The new and slightly improved game of Fantasy Tactics. For those of you who don't know, Fantasy Tactics is a DnD type Tactics RPG (With pictures) To check out the previous game, click here.
Please make sure you read EVERYTHING before deciding to join the game.
MANA POINTS - Determine how much you can use a magic ability/skill.
TO-HIT - Verses the enemy's dodge (The more, the better).
STRENGTH (affiliates with Max Melee Attack damage) - Verses the enemy's Defence.
DEFENCE - Reduces attack damage done to you (The more, the better).
INTELLIGENCE (affiliates with Max Magic Attack damage) - Verses the enemy's Defence.
AGILITY (affiliates with dodge/Max Ranged Attack damage) - Verses enemy[s To-Hit (The more, the better).
CLASSES:
SWORDSMAN
Description: A melee class with a strong defence takes over all other matters as the party?s main tank. Although Swordsmen consume a higher degree of mana compared to other classes, they compensate this weakness by having a superior amount of vitality. Their weapon of choice is a one handed sword, along with a shield grasped in the other hand, used to block incoming attacks.
Description: A Mage is a character that possesses and impressive amount of intelligence and a wide array of magical powers. Although their defence is very weak, Mages can quickly shrink the enemy's health by launching a spell from the distance or by inflicting status ailments on them. Due to their range and their ability to control the flow of battles, it is no easy task to even land a blow on Mages. The weapon of choice for a Mage is the staff.
Description: Exceptional evasive manoeuvres and nimble movement are definitive of the Thief class. Along with the ability to confuse enemies into making critical mistakes, Thieves possess immense knowledge of pressure points, making them a force to be reckoned with. Although Thieves have low health and mana when compared to other classes, their skillful dodging enables them to outlive their enemies in numerous fights. As masters of the shadow techniques, Thieves are able to completely hide their bodies from the naked eye. Twin blades along with ninja stars are the weapons of choice for Thieves.
Scouts heavily depend on their sharp sight and perfect precision to hit targets from far distances. By firing arrows with excellent accuracy, a Scout can bring a brief end to any hostile enemy?s life. The Scout class is not limited to only these strengths; they also use well placed pits and traps to immobilise their enemies when triggered. Although Scouts have average health and mana, the strength of their ranged attacks is truly a call for respect and fear. Scouts prefer bows and guns as their weapon of choice.
LVL /3 Increase MP Recovery (Passive) LVL 1 - Increases the amount of MP recovered by 1. LVL 2 - Increases the amount of MP recovered by 2. LVL 3 - Increases the amount of MP recovered by 3.
LVL /3 Increase HP Recovery (Passive) LVL 1 - Increases the amount of HP recovered by 1. LVL 2 - Increases the amount of HP recovered by 2. LVL 3 - Increases the amount of HP recovered by 3.
LVL /5 Burn (Active) (Single Attack) LVL 1 - Burns a single enemy dealing up to 3 DMG per turn over 3 turns. MP Cost - 5 LVL 2 - Burns a single enemy dealing up to 5 DMG per turn over 3 turns. MP Cost - 6 LVL 3 - Burns a single enemy dealing up to 7 DMG per turn over 4 turns. MP Cost - 8 LVL 4 - Burns a single enemy dealing up to 9 DMG per turn over 4 turns. MP Cost - 9 LVL 5 - Burns a single enemy dealing up to 11 DMG per turn over 5 turns. MP Cost - 11
LVL /5 Bolt (Active) (Single Attack) LVL 1 - Deals up to 6 DMG with 50% chance of stunning enemy for a turn. MP Cost - 5 LVL 2 - Deals up to 8 DMG with 50% chance of stunning enemy for a turn. MP Cost - 6 LVL 3 - Deals up to 10 DMG with 50% chance of stunning enemy for 2 turns. MP Cost - 8 LVL 4 - Deals up to 12 DMG with 50% chance of stunning enemy for 2 turns. MP Cost - 9 LVL 5 - Deals up to 14 DMG with 50% chance of stunning enemy for 3 turns. MP Cost - 11
LVL /2 Fire Mastery (Passive) LVL 1 - Adds 25% more DMG to all fire based attacks. LVL 2 - Adds 50% more DMG to all fire based attacks. (Requires 2 skill points)
LVL /2 Lightening Mastery (Passive) LVL 1 - Adds 25% more DMG to all lightening based attacks. LVL 2 - Adds 50% more DMG to all lightening based attacks. (Requires 2 skill points)
LVL /4 Magic Armour (Buff) LVL 1 - Reduces damage dealt by 10% for 2 turns. MP Cost - 5 LVL 2 - Reduces damage dealt by 20% for 2 turns. MP Cost - 7 LVL 3 - Reduces damage dealt by 30% for 4 turns. MP Cost - 10 (Requires 2 skill points) LVL 4 - Reduces damage dealt by 50% for 4 turns. MP Cost - 14 (Requires 2 skill points)
LEVEL 5
LVL /3 Ring of Fire (Active) (Single Attack) (Requires 2 skill points and LVL 3 Burn) LVL 1 - Burns surrounding enemies dealing up to 9 DMG per turn over 4 turns. MP Cost - 8 LVL 2 - Burns surrounding enemies dealing up to 11 DMG per turn over 4 turns. MP Cost - 10 LVL 3 - Burns surrounding enemies dealing up to 13 DMG per turn over 5 turns. MP Cost - 12
LVL /3 Storm (Active) (Single Attack) (Requires 2 skill points and LVL 3 Bolt) LVL 1 - Deals up to 10 DMG to surrounding enemies with 50% chance of stunning enemies for 2 turns. MP Cost - 8 LVL 2 - Deals up to 12 DMG to surrounding enemies with 50% chance of stunning enemies for 2 turns. MP Cost - 10 LVL 3 - Deals up to 14 DMG to surrounding enemies with 50% chance of stunning enemies for 3 turns. MP Cost - 12
LVL /2 Half (Debuff) (Requires 4 skill points) LVL 1 - Halves all the enemies stats for 2 turns (Does not apply to bosses). MP Cost - 12 LVL 2 - Halves all the enemies stats for 4 turns (Does not apply to bosses). MP Cost - 16
LVL /1 Magic Mastery (Passive) (Requires 2 skill points) LVL 1 - Adds 25% more DMG by magic attacks (Does not include elemental attacks).
SWORDSMAN
LVL /3 Increase MP Recovery (Passive) LVL 1 - Increases the amount of MP recovered by 1. LVL 2 - Increases the amount of MP recovered by 2. LVL 3 - Increases the amount of MP recovered by 3.
LVL /3 Increase HP Recovery (Passive) LVL 1 - Increases the amount of HP recovered by 1. LVL 2 - Increases the amount of HP recovered by 2. LVL 3 - Increases the amount of HP recovered by 3.
LVL /5 Slash (Active) (Additional Damage) LVL 1 - A powerful blow that deals 3 extra DMG to your attack. MP Cost - 5 LVL 2 - A powerful blow that deals 4 extra DMG to your attack. MP Cost - 5 LVL 3 - A powerful blow that deals 6 extra DMG to your attack. MP Cost - 6 LVL 4 - A powerful blow that deals 7 extra DMG to your attack. MP Cost - 6 LVL 5 - A powerful blow that deals 10 extra DMG to your attack. MP Cost - 8
LVL /3 Sword Mastery (Passive) LVL 1 - Increases DMG done by swords by 20% LVL 2 - Increases DMG done by swords by 30% LVL 3 - Increases DMG done by swords by 50% (Requires 2 skill points)
LVL /3 Two-Handed Mastery (Passive) LVL 1 - Increases DMG done by two-handed weapons by 20% LVL 2 - Increases DMG done by two-handed weapons by 30% LVL 3 - Increases DMG done by two-handed weapons by 50% (Requires 2 skill points)
LVL /3 Iron Body (Buff) LVL 1 - Reduces damage dealt by 10% for 2 turns. MP Cost - 5 LVL 2 - Reduces damage dealt by 20% for 2 turns. MP Cost - 7 LVL 3 - Reduces damage dealt by 30% for 4 turns. MP Cost - 10 (Requires 2 skill points) LVL 4 - Reduces damage dealt by 50% for 4 turns. MP Cost - 14 (Requires 2 skill points)
LVL /3 Rage (Buff) LVL 1 - Increases damage dealt by 10% for 2 turns. MP Cost - 5 LVL 2 - Increases damage dealt by 20% for 2 turns. MP Cost - 7 LVL 3 - Increases damage dealt by 30% for 4 turns. MP Cost - 10 (Requires 2 skill points)
LVL /3 Increase MP Recovery (Passive) LVL 1 - Increases the amount of MP recovered by 1. LVL 2 - Increases the amount of MP recovered by 2. LVL 3 - Increases the amount of MP recovered by 3.
LVL /3 Increase HP Recovery (Passive) LVL 1 - Increases the amount of HP recovered by 1. LVL 2 - Increases the amount of HP recovered by 2. LVL 3 - Increases the amount of HP recovered by 3.
LVL /1 Field Shot (Active) (Gun/Bows) (Single Attack) LVL 1 - Allows you to shoot anywhere on the field. MP Cost - 4
LVL /5 Power Shot (Active) (Additional DMG) LVL 1 - A powerful shot that deals 3 extra DMG to your attack. MP Cost - 5 LVL 2 - A powerful shot that deals 4 extra DMG to your attack. MP Cost - 5 LVL 3 - A powerful shot that deals 6 extra DMG to your attack. MP Cost - 6 LVL 4 - A powerful shot that deals 7 extra DMG to your attack. MP Cost - 6 LVL 5 - A powerful shot that deals 10 extra DMG to your attack. MP Cost - 8
LVL /3 Bow Mastery (Passive) LVL 1 - Increases DMG done by bows by 20% LVL 2 - Increases DMG done by bows by 30% LVL 3 - Increases DMG done by bows by 50% (Requires 2 skill points)
LVL /3 Gun Mastery (Passive) LVL 1 - Increases DMG done by guns by 20% LVL 2 - Increases DMG done by guns by 30% LVL 3 - Increases DMG done by guns by 50% (Requires 2 skill points)
LEVEL 5
LVL /2 Extra Shot (Active) (Additional DMG + Extra attack) (Requires 3 skill points and LVL 3 Power Shot) LVL 1 - Attacks target twice and deals +25% DMG. MP Cost - 12 LVL 2 - Attacks target twice and deals +50% DMG. MP Cost - 14
LVL /3 Focus (Buff) LVL 1 - Misses a turn to increase AGI (Dodge and DMG) by 10% for 2 turns. MP Cost - 5 LVL 2 - Misses a turn to increase AGI (Dodge and DMG) by 20% for 3 turns. MP Cost - 7 LVL 3 - Misses a turn to increase AGI (Dodge and DMG) by 30% for 4 turns. MP Cost - 10 (Requires 2 skill points)
LVL /1 Range Mastery (Passive) (Requires 2 skills points and LVL 2 Bow/Gun Mastery) LVL 1 - Adds 25% DMG by ranged attacks.
THIEF
LVL /3 Increase MP Recovery (Passive) LVL 1 - Increases the amount of MP recovered by 1. LVL 2 - Increases the amount of MP recovered by 2. LVL 3 - Increases the amount of MP recovered by 3.
LVL /3 Increase HP Recovery (Passive) LVL 1 - Increases the amount of HP recovered by 1. LVL 2 - Increases the amount of HP recovered by 2. LVL 3 - Increases the amount of HP recovered by 3.
LVL /5 Sneak (Active) (Additional DMG) (Can only use once per enemy) LVL 1 - Sneak up to an enemy and deal 3 extra DMG to your attack. MP Cost - 3 LVL 2 - Sneak up to an enemy and deal 5 extra DMG to your attack. MP Cost - 5 LVL 3 - Sneak up to an enemy and deal 7 extra DMG to your attack. MP Cost - 7 LVL 4 - Sneak up to an enemy and deal 9 extra DMG to your attack. MP Cost - 9 LVL 5 - Sneak up to an enemy and deal 12 extra DMG to your attack. MP Cost - 11 (Cost 2 skill points)
LVL /1 Stealth (Active) LVL 1 - Hides the player so it cannot be seen or attacked until making an action. MP Cost - 3
LVL /3 Dagger Mastery (Passive) LVL 1 - Increases DMG done by daggers by 20% LVL 2 - Increases DMG done by daggers by 30% LVL 3 - Increases DMG done by daggers by 50% (Requires 2 skill points)
LVL /3 Throwing Weapon Mastery (Passive) LVL 1 - Increases DMG done by throwing weapons by 20% LVL 2 - Increases DMG done by throwing weapons by 30% LVL 3 - Increases DMG done by throwing weapons by 50% (Requires 2 skill points)
LVL /3 Luck (Passive) LVL 1 - Increases amount of gold found after death by 10% LVL 2 - Increases amount of gold found after death by 30% LVL 3 - Increases amount of gold found after death by 50% (Requires 2 skill points)
LVL /2 Copy Cat (Active) (Move) (Requires LVL 1 Stealth) LVL 1 - Allows you to make 1 copy of yourself and move 3 spaces (Either you or the copy) (Vanishes after being attacked) (Cannot attack). MP Cost - 8 LVL 2 - Allows you to make 2 copies of yourself and move 3 spaces (Either you or the copy) (Vanishes after being attacked) (Can attack dealing half total DMG). MP Cost - 10
LVL /1 Range Mastery (Passive) (Requires 2 skills points and LVL 2 Throwing Weapon Mastery) LVL 1 - Adds 25% DMG by ranged attacks.
BATTLE SYSTEM:
I am using a custom dice online, entirely based on your characters stats to make sure there is no cheating.
Example: (Take it as if I am a LVL 1 Swordsman)
Kamrad rolls To-Hit... 4 (1d5 (5 is my max To-Hit) Orc rolls Dodge... 3 (YOU HIT! (You scored a higher To-Hit, than they did their Dodge) Kamrad rolls Damage...6 (1d7 (7 is my Strength/Max Melee Attack damage) Orc rolls Defence Chance...Pass (1d2... yes=1/no=2) Orc rolls Defence...3 (1dx (x= his defence) Total Damage...3 (Attacker Damage - Defender Defence = Total Damage) Orc dies. (0 Hp or less)
HOW TO PLAY: (Regularly updated; READ THE LAST EDITED SECTION UNDERNEATH THE POST TO FIND OUT WHEN)
Moving: To move simply say (If you have 3 moves per turn) North x1, East x2, to move diagonally say North-East x2. You have a limit to how many steps you can take per turn. Movement and attacking starts from a square ahead of you and counts!
Attacking: Make sure you are in range of your enemy. Then say "Attack, (enemy name), (co-ordinates)". You CANNOT move/defend after attacking.
Defending: Rather than attacking, you may choose, to defend, increasing your DEF and AGI by 1.5x for the turn. You CANNOT attack/move after defending. To defend simply move or stay and say "defend".
Counter attacks: If you attack and miss, the enemy has a chance do counter attack, as do you when enemies miss you. First roll for the chance (1d2... pass=1/fail= 2), then attack system goes as normal. Counter attacks only deal half the overall damage. Must also be in range to counter attack.
Opening/Picking up: To open treasure chests and other things, simply walk up to it and say "open treasure chest" or "pick up item". (ONLY THIEVES CAN OPEN LOCKED TREASURE!) Cannot move/defend/attack after opening/picking up.
Experience: 100% EXP is awarded to the player that kills the enemy 75% EXP is awarded to players that landed a hit on the enemy 25% EXP is shared to all other players
Swapping/wielding equipment: To swap/wield equips you must first have that item in your inventory. Then simply say "Swap rusty dagger for bow" or "Wield rusty dagger". Only thieves may wield two weapons at once, and they must be daggers. (This does not count as a turn, but you must do it before an attack)
Death: You cannot die in this game; you are only knocked out until the battle ends! There is no penalty for dying.
Critical Hits: If you roll your max number of To-Hit then you do a critical, disabling the chance of the enemy to dodge, you then roll for extra damage.
Massive Hits: If you roll your max number of STR/INT/AGI you do a massive hit, causing you to do 1.5x the damage.
Money: The currency is gold. Every kill rewards you with gold. If you land a hit on an enemy, you will also recieve a small portion of gold.
Item Sharing: Items and Equipment are shared by "dibbing". Dibbing is where you say what you want, if the others do not want it, then you have it. If another, or more than one, player wants it as well, then I (Kamrad) will roll a 1d20 for each player - highest roll earns it. The same goes for Boss items/equipment, except that players can only have one piece of boss item/equipment per battle. Though please take equipment/item if it is really necessary. A good game is a fair game.
Levelling up: When a player reaches a certain amount of EXP, he/she will level up, awarding you with 5 Stat Points to spend on whichever stat you like. You are also awarded with 2 Skill Points to spend on the skill of your choice. You can add points whenever you like!
Mana/Health Regeneration: Mana regenerates by 2 after every two turn, at the start of the turn, unless use of a mana potion/elixir. Health regenerates by 2 after every two turn, at the start of the turn, unless use of a health potion/elixir.
Bosses: Bosses are the super mind of the battle, in most battles, the death of the boss means you win. But otherwise, killing a Boss will cause a -2 penalty on all other enemies rolls. A Boss doesn't need to roll a "Defence Chance" roll either, for they really are that cool :]. Bosses tend to have some awesome armour, usually the best on the field. They also cannot take any status ailments.
Kicking: Players that do not make a turn for 3 or more rounds, will be kicked from the game.
Reinforcements: If there is only one enemy left on the field, they have a chance to call reinforecments.
Ranged Attacks: Ranged attacks now have a cost. Bows - 1 Arrow per attack (Does not include skills). Magic - 1 MP per attack (Does not include skills). Guns - 1 Bullet per attack (Does not include skills). Bracers - 1 Throwing weapon per attack (Does not include skills).
ADD 3 STAT POINTS AND 1 SKILL POINT TO YOUR CHARACTER AT THE START!
Phew, glad I got that over with. If you have any questions, feel free to ask, as I am not sure if I have covered everything.
There is a set max of 5 players, unless I feel like making more, so join quick!
Only join if you're truly going to dedicate time to this game please! (Meaning about 5min every day to update your player)
To join, simply choose a character name and class, give a small description, put 3 stat points on any stat of your choice, and distribute 1 skill point.
Name: Kamrad
Class: Mage
Description: An orphan until the age of six, then adopted and raised by the "Brotherhood of the Talented" when the orphanarium started reporting mysterious things happening around me.
Now at the age of 16 and studying the arts of magic and healing.
Name: Die Dunkelheit
Class: Mage
Description: Discovered talking to a rock outside of a large society of Wizards, they saw great potential. After tutoring him for years on the subject of magic, he proceded to kill his masters. He enjoys the company of plants.
Name: ...Gimme some time...
Class: Mage
Description: Discovered talking to a rock outside of a large society of Wizards, they saw great potential. After tutoring him for years on the subject of magic, he proceded to kill his masters. He enjoys the company of plants.
I am getting Adobe Photoshop CS4 soon, so hopefully there will be more pictures, such as a well done and more understandable version of the skill tree.
Also I am getting Adobe Fireworks CS3 to do my art on (Currently using Macromedia Fireworks MX 2004).
Name: Imperius
Class: Thief
Description: An unstoppale force ever since his young ages of of life and he never had a family as he only stole armors and gear and needed essentials so he could get by but, he got caught and had enough skill to fight of the great law enforcing warriors of the north lands.
srry about the wait, put the skill pt on sneak as though it was the first game
allanon, by dedication we just need u to play it and not create a char then leave it around afk (ie: make a move every turn so kamrad can update the game when every1's done) and play it seriously, dont run in Leeroy Jenkins style just to die, some bosses may need full party with good teamwork to take down later on
Name: Curly Class: Swordsman Description: A beefy young fellow who learned his fighting techniques from 3 stooges in his home town. Not a day would go by where these individuals would not be training. If it can be wielded he can use it as a weapon.
Name: Scyber Dragon
Class: Thief
Description: Living his whole life doing what others have told him to do, Scyber Dragon has decided to set off on his own journeys and become master of his own domain.
can me and kanastag (aka "gimme some time") start a lvl 2 instead?
Oh golly. It'd be pretty unfair, because everyone else would want to. So sorry you have to live through it again. But i'll try make the battles a bit shorter and more interesting.
For those of you who don't know, Fantasy Tactics is a DnD type Tactics RPG (With pictures)
To check out the previous game, click here.
Please make sure you read EVERYTHING before deciding to join the game.
CLASS STYSTEM (Colour Coded):
Mage > Priest/Wizard > Saint/Warlock
Thief > Rogue/Ninja > Knave/Assassin
Scout > Gunner/Archer > Gunslinger/Ranger
STATS:
HEALTH POINTS - Obviously your health.
MANA POINTS - Determine how much you can use a magic ability/skill.
TO-HIT - Verses the enemy's dodge (The more, the better).
STRENGTH (affiliates with Max Melee Attack damage) - Verses the enemy's Defence.
DEFENCE - Reduces attack damage done to you (The more, the better).
INTELLIGENCE (affiliates with Max Magic Attack damage) - Verses the enemy's Defence.
AGILITY (affiliates with dodge/Max Ranged Attack damage) - Verses enemy[s To-Hit (The more, the better).
CLASSES:
SWORDSMAN
Description:
A melee class with a strong defence takes over all other matters as the party?s main tank.
Although Swordsmen consume a higher degree of mana compared to other classes, they compensate this weakness by having a superior amount of vitality.
Their weapon of choice is a one handed sword, along with a shield grasped in the other hand, used to block incoming attacks.
Hit-points (HP) - 10
Mana-points (MP) - 5
To-Hit (TH) - 5
Strength (STR) - 7
Defence (DEF) - 7
Intelligence (INT) - 3
Agility (AGI) - 3
MAGE
Description:
A Mage is a character that possesses and impressive amount of intelligence and a wide array of magical powers.
Although their defence is very weak, Mages can quickly shrink the enemy's health by launching a spell from the distance or by inflicting status ailments on them. Due to their range and their ability to control the flow of battles, it is no easy task to even land a blow on Mages.
The weapon of choice for a Mage is the staff.
HP - 6
MP - 12
TH - 6
STR - 2
DEF - 2
INT - 9
AGI - 3
THIEF
Description:
Exceptional evasive manoeuvres and nimble movement are definitive of the Thief class. Along with the ability to confuse enemies into making critical mistakes, Thieves possess immense knowledge of pressure points, making them a force to be reckoned with.
Although Thieves have low health and mana when compared to other classes, their skillful dodging enables them to outlive their enemies in numerous fights. As masters of the shadow techniques, Thieves are able to completely hide their bodies from the naked eye.
Twin blades along with ninja stars are the weapons of choice for Thieves.
HP - 6
MP - 6
TH - 6
STR - 4
DEF - 3
INT - 5
AGI - 10
SCOUT
Description:
Scouts heavily depend on their sharp sight and perfect precision to hit targets from far distances.
By firing arrows with excellent accuracy, a Scout can bring a brief end to any hostile enemy?s life.
The Scout class is not limited to only these strengths; they also use well placed pits and traps to immobilise their enemies when triggered. Although Scouts have average health and mana, the strength of their ranged attacks is truly a call for respect and fear.
Scouts prefer bows and guns as their weapon of choice.
HP - 8
MP - 8
TH - 6
STR - 3
DEF - 2
INT - 5
AGI - 8
SKILL TREE (LVL 1-10):
MAGE
LVL /3 Increase MP Recovery (Passive)
LVL 1 - Increases the amount of MP recovered by 1.
LVL 2 - Increases the amount of MP recovered by 2.
LVL 3 - Increases the amount of MP recovered by 3.
LVL /3 Increase HP Recovery (Passive)
LVL 1 - Increases the amount of HP recovered by 1.
LVL 2 - Increases the amount of HP recovered by 2.
LVL 3 - Increases the amount of HP recovered by 3.
LVL /1 Magic Claw (Active) (Single Attack + Additional DMG + Double Attack) (Requires 2 skill points)
LVL 1 - Allows you to attack twice dealing 25% more DMG. MP Cost - 12
LVL /5 Burn (Active) (Single Attack)
LVL 1 - Burns a single enemy dealing up to 3 DMG per turn over 3 turns. MP Cost - 5
LVL 2 - Burns a single enemy dealing up to 5 DMG per turn over 3 turns. MP Cost - 6
LVL 3 - Burns a single enemy dealing up to 7 DMG per turn over 4 turns. MP Cost - 8
LVL 4 - Burns a single enemy dealing up to 9 DMG per turn over 4 turns. MP Cost - 9
LVL 5 - Burns a single enemy dealing up to 11 DMG per turn over 5 turns. MP Cost - 11
LVL /5 Bolt (Active) (Single Attack)
LVL 1 - Deals up to 6 DMG with 50% chance of stunning enemy for a turn. MP Cost - 5
LVL 2 - Deals up to 8 DMG with 50% chance of stunning enemy for a turn. MP Cost - 6
LVL 3 - Deals up to 10 DMG with 50% chance of stunning enemy for 2 turns. MP Cost - 8
LVL 4 - Deals up to 12 DMG with 50% chance of stunning enemy for 2 turns. MP Cost - 9
LVL 5 - Deals up to 14 DMG with 50% chance of stunning enemy for 3 turns. MP Cost - 11
LVL /2 Fire Mastery (Passive)
LVL 1 - Adds 25% more DMG to all fire based attacks.
LVL 2 - Adds 50% more DMG to all fire based attacks. (Requires 2 skill points)
LVL /2 Lightening Mastery (Passive)
LVL 1 - Adds 25% more DMG to all lightening based attacks.
LVL 2 - Adds 50% more DMG to all lightening based attacks. (Requires 2 skill points)
LVL /4 Magic Armour (Buff)
LVL 1 - Reduces damage dealt by 10% for 2 turns. MP Cost - 5
LVL 2 - Reduces damage dealt by 20% for 2 turns. MP Cost - 7
LVL 3 - Reduces damage dealt by 30% for 4 turns. MP Cost - 10 (Requires 2 skill points)
LVL 4 - Reduces damage dealt by 50% for 4 turns. MP Cost - 14 (Requires 2 skill points)
LEVEL 5
LVL /3 Ring of Fire (Active) (Single Attack) (Requires 2 skill points and LVL 3 Burn)
LVL 1 - Burns surrounding enemies dealing up to 9 DMG per turn over 4 turns. MP Cost - 8
LVL 2 - Burns surrounding enemies dealing up to 11 DMG per turn over 4 turns. MP Cost - 10
LVL 3 - Burns surrounding enemies dealing up to 13 DMG per turn over 5 turns. MP Cost - 12
LVL /3 Storm (Active) (Single Attack) (Requires 2 skill points and LVL 3 Bolt)
LVL 1 - Deals up to 10 DMG to surrounding enemies with 50% chance of stunning enemies for 2 turns. MP Cost - 8
LVL 2 - Deals up to 12 DMG to surrounding enemies with 50% chance of stunning enemies for 2 turns. MP Cost - 10
LVL 3 - Deals up to 14 DMG to surrounding enemies with 50% chance of stunning enemies for 3 turns. MP Cost - 12
LVL /2 Half (Debuff) (Requires 4 skill points)
LVL 1 - Halves all the enemies stats for 2 turns (Does not apply to bosses). MP Cost - 12
LVL 2 - Halves all the enemies stats for 4 turns (Does not apply to bosses). MP Cost - 16
LVL /1 Magic Mastery (Passive) (Requires 2 skill points)
LVL 1 - Adds 25% more DMG by magic attacks (Does not include elemental attacks).
SWORDSMAN
LVL /3 Increase MP Recovery (Passive)
LVL 1 - Increases the amount of MP recovered by 1.
LVL 2 - Increases the amount of MP recovered by 2.
LVL 3 - Increases the amount of MP recovered by 3.
LVL /3 Increase HP Recovery (Passive)
LVL 1 - Increases the amount of HP recovered by 1.
LVL 2 - Increases the amount of HP recovered by 2.
LVL 3 - Increases the amount of HP recovered by 3.
LVL /5 Slash (Active) (Additional Damage)
LVL 1 - A powerful blow that deals 3 extra DMG to your attack. MP Cost - 5
LVL 2 - A powerful blow that deals 4 extra DMG to your attack. MP Cost - 5
LVL 3 - A powerful blow that deals 6 extra DMG to your attack. MP Cost - 6
LVL 4 - A powerful blow that deals 7 extra DMG to your attack. MP Cost - 6
LVL 5 - A powerful blow that deals 10 extra DMG to your attack. MP Cost - 8
LVL /3 Sword Mastery (Passive)
LVL 1 - Increases DMG done by swords by 20%
LVL 2 - Increases DMG done by swords by 30%
LVL 3 - Increases DMG done by swords by 50% (Requires 2 skill points)
LVL /3 Two-Handed Mastery (Passive)
LVL 1 - Increases DMG done by two-handed weapons by 20%
LVL 2 - Increases DMG done by two-handed weapons by 30%
LVL 3 - Increases DMG done by two-handed weapons by 50% (Requires 2 skill points)
LVL /3 Iron Body (Buff)
LVL 1 - Reduces damage dealt by 10% for 2 turns. MP Cost - 5
LVL 2 - Reduces damage dealt by 20% for 2 turns. MP Cost - 7
LVL 3 - Reduces damage dealt by 30% for 4 turns. MP Cost - 10 (Requires 2 skill points)
LVL 4 - Reduces damage dealt by 50% for 4 turns. MP Cost - 14 (Requires 2 skill points)
LVL /3 Rage (Buff)
LVL 1 - Increases damage dealt by 10% for 2 turns. MP Cost - 5
LVL 2 - Increases damage dealt by 20% for 2 turns. MP Cost - 7
LVL 3 - Increases damage dealt by 30% for 4 turns. MP Cost - 10 (Requires 2 skill points)
LEVEL 5
LVL /3 Spin Attack (Active) (Single Attack + Additional DMG + Double Attack) (Requires 2 skill points and LVL 3 Slash)
LVL 1 - Attacks surrounding enemies twice. MP Cost ? 8
LVL 2 - Attacks surrounding enemies twice and deals +25% DMG. MP Cost - 12 (Requires 3 skills points)
LVL 3 - Attacks surrounding enemies twice and deals +50% DMG. MP Cost - 14 (Requires 3 skills points)
LVL /3 Charge (Active) (Single Attack + Move + Additional DMG) (Must Have a target) (Requires 2 skill points and LVL 3 Slash)
LVL 1 - Charges 2 spaces forward while attacking anything in the path. MP Cost - 6
LVL 2 - Charges 3 spaces forward while attacking anything in the path. MP Cost - 7
LVL 3 - Charges 3 spaces forward while attacking anything in the path dealing +25% DMG. MP Cost - 8
LVL /1 Melee Mastery (Passive) (Requires 2 skill points and LVL 2 Sword Mastery/Two-Handed Mastery)
LVL 1 - Adds 25% DMG by melee attacks.
SCOUT
LVL /3 Increase MP Recovery (Passive)
LVL 1 - Increases the amount of MP recovered by 1.
LVL 2 - Increases the amount of MP recovered by 2.
LVL 3 - Increases the amount of MP recovered by 3.
LVL /3 Increase HP Recovery (Passive)
LVL 1 - Increases the amount of HP recovered by 1.
LVL 2 - Increases the amount of HP recovered by 2.
LVL 3 - Increases the amount of HP recovered by 3.
LVL /1 Field Shot (Active) (Gun/Bows) (Single Attack)
LVL 1 - Allows you to shoot anywhere on the field. MP Cost - 4
LVL /5 Power Shot (Active) (Additional DMG)
LVL 1 - A powerful shot that deals 3 extra DMG to your attack. MP Cost - 5
LVL 2 - A powerful shot that deals 4 extra DMG to your attack. MP Cost - 5
LVL 3 - A powerful shot that deals 6 extra DMG to your attack. MP Cost - 6
LVL 4 - A powerful shot that deals 7 extra DMG to your attack. MP Cost - 6
LVL 5 - A powerful shot that deals 10 extra DMG to your attack. MP Cost - 8
LVL /3 Bow Mastery (Passive)
LVL 1 - Increases DMG done by bows by 20%
LVL 2 - Increases DMG done by bows by 30%
LVL 3 - Increases DMG done by bows by 50% (Requires 2 skill points)
LVL /3 Gun Mastery (Passive)
LVL 1 - Increases DMG done by guns by 20%
LVL 2 - Increases DMG done by guns by 30%
LVL 3 - Increases DMG done by guns by 50% (Requires 2 skill points)
LEVEL 5
LVL /2 Extra Shot (Active) (Additional DMG + Extra attack) (Requires 3 skill points and LVL 3 Power Shot)
LVL 1 - Attacks target twice and deals +25% DMG. MP Cost - 12
LVL 2 - Attacks target twice and deals +50% DMG. MP Cost - 14
LVL /3 Focus (Buff)
LVL 1 - Misses a turn to increase AGI (Dodge and DMG) by 10% for 2 turns. MP Cost - 5
LVL 2 - Misses a turn to increase AGI (Dodge and DMG) by 20% for 3 turns. MP Cost - 7
LVL 3 - Misses a turn to increase AGI (Dodge and DMG) by 30% for 4 turns. MP Cost - 10 (Requires 2 skill points)
LVL /1 Range Mastery (Passive) (Requires 2 skills points and LVL 2 Bow/Gun Mastery)
LVL 1 - Adds 25% DMG by ranged attacks.
THIEF
LVL /3 Increase MP Recovery (Passive)
LVL 1 - Increases the amount of MP recovered by 1.
LVL 2 - Increases the amount of MP recovered by 2.
LVL 3 - Increases the amount of MP recovered by 3.
LVL /3 Increase HP Recovery (Passive)
LVL 1 - Increases the amount of HP recovered by 1.
LVL 2 - Increases the amount of HP recovered by 2.
LVL 3 - Increases the amount of HP recovered by 3.
LVL /5 Sneak (Active) (Additional DMG) (Can only use once per enemy)
LVL 1 - Sneak up to an enemy and deal 3 extra DMG to your attack. MP Cost - 3
LVL 2 - Sneak up to an enemy and deal 5 extra DMG to your attack. MP Cost - 5
LVL 3 - Sneak up to an enemy and deal 7 extra DMG to your attack. MP Cost - 7
LVL 4 - Sneak up to an enemy and deal 9 extra DMG to your attack. MP Cost - 9
LVL 5 - Sneak up to an enemy and deal 12 extra DMG to your attack. MP Cost - 11 (Cost 2 skill points)
LVL /1 Stealth (Active)
LVL 1 - Hides the player so it cannot be seen or attacked until making an action. MP Cost - 3
LVL /3 Dagger Mastery (Passive)
LVL 1 - Increases DMG done by daggers by 20%
LVL 2 - Increases DMG done by daggers by 30%
LVL 3 - Increases DMG done by daggers by 50% (Requires 2 skill points)
LVL /3 Throwing Weapon Mastery (Passive)
LVL 1 - Increases DMG done by throwing weapons by 20%
LVL 2 - Increases DMG done by throwing weapons by 30%
LVL 3 - Increases DMG done by throwing weapons by 50% (Requires 2 skill points)
LEVEL 5
LVL /2 Double Attack (Active) (Additional DMG + Extra attack) (Requires 3 skill points and LVL 3 Sneak)
LVL 1 - Attacks target twice and deals +25% DMG. MP Cost - 12
LVL 2 - Attacks target twice and deals +50% DMG. MP Cost - 14
LVL /3 Luck (Passive)
LVL 1 - Increases amount of gold found after death by 10%
LVL 2 - Increases amount of gold found after death by 30%
LVL 3 - Increases amount of gold found after death by 50% (Requires 2 skill points)
LVL /2 Copy Cat (Active) (Move) (Requires LVL 1 Stealth)
LVL 1 - Allows you to make 1 copy of yourself and move 3 spaces (Either you or the copy) (Vanishes after being attacked) (Cannot attack). MP Cost - 8
LVL 2 - Allows you to make 2 copies of yourself and move 3 spaces (Either you or the copy) (Vanishes after being attacked) (Can attack dealing half total DMG). MP Cost - 10
LVL /1 Melee Mastery (Passive) (Requires 2 skill points and LVL 2 Dagger Mastery)
LVL 1 - Adds 25% DMG by melee attacks.
LVL /1 Range Mastery (Passive) (Requires 2 skills points and LVL 2 Throwing Weapon Mastery)
LVL 1 - Adds 25% DMG by ranged attacks.
BATTLE SYSTEM:
I am using a custom dice online, entirely based on your characters stats to make sure there is no cheating.
Example:
(Take it as if I am a LVL 1 Swordsman)
Kamrad rolls To-Hit... 4 (1d5 (5 is my max To-Hit)
Orc rolls Dodge... 3 (YOU HIT! (You scored a higher To-Hit, than they did their Dodge)
Kamrad rolls Damage...6 (1d7 (7 is my Strength/Max Melee Attack damage)
Orc rolls Defence Chance...Pass (1d2... yes=1/no=2)
Orc rolls Defence...3 (1dx (x= his defence)
Total Damage...3 (Attacker Damage - Defender Defence = Total Damage)
Orc dies. (0 Hp or less)
HOW TO PLAY:
(Regularly updated; READ THE LAST EDITED SECTION UNDERNEATH THE POST TO FIND OUT WHEN)
Moving:
To move simply say (If you have 3 moves per turn) North x1, East x2, to move diagonally say North-East x2. You have a limit to how many steps you can take per turn.
Movement and attacking starts from a square ahead of you and counts!
Attacking:
Make sure you are in range of your enemy. Then say "Attack, (enemy name), (co-ordinates)".
You CANNOT move/defend after attacking.
Defending:
Rather than attacking, you may choose, to defend, increasing your DEF and AGI by 1.5x for the turn.
You CANNOT attack/move after defending.
To defend simply move or stay and say "defend".
Counter attacks:
If you attack and miss, the enemy has a chance do counter attack, as do you when enemies miss you.
First roll for the chance (1d2... pass=1/fail= 2), then attack system goes as normal.
Counter attacks only deal half the overall damage.
Must also be in range to counter attack.
Opening/Picking up:
To open treasure chests and other things, simply walk up to it and say "open treasure chest" or "pick up item".
(ONLY THIEVES CAN OPEN LOCKED TREASURE!)
Cannot move/defend/attack after opening/picking up.
Experience:
100% EXP is awarded to the player that kills the enemy
75% EXP is awarded to players that landed a hit on the enemy
25% EXP is shared to all other players
Attack Ranges:
Melee weapons - 1 Square; North, East, South, West
Two-handed weapons - 1 Square; North, North-East, East, South-East, South, South-West, West, North-West.
Shortbows - 5 Squares; North, East, South, West
Crossbows - 6 Squares; North, East, South, West
Longbows - 8 Squares; North, East, South, West
Thrown - 3 Squares; North, East, South, West
Magic - 3 squares; North, East, South, West
Swapping/wielding equipment:
To swap/wield equips you must first have that item in your inventory. Then simply say "Swap rusty dagger for bow" or "Wield rusty dagger".
Only thieves may wield two weapons at once, and they must be daggers.
(This does not count as a turn, but you must do it before an attack)
Death:
You cannot die in this game; you are only knocked out until the battle ends!
There is no penalty for dying.
Critical Hits:
If you roll your max number of To-Hit then you do a critical, disabling the chance of the enemy to dodge, you then roll for extra damage.
Massive Hits:
If you roll your max number of STR/INT/AGI you do a massive hit, causing you to do 1.5x the damage.
Money:
The currency is gold.
Every kill rewards you with gold.
If you land a hit on an enemy, you will also recieve a small portion of gold.
Item Sharing:
Items and Equipment are shared by "dibbing". Dibbing is where you say what you want, if the others do not want it, then you have it. If another, or more than one, player wants it as well, then I (Kamrad) will roll a 1d20 for each player - highest roll earns it.
The same goes for Boss items/equipment, except that players can only have one piece of boss item/equipment per battle.
Though please take equipment/item if it is really necessary. A good game is a fair game.
Levelling up:
When a player reaches a certain amount of EXP, he/she will level up, awarding you with 5 Stat Points to spend on whichever stat you like.
You are also awarded with 2 Skill Points to spend on the skill of your choice.
You can add points whenever you like!
Mana/Health Regeneration:
Mana regenerates by 2 after every two turn, at the start of the turn, unless use of a mana potion/elixir.
Health regenerates by 2 after every two turn, at the start of the turn, unless use of a health potion/elixir.
Bosses:
Bosses are the super mind of the battle, in most battles, the death of the boss means you win. But otherwise, killing a Boss will cause a -2 penalty on all other enemies rolls.
A Boss doesn't need to roll a "Defence Chance" roll either, for they really are that cool :].
Bosses tend to have some awesome armour, usually the best on the field.
They also cannot take any status ailments.
Kicking:
Players that do not make a turn for 3 or more rounds, will be kicked from the game.
Reinforcements:
If there is only one enemy left on the field, they have a chance to call reinforecments.
Ranged Attacks:
Ranged attacks now have a cost.
Bows - 1 Arrow per attack (Does not include skills).
Magic - 1 MP per attack (Does not include skills).
Guns - 1 Bullet per attack (Does not include skills).
Bracers - 1 Throwing weapon per attack (Does not include skills).
ADD 3 STAT POINTS AND 1 SKILL POINT TO YOUR CHARACTER AT THE START!
Phew, glad I got that over with.
If you have any questions, feel free to ask, as I am not sure if I have covered everything.
There is a set max of 5 players, unless I feel like making more, so join quick!
Only join if you're truly going to dedicate time to this game please! (Meaning about 5min every day to update your player)
To join, simply choose a character name and class, give a small description, put 3 stat points on any stat of your choice, and distribute 1 skill point.
Class: Mage
Description: An orphan until the age of six, then adopted and raised by the "Brotherhood of the Talented" when the orphanarium started reporting mysterious things happening around me.
Now at the age of 16 and studying the arts of magic and healing.
HP - 6 +1
MP - 12
TH - 6 + 1
STR - 2
DEF - 2
INT - 9 +1
AGI – 3
LVL 1 Bolt.
Class: Mage
Description: Discovered talking to a rock outside of a large society of Wizards, they saw great potential. After tutoring him for years on the subject of magic, he proceded to kill his masters. He enjoys the company of plants.
HP: 6
MP: 12 +1
TH: 6
STR: 2
DEF: 2
INT: 9 +2
AGI: 3
Bolt Lvl 1
He's supposed to be completely batshit insane.
Here's to hoping His Noodly Appendage touches you and may His Sauce rain down upon you,
-GM
RAmen
Church of the Flying Spaghetti Monster website: www.venganza.org
You can choose where you want to distribute your 1 skill point. It doesn't have to be bolt. so long as it's only 1 and it's below the level 5 spells.
Here's to hoping His Noodly Appendage touches you and may His Sauce rain down upon you,
-GM
RAmen
Church of the Flying Spaghetti Monster website: www.venganza.org
Also I am getting Adobe Fireworks CS3 to do my art on (Currently using Macromedia Fireworks MX 2004).
Class: Thief
Description: An unstoppale force ever since his young ages of of life and he never had a family as he only stole armors and gear and needed essentials so he could get by but, he got caught and had enough skill to fight of the great law enforcing warriors of the north lands.
HP: 6000000
MP: 12000000
TH: 60000000
STR: 2000000
DEF: 2000000
INT: 9000000
AGI: 3000000
LVL 1 MILLION: BEST ATTACK EVER
I know I rule this dude
This is what u get so shut up with the messages stupid
[SIGPIC][/SIGPIC]
So have his weapons.
stats: retain from game1's lvl1 settings
And what do you spend your first skill point on?
srry about the wait, put the skill pt on sneak as though it was the first game
allanon, by dedication we just need u to play it and not create a char then leave it around afk (ie: make a move every turn so kamrad can update the game when every1's done) and play it seriously, dont run in Leeroy Jenkins style just to die, some bosses may need full party with good teamwork to take down later on
Zyon explained it very well.
So yeah, about 5min every day is all you need really so you can update.
Thanks Zyon :]
Name: Curly
Class: Swordsman
Description: A beefy young fellow who learned his fighting techniques from 3 stooges in his home town. Not a day would go by where these individuals would not be training. If it can be wielded he can use it as a weapon.
HP - 10
MP - 5
TH - 5+1
STR - 7+1
DEF - 7
INT - 3
AGI - 3+1
+1 Slash
Class: Thief
Description: Living his whole life doing what others have told him to do, Scyber Dragon has decided to set off on his own journeys and become master of his own domain.
HP - 6 +1
MP - 6
TH - 6 +1
STR - 4 +1
DEF - 3
INT - 5
AGI - 10
Dagger Mastery +1
(I've read the entire intro and How to play)
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Thanks everyone.
From this point, people that only have permission or if there is a spot available, can join.
Updating.... (Going to take a couple of days, have to do alot of stuff)
Oh golly. It'd be pretty unfair, because everyone else would want to. So sorry you have to live through it again. But i'll try make the battles a bit shorter and more interesting.
Oh, and finally the colours work.
Here's to hoping His Noodly Appendage touches you and may His Sauce rain down upon you,
-GM
RAmen
Church of the Flying Spaghetti Monster website: www.venganza.org
Haha, awesome.
Sorry about the long wait everybody. Been a bit busy, and the map I made isn't working out quite right. So bare with me :]
Find any Diablo news? Contact me or anyone else on the News team