ForumsForum Games(Construction Project) Ultimate Medieval V2

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nivlac724
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nivlac724
2,555 posts
Shepherd

I present to you my first long term four game! All of the other RPGs I have made up to this point you can consider those just a test! To see what types of fourm games I like and which ones I abandoned. Now with that research in mind I can create an RPG that will be fun for both me and my players. Now I want this too be a long term RPG. Thats means I will not abandon this RPG but I need players that are really interested and won't get bored of this RPG I know you don't know what its about yet but we are almost there in fact I will explain now!

This RPG is a sequel to one of my favorite RPGs! It will have many! And I mean many Classes it will be free roam and medieval. it will have a stat based battle system but absolutely no luck (At least for the most part). Anyway that raps up the description (If you want more just tell me what you want like storyline or char sheet) now we get into what I need you for!

Having so many classes has a down side I need an in-depth skill tree for all of them! I just need you to suggest skills for them and I will put it into a skill tree. To give you an idea of power and cost the weakest skill could cost 1 mana or energy and have a power of 3 while the strongest could cost 50 mana or energy and deal 50 damage. Format is like this:
[power, mana or energy cost , special effects (below)]

Damage over time effects:

Burn:
Corresponding element: Fire
High damage over time Includes armor
5 tiers

Drown:
Corresponding element: water
low-high damage over time gets stronger as it goes. Ignores armor.
5 tiers

Poison:
Corresponding element: Poison
Mid damage over time ignores armor
5 tiers

Cut: (Suggestions needed)
Corresponding element: Metal
5 tiers

Shock: (Belongs to 2 categories)
Corresponding element: Lightning
Very low damage over time also slows.
5 tiers

Slowing effects:

Shock: (Belongs to 2 categories)
Corresponding element: Lightning
Very low damage over time also slows.
5 tiers

Freeze:
Corresponding element: Ice
Slows (Better slowing than shock)
5 tiers

Other effects:

Heal:
Heals nothing much more to say
Corresponding element: Life and Light
5 tiers

Life drain:
Heals depending on how much damage is dealt
Corresponding element: Death
5 tiers

Fear:
Makes enemies unwilling to fight
Corresponding element: Shadows
5 tiers

Everything above this text you must specify how long the effect happens.

AoE: (T1 effects 2 targets, T2 effects 3, T3 effects 4, T4 effects 5, T5 effects all)
Corresponding element: None
5 tiers

Always open for more suggestions on effects! Please suggest what you think bleed and knockback should do!

  • 91 Replies
nivlac724
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nivlac724
2,555 posts
Shepherd

Forgot to say what the classes are! I will edit this post with them. For now you can suggest effects and what you think bleed and knockback should do.

nivlac724
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nivlac724
2,555 posts
Shepherd

DANG IT RAN OUT OF EDIT TIME HAVE TO DO IT ALL AGAIN!!!! This time I won't edit and will just do it in this post.

Fighter type classes:

Warrior:
Weapons: Longswords, Broadswords, Shields
Skill trees:
Warrior Weaponry
Elemental Strikes

Knight:
Weapons: Lances, Shields, Mounts
Skill trees:
Knight Weaponry
Mount attacks

Beserker:
Weapons: Axes, Maces, Warhammers
Skill trees:
Beserker Weaponry
Elemental Strikes

Ranged classes:

Archer:
Weapons: Slingshot, Shortbow, Longbow, Crossbow
Skill trees:
Archery
Elemental Shots

Beast tamer:
Weapons: Whips, Crossbows
Skill trees:
Archery
Whips

Magic classes:

Elementalist:
Weapons: Staffs, Wands, Orbs, Books
Skill trees:
Fire magic
Water magic
Air magic
Earth magic

Frigidmancer:
Weapons: Staffs, Wands, Orbs, Books
Skill trees:
Ice magic
Utility magic

Electromancer:
Weapons: Staffs, Wands, Orbs, Books
Skill trees:
Lightning magic
Utility magic

Frigidmancer:
Weapons: Staffs, Wands, Orbs, Books
Skill trees:
Ice magic
Utility magic

Cultramancer:
Weapons: Staffs, Wands, Orbs, Books
Skill trees:
Metal magic
Utility magic

Druid:
Weapons: Staffs, Wands, Orbs, Books
Skill trees:
Life magic
Shapeshifting
Utility magic

Necromancer:
Weapons: Staffs, Wands, Orbs, Books
Skill trees:
Death magic
Raising dead
Utility magic

Warlock:
Weapons: Staffs, Wands, Orbs, Books
Skill trees:
Shadow magic
Summoning demons

Holy classes:

Priestr:
Weapons: Staffs, Wands, Orbs, Books
Skill trees:
Light magic
Utility magic

Paladin:
Weapons: Warhammers, Whips, Shields
Skill trees:
Light magic
Paladin Weaponry

Monk:
Weapons: Spears, Halberds, Pikes
Skill trees:
Monk Weaponry
Meditation

And than rogue which does't fit into a category

Rogue:
Weapons: Daggers
Skill trees:
Poison
Daggers
Speed
Stealth

One more thing i'm scratching the 7 skills thing and just going to make the skils stronger as you level up.

nivlac724
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nivlac724
2,555 posts
Shepherd

bump

danwar123
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danwar123
3,075 posts
Jester

I'd suggest changing up ALL the melee classes weapons,among other stuff.

Instead of having class-specific melee weapons,just throw them all into a "Melee weapons"category,though do restrict some weapons form certan classes(I.E:berserker unable to weild lance).Paladins are sometimes depicted weilding swords,other types of clubs,and even axes sometimes.A knight would be very vulnerable if he dropped his lace or fell off his horse if he has no backup weapon.

Next:Change "cut" to "Bleed" status effect.It wold deal dmg over time,ignoring armour,only applying on hits on direct flesh or light armour.The element would be...Normal?Something like that.Make it so that it wears off if you drink a healing potion,are affected by a healing spell,or untill you die.

Last:Shouldn't "Beast tamer' have a "Beast tamer" Tree?It wouldn't make sense to have a hip if you can't use it to order anything around.

Loop_Stratos
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Loop_Stratos
5,291 posts
Jester

Fire should instead, do mid damage but eats armor over time, so it takes more damage from other stuff.
Cut, see danwar.

Knight needs swords.
Berserker needs twin wielded sword.

Beast tamer needs a Beast Connection skill tree, like danwar suggested.

Necromancers should be just one.

I'm guessing priest also works as a healer. If not, add healer.

Rogue, Speed should be renamed agility and remove daggers and put the skills into poison and agility.

nivlac724
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nivlac724
2,555 posts
Shepherd

I'd suggest changing up ALL the melee classes weapons,among other stuff.

Instead of having class-specific melee weapons,just throw them all into a "Melee weapons"category,though do restrict some weapons form certan classes(I.E:berserker unable to weild lance).Paladins are sometimes depicted weilding swords,other types of clubs,and even axes sometimes.A knight would be very vulnerable if he dropped his lace or fell off his horse if he has no backup weapon.

Next:Change "cut" to "Bleed" status effect.It wold deal dmg over time,ignoring armour,only applying on hits on direct flesh or light armour.The element would be...Normal?Something like that.Make it so that it wears off if you drink a healing potion,are affected by a healing spell,or untill you die.

Last:Shouldn't "Beast tamer' have a "Beast tamer" Tree?It wouldn't make sense to have a hip if you can't use it to order anything around.

Firstly I have added some weapons to knight, berserker and paladin. (don't like the idea of just a melee weapons thing but I added some)

Next i'm using your idea for bleed (I meant to call it bleed I guess I just typed cut on accident) thank you and its element is already metal.

Beast tamer does have a beast taming tree did I not put one? I'l fix that in an update below.

Fire should instead, do mid damage but eats armor over time, so it takes more damage from other stuff.
Cut, see danwar.

Knight needs swords.
Berserker needs twin wielded sword.

Beast tamer needs a Beast Connection skill tree, like danwar suggested.

Necromancers should be just one.

I'm guessing priest also works as a healer. If not, add healer.

Rogue, Speed should be renamed agility and remove daggers and put the skills into poison and agility.

Changed fire.

added weapons.

See what I said with danwar.

Which "necromancers" are you talking about? There is only 1 necromancer.

Priest, druid and paladin have healing magic.

Renamed speed, if I take away the daggers tree they won't be able to use them

@loop_stratos @danwar123 Got any suggestions for knockback?

Changes: (Changes bolded)

Knight:
Weapons: Lances, Shields, Mounts, Longswords (only usable off horseback)[b]
Skill trees:
Knight Weaponry
Mount attacks

Beserker:
Weapons: Axes, Maces, Warhammers [b]Longswords
Skill trees:
Beserker Weaponry
Elemental Strikes

Paladin:
Weapons: Warhammers, longswords, Broadswords, Shields
Skill trees:
Light magic
Paladin Weaponry

Beast tamer:
Weapons: Whips, Crossbows
Skill trees:
Archery
Whips
Beast taming

Rogue:
Weapons: Daggers
Skill trees:
Poison
Daggers
Agility
Stealth

Bleed:
High damage over time, only effects direct flesh or light armor, Wears off if healed in any way.
Corresponding element: Metal
5 tiers

danwar123
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danwar123
3,075 posts
Jester

Monk:
Weapons: Spears, Halberds, Pikes

This makes no sense.Monks don't use spears/pikes,they use FISTS!Please edit that out.make them weild staves instead.

Also,make the higher teirs of "Freeze" prevent the affected creature to move at ALL.

Additionally,i have a question;Why not have the "Melee weapons"skill tree?

nivlac724
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nivlac724
2,555 posts
Shepherd

This makes no sense.Monks don't use spears/pikes,they use FISTS!Please edit that out.make them weild staves instead.
Also,make the higher teirs of "Freeze" prevent the affected creature to move at ALL.

Additionally,i have a question;Why not have the "Melee weapons"skill tree?

I was sort of styling it of the monk from dungeon defenders which uses spears. I'l add gauntlets so it can use fists. And for freeze that's what I was planning. and for melee weapons I think it would be too complicated to have just melee weapons I would have to do a TON of exceptions for rogue and a good amount for everything else. Any suggestions forknockback?

New stuff: (bolded) (Stuff that replaced something else will be italics and in parentheses will be the old thing"

Monk:
Weapons: Spears, Halberds, Pikes, Gauntlets
Skill trees:
Monk Weaponry
Meditation

Oh and forgot to do burn in the last "new stuff"

Burn:
Corresponding element: Fire
Mid (High) damage over time Includes armor, destroys armor over time.
5 tiers

Loop_Stratos
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Loop_Stratos
5,291 posts
Jester

By that, i mean the mancers. Frigid mancer etc. They're basically the same.

Daggers should just be in the other three classes, and add dagger skills.
Like:
Poison stab in poison, Multi-stab in agility, and shadow stab in stealth, etc.

nivlac724
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nivlac724
2,555 posts
Shepherd

By that, i mean the mancers. Frigid mancer etc. They're basically the same.

Daggers should just be in the other three classes, and add dagger skills.
Like:
Poison stab in poison, Multi-stab in agility, and shadow stab in stealth, etc.

so there should be one class that does all types of magic? I think there should be more than one magic class. Oh I see ok yah i'l do that!

Changes:

Rogue:
Weapons: Daggers
Skill trees:
Poison
Agility
Stealth

Loop_Stratos
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Loop_Stratos
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Jester

so there should be one class that does all types of magic? I think there should be more than one magic class

Yes. It's like an elemental that specializes in summoning.

danwar123
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danwar123
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Jester

Add daggers to archer.

Loop_Stratos
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Loop_Stratos
5,291 posts
Jester

Add daggers to archer.

I'd prefer nothing, or either poison or stealth. As long as it could use daggers, it's fine because it doesn't specialize in it.

nivlac724
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nivlac724
2,555 posts
Shepherd

Yes. It's like an elemental that specializes in summoning.

Well the only 2 hat summon a lot are necromancer and warlock the other ones just have 2 or 3 summoning spells. So combine those?

Add daggers to archer.

No it would add another skill tree that I have to do and no one is suggesting skills ):

To all: Anyone have a suggestion for knock back or a different effect for wind?

nivlac724
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nivlac724
2,555 posts
Shepherd

How about this for a wind effect?

Spin
chance to make the target dizzy and attack a random target. At higher tiers it changes to attack any ally or self.

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