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Update: I've been working on the character builds for the possible party members. There will be 2 new deuteragonists (which I haven't named yet), but their builds (along w/ Alanis & Gnarg's) will be like so:
Alanis (Sanguri Elf): Hematurgy/Cryomancy/Hydromancy

??? (Lythari Elf): Lycanthropy/Archery/Aeromancy

Gurona (Bloodfang Orc): Hematurgy/Dueling/Necromancy



These party members will be limited to 3 trees, but their points can be spent in any configuration within those 3 trees. The protagonist gets access to all 14 trees though. I basically created these builds as sort of like examples to help players create interesting builds. There are even stronger builds/combos...
*cough* Protection/Hieromancy/Necromancy *cough* <-the Twilight Guardian aka the "unkillable" build lol
Edit: Hmm, the "unkillable build" actually suffers from resource starvation due to lacking either Hematurgy (for MP stuff) or Lycanthropy (for FP stuff), but this build is indeed very very hard to kill.
I've also revised combat so it flows a lot faster now. Since each Tier of each Tree contains 3 skills (1 utility, 1 active, & 1 passive) what ended happening was the utility skill (usually a buff) would take an entire turn to use, and then you could only atk the next turn. Now all utility skills (the ones on the left column) are now BONUS actions, meaning you can buff yourself and attack in the same turn (and move as well). All skill costs still must be paid though, so it feels fair. The stronger utilities have cooldowns as well.
Alanis (Sanguri Elf): Hematurgy/Cryomancy/Hydromancy

- all-purpose caster (Hematurgy grants excellent Mana management and caster utility)
- can double as both DPS & Healer
- Cryomancy synergizes w/ Hydromancy
- e.g. "Damp" targets would instantly freeze
- decent CC (crowd control) in the form of slows/snares
- emphasis on HoT (water spells)
??? (Lythari Elf): Lycanthropy/Archery/Aeromancy

- ranged DPS with emphasis on mobility/speed
- Aeromancy compliments Archery and offers great positional control (Gust/Cyclone/etc...)
- unleash several hits per attack by combining the following:
- Rapid Fire (Tier5 Archery) - grants an extra attack for 2 turns
- Windfury* (Tier4 Aeromancy) - 33% chance per attack to hit again, lasts 3 turns (but duration extends by 1 turn every time it procs) *placeholder name (will change it eventually)*
Gurona (Bloodfang Orc): Hematurgy/Dueling/Necromancy

- dark edgy rogue/assassin/vampire character lol (inspired by" Gorona" ofc)
- Necromancy further supplements Hematurgy's lifestealing + lots 'o DoTs
- lifestealing + duel wielding = HAX
- Dueling tree is not just offensive, it's actually balanced between both offense/defense
- emphasis on Counters to both mitigate and deal extra dmg while getting more lifesteal opportunities

- melee extraordinaire (Lycanthropy offers many benefits for physical units)
- almost no magical capacity, but he don't need it
- can eventually get "Berserker Grip" passive (Tier5 Berserking)
- allows 2H weapons to be used w/ just the MainHand, allowing a 1H weapon to be used in the OffHand! (e.g. 2H Axe + Shield? take advantage of Berserking & Protection trees)
These party members will be limited to 3 trees, but their points can be spent in any configuration within those 3 trees. The protagonist gets access to all 14 trees though. I basically created these builds as sort of like examples to help players create interesting builds. There are even stronger builds/combos...
*cough* Protection/Hieromancy/Necromancy *cough* <-the Twilight Guardian aka the "unkillable" build lol
Edit: Hmm, the "unkillable build" actually suffers from resource starvation due to lacking either Hematurgy (for MP stuff) or Lycanthropy (for FP stuff), but this build is indeed very very hard to kill.
I've also revised combat so it flows a lot faster now. Since each Tier of each Tree contains 3 skills (1 utility, 1 active, & 1 passive) what ended happening was the utility skill (usually a buff) would take an entire turn to use, and then you could only atk the next turn. Now all utility skills (the ones on the left column) are now BONUS actions, meaning you can buff yourself and attack in the same turn (and move as well). All skill costs still must be paid though, so it feels fair. The stronger utilities have cooldowns as well.
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