Post by Kogetora Uesugi on Mar 12, 2007 21:04:34 GMT -5
* Adventurer — A generalist profession, the Adventurer combines a balance of weapons and nanotechnology with a deep understanding of nature, which enables him to morph himself and others into several animal forms conveying various benefits. He is adept with both pistols and one-handed bladed weapons, typically wielding a pair of either at once. The Adventurer can serve as a front-line combatant and a secondary healer, with a healing ability second only to Doctors.
* Agent — The Agent is a ranged combatant who fights with a combination of stealth and disguise. He favors rifles, especially those capable of the high-damage special Aimed Shot attack that can only be used while hidden. Agents are able to temporarily assume the guise of other professions, albeit with significant penalties, and gain use of items and nanoprograms normally exclusive to the imitated class.
* Bureaucrat — Bureaucrats use nanoprograms to hinder, immobilize, and pacify enemies, either singly or in crowds. They also use nanoprograms to damage foes directly, as well as summon a robotic servant and use mind-control on up to two enemies, all of whom can be ordered to fight on the Bureaucrat's behalf. In a nod to the stereotypical image of bureaucrats, the profession features formal suits, briefcases and Bureaucrat-only coffee machines.
* Doctor — Doctors are the primary healers in the game. They use a range of nanotechnology to keep characters alive, from maximum health bonuses to continual health-replenishing effects to instantaneous healing. They slow enemies' attacks and whittle them down with damage-over-time nanoprograms.
* Enforcer — Enforcers are the primary tank profession of Zeon, front-line combatants with the potential to excel with any melee weapon type. They protect teammates by attracting the attention of nearby enemies onto themselves. They protect themselves through nanotechnology that boosts their health and absorbs damage on their behalf.
* Engineer — The Engineer creates, augments, repairs and controls fearsome combat robots. Defensively, Engineers provide a variety of shielding effects that reduce damage to their teammates and/or injure the enemies who attacked. Engineers also have an affinity for crafting items. Engineers also have the ability to warp players to the Engineer's current position.
* Fixer — The Fixer is a master of escape and shady acquisitions. He can greatly boost characters' running speeds and can bring characters into an alternate version of one of the game's global transportation systems — one with a significantly greater number of destinations. In combat, a Fixer keeps his foes at a distance both by hindering their movement and by augmenting his own, all the while pelting them with his favorite submachine gun. Fixers also use nanotechnology to become difficult to hit, and what few injuries they do suffer are treated by continual health-replenishing effects.
* Keeper — The Keeper is the first of two professions introduced in the Zeon, and is similar to the fantasy RPG paladin. Keepers have a range of nanoprograms that provide continual benefits to themselves and all nearby teammates (including damage increases, health and nano regeneration, and armour improvements). They prefer to fight in melee combat with two-handed edged weapons.
* Martial Artist — An offensively-leaning front-line combatant, the Martial Artist eschews weapons in favor of his bare hands, a multitude of special attacks and nanoprograms boosting the chance for critical hits. As a defense, Martial Artists evade most blows and heal the ones that land.
* Meta-Physicist — Meta-Physicists are exemplified by their trio of individually-controllable pets that they use to attack enemies, pacify enemies, and heal allies, respectively. These pets can be temporarily improved by the Meta-Physicist as well. MPs also use nanoprograms to damage foes directly, weaken and slow enemies' attacks, and greatly increase their allies' nanoprogram skills.
* Nano-Technician — The Nano-Technician uses nanoprograms to cause damage, either to single targets or to all foes nearby. They also immobilize and pacify single enemies, or blind them so their weapons are less effective. Nano-Technicians also wield the program "Nullity Sphere", which immobilizes them for a small period of time but grants total reflection of all damage except incoming reflection damage from attacking shielded enemies.
* Shade — The second profession introduced in Zeon, the Shade is this game's version of the fantasy RPG assassin. Shades favor offense heavily over defense. In exchange for an inability to wear most protective gear, they can cause unrivaled damage with their piercing melee weapons. Their strikes may steal health from their victims, or afflict them with further damage over time or other debilitating effects.
* Soldier — Soldiers are a ranged, front-line combatant favoring assault rifles, heavy weapons, or a pair of high-damage pistols. Much like Enforcers, Soldiers taunt nearby enemies, living through the subsequent attack with the help of nanotechnology that partially reflects some or a majority of that enemy's attacks back at it.
* Trader — A Trader's defining characteristic is trading — taking health, nanoenergy, armor, or all weapon and casting skills from his enemies to improve his own, as well as lending any of these from himself to his allies. Foes that still prove troublesome can be immobilized or pacified. A Trader's weapon of choice is his trusty shotgun. Outside battle, Traders have an affinity for crafting items and for improving other players' abilities to do so.
* Agent — The Agent is a ranged combatant who fights with a combination of stealth and disguise. He favors rifles, especially those capable of the high-damage special Aimed Shot attack that can only be used while hidden. Agents are able to temporarily assume the guise of other professions, albeit with significant penalties, and gain use of items and nanoprograms normally exclusive to the imitated class.
* Bureaucrat — Bureaucrats use nanoprograms to hinder, immobilize, and pacify enemies, either singly or in crowds. They also use nanoprograms to damage foes directly, as well as summon a robotic servant and use mind-control on up to two enemies, all of whom can be ordered to fight on the Bureaucrat's behalf. In a nod to the stereotypical image of bureaucrats, the profession features formal suits, briefcases and Bureaucrat-only coffee machines.
* Doctor — Doctors are the primary healers in the game. They use a range of nanotechnology to keep characters alive, from maximum health bonuses to continual health-replenishing effects to instantaneous healing. They slow enemies' attacks and whittle them down with damage-over-time nanoprograms.
* Enforcer — Enforcers are the primary tank profession of Zeon, front-line combatants with the potential to excel with any melee weapon type. They protect teammates by attracting the attention of nearby enemies onto themselves. They protect themselves through nanotechnology that boosts their health and absorbs damage on their behalf.
* Engineer — The Engineer creates, augments, repairs and controls fearsome combat robots. Defensively, Engineers provide a variety of shielding effects that reduce damage to their teammates and/or injure the enemies who attacked. Engineers also have an affinity for crafting items. Engineers also have the ability to warp players to the Engineer's current position.
* Fixer — The Fixer is a master of escape and shady acquisitions. He can greatly boost characters' running speeds and can bring characters into an alternate version of one of the game's global transportation systems — one with a significantly greater number of destinations. In combat, a Fixer keeps his foes at a distance both by hindering their movement and by augmenting his own, all the while pelting them with his favorite submachine gun. Fixers also use nanotechnology to become difficult to hit, and what few injuries they do suffer are treated by continual health-replenishing effects.
* Keeper — The Keeper is the first of two professions introduced in the Zeon, and is similar to the fantasy RPG paladin. Keepers have a range of nanoprograms that provide continual benefits to themselves and all nearby teammates (including damage increases, health and nano regeneration, and armour improvements). They prefer to fight in melee combat with two-handed edged weapons.
* Martial Artist — An offensively-leaning front-line combatant, the Martial Artist eschews weapons in favor of his bare hands, a multitude of special attacks and nanoprograms boosting the chance for critical hits. As a defense, Martial Artists evade most blows and heal the ones that land.
* Meta-Physicist — Meta-Physicists are exemplified by their trio of individually-controllable pets that they use to attack enemies, pacify enemies, and heal allies, respectively. These pets can be temporarily improved by the Meta-Physicist as well. MPs also use nanoprograms to damage foes directly, weaken and slow enemies' attacks, and greatly increase their allies' nanoprogram skills.
* Nano-Technician — The Nano-Technician uses nanoprograms to cause damage, either to single targets or to all foes nearby. They also immobilize and pacify single enemies, or blind them so their weapons are less effective. Nano-Technicians also wield the program "Nullity Sphere", which immobilizes them for a small period of time but grants total reflection of all damage except incoming reflection damage from attacking shielded enemies.
* Shade — The second profession introduced in Zeon, the Shade is this game's version of the fantasy RPG assassin. Shades favor offense heavily over defense. In exchange for an inability to wear most protective gear, they can cause unrivaled damage with their piercing melee weapons. Their strikes may steal health from their victims, or afflict them with further damage over time or other debilitating effects.
* Soldier — Soldiers are a ranged, front-line combatant favoring assault rifles, heavy weapons, or a pair of high-damage pistols. Much like Enforcers, Soldiers taunt nearby enemies, living through the subsequent attack with the help of nanotechnology that partially reflects some or a majority of that enemy's attacks back at it.
* Trader — A Trader's defining characteristic is trading — taking health, nanoenergy, armor, or all weapon and casting skills from his enemies to improve his own, as well as lending any of these from himself to his allies. Foes that still prove troublesome can be immobilized or pacified. A Trader's weapon of choice is his trusty shotgun. Outside battle, Traders have an affinity for crafting items and for improving other players' abilities to do so.