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Massive thread, looking for anyone interested in developing a game like this.


Icy
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No, this game would not be done in two months time. But don't start ranting me on how I'll never do it or anything like that, if I'm determined enough it's entirely possible. I really want to use everything here, but I don't want to be a leader of a project, it's just too much pressure. And before I show everything, here's a couple more notes:

- Do not take these class advancement ideas. Take a class or two, that's fine, but don't copy my idea. I will just be too pissed to ever come back to these forums.

- I don't know if classes would balance out. If you read the whole thing and find **any classes that seem unfair**, be it for their advantage or disadvantage, please tell me. The most important part of class advancement is for everything to even out.

- Don't rant me about any of the names. I know they aren't the smartest things ever, but if you have an idea for the name go ahead and post it.

- Please comment on anything you liked/disliked.

- My favorite classes are the Paladin and Vampire XD

![](http://i126.photobucket.com/albums/p105/Icy_X-Cel/ClassChart.png)

**Level I Classes**

Warrior
Damage: 55
Defense: 30
Magic Attack: 0
Abilities: 15

Warriors are of the _Hero_ allignment. The weapons they may equip include swords, axes, spears, daggers, clubs, hammers, and maces. They may become either a Guardian or Knight. They learn no magic spells. Their abilities are used to increase physical power and defense.

Magician
Damage: 0
Defense: 20
Magic Attack: 70
Abilities: 10

Magicians are of the _Hero_ allignment. The weapons they may equip include staffs, books, and maces. They may become either an Enchanter or Priest. Magic spells are used to deal damage to enemies. Their abilities are used to recover MP and improve spell damage.

Ranger
Damage: 30
Defense: 25
Magic Attack: 0
Abilities: 45

Rangers are of the _Hero_ allignment. The weapons they may equip include bows, knives, swords, and throwing spears. They may become either an Archer or Acrobat. They learn no magic spells. Their abilities are used to attack enemies from a distance and hit harder with ranged weapons.

Fighter
Damage: 80
Defense: 10
Magic Attack: 0
Abilities: 10

Fighters are of the _Villain_ allignment. The weapons they may equip include swords, axes, spears, daggers, clubs, hammers, and maces. They may become either a Minion or Mortal. They learn no magic spells. Their abilities are used to deal extra damage.

Wizard
Damage: 0
Defense: 5
Magic Attack: 80
Abilities: 15

Wizards are of the _Villain_ allignment. The weapons they may equip include staffs, books, and maces. They may become either a Fortune Teller or Undead. Magic spells are used to deal damage to enemies. Their abilities are used to improve spell damage.

Hunter
Damage: 50
Defense: 10
Magic Attack: 0
Abilities: 40

Hunters are of the _Villain_ allignment. The weapons they may equip include bows, knives, swords, and throwing spears. They may become either a Thug or Thief. They learn no magic spells. Their abilities are used to attack enemies from a distance and hit harder with ranged weapons.

**Level II Classes**

Guardian
Damage: 75
Defense: 145
Magic Attack: 0
Abilities: 30

Guardians are of the _Hero_ allignment. The weapons they may equip include swords, spears, hammers, and maces. They are advanced Warriors. They may become either a King or Paladin. They learn no magic spells. Their abilities are use to improve offensive damage and defense.

Knight
Damage: 150
Defense: 80
Magic Attack: 0
Abilities: 20

Knights are of the _Hero_ allignment. The weapons they may equip include swords, axes, daggers, clubs, hammers, and maces. They are advanced Warriors. They may become either a Samurai or Viking. They learn no magic spells. Their abilities are used to improve physical damage.

Enchanter
Damage: 0
Defense: 50
Magic Attack: 180
Abilities: 20

Enchanters are of the _Hero_ allignment. The weapons they may equip include staffs and books. They are advanced Magicians. They may become either a Pharoah or Mystic. Magic spells are used to deal damage, freeze enemies, and teleport. Their abilities are used to recover MP.

Priest
Damage: 0
Defense: 10
Magic Attack: 210
Abilities: 30

Priests are of the _Hero_ allignment. The weapons they may equip include staffs and books. They are advanced Magicians. They may become either a Saint or Bishop. Magic spells are mainly used to heal and buff party members, but they have a few damage spells. Their abilities are used to increase defense.

Archer
Damage: 120
Defense: 90
Magic Attack: 0
Abilities: 40

Archers are of the _Hero_ allignment. The weapons they may equip include bows, knives, swords, and throwing spears. They are advanced Rangers. They may become either a Veteran or Sniper. They learn no magic spells. Their abilities are used to increase damage done with ranged weapons.

Acrobat
Damage: 70
Defense: 80
Magic Attack: 0
Abilities: 100

Acrobats are of the _Hero_ allignment. The weapons they may equip include knives and throwing spears. They are advanced Rangers. They may become either a Crossbowman or Juggler. They learn no magic spells. Their abilities are used to hit multiple times at once and do more damage with knives.

Minion
Damage: 200
Defense: 40
Magic Attack: 0
Abilities: 10

Minions are of the _Villain_ allignment. The weapons they may equip include swords, axes, daggers, clubs, hammers, and maces. They are advanced Fighters. They may become either a Lord or Executioner. They learn no magic spells. Their abilities are used to improve physical damage.

Mortal
Damage: 140
Defense: 60
Magic Attack: 20
Abilities: 30

Mortals are of the _Villain_ allignment. The weapons they may equip include swords, axes, daggers, clubs, hammers, and maces. They are advanced Fighters. They may become either a Vampire or Reaper. Magic spells are used to heal wounds. Their abilities are used to improve physical damage.

Fortune Teller
Damage: 0
Defense: 10
Magic Attack: 240
Abilities: 0

Fortune Tellers are of the _Villain_ allignment. The weapons they may equip include Crystal Balls. They are advanced Wizards. They may become either a Shaman or Illusionist. Magic spells are used to deal extreme damage. They have no abilities.

Undead
Damage: 0
Defense: 150
Magic Attack: 100
Abilities: 0

Undead are of the _Villain_ allignment. The weapons they may equip include staffs and maces. They are advanced Wizards. They may become either a Summoner or Spirit. Magic spells are used to improve defense and deal damage. They have no abilities.

Thug
Damage:190
Defense: 40
Magic Attack: 0
Abilities: 20

Thugs are of the _Villain_ allignment. The weapons they may equip include only shruikens. They are advanced Hunters. They may become either a Ninja or Assasin. They learn no magic spells. Abilities are used to fire multiple shruikens at once.

Thief
Damage: 130
Defense: 40
Magic Attack: 0
Abilities: 80

Thieves are of the _Villain_ allignment. The weapons they may equip include only knives. They are advanced Hunters. They may become either a Rogue or Knifist. They learn no magic spells. Abilities are used to do damage to all enemies.

**Level III Classes**

King
Damage: 240
Defense: 150
Magic Attack: 0
Abilities: 110

Kings are of the _Hero_ allignment. The weapons they may equip include swords, clubs, hammers, and axes. They are advanced Guardians. They learn no magic spells. Abilities are used to summon guardians to cancel out damage.

Paladin
Damage: 270
Defense: 80
Magic Attack: 150
Abilities: 0

Paladins are of the _Hero_ allignment. The weapons they may equip include swords, axes, and maces. They are advanced Guardians. Magic spells are used to heal wounds and buff players. They learn no abilities.

Samurai
Damage: 200
Defense: 200
Magic Attack: 0
Abilities: 100

Samurai are of the _Hero_ allignment. The weapons they may equip include only swords. They are advanced Knights. They learn no magic spells. Abilities are used to attack multiple times.

Viking
Damage: 370
Defense: 80
Magic Attack: 0
Abilities: 50

Vikings are of the _Hero_ allignment. The weapons they may equip include axes, hammers, and maces. They are advanced Knights. They learn no magic spells. Abilities are used to become _Berserk_. (A state in which defense is greatly dropped while strength is greatly increased)

Pharoah
Damage: 0
Defense: 50
Magic Attack: 450
Abilities: 0

Pharoahs are of the _Hero_ allignment. The weapons they may equip include staffs and books. They are advanced Enchanters. Magic spells are used to deal massive damage, inflict ailments, and teleport. They learn no abilities.

Mystic
Damage: 0
Defense: 150
Magic Attack: 350
Abilities: 0

Mystics are of the _Hero_ allignment. The weapons they may equip include only staffs. They are advanced Enchanters. Magic spells are used to do damage. They learn no abilities.

Saint
Damage: 0
Defense: 70
Magic Attack: 430
Abilities: 0

Saints are of the _Hero_ allignment. The weapons they may equip include only books. They are advanced Priests. Magic spells are used to heal wounds, buff players, and deal some damage. They learn no abilities.

Bishop
Damage: 0
Defense: 50
Magic Attack: 450
Abilities: 0

Bishops are of the _Hero_ allignment. The weapons they may equip include staffs and books. They are advanced Priests. Magic spells are used to buff players and deal massive damage. They learn no abilities.

Veteran
Damage: 320
Defense: 150
Magic Attack: 0
Abilities: 30

Veterans are of the _Hero_ allignment. The weapons they may equip include only bows. They are advanced Archers. They learn no magic spells. Abilities are used to do more damage.

Sniper
Damage: 270
Defense: 140
Magic Attack: 0
Abilities: 90

Snipers are of the _Hero_ allignment. The weapons they may equip include only bows. They are advanced Archers. They learn no magic spells. Abilities are used to shoot monsters anywhere on the map and deal massive damage.

Crossbowman
Damage: 420
Defense: 80
Magic Attack: 0
Abilities: 0

Crossbowmen are of the _Hero_ allignment. The weapons they may equip include only crossbows. They are advanced Acrobats. They learn no magic spells. They learn no abilities.

Juggler
Damage: 200
Defense: 90
Magic Attack: 0
Abilities: 210

Jugglers are of the _Hero_ allignment. The weapons they may equip include only knives. They are advanced Acrobats. They learn no magic spells. Their abilities are used to do massive damage and attack all enemies on the screen.

Lord
Damage: 320
Defense: 180
Magic Attack: 0
Abilities: 0

Lords are of the _Villain_ allignment. The weapons they may equip include swords and axes. They are advanced Minions. They learn no magic spells. They learn no abilities.

Executioner
Damage: 480
Defense: 5
Magic Attack: 0
Abilities: 15

Executioners are of the _Villain_ allignment. The weapons they may equip include only axes. They are advanced Minions. They learn no magic spells. Their abilities are used to sacrific health for power.

Vampire
Damage: 280
Defense: 120
Magic Attack: 100
Abilities: 0

Vampires are of the _Villain_ allignment. The weapons they may equip include swords and claws. They are advanced Mortals. Their magic spells are used to drain enemies' HP and add to their own. They learn no abilities.

Reaper
Damage: 350
Defense: 150
Magic Attack: 0
Abilities: 0

Reapers are of the _Villain_ allignment. The weapons they may equip include only scythes. They are advanced Mortals. Their magic spells are used to teleport. They learn no abilities.

Shaman
Damage: 0
Defense: 10
Magic Attack: 490
Abilities: 0

Shaman are of the _Villain_ allignment. The weapons they may equip include only staffs. They are advanced Fortune Tellers. Their magic spells are used deal massive damage and inflict ailments. They learn no abilities.

Illusionist
Damage: 0
Defense: 120
Magic Attack: 380
Abilities: 0

Illusionists are of the _Villain_ allignment. The weapons they may equip include only staffs. They are advanced Fortune Tellers. Their magic spells are used to deal damage and teleport. They learn no abilities.

Summoner
Damage: 0
Defense: 200
Magic Attack: 300
Abilities: 0

Summoners are of the _Villain_ allignment. The weapons they may equip include only scrolls. They are advanced Undead. Their magic spells are used to summon dead creatures to deal damage for them. They learn no abilities.

Spirit
Damage: 0
Defense: 450
Magic Attack: 50
Abilities: 0

Spirits are of the _Villain_ allignment. The weapons they may equip include only books. They are advanced Undead. Their magic spells are used to deal small amounts of damage and teleport. They learn no abilities.

Ninja
Damage: 390
Defense: 110
Magic Attack: 0
Abilities: 0

Ninjas are of the _Villain_ allignment. The weapons they may equip include only shruikens. They are advanced Thugs. They learn no magic spells. They learn no abilities.

Assassin
Damage: 290
Defense: 100
Magic Attack: 0
Abilities: 110

Assassins are of the _Villain_ allignment. The weapons they may equip include knives and shruikens. They are advanced Thugs. They learn no magic spells. Their abilities are used to escape dungeons and deal massive damage.

Rogue
Damage: 320
Defense: 150
Magic Attack: 0
Abilities: 30

Rogues are of the _Villain_ allignment. The weapons they may equip include only knives. They are advanced Thieves. They learn no magic spells. Their abilities (hopefully) are used to speed up walking speed.

Knifist
Damage: 390
Defnese: 110
Magic Attack: 0
Abilities: 0

Knifists are of the _Villain_ allignment. The weapons they may equip include only knives. They are advanced Thieves. They learn no magic spells. They learn no abilities.
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