Quick Friday Update - Class Trees/Rough Ideas

 Happy Friday to You All!

Quick blog update today with some rough ideas for advancing the classes in Illevar as well as how to start fleshing out spell/ability ideas.

As always these images are available to view on my Milanote.

First, some pictures.

We start off today with an updated look at the Student Class. I updated this board with additional boards that link to the subdivisions of magic.

Elemental Magic


I decided to start laying out the foundation for the different types of spells by categorizing them and figuring out what makes them different. I didn't want each type of spell to just be a copy of X-damage, but now with lightning-flavor. 

From this I was able to start deciding what makes them different. Fire is damage, Earth is defense, Lightning is Stun, Wind is speed and initative manipulation, and Water has some minor healing and Freeze. 

Players will be able to customize their characters from the spell lists to be come the type of mage they want to play. 

Balance/Rune Magic


Balance magic/Rune magic is divided into two main types: Ward and Hex. These priest/cleric/warlock spellcasters shape magical energy into different runes which they can use to manipulate life around them. 

There isn't a whole lot to add currently to them as they find themselves situated nicely in supporting roles. 

Recruit Classes


Recruit classes will advance to classes that focus on a specialty. Defenders, Attackers, Or Martial Artists (middle ground). I don't have names for the classes yet, but giving players options to become the type of fighter they want to use with a focused feel seems to be the way to move forward/get ability ideas flowing.

Apprentice Classes



Apprentices give the feeling of learning on their own/non-traditional learners. They learned their skills from the streets, artisans, or in secret. I like the idea of having a class that is completely random (to a point) and the Gambler feels like the perfect shell for that.

On the other hand, you have the Craftsmen; people who are dedicated to perfecting some craft (alchemy, golems, weapons) and going through great lengths to reach their goals. They are focused on what they do, which limits their effects, but makes sure they are as potent as they can be.

Lastly in the middle, you have the Mobster/Rogue. They are more damage focused and can make use of their streetsmarts to overcome obstacles. They have a mix of both wild and focused abilities.

That's all for this week!

I hope people, as always, are enjoying the little sneak peeks I present. Work and life limits my time to focus soley on this project, but I'm having a blast doing research into game design and trying my hand at it. 

That's all for today's post. You can always tune in again on Tuesdays and Fridays. Don't forget to follow me on Twitter.

Comments

Popular Posts