Post by Ryan Aramil Savredox on Apr 26, 2008 17:17:49 GMT -5
First off, Character creation.
You obviously pick a name, it can be anything, as long as it doesn't belong to another player. Okay, that is the easy part. Much like world of warcraft, there is a race choice.
List of races:
Human: a balanced race, with no ups or down, which could be seen as either a good thing, or a bad thing. They have the widest range of class options, they are the most adaptable, but don't have any strengths to back up their choices.
Elf: With age comes knowledge, and that is why the elves have more base knowledge than any other race (+2-3). They are also the most lithe, meaning they have a good dexterity bonus as well. (+1). They are not as strong as most humans, but they make for it in speed.
Drow: Underground elves, who prefer the night time over the day time. They have the same stat upgrades as elves, but the difference lies in their class options. They have a limited amount of classes they can become. They have skill bonuses underground.
Orc: The largest of the playable races and the strongest. They aren't the smartest or the fastest, but they make up for it with their adaptability. They can become almost any physical class, and can become proficient with any weapon type. (+4) bonus for strength.
Gnome: The smallest and weakest of the races, but size does count for something. They are nimble and wise like the elves and have the greatest dexterity bonus (+4). They progress quickly with odd classes and master things much like humans.
Dwarf: The stout, but powerful dwarf is great at a small deal of things, but they become knowledgeable fairly quick. They have a great strength boost (+2-3) and have key resistances and race bonuses, like immune to elements- and higher smithing scores.
Six classes each balance out depending on what starting class you want to have...
Classes:
Acolyte: A healing type of class that progresses in the arts of recovering health and manna energy. Upgrades to Priest and eventually Bishop.
Spell Weaver: Intertwining with the power of nature, this unique class is ever changing. By empowering the manna of objects around them, the Spell Weaver does not need to have their own manna bar, instead they steal manna from the things around them and use it to cast their spells. Becomes a Druid and eventually a High Druid.
Elementalist: A magic class that rules over the elements, they are masters of fire, water, wind and earth. However, even the most powerful elementalist concentrate only on a maximum of two for the greatest potential. High level skills become unobtainable if the elementalist does not concentrate on a limited amount of spells. Becomes a Wizard and eventually a Arch Sage
Pagan: The final magic class deals with the powers of nature and darkness at first. They focus on stealing the life from others and weaving terrible creatures from beyond the grave. Becomes a Necromancer and eventually a Dark Disciple
Swordsmen: A practicer of the blade, can become many things with experience. Some Swordsmen aspire to bring magic to their blades and become Elemental Swordsmen, others who want to become even more skilled with a blade becomes a blade lord.
Barbarian: A titan of a warrior whose skills lie within large destructive weapons. Like axes, maces and sometimes heavy spears. Eventually they become Vikings and then Warlords.
Knight: A well rounded battler who chooses what weapon to use depending on his or her mood. They can become adaptable to any weapon but by the time they upgrade they become good with only one or two. Like the swordsmen, a knight has a difficult choice to make. Become a rouge knight and journey to become a Blackguard, or continue under the loyalties of your lord and become a paladin.
Archer: The most advancing for a class comes with the bow wielding archers, who can either advance with half bow and half short weapons with the ranger class and eventually become a Horizon walker. They can choose the elemental path and become an Arcane archer, or- if they want to capture the bow at its best, become a sniper and eventually a well seasoned Marksmen. Rangers and Horizon walkers are graced with a pet.
Rouge: The final class, to be a rouge can mean many things, a thief or a peddler, it all varies on what you feel like. You use small simple daggers and have little honor. During your ventures you can either try and gain a sense of honor and join the Ninja order, or you can become a fearsome bandit and eventually an assassin for hire.
okay quick recap:
Acolyte-Priest-Bishop
Spell weaver-Druid-High Druid
Elementalist-Wizard-Arch Sage
Pagan-Necromancer-Dark Disciple
Swordsmen-Blade lord or Elemental swordsmen
Barbarian-Viking-Warlord
Knight-Blackguard OR Paladin
Archer- Sniper-Marksmen OR Ranger-Horizon Walker
Rouge-Ninja Or bandit Assassin
Got all of that? Alright here are the abilities of the game, like stats.
Strength: Determines the attack of physical weapons, not magic, but any weapon you wield.
Dexterity: Hand eye coordination, attack for bows and throwing weapons. Also determines accuracy and evasion
Vitality: This is determines HP and MP it is essential for all classes to progress and be healthy
Intelligence: Determines how powerful your magic is, it also effects how much Manna you have. Also the range of spells you can learn.
Alright, that is it, four stats, it makes it easier to work with. Now onto your personal statistics.
Attack: Your power physically
Magic Attack: Your power with magic
Defense: Your defense against physical attacks
Resistance: Your ability to resist poisons, status spells and environment .
Magic defense: Defense against magical attacks
Evasion: How well you can dodge stuff
Accuracy: How well you can hit stuff
Speed: How fast you move!
Alright, time for a break.
You obviously pick a name, it can be anything, as long as it doesn't belong to another player. Okay, that is the easy part. Much like world of warcraft, there is a race choice.
List of races:
Human: a balanced race, with no ups or down, which could be seen as either a good thing, or a bad thing. They have the widest range of class options, they are the most adaptable, but don't have any strengths to back up their choices.
Elf: With age comes knowledge, and that is why the elves have more base knowledge than any other race (+2-3). They are also the most lithe, meaning they have a good dexterity bonus as well. (+1). They are not as strong as most humans, but they make for it in speed.
Drow: Underground elves, who prefer the night time over the day time. They have the same stat upgrades as elves, but the difference lies in their class options. They have a limited amount of classes they can become. They have skill bonuses underground.
Orc: The largest of the playable races and the strongest. They aren't the smartest or the fastest, but they make up for it with their adaptability. They can become almost any physical class, and can become proficient with any weapon type. (+4) bonus for strength.
Gnome: The smallest and weakest of the races, but size does count for something. They are nimble and wise like the elves and have the greatest dexterity bonus (+4). They progress quickly with odd classes and master things much like humans.
Dwarf: The stout, but powerful dwarf is great at a small deal of things, but they become knowledgeable fairly quick. They have a great strength boost (+2-3) and have key resistances and race bonuses, like immune to elements- and higher smithing scores.
Six classes each balance out depending on what starting class you want to have...
Classes:
Acolyte: A healing type of class that progresses in the arts of recovering health and manna energy. Upgrades to Priest and eventually Bishop.
Spell Weaver: Intertwining with the power of nature, this unique class is ever changing. By empowering the manna of objects around them, the Spell Weaver does not need to have their own manna bar, instead they steal manna from the things around them and use it to cast their spells. Becomes a Druid and eventually a High Druid.
Elementalist: A magic class that rules over the elements, they are masters of fire, water, wind and earth. However, even the most powerful elementalist concentrate only on a maximum of two for the greatest potential. High level skills become unobtainable if the elementalist does not concentrate on a limited amount of spells. Becomes a Wizard and eventually a Arch Sage
Pagan: The final magic class deals with the powers of nature and darkness at first. They focus on stealing the life from others and weaving terrible creatures from beyond the grave. Becomes a Necromancer and eventually a Dark Disciple
Swordsmen: A practicer of the blade, can become many things with experience. Some Swordsmen aspire to bring magic to their blades and become Elemental Swordsmen, others who want to become even more skilled with a blade becomes a blade lord.
Barbarian: A titan of a warrior whose skills lie within large destructive weapons. Like axes, maces and sometimes heavy spears. Eventually they become Vikings and then Warlords.
Knight: A well rounded battler who chooses what weapon to use depending on his or her mood. They can become adaptable to any weapon but by the time they upgrade they become good with only one or two. Like the swordsmen, a knight has a difficult choice to make. Become a rouge knight and journey to become a Blackguard, or continue under the loyalties of your lord and become a paladin.
Archer: The most advancing for a class comes with the bow wielding archers, who can either advance with half bow and half short weapons with the ranger class and eventually become a Horizon walker. They can choose the elemental path and become an Arcane archer, or- if they want to capture the bow at its best, become a sniper and eventually a well seasoned Marksmen. Rangers and Horizon walkers are graced with a pet.
Rouge: The final class, to be a rouge can mean many things, a thief or a peddler, it all varies on what you feel like. You use small simple daggers and have little honor. During your ventures you can either try and gain a sense of honor and join the Ninja order, or you can become a fearsome bandit and eventually an assassin for hire.
okay quick recap:
Acolyte-Priest-Bishop
Spell weaver-Druid-High Druid
Elementalist-Wizard-Arch Sage
Pagan-Necromancer-Dark Disciple
Swordsmen-Blade lord or Elemental swordsmen
Barbarian-Viking-Warlord
Knight-Blackguard OR Paladin
Archer- Sniper-Marksmen OR Ranger-Horizon Walker
Rouge-Ninja Or bandit Assassin
Got all of that? Alright here are the abilities of the game, like stats.
Strength: Determines the attack of physical weapons, not magic, but any weapon you wield.
Dexterity: Hand eye coordination, attack for bows and throwing weapons. Also determines accuracy and evasion
Vitality: This is determines HP and MP it is essential for all classes to progress and be healthy
Intelligence: Determines how powerful your magic is, it also effects how much Manna you have. Also the range of spells you can learn.
Alright, that is it, four stats, it makes it easier to work with. Now onto your personal statistics.
Attack: Your power physically
Magic Attack: Your power with magic
Defense: Your defense against physical attacks
Resistance: Your ability to resist poisons, status spells and environment .
Magic defense: Defense against magical attacks
Evasion: How well you can dodge stuff
Accuracy: How well you can hit stuff
Speed: How fast you move!
Alright, time for a break.