Fantasy NES: Sekai

Well if you need, I can make the skill tree for you, I just can't make any pictures for it :(.

Tell me how many tiers and I'll make a skill tree and PM it to you.

It just doesn't make sense. We have attack spells, defense spells, healing spells, and attack, defense skills. We have everything we could possibly need. There is no sense to just create another tree because of a fluff word "alchemy". If you want to be an alchemist, you would probably learn skills instead of spells, and then your spells can be the results of potions instead of actually using the spells. It can be fluff, sort of. Instead of using your magic to create spells, you use your alchemy to create potions that have the same effect as spells, like a "Lesser Heal" potion or a "Rejuvinate" potion. Etc.

But, like I said, give me some time and I'll see what I come up with, if anything.
 
It just doesn't make sense. We have attack spells, defense spells, healing spells, and attack, defense skills. We have everything we could possibly need. There is no sense to just create another tree because of a fluff word "alchemy". If you want to be an alchemist, you would probably learn skills instead of spells, and then your spells can be the results of potions instead of actually using the spells. It can be fluff, sort of. Instead of using your magic to create spells, you use your alchemy to create potions that have the same effect as spells, like a "Lesser Heal" potion or a "Rejuvinate" potion. Etc.

But, like I said, give me some time and I'll see what I come up with, if anything.

Just as I said: Perhaps an alchemist skill: Tier one lets you make teir 1-2 spells for ? gold. Tier 2 makes tier 1-2 magic easier and tier 3-4 possible. Tier 3 maks 3-4 easier and 5-6 possible. Ectera.

its just a skill. Perhaps specialization lets you to jump three times instead of two. or whatever you want. Just useful for stories I imagine...
 
Well, what I had in mind was more a whole new character class called "Alchemist", which might serve bestshot9's purposes, and also allow for me to get some interesting stories in, therefore working for both of us.

And, it wouldn't just be a repeat of other skills with a new Alchemist name. It would allow that character to create items with bonuses, which can then be traded or sold to other characters or players, or kept and used by the alchemist himself.

Does this sound interesting?
 
well the main thing was just for the rp and the character, because my dwarves aren't magical, but i wanted to make healing potions and stuff cuz they'll probably need them. If not, no worries, I'll just have to make them extra careful not to die lol.
 
well the main thing was just for the rp and the character, because my dwarves aren't magical, but i wanted to make healing potions and stuff cuz they'll probably need them. If not, no worries, I'll just have to make them extra careful not to die lol.

Well, you might have a point, though. I never thought about a character who specializes in creating items, until now.
 
Well they're dwarves, if you make a crafter skill set, maybe they can make their own brews, or some other people's microbrews, that have buffs to them, like healing, strength increase for 1 sekai week, etc. they can also make regular microbrews if they can collect the right ingredients to sell to raise some money to buy more equipment and stuff.

then of course you could have weapon and armor smiths and such
 
Well they're dwarves, if you make a crafter skill set, maybe they can make their own brews, or some other people's microbrews, that have buffs to them, like healing, strength increase for 1 sekai week, etc. they can also make regular microbrews if they can collect the right ingredients to sell to raise some money to buy more equipment and stuff.

then of course you could have weapon and armor smiths and such

The "tavern" is just a fluff thing to find out more information from each kingdom. It in no way will have effect on the game, except by giving those bonus econ points to players that make microbrewery profiles.

Other races besides dwarves brew beer, anyway.
 
no i know, im just saying my dwarves, since they're dwarves and like their alcohol, it might be an excuse to make them craft some brews with buffs and stuff, cuz i always try to keep IC when i can and have to find an IC reason for doing things, and it just wouldn't be IC for me to have them learn magic skills because they just don't know magic, and there's no way they'd be able to teach themselves. maybe if they found someone who could teach them to use magic then i'd consider it, but they're dwarves and magic don't come easy to them anyways, so what little magic they'd be able to do, wouldn't be very powerful.
 
no i know, im just saying my dwarves, since they're dwarves and like their alcohol, it might be an excuse to make them craft some brews with buffs and stuff, cuz i always try to keep IC when i can and have to find an IC reason for doing things, and it just wouldn't be IC for me to have them learn magic skills because they just don't know magic, and there's no way they'd be able to teach themselves. maybe if they found someone who could teach them to use magic then i'd consider it, but they're dwarves and magic don't come easy to them anyways, so what little magic they'd be able to do, wouldn't be very powerful.

I don't understand where this idea everyone has came from that dwarves do not use magic. In LotR, they do not use magic. But in other fantasy genres, there are often dwarven magic-users, and they usually specialize in fire or elemental-type magics.

Just because in a fluff world, you say your dwarves using magic wouldn't be very powerful, it does not eliminate the hard statistic that your dwarves would get the attack bonuses of learning attack spells. So in all actuality, you can say what you want, but you still get those +Attack stats from spells if you so research them.

Not to mention, if you are so adverse to using magic become Warriors or Rogues, Warriors get cheaper attack SKILLS (not spells), and Rogues get cheaper defense SKILLS (not spells. This is NOT magic.
 
You aren't pissing me off at all. Like I said, let me work on a few things first.

Warriors and Rangers have skills that are not magic-based.
 
Ok, bestshot9 and everyone else. Here is what I have so far. This has not been finalized, and since it is incomplete thus far, please be patient with me.

Basically, I have figured that the Alchemist can create items. These items, he spends less points on, but gets more out of them, than other characters - but the catch is that the items only last for a certain amount of time and each alchemist (or non-alchemist character) can only have 5 Alchemy Items in their inventory at all times.

Is this too restrictive? Another positive of Alchemists is that they can sell their items to other characters. Another downside is that EACH ITEM costs that amount of points in asterisks. So if he wanted, say, 5 Poison Bombs, he would need to spend 50 spending points.

I think its fairly well-balanced.

Spoiler Alchemy Spells :
  • [*]Alchemy (each character may only have in their inventory five total items made from alchemy at any given time, the asterisk cost for each of these is per item, so that amount of spending points must be spent per item made through alchemy, but several items can be made of the same type)
    -
    02b.gif
    Minor Healing Potion (creates a potion that gives +2 Hit Points when used, for 2 real-life days): *
    -
    0x5005.gif
    Poison Bomb (creates a poison bomb that, when in an inventory, gives the character +2 Attack, until after the next fight): *
    -
    08.gif
    Elixir of Minor Defense (creates a potion that, when used, gives +2 Defense for 2 real-life days): *
    --
    0x500e.gif
    Healing Potion (creates a potion that, when used, gives +5 Hit Points for 2 real-life days): ***
    --
    37.gif
    Elixir of Strength (creates a potion that, when used, gives +5 Attack for 2 real-life days): ***
    --
    15b.gif
    Elixir of Agility (creates a potion that, when used, gives +5 Defense for 2 real-life days): ***
    ---
    58b.gif
    Elixir of Time (creates a potion that, when used, gives +5 Movement for 2 real-life days): *****
    ---
    0x500f.gif
    Rage Potion (creates a potion that, when used, gives +9 Attack for 2 real-life days): *****
    ---
    awaken.gif
    Elixir of Fortitude (creates a potion that, when used, gives +9 Defense for 2 real-life days): *****
    ---
    09.gif
    Rejuvenation Potion (creates a potion that, when used, gives +9 Hit Points for 2 real-life days): *****
    ----
    13.gif
    Invisibility Potion (creates a potion that, when used, gives +12 Defense for 2 real-life days): ******
    ----
    61b.gif
    Elixir of Ogre's Strength (creates a potion that, when used, gives +12 Attack for 2 real-life days): ******
    ----
    01.gif
    Earth Blood Potion (creates a potion that, when used, gives +12 Hit Points for 2 real-life days): ******
    -----
    03.gif
    Alchemist's Stone (creates a stone that remains in the alchemist's permanent possession and extends all effects of items the Alchemist makes by +3 real-life days, only one of these can be created): *********************************** (35)
 
That's cool, that's what I was thinking. So, how do you advance the tiers, do you have to learn how to make each item, then after you get the skill you still have to pay points into making the item?

Tiers advance how all other spell trees advance. You have to learn each Skill of one tier to get to the next tier.

When you learn one of these skills, you will start out with 1 of the items of that skill, but to make more, you have to spend the same amount of points again to receive the item.

For the bonuses the item gives, the asterisks cost is lower than that of other spells, therefore it balances out with other spell and skill trees in that fashion. Also, you are limited to having only 5 items at once, so if you learn how to make the item, but you already have 5 items you haven't used, you won't receive that item.

I will probably add another extremely expensive skill on the same tier as the Alchemist's Stone that will reduce the cost of all items, and maybe even another one that ups the effects of all items. So hold off on it for just a little bit longer, and I'll hopefully have it up tonight!

Pros:
- Multiple items can be made.
- The items are cheaper than the skills that equal the same bonus (so for example, an item that gives +9 Attack is 1 or 2 asterisks cheaper than the spell or skill with equivalent effect).
- Items can be sold or given to other characters (a huge bonus if you have a party, and then each person in the party can have 5 alchemist's items).

Cons:
- Only 5 alchemist's items in each character's inventory at once.
- You have to spend the same amount on each item that you did to learn that alchemist skill.
- Your items only last for a limited time, at which point you have to spend points to make more.
 
So... any news from the troops sent to the "dungeon"?
 
So... any news from the troops sent to the "dungeon"?

You're talking about the dungeon where the item is located, I'm assuming? I'll get to it. For the future, those locations are reserved for characters (and encampments reserved for realms), but this time I'll go ahead and let you find something interesting there, and then I'll just leave the location on the map for a character to find someday.
 
I am pleased to announce the creation of a new character class.

( ) ( ) ( ) ( ) ( )​

  • Alchemist: Alchemy-specific skills are -1*, besides the ones that are 1*
    2623667140_2d4e9350cc_o.jpg

    Alchemists are intelligent scientists and chemists that have perfected their trade. They are adept at finding materials, herbs, and other ingredients for their powerful concoctions. The items that an alchemist creates serve several different purposes, depending on the specific item. Alchemists have long believed that the perfect combinations of certain ingredients can be more powerful than any magic.​


J. Alchemy Skills

Spoiler Alchemy Skills :
  • [*]Alchemy Skills (each character may only have in their inventory five total items made from alchemy at any given time, the asterisk cost for each of these skills is per potion, so the amount of spending points listed must be spent per potion made through alchemy; an unlimited amount of potions can be made of the same type, but an inventory may have no more than five at one time; alchemy-made items may be given or sold to other characters; every time an alchemy skill is learned, the item corresponding to that skill appears in the alchemist's inventory, unless the alchemist already has five alchemy-created items in his/her inventory)
    -
    02b.gif
    Minor Healing Potion (creates a potion that gives +2 Hit Points when used, for 2 real-life days): *
    -
    0x5005.gif
    Poison Bomb (creates a poison bomb that, when in an inventory, gives the character +2 Attack, until after the next fight): *
    -
    08.gif
    Elixir of Minor Defense (creates a potion that, when used, gives +2 Defense for 2 real-life days): *
    --
    0x500e.gif
    Healing Potion (creates a potion that, when used, gives +5 Hit Points for 2 real-life days): ***
    --
    37.gif
    Elixir of Empowerment (creates a potion that, when used, gives +5 Attack for 2 real-life days): ***
    --
    15b.gif
    Elixir of Agility (creates a potion that, when used, gives +5 Defense for 2 real-life days): ***
    ---
    58b.gif
    Elixir of Time (creates a potion that, when used, gives +5 Movement for 2 real-life days): *****
    ---
    0x500f.gif
    Rage Potion (creates a potion that, when used, gives +9 Attack for 2 real-life days): *****
    ---
    awaken.gif
    Elixir of Fortitude (creates a potion that, when used, gives +9 Defense for 2 real-life days): *****
    ---
    09.gif
    Rejuvenation Potion (creates a potion that, when used, gives +9 Hit Points for 2 real-life days): *****
    ----
    13.gif
    Invisibility Potion (creates a potion that, when used, gives +12 Defense for 2 real-life days): ******
    ----
    61b.gif
    Elixir of Ogre's Strength (creates a potion that, when used, gives +12 Attack for 2 real-life days): ******
    ----
    01.gif
    Earth Blood Potion (creates a potion that, when used, gives +12 Hit Points for 2 real-life days): ******
    -----
    03.gif
    Alchemist's Stone (creates a stone that remains in the alchemist's permanent possession and extends all effects of items the Alchemist makes by +3 real-life days): *********************************** (35)
 
Well they're dwarves, if you make a crafter skill set, maybe they can make their own brews, or some other people's microbrews, that have buffs to them, like healing, strength increase for 1 sekai week, etc. they can also make regular microbrews if they can collect the right ingredients to sell to raise some money to buy more equipment and stuff.

then of course you could have weapon and armor smiths and such
I've always thought it would be cool if their focus was on Runic magic, something like the Dwarves of Warhammer.

I don't understand where this idea everyone has came from that dwarves do not use magic. In LotR, they do not use magic. But in other fantasy genres, there are often dwarven magic-users, and they usually specialize in fire or elemental-type magics.

Just because in a fluff world, you say your dwarves using magic wouldn't be very powerful, it does not eliminate the hard statistic that your dwarves would get the attack bonuses of learning attack spells. So in all actuality, you can say what you want, but you still get those +Attack stats from spells if you so research them.

Not to mention, if you are so adverse to using magic become Warriors or Rogues, Warriors get cheaper attack SKILLS (not spells), and Rogues get cheaper defense SKILLS (not spells. This is NOT magic.
It comes from the fact that one of our racial features is a dislike of the vagaries of magic, preferring to work with the immediately tangible.

Well one is a warrior, the other is a Ranger, but I'm just going by Lord Iggy's Dorovel, since they are from Dorovel, and I think I remember him saying that the Dwarves there don't use magic.
We use very little magic. I don't believe I said they used none, but that they only used a small amount, typically for domestic purposes: IE: Magical lighting for underground chambers, runic magic (if that is allowed) imbued into structures, tools and weapons, and so on. Nothing really showy, just things which are simple and functional.
 
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