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Everything posted by Sandy
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That's true, but you can buy handcannons from the smithy at the Marketplace, and bombs are very cheap and commonly found in quests. Compared to the ability to cause ranged elemental damage to all enemies with every hit, I'd say that's a low price to pay. You should be more concerned about the Minstrel, who uses a weapon type that hasn't even been introduced in this game yet. I will add a fauxthril instrument to the Marketplace before anyone hits Level 30, though. Since most of these classes use restricted weapon types, it will be impossible to change into that class before you've acquired a suitable weapon. Of course. It was just an undeliberate omission.
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Here's the long awaited list of Expert Job Classes. Please note that at this stage these are all subject to change, so if you find some faults in them, please let me know. Great reputation among the Hinckwells: These crafty singers tamper the flow of the battle with their songs. • Additional Health: +11 • Additional Ether: +4 (+1 per level for classes without base ether) • Weapons: Minstrels wield various resonating instruments in battle. They can also use scrolls. • Job Traits: Diplomacy (see Knight), Flee (see Rogue), Battle Songs – Instead of fighting, the minstrel can sing enchanted songs that boost the party’s performance (see List of Battle Songs for reference) • Battle Style: Musical – Minstrels fight with the power of music. 1. SHIELD: Sound of Music – The minstrel gets inspired by the moment and sings a random Battle Song without depleting ether (see List of Battle Songs). 2. CACOPHONY: The minstrel plays an impressionistic tune that damages all enemies with strength equal to their weapon power added to their level and stuns them for the next round. (e.g. WP 15 + Level 30 = 45 damage + stunned-effect to all enemies) 3. DISCHORD: The minstrel plays a wrong note, damaging the target with strength equal to their weapon power added to their level and stuns it for the next round. (e.g. WP 15 + Level 30 = 45 damage + stunned-effect) 4. CHEER UP: The minstrel raises spirits, regaining 5 ether. 5. DAMAGE: The minstrel is struck by the opponent’s attack. 6. SPECIAL DAMAGE: The minstrel is struck by the opponent’s special skill. List of Battle Songs: Instead of fighting, minstrels can choose one song to sing for a varying cost of ether. Sealed-effect prevents singing. Minstrels can learn new songs during their travels. (Kudos to Xarrzan for inspiration on these!) Nanny's Lullaby – Makes all enemies fall asleep for as long as the song is sung. Costs 1 ether per round. Ballad of Bravery – Doubles the attack power of the rest of the party for as long as the song is sung. Costs 3 ether per round. Rapid March – Allows two turns per round for the rest of the party for as long as the song is sung. Costs 3 ether per round. Lucky Chant – Improves the battle results of the rest of the party for as long as the song is sung (the die is rolled twice per turn, and the better result is used). Costs 3 ether per round. Love Serenade – Restores 10 health per round to the rest of the party for as long as the song is sung. Costs 5 ether per round. Esoteric Melody – Restores 5 ether per round to the rest of the party for as long as the song is sung. Costs 5 ether per round. Hard Rock Anthem – Gives 10 SP to the rest of the party for as long as the song is sung. Costs 5 ether per round. Angelic Aria – Causes light-elemental damage equal to the minstrel’s level to all enemies per round for as long as the song is sung. Costs 10 ether per round. Dirge of the Phoenix – Revives all knocked out allies with 1 health for as long as the song is sung. Costs 10 ether per round. Great reputation among the Shadeaux: These cavaliers are accompanied by a dragon that grows with them. • Additional Health: +15 • Weapons: Dragoons can only wield polearms like halberds, lances and spears, but they can also use shields. • Job Traits: Diplomacy (see Knight), Pet Dragon – The dragoon has a pet dragon that can fly to scout, carry messages or retrieve items for them; Dragon Tamer – The dragoon can communicate with dragons to gain information and prevent them from attacking. • Battle Style: Draconian – Dragoons are aided by their pet dragon in battles. 1. SHIELD: Dragon’s Wrath – The dragoon unleashes their pet dragon on the target. The effect depends on the maturity of the dragon (see Pet Dragon). 2. HIGH ASSAULT: The dragoon jumps into the air and hovers there aided by their dragon until the next round, avoiding all damage. On the next round the dragoon lands on the target with strength equal to five times their weapon power added to their level. (e.g. WP 15 x 5 + Level 30 = 105 damage) 3. HIT: The dragoon attacks the target with strength equal to their weapon power added to their level. (e.g. WP 15 + Level 30 = 45 damage) 4. DRAGON AID: The dragoon misses their attack, but the pet dragon hits the target instead with strength equal to its level. If the dragon’s elemental property has manifested, the attack is elemental. 5. DEFENDED DAMAGE: The dragoon is struck by the opponent’s attack. The power of the dragoon’s shield decreases the effect of the attack. (e.g. 30 damage – SP 15 = 15 damage) 6. SPECIAL DAMAGE: The dragoon is struck by the opponent’s special skill. Pet Dragon: All new dragoons are given a dragon egg that soon hatches, revealing their personal pet dragon. The dragon gets attached to the dragoon, who in turn gives it a name. The dragon’s level is equal to its master, and it grows along with the dragoon. At certain intervals, it gets new abilities. Level 30: The dragon is but a hatchling, only able to fly short distances and carry light loads. It is roughly the size of a cat. Dragon’s Wrath: Petit Breath – The dragon’s breath damages up to two enemies with strength equal to two times their level (e.g. Level 30 x 2 = 60 damage to up to two enemies) Level 40: The dragon is a youngling, and begins to showcase an elemental property. It can now fly further and faster, and can carry heavy items. It is roughly the size of a wolf. Dragon’s Wrath: Elemental Breath – The dragon’s elemental breath damages up to three enemies with strength equal to three times their level (e.g. Level 40 x 3 = 120 elemental damage to up to three enemies) If the hero becomes a dragoon for the first time at this stage, there is a 1/4 chance that the dragon disobeys orders and does not perform Dragon's Wrath. Level 50: The dragon has reached adulthood, and can now carry the dragoon on its back for long distances. It is roughly the size of a horse. Dragon’s Wrath: Unison Assault – The dragoon rider damages the target with strength equal to their weapon power added to their level, while the dragon’s elemental breath damages up to four enemies with strength equal to four times their level (e.g. WP 15 + Level 50 (Dragoon) = 65 damage to one enemy; Level 50 x 4 (Dragon) = 200 elemental damage to up to four enemies) If the hero becomes a dragoon for the first time at this stage, there is a 1/2 chance that the dragon disobeys orders and does not perform Dragon's Wrath. Level 90: The dragon is now an elder, having reached its maximum size equal to a mammoth. It can carry an entire party on its back for as long as necessary. Dragon’s Wrath: Celestial Force – The elder dragon swoops up the entire party on its back, and together they damage all enemies with their combined power. Each party member damages one enemy with strength equal to their weapon power added to their level, and the elder dragon’s elemental breath damages all enemies with strength equal to five times their level (e.g. WP 15 + Level 90 (Party Member A) = 105 damage to first enemy; WP 15 + Level 80 (Party Member B) = 95 damage to second enemy; WP 15 + Level 70 (Party Member C) = 85 damage to third enemy; Level 90 x 5 (Dragon) = 450 elemental damage to all enemies) If the hero becomes a dragoon for the first time at this stage, there is a 3/4 chance that the dragon disobeys orders and does not perform Dragon's Wrath. Great reputation among the Ziegfrieds: These corrupt mages hold reign over death. • Additional Health: +5 • Additional Ether: +5 (+1 per level for classes without base ether) • Weapons: Necromancers use various imposing and magical weapons in battle, such as broomsticks, greatswords, maces, scythes, staves, wands and whips. They can also use gems and scrolls. • Job Traits: Healing (see Cleric), Spellcasting (see Mage), Spiritism – The necromancer can communicate with the spirits of the deceased to gain information. • Battle Style: Death-defying – Necromancers can raise an army of undead corpses. 1. SHIELD: Raising The Undead – The necromancer summons the corpses of all fallen enemies to join their side in battle. The undead keep the level of the original enemy, but they can only attack with darkness-elemental attacks with strength equal to their level once per round as commanded by the necromancer. The undead cannot be damaged and once raised they will follow the necromancer from battle to battle, but if the necromancer is knocked out, all the undead will disappear. The undead will automatically disappear at the end of each quest. 2. AMPLIFIED HIT/AMPLIFIED SPELL/HEAL MORE: The necromancer attacks or spends 1 ether to cast an elemental spell with strength equal to their weapon power added to their level multiplied by the amount of undead raised. Instead of attacking or casting a spell, the necromancer can spend 1 ether to restore health to themselves or one of their allies equal to the power of their critical attack. (e.g. WP 15 x 3 undead raised + Level 30 = 75 (elemental) damage or restore 75 health) 3. HIT/SPELL/HEAL: The necromancer attacks or spends 1 ether to cast an elemental spell with strength equal to their weapon power added to their level. Instead of attacking, the necromancer can spend 1 ether to restore health to themselves or one of their allies equal to the power of their attack. (e.g. WP 15 + Level 30 = 45 (elemental) damage or restore 45 health) 4. MEDITATE/HEAL LESS: The necromancer meditates to regain 1 ether. Instead of meditating, the necromancer can spend 1 ether to restore health to themselves or one of their allies equal to their level. 5. DAMAGE/NO HEALING: The necromancer is struck by the opponent’s attack. Optionally, any attempt of healing fails. 6. SPECIAL GUARD/NO HEALING: The necromancer is struck by the opponent’s special skill, but has a 50/50 chance to be protected from any negative effects caused by it. Optionally, any attempt of healing fails. Great reputation among the Bonapartes: These bombardiers can shower enemies with explosives. • Additional Health: +10 • Weapons: Cannoneers can only wield hand cannons but they also benefit from a hefty supply of bombs. • Job Traits: Intimidation (see Berserker/Black Knight), Track Down (see Hunter/Assassin), Blast Through – The cannoneer can break through any obstacle at the cost of one bomb. • Battle Style: Bombarding – Cannoneers can load their weapons with bombs to cause elemental damage to all enemies. 1. SHIELD: Barrage – The cannoneer picks three bombs randomly from their stock and fires them at the opponents, causing elemental damage to all enemies equal to their weapon power added to their level with each hit. (e.g. WP 15 + Level 30 + Bomb = 45 elemental damage to all enemies per hit) The bombs are consumed. If the cannoneer has less than three bombs in stock, they will cause normal damage to the targeted enemy with the remaining hits. 2. CRITICAL HIT/GREAT BOMBARD: The cannoneer attacks with strength equal to two times their weapon power added to their level. (e.g. WP 15 x 2 + Level 30 = 60 damage) Optionally, the cannoneer can load their cannon with a bomb, causing elemental damage to all enemies equal to two times their weapon power added to their level. (e.g. WP 15 x 2 + Level 30 + Bomb = 60 elemental damage to all enemies) The bomb is consumed. 3. HIT/BOMBARD: The cannoneer attacks the target with strength equal to their weapon power added to their level. (e.g. WP 15 + Level 30 = 45 damage) Optionally, the cannoneer can load their cannon with a bomb, causing elemental damage to all enemies equal to their weapon power added to their level. (e.g. WP 15 + Level 30 + Bomb = 45 elemental damage to all enemies) The bomb is consumed. 4. AIM/AIMED BOMBARD: The cannoneer focuses their shot to attack their target with strength equal to their weapon power only. Optionally, the cannoneer can load their cannon with a bomb, causing elemental damage to all enemies equal to their weapon power only. (e.g. WP 15 + Bomb = 15 elemental damage to all enemies) The bomb is consumed. 5. DEFENDED DAMAGE: The cannoneer is struck by the opponent’s attack. 6. SPECIAL DAMAGE: The cannoneer is struck by the opponent’s special skill. Great reputation among the Guild of Invision: These scientists can use and create items at whim. • Additional Health: +7 • Additional Ether: +3 (+1 per level for classes without base ether) • Weapons: Alchemists can wield various cutting and crushing weapons in battle, including axes, clubs, daggers, hammers, maces and scythes. They can also use scrolls. • Job Traits: Healing (see Cleric), Flee (see Rogue), Instant Items – The alchemist can use one item per turn while still being able to attack or heal as well. • Battle Style: Experimental – Alchemists concoct special items for battle. 1. SHIELD: Mixture – The alchemist can mix ingredients together for a surprising result (See the List of Mixtures for reference). 2. CRITICAL HIT/NURTURE MORE: The alchemist attacks the target with strength equal to two times their weapon power added to their level. Instead of attacking, the alchemist can spend 1 ether to restore health to themselves or one of their allies equal to the power of their critical attack. All bad effects will be removed from the target as well. (e.g. WP 15 x 2 + Level 30 = 60 damage or restore 60 health + remove effects) 3. HIT/NURTURE: The alchemist attacks the target with strength equal to their weapon power added to their level. Instead of attacking, the alchemist can spend 1 ether to restore health to themselves or one of their allies equal to the power of their attack. All bad effects will be removed from the target as well. (e.g. WP 15 + Level 30 = 45 damage or restore 45 health + remove effects) 4. POISON BADLY/NURTURE LESS: The alchemist causes the badly poisoned-effect to the target. Instead of poisoning, the alchemist can spend 1 ether to restore health to themselves or one of their allies equal to their level. All bad effects will be removed from the target as well. 5. DAMAGE/NO HEALING: The alchemist is struck by the opponent’s attack. Optionally, any attempt of healing fails. 6. SPECIAL GUARD/NO HEALING: The alchemist is struck by the opponent’s special skill, but has a 50/50 chance to be protected from any negative effects caused by it. Optionally, any attempt of healing fails. List of Mixtures: The outcome of the alchemist’s mixture is determined by rolling a die twice. With the lucky-effect, the die is rolled four times, and the highest two results determine the mixture. 1+1: Explosion – Causes 10 damage to everyone in the battle. 1+2: Diluted Arc Potion – Restores 15 to all allies. 1+3: Diluted Arc Tonic – Restores 10 ether to all allies. 1+4: Purging Water – Removes all positive effects from all enemies. 1+5: Bad Breath – Causes the poisoned-effect to all enemies. 1+6: Last Resort – Revives all knocked out allies with 1 health. 2+2: Arc Potion – Restores 30 health to all allies. 2+3: Arc Elixir – Restores 60 health and 15 ether to all allies and removes negative effects. 2+4: Bravado Brew – Causes the encouraged-effect to all allies. 2+5: Fog Bomb – Causes 15 damage and the blinded-effect to all enemies 2+6: Hyper Arc Potion – Restores full health to all allies. 3+3: Arc Tonic – Restores 20 ether to all allies. 3+4: Cloud of Celerity – Causes the hastened effect to all allies. 3+5: Mystic Bomb – Causes 15 damage and the sealed-effect to all enemies. 3+6: Hyper Arc Tonic – Restores full ether to all allies. 4+4: Purifying Water – Removes all negative effects from all allies. 4+5: Fortune Flush – Causes the lucky-effect to all allies. 4+6: Smile of the Gods – Causes the blessed-effect to all allies. 5+5: Wyvern’s Breath – Causes the badly poisoned–effect to all enemies. 5+6: Cluster Bomb – Causes 30 damage to all enemies. 6+6: Doomsday Bomb – Causes 99 damage to all enemies. Great reputation among the Ji Pei: These martial artists use only their body and mind to fight. • Additional Health: +13 • Additional Ether: +2 (+1 per level for classes without base ether) • Weapons: Chi monks do not wield any weapons, but they can use gems and scrolls. • Job Traits: Natural Respite (see Barbarian), Spellcasting (see Mage), Iron Fist – The chi monk can break through any obstacle at the cost of 1 ether. • Battle Style: Martial – Chi Monks attack with their bare fists and feet. 1. SHIELD: Chakra – The chi monk focuses inner energy to recover full health and ether and remove all negative effects. The chi monk is then bestowed by the blessed-effect, recovering 3 health at the end of each round. On subsequent rolls of Chakra, the chi monk receives an additional positive effect in the following order: hastened, lucky, encouraged. 2. CRITICAL MARTIAL HIT: The chi monk attacks the target with strength equal to three times their level. They can spend 1 ether to imbue the attack with an element available to them. (e.g. Level 30 x 3 = 90 (elemental) damage) 3. MARTIAL HIT: The chi monk attacks the target with strength equal to two times their level. They can spend 1 ether to imbue the attack with an element available to them. (e.g. Level 30 x 2 = 60 (elemental) damage) 4. MARTIAL COUNTER: The chi monk is struck by the opponent’s attack but attacks right back at the enemy with strength equal to their level. They can spend 1 ether to imbue the attack with an element available to them. (e.g. Level 30 = 30 (elemental) damage) 5. DAMAGE: The chi monk is struck by the opponent’s attack. 6. SPECIAL GUARD: The chi monk is struck by the opponent’s special skill, but has a 50/50 chance to be protected from any negative effects caused by it. Great reputation among the Wolfgang: These savage fighters are connected to their bestial side. • Additional Health: +15 • Weapons: Beast Warriors utilize both ravaging and ranged weapons, including axes, bows, clubs, crossbows, greatswords, longswords, throwing weapons and whips. • Job Traits: Natural Respite (see Barbarian), Animal Talk (see Ranger), Track Down (see Hunter/Assassin) • Battle Style: Transforming – Beast Warriors can transform into raving beasts. 1. SHIELD: Beast Form – The Beast Warrior transforms into their familiar beast’s form, fighting in that style until either “SHIELD” or “REVERT” is rolled (See Beast Form). 2. EXTRA CRITICAL HIT: The beast warrior attacks with strength equal to three times their weapon power added with their level. (e.g. WP 15 x 3 + Level 30 = 75 damage) 3. HIT: The beast warrior attacks the target with strength equal to their weapon power added with their level. (e.g. WP 15 + Level 30 = 45 damage) 4. STEAL: The beast warrior steals gold equal to the target’s level. 5. DAMAGE: The beast warrior is struck by the opponent’s attack. 6. SPECIAL DODGE: The beast warrior has a 50/50 chance to dodge the opponent’s special skill so that it hits the next ally in turn instead, unless the skill hits everybody. Beast Form: When initiated into the job class, the Beast Warriors are given the ability to transform into a raving beast in the heat of the battle. The beast can be whatever suits their personality the best, even a bird or a reptile. Beasts cannot do ranged damage even if a ranged weapon is equipped by the Beast Warrior. 1. SHIELD: Beast Unleashed – The beast charges ferociously at the target with all of its might. A die roll determines how many times the beast strikes with strength equal to two times their level. (e.g. Level 30 x 2 = 60 damage per hit (1-6 hits)) The beast then reverts back to its humanoid form. 2. MASSACRE: The beast attacks all enemies with strength equal to two times their level. (e.g. Level 30 x 2 = 60 damage to all enemies) 3. BITE: The beast chews the target with strength equal to their level and regains an equal amount of health. (e.g. Level 30 = 30 damage and restore 30 health to self) 4. COUNTER: The beast is struck by the opponent’s attack but attacks right back at the enemy with strength equal to their level. 5. DAMAGE: The beast is struck by the opponent’s attack. 6. REVERT: The beast reverts back to its humanoid form.
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In that case it depends on what the actual skills are. Remember that an expert class should focus on one field of expertise, not be an all around master of everything (that's left for the master classes). Sorry, things get easily lost in this topic, and I don't really have the time to reply to absolutely everything. At least the "eternally poisoned weapon that also poisons other weapons" seems somewhat pointless. I don't think anyone would use it as a weapon (since it can't be upgraded), just as an endless source of poisoning. I'd rather see players spending their gold on Venoms. I have previously talked about not making weapons and artefacts too complicated. It's beginning to strip down the uniqueness of such items when every other item has some sort of complicated mechanic in how it works.
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You mean expert class heroes, right? Just like with enemies that have multiple specials, you'd have to figure out how the multiple shield skills would be played out (in which order or in which situations, for example). Remember that a player cannot choose to use a shield skill, it all depends how the die rolls.
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"You ashked for thish!" the drug dealer hissed. PREPARE FOR BATTLE! Enemy: Slim Yscum Type: Vermin Level: 20 Health: 400/400 Special: Bad Trip – Causes the cursed- and poisoned-effects to the target. Drops: nothing Note: Every successful hit will split Slim into two, dividing his level and remaining health evenly. Party: Dak Shadeaux (played by Darth Nihilus) Level 13½ Rogue *Immune to ?* Power: 23 (18 for ranged attacks) Health: 11/19 Gold: 128 Inventory: Mockthril Knife (WP:10, lightning-elemental), Throwing Knife (WP:5, ranged, retrievable), Twin Longswords (WP:3), Trendy Handbag (protects from whichever bad effect that was last inflicted in battle to someone else), 2 Venoms, Potion, 2 Meads, Nostrum, Bedroll, Shovel, Garlic Spray (quest item) Dyric Rone (played by The Legonater) Level 13½ Rogue *Lucky* Power: 25 (17 for ranged attacks) Health: 20/20 Gold: 499 Inventory: Steel Fan (WP:12), Throwing Knife (WP:4, ranged, retrievable), Double Chain Whip (WP:10), Longsword (WP: 3), Darksteel Crossbow (WP:8, blinded-effect, unsuitable), Loaded Die (permanent lucky-effect), Potion, Venom, Mead, Smelling Salts Guts Holla (played by Scubacarrot) *Party Leader* Level 16½ Rogue Power: 28 (24 for ranged attacks) Health: 22/22 Gold: 526 Inventory: Lifestealer (WP:12, ice-elemental, attacks restore 3 health), Throwing Knife (WP:8, ranged, light-elemental, retrievable), Beholder's Eye (allows one round of battle to be replayed per quest), 2 Grand Potions, 4 Meads, Nostrum, Bedroll, Shovel, Diluted Potion (quest item) Party Leader, choose the order of action. All of you, choose your target and the row you want to fight in. Also mention if you want to flee or if you want to use an item instead of attacking. Any enemy not targeted will get a Free Hit on the party after everyone have acted.
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Heroica RPG - Quest#33: WANTED! Violetta the Cat Burglar
Sandy replied to Sandy's topic in The Heroica Archive
Party: Alexis Fenral (played by Masked Builder) *Party Leader* Level 20 Evoker *Hastened* Power: 30 (22 for Flute) Defense: 0 Health: 26/26 Ether: 8/21 Gold: 102 Inventory: Mockthril Longbow (WP:10, ranged), Flute of the Magi (WP:3, asleep-effect), Quickdraw Quiver (permanent hastened-effect), Opal (Ice), Topaz (Lightning), Ruby (Fire), Aquamarine (Water), Amethyst (Darkness), 2 Meads, Tonic, Grand Tonic, Venom, Smoke Bomb, Fire Bomb, Lightning Bomb, Pickaxe, Shovel, Bedroll, Magic Compass, Magnifying Glass, Bone Spirits: Ocven the Ice Dragon (Opal), Shalma the Thunderbird (Topaz), Sarp Zarra (Aquamarine) Althior Emorith (played by K-Nut) Level 18½ Sage Power: 28 (twin strike) Defense: 4 Health: 20/28 Ether: 21/24 Gold: 90 Inventory: Twin Sai (WP:10, damages two enemies in one hit), Dragoro (WP:8), Robe of the Elven Necromancer (SP:4), Diamond (Light), Topaz (Lightning), Amethyst (Darkness), Ruby (Fire), Sapphire (Wind), Garnet (Earth), Opal (Ice), Aquamarine (Water), Emerald (Wood), Skeleton Decoy x2, Potion x2, Fire Bomb, Ice Bomb, Tonic, Shovel, Bedroll, Remedy, Smoke Bomb, Benji Carvenhall (played by Flare) Level 17 Warden Power: 28 (27 for ranged attacks) Defense: 0 Health: 32/32 Gold: 54 Inventory: Wave Sword (WP:11, cursed-effect), Crossbow of the Pongcanis (WP:10, ranged, darkness-elemental, ice-elemental), Armor of the Draugr (max health +2), Diamond (Light), 2 Grand Potions, 6 Potions, 3 Venoms, 2 Remedies, 2 Meads, Smelling Salts, 2 Smoke Bombs, Lightning Bomb, Jo-no Tree Seed, Bedroll, Shovel, Pickaxe "Are you alright in there?" came a voice outside. The door was opened and Zelda Ziegfried stepped in, holding her wand up. Her two grandsons appeared behind the hole in the wall. Seeing the whole pedestal gone and the floor littered with bodies Zelda gasped audibly. "That was a bold move on their part, I must say!" "Sorry we couldn't help you out in the battle, we were both knocked out by the blast." "Can you please explain what happened to the Zirconia?" All three Ziegfrieds looked at the heroes, baffled by this turn of events. -
"Hahaha! I shee you haven't met a Phlegman before. Go ahead, shlit my throat. You'll regret it - briefly."
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Heroica RPG - Quest#33: WANTED! Violetta the Cat Burglar
Sandy replied to Sandy's topic in The Heroica Archive
Results of Round Eleven of the Bunnies & Kittens Battle: >Althior (Darkness) vs. Daffyd - Damage >Benji (Crossbow) vs. Daffyd - Damage >Alexis uses Potion on herself Ocven vs. Daffyd >Alexis vs. Daffyd - Damage Daffyd - Free Hit against Althior Bursting into maniacal laughter, Daffyd first attacks Althior for another 8 damage, then Benji for 12 damage. Alexis gulps down her potion, and Ocven takes another 19 health from Daffyd, but then the bunny burglar attacks Alexis and Althior again. Daffyd's curse takes another 3 maximum health from him. The battle will continue automatically. Enemies: Daffyd the Bunny Burglar *Cursed**Hastened* Type: Humanoid Level: 24 Health: 268/381357 Special: Effective Thievery – Transfers all the target’s effects to himself Drops: Twin Sai (WP:10, damages two enemies in one hit, suitable to rogues and mages) Party: Alexis Fenral (played by Masked Builder) *Party Leader* Level 19½ Evoker *Hastened* Power: 29 (21 for Flute) Defense: 0 Health: 13/25 Ether: 9/20 Gold: 102 Inventory: Mockthril Longbow (WP:10, ranged), Flute of the Magi (WP:3, asleep-effect), Quickdraw Quiver (permanent hastened-effect), Opal (Ice), Topaz (Lightning), Ruby (Fire), Aquamarine (Water), Smoke Bomb, 2 Meads, Tonic, Grand Tonic, Venom, Lightning Bomb, Pickaxe, Shovel, Bedroll, Magic Compass, Magnifying Glass, Bone Spirits: Ocven the Ice Dragon (Opal), Shalma the Thunderbird (Topaz), Sarp Zarra (Aquamarine) Ocven the Ice Dragon (controlled by Masked Builder) Element: Ice Power: 19 Althior Emorith (played by K-Nut) Level 18 Sage Power: 26 Defense: 4 Health: 4/28 Ether: 21/24 Gold: 90 Inventory: Dragoro (WP:8), Robe of the Elven Necromancer (SP:4), Diamond (Light), Topaz (Lightning), Amethyst (Darkness), Ruby (Fire), Sapphire (Wind), Garnet (Earth), Opal (Ice), Aquamarine (Water), Emerald (Wood), Skeleton Decoy x2, Potion x2, Tonic, Shovel, Bedroll, Remedy, Smoke Bomb, Fire Bomb Benji Carvenhall (played by Flare) Level 16½ Warden Power: 27 (26 for ranged attacks) Defense: 0 Health: 19/31 Gold: 54 Inventory: Wave Sword (WP:11, cursed-effect), Crossbow of the Pongcanis (WP:10, ranged, darkness-elemental, ice-elemental), Armor of the Draugr (max health +2), Pickaxe, Bedroll, Shovel, 2 Grand Potions, 6 Potions, 3 Venoms, 2 Remedies, 2 Meads, Smelling Salts, 2 Smoke Bombs, Jo-no Tree Seed Results of Round Twelve of the Bunnies & Kittens Battle: >Althior heals himself - Shield (Magical Vortex of Wood) >Benji (Crossbow) vs. Daffyd - Critical Hit >Alexis vs. Daffyd - Critical Hit Ocven vs. Daffyd >Alexis vs. Daffyd - Critical Hit Daffyd - Free Hit against Althior The party counters the bunny burglar's attacks. Althior opens up a wood-elemental vortex that causes 26 damage to Daffyd and heals 26 health to all party members. Benji scores a critical hit on Daffyd, dealing 74 damage. Alexis's attack deals 39 damage, and Ocven's 19. Alexis brings the burglar's health below 100 by inflicting 39 more damage. Daffyd attacks Althior again for 8 damage, then suffers from his curse. The battle will continue automatically. Enemies: Daffyd the Bunny Burglar *Cursed**Hastened* Type: Humanoid Level: 24 Health: 71/381354 Special: Effective Thievery – Transfers all the target’s effects to himself Drops: Twin Sai (WP:10, damages two enemies in one hit, suitable to rogues and mages) Party: Alexis Fenral (played by Masked Builder) *Party Leader* Level 19½ Evoker *Hastened* Power: 29 (21 for Flute) Defense: 0 Health: 25/25 Ether: 8/20 Gold: 102 Inventory: Mockthril Longbow (WP:10, ranged), Flute of the Magi (WP:3, asleep-effect), Quickdraw Quiver (permanent hastened-effect), Opal (Ice), Topaz (Lightning), Ruby (Fire), Aquamarine (Water), Smoke Bomb, 2 Meads, Tonic, Grand Tonic, Venom, Lightning Bomb, Pickaxe, Shovel, Bedroll, Magic Compass, Magnifying Glass, Bone Spirits: Ocven the Ice Dragon (Opal), Shalma the Thunderbird (Topaz), Sarp Zarra (Aquamarine) Ocven the Ice Dragon (controlled by Masked Builder) Element: Ice Power: 19 Althior Emorith (played by K-Nut) Level 18 Sage Power: 26 Defense: 4 Health: 20/28 Ether: 21/24 Gold: 90 Inventory: Dragoro (WP:8), Robe of the Elven Necromancer (SP:4), Diamond (Light), Topaz (Lightning), Amethyst (Darkness), Ruby (Fire), Sapphire (Wind), Garnet (Earth), Opal (Ice), Aquamarine (Water), Emerald (Wood), Skeleton Decoy x2, Potion x2, Tonic, Shovel, Bedroll, Remedy, Smoke Bomb, Fire Bomb Benji Carvenhall (played by Flare) Level 16½ Warden Power: 27 (26 for ranged attacks) Defense: 0 Health: 31/31 Gold: 54 Inventory: Wave Sword (WP:11, cursed-effect), Crossbow of the Pongcanis (WP:10, ranged, darkness-elemental, ice-elemental), Armor of the Draugr (max health +2), Pickaxe, Bedroll, Shovel, 2 Grand Potions, 6 Potions, 3 Venoms, 2 Remedies, 2 Meads, Smelling Salts, 2 Smoke Bombs, Jo-no Tree Seed Results of Round Thirteen of the Bunnies & Kittens Battle: >Althior (Darkness) vs. Daffyd - Spell >Benji (Crossbow) vs. Daffyd - Shield (Aura) >Alexis vs. Daffyd - Special Damage (Effective Thievery) Ocven vs. Daffyd >Alexis vs. Daffyd - Aim Daffyd - Free Hit against Althior Althior's spell of darkness hits Daffyd for 52 damage. Benji is surrounded by another aura. Daffyd tries effective thievery on Alexis again, but he's already hastened. Ocven takes the last 19 health that the burglar has, finally ending the battle. THE BATTLE IS VICTORIOUS! All party members gain half of a level. The enemies drop Twin Sai, a Fire Bomb, an Ice Bomb, a Lightning Bomb, a Diamond and an Amethyst. Party: Alexis Fenral (played by Masked Builder) *Party Leader* Level 20 Evoker *Hastened* Power: 30 (22 for Flute) Defense: 0 Health: 26/26 Ether: 8/21 Gold: 102 Inventory: Mockthril Longbow (WP:10, ranged), Flute of the Magi (WP:3, asleep-effect), Quickdraw Quiver (permanent hastened-effect), Opal (Ice), Topaz (Lightning), Ruby (Fire), Aquamarine (Water), Smoke Bomb, 2 Meads, Tonic, Grand Tonic, Venom, Lightning Bomb, Pickaxe, Shovel, Bedroll, Magic Compass, Magnifying Glass, Bone Spirits: Ocven the Ice Dragon (Opal), Shalma the Thunderbird (Topaz), Sarp Zarra (Aquamarine) Althior Emorith (played by K-Nut) Level 18½ Sage Power: 26 Defense: 4 Health: 20/28 Ether: 21/24 Gold: 90 Inventory: Dragoro (WP:8), Robe of the Elven Necromancer (SP:4), Diamond (Light), Topaz (Lightning), Amethyst (Darkness), Ruby (Fire), Sapphire (Wind), Garnet (Earth), Opal (Ice), Aquamarine (Water), Emerald (Wood), Skeleton Decoy x2, Potion x2, Tonic, Shovel, Bedroll, Remedy, Smoke Bomb, Fire Bomb Benji Carvenhall (played by Flare) Level 17 Warden Power: 28 (27 for ranged attacks) Defense: 0 Health: 32/32 Gold: 54 Inventory: Wave Sword (WP:11, cursed-effect), Crossbow of the Pongcanis (WP:10, ranged, darkness-elemental, ice-elemental), Armor of the Draugr (max health +2), Pickaxe, Bedroll, Shovel, 2 Grand Potions, 6 Potions, 3 Venoms, 2 Remedies, 2 Meads, Smelling Salts, 2 Smoke Bombs, Jo-no Tree Seed Party Leader, please divide the spoils of the battle: Twin Sai - WP:10, damages two enemies in one hit, suitable to rogues and mages Fire Bomb – Causes 5 points of fire-elemental damage to all enemies, doubled if the target is weak to fire. Ice Bomb – Causes 5 points of ice-elemental damage to all enemies, doubled if the target is weak to ice. Lightning Bomb – Causes 5 points of lightning-elemental damage to all enemies, doubled if the target is weak to lightning. Amethyst - Allows casting darkness-elemental spells. Diamond - Allows casting light-elemental spells. -
"Tried?! You can put me on a trial ash shoon ash you find a court hall in Eubric, haha! I apologize, I did not guessh you were foreignersh, sho the cushtoms of our city musht be shtrange to you. Thish is a city of cutthroatsh where only the shtrong shurvive. Not even thoshe pompoush asshes at Heroica can change that. If you aren't intereshted in my pillsh, you better move one. I've had jusht about enough of your petty threatsh."
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Heroica RPG - Quest#33: WANTED! Violetta the Cat Burglar
Sandy replied to Sandy's topic in The Heroica Archive
QM Note: To keep things moving, I assume Benji will repeat his action again. Results of Round Ten of the Bunnies & Kittens Battle: >Althior (Darkness) vs. Daffyd - Shield (Magical Vortex of Fire) >Benji (Crossbow) vs. Daffyd - Hit >Alexis uses Potion on herself vs. Daffyd - Damage Ocven vs. Daffyd >Alexis vs. Daffyd - Special Damage (Effective Thievery) Daffyd - Free Hit against Althior Althior conjures a magical vortex that causes 26 fire-elemental damage to Daffyd and restores up to 26 health to the party. Benji hits Daffyd with his crossbow for 54 damage. Alexis is already at full health, so instead of consuming a potion she targets Daffyd instead, but gets struck again for 12 damage. Ocven causes 19 damage to the burglar again, draining Alexis of 1 ether. Daffyd then uses effective thievery on Alexis, assuming her hastened-effect. Alexis keeps the effect as well due to its permanent nature. The hastened Daffyd gets a free hit on Althior, causing 8 damage. Then the burglar suffers the effect of his curse, and the aura-effect fades. One enemy remains, but the party is weakened. Enemies: Daffyd the Bunny Burglar *Cursed**Hastened* Type: Humanoid Level: 24 Health: 287/381360 Special: Effective Thievery – Transfers all the target’s effects to himself Drops: Twin Sai (WP:10, damages two enemies in one hit, suitable to rogues and mages) Party: Alexis Fenral (played by Masked Builder) *Party Leader* Level 19½ Evoker *Hastened* Power: 29 (21 for Flute) Defense: 0 Health: 13/25 Ether: 10/20 Gold: 102 Inventory: Mockthril Longbow (WP:10, ranged), Flute of the Magi (WP:3, asleep-effect), Quickdraw Quiver (permanent hastened-effect), Opal (Ice), Topaz (Lightning), Ruby (Fire), Aquamarine (Water), Smoke Bomb, Potion, 2 Meads, Tonic, Grand Tonic, Venom, Lightning Bomb, Pickaxe, Shovel, Bedroll, Magic Compass, Magnifying Glass, Bone Spirits: Ocven the Ice Dragon (Opal), Shalma the Thunderbird (Topaz), Sarp Zarra (Aquamarine) Ocven the Ice Dragon (controlled by Masked Builder) Element: Ice Power: 19 Althior Emorith (played by K-Nut) Level 18 Sage Power: 26 Defense: 4 Health: 20/28 Ether: 21/24 Gold: 90 Inventory: Dragoro (WP:8), Robe of the Elven Necromancer (SP:4), Diamond (Light), Topaz (Lightning), Amethyst (Darkness), Ruby (Fire), Sapphire (Wind), Garnet (Earth), Opal (Ice), Aquamarine (Water), Emerald (Wood), Skeleton Decoy x2, Potion x2, Tonic, Shovel, Bedroll, Remedy, Smoke Bomb, Fire Bomb Benji Carvenhall (played by Flare) Level 16½ Warden Power: 27 (26 for ranged attacks) Defense: 0 Health: 31/31 Gold: 54 Inventory: Wave Sword (WP:11, cursed-effect), Crossbow of the Pongcanis (WP:10, ranged, darkness-elemental, ice-elemental), Armor of the Draugr (max health +2), Pickaxe, Bedroll, Shovel, 2 Grand Potions, 6 Potions, 3 Venoms, 2 Remedies, 2 Meads, Smelling Salts, 2 Smoke Bombs, Jo-no Tree Seed Party Leader, choose the order of action. All of you, choose your targets and the row you want to fight in. Also mention if you want to try to heal or cast a magic spell, or if you want to use an item instead of attacking. Any enemy not targeted will get a Free Hit on the party after everyone have acted. -
Slim Yscum turns to the other two rogues. "Do the pair of you agree with your friend here? If thish noble thief thinksh he'sh too good for my productsh, maybe we can continue dishcusshing bushinessh without him."
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The drug dealer is surprised by Guts' reaction, but then grins at him. "Aww come on! I'm only anshwering to the demandsh of my cushtomersh! I'm not shoving my productsh down anyone'sh throatsh. People jusht come back begging for more, and why would I want to dishappoint them? Thish city ish a cruel place, a nightwalker shuch as yourshelf should known that well. I'm only offering a brief eshcape from it. What'sh sho wrong about that? Jusht try my shtuff yourshelf and you'll shee exactly what I'm talking about..."
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"You'll like what I've got, you can be shure about that..." the shady slimebag slurred. "Sho, what can I get ya? Remember, you get one item for free." SLIM YSCUM’S HAPPY PILLS: Seventh Heaven – Causes the hastened- and encouraged-effects, but also the fragile- and poisoned-effects. Costs 20 gold. Double Rainbow – Causes the encouraged- and lucky-effects, but also the confused- and poisoned-effects. Costs 30 gold. Pixie Dust – Causes the hastened- and lucky-effects, but also the weakened- and poisoned-effects. Costs 40 gold.
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Heroica RPG - Quest#33: WANTED! Violetta the Cat Burglar
Sandy replied to Sandy's topic in The Heroica Archive
Results of Round Eight of the Bunnies & Kittens Battle: >Benji (Crossbow) vs. Daffyd - Shield (Aura) >Althior (Darkness) vs. Daffyd - Damage Ocven vs. Daffyd >Alexis vs. Pepper - Aim >Alexis vs. Pepper - Shield (Summon Burst) Benji casts an aura around him again, doubling his current health. Daffyd attacks Althior once more for 8 damage, bringing the sage close to getting knocked out. Ocven sprays Daffyd with ice for 19 damage. Alexis aims at Pepper for 10 damage, then performs a summon burst with Ocven, taking out the kitten and causing 19 more damage to Daffyd. Daffyd suffers the effect of curse again. Only one enemy remains, so the battle will continue automatically. Enemies: Daffyd the Bunny Burglar *Cursed* Type: Humanoid Level: 24 Health: 193/381366 Special: Effective Thievery – Transfers all the target’s effects to himself Drops: Twin Sai (WP:10, damages two enemies in one hit, suitable to rogues and mages) Party: Alexis Fenral (played by Masked Builder) *Party Leader* Level 19½ Evoker *Hastened* Power: 29 (21 for Flute) Defense: 0 Health: 25/25 Ether: 11/20 Gold: 102 Inventory: Mockthril Longbow (WP:10, ranged), Flute of the Magi (WP:3, asleep-effect), Quickdraw Quiver (permanent hastened-effect), Opal (Ice), Topaz (Lightning), Ruby (Fire), Aquamarine (Water), Smoke Bomb, Potion, 2 Meads, Tonic, Grand Tonic, Venom, Lightning Bomb, Pickaxe, Shovel, Bedroll, Magic Compass, Magnifying Glass, Bone Spirits: Ocven the Ice Dragon (Opal), Shalma the Thunderbird (Topaz), Sarp Zarra (Aquamarine) Althior Emorith (played by K-Nut) Level 18 Sage Power: 26 Defense: 4 Health: 4/28 Ether: 22/24 Gold: 90 Inventory: Dragoro (WP:8), Robe of the Elven Necromancer (SP:4), Diamond (Light), Topaz (Lightning), Amethyst (Darkness), Ruby (Fire), Sapphire (Wind), Garnet (Earth), Opal (Ice), Aquamarine (Water), Emerald (Wood), Skeleton Decoy x2, Potion x2, Tonic, Shovel, Bedroll, Remedy, Smoke Bomb, Fire Bomb Benji Carvenhall (played by Flare) Level 16½ Warden *Aura* Power: 27 (26 for ranged attacks) Defense: 0 Health: 62/31 Gold: 54 Inventory: Wave Sword (WP:11, cursed-effect), Crossbow of the Pongcanis (WP:10, ranged, darkness-elemental, ice-elemental), Armor of the Draugr (max health +2), Pickaxe, Bedroll, Shovel, 2 Grand Potions, 6 Potions, 3 Venoms, 2 Remedies, 2 Meads, Smelling Salts, 2 Smoke Bombs, Jo-no Tree Seed Results of Round Nine of the Bunnies & Kittens Battle: >Benji (Crossbow) vs. Daffyd - Special Damage >Althior heals himself - Heal Less >Alexis vs. Daffyd - Damage >Alexis vs. Daffyd - Shield (Summon Ocven) Daffyd steals Benji's aura-effect again by performing effective thievery. Althior recovers 18 health. Daffyd causes 12 damage to Alexis, who consequently summons Ocven again. Daffyd's maximum health is decreased again. The situation has changed, so player inputs will be needed again. Enemies: Daffyd the Bunny Burglar *Cursed**Aura* Type: Humanoid Level: 24 Health: 386/381363 Special: Effective Thievery – Transfers all the target’s effects to himself Drops: Twin Sai (WP:10, damages two enemies in one hit, suitable to rogues and mages) Party: Alexis Fenral (played by Masked Builder) *Party Leader* Level 19½ Evoker *Hastened* Power: 29 (21 for Flute) Defense: 0 Health: 13/25 Ether: 11/20 Gold: 102 Inventory: Mockthril Longbow (WP:10, ranged), Flute of the Magi (WP:3, asleep-effect), Quickdraw Quiver (permanent hastened-effect), Opal (Ice), Topaz (Lightning), Ruby (Fire), Aquamarine (Water), Smoke Bomb, Potion, 2 Meads, Tonic, Grand Tonic, Venom, Lightning Bomb, Pickaxe, Shovel, Bedroll, Magic Compass, Magnifying Glass, Bone Spirits: Ocven the Ice Dragon (Opal), Shalma the Thunderbird (Topaz), Sarp Zarra (Aquamarine) Ocven the Ice Dragon (controlled by Masked Builder) Element: Ice Power: 19 Althior Emorith (played by K-Nut) Level 18 Sage Power: 26 Defense: 4 Health: 22/28 Ether: 21/24 Gold: 90 Inventory: Dragoro (WP:8), Robe of the Elven Necromancer (SP:4), Diamond (Light), Topaz (Lightning), Amethyst (Darkness), Ruby (Fire), Sapphire (Wind), Garnet (Earth), Opal (Ice), Aquamarine (Water), Emerald (Wood), Skeleton Decoy x2, Potion x2, Tonic, Shovel, Bedroll, Remedy, Smoke Bomb, Fire Bomb Benji Carvenhall (played by Flare) Level 16½ Warden Power: 27 (26 for ranged attacks) Defense: 0 Health: 31/31 Gold: 54 Inventory: Wave Sword (WP:11, cursed-effect), Crossbow of the Pongcanis (WP:10, ranged, darkness-elemental, ice-elemental), Armor of the Draugr (max health +2), Pickaxe, Bedroll, Shovel, 2 Grand Potions, 6 Potions, 3 Venoms, 2 Remedies, 2 Meads, Smelling Salts, 2 Smoke Bombs, Jo-no Tree Seed Party Leader, choose the order of action. All of you, choose your targets and the row you want to fight in. Also mention if you want to try to heal or cast a magic spell, or if you want to use an item instead of attacking. Any enemy not targeted will get a Free Hit on the party after everyone have acted. -
The rogues return to the Grove of the Forsaken where they encountered Count Shadeaux on the previous night. Now it was occupied by a suspicious fellow dressed in gaudy purple. His entire body was composed of green ooze, making his movements fluid and bendy. "Ah, more cushtomersh! Have you boysh come to browshe my waresh? I asshure you that Shlim Yshcum offersh only the finesht tripsh to the shubconshcious. And of courshe the firsht batch is free of charge. Wanna shee what I've got?" The slimy man looked at the party expectantly.
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You can always go back to a previous class, whether from expert to advanced, from advanced to basic, or from expert to basic, just as long as you don't change your basic class.
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Oh, right! My subconsciousness apparently dug up the idea from that class.
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I already explained the Master classes in the R&D-topic. There's three of them: Mimes combine the powers of all six basic classes, without adding anything new to them. Anyone can choose to be one after reaching Level 50. Paragons are hybrids of knights, barbarians and rogues, with some unique job traits and bad-megablocks battle skills. The class is only open to original knights, barbarians and rogues after Level 50. Prophets are likewise hybrids of mages, clerics and rangers, with some original flair in them. And likewise, this class is only open to original mages, clerics and rangers after Level 50. The expert classes are totally unique, and none of their special skills or traits carry over to the master classes. Nobody will force you to choose any of these three classes, though, you can always stick with any class that suits you the best.
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Looks better now, especially with the addition of making their polearms throwable, but still somewhat underwhelming. I think the Shield-skill bothers me most, now. What if the Skirmisher rolls a Shield while the Phalanx is still in effect? Will it be wasted, or will the effect's duration be extended? Also, could their dependence on being a part of a larger force be emphasized? What if they would get extra attack power equal to the size of their party? So the damage they cause would be WP + Level + party size.
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Well, not really. Only QMs can give expert job classes to other players, and only if I've approved the job class. I just felt I needed to comment on Flipz's and palathadric's creations too, out of fairness. I'm not stopping anyone from throwing ideas in the air, as long as nobody overdoes it.
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Umm... no. Just no. The Beast Rider has potential, but the descriptions are lackluster and leave too much for interpretation. The Arcani shows that you still lack the required knowledge about the game mechanics, and the third one must be just a joke.
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Wow... This class is simple, powerful and fun - exactly what it should be. Just add one more job trait and a list of usable equipment, and I have no qualms in approving it. Now you just have to think of a faction who would give out this class.
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I think the idea of having a class that defends and buffs other players fits well as an expert class, but your class has some problems that might make it an undesirable choice for players. Here's some pointers: - I'd like to repeat that an expert class does not have to be acquired by getting a great reputation among a faction. It can also be given as a reward from a quest, as a gift to an accomplished player or something else like that. - Weapons: In order to avoid confusion, you should stick to the official weapon types listed in the rules, or make up a new weapon type that can only be used by that class. Coincidentally, my Dragoon-class can also equip only polearms and shields. - Job Traits: Like I said earlier, expert classes can (and should) have three job traits. "Subordinate" is a very unappealing trait, although I understand it from a roleplaying perspective. It should at least be countered with two powerful traits. - Battle Style: As I said, the encouraging effect of the class should be a job trait. But why isn't the Skirmisher affected by it? That's another unattractive thing about the class. - Shield (Phalanx): Even a Level 1 knight can protect the entire party from all damage with Sentinel, and this is only half as good as that. Shield-skills should be something coveted, that the players will wait for to happen in a battle. - Defend: I actually like this skill, but it's basically just a weaker version of the Shield skill (making the Shield-skill look even less special). So in my opinion your class needs a lot more "oomph" to it to make it appealing to players and a worthy choice for a Level 30 player. In this form it's so underwhelming that I cannot approve it into the game, I'm sorry to say. While I'd want to see an Engineer-class in the game, there's some distinct problems with this version: Firstly, the class has no special powers. When you think about it, the construct only has the very basic battle skills (save for the Shield-skill that carries over), none of which are even a nod to its mechanical nature. It has a personal healer who is also a great liability by being able to damage the construct (remember that clerics and other healers cannot damage the person they try to heal). The class is further debilitated with the construct's elemental properties and immunity to items. There's simply no way for the class to do anything special in a battle. Secondly, the Engineer's lack of health poses a serious problem when it comes to game mechanics. The QMs would constantly have to consider how to take this class into consideration in different situations. None of the other players can even help the engineer in a battle (since items, effects and healing would't work), so the player would be on their own even in a party. Even the engineer's job trait is something that will be dependent on the QMs if it will ever be useful in a quest. There's just too many issues - the lack of power and the problems with the health being the main ones - for me to approve this class yet, either. Sorry!
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There's a list of my expert classes somewhere (most likely R&D), but only their names (which are Minstrel, Dragoon, Necromancer, Cannoneer, Alchemist, Chi Monk and Beast Warrior). I will publish the full details of each class soon. So far there's only one expert class made by someone else that I have officially approved, and that's Scuba's Infiltrator-class.
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Party: Dak Shadeaux (played by Darth Nihilus) Level 13½ Rogue *Immune to ?* Power: 23 (18 for ranged attacks) Health: 11/19 Gold: 128 Inventory: Mockthril Knife (WP:10, lightning-elemental), Throwing Knife (WP:5, ranged, retrievable), Twin Longswords (WP:3), Trendy Handbag (protects from whichever bad effect that was last inflicted in battle to someone), 2 Venoms, Potion, 2 Meads, Nostrum, Bedroll, Shovel, Garlic Spray (quest item) Dyric Rone (played by The Legonater) Level 13½ Rogue *Lucky* Power: 25 (17 for ranged attacks) Health: 20/20 Gold: 499 Inventory: Steel Fan (WP:12), Throwing Knife (WP:4, ranged, retrievable), Double Chain Whip (WP:10), Longsword (WP: 3), Darksteel Crossbow (WP:8, blinded-effect, unsuitable), Loaded Die (permanent lucky-effect), Potion, Venom, Mead, Smelling Salts Guts Holla (played by Scubacarrot) *Party Leader* Level 16½ Rogue Power: 28 (24 for ranged attacks) Health: 22/22 Gold: 526 Inventory: Lifestealer (WP:12, ice-elemental, attacks restore 3 health), Throwing Knife (WP:8, ranged, light-elemental, retrievable), Beholder's Eye (allows one round of battle to be replayed per quest), 2 Grand Potions, 4 Meads, Nostrum, Bedroll, Shovel, Diluted Potion (quest item) There's nothing more in the Stone Garden except the bloodied corpses of the two loudmouthed norsemen. Where will the rogues go next to demonstrate more dastardly deeds?