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ED War. & Rog.
Here is what we have so far at Eternal Destiny concerning the classes. These classes are not some cheap classes that noobs think up of and take advantage of then screw the whole thing up. Yes it may seem long but I advise you to read it. Please tell me what you think after you read it. ThanxSection 1-
Warrior- Description- The warrior is a fighter and a strong combatant. Warriors are strong in physical combat but very much clueless when it comes to the mystical or divine. They train for most of their early lives to become so skilled in the arts of war and use it much to their advantage in life. Skills- (Skill name, Mana cost, Desription) lvl 1- Strength, N/A, A warriors great strength allows him to do things well beyond the ability of the other classes like breaking down doors or pushing heavy objects. Spring Attack, 7 MP, Leap forward while attacking to deal extra damage. When you use spring attack you move forward while attacking and back after. The added force increases damage by one at the 1st level, 4 at the 3rd level and 8 at the 6th level. lvl 6- Bow Mastery, N/A, Starting at the 6th level a Warrior can use bows and crossbows. lvl 8- Endurance, N/A, Due to the high fortitude of the warrior starting at the 8th level he can go for longer amounts of time without food or water, extending his food and drink bars by 25% each. lvl 12, Spin Attack, 15 MP, Spin with your weapon and attack all adjacent ememies. lvl 18, Improved Endurance, N/A, As endurance, exept now the bonus improves to 40%. Riding Mastery, N/A, Starting at level 18 a Warriorcan use all riding weapons such as Lances and Urgoshes. War Knoledge, N/A, At level 18 a warrior is presumed to have seen enough working seige engines that he is profecient in their use. A lvl 18+ warrior can use any seige engine as if he had earned the engineering degree.( This skill only applies to the seige engine aspect of the engineering degree, nothing else.) lvl 22- Speed, N/A, Starting at the 22nd level a warrior moves 15% faster then normal speed. Charge, 12 MP, An experience warrior can charge forward and deal extra damage to opponents he/she hits. When charge is used you hold your weapon out in front of you and run ahead 8 tiles. The extra force adds 6 damage to your attack and knocks back yuor opponent. lvl 26- Cyclone, 35 MP, When a warrior used cyclone he goes into a spinning rage attack, however, he is not frozen in place and can move around to disembodie multiple foes. A cyclone lasts 8 seconds. Improved Charge, *, When a warrior reaches level 26 he/she can charge with greater effectiveness. A warrior will now flail there weapon from side to side while charging and deal extra damage. This abilitie is not usable, it just improves charge. Instead of 6 extra damage you deal 8 and instead of 12 MP the spell costs 24. You also move twice as far as you would using the standard charge. -Advancement- In order to earn a new skill after reaching the required level (excluding Speed, Endurance, Improved Endurance, War Knowledgem, Bow Mastery and Riding Mastery) you must train with a trainer at the Hall of Champions for a certian amount of time. OF course, the trainer will want money as well. The formula is: Time = 3 minutes x ability level Cost= Ability level + (1 x minutes trained) Training is something related to the skill. For instance, to learn charge you may have to do something like runing up a track and hiting a dummy or for spin atack to turn and hit adjacent target dummies. You don't have to train for 1st level abilities. -Advancment Past Level 26- Upon reaching the 26th level a Warrior is elligable to earn the title "Champion". Entering this elite group is an honor very few have the privelege to enter. The "Champions" of Eternal Destiny are the movers and shakers of all warriors. They develop moves and skills for future warrior generations even some so powerful they can only be accessed by those warriors above level 26. In order to enter this prestigious society the Warrior in question must last for 30 minutes in the pit. "The Pit" is a room located in the bowels of the hall of champions. Whraugh long ago with force of great magic it is every warriors utimate test. While in the pit horrible monsters and malevolent demons are constantly summoned to battle with the warrior. The warrior must survive for 30 minutes in this horrible place and then will be accepted. You fail if you die. Although you may enter the pit however many times you want most people who fail are made to wait. -The Hall of Champions- This great structure is the "Home Base" for all Warriors, where they go to assemble, to train and learn new skills, to just hang out. A large lobby is the only part accesible to members of the other classes without getting special permission. Next, behind the lobby is the Hall itself. Large tables fill up most of the central area and in the middle is a raised dias that holds a table for top Warrior leaders. The walls are covered with great battle murals and antique weapons and armour. The Hall also boasts a large seperate kitchen accesible from the hall or from the rear (The later being for non-warrior cooks who hold a special key). Above the hall are areas only for the Champions themselves with luxsurias private rooms for rent and special training areas. Underground, below the main hall, lie many training areas where young warriors can train to learn more moves and some small rooms for R+R. Below that lie several smithies in case a warrior needs a weapons repaired or made. Finnaly, far below the Central Hall lies the pit. -Weapons and Armour- Warriors can use any melee weapon at all to start with. However, they may only use bows after level 6 and participate in mounted warfare after level 18. Warriors can where any kind of armor starting at level 1. Rogue- Description- A cutthroat and a thief (though they prefer not to be call those things) a rogue uses stealth and speed to hrer advantage rather then brute force or magic arts. Rogues are more profficient then other classes with bows though they also fare well with weapons such as daggers, short swords and long swords. -Skills lvl 1- Quick Weapon, N/A, When using small weapons such as daggers,short swords, dirks and rapiers a rogue can attack whitout haveing to draw their weapon like the other classes. At level 12 this affect applies to longswords amd scimitars as well. Hide in Shadows, 20 MP, Any good theif is able to hide himslef in case of emergency. When a rogue uses this ability he can conceal himself in shadows and avoid detection. A rogue remains invisible to everything (exept those with a mean of detection other then sight, such as a Viper Demons infared vision) untill he moves. This effect only works if the rogue in question in within 6 spaces of a movement obscuring object (anything you cant walk over) Lockpick, N/A, Rogues can jimmy open most kinds of locks and can even bypass doors locked by magical means. All locks have a certian difficulty level from 1-100. When a rogue uses lockpick he makes a check of random(1,100)+level+theives tools bonus. If the rogue hits the doors difficulty or higher he picks the lock. A rogue carrying theives tools gets a +5 bonus on his/her check. Bow Mastery, N/A, starting at the 1st level a rogue can use any kind of bow or crossbow. Critical Strike, N/A, Every time a rogue attacks with a melee weapon he has a 3% chance to deal double damage from hitting a vital spot or area. lvl 6- Pick Pocket, N/A, An experience rogue can steal money from people right out from under there noses. You steal 1-20 gelat from someone when using this skill, and yuo have a 20% chance of giving yourself away. If you give yourself away you do something that alerts the pickee that he/she was just stolen from.A rogue might do something like cough, jolt the person af if he was attacked, some of the money may drop or something like that. The pick pocket abilitie does not drop the money onto the theif like the other servers, instead the money is automaticaly transfered from pickee to mthe picker. THe money may drop like this is the rogue gives himself away during the picking. |
long did ittake you to right that?:eek:
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Sneak Attack, 10 MP,
By carefully studying their opponent a rogue cam figure out how to hit where it hurts. After the rogue uses this the next atack he makes deals and extra 10 damage. This bonuse improves to 15 at level 12, 30 at level 18 and 40 at level 26. lvl 12- Cripiling Strike, 20 MP, An experienced rogue can hit an opponent in a vital place and apply such finess that her enemy is paralyzed by pain breifly. This attack deal extra damage equal to the rogues current sneak attack damage and stun whatever it strikes for 3-8 seconds. Improved Speed, N/A, Starting at level 12 a rogue automaticaly moves 15% faster then a normal member of his/hers race. Stealth, 30 MP, A rogue that is well versed in Hide in Shadows can sneak around quietly and invisibly. A popular pastime for theives is to gointo stealth and then pick the pockets of unsuspecting victims. After using this power the rogue can move about invisibly to everything for 80-120 seconds or until they attack or use another skill (other then pick pocket) *note* We must find some way to eliminate the the -R- button method of locating invisible characters, it just ruins this ability and others similar to it. lvl 18- Find/Disarm traps, N/A, A rogue with this ability has a 20% chance to detect traps or the places their triggers are but passing within 6 spaces(ex: Zarkolis the Rogue is about to go through a doorway with a trip wire attached to a trap that realeases a cloud of poisonus gas. He comes within 6 squares of the doorway and fails to detect the trap. Just as he is about to step into the wire a party member calls for help. Zarkolis leaves the are and gives his ailing freind a potion. Now, he returns within 6 squares of the door and notices the tripwire and proceeds to disarm it) When a trap is found the rogue can atempt to disarm the trap. When disarming there is a 95% the trap/trigger is disarmed and a 5% chance that the trap goes off. Rogues can detect, but not disarm runes of warding with this ability. |
I did not type any of that. Sean (Founder of Server) did. Still we have a few more to go. If anyone wants to see the main overview system there is a thread that was made not too long ago that included the system overvew. What is posted right now is a specific view of each individual class itself. We will have jobs also that is helpful for the players. The job text file is included there.
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OMG LIEK I WERK FOR ED
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We currently have 3 races. Human (obviously), Dwarf, and Drow Elf. If you go toED Storyline then you will find out about the storyline. Dont be lazy, check it out. We have 5 classes that range from varieties of attack and defensive abilities. We have 7 jobs that the players can pick. Each job does not contain 1 specific duty to tend to during role playing. We have manipulated it enough so that just one job has a field of options available for the player so its not the same old boring apple tree farming or mining. When you choose your job you stick at that job. Now why would we do that like Providence for example? The reason is people go to school to study different things in life. You cant grow up with a Carpenter then go to the farm one day then tend the animals and crops (another example). Over the past week I have come up with quite a bit of extra components for the jobs that you may find interesting. I am accepting staff but I will not just accept anyone. This thread is mainly for comments on how everything looks so far. This playerworld is NON-P2P by the way. So I think that covers it.
-L8 (Mr. Chik-Hip) |
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If you put so much detail into your other stuff, be sure to pay attention to what I said. Because choosing to be a farmer at the start, and never being able to fish, mine, lumberjack, whatever, gets extremely annoying. I'm setting up Oasis on a skill system, so there are no more class restrictions.. The more you do something the better you get. Just like in the real world. You farm for months on end, you're really good at it.. you go try to mine, and you have to get skilled at it because you wouldn't be very good after farming for so long. The same thing with classes.. why have to choose to be a mage or warriror? Why not allow the players to learn magic and sword fighting? Whatever they practice more, will be what they are good in. Classes should be out the window. Especially in an online rpg. :/ |
Eternal Destiny
Eternal Destiny was stolen from Nicholas Ravenfist, you were co-owner just needing some levels, then when you got them you quit and claimed them as your own.
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