CREATING A NEW CLASS

class name.

image.

hp.

hp determines how much health your class has
ex: the squire has 200 hp


attack.

attack determines how much damage your class deals. your monster will deal damage to monsters equal to your class' attack minus the monster's defense.
a class or monster with negative attack will not heal when it attacks, it will simply deal no damage
ex: the squire has 20 attack


defense.

.

defense determines how much damage your class takes.
a class or monster with negative defense will take extra damage
ex: the squire has 5 defense


speed.

.

for every 1 speed the defender has over the attacker's accuracy, the defender has a 10% extra dodge chance.
ex: defending monster has 3 speed and player golem has 1 accuracy, so the monster has a 20% dodge chance. ex: the squire has 5 speed. goblins have 0 speed


accuracy.

.

accuracy determines your class' ability to hit fast moving targets.
ex: the squire has 10 accuracy. goblins have 4 accuracy


carry strength.

picking up an item uses up your class' ability to carry items, or carry strenghth. every item has a weight, and you cannot pick up an item if its weight plus the wieght of all your other items would exceed your carry strength.
ex: the squire has 30 carry strength. potions have 2 weight




special abilities.

special abilities can give your class special effects above and beyond normal stats. abilities can be combined, but use sparingly. leave an ability at 0 to not give your class that ability. abilities can use positive numbers as well as negative numbers for an opposite effect.


vampiric.

each point gives your class 5% of the damage they deal to a monster back as life.
negative values would make your class lose 5% per point of their damage as life.
ex: a class with vampiric 5 attacks a monster for 20 damage and gains 5 (25%) of it back as health.


healthy.

each point gives your class 10% increased healing effect from any source.
negative healthy would reduce healing effects by 10% per point
ex: a class with healing 5 uses a potion which would normally heal them 25, but instead heals them 25 + 25 * 0.5 or roughly 37


stoneskin.

each point gives your class 10% damage resistance from any source. a class cannot have more than 10 points of stoneskin, as that would make them invlunerable
negative stoneskin would increase all damage your class takes by 10% per point, and it can go over -10.
ex: a class with stoneskin 1 takes a 20 damage attack, but reduces it to 18 (90%)


regen.

each point gives your class 1 health point back per turn if they are hurt
negative regen would make your class lose 1 health per point each turn
ex: a class with regen 3 takes a step and gains 3 health


freezing.

each point gives your class a 10% chance of freezing the player on attack, a class or monster cannot have more than 10 points of freezing, as it would cause them to freeze on every attack.
negative freezing has no effect
ex: a class with 3 freezing attacks and has a 30% chance of freezing the monster it's attacking


poison.

class applies a poison on attack, which deals 1 damage per point each turn for 5 turns
negative poison would cause the class to apply a healing buff to any monster it attacks, healing them for 1 health per point for 5 turns
ex: a class has poison 5 and attacks a monster, then walks off. that monster takes 25 damage over 5 turns, 5 damage per turn, and then is no longer poisoned. further attacks on the monster do not stack the damage, but instead reset the timer (so the poison will wear off 5 turns from the most recent attack)


weaken.

class applies a non-stacking defense debuff, which lowers defense by 1 per point for 5 turns
negative weaken would cause the class to apply a defense buff to any monster it attacks
ex: a class has weaken 5 and attacks a monster, then walks off. the monster will have 5 decreased defense for 5 turns, and then is no longer weakened. further attacks on the monster do not stack the debuff, but instead reset the timer.


thorns.

anyone who attacks your class is dealt 1 damage per point
negative thorns heals attackers by 1 damage per point
ex: a class with -4 thorns is attacked by a monster, who then is healed for 4 health points


critical.

each point gives your class a 10% chance to deal double damage, has no effect after 10 points
negative critical has no effect
ex: a class with critical 10 will deal double damage 100% of the time, or on every attack.


reflect.

each point gives your class a 10% chance on being attacked to reflect the damage back to the attacker, taking no damage itself, has no effect after 10 points
negative reflect has no effect
a class with reflect 2 is attacked by a monster and has a 20% chance of reflecting that damage back to the monster, while negating all damage from the attack itself.


bloodlust.

each turn it attacks, the class temporarily gains 1 attack damage per point for as long as it stays attacking. as soon as it performs a non-attack move, the class resets to its pre-bloodlust damage.
negative bloodlust would cause the class to lose damage instead of gain it ex: a class with bloodlust 10 attacks a monster, kils it, then attacks another monster. it now has its original attack + 20. it then moves to another square that has no monster on it and loses its bonus attack damage.



your username.