StendhalRefactoringClassBasics: Difference between revisions

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imported>Winterkoninkje
imported>Winterkoninkje
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** [[StendhalRefactoringClassArcher| Archer]] — a ranged fighter.
** [[StendhalRefactoringClassArcher| Archer]] — a ranged fighter.
** [[StendhalRefactoringClassBravo| Bravo]] — a lithe and flashy duelist who can pinpoint an enemy's most vital areas (i.e. a swashbuckler)
** [[StendhalRefactoringClassBravo| Bravo]] — a lithe and flashy duelist who can pinpoint an enemy's most vital areas (i.e. a swashbuckler)
** [[StendhalRefactoringClassBard| Bard]] — (Scout+Druid) a magical fighter.
** [[StendhalRefactoringClassBerserker| Berserker]] — (Warrior+Scout) a powerful fighter who relies on skills and attributes more than equipment.
** [[StendhalRefactoringClassBerserker| Berserker]] — (Warrior+Scout) a powerful fighter who relies on skills and attributes more than equipment.
** [[StendhalRefactoringClassMonk| Monk]] — (Scout+Priest) a blessed fighter who uses martial arts.
** [[StendhalRefactoringClassMonk| Monk]] — (Scout+Priest) a blessed fighter who uses martial arts.
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*** [[StendhalRefactoringClassDragonKnight| Dragon Knight]] — a powerful knight with special skills for conquering the strongest dragons.
*** [[StendhalRefactoringClassDragonKnight| Dragon Knight]] — a powerful knight with special skills for conquering the strongest dragons.
** [[StendhalRefactoringClassBerserker| Berserker]] — (Warrior+Scout) a powerful fighter who relies on skills and attributes more than equipment.
** [[StendhalRefactoringClassBerserker| Berserker]] — (Warrior+Scout) a powerful fighter who relies on skills and attributes more than equipment.
** [[StendhalRefactoringClassPaladin| Paladin]] — (Warrior+Priest) a holy knight. (Sort of a cross between Warrior and Priest allowing access to both their skills, but not advancing as quickly as either of them does.)
** [[StendhalRefactoringClassPaladin| Paladin]] — (Warrior+Priest) a holy knight. (Sort of a cross between Knight and Priest allowing access to both their skills, but not advancing as quickly as either of them does.)


* [[StendhalRefactoringClassPriest| Priest]] — a holy magic user.
* [[StendhalRefactoringClassPriest| Priest]] — a holy magic user.
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** [[StendhalRefactoringClassMonk| Monk]] — (Scout+Priest) a blessed fighter who uses martial arts.
** [[StendhalRefactoringClassMonk| Monk]] — (Scout+Priest) a blessed fighter who uses martial arts.


* [[StendhalRefactoringClassMage| Druid]] — an elemental magic user
* [[StendhalRefactoringClassMage| Mage]] — an elemental magic user
** [[StendhalRefactoringClassWizard| Wizard]] — a magician so powerful they have become a magical creature. (Gains spell-like abilities as skills that cost no MP or reduced MP)
** [[StendhalRefactoringClassWizard| Wizard]] — a magician so powerful they have become a magical creature. (Gains spell-like abilities as skills that cost no MP or reduced MP)
*** [[StendhalRefactoringClassLich| Lich]] — (Necromancer+Wizard) an all-powerful dark magic user.
*** [[StendhalRefactoringClassLich| Lich]] — (Necromancer+Wizard) an all-powerful dark magic user.
** [[StendhalRefactoringClassEnchanter| Enchanter]] — a magician that can temporarily or permanently enhance equipment with spells.
** [[StendhalRefactoringClassBard| Bard]] — (Scout+Druid) a magical fighter.


Other than the obvious difference of adding in a tree of lots of classes, one of the differences in this reorganization compared to the four basic classes above is that instead of having the typical "ranged, melee; offensive magic, defensive magic" breakdown it instead has a "speed, power; holy, elemental" breakdown where the choices are orthogonal rather than opposites. You could play an offensive Druid (fireball...) or a defensive Druid (ice shield...); an offensive Priest (curse, blight, turn undead...) or a defensive Priest (ward, heal, resurrect...); a ranged Scout (i.e. Archer) or a melee Scout (just hit them really often); a ranged Warrior (e.g. Berserker with the sprinting skill) or a melee Warrior (just hit them really hard). I think this makes for more interesting play since the classes aren't so typecasted.
Other than the obvious difference of adding in a tree of lots of classes, one of the differences in this reorganization compared to the four basic classes above is that instead of having the typical "ranged, melee; offensive magic, defensive magic" breakdown it instead has a "speed, power; holy, elemental" breakdown where the choices are orthogonal rather than opposites. You could play an offensive Mage (fireball...) or a defensive Mage (ice shield...); an offensive Priest (curse, blight, turn undead...) or a defensive Priest (ward, heal, resurrect...); a ranged Scout (i.e. Archer) or a melee Scout (just hit them really often); a ranged Warrior (e.g. Berserker with the sprinting skill) or a melee Warrior (just hit them really hard). I think this makes for more interesting play since the classes aren't so typecasted.


== Open System ==
== Open System ==