So, I had do stop Dungeon Game 1, so I am making a second one.
This time, I don't have a map, because they took time to edit and make, and really hindered my update capability when away from my computer.
Also, if adwarf joins and doesn't break reality, there will be no sci-fi stuff like there was last time.
I've decided to move away from 'DUNGEON GO,' and towards a small band of mercenaries taking up contracts to do stuff.
The way I'm doing skills and stats is a bit different. Instead of stats, I'm doing more of an item based thing. If you aren't wearing armor, and have no weapon, you're the same as any random peasant. The thing that makes you special is the armor you wear, the weapons you wield, and the items you use.
For example, if you're wearing armor made out of dead boars, you'd be better at charging, and soaking up damage, but be less bright.
Your species affects your ability to get skills from armor, and some (depending on what they are) come with skills without armor. Every species will have a downside. Your character can be whatever you want him/her to be, as long as you tell me about it if it isn't commonly known.
Most items won't give you a skill out right, but give you a +# or -#, depending on what it does. Most skills take +10 for them to take effect. Many skills have multiple tiers, such as Attack Up (S), Attack Up (M), and Attack Up (L), Attack +3 does not add three to your attack score, but gets you closer to the next tier of Attack Up.
The damage value items are given are not absolute. They are modified by many factors, such as hit location, damage resistance, and status effects. Elemental damage, by default does less damage than normal, unless the target has a weakness to that element. 5 normal damage is usually more than 7 elemental damage.
Username:
Name:
Class Archtype: (You know, the basic ones. Like wizard, warrior, thief and whatnot. This will decide what weapon and armor you get, which in turn reflect your skills.)
Color:
Gender:
Species:
Username: IronyOwl
Name: Shaa'rii
Class Archtype: Necromancer
Color: Red
Gender: Male
Species: Scorpionfolk (Centaur but with scorpion lower half instead of horse. Solid gold eyes.)
Health: 10 +3
Equipment:
Staff of Darkness (Dark Arts +1, 4 normal damage, 4 Darkness)
Dark Talisman (Ark Arts + 10, Light Resistance -5)
Forbidden Markings (+ 10 Darkness elemental damage, Light Resistance -5)
Skills:
Necromancy
Light Weakness (S)
Toughness (S)
Username: Criptfeind
Name: Silver wing
Class Archtype: Healer and buffer (Cleric)
Color: Orange
Gender: Male
Species: Formian, Flying caste.
Health: 10 - 3
Equipment:
Wooden Cross-Bow (Can take normal bolts, darts which can be filled with liquids and pastes. 6 normal damage, +1 damage per ten feet)
Leather Armor (Defense Rating of 3, Searching + 5, +1 damage from fire based attacks.)
Defense Charm (Defense +10, Attack -5)
35 Bolts (Base Damage + 10, no element)
15 Empty Darts (Can be filled with potions for effect. If filled with Health Potions, health is restored, not depleted.)
5 Health Potions (3 uses each, + 5 Health per use)
2 Poison Pots (Base Damage + 5 on impact, 3 damage per turn.)
Skills:
Flight (Hover, Glide)
Defense Up (S)
Username: Adwarf
Name: Argon
Class Archtype: Undead Knight
Gender: Male
Species: Undead
Health: 10 + 5
Equipment:
Bone Sword (6 normal damage, Sharpness - 5)
Old Breastplate (5 Defense Rating, Sharpness -5)
Soul Pendant (Binds your soul to the host body. Defense + 10)
Skills:
Brittle Bones (Chance to collapse when taking critical damage, forcing you to obtain a new host body.)
Sharpness Down (S) (Gives a chance for your attack to bounce off, doing little to no damage)
Defense Up (M)
Username: noah22223
Name: Aso
Class Archtype: Thief
Gender: Female
Species: Human
Health: 10
Equipment:
Small Dagger (2 normal damage, + 5 if from behind, and unnoticed. Sneaking +5)
Thief's Uniform (2 Damage Rating, +3 damage from Fire based attacks, Sneaking +5)
Smugglers Ring (Luck +10, -5 when dealing with guards and city watch.)
Skills:
Stealth (S)
Lucky (S)