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| #Post#: 5557-------------------------------------------------- | |
| Tome of People | |
| By: Shane Date: August 24, 2013, 5:57 pm | |
| --------------------------------------------------------- | |
| [center]TOME OF PEOPLE | |
| Page 1: Introduction / Table of Contents[/center] | |
| This is the Tome of People. Information is gathered in this book | |
| as you travel. | |
| None may write in this book, for this book is magic. It shall | |
| update itself accordingly. | |
| [center]Table of Contents: | |
| 1. Introduction / Table of Contents | |
| http://shanescavestory.createaforum.com/tomes/tome-of-quests/msg5557/#msg5557 | |
| 2. Races | |
| http://shanescavestory.createaforum.com/tomes/tome-of-people/msg5567/#msg5567 | |
| 3. Classes | |
| http://shanescavestory.createaforum.com/tomes/tome-of-people/msg5568/#msg5568 | |
| 4. Alignments | |
| http://shanescavestory.createaforum.com/tomes/tome-of-people/msg5569/#msg5569 | |
| 5. NPC-Only Classes | |
| http://shanescavestory.createaforum.com/tomes/tome-of-people/msg11874/#msg11874 | |
| 6. Secondary Classes | |
| http://shanescavestory.createaforum.com/tomes/tome-of-people/msg12060/#msg12060 | |
| [/center] | |
| #Post#: 5567-------------------------------------------------- | |
| Re: Tome of People | |
| By: Shane Date: August 24, 2013, 6:24 pm | |
| --------------------------------------------------------- | |
| [center]TOME OF PEOPLE | |
| Page 2: Races[/center] | |
| Surfacian Human (default): no bonuses or penalties | |
| Endanian Human: Assassin and Ninja classes requirements are | |
| halved, gains 1 extra HP/SMP/MP stat point every 5 levels | |
| Surfacian Inhuman: no bonuses or penalties | |
| Draconian Inhuman: no bonuses or penalties | |
| Ciraian Inhuman: high intelligence, vulnerable to Poison | |
| Sylraphian Inhuman: vulnerable to Poison, low speed, +25% of | |
| enemies dropping items | |
| Esi�sian Inhuman: vulnerable to Aura, high speed | |
| Endanian Inhuman: vulnerable to Chthonic, starts with Eye of | |
| Truth, has 35 points of HP less than other classes, Assassin and | |
| Ninja classes requirements are halved | |
| Orc: more strength, default element is Darkness, weak | |
| perception. | |
| Dwarf: more defense, weak perception in illuminated areas. | |
| Undead: immune to poison, default element is Darkness, default | |
| alignment is Chaotic | |
| Troll: high defense, default element is Earth, default alignment | |
| is Chaotic | |
| Twin Troll: high defense, default element is Earth, default | |
| alignment is Chaotic, has two heads (allowing it to equip two | |
| helmets and have Head 3/4 as Appearance stuff), has low | |
| intelligence | |
| Werecreature: Weak against Light and silver, shapechanges at | |
| night on a full moon, default alignment is Chaotic | |
| Karjamian: Low HP | |
| Nyanyen: Low HP, starts with Cute Meow and Shape Change, more | |
| speed in cat form, more strength in human form | |
| Kobold: Low strength, high HP, immune to poison | |
| Glorphian: Immune to poison, low strength, is weak to Darkness | |
| Spirit: immune to poison, default alignment is Unaligned, low | |
| HP, high MP | |
| 5[sup]th[/sup] Elemental: weak against Dark and Light, default | |
| element is Quintessence, Elementalist class required only 100 CP | |
| to obtain using any weapon | |
| Wose: default element is Nature, has high strength but low | |
| speed, is weak to Fire, regenerates 8 HP per turn | |
| Surfacian Unknown: no bonuses or penalties | |
| Draconian Unknown: default element is Blah, weak against Chaos | |
| Ciraian Unknown: is immune to blindness, default alignment is | |
| Lawful, default element is Pizza | |
| Sylraphian Unknown: high agility, low strength, default element | |
| is Astral | |
| Esi�sian Unknown: vulnerable to Aura, high strength, default | |
| element is Fabric | |
| Endanian Unknown: default element is Darkness, low strength, | |
| high agility, Assassin and Ninja classes requirements are halved | |
| Byaguriakiran: has a lower weight than other races | |
| Forest Elf: more speed in forests, default element is Nature, | |
| good perception, no penalties, default alignment is Neutral | |
| Frost Elf: more speed in frozen areas, default element is Ice, | |
| good defense, no penalties, default alignment is Lawful | |
| Desert Elf: more speed in deserts, default element is Earth, | |
| good magical defense, awful attack, default alignment is Neutral | |
| North Dark Elf: more speed at night, default element is | |
| Darkness, good magical offense and speed, awful defense, default | |
| alignment is Chaotic, all North Dark Elf NPCs are friendly while | |
| all South Dark Elf NPCs are hostile | |
| South Dark Elf: more speed at night, default element is | |
| Darkness, good magical offense and speed, awful defense, default | |
| alignment is Chaotic, all South Dark Elf NPCs are friendly while | |
| all North Dark Elf NPCs are hostile | |
| Evernight: gets more critical hits at night, default alignment | |
| is Chaotic, Evernight enemies will not harm parties with | |
| Evernight characters | |
| Everlight: gets more critical hits at day, default alignment is | |
| Lawful, Everlight enemies will not harm parties with Everlight | |
| characters | |
| Fairy: default element is Fairy, female characters gain a bonus | |
| to agility, male characters get a bonus to strength | |
| [hr]Characters in the Chronicles Campaign with Default Elements | |
| will always start with "None" as an element, and will gain | |
| access to their Default Element once they reach Level 5. | |
| In the Otherworld Campaign, they automatically begin with their | |
| Default Element. | |
| There are many more races, but they are to be discovered, or | |
| might not exist on planet Endania. | |
| In addition, if a race has no bonuses or penalties, it might be | |
| that they are to be discovered. | |
| NOTE: All Unknowns have a chance to assimilate that which are | |
| killed, allowing them to learn one technique from a slain enemy. | |
| However, assimilating a different enemy will result in the | |
| previous one being lost. | |
| #Post#: 5568-------------------------------------------------- | |
| Re: Tome of People | |
| By: Shane Date: August 24, 2013, 6:25 pm | |
| --------------------------------------------------------- | |
| [center]TOME OF PEOPLE | |
| Page 3: Classes[/center] | |
| [spoiler=Civilian (default)]Civilians are those who aren't | |
| trained to fight. They have absolutely no skills in combat, and | |
| must be trained. All characters start off as Civilians, although | |
| they can change their classes through special ceremonies or | |
| combat training - making this class pretty unique in that they | |
| can change classes in combat. Generally, this class includes | |
| farmers, shopkeepers and so on. | |
| Requirements: | |
| None | |
| Bonuses: | |
| They gain a +2 bonus to DEX if they are unarmed. | |
| They gain a +2 bonus to AGI when wielding farm tools. | |
| They can use any weapon, which has experience. | |
| Best: DEX, AGI | |
| Average: HP, STR, ATK, DEF, INT | |
| Weakest: MP, SMP, MAT, MDF, STL[/spoiler][spoiler=Fighter]The | |
| fighter is a close-combat character with high strength to damage | |
| enemies physically a lot. This class is also known as the | |
| "Warrior" although Shane prefers to call them Fighters. | |
| Requirements: | |
| Sword CP: 200 | |
| Bonuses: | |
| Using any one-handed weapon, the warrior gains ATK +3. | |
| The Fighter also gets a critical hit chance when rolling a 9. | |
| Best: HP, STR, ATK, DEF | |
| Average: DEX, MDF, SMP | |
| Weakest: MP, INT, AGI, STL, MAT[/spoiler][spoiler=Sorcerer / | |
| Sorceress]They mostly casts spells which damage enemies, mainly | |
| elemental (Fire, Water/Ice, Earth, Wind). They cannot use light | |
| and dark spells. Males are sorcerers, females are sorceresses. | |
| Requirements: | |
| Rod CP: 200 | |
| Bonuses: | |
| Faster MP regeneration. | |
| Even faster MP regeneration if holding a staff in their hands. | |
| Penalties: | |
| Spells cost more MP when wearing gloves. | |
| Best: MP, INT, MDF, MAT | |
| Average: DEX, AGI, STL | |
| Weakest: HP, STR, ATK, DEF, SMP[/spoiler][spoiler=Battle | |
| Sorcerer / Battle Sorceress]A dual class of Fighters and | |
| Sorcerers/Sorceresses. They can hold their own in a close combat | |
| fight, and also cast magic. | |
| Requirements: | |
| Sword CP: 200 | |
| Rod CP: 200 | |
| Bonuses: | |
| Using any one-handed weapon, they get a +2 ATK bonus. | |
| Spells don't cost more MP while they wear gloves, but metal | |
| gloves cause spells to cost more MP. | |
| Their MP regenerates faster in the field while not in combat. | |
| Best: MP, HP, ATK, MATK | |
| Average: STR, DEF, DEX, MDF, SMP, INT | |
| Weakest: AGI, STL[/spoiler][spoiler=Thief]The sneaky tactics of | |
| thieves mostly are necessary to get past locked doors and stuff. | |
| They are also known as "rogues". | |
| Requirements: | |
| Dagger CP: 200 | |
| Bonuses: | |
| Using any kind of dagger, the rogue gains ATK +1 and DEX +1. | |
| The Thief also gets a critical hit chance when they use a dagger | |
| and rolls a 9. | |
| Best: DEX, AGI, ATK | |
| Average: HP, STR, DEF, MDF, STL, SMP | |
| Weakest: MP, INT, MAT[/spoiler][spoiler=Murderer / | |
| Murderess]Similar to the thief, they use sneaky tactics - | |
| however, this is to get behind enemies and kill them quickly and | |
| painlessly. Males are murderers, females are murderesses. | |
| Requirements: | |
| Dagger CP: 400 | |
| Bonuses: | |
| Using any kind of dagger, they gain ATK +3. | |
| They also get a critical hit chance when they use a dagger and | |
| DMG rolls a 9. | |
| Best: STR, ATK, DEX, AGI, STL | |
| Average: INT, DEF | |
| Weakest: HP, MP, MDF, MAT, SMP[/spoiler][spoiler=Wizard / | |
| Witch]They are similar to the sorcerer and sorceress, but they | |
| use spells which heal and cure team members. They can also cast | |
| spells of light. Males are wizards, females are witches. | |
| Requirements: | |
| Book CP: 200 | |
| Staff CP: 200 | |
| (note: only one of those are required) | |
| Bonuses: | |
| Faster MP regeneration. | |
| Even faster MP regeneration if holding a staff in their hands. | |
| Penalties: | |
| Spells cost more MP while wearing gloves. | |
| Best: MP, INT | |
| Average: HP, DEX, AGI, INT, MAT, MDF | |
| Weakest: STR, DEF, ATK, STL[/spoiler][spoiler=Archer]A person | |
| who mainly uses ranged attacks to hurt his/her opponents. | |
| Requirements: | |
| Bow CP: 200 | |
| Bonuses: | |
| Using any kind of bow (including crossbows), the archer gains | |
| ATK +3 and DEX +2. | |
| The Archer also gets a critical hit chance when they use a | |
| (cross-)bow and DMG rolls a 9. | |
| Best: ATK, DEX, AGI | |
| Average: HP, STR, DEF, SMP, STL | |
| Weakest: MP, INT, MDF, MAT[/spoiler][spoiler=Paladin]A warrior | |
| fighting for the side of light. | |
| Requirements: | |
| Sword CP: 200 | |
| Light Magic CP: 200 | |
| Bonuses: | |
| Using any kind of blunt weapon, the paladin gains ATK +3. | |
| Fighting any kind of undead enemy, the paladin deals increased | |
| damage. | |
| The Paladin also gets a critical hit chance when they use a | |
| blunt weapon and DMG rolls a 9. If they use a blunt weapon | |
| against an undead enemy, they also gets a critical hit chance | |
| when he rolls a 8. | |
| They can cast spells that Priests can cast. | |
| Best: STR, ATK, DEF | |
| Average: HP, INT, MDF, AGI, MAT, SMP | |
| Weakest: MP, DEX, STL[/spoiler][spoiler=Swordmaster]A warrior | |
| who is specifically trained and skilled with swords. | |
| Requirements: | |
| Sword CP: 400 | |
| Bonuses: | |
| Using any kind of sword, the swordsmaster gains ATK +3, DEX +1 | |
| and AGI +1. | |
| They can carry two swords instead of weapon and shield. Thus, | |
| they can attack twice. (The off-hand weapon only has a HIT Roll | |
| reaching from 5 - 15 initially.) | |
| Best: ATK, DEX, AGI | |
| Average: HP, STR, DEF, SMP | |
| Weakest: MP, MAT, MDF, INT, STL[/spoiler][spoiler=Secret Agent / | |
| Spy]A stealthy character who can spy on his/her foes to obtain | |
| information. Males are known as "secret agents" while females | |
| are known as "spies". | |
| Requirements: | |
| Twin Dagger CP: 200 | |
| Bonuses: | |
| Using any kind of knife or dagger, the spy gains STL +3, DEX +1 | |
| and AGI +3. | |
| They can carry two knives / daggers instead of a weapon and a | |
| shield, thus allowing them to attack twice without any penalty. | |
| If they wear gloves they gain a +2 boost to STL. | |
| Best: STL, DEX, AGI | |
| Average: HP, STR, DEF, ATK, INT, SMP | |
| Weakest: MP, MAT, MDF[/spoiler][spoiler=Priest / Priestess]They | |
| mostly casts spells which help people, or, in combat, | |
| light-based spells. By default, their alignment is Lawful. They | |
| are frail, but are best at healing others. They cannot cast | |
| darkness-based spells at all. Males are priests, females are | |
| priestesses. | |
| Requirements: | |
| Staff CP: 200 | |
| Light Magic CP: 200 | |
| Bonuses: | |
| Their MP regenerates faster. | |
| While holding a staff, their HP slowly regenerates every turn in | |
| combat. | |
| Penalties: | |
| Spells cost more MP when wearing gloves unless the gloves has an | |
| effect relating to the Light element. | |
| Best: MP, INT, MDF, DEF | |
| Average: DEX, AGI, STL | |
| Weakest: HP, STR, ATK, MAT, | |
| SMP[/spoiler][spoiler=Necromancer]They mostly cast | |
| darkness-based spells and spells that summon undead. They can't | |
| use light-based spells and their default alignment is Chaotic. | |
| Requirements: | |
| Staff CP: 200 | |
| Dark Magic CP: 200 | |
| Bonuses: | |
| They have faster MP regeneration. | |
| Even faster MP regeneration if holding a staff in their hands. | |
| Penalties: | |
| Spells cost more MP when wearing gloves unless the gloves has an | |
| effect relating to the Darkness element. | |
| Best: MP, INT, MAT, STL | |
| Average: HP, AGI, MDF, DEX | |
| Weakest: STR, DEF, SMP, ATK[/spoiler][spoiler=Elementalist]They | |
| control the basic four elements (fire, water, earth and wind) | |
| and also Quintessence, their default element. | |
| Requirements: | |
| Any weapon CP: 200 | |
| (5[sup]th[/sup] Elementals require 100 CP of any weapon instead | |
| to become an Elementalist) | |
| Bonuses: | |
| They take 10% less damage from fire, water, earth and wind-based | |
| attacks. | |
| They gain a +5 bonus to INT | |
| Penalties: | |
| They take 10% more damage from dark and light-based attacks. | |
| Best: INT, MAT, MDF, MP | |
| Average: HP, DEX, STL, AGI | |
| Weakest: STR, DEF, ATK, SMP[/spoiler][spoiler=Ninja]They are | |
| fast, and near-invisible. Only males can become ninjas. They can | |
| learn several kinds of jutsu. | |
| Requirements: | |
| Katana CP: 400 | |
| Jutsu CP: 200 | |
| (Endanian races require 200 Katana CP 100 Jutsu CP instead to | |
| become a Ninja) | |
| Bonuses: | |
| Using any kind of katana, they gain +2 ATK and AGI. | |
| The Ninja also gets a higher chance of scoring a critical hit | |
| with a katana. | |
| Penalties: | |
| Only male characters can become Ninjas. | |
| Best: ATK, AGI, STL, INT, MP | |
| Average: MAT, HP, STR | |
| Weakest: DEX, MDF, SMP, DEF[/spoiler][spoiler=Assassin]They are | |
| beautiful, but also very deadly. Assassins operate by | |
| infiltration, using disguises, cunning, and stealth. Their | |
| weapons are always coated in poison, and they are also excellent | |
| cooks. However, only females can become assassins. They also | |
| have the ability to spend MP to deal massive damage to their | |
| foes. | |
| Requirements: | |
| Dagger CP: 600 | |
| (Endanian races require 300 Dagger CP instead to become an | |
| Assassin) | |
| Bonuses: | |
| Using any kind of dagger, the assassin gains +4 ATK and +2 AGI. | |
| Wearing light gloves, the assassin gains +5 DEX and STL. | |
| If they wear certain kinds of masks (like oxygen masks) they | |
| gain +2 MDF and become immune to damaging effects that require | |
| them to breathe. | |
| The assassin also gets a higher critical hit rate when they | |
| wield a dagger. | |
| Their weapons are always poisoned. | |
| Penalties: | |
| Only female characters may become Assassins. | |
| Best: STR, ATK, DEX, AGI, STL | |
| Average: INT, DEF | |
| Weakest: HP, MP, MDF, MAT, SMP[/spoiler] | |
| [hr] | |
| Characters in the Chronicles Campaign with Default Elements will | |
| always start with "None" as an element, and will gain access to | |
| their Default Element once they reach Level 5. | |
| In the Otherworld Campaign, they automatically begin with their | |
| Default Element. | |
| All characters can change class when they reach a weapon skill | |
| of 200. Sometimes new classes will be unlocked by this. | |
| Magic CP depend on the element of spells used. | |
| There are many more classes, but they are to be discovered. | |
| About "Best", "Average" and "Weakest" stats: | |
| "Best", "Average" and "Weakest" stats are actually modifiers | |
| regarding how stat points are spent. | |
| Best stats increase by 3 points after the character reaches | |
| level 5. For one stat point, for example, a Fighter could get +3 | |
| HP instead of +1. | |
| Average stats always increase by 1 point. | |
| Weakest stats increase by 0.5 points after the character reaches | |
| level 5. For example, a Fighter has to spend 2 stat points to | |
| get +1 to INT. | |
| #Post#: 5569-------------------------------------------------- | |
| Re: Tome of People | |
| By: Shane Date: August 24, 2013, 6:28 pm | |
| --------------------------------------------------------- | |
| [center]TOME OF PEOPLE | |
| Page 4: Alignments[/center] | |
| Unaligned (default): No bonuses or penalties. | |
| Lawful: Does +25% damage in illuminated areas or at day, but | |
| does -25% damage in dark areas or at night. | |
| Neutral: No bonuses or penalties. | |
| Chaotic: Does -25% damage in illuminated areas or at day, but | |
| does +25% damage in dark areas or at night. | |
| Lawful-Chaotic: No bonuses or penalties | |
| Neutral-Lawful: Does +10% damage in illuminated areas or at day, | |
| but does -10% damage in dark areas or at night. | |
| Neutral-Chaotic: Does -10% damage in illuminated areas or at | |
| day, but does +10% damage in dark areas or at night. | |
| [hr] | |
| NOTE: alignments are unlocked starting at level 3. | |
| #Post#: 11874-------------------------------------------------- | |
| Re: Tome of People | |
| By: Shane Date: November 9, 2013, 6:58 am | |
| --------------------------------------------------------- | |
| [center]TOME OF PEOPLE | |
| Page 5: NPC-Only Classes[/center] | |
| These class is special NPC classes and can only be given to a | |
| character by special means. | |
| [spoiler=Prince / Princess (special class)]The prince or | |
| princess of a royal kingdom. At the moment, this is the only | |
| known class with different bonuses depending on gender. | |
| Requirements: | |
| This class cannot be chosen as a player class. They can only | |
| choose to accept the class if offered. | |
| Bonuses: | |
| Princesses gain a +2 bonus to STL and DEX when wearing gloves | |
| and also gain a +2 bonus to AGI and INT when wielding daggers. | |
| Princes gain a +2 bonus to STR and ATK if they wear no armor or | |
| armor made of leather, and a +2 bonus to AGI and DEX when | |
| wielding swords. | |
| Penalties: | |
| If a Prince or Princess falls in combat (i.e. knocked out or | |
| dead) party characters suffer a -5 penalty to attack for five | |
| turns. | |
| Princes wearing gloves get a penalty to MAT. | |
| Princes: | |
| Best: STR, ATK, AGI, DEX | |
| Average: HP, SMP, MP, MAT | |
| Weakest: MDF, DEF, STL, INT | |
| Princesses: | |
| Best: STL, DEX, AGI, INT | |
| Average: MP, HP, MDF, MAT | |
| Weakest: SMP, DEF, ATK, SMP[/spoiler][spoiler=Rebellin / Rebell� | |
| (special class)]Rebels who fight for a noble cause. Males are | |
| Rebellins, females are Rebell�s. "Rebell�" is an Endanian word | |
| that means "rebellious lady", and "Rebellin" is an Endanian word | |
| meaning "rebellious gentleman". Collectively, they are referred | |
| to as "rebels". | |
| Requirements: | |
| This class cannot be chosen as a player class. They can only | |
| choose to accept the class if offered. | |
| Bonuses: | |
| Rebels gain a +10 bonus to ATK if they are battling enemies with | |
| the [Noble] or [Boss] tags. This only applies to those battles. | |
| For each male party member, Rebell�s gain a +2 to AGI, STL, DEF | |
| and MDF; this only applies to those in the Tome of Wisdom. | |
| For each female party member, Rebellins gain a +2 to ATK, STR, | |
| DEX and MAT; this only applies to those in the Tome of Wisdom. | |
| Penalties: | |
| If a Rebel falls in combat and is revived in the same battle, | |
| all their stats are decreased by 10 points for 5 turns. | |
| Best: HP, SMP, MP, INT | |
| Average: ATK, DEF, MAT, MDF | |
| Weakest: STL, STR, DEX, AGI[/spoiler] | |
| [hr] | |
| Characters in the Chronicles Campaign with Default Elements will | |
| always start with "None" as an element, and will gain access to | |
| their Default Element once they reach Level 5. | |
| In the Otherworld Campaign, they automatically begin with their | |
| Default Element. | |
| All characters can change class when they reach a weapon skill | |
| of 200. Sometimes new classes will be unlocked by this. | |
| Magic CP depend on the element of spells used. | |
| There are many more classes, but they are to be discovered. | |
| About "Best", "Average" and "Weakest" stats: | |
| "Best", "Average" and "Weakest" stats are actually modifiers | |
| regarding how stat points are spent. | |
| Best stats increase by 3 points after the character reaches | |
| level 5. For one stat point, for example, a Fighter could get +3 | |
| HP instead of +1. | |
| Average stats always increase by 1 point. | |
| Weakest stats increase by 0.5 points after the character reaches | |
| level 5. For example, a Fighter has to spend 2 stat points to | |
| get +1 to INT. | |
| #Post#: 12060-------------------------------------------------- | |
| Re: Tome of People | |
| By: Shane Date: November 10, 2013, 2:23 pm | |
| --------------------------------------------------------- | |
| [center]TOME OF PEOPLE | |
| Page 6: Secondary Classes[/center] | |
| [spoiler=Combonist]Combonists are a special class, in that they | |
| count as a Secondary Class (meaning Combonists are technically | |
| allowed to have two classes). This class can never be the main | |
| class, thus it's possible to have a Civilian Combonist. Combo CP | |
| is gained by participating in combination attacks. | |
| Requirements: | |
| Combo CP: 100 | |
| Bonuses: | |
| They get 2 extra hits in a combo. | |
| Best: (N/A) | |
| Average: (N/A) | |
| Weakest: (N/A)[/spoiler][spoiler=Duelist] | |
| Duelists are a special class, in that they count as a Secondary | |
| Class (meaning Duelists are technically allowed to have two | |
| classes). This class can never be the main class, however, so | |
| it's possible to have a Civilian Duelist. Duelist CP is gained | |
| by participating in card games. | |
| Requirements: | |
| Duelist CP: 100 | |
| OR | |
| Card CP: 200 | |
| Bonuses: | |
| They get 1 extra hit in a combo. | |
| They can use Card weapons more efficiently, dealing more damage. | |
| Best: (N/A) | |
| Average: (N/A) | |
| Weakest: (N/A)[/spoiler][spoiler=Chess Player] | |
| Chess Player are a special class, in that they count as a | |
| Secondary Class (Chess Players may, thus, have two classes). | |
| This class can never be the main class, however, so it's | |
| possible to have a Civilian Chess Player. Chess CP is gained by | |
| playing chess matches. | |
| Requirements: | |
| Chess CP: 250 | |
| Bonuses: | |
| Chess-elemental spells deal double damage on a critical hit. | |
| Chess-elemental spells deal quarter damage to enemies immune to | |
| Chess instead. | |
| Best: (N/A) | |
| Average: (N/A) | |
| Weakest: (N/A)[/spoiler][spoiler=Chessmaster] | |
| Chessmasters are a special class, in that they count as a | |
| Secondary Class (Chessmasters may, thus, have two classes). This | |
| class can never be the main class, however, so it's possible to | |
| have a Civilian Chessmaster. Chess CP is gained by playing chess | |
| matches. This class replaces the Chess Player class. | |
| Requirements: | |
| Chess CP: 1000 | |
| Bonuses: | |
| Chess-elemental spells deal quintuple damage on a critical hit. | |
| Chess-elemental spells deal normal damage on enemies immune to | |
| Chess instead. | |
| Chess-elemental spells deal �1.5 damage to enemies resistance to | |
| Chess instead of weakening it. | |
| Evernight and Everlight characters and NPCs become peaceful to | |
| the party as long as the Chessmaster has at least 1 HP or more. | |
| Best: (N/A) | |
| Average: (N/A) | |
| Weakest: (N/A)[/spoiler] | |
| [hr] | |
| Characters in the Chronicles Campaign with Default Elements will | |
| always start with "None" as an element, and will gain access to | |
| their Default Element once they reach Level 5. | |
| In the Otherworld Campaign, they automatically begin with their | |
| Default Element. | |
| All characters can change class when they reach a weapon skill | |
| of 200. Sometimes new classes will be unlocked by this. | |
| Magic CP depend on the element of spells used. | |
| There are many more classes, but they are to be discovered. | |
| About "Best", "Average" and "Weakest" stats: | |
| "Best", "Average" and "Weakest" stats are actually modifiers | |
| regarding how stat points are spent. | |
| Best stats increase by 3 points after the character reaches | |
| level 5. For one stat point, for example, a Fighter could get +3 | |
| HP instead of +1. | |
| Average stats always increase by 1 point. | |
| Weakest stats increase by 0.5 points after the character reaches | |
| level 5. For example, a Fighter has to spend 2 stat points to | |
| get +1 to INT. | |
| ***************************************************** |