Archetypes

The Saga of Lucimia is a class-less game where your selection of skills defines your playstyle and your class. Upon character creation you have the option to choose which skills will define your character during your time in the unfolding saga, customizing your character based upon your own unique combination of skills.

There is also a list of pre-designed Archetype builds that most long-term gamers and table-top players will be familiar with, such as Monk, Ranger, Thief, Bard and beyond. These “classes” have pre-selected skill combinations that best define them based upon lore and the type of character they represent. There are also sub-“classes”, such as the Archer version of the Warrior, or the Assassin version of the Thief.

All characters can be broken down into two Archetypes that you select at the start of your saga.

Adventurer

The Adventurer Archetype is someone who is comfortable making a living by the skill of their martial abilities, by the sweat of their brow, and by the strength of their arm. They are comfortable in city, world and dungeon environments, and make up the backbone of any adventuring party making its way out beyond the safety of a city or outpost.

Examples of Adventurer Archetypes are Warriors, Thieves, Rangers, Bards, Monks, etc.

Scholar

The Scholar Archetype is someone who is more comfortable making a living with their scholarly abilities, through countless hours of study and research into ancient texts, runes, hieroglyphs and the various relics left behind from The Great War and the years when magic was still a part of the world and the Adepts still roamed the land keeping peace and aiding those in need.

Scholarly Archetypes are able to manipulate relics left behind from before the Great War, activating powers on items through the translation of those very same texts, runes, hieroglyphs and symbols. Scrolls, weapons, armor, old tomes, wands, statues, all fall under the review of a scholar’s studious ways.

Scholars provide a support role within groups and are vital components to the ensured survival of a party. They can fill either heal/cure-based roles, utility slots, or damage-dealing roles based upon gear and skill selections. The scholar’s ability to translate ancient texts, languages and symbols also gives them a unique advantage in dungeon settings where certain areas of dungeons will remain forever hidden unless you have a scholar with the relevant skills in your party who can decipher texts to unseal ancient doors locked for centuries, sarcophagi holding the relics of the dead for countless millennia,  and to uncover other hidden mysteries, such as how to trigger an ancient well of resurrection or teleportation….

Crafter

The Crafter Archetype is someone who sticks to the creation of things rather than relying on martial or scholarly abilities. Crafting is an interdependent sphere of gameplay in the Saga of Lucimia, and there are many different types of crafters you can choose from, such as a Bladesmith, Tailor, Leatherworker, Engineer, Carpenter, and beyond. There are generally multiple types of each crafter; for example, there’s Armorsmiths, Bladesmiths, and Metalsmiths; all of these work with metal, but HOW they work with metal is decidedly different. A Carpenter can make parts for houses, boats, wagons, and furniture, but he can’t make bows and arrows; you need a Fletcher or Bowyer for that.

Crafting is a major part of Saga of Lucimia. Adventuring groups in the wild will constantly find themselves coming up against challenges that require a Crafter to overcome. Bridges that need to be repaired; dungeon doors that need new hinges, or hinges repaired; trap mechanisms that need to be repaired; and so on and so forth. Additionally, Crafters are an integral part of the Camps & Caravans system in our game. Crafters are required when on campaigns outside of towns in order to repair weapons and armor, keep the party well-fed, and the animals tended to as well; think the Wagonmaster (Chuck Wagon) who is equal parts cook, doctor, and tailor. They are also vital to keep the wagons repaired and on the road, and create things like potions, salves, bandages, and beyond.

Crafters are also required to create wagons, ships, and the elements needed to build houses. None of these will be available on NPC merchants.

Crafters create the best armor and weapons available to Men, outside of Relic items. Over time as magic is brought back to the realm, Crafters will be able to also work with magical items to forge their own Relics.

Similar to how adventuring parties will rely on Crafters to keep their caravans in working order, and to overcome certain challenges in the game world, the same is true of the opposite. In order to create a Relic sword, for example, Crafters will need to delve into the depths of dungeons to find the special forge, and they’ll need a party of hardy explorers to back them up. The rarest of crafting materials as well as recipes will also only be found in the more dangerous, more remote places of the world that require a team of players working together to obtain.

There are elements of solo gameplay in crafting, but the independent crafting spheres are interdependent and tied together; you can’t make a sword without also needing leather from a Leatherworker and some type of bone or wood for the handle. Meanwhile, there is also group crafting in our game; wagons, ships, and houses will require a team of Crafters working together just like in a traditional adventuring group or raid scenario.