My little brothers making some RPG thingy with something he downloaded and he hasn't got a Y!A account so he needed me to ask. Anyway he is stuck on what races and classes/jobs to use, any ideas?
Thanks!
Update:Itachi, I believe he is
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Races: Humans, Dwarves, High elves, Wood elves, Dark elves, Wolfman (you can come up with your own name there), Orcs, Goblins, Trolls, Ogres, Barbarians, Giants (or lesser giants for a smaller size) Maybe a cat person also. Kobolds, Tifling (half demon), Half Dragon,
Classes: Ranger, Rogue, Warrior, Paladin, Cleric, Necromancer, Wizard, Warlock, Fighter, Archer, Assassin, Ninja, Druid, Shaman, Knight so on and so forth.
Hope this helps (i figured i'd put it plainly so it's not too confusing)
Well, first it depends on what kind of setting the RPG is going to be. Is it going to be a Fantasy setting? Sci-Fi? Modern? Gothic? A combination of any of those?
Assuming the RPG would take place in a "standard" fantasy setting, here are my suggestions:
Classes: Warrior, Magician, Thief, Cleric/Healer, Dragoon/Spearman, Summoner (or someone who summons creatures), Ninja/Assassin, Ranger, martial artist/monk, and Engineer (a person who could use gun-like weapons?).
Races: Human (of course, your typical "all arounder" race), Elf (mystical), Hobbit/Halfling (speedy, but not that strong), Dwarf (strong, but slow), dragons, and wolfmen.
For races look at mythology. Elves, Humans, and a Humanoid beast race are the most basic. For classes simply look at other games class system, final fantasy has a very good one.
Some would be, warrior, ranger,theif, knight, monk, ninja, b mage, w mage, summoner, bard, scholar, red mage, blue mage,
for races, slith, nephil, trodlogytes, goblins, unicorns, zombies, dragons, elves, dwarves, Aliens, humans
BTW, is he using RPG Maker XP?
Humans, elvs, dwarves, trolls.
Good classes are warrior, ranger, thief, mage, spellsword.
From "Demise"
Human
Considering that 99.9% of all Demise players are Human, you should be able to relate to this race pretty well. They have no natural resistances, but are the most versatile of all races and are allowed in every guild. They have the shortest life span, but are the quickest learners. They also cannot see very well in the dungeon, or hold their breath very long under water.
Elf
Elves are the magic-users of the game. Small and slender, most Elves become either Magi, Sorcerers, Clerics or Wizards. They are excellent spell-casters and can live longer than any other race. They are not, however, very good at fighting with weapons and have a low constitution. Elves also have a natural resistance to Magical and Mind attacks, and have fairly good eyesight.
Giant
Giants live for one thing - slicing a monster in two with one blow. Known for their brutal ways and having the advantage of being over eight feet tall, they make the best Warriors one can find. The only guilds to accept them are the Artisan, Explorer, Barbarian and Warrior guilds. Because of their size and bulk, Giants are resistant to most forms of attack, including Fire, Cold and Electrical. Poison and Disease don’t seriously affect them either. Giants have very poor eyesight, but can breathe underwater a little longer than Humans.
Gnome
Being very charismatic and possessing a slight resistance to Mind attacks, Gnomes make excellent Magi. Mostly good by nature, Gnomes are usually found in the Magi, Cleric and Paladin guilds. Gnomes don’t have very good eyesight, but can hold their breath for a fair amount of time.
Dwarf
Dwarves are very curious creatures, always poking at chests, injured characters, and carcasses. Neutral in nature and stockier than most races, Dwarves are found in quite a number of guilds, ranging from Warriors to Warlocks. They are also fairly resistant to the elements (Fire, Cold, etc.). While they are not avid swimmers in any way, the Dwarf has excellent eyesight in the dungeon.
Ogre
Sometimes known to be socially boring, Ogres are bulky and hairy, and make good Warriors and Barbarians. Since their constitution and resistance to such elements as Fire and Cold are so high, they are very hard to kill, but their low intelligence is quite often their downfall. However, their sight and breathing abilities are almost unmatched!
Yeti
Yeti are huge masses of walking fur and muscle who are descendants of the mountain-like Yeti of legend. Possessing a great deal of natural magic, they make excellent magic users. However, because they are so ugly, they cannot easily charm some monsters, and their life span is almost as short as a Human’s. They also have a pretty good resistance to certain forms of monster attacks ( e.g. Poison, Disease). The best at breathing underwater (and nobody has quite figured out why), the Yeti has fair eyesight.
Saris
The Saris, which are distant relatives of the Elves that have shifted to a more human-like race, are extremely dexterous and are mostly found in the Thieves’ guild. They also make marginal spell-casters and are almost completely resistant to Electrical and Mind attacks, and have the best eyesight in the game next to the Troll.
Troll
A cross between an Ogre and an Elf, Trolls are strong and swift creatures that possess a few natural resistances and have the best combination of eyesight and breathing abilities of any race. Making excellent Ninjas and Barbarians, they are quick to take up sides (either Good or Evil), but can sometimes be found as Neutral. Due to the aggressiveness in relation to their alignment, many guilds will not allow them.
Classes>>>>>>>>>>>>>>>>>>
Artisan
Artisans are very quick learners, even though they do not try to learn many different abilities. Being good fighters and moderate thieves, Artisans are often found roaming the upper levels of the dungeon. Every new member of the Artisans’ guild is taught how to use the general Te-Waza fighting technique with their hands in case they are caught without a weapon.
Warrior
The Warriors’ guild will have nothing to do with the teachings of magic, but are unmatched in brute fighting ability. Being the quickest to learn how to Critically Hit their opponent, they are very good fighters and can use some of the best weapons found in the dungeon.
Paladin
Known as the ‘(Vain)Glorious Guild’, Paladins are downright egotistical when it comes to stories about defeating monsters and saving parties from death and destruction. Despite the self-centered, yet revered teachings of the guild, Paladins are excellent fighters (and learn how to score Critical Hits), are pretty good at healing themselves and others, and usually have many creatures offering to follow them into battle.
Ninja
Ninjas are quite often referred to as Dark Assassins and can use almost all weapons, including their hands. Ninjas are also the only guild that can use the advanced Te-Waza hand fighting techniques that are rumored to exist in the form of magical items. Since a Ninja desires quickness, they are very specific about the items they use: Ninjas are not allowed to wear most types of armor and other heavy items. Ninjas posses the skills of Critically Hitting and Backstabbing their opponents, along with moderate thieving skills.
Villain
Villains are fallen Thieves and Barbarians who have decided to go their own way in the teachings of fighting, thieving, and magic. One of the most feared guilds in the realm, Villains don’t care how they kill their enemies, they just make sure it happens (and usually enjoy it in the process). Possessing the abilities to Critically Hit and Backstab, Villains are taught in the arts of disarming traps and make sure they collect any valuables they can find. Because of the evil nature of the guild, Paladins will have nothing to do with Villains. The Villains, for some reason, don’t see to be upset over this fact...
Explorer
Explorers are very good at moving through the dungeon, avoiding pits with levitation, teleporting and locating lost characters. Except for their ability to teleport their enemies into solid rock (which doesn’t always work), Explorers have no access to damaging or healing magic – but they do well with a weapon in hand. They are also the best at mapping the dungeon and detecting any types of ‘anomalies’ they may encounter in the depths.
Thief
Thieves are taught from day one about collecting treasure – one of the reasons being that the guild makes sure to get its fair share. Skilled in opening chests, grabbing the loot and running, Thieves often lack fighting skill, but make up for it with their nasty Backstabbing abilities. Thieves also have the best magical ability to open any type of sealed or locked container.
Barbarian
A Barbarian is a cross between a Warrior and a Thief, but lacks the fine skills taught by those individual guilds. A Barbarian can backstab like a Thief, can be other than neutrally aligned, and can use a few more items than a Thief. They are also fairly good at collecting treasure and have access to some of the Thieves’ magical spells for opening containers. When it comes to fighting, Barbarians are known for their frenzy-like techniques which can (and quite often do) lead to their honorable death.
Magi
Though they lack the destructive powers of a Sorcerer, Magi make up for it by having the ability to control powerful monsters to act as companions. They are also fairly adept at killing monsters with a small blade and curing players, though putting a corpse back together is beyond their abilities.
Sorcerer
A Sorcerer lacks the fine mental control and deep concentration of a Mage while in combat, and therefore, their spells tend to rip monsters apart instead of charming them. Even though they lack the general healing spells that are taught by other guilds, Sorcerers have the best ability with protection and resistance spells.
Warlock
Warlocks are very good at many things, including killing monsters and teleporting themselves or their party around the dungeon. They are the ‘general practitioners’ of the magic-using guilds, having the widest variety of magical abilities.
Cleric
The best at healing, Clerics are also very good at killing monsters with a wide variety of damage and kill spells. Clerics are valued members of any party, since they can fix almost any physical problem, including stoning and death.