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    1. PharaohAtem 12 yrs ago

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OOC is up i have added the Sub skill and weapon list and the base stats for the classes as well as what each stat effects. I have decided to change the list slightly, you can add up to 10 point yourself when you make your character. I have combined both the CS i made up and the one the one made up as i saw a few things in her CS that was needed. here is the link to the OOC http://www.roleplayerguild.com/topics/10603/posts/ooc?page=1#post-228381
In the year 2020 a game company is close to developing a full VR submersion program for a game, where you will be transported into a VR world but they couldn't finish the software for the release date they set. So instead of pushing back the release date they switched it to a VR simulator using VR helmets but installing the hardware needed to do the VR submersion with the intention of releasing the finished software for the submersion on their fist update one mouth after the game's release. The only problem is that a hacker decided to hack their servers during the update and upload a smart virus he created himself. This was intended to cause them a load of problems while the virus accessed their bank information and wired all their money into an offshore account but the virus did a lot more then cause the company a few problems. The virus activated the VR submersion program so all the players that were logged on at the time, had their minds pulled into the game with no warning and their avatars were all teleported back to the starting city completely reset back to LV 1 with just the starting gear it also kicked all the GM's out of the game and locked them and all the programers out of the system not even the hacker can get back in to the system and now the virus has control over the NPC's and the monsters and now they can learn and adapt like an AI. The NPC's will follow their original program to a point they will still gave out quests and ask for help they can think and act on there own. The monsters are no longer restrained by their old programing they still respawn in their set location but can go where ever they want when ever they want, there are no longer any official safe zones but you can buy a in game building or location in a town or city and set who or what is allowed to enter and you can make a none combat zone if you want so the only safe zones are ones you make yourself this means the monsters can come into the towns and cities and attack the players at any time and if a player is killed their avatar is converted into pixels and diapers they then respawn in the local cathedral/church however some of the data gets corrupted before, Before This just meant you would lose some EXP points but now your mind and avatar have become one, so if you die you lose EXP and some of your memories and now because you are in the game and can do things by hand or use your command menu you can do things you were never able to do in the game for example you could make a meal by using the command menu and some ingredients like you could before but even though the food will look real it will have no flavor or you could use the ingredients and make the food by hand with you couldn't do before and it will taste like real food by doing this you can make meals that would not be in the command menu the same goes for crafting you can now build anything that was in the game by hand or make new things. now the game is no longer just a game it has become are new world and until we learn how to escape it we will have to do are best to live in it be if we don't find a way out before we lose are memories of the real world we will be trapped in this new world for ever.

My Co-Gm is The One, this game will be a bit like Sword Art Online if any of you have watched it. To summarize the plot, basically, we are trapped into a VR game, after a month of playing it, all of our lvs are reset to lv 1, and we lose all of our advanced equipment, almost like we made a new character. There is no safe zones, expect for the ones we make. Now, we must work together, and figure out a way to escape the game.

Worrier Classes

Monk
Skill Hyper Active
negates cool down times of all skills for 15 seconds 1 hour cool down
Monk is a Damage Dealer or DD for short and even thou they have the least attack out of the all the DD's they are one of the beast DD classes this is because even thou there attacks are week in comparison to the other DD's they have the most stamina points or SP and all of there move have low cool down costs meaning they specialize in chaining move together in quick succession so theirs enemies don't have any time to recover or lurch a effective counter attack they use knuckle and claw weapons for hand to hand combat

Stats
Str 12
Dex 13
Vit 14
Int 10
Mnd 11
Stm 15

Knight
Skill stone wall
prevents all damage for 15 seconds 30 minuets cool down
Knights are the most well rounded of the tank classes in terms of half and defiance and have a shield to help them block incoming attacks they specialize taunting the enemies into focusing on them because of this all their attacks have a height chance to agro a monster and drew them off of their team mate and getting them to focus on the Knight they use long swords and shields

Stats
Str 13
Dex 15
Vit 15
Int 11
Mnd 9
Stm 12

Samurai
Skill Force of Will
doubles Attack and agility for 15 seconds 1 hour cool down
Among the worrier classes the Samurai plays a supporting role they have a lot of attacks that damage and weaken the enemies equipment as well as add a few debuffs and and have the most speed and agility among the warriors this lets them quickly get around the battle filed to land a helping any team mate in need this is especially useful when you have healers in the party and monster will often try and take them out fist and when they are targeted the samurai can get to them and take out the monster allowing the other sporting classes focus on their own jobs they use katana's or spears

Stats
Str 13
Dex 14
Vit 13
Int 10
Mnd 10
Stm15

Summoner Classes

Dragon Tamer
Skill Fusion
Tamer and Dragon fuse increasing all stats by a small amount and allowing the Tamer to use all their Dragons skill as well as fly this skill will stay in effect until the tamer undoes it in battle 24 hour cool down
Dragon Tamer is another DD class that utilizes the use of a pet dragon to aid them in battle but they can also tame wiled reptile monster like wyverns they can have there pet and a monster aid them in battle at the same time and they can give individual orders to both this gives them an advantage when dealing with single enemies and means they can have there pets go to the rescue of team mate without leaving the front lines they use spears and lances and are a mid ranged DD class dragon tamers pets come in all shapes and sizes and with different skill types they are chosen by the player when crating their account from a list when starting the game some can heal there owner others focus on dealing damage others act like a shield for there owner taking the monsters attention of them

Stats
Str 15
Dex 12
Vit 13
Int 10
Mnd 11
Stm14

Beast Master
Skill Anchor Howl
forces all enemies to attack the user or his pets for 15 seconds cool down 30 minuets
Like the dragon tamer Beast masters use a pet and can tame wild monsters or more specifically wild beasts but unlike the dragon tamer Beast masters are a tank class and they can have their pet act like a secondary tank agroing the monsters off their master but not off other members they use swords, axes, knuckles and claws like dragon tamers Beast masters pets come in all shapes and sizes and with different skill types they are chosen by the player when crating their account from a list when starting the game some can heal there owner others focus on dealing damage others act like a shield for there owner taking the monsters attention of them

Stats
Str 13
Dex 15
Vit 14
Int 11
Mnd 10
Stm 12

Summoner
Skill Sacrifice
by sacrificing their pet and or one of their summonings the summoner can revive a player or one of their pets this has no real cool down as long as they have something to sacrifice they can use this skill however anything they sacrifice can not be summoned for 24 hours
Summoners are a support class Like the other two summoner classes summoners can have a pet usually some kind of a fairy or elemental spirit/monster the main differences between the summoner and the other two summoner classes is that they don't need tame anything rather they summon other masters to help them they use wands and staffs and can use arcane magic or elemental magic for attack and deface and like both of the others there pets come in all shapes and sizes and with different skill types they are chosen by the player when crating their account from a list when starting the game some can heal there owner others focus on dealing damage others act like a shield for there owner taking the monsters attention of them

Stats
Str 11
Dex 12
Vit 13
Int 10
Mnd 14
Stm 15

Stealth Classes

Assassin
Skill Perfect Strike
all attacks crit hit for 15 seconds 1 hour cool down
Assassin is a DD class similar a Samurai in the fact that they focus on speed and skill to gain the upper hand in a fight but they also have the ability to move fast without making a sound this allows them to sneak up on or get behind enemies to perform damaging surprise attacks with high crit rates they use daggers and sort katanas

Stats
Str 15
Dex 12
Vit 14
Int 10
Mnd 10
Stm 14

Rogue
Skill Perfect Dode
all attacks miss for 15 seconds 1 hour cool down
Rogues can act like a tank class perverting monster form attacking the support classes but unlike the tanks they used seed to doge or deflect damage instead of just taking it they also have the ability to disarm enemies once per battle to prevent an attack they use daggers and sort swords

Stats
Str 13
Dex 13
Vit 14
Int 10
Mnd 10
Stm 15

Trickster
Skill Duplicate
the Trickster make four copies of himself that will be defeated with one hit they will aid the user until they are defeated 24 hour cool down
the Trickster is another support class and they specialize in confusing and disorienting enemies with a array of specialized items such as bombs poison bombs flash bombs etc they also have the ability to blend into there surrounding making them good scouts they use towing daggers and home made bombs are a mid ranged class

Stats
Str 13
Dex 13
Vit 14
Int 10
Mnd 10
Stm 15

Ranged Classes

Gunner
Skill Head Shot
allows gunner to instantly kill any enemies with hp at 25% or less 5 hour cool down
the Gunner is a DD and can be ever a mid ranged or long ranged fighter they use hand guns, rifles machine guns and shotguns they specialize in picking of the enemies one by one before they even make it into attack range of the tanks unless the monsters are ever to high or to manny of them a good gunner will be able to take out a few of them or do a lot of damage while a monster is cumming in for an attack

Stats
Str 15
Dex 14
Vit 13
Int 9
Mnd 11
Stm 13

Tribes Men
Skill Boomerang Axe
this skills dose a small amount of damage but it will acro any and all monsters it hits taking their attention of the users team mates this skill can hit up to 10 masters and dealing a accuracy penalty to any monster the attack hits cool down 30 minuets
Tribes Men class is a mid ranged tank and can attack multiple targets at once they specialize herding monsters to where they want or need them to go by ever agroing them and keeping them at a distance while leading them into a trap this allows them to get lat of monsters in one place for players to use a number of AOE spells to take them all out in one go they only use axes and tomahawks

Archer
Skill Cover Fire
the archer fires out a barge of arrows at all enemies in sight forcing them to run for cover rather then attack giving you and your party time to escape the battle unharmed or to prepare an attack cool down 1 hour
The Archer is a support class that specialize in rapid firing for both cover fire and weekending the enemies by adding a verity of toxins to the tips of there arrows they can add a number of stats effects like poison paralyze blind ect they uses bows crossbows and daggers

Stats
Str 13
Dex 14
Vit 13
Int 10
Mnd 11
Stm 13

Mage Classes

Black Mage
Skill Call of the Hunted
Calls a skeleton soldier equal to your LV to aid you in battle that is the same lv as the user stays until defeated 24 hour cool down
the Black Mage is a powerful DD and they use a wide verity of dark spells like shadow binds dark balls life drain ect they can also use necromancy and temporally bring back the dead monsters they kill to aid them they use wands and staffs

Stats
Str 8
Dex 13
Vit 13
Int 12
Mnd 15
Stm 14

Battle Mage
Skill Eye of the Hurricane
a whirlwind surrounds the black mage and blows away all enemies dealing a small amount of damage and redirects there attacks back at them last 15 seasons 7 hour cool down
the Battle mage is a Tank Class and unlike the other mages they are able to where heavy armor they focus on weapon based magic and there attacks can alter the battle failed they can use arcane maic but focus it thou their weapons they use two handed weapons scythe hammers swords

Stats
Str 13
Dex 14
Vit 14
Int 9
Mnd 13
Stm 12

Sorcerer
Skill Binding Thrones
summons a hundred thrones out of the ground to bind all enemies within a 10 mater radios last 15 seasons 1 hour cool down
the sorcerer is a support class they specialize in weakening monsters and strengthening allies they use both transformation magic and nature based magic that is similar to arcane magic but the difference is arcane creates elemental based attacks and simply sends them at the target where as nature magic takes advantage of the environment so in a forest you could use the vines thrones and roots of the plat life where as on a beach you would use the water and sand they use staffs and wands

Stats
Str 9
Dex 12
Vit 13
Int 13
Mnd 13
Stm 15

Healing Classes
Magic Gril/Boy
Skill Weapon Morph
player can change their weapon into anything they may need inducing other types of weapons
the Magic Gril/Boy is the strangest class in the game as they have a living weapon witch has a mid of its own and Levels up with them they cant equip other weapons but are the most powerful of the healing classes in terms of doing damage as they are the most versatile class in the game as they can use a bit of all types of magic and can fight up close thanks to the ability to tern their weapon into any weapon they want

Stats
Str 12
Dex 12
Vit 12
Int 13
Mnd 13
Stm 13

Bard
Skill Round Two
fully restores the MP and SP of all party members cool down 24 hour
Bard is another healing class with uses songs to weaken monsters or strengthen team mate but that's not all they can do they can have songs that forces monsters to attack a party member of their choice in this respect they are kind of tank class as they can control who monsters target like all tanks they just do it in a more unusual way a bards songs tend to last longer then the skill of any other class they use bows crossbows and musical instruments in battle

Stats
Str 9
Dex 13
Vit 13
Int 14
Mnd 11
Stm 15

Priest/Priestess
Skill Call of the Angels
calls in a arc angel equal to your LV to aid you in battle that is the same lv as the user stays until defeated 24 hour cool down
the Priest/Priestess can use holey/celestial magic to crate light based attacks or to blind or even bind monsters they don't have as much in the way of enhancing team mates ability's but they can weaken or confuse monsters and offer a huge amount of healing seaport

Stats
Str 10
Dex 12
Vit 13
Int 15
Mnd 11
Stm 14
You can have two classes your primary class and your secondary class, your secondary classes LV will he half the LV the LV of your primary class.

CS
IRL Name:
IRL Gender:
IRL Appearance: Pic preferred
IRL Bio Personality and History. dose not have to be long
IRL Family and Friends:
Avatars Name:
Avatars Nickname: if any
Avatar LV:
Avatars Race:
Avatars Gender:
Avatars Appearance:
Avatars Friends:
Primary Class:
Secondary Class: (optional)
Stats (you can add up to 10 points to your stats)
Stats
Str- strength = physical attack damage
Dex- dexterity = physical attack resistance
Vit- vitality = HP
Int- intelligence = healing effectiveness
Mnd- mind = magic attack damage
Stm- stamina = SP/MP
Primary Weapon:
Secondary Weapon:
Skill List:
Sub Skill List:

You will start of with four skill 5 if you include your primary Class Skill. you can have as many Sub skills as you want. Weapon and Sub skills lists are below.

Supplementary Skills
- Smithing -
Creating primarily metal based weapons and armour.

- Artistry -
Ability to create pieces of art ranging from pottery to painting.

- Leather Working -
Creating primarily leather based armour and other leather creations (ex. backpacks, creating leather pieces for metal smiths...)

- Hand to Hand -
Hand to hand combat.

- Herbalism -
Able to identify and use herbs/plants effectively.

- Bartering -
Trading, selling and buying, the better the skill, the better the price.

- Cooking -
Preparing and cooking meals.

- Sewing -
Making clothing and cloth/leather based armour.

- Fishing/Hunting -
Ability to kill animals for use for food or their hides.

- Gathering -
Gathering plants (herbs, spices and ingredients for alchemy).

- Sneaking -
Ability to sneak without heard.

- Overhearing -
Ability to eavesdrop on conversations without being noticed.

- Sight -
Allows user to see things at a distance and notice small details. Also may allows user to see those sneaking.

- Pickpocketing -
Ability to pick pockets without being caught.

- Lock Picking -
Ability to pick locks without breaking lock picking tools.

- Alchemy -
Mixing potions and poisons.

-Hunting-
the ability to Track your pray or targets

-Mining-
Removing crafting materials from rocks in mountains or dungeons/caves

-Scribe-
Creating things like ink, paper and pens and the ability to drew maps and write up documents
Weapon List
- Two handed Sharp Weapon -
EX - Sword/Axe

- One handed Sharp Weapon -
EX - Sword/Axe

- One Handed Blunt Weapon -
Ex - Hammer/ Maces

- Two handed Blunt Weapon -
Ex - Hammer/ Maces

- Throwing Weapons -
Ex - Daggers, Tomahawks

- Wands/Staffs -
EX - Mage type

-Magic Book-
EX -Mage classes and summonors priest/priestess and magical boys/ girls can use them they allow the user to cast a basic spell for attacking E.G fire ball, lighting blot, ice ball, wind blade, energy blast etc.-

- Polearm -
EX - Spear, Halberd, Scythe -

- Bows-
EX - cross bows, long bows, sort bows
- Guns -
EX - hand guns, shotguns, rifles ext

- Shield -
EX - Paladin type, paired with a one handed weapon.

Armor Types
Light Armor
-all classes can where this it will give you high magic defense and will provide magic resistance to certain types of magic each will be different depending on the armor-

-Medium Armor-
-for all classes other then mages, healers and the summoner the only exception is the battle mage and magic boy/girl this will provide small magic defense and small physical defense but no magic resistance-

-Heavy Armor
-only for battle mages beast master dragon tamers Tribes Men and warrior classes this will provide a high physical defense at the cost of a small penalty to speed but no magic defense or resistance-

-Item List-
-Appearance changing potion-
Publishable.

-Race changing potion-
Publishable

-Gander changing potion-
Publishable

- Healing Elixir -
Red
Red potion heals small amount of health.
Publishable

Blue
Blue potions heal moderate amount of health.
Publishable

Green
Green Potions heal large amount of health.
Publishable

-Accessory's -
Rings, necklaces and earrings these can increase stats and provided magic protection and even give you new skills or ability's

- Weapon/ Armor Runes -
there are a number of theses that do different things like increasing stats or giving you new skills or ability's add them to weapons armor or accessory's to gain the effect while equipped
Publishable

- Small Mana Potion -
Heals small amount of mana.
Publishable

- Medium Mana Potion -
Heals moderate amount of mana.
Publishable

- Large Mana Potion -
Heals large amount of mana.
Publishable

-Cooking ingredients-
there are all types of fruit and veges that can be harvested from the plants and trees in the game and you get meat from monsters and wild animals if you kill them they drop a small amount of meat but if you capture them you can use the hole thing as a cooking ingredient allowing you to make multiple meals eating the fruit uncooked will restore a small amount of HP while eating the Veg uncooked will restore a small amount of MP and eating the meat uncooked will restore a small amount of HP and MP but give you a food poising states effect for one day reducing all stats by 5% however using the ingredients to cook meals will increase your cooking skill and eating a meal will greatly restore HP and MP
Publishable

-Crafting Materials-
Wood steal cloth leather fur iron etc theses can be mined out of caves mountains and rocks or by skinning monsters and wild animals and used to create pretty much anything you want if your crafting skill is high enough

Race List
Human
No explanation needed

Orcs
No explanation needed

Elf
A long-lived race that is found among forests and ancient ruins around the world. This race excels in archery.They are characterized physically by their long, pointy ears.

Dwarf
Well-known to be the workforce in the mountains and underground mines, Dwarves are a humanoid race with a strong physical build. Dwarves have high levels of stamina and magic resistance. Other ability stats lean them toward Fighter types and blacksmiths. They are characterized by their short stature, which ranges from 100cm to 140cm.

Neko
One of the races of beast-men, they have feline-like characteristics. These characteristics give them high stats in dexterity and senses. Physically, they have cat ears and facial fur and a tail they are known for their natural agility and stealth and they have the added benefit of night vision.

Wolf Man
One of the beast-men races, they are hominid with thick, heavy hair. They are characterized physically by their golden eyes, wolf ears, and a wolfs tail Through intense fighting or bleeding, they may call forth their wolf-like characteristics during combat, thus receiving small boosts in strength

Kitune
One of the beast-men races, this race does not exhibit physical enhancement but instead excels in Magic. They are characterized physically by their fox ears and tail

Argonian
One of the beast-men races, this race is Enigmatic and intelligent, the Argonians are experts at guerrilla warfare, and their natural abilities suit their swampy homeland and they are capable of easily exploring underwater locations due to their ability to breathe water.

Galka
humanoids with a vaguely bear like appearance. They are characterized physically by their huge body's short tales and facial hair

Tarutaru
Although they resemble children in size, this does not reflect their age. In fact, the Tarutaru seem to change their appearance little as they age, and while short in stature, the Tarutaru are extremely proficient in magical ability, these are the shortest race in the game
well the sub skills would be like hunting, blacksmith, cooking, crafting ect and like the last time we did a game like this you can have as many as you want. For your skill for your primary and secondary class you can start of with four of your choice.
ok just to let you know i will post the OOC sometime tomorrow until then i am going to go bed GN guys
Magical Girls don't have to be random, again you can be it and set it however you want, it's just One loves to make a skill that let her cast a number of random spells and use a random number generator to determine which one she will use, but you don't have to do that, and if you can't decide between a dragon tamer or a gunner why not be both? You can be a dragon tamer with the ability to tame wyverns and call your pet, but use guns, having your dragons on the front lines stopping the monsters from attacking you or be a gunner with the ability to have a pet and tame wyverns, the only difference is between those two options would be the class skill you would have, and the fact that the secondary class would always be half the level of your main class. So if you were level hundred, your secondary class would be level 50 which basically means you could use a load of their skills but not any that are really powerful.
StephenRouse said
The Knight's Stone Wall didn't mention that they couldn't attack while it was in use, but I don't think it's really underpowered. If they're invulnerable and immovable they could be used to block corridors or avenues of attack while your Mages and Ranged party members could attack without worry. They could grab an enemy and turn on the skill, making them ineffective or completely out of commission for 15 seconds. There are a lot of ways it could be abused, and I think that's worth a lot in terms of utility.


ok that's a good point i never considered that and i didn't notice i left out the part where they are unable to move lol to be honest i seem to have made a few mistake in the descriptions of both the class and the skills but then again i came up with and wrote them all in the afternoon after staying up all night the night before so i apologize for that i will go though my post and make the changes to some of the skills and fix the mistakes

StephenRouse said Dragon Tamers seem like they could become the strongest at later levels, with dragons and wyverns to aggro and tank enemies, deal damage, and having lots of utility. Beast Master seems fine the way it's described there.


The wyverns will be wild monsters the dragon tamer has tamed, they won't agro anything off of players, the only way they can agro something is that the dragon tamer sends them off to attack a mosnter and then recalls it, the dragon pet can agro the monsters off the dragon tamer but obviously not if you combine with it, although you're right about it potentially being the biggest damage dealer. Personally I would say it would be either the Black Mage or Dragon Tamer.

StephenRouse said This is all cool! I'm always a fan of having a lot of build/skill options. Personally though, when I think "Gunner" I think of machine gunners, while Archers feel like more accuracy-first kind of guys. Just an opinion, of course.


To be honest I never thought about using machine guns, but as One said we could always hold an event and release unique weapons like machine guns but either way, I will likely add machine guns/shotguns to the weapons list. As for semi automatic rifles, when I said in the description they use handguns and rifles I never said which kind of rifles because I was thinking they could use any type of rifle, sniper, semi automatic or fully automatic but I should of stated that, again, didn't think of it, I blame it on being up all night when I wrote it. As for archers, strictly speaking, both archers and gunners would be accuracy first type of classes as they are a long range class. So they would need pretty good accuracy, this doesn't mean they can't use AOE attacks. The Archer's skill for example is an AOE attack but it doesn't rely on accuracy at all, while it will do damage, that is not the main purpose of the skill. It's designed to distract the enemy and prevent them from attacking for a brief time to allow themselves and allies a chance to either run from a losing battle or set up a follow up attack.

StephenRouse said This is all cool, I can definitely see the appeal in Jack-Of-All-Trades, their placement just kind of confused me. Looking forward to seeing all of the skills so I can decide on a character! I'm not sure I'll go just Priest if they don't have much use in battle, probably run a Combat Priest and Knight or Dragon Tamer.


I never said they didn't have much in the way of attacks, I just said they focused mainly on healing and support but they still have attack capabilities. You can decide what skills to give them, for example, you can make a priest and if you chose, only give them attack skills and no healing, it would kind of go against the purpose of a priest but it would be your decision. The same can be said for any of the classes regardless of what their purpose is, you can set them anyway you want.
StephenRouse said
First of all, the Mage's ability. Preventing cool down for fifteen seconds seems either really, REALLY underpowered, or really overpowered. It really depends on whether or not your other activated skills have long cool-down times. Negating cool down times by fifteen seconds for all enemies can be a massive game changer if your other skills have 20 or 30 second cool downs. If they're much longer than a minute or two, however, it quickly changes from really OP to really underwhelming. Assuming you're going with most classes having a lot of 10-30 second cool down skills/abilities, I would change it to maybe a "tag" feature, where you can tag one or two opponents and pause their cooldowns. It also fits more with the Monk motif I think, having to touch their opponent and "shutting down their chakra" or some other excuse.The knight should have either a longer cool down, or change it from complete damage immunity to like, 50-80% immunity. Samurai could be OP if your stats hugely impact your damage and defense, same for the speed aspect since they'll be building speed (being a speed-oriented class). Maybe a flat stat bonus, or only a doubling of speed and attack? Dragon Tamer seems fine as long as it's for one encounter a day.Beast Master is interesting, because his skill makes sense, but it's not necessarily believable. I don't think it would see much use because it would focus damage on their beasts, which they would probably have an attachment to. I could see there being a handful of default choices for your first beast companion, and that beast gives some kind of scaling passive bonus or skill? Summoner is fine, as long as there's some kind of limit for how long ago the dead can be revived. Resurrecting long-dead kings or warriors would be very OP.Assassin should lose on of its two effects, ignoring defenses AND dealing all crits (I'm assuming deal 1.5 or 2x damage) would wreck everything, especially since they're a DPS class. Rogue is fine, but they're not really a "tank" class, I could see them having TONS of passives and a lot of utility though. Trickster is good, love their flavor. I'm mixed on Gunner. His ability would be really good against bosses with health lower than 25%, insta killing them. But they wouldn't be good against hordes of enemies. I would recommend having two different builds, a sniper and an assault version. Sniper gets the existing ability (Maybe tweaked to insta-kill either a single minion at full health or a boss at 10%), and the Assault getting some sort of area-attack that deals a single crit to every enemy? Or maybe their ability allows all of their attacks to automatically hit and crit for 15 seconds.I dig the Tribesman as a tanky bait/controller. His aggro focus seems like a good idea, but his skill is a little underwhelming. Maybe some kind of defense buff to go along with it, or a slight debuff to enemies he hits with the skill? Archer is fine, but kind of faces the same problem as Gunner. Archer in this case seems geared towards area attacks automatically, but should be able to specialize in either sniping or area. I'd give them an option similar to Gunner, with either an area ability or a singular one. Or maybe a buff, every target attack hits and crits for 15 seconds?Mage classes have been covered. Magic Person (Not a Mage class?) seems a bit 'eh', they seem to be jack-of-all-trades, but also with a focus on healing? I don't know, I wouldn't want to play one personally. The Bard seems fine, but maybe a passive ability instead that grants a boost to SP and MP regeneration instead of a flat bonus once? Priest seems a lot like Black Mage, with a summoning class skill and the ability to bind enemies. The biggest difference is that Priests seem to focus more on disorienting or disabling enemies, while Black Mages focus on draining or killing them. That's fine, but their power should also be similar to Black Mage then, summoning a spirit which deals Holy damage which scales with the user.I most want to play as Priest, so I'm really interested in anything involving the class. Gunner comes as a close second, I might consider a second character just to try both. I'd also consider losing Intelligence as a stat, since Intelligence is really the only thing that the player IS. An intelligence in a faux-body, stuck in an electronic world.


The monk has the ability to Prevent cool down for fifteen seconds not the mages. And some skills could have short cooldowns some will be long, it depends on the type of skill, and the whole point of a monk is to quickly chain a number of skills and attacks to deal a bit of damage constantly making it hard for enemies to block dodge and counter as they will be on the defensive and the simple solution is to stay away from them, get out of their attack range as they are a short range class. Or if you are a knight you can use your ability so they can't damage you for 15 seconds, and as for the knight skill it's called stone wall for a reason, that's because when you use it, that's basically what you become, it's to allow healers time to restore your health when dealing with a large group of enemies or one really powerful one, so it is purely defensive, if anything it is too weak.

Samurai,

I was thinking that myself, and was considering changing it, as it will be hard to stay out of their attack range as they will be faster as well.

When Dragon Tamers combine with their dragons, they stay combined until they resumon the dragon but they only get slight increase of stats and they can use their dragon's skills for themselves, they can also fly for a short period of time which means you could argue that they are better off keeping the dragon out so it can take some of the damage from the monsters, the main reason I would use it is to fly short distances.

Beasts masters skill forces all the enemies in a certain area to attack the beast master not the beast, but because they are different type of beasts the beast master can have, some if not all depending on what the player chooses, will be able to agro some of the monsters off the beast master if they are too many for them to handle.

Summoner skill only revives defeated players to full hp/sp and they are the only non healing class that can revive.

Assassins, that was another thing I was thinking about and will probably change it too.

Rogues, I didn't say they were a tank, I just said in their description, they can act like a tank as they have high evasion, so they dodge or block most of the attacks. You only need to do this if you didn't have a tank in the party, otherwise it would be pointless.

That's an interesting idea, as for the area attack though, you won't really need that for a skill, as you could actually give yourself area attacks without it being a main skill.

Tribesman, the debuff idea is ok, I will probably throw in an accuracy debuff.

Again, a player can give their character skills,and most people I see play as archers focus giving their characters long range damaging attacks which focus on picking off enemies, so I decided to give them an ability that can target multiple enemies in a single are plus giving them a strategic advantage.

Magical boy/girl

They are not a class that focuses on healing, I done it as a healer class as they can heal and revive. And yeah they kind of are a jack of all trades that can be a advantage and a disadvantage, as obviously they will be not as good in any one thing on a class that focuses on a particular spell, but their variety can be a big strength if you are on your own and they can also help support pretty much any class in the party in doing their job, for example supporting healers to heal, while still doing a lot of damage to help damage dealers kill the monsters and they can help support classes weaken enemies or straighten allies but I threw them in there as I know a few people who really like the class and have fun playing as them.

The angel that they will summon would be dealing holy damage and the strength of the summon would depend on the lv of the user, and they don't focus on disorienting or disabling it is just something they can do, they would focus on mainly healing skills, but they still have a few disorienting or disabling skills.

Intelligence determines healing effectiveness and mind determines magic damage,
Basically, we will have to kill more than one monster to lv up. It is as simple as that, you gain exp for every kill. Either I or The One will determine when you lv up, so you can't speed lv and say you lv up 10 lvs in one post.

The One

I was thinking pretty much the same thing, but I was thinking at least 5 points at every level simply because the stats include strength, dexterity, vitality, intelligence, mind, stamina, accuracy and agility. So if you only gave 1 point skill at each lv you would end up with a character that is pretty weak.

Yeah that is exactly right, which is why I gave them powerful starting skills to the mages and support class even though that means they can't use them very often it means when they get attacked by a group of monsters which normally they would never be able to handle on their own, they can use their class skill to save them, where warriors in the same situation would be able to handle it a lot easier. Even the black who would be one of the most powerful damage dealers, will be vulnerable to physical attacks because of light armor which provides virtualy no defense and low dexterity and vitality, but if they call a zombie or skeleton to their side they can have provoke the monsters and pick them off one by one.
well the zombies power and damage of the depends on player's level as well and i wouldn't switch to spirits as that is more the summoners thing but maybe a skeleton soldier as it the same kind of thing

well for the battle mage i was thinking because i have monks with are a hand to hand a knight witch is sword and shield and samurai with is katanas and spears none of the characters relay use two handed weapons and i have played a few games where Battle Mage's use things like grate swords or two handed hammers

for the Sorcerer not only will there Lv determine What they will transform into but it will also depends how many full body transformations they will can have
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