(a hur. this is probably important info with witch you'd want to start)
I'm not sure about tech v magic.... I was seeing it sort of like ... yep, definitely Gaslamp Fantasy, at least as far as tech goes.
Magic:
Arcane - Arcane magic come from CHAOS, often in the form of demons/eldrich horrors chatting to you in your sleep. Must be bound via runes or channeled via force of will (or by selling your soul in return for control over your powers)
Divine- Divine magic is granted from the Gods (i have no idea what/if the gods will do), from personal faith (the self-actualized, Buddhists,etc), or from a cosmic force (like 'love' or 'the music of the spheres' or whathaveyou).
Nature - Derived from Nature Anima Spirits/ Genius Loci (think D&D druids, basicaly.) Basically, the natural world <3 you, and gives you magic so you can keep it going strong.
Elements - 8 ways; 4 with 2 subtypes -
Fire: Purifying, Consuming
Air: Frost, Thunder
Water: Cleansing, Torrent
Earth: Stone, Metal
Oppositions: put em in a circle and go clockwise and opposite.
#F#
E#A
#W#
Fire/Water oppose, Earth/Air oppose. Fire>Air, Air>Water, Water>Earth, Earth>Fire.
Equipment follows a sort of Diablo-style enchantment system (Mh-A-Sv-EF50-P48 = MainHand-Axe-SilVer-Enchant:Fire+50%-Power+48 / Silver Axe of the Inferno (+48 attack power, 50% of damage dealt is Fire-element)
all equipment buffs at least 1 stat (equip with no buff is the same as going naked), and follows a level system (the loot does anyway, items don't level with you). (lv5: Rusty Iron Club (pow+2), lv50(max): Vampiric Chaosmetal Club of Greed (pow+305, lifesteal 10%))
ok, classes:
http://i26.photobucket.com/albums/c106/bowdown2q/classes.pngpay no attention to the borders; they're kina hit-or-miss
Descriptions:
Sorcerer - basic arcane caster. Sorcerers have not yet gained mastery over the demons in their heads/whispers of the universe/maddening geometries from which they gain their powers. Spells use random elements, but can do extra damage. Exemplar power: Chaos Bolt:200%M damage, random element.
Wildfriend - this is a placeholder name untill I find something better. Wildfriends use NATURE magic. Their powers are in the realm of changing plant/animals, and their spells use a combination of Strength and Magic stats. They are best as melee/short range crowd control. Power: Entangle: halves movment in 1 space burst; Earthstrike: melee damage=average of Magic/Power.
Acolyte - your basic healer, buffs. Every White mage ever. Power: Cure: healing=100%magic. Retribution: damage=maxHP/currentHP.
Soldier - exactly what it says on the tin. Fighters, plain and simple, favoring HP over damage. the Tank. Uses Stances to buff stats while debuffing other stats. Power: Defensive Stance: +25% defense, -25%power, -50% speed.
Rogue - paper-thin melee DPS machine. duel-weilding, knife specalty, theft. Power: Stealth: next attack +50% damage. Pick Pocket: steal an item/gold.
And the Tier 2/3 classes:
Warlok - this spelling is intentional. Loks are sorcerers who have chosen to embrace / are driven mad by the things in their heads. Their powers are DoTs and creepy debuffs. Their attacks can trigger their DoTs to detonate with extra damage. Power: Sepsis: ends a DoT and deals 150%magic poison-type damage. Optic Hemorrhage: 33%magic damage + blindness.
Wizard - wizards have controlled and chained up the insane magic of Chaos into Runes. Their spells are tiered: In order to cast Fire2, they first need to cast Fire1 (havent worked out the mechanics yet, but that's the gist). They study magic ans chain it up with geometry. Spells they case create runes on their Tablet (a class-specific item) that grant bonuses to other spells, e.g. if you case Slow, then as long as that Rune persists on your Tablet, all your spells have a slowing effect. This is the class with all the elemental-specific spells. Power: Fire/Ice/etc. Ultima.
Demonolgist - T3, requires levels in both Wizard and Lok. You summon DEMONS & etc to fight for you, and can combine the DoT/debuffs of Loks with the runes of Wizards, creating some really horrific damage/debuf combos (like a poisonous fireball, e.g.)
Shapeshifter - placeholder name. You can transform into a wolf/bear/whatever as a stance, which opens up new powers based on form. See the Diablo2 druid.
Beastmaster- summoner. animals show up, adn you gain buffs depending on the animal you summon. Basicaly, a beasmaster buffs the beast and lets it fight for him.
Druid - T3. Uses summoning, shapeshifting, and crazy weather magic to great effect.
Bishop/Oracle - ill-defined at the moment. One does things like 'shell' and 'protect,' and the other things like 'dispell' 'esuna' and 'nullFlare'
Heirophant- T3. Warrior-Preist. The D&D cleric, basicaly. Divine retribution-type stuff, smiting, holyfire, and punching the dragon to heal the party.
Knight - exactly what it says on the tin. Plate armor, 2handed weapons or shields. Standard Tank, forcing enemies to target himself instead of allies.
Paladin - T3. Pretty much a combo healer/tank. a little ill-defined until the Oracle is. Seems to share a bit too much wiht the Heirophant, now that I write this...
Monk - melee elemental powers. Punch something with LIGHTNING. stances based on elements.
Samurai - T3 monk upgrade. 3 weapon stances - Glaive, 2weapon, and Bow. Great damage, good durability, great versitility.
Ninja - exactly what it says on the tin. Smoke bombs, enhanced sneak, high crit-rate attacks.
Dervish - T3 - trades point-attack power for lots and lots of attacks. Such attacks do things like trigger weapon-based enchantments, crits, and poison more often.
Combat Engineer- builds and uses traps, bombs, guns, and turrets in combat. Turrets will be modular - e.g. Turret base + Fire addon + sleep addonm etc.
Mech Pilot - pilots a battlemech. Gaslamp fantasy at its finest. Thinking elemental bombs/missiles/bullets.