Game Code/Resolution System/Classes

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Classes

There are 12 classes in total, with various attributes to them. A character has a Title which is a combination of two Unique classes (You can't be Heavy Blade + Heavy Blade). The Primary class gives its full benefit, but the Secondary class gives half the points. Both the Primary and Secondary classes pass their full suite of Concepts. Duplicates give a bonus to the amount of Card Points a character provides for Projects.

To give context to the Points Gain rate. At the game's opening, everyone starts with a Percentage of 30 points from their primary class, 15 points from their secondary class, plus another 11 free points for each deck for a total of '33', to spend on cards.

So for instance, a [Heavy Blade/Bard] would have:

Primary Secondary Free Starting Points Total
12 (40% of 30) 3 (20% of 15) 11 25
12 (40% of 30) 6 (40% of 15) 11 29
6 (20% of 30) 6 (40% of 15) 11 23

Class Table

Class Name Grants Concepts Magical/Physical Attack Points Gain Defense Points Gain Utility Points Gain
Heavy Blade Physical, Earth, Ride Animal, Slashing, Piercing, Bludgeoning, Shield Physical 40% [12 or 6] 40% [12 or 6] 20% [6 or 3]
A Physical class primarily focused on Damage and Defenses, with a focus on being a front line combattant.
Blademaster Physical, Tracking, Slashing, Piercing, Bludgeoning, Shield, Evasion Physical 33.33% [10 or 5] 33.33% [10 or 5] 33.33% [10 or 5]
A versatile Physical class, known for their access to many types of weapons.
Hunter Physical, Water, Air, Hunting, Slashing, Piercing, Evasion Physical 60% [18 or 9] 20% [6 or 3] 20% [6 or 3]
A Physical class with an extreme focus on Damage, often found being a rear line combattant.
Twin Blade Physical, Dark, Fire, Water, Sneak, Slashing, Evasion Physical 40% [12 or 6] 40% [12 or 6] 20% [6 or 3]
A Physical class primarily focused on Damage and Defenses, often found on the front lines.
Crusader Physical, Magical, Light, Law, Slashing, Bludgeoning, Shield Physical & Magical 20% [6 or 3] 60% [18 or 9] 20% [6 or 3]
A class split across the Magical and Physical, with an extreme focus on Defense.
Bard Physical, Magical, Air, Song, Negotiation, Piercing, Evasion Physical & Magical 20% [6 or 3] 40% [12 or 6] 40% [12 or 6]
A class split across the Magical and Physical, with a focus on Defense and Utility.
Druid Physical, Magical, Water, Earth, Train Animal, Shield, Evasion Physical & Magical 33.33% [10 or 5] 33.33% [10 or 5] 33.33% [10 or 5]
A versatile class split across the Magical and Physical.
Godhand Physical, Magical, Light, Scripture, Piercing, Bludgeoning, Evasion Physical & Magical 40% [12 or 6] 20% [6 or 3] 40% [12 or 6]
A class split across Magical and Physical, with a focus on Attack and Utility
Acolyte Magical, Light, Fire, Song, Divination, Bludgeoning, Shield Magical 20% [6 or 3] 40% [12 or 6] 40% [12 or 6]
A Magical class with a focus on Utility and Defenses. Known for their healing.
Enchanter Magical, Dark, Earth, Air, Enchanting, Shield, Evasion Magical 20% [6 or 3] 20% [6 or 3] 60% [18 or 9]
A Magical class with an extreme focus on Utility. Known for their debuffs.
Sorcerer Magical, Fire, Water, Earth, Air, Appraisal, Shield Magical 40% [12 or 6] 20% [6 or 3] 40% [12 or 6]
A Magical class with a focus on Damage and Defenses.
Summoner Magical, Fire, Water, Earth, Air, Capture Monster, Shield Magical 33.33% [10 or 5] 33.33% [10 or 5] 33.33% [10 or 5]
A versatile Magical Class. Known for their temporary summons.