Post by The Big Cheese on Jul 16, 2014 21:51:46 GMT -6
This is a topic where I can answer any mechanical questions about my CYOA, as well as take informal polls on matters such as equipment or promotion without interrupting the flow of the story and voting. More importantly, it's a place where I can store and you can access any information about stats, classes, inventory, etc. With that out of the way, let me start explaining some of the finer points about Age of the Sun as a game.
Classes:
Human units can only reach level 20 in any given class, with three basic first tier classes to each. Promotions branch out at the second tier, allowing a unit to choose one of two possible promotion classes. Promoting to second tier can be done by using a Master Seal at level 10 or higher, or by reaching level 21. Additionally, each second tier class can promote into one third tier class unique to its special abilities. Third tier promotions can only be accomplished by using a Master Crown at level X/10 or higher. Human classes are as follows:
Returning Mechanics
Pair-Up: Two adjacent units can team up together, giving a set of static class bonuses as well as adding one tenth of any supporter's personal stats to that number. Notably, static class bonuses are less significant but the personal bonuses are no longer limited to +3, instead going as far as a unit's caps will allow.
Constitution and Weapon Weight: Each weapon has an individual weight set to it which detracts from its wielder's Speed stat, however this can be offset by the Constitution stat, which can now be slowly increased by levelling up similarly to Thracia 776's Build stat.
Skills: Skills are learned by levelling up in any given class, in the case of all human classes at levels 1 and 5 in the first tier, levels 5 and 15 in the second tier and levels 10 and 20 in the third tier. Additionally, each player and major boss unit has their own unique personal skill.
New Mechanics:
Shields: Shields can be equipped as an item in order to block a single attack each round of combat, the amount blocked dependant on the type of shield. Shields are mostly high in Weight and have fewer uses than weapons before they break.
Alignment: Much like Affinity from past games, Alignment determines Support bonuses from rank C to rank S. Alignment is less based on a character's personality or ethics so much as it is genetics, despite the name. Alignment bonuses are as follows:
Classes:
Human units can only reach level 20 in any given class, with three basic first tier classes to each. Promotions branch out at the second tier, allowing a unit to choose one of two possible promotion classes. Promoting to second tier can be done by using a Master Seal at level 10 or higher, or by reaching level 21. Additionally, each second tier class can promote into one third tier class unique to its special abilities. Third tier promotions can only be accomplished by using a Master Crown at level X/10 or higher. Human classes are as follows:
Lord -> Great Lord -> Emperor
-> Knight Lord -> Conqueror
Soldier -> Halberdier -> Sentinel
-> General -> Marshall
Knight -> General -> Marshall
-> Great Knight -> Juggernaut
Cavalier -> Paladin -> Enforcer
-> Great Knight -> Juggernaut
Barbarian -> Berserker -> Aesir
-> Warrior -> Reaver
Fighter -> Warrior -> Reaver
-> Hero -> Vanguard
Mercenary -> Hero -> Vanguard
-> Swordmaster -> Trueblade
Myrmidon -> Swordmaster -> Trueblade
-> Assassin -> Whisper
Thief -> Assassin -> Whisper
-> Rogue -> Shadow
Archer -> Sniper -> Marksman
-> Bow Knight -> Forest Knight
Nomad -> Nomad Ranger -> Pathfinder
-> Bow Knight -> Forest Knight
Pegasus Knight -> Falcon Knight -> Seraph Knight
-> Dark Flier -> Dark Seeker
Wyvern Rider -> Wyvern Knight -> Wyvern Lord
-> Dragon Knight -> Dragon Lord
Griffin Rider -> Griffin Knight -> Griffin Master
-> Dragon Knight -> Dragon Lord
Tactician -> Grandmaster -> Vizier
-> Mage Knight -> Inquisitor
Mage -> Sage -> Archsage
-> Mage Knight -> Inquisitor
Priest -> Bishop -> Saint
-> Sage -> Archsage
Cleric -> War Cleric -> Crusader
Bishop -> Saint
Monk -> War Monk -> Crusader
-> Bishop -> Saint
Troubadour -> Valkyrie/Hierophant -> Vanir
-> Falcon Knight -> Seraph Knight
Shaman -> Druid -> Oak-Seer
-> Dark Knight -> Apostate
Scoundrel -> Trickster -> Godsend
-> Dark Knight -> Apostate
Performer -> Dancer -> Acrobat
-> Bard -> Skald
-> Knight Lord -> Conqueror
Soldier -> Halberdier -> Sentinel
-> General -> Marshall
Knight -> General -> Marshall
-> Great Knight -> Juggernaut
Cavalier -> Paladin -> Enforcer
-> Great Knight -> Juggernaut
Barbarian -> Berserker -> Aesir
-> Warrior -> Reaver
Fighter -> Warrior -> Reaver
-> Hero -> Vanguard
Mercenary -> Hero -> Vanguard
-> Swordmaster -> Trueblade
Myrmidon -> Swordmaster -> Trueblade
-> Assassin -> Whisper
Thief -> Assassin -> Whisper
-> Rogue -> Shadow
Archer -> Sniper -> Marksman
-> Bow Knight -> Forest Knight
Nomad -> Nomad Ranger -> Pathfinder
-> Bow Knight -> Forest Knight
Pegasus Knight -> Falcon Knight -> Seraph Knight
-> Dark Flier -> Dark Seeker
Wyvern Rider -> Wyvern Knight -> Wyvern Lord
-> Dragon Knight -> Dragon Lord
Griffin Rider -> Griffin Knight -> Griffin Master
-> Dragon Knight -> Dragon Lord
Tactician -> Grandmaster -> Vizier
-> Mage Knight -> Inquisitor
Mage -> Sage -> Archsage
-> Mage Knight -> Inquisitor
Priest -> Bishop -> Saint
-> Sage -> Archsage
Cleric -> War Cleric -> Crusader
Bishop -> Saint
Monk -> War Monk -> Crusader
-> Bishop -> Saint
Troubadour -> Valkyrie/Hierophant -> Vanir
-> Falcon Knight -> Seraph Knight
Shaman -> Druid -> Oak-Seer
-> Dark Knight -> Apostate
Scoundrel -> Trickster -> Godsend
-> Dark Knight -> Apostate
Performer -> Dancer -> Acrobat
-> Bard -> Skald
Great Lords use Swords and Axes, Knight Lords use Swords and Lances, Rogues use Swords and Staves, Bow Knights use Axes and Bows, Nomad Troopers use Swords and Bows, Falcon Knights use Swords, Lances and Staves, Dragon Knights use Swords and Axes, Griffin Knights use Swords and Bows, Mage Knights use Swords, Anima and Staves, War Clerics and War Monks use Axes, Light and Staves, Valkyries and Hierophants use Swords, Light and Staves, Druids use Anima, Dark and Staves, Tricksters use Swords, Dark and Light and Performers use no weapons, however Dancers gain access to Swords and Spears and Bards gain access to Dark and Light. Beyond that, everything should be as you expect. All third tier classes have the same weapons and features as the class they promoted from. Dragons and Beastmorphs/Birdmorphs have only two classes, however they can reach level 30 in both.
Returning Mechanics
Pair-Up: Two adjacent units can team up together, giving a set of static class bonuses as well as adding one tenth of any supporter's personal stats to that number. Notably, static class bonuses are less significant but the personal bonuses are no longer limited to +3, instead going as far as a unit's caps will allow.
Constitution and Weapon Weight: Each weapon has an individual weight set to it which detracts from its wielder's Speed stat, however this can be offset by the Constitution stat, which can now be slowly increased by levelling up similarly to Thracia 776's Build stat.
Skills: Skills are learned by levelling up in any given class, in the case of all human classes at levels 1 and 5 in the first tier, levels 5 and 15 in the second tier and levels 10 and 20 in the third tier. Additionally, each player and major boss unit has their own unique personal skill.
New Mechanics:
Shields: Shields can be equipped as an item in order to block a single attack each round of combat, the amount blocked dependant on the type of shield. Shields are mostly high in Weight and have fewer uses than weapons before they break.
Forge: The forging system in AotS doesn't allow you to put points into a weapon's stats. Instead, a material is chosen to reinforce your weapon of choice. Materials have a variety of effects positive and negative, from Steel adding Might and Durability while penalising Weight to Orichalcum greatly increasing Hit and Critical at the expense of some Might. After that, a weapon may be further enhanced by enchanting it with the effects of a variety of skills, however only if you find someone with the know-how to do it.
Alignment: Much like Affinity from past games, Alignment determines Support bonuses from rank C to rank S. Alignment is less based on a character's personality or ethics so much as it is genetics, despite the name. Alignment bonuses are as follows:
Enki
Rank C: Hit +5, Dodge +5
Rank B: Hit +10, Dodge +5
Rank A: Hit +15, Dodge +10
Rank S: Hit +20, Dodge +10
Compatibility:
Enki +3 Def, Enlil +1 Spd/-1 Def, Sin +1 Str/-1 Lck, Inanna +2 Lck, Utu +2 Str, Ninki +2 Res, Anu -3 Def.
Enlil:
Rank C: Hit +5, Avoid +5
Rank B: Hit +10, Avoid +10
Rank A: Hit +15, Avoid +10
Rank S: Hit +15, Avoid +15
Compatibility:
Enlil +3 Spd, Enki +1 Def/-1 Spd, Sin +1 Str/-1 Skl, Ninki +2 Skl, Anu -3 Spd
Sin:
Rank C: Hit +5, Critical +5
Rank B: Hit +10, Critical +5
Rank A: Hit +15, Critical +10
Rank S: Hit +20, Critical +10
Compatibility:
Sin +3 Skl, Enki +1 Str/-1 Lck, Enlil +1 Def/-1 Skl, Inanna +2 Lck, Utu +2 Str, Ninki +1 Res/-1 Str, Anu -3 Skl
Inanna:
Rank C: Critical +5, Dodge +5
Rank B: Critical +5, Dodge +10
Rank A: Critical +10, Dodge +15
Rank S: Critical +15, Dodge +15
Compatibility: Inanna +3 Lck, Enki +2 Def, Enlil +1 Spd/-1 Res, Sin +2 Skl, Anu -3 Lck.
Utu:
Rank C: Avoid +5, Critical +5
Rank B: Avoid +10, Critical +5
Rank A: Avoid +15, Critical +10
Rank S: Avoid +20, Critical +10
Compatibility:
Utu +3 Str, Enki +2 Def, Enlil +1 Skl/-1 Spd, Sin +2 Skl, Inanna +1 Str/-1 Skl, Ninki +2 Res, Anu -3 Str
Ninki:
Rank C: Avoid +5, Dodge +5
Rank B: Avoid +10, Dodge +10
Rank A: Avoid +15, Dodge +10
Rank S: Avoid +15, Dodge +15
Compatibility:
Ninki +3 Res, Enki +2 Def, Utu +2 Str, Anu -3 Res
Anu:
Rank C: Hit +5
Rank B: Hit +10, Avoid +5
Rank A: Hit +15, Avoid +10, Critical +5
Rank S: Hit +20, Avoid +15, Critical +10, Dodge +5
Compatibility:
Anu +3 Mag, Enki -3 Def, Enlil -3 Spd, Sin -3 Skl, Inanna -3 Lck, Utu -3 Str, Ninki -3 Res
Rank C: Hit +5, Dodge +5
Rank B: Hit +10, Dodge +5
Rank A: Hit +15, Dodge +10
Rank S: Hit +20, Dodge +10
Compatibility:
Enki +3 Def, Enlil +1 Spd/-1 Def, Sin +1 Str/-1 Lck, Inanna +2 Lck, Utu +2 Str, Ninki +2 Res, Anu -3 Def.
Enlil:
Rank C: Hit +5, Avoid +5
Rank B: Hit +10, Avoid +10
Rank A: Hit +15, Avoid +10
Rank S: Hit +15, Avoid +15
Compatibility:
Enlil +3 Spd, Enki +1 Def/-1 Spd, Sin +1 Str/-1 Skl, Ninki +2 Skl, Anu -3 Spd
Sin:
Rank C: Hit +5, Critical +5
Rank B: Hit +10, Critical +5
Rank A: Hit +15, Critical +10
Rank S: Hit +20, Critical +10
Compatibility:
Sin +3 Skl, Enki +1 Str/-1 Lck, Enlil +1 Def/-1 Skl, Inanna +2 Lck, Utu +2 Str, Ninki +1 Res/-1 Str, Anu -3 Skl
Inanna:
Rank C: Critical +5, Dodge +5
Rank B: Critical +5, Dodge +10
Rank A: Critical +10, Dodge +15
Rank S: Critical +15, Dodge +15
Compatibility: Inanna +3 Lck, Enki +2 Def, Enlil +1 Spd/-1 Res, Sin +2 Skl, Anu -3 Lck.
Utu:
Rank C: Avoid +5, Critical +5
Rank B: Avoid +10, Critical +5
Rank A: Avoid +15, Critical +10
Rank S: Avoid +20, Critical +10
Compatibility:
Utu +3 Str, Enki +2 Def, Enlil +1 Skl/-1 Spd, Sin +2 Skl, Inanna +1 Str/-1 Skl, Ninki +2 Res, Anu -3 Str
Ninki:
Rank C: Avoid +5, Dodge +5
Rank B: Avoid +10, Dodge +10
Rank A: Avoid +15, Dodge +10
Rank S: Avoid +15, Dodge +15
Compatibility:
Ninki +3 Res, Enki +2 Def, Utu +2 Str, Anu -3 Res
Anu:
Rank C: Hit +5
Rank B: Hit +10, Avoid +5
Rank A: Hit +15, Avoid +10, Critical +5
Rank S: Hit +20, Avoid +15, Critical +10, Dodge +5
Compatibility:
Anu +3 Mag, Enki -3 Def, Enlil -3 Spd, Sin -3 Skl, Inanna -3 Lck, Utu -3 Str, Ninki -3 Res