Mastery Paths

A Mastery Path (制覇経路) is the Class System utilized by Nexoria Online. Currently, the game offers two of these Paths, and each Path offers three "Roads".

Warrior

 * Paladin: Upon spawn, you are granted the choice of utilizing any sort of basic martial weapon. This includes swords, clubs, and polearms. As a Critical Move, a Paladin may become "Blessed" and double all damage they deal for 10 seconds for half their HP (Critical Moves can only be done once per raid/dungeon). At a higher level (LVL 10), Paladin's are able to duel wield.


 * Archer: Upon spawn, you are granted the choice of utilizing any sort of basic long-ranged weapon. This includes crossbows, bows, and javelins. Archer's never run out of arrows, having a bottomless quiver. As a Critical Move, an Archer can fire as many arrows as their level, costing half of the Archer's HP (Critical Moves can only be done once per raid/dungeon). For example, a level 5 Archer using this move would fire five arrows at once.


 * Assassin: Upon spawn, you are granted the choice of utilizing any sort of dagger. Ths includes a shortsword or a knife. Assassin's have the quickest movement speed, and can cover the most distance in a single post. Assassin's are also able to attack twice due to their nimbleness.

Magic

 * Warlock: Upon spawn, you are granted the ability to cast spells of the "Shadow Magic" category. Warlock's also have the ability to use one Cantrip, which does an extra point of DMG every level. The first of these cantrips is a black sphere of force (Shadow Sphere). Spells cost mana, and as such it is recommended to increase your WIS. Every level, a Spellcaster learns a new spell. You are given a Warlock's Wand upon account generation.


 * Summoner: Upon spawn, you are granted the ability to summon a Familiar unique to your account. A Familiar was twice the health of their Summoner. A Familiar will always have access to a "Frenzied Flitter" attack, in which they deal DMG in a basic charge attack. At Level 10, a Summoner can summon another Familiar alongside their preexisting one for a maximum of 2 Familiars per day. Besides "Frenzied Flitter", a Familiar has a "racial trait" and another attack based on their species (When making a Familiar, the administration must approve of it before it can be used in RP). A Familiar learns a new spell as the Summoner and it level up. You are given a Summoning Tome upon account generation.


 * Cleric: Upon spawn, you are granted the ability to cast spells of the "Holy Magic" category. Cleric's also have the ability to use one Cantrip, which does an extra point of HP restoration every level. The first two cantrips is "Healing Light" - a white light that envelops the target, and restores their HP slightly - and "Burning Light" - a white light that envelops the target and harms them faintly. Spells cost mana, and as such it is recommended to increase your WIS. Every level, a Spellcaster learns a new spell. You are given a Holy Symbol upon account generation.