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Wow, that is really huge, propably will take some days to figure out all the skills xD
My only concern is Cleric becoming a Druid, it just doesn't feel quite right.
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fexen: Wow, that is really huge, propably will take some days to figure out all the skills xD
My only concern is Cleric becoming a Druid, it just doesn't feel quite right.
I'm not sure. I think it probably best fits under Ranger, but then again, the Druid is a Magic-User. I think in something like D&D, the Druid has Cleric spells. I will take it into consideration, though.

How does everyone else feel about Druid placement? Keep it as is, move it under Ranger to replace Beastmaster, move it elsewhere, delete it altogether?
Well, Beastmaster certainly looks good as it is. I think Druid should be renamed to fit into Cleric or the subclass would be changed.

Edit: Wait, what if you swapped Druid with Mystic under Shaman's subclasses?
Post edited July 05, 2011 by fexen
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fexen: Well, Beastmaster certainly looks good as it is. I think Druid should be renamed to fit into Cleric or the subclass would be changed.

Edit: Wait, what if you swapped Druid with Mystic under Shaman's subclasses?
I can see how Mystic would fit in with the Cleric, absolutely.

However, I'm not sure how Druid fits in with the Shaman. Flavor-wise, it sounds right. The only problem is that it sounds like it overlaps with Conjurer, doesn't it?
Post edited July 05, 2011 by stoicsentry
If you make different spells, then I see no conflict.
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fexen: Wow, that is really huge, propably will take some days to figure out all the skills xD
My only concern is Cleric becoming a Druid, it just doesn't feel quite right.
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stoicsentry: I'm not sure. I think it probably best fits under Ranger, but then again, the Druid is a Magic-User. I think in something like D&D, the Druid has Cleric spells. I will take it into consideration, though.

How does everyone else feel about Druid placement? Keep it as is, move it under Ranger to replace Beastmaster, move it elsewhere, delete it altogether?
Druid IS a cleric class, sorry to say. They simply use Arcane Magic as well. They are healers, pure and primary. They just use the Magic of the Gods of Nature.

Edit: However, I feel the Knight classes are too...alike. The names should be a bit changed up.
Post edited July 06, 2011 by Landeril
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stoicsentry: I'm not sure. I think it probably best fits under Ranger, but then again, the Druid is a Magic-User. I think in something like D&D, the Druid has Cleric spells. I will take it into consideration, though.

How does everyone else feel about Druid placement? Keep it as is, move it under Ranger to replace Beastmaster, move it elsewhere, delete it altogether?
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Landeril: Druid IS a cleric class, sorry to say. They simply use Arcane Magic as well. They are healers, pure and primary. They just use the Magic of the Gods of Nature.
Yeah, within D&D rules at least. Course, I don't think D&D always make sense, for example, healing being within the conjuration school. Nor do I have any intention of following D&D ideas exactly, since that would take the fun out of the creation process.

But, in some ways, Druid being a Cleric class does make sense. I'm not saying perfect sense, but at least some. If you look at it like this, you have Clerics who preserve life, Clerics who destroy life and Clerics of the natural.

Edit: However, I feel the Knight classes are too...alike. The names should be a bit changed up.
I just want to make sure I understand your objection.

Are you saying just that the names sound too much alike? Or that the abilities should be different? Or both?

If you mean the names, I like the "flavor" of each of them being represented by a color. Nevertheless, your objection makes sense. The clear rename for White Knight would be Paladin. What would you suggest for black and red?
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stoicsentry: If you mean the names, I like the "flavor" of each of them being represented by a color. Nevertheless, your objection makes sense. The clear rename for White Knight would be Paladin. What would you suggest for black and red?
Anti-Paladin / Death Knight / Unholy Knight

Cavalier / Dragoon
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stoicsentry: If you mean the names, I like the "flavor" of each of them being represented by a color. Nevertheless, your objection makes sense. The clear rename for White Knight would be Paladin. What would you suggest for black and red?
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Sielle: Anti-Paladin / Death Knight / Unholy Knight

Cavalier / Dragoon
I like those. I think Death Knight and Dragoon sound right to me.

What do you make of their descriptions? I was basically going for good/evil/chaotic
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fexen: That will be propably a better idea, the damage upgrading right now seems a little overpowered IMO, if it were restricted to one weapon class, it would work out better.
I just want to make sure I understand what you're saying. It would be overpowered to allow more than one weapon proficiency?
The damage increase is always good, and if it upgrades damage for all weapons at once, it's a little too good, if it would be increasing the damage only for one weapon, it looks a lot more balanced.
About Cleric and Druid. I think Druid class is much more connected with the nature and thus it's closer to the Shaman than the Cleric. For me, Cleric is a class using divine magic, getting power from a god or a higher force, while Druid is more about the balance in the world and nature. Besides that, it would be more cool to allow Mages who subclassed into Shaman to become a Druid and get some healing spells.
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fexen: The damage increase is always good, and if it upgrades damage for all weapons at once, it's a little too good, if it would be increasing the damage only for one weapon, it looks a lot more balanced.
Oh yeah, absolutely.

As far as investing goes, it will be one weapon only. Probably the Warrior types will be able to become proficient in 2 weapons, but only one can be upgraded at a time.

About Cleric and Druid. I think Druid class is much more connected with the nature and thus it's closer to the Shaman than the Cleric. For me, Cleric is a class using divine magic, getting power from a god or a higher force, while Druid is more about the balance in the world and nature. Besides that, it would be more cool to allow Mages who subclassed into Shaman to become a Druid and get some healing spells.
That's really what this problem all comes down to: by calling that one class "Shaman" is sorta does imply that Druid will be in that class. Will have to reflect further.
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Sielle: Anti-Paladin / Death Knight / Unholy Knight

Cavalier / Dragoon
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stoicsentry: I like those. I think Death Knight and Dragoon sound right to me.

What do you make of their descriptions? I was basically going for good/evil/chaotic
Death Knights are Evil.

Dragoons are Neutral imo.

Death Knights are Paladins that use Dark Magics such as curses and Necromancy

Dragoons get their power from Dragons, as they are also known as the Dragon Knight.

And I thought they sounded too alike.

Edit: The Knight Final Classes can still be represented by colors. And Druids and Shamans are different. Druids are Elemental Based, Shamans are Spirit/Soul Based. at least thats how I saw it
Post edited July 06, 2011 by Landeril
Shamans can also be elemental based, they're using the primal magic of elements (water, fire, earth, air) at least thats what I see when I think of a shaman.
This is what I'm looking at right now.

Every class: 1 passive point per level.
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Warrior

Critical Chance: +0.5% critical chance for every point invested, max of 10 (5%). Critical chance is your ability to land an instant death blow on an opponent.

Bow Proficiency: +2 damage for every point invested with Bows of any kind, max of 10 (20 damage).

Club Proficiency: +3 damage for each point invested with Maces/Morning Stars/Clubs. Max of 10. (30 damage)

Sword Proficiency: +3 damage for each point invested with one-handed swords. Max of 10. (30 damage)

Two-handed Sword Proficiency: +5 damage for each point invested with two-handed swords. Max of 10. (50 damage).

Axe Proficiency: +3 damage for each point invested with Axes. Max of 10. (30 damage).

Polearm Proficiency: +3 damage for each point invested with Polearms. Max of 10. (30 damage).


Ranger

Bow Proficiency: +4 damage for each point invested with bows of any kind, max of 10. (40 damage).

Dual Wield Proficiency: +2 damage with offhand weapon for each point invested, max of 10. (20 damage).

Blade Proficiency: +3 damage with shortswords, daggers, machetes and other small bladed weapons, max of 10. (30 damage).

Anti-Poison Proficiency: -1 turn of poison damage per point invested, max of 10. (-10 poisoned turns)

Anti-Trap Proficiency: -10 damage from traps per point invested, max of 10. (-100 damage when trapped).

Berserker

Thick Skin: +1 base armor for each point invested, max of 10. (+10 base armor).

Sword Proficiency: +3 damage for each point invested with one-handed swords. Max of 10 (30 damage).

Two-handed Sword Proficiency: +5 damage for each point invested with two-handed swords. Max of 10 (50 damage).

Axe Proficiency: +3 damage for each point invested with Axes. Max of 10. (30 damage).

Polearm Proficiency: +3 damage for each point invested with Polearms. Max of 10. (30 damage).

Clubs Proficiency: +3 damage for each point invested with Maces/Morning Stars/Clubs. Max of 10. (30 damage)


Knight

Shield Mastery: +1 modified armor for each point invested WHEN equipping a shield, Max of 20. (20 base armor).

Clubs Proficiency: +3 damage for each point invested with Maces/Morning Stars/Clubs. Max of 10. (30 damage)

Sword Proficiency: +3 damage for each point invested with one-handed swords. Max of 10. (30 damage)

Axe Proficiency: +3 damage for each point invested with Axes. Max of 10. (30 damage).

Lance Proficiency: +10 damage for each point invested with Lances. Max of 10. (100 damage).

Crossbow Proficiency: +2 damage for every point invested with Crossbows. Max of 10. (20 damage).

Hammers Proficiency: +3 damage for each point invested with Hammers. Max of 10 (30 damage).


Rogue

Skulk: +2% dodge, +2% block, +2% thwart for each point invested, max of 10. (20, 20, 20).

Blade Proficiency: +3 damage with shortswords, daggers, machetes and other small bladed weapons, max of 10 (30 damage).

Dual Wield Proficiency: +3 damage with offhand weapon for each point invested, max of 10. (30 damage).

Sling Proficiency: +2 damage with slings, max of 10 (20 damage).

Dart Proficiency: +2 damage with darts (or blowguns), max of 10 (20 damage).

Bow Proficiency: +2 damage with shortbows or crossbows, max of 10 (20 damage).


Assassin

Poison Proficiency: +1 poison damage per turn for each point invested, max of 10. (+10 per turn).

Bow Proficiency: +3 damage for each point invested with shortbows and crossbows, max of 10. (30 damage.)

Blade Proficiency: +3 damage for each point invested with shortswords, daggers, machetes and other small bladed weapons, max of 10. (30 damage.)

Dual Wield Proficiency: +3 damage with offhand weapon for each point invested, max of 10. (30 damage).

Sling Proficiency: +2 damage with slings, max of 10 (20 damage).

Dart Proficiency: +3 damage with darts (or blowguns), max of 10 (20 damage).


Trickster

Trap Proficiency: +10 damage per trap for each point invested, max of 10 (100 damage). Divided equally, when applicable. If a trap would deal 100 damage between three opponents, instead it is rounded down to 33 each for a total of 99.

Bomb Proficiency: +10 damage per bomb for each point invested, max of 10 (100 damage). Divided equally, when applicable. If a bomb would deal 100 damage between three opponents, instead it is rounded down to 33 each for a total of 99.

Blade Proficiency: +2 damage for each point invested with shortswords, daggers, machetes and other small bladed weapons, max of 10. (20 damage.)

Sling Proficiency: +2 damage with slings, max of 10 (20 damage).

Dart Proficiency: +3 damage with darts (or blowguns), max of 10 (20 damage).

Bow Proficiency: +2 damage with shortbows or crossbows, max of 10 (20 damage)


Spy

Skulk: +2% dodge, +2% block, +2% thwart for each point invested, max of 10. (20, 20, 20).

Dagger Proficiency: +4 damage with daggers for each point invested, max of 10 (40 damage).

Dart Proficiency: +2 damage with darts (or blowguns), max of 10 (20 damage).

Bow Proficiency: +2 damage with shortbows or crossbows, max of 10 (20 damage).

Club Proficiency: +3 damage with Maces, Morning Stars and Clubs per point invested, max of 10. (+30 damage).


Mage

Magic Proficiency: +4 damage with each magical attack per point invested, max of 10. (+40 damage). Divided equally, when applicable. Rounded down, if necessary.

Concentration Proficiency: -5% enemy chance to thwart per point invested, max of 10. (-50%).

Basic Spell Proficiency: Increases maximum allowable level 1 Mage spells by 1 per point invested, max of 10. (+10 maximum for each level 1 spell).

Blade Proficiency: +2 damage with daggers, shortswords and other small blades (not including machete), max of 10. (+20 damage).

Staff Proficiency: +2 damage with staffs and staves per point invested, max of 10. (+20 damage).

Sling Proficiency: +1 damage with slings per point invested, max of 10. (+10 damage).

Darts Proficiency: +1 damage with darts per point invested, max of 10. (+10 damage).


Shaman

Magic Proficiency: +4 damage with each magical attack per point invested, max of 10. (+40 damage). Divided equally, when applicable. Rounded down, if necessary.

Concentration Proficiency: -5% enemy chance to thwart per point invested, max of 10. (-50%).

Staff Proficiency: +3 damage with staffs and staves per point invested, max of 10. (+30 damage).

Sling Proficiency: +2 damage with slings per point invested, max of 10. (+20 damage).

Darts Proficiency: +3 damage with darts per point invested, max of 10. (+20 damage).


Sage

Magic Proficiency: +3 damage with each magical attack per point invested, max of 10. (+30 damage). Divided equally, when applicable. Rounded down, if necessary.

Concentration Proficiency: -4% enemy chance to thwart per point invested, max of 10. (-40%).

Potions Proficiency: +1 maximum size to potion bag per point invested, max of 10. (Can carry +10 potions).

Blade Proficiency: +3 damage with daggers, shortswords and other small blades (not including machete), max of 10. (+30 damage).

Staff Proficiency: +3 damage with staffs and staves per point invested, max of 10. (+30 damage).

Sling Proficiency: +1 damage with slings per point invested, max of 10. (+10 damage).

Darts Proficiency: +2 damage with darts per point invested, max of 10. (+20 damage).


Cleric

Clubs Proficiency: +4 damage with clubs, maces and morning stars per point invested, max of 10. (+40 damage).

Staff Proficiency: +3 damage with staffs and staves per point invested, max of 10. (+30 damage).

Hammers Proficiency: +3 damage with hammers per point invested, max of 10. (+30 damage).

Swords Proficiency: +3 damage with swords of any kind, max of 10. (+30 damage).

Shield Mastery: +1 modified armor for each point invested WHEN equipping a shield, Max of 10. (+10 base armor).

Longevity: +4 HP per point invested, max of 10. (+40 HP).
Post edited July 08, 2011 by stoicsentry