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Zanea's Tales 2 Revamp.
#1
Hi. Well, it's recently come to light that not many people enjoy the stat system in which I assign level up values each time the experience for every individual character is enough after a Mission. Hm, that made me think, after enough complaints, that maybe the current system should be changed to fit people's needs and so I decided I'll work to bring up a Stat Distribution System (Or SDS) that everyone will be able to use.

Have no fear, as your characters will only be resetted, the game in itself will not. All the accumulated Level Ups and your current equipment is going to carry over, so you won't have to make a new character.

The SDS is going to be a system where any character that levels up will gain a predetermined amount of Stat Points which its player will be able to distribute into the different stats (HP, MP, Atk, Def, Int and Spr) for a predetermined amount of points each. Of course, the amounts of Stat Points needed for every stat level up will get increasingly bigger, so in that case (And if), expending 1 Stat Point will not get you +1 Atk forever, as the value gets bigger, so will its cost for level up.
It's not as unfair as it sounds, though, because every time one reaches a certain level, the amount of Stat Points received will start to get bigger as well, so this will also add to strategy for everybody as they build their characters in any way they like.

This SDS project is going to take me some time, I need to work with many variables and factors to come up with a good system, and as always, I'm going to try to make it as infallible as possible. Hope everyone understands that I'm doing this so you guys have more liberty at customizing your own characters. Please comment if you feel the need to.

Next up, and somewhat unrelated: I've also come to the conclussion that waiting for people to reply to my PMs sometimes takes too long, and this becomes a pain in the ass for me as a GM when I need to confirm Abilities or configurations in a character, as such, I came up with a Skill Tree system, which I'll only be able to implement if I wipe out everyone's current Jobs and Abilities.

Fear not, again, as your character won't return to Level 1. You'll simply lose all your abilities and be awarded the difference in Skill Points. Your Job will be killed, and you'll be able to choose from 10 Basic Jobs I'm going to present further below.

Why do this? Because the game grows. Yes, players leave and come, indefinately, but only one of them has because the game's rules didn't suit with them, and that leads me to think that this game needs more organization. Unfortunately, even if I want you guys to have the liberty to customize, there also comes a price when I give too much responsibility to others. Obviously, I'm referring to the ability to make your own abilities and later get them approved. This system isn't so bad when seen from an individual point of view, but if you jump a bit higher and watch the amount of players we have and the sea of ideas everyone has, both complementative and conflicting, then we have a problem.

It's not so much saying this causes the game to stall because, while sometimes having to deal with players complaining about others' abilities does slow me down from continuing the game, it's also a way to find flaws in my methods and to find new ways of taking care of problems. One of the solutions I came up with earlier was the MP Cost Formula for abilities. That one did wonders in helping with balance, and I firmly believe this new implementation of mine will work towards even more balance.

With no more to add, I'll present the 10 Job Prototypes for this new character revamp, but before that, I'll lay out a comprehensive template for everyone to understand what I'm talking about:

[Class Name] <- This will also include what build the character is.

Base Stats: <- The stats this Job starts out with. It depends on the build of the character, those are: Tank, Spellcaster, Ranger and Hybrid. Make your own conclussions from there on.

Equipment: <- This will list the kind of weapons and type of armor a character may wear, if it's not in the list, then it cannot be equipped. Additionally, the Merchant and the Inventory will be edited to reflect not the name of the characters who can equip items, but rather the classes. Also, if some weapon or armor here never existed in the game, that means it still has to be implemented.

Skill Tree: <- This will break down in three segments. A-Abilities, S-Abilities and R-Abilities. Keep in mind that the values for purchasing abilities will not change; A-Abilities will cost 1 SP, S-Abilities will cost 2 SP and R-Abilities will cost 3 SP. What changes here is that some Abilities will need to wait until other Abilities have been learnt or a character has reached a certain Level to be able to learn them.

The template for the Skill Trees is as follows:

Skill Name: <- What it is.
Effect: <- What it does.
Element: <- Its element.
MP Cost: <- Cost for using it.
Requirements: <- What you need to do before being able to purchase it. If it says "None" then it can be learned as soon as you've enough SP to buy it.
Needed for: <- For help's sake, this will mention what other ability/ies this one will help you get in the future.

Support and Reaction Abilities will have a similar template, with the difference the "Element" and "MP Cost" Items won't be present for obvious reasons.

Anyhow, enough prepping! Here are the ten prototypes for ZT2! Hope you guys like them! (Remember, they are Basic classes, the Advanced and Ultimate classes haven't been developed yet)

-------------------------------

Archer:

Base Stats:

HP: 15.
MP: 20.
Atk: 3.
Def: 0.
Int: 1.
Spr: 0.

Equipment:

Weapons: Bows.
Armor: Light Clothing.

Skill Tree:


- A-Ability:

Skill Name: Boost.
Effect: Increases Atk to 150% for the next blow. (Self)
Element: Neutral.
MP Cost: 9.
Requirements: None.
Needed for: Aim: Throat, Aim: Legs, Aim: Hands, Concentration.

Skill Name: Aim: Throat.
Effect: Silences target for 3 turns.
Element: Neutral.
MP Cost: 7.
Requirements: Boost.
Needed for: Hyper Dexterity.

Skill Name: Aim: Legs.
Effect: Reduces target's Move to 1 for 3 turns.
Element: Neutral.
MP Cost: 8.
Requirements: Boost.
Needed for: Hyper Dexterity.

Skill Name: Aim: Hands.
Effect: Reduces target's Atk by 40% for 3 turns.
Element: Neutral.
MP Cost: 6.
Requirements: Boost.
Needed for: Hyper Dexterity.

Skill Name: Hyper Dexterity.
Effect: Allows to shoot through an enemy and into another behind.
Element: Neutral.
MP Cost: 15.
Requirements: Aim: Throat, Aim: Legs, Aim: Hands.
Needed for: -

Skill Name: Fire Arrow.
Effect: Deals 100% Atk damage.
Element: Fire.
MP Cost: 6.
Requirements: Lv. 5.
Needed for: Hyper Projectile.

Skill Name: Stone Arrow.
Effect: Deals 100% Atk damage.
Element: Earth.
MP Cost: 6.
Requirements: Lv. 5.
Needed for: Hyper Projectile.

Skill Name: Crystal Arrow.
Effect: Deals 100% Atk damage.
Element: Water.
MP Cost: 6.
Requirements: Lv. 5.
Needed for: Hyper Projectile.


- S-Ability:

Skill Name: Concentration.
Effect: Deals an extra 1dmg that pierces Def.
Requirements: Boost, Lv. 5.
Needed for: Hyper Projectile.

Skill Name: Hyper Projectile.
Effect: Normal attack consumes 1% of Max MP but its damage spreads in a + pattern.
Requirements: Fire Arrow, Stone Arrow, Crystal Arrow, Concentration, Lv. 8.
Needed for: -


- R-Ability:

Skill Name: Survival.
Effect: Poison, Venom and Frail last only for 1 turn.
Requirements: Lv. 5.
Needed for: -

--------------------

Black Mage:

Base Stats:

HP: 15.
MP: 30.
Atk: 1.
Def: 0.
Int: 3.
Spr: 2.

Equipment:

Weapons: Rods, Canes, Tomes/Books.
Armor: Light Clothing.

Skill Tree:


- A-Ability:

Skill Name: Fire.
Effect: Deals 100% Int damage. (Range=3)
Element: Fire.
MP Cost: 6.
Requirements: None.
Needed for: Fira, Steel.

Skill Name: Blizzard.
Effect: Deals 100% Int damage. (Range=3)
Element: Ice.
MP Cost: 6.
Requirements: None.
Needed for: Blizzara, Steel.

Skill Name: Thunder.
Effect: Deals 100% Int damage. (Range=3)
Element: Elec.
MP Cost: 6.
Requirements: None.
Needed for: Thundara, Steel.

Skill Name: Steel.
Effect: Increases Atk to 130%. (Non-stackable, Range=3)
Element: Neutral.
MP Cost: 11.
Requirements: Fire, Blizzard, Thunder.
Needed for: Assault.

Skill Name: Fira.
Effect: Deals 140% Int damage. (Range=3)
Element: Fire.
MP Cost: 10.
Requirements: Fire, Lv. 5.
Needed for: Firaga, Assault.

Skill Name: Blizzara.
Effect: Deals 140% Int damage. (Range=3)
Element: Ice.
MP Cost: 10.
Requirements: Blizzard, Lv. 5.
Needed for: Blizzaga, Assault.

Skill Name: Thundara.
Effect: Deals 140% Int damage. (Range=3)
Element: Elec.
MP Cost: 10.
Requirements: Thunder, Lv. 5.
Needed for: Thundaga, Assault.

Skill Name: Assault.
Effect: Increases Atk and Int to 150%. (Non-stackable, Range=3)
Element: Neutral.
MP Cost: 16.
Requirements: Steel, Fira, Blizzara, Thundara, Lv. 8.
Needed for: -


- S-Ability:

Skill Name: Geomancy.
Effect: Reduces damage taken from Fire, Ice and Elec based attacks by 20%.
Requirements: None.
Needed for: Adept.

Skill Name: Adept.
Effect: Increases damage dealt by Fire, Ice and Elec based attacks by 20%.
Requirements: Geomancy.
Needed for: -


- R-Ability:

Skill Name: Absorb MP.
Effect: Restores half the amount of MP used by the Spell damaging the character.
Requirements: Lv. 8.
Needed for: -

---------------------

Dark Knight:

Base Stats:

HP: 30.
MP: 10.
Atk: 2.
Def: 1.
Int: 1.
Spr: 0.

Equipment:

Weapons: Big Swords.
Armor: Heavy Armor.


Skill Tree:


- A-Ability:

Skill Name: Dark Blade.
Effect: Inflicts 140% Atk damage.
Element: Dark.
MP Cost: 9.
Requirements: None.
Needed for: Darkness Wave, Black Pulse, Blood Sword, Cruel Exploit.

Skill Name: Darkness Wave.
Effect: Inflicts 100% Atk damage against every target adjacent to the user. Drains 5 HP per target.
Element: Dark.
MP Cost: 0.
Requirements: Dark Blade.
Needed for: Absolute Zero, Black Pulse.

Skill Name: Cruel Exploit.
Effect: Deals x1.2 more damage for every Status ailment on the enemy.
Element: Neutral.
MP Cost: 6.
Requirements: Dark Blade, Lv. 5.
Needed for: -

Skill Name: Black Pulse.
Effect: Surround 3x3 area with a dark-based attack that inflicts 220% Int damage. Drains 5 HP per target.
Element: Dark.
MP Cost: 0.
Requirements: Darkness Wave, Lv. 8.
Needed for: -

Skill Name: Soul Eater.
Effect: Sacrifices 25% of Max HP to boost Atk to 175% for 3 turns. (Non-stackable)
Element: Dark.
MP Cost: 4.
Requirements: None.
Needed for: Blood Sword, Reverse Undead.

Skill Name: Blood Sword.
Effect: HP-draining technique that deals 100% Atk damage, the resulting damage being absorbed as HP by the user.
Element: Dark.
MP Cost: 10.
Requirements: Dark Blade, Soul Eater, Lv. 5.
Needed for: Absolute Zero.

Skill Name: Absolute Zero.
Effect: Reduces Def and Spr to 0 and adds them to total Atk and concentrates them in a one-time blow.
Element: Neutral.
MP Cost: 12.
Requirements: Darkness Wave, Blood Sword, Lv 8.
Needed for: Cursed Sword.


- S-Ability:

Skill Name: Reverse Undead.
Effect: Switches body element to 'Undead'. (Death attacks Heal, Immune to Dark but susceptible to Fire, Holy and Healing)
Requirements: Soul Eater.
Needed for: Greedy Darkling.

Skill Name: Greedy Darkling.
Effect: Halves HP price for all HP draining abilities. Loses 1 HP every turn.
Requirements: Reverse Undead, Lv. 5.
Needed for: Cursed Sword.


- R-Ability:

Skill Name: Cursed Sword.
Effect: Spr reduced to 0. Character reprisals to magical attacks with a 100% Atk damaging projectile.
Requirements: Absolute Zero, Greedy Darkling.
Needed for: -

---------------------------

Elemental Mage:

Base Stats:

HP: 15.
MP: 30.
Atk: 1.
Def: 0.
Int: 3.
Spr: 2.

Equipment:

Weapons: Canes, Rods, Tomes/Books.
Armor: Light Clothing.

Skill Tree:


- A-Ability:

Skill Name: Pyro.
Effect: Deals 100% Int damage. (Range=3)
Element: Fire.
MP Cost: 6.
Requirements: None.
Needed for: Pyro Missile.

Skill Name: Aqua.
Effect: Deals 100% Int damage. (Range=3)
Element: Water.
MP Cost: 6.
Requirements: None.
Needed for: Aqua Sphere.

Skill Name: Terra.
Effect: Deals 100% Int damage. (Range=3)
Element: Earth.
MP Cost: 6.
Requirements: None.
Needed for: Terra Shake.

Skill Name: Aero.
Effect: Deals 100% Int damage. (Range=3)
Element: Wind.
MP Cost: 6.
Requirements: None.
Needed for: Aero Vortex.

Skill Name: Pyro Missile.
Effect: Deals 140% Int damage. (Range=3, + effect)
Element: Fire.
MP Cost: 14.
Requirements: Pyro, Lv. 5.
Needed for: Elemental Rage.

Skill Name: Aqua Sphere.
Effect: Deals 140% Int damage. (Range=3, + effect)
Element: Water.
MP Cost: 14.
Requirements: Aqua, Lv. 5.
Needed for: Elemental Rage.

Skill Name: Terra Shake.
Effect: Deals 140% Int damage. (Range=3, + effect)
Element: Earth.
MP Cost: 14.
Requirements: Terra, Lv. 5.
Needed for: Elemental Rage.

Skill Name: Aero Vortex.
Effect: Deals 140% Int damage. (Range=3, + effect)
Element: Wind.
MP Cost: 14.
Requirements: Aero, Lv. 5.
Needed for: Elemental Rage.


- S-Ability:

Skill Name: Cymbal of Peace.
Effect: Pass a turn to restore 10% of Max MP.
Requirements: Lv. 5.
Needed for: Elemental Guidance, Elemental Rage.

Skill Name: Elemental Guidance.
Effect: Reduces Magic damage by 20%.
Requirements: Cymbal of Peace, Lv. 8.
Needed for: -


- R-Ability:

Skill Name: Elemental Rage.
Effect: If hit by an elemental attack from a Range, counter with a low-tier Elemental spell, (Pyro, Aqua, etc.)
provided there's enough MP left to cast it.
Requirements: Pyro Missile, Aqua Sphere, Terra Shake, Aero Vortex, Cymbal of Peace.
Needed for: -

-----------------------

Fighter:

Base Stats:

HP: 30.
MP: 10.
Atk: 2.
Def: 1.
Int: 1.
Spr: 0.

Equipment:

Weapons: Knuckles and Short Swords.
Armor: Light Clothing.

Skill Tree:


- A-Ability:

Skill Name: Brawl.
Effect: Inflict 150% Atk damage at the cost of halving Def for the turn.
Element: Neutral.
MP Cost: 5.
Requirements: None.
Needed for: Beat Down, Counter Stance.

Skill Name: Beat Down.
Effect: Inflict 200% Atk damage at the cost of reducing Def to 0 for the turn.
Element: Neutral.
MP Cost: 10.
Requirements: Brawl, Lv. 5.
Needed for: -

Skill Name: Bonecrusher.
Effect: 100% Atk damage and inflicts Frail status.
Element: Neutral.
MP Cost: 7.
Requirements: Brawl.
Needed for: Counter Stance.

Skill Name: Aura.
Effect: Heals 10% of Max HP and restores Status. (Self)
Element: Holy.
MP Cost: 7.
Requirements: None.
Needed for: Fighting Spirit (S).

Skill Name: Wild Force.
Effect: Increases Atk to 120% for three turns. (Doesn't stack)
Element: Neutral.
MP Cost: 6.
Requirements: None.
Needed for: Counter Stance, Air Render.

Skill Name: Power Charge.
Effect: Doubles Atk for the next turn.
Element: Neutral.
MP Cost: 14.
Requirements: Brawl, Wild Force, Bonecrusher, Lv. 5.
Needed for: -

Skill Name: Air Render.
Effect: 100% Atk damage with a range of 3.
Element: Wind.
MP Cost: 7.
Requirements: Wild Force.
Needed for: Air Splitter.

Skill Name: Air Splitter.
Effect: 50% Atk damage with a range of 4.
Element: Wind.
MP Cost: 7.
Requirements: Air Render, Lv. 5.
Needed for: -


- S-Ability:

Skill Name: Fighting Spirit.
Effect: Increases Atk to 150% when under 25% of Max HP. (Cancels any applied buff)
Requirements: Aura.
Needed for: Thick-Headed.

Skill Name: Thick-Headed.
Effect: Immunity to Mind-based status-ailments.
Requirements: Fighting Spirit.
Needed for: Endure.

Skill Name: Endure.
Effect: Single Fatal Physical hit leaves character with 1 HP. Multiple attacks when in peril cancel Endure.
Requirements: Thick-Headed, Lv. 5.
Needed for: -


- R-Ability:

Skill Name: Reflex.
Effect: Dodges Ranged attacks.
Requirements: Lv. 5.
Needed for: Auto-Regen.

Skill Name: Auto-Regen.
Effect: Enables Auto-Regen of 5% of Max HP for 5 turns. (Activated when struck, works only once per battle)
Requirements: Reflex, Lv. 8.
Needed for: -

-------------------

Gunner:

Base Stats:

HP: 15.
MP: 20.
Atk: 3.
Def: 0.
Int: 1.
Spr: 0.

Equipment:

Weapons: Firearms.
Armor: Light clothing.

Skill Tree:


- A-Ability:

Skill Name: Sleep Grenade.
Effect: Deals 50% Atk damage and puts target to Sleep for three turns. (Range=3, + pattern)
Element: Neutral.
MP Cost: 8.
Requirements: None.
Needed for: Acid Round.

Skill Name: Acid Round.
Effect: Deals 50% Atk Piercing damage. (Range=3)
Element: Neutral.
MP Cost: 10.
Requirements: Sleep Grenade, Lv 5.
Needed for: Burst Round.

Skill Name: Coin Practice.
Effect: Increase damage of next shot by 2. (Stackable up to 5 times, this extra damage pierces Def)
Element: Neutral.
MP Cost: 5.
Requirements: None.
Needed for: Death from Above, Splash Shot.

Skill Name: Death from Above.
Effect: Let loose a barrage of shots that shower the 3x2 area in front of caster for 120% Atk damage.
Element: Neutral.
MP Cost: 10.
Requirements: Coin Practise.
Needed for: Burst Round.

Skill Name: Burst Round.
Effect: Deals 50% Atk damage in a 3x3 area around the target. (Range=4)
Element: Fire.
MP Cost: 12.
Requirements: Acid Round, Death from Above.
Needed for: -

Skill Name: Splash Shot.
Effect: Deals 140% Atk damage in a + pattern.
Element: Neutral.
MP Cost: 10.
Requirements: Coin Practise, Lv. 5.
Needed for: Precision.

Skill Name: Precision.
Effect: Boosts Range by 1.
Element: Neutral.
MP Cost: 5.
Requirements: Splash Shot.
Needed for: Desperado.

Skill Name: Desperado.
Effect: Inflicts 200% Atk damage in a 3x3 area around user.
Element: Neutral.
MP Cost: 18.
Requirements: Precision, Lv. 8.
Needed for: Fast Reflexes.


- S-Ability:

Skill Name: Eagle's Eye.
Effect: Increases Range by 1.
Requirements: None.
Needed for: Fast Reflex, Quick Reload.

Skill Name: Fast Reflexes.
Effect: Increases Desperado damage to 250%.
Requirements: Eagle's Eye, Desperado.
Needed for: -

Skill Name: Quick Reload.
Effect: Enables character to do a second shot if a different enemy is in range.
Requirements: Eagle's Eye, Lv. 5.
Needed for: Take Cover!.

- R-Ability:

Skill Name: Take Cover!.
Effect: Dodges projectiles.
Requirements: Quick Reload.
Needed for: -

-------------------------

Ninja:

Base Stats:

HP: 20.
MP: 20.
Atk: 2.
Def: 1.
Int: 2.
Spr: 1.

Equipment:

Weapons: Throwing Weapons, Short Swords.
Armor: Light Clothing.

Skill Tree:



- A-Ability:

Skill Name: Smoke Bomb.
Effect: Enable a 2nd movement within the same turn.
Element: Neutral.
MP Cost: 5.
Requirements: None.
Needed for: Fire Blast, Water Serpent, Earth's Energy, Shadow Stalker, Immobilize.

Skill Name: Fire Blast.
Effect: Deals 150% Int damage in a X pattern. (Range=3)
Element: Fire.
MP Cost: 15.
Requirements: Smoke Bomb, Lv. 5.
Needed for: Shining Orb.

Skill Name: Water Serpent.
Effect: Deals 150% Int damage in a X pattern. (Range=3)
Element: Water.
MP Cost: 15.
Requirements: Smoke Bomb, Lv. 5.
Needed for: Shining Orb.

Skill Name: Earth Spike.
Effect: Deals 150% Int damage in a X pattern. (Range=3)
Element: Earth.
MP Cost: 15.
Requirements: Smoke Bomb, Lv. 5.
Needed for: Shining Orb.

Skill Name: Shadow Stalker.
Effect: Deals 150% Int damage in a X pattern. (Range=3)
Element: Dark.
MP Cost: 15.
Requirements: Smoke Bomb, Lv. 5.
Needed for: Shining Orb.

Skill Name: Immobilize.
Effect: Warps next to target and keeps them from moving for a turn. Target can act.
Element: Neutral.
MP Cost: 8.
Requirements: Smoke Bomb.
Needed for: Quick Stab, Substitute.

Skill Name: Quick Stab.
Effect: Deals 200% Atk damage to a target which has been Immobilized.
Element: Neutral.
MP Cost: 12.
Requirements: Immobilize, Lv. 5.
Needed for: -

Skill Name: Shining Orb.
Effect: Deals 200% Int damage in a X pattern. (Range=3)
Element: Holy.
MP Cost: 20.
Requirements: Fire Blast, Water Serpent, Earth Spike, Shadow Stalker, Lv. 8.
Needed for: -


- S-Ability:

Skill Name: Quick Feet.
Effect: Increases Move by 1.
Requirements: None.
Needed for: Flash Step.

Skill Name: Flash Step.
Effect: Able to walk through enemies.
Requirements: Quick Feet, Lv. 5.
Needed for: -


- R-Ability:

Skill Name: Substitute.
Effect: Switches places with Immobilized target when receiving an attack once.
Requirements: Immobilize, Lv. 5.
Needed for: -

-----------------------

Rogue:

Base Stats:

HP: 20.
MP: 20.
Atk: 2.
Def: 1.
Int: 2.
Spr: 1.

Equipment:

Weapons: Short Swords, Bows.
Armor: Light Clothing.

Skill Tree:


- A-Ability:

Skill Name: Steal Zeny.
Effect: Takes 300z from target.
Element: Neutral.
MP Cost: 0.
Requirements: None.
Needed for: Mug, Maintenance.

Skill Name: Mug.
Effect: Deals 50% Atk damage and steals: (Low tier enemy: Potion, Mid tier enemy: Ether, High tier: X-Potion)
Element: Neutral.
MP Cost: 5.
Requirements: Steal Zeny.
Needed for: Stab: Shoulder, Stab: Shin, Stab: Eyes.

Skill Name: Stone Pitch.
Effect: Deals 50% Atk damage. (Range=3)
Element: Earth.
MP Cost: 4.
Requirements: None.
Needed for: Sand Attack.

Skill Name: Stab: Shoulder.
Effect: Deals 70% Atk damage and lowers Atk by 30%.
Element: Neutral.
MP Cost: 7.
Requirements: Mug.
Needed for: Super Combo.

Skill Name: Stab: Shin.
Effect: Deals 70% Atk damage and lowers Move to 1.
Element: Neutral.
MP Cost: 7.
Requirements: Mug.
Needed for: Super Combo.

Skill Name: Stab: Eyes.
Effect: Deals 70% Atk damage and inflicts Blind for 3 turns.
Element: Neutral.
MP Cost: 7.
Requirements: Mug.
Needed for: Super Combo.

Skill Name: Super Combo.
Effect: Deals 150% Atk damage and lowers Def to 50% for 3 turns.
Element: Neutral.
MP Cost: 13.
Requirements: Stab: Shoulder, Stab: Shin, Stab: Eyes, Lv. 8.
Needed for: -


- S-Ability:

Skill Name: Maintenance.
Effect: Party cannot be stolen from.
Requirements: Steal Zeny.
Needed for: Pilfer.

Skill Name: Pilfer.
Effect: Expend 1% of Maxium MP to steal 100z per attack.
Requirements: Maintenance, Lv. 5.
Needed for: -


- R-Ability:

Skill Name: Sand Attack.
Effect: Blinds attacker for 3 turns if receiving a physical attack in an adjacent position.
Requirements: Stone Pitch, Lv. 5.
Needed for: -

---------------------

Swordsman:

Base Stats:

HP: 30.
MP: 10.
Atk: 2.
Def: 1.
Int: 1.
Spr: 0.

Equipment:

Weapons: Swords, Lances.
Armor: Heavy Armor.

Skill Tree:


- A-Ability:

Skill Name: Megaslash.
Effect: Deals 110% Atk damage on row (3 squares) in front.
Element: Neutral.
MP Cost: 6.
Requirements: None.
Needed for: Thermal Shock, Two-Handed Slash.

Skill Name: Sky Blade.
Effect: Deals 110% Atk damage on column (2 squares) in front.
Element: Neutral.
MP Cost: 6.
Requirements: None.
Needed for: Thermal Shock.

Skill Name: Thermal Shock.
Effect: Deals 130% Atk damage in a 3x3 area around the user.
Element: Fire.
MP Cost: 12.
Requirements: Megaslash, Sky Blade, Lv. 5.
Needed for: -

Skill Name: Shield.
Effect: Reduces physical damage by 75% for one turn. (Self)
Element: Neutral.
MP Cost: 5.
Requirements: None.
Needed for: Bodyguard.

Skill Name: Bodyguard.
Effect: Targets ally to take damage for them for 3 turns. (Cast Range=5)
Element: Neutral.
MP Cost: 8.
Requirements: Shield, Lv. 5.
Needed for: Idle HP Recovery, Nurse.

Skill Name: First Aid.
Effect: Restores 5% of Max HP and status. (Self or ally in range of Item)
Element: Holy.
MP Cost: 7.
Requirements: None.
Needed for: Nurse.

Skill Name: Nurse.
Effect: Restores 10% of Max HP and status. (+ range)
Element: Holy.
MP Cost: 14.
Requirements: First Aid, Bodyguard, Lv. 5.
Needed for: -

Skill Name: Two-Handed Slash.
Effect: Deals 150% Atk.
Element: Neutral.
MP Cost: 9.
Requirements: Megaslash, Lv. 5.
Needed for: Two-Handed Swordplay.


- S-Ability:

Skill Name: Two-Handed Swordplay.
Effect: Boost damage with big swords 1.2x.
Requirements: Two-Handed Slash.
Needed for: Hero.

Skill Name: Idle HP Recovery.
Effect: If character doesn't use "Move", character recovers 5% of Max HP at the end of their turn.
Requirements: Bodyguard.
Needed for: Hero.

Skill Name: Hero.
Effect: Atk and Def +1 for every fallen ally during the battle. (Stackable)
Requirements: Two-Handed Swordplay, Idle HP Recovery, Lv. 8.
Needed for: -

- R-Ability:

Skill Name: Parry.
Effect: Dodges all Neutral Physical hits that aren't ranged.
Requirements: Lv. 8.
Needed for: -

-------------------

White Mage:

Base Stats:

HP: 15.
MP: 30.
Atk: 1.
Def: 0.
Int: 3.
Spr: 2.

Equipment:

Weapons: Canes, Rods, Tomes/Books.
Armor: Light Clothing.

Skill Tree:


- A-Ability:

Skill Name: Heal.
Effect: Heals for 100% Int. (Range=3)
Element: Holy.
MP Cost: 6.
Requirements: None.
Needed for: Palliate, Rejuvenate, Kyrie, Protect, Barrier.

Skill Name: Protect.
Effect: Boosts Def to 130%. (Range=3)
Element: Holy.
MP Cost: 9.
Requirements: Heal, Lv. 3.
Needed for: -

Skill Name: Barrier.
Effect: Boosts Spr to 130%. (Range=3)
Element: Holy.
MP Cost: 9.
Requirements: Heal, Lv. 3.
Needed for: -

Skill Name: Palliate.
Effect: Restores Status. (Range=3)
Element: Holy.
MP Cost: 8.
Requirements: Heal, Lv. 5.
Needed for:

Skill Name: Rejuvenate.
Effect: Heals for 150% Int. (Range=3)
Element: Holy.
MP Cost: 11.
Requirements: Heal.
Needed for: Restore, Vitalize.

Skill Name: Restore.
Effect: Heals for 180% Int and recovers Status. (Range=3)
Element: Holy.
MP Cost: 16.
Requirements: Rejuvenate, Lv. 5.
Needed for: Life.

Skill Name: Life.
Effect: Revives fallen character with 25% of their Max HP. (Range=3)
Element: Holy.
MP Cost: 15.
Requirements: Restore, Palliate, Kyrie, Lv. 8
Needed for: -

Skill Name: Kyrie.
Effect: Deals 130% Int. (Range=3)
Element: Holy.
MP Cost: 9.
Requirements: Heal.
Needed for: Vitalize, Life.

Skill Name: Vitalize.
Effect: Heals Party for 100% Int.
Element: Holy.
MP Cost: 16.
Requirements: Kyrie, Rejuvenate, Lv. 8.
Needed for: -


- S-Ability:

Skill Name: MP Turbo.
Effect: Doubles damage dealt or HPs healed by Spells by expending twice as much MP.
Requirements: Lv. 5.
Needed for: MP Turbo.

Skill Name: Faith.
Effect: Become Immune to Holy based attacks.
Requirements: MP Turbo.
Needed for: -


- R-Ability:

Skill Name: MP Rage.
Effect: Recovers 30% of the damage dealt by attacks as MP.
Requirements: MP Turbo, Lv. 8.
Needed for: -


---------------------


Well, what does everyone think? This took some time, but with the help of a couple buddies I could perfect them to an acceptable state. Ya like?
[Image: FearthatPlushy.jpg]
Shadow Dragon Pack (SDP)
The Mod Squad
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#2
Not bad at all, a very nice system you've worked there. If you truly need help with the point distribution, I play plenty of DnD and could make a simple DrJava program to help you determine the needed points for the next stat up.
However, I honestly don't like the idea of using DnD's system, because it's old and slightly flawed at higher levels.

I have a couple of stat systems to suggest, if you want to hear any of them.
Reply
#3
Well, after a heated discussion, I think I came to agree with it. Sure, it can be tweaked, but then, everything can be tweaked to be better. :P

Approval here from moi. XD
Gabumon Loverz
Shadow Dragon Pack (SDP)
The OCA
Renamon's Army
Veemon's Followers
The Sabre Clan
Creative Minds
Reply
#4
Sure thing, Aether! Just send me a PM or give me your MSN, we'll talk about 'em at either. And thanks, Kyo.

C'mon, Players! I need everyone to gather here and discuss the new classes. I don't want anybody complaining later on, so pitch in your compliments and complaints now or stay in silence for the rest of your lives! /drama

Oh, and also be sure to note if I've made any typos in the Skill Trees, I found out a few myself after having posted this, but I'm not sure if they all have been taken care of-
[Image: FearthatPlushy.jpg]
Shadow Dragon Pack (SDP)
The Mod Squad
Reply
#5
I've already discussed the initial jobs and the SDS with ya, buddy, but I like the ideas on the table so far. I'm interested to see these advanced classes before we move forward though.
Renamon's Army
Shadow Dragon Pack (SDP)
Lady Devimon's Minions
Reply
#6
I like them, though now I need to decide wheither I wanna stick as a fighter or switch to a dark knight. Kinda fitting. But suppose I've already got all the equipment for a fighter so I'll stick with that. Plus I like smashing stuff *grin*
"Stand tall and shake the heavens!" - Xenogears.
Shadow Dragon Pack (SDP)
The Mod Squad
Reply
#7
You know. I liked the new systems...

But now you're making me choose between a Dark Knight or a Swordsman...

If the swordsman can use both light and heavy swords. Than that's definetly my choice. If not. It's gonna take a while for me to decide DD=
Now major Joshua and TWEWY fan.
The OCA
Reply
#8
Yay, great to know everyone likes. And yes, Sacchi, the Swordsman can equip every kind of Sword. And Lances.

Since mentioned by Crimson, I'll go ahead and present the SDS I came up with, thanks to AetherRose for throwing all the ideas from where I picked up and perfected the system. Here's the basis on it:

We'll now have two things that relate to parameters: Stat Values and Parameters (Or Base Stats).

Stat Values are the following: Vit, Chi, Atk, Def, Int and Spr. These all start at 0 when a character is formed. Stat Values can be upgraded by spending the Stat Points earned via Leveling Up, but they can never exceed a character's level in value. For instance, a Character at Lv. 5 can't have 6 Vit.
Vit and Chi increase HP and MP respectively by multiples of 5. For instance, increasing Vit by 2 directly increases Max HP by 10.

Base Stats are what are included in every character's sheet, and these are HP, MP, Atk, Def, Int and Spr. Every one of these Parameters being directly tied to their Stat Value correspondant.

A character who gains a level up is given 1 Stat Point at first, but this earning increases the higher the character level becomes. The Stat Point amount increases by 1 every 2 levels. In other words, a character who reaches Lv. 3 will start receiving 2 Stat Points, Lv. 5 will start receiving 3 Stat Points, Lv. 7 will get 4 and so on.

I ran a test with Crimson's help with an Elemental Mage at Lv. 9, here are the results:

Total Stat Points available: 29.

Distribution:

Vit: 5.
Chi: 9.
Atk: 0.
Def: 3.
Int: 9.
Spr: 3.

The results, were the following:

HP: 15 + 25 (40)
MP: 30 + 45 (75)
Atk: 1 + 0 (1)
Def: 0 + 3 (3)
Int: 3 + 9 (12)
Spr: 2 + 3 (7)

These would be one sort of combination one could choose were they given the alloted Stat Points for a Lv. 9 character, in this case, an Elemental Mage. As you can see, even if we wanted to concentrate our points on MP and Int, their Stat Values can't exceed 9 so there's no sign of being able to steroid a stat.

Anyway, hope this was understable and comprehensive. If there are any questions about the SDS, I'll gladly answer them. Wanna hear everyone's thoughts on it!
[Image: FearthatPlushy.jpg]
Shadow Dragon Pack (SDP)
The Mod Squad
Reply
#9
Well for me this sounds alright. You got to know my opinion through Kyo anyway x3 and now I'm undecided. dunno if I should go for dark knight or rogue haha
[Image: KuranKaname1.png]
Gabumon Loverz
Renamon's Army
Shadow Dragon Pack (SDP)
The OCA
Creative Minds
Lady Devimon's Minions
Reply
#10
I'm going for dark knight, if that makes a difference.
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