Eons ago, the tower spewed forth beasts and monsters of many kinds. Adventurers set forth to end the invasions, sealing the tower with a magical artifact and hiding it away. However, rumors spread that the tower lead to Paradise - a land free from worries.
Longing for such a land, unlikely as it was, a fearsome battle raged between kings. Each sought to become the supreme ruler and claim the fabled paradise for their own. Many have challenged the secret of the tower, but no one knows what became of them.
Now there is another who will brave the adventure.
Tower of the Spirit World is an "oldschool" RPG modeled after the NES/GB era of games. It focuses around a group of player-created adventurers and their journey into the titular tower. You, the player, will create your group of adventurers from 3 races and 8 classes. A total of 12 classes are planned, with 8 of them being finished so far. Players may choose each hero's gender as well, but this has no real bearing on the game.
Despite being based off classic RPGs, I'm attempting to do things slightly different - Experience(and levels) aren't gained from merely fighting random battles. Instead, experience is gained by defeating bosses or completing quests(story related or otherwise). Upon earning enough experience, a single character of your choice can be leveled up.
Leveling up offers new abilities unique to each race/class, and in some cases improves older ones. Don't worry, though - Combat is generally focused around equipment and skills, not levels. The vast majority of character stats will come from equipment, allowing you to choose your own style of play without gimping your party. Want a healer that can literally cure anything? Sure. Maybe you'd prefer a high-damage character to lead the way, or focus on debilitating your foes so your other heroes can wreak havoc on them. Whatever way you choose, you won't be limited by something as petty as "levels".
Note: Original story and concept is based on the Makai Toushi SaGa/Final Fantasy Legend trilogy, by Square Co. The story has branched out quite a bit and become something of it's own, with few of the original plot elements remaining.
Races and Classes
Humans start with more HP than any other race, and have the most equipment options. They can choose to be one of four classes:
Slasher: Specializes in high damage dealing skills. Can wield 2H swords.
Medic: Specializes in healing HP, fatigue and status effects.
Scout: Specializes in debuffing or disabling enemies. Can wield most 1h weapons.
Defender: Specializes in party defense and leadership. Can wield shields.
Mutants have less HP than any other race. While they can wear most light armors, they benefit more from wearing no armor. Using their natural armor offers a decent defense and allows them to regenerate fatigue quicker. Mutants cannot use most weapons, instead relying on their claws or spells. Mutants can receive upgrades to their spells as they level. They can choose one of four classes:
Fire Element: Spells have moderate damage and damage over time effects
Water Element: Spells can cure wounds and status effects, with some minor damage.
Lightning Element: High damage spells that can stun.
Earth Element: Multi-target spells that can slow or stun enemies.
Monsters have moderate HP, but cannot use weapons or armor. Instead, they rely on learning and imitating enemy skills. These can be learned by eating a monster's corpse, or being taught by someone. Having a monster in the party may open additional dialogue at some points in the game. Monsters have no classes of yet, but in the future I plan to have different types implemented.
The current target completion date is January of 2015. This project, however, already has many years of work put into it, and I won't hold myself to a set date if I feel it isn't yet complete or could be improved.