DEEPER - A COMMUNITY ROGUELIKE FOR RPG MAKER VX - YOUR HELP WANTED!
Posts
I will make some suggestions which can be nixed at will :). Just give me some time to sketch them out... I have two or three races (Vampire, Cyclops and a less humanoid race), and three additional classes (Occultist/Heretic, Hierophant and Minstrel). As I said, I'll submit them all and then leave out the stuff that's not good or varied enough (be that some or all).
About the vampires again; can races still have one or two active abilities?
EDIT:
Here it is; I tried my best to balancing it out but at the same time making it a diverse and interesting player race.
Name: Vampire
Description: The vampires are said to have originated from a small, forgotten realm in the most northwestern parts of the world (The foresty valley far west of rockhaven), covered with dark forests and swamps. History does not tell of it's origin or the like but that it's golden age was ended(I was thinking somewhere between the year 50-400 but I didn't study enough I'm afraid) when orcs (and/or dark elves) descended from the eastern mountains. A bitter war broke out and the lords of the realm began to realise that their demise was imminent. As shrouded this tale is there are no details other than a pact with dark gods to be able to fight back the orcish hordes, which also resulted in the land and it's people becoming cursed for eternity. All vampires are heirs to the lords (or related... or just fledglings) to the lords and dukes that once swore the dark pact. The dark valley contains nothing but darkness, death and memories of their bitter history (plus, it's crowded with higher-rank vampires and there is a lack of fresh sources of blood ;D). So they venture out into the world to find a new purpose.
Please note that I just wanted to write as little and compact as possible, since we aren't in the "lore"-phase as of yet.
Feel free to reformat or NIX it all if it's "crap".
Appearance: Icy white skin, black eyes, batlike ears, looong fingers with claw-like nails and two distinctly sharp teeth. They have not a single hair on their body or scalp. Even though with a tall and slender build, they scuttle around, hulking as if they where old men (oh come on, you know the nosferatu deal) but can at times excel in extraordinary physical feats (very high jumps, climbing on walls, moving fast, etc.)
Attribute Bonuses:
+4 INT, +2 MP, +2 DEX, -2 CON (weighted up by their slow exp progression and lack of healing capabilities? Otherwise, kill the +2 DEX/MP)
Vampires are also slow learners; the lack of mortality and sense of time gives them no hurry to study and hone their skills. As an opposite to humans, they gain 80% experience in battles.
Abilities:
- Ressurection (The vampire will auto-revive if killed after every combat with a certain amount of HP, derived from their MP reserves. If there is no MP left, the vampire will cease to exist entirely.Also, this does not apply if all other party members have fallen aswell.)
- Blood Drinker (Any melee attack the vampire performs will restore some points of his hitpoints)
- Bat Form (The vampire turns into a flying bat. This makes him immune to most melee attacks and increases evasion-chance but clearly lowers his stats to dismal proportions; this goes for the INT-stat aswell, to prevent a bat with a wizard hat)
- Hypnotize (May induce sleep or charm on a warmblooded targets ONLY) NIXED
Weaknesses:
May not use ANY healing or reviving items (see the Ressurection and Blood Drinker ability)
Vampires are VERY sensetive to light/holy magic (A).
Sensetive (B) to fire. Vampires are easily affected by Sleep (B).
About the vampires again; can races still have one or two active abilities?
EDIT:
Here it is; I tried my best to balancing it out but at the same time making it a diverse and interesting player race.
Name: Vampire
Description: The vampires are said to have originated from a small, forgotten realm in the most northwestern parts of the world (The foresty valley far west of rockhaven), covered with dark forests and swamps. History does not tell of it's origin or the like but that it's golden age was ended(I was thinking somewhere between the year 50-400 but I didn't study enough I'm afraid) when orcs (and/or dark elves) descended from the eastern mountains. A bitter war broke out and the lords of the realm began to realise that their demise was imminent. As shrouded this tale is there are no details other than a pact with dark gods to be able to fight back the orcish hordes, which also resulted in the land and it's people becoming cursed for eternity. All vampires are heirs to the lords (or related... or just fledglings) to the lords and dukes that once swore the dark pact. The dark valley contains nothing but darkness, death and memories of their bitter history (plus, it's crowded with higher-rank vampires and there is a lack of fresh sources of blood ;D). So they venture out into the world to find a new purpose.
Please note that I just wanted to write as little and compact as possible, since we aren't in the "lore"-phase as of yet.
Feel free to reformat or NIX it all if it's "crap".
Appearance: Icy white skin, black eyes, batlike ears, looong fingers with claw-like nails and two distinctly sharp teeth. They have not a single hair on their body or scalp. Even though with a tall and slender build, they scuttle around, hulking as if they where old men (oh come on, you know the nosferatu deal) but can at times excel in extraordinary physical feats (very high jumps, climbing on walls, moving fast, etc.)
Attribute Bonuses:
+4 INT, +2 MP, +2 DEX, -2 CON (weighted up by their slow exp progression and lack of healing capabilities? Otherwise, kill the +2 DEX/MP)
Vampires are also slow learners; the lack of mortality and sense of time gives them no hurry to study and hone their skills. As an opposite to humans, they gain 80% experience in battles.
Abilities:
- Ressurection (The vampire will auto-revive if killed after every combat with a certain amount of HP, derived from their MP reserves. If there is no MP left, the vampire will cease to exist entirely.Also, this does not apply if all other party members have fallen aswell.)
- Blood Drinker (Any melee attack the vampire performs will restore some points of his hitpoints)
- Bat Form (The vampire turns into a flying bat. This makes him immune to most melee attacks and increases evasion-chance but clearly lowers his stats to dismal proportions; this goes for the INT-stat aswell, to prevent a bat with a wizard hat)
Weaknesses:
May not use ANY healing or reviving items (see the Ressurection and Blood Drinker ability)
Vampires are VERY sensetive to light/holy magic (A).
Sensetive (B) to fire. Vampires are easily affected by Sleep (B).
author=Max McGee link=topic=3845.msg77163#msg77163 date=1243451651You're welcome to rename them as you see fit. I'll try to come up with something more suitable on my own, but I'm open to suggestions! Hmm...even just calling it "Mathematician" might be better.
I don't like the name/some of the skill names. They are too cheeky to match the tone I am going for (which is one of more-or-less straight fantasy, with humor being incidental rather than in your face). You can take a stab at renaming them, or I will. : ) As for the class itself...I really like it!
author=Max McGee link=topic=3845.msg77163#msg77163 date=1243451651I've never used RMVX, so I don't know what kind of scripts could be put into battles. It'd be an easy thing to add in the older RMs, so I'm sure it's possible (somehow). As for the skill's progressively increasing usefulness, I'd either make a separate skill for each level of the spell or use fork conditions dependent on the caster's level for the additional bonuses.
Formula:
Can you be more specific as to how you would like to code/event this skill into the database?
author=Max McGee link=topic=3845.msg77163#msg77163 date=1243451651Perhaps just the name "Cube" would be better?
Geometrap:
Again with the name, but this is a great skill. I know exactly how to render it in VX, too. (A condition that inflicts Paralysis plus 1000% Def (CON) and 1000% Spi (INT).)
author=Max McGee link=topic=3845.msg77163#msg77163 date=1243451651Again, it'd have to be an in-battle script or something. It sounds complicated, but the variable math should actually be pretty easy. It all depends on just how different VX is...
Average:
Any idea how this will work?
author=Max McGee link=topic=3845.msg77163#msg77163 date=1243451651I'm glad to hear you like it! I also think it'd be neat if they could find and decipher equations found in dungeons to gain new abilities. I'll see what I can think of for more skills, but please don't hold back any ideas of your own!
Anyway, as I said I REALLY like this class. The only real issue I have is with skill learning mechanism. I think that vanilla "Level Up And Learn A Skill" thing should REALLY only be used for normal fighters/possibly rogues. I think for something as exotic as Mathemagician, he should be able to find mathematical formulas scrawled throughout the dungeon, and be able to learn spells from them by solving math problems if his level is high enough. Oh, if you need more ideas for spells for him (we do need five more) I'd be happy to help.
EDIT: I came up with a few more skills! I'm not sure how you want to handle everything, so I'll describe how the moves work and leave the nitty-gritty stuff to you.
Add: A basic healing spell. Restores an ally's HP based on INT and a random bonus.
Subtract: The inverse of Add, a basic spell that damages an enemy based on INT and a random bonus.
Multiply: Doubles the party's attack power.
Parentheses: Draws enemy attacks to the caster, but also doubles defense.
One-Eighty: Escape from battle.
Over Zero: A chance of killing an enemy in one hit.
Infinity: Restores the party's HP over time.
Axis: Negates an enemy's evasiveness.
Vector: A magic attack that damages all foes with straight-shooting beams. Damage based on INT and a set number.
Exponent: Triples the user's attack power (bear in mind, they have very low priority strength).
X: The ultimate variable move. Randomly casts any move from the database. If this isn't possible, then perhaps it could do damage from a ridiculous range, such as 0 to 100.
I think perhaps Mathematicians should only know the basic spells to start with (Add and Subtract) and learn all the rest through dungeon scrawlings like you suggested.
1. NEW RACE ADDED:
2. HELPFUL TEMPLATE (PLEASE USE):
Name:
Description:
Attributes:
A:
B:
C:
D:
E:
F:
Skills:
(If a combat class, please list one skill for each level. If a magic class, please list 9-18 available spells, grouped by "Spell Level" (spells are not learned by level, but spells HAVE levels to gauge their power). If a stealth class, please list one battle skill for each level, and distribute build "points" to Stealth, Lockpick, Detect, and Disarm. Finally, if and only if a miscellaneous class, please explain how skills are learned in italicized and concise parenthetical text, like this. )
Equipment:
Resistances:
Elf Description: Elves are more agile but frailer and weaker than humans. They are also rather alluring.
Attribute Bonuses/Penalties:
+2 AGI, -2 CON, -2 STR.
Racial Ability:
Elven Allure:
75% (modified normally by resistance, so, on average, really 45%) chance to 'Charm' one humanoid enemy at will.
Resistances/Weaknesses/Abilities: Even Level 1 Elves are immune to Enchantments (Paralysis and Sleep), two of the nastier status effects in the game. This more than makes up for their less than optimal stats.
2. HELPFUL TEMPLATE (PLEASE USE):
Name:
Description:
Attributes:
A:
B:
C:
D:
E:
F:
Skills:
(If a combat class, please list one skill for each level. If a magic class, please list 9-18 available spells, grouped by "Spell Level" (spells are not learned by level, but spells HAVE levels to gauge their power). If a stealth class, please list one battle skill for each level, and distribute build "points" to Stealth, Lockpick, Detect, and Disarm. Finally, if and only if a miscellaneous class, please explain how skills are learned in italicized and concise parenthetical text, like this. )
Equipment:
Resistances:
@F-G: Noted, will change order tomorrow.
Continuing last post:
#3: New Class (Spell List in progress; it is VERY long, considering that the Wizard theoretically has access to all 50 or so (planned) Arcane spells.)
-NOTICE: Making wizard helped me realize that the Judge's direct damage spells might actually be slightly overpowered, so I'm going to take a look at that tomorrow.-
Continuing last post:
#3: New Class (Spell List in progress; it is VERY long, considering that the Wizard theoretically has access to all 50 or so (planned) Arcane spells.)
Name:Wizard
Description: Generalist spellcasters, wizards dedicate their lives to arcane study, and reap the benefits in the form of tremendous and varied magical powers.
Attributes:
A: MP (18)
B: INT (16)
C: HP (20)
D: CON (12)
E: AGI (10)
F: STR (8)
Spells:
(Wizard spells are learned by reading spellbooks and scrolls; the wizard must be a minimum level to learn these spells, however.)
Level 1
"Animate Skeleton" - 4MP - (Necromancy). Animates a skeleton (collectible inventory item, found on corpses of certain monsters) to fight for the party until destroyed. (It's worth nothing that I plan on having a party size of 6-12 but only 3-4 PCs. This is to allow for PCs to summon plenty of minions.)
"Touch of Chaos" - 3MP - (Enchantment.) Confuses one enemy (Confusion does the same thing as Charm, but is less likely to vanish over time) but counts as a low-damage physical attack, and hence must overcome evasion to hit.
"Shimmering Halo" - 2MP - (Illusion.) Inflicts the Marked status (50% EVA) on one enemy, making them easier to hit.
"Summon Homunculus" - 4MP - (Conjuration.) A homunculus is a magical familiar animated from the wizard's own blood and life force. Unlike a skeleton, a Homunculus requires no item to summon, deals two damage to the Wizard when summoned, knows some spells, and dissapears after battle.
"Force Darts" - 2 MP - (Evocation.) 100% Accurate. Hits one enemy twice for 2 + (1/2 INT). So, deals roughly 14-22 damage. Force (i.e. non-elemental). 0% Variance.
"Burn" - 2 MP - (Evocation; Fire). 95% Accurate. Hits one enemy for 7 + (40% of INT) Fire damage. 20% Variance.
"Freeze" - 2 MP - (Evocation; Ice). As Burn but Cold damage.
"Zap" - 2 MP - (Evocation; Electricity). As Burn but Electric damage.
"Pain" - 2 MP - (Necromancy). 100% Accurate. Hits one enemy for 9 + (20% of INT) with 10% Variance; has a 75% Chance (further modified by resistance; assume 45% on average) to inflict "Staggered" status effect. Has no effect on enemies that do not feel pain (slimes, undead, etc).
(In almost two hours, I only got done with the Level 1 spells. I'll keep adding spells over time. Good news is, these ones are all loaded into the database, and working.)
Equipment: Hats, Robes, Dagger, Staves.
Resistances: None.
-NOTICE: Making wizard helped me realize that the Judge's direct damage spells might actually be slightly overpowered, so I'm going to take a look at that tomorrow.-
I would never play a Wizard if I have to navigate through 50 spells. There is something to be said about being consise, especially since you don't have a Rogue-like layout for your screen!
author=Craze link=topic=3845.msg77274#msg77274 date=1243510914
I would never play a Wizard if I have to navigate through 50 spells. There is something to be said about being consise, especially since you don't have a Rogue-like layout for your screen!
You misunderstand...a given wizard can only learn 9-18 spells over the course of a game.
There are 50 WIZARD SPELLS (this same spell pool is distributed differently to other magic classes). So wizards will never have twenty or more spells LEARNED but CAN LEARN from a selection of fifty spells. Capiche? Think D&D.
@Mr. Nemo:
Getting to it.
@Fallen-Griever:
1. Do you want me to decide the attribute +/-s ?
HP +6, CON +4, STR +4, INT -6, MP -4, DEX-2 is what I would go for.
2. Pick one, Jackhammer or Bearhug. Actually, I am inclined to go with the big stomp but I'm going to make it cost like 6HP instead of 4MP (again, trying to stress that non-magical skills don't cost MP).
Other than that, looks pretty good.
CURRENT STATUS AS OF THE TIME OF THIS POST: DO NOT EXPECT IT TO BE CURRENT TOMORROW.
Vampire, Gigante, and Geometer each added w/ changes. Alchemist updated. Waiting on stats (or approval of my stats) for Naga from Liberty. Two other updates in next post.
---CLASSES so far---COMBATName: Cavalier
Description: Cavalier is a combat class; a knight skilled with blade and shield, and capable of using a wide variety of weapons, the cavalier is a natural leader and works best at the head of a large party. His inspiring orations and powerful presence enable him to encourage allies and terrify foes.
Attributes:
A: CON (18)
B: STR (16)
C: HP (20)
D: INT (12)
E: MP (10)
F: DEX ( 8 )
Skills:
(All Cavalier skills have no cost unless otherwise noted. Can be used only in battle.)
1 "Chivalry": 100% chance to give self "Chivalrous" status, greatly increasing chance to be targeted by enemies, and adding 10 temporary HP, for the rest of the battle.
2 "Stare Down": 80% chance to inflict "Afraid" (75% Attack, Int, and Accuracy) on one susceptible enemy for 5-10 turns.
3 "Cheer": 100% chance to give one Ally cheered status (150% DEX; 125% STR) for 5 turns.
4 "Charrrge!": 75% Accurate, Double Damage Melee attack with 25% Recoil; inflicts" Staggered".
5 "Focused Discipline": Own accuracy increases by 100% for 3 turns.
6 "Hold the Line!" Spend 6 HP for an 80% Chance to grant each ally "Inspired Defense" (150% CON) for 5 Turns.
7 "Silvertongue": 75% chance to "Charm" one humanoid enemy. Charmed enemies attack their allies until they take damage.
8 "Honorbound": 75% chance to restore own HP by ~10 + INT.
9 "Battle Cry!": Spend 12 HP for 80% Chance to grant each ally "Inspired" (150% STR, CON, DEX, and INT) for 5 turns.
Equipment: Can use Light, Medium, and Heavy Armour, all shields, swords, greatswords, axes, great axes, maces, heavy maces, flails, crossbows and pole-arms.
Resistances: Only 40% Susceptible ("D") to "Afraid" condition.
Name: Pankratiast
Description: Barknuckle fighter, brawler, monk, martial artist, Pankratiasts are individuals who have honed their skills solely for the purpose of fighting anywhere, everywhere with everyone, wielding anything from their barefists and a shoelace to giantslaying mega-swords.
Attributes:
A: STR
B: HP
C: DEX
D: CON
E: INT
F: MP
Skills:
1- Bind Wounds (75% to cure bleeding/random status effect on self, if applicable.)
2- Fighting Dirty (~50% chance to blind an enemy)
3- Tackle (Stuns a target enemy and the pankratiast, ~90%)
4- Strength (Fleeting Might (200% STR) on User for the next turn ONLY.
5- Hurl (Throws an improvised projectile at a target enemy. Can hit fliers. DEX based damage.)
6- Destruction - 5 HP - (Destroys an enemy's equipment for a HP cost at ~50% chance. Inflicts "Breach" (DEF 30%) or so).
7- Combo - 8 HP - Evented so that Pankratiast gains "Combo" passive skill (Attack 3x) for a couple of turns.
8- Disarm (Has a ~40% chance of inflicting Disarmed (0% Attack) status.)
9- Retribution (An attack that causes damage to the enemy, entirely depending on the accumulated damage done to the Pankratiast during the course of the battle.)
Equipment Dual Wield.
Gauntlet-type weapons) (Cestus, brass knuckles, gauntlets, armoured gloves, bagh nakh, etc.) Clubs, staves, daggers, short blades and axes. May not wear shields or helms. May only wear light armor (leather is acceptable).
Resistances Pankratiasts are very vulnerable (B) to Int-based attacks and (A) to mind-altering status afflictions (berserk, confuse, charm, etc.). At Level 6, Pankratiasts are immune to Staggered.MAGICName: Wizard
Description: Generalist spellcasters, wizards dedicate their lives to arcane study, and reap the benefits in the form of tremendous and varied magical powers.
Attributes:
A: MP (18)
B: INT (16)
C: HP (20)
D: CON (12)
E: AGI (10)
F: STR (8)
Spells:
(Wizard spells are learned by reading spellbooks and scrolls; the wizard must be a minimum level to learn these spells, however.)
Level 1
"Animate Skeleton" - 4MP - (Necromancy). Animates a skeleton (collectible inventory item, found on corpses of certain monsters) to fight for the party until destroyed. (It's worth nothing that I plan on having a party size of 6-12 but only 3-4 PCs. This is to allow for PCs to summon plenty of minions.)
"Touch of Chaos" - 3MP - (Enchantment.) Confuses one enemy (Confusion does the same thing as Charm, but is less likely to vanish over time) but counts as a low-damage physical attack, and hence must overcome evasion to hit.
"Shimmering Halo" - 2MP - (Illusion.) Inflicts the Marked status (50% EVA) on one enemy, making them easier to hit.
"Summon Homunculus" - 4MP - (Conjuration.) A homunculus is a magical familiar animated from the wizard's own blood and life force. Unlike a skeleton, a Homunculus requires no item to summon, deals two damage to the Wizard when summoned, knows some spells, and dissapears after battle.
"Force Darts" - 2 MP - (Evocation.) 100% Accurate. Hits one enemy twice for 2 + (1/2 INT). So, deals roughly 14-22 damage. Force (i.e. non-elemental). 0% Variance.
"Burn" - 2 MP - (Evocation; Fire). 95% Accurate. Hits one enemy for 7 + (40% of INT) Fire damage. 20% Variance.
"Freeze" - 2 MP - (Evocation; Ice). As Burn but Cold damage.
"Zap" - 2 MP - (Evocation; Electricity). As Burn but Electric damage.
"Pain" - 2 MP - (Necromancy). 100% Accurate. Hits one enemy for 9 + (20% of INT) with 10% Variance; has a 75% Chance (further modified by resistance; assume 45% on average) to inflict "Staggered" status effect. Has no effect on enemies that do not feel pain (slimes, undead, etc).
(In almost two hours, I only got done with the Level 1 spells. I'll keep adding spells over time. Good news is, these ones are all loaded into the database, and working.)
Equipment: Hats, Robes, Dagger, Staves.
Resistances: None.
Name: Geometer
Description: A hermetic spellcaster that derives arcane power from mathematical formula, numerology, and non-euclidian geometry.
Attributes:
A: INT
B: MP
C: DEX
D: CON
E: HP
F: STR
Spells:
(The Geometer learns spells by finding formula scrawled throughout the Dungeon. If the Geometer is of a high enough level, he can attempt to learn the spell by solving math problems with a time limit. )
Level 1
Formula: Deals damage to all enemies based on the combined totals of random numbers based on the following chart. Costs 20% MP to cast.
Level 1- 2d4
Level 2- 1d6 + 1d4
Level 3- 2d6
Level 4- 1d8 + 1d6 + 1d4
Level 5- 2d8 + 1d4
Level 6- 1d10 + 1d8 +1d6
Level 7- 2d10 + 1d8
Level 8- 1d12 + 1d10 + 1d8
Level 9- 2d12 + 3d6
Addition: Restores HP to one ally equal to your current MP. Cost: 2 MP.
Level 2
Division: 100% chance to reduce one enemy's current HP by 25%. (Note: Script needed!) Costs 3 MP.
Multiply: Adds "Might" (200% STR) to one party member. (Cost: 4 MP).
Level 3
Euclidian Prism: Has a 100% (modified by resistance as normal; average 60%) chance of inflicting Cube (Paralysis, 1000% CON, 1000% INT, broken by damage) on one enemy. . Costs 5 MP to cast.
Level 4
Long Division: 75% chance to reduce one enemy's current HP by 50%. (Note: Script needed!) Costs 6 MP.
Exponential Growth: Adds "Might" to all party members. (Cost: 8 MP).
Level 5
Negative X: Deals damage equal to difference between caster's current and max HP to one random enemy. Costs 5 MP.
Negative Y: Deals damage equal to difference between caster's current and max MP to one random enemy. Costs 5 MP.
Level 6
Null Remainder: 50% Chance to reduce one enemy's current HP to 25%, i.e. by 75%. (Note: Script needed!). Costs: 9 MP.
Golden Spiral: As Add but effects all characters. Costs 9 MP.
Level 7
Occam's Razor: Kills one random enemy. (Some enemies are obviously immune.)
Costs 10 MP.
Level 8
Negative X Cubed: As Negative X, but effects three random enemies. Cost: 10 MP.
Negative Y Cubed: As Negative Y, but effects three random enemies. Cost: 10 MP.
Level 9
Divide by Zero: Reduces one enemy's HP to 1 (unless they are not susceptible to Math damage). Cost: 18 MP.
Equipment: Hats, Robes, Staves, Daggers, and Abbacci.
Resistances: Resistant (D) to Math damage.STEALTHMISC.Name: Raider
Description: A hit-and-run skirmisher who eschews armor for multiple weapons and agile movement. Zelzis are ideal for this class, since their society relies on them to hunt food. This is a Combat-Magic Hybrid Class.
Attributes:
A: STR (18)
B: DEX (16)
C: HP (20)
D MP (12)
E: INT (10)
F: CON (8)
Skills:
1 "Bellow" - 4 HP: Inflict "Afraid" on all foes (60%)
2 "Sandstorm Song" - 4 MP: Cheer (see above) all allies for three turns.*
3 "War Scream" - 5 HP: Give all allies Fury (STR=150%) for three turns.
4 "Chant - 5 MP: Give all allies Brainstorm (INT=150%) for five turns.*
5 "Howl" - 8 HP: Stagger one foe (med. odds) and inflcit Sap (50% CON) for five turns.
6 "Oasis" - 10 MP: All allies recover 10% MP per turn for five turns.*
7 "Disrupt" - 10 MP: Silence all combatants (5-10 Turns).*
8. "Frenzy": Regen (10% HP gain/turn), Berserk (auto-attack), and Fury (150% STR) on the user for normal durations. No cost.
9. "Rage": Inflict Fury, Cheer, and Sap on the User. No cost.
*= This is an Arcane ability and counts as Magic.
Equipment: Raiders can use hand axes, swords, daggers, and bucklers and can wear light armor and cloth.
Resistances: Vulnerable (B) to Poison. Resistant (D) to Blindness. After Level 8, Raiders receive increased accuracy. At Level 9, Raiders become immune to Paralysis and Sleep effects.
Name: Judge
A tanking class that aids the party by debilitating the enemy with its judicial magic. While able to deal minor damage, its goal is to be a debuff/heal hybrid with some armor. (Misc. Combat/Mage hybrid.)
Attributes:
A: CON
B: INT
C: HP
D: STR
E: MP
F: DEX
SKILLS (LEARNED BY LEVEL)
1 "Declare Innocent": 100% chance to inflict an ally with "Innocent," which greatly reduces chance of being targeted by enemies for five turns
3 "Declare Guilty": 100% chance to inflict an ally with "Prison," which deals 3HP damage to the target and increases CON 170%
5 "Pardon": 100% chance to recover ~16 + 1/2INT HP to an ally; removes "Prision," if inflicted
JUDICIAL SPELLS (NOT LEARNED BY LEVEL)
Level 1
"Abide": 1 MP; 100% chance to deal 3/4INT Light damage
"Truth": 2 MP; 100% to recover ~10 + INT HP to an ally
Level 2
"Executive": 3 MP; 100% chance to inflict "Executive" on the caster, which doubles CON and heals 7HP
Level 3
"Trial": 5 MP; 100% chance to deal 5/4INT Light damage and has a 6% chance of killing the enemy
Level 4
"Organization": 6 MP; 100% chance to inflict "Sluggish" on enemy party.
Level 5
"Justice": 8 MP; 100% chance to deal 7/4 Light damage and has a 18% chance of killing the enemy
+STANDARD HEALING MAGIC
Equipment:
Judges can equip Medium armor, light maces, flails and crossbows. Two artifacts, the Hand of and Judicial Tongue, are respectively a heavy flail and crossbow designed for Judges. They boost maximum MP by 3. Judges cannot equip shields, but rather can find (rarely) 'shields' that are Tomes of Law.
Skill Learning: TBD.
Resistances: Judges cannot be harmed by Light, Dark, Law, or Chaos magic.
Name: Alchemist.
Description: The Alhemist is a miscellaneous class. They're able to combine items together to create explosive cocktails, healing potions and other such solutions. They mainly deal in fire/poison damage, status effects and healing skills.
Attributes:
A: INT
B: MP
C: DEX
D: HP
E: CON
F: STR
Skills:
1 - "Mix":
This skill brings up the Synthesis menu ("synthesis shop") wherever he is; the available options are dependent on Level (via common event) exactly as you have dictated them. He can mix items (using the formula you provided) to create other items that can be used in battle,
5 - "Pharmacology":
This passive skill causes healing items used by the chemist to have their effects doubled.
FORMULAS (by Level that they first become available):
1) Fire-Bomb: Deals mid fire damage to the target. May burn the target (50%).
Item Requirements: Incendiary, Kindle, Gunpowder.
2) Mustard-Bomb: Deals mid-level poison damage to one target. May poison the target (75%).
Item requirements: Poisonshroomx2, Incendiary.
3) Healing Gel: Recovers 33% of the target's max HP. May cause numbness for one turn (15%)
Item Requirements: Labile Oil, Green Herbx3.
5) Flash-Fire: Deals low fire damage to all targets. May burn the targets (25%).
Item Requirements: Incendiaryx2, Kindle, Ether, Gunpowerx2.
5) Poison-Gas: May poison all targets (75%).
Item Requirements: Poisonshroomx2, Ether, Incendiary.
6) Napalm: May burn the target (100%).
Item Requirements: Labile Oil, Incendiaryx2
7) Healing Paste: Recovers 66% of the target's max HP. May cause numbeness for one turn (50%)
Item Requirements: Labile Oil, Green Herbx5.
8) Powder-Keg: Deals heavy fire damage to the target.
Item Requirements: Incendiaryx3, Gunpowderx3.
9) Placebo: If the target is inflicted with a negative status effect/s, this has 50% to remove it/them.
Item Requirements: Labile Oil, Red Herbx3
*All skills require one Glass Vial.
**Skill damage is dependent on INT.
Equipment: Can use Light Armour/Helms etc. Can use daggers, crossbows, quarterstaves, and guns.
Resistances: Susceptible to anything that may debuff their INT stat. Also susceptible to Confusion. Resistant to Poison and Burns.---RACES SO FAR---Men (Humans)
Description: The pinnacle of resiliency, diversity, adaptability, ruthlessness and greed, men are as hard to kill as cockroaches. They apply themselves well to everything, but have no specific superlative strengths or weaknesses.
Attribute Bonuses/Penalties: Humans earn 20% more experience than any other race. This is their only advantage. (This is accomplished with a Passive Skill called "Race: Human" which auto-inflicts State 22, which increases experience rate to 120%.)
Resistances/Weaknesses/Abilities: None. Humans have a significant advantage in being fast learners, and no other special resistances or abilities.
Elf
Description: Elves are more agile but frailer and weaker than humans. They are also rather alluring.
Attribute Bonuses/Penalties:
+2 AGI, -2 CON, -2 STR.
Racial Ability:
Elven Allure:
75% (modified normally by resistance, so, on average, really 45%) chance to 'Charm' one humanoid enemy.
Resistances/Weaknesses/Abilities: Even Level 1 Elves are immune to Enchantments (Paralysis and Sleep), two of the nastier status effects in the game. This more than makes up for their less than optimal stats.
Zelzi
Description: The rare Zelzi are a raptor-like reptillian race found in the savannas of Duskbloom Desert, living a nomadic lifestyle, and relying on their Raiders to gather food from both the land itself and passing caravans alike. Zelzi are not a hated race as they were in the past. In fact, it has become almost customary for caravans to bring along extra rations for the purpose of staving off Zelzi Raiders. They are lead by a Great-Chief, who is always the mother of the strongest male of the strongest tribe. Much trade and little war between tribes has caused the Zelzi to prosper greatly in the harsh desert clime.
Attributes: +2 STR, +4AGI, -6HP
Resistance to Fire.
Weakness to Earth.
Racial Abilities:
Limber (Passive):
Sapped (50% CON), Feeble (50% STR), Muddled (50% INT) and Sluggish (50% DEX) status effects wear off twice as fast.
Vampire
Description: The vampires are said to have originated from a small, forgotten realm in the most northwestern parts of the world. Rather than being a unique race, vampirism can be seen as a spiritual malaise or form of demonic possession that can afflict any of the basic humanoid races: human, elf, dwarf, and orc alike.
The curse of thevampire originated in the forest-valley far west of Rockhaven, covered with dark forests and swamps. With the protection of the dwarf lords of Rockhaven, an independent people made a home there, during the Draconic age, when all other thinking beings were slaves to dragonkind. This golden age ended in the History does not tell of it's origin or the like but that it's golden age was ended during the third century B.F.E. (before first era) when the Orcish horde descended from the eastern mountains to punish the upstart civilization.
A bitter war broke out and the lords of the realm began to realize that their demise was imminent. As shrouded this tale is there are no details other than a pact with dark gods to be able to fight back the Crcish hordes, which also resulted in the land and it's people becoming cursed for eternity to drink blood to live. All vampires, from elders to fledglings, are heirs to the lords to the lords and dukes that once swore the dark pact.
Attributes:
+2 STR, +2 INT, +2 DEX, +2 CON.
Vampires gain EXP at 75% the rate of most other races. (I am having issues implementing this and would like some help!)
Racial Ability:
Shapeshift
Inflicts Batform status (Silenced, 200% DEX, 50% STR, INT, CON, and HP) on self.
Blood Drinker:
An unarmed physical attack that absorbs 60% of the damage dealt.
Resistances/Weaknessses
A (200%) to Light/Holy.
B (150%) to Fire.
D (50%) to Cold.
E (0%) to Healing; vampires cannot be healed except by drinking blood.
Gigante
Description: A race of giants whose height and stature intimidates nearly everyone they come across. Fortunately, they believe they were created by the gods for the purpose of protecting the planet's natural resources, not to wreak havoc and mayhem across the land. To this end, many Gigante are leaving their lush homeland to investigate why animals/monsters are becoming more and more violent.
Attribute Bonuses/Penalties:
HP +6, CON +4, STR +4, INT -6, MP -4, DEX-2
Resistances/Weaknesses:
D to Sap and Feeble.
D to Water and Earth.
B to Pain/Dark.
Abilities:
"Jackhammer" - 6 HP - The Gigante smashes the ground to create a shockwave of energy that hits all enemies for 0.7x normal attack damage. Earth Elemental. (Misses against flying enemies, deals double-damage to enemies rooted to the ground/underground in some way.)
Vampire, Gigante, and Geometer each added w/ changes. Alchemist updated. Waiting on stats (or approval of my stats) for Naga from Liberty. Two other updates in next post.
Okay, so I can continue to spend time overseeing class creation and refinement, I have four requests I would like to outsource.
Graphics #1:
Changing a huge sheet of awesome 32x32 icons into a correctly formatted RMVX Iconset. (Then I will tack that Icon Set onto the one Craze used for Geondun (with his permission) and we will have ALL THE ICONS IN THE WORLD. Needless to say, these icons (which I yoinked, and which no one else has) are free for anyone involved in this project to use for their project, but the person who does this for Deeper gets first dibs. There are a LOT of icons, and they are very good. Once someone agrees, I shall PM them the icons. Oh, if anyone is wondering, these icons were yoinked from an open source roguelike and I believe they are free to use.
Graphics #2
Changing a sheet of 32 by 32 top-down "tiles" into some VX tilesets. It is another graphical look for the game (much closer to Ascii) that I want to at least experiment with. Likewise, these graphics are yours. Sample maps would be an awesome way of showing off the conversion, too. Once someone agrees, I will PM them the tiles. Oh, if anyone is wondering, these tiles were yoinked from an open source roguelike and I believe they are free to use.
Scripting #1
Halp! I am using KGC_Passive Skill and the "Plus_State" function won't work. This makes it impossible to implement Humans and Vampires unique EXP rates (for that, I am using KGC_VariableExpGold). The idea is to have a passive skill that adds an invisible state that modifies EXP Rate. But Plus_State itself seems to be broken. Halp!
Scripting #2
Skill Functions 2.0 by Mithran is missing any way to create skills that deal proportional HP damage; i.e., the Geometer's "Division" skillset, demi-like skills that halve or quarter enemy HP. So I need a script that will do this, ideally by using the note box.
If anyone is going to "Get at me" like "Hey Legion, what are YOU DOING you lazy turd?" the answer is I am going to spend my free time today adding all of your classes and races to the database (and implementing the skills you guys thought of) after I get off of work. If I manage to do that before like 6AM I will add a race (Dwarf) and our first stealth class (unless Craze beats me to it), a standard Thief.
Graphics #1:
Changing a huge sheet of awesome 32x32 icons into a correctly formatted RMVX Iconset. (Then I will tack that Icon Set onto the one Craze used for Geondun (with his permission) and we will have ALL THE ICONS IN THE WORLD. Needless to say, these icons (which I yoinked, and which no one else has) are free for anyone involved in this project to use for their project, but the person who does this for Deeper gets first dibs. There are a LOT of icons, and they are very good. Once someone agrees, I shall PM them the icons. Oh, if anyone is wondering, these icons were yoinked from an open source roguelike and I believe they are free to use.
Graphics #2
Changing a sheet of 32 by 32 top-down "tiles" into some VX tilesets. It is another graphical look for the game (much closer to Ascii) that I want to at least experiment with. Likewise, these graphics are yours. Sample maps would be an awesome way of showing off the conversion, too. Once someone agrees, I will PM them the tiles. Oh, if anyone is wondering, these tiles were yoinked from an open source roguelike and I believe they are free to use.
Scripting #1
Halp! I am using KGC_Passive Skill and the "Plus_State" function won't work. This makes it impossible to implement Humans and Vampires unique EXP rates (for that, I am using KGC_VariableExpGold). The idea is to have a passive skill that adds an invisible state that modifies EXP Rate. But Plus_State itself seems to be broken. Halp!
Scripting #2
Skill Functions 2.0 by Mithran is missing any way to create skills that deal proportional HP damage; i.e., the Geometer's "Division" skillset, demi-like skills that halve or quarter enemy HP. So I need a script that will do this, ideally by using the note box.
If anyone is going to "Get at me" like "Hey Legion, what are YOU DOING you lazy turd?" the answer is I am going to spend my free time today adding all of your classes and races to the database (and implementing the skills you guys thought of) after I get off of work. If I manage to do that before like 6AM I will add a race (Dwarf) and our first stealth class (unless Craze beats me to it), a standard Thief.
I like the changes you made to the Geometer! Sounds like it'll be quite an interesting class if we can get the demi-attack scripts to work. But I noticed that Subtraction is the only basic math funtion that isn't included. Couldn't it damage an enemy using the same method as Addition? Or perhaps cut an enemy's defense, since it's already such an offense-oriented magic class?
Also...abbacci? They get to use an abbaccus as a weapon?! I hope that item group includes bladed protractors.
Also...abbacci? They get to use an abbaccus as a weapon?! I hope that item group includes bladed protractors.
I think my PM-function is broken or max never answers my messages :'(
but I am willing to get the chips/icons into VX format, I have some time off this weekend.
Also, I was actually writing for the dwarf-race, but I'm pretty sure that max would do a better one with better ideas. I vote for giving dwarves resistance to earth and dark (like blind, but different?) but vulnerable to water. Also, the "super guard" checkbox could be useful here.
but I am willing to get the chips/icons into VX format, I have some time off this weekend.
Also, I was actually writing for the dwarf-race, but I'm pretty sure that max would do a better one with better ideas. I vote for giving dwarves resistance to earth and dark (like blind, but different?) but vulnerable to water. Also, the "super guard" checkbox could be useful here.
Race:
Name: Yeti
Description: Tall humanoid creatures that live in the cold north. These brutes tend to live thier lives like normal animals. However once in awhile, a Yeti might have the curiousity to explore the unknown, especially if it gets shiney things in the end!
Attribute Bonuses/Penalties:
HP +4, CON +2, STR +4, DEX+4, INT -6, MP -6,
Resistances/Weaknesses:
Weak agasnt Fire
Resist agasnt Ice
Abilities:
Snowball Don't ask where he got the snow from, this fast attack causes the enemy to stagger for a turn. (Does some damage as well)
BECAUSE EVERY GAME NEEDS A YETI
Name: Yeti
Description: Tall humanoid creatures that live in the cold north. These brutes tend to live thier lives like normal animals. However once in awhile, a Yeti might have the curiousity to explore the unknown, especially if it gets shiney things in the end!
Attribute Bonuses/Penalties:
HP +4, CON +2, STR +4, DEX+4, INT -6, MP -6,
Resistances/Weaknesses:
Weak agasnt Fire
Resist agasnt Ice
Abilities:
Snowball Don't ask where he got the snow from, this fast attack causes the enemy to stagger for a turn. (Does some damage as well)
BECAUSE EVERY GAME NEEDS A YETI
Alright, Darken, that's more like it : )
Alright, if I accept the yeti/sasquatch, it will mark an end to the beast races (for now) until the normal humanoid races have caught up somewhat. I like it, but I acknowledge it is basically Gigante with an ice twist.
Team Deeper: Vote to accept Yeti?
@Nemo. PMS are SOOOOO retarded. I will attempt to PM you the stuff...now. Let me know whether or not you got it. Also, TY. : )
Also, as to dwarves...I think I am making them element neutral, but I am definitely giving them Super Guard (I'm calling it Full Defense in the context of deeper). Oh, actually, considering their super secret origins in the Mundus (okay, not that secret; the Bygone genetically engineered Dwarves to mine "glowstone" (read: radioactive ore) out of the earth), they should be extra resistant to poisons/toxins.
EDIT: Did you get my PM???
@Halibabica:
I just got an idea for Subtraction. I will edit it in later today. : )
BTW, here is a list of people I am specifically, actively inviting to participate in this if they aren't already:
*Crumply
*missingno
*harmonic
*AznChipmunk
*AeroGP
*LittleWingGuy
*NoblemanNick
*Karsuman
*Otokonoko
*Kentona
*FeldshlachtIV
*anyone else who wants to!
Alright, if I accept the yeti/sasquatch, it will mark an end to the beast races (for now) until the normal humanoid races have caught up somewhat. I like it, but I acknowledge it is basically Gigante with an ice twist.
Team Deeper: Vote to accept Yeti?
@Nemo. PMS are SOOOOO retarded. I will attempt to PM you the stuff...now. Let me know whether or not you got it. Also, TY. : )
Also, as to dwarves...I think I am making them element neutral, but I am definitely giving them Super Guard (I'm calling it Full Defense in the context of deeper). Oh, actually, considering their super secret origins in the Mundus (okay, not that secret; the Bygone genetically engineered Dwarves to mine "glowstone" (read: radioactive ore) out of the earth), they should be extra resistant to poisons/toxins.
EDIT: Did you get my PM???
@Halibabica:
I just got an idea for Subtraction. I will edit it in later today. : )
BTW, here is a list of people I am specifically, actively inviting to participate in this if they aren't already:
*Crumply
*missingno
*harmonic
*AznChipmunk
*AeroGP
*LittleWingGuy
*NoblemanNick
*Karsuman
*Otokonoko
*Kentona
*FeldshlachtIV
*anyone else who wants to!
Dwarves with a twist! Love it :D
I got the PM and I will start working on the sets tonight to have it ready tomorrow or caturday.
Also, what I've been trying to say through pms is that (referring to the love & war mapping thread) I'd try and map a project of yours anyday.
And I just couldn't help myself;
I have my doubts about submitting this class due to the geometer being a very offensive mage already and also because this is REALLY a questionable PC. But here goes;
Demonologist
Attributes:
A: INT
B: MP
C: STR
D: DEX
E: CON
F: HP
Description: Harnessing the destructive powers of darkness, the demonologists are rightly feared and abhorred almost all races as they one of the most powerful sorcerors that walk the realms. Their might is however as dangerous to their foes as it is perilious to themselves.
Skills:
Soul Harvest(Has a chance of instantly killing target enemy, depending on their remaining HP and the differation of Caster/Target level. Enemies destroyed in this way will be added to the casters SOUL POOL. The cost is also dependent on the
differation of caster/target level and remaining HP.)
Soul Blast (Discharges ALL souls held in the SOUL POOL into a powerful bolt, dealing DARK/CHAOS damage to one single enemy. It's damage and cost is dependent on the amount of souls held, and the INT-stat of course)
Empower (Removes a soul from the pool to double the demonologists INT-stat for the remainder of the battle)
Possession (Removes a soul from the SOUL POOL to inflict POSSESSION on a target enemy; Increases it's STR by 200%, lowers resistance to HOLY/LIGHT and forces it to randomly attack allies. This condition does not wear off like confusion and the
like but can be cured through excorsism and general light-spells.)
Summon Imp (Removes a soul from the pool to summon an Imp. The imp is a weak summon but able to cast a small variety of offensive spells)
Sacrifice (Removes 40% of the demonologists current HP to restore full MP)
Dark Pact (Buffs one party member by 300% of all stats for 5 rounds, after which the character dies. if the battles ends, the character dies aswell)
Blood for Chaos (Kills an ally instantly and adds a VERY powerful summoned demon to fight for the demonologist until the end of the battle)
Maelstrom (Does a large amount of MP damage to all enemies and has a chance of killing them depending on the amount of remaining MP. This spell may also a. remove all the demonologists' souls b. remove the demonologists MP or c. kill the demonologist instantly)
Equipment: Hats, Robes, Dagger, Staves. To an extent, some powerful but cursed swords.
Resistances:
Weak (A) to LIGHT/HOLY
Vulnerable (B) to DARK/CHAOS
This class is just some ideas that came from the top of my head and I don't know if it really fits or is necessary at ALL. That's why I haven't finished doing more skills if it isn't acceptable.
I got the PM and I will start working on the sets tonight to have it ready tomorrow or caturday.
Also, what I've been trying to say through pms is that (referring to the love & war mapping thread) I'd try and map a project of yours anyday.
And I just couldn't help myself;
I have my doubts about submitting this class due to the geometer being a very offensive mage already and also because this is REALLY a questionable PC. But here goes;
Demonologist
Attributes:
A: INT
B: MP
C: STR
D: DEX
E: CON
F: HP
Description: Harnessing the destructive powers of darkness, the demonologists are rightly feared and abhorred almost all races as they one of the most powerful sorcerors that walk the realms. Their might is however as dangerous to their foes as it is perilious to themselves.
Skills:
Soul Harvest(Has a chance of instantly killing target enemy, depending on their remaining HP and the differation of Caster/Target level. Enemies destroyed in this way will be added to the casters SOUL POOL. The cost is also dependent on the
differation of caster/target level and remaining HP.)
Soul Blast (Discharges ALL souls held in the SOUL POOL into a powerful bolt, dealing DARK/CHAOS damage to one single enemy. It's damage and cost is dependent on the amount of souls held, and the INT-stat of course)
Empower (Removes a soul from the pool to double the demonologists INT-stat for the remainder of the battle)
Possession (Removes a soul from the SOUL POOL to inflict POSSESSION on a target enemy; Increases it's STR by 200%, lowers resistance to HOLY/LIGHT and forces it to randomly attack allies. This condition does not wear off like confusion and the
like but can be cured through excorsism and general light-spells.)
Summon Imp (Removes a soul from the pool to summon an Imp. The imp is a weak summon but able to cast a small variety of offensive spells)
Sacrifice (Removes 40% of the demonologists current HP to restore full MP)
Dark Pact (Buffs one party member by 300% of all stats for 5 rounds, after which the character dies. if the battles ends, the character dies aswell)
Blood for Chaos (Kills an ally instantly and adds a VERY powerful summoned demon to fight for the demonologist until the end of the battle)
Maelstrom (Does a large amount of MP damage to all enemies and has a chance of killing them depending on the amount of remaining MP. This spell may also a. remove all the demonologists' souls b. remove the demonologists MP or c. kill the demonologist instantly)
Equipment: Hats, Robes, Dagger, Staves. To an extent, some powerful but cursed swords.
Resistances:
Weak (A) to LIGHT/HOLY
Vulnerable (B) to DARK/CHAOS
This class is just some ideas that came from the top of my head and I don't know if it really fits or is necessary at ALL. That's why I haven't finished doing more skills if it isn't acceptable.
My thoughts on the demonologist:
Right now, for mages, we have one generic arcane spellcaster, one very specific arcane spellcaster, no divine spellcasters (no cleric) and no druid.
I was thinking of including a Necromancer (a wizard who specializes in Necromancy spells) and an elementalist/druid. If I did that, we'd still have 3-4 Arcane casters, and no cleric. Demonologist IS a divine spellcaster, but is very evil and looks like a bitch to code...
Right now I am thinking...can we possibly combine Necromancer and Demonologist into a single (easier to code) class. And give it divine flavor...or not. I like the idea of the Soul Pool, but we need to simplify it, a lot. Right now I am bouncing around the idea of a Necromancer who has some Demonologist abilities and eats souls to learn new Necromancy spells (the same Necromancy spells that the Wizard has access to some of).
Anyway, right now, I am more concentrated on adding existing classes to the database than creating new classes, but those are my immediate thoughts.
Right now, for mages, we have one generic arcane spellcaster, one very specific arcane spellcaster, no divine spellcasters (no cleric) and no druid.
I was thinking of including a Necromancer (a wizard who specializes in Necromancy spells) and an elementalist/druid. If I did that, we'd still have 3-4 Arcane casters, and no cleric. Demonologist IS a divine spellcaster, but is very evil and looks like a bitch to code...
Right now I am thinking...can we possibly combine Necromancer and Demonologist into a single (easier to code) class. And give it divine flavor...or not. I like the idea of the Soul Pool, but we need to simplify it, a lot. Right now I am bouncing around the idea of a Necromancer who has some Demonologist abilities and eats souls to learn new Necromancy spells (the same Necromancy spells that the Wizard has access to some of).
Anyway, right now, I am more concentrated on adding existing classes to the database than creating new classes, but those are my immediate thoughts.
I'm going to do Thief as soon as I change out of these dressclothes, and I call dibs on a Sylvan/Fairy race. Also, those icons from DT and Geondun are free-for-all; I didn't compile them and they're just recolors so yeah. Also, look in the KGC Library, Max; there's a script that does Demi-type skills in there. <3
Name: Thief
Description: An intelligent and sneaky class that focuses on staying in the shadows and getting treasure. They are skilled opportunists; they can strike out with high damage but are quite frail. One might even call them a "Striker."
Attributes:
A: DEX
B: STR
C: INT
D: HP
E: CON
F: MP
Skills:
STEALTH PERKS:
L1: Stealth 2, Pick 3
L2: Stealth 3, Pick 3
L3: Stealth 3, Pick 4
L4: Stealth 3, Pick 5
L5: Stealth 3, Pick 5, Detect 1
L6: Stealth 3, Pick 5, Detect 2
L7: Stealth 4, Pick 5, Detect 2
L8: Stealth 4, Pick 5, Detect 3
L9: Stealth 4, Pick 5, Detect 4
SKILLS:
L1 "Lurk": Uses up a turn to hide in the shadows for up to three turns, lowering the chance of being targeted.
L2 "Sneak Attack": Requires and removes Lurking status. Deals 1.5x normal damage and inflicts Sluggish/CON-down.
L3 "Opportunist": Requires and removes Lurking status. Deals mixed STR/INT damage and inflicts STR-down.
L4 "Useful Loot": Boosts the user's STR.
L5 "Assassinate" Requires and removes Lurking status. Deals 1.8x normal damage and inflicts Poison.
L6 "Dancing Dirks": Boosts the user's DEX.
L7 "Pick Warlock": Deals .8x damage and inflicts Silence 80% of the time.
L8 "Cornered": Costs 4HP; boosts the user's CON and inflicts Lurking status.
L9 "Perfect Hit": Requires and removes Lurking status. Never misses, deals great mixed STR/INT damage, costs 2HP.
Equipment: Medium armor, sexy hats, shortswords, dirks, 1H maces, parrying daggers, bucklers
Resistances: None.
Name: Thief
Description: An intelligent and sneaky class that focuses on staying in the shadows and getting treasure. They are skilled opportunists; they can strike out with high damage but are quite frail. One might even call them a "Striker."
Attributes:
A: DEX
B: STR
C: INT
D: HP
E: CON
F: MP
Skills:
STEALTH PERKS:
L1: Stealth 2, Pick 3
L2: Stealth 3, Pick 3
L3: Stealth 3, Pick 4
L4: Stealth 3, Pick 5
L5: Stealth 3, Pick 5, Detect 1
L6: Stealth 3, Pick 5, Detect 2
L7: Stealth 4, Pick 5, Detect 2
L8: Stealth 4, Pick 5, Detect 3
L9: Stealth 4, Pick 5, Detect 4
SKILLS:
L1 "Lurk": Uses up a turn to hide in the shadows for up to three turns, lowering the chance of being targeted.
L2 "Sneak Attack": Requires and removes Lurking status. Deals 1.5x normal damage and inflicts Sluggish/CON-down.
L3 "Opportunist": Requires and removes Lurking status. Deals mixed STR/INT damage and inflicts STR-down.
L4 "Useful Loot": Boosts the user's STR.
L5 "Assassinate" Requires and removes Lurking status. Deals 1.8x normal damage and inflicts Poison.
L6 "Dancing Dirks": Boosts the user's DEX.
L7 "Pick Warlock": Deals .8x damage and inflicts Silence 80% of the time.
L8 "Cornered": Costs 4HP; boosts the user's CON and inflicts Lurking status.
L9 "Perfect Hit": Requires and removes Lurking status. Never misses, deals great mixed STR/INT damage, costs 2HP.
Equipment: Medium armor, sexy hats, shortswords, dirks, 1H maces, parrying daggers, bucklers
Resistances: None.
author=Max McGee link=topic=3845.msg77410#msg77410 date=1243556765
My thoughts on the demonologist:
Right now, for mages, we have one generic arcane spellcaster, one very specific arcane spellcaster, no divine spellcasters (no cleric) and no druid.
I was thinking of including a Necromancer (a wizard who specializes in Necromancy spells) and an elementalist/druid. If I did that, we'd still have 3-4 Arcane casters, and no cleric. Demonologist IS a divine spellcaster, but is very evil and looks like a bitch to code...
Right now I am thinking...can we possibly combine Necromancer and Demonologist into a single (easier to code) class. And give it divine flavor...or not. I like the idea of the Soul Pool, but we need to simplify it, a lot. Right now I am bouncing around the idea of a Necromancer who has some Demonologist abilities and eats souls to learn new Necromancy spells (the same Necromancy spells that the Wizard has access to some of).
Anyway, right now, I am more concentrated on adding existing classes to the database than creating new classes, but those are my immediate thoughts.
It is a bitch to code, that's why I made it ;). But yeah, I figured it was not what was needed, class-wise, right now. Take the soul pool and put it into a necromancer-thingie.
Also, as I was planning on doing the Hierophant, which IS a pure cleric/diviner class. WHEN I make it, I'll post it and see what you think.
RANDOM IDEA:If you don't want more than 3 many mage-classes and the Hierophant turns out ok, one could lift the necromancer/demonologist stuff to a misc. "soul collector" or something, relating to necromancers/death knights, spiritists and soul collector/voodoo stuff. Just a thought.
EDIT:
I've made some of the tiles able to auto-tile. pretty handy. the rest I will wrap up tomorrow and then it's cut/paste the icons. Although I don't think they'll all fit, which are priority? Otherwise, I saw a script for having the XP-style, single-style icons in VX; could be pretty handy.
















