The second Dragon Hunters sucessfully defeated Unknown. They were powerful, thanks to the first Dragon Hunters. They protected the world with power, respect, and most of all, peace.
However, not all was safe. A council of dukes conspired against these Dragon Hunters, fearing that they might turn into dragons if they're cursed. A long time passed, and they agreed on what they would do.
They would slay these Dragon Hunters.
Before doing so, they would kidnap them and take their powers in order to sucessfully prevent them from becoming too powerful. No Dragon Hunter escaped.
A long time passed in fear that the dukes would use their powers for evil....
...and they did.
Even the Slime Gang, who had trained a whole lot, couldn't do much against these new monsters that were suddenly appearing: Dimensional Creatures.
The world needs the help of a new generation of Dragon Hunters, that will conquer the dukes and sucessfully free the Second Dragon Hunters from doom!
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Hey guys, Spriterkid here. Yep, I'm bringing an oldie "back". It's Dragon Hunters again, and it's back in black with a smack intact. (why did you let me write this god)
Boring stuff time!
Stats explanation:
Every level up, you get SP (and at the start as well). You may spend these in any way you like, but you must put 1 in every stat at the start.
How SP Spending works:
HP: 1 Point Translates to 1 SP
MP: 1 Point Translates to 1 SP
AGI: 1 Point Translates to 1 SP
ATK: 1 Point Translates to 2 SP
DEF: 1 Point Translates to 3 SP
MA: 1 Point Translates to 2 SP
MD: 1 Point Translates to 2 SP
HP - Hit Points. If these reach 0, you die.
MP - Mana/Magic/Mordio(/reference) Points. Needed to cast spells/use abilities.
AGI - Agility. Determines Turn Order.
ATK - Attack. Damage from physical attacks.
DEF - Defense. Determines how much physical damage is shielded. You'll always take at least 1 damage even if you have more DEF than the attacker's ATK.
MA - Magic Attack. Damage from magic attacks.
MD - Magic Defense. Determines how much magic damage is shielded. You'll always take at least 1 damage even if you have more MD than the attacker's MA.
You get 30 SP at start, with + 10 SP per extra level. Every 10 levels, it becomes +30 SP.
How to level up stats:
<stat you are upgrading>: Previous > New | <no> SP Spent
e.g.
ATK: 4 > 6 | 4 SP Spent
Then follow with a table of all your stats including the upgrades, such as follows.
STAT: Normal + Weapon Bonuses = Total
e.g.
MHP: 4 + 5 = 9
MMP: 2 + 6 = 8
AGI: 4 + 1 = 5
ATK: 6 + 12 = 18
DEF: 2 + 31 = 33
MA: 7 + 6 = 13
MD: 2 + 20 = 22
How damage works:
ATK - DEF = Damage
MA - MD = Damage
(Certain attacks don't follow this rule.)
-- Effectiveness Formula --
Roll d13 when someone attacks. Result determines effectiveness.
1 - Miss
2 - 50% Damage
3 - 80% Damage
4 - 85% Damage
5 - 90% Damage
6 - 95% Damage
7 - 100% Damage
8 - 105% Damage
9 - 110% Damage
10 - 115% Damage
11 - 120% Damage
12 - 150% Damage
13 - 200% Damage
What about the guys who joined before?
Those start at level 5. They'll have 70 SP to spend instead.
If Dicearm, AlexMdle, MintE, Snipe/Remilia/Captain Euphonium, Flandre (if she ends up joining from the IRC), SS, Rumia, SPIDER and whoever I'm forgetting who was in the original DH decide to join, THEY HAVE 70 SP TO SPEND AND NOT 30.
How do you join?
Fill this format:
Name:
Class: Warrior/Thief/Mage/Archer
Story (optional):
Appearence:
Map colors (letter color and bg color):
Stats:
MHP:
MMP:
ATK:
DEF:
AGI:
MA:
MD:
Class explanation:
In levels 20 and 40, you upgrade your class. You can choose your split based on the class you chose, and the sub-split depending on the split you chose.
Warrior: You want to put more HP, ATK and DEF here. They don't use spells unless they go Magic Knight.
Splits of Warrior:
Knight: He'll have more ATK and DEF.
Knight Sub-splits:
Magic Knight: He's as strong as the Knight, but with Spells.
Dragon Knight: His skills envolve the power of original Knight Dragon Hunters.
Paladin: Has more HP and DEF.
Paladin Sub-splits:
Templar: Can now use light and healing spells, while possessing the same power as the Paladin.
Guardian: Can taunt enemies into attacking him, while also raising his defenses a lot.
Thief: Quick and damaging. He'll do a lot of damage fast, but a breeze kills him.
Splits of Thief:
Ancient Thief: Knows how to use swords. Can do a lot of damage later on.
Ancient Thief Sub-splits:
Samurai: Switches his weapon for Swords instead. Can easily go one vs one against most powerful enemies.
Ninja: Quick and stealthy. Disappears, throws smoke bombs, anything you can imagine a ninja does. Should possess the highest AGI in the game.
Mafia:Knows his guns. Helpful on a big party.
Mafia Sub-splits:
Hitman: Hired to kill people with guns. He's proficient at close combat if needed.
Boss: You can call some Mafia NPCs to come with you. They'll have their own equipment, and if they die, they stay dead.
They can level up as well, and they always end up Hitmans if the class is upgraded.
Mage: It's a mage. MA and AGI. Don't bother trying to shield them a lot. They have more splits.
Splits of Mage:
Black Mage: Specializes in Black Magic, which is every element but Light.
Black Mage Sub-splits:
Elementalist: Specializes in one single element, and they can deal massive damage of said element.
Summoner: Can summon things to his own will.
Sage: Stronger version of Black Mage.
White Mage: Specializes in White Magic, which is Light and healing spells.
White Mage Sub-splits:
Cleric: Healing Spell Specialist. Can go far enough to cast Sacrifice to kill him/herself to revive and fully heal a party. Invaluable in a big party.
Battle Healer: Can heal decently, and also fight with whips and the like.
Bard: Plays songs to buff, heal a party, debuff the enemy and put status effects.
Blue Mage: The weird split of the Mage. Learns spells cast around him.
Blue Mage Sub-splits:
Fraxian Mage: This mage knows spells from the future, mainly lasers and psychic powers.
Joker: His spells have random effects, from hurting himself to instantly killing a boss. Hope the RNG doesn't screw you over.
Pulse Mage: His spells involve messing with the time-space to summon creatures from space or destroy time for an enemy.
Archer: Shoots from behind his teammates to be able to hit enemies without getting hit himself. (He will get hit anyways)
Splits of Archer:
Ranger: Can wield a gun instead of a bow. His shots are usually very precise.
Ranger Sub-splits:
Tamer: Can tame monsters. Becomes more powerful towards the end, where there are Dimensional Creatures.
Gunslinger: Has the best shot precision. Usually doesn't miss.
Bowyer: Very good at shooting different kinds of arrows. Expect him to shoot many at a time.
Bowyer Sub-splits:
Sniper: Uses special kinds of arrows to down the enemy in one shot if he connects.
Raider: The Raider shoots a flurry of arrows that can put one enemy down or hurt many. Usually the one that deals the most damage in one enemy.
(Note: Red Mage would show up here, but why would you want to not heal as much and not deal as much damage with spells?)