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| Drago (High Guardian) ![]() Quote | Reply | This message was updated on 1/16/2007 2:08:39 AM by Drago | Copy of Charter posted on: 1/15/2007 1:38:38 AM I was wondering if you would be willing to charter a chapter in IRO (International Ragnarok Online). It's a lot differant from D&D, but I think you will all love it. Let me explain the core systems to you. XP System: there are 3 xp systems in the game(Char Lv, Job Lv, which jobs are sort've like ranks in DDO, where you can learn skills for your class, and there is Guild xp, but I'll explain the Guild system under the Guild info heading). Classes: There are 6 "basic" classes(Swordman, Mage, Archer,Merchant,Theif, and Acolyte), now once you hit atleast "job lv" 40(job level go up to lv 50, with a few exceptions that I will list later on in this document)you can upgrade/change class to one of 13 differant classes(Knight,Wizard,Hunter,Blacksmith,Assasin,Priest, Crusader,Sage,Bard/Dancer "depends on sex, but their skills do simular things",Alchemist,Rogue, or a Monk). Transcendent Char: This is basically something extra to work for. After you hit "char lv" 99, you're able to be reborn agian at char lv 1/no job, with bonuses to your stats. Then you re'select your base job, you raise that to atleast job lv 40(not much differant from the base job, you picked, when you were new to the game (but you don't care about the base job as a Trancendant, It's the upgrade job, you are aiming for anyway). Now, once you become what ever upgraded job you pick (LordKnight,High Wizard, Sniper, Mastersmith,Assassin Cross,Paladin,Scholar, Minstrel/Gypsy,Biochemist,Stalker, or a Champion) they have all the skills that the upgrade classes had to learn before you went Trancendant, plus they get a few very usful/powerful new skills, as well as being able to get to "job level" 70 instead of 50. Exstended Classes: Extended classes, seem to be dirrectly desighned to make highbrid builds. If you want alittle bit of a challange, and the ability to use differant types of skills(like a melee char being able to do decent damage with magic spells) All of them get "alot more skills" to learn, and most all of them(Ninja,Gunslinger, and Soul Linker) with the exception of Taekwon Boy/Girl do go not get a upgrade class, but still tend to be slightly more powerful then most upgraded classes,and due to the extra skills you have to choose from, they get 70 Job Levels. None of the Exstended Classes, includeing Taekwon Boy/Girl can Trancend. Unlike the Ninja, Gunslinger, and Soul Linker, the Takwon Boy/Girl only goes to job level 50, however the Taekwon Boy/Girl gets a upgraded class, called the Taewon Master, which in turn lets you learn more skills. Stat/Skill Builds: Every class with the exception of the Exstended classes have two "main"(there are other stat builds, like ones made to have high crit rates, and such) types of stat builds. The two types are VIT based, and AGI based. With a VIT char usually, you basically want to go VIT, STR, and DEX. With a VIT build, you have high DEF, High HP, and High MDEF(and ofcourse if you're taditional by putting alot of STR in the VIT build, you would be a powerful hitter, also the STR stat allows you to carry more weight) An AGI base build, really depends on what type of char you want to make. AGI Build Examples: Archer/Hunter= AGI DEX, and either LUCK or STR. A melee char like a Rogue or knight= AGI,STR, DEX. To shorten the list of builds, you can pretty much base the stat builds, depending on how you want to use the char, and you'll do just fine. As for the Skill builds, each class has differant skills that cater to each stat build you are interested in making(or can even think of making, people desighn new stat builds all the time). Equipment Customization System: It's about the most versitile equipment custimizing system you can hope for, or even think of. For the lack of a politically correct word,It's perfect. Each weapon is given a weapon lv classification from, lv 1-lv 4(this is done to support a few systems, such as upgrading weapons, as well as the weapon customizing system) Lv 1 weapons can be found to have upto 4 slots, lv 2 weaponsn can have 3 slots, lv 3 weapons can have 2(except for the Saber, which can be found that has 3 slots), and lv 4 weapons can have 1 slot. Also know, most armour(helm upper,armour, boots accessory, and sheilds) can be found with 1 slot. In the game, pretty much every monster has a super rare item drop called a 'insert monster name here" Card. Now depending on who's card you got to drop,bought from a vender or from the new AH, the card will have "fixed" abilities(meaning if you found a Orc Warrior Card, all Orc Warrior Cards, will do the same thing)such as stat bonusses, passive skills that auto activate/always active, letting a char use a skill they don't have(as long as the equipment that has the card socketed, is equiped ofcourse), certian cards even give a % to ATK power while using a weapon Vs certain monsters depending on the monster's race,eliment, monster size(Small,Medium, and Large), and there is even one card that raises % of damage to to Boss type mosters(however such ATP bonusses only apply when useing the weapon against the right monsters,it wont boost MATK). There are card sets bonusses, as well as class specific sets. It pretty much comes down to, there is a Card for just about every use/need. Now, the Blacksmith class, can forge weapons of the basic Eliments(Fire,Ice,Wind,and Earth "there is a shadow Eliment,and Holy eliment as well", but as of yet, a BS can't forge those weapons). Although a elimental weapon can't be made to have slots(or be found with slots) it makes it up with It's attack bonus. An elimental weapon will do double of what this weapon would do, if it wasn't an eliment. Fear not, there is a very good site that has every monster stat sheet, so you can decide strageties for fighting any monsters, as well as knowing how weak they are to eliments, among alot of other statistics. Guild Systems: Okay, first off, Guilds have a xp system,as well as skills to be learned. I forget how many levels a guild can have(It's listed on a site), but needless to say, noone has a hit the guild lv cap yet, but that's not all that important, seeing how alot of skills are either made to give a boost to a certain stat to all guild members in range(clearly desighned to use during guild events), or skills to help the guild during Guild Wars(which is called WOE=War Of The Empurium). Also each guild can make alliances with 3 guilds. which during WOE you can help each other defend your castles(The Alliance System even makes it so you can't hurt the guilds that you have an alliance to, so you don't have to worry about mistakes/missclicks or AOE skills/spells hitting your allied forces. Then there are Guild Dungeons. Each castle has a Guild Dungeon, in which guild members can find high lv monsters just for people in the guild, to hunt. Also each Guild Dungeon can spawn a Boss monsters(what boss monster spawns, is dependant on which Guild Dungeon you are in). This is good, because Boss monsters in normal dungeons,or the world map are FFA(FFA=Free For All), and since only the guild who owns the castle, could enter It's Guild Dungeon, the guild gets the boss, all to them selves, so they don't have to worry about people getting to the boss first, cousing you to wait until it spawns agian(an hour from the time it was last killed "only one of any giving boss can be on the map at the same time" Things like WoE, as well as Bosses(MVPs) take alot of communication(thank goodness for Ventrilo lol), and skill/teamwork with using your char abilities, the best you can. Unlike other MMO, where as long as you have a high enough lv,with the right equips, you can join a party and hack-slash any boss to death, or beat any guild. When it comes to WOE, each class has a job to do( I am a veteran of IRO, with a high lv char, so I would beable to help you all, with creating a guild,char builds, as well as help you with all the other things pertaining to the game), and must correctly do so. Quests: Okay, in hopes of giving as clear of a dyscyption of the game, I will address how the quests work in this game. There is over 400 quests in the game. Now whith the way quests effect the game- You don't "have" to do quest for xp/to be able to lv in this game(however certain quests are needed to access certain Dungeons, to become/change class, and to even get to fight certian bosses,also you can get some super rares that are either impossible,or almost impossible to get any other way). From hind sight that seems like a bad idea(well especially for D&D players such as your selves, that are used to getting pretty much every xp point from quests), but infact is great that you aren't forced to do quests for xp, if you were it would probally kill/make IRO suck. You see, the whole appeal of the game is making your own quests, rather it be leveling,WOEing, treasure hunting for rares, holding guild events, MvPing, making zenny(in game money), creating a char you love to use,customizing better weapons,and exc. End game things: Although I didn't clarify it, things that may be considered End game things, include, but not limited to, is, doing all the quests, massive MvP hunting, leveling the guild, WoEing, Creating a Trancendant char, creating one of a bunch of super hard char/builds to make(example: aside from the exstended classes,that people usually think of making after they have atleast two other char, there is a class I didn't list. Super Novice, unlike the exstended classes, that can not only be very powerful, but very useful in overall gameplay, don't expect that from the Super Novice class. The Super Novice clearly was desighned as a novelty class, whith the bragging rights to go with it, if you are ever able to get to lv 99 as a Super Novice. |
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