Graal Forums  

Go Back   Graal Forums > PlayerWorlds > PlayerWorlds Main Forum
FAQ Members List Calendar Today's Posts

Reply
 
Thread Tools Search this Thread Display Modes
  #1  
Old 02-17-2002, 11:10 AM
royce royce is offline
Banned
royce's Avatar
Join Date: Sep 2001
Location: Yakitinzen, China
Posts: 2,271
royce is on a distinguished road
Send a message via AIM to royce
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.
Reply With Quote
  #2  
Old 02-17-2002, 11:13 AM
Dustey Dustey is offline
Registered User
Join Date: Nov 2001
Location: Do You Think I Know?
Posts: 193
Dustey is on a distinguished road
Send a message via AIM to Dustey
long did ittake you to right that?
__________________
And Yes I work For.... Renegade
Reply With Quote
  #3  
Old 02-17-2002, 11:14 AM
royce royce is offline
Banned
royce's Avatar
Join Date: Sep 2001
Location: Yakitinzen, China
Posts: 2,271
royce is on a distinguished road
Send a message via AIM to royce
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.
Reply With Quote
  #4  
Old 02-17-2002, 11:28 AM
royce royce is offline
Banned
royce's Avatar
Join Date: Sep 2001
Location: Yakitinzen, China
Posts: 2,271
royce is on a distinguished road
Send a message via AIM to royce
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.
Reply With Quote
  #5  
Old 02-17-2002, 11:49 AM
OutlawP2P OutlawP2P is offline
Registered User
Join Date: Dec 2001
Posts: 439
OutlawP2P is on a distinguished road
Send a message via AIM to OutlawP2P
OMG LIEK I WERK FOR ED
__________________

Pandah Baerh
Reply With Quote
  #6  
Old 02-17-2002, 12:29 PM
royce royce is offline
Banned
royce's Avatar
Join Date: Sep 2001
Location: Yakitinzen, China
Posts: 2,271
royce is on a distinguished road
Send a message via AIM to royce
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)
Reply With Quote
  #7  
Old 02-17-2002, 08:37 PM
konidias konidias is offline
Old Bee
konidias's Avatar
Join Date: Jul 2001
Location: Orlando, FL
Posts: 7,222
konidias will become famous soon enough
Send a message via AIM to konidias
Quote:
Originally posted by royce
You cant grow up with a Carpenter then go to the farm one day then tend the animals and crops (another example).
Wrong, you could, but you wouldn't be any good at it. I dislike the use of classes like you're doing because you completely cut off someone from doing something else. I hate having to start and pick the job I can do and only be able to do that job.

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. :/
__________________

Put this image in your sig if you support Bomy Island! (g2k1 revision)
play bomberman while you wait!


Reply With Quote
  #8  
Old 02-17-2002, 09:50 PM
jokerbloodvayne jokerbloodvayne is offline
Registered User
Join Date: Nov 2001
Posts: 34
jokerbloodvayne is on a distinguished road
Send a message via AIM to jokerbloodvayne
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.
__________________
Everworld Owner
Reply With Quote
  #9  
Old 02-17-2002, 11:00 PM
Frolic_RC2 Frolic_RC2 is offline
Banned
Join Date: Jan 2002
Posts: 960
Frolic_RC2 is on a distinguished road
Quote:
Originally posted by konidias


Wrong, you could, but you wouldn't be any good at it. I dislike the use of classes like you're doing because you completely cut off someone from doing something else. I hate having to start and pick the job I can do and only be able to do that job.

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. :/
Precisely. Skill systems are far better. (Don't worry, I'm not going to have skill systems with jobs, I'm just going to have some really, really expensive equipment needing if you plan on getting serious in a certain job. Plus, jobs will be kind of complicated, so you need to get good...just litterally get good, practice at them and get better....though my offensive/defensive systems are a bit different...)
Reply With Quote
  #10  
Old 02-18-2002, 02:09 AM
royce royce is offline
Banned
royce's Avatar
Join Date: Sep 2001
Location: Yakitinzen, China
Posts: 2,271
royce is on a distinguished road
Send a message via AIM to royce
Quote:
Originally posted by konidias

Wrong, you could, but you wouldn't be any good at it. I dislike the use of classes like you're doing because you completely cut off someone from doing something else. I hate having to start and pick the job I can do and only be able to do that job.
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. :/
Whether you like it or not during the re-birth or rennesance phase you never chose what you could do. If you grew up on a farm you were most likely becoming a pheasant when you are fully grown into an adult. And having people only doing 1 type of job creates more interaction and trade with others. Let's say the Carpenter wantes to build a Grandfather clock, He needs to interact and trade with the blacksmith to do so. Yes after a period of time you get experience in a job of course in the game however that takes time. Letting the players choose what they want to be is a good thing. I am trying to even out the classes so that they all have different fields of abilites but in the end they are equal overall. Classes out on an online rpg is pretty dumb. They should be out on any offline rpg than any online rpg because you recieve transaction to what is going on in the game.
---------------------------------------------------------------------
Quote:
Originally posted by jokerbloodvayne

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.
I have a few questions for you. Who the hell is Nicholas Ravenfist? What in the hell are you talking about? This server was first started (founded) in March 2001 on Mithica. I was GP chief. Sean founded it and was the first owner. After a while people left graal and sean became real busy then I took over. I don't know who the heck you are coming up and telling me these lies.
-----------------------------------------------------------------------
Quote:
Originally posted by Frolic_RC2

Precisely. Skill systems are far better. (Don't worry, I'm not going to have skill systems with jobs, I'm just going to have some really, really expensive equipment needing if you plan on getting serious in a certain job. Plus, jobs will be kind of complicated, so you need to get good...just litterally get good, practice at them and get better....though my offensive/defensive systems are a bit different...)
Skill systems are really interesting when you know how to use them and manipulate them enough for it to work. Ratings in jobs count as experience which is a very good thing and more realistic. The more experience you have the harder jobs you usually have and the equipment costs gradually increase also. I am not just going to have a job system that totally focusing on experience for the player to do certain things. You start out small in life then you grow.
Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT +2. The time now is 12:07 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, vBulletin Solutions Inc.
Copyright (C) 1998-2019 Toonslab All Rights Reserved.