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#Post#: 5557--------------------------------------------------
Tome of People
By: Shane Date: August 24, 2013, 5:57 pm
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[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
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[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
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[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
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[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
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[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
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[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.
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