Adventurer Quest

@Kolarthecool ahhh... i miss our Avian Rogue back in SB...

ahhh... screw it!


[X] Crowley Ravenclaw
[X][Race] Monster-kind
-[X][Subrace] Avian
[X] Male.
[X][Class] Rogue
-[X] Thief
-[X][Backstory] Laborer
 
Plan: DRAGON

[X][Alliance] The Prime
[X][Race] Monster-kind
-[X]Subrace: Lizardman
[X] Male.
[X][Class] Mage
-[X]Subclass: Fire
[X][Backstory] Laborer

BECOME THE DRAGON
 
[X][Name] Lireal
[X][Alliance] The Prime
[X][Race] Fae
-[X] Fairy
[X] Female.
[X][Class] Summoner
-[X] Tamer
[X][Backstory] Guardsman
 
ahhh... i miss our Avian Rogue back in SB...

ahhh... screw it!

Heh, that's partially the reason I started this quest. Missed the world I was building in the Guildmaster quest and decided to revamp it. Less city builder right now and I won't be using as many pics with potentially broken links.

Too bad though, looks like we're gonna be a fae summoner this go around.
 
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Character Creation 1.1
A/N: changes made to the quest: Farmer profession is now Baker. Due to the Dhampir racial trait, the fact that monsters are stronger at night has been added to the Combat section of the quest mechanics page. The Flight skill has been expanded on. The subrace Angel has been added to the Fae.
A/N 2: +#% to ELEMENT power and resistance means that spells of that nature are #% more effective when you cast them and deal #% less damage to you.

[X] Plan Veekie is the winner.
[Name] Lireal.
[Alliance] The Prime.
[Race] Fae.
+10 Spirituality.
[Gender] Female.
[Class] Summoner.
[Backstory] Guardsman.
+2 Intimidation.
Gain [Basic Equipment] item.​

Your chosen adventurer is the Fae Summoner Lireal. Worry not however, the other votes will most likely be used when creating potential allies, party members or enemies so some of you will get to see your created characters later in the quest. There will also be a final vote with a more detailed overview of all the races and classes in case you guys want to change, there will need to be a lot of votes supporting a change for it to happen though.

Character Creation 1.1

Select your Subrace.
Fae: a mercurial and lively race of spiritual beings. They are born with an innate talent for the magical arts and a sense of mischievous whimsy. The Fae are divided into two separate castes, the Dawn and the Dusk. Much like the Drow and Nether Dwarves of the Harmonious, the Dusk Caste have been touched by the Dark and are often ill regarded by their Light counterparts. While they will, begrudgingly, work together against a common foe, the two castes are more often than not at odds with one another and will attack members of the other if they are able to easily do so.

[][Subrace] Dawn Caste: Fae born with a Light nature, they are known to enjoy playing harmless pranks and leading travelers astray. They are primarily spirits embodying one of the basic elements, granting them great magical ability at the cost of physical might.
Of the Light: +1d6 to all rolls made under direct sunlight.​

-[] Fairy: a spirit of Air. They are of incredibly small stature but are easily spotted due to their colorful, butterfly style wings and overly curious nature. Due to their size, fairies are the most physically weak of the many races but more than make up for it with speed and guile.
-2 to base Str.
+2 to base Agi and MP.
+10% to Air power and resistance.
Starts with the Flight skill.
+2 to Flight skill.​

-[] Ifrit: a spirit of Fire. The Ifrit are most recognizable by their flaming hair and crimson skin. Despite their elevated body temperature and the fire that surrounds them, Ifrit are incapable of setting fire to their surroundings without first learning the magical arts. When feeling heightened emotions, the flames they project are known to change colors.
+2 to Intimidation while angry.
+10% to Fire power and resistance.
Starts with the Flight skill.​

-[] Undine: a spirit of Water. The Undine can often be confused with Aquatic Beastkin but the more knowledgeable can easily tell them apart due to their blue skin and the fish scales that cover a majority of their form. Their love of water will often see the Undine spending hours or even days just floating in a pool of the liquid.
+1 base armor rating due to scales.
+2 to Athletics while swimming.
+10% to Water power and resistance.
Starts with Waterbreathing skill.​

-[] Dryad: a spirit of Earth. Dryads can be easily mistaken for Wood Elves from a distance but a closer inspection will reveal that their browned skin and green hair are in fact tree bark and plant matter. It is believed that the life of a Dryad is tied to that of the tree from which they spawn. This is in actuality a lie, one spread by the Dryads in support of a long forgotten prank. This has not stopped them from spreading the rumor however.
+1 to Animal Handling, Survival and Nature skills.
+5% combat bonus while inside a forest.
+10% Earth power and resistance.
-[] Angel: a spirit of Light. Long assumed to be members of the Avian Beastkin race, it is only in recent centuries that the Angels have been recognized as the Fae they truly are. The subtle glow of their hair and eyes, as well as their beautiful features and melodic voices make the Angels one of the most well regarded races in the world. Unlike the Avian Beastkin, the wings of an Angel are fully functional and allow for flight, though it has been shown that this is due to their nature as spirits as the loss of their wings does not remove their ability to fly.
+1 to Haggle, Diplomacy and Religion skills.
+10% to Light power and resistance.
Starts with Flight skill.
Starts with Healing Word spell (Cleric) regardless of class.​

[][Subrace] Dusk Caste: Fae born with a Dark nature, they like playing cruel jokes and leading the unaware to their doom. They are often conceived from the union of a demon and one of the mortal races. This grants them greater physical and magical ability but makes them more susceptible to Light related magic.
Of the Dark: +1d6 to all rolls made under direct moonlight.​

-[] Pixie: said to be a fairy that has succumbed to the Dark, Pixies are often more cruel and ruthless than their counterparts. Their dual nature has granted them a mastery of Air and Dark magics, to the point that they are capable of fusing the two in a manner that few other races can match. Despite being widely known as tricksters, Pixies are still able to fool their victims and are often seen laughing at the result of whatever cruel prank they have executed.
+1 to Bluff skill.
+10% to Air and Dark power and resistance.
-5% to Light resistance.
Air based spells will also deal a minor amount of Dark damage.
Starts with Flight skill.
+2 to Flight Skill.​

-[] Dhampir: a half-breed of demon and human make. Dhampir need to consume a small amount of fresh blood once a month lest they suffer from increasingly harmful side effects. While they lack some of the strengths and natural abilities of their demonic parent, they also lack the weaknesses of a full blooded Vampire.
+1 bonus skill training point every 3 levels.
-2 to Haggle and Diplomacy skills.
+5% to Dark power and resistance.
Str and Agi are halved during the day, but are doubled at night.
Mp is doubled at night.
Starts with Life Drain spell (Warlock) regardless of class.​

-[] Devil: a half-breed of demon and elf make. Devils are often seen as the opposites of Angels due to their Dark nature, glowing red eyes and bat wings. They are in actuality a corrupted breed of Elf created by a long dead Demon Lord. Much like Angels, Devils are capable of flight even if their wings have been lost. They are also capable of using their pointed tails as weapons.
Starts with 5 points in spirituality training.
-2 to Haggle and Diplomacy skills.
+10% to Dark power and resistance.
-5% to Light resistance.
Tail equipment slot is unlocked.
Starts with Flight skill.
Starts with Wounding Word spell (Warlock) regardless of class.​

Select your Subclass.
Using a piece of favored equipment grants a minor bonus. Not using one does not grant a penalty.
@Valder: Summoner is technically a Wis build since you can leech off of your summons, not a melee build however. The listed Wis cap applies to all classes but remember stat resets are a thing.

Summoner: a spellcaster that utilizes minions and spirits. The primary combat style of a summoner is to quickly summon temporary minions to defend themselves while they hang back and provide heals, buffs or extra damage. The summoner has a limited number of direct damage spells but those they do have are extremely powerful against enemy summons. The best strategy for a summoner is to overwhelm their foe with greater numbers. The most dangerous enemy for a summoner is another summoner, or a combatant focused on striking multiple targets.

[][Subclass] Tamer: a summoner that utilizes monstrous minions. This class of summoner can call forth a number of monster types that will aid them in combat and obey their will. They are also capable of temporarily taking control of enemy monsters and turning them to their side. Pro: a variety of summons with different capabilities. Con: an overly small amount of direct damage spells.
Unlocks the Max Summons stat.
+2 to Max Summons stat.
Favored Equipment: whip, light armor, medium armor.
Combat Style: summons monsters of various capabilities, can cast a number of buffs that can only be applied to summons, can take control of enemy monsters, has some minor damage dealing spells that are super effective against enemy summons.
Stat Caps: Str, Agi, Int and Cha start at a 1:1 ratio and cap every 50 points. Vit starts at a 1:1 ratio and has no cap. Wis starts at a 3:1 ratio and has no cap.​

[][Subclass] Elemental: a summoner that calls upon spirits of varying power. This class of summoner can call upon minor to greater spirits that embody one of the six basic elements. They are also capable of casting a number of powerful combination spells with their summons as well as some weak spells with a wide range. Pro: capable of elemental damage which can be effective against certain enemies. Con: Very few buff type spells.
Unlocks the Max Summons stat.
+2 to Max Summons stat.
Favored Equipment: staff, whip, light armor, medium armor.
Combat Style: summons that deal elemental damage, weak but massive AoE attacks, powerful elemental spells that can be cast in combination with a summon.
Stat Caps: Str, Agi, Int and Cha start at a 1:1 ratio and cap every 100 points. Vit starts at a 1:1 ratio and has no cap. Wis starts at a 3:1 ratio and has no cap.​

[][Subclass] Pact Maker: a summoner that calls upon demons and Dark beings. This class of summoner can summon forth powerful demonic entities that are tenuously bound to their will. While there is a risk of their summons slipping beyond their control, their nature grants them the ability to wield a brand of Dark magic blocked off to other classes. Pro: can use Shadow and Blood magic. Con: small chance (dependent on Int stat) of every summon slipping your control.
Unlocks the Max Summons stat.
+2 to Max Summons stat.
Favored equipment: wand, staff, dagger, whip, robes, light armor, medium armor.
Combat style: summoning and banishing of demonic minions, shadow and blood magic to debilitate enemies or drain from them.
Stat Caps: Str, Agi, and Cha start at a 1:1 ratio and cap every 50 points. Int starts at a 1:1 ratio and caps every 100 points. Vit starts at a 1:1 ratio and has no cap. Wis starts at a 3:1 ratio and has no cap.
--==+++==--
Voting is Closed.​
 
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[X][Subrace] Dawn Caste
- [X] Fairy

Hmm, intimidation. As a Fairy.
This could be interesting:
[X][Subclass] Pact Maker

Worry not however, the other votes will most likely be used when creating potential allies, party members or enemies so some of you will get to see your created characters later in the quest.
If you do use mine, I'd prefer if she was either a Pixie or a Fairy.

[Name] Eilwen
[Alliance] The Prime
[Race] Fae
Female
[Class] Acrobat
[Backstory] Forest Dweller: you grew up in the woods, living with your parents and very few others. The forest provided most of what you needed and your community produced little else. As such your contact with civilisation was very limited, though sometimes adventurers stayed with you for a few days, trading stories and small favours for a place to rest. When you came of age, you decided you wanted to become an adventurer and see the world with your own eyes.
+ Nature/Survival I guess?
Maybe a malus to Haggle.

I want a trickster and Acrobat seems to be the closest. Let's hope this still allows for some magic.
 
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[X][Subrace] Dawn Caste: Fae born with a Light nature, they are known to enjoy playing harmless pranks and leading travelers astray. They are primarily spirits embodying one of the basic elements, granting them great magical ability at the cost of physical might.
Of the Light: +1d6 to all rolls made under direct sunlight.​
-[X]Angel: a spirit of Light. Long assumed to be members of the Avian Beastkin race, it is only in recent centuries that the Angels have been recognized as the Fae they truly are. The subtle glow of their hair and eyes, as well as their beautiful features and melodic voices make the Angels one of the most well regarded races in the world. Unlike the Avian Beastkin, the wings of an Angel are fully functional and allow for flight, though it has been shown that this is due to their nature as spirits as the loss of their wings does not remove their ability to fly.
+1 to Haggle, Diplomacy and Religion skills.
+10% to Light power and resistance.
Starts with Flight skill.
Starts with Healing Word spell (Cleric) regardless of class.​

[X][Subclass] Tamer: a summoner that utilizes monstrous minions. This class of summoner can call forth a number of monster types that will aid them in combat and obey their will. They are also capable of temporarily taking control of enemy monsters and turning them to their side. Pro: a variety of summons with different capabilities. Con: an overly small amount of direct damage spells.
Unlocks the Max Summons stat.
+2 to Max Summons stat.
Favored Equipment: whip, light armor, medium armor.
Combat Style: summons monsters of various capabilities, can cast a number of buffs that can only be applied to summons, can take control of enemy monsters, has some minor damage dealing spells that are super effective against enemy summons.
Stat Caps: Str, Agi, Int and Cha start at a 1:1 ratio and cap every 50 points. Vit starts at a 1:1 ratio and has no cap. Wis starts at a 3:1 ration and has no cap.​
 
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[J][Subclass] Frogzard Rider

I can't have been the only one to mistakenly see 'Adventure Quest', instead of Adventurer Quest, right? :p

[x][Subrace] Dusk Caste:
-[x] Pixie

[x][Subclass] Elemental
 
[X][Subrace] Dawn Caste
- [X] Fairy
[x][Subclass] Tamer
 
I'm really tempted to go Ifrit for maximum Intimidation. Now, there are two things to consider here - how how do stats boost our elements, and how reliable the power is. For the latter, for example 1d6 under sunlight is decently easy to do, although you run into issue of losing the bonus in the dungeons, while getting Flight and bonus to flight always work. As for elements, remember that stats boost elements directly. So Air fairy would want to get lots of Agility to boost her wind spells. Stat-elements are: Str/Earth, Vit/Healing, Agi/Air, Int/Fire,Dark,Light and Wis/Water.

Now, let's go through choices.
-[] Fairy: a spirit of Air. They are of incredibly small stature but are easily spotted due to their colorful, butterfly style wings and overly curious nature. Due to their size, fairies are the most physically weak of the many races but more than make up for it with speed and guile.
-2 to base Str.
+2 to base Agi and MP.
+10% to Air power and resistance.
Starts with the Flight skill.
+2 to Flight skill.
This is pretty good deal, overall. We don't care about Str, and Agi increases armor rating and air damage, which stacks with that +10%. Flight and being good at Flight is also really good, and there are no situations where bonus won't apply. Overall, extremely solid vote.

Only downside is that it makes Agi our main stat.
-[] Ifrit: a spirit of Fire. The Ifrit are most recognizable by their flaming hair and crimson skin. Despite their elevated body temperature and the fire that surrounds them, Ifrit are incapable of setting fire to their surroundings without first learning the magical arts. When feeling heightened emotions, the flames they project are known to change colors.
+2 to Intimidation while angry.
+10% to Fire power and resistance.
Starts with the Flight skill.
With base +2 bonus Intimidation, that's +4 in total. However, having to be angry is pretty big of a downside. You also get standard +10% and Flight, but without a bonus. Overall, while i think that this is interesting choice, you just get less bang for your buck.
-[] Undine: a spirit of Water. The Undine can often be confused with Aquatic Beastkin but the more knowledgeable can easily tell them apart due to their blue skin and the fish scales that cover a majority of their form. Their love of water will often see the Undine spending hours or even days just floating in a pool of the liquid.
+1 base armor rating due to scales.
+2 to Athletics while swimming.
+10% to Water power and resistance.
Starts with Waterbreathing skill.
Essentially -1 to get hit is pretty good. Two skill make us really good swimmer, which may open new adventuring opportunities, although it not useful outside of water. Also, Water maps to Wisdom, which is something we'd like to get, i think. Solid choice.
-[] Dryad: a spirit of Earth. Dryads can be easily mistaken for Wood Elves from a distance but a closer inspection will reveal that their browned skin and green hair are in fact tree bark and plant matter. It is believed that the life of a Dryad is tied to that of the tree from which they spawn. This is in actuality a lie, one spread by the Dryads in support of a long forgotten prank. This has not stopped them from spreading the rumor however.
+1 to Animal Handling, Survival and Nature skills.
+5% combat bonus while inside a forest.
+10% Earth power and resistance.
Bonus to skills is entrancing, but having to fight inside of the forest, and Str being the focus is a bit of a turn off. Mind you, 5% increase is like +5 Str, but i'm just not feeling this build.
-[] Angel: a spirit of Light. Long assumed to be members of the Avian Beastkin race, it is only in recent centuries that the Angels have been recognized as the Fae they truly are. The subtle glow of their hair and eyes, as well as their beautiful features and melodic voices make the Angels one of the most well regarded races in the world. Unlike the Avian Beastkin, the wings of an Angel are fully functional and allow for flight, though it has been shown that this is due to their nature as spirits as the loss of their wings does not remove their ability to fly.
+1 to Haggle, Diplomacy and Religion skills.
+10% to Light power and resistance.
Starts with Flight skill.
Starts with Healing Word spell (Cleric) regardless of class.
Some neat bonuses, Flight and Elemental focus that maps to Int? Cool. However, really amazing one here is Healing Word, which allows us to heal our summons. Honestly, for that alone i'd pick this.

-[] Pixie: said to be a fairy that has succumbed to the Dark, Pixies are often more cruel and ruthless than their counterparts. Their dual nature has granted them a mastery of Air and Dark magics, to the point that they are capable of fusing the two in a manner that few other races can match. Despite being widely known as tricksters, Pixies are still able to fool their victims and are often seen laughing at the result of whatever cruel prank they have executed.
+1 to Bluff skill.
+10% to Air and Dark power and resistance.
-5% to Light resistance.
Air based spells will also deal a minor amount of Dark damage.
Starts with Flight skill.
+2 to Flight Skill.
Pretty cool build, with lots of bonuses. You have to compare this to Fairy, where you don't get stats you want, but get Dark focus instead.
-[] Dhampir: a half-breed of demon and human make. Dhampir need to consume a small amount of fresh blood once a month lest they suffer from increasingly harmful side effects. While they lack some of the strengths and natural abilities of their demonic parent, they also lack the weaknesses of a full blooded Vampire.
+1 bonus skill training point every 3 levels.
-2 to Haggle and Diplomacy skills.
+5% to Dark power and resistance.
Str and Agi are halved during the day, but are doubled at night.
Mp is doubled at night.
Starts with Life Drain spell (Warlock) regardless of class.
Full on Night, huh. One big issue with this one is that your Dark power is kinda eh since Str and Agi map to Earth and Air. Minus to talking skills are annoying, but we have big spikes of power that would allow us to defeat higher level enemies giving us more XP. Plus in built healing. Honestly, i'd probably pick this if not for the fact that we are summoners.
-[] Devil: a half-breed of demon and elf make. Devils are often seen as the opposites of Angels due to their Dark nature, glowing red eyes and bat wings. They are in actuality a corrupted breed of Elf created by a long dead Demon Lord. Much like Angels, Devils are capable of flight even if their wings have been lost. They are also capable of using their pointed tails as weapons.
Starts with 5 points in spirituality training.
-2 to Haggle and Diplomacy skills.
+10% to Dark power and resistance.
-5% to Light resistance.
Tail equipment slot is unlocked.
Starts with Flight skill.
Starts with Wounding Word spell (Warlock) regardless of class.
And the last one. It's pretty eh, to be honest. Five more points in spirituality are alright, but there are some pretty big downsides here, plus we don't get Flight bonus. Wounding Word is kinda pointless as we can get other direct spells anyway, and i'm not sure how useful the tail is.

Now, on the classes.
[][Subclass] Tamer: a summoner that utilizes monstrous minions. This class of summoner can call forth a number of monster types that will aid them in combat and obey their will. They are also capable of temporarily taking control of enemy monsters and turning them to their side. Pro: a variety of summons with different capabilities. Con: an overly small amount of direct damage spells.
Unlocks the Max Summons stat.
+2 to Max Summons stat.
Favored Equipment: whip, light armor, medium armor.
Combat Style: summons monsters of various capabilities, can cast a number of buffs that can only be applied to summons, can take control of enemy monsters, has some minor damage dealing spells that are super effective against enemy summons.
Stat Caps: Str, Agi, Int and Cha start at a 1:1 ratio and cap every 50 points. Vit starts at a 1:1 ratio and has no cap. Wis starts at a 3:1 ration and has no cap.

[][Subclass] Elemental: a summoner that calls upon spirits of varying power. This class of summoner can call upon minor to greater spirits that embody one of the six basic elements. They are also capable of casting a number of powerful combination spells with their summons as well as some weak spells with a wide range. Pro: capable of elemental damage which can be effective against certain enemies. Con: Very few buff type spells.
Unlocks the Max Summons stat.
+2 to Max Summons stat.
Favored Equipment: staff, whip, light armor, medium armor.
Combat Style: summons that deal elemental damage, weak but massive AoE attacks, powerful elemental spells that can be cast in combination with a summon.
Stat Caps: Str, Agi, Int and Cha start at a 1:1 ratio and cap every 100 points. Vit starts at a 1:1 ratio and has no cap. Wis starts at a 3:1 ration and has no cap.

[][Subclass] Pact Maker: a summoner that calls upon demons and Dark beings. This class of summoner can summon forth powerful demonic entities that are tenuously bound to their will. While there is a risk of their summons slipping beyond their control, their nature grants them the ability to wield a brand of Dark magic blocked off to other classes. Pro: can use Shadow and Blood magic. Con: small chance (dependent on Int stat) of every summon slipping your control.
Unlocks the Max Summons stat.
+2 to Max Summons stat.
Favored equipment: wand, staff, dagger, whip, robes, light armor, medium armor.
Combat style: summoning and banishing of demonic minions, shadow and blood magic to debilitate enemies or drain from them.
Stat Caps: Str, Agi, and Cha start at a 1:1 ratio and cap every 50 points. Int starts at a 1:1 ratio and caps every 100 points. Vit starts at a 1:1 ratio and has no cap. Wis starts at a 3:1 ration and has no cap.
Some things to take in consideration here:
-Base ability. Focusing on utility, damage or getting new magics. Last one is pretty pointless as far as i'm concerned.
-Equipment. Last one adds dagger and robe.
-Stat caps. Extremely important when combining Class with Race. For example, if Int caps at 50, then picking it with races that prefer Fire, Dark or Light is extremely inefficient. On the other hand, fact that Wis starts at 3:1 everywhere and has no cap makes Water extremely enticing.


Now, while i was planning to get the Angel for sweet bonuses and healing that would go well with having a pet, i'll instead for

[X][Subrace] Dawn Caste
-[X] Undine
[x][Subclass] Tamer

Because Wis has no cap and we start with 3x as much of it, making Water magic the best of the bunch.

And people, please read what stat caps do before making your choice. Fairy/Tamer seems popular despite the fact that it caps Agi at 50. It's just a bad combination, you pretty much have to get Elemental if you want Fairy.
 
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I'm really tempted to go Ifrit for maximum Intimidation. Now, there are two things to consider here - how how do stats boost our elements, and how reliable the power is. For the latter, for example 1d6 under sunlight is decently easy to do, although you run into issue of losing the bonus in the dungeons, while getting Flight and bonus to flight always work. As for elements, remember that stats boost elements directly. So Air fairy would want to get lots of Agility to boost her wind spells. Stat-elements are: Str/Earth, Vit/Healing, Agi/Air, Int/Fire,Dark,Light and Wis/Water.

Now, let's go through choices.
This is pretty good deal, overall. We don't care about Str, and Agi increases armor rating and air damage, which stacks with that +10%. Flight and being good at Flight is also really good, and there are no situations where bonus won't apply. Overall, extremely solid vote.

Only downside is that it makes Agi our main stat.

With base +2 bonus Intimidation, that's +4 in total. However, having to be angry is pretty big of a downside. You also get standard +10% and Flight, but without a bonus. Overall, while i think that this is interesting choice, you just get less bang for your buck.

Essentially -1 to get hit is pretty good. Two skill make us really good swimmer, which may open new adventuring opportunities, although it not useful outside of water. Also, Water maps to Wisdom, which is something we'd like to get, i think. Solid choice.

Bonus to skills is entrancing, but having to fight inside of the forest, and Str being the focus is a bit of a turn off. Mind you, 5% increase is like +5 Str, but i'm just not feeling this build.

Some neat bonuses, Flight and Elemental focus that maps to Int? Cool. However, really amazing one here is Healing Word, which allows us to heal our summons. Honestly, for that alone i'd pick this.


Pretty cool build, with lots of bonuses. You have to compare this to Fairy, where you don't get stats you want, but get Dark focus instead.

Full on Night, huh. One big issue with this one is that your Dark power is kinda eh since Str and Agi map to Earth and Air. Minus to talking skills are annoying, but we have big spikes of power that would allow us to defeat higher level enemies giving us more XP. Plus in built healing. Honestly, i'd probably pick this if not for the fact that we are summoners.

And the last one. It's pretty eh, to be honest. Five more points in spirituality are alright, but there are some pretty big downsides here, plus we don't get Flight bonus. Wounding Word is kinda pointless as we can get other direct spells anyway, and i'm not sure how useful the tail is.

Now, on the classes.

Some things to take in consideration here:
-Base ability. Focusing on utility, damage or getting new magics. Last one is pretty pointless as far as i'm concerned.
-Equipment. Last one adds dagger and robe.
-Stat caps. Extremely important when combining Class with Race. For example, if Int caps at 50, then picking it with races that prefer Fire, Dark or Light is extremely inefficient. On the other hand, fact that Wis starts at 3:1 everywhere and has no cap makes Water extremely enticing.


Now, while i was planning to get the Angel for sweet bonuses and healing that would go well with having a pet, i'll instead for

[X][Subrace] Dawn Caste
-[X] Undine
[x][Subclass] Tamer

Because Wis has no cap and we start with 3x as much of it, making Water magic the best of the bunch.

And people, please read what stat caps do before making your choice. Fairy/Tamer seems popular despite the fact that it caps Agi at 50. It's just a bad combination, you pretty much have to get Elemental if you want Fairy.

Well analyzed but you missed a couple things. Water is tied to Chance not Wis, wis only gives extra xp and debuff resistance. All of the summoner classes will already have a spell that heals a summon so the extra heal spell isn't needed, though it can help. Wis is at 3:1, that means it takes 3 points for 1 wis not the other way around.

And point of free advice for the detailed analysis: as a Tamer or Pact Maker your focus should be on a Vit or Wis build. Your summons will both soak up and deal a majority of your damage so you are better off focusing on being the best support you can be. The only difference between this and one of the Priest classes is that you can easily solo enemies so you get more xp. Agi or Cha would be another good build simply for the dodging or treasure.

Elemental can play the same as the other two but their combination spells make focusing on an element stat worth it as they can end fights quicker.
 
Oh yeah, you're right. Seems i mixed them up a bit. Also, thanks for clarification on that 3:1, i was unsure how it applied.

In that case, we either want Fairy+Elemental, since we can do some damage on our own and stacking agility makes us more survivable, or get Angel and Tamer and then go full support for our dudes with Vit build. Eh, actually, we could still get Elemental since we get more Int for our own spells, so there's that. Meh, i'm going to assume that Tamer is better elsewhere to justify it's shittier stats, so the go to choice would be something like:

[][Subrace] Dawn Caste
-[] Angel
[][Subclass] Tamer

or

[][Subrace] Dawn Caste
-[] Fairy
[][Subclass] Elemental

I'd go with first myself

[X][Subrace] Dawn Caste
-[X] Angel
[X][Subclass] Tamer

Vitality is just super solid, i think. We are a summoner so buffing the summons makes sense, and having more health is always useful because, hey, you don't want to die. 10hp per level sounds good.
 
Tamer is better elsewhere to justify it's shittier stats, so the go to choice would be something like:

Tamer is better for sheer number of summons amd buffs for said summons, as well as the ability to turn an enemy into an ally. The Tamer, with proper equips and spells, will always be able to put more summons on the field than the other two.

Vitality is just super solid, i think. We are a summoner so buffing the summons makes sense, and having more health is always useful because, hey, you don't want to die. 10hp per level sounds good.

5 stat points = 5 Vit = 5 hp.
3 Training points = 3 Con = 30 Hp.

A pure Vit build like that will be getting 35 hp per level which is kinda obscene now that I think about it. Might actually be pretty bad balancing there heh. Might have to half Con to only give 5 hp per point of it gets too bad.

Or throw tougher challenges your way. We'll see.
 
I think that halving Training points to 5 would suffice. Although it depends on what build we go with, i guess.

As for people who are voting for Fairy and Tamer, please consider switching to Elemental instead. Due the Agility cap being twice as high, Elemental will make you way stronger. For example, with 100 points in Agility, Elemental will give you additional 25points in Agility(100 vs 75 as you have to spend more points after 50 with Tamer), which translates to 25% Air spell damage, 2.5% greater crit chance and +2.5 on not to get hit rolls. That's huge.
 
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[X][Subrace] Dawn Caste
-[X] Angel
[X][Subclass] Pact Maker

Okay, I know I'm late, but hear me out. This is actually not a troll vote, even if the idea of being an angel that summons demons to do her dirty work does make me giggle. But think about it: our bonus skills are in Diplomacy, Haggling, and Religion. The first two are amazing for someone that has to make pacts fr their main powers. The last, when combined with our Light affinity, means that even if our demonic minions turn on us, we can exfoliate them from the universe with ease. More, being a blood mage with the Heal spell is quite ideal.

And honestly, I can't stop giggling at the idea of being a demon-summoning angel, standing behind our minions with religious symbols and light weapons. They turn to attack us or run and we just hold up our stuff, "Where do you think you're going sunshine? I think it would be better for you to get back in the battle now."
 
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Some other thing to note. Monsters are stronger than night - that mean that if we plan location raid, or any other quest that doesn't care about power of the monsters, we should do it during the day, while simply farming mobs is better doe during the night. If you take Dhampir and +1d6 during night you can power-farm with ease, since you will effectively be three or five levels above your actual level with all those buffs. Although you pretty much have to go either Earth or Air and Elemental.

We should probably train some speed. It gives pretty amazing 1MP per spent training point, so putting a point each level for first ten levels will give us +10MP, which should be just about enough. Flight also gives us even more MP, so that's something to consider.

Shadow and Blood magic appear to be types of Dark magic, meaning that they get boosted by Int. You probably want pixie if you are trying to get those, as it has bonus damage it can apply to them. That being said, Angel's healing is still really, really good.

Honestly, i don't understand why people seem to like Pact so much. Like, you get this new Dark magic, sure, but you also tank the penalty to your main focus, which is to say summoning, and if you want caster-heavy build you can just get Elemental anyway. Unless you really want Dark magic for some reason, i guess.
 
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