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i would say both would be good, as it would allow them to focus mainly on their magic instead of their other stats. so i think staffs and light armor would be better for magi like myself and Gab
 
Energy Focus is great for both STR and DEX, but anyone can use it, Mages and Assassins can use it, so it's not unique to Warrior's.

A spell to increase DEF would be useful, but I have no doubt, there's no need to worry about that, surely there will be a spell for that, I'm assuming in the next areas.

You guys speak Mages, I speak Warriors, it's just who we are. :P
 
I believe that someone forgot that Berserk does exists...

Anyways, warriors focus on STR, DEF, and DEX.

Assassins love to screw your stats around, although they are not quite strong with meele attacks like the warriors. They also the ones who are the best in evasion and speed.

And mages can screw your stats a bit, but they focus on all kinds of spells; support spells, offensive and defensive spells, and one turn hard hitting spells (similar to what a warrior could do with a sword).
 
Berserk is likely to be Warrior only. As for the the Mages...I would like Staffs to be introduced. I assume they'll have modifiers that benefit magic?
 
Hmmm, perhaps you could introduce quests for 'Legendary Weapons'?
As for when, maybe in the next City or Town's shop, but the weapons will start out with weaker modifiers; however, still benefiting your class. Eg: Staff of Wisdom - +10 MAG, or + 40 MP. Warlords Blade - +10 STR, or +40 HP.

Btw, Assassins could also have an added bonus of utilizing the Gil/EXP/Loot bonus. Maybe some of their weapons could have those effects? It'll give them a more unique feel.
 
i like your ideas gab. can we maybe make scythes as an available weapon? scythes are my Fav weapon.

Edit: hey when are you guys going to be fixing the mages tunnel? i am finding it impossible to level up in there :( please tell me you are going to fix it soon.
 
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I agree we should have some light Armour and staffs maybe the armors could have like 40 mag def and 15 or something magic probably thats just like a beginning Armour?And maybe like on the staff 55 or something magic attack and maybe like 10 mag def or none. Just some suggestions.
 
I recall handing some scythe images to Julius a few months ago, dunno what happened about that though. :monster:

Also, will there ever be stat lowering spells and possibly even some mp lowering spells brought in at some stage?
 
Ok, if it makes the mages happy, I'll just give you all a little hint. The whole mage equipment that will be available soon (although a bit expensive...) does not weight more than 200, so yeah, they are quite light.

The new set includes:
-Armour
-Helm
-Staff
-Ring
-Boots

I would like to suggest warriors that, even though they focus on str and dex, that is no excuse to forget about other stats such as Mag Def. So it is advisable to drop a an attribute point or two on those stats once in a while.
 
Well, with my previous question unanswered as of yet, I thought I'd provide some examples of stat-lowering spells you could consider.

Power break: Lowered strength
Blind: Lowered dexterity
Magic break: Lowered magic
Slow: Lowered speed

And for some stat increasing spells (yes, I know there are already some such as berserk :P)

Haste: Increased speed
Rage: Increased strength
Willpower: Increased Magic/Magic defense
Second Skin: Increased defense

And for mp reducing spells, how about different spells for varied mp reducing effects? Such as...

MP crash: Damages mp 1 turn
MP bleed: Saps mp gradually for a certain number of turns
Mindblow: Damages 25% mp (if that is actually possible)

Any of these ideas any help?
 
They do indeed, and we've been considering similar ideas in the RPG HQ to be implemented in future areas. Spells such as Haste has already been added, and we are mostly aiming to add spells from FF games.

We can, though, add spells from our own creation (or suggested by members).

As for the status of the game. The assassins' and mage's areas are mostly completed, the only one were are editing is the warrior area because we found some flaws in the original design. Do not be discouraged, for I believe we will open this areas very soon, like possibly next week.
 
And also, when new attack abilities are available (like battle cry) will there be any that can have weakening effects on other stats as well as hp? Such as lower mp or DEF or something? Or can attacks only ever target hp?
 
As soon as next week? Nice. I'm not even nearly to the end of the Mage tunnels (btw, the second tunnel has a spelling error: Tunel of Conquest (M2)), the monsters kill me with Massacre, I guess I can't just get through this with increasing just HP over MAG DEF, I'll have to increase MAG DEF some, too, even though attribute points put to HP add 18 points more... >_>

Edit: Okay, somebody's got to tone the monsters in the Tunnels of Conquest down! I've beaten them twice in (M1), and got owned quickly by them 4 times! Something's gotta change here! >_<

Their spells do twice as much damage as mine...
 
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1. Increase your LV.
2. Master your current spells
3. They were already toned down.
4. The minimum LV for Tunnel 1 (Conquest) is around 14 to 15. So that means you should level up more for the other areas -__-


Now to what I wanted to discuss. Ladies and Gentlemen, the tunnels beyond level 3 have been opened for all areas (Conquest, War, Famine). Enjoy the nice bosses we have set at the end of each Tunnel :devil2:
 
Yeah....why isn't the new Shop area viewable on the World Map? I'm not going through the tunnels with 300K stashed in my wallet. :/
Could you make it viewable please?
 
The bosses were peace of cake :/ but now is there any other thing after Hashashin Training Ground? because I can't find any and there are no monsters in it :gasp:
 
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