ID:14410
 

I said that I was saving the best for last... and I'm finally ready to reveal the heart of Acheron's Awakening: the spell and skill system. It is this system that will set this game apart from not only other BYOND games, but other MORPGs. The description is kind of lengthy, but I really want to emphasize just how simple the system actually is in practice. I'm trying to answer as many questions as possible with this drawn out description of the system, but feel free to ask about anything that is still unclear.

Without further ado:

There are two types of moves that you can learn: Elemental Spells and Weapon Skills. Both types of moves use mana; the difference is that Weapon Skills require that you have a certain type of weapon equipped in order to use them. For example, the One-Handed Weapon Skill "Downthrust" requires that you have a one-handed weapon equipped to execute the move.

The player has 2/5 of a mastery point, thus 2/5 of the pentagon are filled.

There are several requirements for learning a new spell or skill. Most importantly, you must have a full "Mastery Point", represented by the pentagon on the Status HUD. For every level you gain, you also gain 1/5 of a Mastery Point. You can also earn Mastery Points from certain quests, so on average every 4 levels or so you should be able to spend another Mastery Point.

Once you have a Mastery Point, you must find the Tome (spells) or Manual (skills) that will teach you the specific new spell/skill that you wish to learn. The Tomes and Manuals require that you learn the prerequisite spells/skills before you use them. For example, you would need to learn the spells Fireball (Tome of Fire I) and Flamethrower (Tome of Fire II) before you learn Flame Wall (Tome of Fire III).

Once you learn spell or skill, you can drag it down to any of the move select boxes on your main hud to assign it a hotkey number.

As you learn more spells of the same element or more weapon skills of the same type, your previous moves in those categories increase in strength. Additionally, the overall power of your spells is based upon your intelligence, and the overall power of your skills is based on either your strength or agility depending upon the skill type. This ensures that whether you're level 5 or level 50, your lower level spells/skills are still useful and increase in power along with the rest of your stats.

There is one final thing to consider with spells: elemental combinations. When you have put at least 3 mastery points into an elemental spell type, you can then mix that elemental type with any other elements that you also have at least 3 mastery points in. This requires another full mastery point and a Tome specific to that particular combination.

So for example: I have decided to make my character a magic user focused on the elements of Fire and Water. As soon as I have the first three levels of both Fire and Water spells, I'll want to find a "Tome of Fire and Water". Using this Tome will grant me the combination spell "Steam Trail".

There are six different element types (Fire, Water, Earth, Air, Void, Spirit) that each have very different qualities. Fire, Earth and Air spells are primarily focused on different styles of combat. Water spells are all about healing, Void spells are for necromancer types, and Spirit spells are all about special moves such as invisibility and teleporting.

Based upon what elements you choose to master, there are a total of 15 different combinations. With 5 base spells for each element, this makes for 45 different spells. Aside from spells, there are 31 different weapon skills. This makes for a grand total of 76 moves in the game's initial release.

How does this balance out? The max level for characters is level 50. Based upon the mastery points that you earn from levelling and quests, your character can amass 13 total mastery points. Put into perspective:

  • You can master 2 full elements, combine them, and then spend the additional two mastery points on a couple of other spells that you'd like.
  • You can put 3 mastery points into 3 different elemental types, and combine those elements for 3 different combinations spells and have one mastery point to spare.
  • You can fully master a weapon skill and an elemental spell type.

You basically get to choose how you want to play your character, and then develop the "class" that your character will be. For example, if you'd like to create the equivalent of a Paladin:

  • Fully master the 5 One-Handed Weapon skils.
  • Fully master the 5 Shield auras.
  • Put 3 mastery points into the element of Water for healing spells.

I've designed this simple to be extremely simple to understand and use while at the same time being very deep and full of options for customization. There is also a lot of potential to expand this system in the future with new element types or new weapon skill types ("unarmed" would be a good one).

I like it. Not too complicated, but nice and flexible.
Excellent. Can't wait to play.
omg, IT'S SCARY... i HAVE A SIMILAR (BUT MORE CRUDER...AS IT IN DEVELOPMENT STILL) STAGE OF ALMOST THE SAMETHING...BUT YOURS LOOKS MORE COOLER >_< lOVE IT THOUGH, CAN'T WAIT TILL IT COMES OUT :D

(Err sorry bout the caps, noticed caps lock was on and lazy to re-edit everything)
Gotta say Silk. You're killing me man.
Awesome! At first I was like "huh what's new with this?" but now I am really loving the idea.

I am salivating over AA, man, I swear. The day it's open to public is the day I quit my job.
<_<
I will be playing this game...
Very nice. The only thing stopping me from playing this game more than playing others is the bug-eyed mob icons. =/

Now what about equipment enchantment?
I am liking this system, quite a lot - although I would suggest having some method of moving around mastery points. Say, at level 50, if you go on a particular quest and pay the mage a particular amount, you can get all your mastery points back and lose all the skills you've learnt. That way, you can have one character explore several different variations while not learning every skill simultaeneously.
Sounds good. What's there to keep you playing after you reach level 50?
Haha. You know what this sounds like? Dragon Quest 8. :P Someone just can't seperate himself from the series. Repressed memories?

Anyway, will you be able to at least read a description of a spell/skill's effect before you purchase it?
I don't like the Level cap thing. It restricts the players, so they cant just level up their char over and over, until they get to be level 2.5k or something.
I think that's the point. That puts a focus on overgrinding, eventually learning every possible skill and spell and continuing to go up and up and there will be no reason to make a new character.

On top of that, Silk would either have to scale the difficulty of the game to the powerlevelers, or leave a game "too easy".
Haha... is it really like Dragon Quest 8? I actually haven't played that game (or any DQ game past 5).

I knew that the one thing certain people would be resistant to is the level cap. Honestly though, the only way to balance out a game like this is to have some sort of level cap.

What will really keep people playing after hitting level 50 is the aforementioned guild system and the hunt for better equipment. Plus, it takes quite a bit of playing to actually hit level 50.

The mastery system offers quite a bit of choice right now, but as soon as I start adding new elements or weapon skills, the number of avaiable moves is going to go through the roof. My guess is that people will often be creating new characters in addition to playing their max level characters so that they can try out new skill combinations etc.

Thank you for all of the feedback so far!
Well, it kinda is and kinda isn't. What I hear from DQ8 is that each time a character levels up, he gets a few skill points. The hero can put it into fisticuffs, swords, boomerangs, or his special ability. The girl can put it into staves, whips, etc.

As you raise weapon skills high enough, you start unlocking abilities you can use with those weapons (but they have to be equipped). So yeah, AA's skill system looks exactly like DQ8's evil twin brother. Not that it's a bad thing or anything, but I was amazed when I saw the similarities.

Edit: I hear that DQ8 retains its old-school appeal in spite of the art direction.
Interesting. I really have to play DQ8 sometime... 6 and 7 just kind of turned me off to the newer games in the series.

And everyone should go play Skies of Arcadia right now. Seriously.
...Hey wait a second. Is that where you got the idea for your skill set? I didn't think of that game until you brought it up.
Not really. Skies of Arcadia is a different kind of system. I can't remember the specifics right now, but the spells were in more of a rock/paper/scissors kind of arrangement.

Oh! Just remembered. You focus on levelling up certain types of spells by switching your weapon to that color during battle. So kind of similar... only freaking cooler in my opinion. God I love that game.
Oh. I was thinking of giving your characters items to unlock special moves, but that too.
Cabal Online has the exact same thing. Honestly, its the same exact thing. So much for setting apart from other mmorpgs. Looks cool for a BYOND game but when it comes to mmorpgs this game is old news.

Keep up the good work, I'll give it a try.
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