Pending Title System

Thothie

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Discussion of upcoming feature...

Might not be much point talking about this, as most of my efforts are going towards just making sure we have an actual new full installer, with fully fixed maps, by the end of the month, thus, there likely will again, not be time to implement even basic titles, but I figure it’s overdue time to be somewhat more specific about the upcoming system.

Up to 100hp, everyone title is Traveler, at 100hp you automatically get upgraded to Adventurer and can begin to look into getting an actual title. This is to discourage overspecialization, and help dispell the “weapon makes the man” mentality that the current title system creates.

Upon reaching 100hp, there are three title types to choose from: General, Specialist, and Epic

General titles offer no penalties or bonuses, and are basically titles that declare your preferred role in battle.

Specialist titles generally involve favoring some abilities over others.

Epic titles usually involve losing some critical ability in exchange for gaining abilities and/or bonuses unique to the title.

Specialist and Epic titles almost always have requirements beyond just skills and hp, most will require an item donation and/or quest completion. Generalist titles usually only require a cash donation, but some also have a minimum skill requisite. Higher end Specialist titles may sometimes be better than low end Epic titles, and sometimes which title is better may simply be a matter of preferred play style.

Some Epic and Specialist titles may require you first acquire another, lesser, Generalist or Specialist title.

Some Epic and Specialist title abilities will be activated by new bindable client command “spec_title”

Example Generalist Titles:
100hp titles:
- These can be acquired in Edana or Deralia from either Edrin, Tristen, The Quartermaster, or one of the Balance Priests, (who to go to will vary with the desired title) for a 100gp fee.
• Swordsman (req: sword >10)
• Barbarian (req: axe >10)
• Hatcheteer (req: axe >10)
• Rogue (req: Small arms >10)
• Basher (req: Blunt arms >10)
• Marksman (req: Archery > 10)
• Caster/Wizard/Magician (req: SC >7)
• Thug (req: MA > 10)
500hp+ Generalist titles:
- Similar theme here, some may require voyaging to Gatecity, and/or a higher fee
• Blocker
• Kick boxer (req: MA > 15)
• Defender (req: HP > 600)
• Titan (req: HP > 700)
• Assassin (req: Agility > 30)
• Blademaster (req: Sword > 20)
• Ranger (req: Archery > 20)
• Battle Sorcerer (req: SC > 14)

Example Specialist Titles:
- Some of the lower end specialist titles can be obtained in the basic towns with only a few requisites and a slightly higher fee, but others will require finding specialist from more obscure NPC’s and quests.
- (Some of these also require I perfect the outgoing damage adjustment system, and stackable elemental resistance system, which I’ve not yet done)
• Necromonger (req: Affliction>20, hp>400, +1 free spell slot)
- Double damage bonus with poison and acid
- +50% damage bonus with all affliction spells (stacks with above)
- Skeletons receive a 50% speed, damage, and health bonus, and become poisonous
- Forbade from using Divination sphere spells, 0 damage with holy weapons
- 50% vulnerability to holy weapons (prob only an issue in PvP, atm)
- Gain access to Dark Shield spell (25% shield, 15% vampyric)
- Gain access to Night Vision spell (sold separately)
- Other req: Donation of Green Rune Blade, Blood Axe, or Demon Claws + Quest
• Cleric (req: Divination>20, hp>400)
- Forbade from using Affliction spells, 0 damage with poison/acid weapons
- Forbade use of demon and vampire blood
- You heal others at the same rate you heal yourself
- Healing Circle is permanent (although you can only maintain one at a time)
- Double Rebuke Undead damage
- +200% duration all other aiding spells eg. ice shield)
- +50% holy damage bonus
- Donation of Golden Axe or Loreldian Ore
• Thaumaturge (SC>10,hp>200)
- +50% damage all spell casting abilities and elemental damage
- -50% all general melee damage penalty
- other req: Must have at least one spell of every sphere memorized
• Ice Thaumaturge (Ice>25,hp>400)
- +75% cold damage
- +25% cold resistance
- 0 fire damage, forbade fire sphere spells
- Double ice spell durations
- Other req: Donation of a Greater Ice Blade + Quest + Thaumaturge Title
• Fire Thaumaturge (Fire>25,hp>400)
+ 200% fire damage
+ 50% fire resistance
- 0 cold damage, forbade cold sphere spells
- All fire based DOT’s are doubled in length
- Access to Fire Shield spell (25% damage resist + chance to set opponents on fire)
- Access to Fire Aura spell (burning circle of fire that follows player)
- Other req: Donation of a Nova Blade + Quest + Thaumaturge Title
• Lightning Thaumaturge (Lightning>25,hp>400)
- Immunity to Lighting Drunk effect, +25% resistance to lightning damage
- +50% lightning damage and duration
- -50% cold/fire damage and duration
- Lightning Speed Spell 180 secs, 3x/day
- Other req: Donation of a Lightning Rod + Quest + Thaumaturge Title
• Barbarian Lord (hp>500,Blunt>25)
- +25% damage with blunt
- +10% damage reduction bonus (stacks universally)
- Double stun duration from bluntarms secondary
- Forbade smallarms
• Blade Warrior (hp>400,Swordsmanship>25)
- +25% damage bonus with slash damage when wielding sword
- +50% parry bonus when weilding a sword
- Forbade bluntarms
• Axe
- +25% damage bonus with slash when wielding axes
- +25% speed bonus when wielding axes
- Axe secondary charge stuns, in addition to push
- Forbade swords
• Master Archer
- +25% damage bonus with bows/xbows
- -50% damage penalty with all other weapons, save SC
- Title Ability: +150% speed, 120secs (drains all mana)
• Guardian of Deralia (200hp,Swordsmanship>15)
- Must be human ^_^
- 10% chance of stunning opponents with any melee attack
- -50% damage penalty with poison/acid
- +25% damage bonus with holy weapons
- +15% damage reduction bonus vs. undead and demon faction monsters (stacks with all)
- Cannot summon undead
- Other req: Several consecutive quests for The Lord of the Land and The King of Deralia

Example Epic Titles:
• Gargantuan Warrior (req: HP > 800)
- -25% movement rate penalty
- +25% damage reduction bonus (stacks universally)
- +25% damage bonus with blunt and slash damage
- -25% damage penalty with pierce damage (smallarms, archery)
• Knight of Felewyn (req: HP >700, Divination>30)
- +50% Holy damage bonus
- +15% Damage to undead/demon factions (stacks with above)
- +10% Damage to Orcs
- -50% Poison/Acid damage penalty, forbade Affliction Sphere
- Death penalties waved
- item req: Donation of a Felewyn Shard + Several quests
• Warrior of Urdual (req: HP>800,all melee skills>25)
- +50% All non-elemental damage (slash/blunt/pierce)
- +25% resistance to all elemental damage (fire/cold/lightning/poison/acid)
- Removes movement penalty with Urdulian Shield
- item req: Donation of Unbreakable Golden Axe + Several quests
• Minion of Torkaloth (req:HP>400,Affliction>30)
- +50% Poison/Acid Damage bonus
- +25% Poison/Acid Damage resistance
- +50% damage with Torkaloth Blade (and any future Torkaloth weapon)
- Title Ability: Charm Spiders (Turns nearby spiders into minions at cost of mana)
- item req: Donation of two Torkaloth Blades + Several quests
• Shadow Archer (req: hp>400, SC>19,Archery>30, Master Archer Title)
- +50% damage bonus with pierce and elemental weapons
- -50% damage penalty with all other damage types
- Title Ability: Invisibility (until attack, 200mp)
• Apostle of Felewyn/Torkaloth/Urdual (distat future)
- Requires possession of the associated Apostle Weapon and access to priest there of
• Apostle of Pathos (distant future)
- Requires completion of all other Apostle Paths


These are all just examples mind ye, I’ve not specific code for any of this and none of it is set it in stone, just thought I’d open it for a clearer discussion.
 

Sabre

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DOITDOITDOITDOITDOITDOIT*inhale*DOITDOITDOITDOITDOITDOIIT
If we had more magic, I'd recommend a Summoner class, or something.
 

Shurik3n

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Best post of the year imo. I know I've got my eyes on
• Warrior of Urdual (req: HP>800,all melee skills>25)
- +50% All non-elemental damage (slash/blunt/pierce)
- +25% resistance to all elemental damage (fire/cold/lightning/poison/acid)
- Removes movement penalty with Urdulian Shield
- item req: Donation of Unbreakable Golden Axe + Several quests
. Probably not gonna see it for a while though :( .
 

villager

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Seriously can't wait, only one problem (which I'm going to enjoy :D), you're going to have to listen to suggestions for new titles, and they're going to be rediculous.

But I hope there's going to be a SA specialist/epic title :D
If not, I'll settle with the Affliction ones.
 

The Man In Black

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If it were possible to be turned on by walls of text, I would be. I'm drooling over these ideas, and thankful I'm not a scripter ;-)
 
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Thothie

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In regards to, "Warrior of Urdual": - I meant to add a -50% damage penalty for elemental attacks to that title, so it may not be quite as good as it looks. ;) A lot of those ideas will need a bit of tweaking. >_>

Yeah... I think, kinda like D&D's custom class system, which is of course easily abused as well, I need to lay out a general balance for title ideas. Something like an equal damage penalty for every damage bonus, advantage to disadvantage, that sorta thing. I know some peeps are going to want "OMG I R GOD" Titles, but well, I've been ignoring requests for weapons and spells of the same type for almost two years now... Save for the occasion where I’ve accidentally handed one or two out, only to revoke them later. >_>
 

Gurluas

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A summoner class would be a good idea yeah, and i like the racial based system, would love to be a Ranger of Kray Eldorad once elves are released.
 

PBarnum

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Love it all, except for one thing. Paying for a title? I think thats the dumbest thing ever.
 
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Thothie

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Well, with the Generalist titles, I am thinking they are like the name change fee: Yer paying a nominal fee to be officially known and registered as having obtained Title X. You are determined to be certified as qualified by whatever instructor or representative you get the title from. In the case of Specialist titles, it's assumed you have, additionally, been trained or enchanted by the title endower. Some of the Epic titles will likely be an optional result of quest completion, rather than training, and thus be free, aside from the pain of the quests involved and obtaining the requisits, but those granted by preists (eg. Warrior of Urdual) will likely be paid for in terms of holy relics, as described.
 

PBarnum

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That along with talking to MiB changed my mind. Not too bad Thothie.
 

Thothie

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Gurluas said:
A summoner class would be a good idea yeah, and i like the racial based system, would love to be a Ranger of Kray Eldorad once elves are released.

A summoner title would, of course, be appropriate, but I'm not sure how to pull it. I mean, I can think of summoning bonuses, but not so sure on penalties.

One, really weird way, might be to change the damage summons do so that the summoner actually gets XP for whatever weapon he has deployed - but stop him from attacking with anything but summons. This would actually be possible with the new damage system, but v. strange. Result might be something like:

• Specialist Title: Summoner (SC>10, hp>400)
- All summons gain 150% damage and hp
- All summons are permanent until slain or dispelled
- If the summoner is holding a weapon with an elemental attribute, his summons gain the associated elemental DOT for their attacks, and 50% immunity to the associated element.
- Summoner gains XP for his summon's attacks, sent to whatever weapon he is currently weilding
- Summoner cannot attack with melee weapons
 

The Man In Black

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• Specialist Title: Summoner (SC>10, hp>400)
- All summons gain 150% damage and hp
- All summons are permanent until slain or dispelled
- If the summoner is holding a weapon with an elemental attribute, his summons gain the associated elemental DOT
- Summoner cannot attack with melee weapons

Boost the max summons, too? I would love you forever for making me the perfect title for climbing ;-)
 

Thothie

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Meh, then we get the "Oh shit, another summoner, here comes the mass lag!" - thing... Might get that with a guaranteed 10 summons as it is. ;)
 

The Man In Black

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Drats. You're already knocking off some of the climbing ability by taking away the jagged arrow ability >_>
 

Thothie

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I didn't... damnit... I never took it away from the Wooden arrow either. Not sure waddup with that. >_>
 

The Man In Black

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No, I mean the titles takes away our abilities to use weapons, thus no climby arrows. I assume you meant all physical weapons when you said melee?
 

Thothie

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The proposed summoner title would (not titles in general) he means.

Well, yeah, that might be an issue... Could just drastically reduce damage done by melee. (re-register all attacks at 10% dmg, or some such)
 

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Shurik3n said:
Best post of the year imo. I know I've got my eyes on
• Warrior of Urdual (req: HP>800,all melee skills>25)
- +50% All non-elemental damage (slash/blunt/pierce)
- +25% resistance to all elemental damage (fire/cold/lightning/poison/acid)
- Removes movement penalty with Urdulian Shield
- item req: Donation of Unbreakable Golden Axe + Several quests
. Probably not gonna see it for a while though :( .
That's the same title I immediately noticed, for two obvious reasons 8)
 

Picadilly

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Once you've chosen one of these classes, can u change it by doing the quest again, or are u stuck in it forever? Do these classes also apply to the other races that Thothie announced before?
 

FER

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Well, in a Fire Emblem game, the summoner class sucks at everything except summon, so make a summoner really weak physically and below average magically, only being good at summons.

May I also suggest taking some class names from Final Fantasay IV? like gladiator, geomancer, etc.


EDIT: isn't a necromancer almost the same as a summoner?
 

Belmont

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I like the basic ideas you have got up right now - but the Archer paths are way too limited since all others specialitations only limit one weapon - not ALL.

But again, I know this is only a basic overview.
 

Gurluas

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FER said:
Well, in a Fire Emblem game, the summoner class sucks at everything except summon, so make a summoner really weak physically and below average magically, only being good at summons.

May I also suggest taking some class names from Final Fantasay IV? like gladiator, geomancer, etc.


EDIT: isn't a necromancer almost the same as a summoner?

A necromancer makes curses and raises the dead,
a summoner summons creatures.
 

Jon

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For the summoner title, its quest should involve killing zygoli... maybe you'll gain the ability to summon eyes that shoot the lighting and lasers :D
 
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