[COMMUNITY PROJECT] MISSIONGARDE -- CLASS REFINING IN PROGRESS

Posts

Druid
Class Rank: Basic
Class Points: high
Description:
Another healer-type class, with nature affinity. The Druid knows some healing skills, but also some Earth and Poison based skills. A good allround starting class.

HP: 4
MP: 4
STR: 3
DEF: 4
INT: 4
AGL: 3

Battle Commands: (Explain any new ones)
FIGHT
DRUID -- white and earth and poison spells
ITEM
ESCAPE

Spells:
(Spell Name - Level Gained - explanation if unusual)
Heal 1, 2, 3 (3 learned very late)
HealAll 1
Life 1
Antidote (cures poison) Remedy (cure status ailments)
RemedyAll (cure status ailments for party)
Earth 1, 2, 3 + EarthAll
Poison 1, 2, 3 + PoisonAll

Condition/Attribute Resistances:
Poison, maybe?

Dual Wield? No
Mighty Guard? No
AI Control? No
Lock Equip.? No
EXP leveling: Fast
Equipment Notes:
Can't equip heavy equipment, prefers staves.

General Notes:
I'm open to more ideas to flesh out this class.



Barbarian
Class Rank: Elite
Class Points: v.high
Description:
A powerful brute class, built for dishing out physical damage.

HP: 7
MP: 0
STR: 7
DEF: 6
INT: 1
AGL: 6

Battle Commands: (Explain any new ones)
FIGHT
IMPACT -- allows the barbarian to FIGHT multiple times per round
BATTLECRY -- simple battlecries to improve the party
ITEM
ESCAPE

Spells:
(Spell Name - Level Gained - explanation if unusual)

IMPACT
Q1 - x2 FIGHTs per round
Q2 - x3 FIGHTs per round
Q3 - x4 FIGHTs per round
Q4 - x5 FIGHTs per round

BATTLECRY
?? I'll think of some later...and maybe take them out if it overlaps too much with other classes

Condition/Attribute Resistances:

Dual Wield? No
Mighty Guard? No
AI Control? No
Lock Equip.? No
EXP leveling: (V.Slow/Slow/Average/Fast/V.Fast)
Equipment Notes:
Likes Clubs and Axes, and eschews armor for animal pelts and dragonhide.

General Notes:
RRRAARRRGGGHH!

(This is a lot like the huntsman, without the Earth skills... and a little toned down. What do you guys think?)



Wizard
Class Rank: Elite
Class Points: v.high
Description:
Think Gandalf in all his might. A Wizard can cast nearly every spell in the book, and a few that aren't. Healing, elemental, dark and holy magics, and effect, buff and debuffs are all in his repitoire.

HP: 4
MP: 7
STR: 2
DEF: 3
INT: 9
AGL: 3

Battle Commands: (Explain any new ones)
FIGHT
MAGIC -- all magic spells
ITEM
ESCAPE

Spells:
(Spell Name - Level Gained - explanation if unusual)
All healing, elemental, dark and holy, poison, effect and buff/debuff spells. He casts it all, baby!

Condition/Attribute Resistances:
None.

Dual Wield? No
Mighty Guard? No
AI Control? No
Lock Equip.? No
EXP leveling: V.Slow
Equipment Notes:
Like a Mage.

General Notes:
The Wizard is the ultimate all-purpose spellcaster.
List, Redux:

Basic:
Soldier
Cleric
Evoker
Generica Kid
Druid
Mage
Ranger
Raider

Advanced:
Carnitank
Cryomancer
Magic Hunter
Randomizer
Knight
Tamer
Garou

Elite:
God Hand
Barbarian
Wizard
Archmage

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)


......

We need to consider trimming the list, and refining the existing classes. So basically we're approaching "Last Call for new Classes"...heads up to anyone interested in posting ideas. Because once I begin the task of balancing all the classes, I will be loathe to add new ones.
author=kentona link=topic=3474.msg69635#msg69635 date=1239035933
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)

He means the Rydia one:
Doesn't call monsters to be in the party, just calls them to attack.

But yeah I think it's a cool idea if the summons are gained from killing certain monsters, kinda like a blue mage.
author=Darken link=topic=3474.msg69639#msg69639 date=1239039520
author=kentona link=topic=3474.msg69635#msg69635 date=1239035933
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)

He means the Rydia one:
Doesn't call monsters to be in the party, just calls them to attack.

But yeah I think it's a cool idea if the summons are gained from killing certain monsters, kinda like a blue mage.

Sorry for not enough detail....Yeah, I was thinking along the lines of killing certain monsters grants him/her the ability to call them.(Just to ATTACK, not to be in the party)
NoblemanNick
I'm bringing this world back for you and for me.
1390
Cultist
Class Rank: Advance
Class Points: Average for Advance
Description: A dark magic user who calls upon the power of hell and darkness to accomplish inflicting damage and lowering the stats of enemies.

HP: 5
MP: 7
STR: 5
DEF: 4
INT: 6
AGL: 5

Battle Commands: (Explain any new ones)
FIGHT
DARK ARTS- Their spells
ITEM
ESCAPE

Spells:
(Spell Name - Level Gained - explanation if unusual)
Dark 1- Q1 -
Dark 2- Q2 -
Dark 3- Q3 -
Doomsday- Q4 - Dark ALL
Lower DEF- Q1
Lower STR- Q2
Lower SPD- Q3
Lower ALL- Q4
Bloody Gaze- Q2 - 40% Chance of all enemies being inflicted with FEAR
Bloody Cry- Q4 - 30% Chance of all enemies inflicted with FEAR being instantly killed.

Condition/Attribute Resistances:

Dual Wield? No
Mighty Guard? No
AI Control? No
Lock Equip.? No
EXP leveling: Slow-Average
Equipment Notes:Can use staffs, and scythes.

General Notes:Another version of my Necromancer but it it's mostly a dark wizard now. I removed the whole using undead since that's impossible in RM2K3.
I really have to wonder if instant kills are even balanced.
NoblemanNick
I'm bringing this world back for you and for me.
1390
author=Darken link=topic=3474.msg69670#msg69670 date=1239049924
I really have to wonder if instant kills are even balanced.

100% chance instant kill is broken, but this has a 40% chance which means theres still a good chance it'll fail and also the spells isn't acquired till the last quarter meaning it's meant to be a powerful skill.
Bard
Class Rank: Advanced
Class Points: Above Average
Description:
A class that can inspire allies and make enemies' ears bleed with their songs. Can perform a range of buffs to the whole party and debuffs to all enemies without consuming mp. Capable of doing a decent amount of physical damage with a mandolin.

HP: 4
MP: 0
STR: 4.5
DEF: 3
INT: 5
AGL: 5

Battle Commands: (Explain any new ones)
FIGHT
SING -- The bard sings his/her songs for various effects.
TWO MANDOLINS TWO MNDLNS -- If the bard has a mandolin equipped, he can use this to attack twice per turn (I like this song)
ITEM
ESCAPE

Spells:
SONGS (RENAMED)

Heroic March - Q1 - Raises all party members strength slightly
Tale of the Breathless - Q1 - May inflict mute to all enemies
Minstrelosity - Q1 - CAN ONLY BE USED INSIDE BATTLE Heals the Bard (His/Her vain pride causes him/her to continue fighting) (Has the same tune as the tale of the spoony bard)
The Lay of the Weasel Turd - Q2 - Makes the enemies ears bleed! (Causes damage to all enemies)
Ye Olde Jokester - Q2 - Inflicts enemies with chaos
The Accordion's Discordian - Q3 - Inflicts all enemies with discord
The Lay of the Drying Mud - Q3 - Inflicts everyone except for the bard (both enemies and party members) with sleep
The Storming of Darat Dar - Q3 - Uppers the party
The Brawler's Theme - Q4 - Bikills and Hastes party
Lay of the Ancient's Battle - Q4 - Inflicts everyone except the bard (both enemies and party members) with berserk
Agony - Q4 - Makes the enemies' ears explode! (Causes larger damage to all enemies)


Heroic March - Q1 - Raises all party members strength slightly (NOT BIKILL)
Tale of Breathless - Q1 - May inflict mute to all enemies
Minstrelosity - Q1 - CAN ONLY BE USED INSIDE BATTLE Heals the Bard (His/Her vain pride causes him/her to continue fighting) (Has the same tune as the tale of the spoony bard)
Lay of Weasel Turd - Q2 - Makes the enemies ears bleed! (Causes damage to all enemies)
Ye Olde Jokester - Q2 - Inflicts enemies with chaos
Accordion's Discorda- Q3 - Inflicts all enemies with discord
Lay of Drying Mud - Q3 - Inflicts everyone except for the bard (both enemies and party members) with sleep
Storming of DaratDar - Q3 - Uppers the party
Brawler's Theme - Q4 - Bikills and Hastes party
Ancient's Battle Lay - Q4 - Inflicts everyone except the bard (both enemies and party members) with berserk
Agony - Q4 - Makes the enemies' ears explode! (Causes larger damage to all enemies)

Condition/Attribute Resistances:
Resists Mute (It's nearly impossible to get this guy to shut up)

Dual Wield? No (Weapons all two handed)
Mighty Guard? No
AI Control? No
Lock Equip.? No
EXP leveling: Average
Equipment Notes:
Can't equip heavy equipment, may equip harps/mandolins. (The harps give more of an intelligence boost for his songs; the rare mandolins give more of a strength boost.)

General Notes:
The cheapskate's effect wizard. Feel free to dumb down the song names to fit in with the names of the other spells.
I like 'em both! My only worry is that the spell names might be too long for Rm2k3 -- I like the names, though.

We are in need of an advanced healer type, though...

Monk
Class Rank: Advanced
Class Points: low/average for Advanced
Description:
The Monk is an astute warrior and deft healer. His Meditate ability can help allies recover MP, too.

HP: 6
MP: 5
STR: 5
DEF: 2
INT: 6
AGL: 6

Battle Commands: (Explain any new ones)
FIGHT
WHITE -- white magic skills
MEDITATE -- recovers MP, based on the monk's current level
ITEM
ESCAPE

Spells:
(Spell Name - Level Gained - explanation if unusual)
Heal 1
HealAll 1, 2, 3
Life 1
Remedy -- recovers status of an ally
Regen -- recover HP over time
Palmstrike -- steal HP/MP from an enemy
Stunning Blow -- stuns an enemy
Ethereal Fist -- anti-undead attack

Condition/Attribute Resistances:
Resistant to Chaos... you know, because he is so at peace with the world

Dual Wield? Yes
Mighty Guard? No
AI Control? No
Lock Equip.? No
EXP leveling: Fast
Equipment Notes:
The Monk only uses Claws and Katars or Staves. Also, heavy armor is out.

General Notes:
A warrior-healer type.
I'd like to contribute to this thread, but first - for my own benefit - I'm going to squeeze down all the jobs listed so far into shorter descriptions for clarity. That way, I'll know when a specific idea is taken and have them all on one page. Will update this list overtime, naturally:

Format:

CLASS NAME: Class Rank (Class Points)
Description
Stats ; (other form)
<Battle Commands>
<Spells?: description (level earned)>
Resist <resistances>; Immune <immunities>; Weakness <weaknesses>
<Dual Wield?><Mighty Guard?><AI Control?><Lock Equip?><Experience Leveling>
Equipment Classes:<weight><attribute><weapon>

LIST 1

SOLDIER: Basic (500)
Your standard physical tank, with no exceptional qualities.
Stats
FIGHT
ITEM
ESCAPE
--------
Resist NONE; Immune NONE; Weakness NONE
Average LV.UP
Equipment Classes: Light/Medium; Physical; Swords/Knives/Axes

GAROU: Advanced (750)
Can become werewolves with increased fighting potential!
Stats ; (Werewolf)
FIGHT
TRANSFORM: Toggles self WEREWOLF; ESCAPE command is lost while WEREWOLF
ITEM
ESCAPE
--------
Resist ELEMENTS (WEREWOLF); Immune NONE; Weakness NONE
Dual Wield; Average LV.UP
Equipment Classes: Light; Physical; Claws

RAIDER: Basic (550)
Swift fighters that earn additional bonuses after battle.
Stats
FIGHT
RUSH: Self HASTE
ITEM
ESCAPE
--------
Resist NONE; Immune NONE; Weakness NONE
Dual Wield; Average LV.UP
Equipment Classes: Light; Physical; Swords/Knives/Axes/Maces/Crossbow

CARNITANK: Advance (800)
Buffs beyond compare, their guardianship is veritable.
Stats
FIGHT
SHIELD (MAGIC)
RAISE: Single removes DEATH; % chance proportionate to current level (min 10%; max 40%)
ITEM
ESCAPE
--------
(Evertank): Minor self HP recovery (START)
(4Evertank): Major self HP recovery (Q3)
(Upper) (START)
(UpperAll) All UPPER (Q2)
(Fire1) (Q1)
(Fire2) (Q3)
(Fire3) (Q4)
(Heal1) (Q2)
(Heal2) Q3)
(Big Hug): Removes DEATH; 50% HP recovery; 80% chance (Q2)
(Remedy): Removes ALL (except DEATH) (Q3)
--------
Resist SAP/DEATH; Immune NONE; Weakness SLOW
Mighty Guard; Fast LV.UP
Equipment Classes: Heavy; Physical; Swords/Whips; Personal Set Available (Shields; Armors)

CRYOMANCER: Advance (750)
Masters of time and ice, who can escape from any confrontation!
Stats
FIGHT
TIME (MAGIC)
ITEM
VANISH: 100% ESCAPE
--------
(FrzTouch): Minor single Ice strike; no MP cost (START)
(IceHand): Minor single Ice strike; Single SLOW; no MP cost (START)
(Fingers): Minor all Ice Strike; no MP cost (START)
(Ice1) (Q1)
(Ice2) (Q2)
(Ice3) (Q3)
(Ice4) (Q4)
(Haste) (Q1)
(HasteAll) (Q2)
(Slow) (Q1)
(IceSlow): Major single Ice spell; Single SLOW (Q1)
(SlowAll) (Q2)
(IceSlwAll): Major single Ice spell; All SLOW (Q1)
(FreezBomb): Massive single Ice spell; All SLOW (Q1)
(Invisibl) (Q2)
(InvisAll) (Q3)
--------
Resist ALL (except DEATH); Immune SLOW; Weakness NONE
Slow LV.UP
Equipment Classes: Light (NO helms); Magic; Staves/Rods/Knives; Personal Set Available (Helms)

MAGIC HUNTER: Advanced (900)
Assassins of the magical arts, they live to destroy the ethereal!
Stats
FIGHT
ANTI (MAGIC)
ITEM
ESCAPE
--------
(Crush): Minor MP damage (START)
(Crush2): Major MP damage (Q3)
(Dispel): Removes MAGIC type conditions (ally or enemy) (START)
(Focus) (Q2)
(Mute) (Q2)
(Mute2): All MUTE (Q3)
(Siphon): Minor MP damage, restored to user (Q3)
(M.Crush): Minor HP/MP damage; amount is equal for both (HP damage cannot exceed MP capacity) (Q4)
(Reflect) (Q4)
--------
Resist NONE; Immune NONE; Weakness NONE
Slow LV.UP
Equipment Classes: Light; Physical; Crossbows/Bows/Staves/Rods

RANDOMIZER: Advance (800)
Warriors who can do anything, and yet also do nothing!
Stats
FIGHT
RANDOM (MAGIC)
ITEM
ESCAPE
--------
(ElemntUp): Add random element to weapon (START)
(Inflict): Random Self STATUS (low tier) (START)
(Whackery): Random Minor All Non-Elemental strike (Q1)
(Statusry): Random All STATUS (low tier) (Q1)
(Flamery): Random Single Fire spell (Q2)
(Icery): Random Single Ice spell (Q2)
(Airey): Random Single Wind spell (Q2)
(Earthery): Random Single Earth spell (Q2)
(Uppery): Random All STATUS (positive) (Q3)
(Smackery): Random Major All Non-Elemental strike (Q4)
(Deathery): Random Single DEATH (Q4)
(Elmntery): Minor/Major All Random spell (Q4)
--------
Resist CHAOS, BERSERK; Immune NONE; Weakness NONE
Dual Wield; Slow LV.UP
Equipment Classes: Light; Physical; Maces/Axes/Knives

KNIGHT: Basic (650)
Noble paragons of chivalry, who laugh in the face of danger!
Stats
FIGHT
RALLY (MAGIC)
ITEM
ESCAPE
--------
(ToArms!): All BIKILL (START)
(Heroism): Minor all HP Recovery (Q1)
(HeadsUp!): All UPPER (Q1)
(MoveOut!): All HASTE (Q2)
(Scream): All FEAR (Q2)
(Emblazon): Self BIKILL/UPPER/HASTE (Q3)
(Clarion): All removes DEATH; low chance (Q3)
(StndDown!): Single NUMB (Q4)
--------
Resist NONE; Immune NUMB, WEAK, CHAOS, FEAR; Weakness NONE
Mighty Guard; Average LV.UP
Equipment Classes: Heavy; Physical; Swords/Maces; Personal Set Available (Swords)
NoblemanNick
I'm bringing this world back for you and for me.
1390
We need at least one above elite, super broken character to make it a classic.
author=kentona link=topic=3474.msg69680#msg69680 date=1239055443
I like 'em both! My only worry is that the spell names might be too long for Rm2k3 -- I like the names, though.

Eh, I suppose if all of the thes are removed most should fit. Lay of Weasel Turd doesn't sound as good though.

Two Mandolins would probably have to be called 2Mandolins.

Or I could just remove the character limit from the editor/a custom font could be used. Unfortunately, that probably wouldn't be a good idea with a game that passes through multiple hands.
LIST 2

EVOKER: Basic (500)
They imbue their blades with the elements, improving their strength!
Stats
FIGHT
ENCHANT (MAGIC)
ITEM
ESCAPE
--------
(FirBLADE): Minor single Fire strike; Add Fire element to weapon (START)
(IceBLADE): Minor single Ice strike; Add Ice element to weapon (Q1)
(LhtBLADE): Minor single Light strike; Add Light element to weapon (Q1)
(PsnBLADE): Minor single Non-elemental strike; Add POISONED to weapon (Q2)
(FlmBLADE): Major single Fire strike; Add Fire element to weapon (improved damage) (Q2)
(DrkBLADE): Major single Non-elemental strike; Add BLIND to weapon (Q2)
(BlzBLADE): Major single Ice strike; Add Ice element to weapon (improved damage) (Q3)
(SlnBLADE): Major single Non-elementa; Add SILENCE to weapon (Q3)
(ThnBLADE): Major single Lightning strike; Add Lighting element to weapon (Q3)
(TriBLADE): Major single Fire/Ice/Lightning strike (Q4)
(UltBLADE): Massivs single non-elemental strike (Q4)
--------
Resist Fire, Ice, Lightning; Immune NONE; Weakness Wind, Earth, Light, Darkness
Slow LV.UP
Equipment Classes: Medium; Physical; Swords

CLERIC: Basic (600)
A strong healer, who purifies the sick and the undead.
Stats
FIGHT
WHITE (MAGIC)
BLESS (MAGIC)
ITEM
ESCAPE
--------
(Heal1) (START)
(Heal2) (Q1)
(Heal3) (Q2)
(HealAll1) (Q3)
(HealAll2) (Q3)
(Life1) (Q2)
(Life2) (Q3)
(Holy1) (Q1)
(Holy2) (Q2)
(Holy3) (Q3)
(HolyAll) (Q4)
(Upper) (Q1)
(Focus) (Q2)
(Remedy): Removes ALL (except DEATH) (Q3)
(Prayer): Random all STATUS (positive) (Q4)
--------
Resist NONE; Immune NONE; Weakness NONE
Average LV.UP
Equipment Classes: Light; Magic; Clubs/Hammers/Maces/Staves/Rods; Personal Set Available (Armors)

GOD HAND: Expert (2000)
Having obtained enlightenment, they can destroy worlds with their fists!
Stats (Static 100 MP)
TECHNIQUE (MAGIC)
GODFIST (MAGIC)
(Cannot be MP healed!)
--------
(Jab): Major Single Non-elemental strike; 98% accurate; +2 MP Recovery (Q1)
(RightHook): Major/Massive Single Non-elemental strike; 90% accurate; +2 MP Recovery (Q1)
(Straight): Major Single Non-elemental strike; 85% accurate; +3 MP Recovery (Q1)
(Sweep): Minor Single Non-elemental strike; Single NUMB; 95% accurate; +2 MP Recovery (Q1)
(Taunt): All BERSERK; 70% accurate; +5 MP Recovery (Q2)
(WkUpSlap): Minor Single Non-elemental strike (ally); Single Remove SLEEP/NUMB/CHAOS/BERSERK/FEAR; +1 MP Recovery (Q2)
(GrdBreak): Minor Single Non-elemental strike; Single Remove BIKILL/UPPER/FOCUS/HASTE/INVISIBL/REFLECT (enemy); +1 MP Recovery (Q2)
(Uppercut): Massive Single Non-elemental strike; 85% accurate; +2 MP Recovery (Q2)
(FlameFist): All NUMB; 70% accurate; +1 MP Recovery (Q3)
(Haymaker): Major Single Non-elemental strike; Single SAP; 95% accurate; +2 MP Recovery (Q3)
(G.Smacker): Minor Single Non-elemental strike; Single DISCORD/NUMB; +1 MP Recovery (Q3)
(PimpSlap): Massive Single Non-elemental strike (FEMALE enemy only); 95% accurate; +1 MP Recovery (Q3)
(InvinFist): Massive All Non-elemental strike (Q4)
(Guts): Ultimate Single Non-elemental strike; reduces Self HP to 1 if current HP > 10% (Q4)
(Kablam): Minor Single Non-elemental strike; 90% accurate; +10 MP Recovery (Q4)
(DeathPoke): Single DEATH; 35% accurate; +1 MP Recovery (Q4)
(Buster): Major Single Non-elemental strike; Single NUMB (MALES only); Costs 20 MP (Q1)
(Samba): Massive Single Non-elemental strike; Costs 30 MP (Q1)
(LaBomba): Major All Non-elemental strike; Costs 30 MP (Q1)
(Suplex): Deals 35% of Max HP as Single Non-elemental strike; Costs 20 MP (Q2)
(Spirit): Self Remove SLEEP/NUMB/BLIND/MUTE; All Remove STATUS (negative, except DEATH); Costs 30 MP (Q2)
(Tango): Ultimate Single Non-elemental strike; Costs 50 MP (Q2)
(DD.Cancel): Single INVISIBL; Costs 30 MP (Q2)
(IronArmor): All INVISIBL; Costs 50 MP (Q3)
(Slicer): Ultimate All Non-elemental strike; Costs 50 MP (Q3)
(StrongHrt): All BIKILL/FOCUS/REGEN; Costs 60 MP (Q3)
(InchPunch): Massive Single Non-elemental strike; Reduces elemental resistance; Costs 40 MP (Q3)
(AgroFist): Ultimate Single Non-elemental strike (MALES only); Costs 60 MP (Q4)
(DrgnKick): Single DEATH (non-boss); Ultimate Single Non-elemental strike (boss); Costs 70 MP (Q4)
(B.Buster): Ultimate All Non-elemental strike; Costs 90 MP (Q4)
(ZenRevive): Major Single HP recovery; Remove DEATH; Costs 70 MP (Q4)
(Unleash): Self BIKILL/FOCUS/UPPER/HASTE/INVISIBL/REFLECT; Costs 100 MP (Q1)
--------
Resist NONE; Immune WEAK/SLOW/CHAOS/BERSERK; Weakness NUMB
Equipment LOCKED; Average LV.UP
Equipment Classes: Personal Set ONLY (Gloves)

TAMER: Advanced (650)
The creatures they defeat become their allies in combat.
Stats
FIGHT
CALL (MAGIC)
ITEM
ESCAPE
--------
(Each spell calls a random monster of the associated class, depending on level/quarter:)
(CallWolf), (CallDrgn), (CallSlime), (CallReptl), (CallBird), (CallGhost), (CallVermn), (etc).
--------
Resist NONE; Immune NONE; Weakness NONE
Average LV.UP
Equipment Classes: Light; Physical; Whips/Boomerangs/Knives

MAGE: Basic (550)
Proprietors of offensive magics, they flaunt high intelligence.
Stats
FIGHT
BLACK (MAGIC)
ITEM
ESCAPE
--------
(Fire1) (Q1)
(Fire2) (Q2)
(Fire3) (Q3)
(FireAll1) (Q2)
(FireAll2) (Q4)
(Ice1) (Q1)
(Ice2) (Q2)
(Ice3) (Q3)
(IceAll1) (Q2)
(IceAll2) (Q4)
(Lit1) (Q1)
(Lit2) (Q2)
(Lit3) (Q3)
(LitAll1) (Q2)
(LitAll2) (Q4)
(Slow) (Q2)
(Sap) (Q2)
(Discord) (Q3)
(Weak) (Q3)
--------
Resist NONE; Immune NONE; Weakness NONE
Slow LV.UP
Equipment Classes: Light; Magic; Staves/Rods

ARCHIMAGE: Advanced (850)
Upgraded mages who can cast their spells twice every round!
Stats
FIGHT
BLACK (MAGIC)
DOUBLCAST (MAGIC)
ITEM
ESCAPE
--------
(Fire1) (Q1)
(Fire2) (Q2)
(Fire3) (Q3)
(FireAll1) (Q2)
(FireAll2) (Q4)
(Ice1) (Q1)
(Ice2) (Q2)
(Ice3) (Q3)
(IceAll1) (Q2)
(IceAll2) (Q4)
(Lit1) (Q1)
(Lit2) (Q2)
(Lit3) (Q3)
(LitAll1) (Q2)
(LitAll2) (Q4)
(Dark1) (Q2)
(Dark2) (Q3)
(Dark3) (Q4)
(DarkAll1) (Q3)
(DarkAll2) (Q4)
(Armagedn): Massive Single Fire/Ice/Lightning spell (Q4)
(Slow) (Q2)
(SlowAll) (Q3)
(Sap) (Q2)
(SapAll) (Q3)
(Discord) (Q3)
(DiscrdAll) (Q3)
(Weak) (Q3)
(WeakAll) (Q3)
(Sleep) (Q2)
(SleepAll) (Q3)
(Numb) (Q3)
(NumbAll) (Q4)
(Poison) (Q2)
(PoisonAll) (Q3)
(Chaos) (Q3)
(ChaosAll) (Q4)
(Berserk) (Q3)
(BersrkAll) (Q4)
(Blind) (Q2)
(BlindAll) (Q3)
(Mute) (Q2)
(MuteAll) (Q3)
--------
Resist NONE; Immune NONE; Weakness NONE
Slow LV.UP
Equipment Classes: Light; Magic; Staves/Rods

INFILTRATOR: Basic (500)
They observe from the shadows, waiting for the right moment to strike...
Stats
FIGHT
HIDE: Self INVISBLE
STEAL: Fixed % chance to obtain an item from an enemy
ITEM
ESCAPE
--------
Resist SLEEP, CONFUSE, BERSERK; Immune NONE; Weakness NONE
Average LV.UP
Equipment Classes: Light; Physical; Crossbows/Knives
Thanks for the summaries (so far) AeroGP. I think that I will start the actual project later today. On the whole, we have a pretty good balance of classes that is definitely workable. I look forward to everyone's thoughts on the existing class ideas, and still welcome new ones.

However, we need some Worldbuilding.

Right now, what we know is that there is a city called Missiongarde that needs heroes for some reason or another, in a fantasy setting. That's it.

I encourage people to help come up with some world history, backstory, plot, setting, and ultimate goals for Missiongarde.

As I imagine it, in the game, the eight of you start as a lowly would-be heroes, in Missiongarde's Lower City and work you way up through missions, gaining prestige and renown, until you get to meet with the King and embark on the final mission.
Craze
why would i heal when i could equip a morningstar
15170
How about we do something like Blitzen's awesome worldbuilding topics? Make a topic (initially based off of this first blurb) with the headline being and italicized word from a previous topic. Suggestion: no obvious Norse/Greek/Roman/any mythology plzkthnx.

REMEMBER TO KEEP THE BOUNDRIES CLOSE TO MISSIONGARDE. This is worldbuilding for a specific game in a specificish setting, not about the dead servant of the queen's sister's lesbian lover's ex-husband's ward. The following article is about the king since he represents the ultimate mission: work down from him to create basis of Missiongarde.


King Latenir Gardeheim
Rose to power after hiring an assassin to off his father, Ricardir Gardeheim. The public appreciates the work that Latenir has done to off-set the Monster's Doctrine, a series of acts forced through Parliament by Latenir's father. However, there is always the question in the back of their minds: is King Latenir truly sane, and can he be trusted in these dangerous times?

The queen, Izabelta Fashri-Gardeheim, adamantly protects her husband's image in public, but the inner-most circles of royal servants and powerful nobles know that Izabelta pays famous doctors and mages from her old country of Fashri to analyze Latenir's occassional... occurences.

Latenir and Izabelta do not yet have an heir.
author=Craze link=topic=3474.msg69788#msg69788 date=1239122432
How about we do something like Blitzen's awesome worldbuilding topics? Make a topic (initially based off of this first blurb) with the headline being and italicized word from a previous topic. Suggestion: no obvious Norse/Greek/Roman/any mythology plzkthnx.

REMEMBER TO KEEP THE BOUNDRIES CLOSE TO MISSIONGARDE. This is worldbuilding for a specific game in a specificish setting, not about the dead servant of the queen's sister's lesbian lover's ex-husband's ward. The following article is about the king since he represents the ultimate mission: work down from him to create basis of Missiongarde.


King Latenir Gardeheim
Rose to power after hiring an assassin to off his father, Ricardir Gardeheim. The public appreciates the work that Latenir has done to off-set the Monster's Doctrine, a series of acts forced through Parliament by Latenir's father. However, there is always the question in the back of their minds: is King Latenir truly sane, and can he be trusted in these dangerous times?

The queen, Izabelta Fashri-Gardeheim, adamantly protects her husband's image in public, but the inner-most circles of royal servants and powerful nobles know that Izabelta pays famous doctors and mages from her old country of Fashri to analyze Latenir's occassional... occurences.

Latenir and Izabelta do not yet have an heir.

Good idea.

For Missiongarde Worldbuilding, GO HERE: http://www.rpgmaker.net/forums/index.php?topic=3490.0

MODIFY:
Now that Worldbuilding has been split off, can we chat about game aesthetics? My original plan was to use Dragon Warrior IV NES graphics, since they are incredibly easy to use (and I already have a great collection of battlechars and spell animations from my work on Generica and Hellion). But I am open to other ideas. Given the nature of the game, we need a lot of charsets and matching battlechars. Also, I HATE the default Rm2k3 happy-bouncy battlechar style. I do have a good set of battlechars and weapons from my other game, Hero's Realm, too, that I can adapt. A FFIV-styled game works for me, too. I have the FFIV tilesets somewhere on my harddrive...

The other idea bounced around is the SNES version of Dragon Quest (as seen in Dragon Fantasy: My Hero). We'd need some battlechars and more charsets done up, though. I have very little spriting skill (cute little castles and windmills in sigs aside).

Thoughts?
Max McGee
with sorrow down past the fence
9159
author=NoblemanNick link=topic=3474.msg69538#msg69538 date=1238963538
Necromancer
Class Rank: Advance
Class Points: Above Average
Description: Wizards able to revive their dead party members with dark energy, can also employ the undead as their soldiers. Also place curses on your enemies.

HP:
MP:
STR:
DEF:
INT:
AGL:

Battle Commands: (Explain any new ones)
FIGHT
DARK ARTS- Basically their spells and curses
CONTROL- Control your dark resurrected allies.
ITEM
ESCAPE

Spells:
(Spell Name - Level Gained - explanation if unusual) There's also one enemy range and every enemy for all the curses.

Dark Arts
Slow- Q1 - Lower an enemy's agility.
Guard Break- Q1 - Lower an enemy's defense.
Dull- Q1- Lower an enemy's attack.
Dark Revive- Q2 - Raise a dead ally however they come back as a dark minion.
Shadow Cry- Q2 - Inflicts fear on an opponent.
DarkBOOST- Q2 - All curses and dark spells are strengthen and more effective.
Nightmare- Q3 - 60% Instant Kill Chance of enemies with FEAR inflicted.

Govern
Defend!- Q1 - Call for your dark minion(s) to take any damage you may take.
Aid!- Q2 - Call for your dark minion(s) to aid in your spell to make it more powerful.
Charge!- Q3 - Call for your dark minions to attack at once!

Condition/Attribute Resistances: Is weak against light, strong against darkness. Cannot be inflicted with FEAR.

Dual Wield? No
Mighty Guard? No
AI Control? No
Lock Equip.? No
EXP leveling: Slow/Average
Equipment Notes: Can equip the normal things wizards and other magic users can equip, such as staffs, orbs, wands, and such. Can equip items which have a negative effect without taking said effect.

General Notes: A dark wizard with a battle leader twist, not someone to sue with melee. Strategy incurs lowering your enemies stats as your opponents destroy them. If your allies die, using "Dark Revive" and then using the govern skills to inflict damage.

GOD DAMNIT YOU NASTARD YOU BEAT ME TO IT.
How could I get in on this whizz-bang? Just post? Or do I have to pass the Challenges Three first? :D
NoblemanNick
I'm bringing this world back for you and for me.
1390
author=Max McGee link=topic=3474.msg69803#msg69803 date=1239130422
author=NoblemanNick link=topic=3474.msg69538#msg69538 date=1238963538
Necromancer
Class Rank: Advance
Class Points: Above Average
Description: Wizards able to revive their dead party members with dark energy, can also employ the undead as their soldiers. Also place curses on your enemies.

HP:
MP:
STR:
DEF:
INT:
AGL:

Battle Commands: (Explain any new ones)
FIGHT
DARK ARTS- Basically their spells and curses
CONTROL- Control your dark resurrected allies.
ITEM
ESCAPE

Spells:
(Spell Name - Level Gained - explanation if unusual) There's also one enemy range and every enemy for all the curses.

Dark Arts
Slow- Q1 - Lower an enemy's agility.
Guard Break- Q1 - Lower an enemy's defense.
Dull- Q1- Lower an enemy's attack.
Dark Revive- Q2 - Raise a dead ally however they come back as a dark minion.
Shadow Cry- Q2 - Inflicts fear on an opponent.
DarkBOOST- Q2 - All curses and dark spells are strengthen and more effective.
Nightmare- Q3 - 60% Instant Kill Chance of enemies with FEAR inflicted.

Govern
Defend!- Q1 - Call for your dark minion(s) to take any damage you may take.
Aid!- Q2 - Call for your dark minion(s) to aid in your spell to make it more powerful.
Charge!- Q3 - Call for your dark minions to attack at once!

Condition/Attribute Resistances: Is weak against light, strong against darkness. Cannot be inflicted with FEAR.

Dual Wield? No
Mighty Guard? No
AI Control? No
Lock Equip.? No
EXP leveling: Slow/Average
Equipment Notes: Can equip the normal things wizards and other magic users can equip, such as staffs, orbs, wands, and such. Can equip items which have a negative effect without taking said effect.

General Notes: A dark wizard with a battle leader twist, not someone to sue with melee. Strategy incurs lowering your enemies stats as your opponents destroy them. If your allies die, using "Dark Revive" and then using the govern skills to inflict damage.

GOD DAMNIT YOU NASTARD YOU BEAT ME TO IT.

Sadly it isn't possible in RM2K3, that's why i created the Cultists. Everyone needs a bad ass dark mage.
author=MayorAnime link=topic=3474.msg69838#msg69838 date=1239136013
How could I get in on this whizz-bang? Just post? Or do I have to pass the Challenges Three first? :D
Everyone involved so far have sent me a check for $50...so...as soon as the check you send me clears, feel free to post!

(Post away, Mayor! It's a free-for-all)