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Messages - Lydyn

41
Old Project Ideas / Re: FFT Returns
July 18, 2012, 08:17:21 pm
From what I can tell, those are some solid changes to the original game that could both make it a better game and change up familiar fights and still keep everything as is (mostly). It might even be a patch I'd be interested in actually playing, which isn't that often. Can't promise anything, but it sounds good to me. Watching a show, so no additional comments at this time. =)
42
I'll keep those in mind, though I really liked your original ideas for advanced classes ... however, I saw the enchanter as more of the harp-wielder, but there wasn't any more weapons left over for the bard besides clothes - which really doesn't fit. That's why I decided to switch them around. Also, I wanted to try my hand at zero charge time spells. I think it'll be easy to balance with MP alone, especially since I plan on giving everyone item, but making them rather expensive. It'll be something I'll need to tweak in the end.

One last note, light & dark elements will be for special classes only, so advanced classes will simply have what their base classes have. In either case, here's some ideas for abilities (probably need more help here than anything);

Note: Abilities with the star [☆] require the classes primary weapon.









Warrior
• Guard: Add protect to one ally, range: 2
• Standing Wall: Protect 100% on self
• Quicksand: Add slow to one enemy, range: 2
• Gaia: Earth damage to one enemy, range: 2
• Gaia II [☆]: Earth damage to one enemy, range: 3
• Quake: Earth damage to surrounding enemies, range: 1 around self
• Quake II [☆]: Earth damage to surrounding enemies, range: 1 around self, cancels shell & protect
• Guardian's Stance [☆]: Add protect, shell, & regen to self
Samurai
• Break Defense: Attempts to break enemy shield
• Spin Flame: Fire damage to surrounding enemies, range: 1 around self
• Fire Strike: Fire damage in straight line, range: 4
• Flame: Fire damage to one enemy, range: 2
• Flame II [☆]: Fire damage to one enemy, range: 3
• Inferno Strike: Fire damage in three directions, range: 1
• Inferno Strike II [☆]: Fire damage in three directions, range: 2
• Dragon's Spirit [☆]: Fire damage to surrounding enemies, range: 2 around self
Thief
• Steal Helm: Steal's target weapon
• Steal Shield: Steal's target armor
• Steal Accessory: Steal's target accessory
• Sprint: Haste on self
• Thunder Strike [☆]: Jump on target, range: 5
• Bolt: Lightning damage to one enemy, range: 2
• Bolt II [☆]: Lightning damage to one enemy, range: 3
• Allure [☆]: Charm target enemy








Scholar
• Meditate: Restore little MP to self
• Frostbite: Adds poison to one enemy, range: 3
• Freeze: Adds Don't Move to one enemy, range: 2
• Ice: Ice damage to one enemy, range: 3
• Ice II [☆]: Ice damage to one enemy, range: 4
• Blizzard: Ice damage AOE, range: 2, area: 1
• Blizzard II [☆]: Ice damage AOE, range: 3, area: 1
• Frozen Crystals [☆]: Ice damage AOE, range: 3, area: 2
Bard
• Healing Melody: Heals little HP to one ally, range: 3
• Purity Song: Cancels Poison, Slow, Stop, & Confusion on one ally, range: 2
• Lullaby: Add sleep to one enemy, range: 2
• Aqua: Water damage to one enemy, range: 2
• Aqua II [☆]: Water damage to one enemy, range: 3
• Aquaveil: Adds shell to one ally, range: 2
• Healing Melody II [☆]: Heals some HP to one ally, range: 3
• Inspire [☆]: Heals some HP, little MP to one ally, range: 4
43
You're talking about standar growths, but different multipliers? Yeah I was thinking the same thing... As for the PA & MA, I guess it depends on how long I want fights to be.
44
See original post for the table concerning classes.

45
Oh, duh, of course ... it'd halve itself too. xD Haha. Which color is supposed to be which element though? Though I like the two resistances better, myself ... means only 3/5 classes can do decent damage and 1/5 classes do maximum damage. Chances are, I'll design weapons like this too ... I was thinking that each class will have three options, two secondary weapons (which allows them to use 80% of their skillset) and a primary weapon (which allows them to use 100% of their skillset). The primary would match with their element, of course and the secondaries would be shared with the other two classes that are 'neutral' to that element.
46
Those class ideas help a lot, since I was at bit of a mental block on how to construct it all. I do want to clarify something though ... and I know this is in the original post; there are five base classes, but ten advanced classes as well - each base class having two classes you can branch off to. The basic classes are a great start though and give me some ideas. Thanks! =D I'll let you know what I come up with in reaction to those.
47
... I don't understand what you mean by two resistances and two weakness. It'd pan out like so;

• Water Class: Halve Fire, Weak Lightning
• Fire Class: Halve Ice, Weak Water
• Ice Class: Halve Earth, Weak Fire
• Earth Class: Halve Lightning, Weak Ice
• Lightning Class: Halve Water, Weak Earth
48
Right, the idea was to branch the five basic classes out from squire and then two from there, though I'm going to spend sometime writing it all out on paper regardless to see where I really want to go with all of this. ^^ As for the weapons ... I was thinking of some overlapping, though their would be a primary weapon for each class I think. As in, like each class gets 8 skills (just for example), and 3/8 of them require the primary weapon of the class, but the other three can be used as is.

As for the elements, I didn't plan on putting absorb on any classes, but halve [insert element] instead so nothing is entirely useless, but it'll follow a rock, paper, scissors pattern. Surprised I didn't put it. It'd probably go something like so; Water > Fire > Ice > Earth > Lighting > Water. I'm thinking of leaving wind out since I can't make sense of where it'd go anyways. Water puts out fire, fire melts ice, ice freezes earth, earth grounds lighting, and lighting shocks water.

Probably meaning a limited about of them, change names, stuff like that. It's not fully fleshed out yet. I need to make the classes first, but with limited feedback, it's always hard for me to just come up with something out of the blue. =P
49
Yeah, making 5 base classes isn't a problem ... making five base classes that even specials can use is tricky - hence the commoner solution.
50
Well, that's the thing ... I can't remove squire and if I make him one of the five base classes, then special characters like Agrias won't have access to one of the five. I've also been debating between making either two spin-off classes per base class or making two spin-off classes with one being male-only and the other being female-only. The first idea is probably better, but I'm unsure.
51
New Project Ideas / Re: Pokemon: Tactics version
June 21, 2012, 12:21:31 am
Oh, my bad. =P Damned is right... transparent was redundant. I had just forgotten. Just put Wall status on them, I say. ^^
52
New Project Ideas / Re: Pokemon: Tactics version
June 20, 2012, 07:36:29 pm
*Is lost how the Wall Status would make it look jerry-rigged.* The only other idea is to.. somehow make trainers non-target able, but that seems even more messy in my mind.
53
New Project Ideas / Re: Pokemon: Tactics version
June 20, 2012, 12:27:12 pm
Quote from: The Damned on June 20, 2012, 12:36:11 am4. How are you going to prevent the player (and the AI) from doing what everyone has wondered from the beginning? That is to say, how are you going to prevent Pokemon from attacking the trainer rather than the Pokemon? Is the trainer just not going to be on the battlefield or...?


Um ... can't you just.. put Always: Transparent & Wall? I mean, that won't stop the player from attacking the enemy trainer (I could be wrong, since I haven't tested the transparent status out much), but if that's the case - the player is not the sharpest tool in the shed for trying to attack an immortal enemy. I mean, did I miss something here or is there just an off-chance no one has thought of that yet?
54
Focus of the Patch
The focus is going to be around five base classes that each tier off into a more offensive and defensive variant, and each class will wield a primary weapon and 2-3 secondary weapons, where the final skills of said class depend on the primary weapon. This patch will also be using the elements to construct a rock, paper, scissors mentality, using fire, lightning, ice, water, and earth. While Special Classes (such as Agrias and Ramza) will use the holy and dark elements.

Monsters: Have more unique monsters and base them around elements as well. Things like Goblins being based in earth (cannot understand why they were ever weak to ice).
Lower Numbers: This means lower stats, less Gil per battle, while items will be noticeably more expensive.
No Chemist: Instead, use item innate all, but in turn make potions either weaker and/or more expensive.
Squire is now Commoner!: Changing Squire to Commoner (Description: Where everyone starts and no one knows how to do anything. Should probably pick up a sword and choose another job for adventuring!).
Limited / Replaced Special Characters: The removal of some or many of them ... maybe replace Cloud with another special appearance?
More Weapon Selection: Eight weapons per job, giving you a total of anywhere from 24-32 weapons to choose from per class.
Limited R/S/M: Limit how many there are. Like removing Move +3 and such.
Zero charge spells: It'll have to be balanced in such a way that melee classes use more MP per ability to portray the fact that they're melee, but I think this'll be interesting.

----------------------------------------

∞ Master Guide ∞

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Key
★ - Very poor.
★★ - Below Average
★★★ - Average
★★★★ - Excellent
★★★★★ - Extraordinary

All stats compared to stars are at level 99 without equipment. Speed will be the same across the board.














HP: 200
MP: 30
Move: 1 Move
Jump: 1 Jump
PA: 2 PA
MA: 2 MA
Evade: 10%

★★
HP: 230
MP: 60
Move: 2 Move
Jump: 2 Jump
PA: 4 PA
MA: 4 MA
Evade: 20%

★★★
HP: 260
MP: 90
Move: 3 Move
Jump: 3 Jump
PA: 6 PA
MA: 6 MA
Evade: 30%

★★★★
HP: 290
MP: 120
Move: 4 Move
Jump: 4 Jump
PA: 8 PA
MA: 8 MA
Evade: 40%

★★★★★
HP: 320
MP: 150
Move: 5 Move
Jump: 5 Jump
PA: 10 PA
MA: 10 MA
Evade: 50%















Warrior
Recommended Role: Defender
Element: Earth
Halve: Lightning & Earth
Weak: Ice
Weapon: Sword
Secondary Weapons: Katana, Harp




















HP:★★★★★
MP:★★
Move:★★★
Jump:★★★★
PA:★★★
MA:★★
Evade:


Samurai
Recommended Role: Attacker
Element: Fire
Halve: Ice & Fire
Weak: Water
Weapon: Katana
Secondary Weapons: Dagger, Sword




















HP:★★★
MP:★★
Move:★★★
Jump:★★
PA:★★★★★
MA:★★★
Evade:★★


Thief
Recommended Role: Scout
Element: Lightning
Halve: Water & Lightning
Weak: Earth
Weapon: Dual Dagger
Secondary Weapons: Katana, Book




















HP:★★
MP:★★
Move:★★★★
Jump:★★★
PA:★★
MA:★★
Evade:★★★★★


Scholar
Recommended Role: Mage
Element: Ice
Halve: Earth & Ice
Weak: Fire
Weapon: Book
Secondary Weapons: Dagger, Harp




















HP:
MP:★★★★
Move:★★★
Jump:★★★
PA:★★
MA:★★★★★
Evade:★★


Bard
Recommended Role: Support
Element: Water
Halve: Fire & Water
Weak: Lightning
Weapon: Harp
Secondary Weapons: Sword, Book




















HP:
MP:★★★★★
Move:★★★
Jump:★★★
PA:
MA:★★★★
Evade:★★★



Key

All stats compared to stars are at level 99 without equipment. Speed will be the same across the board.














HP: 200
MP: 30
Move: 1 Move
Jump: 1 Jump
PA: 2 PA
MA: 2 MA
Evade: 10%

★★
HP: 230
MP: 60
Move: 2 Move
Jump: 2 Jump
PA: 4 PA
MA: 4 MA
Evade: 20%

★★★
HP: 260
MP: 90
Move: 3 Move
Jump: 3 Jump
PA: 6 PA
MA: 6 MA
Evade: 30%

★★★★
HP: 290
MP: 120
Move: 4 Move
Jump: 4 Jump
PA: 8 PA
MA: 8 MA
Evade: 40%

★★★★★
HP: 320
MP: 150
Move: 5 Move
Jump: 5 Jump
PA: 10 PA
MA: 10 MA
Evade: 50%

















Knight
Required Class: Warrior
Upgrade Type: Defensive
Element: Earth
Halve: Lightning & Earth
Weak: Ice
Weapon: Knight Sword
Secondary Weapons: Sword, Katana, Harp




















HP:★★★★
MP:★★★
Move:★★★
Jump:★★★
PA:★★★
MA:★★
Evade:★★


Berserker
Required Class: Warrior
Upgrade Type: Offensive
Element: Earth
Halve: Lightning & Earth
Weak: Ice
Weapon: Axe
Secondary Weapons: Sword, Katana, Harp




















HP:★★★
MP:★★
Move:★★★★
Jump:★★★
PA:★★★★
MA:★★★
Evade:


Monk
Required Class: Samurai
Upgrade Type: Short-Range
Element: Fire
Halve: Ice & Fire
Weak: Water
Weapon: Pole
Secondary Weapons: Katana, Dagger, Sword




















HP:★★★
MP:★★
Move:★★★
Jump:★★★
PA:★★★★
MA:★★★
Evade:★★


Archer
Required Class: Samurai
Upgrade Type: Long-Range
Element: Fire
Halve: Ice & Fire
Weak: Water
Weapon: Longbow
Secondary Weapons: Katana, Dagger, Sword




















HP:★★★
MP:★★
Move:★★★★
Jump:★★★
PA:★★★
MA:★★★
Evade:★★


Ranger
Required Class: Thief
Upgrade Type: Defensive
Element: Lightning
Halve: Water & Lightning
Weak: Earth
Weapon: Crossbow
Secondary Weapons: Dagger, Katana, Book




















HP:★★★
MP:★★
Move:★★★
Jump:★★★
PA:★★★
MA:★★
Evade:★★★★


Ninja
Required Class: Thief
Upgrade Type: Offensive
Element: Lightning
Halve: Water & Lightning
Weak: Earth
Weapon: Blade
Secondary Weapons: Dagger, Katana, Book




















HP:★★★
MP:★★
Move:★★★★
Jump:★★★
PA:★★★★
MA:★★
Evade:★★














Rune Magi
Required Class: Scholar
Upgrade Type: Defensive
Element: Ice
Halve: Earth & Ice
Weak: Fire
Weapon: Staff
Secondary Weapons: Dagger, Harp, Book




















HP:★★★
MP:★★★★
Move:★★★
Jump:★★★
PA:
MA:★★★★
Evade:★★


Enchanter
Required Class: Scholar
Upgrade Type: Offensive
Element: Ice
Halve: Earth & Ice
Weak: Fire
Weapon: Flail
Secondary Weapons: Dagger, Harp, Book




















HP:★★
MP:★★★★★
Move:★★★
Jump:★★★
PA:
MA:★★★★★
Evade:


Shaman
Required Class: Bard
Upgrade Type: Defensive
Element: Water
Halve: Fire & Water
Weak: Lightning
Weapon: Rod
Secondary Weapons: Sword, Book, Harp




















HP:★★★
MP:★★★★
Move:★★★
Jump:★★★
PA:
MA:★★★★
Evade:★★


Illusionist
Required Class: Bard
Upgrade Type: Offensive
Element: Water
Halve: Fire & Water
Weak: Lightning
Weapon: Spear
Secondary Weapons: Sword, Book, Harp




















HP:★★
MP:★★★★
Move:★★★
Jump:★★★
PA:★★
MA:★★★★★
Evade:




Key

All stats compared to stars are at level 99 without equipment. Speed will be the same across the board.














HP: 200
MP: 30
Move: 1 Move
Jump: 1 Jump
PA: 2 PA
MA: 2 MA
Evade: 10%

★★
HP: 230
MP: 60
Move: 2 Move
Jump: 2 Jump
PA: 4 PA
MA: 4 MA
Evade: 20%

★★★
HP: 260
MP: 90
Move: 3 Move
Jump: 3 Jump
PA: 6 PA
MA: 6 MA
Evade: 30%

★★★★
HP: 290
MP: 120
Move: 4 Move
Jump: 4 Jump
PA: 8 PA
MA: 8 MA
Evade: 40%

★★★★★
HP: 320
MP: 150
Move: 5 Move
Jump: 5 Jump
PA: 10 PA
MA: 10 MA
Evade: 50%















Fighter
Required Character: Ramza
Element: Holy
Halve: Holy
Weak: Dark
Weapon: Sword, Knight Sword




















HP:★★★
MP:★★★
Move:★★★
Jump:★★★
PA:★★★
MA:★★★
Evade:★★


Swordsman
Required Character: Ramza
Element: Holy
Halve: Holy
Weak: Dark
Weapon: Sword, Knight Sword, Katana




















HP:★★★
MP:★★★
Move:★★★
Jump:★★★
PA:★★★
MA:★★★
Evade:★★★


Swordmaster
Required Character: Ramza
Element: Holy
Halve: Holy
Weak: Dark
Weapon: Sword, Knight Sword, Katana, Blade




















HP:★★★
MP:★★★
Move:★★★
Jump:★★★
PA:★★★★
MA:★★★
Evade:★★★


Paladin
Required Character: Agrias
Element: Holy
Halve: Holy
Weak: Dark
Weapon: Sword, Knight Sword




















HP:★★★★★
MP:★★
Move:★★★
Jump:★★★
PA:★★★★
MA:★★
Evade:


Blackguard
Required Character: Gafgarion
Element: Dark
Halve: Dark
Weak: Holy
Weapon: Sword, Blade




















HP:★★
MP:★★★
Move:★★★
Jump:★★★
PA:★★★★
MA:★★★★
Evade:











Squire
Required Character: Delita
Element: N/A
Halve: N/A
Weak: N/A
Weapon: Katana




















HP:★★
MP:★★
Move:★★★
Jump:★★★
PA:★★
MA:★★
Evade:★★


Squire
Required Character: Algus
Element: N/A
Halve: N/A
Weak: N/A
Weapon: Dagger




















HP:★★
MP:★★
Move:★★★
Jump:★★★
PA:★★
MA:★★
Evade:★★



~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~









Warrior
• Guard: Add protect to one ally, range: 2
• Standing Wall: Protect 100% on self
• Quicksand: Add slow to one enemy, range: 2
• Gaia: Earth damage to one enemy, range: 2
• Gaia II [☆]: Earth damage to one enemy, range: 3
• Quake: Earth damage to surrounding enemies, range: 1 around self
• Quake II [☆]: Earth damage to surrounding enemies, range: 1 around self, cancels shell & protect
• Guardian's Stance [☆]: Add protect, shell, & regen to self
Samurai
• Break Defense: Attempts to break enemy shield
• Spin Flame: Fire damage to surrounding enemies, range: 1 around self
• Fire Strike: Fire damage in straight line, range: 4
• Flame: Fire damage to one enemy, range: 2
• Flame II [☆]: Fire damage to one enemy, range: 3
• Inferno Strike: Fire damage in three directions, range: 1
• Inferno Strike II [☆]: Fire damage in three directions, range: 2
• Dragon's Spirit [☆]: Fire damage to surrounding enemies, range: 2 around self
Thief
• Steal Helm: Steal's target weapon
• Steal Shield: Steal's target armor
• Steal Accessory: Steal's target accessory
• Sprint: Haste on self
• Thunder Strike [☆]: Jump on target, range: 5
• Bolt: Lightning damage to one enemy, range: 2
• Bolt II [☆]: Lightning damage to one enemy, range: 3
• Allure [☆]: Charm target enemy








Scholar
• Meditate: Restore little MP to self
• Frostbite: Adds poison to one enemy, range: 3
• Freeze: Adds Don't Move to one enemy, range: 2
• Ice: Ice damage to one enemy, range: 3
• Ice II [☆]: Ice damage to one enemy, range: 4
• Blizzard: Ice damage AOE, range: 2, area: 1
• Blizzard II [☆]: Ice damage AOE, range: 3, area: 1
• Frozen Crystals [☆]: Ice damage AOE, range: 3, area: 2
Bard
• Healing Melody: Heals little HP to one ally, range: 3
• Purity Song: Cancels Poison, Slow, Don't Move, & Confusion on one ally, range: 2
• Lullaby: Add sleep to one enemy, range: 2
• Aqua: Water damage to one enemy, range: 2
• Aqua II [☆]: Water damage to one enemy, range: 3
• Aquaveil: Adds shell to one ally, range: 2
• Healing Melody II [☆]: Heals some HP to one ally, range: 3
• Inspire [☆]: Heals some HP, little MP to one ally, range: 4






~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~













Warrior
• Reaction: Parry
• Support: JP Boost, Defend
• Movement: N/A
Samurai
• Reaction: Bonecrusher
• Support: JP Boost
• Movement: N/A
Thief
• Reaction: Gil Snapper
• Support: JP Boost, Throw Item
• Movement: N/A
Scholar
• Reaction: Magic Counter
• Support: JP Boost
• Movement: N/A
Bard
• Reaction: Cup of Life
• Support: JP Boost
• Movement: N/A














Knight
• Reaction: Dragonheart
• Support: JP Boost, EXP Boost, Safeguard
• Movement: N/A
Berserker
• Reaction: Counter
• Support: JP Boost, EXP Boost
• Movement: Swim
Archer
• Reaction: Critical: Recover HP
• Support: JP Boost, EXP Boost
• Movement: N/A
Monk
• Reaction: Hamedo/First Strike
• Support: JP Boost, EXP Boost
• Movement: Lavawalking
Ninja
• Reaction: Vigilance/Caution
• Support: JP Boost, EXP Boost
• Movement: Ignore Terrian














Ranger
• Reaction: Regenerate
• Support: JP Boost, EXP Boost
• Movement: N/A
Rune Magi
• Reaction: Absorb MP
• Support: JP Boost, EXP Boost
• Movement: N/A
Enchanter
• Reaction: Auto-Potion
• Support: JP Boost, EXP Boost
• Movement: Waterwalking
Illusionist
• Reaction: Damage Split
• Support: JP Boost, EXP Boost
• Movement: N/A
Shaman
• Reaction: Critical: Recover MP
• Support: JP Boost, EXP Boost
• Movement: Ignore Weather


~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~

Warrior (Incomplete - Will be blue later)



Samurai



Thief



Scholar



Bard

55
The Lounge / Re: Skyrim
November 19, 2011, 11:26:56 pm
Yes! Finally got Dragonscale Armor! Now to get my enchanting to 100 so I can have two enchantments per piece of armor. Also got Azura's Star, but made it a Black Soul Gem. =P This game is awesome.
56
The Lounge / Re: Skyrim
November 14, 2011, 05:07:31 pm
Wow, that sucks. What are you playing? I have a Female Redguard myself.
57
The Lounge / Re: Skyrim
November 14, 2011, 11:08:53 am
I've been playing since 11/11/11 0030 (12:30 AM). This game is fun as all hell! I've started quests in the Companions, Winterhold, & the main story and killed me about ... 4 dragons?
58
Spriting / Re: Virkum
November 07, 2011, 02:16:40 pm
Well ... sadly, I've reached the limits of my ability right now, and with my interest more devoted to the actual patch itself ... I don't really have time to learn all these advanced forms of spriting. So, some of these terms confuse me and I do tell myself a lot (which should be relayed to you all), 'I didn't even make these sprites, whatever is wrong with them right now, was something left in the original of both sprites.'
59
-Name: Virkum
-Gender/Sex: Male
-Race: Alynthi Elf
-Age (Human Equivalent): Equivalent of age 22 in human years
-Birth Place: Unknown
-Appearance/Clothing-


-History/Background/Motivation/Goals-
Virkum lives to fight, he lives for the battle, but no one but the gods above know why. It has been two years since he's awoken in a peaceful field with nothing but the clothes on his back and the ancient longsword beside him. It has been two years filled with bloodshed, coin for his services, and endless wanderings. Where he learned his skills, his abilities over his own body, and where he acquired such a potentially powerful blade is lost in the fog of forgotten memories. He is quiet and keeps to himself, but it's hard to take a step in any town or city without being recognized, let alone noticed. He's built a decent reputation for himself, but he only knows one things and it's the only thing that keeps him going - he must fight. For what? He hopes he'll find that answer someday.

-Combat Style: Tends to wear clothing with very little leather in select areas (still counting as clothing). While Virkum almost exclusively wields Starfang into battle, he is more than capable to battle without any weapons at all. He seems more agile than should be normally impossible and has almost inhuman reactions paired with the ability to stand toe-to-toe with a knight in full armor while wearing little more than clothing. He is known to throw Starfang in battle as a substitute long ranged weapon.
-Religious Affiliation (if any): Unknown
60
Help! / Re: Tutorial Battle Editing
November 06, 2011, 10:07:05 pm
... all right, must've worded the question incorrectly. I guess I'm trying to figure out how - using event editing - do I do that? I'm not well versed in event editing.