Well, I just wrote up some concepts for the vocations so I'd like to hear some feedback/suggestions.
------
Melee -
Warriors, will wield a shield and weapon to be a carry/tank.
Assassins, are ment to dual wield short swords and daggers as well as have a quicker attack speed but lower shielding to be noticeably weaker than warriors in tanking situations.
Range -
Archers, will use bows/cross-bows with arrows and bolts, they can use spears but it will deal less damage than if you were a frontier. (Archers will easily be able to feltch arrows and bolts by woodcutting trees and getting wood)
Frontiers, will use spears and a shield to also be a type of carry but of course weaker than a warrior. (The max distance of spears will be set to 2-3 sqm)
Magic -
Warlocks, will specialize in undead/death spells and summoning minions/creeps to fight for them. (Rods)
Priests, will be the support/heal of the game. Focusing on healing and player support spells with secondary holy attack spells. (Staffs)
Elementalists (just an idea), will contain fire, energy, holy, ice and earth spells. The player must choose two elements to specialize in. Reason: Spells for this vocation will be upgradable for the elements chosen (Primary/Secondary). (Wands)
Shamans, will be an earth and fire specialist combing in party spells and chants. Can also summon some sorts of minions. (Staffs)
------
For the record, I wrote up these concepts yesterday so don't expect them to be perfect; they are just ideas. We have been focusing more on the quest/story-line and the map rather than vocations so any suggestions and constructive feedback may be used to help develop them.