Post by Iris|Kairi on Apr 11, 2009 2:23:04 GMT -5
.special.classes.
.summoner.class
.tamer.class.
.tech.class.
Special Classes are character types that allow a player to fashion a character with the options best suited to them out of what is available here on Final Mix. It does not give any character a special ability others wouldn't have, simply shifts the focus of their development within the guidelines of formal play. A normal character, for example, has all shop upgrade options available to them but acquiring some things is more limited or difficult than others. A special class allows you to make a character that takes the main focus off of their own personal abilities and into other types of upgrades, by sacrificing proficiency in other things. It allows you to make a character that, when in Quests or competitive sparring, might focus on being able to summon or use minions or have a lot of equips, where normally attaining those things would not be possible right away. Know what best suits your character and then, if necessary, pick a Special Class to make them who you want to be.
.summoner.class
To add a dynamic to the RP and because some members desired it, this class was created. It is far less expensive and time-consuming than the normal Summon-attaining method, but not without giving up some other things.
A Summoner, upon creation, gets only THREE abilities MAX. Ever. The character will still start out with 6 AP to spend on those three abilities. They cannot buy abilities for themselves past three. Should all three abilities slots not be filled initially, purchasing the remaining abilities will cost DOUBLE. They can buy upgrades for the abilities, but at DOUBLE the normal cost of an upgrade.
Summoners start off with 1 free Summon. That ONE summon starts out with the 14 AP as do normally purchased summons.
Further Summons may be bought at a third of the price for Summoners. Summoners may have 5 Summons total.
Summoners, however, have no Minion Slots to fill at all.
.tamer.class.
For formal guidelines a Tamer character has a maximum of six Minion Slots to be filled instead of three and can begin with up to two already filled. They can not, however, buy any Summon Slots for themselves.
Tamer characters pay half price for new Minion Slots and the same amount as normal characters for Ability Slots but pay twice as much for Ability Upgrades.
For their own abilities Tamers get 6 AP to spend upon creation. Their total number of Ability Slots can never exceed 5.
.tech.class.
This special type of character was created for those who wish to make optimum use of the forum's marketplace feature outside of direct character upgrades. It allows a character to obtain more items and equips at a lower cost while sacrificing the character's potential for player-created abilities. To make a Tech simply write Tech in the Special Class section at the top of your character profile, as you would for any Special Class.
A Tech, upon creation, will still start out with 0 AP to spend on their own abilities, meaning they get none. A Tech can still buy abilities for themselves, however. The most Ability Slots a Tech character can ever buy is 6. Purchasing the ability slots and upgrades will cost TWICE AS MUCH as they do for normal characters.
Techs begin their life with 3 Item Slots and 6 Equip Slots. More can be purchased from the shop just like they can with normal characters. The most Item Slots they can ever have is six. The most Equip Slots is twelve. Equip Slots and Item Slots cost the same for a Tech as they do for normal characters. A Tech can also begin with their Primary Weapon already upgraded to Fine Quality and thus have a weak ability on it.
Anything from the Item, Equip or Blacksmith Shop may be bought by a Tech for 50% less than its price, but in exchange a Tech can not move an item or equip given to it to another character. Items will have to be used up or discarded to free a slot. The only way to remove an equip from a Tech is to delete it, but if this is done while getting a new equip for them then half of the old equip's full value will be deducted from the discounted cost of the new equip. If this lowers the price of the new equip to or lower than zero then the exchange is free, but any extra value from the trade-in is not saved.
When creating a Tech its player has 1000 Shop Credits equal to 1000 Munny that they may spend in only the Item, Equip or Blacksmith Shops to outfit their character with its starting gear. The Tech discount applies when spending these credits. Any not used right away are lost, but the player may add in some of their own Munny to the purchases to make the most of it if they desire.