Ammon's Turn-based Strategy Game
--------------------------------
Currently, the game is lacking in the areas of either a name or an associated
world plot and theme. This does not bother me for a great while, as I am only
planning on writing up details of the gameplay here.
The basic point of the game is that the combat system is run in much the same
way as a good tabletop roleplaying game, that is to say, the participants take
turns moving characters around the battlefield and performing actions from a
very rich set of options.
I would like some sort of rudimentary overworld interface in between battles,
but in general, such code is likely to be quite boring and undeveloped as the
real point is the game (much like playing chess in the park, who cares how you
got there, eh?)
Interface and Appearance
------------------------
Initially, battles will be conducted on 2d maps, which will be displayed in a
rather boring top-down fashion. If sufficient interest develops, a move to a
rotateable isometric view might happen, followed by the addition of elevation.
Maps are divided up into a grid. Grid distances will be measured (creatively
enough) in 'squares'. Each individual square may only contain one character at
a time. Potentially, some monsters might occupy more than one square, but this
would not be implemented in the first round of things.
The game window will look something like this:
+---------+---+ A - map
| | | B - statistics on the current selection
| | | C - message area
| A | B | D - battlefield conditions
| | |
+---------+---+ Outside of battle, the statistics field will disappear in
| C | D | favor of extending the view of the overworld map just a bit.
+---------+---+
Most of the game input will be performed with the mouse. Clicking on things
will often bring up little menus from which to select further details or to
confirm actions.
When a character's turn comes up, they will be surrounded by a pulsing yellow
circle. Their potential range will be lit up - that is to say, any and every
square to which they could possibly walk during their turn will be hilited.
Left-clicking on one of the hilited squares will bring up a confirmation
window asking if you want to move the character to the square in question.
Clicking on a non-selected character will select them, showing their stats in
window B and hiliting their moveable area. They will not, however, receive the
glowing circle as it will remain with the character whose turn it currently
is.
Right-clicking on a hilited square will bring up a confirmation menu asking if
you want to walk there. Right-clicking on the active character will bring up a
menu of potential actions they may perform from their current position, these
will cascade until the action is selected, a target is chosen, and the action
has been confirmed and executes. Right-clicking on an opponent within attack
range is a shortcut to performing a normal attack on them, confirmation box
will be shown.
After completing their turn, arrows will be displayed around the character (one
in each direction). Clicking one of the arrows chooses which direction the
character will face when the turn ends.
Window C will feature a text input line. By default, anything typed into the
line will be understood as a chat message to all other players engaded in the
current battle, or who are on the same area of the overworld map. It will also
be possible to enter in game commands via this line. Commands will likely be
preceded by a / as in irc and ffxi.
Pressing the ESC key at any time will back out of the current menu. Also, if
a player has moved a character but has not yet performed an action with them,
pressing escape will undo the move and will return the character to their
original position. Actions may not be undone, as there is random math involved.
Pressing the TAB key will cycle the selector through all of the characters on
the field. Pressing Shift-TAB will only cycle through one's party members.
The arrow keys will scroll the map. The map should also scroll by pressing the
mouse to the edge of the screen (ideally, the game window occupies one's entire
screen).
Turns and actions
-----------------
Characters take turns acting in combat. Faster characters will act sooner and
more often than slower ones. Sometimes characters may be forced to miss turns.
On every turn, a character may both move and perform an action (in either
order). It is also possible to only move or only act or even skip one's turn
entirely.
Different actions take different amounts of time to recover from. Specifically,
the Wait action does not take much time at all, thus waiting after moving will
result in being able to move again more quickly than would performing some sort
of busy action.
Moving takes the same amount of time to recover from as does waiting,
regardless of the distance moved. Turning does not take any recovery time.
Which actions are available to a character is entirely dependant on the
character's skills and current condition. The total list of actions available
is as follows:
Attack - use one's currently wielded weapon to whack somebody within range
Item - use an item
Magic - perform a spell
Skill - perform a skill
Equip - change equipment
Tech - perform a special technique
Within each of these actions, numerous options exist, which must be discussed
on their own. However, in general, using items and attacking are the fastest of
actions. Changing equipment can be fairly quick or take a long time, depending
on the nature of the eq being swapped out. Performing skills and magic can also
take either a short or long amount of time, depending on the complexity of the
action. Techs take a very long time to recover from.
Attacking
---------
The valid range for an attack depends greatly on the weapon a character has in
hand. Most melee weapons have a range of one square, but some have longer
ranges. Ranged weapons can typically be pointed at anything within range but
they also often have a minimum range - making it impossible to shoot at someone
from point blank.
+-+-+-+-+-+ For the character standing at position X, most melee weapons may
| | |2| | | be used to attack an opponent standing at one of the squares
+-+-+-+-+-+ marked 1, these are most claws, knives, swords, maces, axes, and
| |3|1|3| | staves.
+-+-+-+-+-+
|2|1|X|1|2| Some weapons may strike at both 1 and 2, these are your polearms.
+-+-+-+-+-+
| |3|1|3| | Some weapons may strike at both 2 and 3, these are your whips and
+-+-+-+-+-+ most thrown weapons (range 2).
| | |2| | |
+-+-+-+-+-+ Some swords, axes, and staves may attack both 1 and 3.
Note that the 'distance' from X to 2 and X to 3 is identical (2 squares). All
ranged weapon distances are given as a pair of numbers, the closest distance at
which a weapon may be used and the furthest.
Shortbows and pistols have a range of 2-4. Crossbows and muskets have a range
of 2-5. Longbows generally have a range of 3-6.
When attacking an opponent who is facing you, there is a base 50% chance of
hitting them for damage. Attacking from the side increases this chance up to
60%, and attacking from behind increases the base chance of a successful hit to
75%. There are numerous stat, skill, spell, and equipment modifiers to these
chances.
+-+-+-+-+-+ Suppose the character at X is facing east. Those squares that are
|b| | | |a| considered in front of him are marked 'a'. Those that are to his
+-+-+-+-+-+ side are left blank, and those behind him are marked 'b'. The
|b|b| |a|a| pattern continues from here, it's linear ;)
+-+-+-+-+-+
|b|b|X|a|a| In addition to the facing direction of your opponent, any
+-+-+-+-+-+ obstacles between you and them will also potentially reduce the
|b|b| |a|a| accuracy of your attack. Most low rubble will decrease accuracy
+-+-+-+-+-+ by 10%. Trees and pillars reduce it by 25%, and large walls that
|b| | | |a| must be fired over will reduce accuracy by 40%.
+-+-+-+-+-+
To determine whether an obstacle is in the way, we follow the shortest path of
the projectile from the attacker to the victim - with projectiles being allowed
to travel diagonally between squares but preferring to travel in straight lines
as characters do.
+-+-+-+ Thus, if character X is shooting at character Y, an obstacle at 'b'
| |b|Y| would not count as obstruction, but an obstacle at 'a' would.
+-+-+-+
|X|a| | When multiple obstacles are in the way of an attack, only the one with
+-+-+-+ the most severe penalty is imposed.
Some weapons and many spells and skills are able to bypass obstructions.
When selecting a target for an attack, the percentage chance of success will be
shown to the player so they are able to weigh their options. In the event that
an obstacle is in the way of the attack, it will be hilited in red while the
confirmation window with the % chance is being displayed.
Items and Inventory
-------------------
Characters each carry their own items - there is no mystical magical party bag
accessible by everyone anywhere ;)
The limit on carried items is based on the character's strength, with a minimum
of 5 items being allowed for someone with only 1 strength. Equipment counts
against this limit. There are pieces of equipment that if worn will increase a
character's carrying capacity (even if they don't boost strength).
There is no level limit or class restriction on using any items, thus a level
1 thief could use a Scroll of Nuking just as easily as could a level 50 mage.
Most items have a range of 1 square and may be used on any target within range.
Scrolls and wands have ranges similar to their associated spells.
Thieves eventually have the potential to steal anything from their victim's
inventory, both potions and worn equipment.
Characters will be able to wear quite a few different sorts of equipment. They
are: armour/robes, cloaks, boots, gloves, shields, helmets, accessories, and
of course weapons. Only one item of each type may be equipped at once except
in the case of classes that may wield two weapons at once.
Some classes might have restrictions on which equipment slots they are able to
make use of, ie, most thieves and mages will be unable to use shields. Some
weapons will take both hands, so some characters that might be able to use
shields still might not be able to equip them ;)
Magic
-----
Spells are only available to members of spellcasting classes. Physical-only
characters will never gain mana points.
Spells cost mana to cast and have ranges just like weapons. Most spells will
also affect more than a single square (centered on their target). The area of
effect is typically just another range shape (ie, a diamond of arbitrary size),
but may be quite different, depending on the spell in question. Some might have
linear or conical shapes. Some might affect cross-shaped areas.
Offensive magic spells generally inflict damage of a particular elemental type.
The elements are set in opposition to each other and are:
Fire <--> Ice
Water <--> Lightning
Wind <--> Earth
Holy <--> Dark/Gravity
Mental <--> Physical (like that of weapons)
It is also possible that a spell does non-elemental damage, which is exempt
from any sort of resistance or weaknesses.
Skills
------
Skills are generally only available to physical types, although some skills may
be learned by spellcasters. Skills do not cost mana to use.
There will be great variety in the number of skills available to characters.
They will be learned when gaining levels, just as spells. However, the set of
skills that individual characters learn is static within each class.
Skills may do numerous different things and will be discussed under the
descriptions of their appropriate classes. Skills that do damage will have an
elemental effect associated with them, just as spells do. However, most
damaging skills will tend toward simply doing physical damage.
If there is a spell to do something, there is probably a skill that does the
same thing.
Techniques
----------
Techniques are special abilities that are learned from equipment. Many weapons
and pieces of armour will grant the user access to techs. It is also possible
to learn a technique permenantly. After every fight in which a character used
a tech, they will earn one point toward being able to use the technique without
actually equipping the item. Different techs have different costs to learn.
There are techs for both fighter and magic user types, and some techs may be
restricted to specific classes - thus even though a fighter can wear the ring
that teaches a particular tech, he might not be able to use it.
Every time a player attacks, is attacked, casts a spell, performs a skill, or
has a spell or skill performed on them (the exception to this being healing),
they earn tech points (TP) which they may then spend performing techs.
In general, a tech requires 10 TP to perform and characters may stockpile up to
100 TP. Some techs might cost as many as 50 or even the full 100 points. These
points save across battles.
Techs may perform the same effects as skills or spells, but are often much more
powerful.
Character Stats and other d20 Numbers
-------------------------------------
The stat system is being stolen directly from d20. Characters will have 6 stats
that define their basic abilities: Strength, Dexterity, Constitution, Wisdom,
Intelligence, and Charisma. In general, stats will range from 3 to 18, but can
exist outside of these boundaries.
Level 1 characters will be assigned random stats appropriate to their class. In
order to be fair, the stats will total to 60 points, regardless of their
distribution. Players may not select nor adjust these starting stats.
Every four levels of experience, characters earn another stat point, which the
player may assign however they want.
In addition to the stats, characters also have saving throw bonuses as taken
from d20. These are: Will, Fortitude, and Reflex. These bonuses may be modified
by stats and equipment and increase with levels.
Combat accuracy is determined as by d20, with bonuses for the attacker's level,
stats, and equipment. The defender becomes more difficult to hit with dexterity
and armour. Thus, the numbers I give as percentages earlier in the attacking
section are mental simplifications of this ;)
Character HP and damage inflicted by attacks and spells will be d20ish numbers.
Characters who earn mana will earn it in similar amounts to a fighter's hp.
Experience and Levels
---------------------
Characters earn experience every time they perform an action other than
changing their equipment. The amount of xp earned depends on either the level
of the target of the action (in the case of offensive abilities) or on the
relative difficulty level of the fight (in the case of defensive abilities).
Difficulty levels are calculated as the average level of the enemy force.
Performing an action against one's own level will earn 10xp. These points will
be modified by +/- 2xp for level difference. Thus, successfully hitting an
enemy that is 2 levels bigger than you will earn 14xp. The minimum xp that may
be earned by a successful action is 1 point. The maximum xp that may be earned
from any action is 20. Failure will always result in zero points ;)
Performing the killing blow on an enemy will double the xp earned by the action
in question (and raises the cap to 40). There is no bonus available to those
performing defensive actions.
Every level costs 100xp. Thus, the fastest rate at which characters may level
up is once every 3 turns (by performing killing blows on victims larger than
themselves).
Additional xp is also earned at the end of every fight based on the level of
the fight. These points are calculated as 5 points per difficulty level of the
fight above that of the character and are capped at 50 in the case that a party
is dragging along a particularly low-level member. In the event that everyone
in your party is bigger than the difficulty level of the fight, none of them
will receive a bonus.
Advanced Jobs
-------------
Upon reaching level 30 in one's initial class, it is possible for a character
to change classes to a more specialized job. There are often several of these
classes available as potential career choices for each of the basic classes.
In order to gain access to an advanced job, the player must complete a
quest. Some of these quests will be easy and some will be stupid difficult
(for the more exotic advanced jobs). Each player need only complete the
quest once, even if they have multiple characters that they want to advance
to the same job.
Most advanced jobs have access to a variety of spells and skills. So, even if
a character lacked the ability to perform magic in their original class, they
would begin to earn mana points in the advanced job.
Advanced jobs that have access to a good mix of spells and skill will typically
learn the spells in a set order. In the event that a spell on the list is
already known by the character, the spell will advance one level (ie, from
Cure II to Cure III or somesuch).
Once an advanced job is chosen, it is impossible to go back. It is also
impossible to change to a new advanced job.
Characters may advance to level 50 in both their base and advanced classes.
However, when entering into a fight, all participants who are more than 5
levels higher than the level of their toughest opponent will be capped down.
Penalty levels are divided evenly between the character's base and advanced
jobs, with any odd level being applied to the base class.
This level cap reduces the number of HP and Mana available to them and removes
access to higher level spells and skills. It does not affect techs or equipment
as they are level independant.
Experience points earned are divided evenly between the character's base and
advanced jobs until their base job level finally hits 50. Any odd xp point
goes to the base class.
Races
-----
Initially, there will be 5 character races available to players. They are in
summary:
Human - Average
Elf - More magical than humans
Dwarf - More physical than humans
Centaur - More physical than dwarves, greater travel distance per round
Fey - More magical than elves, can fly (greatest travel distance)
Eventually, we might add more races (possibly a set of evil races to balance
the good ones). Races are -not- directly taken from d20, but are adapted to the
system as I see fit.
Humans will have access to the broadest selection of classes and advanced
classes. They receive no special bonuses to any numbers, all numbers will be
calculated relative to humans.
Elves will have access to more magical classes than humans at the cost of not
being able to choose from very many of the physical classes. Elves will start
out with +2 intelligence and +1 charisma and -2 constitution and -1 strength.
Elves also receive +2 to their will save.
Dwarves will have access to more physical classes than humans do and will be
restricted to incredibly few magical classes. Dwarves start with +2 strength
and +1 constitution, -1 intelligence, and -2 dexterity. They receive +2 to
their fortitude save.
Centaur have access to a very limited set of physical classes and to no magical
ones. It will eventually be possible for a human, elf, or dwarf to ride on a
centaur's back in combat. Centaurs receive +3 constitution, +2 strength,
-2 wisdom, -2 intelligence, and -2 charisma. They also receive +5 to their fort
save, -3 to their will save, and -1 to their reflex save.
Fey are the size of small humans and have butterfly wings. They have access to
a limited set of magical classes and an incredibly limited set of physical
classes. Being able to fly, they can pretty much ignore terrain. Fey receive
+3 intelligence, +1 wisdom, +1 dexterity, -3 strength, and -3 constitution.
They also get +3 to their reflex save, +3 to their will save, and -5 to their
fort save.
Most equipment will follow the deus ex machina of being equippable by any race
as long as the character in question is a member of an appropriate class.
Some equipment might have racial restrictions, but these cases will be the
exception rather than the rule.
The World
---------
The world map will ideally be big, and will be divided into different areas
of different degrees of danger. There won't be any level reqs for entering
high level zones, because of the level cap issue, but lowbies will still
probably have trouble with mobs in particularly high level areas where the
mobs will have exotic (and sometimes downright unfair) techniques at their
disposal.
I expect we will have all of the traditional Dragon Quest type map terrain,
including but not limited to: plains, road, forest, hills, mountains
(impassible), rivers (impassible), bridges, and swamps. The terrain will
zoom in for battles, and will be determined by the location of the player
and the 8 squares surrounding them.
It would be nice to divide the world up into multiple continents/islands,
each with one or more large cities. Islands would be connected by ferries
and portals. Players shouldn't be able to buy their own vehicles.
Towns will have a number of npc merchants that buy and sell various types of
equipment. In addition to standard shops, towns should also offer any number
of interesting services depending on their size:
- temple (respawn point, rez dead party members)
- adventurer's guild (starting point for new players, place to hire new
party members)
- auction house
- arena (place for friendly pvp)
- clan halls for sale (any town may have 1 to several of these)
- houses for sale (every town should have several to many of these)
It would be nice if the world were big enough to accomodate a total
population of around 1000 players comfortably with 100-200 online at a time
(this means >1000 houses for sale).
To buy a house, a player must have sufficient fame, must not already own
another house, and must have the cash. Housing costs increase with scarcity,
and some towns just start off more expensive than others.
Starting Out
------------
Players will begin the game with four human characters: a fighter, a thief,
a cleric, and a mage. They may not choose the classes or races or roll for
stats. All characters will begin with incredibly basic equipment and the player
will be given 100g with which to purchase any additional gear they want to
start with.
The cleric will begin with the Cure I spell and the mage will begin with a
random first level attack spell (Blaze I, Stone I, etc...).
Players will begin in one of the many cities in the game and will not be
aligned with any clans. They must be invited into a clan by another player
after earning sufficient fame points for themselves.
Players will likely want participate in battles against the computer for their
first few levels before engaging in PvP. They will be protected against
aggression from other players until joining a clan.
Party Management
----------------
As a new player, you will have a total of 4 party members and have a limit
of 4 members in your party. There will be a total of 4 quests in the game
that will allow you to increase your cap by one more member to a total
maximum party size of 8.
In order to fill these new slots, you must hire fresh recruits. New lvl 1
characters of any of the 5 base classes may be hired at any major city's
adventurer's guild. When creating a new character, you may choose their
name, race, and class. You may also distribute their stat points to your
liking. Making a newbie costs 2000g.
If you have more than 4 party members and decide that you don't like one of
them, it is possible to send them back to the adventurer's guild as free
agents for possible hiring by another player. The minute you send them back,
they leave your party and you may fill their slot with somebody else. They
do not take their equipment with them, it is left in your party's
possession.
For one week (RL) after releasing a character, they will be available for
auction. The minimum starting bid on a new character will be equal to their
level x 2500gp. Minimum increase on a bid is 2% of the current bid. If at
any point the bid exceeds 10x the starting bid, bidding ends early.
When a character is bought on auction, the player who trained them gets 20%
of the prize. If a character goes for more than 1 week w/o receiving any
bids, they disappear forever.
In certain situations, you will only be allowed to take 4 of your party
members into combat with you. Most notable of these would be while in
certain areas (quest dungeons mostly) or while partied with another player.
Multi-player parties
--------------------
This is planned as a multi-player game. As such, you are bound to bump into
other players eventually. In most areas (basically everywhere except
designated quest zones), it is possible to party with another player. Some
areas are particularly difficult and allow parties of up to three players
(each being limited to 4 active characters).
While in a party, the leader does all of the driving on the map. Parties
temporarily disband upon entering town, allowing the individual players to
run around and do their shopping or whatever.
During combat, party members take turns moving their units just as in normal
combat. Parties are protected from attacks by other players and are likewise
incapable of starting a PvP battle themselves.
Party members get a chat line to talk to each other for the duration of
their party.
Clans
-----
It is also possible (and recommended) for players to form clans. Individual
members within a clan are assigned ranks within the organization - each clan
may organize themselves however they like.
Members of clans display the clan's name below their own avatar while on the
map.
Clans may ally, declare war, or remain neutral to each other. Any given clan
may only declare 2 alliance and 1 war at a time, with the exception that you
are also automatically displayed as at war with an allied clan's enemies and
that any number of clans can declare war on yours. Thus, it is possible to
be at war with 3 other clans before anyone declares war on you.
Clan alliances are public information. Players will see the names of members
of their own and allied clans in blue and the names of enemy clans in red,
both on the map and in chat windows.
Clan membership automatically enrolls you in 3 more chat lines:
- clan
- alliance (your clan and allies)
- war (your clan, allies, and all enemies) - ie, the trash talk line
Players may not party together if their clans are at war (no matter how
indirectly :P). If a declaration of war is made, any such parties are
disbanded immediately (or after the current battle).
In order to form a clan, the founder must meet a few requirements:
- They must be sufficiently famous (see next section)
- They must find a town that has an available (empty) clan hall for sale
- They must have 1,000,000g on hand with which to buy the charter
It is entirely possible (tho probably a bit boring) to be a clan of one.
Fame
----
In addition to loot and xp, players can earn fame. Every quest a player
completes is worth at least 1 fame point. Major quests may be worth as many
as 5.
In addition to quests, players may also earn fame through their PvP record
and by killing dungeon bosses (which reward might coincide with a quest
reward). There should also be events and contests that reward fame points as
part of their prize package.
Certain fame levels are required before players may do certain interesting
things.
Join a clan - 10
Form a clan - 100
Buy a house - 50
Most quests also have a fame limit before players will be allowed to attempt
them. The quests for additional party slots have fame reqs of 20, 40, 60,
and 80 respectively.
There is no limit to the amount of fame a player may accrue. Fame is owned
by a player, not their characters (so their is no loss of fame for releasing
unwanted chars).
Playerkilling
-------------
PvP is the fastest (and riskiest) way of earning fame points. When a battle
is entered, each participant's reputation is at stake. Higher level players
have more to lose and less to gain than lower level players.
In order to attack another player, several criteria must be met:
- the attacker and the defender must be members of non-allied clans
- the attacker must have less fame than the defender
- it must have been at least 1 hour since the attacker's last offensive
PvP win (ie, the attacker may have defended within the last hour just
fine)
- neither attacker nor defender may be in a party
If the attacker wins, they gain 2 fame. If the defender wins, they gain 1
fame and the attacker loses 1. In the event that the two players are at war
with each other, these fame numbers are doubled.
In PvP, both participants will be limited to 4 party members at a time, and,
like always, these battles are capped to within 5 levels to make with the
fairness. Both participants earn xp as usual for pk fights. Characters that
die during PvP are restored to life with 1 hp, 1 mana, and 0 tp after the
fight.
It is also possible to participate in mock-pvp battles for practice purposes
only. These battles have no fame restrictions or rewards. The only
requirements to start a mock-pvp battle is that the participants are both in
either the same clan or are in allied clans and that neither attacker nor
defender are partied at the time.
Players' pvp records are kept publicly. Real and practice fights are both
recorded, but are listed separately. Names of opponents, who started the
fight (in the case of real pvp), and the level spread should also be
recorded.
Classes
-------
And now to a discussion of the different classes ;) There are a lot of these
stupid things. More classes might possibly be added to the list later on.
Just as races are not directly taken from d20, neither are classes, so expect
some discrepancies from the norm.
Saving throw progression is typically a case of one save starting at +2 and
advancing every even level where the other two start at +0 and advance every
third level. These cases will be labeled simply by the fast advancing save.
Other cases for save advancement are:
All - when all saves begin at +1 and will advance every even level
X+ - where save X starts at +3 and advances every level where the other two
saves advance every 3
X,Y - X and Y start at +2 and advance every 2, Z starts at +0 and advances
every 4
Skills flagged with a * are passive, not activated via the skill command in
the menu - and may not be turned off.
HP and MP earnings each level are equal to 0.5-1.0 times the value listed.
Acrobat
-------
- Advances from Thief. Light weapons and armour.
- several more levels of dodge (up to dodge V, +10 to avoid melee)
- tumble (attempt to jump to an adjacent square when attacked, if you succeed
and move out of range/aoe, good chance of avoiding damage)
- leap (jump over 1 square wide obstacle)
- leap ii (jump over 2 square obstacle)
- running leap (leap an extra 2 squares after moving)
- juggle (catch thrown weapons and arrows)
- throw (ranged attack with knife, club, or ball)
HP: 6
MP: 8
Races:
Saves:
Attack: 50%
Moves: 6 squares
Skills: 1 - Dodge III* (+6 to dodge melee attacks)
Spells:
Alchemist
---------
- Advances from Mage or Thief. Mix potions. May only use light weapons and
- robes.
- potent potion (healing items are 2x as effective)
- throw potion (may use items that normally have a range of 1 as if they
had a range of 3)
- split potion (break large healing item into multiple smaller items)
- mix potion (combine identical potions to create larget version)
- mix ii (combine similar potions)
- mix iii (combine dissimilar potions for interesting effects)
- resist poison
HP: 8
MP: 0
Races: Human, Elf
Saves: Fortitude, Reflex
Attack: 50%
Moves: 4 squares
Skills: 1 - Potent Potions* (healing items are 2x as effective)
Throw Potion* (when using an item that normally has a range of
only one square, you in stead have a range of 3)
5 - Split Potion (big healing potions may be broken into numerous
smaller potions)
Spells: none
Archer
------
- Advances from Fighter or Thief. Masters of bows. May not wield any melee
- weapons and may only use light armour.
- long shot (next round range is doubled)
- dodge arrows
- return fire (shoot back after dodging ranged attack)
- improved range i, ii, iii (+1, +2, +3 base range)
- double shot (two arrows per attack)
- quad shot (four arrows)
- point blank shot (may attack adjacent enemies with bow)
- crippling shot (chance to paralyze, blind, and bind target)
- cupid shot (chance to charm or confuse target)
- accuracy (100% chance to hit with normal attacks while spell is active)
- flame, poison, thunder, holy arrows
HP: 8
MP: 4
Races: Human, Elf, Centaur, Fey
Saves: Reflex
Attack: 100%
Moves: 4 squares
Skills: 1 - Long Shot (next round, range is doubled)
5 - Dodge Arrows* (arrows can't hit you)
10 - Improved Range I (+1 base range)
15 - Double Shot (two arrows per attack)
20 - Improved Range II (+2 base range)
25 - Return Fire* (not only dodge arrows, but shoot back)
30 - Point Blank Shot* (may attack adjacent enemies with bow)
35 - Crippling Shot (chance to paralyze, bind, and blind target)
40 - Improved Range III (+3 base range)
45 - Cupid Shot (chance to charm or confuse target)
50 - Quad Shot (four arrows per attack)
Spells: 3 - Accuracy (8mp, 100% chance to hit while spell is active)
10 - Flame Arrows (4mp + 1mp/arrow, arrows now do fire damage)
20 - Poison Arrows (4mp + 2mp/arrow, arrows now poison targets)
30 - Thunder Arrows (4mp + 2mp/arrow, arrows now do elec damage)
40 - Holy Arrows (8mp + 4mp/arrow, arrows now do holy damage)
Assassin
--------
- Advances from Thief of Monk. Masters of disabling enemies and quick kills.
- May use a variety of weapons and light armour.
- sneak attack (backstab works with any weapon, including ranged)
- two more levels of backstab (bringing Mo to 2x and Th to 2.5x and then 3x)
- poison weapon (affected edged weapon now has a chance of inflicting poison
on whoever it hits for the duration of the fight)
- cripple (bind and paralyze)
- palm (give palm to Th or double damage inflicted by Mo)
- stalk (hide and remain hidden while moving)
- inhume (instant kill with throwing knife)
HP: 8
MP: 0
Races: Human, Fey
Saves: All
Attack: 125%
Moves: 6 squares
Skills: 1 -
5 -
10 -
15 -
20 -
25 -
30 -
35 -
40 -
45 -
50 -
Spells: none
Barbarrian
----------
- Advances from Fighter. May use only heavy weapons and light armour. Offensive
- fighter with buckets of hp and dodging when tanking.
- enrage (berzerk self and anyone adjacent)
- focused rage (ability to choose actions while berzerk)
- dissipate anger (ability to cancel berzerk, even on self, take hp damage
in the process)
- frenzied healing (regen while berzerk)
- eternal frenzy (berzerk never wears off
- charge (attack 5 square line of targets, wind up at the end of the row,
takes movement as well as action for turn)
- break armour (attack for normal damage, chance of shattering one of the
victim's pieces of armour - not accessories or weapons)
- hurl weapon (ranged attack with any weapon, range 4)
- hurl opponent (pick up enemy and throw them, injures target and throwee,
range 3)
HP: 16
MP: 0
Races: Human, Dwarf, Centaur
Saves: Fortitude
Attack: 150%
Moves: 5 squares
Skills: 1 -
5 -
10 -
15 -
20 -
25 -
30 -
35 -
40 -
45 -
50 -
Spells: none
Bard
----
- Advances from Thief. May use only light weapons and armour. Has lots of area
- effect status-inflicting spells.
- songs affect radius around self, may walk around while performing, costs
mana each round song is active, range depends on instrument
- poetic license (immunity to direct attack while performing)
- never miss a beat (ability to act w/o stopping song)
- volume settings (affects range and mana consumption, pp-ff, start with mp)
- song of merriment (allies receive bonus to saving throws and to ac)
- song of lament (enemies have chance of receiving sleep or confusion)
- song of yearning (allies receive boost to accuracy and damage)
- song of seduction (enemies have a good chance of being charmed)
- song of retribution (negative status effects are removed from allies and
moved onto enemies)
- song of imbalance (allies and enemies all switch max hp and max mp)
- song of jubilance (allies - except bard - regenerate mana)
- song of gratitude (allies heal damage and negative status effects)
- song of victory (enemies take damage and have a small chance of being
stunned)
HP: 6
MP: 8
Races: Human, Elf, Fey
Saves: All
Attack: 75%
Moves: 4 squares
Skills: 1 -
10 -
20 -
30 -
40 -
50 -
Spells: 3 - Song of Merriment
5 - Song of Lament
15 - Song of Yearning
25 - Song of Jubilance
35 - Song of Gratitude
45 - Song of Victory
Beastmaster
-----------
- Advances from Fighter or Monk. May use light or medium weapons and light or
- medium armour. Controls monsters.
- charm adjacent, at range, area at range, radius around self, entire map
- control closest charmed animal, all close charmed animals, all charmed
- expel charmed animal from fight
- ride charmed animal
- keep charmed animal as permenant pet (only one pet allowed at a time)
- summon pet
HP: 10
MP: 4
Races: Human, Centaur
Saves: All
Attack: 100%
Moves: 5 squares
Skills: 1 -
5 -
15 -
25 -
35 -
45 -
50 -
Spells: 3 - Calm
10 -
20 -
Chronomancer
------------
- Advances from Mage. Time magic.
- haste, slow, stop, quicken, teleport, blink
- contingency (set a spell to go off when attacked)
- time shift (change time of day and/or season for the duration of battle)
HP: 6
MP: 12
Races: Elf, Fey
Saves: Will
Attack: 33%
Moves: 3 squares
Skills:
Spells:
Cleric
------
- Base class. May use only light and medium blunt weapons. Light and medium
- armour as well as robes. Healing magic.
- cure i, ii, iii (2^lvl d8 + bonus)
- heal (remove blind, paralyzed, poison, asleep, slow, and stunned)
- heal ii (remove all negative status effects)
- armour (halves physical damage)
- armour ii (reduces physical damage to 1/3)
- shield (halves magical damage)
- shield ii (reduces magical damage to 1/3)
- reflect (bounce directed spells back at the caster)
- white i, ii, iii (holy damage)
HP: 8
MP: 8
Races: Human, Elf, Fey
Saves: Will
Attack: 50%
Moves: 3 squares
Skills:
Spells:
Cyborg
------
- Advances from Fighter. Immune to beneficial and 'mental' magic.
- dermal plating (5 levels, +3 ac each time)
- wired reflexes (3 levels, +1 dex each time)
- pneumatic arms (3 levels, +1 str each time)
- skeletal framing (3 levels, +1 con each time)
- optical implants (immune to blindness)
- nanites (immune to poison)
- nanites ii (regenerate 1d8 hp per round)
- nanites iii (double fortitude save rolls)
- defensive programming (double reflex save rolls)
- assault programming (hit twice with each melee attack)
- targetting computer (double chance of critical hit)
- small laser (1d8 fire damage, range 2-8)
- medium laser (2d10, replaces small)
- heavy laser (3d12, replaces medium)
- pulse cannon (2d8 electric damage to a small area at range of 1-7, if fired
at point blank, user is not affected)
HP: 12
MP: 0
Races: Human, Dwarf
Saves: Fortitude+
Attack: 100%
Moves: 3 squares
Skills:
Spells: none
Dark Knight
-----------
- Advances from Fighter or Mage. Offensive fighter with black magic. Robes to
- medium armour, light and medium weapons.
- blaze (2 levels), frost (2 levels), bolt (1 level)
HP: 8
MP: 6
Races: Human
Saves: Will
Attack: 100%
Moves: 4 squares
Skills: 1 -
5 -
15 -
25 -
35 -
45 -
50 -
Spells: 3 - Blaze
10 - Frost
20 - Bolt
30 - Blaze
40 - Frost
Defender
--------
- Advances from Fighter or Monk. Defensive fighter. Medium to heavy armour.
- Light to medium weapons.
HP: 20
MP: 0
Races: Human, Dwarf, Centaur
Saves: Fortitude+
Attack: 100%
Moves: 3 squares
Skills: 1 -
5 -
10 -
15 -
20 -
25 -
30 -
35 -
40 -
45 -
50 -
Spells: none
Druid
-----
- Advances from Cleric. Nature priest. Lots of plant and animal spells. Robes
- and light armour. Light weapons.
HP: 8
MP: 8
Races: Elf, Fey
Saves: Reflex, Will
Attack: 50%
Moves: 5 squares
Skills:
Spells:
Elemental
---------
- Advances from Mage or Monk.
- air
- fire
- water
- earth
- spirit
HP: 10
MP: 6
Races:
Saves:
Attack: 33%
Moves: 5 squares
Skills:
Spells:
Enchanter
---------
- Advances from Cleric or Mage.
HP: 6
MP: 12
Races:
Saves:
Attack: 33%
Moves: 3 squares
Skills:
Spells:
Engineer
--------
- Advances from Thief of Fighter. Fix broken equipment and Cyborgs.
HP: 8
MP: 0
Races: Human, Dwarf
Saves: Fortitude
Attack: 50%
Moves: 4 squares
Skills:
Spells: none
Fighter
-------
- Base class. Light to medium armour, light to heavy weapons.
- focus (next turn, attack with +1 accuracy and an extra die for damage)
- bash (normal damage, unbalancing attack, chance that enemy loses all dex
until their next turn)
- shove (1/2 damage, chance of moving enemy back one square)
- counter
- cleave (attack two enemies in a straight line)
- quickstrike (1/2 damage, chance that enemy does not get to react)
- doublestrike (extra attack against target, if first succeeds then second
attack gets +5 to accuracy)
- eyestrike (1/2 damage, chance of blind)
- armstrike (1/2 damage, chance of disabling)
- whirlwind (attack all enemies within range of melee weapon)
- deathstrike (1/2 damage, chance of killing target)
HP: 10
MP: 0
Races: Human, Elf, Dwarf, Centaur
Saves: Fortitude
Attack: 100%
Moves: 4 squares
Skills: 1 - Focus
3 - Bash
5 - Shove
10 - Counter*
15 - Cleave
20 - Quickstrike
25 - Doublestrike
30 - Eyestrike
35 - Armstrike
40 - Whirlwind
50 - Deathstrike
Spells: none
Gambler
-------
- Advances from Cleric or Thief.
HP: 8
MP: 4
Races:
Saves: Reflex
Attack: 75%
Moves: 4 squares
Skills:
Spells:
Geomancer
---------
- Advances from Mage or Monk.
HP: 8
MP: 0
Races: Human, Elf, Dwarf
Saves: Fortitude, Will
Attack: 33%
Moves: 6 squares
Skills:
Spells: none
High Priest
-----------
- Advances from Cleric. Bigger magic.
HP: 8
MP: 16
Races: Human, Elf, Fey
Saves: Will+
Attack: 50%
Moves: 3 squares
Skills:
Spells:
Illusionist
-----------
- Advances from Mage. Mostly status effect spells.
HP: 6
MP: 12
Races: Fey
Saves: Will+
Attack: 33%
Moves: 3 squares
Skills:
Spells:
Knight
------
- Advances from Fighter. Well rounded. Light to heavy weapons and armour.
HP: 10
MP: 0
Races: Human, Dwarf, Centaur
Saves: All
Attack: 100%
Moves: 4 squares
Skills: 1 -
5 -
10 -
15 -
20 -
25 -
30 -
35 -
40 -
45 -
50 -
Spells: none
Lancer
------
- Advances from Fighter. Spears and mounted combat. Medium armour.
HP: 10
MP: 4
Races: Human, Centaur
Saves: Reflex
Attack: 100%
Moves: 4 squares, +2 bonus when mounted (or if centaur :P)
Skills: 1 -
5 -
15 -
25 -
35 -
45 -
50 -
Spells: 3 -
10 -
20 -
30 -
Mage
----
- Base class. Mage weapons and robes.
- blaze (fire, 3 levels)
- frost (ice, 3 levels)
- bolt (lightning, 3 levels)
- stone (earth, 3 levels)
- gale (wind, 3 levels)
- drench (water, 3 levels)
- envenom (poison)
- slumber (sleep)
- petrify (turn to stone)
- silence (mute)
- muddle (confusion)
- bind (bind)
- concentrate (focus next spell)
HP: 6
MP: 10
Races: Human, Elf, Fey
Saves: Will
Attack: 33%
Moves: 3 squares
Skills: 5 - Concentrate
Spells: 1 - Blaze I
3 - Bolt I
6 - Frost I
8 - Envenom
9 - Gale I
12 - Stone I
15 - Drench I
16 - Slumber
18 - Blaze II
21 - Bolt II
24 - Frost II
25 - Silence
27 - Gale II
30 - Stone II
32 - Bind
33 - Drench II
36 - Blaze III
39 - Bolt III
40 - Muddle
42 - Frost III
45 - Gale III
48 - Stone III
50 - Drench III
Petrify
Mimic
-----
- Advances from Thief. Light weapons and armour. Ability to copy skills and
- spells from other characters.
- duplicate last action performed (same action and target)
- copy last ability used (same mp cost, range, etc...)
- copy last ability used on self
- lock ability
- stone spell (3 levels)
HP: 10
MP: 4
Races: Human, Elf, Fey
Saves: Reflex
Attack: 100%
Moves: 4 squares
Skills: 1 -
10 -
20 -
30 -
40 -
50 -
Spells: 5 - Stone I
15 -
25 - Stone II
35 -
45 - Stone III
Monk
----
- Base class. Robes and light armour, monk weapons. Unarmed combat.
- throw (toss enemy to opposite square, chance of stun)
- judo counter (chance to dodge attack and throw enemy)
- chakra (heal self of a single status effect - from limited list)
- chakra ii (heal all status effects)
- chakra iii (heal some hp as well)
- palm (1/2 damage + bleeder)
- long fist (reduced damage, air element - damage decreases by 15% with each
square of distance - 100%,85%,70%,55%,40%,25%,10%)
HP: 8
MP: 0
Races: Human, Elf
Saves: Fortitude
Attack: 100%
Moves: 5 squares
Skills: 1 -
5 -
10 -
15 -
20 -
25 -
30 -
35 -
40 -
45 -
50 -
Spells: none
Necromancer
-----------
- Advances from Mage. Death/reanimation magic.
- skeleton, zombie, ghoul, ghost, lich, vampire
- control undead
- destroy undead
- frost (2 more levels)
- black (unholy damage, 3 levels)
- infection (virus)
HP: 6
MP: 12
Races: Human, Elf
Saves: Will
Attack: 33%
Moves: 3 squares
Skills:
Spells:
Ninja
-----
- Advances from Monk or Thief. Elemental jutsu and stealth. Light armour and
- ninja weapons.
- mizu no jutsu (water damage + sleep)
- kaze no jutsu (wind damage + silence)
- sora no jutsu (teleport across battlefield)
- moku no jutsu (earth damage + blind)
- kaen no jutsu (fire damage)
- tetsu no jutsu (physical damage + bind)
- henge no jutsu (change appearance to that of anyone else on the battlefield)
- bunshin no jutsu (create a duplicate of yourself, may create many, each
duplicate takes an even percentage of your hp and mp)
- twohanded casting (perform two different jutsu at once)
HP: 8
MP: 6
Races: Human
Saves: Reflex+
Attack: 100%
Moves: 6 squares
Skills: 1 -
5 -
15 -
25 -
35 -
45 -
50 -
Spells: 3 - Water Jutsu
10 - Air Jutsu
20 - Wood Jutsu
30 - Fire Jutsu
40 - Metal Jutsu
Oracle
------
- Advances from Cleric. Calculator type abilities, lots of buffing.
- fft calculator-like abilities - 'prophecy'
- target spell at everyone who has a specific number (hp, mp, exp, level)
that is a multiple of 2, 3, 5, or 7
- spells still cost mana
- fortune - make everyone within 2 square radius lucky
- misfortune - afflict everyone (except self) within 2 squares with negative
status effect (paralyze, slow, blind, curse)
HP: 8
MP: 10
Races:
Saves:
Attack: 25%
Moves: 3 squares
Skills:
Spells:
Paladin
-------
- Advances from Fighter or Cleric. Holy warriors. Any armour. Light or medium
- weapons.
- cure (spell)
- armour boost i, ii, iii (+2/+4/+8 to ac while wearing heavy armour)
- aura of protection (allies within range receive half of armour boost)
- cover (leap in front of ally to take damage for them)
- holy sword (deal holy damage in addition to normal)
- smite (burn all mp in one attack)
- judgement (holy attack spell, silences target)
- absorb (spell, reduce damage taken by target)
- evade (spell, improve evasion)
- reflect (spell)
- banish (holy attack spell, chance of dispelling summons)
- sacrifice (spell, redirect damage taken by targets of spell to caster for
duration of the spell)
HP: 12
MP: 4
Races: Human, Dwarf, Centaur
Saves: Fortitude, Will
Attack: 100%
Moves: 4 squares
Skills: 1 -
10 -
20 -
30 -
40 -
50 -
Spells: 5 - Cure
15 - Absorb
25 - Evade
35 - Reflect
45 - Banish
Philosopher
-----------
- Advances from Cleric or Mage. Anti-mage.
- realism (remove beneficial status effects from all enemies in range)
- pessimism (remove mental-type status effects from allies in range)
HP: 4
MP: 16
Races:
Saves: Will+
Attack: 25%
Moves: 3 squares
Skills:
Spells:
Psionicist
----------
- Advances from Monk. Mental warriors.
HP: 6
MP: 8
Races: Human
Saves: Will+
Attack: 50%
Moves: 4 squares
Skills:
Spells:
Ranger
------
- Advances from Fighter or Thief. Good with ranged weapons, lots of monster
- hunting kung foo. Light armour, light to medium weapons. Most bows.
- snare trap (enemy stumbling upon trap becomes bound)
- poison, blind, sleep trap
- bomb trap (massive fire damage)
- hunt - ranged attack does critical damage to monsters
- additional monster families to hunt are earned with levels
- improved hunting - hunt has a chance of dealing instant death
HP: 10
MP: 4
Races: Human, Elf, Fey
Saves: Reflex
Attack: 100%
Moves: 7 squares
Skills: 1 -
5 -
15 -
25 -
35 -
45 -
50 -
Spells: 3 -
10 -
20 -
30 -
Sage
----
- Advances from Mage or Cleric. Obscure powerful spells. Very slow. Robes and
- light weapons only.
HP: 4
MP: 20
Races: Elf, Fey
Saves: Will+
Attack: 33%
Moves: 3 squares
Skills:
Spells:
Samurai
-------
- Advances from Monk. Monk with swords.
- blind fighting (facing doesn't matter when attacked)
- iaijutsu (attack adjacent enemy with unwielded weapon, no reaction allowed,
unwield weapon after attack)
- iaijutsu ii (50% chance of critical)
- iaijutsu iii (guaranteed crit on hit)
- iaijutsu parry (reaction to block melee attacks with unwielded weapon)
- iaijutsu parry ii (block arrows. bullets and magic still hit)
- final blow (iaijutsu strike against adjacent enemy when dying)
HP: 12
MP: 4
Races:
Saves:
Attack: 100%
Moves: 5 squares
Skills:
Spells:
Shadow Walker
-------------
- Advances from Thief.
- walk through walls
- shadow step (teleport between 'shadows', areas adjacent to walls or trees)
- shadow body (step out of phase while being attacked to dodge both spells and
physical attacks)
- shadow strike (phase weapon briefly in order to bypass armour)
- invisibility
HP: 8
MP: 4
Races: Human, Elf, Fey
Saves: Reflex+
Attack: 50%
Moves: 5 squares
Skills:
Spells:
Shaman
------
- Advances from Cleric.
HP: 8
MP: 8
Races:
Saves:
Attack: 66%
Moves: 4 squares
Skills:
Spells:
Shapeshifter
------------
- Advances from Monk or Cleric. Different animal forms.
- spider (zero def/damage, insane evade/accuracy, poison, web)
- wolf (fast movement, disabling attacks, average attack/def)
- bear (normal movement, powerful melee, low evade, high def)
- hawk (flight, low damage/high accuracy attack, high evade, low defense)
- turtle (slow movement, high def, low evade, reflect some spells, hide in
shell, swim)
- salamander (mythical fire type)
- tree (imobile, branches have 1-2 range, obscene def, weak to fire)
HP: 10
MP: 0
Races: Human, Elf, Fey
Saves: Fortitude, Reflex
Attack: 66%
Moves: 4 squares
Skills:
Spells: none
Shinto Priest
-------------
- Advances from Monk.
HP: 8
MP: 8
Races:
Saves:
Attack: 66%
Moves: 3 squares
Skills:
Spells:
Shugenja
--------
- Advances from Monk or Cleric. Well-rounded fighter/spellcaster type. Robes
- and light armour, monk weapons.
- use scrolls as foci, may wield shortswords if necessary (but by so doing,
they lose the advantages of wielding a scroll)
- mostly white magic, some red, strong elemental and spirit associations
HP: 8
MP: 8
Races: Human, Elf
Saves: Reflex, Will
Attack: 66%
Moves: 4 squares
Skills: 1 -
10 -
20 -
30 -
40 -
50 -
Spells: 3 -
5 -
15 -
25 -
35 -
45 -
Sifu
----
- Advances from Monk. No weapons or armour.
HP: 10
MP: 0
Races: Human
Saves: Reflex, Will
Attack: 150%
Moves: 6 squares
Skills: 1 -
5 -
10 -
15 -
20 -
25 -
30 -
35 -
40 -
45 -
50 -
Spells: none
Summoner
--------
- Advances from Mage or Cleric. Calls elemental spirits. Robes and light
- weapons only.
- unsummon (abjure your own summon)
- spirit link (character and spirit share hp/mp)
- wind, fire, water, wood, metal, thunder, shadow, ice, holy spirits
HP: 6
MP: 12
Races: Elf, Fey
Saves: Will
Attack: 33%
Moves: 3 squares
Skills: 5 - Unsummon
10 -
25 - Spirit Link* (character and spirit share hp and mana)
50 -
Spells: 1 - Wind Spirit
5 - Fire Spirit
10 - Water Spirit
15 - Wood Spirit
20 - Metal Spirit
25 - Thunder Spirit
30 - Shadow Spirit
35 - Ice Spirit
40 - Holy Spirit
Swashbuckler
------------
- Advances from Fighter or Thief. Agility-based fighter. Light weapons and no
- armour.
- parry (chance of blocking any melee attack)
- parry ii (chance of blocking arrows and thrown weapons as well)
- riposte (counter attack after parry)
- taunt (berzerk enemy)
HP: 8
MP: 4
Races: Human, Elf
Saves: Reflex+
Attack: 100%
Moves: 5 squares
Skills: 1 -
5 -
15 -
25 -
35 -
45 -
50 -
Spells: 3 -
10 -
20 -
Thief
-----
- Base class. Stealing what don't belong to them. Light weapons and armour.
- steal item, cloak, gold, helmet, gloves, boots, weapon, armour, accessory
- hide (become invisible until acting, moving, or taking damage)
- dodge (+2 to avoid melee attack)
- dodge ii (+4)
- backstab (1.5x damage from behind with knife)
- backstab ii (2x)
- mug (1/2 damage, steal random item)
HP: 8
MP: 0
Races: Human, Elf, Fey
Saves: Reflex
Attack: 75%
Moves: 5 squares
Skills: 1 - Steal Item
5 - Hide (become invisible until you either take damage, move, or act)
10 - Dodge I* (+2 to avoid melee attacks)
15 - Steal Cloak
Steal Gold
20 - Backstab I* (attack with knife from behind does 1.5x damage)
25 - Steal Helmet
Steal Gloves
Steal Boots
30 - Backstab II* (backstab does 2x damage)
35 - Steal Weapon
40 - Dodge II* (+4 to avoid melee attacks)
45 - Steal Armour
Steal Accessory
50 - Mug (attack for 1/2 damage and try to steal random item)
Spells: none
Wizard
------
- Advances from Mage. Bigger magic.
HP: 6
MP: 16
Races: Human, Elf, Fey
Saves: Will+
Attack: 33%
Moves: 3 squares
Skills:
Spells:
Time and Seasons
----------------
Time of day and year should play measurable roles in the game. Different
abilities will be stronger during either day or night. Likewise, certain
monsters will thrive during different times of day. Shops should keep
obnoxious hours that annoy players who arrive at the wrong time of day :)
Seasons affect the strength of different elemental abilities.
Winter - strengthen ice, weaken fire
Spring - strengthen earth, weaken air
Summer - strengthen fire, weaken ice
Autumn - strengthen air, weaken earth
Status Effects
--------------
aid - heal over max hp
aim - double accuracy
armour - reduced damage from physical
berzerk - improved damage, reduced defense, confusion causes you to attack nearest enemy
bind - unable to move
blind - accuracy
blink - double evasion
charm - confusion causes you to attack allies
concentrate - double next spell effect
confusion - causes erratic behavior uncontrolled by the player, behavior could include attacking enemies or allies, moving randomly, and generally just not being very useful
coward - improved defense, confusion causes you to run away from all enemies
curse - unable to use techs, healing effects cause damage
enfeeble - max hp and physical stats cut in half
focus - every physical attack while under this effect
haste - double turn rate
immune - resist negative status effect
invisibile - opposing team can't see you
lucky - reroll bad results for duration
mirror - duplicate copy (or copies)
mute - unable to cast spells
paralyze - unable to act
poison - hp bleeder
power - double next physical attack effect
quicken - extra turn immediately after next
reflect - redirect any magical effects back to the caster
refresh - mana regen
regen - hp healing every round
shield - reduced damage from magic
sleep - skip turn until effect wears off or hit for damage
slow - half turn rate
stone - unable to do anything, counts as dead for determining end of fight
stun - miss next turn
virus - mp bleedered job is chosen, it is impossible to go back. It is also