CYrusmaster
2040 posts
|
|
|
|
CYrusmaster
2040 posts
|
Mysteries of the Sonzaishinai
Once there was a land named Galilei, and Galilei had fine heroes that were looking after it. There were houndreds of these so called heroes which were pledged into darkness and forced to fight the folk of Galilei. Many were slain in the dark times until a wise and strong hero called Axios redeemed all of the crimes and captured all of the heroes. These heroes were then put to a slumber that would cure the sudden darkness nobody had knowledge of what it was and where it came from. But now the dark times are over and our reborn heroes are awakening, and who are these heroes? These heroes are you!
Now that you know a little of the story you can take a look at the rules and general gameplay how will this take place!
Rules
- No godmodding!
- No attempts to cheat or bypass the mechanics of the game. If you see someone cheat please report it to me personally.
- No whining.
- More rules will be added later if in need.
Gameplay
When you start the game, your nowhere. You must go into the first dungeon called Undead Monastery. To start it you simply look at the currently discovered map and start to explore yourself. Empty slots will contain monsters to slay, slaying monsters grant loot, exp and gold. Gold is used for trading between players, this means there will be no shops in the near future. Experience will grant you levels, and sligtly improve your character, most of the characters strength comes from items and skills.
Fights are quite simple on your end, you tell me a strategy: [ use skill #1 and then basic attack ] or anything like that, if you have more skills you can develope different strategies depending on the opponent. Fights will the later be published for you to observe and imprive your strategy.
To clear a dungeon someone must find the Gate Keeper, he is the strongest monster in the dungeon, and all of the participants are teleported to the Gate Keeper when he is discovered and there will be a day of time for you to submit a strategy before everyone will fight him together. After defeating or losing to the Gate Keeper, the dungeon ends and randomizes. Winning will grant access to the next dungeon, and great rewards for the defeaters.
In a dungeon or out of dungeon people can do PvP, thats when they fight one another. Most dungeons dont have PvP on, but if they do you die in the dungeon and must wait for it to be completed before you can enter again.
You can also clear the dungeon together with a friend.
In total this game is a RPG/RP/cyop.
|
|
|
CYrusmaster
2040 posts
|
|
|
|
CYrusmaster
2040 posts
|
Classes #1
Warrior
Passive Traits
- 20% bonus damage to melee attacks.
- 5% damage reduction from psyshical sources.
- 15% higher healing and regeneration.
Skills
Offensive
- level 2
Cleaving Strike – Does 120% damage to all enemies.
2 mana
No cooldown
- level 5
Bash – Does level x 4 damage and reduces 2 defence.
4 mana
2 turn cooldown
- level 10
Final Strike – Deals 5% of the enemies max hp as damage.
10 mana
4 turn cooldown
Defensive
- level 2
Warshout – Increases the parties health for 10% for the duration of the battle.
4 mana
No cooldown
- level 5
Immense prediction – Blocks the next incoming skill or damage.
3 mana
3 turn cooldown
- level 10
Invincibility – On death revives with 5% of health, occurs every 10 turns.
Revived with 0 mana
10 turn cooldown
Knight
Passive Traits
25% damage reduction from psyshical sources.
10% damage reduction from magical sources.
20% higher stats from plate type armor and swords.
Skills
Offensive
- level 2
Axios Mark – Marks the target with a mark. When a party member attacks the marked target the mark is consumed and dealth the knights damage as magic damage.
3 mana
No cooldown
- level 5
Sunder Armor – Destroyes 5% of the enemies current armor.
5 mana
3 turn cooldown
- level 10
Justice of Axios – Strikes the enemy applying a Axios mark. If the target already has a mark applied the target is stunned and dealt 150% of the knights who strikes damage. Each additional knight in the team reduces cooldown by 1 turn.
15 mana
8 turn cooldown
Defensive
- level 2
Block – Blocks the next incoming skill or damage.
5 mana
No cooldown
- level 5
Sinister calling – Creates a shield fo level x 5 to all party members. Level x 8 if your solo.
10 mana
4 turn cooldown
- level 10
Milune Shield – Shields a ally for 4 turns taking all of the damage.
50 mana
8 turn cooldown
Ranger
Passive Traits
30% highr ranged damage.
50% chance to critical strike.
5% higher agility from items.
Skills
Fire
- level 2
Fireshot – Does 150% firedamage.
2 mana
1 turn cooldown
- level 5
Explosiveshot – Does 120% damage to all enemies, and makes them receive 25% less healing and regeneration for the rest of the battle.
9 mana
2 turn cooldown
- level 10
Hail of Flaming arrows – Fires 20 arrows each dealing 50% damage. Only 4 arrows per target.
20 mana
7 turn cooldown
Marksmanship
- level 2
Doubleshot – Fires two arrows.
3 mana
1 turn cooldown
- level 5
Stack – When you use this ability, next time you use it its damage is 10% higher. The damage starts at 120%.
4
No cooldown
- level 10
Silent arrows – All players that do not target the Ranger lose 5% of their current health every turn.
No mana cost
No cooldown
Rogue
Passive Traits
250% critical strike damage.
40% chance to critical strike.
100% first strike.
100% higher gold loot.
Skills
Arms
- level 2
Dagger Flurry – Throws our daggers and reduces enemies agility by 20%, also deals 75% damage.
4 mana
4 turn cooldown
- level 5
Dual Wield – You can now use two daggers. [ Special passive ]
No mana cost
No cooldown
- level 10
Dark Lord Chcara – Deals 200% damage and silences the target for 3 turns.
18 mana
10 turn cooldown
Stealth
- level 2
Stealth – Makes you untargettable, next time you attack you lose stealth and deal 150% damage. Stealth lasts 1 turn, can be prolonged for 2 turns by the cost of 10 mana.
6 mana
4 turn cooldown
- level 5
Backstab – Deals 200% damage, stuns target for one turn if you were stealthed.
No mana cost
10 turn cooldown
- level 10
Black Lords Chcara – Silences the target for 2 turns, deals 125% damage, and stealths you. Stealth lasts 1 turn, can last two turns by the cost of 10 mana.
No mana cost
10 turn cooldown
Priest
Passive Traits
1% more healing done for each intelligence point from items only.
50% of other stats gained from items is a intelligence bonus.
Skills
Healing
- level 2
Heal – Heals ally for 2 x int.
12 mana
1 turn cooldown
- level 5
Grand heal – Heals ally for 3 x int and grants 5 defence for 1 turn.
25 mana
4 turn cooldown
- level 10
Axios blessing – Resurrects one party member and heals party for 2 x int.
120 mana
7 turn cooldown
Restoration
- level 2
Bless – Heals two allies both for 10% of the priests max health.
15 mana
2 turn cooldown
- level 5
Call of the Priest – Restores a allies hp to 50%, 10% a turn. While this is active, the target has 10% more defence and magic resistance.
50 mana
8 turn cooldown
- level 10
Master Regeneration – Makes a target not go below 1 hp for two turns.
No mana cost
15 turn cooldown
|
|
|
CYrusmaster
2040 posts
|
Classes #2
Monk
Passive Traits
20% more intelligence and stamina from items.
Double damage every fifth hit.
Skills
Chakra
- level 2
Chi Strike – Deals 120% damage and restores 5 mana.
No mana cost
2 turn cooldown
- level 5
Lion kick – Deals 150% damage and restores 10 hp.
15 mana
4 turn cooldown
- level 10
Power wave – Launches a powerfull wave of power and deals 250% damage to everyone.
18 mana
10 turn cooldown
Martial Arts
- level 2
Leaf Slicer – Deals 150% damage, has 50% more impact on armor reducement.
8 mana
1 turn cooldown
- level 5
Vital Strike – Deals 150% damage and reduces targets damage by 6% for the fight.
23 mana
4 turn cooldown
- level 10
Meditation – Increases damage by 25% and restores 15% of hp.
No mana cost
15 turn cooldown
Hydromancer
Passive Traits
70% mana shield.
50% more mana from intelligence.
Skills
Water specialization
- level 2
Summon water elemental – This elemental has 25% of your damage, 60% of your current health and no resistances.
20 mana
5 turn cooldown
- level 5
Water bolt – Deals 150%, elemental deals the same.
16 mana
2 turn cooldown
- level 10
Water prison – Traps a enemy with half of your mana. He needs to break this mana shield before he can deal damage to any other targets.
30 mana
9 turn cooldown
Ice specialization
- level 2
Ice bolt – Deals 200% damage.
18 mana
3 turn cooldown
- level 5
Ice barrage – Stuns everyone and deals 200% damage.
45 mana
6 turn cooldown
- level 10
Ice armor – Your mana shield is now 80% and attackers take 20% damage back.
60 mana
13 turn cooldown
Fire Mage
Passive Traits
All of your abilities inflict 10% bonus damage next turn.
1% more damage to your abilities for each intelligence from items.
Skills
Offensive
- level 2
Incinetrate – causes the enemy to receive 150% damage over 3 turns.
15 mana
4 turn cooldown
- level 5
Fire Bolt – Triggers incinetrate to deal instant damage and applies a new one. Also does 130% damage.
36 mana
6 turn cooldown
- level 10
Fire Blast – Damages 3 enemies applying incinetrate and dealing 200% damage. Reduces targets healing by 50% for the next turn.
52 mana
11 turn cooldown
Supportive
- level 2
Flame shield – Grants 20% more defence and 10% more magic resistance.
30 mana
One time use
- level 5
Fire lash – Grants you 15% damage.
70 mana
One time use
- level 10
Armageddon fragment – Blasts the target with 400% damage ignoring magic resistance.
200 mana
6 turn cooldown
Fire Lord
Passive Traits
Your basic attacks deal 5% bonus fire damage.
Any fire damage dealt in the fight heals the fire lord for 2% of the damage dealt.
5% damage reduction from psyshical sources.
15% damage reduction from magical sources.
Skills
Fire Slasher
- level 2
Fire aspect – Your passive deals 15% bonus fire damage instead of 5%.
4 mana
No cooldown
- level 5
Mana drain – Drains 5% of the targets mana and deals a equal amount of damage as fire damage.
30 a turn
No cooldown
- level 10
Kenpen – Does 8 x strength damage.
No mana cost
One use only
Ember Master
- level 2
Embers – Creates a ember. Any attackers receives these embers as 130% damage. You can stack up to 3 embers.
10 mana
No cooldown
- level 5
Ember closure – Generates 2 embers and increases cap to 4.
34 mana
3 turn cooldown
- level 10
Senpen – Regenerates full embers and launches them at the enemy. Cap grows to 5 after use.
100 mana
One time use
Druid
Passive Traits
8% of the damage you deal heal yourself.
2% of your damage heal your party members and you.
5% damage reduction from magical sources.
Druid gains 1 mana per level. Whenever you use skills from other specializations you consume one mana. When you dont have any mana left you cant use skills from other specializations. Killing something gains you one mana.
Skills
Bear master
- level 2
Overpower – Deals 150% damage.
No mana cost
1 turn cooldown
- level 5
Growth – Increases damage by 5% for the fight.
No mana cost
3 turn cooldown
- level 10
Berserk – Damage doubled for 2 turns.
No mana cost
6 turn cooldown
Wolf master
- level 2
Bleed – Bleeds the enemy for 150 damage over 2 turns.
No mana cost
1 turn cooldown
- level 5
Glance of fear – Reduces enemy agiity by 5% every use.
No mana cost
3 turn cooldown
- level 10
Berserk – Agility doubled for two turns.
No mana cost
6 turn cooldown
Naturalist
- level 2
Natures wrath – Deals 150% damage.
No mana cost
1 turn cooldown
- level 5
Natures blame – Deals 150% damage and stuns for a turn.
No mana cost
4 turn cooldown
- level 10
Natures curse – Reduces the targets damage by 20%, cant be healed, cant use skills, and if it doesnt die by the 5 turn. The druid dies.
No mana cost
Can only be cast after 4 turns.
|
|
|
Zzzip50
5880 posts
|
|
|
|
CYrusmaster
2040 posts
|
Classes #3
Wizard
Passive Traits
40% mana shield
5% of your damage restores mana.
100% Ignore on relics.
Skills
- level 2
Arcane Shot – Deals 150% damage.
10 mana
1 turn cooldown
- level 3
Arcane shield – Reduces all damage receiverd by 20%.
10 a turn
No cooldown
- level 5
Arcane missile – Deals 200% damage.
25 mana
3 turns cooldown
- level 6
Mana strain – Restores 15% mana.
No mana cost
5 turns cooldown
- level 10
Arcane Blast – Deals 300% damage to enemies.
500 mana
8 turn cooldown
Barbarian
Passive Traits
2% health regeneration every turn.
100% more health from stamina.
Skills
Offensive
- level 2
Slash – Deals 150% damage.
No mana cost
1 turn cooldown
- level 5
Clap – Deals 175% damage and a 1 turn stun.
No mana cost
3 turn cooldown
- level 10
Galileis master strike – Deals 150% damage and stuns both players for 5 turns.
No mana cost
One use only
Defensive
- level 2
Regenerate – Each action gives you 1 concentration, at 10 concentration you regenerate 10% health.
No mana cost
No cooldown
- level 5
Growth – Gives you 5% damage.
No mana cost
4 turn cooldown
- level 10
Galileis Strength – Passive regeneration bugged to 3% and “regenerate” to 15%.
10 concentration
One time use
Paladin
Passive Traits
Every 3 turns generates a shield for a turn that shields 10% of your current mana.
3% increased healing for the team for each team member.
2% increased damage for the team for each team member.
Skills
Holy
- level 2
Holy light – Heals 75% of your damage.
12 mana
1 turn cooldown
- level 5
Smite – Deals 175% damage.
20 mana
3 turn cooldown
- level 10
Resurrect – Revives a party member.
200 mana
One use only
Shield master
- level 2
Bash – Deals 130% damage and a turn stun.
10 mana
2 turn cooldown
- level 5
Shield giljotine – Slashes the enemy dealing 100% + the % he is missing damage.
No mana cost
4 turn cooldown
- level 10
Retribution – Deals 200% and a turn stun.
150
7 turn cooldown
|
|
|
CYrusmaster
2040 posts
|
|
|
|
CYrusmaster
2040 posts
|
|
|
|
CYrusmaster
2040 posts
|
|
|
|
Zzzip50
5880 posts
|
Wtf is with all the reserves.
|
|
|
CYrusmaster
2040 posts
|
|
|
|
CYrusmaster
2040 posts
|
|
|
|
CYrusmaster
2040 posts
|
|
|
|
CYrusmaster
2040 posts
|
|
|
|
CYrusmaster
2040 posts
|
|
|
|
CYrusmaster
2040 posts
|
|
|
|
CYrusmaster
2040 posts
|
|
|
|
CYrusmaster
2040 posts
|
Discussion and signups
Votes for if only one class per player, i mean that if you want that only one person can use for example a knight and nobody else cant.
Sign up sheet:
Character name:
Class:
Allocated stats:
Stamina –
4 hp and 0.1 regeneration per turn.
Stength –
1 hp and 0.5 damage
Agility –
0.5 damage and 1 speed
Intelligence –
5 mana and 0.1 mana regeneration per turn
Please allocate 5 points.
Bio before dark times:
|
|
|
CYrusmaster
2040 posts
|
You may post. Also 3 of my friends [ two of them are IRL ] will sign up for kong to play this game in the near future.
|
|
|
Zzzip50
5880 posts
|
260% critical strike damage.
50% chance to critical strike.
100% first strike.
100% higher gold loot.
When I saw this I was just like WOAH THIS IS OVERPOWERED, THIS IS GOING TO DESTROY EVERYTHING ON THE FIRST SHOT. But I have a question: How long does Stealth last. If it can last as long as you don’t attack, Rogue is very overpowered.
|
|
|
CYrusmaster
2040 posts
|
I still don’t have great balance and I forgot about the stealth problem, this is why discussion before the start of the game. Do you have any suggestions? Maybe a turn before it vanishes? Or two?
Also normal crates are 200%, and not everyone have crit chance to begin with. Later there will be some items that grant crit.
|
|
|
Zzzip50
5880 posts
|
How about default is one turn, then 10 mana to use it one more turn, and that is the limit.
|
|
|
CYrusmaster
2040 posts
|
Sounds like a nice idea. Problem is that they need practical balancing, so there will probably be insane balances when the game starts to make it fair for all classes. So picking the most currently op champ is pointless. Also there are still 17 heroes that are planned but don’t have skills yet, so they weren’t listed.
Il post more tomorrow as I am going to bed now. Good night y’all.
|
|
|
Zzzip50
5880 posts
|
Character name: Jacob
Class: Ranger
Allocated stats: 3 Agility, and 2 Intelligence
Bio before dark times: Worked as a hunter and made a living selling wild boar and exotic vegetables.
|