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First, I design almost all skills around the philosophy that damage is the main goal; no turn should be wasted on skills that ONLY cause a SLIGHT chance of debuffing the enemy. So, all skills do damage, and all skills cause debuffs. Skills need to have high utility; even if the enemy is strong versus fire, they can still be blinded by the smoke.
Second, I want player skill to be even slightly involved. Most skills and especially the Attack command have “timed button presses”. For the Attack command, getting the timed press ensures a critical hit. For other skills, timed hits ensure the enemy gets debuffed, for which there is a high chance anyway.. Either way, the timed press isn't absolutely necessary for beating the game unless you're on the hardest difficulty. (Thanks to Galv’s Timed Button Attacks).
Third, all skills have a “cooldown” which prevents the user from using those skills until the Cooldown is over. Rather than using MP or TP, the use of skills triggers a Cooldown. Equipping heavier gear increases the time for skills spent in Cooldown while leveling up reduces Cooldown. (Thanks to Yanfly’s Skill Restrictions)
Finally, some enemies come into battle with automatic states, such as Shielded and Fleet-Footed (high evasion), Armored (high defense), Barrier (high defense and magic defense), and Health Regen. Having these states makes the enemy immune to the Stagger state (which stops them from acting for a turn). Certain skills are designed to remove these states and make the enemy easier to kill. Strategic use of skills and attacks can debuff the enemy, keep them staggered, and make killing them faster and more efficient. Learning how these skills work is the key to success.
Now, without further ado, here are the classes. Only the player character gets access to these classes and the player selects the class at the beginning and cannot change it throughout the game. Party members get their own unique classes and skillset (from the below skills).
The Fighter
- Can equip any weapon, armor, and shield.
- Their signature move is !Limit, which adds a brief state to the user which makes timed hits easier to execute while doubling damage.
- !Shield Bash – Hit the enemy with your shield. Must have a shield equipped. Stagger enemies with protections. Briefly incapacitate enemies without protections.
- Warriors have access to “stance skills” which add states which alter how their attack command works. Only one can be active at a time.
- !Brutal – makes attacks hit harder, increases chance of attacks adding the Stagger state, has a chance of adding the Panic state. Accuracy is decreased, however. Useful against enemies with Shields and Armor.
- !Precise – makes attacks more accurate, makes them very effective against flying enemies and enemies that are “Fleet-Footed” (high evasion). However, physical attack damage takes a slight penalty.
- !Knockout – gives attacks a high chance of inflicting an incapacitating state.
The White Mage
- White Magi are less interested in killing their enemy, but their skillset is very capable of Staggering them or outright removing them from the fight in a non-lethal manner. What makes a White Mage extremely useful is their ability to invoke the divine to heal the wounds of their allies.
- Their weapon selection is limited to Staves and Hammers. White Magi cannot equip medium or heavy armor, nor can they equip shields.
- Their signature ability is !Pray, which relies on faith in the Random Number God. It's effects are variable; reliant on your health, your states, and how recently you used Pray. If you need health, you have a very, VERY high chance of healing your party and restoring their health Regen. If you're fighting a boss with high physical attack, you have a chance of getting a buff that increases the party’s evasion. If you're fighting an enemy which casts powerful magic, your party might get a Barrier. If your level is higher than what it should be, Pray might not be as effective. Using the skill reduces the chance of getting what you need, preventing the skill’s abuse by the player.
- !Dispel – Deals Holy damage. Staggers enemies, even if they have protections. Weakens armor. Cancels Health Regen. Has a high chance of destroying Armor and especially Barriers. Extremely damaging against the undead. Panics the undead.
- !Float – Yanks the enemy helplessly into the air, making them extremely vulnerable to Archery and !Precise. Merely staggers enemies who have Shields, Armor, or Barriers.
- !Wind – Hit the enemy with hurricane force winds. Staggers an enemy if they have protections. Briefly incapacitates enemies without protections. If the enemy is affected by Float or are Flying, they will be ejected from the fight.
- !Pulse – Cause an earth tremor beneath the feet of your enemy. Stagger all enemies with protections. Incapacitate enemies without protections. Does not affect enemies that are Flying or affected by !Float.
The Monk
- The Monk is a warrior who combines white magic with martial discipline to create a brutal high-risk-high-reward combat style. Monks are very effective under pressure, doing more damage if they are in greater danger. (Current HP is factored into their damage formula).
- Monks can use their fists more effectively than any class, but they can also equip Staves.
- The Monk’s signature move is !Kick, which closes the distance between the Monk and their enemy. When using !Kick, the monk briefly enters a state which maximizes their accuracy and their target rate, while minimizing their evasion. After a successful hit with !Kick, the monk can follow with more hits, each increasing their chance to be attacked while decreasing their evasion.
- !Brutal – same as the Warrior’s skill
- !Knockout – same as the Warrior’s skill
- !Float – same as the White Mage’s skill
- !Pulse – same as the White Mage’s skill
The Black Mage
- Black Magi are more interested in pushing the extent of elemental power to their limit. To that end, they study the destructive effects of arcane magic.
- Black Magi can equip knives and staves.
- !Fire – Burn your opponents and their gear. Heavy damage to unprotected or armored enemies. A successful timed button press causes your enemy to panic and lose their health regeneration.
- !Thunder – Stun your enemy with an electric surge. Effective against aerial enemies, enemies with shields, and machines. A successful timed button press can cause your enemies to drop their shields and weapons.
- !Blizzard – instantly freeze and shatter enemies without protections. Slow down enemies that don't get frozen.
- !Curse – The signature skill of the Black Mage has various effects depending on the enemy. Weak enemies can be killed outright with a successful timed button press. All enemies are briefly paralyzed, and a successful timed button press can cause the enemy to be weak versus magic. Cast this skill on enemies affected by !Fire, !Thunder, or !Blizzard to trigger a powerful magic “explosion.” Might be OP, still working on this one. A lot of its effects are going to be enabled by events and scripts, but all enemies are either vulnerable to instant death or paralysis, and are immune to both if they have auto-states/protections such as Armor, Shield, Fleet-Foot, or especially Barrier.
- !Muddle – Distract your enemies by affecting their minds, reducing the Black Mage’s target rate significantly. A successful timed button press can cause the target(s) to become confused, attacking their allies.
The Rogue
- Rogues combine combat skill, stealth, and black magic to hide their movements. Even in broad daylight, a skilled Rogue is supposed to be impossible to find. While under the Stealth state, Rogues can inflict massive physical damage with a Sneak attack or they can Steal their enemy’s gear.
- Rogues can equip knives and are especially adept at Archery, enjoying easier timed button press attacks when equipped with Bows.
- !Precise – Same skill as the Warrior’s and the Monk’s.
- !Knockout – Same skill as the Warrior’s and the Monk’s.
- !Sneak – The Rogue’s signature skill adds a state to the user that minimizes their target rate and unlocks the Steal and Sneak Attack while active. Initially, !Sneak requires the use of “Smoke Bombs,” but this cost can be eschewed by upgrading the Rogue.
- !Fire – Same as the Black Mage’s skill.
- !Muddle – Same as the Black Mage’s skill.
The Red Mage
- Red Magi seek versatility rather than mastery, and to that end, they practice black and white magic as well as the use of the sword.
- Red Magi can equip knives, staves, and swords.
- !Wind – same White Mage’s skill
- !Dispel – same as the White Mage’s skill
- !Sealblade – using a sword a something of a “lightning rod,” the Red Mage intercepts and nullifies magic cast at the party, but only if the Red Mage is equipped with a sword, which increases the RM’s cooldowns.
- !Thunder – Same as BM’s skill
- !Blizzard – Same as BM’s skill
Second, I want player skill to be even slightly involved. Most skills and especially the Attack command have “timed button presses”. For the Attack command, getting the timed press ensures a critical hit. For other skills, timed hits ensure the enemy gets debuffed, for which there is a high chance anyway.. Either way, the timed press isn't absolutely necessary for beating the game unless you're on the hardest difficulty. (Thanks to Galv’s Timed Button Attacks).
Third, all skills have a “cooldown” which prevents the user from using those skills until the Cooldown is over. Rather than using MP or TP, the use of skills triggers a Cooldown. Equipping heavier gear increases the time for skills spent in Cooldown while leveling up reduces Cooldown. (Thanks to Yanfly’s Skill Restrictions)
Finally, some enemies come into battle with automatic states, such as Shielded and Fleet-Footed (high evasion), Armored (high defense), Barrier (high defense and magic defense), and Health Regen. Having these states makes the enemy immune to the Stagger state (which stops them from acting for a turn). Certain skills are designed to remove these states and make the enemy easier to kill. Strategic use of skills and attacks can debuff the enemy, keep them staggered, and make killing them faster and more efficient. Learning how these skills work is the key to success.
Now, without further ado, here are the classes. Only the player character gets access to these classes and the player selects the class at the beginning and cannot change it throughout the game. Party members get their own unique classes and skillset (from the below skills).
The Fighter
- Can equip any weapon, armor, and shield.
- Their signature move is !Limit, which adds a brief state to the user which makes timed hits easier to execute while doubling damage.
- !Shield Bash – Hit the enemy with your shield. Must have a shield equipped. Stagger enemies with protections. Briefly incapacitate enemies without protections.
- Warriors have access to “stance skills” which add states which alter how their attack command works. Only one can be active at a time.
- !Brutal – makes attacks hit harder, increases chance of attacks adding the Stagger state, has a chance of adding the Panic state. Accuracy is decreased, however. Useful against enemies with Shields and Armor.
- !Precise – makes attacks more accurate, makes them very effective against flying enemies and enemies that are “Fleet-Footed” (high evasion). However, physical attack damage takes a slight penalty.
- !Knockout – gives attacks a high chance of inflicting an incapacitating state.
The White Mage
- White Magi are less interested in killing their enemy, but their skillset is very capable of Staggering them or outright removing them from the fight in a non-lethal manner. What makes a White Mage extremely useful is their ability to invoke the divine to heal the wounds of their allies.
- Their weapon selection is limited to Staves and Hammers. White Magi cannot equip medium or heavy armor, nor can they equip shields.
- Their signature ability is !Pray, which relies on faith in the Random Number God. It's effects are variable; reliant on your health, your states, and how recently you used Pray. If you need health, you have a very, VERY high chance of healing your party and restoring their health Regen. If you're fighting a boss with high physical attack, you have a chance of getting a buff that increases the party’s evasion. If you're fighting an enemy which casts powerful magic, your party might get a Barrier. If your level is higher than what it should be, Pray might not be as effective. Using the skill reduces the chance of getting what you need, preventing the skill’s abuse by the player.
- !Dispel – Deals Holy damage. Staggers enemies, even if they have protections. Weakens armor. Cancels Health Regen. Has a high chance of destroying Armor and especially Barriers. Extremely damaging against the undead. Panics the undead.
- !Float – Yanks the enemy helplessly into the air, making them extremely vulnerable to Archery and !Precise. Merely staggers enemies who have Shields, Armor, or Barriers.
- !Wind – Hit the enemy with hurricane force winds. Staggers an enemy if they have protections. Briefly incapacitates enemies without protections. If the enemy is affected by Float or are Flying, they will be ejected from the fight.
- !Pulse – Cause an earth tremor beneath the feet of your enemy. Stagger all enemies with protections. Incapacitate enemies without protections. Does not affect enemies that are Flying or affected by !Float.
The Monk
- The Monk is a warrior who combines white magic with martial discipline to create a brutal high-risk-high-reward combat style. Monks are very effective under pressure, doing more damage if they are in greater danger. (Current HP is factored into their damage formula).
- Monks can use their fists more effectively than any class, but they can also equip Staves.
- The Monk’s signature move is !Kick, which closes the distance between the Monk and their enemy. When using !Kick, the monk briefly enters a state which maximizes their accuracy and their target rate, while minimizing their evasion. After a successful hit with !Kick, the monk can follow with more hits, each increasing their chance to be attacked while decreasing their evasion.
- !Brutal – same as the Warrior’s skill
- !Knockout – same as the Warrior’s skill
- !Float – same as the White Mage’s skill
- !Pulse – same as the White Mage’s skill
The Black Mage
- Black Magi are more interested in pushing the extent of elemental power to their limit. To that end, they study the destructive effects of arcane magic.
- Black Magi can equip knives and staves.
- !Fire – Burn your opponents and their gear. Heavy damage to unprotected or armored enemies. A successful timed button press causes your enemy to panic and lose their health regeneration.
- !Thunder – Stun your enemy with an electric surge. Effective against aerial enemies, enemies with shields, and machines. A successful timed button press can cause your enemies to drop their shields and weapons.
- !Blizzard – instantly freeze and shatter enemies without protections. Slow down enemies that don't get frozen.
- !Curse – The signature skill of the Black Mage has various effects depending on the enemy. Weak enemies can be killed outright with a successful timed button press. All enemies are briefly paralyzed, and a successful timed button press can cause the enemy to be weak versus magic. Cast this skill on enemies affected by !Fire, !Thunder, or !Blizzard to trigger a powerful magic “explosion.” Might be OP, still working on this one. A lot of its effects are going to be enabled by events and scripts, but all enemies are either vulnerable to instant death or paralysis, and are immune to both if they have auto-states/protections such as Armor, Shield, Fleet-Foot, or especially Barrier.
- !Muddle – Distract your enemies by affecting their minds, reducing the Black Mage’s target rate significantly. A successful timed button press can cause the target(s) to become confused, attacking their allies.
The Rogue
- Rogues combine combat skill, stealth, and black magic to hide their movements. Even in broad daylight, a skilled Rogue is supposed to be impossible to find. While under the Stealth state, Rogues can inflict massive physical damage with a Sneak attack or they can Steal their enemy’s gear.
- Rogues can equip knives and are especially adept at Archery, enjoying easier timed button press attacks when equipped with Bows.
- !Precise – Same skill as the Warrior’s and the Monk’s.
- !Knockout – Same skill as the Warrior’s and the Monk’s.
- !Sneak – The Rogue’s signature skill adds a state to the user that minimizes their target rate and unlocks the Steal and Sneak Attack while active. Initially, !Sneak requires the use of “Smoke Bombs,” but this cost can be eschewed by upgrading the Rogue.
- !Fire – Same as the Black Mage’s skill.
- !Muddle – Same as the Black Mage’s skill.
The Red Mage
- Red Magi seek versatility rather than mastery, and to that end, they practice black and white magic as well as the use of the sword.
- Red Magi can equip knives, staves, and swords.
- !Wind – same White Mage’s skill
- !Dispel – same as the White Mage’s skill
- !Sealblade – using a sword a something of a “lightning rod,” the Red Mage intercepts and nullifies magic cast at the party, but only if the Red Mage is equipped with a sword, which increases the RM’s cooldowns.
- !Thunder – Same as BM’s skill
- !Blizzard – Same as BM’s skill
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