DEEPER - A COMMUNITY ROGUELIKE FOR RPG MAKER VX - YOUR HELP WANTED!
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You can always use the paint bucket tool to fill in 'fake' ceilings with black after the dungeon is generated.
author=Mr.Nemo link=topic=3845.msg79265#msg79265 date=1244548452
i didn't see that vx had a random dungeon generator ::)
but uh, most tiles here are either floor or walls. ceiling is usually made up of black and if there are any ceilings, that's like 3 tiles in total. the thing is, setting it up in according to that generator, you will lose more than half of the tiles.
I noticed this also...yes, this is an interesting dilemma, because these tiles are designed for everything to be one tile tall, and have no ceilings, only blackness. If we went the one-tile route, it would restrict us to one-tile-tall characters, etcetera. Unfortunately, the super-convenient autogenerator makes walls two tiles long.
So basically, our options are RTP characters, originals (LOL) or using the non-animated character "icons" from stone soup, which I feel would make us feel v. much like some kind of a fan-game/spinoff.
Ultimately have to somehow get it to work with the generator, even if we just paint black over the ceiling rows. (You have to admit that half the tiles are kind of redundant anyway.) But I do agree with you that trying to set up autotiled ceilings to match the wall tiles you made is a big pain in the bum.
But anyway this is an interesting dilemma that can completely wait until we finish Phase One and settle these issues in the intermediary phase between one and two.
1. Later today I plan to add/accept the Monastic class.
2. After that, let's flesh out the rest of the classes on paper.
3. After that, I'll ask for help to add the remaining six classes to the DB.
4. Finally, we will be done with Phase 1. Then we can talk about graphics.
...Are sprites in order? Because, much as I'd like to, I'm not that great of a spriter. 16x32 is about my limit.
...Maybe I could draw stuff out on paper for others to sprite...
EDIT: damn, too soon.
...Maybe I could draw stuff out on paper for others to sprite...
EDIT: damn, too soon.
@Chaos: I think ANY original graphics for this project would strongly decrease its chances of actually being released, so I am STRONGLY against them. But we can discuss this when we get to the graphics phase.
For now, I present THE MONASTIC. : )
The following class has been created and accepted but I still need to add it to the database.
Name: Monastic
Description: While most monks are frail, peaceful and learned old men who spend all of their days poring over ancient scrolls and tomes in dimly lit rooms, it is the elite monastic agents trained at the Lochwinter and Tallowisp monasteries who are charged with acquiring these ancient relics and mysteries. Monastics are crafty stealth operatives trained in ancient arts of hand-to-hand combat and induced biofeedback trance-states.
Attributes:
A: STR
B: DEX
C: MP
D: HP
E: INT
F: CON
Skills:
STEALTH PERKS:
Under review.
SKILLS:
L1 "Burning Palm" - Can only be used when unarmed. Causes own physical attacks to deal Fire Damage for the duration of one battle.
"Freezing Kick" - Can only be used when unarmed. Causes own physical attacks to deal Cold/Water Damage for the duration of one battle.
"Fist of the North Star" - Can only be used when unarmed. Causes own physical attacks to deal Air/Lightning Damage for the duration of one battle.
"Stone Strike" - Can only be used when unarmed. Causes own physical attacks to deal Earth damage for the duration of the battle.
L2 "Chi-Strike" - Can only be used unarmed. 1 MP. INT-based damage. Can hit flying enemies.
"Kata" - Can only be used Unarmed. Multiple-hit physical attack.
"Knee-Stamp" - Can only be used with one free hand. Physical attack that can inflict "Sluggish" on one enemy.
L3 "Chakra" - 2 MP. Heals self by ~50%
"Rupturing Blow" - Regular attack with a chance to poison one enemy.
L4 "Friarpace" - Field ability. Increases movement speed and prevents enemy encounters.
"Purification Mantra" - 3 MP - Removes most status effects from self.
L5 "Lotus Palm" Can only be used when Unarmed. Regular attack with a chance to inflict paralysis.
"Mindkiller Mantra" - 4 MP - Increases own critical rate and critical damage modifier significantly for the duration of the battle.
L6 "Subtle Dagger" - Can only be used when armed with a dagger. Good chance to inflict Bleeding, small chance to inflict death.
"Earslap" - Can only be used with one free hand. Physical attack with a chance of causing confusion.
L7 "Shadow Boxing" - Can only be used when unarmed. Own physical attacks deal Dark damage for duration of the fight. Increases Evasion.
"Hand of Longinus" - Can only be used when unarmed. Own physical attacks deal Light damage for duration of the fight. Increases INT.
"Throw" - Can only be used with one free hand. Deals heavy physical damage to and staggers one enemy.
L8 "Darkling Mantra" - 3 MP - Turns self invisible.
"Revivication Mantra" - 3 MP - Regen on self.
L9 "Secret Fist" - 5 HP. Can only be used when Unarmed. Physical attack with a good chance to inflict Death.
Equipment: Bare Hands, Daggers, Crossbows, Light Armor.
Resistances: None.
Note: Monastics will learn their damage-dealing skills (techniques) by defeating certain special enemies in single combat. Mantras will be learned from ancient scrolls.
For now, I present THE MONASTIC. : )
The following class has been created and accepted but I still need to add it to the database.
Name: Monastic
Description: While most monks are frail, peaceful and learned old men who spend all of their days poring over ancient scrolls and tomes in dimly lit rooms, it is the elite monastic agents trained at the Lochwinter and Tallowisp monasteries who are charged with acquiring these ancient relics and mysteries. Monastics are crafty stealth operatives trained in ancient arts of hand-to-hand combat and induced biofeedback trance-states.
Attributes:
A: STR
B: DEX
C: MP
D: HP
E: INT
F: CON
Skills:
STEALTH PERKS:
Under review.
SKILLS:
L1 "Burning Palm" - Can only be used when unarmed. Causes own physical attacks to deal Fire Damage for the duration of one battle.
"Freezing Kick" - Can only be used when unarmed. Causes own physical attacks to deal Cold/Water Damage for the duration of one battle.
"Fist of the North Star" - Can only be used when unarmed. Causes own physical attacks to deal Air/Lightning Damage for the duration of one battle.
"Stone Strike" - Can only be used when unarmed. Causes own physical attacks to deal Earth damage for the duration of the battle.
L2 "Chi-Strike" - Can only be used unarmed. 1 MP. INT-based damage. Can hit flying enemies.
"Kata" - Can only be used Unarmed. Multiple-hit physical attack.
"Knee-Stamp" - Can only be used with one free hand. Physical attack that can inflict "Sluggish" on one enemy.
L3 "Chakra" - 2 MP. Heals self by ~50%
"Rupturing Blow" - Regular attack with a chance to poison one enemy.
L4 "Friarpace" - Field ability. Increases movement speed and prevents enemy encounters.
"Purification Mantra" - 3 MP - Removes most status effects from self.
L5 "Lotus Palm" Can only be used when Unarmed. Regular attack with a chance to inflict paralysis.
"Mindkiller Mantra" - 4 MP - Increases own critical rate and critical damage modifier significantly for the duration of the battle.
L6 "Subtle Dagger" - Can only be used when armed with a dagger. Good chance to inflict Bleeding, small chance to inflict death.
"Earslap" - Can only be used with one free hand. Physical attack with a chance of causing confusion.
L7 "Shadow Boxing" - Can only be used when unarmed. Own physical attacks deal Dark damage for duration of the fight. Increases Evasion.
"Hand of Longinus" - Can only be used when unarmed. Own physical attacks deal Light damage for duration of the fight. Increases INT.
"Throw" - Can only be used with one free hand. Deals heavy physical damage to and staggers one enemy.
L8 "Darkling Mantra" - 3 MP - Turns self invisible.
"Revivication Mantra" - 3 MP - Regen on self.
L9 "Secret Fist" - 5 HP. Can only be used when Unarmed. Physical attack with a good chance to inflict Death.
Equipment: Bare Hands, Daggers, Crossbows, Light Armor.
Resistances: None.
Note: Monastics will learn their damage-dealing skills (techniques) by defeating certain special enemies in single combat. Mantras will be learned from ancient scrolls.
---CLASSES SO FAR (current as of 6/10)---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.
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.
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. Costs 20% MP to cast.
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.STEALTHName: 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.
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 3, Detect 1
L4: Stealth 3, Pick 3, Detect 1, Disarm 1
L5: Stealth 3, Pick 3, Detect 2, Disarm 1
L6: Stealth 3, Pick 3, Detect 2, Disarm 2
L7: Stealth 3, Pick 4, Detect 2, Disarm 2
L8: Stealth 4, Pick 4, Detect 2, Disarm 2
L9: Stealth 4, Pick 4, Detect 3, Disarm 2
SKILLS:
L1 "Lurk": Uses up a turn to hide in the shadows for up to three turns, lowering the chance of being targeted.
"Steal": Basic steal skill. Deals 0-1 damage.
L2 "Sneak Attack": Requires and removes Lurking status. Deals 1.5x normal damage (ATK F 40 or so as opposed to ATK F 25).
L3 "Opportunist": Requires and removes Lurking status. A steal skill that deals normal attack damage, so basically, simultaneously steals and attacks.
L4 "Useful Loot": Increases gold received after battle to twice normal.
L5 "Blacjack: Requires and removes Lurking status. Deals 2x Damage (ATK F 50) and inflicts Sleep.
L6 "Dancing Dirk": "Cheer" on self.
L7 "Perforate Artery": Requires and removes Lurking Status.Deals 2.5x Damage (ATK F 60) and inflicts Bleeding.
L8 "Pick Warlock": Deals .8x damage and inflicts Silence 80% of the time.
L9 "Backstab": Requires and removes Lurking status. Completely ignores armor and evasion. SPI F 25.
Equipment: Light armor, sexy hats, shortswords, dirks, 1H maces, parrying daggers, bucklers
Resistances: None.
Name: Monastic
Description: While most monks are frail, peaceful and learned old men who spend all of their days poring over ancient scrolls and tomes in dimly lit rooms, it is the elite monastic agents trained at the Lochwinter and Tallowisp monasteries who are charged with acquiring these ancient relics and mysteries. Monastics are crafty stealth operatives trained in ancient arts of hand-to-hand combat and induced biofeedback trance-states.
Attributes:
A: STR
B: DEX
C: MP
D: HP
E: INT
F: CON
Skills:
STEALTH PERKS:
Under review.
SKILLS:
L1 "Burning Palm" - Can only be used when unarmed. Causes own physical attacks to deal Fire Damage for the duration of one battle.
"Freezing Kick" - Can only be used when unarmed. Causes own physical attacks to deal Cold/Water Damage for the duration of one battle.
"Fist of the North Star" - Can only be used when unarmed. Causes own physical attacks to deal Air/Lightning Damage for the duration of one battle.
"Stone Strike" - Can only be used when unarmed. Causes own physical attacks to deal Earth damage for the duration of the battle.
L2 "Chi-Strike" - Can only be used unarmed. 1 MP. INT-based damage. Can hit flying enemies.
"Kata" - Can only be used Unarmed. Multiple-hit physical attack.
"Knee-Stamp" - Can only be used with one free hand. Physical attack that can inflict "Sluggish" on one enemy.
L3 "Chakra" - 2 MP. Heals self by ~50%
"Rupturing Blow" - Regular attack with a chance to poison one enemy.
L4 "Friarpace" - Field ability. Increases movement speed and prevents enemy encounters.
"Purification Mantra" - 3 MP - Removes most status effects from self.
L5 "Lotus Palm" Can only be used when Unarmed. Regular attack with a chance to inflict paralysis.
"Mindkiller Mantra" - 4 MP - Increases own critical rate and critical damage modifier significantly for the duration of the battle.
L6 "Subtle Dagger" - Can only be used when armed with a dagger. Good chance to inflict Bleeding, small chance to inflict death.
"Earslap" - Can only be used with one free hand. Physical attack with a chance of causing confusion.
L7 "Shadow Boxing" - Can only be used when unarmed. Own physical attacks deal Dark damage for duration of the fight. Increases Evasion.
"Hand of Longinus" - Can only be used when unarmed. Own physical attacks deal Light damage for duration of the fight. Increases INT.
"Throw" - Can only be used with one free hand. Deals heavy physical damage to and staggers one enemy.
L8 "Darkling Mantra" - 3 MP - Turns self invisible.
"Revivication Mantra" - 3 MP - Regen on self.
L9 "Secret Fist" - 5 HP. Can only be used when Unarmed. Physical attack with a good chance to inflict Death.
Equipment: Bare Hands, Daggers, Crossbows, Light Armor.
Resistances: None.
Note: Monastics will learn their damage-dealing skills (techniques) by defeating certain special enemies in single combat. Mantras will be learned from ancient scrolls.MISC.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, Tomes, light maces, flails and crossbows.
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.
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.
author=Max McGee link=topic=3845.msg79653#msg79653 date=1244708216
Name: Geometer
Description: A hermetic spellcaster that derives arcane power from mathematical formula, numerology, and non-euclidian geometry.
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.
...My inner nerd is rebelling.
I gotta brake it to you max,
i hate monks. not your monastic in particular, but all monks. I submitted the pankratiast in hopes of it preventing this particular class.
Anyhow, knowing that I'm biased towards this, I think that the pankratiast and monastic are too alike, in that they are martial artists (one depending on their great versatility in combat situations, the other about somehippie bullcrap chi within and buddha crap i fire with hand magic).
sorry I just don't like monks very much :-X
i hate monks. not your monastic in particular, but all monks. I submitted the pankratiast in hopes of it preventing this particular class.
Anyhow, knowing that I'm biased towards this, I think that the pankratiast and monastic are too alike, in that they are martial artists (one depending on their great versatility in combat situations, the other about some
sorry I just don't like monks very much :-X
If you were to read Hero's Die by Matthew Woodring Stover, which is the basis for the Monastic class, you wouldn't hate monks any more. I always hated monks too, and then I came up with the idea of a monastic. Rather than hippie chi bullcrap, it's based on Dune-esque mantras and real life martial arts stuff. In short, Monastics aren't monks, they're incredibly efficient killers and thieves, trained and employed by monks.
In in-game terms, I think the Monastic is very well differentiated from the Pankratiast by the fact that the Monastic can ACTUALLY be more effective when unarmed, and the same is not true of the Pankratiast, who has his full range of abilities when armed with a two-handed sword. Also the Pankratiast is a fighter, whereas the Monastic is a stealth class with the most limited equipment set in the game.
That said, let's get the rest of the classes on the table, and then we can discuss if we really want to
@Chaos:
Please be more helpful. That post did not even make sense! Also that class has been around for almost a month, why complain now?
@Tonfa:
That is actually a really cool idea. I do not know how to code it, however.
In in-game terms, I think the Monastic is very well differentiated from the Pankratiast by the fact that the Monastic can ACTUALLY be more effective when unarmed, and the same is not true of the Pankratiast, who has his full range of abilities when armed with a two-handed sword. Also the Pankratiast is a fighter, whereas the Monastic is a stealth class with the most limited equipment set in the game.
That said, let's get the rest of the classes on the table, and then we can discuss if we really want to
@Chaos:
Please be more helpful. That post did not even make sense! Also that class has been around for almost a month, why complain now?
@Tonfa:
That is actually a really cool idea. I do not know how to code it, however.
I was actually thinking more of d&d monks and their general overpowered attitude. but anyway, I can live with it and your explanation for it. anyhow, i should've made the iconoclast a good while ago but kinda forgot about it. I'll see what I can cook up tonight.
author=Max McGee link=topic=3845.msg80243#msg80243 date=1244918441He meant that Geometers use non-euclidian magic, but have an attack called euclidian prism. I noticed it a while back too, but didn't say anything.
@Chaos:
Please be more helpful. That post did not even make sense! Also that class has been around for almost a month, why complain now?
author=Karsuman link=topic=3845.msg80477#msg80477 date=1244950066AAAAUUUGGH!!! :o
Are you people even paying attention?
Max WAS BANNED.
author=Relyt link=topic=3845.msg80466#msg80466 date=1244949290
Hey guys, I heard Max got banned. Is anybody else willing to head this project up?
You don't even have the project file. The hell?


















