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My suggestion for classes in TMW is a follows:
Suggestion for classes in TMW:


Added to the menu buttons on the top right of the gameplay screen there would be a class button where you could change you class. We could also call classes job, proffessions, etc.
Added to the menu buttons on the top right of the gameplay screen there would be a class button where you could change you class. We could also call classes job, proffessions, etc.
Choosing a class will give you stat bonuses, but will restric the spells, weapons, and armor you can use.
Choosing a class will give you stat bonuses, but will restric the spells, weapons, and armor you can use.


Some potential classes:
==Some potential classes==


;Warrior:Basic melee fighter. User of swords, axes, maces, hammers etc. Not that great with ranged weapons
;Ninja:Can use most swords and knives, along with thrown weapons(throwing stars, kunii, sinban, etc.)
;Rogue:Can use most knives and thrown weapons. Some offensive magic.
;Mage:Your basic magic user. Primarily elemental offensive magic, with some healing magic and summoning magic.
;Druid:Nature mage. Can use some bows, but primarily relies on summoning magic and nature related spells (entangling vines, wild shape, etc.)
;Ranger:Master of all objects that can make you go "ouch" at distance
;Sorcerer:A magic user that uses completely offensive magic, with no defensive/healing magic
;Cleric:A magic user that uses primarily healing/defensive magic. Can do several summons.


Warrior:Basic melee fighter. User of swords, axes, maces, hammers etc. Not that great with ranged weapons
==Jobs==
Ninja:Can use most swords and knives, along with thrown weapons(throwing stars, kunii, sinban, etc.)
Rouge:Can use most knives and thrown weapons. Some offensive magic.
Mage:Your basic magic user. Primarily elemental offensive magic, with some healing magic and summoning magic.
Druid:Nature mage. Can use some bows, but primarily relies on summoning magic and nature related spells (entangling vines, wild shape, etc.)
Ranger:Master of all objects that can make you go "ouch" at distance
Sorcerer:A magic user that uses completely offensive magic, with no defensive/healing magic
Cleric:A magic user


If you have more ideas, post them below and please don't put them up with my ideas:
Jobs should be based upon non-combat skills. For example, someone who loves to mine could become a miner, which would give them mining bonuses. Of course, you would be able to change jobs, but unlocking a jobs would have some criteria to meet.


:''Thanks for your input, but we already decided to use a classless character system. For more information read [[Skill system]] and [[Attributes]]. --15:54, 22 April 2008 (CEST)''
==Comments==


''I understand that. My idea is that we could use classes alongside skill system. You could choose to remain classless, but by choosing a class you would gain bonuses in different skills (different classes would enhance different skills). And like I said, by choosing a class you would specialize yourself to certain types of weapons and skills based on the class.
:''Thanks for your input, but we already decided to use a classless character system. For more information read [[Skill system 2]] and [[Attributes]]. --[[User:Crush|Crush]] 15:54, 22 April 2008 (CEST)''
 
::''I understand that. My idea is that we could use classes alongside skill system. You could choose to remain classless, but by choosing a class you would gain bonuses in different skills (different classes would enhance different skills). And like I said, by choosing a class you would specialize yourself to certain types of weapons and skills based on the class. -- [[User:Yanom|Yanom]] 22:43, 22 April 2008 (CEST)
''
''
'''Skill-Based Classes'''
''Perhaps the classes should be based upon non-combat skills. For example, someone who loves to mine could become a miner, which would give them mining bonuses. Of course, you would be able to change classes, but unlocking a class would have some criteria to meet.''

Latest revision as of 07:16, 11 March 2015

Suggestion for classes in TMW:

Added to the menu buttons on the top right of the gameplay screen there would be a class button where you could change you class. We could also call classes job, proffessions, etc. Choosing a class will give you stat bonuses, but will restric the spells, weapons, and armor you can use.

Some potential classes

Warrior
Basic melee fighter. User of swords, axes, maces, hammers etc. Not that great with ranged weapons
Ninja
Can use most swords and knives, along with thrown weapons(throwing stars, kunii, sinban, etc.)
Rogue
Can use most knives and thrown weapons. Some offensive magic.
Mage
Your basic magic user. Primarily elemental offensive magic, with some healing magic and summoning magic.
Druid
Nature mage. Can use some bows, but primarily relies on summoning magic and nature related spells (entangling vines, wild shape, etc.)
Ranger
Master of all objects that can make you go "ouch" at distance
Sorcerer
A magic user that uses completely offensive magic, with no defensive/healing magic
Cleric
A magic user that uses primarily healing/defensive magic. Can do several summons.

Jobs

Jobs should be based upon non-combat skills. For example, someone who loves to mine could become a miner, which would give them mining bonuses. Of course, you would be able to change jobs, but unlocking a jobs would have some criteria to meet.

Comments

Thanks for your input, but we already decided to use a classless character system. For more information read Skill system 2 and Attributes. --Crush 15:54, 22 April 2008 (CEST)
I understand that. My idea is that we could use classes alongside skill system. You could choose to remain classless, but by choosing a class you would gain bonuses in different skills (different classes would enhance different skills). And like I said, by choosing a class you would specialize yourself to certain types of weapons and skills based on the class. -- Yanom 22:43, 22 April 2008 (CEST)