A/N: WARNING: The class Overview may include spoilers. I will update this chapter as the story progresses. The Glossary and Gear Tier are safe. Also, this isn't required, so if you aren't interested, feel free to skip this.

Updated: 2023-05-05 (Current with Chapter 16)

Glossary

Dungeons - Parties of six (max) required to safely enter. Can drop uncommon or heroic loot/gear.

Raids - Group of twelve (max) required to safely enter. Significantly more dangerous. Can drop heroic, legendary, and mythical loot/gear.

DPS - Damage Per Second. Essentially the amount of damage that can be done per second. Can be per person, or as a group.

AOE - Area Of Effect. Attacks/skills that hit a large area at once, typically used for multiple targets to hit them all at once.

DOT - Damage Over Time. Things like poisons, bleeding, curses, burning. So anything that lingers and harms over an extended period of time.

Aggro - Directly means aggressive or violent behavior. But in cases with MMO's (and this) it generally means who has the attention of the boss or mobs. Mobs being a standard enemy (non human).

Buffs - Effects that one applies to themselves which gives them a boost of some sort. Such as strengthens attack, or in the case of tanks, a buff that increases threat.

De-buff - The opposite of buff. Applies a negative effect, i.e, weakens attack. Usually applied to or from an enemy.

Threat - A requirement for tank classes. It helps keep aggro on them instead of the rest of the party. Usually in the form of a percentage. 100% being the base for everyone. The higher the percentage, the better chance of pulling and maintaining aggro. Not always foolproof, as bosses and mobs tend to go for who deals the most damage, and tanks have to consistently attack in order for threat to apply.

Adds - Similar to mobs, but these are specifically summoned by a boss.

CC - Crowd Control. Includes stun, daze, knock down, knock back, freeze. Things that can, essentially, control a crowd. Or sometimes single target. Typically in MMO's, anyone can CC standard mobs, but in some, bosses can't be CC'd, and in others, it takes multiple people to use the same type of CC to affect a mini-boss, or major boss.

Marketplace - Kind of like an auction house (or ebay), where non shop owners can sell gear and items anonymously. Can do a bid system or outright pay. Generally used to get more currency back than selling to normal merchants.

Appraisal - Gear acquired from non-manmade means will need to be appraised by local armorers or blacksmiths to gage the tier of the item.

Gear Tier

Common (Green) - Can be crafted. Can be bought/sold to/from general merchants and marketplace. Very basic gear.

Uncommon (Blue) - Can be crafted. Can be bought/sold to/from general merchants and marketplace. Slightly better gear. A bit more rare.

Heroic (Purple) - Can be crafted. Can be sold to general merchants and marketplace. Better gear, and preferable to have for dungeons. While expert craftsman's can create heroic gear, they can also be acquired from dungeons. Rare

Legendary (Yellow/Orange) - Cannot be crafted. Cannot be sold to general merchants. Can be bought or sold on the marketplace. Typically required for running raids, and that's the only place legendary gear can be acquired. Very Rare.

Mythical (Red) - Cannot be crafted. Cannot be sold to general merchants. Cannot be bought or sold on the marketplace. Acquired from high-tier raids. Very low chance of obtaining.


Class Overview

Sawamura Eijun

Class: Summoner

Role: Range DPS, Support

Weapon: Spirit Orb

Attributes(Summons):

Wind (Ume) - Changes all skill types, AOE damage

Water (Aoi) - Changes all skill types, burst damage

Earth (Tsubu) - Changes all skill types, healing

? - ?

Overview: A versatile class. Dependent on the summons that dictate what they are capable of. Can only own up to five summons.

Class Difficulty: 2/5


Miyuki Kazuya

Class: Warden

Role: Tank, Melee DPS

Weapon: Greatsword

Attributes:

Light - Focuses on defense. Each block or counter slightly heals.

Blood - Does consistent damage, but injures the user.

Fire - Does a lot of damage, but is draining consecutively.

Overview: A finicky class. Can be a tank or strictly damage. Though running as pure damage backfires as their own attacks injure them. Works best with a healer.

Class Difficulty: 5/5


Furuya Satoru

Class: Sorcerer

Role: Range DPS, AOE

Weapon: Staff

Attributes:

Fire - Main damage

Ice - Can freeze or slow targets; as well as shield user and/or party.

Electric - Single target

Overview: Does a ton of damage, but is incredibly weak to damage themselves. Thus Glass-cannons as they have high mortality rates.

Class Difficulty: 3/5


Tanba Kouichiro

Class: Archer

Role: Range DPS, Single Target

Weapon: Bow

Attributes:

Wind - Main damage

Fire - Main damage

Poison - DOT damage

Overview: While they have AOE attacks, they deal the most damage when focused solely on one target. They form their own arrows on use, negating the need to refill quivers.

Class Difficulty: 3/5


Kuramochi Youichi

Class: Assassin

Role: Melee DPS, Stealth

Weapon: Dagger

Attributes:

Dark - Contains stealth and evasion

Poison - DOT damage

Electric - Main damage

Overview: Can stealth, thus allowing them to attack unnoticed. Does a ton of damage, but can't take damage themselves. Requires the target be poisoned at all times to deal additional damage.

Class Difficulty: 5/5


Masuko Touru

Class: Warrior

Role: Melee DPS, Tank

Weapon: Broad Sword

Attributes:

Fire - Main Damage

Earth - Support

Light - Defensive

Overview: Attacks slower, but hits harder in exchange. Can tank, though not as well as other classes.

Class Difficulty: 2/5


Kominato Ruusuke

Class: Blade Master

Role: Melee DPS

Weapon: Sword

Attributes:

Fire - Burst damage

Electric - Crowd control

Dark - Main damage

Overview: An all-rounder class. Deals a ton of damage and can withstand hits.

Class Difficulty: 4/5


Yuuki Tetsuya

Class: Dragoon

Role: Melee DPS

Weapon: Spear

Attributes:

Dark - Main damage

Fire - Main damage

Water - Burst damage

Overview: Has an amplitude of self-buffs that, depending on the buff, can change the effect of certain skills. Requires constant buff maintenance to keep damage high.

Class Difficulty: 4/5


Isashiki Jun

Class: Duelist

Role: Melee DPS

Weapon: Twin Scimitars

Attributes:

Dark - Main damage

Electric - Main damage

Wind - Rapid attacks

Overview: With dual weapons, they can inflict massive damage in a short amount of time, though they often leave themselves open for attacks.

Class Difficulty: 3/5


Kawakami Norifumi

Class: Warlock

Role: Range DOT, Support

Weapon: Poniard

Attributes:

Dark - De-buffs

Ice - Main DPS

Poison - DOT damage

Overview: Doesn't do a lot of damage initially, but the longer a battle goes on, the more they do. A highly sought after class thanks to the party buff, Spirit Burst, that greatly increases attack, attack speed, and critical chance for a short amount of time.

Class Difficulty: 3/5


Takigawa Chris Yuu

Class: Paladin

Role: Tank, Support

Weapon: Shield and Lance

Attributes:

Light - Buffs

Earth - Defense

Wind - Heals

Overview: Pure defense with minor healing capabilities. Out of all tank classes, Paladins last the longest in drawn-out fights.

Class Difficulty: 2/5


Azuma Kiyokuni

Class: Destroyer

Role: Melee DPS, Support

Weapon: Axe

Attributes:

Earth - Can create temporary shields for themselves, or around teammates.

Fire - Burst Damage

Dark - Main damage

Overview: Can go into rages to deal massive damage. They have high survival capabilities by creating a stone shield to absorb damage, while also forming a blockade around fallen allies.

Class Difficulty: 2/5


Shirasu Kenjirou

Class: Brawler

Role: Melee DPS

Weapon: Bracers

Attributes:

Earth - Damage via feet

Fire - Damage via fists

Wind - Burst damage, fists and feet

Overview: One of few that attacks with fists and feet. This class excels in tournaments, or fighting against single targets.

Class Difficulty: 3/5


Yui Kaoru

Class: Paladin

Role: Tank, Support

Weapon: Shield and Lance

Attributes:

Light - Buffs

Earth - Defense

Wind - Heals

Overview: Pure defense with minor healing capabilities. Out of all tank classes, Paladins last the longest in drawn-out fights.

Class Difficulty: 2/5


Okumura Koushuu

Class: Berserker

Role: Melee DPS, Tank

Weapon: ?

Attributes:

?

?

?

Overview: ?

Class Difficulty: 5/5

A/N: Class difficulties do not equate to better or worse, but simply how easy or hard a class is to master.

? = Planned, but it hasn't come up in the fic yet.