As another branching class, knight drew my attention months ago, though it's taken me a while to gather fitting ideas for all five armors. A big thank you to Serenia armor's MC for the idea.
As with the original, Knight class has a 5-skill Squire armor and 4 variants that add the remaining 5.
Squire's Training Armor
Knight class armor.
FD light, good overall resists.
Average MRM with a weakness to magic.
2 hits at -3 bth lean.
Appearance: The original looks prety good.
Description: A basic set of armour used by those training to become a Knight!
Level 0: Close Combat Training - Passive
Knights are capable fighters with virtually every sort of melee weapon. As long as you possess the discipline and resolve necessary, your blade will strike with increased power!
Melee weapons receive *0.9 penalty instead of *0.8 on all weapon attacks.
Prerequisite: Unity Alignment. Being a knight is a commitment to serve with absolute loyalty, so the armor automatically unequips itself if you're Chaotic or Neutral.
Level 1: Knight's Armaments - Active
Use your fighting spirit to manifest your Kingdom's sword and shield!
Compresses a sword and shield of the armor's element (light for Pria, dark for 'Emoran, earth for Frogzard and fire for Demon). They do not vanish if you switch armors.
Once you choose your Kingdom, using armor, sword and shield also gives you an FSB:
Rennd: +15% damage against demons.
Granemor: At the end of your turn, you have a 16.81% chance to inflict Fear (2 turns, 50% chance of inaction). Monster can resist (Cha/Luck vs Cha/Luck) with +0 bonus to save.
Deren: At the end of each turn, the monster makes a save (Str/Luck vs End/Luck) with +0 bonus to save. If it fails, the monster looses ([hits]/[attempts]*sqrt(monster power)) blocking and you gain MRM equal to the amount lost. The effect lasts until the end of the battle.
Stormfall: All your burns deal +50% damage (this stacks with any other sources).
Level 2: Shield Bash - Active
Smash into your foe like a human battering ram, staggering and dazing them!
1 hit of melee (shield element) damage, treated as a 'weapon'-based skill where your shield acts as a weapon. Deals 40.5% damage of a standard skill and Dazes the monster (2*EleComp turns, 100% chance of inaction). Monster can resist (Str/Luck vs End/Luck) with +0 bonus to save.
Costs sp of a standard skill, reduced for 40.5% melee's worth of elecomp.
Level 3: Arrow Barrage - Active
Give the signal and conjure a hail of arrows to rain down on your foe! These arrows won't do any damage, but they'll force your foe to lower their defences as they search for your mysterious accomplice.
Monster looses 14 blocking. It can resist (Dex/Luck vs Int/Luck) with -20 penalty to save.
Costs sp of a standard skill.
Level 4: Mount/Dismount - Toggle
Mounted combat is a time-honored tradition of Knighthood. On your steed, you'll be capable of devastating cavalry charges - though you'll need some charisma to control the beast and won't have any time left for another animal.
While Mount is toggled, your attack changes to three hits. The second and third hits deal standard damage, while the first attack inflicts EleVuln (element follows your equipped pet, +40.82 damage for one turn). Monster can resist the effect (Cha/Luck vs Str/Luck) with -20 penalty to save. (calc: 40/(1.4*0.7))
This effect is payed for with your pet's turn (so it doesn't attack).
Click again to turn off the toggle and Dismount.
Bonus: To compensate for using a fourth stat, you also gain Mounted Combat Training, which extends the effect of Close Combat Training to spears and lances when mounted.
Level 5: Brotherhood - Active
Your greatest strength is the company you keep. Call forth another knight to aid you in battle!
Summons an sp-costing guest of (armor element). The guest gains additional abilities based on the Kingdom you serve:
Rennd: Bonus damage against demons.
Granemor: Deals half damage and grants you elemental shield against darkness (stacks with Dark Pact).
Deren: Deals 70% damage and autohits.
Stormfall: Deals half damage and inflicts Burn.
FD light armor.
Average MRM with a focus on Melee.
2 hit attack at -3 bth lean.
Appearance: Doesn't really need to be changed.
Description: The Pria Knights are excellent warriors trained in the use of Light, and are experienced in the art of demon-slaying after many years of warfare with Stormfallen's forces. Despite their numbers dwindling, their honor will not allow them to give up the fight!
Level 6: Morale Boost - Passsive
A knight cannot afford to let his spirits (or his health) to sink in battle. Rely on your fighting spirit to keep you going!
You have a 5% chance of activating the skill after each hit.
The skill checks your hp. If it's below 50%, you heal hp worth damage dealt. Otherwise, you heal sp worth damage dealt *1.125.
Level 7: Sworn Enemy - Passive
When the demons first struck, they hurt you. Then you adapted.
All damage the demons attack you with with is converted into light. (like with Serenia armor and plants)
Level 8: Last Stand - Passive
When all seems lost, when the resolve of people is failing - that's the moment for the knights to shine. Strike at your foe when they consider you beaten!
Gain +210 Initiative if you start the battle with hp below 50%.
Level 9: Blade of Retaliation - Passive
Weather your enemy's attacks and wait for them to tire themselves out - then strike with increased power for each injusry they've dealt you!
For each time you get hit, you deal +([hits]*50/9/1.76)% damage during your next turn. That's roughly 3.15% damage, so getting hit once will give +3.15% damage; getting hit twice will give +6.3% damage; getting hit 10 times will give +31.5% damage; etc.
Level 10: Evil's Bane - Toggle
Call forth the holy light of Rennd to cleanse your foes of the darkness inside them!
The armor becomes ele-locked to light, with EleComp going into damage.
FD darkness armor.
Average MRM with a focus on magic.
2 hit attack.
Appearance: The original's pretty good.
Description: The 'Emoran Knights have developed excellent armor and a variety of defensive techniques by combining fighting skill with necromancy. Their exposure to the undead and the mutants have turned them into battle-hardened warriors of Darkness that remain undaunted in the face of even the harshest of odds!
Level 6: Spiritual Reinforcement - Active
Reinforce your body with the spirit's mana, gaining the durability to outlast your foe!
The player gains 'Reinforcement' status until the end of the battle. Each stack of Reinforcement heals you for (20*0.9*0.85) or 15.3% melee's worth of hp at the end of your turn. This costs a turn.
Costs mp of a standard spell.
Level 7: Necromancer's Aegis - Passive
After years of fighting both against and alongside undead, you've learned to adjust your armor in all the right ways to protect yourself from anything they may try.
All damage undead deal to you is converted into Darkness.
Level 8: Mutant Menace - Passive
You can barely recall the time when Granemor wasn't fighting against mutants. Your constant battles have given you enough experience to stand firm against any mutant tricks.
All damage mutants deal to you is converted into Darkness.
Level 9: Death Pulse - Active
Draw upon your knowledge of necromancy to manipulate your foe's life energies with this antithesis of healing!
The monster looses (20*0.9*0.85/1.4) or 10.9% of their MaxHP.
Costs hp of a standard spell.
Level 10: Dark Pact - Toggle
Embrace your Inner Darkness - and it will embrace you, shielding you from the strikes and blows of your enemies!
The armor becomes ele-locked to darkness, with elecomp going into Elemental Shield. (for example, elecomp of 1.85 would give you 61% damage reduction (calc: (1.85 - 1) / 1.4))
FD earth armor.
Fairly high MRM with a focus on melee and ranged.
2 hit attack at +3 bth lean.
Appearance: A bit more serious depiction would be nice. Terrain-colored cloth over plate, a cloak of moss - maybe a frogzard helm.
Description: The Frogzard Knights are motley folk that believe in adapting to the changing combat conditions, and specialize in unorthodox and unexpected tactics. Their knowledge of nature and Earth, combined with their superior analytical minds, allows them to focus on creating openings and striking at a foe's weakness!
Level 6: First Aid - Passive
A collection of herbal remedies, perfectly suited to stopping bleeding, soothing burns or curing poisons!
Cures Bleeds, Burns and Poisons. The first use per battle is free; using it again costs sp.
Level 7: Tactical Adaptability - Passive
Your trained eye allows you to discern and adapt to your foe's tactics on the fly, increasing the difficulty of inflicting any statuses on you!
You gain +5 Status Resistance.
Level 8: Taking You Down - Passive
Always be faster, stronger, smarter than your enemy. If you can't - drag them down and make them fight on your level.
The passive checks your enemy's Str, Int and Dex. At the end of each turn, the monster makes a save (Dex/Luck vs Int/Luck) with +0 bonus to save. If it fails, the monster permanently looses 5 points from that stat.
Level 9: Enervating Toxin - Toggle
Coat your weapon in a herbal mixture that deals no damage, but leaves your foe fatigued and infeebled, uncapable of drawing upon their power.
All your weapon attacks and specials inflict Disease that prevents sp healing (equal to damage dealt*1.125). Monster can save (Dex/Luck vs End/Luck) with -10 penalty to save.
Costs 12% sp of a standard skill.
Level 10: Harmonizing Strike - Toggle
Frogzard Knights have long believed in living in harmony with nature and its elements. Apply a magical blessing to your weapon that would harmonize your foe with every single one of nature's elements!
At the end of your turn, the monster makes a save (Cha/Luck vs Cha/Luck) with -20 penalty. If it fails, all its elemental resistances are set to 100%.
The toggle has no cost and automatically turns off when you succeed.
FD fire armor.
Average MRM with a focus on melee and magic.
2 hit attack at -3 bth lean.
Appearance: Slightly update art to modern standards and it'll be fine.
Description: The Demon Knights stand alone against the world of humans as they serve Queen Tyranna in her quest for revenge. By embracing demonic power, they can wield flame to both withstand tremendous amounts of punishment and immolate their foes!
Level 6: Blood of Demons - Passive
You have passed trial by fire (literally), and can now use it to invigorate yourself and continue the slaughter. Heal yourself by setting your foes on fire!
When your opponent takes damage from any type of Burn, you heal hp equal to 25% of the damage.
Level 7: Soul Drinker - Passive
Drink in the pain and suffering of your enemies... You can almost feel your spirit revitalize as they burn.
When your opponent takes damage from any type of Burn, you heal sp equal to 28.125% of the damage.
Level 8: Spirit Burn - Passive
Ravage the soul of your foe as you sear its mind with the all the uncomfortable truths they shied away from!
When your opponent takes damage from any type of Burn, they also loose sp equal to 28.125% of the damage.
Level 9: Burning Wrath - Passive
Call upon your demonic magic and enhance all your burns with Heckfire!
Increases the damage of all your Burn statuses by 25%.
Level 10: Rite of Flames - Toggle
Draw upon the power of ancient demons and immolate your foes with flames as vicious as Tyranna's wrath toward humanity!
At the end of your turn, the monster makes a save (Str/Luck vs End/Luck) with +0 bonus to save. If it fails, it's inflicted with power 20 Burn (element follows the last hit of your weapon or spell) for one round.
Costs sp of a standard skill.
< Message edited by Primate Murder -- 5/9/2019 2:19:30 >