[COMMUNITY PROJECT] MISSIONGARDE -- CLASS REFINING IN PROGRESS
Posts
Edited to be completely impractical and useless, like any good high-end, late game class should.
EDIT: A lot of them are stretching. I figured, why not make every class equally broken?
Also, physical-absorbent enemies give Marauders hell.
EDIT: A lot of them are stretching. I figured, why not make every class equally broken?
Also, physical-absorbent enemies give Marauders hell.
The battle commands alone make it overpowered. Seriously. Elite does not mean doing a bajillion roles at once. From defending the entire party, hitting like a truck and all the way to cleaning everyone's dick.
There's no rule that we have to have every class listed here. For example, I don't think I could reasonably pull off most of the Necromancer's skills... :(
Now for some more basic classes...
Cleric
Class Rank: Basic
Class Points: 600
Description:
A strong healer class, with some anti-undead abilities and access to some heavy hammers and other blunt weapons.
HP: 3
MP: 5
STR: 2
DEF: 4
INT: 6
AGL: 4
Battle Commands: (Explain any new ones)
FIGHT
WHITE -- White magic spells, like healing and status curing and basic reviving
BLESS -- anti-undead spells and basic ally buffing skills
ITEM
ESCAPE
Spells:
Heal 1, 2, 3
HealAll 1, 2
Life 1, 2
Holy 1, 2, 3 (anti-undead spell)
HolyAll
Upper (DEF x2 for a single ally)
Focus (INT x2 for a single ally)
Remedy (cure status ailments)
Prayer (?) (random buffs for entire party?)
Condition/Attribute Resistances:
None.
Dual Wield? No
Mighty Guard? No
AI Control? No
Lock Equip.? No
EXP leveling: Average
Equipment Notes:
No bladed weapons - mostly a limited selection of blunt weapons like clubs and hammers and maces. Can equip light plate mail, and holy-enchanted equipment.
General Notes:
The basic healer class.
Now for some more basic classes...
Cleric
Class Rank: Basic
Class Points: 600
Description:
A strong healer class, with some anti-undead abilities and access to some heavy hammers and other blunt weapons.
HP: 3
MP: 5
STR: 2
DEF: 4
INT: 6
AGL: 4
Battle Commands: (Explain any new ones)
FIGHT
WHITE -- White magic spells, like healing and status curing and basic reviving
BLESS -- anti-undead spells and basic ally buffing skills
ITEM
ESCAPE
Spells:
Heal 1, 2, 3
HealAll 1, 2
Life 1, 2
Holy 1, 2, 3 (anti-undead spell)
HolyAll
Upper (DEF x2 for a single ally)
Focus (INT x2 for a single ally)
Remedy (cure status ailments)
Prayer (?) (random buffs for entire party?)
Condition/Attribute Resistances:
None.
Dual Wield? No
Mighty Guard? No
AI Control? No
Lock Equip.? No
EXP leveling: Average
Equipment Notes:
No bladed weapons - mostly a limited selection of blunt weapons like clubs and hammers and maces. Can equip light plate mail, and holy-enchanted equipment.
General Notes:
The basic healer class.
author=Darken link=topic=3474.msg69566#msg69566 date=1238984192
The battle commands alone make it overpowered. Seriously. Elite does not mean doing a bajillion roles at once. From defending the entire party, hitting like a truck and all the way to cleaning everyone's dick.
The problem with this exercise is exactly that. They can only make one class, so they make it OMGAWESOME, not thinking about what sort of synergy other classes will have. See, I can do it too:
Ninja:
HP:
MP:
STR:
DEF:
INT:
AGL:
Battle Commands: (Explain any new ones)
ATTACK - Attacks 3 times.
NARUTO STRIKE - Inflict silence, blind, and paralyze to all enemies. Cannot fail.
HADOKEN - Destroys entire enemy party and increases the player's power level in real life.
NORRIS ESCAPE - Guaranteed escape from a random encounter, party still gets full XP and Gold.
author=ChaosProductions link=topic=3474.msg69548#msg69548 date=1238974421RaiderGimped Huntsman
Class Rank: (Elite)
Class Points: 15,000 / male only
Description: Huntsmen solve all problems with muscle. Their muscles have muscles have muscles have...
HP:
MP:
STR:
DEF:
INT:
AGL:
Battle Commands: (Explain any new ones)
MOMENTUM - A normal attack that gains power when used in succession.
PUGALISM - Huntsman Command. Solve problems with brawn. Brains are for wussies!
QUICK POCKETS - Use an Item, and follow up with another action.
Spells:
(Spell Name - Level Gained - explanation if unusual)
Quarter 1:
Knockout - 10% chance of 9999 physical damage. Costs all SP.
Crackdown - Physical damage and remove defense buffs.
Scatterbreak - Physical damage and reduce resistance to physical attacks
Quarter 2:
Howl - Reduce one foe's defense to zero.
Quick Pockets - Allow use of items followed by a physical attack.
Quarter 3:
Momentum - Physical attacks gain power when used in succession. Resets at battle's end.
Physical Break - Reduce enemy party's resistance to physical attacks.
Crusader - Truly high-end physical attack. Costs all SP.
Quarter 4:
Rage - Attack three times in rapid succession.
Enforce - Allows use of Focus on the party.
Condition/Attribute Resistances:
Immune to Controlling effects.
Weak to wind and lightning damage.
Resists physical damage.
Dual Wield? And how!
Mighty Guard? No.
AI Control? Never.
Lock Equip.? No.
EXP leveling: (Fast)
Equipment Notes: Any one-handed melee weapon. NO ARMOR OF ANY KIND.
General Notes: Hit things. HARD.
There. I thought the whole NO ARMOR thing would have been a big enough penalty.
ALSO:
Class Rank: (Elite)
Class Points: 5,000
Description: Grow stats... Very... slowly...
HP:
MP:
STR:
DEF:
INT:
AGL:
Battle Commands: (Explain any new ones)
FIGHT
ITEM
ESCAPE
Spells:
(Spell Name - Level Gained - explanation if unusual)
Quarter 1:
lol spells?
Condition/Attribute Resistances:
Dual Wield? No.
Mighty Guard? No.
AI Control? No.
Lock Equip.? No.
EXP leveling: (V. Slow.)
Equipment Notes: All equipment, unless unique to a certain class.
General Notes: Excellent stat growth, but slow advancement and no spells.
God Hand
Level: Elite
Points: lots
DescriptionIf there are faces that need to be punched then the God Hand will punch these faces
HP: 4
MP: 0 (static 100)
STR: 6
DEF: 2
INT: 4
AGL: 7
Battle Commands:
TECHNIQUE
GOD HAND
Each is a different type of skill explained below. Also God Hands don't retreat or use items. They only Face Punch. Anything else is for lesser classes. All techniques are physical-based.
Techniques are basic moves that when used give MP. The only source for a God Hand's MP, all MP healing items don't work on him.
GOD HAND are special moves that require his hard earned MP. Physical unless stated otherwise and have perfect accuracy.
Spells:
(Spell Name - Level Gained - explanation if unusual)
TECHNIQUES
T1: Jab - Medium damage, 98% acc, +2 MP
Hook - Medium/Heavy damage, 90% acc, +2 MP
Straight - Medium damage, 85% acc, +3 MP
Reverse Sweep - Low damage and stuns a target for one turn, 95% acc, +2 MP
T2: Taunt - Chance of berserk on all foes, +5 MP
Wake Up Slap - Wake up an ally from sleep, stun, shock, anything sort of paralysis that would heal vis time or damage, and confusion, minimal damage +1 MP
Guard Breaker - Low damage, removes stat buffs, +1 MP
Uppercut - Heavy damage, 85% acc, +2 MP
T3: BURNING PASSION - SHOW ME YOUR BURNING PASSION FOR FACE PUNCHING (chance of stunning all enemies for a turn) +1 MP
Haymaker - Medium damage, 95%, reduce defense +2 MP
Granny Smacker - Low damage, reduce int, stuns a foe for a few turns +1 MP
Pimp Hand - Extreme damage to females, 95% acc, +1 MP
T4: Invincible Fist - Heavy physical damage to all enemies, 100% acc, no MP
Guts - Mortal damage will reduce the God Hand's HP to 1 if current HP > 10% (actually I'm not sure if this is possible with PCs in Rm2k3)
Yes Man Kablam - Low damage, 90% acc, +10 MP
Poke of God - Low chance of instant death against regular enemies, +1 MP
GOD HAND
T1:
UNLEASH THE GOD HAND
Consumes 100 MP and gives a special state: Double all stats and gives invulnerability. Can't gain MP while in this mode. Disables Roulette moves. Lasts for a few turns. It is the super face punching beat down.
Ballbuster - Medium damage and stuns males for a few turns, -20 MP
Kungfu Samba - Extreme damage to one, -30 MP
La Bomba - Medium damage to all foes, -30 MP
T2: Suplex - Deal 35% of max HP to an enemy (except bosses but not trains), -20 MP
FIGHTING SPIRIT - NOW DISPLAY YOUR FIGHTING SPIRIT WITH YOUR FISTS, removes all conditions that prohibit all actions like paralyze/sleep (except death) and removes all stat debuffs from all allies, -30 MP
Kungfu Tango - Heavy Extreme damage to one, -50 MP
Duck Dodge Cancel - Ally gains evade all attacks for a few turns, -30 MP
T3: Iron Armor - All allies resist physical, -50 MP
Head Slicer - Extreme damage to all foes, -50 MP
INVINCIBLE HEART - DEMONSTRATE YOUR ABILITY TO NEVER BE DEFEATED, grants attack+intelligence up+regen to all allies, -60 MP
One Inch Punch - Heavy damage, reduce resist to all element, -40 MP
T4: Afro Fist Penis Poker - SUPER INTENSE damage to males, -60 MP
Dragon Kick - Instantly defeat a regular enemy. INTENSE damage to anything that resists it (like bosses), -70 MP
Broncobuster - INTENSE damage to all enemies, -90 MP
Zen Revival - Heal all allies and removes death status, -70 MP
Condition/Attribute Resistances: Attack and Agility can't be debuffed. Immune to Berserk, Confusion, and anything that makes the GOD HAND lose control of his actions. Vulernable to being stunned.
Dual Wield? No
Mighty Guard? No
AI Control? No
Lock Equip.? YES
EXP leveling: Average
Equipment Notes: Things like weapons (that aren't fists) and armor are not for the God Hand for they are a sign of weakness. God Hands only wear one thing: Face Punching Cloths which give no defense but offer increased evasion.
General Notes: Creativity? Madness and Malarky! (Also clearly not balanced, I'd probably raise the MP+ of the techniques or something.)
Level: Elite
Points: lots
DescriptionIf there are faces that need to be punched then the God Hand will punch these faces
HP: 4
MP: 0 (static 100)
STR: 6
DEF: 2
INT: 4
AGL: 7
Battle Commands:
TECHNIQUE
GOD HAND
Each is a different type of skill explained below. Also God Hands don't retreat or use items. They only Face Punch. Anything else is for lesser classes. All techniques are physical-based.
Techniques are basic moves that when used give MP. The only source for a God Hand's MP, all MP healing items don't work on him.
GOD HAND are special moves that require his hard earned MP. Physical unless stated otherwise and have perfect accuracy.
Spells:
(Spell Name - Level Gained - explanation if unusual)
TECHNIQUES
T1: Jab - Medium damage, 98% acc, +2 MP
Hook - Medium/Heavy damage, 90% acc, +2 MP
Straight - Medium damage, 85% acc, +3 MP
Reverse Sweep - Low damage and stuns a target for one turn, 95% acc, +2 MP
T2: Taunt - Chance of berserk on all foes, +5 MP
Wake Up Slap - Wake up an ally from sleep, stun, shock, anything sort of paralysis that would heal vis time or damage, and confusion, minimal damage +1 MP
Guard Breaker - Low damage, removes stat buffs, +1 MP
Uppercut - Heavy damage, 85% acc, +2 MP
T3: BURNING PASSION - SHOW ME YOUR BURNING PASSION FOR FACE PUNCHING (chance of stunning all enemies for a turn) +1 MP
Haymaker - Medium damage, 95%, reduce defense +2 MP
Granny Smacker - Low damage, reduce int, stuns a foe for a few turns +1 MP
Pimp Hand - Extreme damage to females, 95% acc, +1 MP
T4: Invincible Fist - Heavy physical damage to all enemies, 100% acc, no MP
Guts - Mortal damage will reduce the God Hand's HP to 1 if current HP > 10% (actually I'm not sure if this is possible with PCs in Rm2k3)
Yes Man Kablam - Low damage, 90% acc, +10 MP
Poke of God - Low chance of instant death against regular enemies, +1 MP
GOD HAND
T1:
UNLEASH THE GOD HAND
Consumes 100 MP and gives a special state: Double all stats and gives invulnerability. Can't gain MP while in this mode. Disables Roulette moves. Lasts for a few turns. It is the super face punching beat down.
Ballbuster - Medium damage and stuns males for a few turns, -20 MP
Kungfu Samba - Extreme damage to one, -30 MP
La Bomba - Medium damage to all foes, -30 MP
T2: Suplex - Deal 35% of max HP to an enemy (except bosses but not trains), -20 MP
FIGHTING SPIRIT - NOW DISPLAY YOUR FIGHTING SPIRIT WITH YOUR FISTS, removes all conditions that prohibit all actions like paralyze/sleep (except death) and removes all stat debuffs from all allies, -30 MP
Kungfu Tango - Heavy Extreme damage to one, -50 MP
Duck Dodge Cancel - Ally gains evade all attacks for a few turns, -30 MP
T3: Iron Armor - All allies resist physical, -50 MP
Head Slicer - Extreme damage to all foes, -50 MP
INVINCIBLE HEART - DEMONSTRATE YOUR ABILITY TO NEVER BE DEFEATED, grants attack+intelligence up+regen to all allies, -60 MP
One Inch Punch - Heavy damage, reduce resist to all element, -40 MP
T4: Afro Fist Penis Poker - SUPER INTENSE damage to males, -60 MP
Dragon Kick - Instantly defeat a regular enemy. INTENSE damage to anything that resists it (like bosses), -70 MP
Broncobuster - INTENSE damage to all enemies, -90 MP
Zen Revival - Heal all allies and removes death status, -70 MP
Condition/Attribute Resistances: Attack and Agility can't be debuffed. Immune to Berserk, Confusion, and anything that makes the GOD HAND lose control of his actions. Vulernable to being stunned.
Dual Wield? No
Mighty Guard? No
AI Control? No
Lock Equip.? YES
EXP leveling: Average
Equipment Notes: Things like weapons (that aren't fists) and armor are not for the God Hand for they are a sign of weakness. God Hands only wear one thing: Face Punching Cloths which give no defense but offer increased evasion.
General Notes: Creativity? Madness and Malarky! (Also clearly not balanced, I'd probably raise the MP+ of the techniques or something.)
Tamer
Class Rank: Advanced
Class Points: 500 points(I don't really know...)
Description:Calls creautures to aid him/her in battle.
HP: 3
MP: 4
STR: 3
DEF: 2
INT: 5
AGL: 4
Battle Commands:
FIGHT
CALL: Calls a beast to attack
ITEM
ESCAPE
Spells:
Call Wolf
Call Dragon
Call Werewolf(that'd be higher up in the levels)
Call Wyvern(look at the brackets above
Condition/Attribute Resistances:
None.
Dual Wield? No
Mighty Guard No
AI Control No
Lock Equip. No
EXP leveling: Average
Equipment Notes:Can equip most basic armor, not anything to fancy, maybe a whip for his\her weapon
General Notes: Doesn't call monsters to be in the party, just calls them to attack. I also didn't put that many creautures to call...so just throw in a bunch if you want.
Class Rank: Advanced
Class Points: 500 points(I don't really know...)
Description:Calls creautures to aid him/her in battle.
HP: 3
MP: 4
STR: 3
DEF: 2
INT: 5
AGL: 4
Battle Commands:
FIGHT
CALL: Calls a beast to attack
ITEM
ESCAPE
Spells:
Call Wolf
Call Dragon
Call Werewolf(that'd be higher up in the levels)
Call Wyvern(look at the brackets above
Condition/Attribute Resistances:
None.
Dual Wield? No
Mighty Guard No
AI Control No
Lock Equip. No
EXP leveling: Average
Equipment Notes:Can equip most basic armor, not anything to fancy, maybe a whip for his\her weapon
General Notes: Doesn't call monsters to be in the party, just calls them to attack. I also didn't put that many creautures to call...so just throw in a bunch if you want.
^ This should use monsters the tamer has previously defeated.
This is spiraling into the realm of unweildly implementationism.
Basic:
Soldier
Cleric
Evoker
Generica Kid
Advanced:
Carnitank
Cryomancer
Magic Hunter
Randomizer
Knight
Tamer
Garou
Elite:
God Hand
These guys could beat Jesus in a fight:
Huntsman
Ninja
Save this class for when Craze or GRS starts an RMVX community class-based game a.k.a. This is beyond what is reasonable for Rm2k3:
Necromancer
Tamer (maybe... Are you thinking of actually having monsters fight by your side, or more of a Rydia-type Caller where she summons a Chocobo that does damage? The former isn't really possible in Rm2k3)
Basic:
Soldier
Cleric
Evoker
Generica Kid
Advanced:
Carnitank
Cryomancer
Magic Hunter
Randomizer
Knight
Tamer
Garou
Elite:
God Hand
These guys could beat Jesus in a fight:
Huntsman
Ninja
Save this class for when Craze or GRS starts an RMVX community class-based game a.k.a. This is beyond what is reasonable for Rm2k3:
Necromancer
Tamer (maybe... Are you thinking of actually having monsters fight by your side, or more of a Rydia-type Caller where she summons a Chocobo that does damage? The former isn't really possible in Rm2k3)
author=Fallen-Griever link=topic=3474.msg69622#msg69622 date=1239029928Whoops! I liked the Garou.Tamer (maybe... Are you thinking of actually having monsters fight by your side, or more of a Rydia-type Caller where she summons a Chocobo that does damage? The former isn't really possible in Rm2k3)
It is possible to have the summon replace the character that summons it, and also possible to add a new party member for the duration of the fight/spell if the party is restricted to 3 members all the time (this is obviously less ideal). I think he meant Final Fantasy 7-style summons (they appear, deal damage, dissapear, like a long, animated spell).Why aren't my classes on that list..?
Also, I agreed with Max in saying that the Enchanter is really an Evoker (or something along those lines).
Mage
Class Rank: Basic
Class Points: 550
Description:
Basic black/elemental magic spellcaster, with some debuffing abilities. Highly intelligent, though.
HP: 1
MP: 6
STR: 1
DEF: 1
INT: 7
AGL: 4
Battle Commands: (Explain any new ones)
FIGHT
BLACK -- black magic spells
ITEM
ESCAPE
Spells:
(Spell Name - Level Gained - explanation if unusual)
Fire 1, 2, 3 + Fireall 1, 2
Ice 1, 2, 3 + Iceall 1, 2
Lightning 1, 2, 3 + Litall 1, 2
Slow -- slows enemies
Sap -- lowers defense
Discord -- lowers int
Weak -- lowers str
Condition/Attribute Resistances:
None.
Dual Wield? No
Mighty Guard? No
AI Control? No
Lock Equip.? no
EXP leveling: Slow
Equipment Notes:
Can't equip anything heavy, but can equip mage-specific equipment like wands and staves and robes.
General Notes:
Basic spellcaster.
Archmage
Class Rank: Advanced
Class Points: high
Description:
An advanced mage with the ability to cast twice per round.
HP: 1
MP: 7
STR: 1
DEF: 1
INT: 7
AGL: 3
Battle Commands: (Explain any new ones)
FIGHT
BLACK -- regular black magic
CHAINMAGIC -- cast a spell twice in one round (same spell list as Black)
ITEM
ESCAPE
Spells:
(Spell Name - Level Gained - explanation if unusual)
Fire 1, 2, 3 + Fireall 1, 2
Ice 1, 2, 3 + Iceall 1, 2
Lightning 1, 2, 3 + Litall 1, 2
Dark 1, 2, 3 + Darkall 1, 2 (Dark-based magic, opposite of the Holy type)
Armageddon -- a Fire/Ice/Lightning attack spell
Slow -- slows enemies
Sap -- lowers defense
Discord -- lowers int
Weak -- lowers str
Sleep
...+ other effect spells...
Condition/Attribute Resistances:
None.
Dual Wield? No
Mighty Guard? No
AI Control? No
Lock Equip.? No
EXP leveling: V.Slow
Equipment Notes:
Same as a Mage
General Notes:
Class Rank: Basic
Class Points: 550
Description:
Basic black/elemental magic spellcaster, with some debuffing abilities. Highly intelligent, though.
HP: 1
MP: 6
STR: 1
DEF: 1
INT: 7
AGL: 4
Battle Commands: (Explain any new ones)
FIGHT
BLACK -- black magic spells
ITEM
ESCAPE
Spells:
(Spell Name - Level Gained - explanation if unusual)
Fire 1, 2, 3 + Fireall 1, 2
Ice 1, 2, 3 + Iceall 1, 2
Lightning 1, 2, 3 + Litall 1, 2
Slow -- slows enemies
Sap -- lowers defense
Discord -- lowers int
Weak -- lowers str
Condition/Attribute Resistances:
None.
Dual Wield? No
Mighty Guard? No
AI Control? No
Lock Equip.? no
EXP leveling: Slow
Equipment Notes:
Can't equip anything heavy, but can equip mage-specific equipment like wands and staves and robes.
General Notes:
Basic spellcaster.
Archmage
Class Rank: Advanced
Class Points: high
Description:
An advanced mage with the ability to cast twice per round.
HP: 1
MP: 7
STR: 1
DEF: 1
INT: 7
AGL: 3
Battle Commands: (Explain any new ones)
FIGHT
BLACK -- regular black magic
CHAINMAGIC -- cast a spell twice in one round (same spell list as Black)
ITEM
ESCAPE
Spells:
(Spell Name - Level Gained - explanation if unusual)
Fire 1, 2, 3 + Fireall 1, 2
Ice 1, 2, 3 + Iceall 1, 2
Lightning 1, 2, 3 + Litall 1, 2
Dark 1, 2, 3 + Darkall 1, 2 (Dark-based magic, opposite of the Holy type)
Armageddon -- a Fire/Ice/Lightning attack spell
Slow -- slows enemies
Sap -- lowers defense
Discord -- lowers int
Weak -- lowers str
Sleep
...+ other effect spells...
Condition/Attribute Resistances:
None.
Dual Wield? No
Mighty Guard? No
AI Control? No
Lock Equip.? No
EXP leveling: V.Slow
Equipment Notes:
Same as a Mage
General Notes:
Ranger
Class Rank: Basic
Class Points: 500
Description:
A woodsman class, skilled in using traps to damage enemies, and resistant to poisons. Has an ability called CLEANSE to remove status effects from allies.
HP: 5
MP: 0
STR: 5
DEF: 5
INT: 3
AGL: 5
Battle Commands: (Explain any new ones)
FIGHT
TRAPS -- a handful of special skills that cost no MP but not guaranteed to hit
CLEANSE -- remove status ailments from allies
ITEM
ESCAPE
Spells:
(Spell Name - Level Gained - explanation if unusual)
TRAPS
Bait -- chance to confuse an enemy
Caltrops -- chance to damage all enemies for light physical damage
Net -- chance to slow enemies
Poison Needles -- chance to poison enemies
Fire Mine -- chance to inflict heavy fire damage on 1 enemy
Livewire -- chance to inflict moderate lightning damage on all enemies
Condition/Attribute Resistances:
Dual Wield? No
Mighty Guard? No
AI Control? No
Lock Equip.? No
EXP leveling: Fast
Equipment Notes:
Speciallizes in bows, but also capable with knives, staves, short swords, spears and the like. Prefers lighter armor.
General Notes:
I am debating the power of CLEANSE -- is it too strong? It is basically a Remedy spell for the entire party that costs no MP and is guaranteed to work. To nerf it a bit, I was considering making it remove ALL status effects, good or bad. Thoughts?
Class Rank: Basic
Class Points: 500
Description:
A woodsman class, skilled in using traps to damage enemies, and resistant to poisons. Has an ability called CLEANSE to remove status effects from allies.
HP: 5
MP: 0
STR: 5
DEF: 5
INT: 3
AGL: 5
Battle Commands: (Explain any new ones)
FIGHT
TRAPS -- a handful of special skills that cost no MP but not guaranteed to hit
CLEANSE -- remove status ailments from allies
ITEM
ESCAPE
Spells:
(Spell Name - Level Gained - explanation if unusual)
TRAPS
Bait -- chance to confuse an enemy
Caltrops -- chance to damage all enemies for light physical damage
Net -- chance to slow enemies
Poison Needles -- chance to poison enemies
Fire Mine -- chance to inflict heavy fire damage on 1 enemy
Livewire -- chance to inflict moderate lightning damage on all enemies
Condition/Attribute Resistances:
Dual Wield? No
Mighty Guard? No
AI Control? No
Lock Equip.? No
EXP leveling: Fast
Equipment Notes:
Speciallizes in bows, but also capable with knives, staves, short swords, spears and the like. Prefers lighter armor.
General Notes:
I am debating the power of CLEANSE -- is it too strong? It is basically a Remedy spell for the entire party that costs no MP and is guaranteed to work. To nerf it a bit, I was considering making it remove ALL status effects, good or bad. Thoughts?
author=Fallen-Griever link=topic=3474.msg69628#msg69628 date=1239031107I guess the other problem with this is that it isn't really feasible to do this in Rm2k3...
I guess I see what Max means. If the semantics are so important...
Enchanter (Mk. II)
To be able to do this, we would need to have a fire, ice, lightning, poison, dark, heavy fire, heavy ice, heavy lightning, silence, fire/ice/lightning, ultima version of every single weapon in the game, so that I would be able to programmatically switch weapons in battle to the Enchanted item.
What I liked about the Evoker is, I only need ONE fire, ice, lightning ...etc... weapon that the Evoker "evokes" - that is, I unequip the Evoker's weapon, and then equip the ICEBLADE. After battle, I unequip evoked items and reequip the original weapon. Much more possible.