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Hello everyone, good day to you all. 

 

I have recently been thinking about how classes in RPGs, mostly how there is a hell of a lot of them, but I've also been wanting to come up with a new topic for this section of the forums, so I decided to come up with something of a group project: The RPGMaker Class Database!

 

What is The RPGMaker Class Database(TRMCD for short)? Well, it's what it sounds like, a database here on the forums for people to post classes for others to use in their own games. I think this will be nice for anyone who has problems coming up with their own classes, or just want to use ones from other people on a short project and don't want to spend to much time coming up with stats, or strengths for certain classes.

 

 

Rules:

1. You must include the following:

   -1a. Class name.

   -1b. Combat roles. (what they do in combat such as, Single target physical/magical damage, physical/magical defense, status effects, ect...)

   -1c. Strengths and weaknesses. (Things like elemental affinities, stat values - High, medium, low are fine, but you can give exact numbers if you want.)

2. Please nothing sexual, or offensive. This is a resource for everyone, let's not get trolly here.

3. Please don't double post a class.

 

 

Class formatting:

 

Class name:

 

Combat roles:

 

Strengths:

 

Weaknesses:

 

Stats:

 

Additional information(Read the Additional Stuff section below):

 

 

I'll start us off with three fairly basic classes.

 

Warrior:

 

Combat Roles: Single Target Physical Damage.

 

Strengths: Half damage all physical attacks.

 

Weakness: Ice, Electrical, Fire.

 

Stats:

 -Medium Health points

 -Low Magic points

 -High Strength

 -Medium Defense

 -Low Magic Attack

 -Medium Magic Defense

 -Low Agility

 -Low Luck

 

Thief:

 

Combat Roles: Status Effects.

 

Strengths: Electrical, Slashing attacks.

 

Weakness: Fire, Blunt.

 

Stats:

 -Medium Health points

 -Low Magic points

 -Low Strength

 -Medium Defense

 -Low Magic Attack

 -Low Magic Defense

 -High Agility

 -Medium Luck

 

Wizards:

 

Combat Roles: Group Magical Damage. Single Target Healing.

 

Strengths: Fire, Ice, Electrical, Earth.

 

Weakness: All Physical Attacks.

 

Stats:

 -Low Health points

 -High Magic points

 -Low Strength

 -Low Defense

 -High Magic Attack

 -Medium Magic Defense

 -Low Agility

 -Medium Luck

 

Additional Things:

 

You can add on an "Additional Information" section to your class where you can add any additional information on the class that you want, such as backstory for the class (How you came up with it, where you got it, or what the backstory of it in your game's world), equipment, additional quirks, so on, so forth.

 

If a class is meant to be a joke, maybe consider tagging it with (Joke) in the name. Just so people know ahead of time.

 

Feel free to edit and change any class you find on this thread to better suit your game.

 

Hope this gets big, I really think this will be helpful to people. Have fun, and be creative!

 

Forum Member Classes:

 

Warrior-like:

 

 

1.Class name: Fencer(Kotori)
Combat rolesFront line tank/Damager hybrid
StrengthsCan block/parry attacks as well as do counters. They also uses various stances which provides increased counter, parry, or defense against certain elements and attacks.
Weaknesses:Can't really have a meaningful impact without being attacked first.
Stats:
-Average stats in exemption of high ATK and AGI

 

2.Class name: Crusader(lonequeso)

Combat roles: Similar to a Paladin, but more offensive. He's a warrior/mage hybrid. Self buffs and a mix of single target and area attacks.

Strengths: slight boosts to CEV, MEV, and CRI. Even though he's a mage, he can wield a sword and equip medium armor. He has skills that uses both ATK and MAT.

Weaknesses: His greatest strength is also his greatest weakness. Wielding a sword takes away a lot of MAT. Medium armor isn't as good at providing MDF as robes or light armor.

Stats: High ATK, DEF, average MAT, HP, MDF, low AGL, LUK

 

3.Class name: Lord(LordSquirrel)

Combat roles: Party buffs, and single target criticals.

Strengths: Above average CEV, CRI, ATK, and high LUK, can inspire party members with various types of battle speeches.

Weaknesses: Below average MDF, AGI, and cannot use battle speeches when silenced, poisoned, paralyzed, or stunned.

Stats: High LUK, Above Average ATK. Average HP, DEF. Below average MAT. Low MDF, AGI.

 

Additional Info:

Equipment: Medium armor, rapiers, crowns.

 

4.Class name: Berserker(Zhakrissto)

Combat roles: Tank/Single target dps

Strengths: Can take a lot of punishment and whip it out to!

Weakness: Only physical damage and need to be at low Hp to maximize dmg output. (rewards risky gameplay) Aswell as easy target for ailments

Stats: Exceptional HP, High ATK, High DEF the rest is low.

Additional Info: The idea behind the class can most easily be illustrated by a skill formula.

Absolute rage: a.mhp/a.hp * 4 * a.atk - 2 * b.def

for those not into math this means: Full hp=normal attack, 50% hp= 2 * dmg, 25% hp= 4 * dmg and 1% hp= 100 * dmg

Equipment: No armor, knuckles, charms

 

5.Class name: Bladedancer(Guyver)

Combat role: Dps

Strengths: The strengths of this class vary depending on the stance. Flurry will excel at melee combat, providing fast hitting and multi-target strikes. Ruptured Magic will give you an arsenal of double casting magic that are coupled with status effects. The Sinful Bliss stance mimics the seven deadly sins and gives you a wide array of damage and utility skills to use. It also has an increased evasion chance as it moves across the battlefield in one fluid motion.

Weakness: The base stats of the class are average, and once you alter your stance in battle you have to make sure to properly equip yourself afterwards. The only downside to this is the equipment management after stance changes. You cannot use the stance outside of battle in advance. Once a battle is finished, the stances effects are wiped and you cannot access the skills again until you're in the selected stance.

Base Stats: Average

Flurry Stats:

All stats except for luck are increased by 190% with attack being increased by 245% and speed being increased by 225%

Ruptured Magic Stats:

All stats except for luck are increased by 190% with magic attack being increased by 245% and speed being increased by 225%

Sinful Bliss Stats:

All stats are increased by 225% with luck being increased by 125%

Increased critical chance.

Base Equipment:

Mail Armor, Magic Armor, Plate armor. Single Swords and Heater Shields only for the base stance.

Flurry Equipment:

Dual Swords. Seals magic and heavy plate armor.

Ruptured Magic Equipment:

Magic Wands or Greatstaff. Seals plate and mail armor.

Sinful Bliss Equipment:

Two handed Maces. Seals magic and mail armor.

 

6.Class name: Barbarian NOTE: My every class in my game can be upgraded once. This is an upgrade to Barbarian. Consider it a two for one.(lonequeso)

Combat roles: Berserking! This class can deal the highest physical damage of any class. 

Strengths: She wields two-handed weapons which is in part responsible for her high ATK. She has bonuses to HP and ATK, too.

Many of her skills are multi-target, potentially letting her decimate groups of enemies.

Weaknesses: Two-handed weapons mean no shields. She can only equip light armor as well leaving her vulnerable to physical attacks. She also burns through SP (skill points) quickly.

Stats: Very high HP, ATK. avg DEF, MDF. low MDF, LUK, SP.

 

7.Class name: Rage Knight(Guyver)

Combat role: Dps

Strengths: Deals massive single target or area of effect damage depending on which skill line you buy as one locks out the other.

Weakness: The majority of its skills require you to sacrifice your health to use. The lowest base defense and magic defense stats in the game. It's the definition of a double edged sword as your attacks will drag aggro on top of the health cost.

Stats:

Large health pool, tied for second in the game with the Necromancer class.

Exceptionally large attack stat.

Low defense and magic defense.

Increased base critical chance.

Increased change to be targeted as the berserker is a huge threat on the battlefield.

Equipment: Dual Wield axes and wears heavy plate armor.

 

8.Class Name: Pirate(lonequeso)

Combat Role: Bit of a tank. Heavy offense/defense Solid HP to take hits. Self-buffs, too.

Strengths: He can dual wield with daggers an pistols. Pistols are a weapon unique to his class. 

Weaknesses: Pistols are a tad inaccurate. 

Stats: High HP, ATK, LUK. avg DEF. low MDF, AGI, MMP. (he doesn't use magic so no MAT.)

 

9.Class: Armsman(HeckHound)

Role: Melee Damage / Tank

Strengths: Versatility in building; access to different skills depending on their equipment (For example: Maces are control weapons with little damage while greatswords are cleaving weapons hitting all enemies with little defensive capability). High base ATK and HP.

Weaknesses: No access to magic damage, susceptible to magic damage, stats heavily influenced by equipment (heavier, 2H weapons lower AGI for greatly increased ATK, while faster, 1H weapons don't have the AGI penalty but also don't increase ATK.

Additional Info: Equipment and Skills

Each weapon has a different purpose:

* Sword - Medium damage, balanced 1H weapon that can be dual-wielded, in offhand or equipped with a shield.

* Greatsword - High damage, slow 2H weapon that's focused around cleaving abilities. 

* Mace - Low damage, medium speed 1H weapon that has a high amount of control skills.

* Warhammer - Medium damage, slow speed 2H weapon that focuses around lowering defense and cleaving abilities.

* Shield - Low damage, passive 1H that has a range of defensive skills.

 

The Armsman's skills are dependent on what weapons they have equipped. A number of these skills will be gained from the Main-Hand Weapon, a number from the Off-Hand Weapon, and a number based on the combination of weapons. For example:

 

Sword

Sword MH

* Snickersnack - Slash a target twice. Damage also based on AGI.

* Thrust - Deals damage. Increased crit chance if target's defense is lowered.

Sword OH

* Riposte - Counterattack any attacks for 2 turn.

* Hamstring - Deal damage and lower the target's AGI for 2 turns.

Sword/Sword

* Flurry - Slash a target 4 times. Damage also based on AGI.

Mace/Sword

* Unbalancing Blows - Strike twice, lowering the target's ATK and DEF.

Sword/Shield

* Phalanx - Increases your defense and counterattack for 1 turn.

Greatsword

* Mittelhau - Hits all enemies

* Ochs - Boost your ATK and CRIT for 1 turn.

* Zornhau - Hit all enemies enemy, dealing high damage. If the enemy is blocking, the block is removed and the damage dealt is reduced by x%.

* Versetzen - Gives the user a chance to parry for 2 turns.

* Mordschlag - Hit an enemy with the crossguard, ignoring armour and dealing high damage.

 

 

10.Class: Dreadlord(HeckHound)

RolesPhysical + Magic Damage / Offensive Support

Strengths: Strong offensive buffs, versatility in damage types.

Weaknesses: Weak to Fire and Light spells, healing and mana replenishment not that effective, buffs cost health.

Stats:

HP: High

MP: Med

ATK: Med

DEF: Low

MATK: Med

MDEF: Low

AGI: Low

LUK: Low

Additional Info: Orders

Orders are offensive buffs unique to the Dreadlord that last one turn. While powerful, they also cost the Dreadlord a % of their MAXHP. For example:

Order of Pain - Allies have increased ATK and are guaranteed to crit.

Order of the Night - Allies attack inflicts Dark damage, Blinds and Silences their target.

Order of Dominance - Targeted ally has increased Target Rate.

Order of Fury - Allies attack twice.

 

11.Class nameBouncer(lonequeso)

Combat Role: Think of him as a modern day Paladin. A warrior type that can protect and Cover allies. Fairly well rounded with attack and defense skills.

Strengths: Resistant to Stun, Paralysis, and Sleep, Confusion. High CRI/CEV.

Weaknesses: Less resistant to Provoke and Charm. High Target Rate.

Stats: High HP. ATK, DEF.  Avg AGL, LUK.   Low MMP, MAT.

Additional Info: Has a passive ability to Cover allies and/or a Cover skill.

 

12.Class nameMafioso(lonequeso)

Combat Role: There's a few variants I have in mind for him. The one I'm listing is: Damager/Supporter. He is the one who gives the others their marching orders which equates to stat buffs. Though he prefers not to get his own hands dirty, when needed he can do a lot of damage.

Strengths:  He's a master at covering his tracks thus he has a low Target Rate and high EVA, CEV. Immune to Paralysis.

Weaknesses: Low MEV. His damaging skills are powerful, but take time to charge. Less Resistant to Poison.

Stats: High HP, ATK, LUK.   Avg. MMP, DEF.  Low AGL, MDF

Additional Info: His weapons of choice are his trusty Sledgehammer and his Tommy Gun. The former is for heavy single target damage (likely one with a chance to insta-kill), the latter for AOE. He also has a couple special skills to go with his chosen profession.

 

Bribe: He uses the parties gold to do one of two things. He can try to convince a single enemy to leave the battle, or with more gold he can have the enemy defect. It's not a Charm state. The enemy actually becomes part of the player's party for the remainder of the battle.

 

Extortion: When an enemy's HP is at 10% or below, this skill can be used successfully. The Mafioso tells the target, he'll spare his life if he agrees to give him gold or items. It would be randomized to what, if anything the target gives. Most common would be a random range of gold or common items i.e. potions, antidotes. The uncommon drops would be higher values items or equipment. The rarest would be rare drops. Unique items and equipment.

 

These classes would be perfect for a more modern themed game. By modern I mean from 1920's to present. I'm thinking of a fun Prohibition Era crime-themed game. It also lends itself to a game where you play as an anti-hero or even a villain. Imagine the main character is Al Capone

 

13.Class name: Enforcer(lonequeso)

Combat role: Tank. He has both physical and magic attacks. He is almost a pure damage with a wide range of damaging skills and a coupe self-buffs.

Strengths: High CRI. He has a small chance to counter physical attacks. Immune to Fear.

Weaknesses: High Target Rate, Low EVA. Less resistant to Confuse and Provoke.

Stats: High HP, ATK, MAT. Avg MMP, DEF, MDF. Low AGL, LUK

 

 

 

Rogue-like:

 

 

1.Class nameGunner(Kotori)
Combat rolesBack line support damager
StrengthsHas a multitude of different bullet types such as status ailment shells, elemental bullets, multi target rounds, and armor piercing shells. High utility with healing bullets as well.
WeaknessesThey need to load their gun first before unleashing a skill which makes all their skills 2 turns before execution
Stats:Low HP Average stats since most bullets use different stats depending on bullets 

 

2.Class Name: Bard(HeckHound)

Combat Roles: Healer / Buffer

Strengths: Great Buffing capacity, grows stronger as the fight goes on because of stacking note buffs.

Weaknesses: No attack capabilities. Basic attack heals for a small amount.

Additional Info - Notes and Chords

Each skill produces a different Note - C for healing, D for defensive buffs and E for offensive buffs - all of which provide a small buff to allies as well. When the Bard has a note on them, skills of that Note are improved. When the Bard has 3 notes of the same type, they gain access to a Chord skill which consumes the 3 Notes for a big effect. For example, playing the C Chord skill Soothing Aria heals all allies for a % of their health and removes all negative effects, while the D Chord Sonic Shield skill provides defensive bonuses against all elements.

 

3.Class Name: Archer(HeckHound)

Combat Roles: Physical Damage Dealer

Strengths: Versatility through different arrow types. High attack capability through arrows and self buffs.

Weaknesses: Basic attack and skills require arrows. Low defense against magic.

Additional Info - Arrows

* Barbed Arrow - apply a stacking Bleed (%HP/turn) effect.

* Poison Arrow - apply a Poison (1%HP/Turn + Healing reduction) effect.

* Piercing Arrow - Ignores armour.

 

4.Class nameSpell Thief(Kotori)

Combat rolesFront line debuffer/Trickster
StrengthsExtremely fast and has high evsion. Spell Thieves has the ability to not only steal items and money from enemies but also temporarily steal stats and add it to its own. They can also steal certain enemy skills to use against their enemies. 
WeaknessesHis skills are mostly temporary stat buffs and debuffs plus their skill pool is limited if you don't steal enemy skills.
StatsVery high AGI and LUC
Low MDEF and DEF
Moderate ATK and MATK

 

5.Class nameAnimal Handler or Animal Master (LucidK)

Combat roles: Versatile, depending on the animals trained and tactics used.

StrengthsAgain, depends on the animals.

WeaknessesAgain, depends on the animals.

Stats: Yet again, it depends on the animals.

Additional information(Read the Additional Stuff section below):
The premise of this class is to rely VERY heavily on the pets/animals that the user has trained. Think of Pokemon, where the trainer very rarely does anything. The difference here is that the actor will have a weapon to use as well. The actor will acquire various pets/animals throughout the journey, but only be able to bring along 2-3 at a time (depending on animal size). The actor then can call upon said animals in and out of battle, giving various advantages and disadvantages. For example, should the user bring a spider along, the spider can climb walls, shoot webbing, and poison enemies. The downside, however, is that the spider is quite squishy and has low HP and DEF. Should the user decide to bring a wolf along, the wolf can deal decent damage, but has a high dodge rate, so it will last longer in battle. Outside of battle, the wolf can be used to prowl and sneak up on enemies.

 

6.Class name: Assassin(LordSquirrel)

Combat roles: Heavy damage in the early rounds, status effects in the later rounds.

Strengths: Strong physical attacks, high critical early on, skills with possibility of instantly killing targets in the early rounds.

Weaknesses: Below average DEF, attacks lose power as the battle goes on, very low MDF.

Stats: High AGI, LUK. Average ATK. Below Average DEF. Very Low MDF, MAT.

 

7.Class name: Gambler(Wendell)

Combat roles: Single/All targets physical and magical damage

Strengths: Can do a LOT of damage sometimes

Weaknesses: Can do LITTLE damage sometimes

Additional Info: using custom formula you can make all his physical and magical skill do damage depending on random numbers or based on his Luck stat. Using dices or cards for the animation will give a sweet tone to this. You can also add a skill to do damage based on the current party's gold.

Stats: Average all, but high LUCK

Equipment: cards, dices, light armors, boots

 

8.Class name: Ninja(Zhakrissto)
Combat roles: Single target dps/combat controle
Strengths: Gets 2 turns, apply status effects and stun the opponent.
Weakness: Dies easily and may struggle with heavy armor opponents.
Stats: Below average HP, Above average ATK, Low DEF, Average MDF, Very high EVA, High MEV, Very high AGI. Attacks twice per turn!
Additional Info: Skills include a few stuns and selftarget protection against debuffs. Weapons inflicts varius states, bleed, poison, blind etc.

So choose weapons for the occasion. Class allows/demands player to controle the flow of battle.
Equipment: Dual wield daggers, light armor and protective belts

 

9.Class Name: Harvester(Mystic Pheonix)

Combat roles:Plant Killers / Item Hunters 
Strengths:They have nany skills involves fighting plants monster. They can enhance the healing effect of vegetable items.
WeaknessesHeavy physical attack, Ice Element (Farmers does not like winter)
Stats:
-High Strength
-High Magic Point
-Low Defense
-Medium Agility
Additional information(Read the Additional Stuff section below):
They are not a farmer! They are the harvester! The main role is to fight a plant-monsters, and gain advantages from them. This class can be very cool because they can be equipped with a large sickle. They can also wield an axe, a chainsaw. Their cool skills included: Scythe Boomerang, Grasshopper Swarm, Termite Swarm, Summon Crows, Draining HP from a plant enemy. 
 
10.Bartender: (lonequeso)

Combat Role: Supporter/Debiltator. He provides liquid courage to his allies, and disorients his enemies.

Strengths: Immune to Poison and resistant to Charm. Low Target Rate (who tries to beat up a bartender?   :P )

Weaknesses: He has zero damaging attacks so he has to keep his allies healthy. Low EVA/CEV. (He's not used to direct combat so when he is attacked, he ain't good at dodgin'.)

Stats:  Low HP, ATK, DEF.   Avg MAT (if he has healing skills)   High MMP, AGL, LUK

Additional Info: You'll see a pattern develop with the next few.

 

11. Class nameProstitute(lonequeso)

Combat Role: Debiliator. Lots of debuffs. She can Charm and Poison. (that's why you always use protection  ;)) She's kind of like a succubus so she can use drain skills, too. 

Strengths: Immune to Charm and Poison. High MEV. All her damaging attacks are Drain skills.

Weaknesses: High Target rate and low Evasion. Though her damaging attack Drain, they are also limited in number.

Stats: High MAT, MMP, LUK, MDF  Avg. HP, AGL.  Low ATK, DEF

Additional Info: Excels against Mages, but is very vulnerable to physical damage. She has a special skill that works similar to a thief's Steal. Using it has a chance to increase the amount of gold dropped by enemeis.

Stripper: This is a variant of Prostitute that can either by used in it's place or an alternate character class. Everything is the same except where I'm about to note.

She has no Drain abilities. She can Stun and Confuse, but not Poison. She has no damaging skills at all. Her EVA and Target Rate are higher.

 

12.Class name: High Roller(Rezanta)

Combat roles: Support, AOE damage

Strengths: Has every element under their belt. Also can be immune to cover their poor stats.

Weaknesses: Low defenses and possibly one of the less "safer-to-use" characters with buffs.

Stats: Average Atk

Medium-Low Def

Above average Matk

Medium-Low Mdef

Average Agi

Luck is determined by skills and spells.

Additional information: (This is totally not based off my Gambler class... Ion, don't surprise them...  ;) ) Anyway, the high roller can be really random, or really state (status) heavy, hoping that the setups kill, seeing how it can be kill or be killed. As for weapons, I think that, again, follows the first setup.

 

 

 

Wizard-like:

 

 

1.Class Name: Elementalist(HeckHound)

Combat Role: Magic Damage Dealer

Strengths: Versatility due to each element's attributes (Air can bypass some defense while Water can dampen magic) and can benefit from all stats. Fire benefits from the ATK stat, Lightning benefits from MATK stat, Air benefits from the AGI stat, Water benefits from the MDEF stat and Earth benefits from the DEF stat. Ability to specialise while in battle through Attunements.

Weaknesses: Low stat growth. Low HP. Useless without MP. Attuning will lock out spells from the other elements.

Additional Info - Attunements

Attunements attune the elementalist to an element, adding that element to the basic attack and boosting the stat attributed to that element. However, when attuned to a particular element, you lose access to spells from the other elements and maintaining an attunement requires MP each turn.

 

2.Class Name: Hexer(HeckHound)

Combat Roles: Debuffer / Magic Damage Dealer

Strengths: Access to unique debilitating effects. High health pool.

Weaknesses: Hexes require items and/or health as a spell cost. No way to regain health outside of items.

Additional Info - Hexes

* Rend Enchantment - Removes a buff. Deals damage if buffs are removed.

* Pyrrhic Victory - If an ally is killed, the hexed target takes damage and is stunned.

* Salt the Earth - All enemies cannot receive healing or beneficial buffs for x turns.

 

3.Class Name: Scholar(HeckHound)

Role: Character Development

Strength: Allows other classes to learn forgotten, high-level skills by researching old ruins and texts and develop their existing skills by observing them in battle.

Weaknesses: Ineffective in combat.

Additional Info

Scholars can recognise elements in the world that have value to those who follow the path of learning, revealing long forgotten history and skills. For example, an old ruin may contain information about a skill that allows an Elementalist to become an Avatar of the Storm, giving them access to Lightning, Wind and Water spells.

 

As well as this, they can help their allies improve their skills by observing how they work. For example, they may improve the efficiency of spells, lowering their mana cost, or improve the efficiency of movement, increasing the skills HIT rating.

 

4.Class name:Moderator - Joke(thejaxinator03)

Combat rolesOdd States

Powers that have chances

StrengthsCan deal a lot of a damage if they can hit

OP Weapons

Weaknesses: All the attacks have chances so they can be awful and never hit

Stats: Low stats for all but LUK

Additional information

these can be weapons or skills"

Slay Sword 50% Chance to stun

Ban Hammer 10% Chance to "Ban" Add Death State

Some Skills:

Cage 25MP 25% Chance to trap the enemy in a cage

Promote 110MP 80% Chance to buff 1 ally

/Give 100MP 50% Chance for a random item

 

5.Class namePuppet Master(Kotori)
Combat roles: Back line spellcaster
StrengthsSummons puppets to do various stuff such as a white mage puppet to heal HP, a black mage puppet to deal magic damage, a knight puppet to buff DEF, and an assassin puppet to deal backstab damage.
WeaknessesPuppets are not actual units but rather on skill summons, once the skill is finished, they vanish. Extremely high MP Cost and very low HP to combat their utility.
StatsHigh MATK, MP, and MDEF
Low HP, DEF, and AGI
Moderate ATK, and LUC

 

 6.Class name: Herbalist(lonequeso)

Combat roles: She fairly well-rounded. Her main focus is debilitating enemies with status conditions. She also has a handy support skill that can remove most statuses from the party.

Strengths: My character classes don't have any passive bonuses for elemetals, statuses, or defuffs. She has a slightly higher crit, and EVA, and lower Target Rate.

Weaknesses: She can only equip light armor, which leaves her more vulnerable to non-magic attacks. She wields a bow which

makes her unable to wield a shield.

Stats: High attack stat (though her damaging skills aren't particularly strong) High AGL, and LUK. Low DEF, Low HP, Avg MDF. No MAT.

Additional information: She has a fun little skill called Binding Roots. The attack itself is pretty weak, but it hits up to 3 random enemies and applies a unique DoT condition and has a 10% chance to Paralyze.

She can also craft potions outside of battle.

 

7.Class name: Ritual Mage(Vectra)

Combat roles: They work in the background and tend to be best in groups with other classes. That is because the others can act as a distraction by fighting like how they usually fight. This gives the Ritual mage a chance to do some serious damage. They appear to not be much but if you don't pay attention, they can lead you straight into a trap.

Strengths: Has the highest MP of all classes since it's skills cost due to their effects. The ritual mage can adapt to many situations you put him/her in; they do well in offense and defense. They have spells, mages would normally have, but they also have their ritual spells.

Weaknesses: Their ritual spells take turns to activate. This is why it's good for them to be in a group. While the enemy is focused on the paladin and such, the ritual mage is in the background trying to do some around-the-bush damage. When they are by themselves, they can use ailments to buy them time but that'll only last for so long. Hopefully, the ritual mage has done enough rituals to destroy the enemy but if they are fighting a group, unless they can't be interrupted, they are kind of dead unless the enemies are weak.

Stats: High MAT, MP,and AGI;  average HP; and low DEF.

Additional Information: I, in a way, have this class in World of Chaos but it's not called the ritual mage; it's just called the basic, "The mage." In my game, you don't get rituals until level 25 but that's because how my game is set up.
 
The reason I know that the enemy isn't going to pay much attention to the ritual mage is because I fought an enemy like that, that I made. When I fought him and his team, I kept forgetting about him because the Templar and Battle-mage was beating the crap out of my team. Next thing you know, the ritual mage gave his allies positive ailments and you negative ailments without you noticing.
 
8.Class Name: Psychic(lonequeso)

Combat RoleCheating at cards She's a debilitater.  Debuffs and the ability to control enemies' minds which inflicts Charm.

Strengths:  Bonuses to MEV and MaxMP, low target rate

Weaknesses: Low EVA, CEV, CRI.

Stats: Below avg HP, DEF, ATK.  avg MAT, AGL.   high MMP, LUK

Additional stuff: Like I said before, she can Charm enemies.

 

9.Class name: Blood Mage(LordSquirrel)

Combat roles: Give and take gameplay, give up HP, or MP to inflict different status effects on enemies.

Strengths: Large HP pool, immune to the effects of other blood mages.

Weaknesses: Low DEF and can easily use too much of their HP and kill themselves.

Stats: Very High HP. Average MP, MDF. Below Average ATK, DEF. Low AGI, LUK.

 

10.Class name: Succubus

Combat roles: Dps/Support
Strengths: Charms the opponent, self heal and increases party's effective dmg output.
Weakness: Less effective against high MDEF opponents and enemy's immune to charm Ex. non-sentient beings.
Stats: Below average HP, Average ATK, Low DEF, High MDF, High EVA, High AGI, High MAT.
Additional Info: Skill heavy class.

Charm: Makes enemy cover user.

Drain: Drains HP

Casts other debuffs that lowers stats or hightens vulnerability to elemental attacks.
Equipment: Artifacts(2 handed weapon), light armor

 

11.Class Name: Crazy Scientist

Combat Roles: Offensive Item User

Strength: Turn any Item,s even those usually for healing, into an offensive use. Example: Potion -> Potion Bomber etc.

Weakness: Need to buy item before combat

Stats: Very high luck, low attack, average in others

Equipment: Dagger or thing that is small

 

12.Alchemist(lonequeso)

Combat Role: A mage that is mainly a damager. Alchemist in my world are experts at using magic as a catalyst for chemical reaction. That being said, she'll have some buffs, too.

Strengths: She wears robes and wields staves or magic rifles. That equates to high MAT and MDF, and some MEV.

Weaknesses: Like most mages, she's vulnerable to physical attacks. Her EVA, CEV is low, too. 

Stats: High MMP, MAT, MDF, LUK.  low HP, ATK, DEF, AGI

Additional info: This is an upgraded class to Chemist. She can craft items outside of battle. All of them are items that deal damage and apply debuff/statuses to enemies in battle.

 

Class name: Shaman(Guyver)

Combat role: Dps/support

Strengths: Buffs allies resistances to the elements. Rips single target enemies apart with its vicious element claw attacks.

Weakness: The stats are split between magic and physical attack which may be difficult to equip for sometimes.

Stats:

Above Average physical and magical attack.

Passive 10% resistance to all elements except radiation.

Equipment: Claws and Whips. Magical and Mail armor.

 

Class name: Saboteur(Guyver)

Combat role: Dps/support

Strengths: Able to debuff elemental resistance very quickly as well as several other crippling effects such as slow. The only class in the game that can make the enemies own attacks damage them.

Weakness: Very low defense and hp stats make this class very fragile.

Stats:

Very high speed stat.

Higher evasion rate.

Low hp/defense and magic defense.

Equipment: Dual Daggers. Leather Armor.

 

Class name: Minotaur (monster class) It could be considered an Earth Shaman though.(Guyver)

Combat role: Support

Strengths: Superior healing, on par with that of the Bishop class in my game. Able to provide damage shields to help soften what would normally be fatal blows to the party.

Weakness: Low agility makes it hard to set up proper defenses quickly.

Stats:

High HP and magic stats.

Low speed.

Absorbs earth based damage.

Cannot be critically hit by physical attacks.

Passive health regen.

Equipment: Two handed maces, or single handed maces with a magic shield or heater shield equipped. Leather armor and a minotaur specific nosering.

 

13.Class name: Golem (monster class, mech based)(Guyver)

Combat role: dps/tank

Strengths: Able to absorb large amounts of damage and cover allies with a smokescreen.

Stats:

High defense and magic defense.

Low speed.

Immune to status effects that effect human or monster targets. Zombie, burn, disease, bleed and so on.

Weak to magnetic and electric attacks.

Goes into a repair status automatically upon reaching 30% hp.

Equipment: Power Fists. Golem Plating (armor)and Gears(accessory).

 

14.Class Name: Venom Mistress(MysticPheonix)

Combat roles:Status ailments
Strengths:They have various kind of poison. They is also an expert in fighting a poison enemy.
WeaknessesHoly element
Stats:
-Low Hit Point
-High Intelligence
-Medium Attack
-Medium Defense
Additional information(Read the Additional Stuff section below):
This class is inspired by chinese medieval movies where assassinating with poison is very famous. The venom mistress can inflict various kind of poison, such as: an incurable poison, a stunning poison, an MP decresing poison. They can enhance duration and power of a poison further more with a nerve gas. But when it comes to a fight, they can handle a moderate enemy with their poison-drenched fan attack effectively. It would be great if make them wear vintage chinese cloth and equipped with a steel fan too!
 

15.Class Name:Conjurer(Mysticpheonix)

Combat roles:Offensive and Supportive Magic
Strengths:Earth and Wind elements
Weaknesses: Dark Element, Water Element
Stats:
-High Hit Point
-High Intelligence
-Low Attack
-Medium Speed
Additional information(Read the Additional Stuff section below):
This class is inspired bya natives american (wearing a feathered crown and paint their face). They can control earth and wind for both offensive or supportive role. They skills included : Earth Wall, Wind Blast, Healing Wind, Quicksand, Elemental Barrier, Toad-poison Dart, Smoke Signal, Earth Tomahawk. Their weapon is a blowdart!
 
16.Class Name: Dirty Cop(lonequeso)

Combat Role: Damager/Debiliator He's a mage type. Mainly because I didn't add a full-fledged mage yet. He has a mix of AOE damage spells and debuffs and some single target spells with added effects. He can apply a Fear state.

Strengths: High MEV and a small chance for MRF. His basic attack is weak, but has a chance to apply Fear.

Weaknesses: He doesn't work for free. It costs gold to use his skills. Less resistant to Charm and Provoke.

Stats: High MAT, MDF, MMP.  Avg HP, DEF, ATK.  Low AGL, LUK

 

17.Class Name: Mechanic(lonequeso)

Combat Role: Damager/Healer All being well-prepared he can heal allies and remove/prevent defuffs and statuses. He has a few single target attacks that are all vaired and made to exploit weaknesses (his attacks do extra damage if certain states are applied to the target)

Strengths: Resistant to Blind, Silence, and Confuse. High CRI.

Weaknesses: Low EVA, MEV. He only has 3 damaging attacks. They are single target attacks all require a state to be applied to the target to be really effective. He's reliant on his other party members to become an effective damager.

Stats: High MMP.  avg MAT, ATK (the base stats are identical)  avg. AGL, HP, LUK

Additional info: He has a special skill: Recon  

  • It works as a Scan ability, showing the player the targets stats and their strengths/weaknesses.
  • It also changes what the type of the Mechanics attacks are. By default his skills deal magic damage. If the target's DEF is lower than MDF, the Mechanic's attacks become physical. It will do the opposite if he uses Recon on a different target. If the target's DEF and MDF are the same, nothing changes.
  • All the Mechanic's attacks are set to the element: Physical. If the target has an elemental weakness, all his attacks gain that element. IF the enemy has more than one weakness, one is chosen at random.
  • If he uses Recon on a target that has already been scanned, he will gain a temporary stat buff to either DEF or MDF. Whichever stat is higher on the enemy, ATK or MAT determines which buff. (ATK =DEF; MAT = MDF) If ATK and MAT are equal, the buff will be chosen at random.

The basic strategy with him is Scan, Support, and when an enemy has a state that can be exploited, Attack.

 

 

 

 

-LS

Edited by LordSquirrel
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"Like" - Reached my quota for the day B)

 

Question/suggestion: Do you plan on editing the OP to include the classes listed? I think perhaps it would be a good idea, or at least something to consider if this thread does indeed start to get very lengthy, as otherwise filtering through it to find a particular type of class, for example, will become a bit difficult and time consuming. You could set up some specific categories, like damage dealer, support, and healer and perhaps have ranged versions of those or not. Of course an other category would probably be needed for those that don't seem to fit anywhere else. You could even just create categories as people add things and you get a better idea of what might go well together. Then, the actual class details could be under a spoiler. It would make it much easier for someone who came here, perhaps looking for a warrior-like class, to find several examples of that to work with, as opposed to having to search through pages of wizards, thieves, dragon-riders, giant spaghetti monster hunters, and what have you. Just a suggestion though.

 

I think this is a cool idea! Once I get my alchemist class all worked out (still discussing it in another thread) I'll post it here.

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Class name:

FENCER

Combat roles:

FRONT LINE TANK/DAMAGER HYBRID

Strengths:

Can block/parry attacks as well as do counters. They also uses various stances which provides increased counter, parry, or defense against certain elements and attacks.

Weaknesses:

Can't really have a meaningful impact without being attacked first.

Stats:

-Average stats in exemption of high ATK and AGI

 

Class name:

GUNNER

Combat roles:

BACKLINE SUPPORT DAMAGER

Strengths:

Has a multitude of different bullet types such as status ailment shells, elemental bullets, multi target rounds, and armor piercing shells. High utility with healing bullets as well.

Weaknesses:

They need to load their gun first before unleashing a skill which makes all their skills 2 turns before execution

Stats:

Low HP

Average stats since most bullets use different stats depending on bullets

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"Like" - Reached my quota for the day B)

 

Question/suggestion: Do you plan on editing the OP to include the classes listed? I think perhaps it would be a good idea, or at least something to consider if this thread does indeed start to get very lengthy, as otherwise filtering through it to find a particular type of class, for example, will become a bit difficult and time consuming. You could set up some specific categories, like damage dealer, support, and healer and perhaps have ranged versions of those or not. Of course an other category would probably be needed for those that don't seem to fit anywhere else. You could even just create categories as people add things and you get a better idea of what might go well together. Then, the actual class details could be under a spoiler. It would make it much easier for someone who came here, perhaps looking for a warrior-like class, to find several examples of that to work with, as opposed to having to search through pages of wizards, thieves, dragon-riders, giant spaghetti monster hunters, and what have you. Just a suggestion though.

 

I think this is a cool idea! Once I get my alchemist class all worked out (still discussing it in another thread) I'll post it here.

Yes, I am planning on doing that. I'm just waiting for a few more classes to get posted before I go and make up the categories. I may also do different categories for ones with more extensive additional information, or for joke ones.

 

 

snip

Ah, yes. The none standard classics! I've always wanted to have a fencer in one of my games.

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i have no idea what game it can be in but

Class name:

Moderator joke

Combat roles:

Odd States

Powers that have chances

Strengths:

Can deal a lot of a damage if they can hit

OP Weapons

Weaknesses:

All the attacks have chances so they can be awful and never hit

Stats:

Low stats for all but LUK

Additional information

these can be weapons or skills"

Slay Sword 50% Chance to stun

Ban Hammer 10% Chance to "Ban" Add Death State

Some Skills:

Cage 25MP 25% Chance to trap the enemy in a cage

Promote 110MP 80% Chance to buff 1 ally

/Give 100MP 50% Chance for a random item

Edited by thejaxinator03

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Class Name: Bard

 

Combat Roles: Healer / Buffer

 

Strengths: Great Buffing capacity, grows stronger as the fight goes on because of stacking note buffs.

 

Weaknesses: No attack capabilities. Basic attack heals for a small amount.

 

Additional Info - Notes and Chords

 

Each skill produces a different Note - C for healing, D for defensive buffs and E for offensive buffs - all of which provide a small buff to allies as well. When the Bard has a note on them, skills of that Note are improved. When the Bard has 3 notes of the same type, they gain access to a Chord skill which consumes the 3 Notes for a big effect. For example, playing the C Chord skill Soothing Aria heals all allies for a % of their health and removes all negative effects, while the D Chord Sonic Shield skill provides defensive bonuses against all elements.

 

---------

 

Class Name: Elementalist

 

Combat Role: Magic Damage Dealer

 

Strengths: Versatility due to each element's attributes (Air can bypass some defense while Water can dampen magic) and can benefit from all stats. Fire benefits from the ATK stat, Lightning benefits from MATK stat, Air benefits from the AGI stat, Water benefits from the MDEF stat and Earth benefits from the DEF stat. Ability to specialise while in battle through Attunements.

 

Weaknesses: Low stat growth. Low HP. Useless without MP. Attuning will lock out spells from the other elements.

 

Additional Info - Attunements

 

Attunements attune the elementalist to an element, adding that element to the basic attack and boosting the stat attributed to that element. However, when attuned to a particular element, you lose access to spells from the other elements and maintaining an attunement requires MP each turn.

 

---------

 

Class Name: Hexer

 

Combat Roles: Debuffer / Magic Damage Dealer

 

Strengths: Access to unique debilitating effects. High health pool.

 

Weaknesses: Hexes require items and/or health as a spell cost. No way to regain health outside of items.

 

Additional Info - Hexes

 

* Rend Enchantment - Removes a buff. Deals damage if buffs are removed.

* Pyrrhic Victory - If an ally is killed, the hexed target takes damage and is stunned.

* Salt the Earth - All enemies cannot receive healing or beneficial buffs for x turns.

 

---------

 

Class Name: Archer

 

Combat Roles: Physical Damage Dealer

 

Strengths: Versatility through different arrow types. High attack capability through arrows and self buffs.

 

Weaknesses: Basic attack and skills require arrows. Low defense against magic.

 

Additional Info - Arrows

 

* Barbed Arrow - apply a stacking Bleed (%HP/turn) effect.

* Poison Arrow - apply a Poison (1%HP/Turn + Healing reduction) effect.

* Piercing Arrow - Ignores armour.

 

---------

 

Class Name: Scholar

 

Role: Character Development

 

Strength: Allows other classes to learn forgotten, high-level skills by researching old ruins and texts and develop their existing skills by observing them in battle.

 

Weaknesses: Ineffective in combat.

 

Additional Info

 

Scholars can recognise elements in the world that have value to those who follow the path of learning, revealing long forgotten history and skills. For example, an old ruin may contain information about a skill that allows an Elementalist to become an Avatar of the Storm, giving them access to Lightning, Wind and Water spells.

 

As well as this, they can help their allies improve their skills by observing how they work. For example, they may improve the efficiency of spells, lowering their mana cost, or improve the efficiency of movement, increasing the skills HIT rating.

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Class name:

SPELL THIEF

Combat roles:

FRONT LINE DEBUFFER/TRICKSTER

Strengths:

Extremely fast and has high evsion. Spell Thieves has the ability to not only steal items and money from enemies but also temporarily steal stats and add it to its own. They can also steal certain enemy skills to use against their enemies.

Weaknesses:

His skills are mostly temporary stat buffs and debuffs plus their skill pool is limited if you don't steal enemy skills.

Stats:

Very high AGI and LUC

Low MDEF and DEF

Moderate ATK and MATK

 

 

Class name:

PUPPET MASTER

Combat roles:

BACKLINE SPELLCASTER

Strengths:

Summons puppets to do various stuff such as a white mage puppet to heal HP, a black mage puppet to deal magic damage, a knight puppet to buff DEF, and an assassin puppet to deal backstab damage.

Weaknesses:

Puppets are not actual units but rather on skill summons, once the skill is finished, they vanish. Extremely high MP Cost and very low HP to combat their utility.

Stats:

High MATK, MP, and MDEF

Low HP, DEF, and AGI

Moderate ATK, and LUC

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This is one of the class options I'm using in my game. It'll use Falcao's Pets System to compliment it.

 

Class name:
Animal Handler or Animal Master (Undecided on name)

 

Combat roles:
Versatile, depending on the animals trained and tactics used.

 

Strengths:

Again, depends on the animals.

 

Weaknesses:

Again, depends on the animals.

 

Stats:

 

Additional information(Read the Additional Stuff section below):
The premise of this class is to rely VERY heavily on the pets/animals that the user has trained. Think of Pokemon, where the trainer very rarely does anything. The difference here is that the actor will have a weapon to use as well. The actor will acquire various pets/animals throughout the journey, but only be able to bring along 2-3 at a time (depending on animal size). The actor then can call upon said animals in and out of battle, giving various advantages and disadvantages. For example, should the user bring a spider along, the spider can climb walls, shoot webbing, and poison enemies. The downside, however, is that the spider is quite squishy and has low HP and DEF. Should the user decide to bring a wolf along, the wolf can deal decent damage, but has a high dodge rate, so it will last longer in battle. Outside of battle, the wolf can be used to prowl and sneak up on enemies.

Edited by LucidK

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Hmmm..... probably more Rogue-like. It's not magic, and not so much warrior, but more of an animal handler, which I have seen as an Archetype for Rogue classes in various MMOs

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One of my favorites in my game is my Herbalist.

 

Combat roles: She fairly well-rounded. Her main focus is debilitating enemies with status conditions. She also has a handy support skill that can remove most statuses from the party.

 

Strengths: My character classes don't have any passive bonuses for elemetals, statuses, or defuffs. She has a slightly higher crit, and EVA, and lower Target Rate.

 

Weaknesses: She can only equip light armor, which leaves her more vulnerable to non-magic attacks. She wields a bow which

makes her unable to wield a shield.

 

Stats: High attack stat (though her damaging skills aren't particularly strong) High AGL, and LUK. Low DEF, Low HP, Avg MDF. No MAT.

 

Additional information(Read the Additional Stuff section below): She has a fun little skill called Binding Roots. The attack itself is pretty weak, but it hits up to 3 random enemies and applies a unique DoT condition and has a 10% chance to Paralyze.

She can also craft potions outside of battle.

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Yay! Here's another fun one. 

 

 

Class name:  Crusader

 

Combat roles: Similar to a Paladin, but more offensive. He's a warrior/mage hybrid. Self buffs and a mix of single target and area attacks.

 

Strengths: slight boosts to CEV, MEV, and CRI. Even though he's a mage, he can wield a sword and equip medium armor. He has skills that uses both ATK and MAT.

 

Weaknesses: His greatest strength is also his greatest weakness. Wielding a sword takes away a lot of MAT. Medium armor isn't as good at providing MDF as robes or light armor.

 

Stats: High ATK, DEF, average MAT, HP, MDF, low AGL, LUK

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Class name:  Ritual Mage


 


Combat roles: They work in the background and tend to be best in groups with other classes. That is because the others can act as a distraction by fighting like how they usually fight. This gives the Ritual mage a chance to do some serious damage. They appear to not be much but if you don't pay attention, they can lead you straight into a trap.


 


Strengths: Has the highest MP of all classes since it's skills cost due to their effects. The ritual mage can adapt to many situations you put him/her in; they do well in offense and defense. They have spells, mages would normally have, but they also have their ritual spells.


 


Weaknesses: Their ritual spells take turns to activate. This is why it's good for them to be in a group. While the enemy is focused on the paladin and such, the ritual mage is in the background trying to do some around-the-bush damage. When they are by themselves, they can use ailments to buy them time but that'll only last for so long. Hopefully, the ritual mage has done enough rituals to destroy the enemy but if they are fighting a group, unless they can't be interrupted, they are kind of dead unless the enemies are weak.


 


Stats: High MAT, MP,and AGI;  average HP; and low DEF.


 

Additional Information: I, in a way, have this class in World of Chaos but it's not called the ritual mage; it's just called the basic, "The mage." In my game, you don't get rituals until level 25 but that's because how my game is set up.

 

The reason I know that the enemy isn't going to pay much attention to the ritual mage is because I fought an enemy like that, that I made. When I fought him and his team, I kept forgetting about him because the Templar and Battle-mage was beating the crap out of my team. Next thing you know, the ritual mage gave his allies positive ailments and you negative ailments without you noticing.

 

Note: I did eventually beat them tho :D

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Added that and an additional Warrior-like class that i came up with. Since the warriors need some love atm.

 

3.Class name: Lord

Combat roles: Party buffs, and single target criticals.

Strengths: Above average CEV, CRI, ATK, and high LUK, can inspire party members with various types of battle speeches.

Weaknesses: Below average MDF, AGI, and cannot use battle speeches when silenced, poisoned, paralyzed, or stunned.

Stats: High LUK, Above Average ATK. Average HP, DEF. Below average MAT. Low MDF, AGI.

Additional Info:

Equipment: Medium armor, rapiers, crowns.

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I can provide warrior love! 

 

 

Class name: Berserker NOTE: My every class in my game can be upgraded once. This is an upgrade to Barbarian. Consider it a two for one  :)

 

Combat roles: Berserking! This class can deal the highest physical damage of any class. 

 

Strengths: She wields two-handed weapons which is in part responsible for her high ATK. She has bonuses to HP and ATK, too.

Many of her skills are multi-target, potentially letting her decimate groups of enemies.

 

Weaknesses: Two-handed weapons mean no shields. She can only equip light armor as well leaving her vulnerable to physical attacks. She also burns through SP (skill points) quickly.

 

Stats:    Very high HP, ATK.   avg DEF, MDF.     low MDF, LUK, SP.

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This is one from my game:

 

Class name: Berserker

 

Combat roles: Tank/Single target dps

 

Streangths: Can take alot of punishment and whip it out to!

 

Weakness: Only physical damage and need to be at low Hp to maximize dmg output. (rewards risky gameplay) Aswell as easy target for ailments

 

Stats: Exeptional HP, High ATK, High DEF the rest is low.

 

Additional Info: The idea behind the class can most easily be illustrated by a skill formula.

Absolute rage: a.mhp/a.hp * 4 * a.atk - 2 * b.def

for those not into math this means: Full hp=normal attack, 50% hp= 2 * dmg, 25% hp= 4 * dmg and 1% hp= 100 * dmg

 

Equipment: No armor, knuckles, charms

 

Edit: What are the odds lonequeso

Edited by Zhakrissto

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We'll just go with Zha's (I basically flipped a coin on which one to add) just so we don't have two of the same class hanging around.

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Well fine then! You know what? I'm going to start my own character class post. And it'll have blackjack..... a-and hookers. In fact, forget the post.

 

Let's see who to put next? Here's a fun one.

 

Class: Psychic

 

Combat Role: Cheating at cards She's a debilitater.  Debuffs and the ability to control enemies' minds which inflicts Charm.

 

Strengths:  Bonuses to MEV and MaxMP, low target rate

 

Weaknesses: Low EVA, CEV, CRI.

 

Stats:    Below avg HP, DEF, ATK.  avg MAT, AGL.   high MMP, LUK

 

Additional stuff: Like I said before, she can Charm enemies. 

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You guys and your berserkers....lol

 

Class name: Berserker

Combat role: Dps

Strengths: Deals massive single target or area of effect damage depending on which skill line you buy as one locks out the other.

Weakness: The majority of its skills require you to sacrifice your health to use. The lowest base defense and magic defense stats in the game. It's the definition of a double edged sword as your attacks will drag aggro on top of the health cost.

Stats:

Large health pool, tied for second in the game with the Necromancer class.

Exceptionally large attack stat.

Low defense and magic defense.

Increased base critical chance.

Increased change to be targeted as the berserker is a huge threat on the battlefield.

Equipment: Dual Wield axes and wears heavy plate armor.

 

I wanted a berserker, but I didn't want a rampaging OP axe man just one shotting everything. I feel the changes I made to the class work for my game.

 

 

Class name: Bladedancer

Combat role: Dps

Strengths: The strengths of this class vary depending on the stance. Flurry will excel at melee combat, providing fast hitting and multi-target strikes. Ruptured Magic will give you an arsenal of double casting magic that are coupled with status effects. The Sinful Bliss stance mimics the seven deadly sins and gives you a wide array of damage and utility skills to use. It also has an increased evasion chance as it moves across the battlefield in one fluid motion.

 

Weakness: The base stats of the class are average, and once you alter your stance in battle you have to make sure to properly equip yourself afterwards. The only downside to this is the equipment management after stance changes. You cannot use the stance outside of battle in advance. Once a battle is finished, the stances effects are wiped and you cannot access the skills again until you're in the selected stance.

 

Base Stats: Average

 

Flurry Stats:

All stats except for luck are increased by 190% with attack being increased by 245% and speed being increased by 225%

 

Ruptured Magic Stats:

All stats except for luck are increased by 190% with magic attack being increased by 245% and speed being increased by 225%

 

Sinful Bliss Stats:

All stats are increased by 225% with luck being increased by 125%

Increased critical chance.

 

Base Equipment:

Mail Armor, Magic Armor, Plate armor. Single Swords and Heater Shields only for the base stance.

 

Flurry Equipment:

Dual Swords. Seals magic and heavy plate armor.

 

Ruptured Magic Equipment:

Magic Wands or Greatstaff. Seals plate and mail armor.

 

Sinful Bliss Equipment:

Two handed Maces. Seals magic and mail armor.

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I don't really want to add in two classes with the same name. If you can come up with another name for your berserker, then I add it in.

 

Added the Psychic, and Bladedancer.

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