- Joined
- Jun 22, 2017
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- Norwegian
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- RMMZ
So I revamped my game again xD
Gonna make it easier, Just have a talent tree to gain stats and learn skills. In addition to weapons and off-hand items morphing the Attack and Guard commands.
Trying to make things simpler with less systems.
You create 4 characters and choose their classes.
The amount of classes is currently 36.
Hooooold up! I will explain
I have many talent ''branches'' for my talent tree. Each focuses on a different thing. (Some are similar though.)
Classes will basically just be combinations of these Branches so many will overlap.
Some branches will be modified to better fit the class fantasy, Like the Blood Knight might have more offensive blood magic like sacrificing HP to do more damage while the Blood Mage has more healing type of spells.
Each branch will have between 30-50 nodes meaning you will mostly only be able to fill roughly half of the nodes per character at max level. Most will just be +stats. Each branch having various stats in different amounts. You can respec for a price.
Example:
Blood Skill --> +5% HP --> +2% Recovery ---> Blood Passive ---> +4 HP....etc etc.
You will also meet similar party's of the same classes to fight in the world or quests.
Edit:
Gonna make it easier, Just have a talent tree to gain stats and learn skills. In addition to weapons and off-hand items morphing the Attack and Guard commands.
Trying to make things simpler with less systems.
- Max level is 99, each level requires 100 exp.
- 1 talent point per level (Starting with 2 so 100 max).
You create 4 characters and choose their classes.
The amount of classes is currently 36.
Hooooold up! I will explain
I have many talent ''branches'' for my talent tree. Each focuses on a different thing. (Some are similar though.)
--- Physical Branches ---
Unarmed: Focus on not using weapons, Martial arts.
Sword: Focus on bleeds and parrying.
Broadsword: Focus on bleeds and parrying and multi target.
Dagger: Focus on critical hits and poison stacking.
Mace: Focus on healing, shield piercing and armor penetration.
Hammer: Focus on damage, shield piercing and armor penetration.
Staff: Focus on enhancing spellcasting.
Axe: Focus on slaying beasts and taking on aspects of beasts.
Greataxe: Focus on slaying beasts and taking on aspects of beasts.
Shield: Focus on block related stats and skills.
Defense: Focus on physical defense for self.
Dual Wield: Focus on attack speed.
Command: Focus on buffing allies with war cries.
Speed: Focus on battle speed evading attacks.
Lethality: Focus on critical hits and damage.
Vitality: Focus on increasing HP.
Mixture: Enhances potion effects.
Possible Future Additions:
Spear: Focus on reach and piercing attacks.
Theft: Focus on stealing.
*Sword, Dagger, Mace and Axes can be used with an off-hand items or dual wielded.
*One handed and Two-handed trees have different skills.
--- Magic Branches ---
Holy: Focus on holy attack magic. Powerful against Unholy enemies. Damage based on Wisdom instead of Intellect.
Healing: Focus on direct and multi target healing.
Blessings: Focus on buffing others.
Fire: Focus on applying dots that stack.
Water: Focus on applying wet.
Ice: Focus on direct damage and critical effects. Ice is 100% crit on wet targets.
Earth: Focus on defensive magic. Stalling the enemies.
Mending: Focus on healing over time.
Wind: Powerful against Aerial enemies. Enhances Fire magic.
Lightning: More damage versus wet targets.
Shadow: Focus on debilitating enemies with curses.
Plague: Focus on diseases and poisons.
Blood: Focus on utilizing HP in various ways, Absorbing, sharing or sacrificing to gain something.
Time: Focus on managing the speed of the battles.
Battle: Focus on enhancing weapons with elemental powers.
Warding: Focus on magical defenses for self.
Anti-Magic: Focus on battling mages.
Aptitude: Focus on increasing MP management.
Song: Magically enhanced singing.
Possible Future Additions:
Transform: Focus on changing into monsters.
*Unholy enemies are Undead and Demons.
*Branches like Speed, Lethality and Aptitude are small.
Unarmed: Focus on not using weapons, Martial arts.
Sword: Focus on bleeds and parrying.
Broadsword: Focus on bleeds and parrying and multi target.
Dagger: Focus on critical hits and poison stacking.
Mace: Focus on healing, shield piercing and armor penetration.
Hammer: Focus on damage, shield piercing and armor penetration.
Staff: Focus on enhancing spellcasting.
Axe: Focus on slaying beasts and taking on aspects of beasts.
Greataxe: Focus on slaying beasts and taking on aspects of beasts.
Shield: Focus on block related stats and skills.
Defense: Focus on physical defense for self.
Dual Wield: Focus on attack speed.
Command: Focus on buffing allies with war cries.
Speed: Focus on battle speed evading attacks.
Lethality: Focus on critical hits and damage.
Vitality: Focus on increasing HP.
Mixture: Enhances potion effects.
Possible Future Additions:
Spear: Focus on reach and piercing attacks.
Theft: Focus on stealing.
*Sword, Dagger, Mace and Axes can be used with an off-hand items or dual wielded.
*One handed and Two-handed trees have different skills.
--- Magic Branches ---
Holy: Focus on holy attack magic. Powerful against Unholy enemies. Damage based on Wisdom instead of Intellect.
Healing: Focus on direct and multi target healing.
Blessings: Focus on buffing others.
Fire: Focus on applying dots that stack.
Water: Focus on applying wet.
Ice: Focus on direct damage and critical effects. Ice is 100% crit on wet targets.
Earth: Focus on defensive magic. Stalling the enemies.
Mending: Focus on healing over time.
Wind: Powerful against Aerial enemies. Enhances Fire magic.
Lightning: More damage versus wet targets.
Shadow: Focus on debilitating enemies with curses.
Plague: Focus on diseases and poisons.
Blood: Focus on utilizing HP in various ways, Absorbing, sharing or sacrificing to gain something.
Time: Focus on managing the speed of the battles.
Battle: Focus on enhancing weapons with elemental powers.
Warding: Focus on magical defenses for self.
Anti-Magic: Focus on battling mages.
Aptitude: Focus on increasing MP management.
Song: Magically enhanced singing.
Possible Future Additions:
Transform: Focus on changing into monsters.
*Unholy enemies are Undead and Demons.
*Branches like Speed, Lethality and Aptitude are small.
Classes will basically just be combinations of these Branches so many will overlap.
Defensive Classes:
Templar: Mace + Shield + Holy + Defense
Guardian: Axe + Shield + Earth + Mending
Shield Knight: Sword + Shield + Defense + Command
Warden: Dagger + Shield + Defense + Warding
Battle-Priest: Unarmed + Healing + Warding + Defense
Duelist: Sword + Speed + Dual Wield + Defense
Plague Knight: Mace + Shield + Defense + Plague
Geomancer: Staff + Earth + Aptitude + Defense
Blackguard: Dagger + Shield + Shadow + Defense
Lancer: Spear + Shield + Defense + Vitality
Spellbreaker: Sword + Shield + Warding + Anti-Magic
Offensive Classes:
Crusader: Broadsword + Holy + Fire + Lethality
Assassin: Dagger + Lethality + Speed + Plague
Inquisitor: Hammer + Plague + Holy + Anti-Magic
Warlock: Staff + Shadow + Blood + Aptitude
Berserker: Axe + Greataxe + Dual Wield + Battle
Hydromancer: Staff + Water + Ice + Aptitude
Pyromancer: Staff + Fire + Aptitude + Blood
Slayer: Greataxe + Spear + Lethality + Speed
Reaver: Greataxe + Blood + Leathality + Vitality
Healing Focus Classes:
Priest: Staff + Healing + Aptitude + Blessings
Druid: Staff + Transform + Mending + Aptitude
Dancer: Dagger + Speed + Song + Healing
Apothecary: Staff + Mixture + Plague + Aptitude
Bloodmage: Staff + Blood + Aptitude + Vitality
Buff Classes:
Enchanter: Staff + Time + Battle + Warding + Blessings
Paladin: Hammer + Blessings + Warding + Command
Hybrid Classes:
Sun Cleric: Mace + Shield + Holy + Fire
Monk: Unarmed + Defense + Wind + Speed
Shaman: Greataxe + Earth + Lightning + Mending
Arcane Thief: Dagger + Theft + Speed + Time
Warlord: Hammer + Command + Lethality + Vitality
Dragoon: Spear + Defense + Wind + Lethality
Blood Knight: Broadsword + Greataxe + Defense + Blood
Bladesinger: Sword + Dual Wield + Song + Battle
Death Knight: Broadsword + Shadow + Ice + Anti-Magic
Possible classes:
Evoker
Elementalist
Harbinger
Juggernaut
Justicar
Spellbinder
Stormlord
Windcaller
Myrmidon
Arcane Knight
Templar: Mace + Shield + Holy + Defense
Guardian: Axe + Shield + Earth + Mending
Shield Knight: Sword + Shield + Defense + Command
Warden: Dagger + Shield + Defense + Warding
Battle-Priest: Unarmed + Healing + Warding + Defense
Duelist: Sword + Speed + Dual Wield + Defense
Plague Knight: Mace + Shield + Defense + Plague
Geomancer: Staff + Earth + Aptitude + Defense
Blackguard: Dagger + Shield + Shadow + Defense
Lancer: Spear + Shield + Defense + Vitality
Spellbreaker: Sword + Shield + Warding + Anti-Magic
Offensive Classes:
Crusader: Broadsword + Holy + Fire + Lethality
Assassin: Dagger + Lethality + Speed + Plague
Inquisitor: Hammer + Plague + Holy + Anti-Magic
Warlock: Staff + Shadow + Blood + Aptitude
Berserker: Axe + Greataxe + Dual Wield + Battle
Hydromancer: Staff + Water + Ice + Aptitude
Pyromancer: Staff + Fire + Aptitude + Blood
Slayer: Greataxe + Spear + Lethality + Speed
Reaver: Greataxe + Blood + Leathality + Vitality
Healing Focus Classes:
Priest: Staff + Healing + Aptitude + Blessings
Druid: Staff + Transform + Mending + Aptitude
Dancer: Dagger + Speed + Song + Healing
Apothecary: Staff + Mixture + Plague + Aptitude
Bloodmage: Staff + Blood + Aptitude + Vitality
Buff Classes:
Enchanter: Staff + Time + Battle + Warding + Blessings
Paladin: Hammer + Blessings + Warding + Command
Hybrid Classes:
Sun Cleric: Mace + Shield + Holy + Fire
Monk: Unarmed + Defense + Wind + Speed
Shaman: Greataxe + Earth + Lightning + Mending
Arcane Thief: Dagger + Theft + Speed + Time
Warlord: Hammer + Command + Lethality + Vitality
Dragoon: Spear + Defense + Wind + Lethality
Blood Knight: Broadsword + Greataxe + Defense + Blood
Bladesinger: Sword + Dual Wield + Song + Battle
Death Knight: Broadsword + Shadow + Ice + Anti-Magic
Possible classes:
Evoker
Elementalist
Harbinger
Juggernaut
Justicar
Spellbinder
Stormlord
Windcaller
Myrmidon
Arcane Knight
Some branches will be modified to better fit the class fantasy, Like the Blood Knight might have more offensive blood magic like sacrificing HP to do more damage while the Blood Mage has more healing type of spells.
Each branch will have between 30-50 nodes meaning you will mostly only be able to fill roughly half of the nodes per character at max level. Most will just be +stats. Each branch having various stats in different amounts. You can respec for a price.
Example:
Blood Skill --> +5% HP --> +2% Recovery ---> Blood Passive ---> +4 HP....etc etc.
You will also meet similar party's of the same classes to fight in the world or quests.
Edit:
This will be a somewhat open world, exp drops will be roughly the same all over the world but loot will gradually increase in quality the more remote the location is. Dungeon end bosses will guaranteed a level up. You are meant to reach max level. The endgame dungeons will be balanced around lvl 99.
You can grind to 99 in the first area you find, but regular mobs don't drop that much exp or good loot, it will take a lot longer then doing quests or dungeons.
Talents give skills and stats, but it will for the most part be % increases so good equipment is still important.
You can grind to 99 in the first area you find, but regular mobs don't drop that much exp or good loot, it will take a lot longer then doing quests or dungeons.
Talents give skills and stats, but it will for the most part be % increases so good equipment is still important.
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