Post by Deleted on Oct 29, 2011 23:17:45 GMT
If this is not allowed, I apologize. I keep getting ideas for SR classes, so I may as well post them here...
This is a class I'm requesting for SR called Warrior. Its standard Weapon is the Spear, which has a relatively long range and is affected by gravity. Spears are normally thrown straight, but can be angled up or down to hit certain enemies.
Spear
Type: Physical
AT: 3-5
AGI: 70-80
Range: 70
Bonus AT: None
Stone Pike
Type: Physical
AT: 3-5
AGI: 80-90
Range: 70
Bonus AT: None
Fire Pike
Type: Fire
AT: 4-6
AGI: 80-90
Range: 70
Bonus AT: 1-1
Poison Tip
Type: Poison
AT: 4-6
AGI: 80-90
Range: 70
Bonus AT: 1-2 (1.5s)
Blowdart
Type: Poison
AT: 3-5
AGI: 30-40
Range: 50
Bonus AT: 1.2 (2.0s)
Storm Pike
Type: Thunder
AT: 5-7
AGI: 80-90
Range: 70
Bonus AT: 2-3
Javelin
Type: Physical
AT: 4-6
AGI: 50-60
Range: 100
Bonus AT: None
Naming Rule:
Pike: Pierces enemies, may leave a trail or other Bonus AT.
Dart: Invests money for each shot.
Other: Will not pierce, but often has special effects or statistics.
I'm here with another class. This one's called the Detonator. He has an infinite range, and carries a remote control as part of his weapon. He attacks by "arming" mines in the path of enemies (mines are only visible when armed). When an enemy hits an armed mine, it explodes into a + shaped attack that flashes up and fades away in a manner similar to that of the Priest's, but as a consequence of unlimited range the attacks are extremely weak. The tip of the Detonator's remote changes colour with the core of the weapon used, and his standard weapon is called the land mine.
Land Mine
Type: Physical
AT: 1-1
AGI: 60-70
Range: ∞
Bonus AT: None
Blast Bomb
Type: Fire
AT: 1-1
AGI: 60-70
Range: ∞
Bonus AT: 1-1
Air Strike
Type: Physical
AT: 1-2
AGI: 60-70
Range: ∞
Bonus AT: None
Shrapnel
Type: Physical
AT: 1-2
AGI: 60-70
Range: ∞
Bonus AT: None
Cryo Bomb
Type: Freeze
AT: 1-2
AGI: 60-70
Range: ∞
Bonus AT: 1-1 (Freeze time 1.0s)
Lightning Strike
Type: Thunder
AT: 1-3
AGI: 60-70
Range: ∞
Bonus AT: 1-2
Naming rule:
Bomb: Generates splash damage.
Strike: Falls from above.
Other: Is earthbound and generates the basic Detonator attack, but may have special effects or statistics.
I'm here again, requesting another class. This one's called the Caster. It fires off attacks in an arc towards enemies, much like the Sniper but with more AT and time between shots. The Caster's standard weapon is the Wand.
Wand
Type: Physical
AT: 3-5
AGI: 50-60
Range: 90
Bonus AT: None
Snow Wand
Type: Ice
AT: 4-5
AGI: 50-60
Range: 90
Bonus AT: Slow 30%
Flame Arc
Type: Fire
AT: 4-7
AGI: 50-60
Range: 90
Bonus AT: 2-4
Lightning Rod
Type: Thunder
AT: 5-10
AGI: 50-60
Range: 100
Bonus AT: None
Naming Rule:
Wand: The Caster's standard type of weapon. Shots fly in a curve like all the others.
Arc: Leaves a damaging trail behind the shot.
Rod: Flies higher and generally has slightly more range. May leave a trail.
Okay, Bishop. This character is very similar to the Whipper, but with more AT and AGI and an inelastic weapon. The Bishop's weapon may have more or less chain links depending on which one is being used, and the starter weapon is the Mace.
Mace
Type: Physical
AT: 1-5
AGI: 20-30
Range: 30
Bonus AT: None
Flame Mallet
Type: Fire
AT: 3-5
AGI: 20-30
Range: 30
Bonus AT: 1-3
Frost Mace
Type: Ice
AT: 3-6
AGI: 20-30
Range: 30
Bonus AT: Slow 30%
Golden Club
Type: Physical
AT: 6-12
AGI: 20-30
Range: 20
Bonus AT: None
Naming Rule:
Mace: The Bishop's standard type of weapon. May have elemental effects but generates nothing from the swing.
Mallet: Consumes MP to leave or drop a trail.
Club: The next level up in maces. Does much higher damage, but often has a shorter range. As opposed to regular Maces, clubs have an extended handle and one chain link.
K. Shields. These can be found at later points in the game and are essentially a second visible hold item for Rangers to use to defend themselves, with a fifth slot to equip them. They are much like weapons- they have elemental types, AGI, Range, and each class has a different type of Shield. All Shields have these five statistics:
Type: The type of the Shield. While most are Physical, some with Counter AT can have types like Fire, Thunder and Freeze.
Counter AT: The percentage of original damage the Shield can cause when it hurls an attack back (Shields with 0% simply absorb the attack). Doing this adds on to the Range the attack has already eaten up, and not all if any will actually hit the enemies back.
AGI: The number of frames between uses of the Shield, showing how frequently it can be used.
Range: The distance out from the Ranger that the shield can extend. Most melee classes have handheld Shields with little Range.
Counter AGI: The extra percentage of speed the shield can shoot an attack back with. Some Shields may have negative Counter AGI depending on the type.
Example Shields for each class:
Boxer: Glove Block
This basically gives the Boxer the ability to block attacks with his gloves, or do what looks like it. The Shield itself is transparent, and adds on to the colour of the attack glove.
Type: Physical
Counter AT: 0%
AGI: 40-50
Range: 15
Counter AGI: 0%
Gladiator: Ember Shield
The Gladiator has the most practical of Shields. Most of them have Counter AT but negative Counter AGI.
Type: Fire
Counter AT: 10%
AGI: 60-70
Range: 20
Counter AGI: -30%
Sniper: Arrow Guard
For their Shields, Snipers use moving targets. They usually have no Counter AT, and their bearers can often be seen ducking low to avoid projectiles.
Type: Physical
Counter AT: 0%
AGI: 50-60
Range: 20
Counter AGI: 0%
Magician: Ice Forcefield
Magician's Shields appear in front of the character, thus giving them much longer range. They are slow to operate but have a high Counter AT.
Type: Ice
Counter AT: 30%
AGI: 120-130
Range: 40
Counter AGI: 10%
Priest: Defender's Cross
The Priest's Shields are usually handheld objects used to generate a deflection in midair. Along with the Detonator, Priest's shields can have the longest range of all.
Type: Physical
Counter AT: 10%
AGI: 60-70
Range: 60
Counter AGI: -20%
Gunner: Deflector Blast
The Gunner has an odd sort of Shield, one that is fired off to generate absorbent clouds or orbs in midair. Generally the orb-shaped Shields have Counter AT.
Type: Fire
Counter AT: 20%
AGI: 55-65
Range: 40
Counter AGI: 0%
Whipper: Poison Foil
For the defensive mechanism, Whippers parry attacks with an additional handheld item. This type of Shield often has Counter AGI.
Type: Poison
Counter AT: 10%
AGI: 40-50
Range: 20
Counter AGI: 30%
Angel: Halo Swipe
A funny little shield is that of the Angel. It defends by rotating its Shield in a circle that skims the range circumference, often leaving a trail. However, Angel's Shields often have negative Counter AGI.
Type: Physical
Counter AT: 10%
AGI: 60-70
Range: 40
Counter AGI: -10%
Warrior: Poison X
The Warrior deflects attacks by crossing its Shield item with whatever it's holding. Warrior Shields have low AGI, but only a small amount of Counter AT if not none. Warrior Shields also have a high negative Counter AGI.
Type: Poison
Counter AT: 5%
AGI: 35-45
Range: 15
Counter AGI: -30%
Detonator: Electric Barrier
Along with Priests, Detonators have the longest range for Shields. The Shields acts much the "Strike" weapons, appearing in midair at the Ranger's command. Most simply absorb the attacks but others and this one in particular send attacks back.
Type: Thunder
Counter AT: 10%
AGI: 80-90
Range: 60
Counter AGI: 0%
Caster: Repel Bolt
The Caster's Shields act much like the Shield Charm from Harry Potter, designed to repel attacks at high speed. As opposed to most other ranged Shields, they are produced from the weapon.
Type: Physical
Counter AT: 10%
AGI: 80-90
Range: 40
Counter AGI: 60%
Bishop: Frost Armour
The Bishop's Shields are big lumps of armour on the lower arms, often shown with spikes. They absorb much of the force and have a negative Counter AGI.
Type: Ice
Counter AT: 20%
AGI: 35-45
Range: 15
Counter AGI: -30%
Whew, that was a mouthful. Shield pics coming soon.
Custom Classes
Warrior
This is a class I'm requesting for SR called Warrior. Its standard Weapon is the Spear, which has a relatively long range and is affected by gravity. Spears are normally thrown straight, but can be angled up or down to hit certain enemies.
Spear
Type: Physical
AT: 3-5
AGI: 70-80
Range: 70
Bonus AT: None
Stone Pike
Type: Physical
AT: 3-5
AGI: 80-90
Range: 70
Bonus AT: None
Fire Pike
Type: Fire
AT: 4-6
AGI: 80-90
Range: 70
Bonus AT: 1-1
Poison Tip
Type: Poison
AT: 4-6
AGI: 80-90
Range: 70
Bonus AT: 1-2 (1.5s)
Blowdart
Type: Poison
AT: 3-5
AGI: 30-40
Range: 50
Bonus AT: 1.2 (2.0s)
Storm Pike
Type: Thunder
AT: 5-7
AGI: 80-90
Range: 70
Bonus AT: 2-3
Javelin
Type: Physical
AT: 4-6
AGI: 50-60
Range: 100
Bonus AT: None
Naming Rule:
Pike: Pierces enemies, may leave a trail or other Bonus AT.
Dart: Invests money for each shot.
Other: Will not pierce, but often has special effects or statistics.
Detonator
I'm here with another class. This one's called the Detonator. He has an infinite range, and carries a remote control as part of his weapon. He attacks by "arming" mines in the path of enemies (mines are only visible when armed). When an enemy hits an armed mine, it explodes into a + shaped attack that flashes up and fades away in a manner similar to that of the Priest's, but as a consequence of unlimited range the attacks are extremely weak. The tip of the Detonator's remote changes colour with the core of the weapon used, and his standard weapon is called the land mine.
Land Mine
Type: Physical
AT: 1-1
AGI: 60-70
Range: ∞
Bonus AT: None
Blast Bomb
Type: Fire
AT: 1-1
AGI: 60-70
Range: ∞
Bonus AT: 1-1
Air Strike
Type: Physical
AT: 1-2
AGI: 60-70
Range: ∞
Bonus AT: None
Shrapnel
Type: Physical
AT: 1-2
AGI: 60-70
Range: ∞
Bonus AT: None
Cryo Bomb
Type: Freeze
AT: 1-2
AGI: 60-70
Range: ∞
Bonus AT: 1-1 (Freeze time 1.0s)
Lightning Strike
Type: Thunder
AT: 1-3
AGI: 60-70
Range: ∞
Bonus AT: 1-2
Naming rule:
Bomb: Generates splash damage.
Strike: Falls from above.
Other: Is earthbound and generates the basic Detonator attack, but may have special effects or statistics.
Caster
I'm here again, requesting another class. This one's called the Caster. It fires off attacks in an arc towards enemies, much like the Sniper but with more AT and time between shots. The Caster's standard weapon is the Wand.
Wand
Type: Physical
AT: 3-5
AGI: 50-60
Range: 90
Bonus AT: None
Snow Wand
Type: Ice
AT: 4-5
AGI: 50-60
Range: 90
Bonus AT: Slow 30%
Flame Arc
Type: Fire
AT: 4-7
AGI: 50-60
Range: 90
Bonus AT: 2-4
Lightning Rod
Type: Thunder
AT: 5-10
AGI: 50-60
Range: 100
Bonus AT: None
Naming Rule:
Wand: The Caster's standard type of weapon. Shots fly in a curve like all the others.
Arc: Leaves a damaging trail behind the shot.
Rod: Flies higher and generally has slightly more range. May leave a trail.
Bishop
Okay, Bishop. This character is very similar to the Whipper, but with more AT and AGI and an inelastic weapon. The Bishop's weapon may have more or less chain links depending on which one is being used, and the starter weapon is the Mace.
Mace
Type: Physical
AT: 1-5
AGI: 20-30
Range: 30
Bonus AT: None
Flame Mallet
Type: Fire
AT: 3-5
AGI: 20-30
Range: 30
Bonus AT: 1-3
Frost Mace
Type: Ice
AT: 3-6
AGI: 20-30
Range: 30
Bonus AT: Slow 30%
Golden Club
Type: Physical
AT: 6-12
AGI: 20-30
Range: 20
Bonus AT: None
Naming Rule:
Mace: The Bishop's standard type of weapon. May have elemental effects but generates nothing from the swing.
Mallet: Consumes MP to leave or drop a trail.
Club: The next level up in maces. Does much higher damage, but often has a shorter range. As opposed to regular Maces, clubs have an extended handle and one chain link.
Custom Items
Shields
K. Shields. These can be found at later points in the game and are essentially a second visible hold item for Rangers to use to defend themselves, with a fifth slot to equip them. They are much like weapons- they have elemental types, AGI, Range, and each class has a different type of Shield. All Shields have these five statistics:
Type: The type of the Shield. While most are Physical, some with Counter AT can have types like Fire, Thunder and Freeze.
Counter AT: The percentage of original damage the Shield can cause when it hurls an attack back (Shields with 0% simply absorb the attack). Doing this adds on to the Range the attack has already eaten up, and not all if any will actually hit the enemies back.
AGI: The number of frames between uses of the Shield, showing how frequently it can be used.
Range: The distance out from the Ranger that the shield can extend. Most melee classes have handheld Shields with little Range.
Counter AGI: The extra percentage of speed the shield can shoot an attack back with. Some Shields may have negative Counter AGI depending on the type.
Example Shields for each class:
Boxer: Glove Block
This basically gives the Boxer the ability to block attacks with his gloves, or do what looks like it. The Shield itself is transparent, and adds on to the colour of the attack glove.
Type: Physical
Counter AT: 0%
AGI: 40-50
Range: 15
Counter AGI: 0%
Gladiator: Ember Shield
The Gladiator has the most practical of Shields. Most of them have Counter AT but negative Counter AGI.
Type: Fire
Counter AT: 10%
AGI: 60-70
Range: 20
Counter AGI: -30%
Sniper: Arrow Guard
For their Shields, Snipers use moving targets. They usually have no Counter AT, and their bearers can often be seen ducking low to avoid projectiles.
Type: Physical
Counter AT: 0%
AGI: 50-60
Range: 20
Counter AGI: 0%
Magician: Ice Forcefield
Magician's Shields appear in front of the character, thus giving them much longer range. They are slow to operate but have a high Counter AT.
Type: Ice
Counter AT: 30%
AGI: 120-130
Range: 40
Counter AGI: 10%
Priest: Defender's Cross
The Priest's Shields are usually handheld objects used to generate a deflection in midair. Along with the Detonator, Priest's shields can have the longest range of all.
Type: Physical
Counter AT: 10%
AGI: 60-70
Range: 60
Counter AGI: -20%
Gunner: Deflector Blast
The Gunner has an odd sort of Shield, one that is fired off to generate absorbent clouds or orbs in midair. Generally the orb-shaped Shields have Counter AT.
Type: Fire
Counter AT: 20%
AGI: 55-65
Range: 40
Counter AGI: 0%
Whipper: Poison Foil
For the defensive mechanism, Whippers parry attacks with an additional handheld item. This type of Shield often has Counter AGI.
Type: Poison
Counter AT: 10%
AGI: 40-50
Range: 20
Counter AGI: 30%
Angel: Halo Swipe
A funny little shield is that of the Angel. It defends by rotating its Shield in a circle that skims the range circumference, often leaving a trail. However, Angel's Shields often have negative Counter AGI.
Type: Physical
Counter AT: 10%
AGI: 60-70
Range: 40
Counter AGI: -10%
Warrior: Poison X
The Warrior deflects attacks by crossing its Shield item with whatever it's holding. Warrior Shields have low AGI, but only a small amount of Counter AT if not none. Warrior Shields also have a high negative Counter AGI.
Type: Poison
Counter AT: 5%
AGI: 35-45
Range: 15
Counter AGI: -30%
Detonator: Electric Barrier
Along with Priests, Detonators have the longest range for Shields. The Shields acts much the "Strike" weapons, appearing in midair at the Ranger's command. Most simply absorb the attacks but others and this one in particular send attacks back.
Type: Thunder
Counter AT: 10%
AGI: 80-90
Range: 60
Counter AGI: 0%
Caster: Repel Bolt
The Caster's Shields act much like the Shield Charm from Harry Potter, designed to repel attacks at high speed. As opposed to most other ranged Shields, they are produced from the weapon.
Type: Physical
Counter AT: 10%
AGI: 80-90
Range: 40
Counter AGI: 60%
Bishop: Frost Armour
The Bishop's Shields are big lumps of armour on the lower arms, often shown with spikes. They absorb much of the force and have a negative Counter AGI.
Type: Ice
Counter AT: 20%
AGI: 35-45
Range: 15
Counter AGI: -30%
Whew, that was a mouthful. Shield pics coming soon.