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ÄRM User Classes

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ÄRM User Classes Empty ÄRM User Classes

Post  Ellimere Tue Nov 30, 2010 4:29 pm

Choosing an ÄRM Specialty:

While there are no real classes in MÄR-Heaven the Magic Energy of an ÄRM User must be specifically tuned to type of ÄRM they are attempting to use. As such, depending on the type of ÄRM one prioritizes, their Magical Growth Rate is affected. Not only this but the types of ÄRMs they use are also affected as some ÄRMs are not compatible with other types or clash in usefulness depending on where one trains.

While it is not required to live in the place that your ÄRM specialty is refined, a player does need to travel there if they wish to refine their Magic and find ÄRMs of that particular type.
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Post  Ellimere Tue Nov 30, 2010 4:30 pm

Sorcerers of Caldia

The floating island nation of Caldia, it’s the most magically advanced nation located east of Lestava. By right they are the only ones capable of access to all types of ÄRMs, however they don’t usually bother with weapon ÄRMs. Their greatest strength is the ability to completely master Darkness, Holy and Nature ÄRMs with their roots deeply planted in magi as S Class users.

With their focus and clear advantages, the people of Caldia general look down on the use of Ghost ÄRMs and never need to use Weapon ÄRMs other than for hiding their identity as members of the isolated nation. Leaving the nation is only granted by the elders of Caldia and under its laws. Usually, Caldia members have to go under intense training to become strong enough to challenge those that learn from combat in real life situations.

ÄRM Affinity: Nature, Darkness, Holy, Guardian [S Class]
ÄRM Neutral: Weapon, Simple [B- Class, B Class]
ÄRM Ineffectual: Ghost[ N/A]


Last edited by Zele on Tue Nov 30, 2010 4:32 pm; edited 1 time in total
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Post  Ellimere Tue Nov 30, 2010 4:32 pm

Theives of Luberia

Part of the Thieves Guild of Luberia, they tend to wander around all of MAR-Heaven mostly on the Hild Continent. Strung together by their code they are not completely for specializing in any sort of fighting but rather what can help them in any given situation. As such they’re a jack-of-all-trades master of none ÄRM User Type.

Because Ghost and Darkness ÄRMs usually come at a cost to the user they are considered ‘not worth the risk’ for these Users and are thus the only types they cannot use since it clashes with their interests.

That aside, many thieves have chosen to at least better themselves in one specific type of ÄRM to the point they are proficient with S Class ÄRMs of that type though in comparison to someone who has specialized in the same one, their skills pale in comparison. All of their other ÄRM skills are usually on par with that of a B Class user when fully developed.

ÄRM Affinity: Guardian, Choice ÄRM [S Class, S- Class]
ÄRM Neutral: Weapon/Simple/Nature/Holy [B+ Class]
ÄRM Ineffectual: Ghost, Darkness [N/A]
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Post  Ellimere Tue Nov 30, 2010 4:33 pm

Knights of MÄR-Heaven

The most versatile of people in MÄR-Heaven, they have no distinct land from which they hale as they all travel from nation to nation, cotenant to cotenant for a multitude of reasons. They train themselves physically and mentally for all hardships they face but in light of real combat situations their reliance on weaponry and their own skills is what they’re best at.

With constant travel it is difficult for these ÄRM users to develop a strong reliance of Magic Type ÄRMs such as Nature and Darkness but not impossible. Holy ÄRMs are not nearly so difficult to use as their primary uses involve healing and protection, something invaluable to a traveler.

ÄRM Affinity: Weapon, Ghost, Guardian [S Class]
ÄRM Neutral: Simple, Holy [B Class, C+ Class]
ÄRM Ineffectual: Nature, Darkness [D+ Class, D Class]
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Post  Ellimere Tue Nov 30, 2010 4:35 pm

Native of Vestry

Located to the west of Luberia on the Hild Continent the Natives of Vestry are typically your average farm and local people, usually concerned with the day to day routines of farming and heavy labor. Because of this they often used the abilities of Nature ÄRMs to either fortify their bodies or control various elements to suit their needs. Their natural day to day routine along with the powers of nature and strength make weapons almost a moot point.

As with weapons Ghost ÄRMs are even less useful as they affect the user’s body however they do tend to intermesh with some Nature ÄRMs making them not completely pointless to the Native. Holy magic is often unnecessary as defense and stamina are a great advantage one has with the lifestyle but the backlash of darkness is something a person of hard and honest labor cannot afford.

ÄRM Affinity: Nature, Guardian [S Class]
ÄRM Neutral: Weapon, Simple [B- Class, A Class]
ÄRM Ineffectual: Holy, Ghost, Darkness [D+ Class, C+ Class, N/A]
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Post  Ellimere Tue Nov 30, 2010 4:36 pm

Taoist of Reginlief

Taoists are unique in that they use Ghost and Darkness ÄRMs for the most part due to their location, Reginlief Kingdom and a few surrounding nations on the Western Continent, predominantly controlled by the Chess No Koma. Due to this simple fact they take the highest risk in using ÄRMs that can potentially harm or even kill their users in exchange for the high level of magic they produce for low amounts of magic and mastery as their best means of protection from the Chess No Koma forces that patrol the borders.

Due to this, Holy ÄRMs would be a large asset to them but often conflict with Ghost and Darkness Types and so they often refrain from using them. Interestingly enough, the scarcity of Dimensional ÄRMs makes it difficult to train one’s Magical Prowess and often have harmful reactions when used in conjunction with said ÄRMs, they do however have a better resistance to the negative side effects of Cursed ÄRMs.

ÄRM Affinity: Darkness, Ghost, Guardian [S Class]
ÄRM Neutral: Weapon, Nature, Simple [A- Class, C Class, B- Class]
ÄRM Ineffectual: Holy [N/A]
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Post  Ellimere Tue Nov 30, 2010 4:37 pm

Holy User of Lestava

Predominantly from the Southern Continent, Holy ÄRM Users are those that consider the best course of action that of healing and cleansing. Their greatest magic is focused on that of Holy ÄRMs as per their name implies. This is not to say however that they are lacking on offense as they are well adverse in the way of weapon ÄRMs. Due to their rule under the benevolent Lestava kingdom, they have been practicing Holy ÄRMs as a way to easily contend with the most powerful of Curses used by the Chess No Koma.

Under this philosophy, Holy ÄRM users don’t believe in the power of Darkness and Ghost ÄRMs. Their offense is not up to par with ÄRM specialists but can hold their own in a fight and wear down their opponents with their healing and defensive capabilities.

ÄRM Affinity: Holy, Guardian [S Class]
ÄRM Neutral: Weapon, Nature, Simple [B- Class, A Class, B+ Class]
ÄRM Ineffectual: Darkness, Ghost [N/A]
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