPE]
[attr="class","empiredarkshopdesc"]Transform into a giant spider with fearsome fangs and damaging webs, gaining +10% AGI & MAG. If the Theurgist shape shifts out of this form, any buffs or debuffs created by it fades with the transformation.
[attr="class","empiredarkshopitem"][WOLF SHAPE]
[attr="class","empiredarkshopdesc"]Transform into a gray wolf, gaining +10% ATK & AGI as well as razor sharp gnashing fangs capable of tearing through iron. If the Theurgist shape shifts out of this form, any buffs or debuffs created by it fades with the transformation.
[attr="class","empiredarkshopitem"][BEAR SHAPE]
[attr="class","empiredarkshopdesc"]Transform into a bear of massive size, gaining +10% RES & DEF as well as fearsome claws and the ability to crush opponents with sheer weight. If the Theurgist shape shifts out of this form, any buffs or debuffs created by it fades with the transformation.
Spiritweavers master communion with spirits from the realm beyond to call upon them for protection. Their spells disrupt hostile magic, create defensive barriers, and even heal injuries. Their understanding of the veil between both worlds grant them understanding of nature magic beyond what is normally achievable through even the highest level of Petra spells— controlling and shaping the roots beneath the earth as though they were extensions of their own limbs.[break][break]
Unlike a majority of the other classes, all of the Spiritweaver's skills scale off of a Player's MAG stat as opposed to their ATK stat. They start with +30 MAG and universally wield staffs or staves to better channel their magics.[break][break]
TALENT: BEYOND THE VEIL
Every five levels, Spiritweavers gain an additional, permanent +5 MAG and RES to bolster their magic resistance and skill potency. They are the only class in the game that specializes completely in healing and support, but are fully able to learn damaging spells through Empyrea's tiered magic system. At higher levels, they become exceptionally powerful and dangerous spellcasters, equally capable of restoration and destruction.[break][break]
STARTING SKILLS
[attr="class","empiredarkshopitem"][BARRIER]
[attr="class","empiredarkshopdesc"]
A simple barrier that provides a +20% HP stat boost to the self or a single ally for one post, allowing them to survive devastating attacks that may otherwise kill them. This skill has a cooldown of three posts.
[attr="class","empiredarkshopitem"][LIFEWARD]
[attr="class","empiredarkshopdesc"]
Places a protective ward on an ally that slowly restores health over two posts or, if they are close to death, restores them to half health at once. This skill has a cooldown of four posts.
[attr="class","empiredarkshopitem"][THORNBLADES]
[attr="class","empiredarkshopdesc"]Calls roots from beneath the earth to forcefully spike upwards from the ground in a ring around the user. Does little damage on its own, inflicts minor cuts and serves to mainly knock enemies back a safe distance.