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DEEPER - A COMMUNITY ROGUELIKE FOR RPG MAKER VX - YOUR HELP WANTED!

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halibabica
RMN's Official Reviewmonger
16948
author=Max McGee link=topic=3845.msg77593#msg77593 date=1243651358
Actually I guess it's more epic nerd fail than epic math fail, but still... : P

WOSSAMATTA 'ALIBABICA, NEVER PLAYED D&D? (Said in an australian accent for basically no reason).
Now it all makes sense! No, I've never played D&D before, so I didn't get the dice thing. It crossed my mind that it might have to do with dice, but I didn't know how. Wow, so Geometer actually kicks quite a lot of ass this way! Nevermind!

Also, what did you come up with for Subtraction? I noticed you hadn't added it to the description yet.
Since it shouldn't take that long I will create a race.

Vultan
Description: Also known as "Bird men" they look very simalar to human except for the large wings on thier back which give them the ability to fly. They are very adept fighters known for their speed and strenght in combat.

Attribute Bonuses/Penalties:
+2 Str, +4 Dex, -3 MP, -3 Con

Racial Ability:
Diving Slam:
Allows the Vultan to leave combat for one turn to later attack for 150% damage, cost 4 HP

Flight:
Gives them the ability to avoid ground based traps.

Resistances/Weaknesses:
Resistant against Earth
Weak against Bows
Weak against Wind/Electicity
author=ace prime link=topic=3845.msg77601#msg77601 date=1243655370
Since it shouldn't take that long I will create a race.

Vultan
Description: Also known as "Bird men" they look very simalar to human except for the large wings on thier back which give them the ability to fly. They are very adept fighters known for their speed and strenght in combat.

Attribute Bonuses/Penalties:
+2 Str, +4 Dex, -3 MP, -3 Con

Racial Ability:
Diving Slam:
Allows the Vultan to leave combat for one turn to later attack for 150% damage, cost 4 HP

Flight:
Gives them the ability to avoid ground based traps.

Resistances/Weaknesses:
Resistant against Earth
Weak against Bows
Weak against Wind/Electicity


These are already called the Opteryx. I wonder what Legion will say about the stats, tho. I don't know why you'd make birds, of all things, weak against wind... wouldn't they be more suited to air??

I rescind my desire to do the Animunculus (though they are my favorite race FO REALZ) because I a) do not know anything about doing stats for RPGMaker anything, and b) I don't want to mess with any history I know nothing about.

HOWEVER, here is a description:

The Animunculi are something between walking suits of armor and archaic robots. Machines brought to life, not only are they an incredibly stalwart and sturdy race, but also they are quite pleasant and amiable. Generally, an Animunculus will do as it is told with little quarrel as long as the request adheres to its code of ethics, as they were originally a servant race, and it has been long ingrained in them to be obedient. It is for this reason that they are often taken on as bodyguards, as their honor and fealty are bested only by their superior fighting ability. Now, the Animunculi are without a homeland, and so must make their own way and find new purpose.

They should probably have some strength and con bounuses, and perhaps some difficulty against electricity.

An idea for a potential racial ability would probably be something like from one of my favorite tabletop RPGs, wherein the Animunculi could apply "attachments" to themselves that wouldn't take up armor or weapon slots. Kind of like the Blood Machine murmur murmur. I don't know how annoying that would be to code though, so you can go ahead and pay no mind to lil' old me.
Max McGee
with sorrow down past the fence
9159
@Aprilschild:
Everything you need to know about stats is in this topic; deeper is more like D&D than an RPG Maker game.

As for that ability...Craze, what's the ruling?

@Ace prime: thank you for trying, but absolutely not. We already have not one but two different races of bird men.

@Liberty:
TY, will add.

@halibabica:
FYI, the spell "subtraction" costs 4 MP and reduces one enemy's MP by your INT. It is a Level 3 spell.
author=aprilschild link=topic=3845.msg77602#msg77602 date=1243657143
These are already called the Opteryx. I wonder what Legion will say about the stats, tho. I don't know why you'd make birds, of all things, weak against wind... wouldn't they be more suited to air??

Sorry I didn't read the history completely and didn't see the part about the Opteryx. Since you already have a bird like race you can just ignore my race then.

Also I only put wind with Electricity since the post earlier said those two where mixed into one element.
Craze
why would i heal when i could equip a morningstar
15170
author=Max McGee link=topic=3845.msg77603#msg77603 date=1243657962
As for that ability...Craze, what's the ruling?

???

MODIFY: Just so you know, I got a two-week ban from rpgmakervx.net for that PM. <3
Max McGee
with sorrow down past the fence
9159
Yeah, it seemed a little confrontational. I would have just sent a PM that read...

"BACK IN MY DAY, WE BATTLE-EVENTED TO SCHOOL, IN THE SNOW, UP HILL, BOTH WAYS" with a (link to) a screen shot of the regenerate option radio button in rm2k3.

: )
Max McGee
with sorrow down past the fence
9159
0. (Sorry for double post.)
1. Thief added, with changes. Sorry, Craze for stepping on your toes, I mainly wanted to make some distinctions between Thief, Assassin, and Monastic; of all these classes, the thief was meant to be the least DPS. Anyway, the core of the class (the lurk ability) remains and I think you might even like some of the changes I made. If there's anything you need changed back, let me know.

2.Update of Classes:
(Apologies, for some reason I cannot spoiler-tag this.)

---CLASSES so far---
COMBAT
Name: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.

MAGIC
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.

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.

STEALTH
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.
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.

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.

Max McGee
with sorrow down past the fence
9159
3. Dwarf, Naga, and Animunculus races added.
(Apologies for triple post. I blame the 20000 character limit.)

---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.

Dwarves
Description: The Dwarves of the Mundus are hale and sturdy of body and heart. The oldest race of the mundus, they are masters of the craft of stone and steel, and fearsome warriors. Their trade goods are the most valued of all races, and their capital of Rockhaven is a wealthy city indeed.
Attributes:
+4 CON, -2 DEX.
Resistances/Weaknesses:
Dwarves are somewhat resistant (D; 50%) to Poison damage but are normally susceptible to the Poison status effect.
Racial Ability:
"Full Defense" (Passive): Dwarves take only 1/4 damage when defending. (All other races take 1/2 damage when defending.)

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.

Naga (Nagaii)
Description:
A snake-like race that lives in marches and swamps. Though once thought to be evil and malicious creatures due to their frightful appearance, Nagaii are really a wise, thoughtful race that prefer to keep to themselves. Most Nagaii that leave the marshes to travel are intelligent warriors who take a strategic view to battle and usually end up becoming strategists, archivists, doctors*, priests, assassins* or teachers of their arts. Coming from a society that revolves around family groups, Naga are very protective of children and the sanctity of marriage (no matter the race). Though usually level-headed, Naga can become rather vicious when protecting the weak or arguing their beliefs.
Attributes:
STR -2, CON -2, HP -2, DEX +2, INT +2
Resistances:
Immune to Poison.
Special Ability:
Venomous Bite- Costs 3 HP - Natural attack with chance to inflict Poison.

Animunculi
Description:
The Animunculi are something between walking suits of armor and archaic robots. Machines brought to life, not only are they an incredibly stalwart and sturdy race, but also they are quite pleasant and amiable. Generally, an Animunculus will do as it is told with little quarrel as long as the request adheres to its code of ethics, as they were originally a servant race, and it has been long ingrained in them to be obedient. It is for this reason that they are often taken on as bodyguards, as their honor and fealty are bested only by their superior fighting ability. Now, the Animunculi are without a homeland, and so must make their own way and find new purpose.
Attributes:
STR +2, CON +2, INT -2.
Resistances:
Animunculi are somewhat resistant (D) to all forms of basic physical damage. They are immune to Pain damage, the Bleeding status effect, Poison damage, and the Poison status effect. Unfortunately, Animunculi are also immune to healing, and cannot be healed by spells or potions. However, Animunculi can use and be effected most magic normally, as they are owered by magical energies. Finally, Animunculi take double damage from Electricity spells and attacks.
Special Ability:
"Animus Ex Machina" - 3 MP - Adds "Regenerate" condition to user. This is the only way Animunculi can heal.

4. Other Business:
a) Craze, if I pass you the project some time this week, would you mind adding Judge and Thief to the Database? I know you're a whiz with that stuff, and I want some feedback on what I have in the DB so far.
b) Nemo, how are those gfx coming, bro?
They're coming. I thought I was going to finish them yesterday but some friends came over and we watched Terminator movies all night. Anyhow, I'm going to try and get them done before I go to work, right now, or I will finish them tonight, when I get home from work.

EDIT:
I have a slight problem with determining which tiles are walls and which ones that are floors, as this matters in VX (the shadows). I think I got the hang of it but there might be some mix-ups.

EDIT 2:
Okay, so VX roofs & walls cannot cast shadows on tables or mountains (lol). this is... just... ANNOYING. Sorry for taking a bit longer than planned, but I wanted to make this both user-friendly and all-inclusive. I'll try to make a basic version, just to get something down, and then updating it as we go along; just to have something.

EDIT 3: Finishing up the Hierophant, which gave me the idea for the last fighter-class; the Iconoclast. Anti-mage fighter + awesome name, yes?
Max McGee
with sorrow down past the fence
9159
I feel bad that you are putting this much effort into something we might not even use but then again, you are perfectly free to use it.

You can determine walls from ceilings by playing the Roguelike game Dungeon Crawl Stone Soup, where I stole these from. Alternatively, just go with your gut.

I had kind of wanted to have a fourth fighter class based on ranged combat. But then again, don't we only have two fighters (Cavalier and Pankratiast)?

Basically...I am thinking the final list might look something like this. A question mark denotes a class we don't know where to place yet because it hasn't been statted yet. This, to me, is the roundest distribution. But I am welcome to adjustments from the rest of the team.

Combat
Cavalier
Pankratiast
Iconoclast?
Marksman?

Magic
Wizard
Geometer
Hierophant?*
Elementalist?

Stealth
Thief
Assassin?
Monastic?
Shadowblade? (Stealth/Magic Hybrid)

Miscellaneous
Raider
Judge
Alchemist
Necromancer?*

*These two can be interchanged with each other. I am kind of inclined to make Hierophant misc. rather than Necro. but it kind of depends how their skillsets turn out. (If I make Necromancer he will primarily just be a wizard focused on Necromancy, with some special abilities. Whereas Hierophant will have an entirely different, non-arcane set of spells). Alternatively, we could make Necromancer have access to a blend of Divine/Arcane spells that effect the dead (i.e. access to both Hierophant death-effecting powers and arcane necromancy spells) which would definitely qualify necromancer for misc. status.

Also keep in mind that this is just our initial starting lineup. It can be expanded later in the project.
author=Max McGee link=topic=3845.msg77750#msg77750 date=1243801510
I feel bad that you are putting this much effort into something we might not even use but then again, you are perfectly free to use it.

You can determine walls from ceilings by playing the Roguelike game Dungeon Crawl Stone Soup, where I stole these from. Alternatively, just go with your gut.

I had kind of wanted to have a fourth fighter class based on ranged combat. But then again, don't we only have two fighters (Cavalier and Pankratiast)?

Hey, no problem. temporary graphics are temporary :). I will take a look at it before I get on it tonight.

Ranged attacker = good thinking. I've always liked the idea of enemies that you can't reach with melee attacks (which I've tried to implement with both my submissions as of yet hehe) so I'm all for it.

author=Max McGee link=topic=3845.msg77750#msg77750 date=1243801510
I am kind of inclined to make Hierophant misc. rather than Necro. but it kind of depends how their skillsets turn out. (If I make Necromancer he will primarily just be a wizard focused on Necromancy, with some special abilities. Whereas Hierophant will have an entirely different, non-arcane set of spells). Alternatively, we could make Necromancer have access to a blend of Divine/Arcane spells that effect the dead (i.e. access to both Hierophant death-effecting powers and arcane necromancy spells) which would definitely qualify necromancer for misc. status.

Too bad I wrote the last stuff for the Hierophant when you posted this, but hey, if it doesn't fit, we just remake it

Name:Hierophant
Description: The Hierophant are travelling priests of an ancient and mysterious cult. Their purposes are unclear but their arcane knowledge and powerful divination magicks are a welcome addition to the perilious struggles of the common dungeon crawler.
Attributes:
(A) MP
(B) INT
(C) CON
(D) HP
(E) STR
(F) DEX
Skills:
(All of the Hierophant's spells are single-cast only, but through the use of relics and PRAYER, he may mass-cast any spell apart from AVATAR and MARTYR)
Level 1:
PRAYER (Sets the Hierophant to a PRAYER status up to 5 turns that prevents him from acting. Whenever struck/damaged, this state will disperse. For each turn the Hierophant is in this state, he will generate one point of FERVOR that grants him
access to AOE-versions of all his spells, apart from AVATAR and MARTYR. The points of fervor required to "mass-cast" a spell is dependant on the spell's level, example; with 2 points of FERVOR, 1 level 2 spell may be cast, or 2 level 1 spells. FERVOR
points are reset after every battle, but through certain equippable RELICS, the Hierophant may start battles with a small number of FERVOR points)

Restoration - 3 MP (Removes any stat-altering afflictions on an ally)
Sleepless Ward - 2 MP (Increases an ally's CON and protects against stat-altering afflictions)
Healing - 2 MP (Restores 20% of MHP + INT/2... or something along those lines)

Level 2:
Mesmerize - 3 MP (Attempts to charm/confuse one enemy)
Enigmatic Absolution - 5 MP (Removes any mind-altering afflictions on an ally)
Cleansing - 2 MP (Removes POISON and BLEEDING from an ally)
Arcane Ward - 4 MP (Increases resistance agains ELEMENTAL attacks and protects against some mind-altering afflictions)

Level 3:
Kogx Ompax - 5 (Silences an enemy)
Purge - 5 (Removes spell-caused afflictions like CUBE, "CURSE", PRISON, etc.)
Divine Ward - 7 MP (Increases resistance agains DARK/CHAOS & LIGHT/HOLY attacks and protects against some spell-caused afflictions; like geometer's CUBE or the judge's "PRISON")
Ressurection - 9 MP (Revives an ally with 25% HP)

Level 4:
Pacifism - 6 (Disarms one opponent)
Vengeance - 6 (Inflicts an ally with Vengeance; damage done to it will be returned unto the attacker at 50%)
Immortal Essence - 10 (Inflicts an ally with a state that makes him come back to life automatically if killed. Think auto-life.)
Ascending Radiance - 7 MP (deals damage to an enemy depending on the party's current HP)

Level 5:
Spiritual Shackles - 8 (Inflicts an enemy with shackles; whenever target enemy is damaged, an additional 30% of that damage will be re-inflicted as HOLY damage. The mass-effect of this causes all enemies to take the re-inflicted damage)
Avatar - ALL MP (The Hierophant lends power from a long-forgotten god, increasing his attributes by 200% and renders him immune to LIGHT/HOLY & DARK/CHAOS attacks)
Martyr - 15 MP (The Hierophant sacrifices himself to fully restores the team, removing all conditions including death and heals their HP to 100%)
Calamity Mirror - 12 MP (Inflicts an ally with Spell-reflection; as in FF, spells bounce back at the caster)

Equipment: Hats, Robes, Staves, Daggers and RELICS (acts as shields; some grant attributes, some enables the Hierophant's skills which he may learn after a certain amount of uses, some gives him FERVOR-bonuses)

Resistances: None.

It may seem like a bitch to code but I think I got the solutions to most of things in my head, but then again, I'm no good at coding so I'm probably wrong. Also, this guy is probably imbalanced as hell and, lastly, if this piece of work doesn't appeal to the game in general, feel free to nix do whatever changes you like.

Now, I will fix the tiles and Icons, then watch raiders of the lost arc :)
Max McGee
with sorrow down past the fence
9159
Thanks for all your work on the GFX, d00d.

Anyway, let us address the Hierophant...

The Prayer ability literally sounds like it will be a living nightmare to code. One other problem with Prayer is that it makes soloing effectively impossible (I want soloing to be optional, but theoretically possible). You can't solo if you rely on a status that getting hit knocks you out of.

I am suggesting something...equally unique but perhaps less challenging. (I'd rather work with common events than battle events.) Everything else I love. Here are my suggested changes. (I added GODS.)

Name: Hierophant
Description: Technically a miscellaneous class, the Hierophants are traveling priests of the ancient and mysterious cults of the Gods. Playable Hierophants may be servants of Primark (good but authoritarian), Ragabash (neutral and mysterious, or Tiberius (evil and authoritarian). (The following spoilertext is a description of some of the gods (note that I use D&D terms not because this is a D&D fangame, but simply because I assume most people will be innately aware of what "lawful good" means.)

Primark, the god of man's destiny, is lawful good. In life, Primark was King Alrular Ormac; his titles include the First, the First Man, the First King, the True King, and the Prime. Alrular Ormac was the first man to slay a dragon, the dominant species throughout the draconic era, and in doing so with his magic sword, brought about the end of the draconic era and the start of the first era, making him a king. The Church of Primark teaches that for his heroism, Alrular ascended to divinity after his death, becoming Primark, god of man. Primark embodies the indomitable will and independence of humanity, and watches over all mankind. Most of humanity worships Primark; many Elves and Dwarves do as well. The domains he is associated with are Good, Protection, Strength, and War. His favored weapon is the longsword. Draconians may not worship Primark.

The goddess of the Dark Elves, Ragabash, is chaotic neutral. Her titles include the “Dusk Queen” and the “Chainbreaker”. In her mortal life, she lead the Dark Elves to freedom from their enslavement by the Bygone during the oldest era. At this time, after leading her people to the desert, Ragabash ascended to godhood. Her priests teach that while anything is acceptable to survive in a harsh world, that the enslavement and conquest of other people cannot be tolerated, and that no people was meant to rule any other. The church of Ragabash considers all who aspire toward liberation and perfect freedom. Although many worshippers of Ragabash still detest Elvenkind, who remained in the lap of luxury in bygone times while the Dark Elves toiled in the desert, even Elves who see the way of total freedom as the only way are welcome to worship Ragabash. Zelzi, some Nagaii, and nearly all Dark Elves worship Ragabash. The domains associated with Ragabash are Chaos, War, and Destruction. Her favored weapon is the scythe.

The chief god of the Dragon pantheon, Tiberius, is lawful evil. His titles include ‘All-Father' and ‘Worldgorger'. The priests of Tiberiusâ€" which originated among dragons or draconians in Aldsland, but has spread among other races and peoplesâ€" teach that he sent dragonkind to Mundus to conquerâ€" that it is the destiny of the strong (dragons) to rule the weak. The cult of Tiberius in Ormacia accepts all candidates that possess a will to power, and the proper ruthlessness. Orcs frequently worship Tiberius; elves and dwarves are loathe too, and humans simply will not; they languished under the yolk of Dragonkind too long. The domains Tiberius is associated with are Dragons, Evil, Law, and Strength. His favored weapon is the spear.

Some Hierophants even worship the ancient Elder Gods of the Bygone- truly alien gods with no conception of morality and mysterious motivations- gods of magic, madness, life, death, technology and time. The arcane knowledge and powerful divination magic of Hierophants are a welcome addition to the perilous struggles of the common dungeon crawler.
Attributes:
(A) MP
(B) INT
(C) CON
(D) HP
(E) STR
(F) DEX
Spells:
Level 1:
PRAYER (Prayer may only be used outside of battle- this ability is key to Hierophant advancement. Based on a number of factors (INT, Level, the number of times Prayer has been used (to avoid spamming), and possibly even sacrifices) the Hierophant's god will either respond favorably (by restoring HP and MP, granting a blessing status effect, or eventually by teaching the Hierophant new spells), ignore the prayer (if the Hierophant has been praying too much recently) or punish the Hierophant (if the Hierophant has somehow offended the god). This will all be handled through a single complicated common event.) Different gods will be more or less likely to grant different boons.

Restoration - 3 MP (Removes any stat-altering afflictions on an ally)
Sleepless Ward - 2 MP (Adds "Inspired Defense" to one ally.)
Healing - 2 MP (Restores 20% of MHP + INT/2... or something along those lines)

Level 2:
Cleansing - 2 MP - Removes POISON and BLEEDING from an ally.
Destroy Undead - 4 MP - Deals serious damage to one enemy only; effects undead only.
Hold Enemy - 5 MP - Attempts to Paralyze one enemy. (Only Tiberius teaches this spell.)
Enigmatic Absolution - 3 MP - Removes any mind-altering afflictions on an ally. (Only Ragabash teaches this spell.)
Arcane Ward - 4 MP - Increases resistance against ELEMENTAL attacks and protects against some mind-altering afflictions - (Only the Elder Gods teach this spell.)
Divine Might - 4MP - Adds "Might" to one ally. (Only Primark teaches this spell.)

Level 3:
Kogx Ompax - 6 MP - Silences an enemy. (Elder Gods.)
Liberate - 4 MP - Removes spell-caused afflictions like CUBE, "CURSE", PRISON, etc. (Ragabash.)
Divine Ward - 7 MP (Increases resistance agains DARK/CHAOS & LIGHT/HOLY attacks and protects against some spell-caused afflictions; like geometer's CUBE or the judge's "PRISON")
Resurrection - 9 MP (Revives an ally with 25% HP)

Level 4:
Pacifism - 6MP - "Disarms" one opponent.
Vengeance - 6MP - Inflicts an ally with Vengeance; damage done to it will be returned unto the attacker at 50%. (I HAVE NO IDEA HOW TO CODE THIS. Tiberius.)
Immortal Essence - 8MP (Inflicts an ally with a state that makes him come back to life automatically if killed. Think auto-life.)
Ascending Radiance - 7 MP - Deals damage to an enemy depending on the caster's current HP. (Primark).

Level 5:
Spiritual Shackles - 8MP - Inflicts an enemy with Shackles (Paralysis + DoT). (Tiberius.)
Mass Healing - 10 MP - Heals all allies.
Calamity Mirror - 12 MP (I HAVE NO IDEA HOW TO CODE THIS.) Inflicts an ally with Spell-reflection; as in FF, spells bounce back at the caster. (Elder Gods).

Level 6:
Avatar - ALL MP (The Hierophant gains power from his god, increasing his attributes by 200% and renders him immune to LIGHT/HOLY & DARK/CHAOS attacks)
Martyr - 15 MP The Hierophant sacrifices himself to fully restores the team, removing all conditions including death and heals their HP to 100%)
Total Freedom - Passive - Immunity to paralysis, sleep, cube, shackles, etc. (Ragabash).
Obliterate Undead - 10 MP - Massive damage, all undead enemies. (Primark.)

Equipment: Maces, Medium Armor, Shields, Hats, Robes, Staves, Daggers and RELICS (TBD).
Resistances: None.

Added pending your approval of the changes!
LouisCyphre
can't make a bad game if you don't finish any games
4523
Max, concerning number of party members...

Why can't we have a starting number of four characters, and start accumulating reserve characters that you can swap in and out of the party between dungeon crawls?

Maybe your could create your first four from the ground up, and then later ones have a random race and name. I.e. "A zelzi approches you in the tavern. 'Hail! I've heard of you! You lead that band that's exploring the Bygone Depths! The name's Macgregor. Care for another sword hand?'"

And then you get the option to accept/deny Macgregor, give him a class, etc.
Max McGee
with sorrow down past the fence
9159
Interesting idea. We will discuss this and graphical decisions between Phase I and Phase II. The main problem with this approach is that in this, as in most roguelikes, I don't intend for the player to ever leave the dungeon. Anyway, once we have the races and classes ironed out, we can discuss this.
LouisCyphre
can't make a bad game if you don't finish any games
4523
...Do you think I could submit a couple more races?
I couldn't access the site and the post i submitted was... GONE damn! :(

anyhow, what I wrote was basically that I liked the changes and I hope you'll find some workaround for the... coding stuff in vx. it can be done :)

I also explained how I originally intended the "prayer/favor" thing to work, but yours is fine too. anyhow;
at the end of every turn, check if the hierophant is in "prayer". if he is, then fervor var +1. Then, according to the amount of fervor gathered, add the mass-versions of the skills (that is, 3 fervor, than all lvl 1, 2 & three mass-skills are in place). Whenever a mass-skill is cast, remove a number from the variable accordingly (1 lvl 3 mass-spell is cast, fervor var -3) and at the end of turn, remove skills depending on the fervor variable. and repeat.

but anyways, I like yours too so go with what you think. It's pretty odd however that the hierophant is a misc. class and all he do is cast spells for mp :). But I guess that¨'s not the definition of the misc. classes, right?
Max McGee
with sorrow down past the fence
9159
@Nemo:
I should have called "Misc." wildcard; essentially, it is a place for hybrids, surplus overflow (i.e. an extra mage) and genuinely hard-to-classify ideas. Oh yeah, I know how to do Fervor, it just...sounds like a pain to implement. More of a laziness thing than anything else.

@Chaos:
Yes, we are still WIDE OPEN to race suggestions as long as they're not redundant:

Races
Human
Elf
Dwarf
Orc?
Dark Elf?
Changeling?
Opteryx (Bird-Shapeshifter)?
Draconian?
Animunculus
Vampire
Gigante
Zeltzi
Naga
Fae Thing by Craze??

? = Not statted yet, but definitely included.

I'd like one or two new races on top of these, but I'd like them not to be redundant. (i.e. no more elf variants, no more bird people, no more lizards/reptilefolk.) Also feel free to stat Draconian, Orc, or Changeling, just take a look at the history real quick. I want to stop now at say 14-16 races and 16 classes and do some other stuff, and then go back and add more PC options later if we feel like it.
LouisCyphre
can't make a bad game if you don't finish any games
4523
author=Max McGee link=topic=3845.msg77800#msg77800 date=1243821969
Zeltzi
>:(

Neand
Description: A primal race, said to be the ancestor of Men themselves. They communicate with unintelligeble grunts, and are prone to act upon impulse rather than strategy.
Attributes: +6 HP, -6MP, +6 STR, +6 CON, -6 INT, -4 DEX
AI-controlled.
Racial Abilities:
Impulse (Passive)
Immune to status conditions, but can't be issued commands.

Angel
Description: A mysterious race that makes their home amongst the clouds. In ancient times Man revered them as gods, and even now they earn Men's respect and awe.
Attributes: -3 HP, +5 MP, -2 STR, -2 CON, +4 INT, +2 DEX
Immunity to Earth
Weakness to Dark
Immunity to Light/Holy.
Inability to evade instant kills.
Racial Abilities:
Float (passive)
Melee attacks rarely find their mark when an Angel is involved.
Ach, I zee, you are ze lazy

I sketched out some stats for the orcs but didn't have time to evaluate on their background (I was at work and now, I have to sleep). as usual, prone to changes

And I partially like chaos idea... for that later. for now;

Name: Orc
Description: Orcs are a blood-thirsty breed of creatures that vary in size and monsterous appearance as they are plentiful. Lustful and ferocious in mood, they've become the scourge of most civilized races ever since their Draconian masters vanished. They wage war on the world, leaving a trail of pillage, rape and destruction. In their natural home in the most unpleasant mountains of the world, crossbreeds between goblins, ogres, trolls are common but there also exists crossings between humans, elves & orc. The orcs vary greatly in appearance (mostly due to this extensive cross-breeding) but typical characteristics include a muscular build, very hairy (to the point of having a pelt), murky-brown/gray/ skin, great sharp teeth and often piercings or tatoos. There are but a few places around the world where orcs are partially accepted, typically by humans, gigantes and Zelzi (?). Orcs that doesn't rely on killing everything in sight, however, are not as common and are usually cross-bred outcasts that aren't fully accepted in either society. Additionally, there exists an even rarer type of orc that are very "orcish" in their appearance but seems to still dwell in times past; somewhat sophisticated and secretive in their longing for the return of the draconic era.
Attributes
+ 4 STR, +4 CON, -4 MP, -2 INT
Resistance/Weaknesses
Resistant (D) to Afraid, Weakness to Mind-altering skills (B), (A) to berserk. Weakness to diseases and POISON (B).
Abilities
Head-hunter (Passive): Whenever the Orc slays an enemy in combat, there's a chance that he will gain a random STAT-boost for the remainder of the battle.
Rage: Orcs may set themselves in a state of FRENZY at will (~200% STR, 50% INT/DEF, only attacks enemies).

(I made this class earlier today and I think it need more... direction. feel free to dissect, as usual. ButI don't think lowering DEX for them is a good idea, neither is reducing their MP/INT more than already; they can do other things than being fighters)

Dark Elf
Description: Cynical and violent in nature, the dark elves are, even though related to the "rather alluring" elves, their disturbing features include long legs & necks, VERY long ears (the only trait of warcraft elves I like) snake tounges and pale skin. They are said to have originated from a conclave of elves sworn to the dragons but through their seers sensed the changing tide and betrayed their draconian masters.
Attributes:
+2 DEX, +2 INT, -2 CON, -2 HP
Resistance/Weaknesses
Resistant to magical damage (D) and magical status-afflictions (prison, cube, curse, etc). Very affected by Staggered (A) and stat-altering afflictions.
Abilities:
Malicious intent : (Increases the chance of making critical strikes)
Betrayal : Whenever a Dark Elf is low on HP, he will turn on his former allies, inflicting betrayal/confuse/afraid)

I made up the dark elves as I went along and I think they turned out pretty balanced.

ALSO: on graphics, I'm done with all the icons and more than halfway through with the tiles but I'm too tired now, some guys are painting the ceiling in our apartment so we had to clean some stuff out. I can continue and finish it tomorrow. By the way, if these aren't the "real" graphics, how's the game going to look? originals? mac&blue (you mentioned this I think)?

EDIT:
cannot... sleep... must.. make tilesets....
(I thought about chaosproductions idea and sketched out a few things from it in my head, but we aren't at that state yet)

Do not open; unbelonging ideas ahead
Never leaving the dungeon still means there will be shops here and there? Then, one could have random heroes (class/race/name) wandering around, joining you if you are short on buddies or need a new set of heroes. This got me thinking more, about the amount of starting characters (start solo with plenty of randomly generated characters to join in, but then again maybe not) and permanent death. WHAT? yes, think of it this way. If you loose a character in combat and have no means of reviving him somewhat soon after (think a number of steps or within a timeframe) he could die. Then you'd have to replace him with one of those wandering adventurers. but this is just a rushed idea I had and is totally irrellevant for the time being. ta-ta