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Weapons and Techniques
Noel_Kreiss- 07/19/2012 09:38 PM
For the first development blog for Kingdom Fantasy III, I'll provide you with information about weapons and character-exclusive skills called Techniques.
Weapons
Each of seven playable characters, has an exclusive weapon type to them, and each weapon type has two subtype weapons. The following list lists weapon type, their subtypes, and interesting individual weapons, excluding ultimate weapons:
As you can see, "firearms" class lacks second subtype and here you come. Post your ideas of second firearm subtype along with ideas what would characterise that subtype.
The first subtype in each type you will be able to buy from the shops, but the second subtype which is stronger will come mainly in form of monster drops and sidequest rewards. Of course, ultimate weapon will be very hard to obtain, but I'll try to avoid acquiring weapons by defeating superbosses as it is plain stupid.
Techniques
Each of the characters will have his/her own skill subset collectively called "Techniques." Each character will be able to accumulate up to 100 Technique Points in battle and spend them on various abilities. Each skill subset is related mainly to equipment the character possesses. Additionally, each character's Technique skillset has up to seven abilities to be learned. The following list lists three interesting abilities, including "Limit Break"-type moves.
As you can see, I have all Techniques planned. I do not know how the characters will learn their abilities, but possibly some will be unlocked as story progresses and some will be need to be "sidequested," possibly the "Limit Break"-like Techniques only, however.
Currently, there are no plans of how armour will be handled, but possibly every character will be able to equip every armour piece, with exception for few of them, possibly being ultimate "armour" for individual characters.
Ideas, objections, comments?
Weapons
Each of seven playable characters, has an exclusive weapon type to them, and each weapon type has two subtype weapons. The following list lists weapon type, their subtypes, and interesting individual weapons, excluding ultimate weapons:
- Daggers:
- Daggers: provides decent Strength and Agility, as well as inflict status ailments on use (example: Imperils - reduces target's elemental resistance).
- Knives: provides little Strength, Evasion, and Critical (example: Parrying Knives - aside of boosting Strength, Agility, and Critical, it also boosts Defence). - Bows:
- Bows: mainly provides boosts to Strength (example: Elven Bow - aside of providing boost to Strength, it also boosts Magic, and automatically bestows Chant).
- Crossbows: provides decent boosts to Strength and Critical, as well as ignores Defence (example: Conqueror Crossbow - aside of standard crossbow abilities, it also inflicts Deblock). - Wands:
- Rods: mainly provides bonuses to MP, but slightly raises Magic, as well (example: Trickster Rod - aside of increasing MP and Magic, it also automatically inflicts Debarrier on the wielder).
- Staves: mainly provides bonuses to Magic, but slightly raises MP, as well (example: Caller's Staff - aside of increasing wielder's Magic and MP, it also automatically bestows Chant). - Polearms:
- Poles: provides decent Strength, but uses enemy's Resistance while calculating the damage (example: North Pole - aside of boosting Strength, it also Freezes its target).
- Spears: provides quite decent bonus to Strength and ignores Defence (example: Spirit Lance - aside of being a typical spear, it also enhances wielder's Magic). - Blades:
- Swords: provides Strength bonuses and auto-abilities (example: Joyeuse - boosts Strength and automatically bestows Bubble.
- Katanas: provides best Strength bonuses and ignores Defence (example: Voldemort - boosts Strength, ignore Defence, and inflicts Death on use). - Fists:
- Gloves: provides decent bonuses to Strength and Evasion (example: Giant Fist - boosts Strength and Evasion and inflicts Deblock on use).
- Knuckles: provides decent bonuses to Strength and Critical (example: Executioner - aside of boosting Strength and Critical, it also automatically bestows Might). - Firearms:
- Guns: mainly provides decent Strength bonuses (example: Death Penalty - aside of boosting Strength, it also inflicts Death upon use).
As you can see, "firearms" class lacks second subtype and here you come. Post your ideas of second firearm subtype along with ideas what would characterise that subtype.
The first subtype in each type you will be able to buy from the shops, but the second subtype which is stronger will come mainly in form of monster drops and sidequest rewards. Of course, ultimate weapon will be very hard to obtain, but I'll try to avoid acquiring weapons by defeating superbosses as it is plain stupid.
Techniques
Each of the characters will have his/her own skill subset collectively called "Techniques." Each character will be able to accumulate up to 100 Technique Points in battle and spend them on various abilities. Each skill subset is related mainly to equipment the character possesses. Additionally, each character's Technique skillset has up to seven abilities to be learned. The following list lists three interesting abilities, including "Limit Break"-type moves.
- Daggers:
+ Thief Strike - Attack a target twice dealing physical damage as well as steal an item. - 4 TP
+ Blitz Strike - Deal physical damage to all targets. - 72 TP
+ Trinity Strike - Attack a target three times dealing massive physical damage. - 100 TP - Bows:
+ Spread Arrow - Deal physical damage to all targets. - 8 TP
+ Breaker Arrow - Deal physical damage to a target with high defence. Deals little damage to a weak target. - 21 TP
+ Hunting Arrow - Deal large amount of physical damage to an agile target without chance to miss. - 75 TP - Wands:
+ Distil - Attack a target dealing minimal physical damage which is converted into attacker's MP. - 2 TP
+ Shremedy - Deal special damage to a target and force it to attack its allies. - 14 TP
+ Runic - Render user invulnerable to all types of damage for one turn significantly recover user's MP. - 64 TP - Polearms:
+ Jump - Deal large physical damage to a target. - 7 TP
+ Blessing Aura - Bestow Might, Chant, Haste, and Regen on a target. - 52 TP
+ Shooting Star - Deal massive amount of physical damage to all foes. - 100 TP - Blades:
+ Pride and Honour - Bestow Might and Deblock on the user. - 15 TP
+ Spirit Break - Reduce target's MP and inflict Dechant and Debarrier. - 32 TP
+ Swiftfall - Deal large amount of physical damage to all enemies and inflict Wound. - 54 TP - Fists:
+ Enrage - Bestow Might and Berserk on the user. - 8 TP
+ Shatterfist - Deal physical earth damage to all targets. - 32 TP
+ Chakra - Moderately recover user's HP and remove Poison, Blind, and Demight. - 56 TP - Guns:
+ Magic Shot - Deal non-elemental magic damage to a target. - 3 TP
+ Desperado - Raise user's strength, magic, and speed and disable his ability to cast magic. - 85 TP
+ Bulletstorm - Shoot nine bullets at random dealing massive physical damage. - 100 TP
As you can see, I have all Techniques planned. I do not know how the characters will learn their abilities, but possibly some will be unlocked as story progresses and some will be need to be "sidequested," possibly the "Limit Break"-like Techniques only, however.
Currently, there are no plans of how armour will be handled, but possibly every character will be able to equip every armour piece, with exception for few of them, possibly being ultimate "armour" for individual characters.
Ideas, objections, comments?








