Post by Casey Meyer on Jun 15, 2014 14:33:20 GMT -5
Classes
Choosing a class is what will determine your character's skill set. Whether you want to be a Warrior who can take a hit and dish them out, or a Rogue to strike from the darkness, a Mage who calls upon the powers of nature and stars, or a Craftsman who makes and sells their wares.
Warrior
Warriors gain 9 Body per level.
Warriors do not have armor restrictions. They are the only class able to access Heavy Armor.
Damage Proficiency – Grants the Warrior +1 permanent damage to their physical weapon strikes. This includes all ranged weapons, with the exception of gunpowder weapons.
Parry – Allows the Warrior to block the damage from any physical weapon strike. This excludes gunpowder weapons.
Slay – The Warrior's second most powerful strike. Every Warrior has a warcry that inspires them to greatness. Not everyone's warcry has to be the same, but, they all need to be at least four syllables long. The warrior's warcry is what activates this skill. Damage is calculated very simply; Your weapon damage (A) plus your damage proficiency (B) plus 25 Slay. A+B+25=X Slay. So if A=5 Steel and B=12, then your slay damage would be (5+12+25=42) 42 Steel Slay.
Eviscerate – This is the warrior's most powerful strike. This skill requires a warcry. (It can be the same warcry used for slay, or it can be a different one for a little more flavor.) This attack is so powerful that as long as there isn't a magical defense, the warrior's intended target will be brought into their bleed out status. (-1 Body)
Determination - Grants the character an additional 10 seconds of bleed out time per rank purchased. Also allows the character the ability to whisper, crawl slowly, or even drink a potion while in bleed out. Cannot stop a killing blow or use tag-able skills while in bleed out.
Rogue
Rogues gain 5 body per level.
Rogues are restricted to Medium armor.
Rogue skills are restricted to short and small weapons.
Back Stab – Grants the Rogue +2 permanent damage when striking from behind. For this to apply to the rogue's damage, they must be positioned behind their intended target.
Dodge – Allows the rogue to be able to move quickly enough to avoid damage from physical strikes, and even magical attacks. This does not include AOE spells.
Assassinate – This is the Rogue's most powerful strike. Meant to kill an opponent quickly by nimbly striking at a vulnerable point from any direction and without warning. Damage is calculated very simply; Your weapon damage (A) plus your Back Stab (B) plus 40 Assassinate. A+B+40=X Assassinate. So if the rogue is striking from behind A=5 Steel and B=12 (24 damage) then your assassinate damage would be (5+24+40=69) 69 Steel Assassinate.
Riposte – Allows the Rogue to turn any physical attack back onto their opponent. This excludes gun powder weapons.
Taunt - The Rogue either throws a packet, or strikes with a weapon and calls "Taunt" (More fun if the player roleplays the taunt like insulting their target in some way or sticking out their tongue... be creative!) If successful, the taunted player must direct all actions towards the taunter for the next 5 seconds. This is a Charm effect.
Mage
Mages gain 1 body per level.
Mages are restricted to Cloth Armor.
Detect Magic - This skill allows a Mage to determine the exact magical properties of any magical item in their possession by spending an uninterrupted 2 minutes studying the item.
Physical Manifestation – Allows the Mage to gather magical energy into a physical form to propel towards their target. Each rank grants 1 element damage. For example, Edward the Mage is a Pyromancer. (A Fire Mage) And he has 10 ranks in Physical Manifestation, so when he uses this skill, he is able to deal 10 Fire damage.
Storm - This skill allows a Mage to continuously cast spells. Mage must plant their feet firmly into the ground, call out the incantation of the spell they wish to storm, and amend it by adding "storm" to the spell name. (Example; I plant my feet into the ground, "With Fire's rage, I summon a Fire Arrow, Storm! 10 Fire, Storm. 10 Fire, Storm. 10 Fire, Storm.") Things that will end the storm; Being struck by a spell, weapon, or damaged in any way. Using a stored protective. Moving your feet (this includes sliding them across the ground). Using any other tag-able skill. Not casting the storm for more than 3 seconds.
Research - This skill allows the character to drum up more information on just about anything they can imagine. The more ranks, the better the information will be. Can only research one thing at a time.
Spells – Mages have the ability to gather the magical energies of the world and use them in the form of spells. Mages must maintain a book of the spells that they've learned, and they will be able to swap out their spells stored in their memory via spell slots. Spell slots work in the same manner as spells previously worked in the way of building them in a pyramid, or a column.
Example Pyramid
9
88
777
6666
55555
444444
3333333
22222222
111111111
Example Column
9999
8888
7777
6666
5555
4444
3333
2222
1111
Mages can have knowledge of more spells than they're currently able to utilize at any given time. I might know 5 different level 9 spells, but I can only utilize a certain number of them because of my current number of level 9 spell slots.
Merchant
Merchants gain 3 body per level.
Merchants are restricted to Light armor.
Alchemy – Next to a good sword or spell, potions are an adventurer's best friend. With this skill, the Merchant is able to make potions, elixers, and poisons.
Smithing – This skill allows the Merchant to produce and repair weapons and armor. The more experienced and masters of this skill can even enchant their items, even if they're not magically inclined.
For both Alchemy and Smithing, the ranks purchased will grant the character the respective number of components for that skill. For example; Jake the Merchant has 13 ranks of Smithing and 5 ranks of Alchemy, Jake will receive 13 random smithing components, and 5 random alchemy components at check in. These components are used with the blueprints/recipes acquired by the Merchant. Merchants will be required to maintain their own books regarding each set of skills.
Also, for both skills, the crafting/brewing will have a certain amount of time needed to create the things you desire. To keep things simple, the time needed to create the items is 2.5 minutes per component needed to craft/brew. So if you wanted to craft a dagger, it would take 5 minutes and two smithing components to create.
Furthermore, at 20 ranks in either skill, the player will receive a 20% time reduction for crafting/brewing. (1 minute reduction for every 5 minutes of crafting/brewing time.)
Research - This skill allows the character to drum up more information on just about anything they can imagine. The more ranks, the better the information will be. Can only research one thing at a time.
Dismantle - This is a passive skill that does not need to be purchased, and it allows the Merchant to break down resources or items into smithing or alchemy components.
Choosing a class is what will determine your character's skill set. Whether you want to be a Warrior who can take a hit and dish them out, or a Rogue to strike from the darkness, a Mage who calls upon the powers of nature and stars, or a Craftsman who makes and sells their wares.
Warrior
Warriors gain 9 Body per level.
Warriors do not have armor restrictions. They are the only class able to access Heavy Armor.
Damage Proficiency – Grants the Warrior +1 permanent damage to their physical weapon strikes. This includes all ranged weapons, with the exception of gunpowder weapons.
Parry – Allows the Warrior to block the damage from any physical weapon strike. This excludes gunpowder weapons.
Slay – The Warrior's second most powerful strike. Every Warrior has a warcry that inspires them to greatness. Not everyone's warcry has to be the same, but, they all need to be at least four syllables long. The warrior's warcry is what activates this skill. Damage is calculated very simply; Your weapon damage (A) plus your damage proficiency (B) plus 25 Slay. A+B+25=X Slay. So if A=5 Steel and B=12, then your slay damage would be (5+12+25=42) 42 Steel Slay.
Eviscerate – This is the warrior's most powerful strike. This skill requires a warcry. (It can be the same warcry used for slay, or it can be a different one for a little more flavor.) This attack is so powerful that as long as there isn't a magical defense, the warrior's intended target will be brought into their bleed out status. (-1 Body)
Determination - Grants the character an additional 10 seconds of bleed out time per rank purchased. Also allows the character the ability to whisper, crawl slowly, or even drink a potion while in bleed out. Cannot stop a killing blow or use tag-able skills while in bleed out.
Rogue
Rogues gain 5 body per level.
Rogues are restricted to Medium armor.
Rogue skills are restricted to short and small weapons.
Back Stab – Grants the Rogue +2 permanent damage when striking from behind. For this to apply to the rogue's damage, they must be positioned behind their intended target.
Dodge – Allows the rogue to be able to move quickly enough to avoid damage from physical strikes, and even magical attacks. This does not include AOE spells.
Assassinate – This is the Rogue's most powerful strike. Meant to kill an opponent quickly by nimbly striking at a vulnerable point from any direction and without warning. Damage is calculated very simply; Your weapon damage (A) plus your Back Stab (B) plus 40 Assassinate. A+B+40=X Assassinate. So if the rogue is striking from behind A=5 Steel and B=12 (24 damage) then your assassinate damage would be (5+24+40=69) 69 Steel Assassinate.
Riposte – Allows the Rogue to turn any physical attack back onto their opponent. This excludes gun powder weapons.
Taunt - The Rogue either throws a packet, or strikes with a weapon and calls "Taunt" (More fun if the player roleplays the taunt like insulting their target in some way or sticking out their tongue... be creative!) If successful, the taunted player must direct all actions towards the taunter for the next 5 seconds. This is a Charm effect.
Mage
Mages gain 1 body per level.
Mages are restricted to Cloth Armor.
Detect Magic - This skill allows a Mage to determine the exact magical properties of any magical item in their possession by spending an uninterrupted 2 minutes studying the item.
Physical Manifestation – Allows the Mage to gather magical energy into a physical form to propel towards their target. Each rank grants 1 element damage. For example, Edward the Mage is a Pyromancer. (A Fire Mage) And he has 10 ranks in Physical Manifestation, so when he uses this skill, he is able to deal 10 Fire damage.
Storm - This skill allows a Mage to continuously cast spells. Mage must plant their feet firmly into the ground, call out the incantation of the spell they wish to storm, and amend it by adding "storm" to the spell name. (Example; I plant my feet into the ground, "With Fire's rage, I summon a Fire Arrow, Storm! 10 Fire, Storm. 10 Fire, Storm. 10 Fire, Storm.") Things that will end the storm; Being struck by a spell, weapon, or damaged in any way. Using a stored protective. Moving your feet (this includes sliding them across the ground). Using any other tag-able skill. Not casting the storm for more than 3 seconds.
Research - This skill allows the character to drum up more information on just about anything they can imagine. The more ranks, the better the information will be. Can only research one thing at a time.
Spells – Mages have the ability to gather the magical energies of the world and use them in the form of spells. Mages must maintain a book of the spells that they've learned, and they will be able to swap out their spells stored in their memory via spell slots. Spell slots work in the same manner as spells previously worked in the way of building them in a pyramid, or a column.
Example Pyramid
9
88
777
6666
55555
444444
3333333
22222222
111111111
Example Column
9999
8888
7777
6666
5555
4444
3333
2222
1111
Mages can have knowledge of more spells than they're currently able to utilize at any given time. I might know 5 different level 9 spells, but I can only utilize a certain number of them because of my current number of level 9 spell slots.
Merchant
Merchants gain 3 body per level.
Merchants are restricted to Light armor.
Alchemy – Next to a good sword or spell, potions are an adventurer's best friend. With this skill, the Merchant is able to make potions, elixers, and poisons.
Smithing – This skill allows the Merchant to produce and repair weapons and armor. The more experienced and masters of this skill can even enchant their items, even if they're not magically inclined.
For both Alchemy and Smithing, the ranks purchased will grant the character the respective number of components for that skill. For example; Jake the Merchant has 13 ranks of Smithing and 5 ranks of Alchemy, Jake will receive 13 random smithing components, and 5 random alchemy components at check in. These components are used with the blueprints/recipes acquired by the Merchant. Merchants will be required to maintain their own books regarding each set of skills.
Also, for both skills, the crafting/brewing will have a certain amount of time needed to create the things you desire. To keep things simple, the time needed to create the items is 2.5 minutes per component needed to craft/brew. So if you wanted to craft a dagger, it would take 5 minutes and two smithing components to create.
Furthermore, at 20 ranks in either skill, the player will receive a 20% time reduction for crafting/brewing. (1 minute reduction for every 5 minutes of crafting/brewing time.)
Research - This skill allows the character to drum up more information on just about anything they can imagine. The more ranks, the better the information will be. Can only research one thing at a time.
Dismantle - This is a passive skill that does not need to be purchased, and it allows the Merchant to break down resources or items into smithing or alchemy components.