Class Leveling I

Created: 12 November 2024, 11:04:41 CST
Last updated: 31 December 2024, 17:02:42 CST

Factions

In Val-Shenn, there are three existing factions: Lux Concord, Rex Bellum, and Verum Pax. Within each are specific classes that carry out the expectations of their respective factions. Of course, some may stray slightly from the traditional beliefs of their faction, but mostly, they stay on course. Each class comes with its benefits and limits. For example, magic-based classes have the ability to master three types of magic, while physical classes can only master two, and familiar tamers can gain permabound familiars and a mount that allow for them to be used on a roll.
 
 

Class Leveling

Each and every class has three level tiers. In order to advance onto the next level you must prove yourself worth to your class and your leader in order to be given the 2nd and third step benefits. Information for the steps you need to take can be found here:
Step I:
Simply select a class you feel best fits you and your need and morals.
Step II:
You must prove yourself worthy by fulfilling three tasks.
Step III:
TBA



Lux Concord

This faction is aligned with justice and seeks to bring good into this world, just as their god, Hyozan, intended. The members of this faction are viewed as selfless and giving, and are expected to place the needs of others and the community above their own.

Faction-Exclusive Magic
Light
 
Guardian
Guardians are blessed with a higher endurance and a very specific set of buffing skills. This class revolves around the ability to rally their allies and protect their weaker comrades in battle.

Base Stats
  • HP: 13
  • MG: 6
  • ATK: 7
  • DEF: 9
  • RES: 7
  • SPD: 4
Mastery Abilities
Guardian I: War Cry
Boosts the attack of all party members by 20%; can stack with items and lasts the whole encounter.

Guardian II: Solemn Vow
Boosts the user's defense by 25% then absorbs half the damage from one other party member of choice for 1 turn; can stack.

Guardian III: Fatal Resolve
Boosts the user's attack by 50% whenever a party member's health falls below 20%; can only be used once per battle but stacks per party member that is low health.

 

Healer
Healers radiate a rejuvenating light and learn Light Magic without any prior studying. These Kematas automatically heal themselves and party members upon returning to their base.

Base Stats
  • HP: 11
  • MG: 11
  • ATK: 6
  • DEF: 6
  • RES: 9
  • SPD: 3
Mastery Abilities
Healer I: Vitality Up (A)
Heals the selected target by 50% of the user's HP.

Healer II: Healing Circle (A)
Heals user and party members for 30% of the user's HP.

Healer III: Hyozan's Light (A)
Revive one ally with regained hp half of the user's HP.

 

Shaman
Shamans are skilled spell users with mastery over the otherworldly. This class can master up to 4 different kinds of magic (including inherited and secret magics).

Base Stats
  • HP: 12
  • MG: 9
  • ATK: 6
  • DEF: 6
  • RES: 8
  • SPD: 5
Mastery Abilities
Shaman I: Solar Flare
A brilliant flash of light that lowers an enemy of choice's SPD by 30.

Shaman II: Cosmic Jolt
A magical jolt summoned from the heavens strikes down the enemy; attacks with a 50% increase magic attack and has a 50% chance of paralyzing the target.

Shaman III: Earth's Divide
Splits an area in two, dealing a 50% boosted magic attack to all small and medium size enemies; 35% chance to insta-kill small and medium enemies 15% chance to insta-kill large enemies.

 

Spirit Charmer
Spirit Charmers are able to connect with good-natured spirits and creatures, which assist them in battle. Kematas that fully master this class are able to obtain two permanent guides.

You can select your first familiar from the list here.
OR
You can create your own familiar with the exception that your custom familiar will come with the following benefit: +2 EXP when equipped.

Once you have decided your familiar, make sure to submit a claim with either the familiar's name (if common group one) or the art and kemata you're attaching the familiar to. Proof of class MUST show on your kemata's traits. If it is not done and you have done your class level up, please contact staff.

The familiar you select will be permanently bound to this kemata, unless they leave the tamer classes entirely, for example, if you transfer your kemata from Spirit Charmer to Beast Tamer, they may keep their familiar. If it is a freshly resold kemata to a new owner, they can make the choice to simply change the familiar's permabound. This is a one time per new owner thing, if the kemata is resold to an old owner the familiar cannot be changed beyond their previous choice before being resold the first time.

Base Stats
  • HP: 12
  • MG: 8
  • ATK: 6
  • DEF: 7
  • RES: 9
  • SPD: 4
Mastery Abilities
Spirit Charmer I: Look into the Beyond
A 20% chance to roll for any spirit familiar on any activity.

Spirit Charmer II: First Guide
Charm a spirit who will become your first permanent guide; they can be blessed with one common magic or skill.

Spirit Charmer III: Justice's Guide
Charm a spirit who will become your second permanent guide; they can be blessed with one common magic or skill.

 

 

Rex Bellum

This faction is aligned with chaos and seeks to bring destruction into this word, just as their god, Kazan, intended. The members of this faction are viewed as cunning and greedy, and experience joy from seeing others struggle and suffer.

Faction-Exclusive Magic
Poison

 


Barbarian
Barbarians are a brutal class of Kematas who harness their incredible strength to overpower their enemies. 

Base Stats
  • HP: 13
  • MG: 5
  • ATK: 9
  • DEF: 9
  • RES: 6
  • SPD: 4
Mastery Abilities
Barbarian I: Erupting Snarl
Raises the user's ATK by 20% for 3 turns and can stack 3 times.

Barbarian II: Violent Surge
Attacks with a 50% ATK boost and boosts DEF by 15% for 3 turns; can stack DEF boost.

Barbarian III: Armageddon Dive
An all-out attack with a 50% ATK boost that effects all monsters ; with a 70% chance to one-hit KO small and medium enemies and a 30% chance to one-hit KO a large enemy.

 

Demon Summoner
Demon Summoners have the ability to conjure up evil demons and monsters to do their dark bidding. Kematas that fully master this class are able to obtain two permanent accomplices.

You can select your first familiar from the list here.
OR
You can create your own familiar with the exception that your custom familiar will come with the following benefit: +2 EXP when equipped.

Once you have decided your familiar, make sure to submit a claim with either the familiar's name (if common group one) or the art and kemata you're attaching the familiar to. Proof of class MUST show on your kemata's traits. If it is not done and you have done your class level up, please contact staff.

The familiar you select will be permanently bound to this kemata, unless they leave the tamer classes entirely, for example, if you transfer your kemata from Spirit Charmer to Beast Tamer, they may keep their familiar. If it is a freshly resold kemata to a new owner, they can make the choice to simply change the familiar's permabound. This is a one time per new owner thing, if the kemata is resold to an old owner the familiar cannot be changed beyond their previous choice before being resold the first time.
 
Base Stats
  • HP: 12
  • MG: 8
  • ATK: 6
  • DEF: 7
  • RES: 10
  • SPD: 3
Mastery Abilities
Demon Summoner I: Darkness Beckons
A 20% chance to roll for any demon familiar in any activity.

Demon Summoner II: First Accomplice
Summon a demon who will become your first permanent accomplice; they can be blessed with one common magic or skill.

Demon Summoner III: Evil's Bidding
Summon a demon who will become your second permanent accomplice; they can be blessed with one common magic or skill.
 
Saboteur
Saboteurs are focused on casting debuffs and lowering enemy stats. While they don't particularly care whether or not their allies benefit, they won't hesitate to prey on the weak.

Base Stats
  • HP: 13
  • MG: 7
  • ATK: 7
  • DEF: 6
  • RES: 11
  • SPD: 2

Mastery Abilities
Saboteur I: Viper Tongue
Lowers a target's DEF and RES by 15% for 3 turns. Can stack.

Saboteur II: Contra-Moxie
Lower's two target's ATK by 25% and stun one target. Can stack.

Saboteur III: Game Breaker
Lowers all small and medium target's ATK, DEF, MG and RES by 60% and all large target's by 30%.

 

Sorcerer
Sorcerers are masters of the dark arts and focus on damaging spells. This class can master up to 4 different kinds of magic (including inherited and secret magics).

Base Stats
  • HP: 11
  • MG: 9
  • ATK: 6
  • DEF: 6
  • RES: 9
  • SPD: 5
Mastery Abilities
Sorcerer I: True Agony
A brutal magic that attacks the enemy with a 25% MG boost that ignores the target's RES.

Sorcerer II: Void's Mist
Summons a black cloud that surrounds all targets that lowers their SPD by 40% for 2 turns.

Sorcerer III: Maker's Pull
Forces up to 3 small or medium targets or up to 2 large targets, into the air before plummeting them into the ground; deals damage equal to twice the combined total of their respective DEF and RES.
 
 
 

Verum Pax

This faction strays from the traditional ideas of their brethren, preferring to live in the grey areas of the world. The members of this faction live are viewed as independent and open-minded, and are driven by their own moral code.

Verum Pax does not have faction-exclusive magic. Instead, each class has a unique passive skill to aid them in battle.

Adventurer
Adventurers are essentially the freelancers of this world. They sport a relatively well-balanced set of stats and choose their own quests, generally for their own benefit.

Base Stats
  • HP: 12
  • MG: 6
  • ATK: 7
  • DEF: 6
  • RES: 6
  • SPD: 4
Mastery Abilities
Adventurer I: Cross Feint
Deals two consecutive attacks for 60% of the ATK stat.

Adventurer II: Bounce Out
Dodge a single attack from any small or medium target; decrease damage from a single large target's attack by 30%.

Adventurer III: True Grit
Doubles the user's ATK and DEF but halves the user's MG and RES for 2 turns. Cannot stack.

Passive Skill
Lucky Strike
20% chance to land a critical hit
 
Beast Tamer
Beast Tamers can gain the trust of the beasts around them and call upon their aid. Kematas that fully master this class are able to obtain two permanent companions.

You can select your first familiar from the list here.
OR
You can create your own familiar with the exception that your custom familiar will come with the following benefit: +2 EXP when equipped.

Once you have decided your familiar, make sure to submit a claim with either the familiar's name (if common group one) or the art and kemata you're attaching the familiar to. Proof of class MUST show on your kemata's traits. If it is not done and you have done your class level up, please contact staff.

The familiar you select will be permanently bound to this kemata, unless they leave the tamer classes entirely, for example, if you transfer your kemata from Spirit Charmer to Beast Tamer, they may keep their familiar. If it is a freshly resold kemata to a new owner, they can make the choice to simply change the familiar's permabound. This is a one time per new owner thing, if the kemata is resold to an old owner the familiar cannot be changed beyond their previous choice before being resold the first time.

Base Stats
  • HP: 12
  • MG: 7
  • ATK: 5
  • DEF: 6
  • RES: 7
  • SPD: 4
Mastery Abilities
Beast Tamer I: Call of the Wild
A 20% chance to roll for any familiar during any activity.

Beast Tamer II: First Companion
Tame a beast who will become your first permanent companion; they can be blessed with one common magic or skill.

Beast Tamer III: Nature's Friend
Tame a beast who will become your second permanent companion; they can be blessed with one common magic or skill.

Passive Skill
Gentle Paws
+20% additional ability to tame a monster in Monster Taming on small and medium monsters.

 


Mage
Mages have a wide pool of spells to choose from and are easily the most versatile of magic users. This class can master up to 4 different kinds of magic (including inherited and secret magics).

Base Stats
  • HP: 10
  • MG: 11
  • ATK: 5
  • DEF: 6
  • RES: 7
  • SPD: 2
Mastery Abilities
Mage I: Speculo
Creates an illusion of the user to avoid a single attack.

Mage II: Reditus
Binds the target to any single other target to share the same damage for 1 turn; can use on a single target to inflict double the damage.

Mage III: Dragon's Maw
Projects a magical manifestation of a dragon's mouth enclosing on the enemy, sacrificing 50% of the user's remaining health to boost their MG by 70%.

Passive Skill
Arcane Piercer
Any attack has a 30% chance to ignore REF.

 

Paladin
Paladins are a class focused on protecting their allies with their high defense stat and a moveset consisting of buffs to DEF and RES.

Base Stats
  • HP: 12
  • MG: 5
  • ATK: 5
  • DEF: 8
  • RES: 6
  • SPD: 5
Mastery Abilities
Paladin I: Strike of Clarity
Allows the user and one ally to deal damage that ignores the enemy's DEF and RES for 1 turn .

Paladin II: Shield of Virtue
Increases the entire partys' DEF and RES by 20% for 3 turns; can stack.

Paladin III: Mender's Touch
Increases the party's and self SPD by 30% and heals the party and self for 30% of the caster's max health.

Passive Skill
Tenacious in Battle
When health drops below half, user's REF and RES stats are doubled.

 

Thief
Thieves are cunning and agile, able to perform devious feats with great evasion and swiftness. This class consists of Kematas who seek to pair their natural nimbleness with thievery skills
 
Base Stats
  • HP: 12
  • MG: 5
  • ATK: 6
  • DEF: 7
  • RES: 6
  • SPD: 5
Mastery Abilities
Thief I: Razor Wind
Deals three quick, consecutive attacks for 50% the user's ATK stat.

Thief II: Shadow's Bite
A pair of magically imbued blades appears from the shadows to attack the enemy, dealing damage double of the user's MG stat that ignores RES; has a 20% chance of paralyzing the target.

Thief III: Blood In
Sacrifices 25% of the user's remaining health to deal three attacks that ignores the target's REF and RES.

Passive Skill

5 Finger Discount
User has a 20% chance of stealing a random item from a shop or specialty shop, including limited items such as event items.

Shadow Step
+10 speed to SPD stat



How to change class

If you have just received a kemata and it has a faction/class you no longer wish to have that kemata be apart of you may change its class/faction here, your kemata MUST be updated to be belonging to you on their profile before any changes can officially be made! Please fill out the form bellow. Each kemata must be filled out separately. After changing a faction/class a kemata will go on cooldown for 6 months. During that time neither a faction or class can't be changed.

Faction Updates
Link Kemata
New Faction: [Verum Pax; Lux Concord; Rex Bellum]

Class Updates
Link Kemata
New Class: