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Picture of erthia
Posted
I have been a big fan of might and magic since MM6 came out. I haven't seen to many games these days to resemble its exciting game play. So what I wanted to do is create a fan game based on the same lore. I am also designing it to resemble the good old fashioned D&D graphics style. Keep the good old days alive!!!

[u]The Legend of Erthia Tactics[/u]

[u]Current Demo Build: 2.0[/u]
Version 3.0 coming soon!

[u]Version 3 Demo will Feature:[/u]
- Over 3-5 hour's worth of gameplay
- Might and Magic like skill system
- An arena to gain combat experience and gold
- Several main battles
- Party arranger (Up to 18 heroes can be obtained in the game)
- Two complete cities.
- A few side quests

[u]Plot:[/u]
The story begins in Felicia, a city that holds a dark secret. The king has sent four of his heroes to help defend the city against an invading enemy force. After resisting the invasion, the heroes set out on a journey to seek and destroy the one who caused the attack. As the story progresses, a lost secret slowly becomes resurrected.

[u]Main Idea:[/u]
The game is strictly going to revolve around battles. Each battle will be long and challenging. The type of system I will be using is tactical based witch will resemble might and Magic like formulas. I have been working hard on implementing the skill and magic system. There are 10 classes (listed below). Most importantly, one of the best aspects of the game, the random treasure system. You have access to over 12000 weapons that can be found in the game. This is not including armor, shields, and helmets. The possibilities are endless. How it works is there is the main set of weapons that can be enchanted with bonuses such as: Longsword of Celestial Light, Axe of Infernos, or even Diamond Longsword of Thunderbolts. A lot of stuff!!! There are six different materials weapons and armor can be made with. to help increase defense and damage.

Any character can hold any weapon in the game, but it will be greatly effected on how well they will hit a creature. For instance, clerics trying to use a sword will usually miss because they cannot even train to the basic level of the swords skill. I didn't want to put on any weapon restrictions to try and keep realism in play.

As time progresses, there will be more skills added to the game as well as extra content.

[u]Guide[/u]

Classes

Knight - Tough and brave, knights can wear any armor and master any weapon in the game. However, they cannot use magic.

Paladin - Wise and disciplined, Paladins are true holy warriors. They can use any weapon and wear any armor. Paladins are advanced users of life magic.

Cleric - Holy men who are dedicated to order. They can master life magic. Clerics are trained in maces and can wear armor up to chainmail.

Wizard - Are the masters of elemental magic. They can use death magic at a limited level. Wizards are trained to use staffs and daggers. They are restricted to leather armor.

Archer - Swift as an eagle, archers are the masters of ranged weapons. They can use a little elemental magic and wear armor up to chainmail.

Druid - Are able to learn both elemental and life magic to a limited level. They are mostly trained in staves and can only use leather armor.

Necromancer - Dreadful and wicked, necromancers are the masters of death magic. Like wizards and druids, they are mostly trained in staves and are limited to leather armor.

Barbarian - Mean and tough, Barbarians are the strongest class in the game. Although they are not to bright, they are extremely deadly with axes. They cannot use magic.

Ninja - Are the fastest class in the game. They do not wear armor but can use a limited amount of death magic. They are the masters when it comes to the dagger.

Monk - Are disciplined and skilled fighters. They are mostly trained to use maces and staves, and monks can wear armor up to chainmail. They are the masters when it comes to body building.

Regular Stats

Level - The total power level of the character.

Hits - The amount of points a character can take before he perishes.

Mana - The amount of points that can be used to cast spells.

Damage - The max total damage that a character will inflict in battle before any bonuses.

Armor Class - Decreases the chances of taking a hit from enemies in combat.

Resistance - Decreases the chances of being effected by spells in combat.

Might - Adds points to the max total damage.

Intelligence - Increases mana.

Speed - Increases the chances of hitting an enemy in combat with melee attacks.

Accuracy - Increases the chances of hitting an enemy in combat with ranged attacks.

Endurance - Increases hit points.

Wisdom - Helps add to the exp gained through combat.

Luck - Helps resist against traps and magic.

Weight - Lowers the chances of hitting and enemy in combat.

Experience - The total amount of experience gained from combat.

Skill Points - Are used to increase your skills.

Skills

Elemental Magic - Increases effectiveness of elemental magic spells.

Life Magic - Increases effectiveness of life magic spells.

Death Magic - Increases effectiveness of death magic spells.

Magery - Increases the power of healing and direct damage spells.

Swords - Effects how well you will hit enemies using swords.

Axes - Effects how well you will hit enemies using axes.

Daggers - Effects how well you will hit enemies using daggers.

Polearms - Effects how well you will hit enemies using polearms.

Maces - Effects how well you will hit enemies using maces.

Staves - Effects how well you will hit enemies using staves.

Bows - Effects how well you will hit enemies using bows.

Body Building - Adds extra life, endurance, and strength.

Meditation - Adds extra mana and intelligence.

Learning - Adds extra experience from battles and increases wisdom.

Dodging - Increases the chances of evading an attack in combat.

























This message has been edited. Last edited by: erthia,
 
Posts: 25 | Registered: Fri April 14 2006Reply With QuoteEdit or Delete MessageReport This Post
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