Hey! The site looks entirely different, you might say, and you'd be right! It looks like the landing page for a fantasy MMO now! But hey, it looks a lot more professional now. But anyway, onto MAGIC!!! There are a variety of spellcasters in the game. In fact, most classes are on a sliding scale of spellcasters (spells) to meleers (totally a real word) (swords). Most fall somewhere in between, but the wizard and it's subclasses, the necromancer, and the priest are pure casters. The difference between spellcasters and Meleers is how they use their powers. For example, all spellcasters learn spells as a core ability, and cast select ones during a given time period. Meleers learn various maneuvers AND POWERS THAT THEY CAN USE WHENEVER. For example, the wizard's spellcasting (they have other features) mechanic is built around spells usable once per rest (sound familiar, D&D fans?). That means, at the end of a rest (or chapter in the story, or what have you), wizards will chose a number of spells from a list that can be used throughout the day. The Militant will be similar, having a number of maneuvers he can use once a day. However, they do not select these maneuvers after every rest, they have them on hand to adjust to any situation. So, while the wizard is stuck with the wrong spells, the militant will be able to use any maneuver he has available. Of course, the militant has fewer maneuvers to choose from to prevent him from overshadowing the wizard. To d&D fans who find this very familiar (and remember its problems), don't worry, that's on purpose. We have offsets to all of this as well, so don't worry about balance.
Also, make sure to check out our new forums here
SO long,
Grag
Also, make sure to check out our new forums here
SO long,
Grag