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Classes

Each class will have different initial stats, And, if possible, each classes stat growth will differ from other classes. 
Key: =: No advantage whatsoever _> _: first _ has advantage over second _

Weaknesses: Classes (PvP advantage given to player)
Magic>Physical
Elemental>Magic
Physical>Elemental

Weaknesses: Moves (This is taken from Pokemon)
Electric>Water (Electric DMG + __)
Fire>Ice (Fire DMG + __)
Fire>Grass (Fire DMG +__)
Grass>Water (Water DMG -__)
Ground>Fire (Ground DMG - __)
Ice>Ground (Ground DMG -__)
Water>Electric (Water DMG + __)
Water>Fire (Water DMG +__)
Water>Ground (Water DMG + __)
Showing 9 items
ClassInitial StatsTypeDescription
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Archer ATK/?|DEF/?|SPD/? Physical attacks +7 when equipped with normal bow and arrow Physical Particularly skillful with bow and arrow weapons. 
Foundling ATK/?|DEF/?|SPD/? Any Starts weak at everything but can focus strengthening of any one skill. 
Goon ATK/?|DEF/?|SPD/?| Physical attacks +13 Phisical What is lacked in intelligence is replaced by extreme physical force. Attributes: Magic attacks are more powerful against this type. Can not be intimidated into not attacking. 
Knight ATK/?|DEF/?|SPD/?| Magic/Physical Can harness spirits with white energy/magic 
Magician ATK/?|DEF/?|SPD/? Magic attacks +7 Magic This class uses magic as their main means of attack. Attribute: When health is over 50%, magic attacks are stronger, but when health is below 50%, magic attacks are weaker. 
Shadow ATK/?|DEF/?|SPD/? Magic/Physical Prowl and thrive in the dark, don't usually expose themselves. Attribute: After attacking, foe may be to intimidated to attack. 
Swordsman ATK/?|DEF/?|SPD/? Sword attacks +7 Physical Particularly skillful with swords. 
Theif ATK/?|DEF/?|SPD/? High speed/evasiveness Physical Fast and accurate in the art of stealing, specialise in covert attack abilities. Better at evading attacks. 
Tribal Hunter ATK/?|DEF/?|SPD/? Physical/Magic Able to control animals and harness nature. 
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Comments

Jonathan des David - Sep 26, 2010 12:26 AM

HP should also be considered in this table. I have a few classes to add but I'm not sure exactly around what number initial stats are. Depends on calculations I suppose that would depend on battle calculations. Starting HP around 20ish? Stats around 10ish?

Daniel Gump - Sep 26, 2010 5:03 AM

Classes to add:

Foundling - Starts weak at everything but can focus strengthening of any 1 skill

Thief - Fast with stealing and covert attack abilities

Paladin - Knight who can harness spirits with white energy

Tribal Hunter - Able to control animals and harness nature

Goon - What is lacked in intelligence is replaced by extreme physical force

Jonathan des David - Sep 27, 2010 6:06 PM

The classes need to each have a weakness and advantage to achieve symmetry. We don't want everyone picking the same class.

Daniel Gump - Sep 28, 2010 7:19 PM

For the main storyline, there won't be a choice of which class to use, but for Mt. Hildar that would make sense.

Jonathan des David - Sep 28, 2010 8:58 PM

Maybe if you could choose one of the characters from your party to use at Mt. Hildar.

Jonathan des David - Sep 28, 2010 9:04 PM

Ice was >nothing, so I added Ice>Ground.
Fire was > Ice AND Grass so I added Ground>Fire, if that makes sence.
We need symmetry.

Caleb Downs - Sep 29, 2010 6:14 PM

yah... :P i couldn't think/walk/talk strait that day