[12 / 3 / ?]
Alright, so i'll be starting a game of "D&D" wtih you guys. Let me start listing off possible choices and you roll with your post ID
10 points to slot in the stats, base is 5.
Strength (STR) Increases damage of melee weapons.
Speed (SPD) Increases the rate you can dodge and attack.
Defense (DEF) Increases your health and how much of a whoopin you can take.
Intellect (INT) (although we all have a value of 0) Increases magic damage and strength of spells.
Luck (LK) Increases chance for critical hits by %1 each point put into.
Dexterity (DEX) Boosts damage of ranged weapons.
1: Warrior
Agile, skillful in sword combat. You start off with +2 extra strength and get a %10 bonus increase with all swords.
2: Arcane Mage:
Start off with a magic book. Depending on your 2nd number thats on the end (last two numbers) you are the following: 1-3 is a Pyromancer, 4-7 is a necromancer, 8 is a Frost Mage, and 9 is a Shitposter Mage (with literaly nothing going for it)
Pyro: you have access to flame skills.
Necromancer: You can summon minions.
Frost Mage: You can freeze and slow enemies, with high health.
Shitposter Mage: A special class that can only deal damage on critical hits, but critical hits do 10x the normal damage.
3: Paladin
You have healing abilities, and you have automatic lifesteal on hits. You gain the ability to use Hammers and Greatswords.
4: Summoner
By far one of the strongest classes, you are able to customize your own minion (you can allocate slots just like above) and you can choose the elemental for it: Light, Dark, Fire, Ice, Earth, Water, Lightning, and more. You'll be able to branch off later on your minion.
5-7: Archer:
You wield a bow. Yup, thats it. You also get more dexterity than other classes.
8-9: Shaman
You have the ability to buff/heal allies in battle, along with buff your own weapons.
Game starts when 2 people join. Other players will be joined along with us. I will make logs of player items to make sure you all arent lying to me.
10 points to slot in the stats, base is 5.
Strength (STR) Increases damage of melee weapons.
Speed (SPD) Increases the rate you can dodge and attack.
Defense (DEF) Increases your health and how much of a whoopin you can take.
Intellect (INT) (although we all have a value of 0) Increases magic damage and strength of spells.
Luck (LK) Increases chance for critical hits by %1 each point put into.
Dexterity (DEX) Boosts damage of ranged weapons.
1: Warrior
Agile, skillful in sword combat. You start off with +2 extra strength and get a %10 bonus increase with all swords.
2: Arcane Mage:
Start off with a magic book. Depending on your 2nd number thats on the end (last two numbers) you are the following: 1-3 is a Pyromancer, 4-7 is a necromancer, 8 is a Frost Mage, and 9 is a Shitposter Mage (with literaly nothing going for it)
Pyro: you have access to flame skills.
Necromancer: You can summon minions.
Frost Mage: You can freeze and slow enemies, with high health.
Shitposter Mage: A special class that can only deal damage on critical hits, but critical hits do 10x the normal damage.
3: Paladin
You have healing abilities, and you have automatic lifesteal on hits. You gain the ability to use Hammers and Greatswords.
4: Summoner
By far one of the strongest classes, you are able to customize your own minion (you can allocate slots just like above) and you can choose the elemental for it: Light, Dark, Fire, Ice, Earth, Water, Lightning, and more. You'll be able to branch off later on your minion.
5-7: Archer:
You wield a bow. Yup, thats it. You also get more dexterity than other classes.
8-9: Shaman
You have the ability to buff/heal allies in battle, along with buff your own weapons.
Game starts when 2 people join. Other players will be joined along with us. I will make logs of player items to make sure you all arent lying to me.