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Ok folks, so far seems there are 9 people interested, which is enough to get the ball rolling. Go ahead and start selecting your character classes here and posting, I will also allow people to choose their teams once there are 2 full teams out there. So happy posting.
See the interest thread for character class details. Original Link here: http://www.ulmf.org/bbs/showthread.php?t=2998
Edit: Placing the classes here.
All characters will start out being able to select a weapon from their chosen class. Regardless of which one they choose, they will deal 2x of the margin of victory + strength bonus.
Warrior Class: They are the queens of brute force melee combat. You won't find a better class to soak up damage and dish out the heavy melee damage. Their strengths lie in close quarters combat, in order to keep foes distracted from less durable allies. Warriors also recieve inherent bonuses when they utilize swords or axes in combat. Warriors recieve 1 mana point per level, and 1 mana point per point into Energy. They also receive 3 life points per level, and 3 life points per Vitality point.
Starting Stats:
Strength: 40
Dexterity: 40
Vitality: 50
Energy: 10
Intelligence: 10
Starting HP: 150
Starting Mana: 10
Starting Sexual Stamina: 210
Special Skills:
Zeal - Attempt to attack all foes at once. If this connects you deal +5 Damage to each foe struck. Mana Cost - 5.
Vengeance - Add fire, lightning and cold damage to your attack, dealing a total of +15 elemental damage. Note immunes will lower this skill's effectiveness. Mana Cost - 10
Cleave - You strike for +20 damage. Mana Cost - 15
Final Thrust - If the enemy is below 30% health, this attack doubles your after strength calculated damage. Mana Cost - 25 (Elite)
Thrill of Victory - If this attack hits deal +10 damage. If target foe had less health than you, do an additional +10 damage and gain 5 mana. Mana Cost - 25. (Elite)
Eviscerate - You hit the enemy, and if it connects their HP drops by 20% of their maximum. (Can only be used once per enemy, and may not be used after an enemy is under 30% life. Can't be combined with any weapon spells.) Mana Cost - 30 (Ultimate Skill)
Available Weapons: Axe, Sword.
Amazon/Ranger Class: They are the queens of ranged physical attacks. There isn't a class that can surpass their skill with the Javelin or the Bow and Arrow. Their strength lies in their ability to attack from a distance with precision aim, whittling away their opponents HP while the Warriors tank them. The Amazon is capable of tanking damage herself if need be, but she's nowhere near as durable. The Amazon/Ranger is the only class who has an attack able to hit a foe actively raping a party ally due to her incredible precision aim. Amazons receive 2 points of mana per Energy point and 1 point of mana per level. They also receive 2 life points per level and 3 life points per Vitality point.
Starting Stats:
Strength: 35
Dexterity: 45
Vitality: 40
Energy: 15
Intelligence: 25
Starting HP: 120
Starting Mana: 30
Starting Sexual Stamina: 175
Special Skills:
Strafe - Attempt to attack all enemies at once. This skill does +5 damage to all struck enemies. (Usable ONLY with a bow.) Mana cost - 5.
Charged Bolt - Add +10 lightning damage to your weapon. (Javelin ONLY) Mana cost -5.
Triple Shot - Attack with a volley of 3 arrows, which may strike a single enemy up to three times. (Bow ONLY) Mana cost - 15. (Elite)
Lightning Javelin - Add +20 lightning damage to your weapon. (Javelin ONLY) Mana cost - 15. (Elite)
Precision Shot - Deals 35 damage to any foe who is raping an ally, AND causes them to be unable to rape that turn. Mana cost 45
(Ultimate) This skill can only be used once every five turns though. Can be used with either a Javelin or Bow and Arrows. If this skill is not used on an enemy actively raping, it will still deal 35 damage and be recharged instantly. This attack ignores Physical Immunity by dealing pure magic damage. Bear in mind, there are some enemies who cannot be targeted with this attack, and there are a few magic immunes. See special notes.
Available Weapons: Bow+Arrows (unlimited arrows), Throwable Javelins (self replicating/unlimited).
Assassin Class: The assassin's are masters of recognizing traps, as well as quick strike melee damage. An assassin particularly shines when she strikes an enemy unaware of her presence, and quickly avoids a counter-attack to launch another attack. Assassin's have inherent bonuses when they use any kind of dagger or knife based weapon, and they are the only class that have a chance to double strike. While an assassin could be a tank if she had to, it isn't her forte, and it limits her effectiveness dramatically. She is also the weakest of the melee-type fighters by far in terms of her resistance to rape. Assassins receive 2 points of mana per level and 2 points per Energy point. They also receive 2 life points per level and 2 life points per Vitality point.
Starting Stats:
Strength: 30
Dexterity: 30
Vitality: 30
Energy: 20
Intelligence: 40
Starting HP: 90
Starting Mana: 40
Starting Sexual Stamina: 150
Special Skills:
Flashing Blades - Causes a double strike and deals +5 damage per weapon that hits. Mana Cost - 5. (Daggers Only)
Double Throw - The assassin throws a pair of throwing knives at her enemy, dealing +5 damage per hit. Mana Cost - 5. (Throwable
weapons Only).
Leaping Mantis Sting - The Assassin attacks with her dual daggers, and if this attack hits, she deals +15 damage and her target foe is unable to attack on it's next turn. (Elite) Mana Cost - 25
Dancing Daggers - The Assassin uses her dual throwing weapons and hits for +15 damage, and her target foe is unable to attack on it's next turn. (Elite) Mana Cost - 25.
Mobeius Strike - The Assassin attacks with her weapons and hits for +20 magic damage. This skill can only be used every three turns, and prevents her target from attacking for one turn. (Ultimate) Mana Cost - 45.
Available Weapons: Dual daggers, Dual throwing knives (self-replicating/unlimited).
Necromancer Class: The necromancer excels in the use of Curse based magics intended to harm the enemy indirectly. Her skills can range from anywhere of lowering their resistances (and sometimes stripping immunities) of an enemy, and even causing them to attack their own allies! A necromancer can be extremely useful at higher levels as she gains more and more mana for her skills. In a rare twist of things, the necromancer shuns the use of using minions, preferring not to reanimate the corpses of a demons. Her forte is clearly casting her curse spells from afar, and a single attack spell of her own. She does however, prefer to remain out of melee combat. Like the Sorceress and Ritualist, she is vulnerable to up close and personal attacks, however she is the most durable of the mage-like classes. Necromancers receive 2 points of mana per level and 3 points for each Energy point. They also receive 2 life points per level and 3 per Vitality point.
Starting Stats:
Strength: 25
Dexterity: 35
Vitality: 30
Energy: 25
Intelligence: 35
Starting HP: 90
Starting Mana: 75
Starting Sexual Stamina: 145
Special Skills:
Amplify Damage - This skill allows the Necromancer to curse her target to receive DOUBLE physical damage, or strips Physical Immunity. Mana Cost - 5. The curse lasts 5 turns, or until the Necromancer is raped. See special notes.
Lower Resist - This skill curses target foe to take DOUBLE elemental damage, or strips one elemental immunity of the Necromancer's choice. Mana Cost -5. The curse lasts 5 turns, or until the Necromancer is raped. See special notes.
Bone Spear - This magic projectile deals 55 magic damage to her target foe if it hits. (Elite) Mana Cost - 35
Weaken - Curses target foe to have half their normal strength and dexterity, making them easier to attack. (Elite) Mana Cost - 55.
This curse lasts 5 turns, or until the Necromancer is raped. Cannot target a foe who has grappled or is raping an ally.
Confuse - Curses target foe to become confused and attack a random allied monster with HP damaging attacks. Can only be used once on an enemy, and only twice in any combative round. (Ultimate) Mana Cost - 150. This curse last for 5 turns, until the attacked enemy dies, or the Necromancer is raped, whichever happens first.
Available Weapon: Long Staff.
Ritualist Class: The Ritualist is a mystery to any who aren't of her way. She somehow communes with the spirits of fallen champions
past and is able to use their spiritual energy to help heal the HP of her allies in combat situations where they take damage. She also has the unique ability to use soothing magics which when used on a character who is not grappled or actively being raped, lowers their gained pleasure. This can be highly useful to a group who's warrior has been raped extensively, but hasn't orgasmed yet and has managed to break free. This would allow them to effectively last a bit longer should they be raped again during that combative round. They are also capable of utilizing various weapon spells to enhance the power of an allies (or their own) weapons. While they do not receive any bonuses to a particular weapon, their weapons spells, healing/soothing abilities and their powers of forcing information from fallen enemies souls more than makes up for their lack of any real offensive output. She is vulnerable to melee attacks herself, and has never really fought up close and personal. As such, if she is captured, she's a fairly easy rape victim, though not as easy as a sorceress. Ritualists receive 2 points of mana per level and 2 points per Energy point. They also receive 2 life points per level and 2 per Vitality point.
Starting Stats:
Strength: 25
Dexterity: 35
Vitality: 25
Energy: 25
Intelligence: 40
Starting HP: 75
Starting Mana: 50
Starting Sexual Stamina: 125
Special Skills:
Soothing Memories - This skill allows the Ritualist to restore 1D25 HP and 1D25 Sexual Stamina when cast. The skill can only be used on an ally who is not being actively raped, and is not grappled. It may only be used once per six turns on the same person and only in combat areas. Mana Cost - 20
Splinter Weapon - This weapon spell allows the Ritualist to cause a weapon to magically attack all targets in the area for +10 damage. If this is placed on any weapon, and the attacker succeeds in hitting their target, the damage will be dealt in it's full to every enemy. This spell lasts 5 attacking turns, or until the Ritualist is raped. Mana Cost - 30.
Spirit Bind - This channeling spell is two-fold. It may be used to either take information from a recently killed enemy that could prove useful, or it can be used to briefly bind the spirit of a fallen enemy to serve as an ally. If it is used to gain information, the Mana Cost is 35. If it is used to bind the spirit as an ally, the Mana Cost is 55. (Elite) This spell only lasts 3 turns or until the Ritualist is raped. If she is raped before her turn comes up, then her spirit ally will vanish and not attack, as it will attack directly after she does. Said spirit deals the same damage the Ritualist dealt with her attack, if she and it hit.
Signet of Spirits - This channeling spell allows the Ritualist to summon a spirit to her aid, which deals 35 shadow damage with it's attack. This damage is immunity ignoring and cannot be reduced by any known method. The spirit replaces the Ritualist's attacking and soothing presence for 5 turns, however it will vanish if she is raped, which she still can be. (Elite) Mana Cost - 65.
Spirit Rift - This channeling spell is perhaps the most powerful spell in the world. The Ritualist summons a rift beneath her target foe, which strikes for 110 shadow damage. This skill is highly exhausting, and can only be used once every ten turns, regardless of if it hits. (Ultimate) Mana Cost - 100. Shadow damage is immunity ignoring and cannot be reduced by any known method.
Available Weapon: Long Staff.
Sorceress Class: The sorceress is perhaps the character with the largest offensive arsenal available. She focuses almost exclusively on casting elemental magics from a distance, preferring to stay out of melee combat. Because of her distaste for melee, she is highly susceptible to melee attacks, and if she is captured by an enemy and raped, she will succumb to her pleasure faster than any other class. However, she more than makes up for her sexual vulnerability with an impressive arsenal of elemental magic. She is capable of using fire magics, cold magics and lightning magics with equal ease. Without a question, her offensive potential is one of the best available. Sorceresses receive 3 points of mana per level and 3 points per Energy point. They also receive 2 life points per level and 2 per Vitality point.
Starting Stats:
Strength: 15
Dexterity: 40
Vitality: 10
Energy: 45
Intelligence: 40
Starting HP: 20
Starting Mana: 135
Starting Sexual Stamina: 85
Special Skills:
Fire Ball - This spell deals 40 Fire Damage if it hits. Mana Cost - 35.
Ice Blast - This spell hits for 40 cold damage if it hits. Mana Cost - 35.
Lightning Bolt - This spell hits for 40 lightning damage if it hits. Mana Cost - 35.
Energy Blast - This spell deals shadow damage, and hits for 80 damage. (Elite) Mana Cost - 50. Can only be cast once every 5 turns. Shadow damage has no immunity and cannot be reduced.
Elemental Destruction - This spell deals fire damage in the form of a meteor, cold damage in the form of a chaos ice orb, and lightning damage via a thunderstorm all in one sudden cast. If this spell hits, target enemy foe is struck for 150 total elemental damage, 50 from each element. (Ultimate) Mana Cost - 200. This spell can only be used once every 10 turns as it is exhausting.
Available Weapon: Long Staff.
See the interest thread for character class details. Original Link here: http://www.ulmf.org/bbs/showthread.php?t=2998
Edit: Placing the classes here.
All characters will start out being able to select a weapon from their chosen class. Regardless of which one they choose, they will deal 2x of the margin of victory + strength bonus.
Warrior Class: They are the queens of brute force melee combat. You won't find a better class to soak up damage and dish out the heavy melee damage. Their strengths lie in close quarters combat, in order to keep foes distracted from less durable allies. Warriors also recieve inherent bonuses when they utilize swords or axes in combat. Warriors recieve 1 mana point per level, and 1 mana point per point into Energy. They also receive 3 life points per level, and 3 life points per Vitality point.
Starting Stats:
Strength: 40
Dexterity: 40
Vitality: 50
Energy: 10
Intelligence: 10
Starting HP: 150
Starting Mana: 10
Starting Sexual Stamina: 210
Special Skills:
Zeal - Attempt to attack all foes at once. If this connects you deal +5 Damage to each foe struck. Mana Cost - 5.
Vengeance - Add fire, lightning and cold damage to your attack, dealing a total of +15 elemental damage. Note immunes will lower this skill's effectiveness. Mana Cost - 10
Cleave - You strike for +20 damage. Mana Cost - 15
Final Thrust - If the enemy is below 30% health, this attack doubles your after strength calculated damage. Mana Cost - 25 (Elite)
Thrill of Victory - If this attack hits deal +10 damage. If target foe had less health than you, do an additional +10 damage and gain 5 mana. Mana Cost - 25. (Elite)
Eviscerate - You hit the enemy, and if it connects their HP drops by 20% of their maximum. (Can only be used once per enemy, and may not be used after an enemy is under 30% life. Can't be combined with any weapon spells.) Mana Cost - 30 (Ultimate Skill)
Available Weapons: Axe, Sword.
Amazon/Ranger Class: They are the queens of ranged physical attacks. There isn't a class that can surpass their skill with the Javelin or the Bow and Arrow. Their strength lies in their ability to attack from a distance with precision aim, whittling away their opponents HP while the Warriors tank them. The Amazon is capable of tanking damage herself if need be, but she's nowhere near as durable. The Amazon/Ranger is the only class who has an attack able to hit a foe actively raping a party ally due to her incredible precision aim. Amazons receive 2 points of mana per Energy point and 1 point of mana per level. They also receive 2 life points per level and 3 life points per Vitality point.
Starting Stats:
Strength: 35
Dexterity: 45
Vitality: 40
Energy: 15
Intelligence: 25
Starting HP: 120
Starting Mana: 30
Starting Sexual Stamina: 175
Special Skills:
Strafe - Attempt to attack all enemies at once. This skill does +5 damage to all struck enemies. (Usable ONLY with a bow.) Mana cost - 5.
Charged Bolt - Add +10 lightning damage to your weapon. (Javelin ONLY) Mana cost -5.
Triple Shot - Attack with a volley of 3 arrows, which may strike a single enemy up to three times. (Bow ONLY) Mana cost - 15. (Elite)
Lightning Javelin - Add +20 lightning damage to your weapon. (Javelin ONLY) Mana cost - 15. (Elite)
Precision Shot - Deals 35 damage to any foe who is raping an ally, AND causes them to be unable to rape that turn. Mana cost 45
(Ultimate) This skill can only be used once every five turns though. Can be used with either a Javelin or Bow and Arrows. If this skill is not used on an enemy actively raping, it will still deal 35 damage and be recharged instantly. This attack ignores Physical Immunity by dealing pure magic damage. Bear in mind, there are some enemies who cannot be targeted with this attack, and there are a few magic immunes. See special notes.
Available Weapons: Bow+Arrows (unlimited arrows), Throwable Javelins (self replicating/unlimited).
Assassin Class: The assassin's are masters of recognizing traps, as well as quick strike melee damage. An assassin particularly shines when she strikes an enemy unaware of her presence, and quickly avoids a counter-attack to launch another attack. Assassin's have inherent bonuses when they use any kind of dagger or knife based weapon, and they are the only class that have a chance to double strike. While an assassin could be a tank if she had to, it isn't her forte, and it limits her effectiveness dramatically. She is also the weakest of the melee-type fighters by far in terms of her resistance to rape. Assassins receive 2 points of mana per level and 2 points per Energy point. They also receive 2 life points per level and 2 life points per Vitality point.
Starting Stats:
Strength: 30
Dexterity: 30
Vitality: 30
Energy: 20
Intelligence: 40
Starting HP: 90
Starting Mana: 40
Starting Sexual Stamina: 150
Special Skills:
Flashing Blades - Causes a double strike and deals +5 damage per weapon that hits. Mana Cost - 5. (Daggers Only)
Double Throw - The assassin throws a pair of throwing knives at her enemy, dealing +5 damage per hit. Mana Cost - 5. (Throwable
weapons Only).
Leaping Mantis Sting - The Assassin attacks with her dual daggers, and if this attack hits, she deals +15 damage and her target foe is unable to attack on it's next turn. (Elite) Mana Cost - 25
Dancing Daggers - The Assassin uses her dual throwing weapons and hits for +15 damage, and her target foe is unable to attack on it's next turn. (Elite) Mana Cost - 25.
Mobeius Strike - The Assassin attacks with her weapons and hits for +20 magic damage. This skill can only be used every three turns, and prevents her target from attacking for one turn. (Ultimate) Mana Cost - 45.
Available Weapons: Dual daggers, Dual throwing knives (self-replicating/unlimited).
Necromancer Class: The necromancer excels in the use of Curse based magics intended to harm the enemy indirectly. Her skills can range from anywhere of lowering their resistances (and sometimes stripping immunities) of an enemy, and even causing them to attack their own allies! A necromancer can be extremely useful at higher levels as she gains more and more mana for her skills. In a rare twist of things, the necromancer shuns the use of using minions, preferring not to reanimate the corpses of a demons. Her forte is clearly casting her curse spells from afar, and a single attack spell of her own. She does however, prefer to remain out of melee combat. Like the Sorceress and Ritualist, she is vulnerable to up close and personal attacks, however she is the most durable of the mage-like classes. Necromancers receive 2 points of mana per level and 3 points for each Energy point. They also receive 2 life points per level and 3 per Vitality point.
Starting Stats:
Strength: 25
Dexterity: 35
Vitality: 30
Energy: 25
Intelligence: 35
Starting HP: 90
Starting Mana: 75
Starting Sexual Stamina: 145
Special Skills:
Amplify Damage - This skill allows the Necromancer to curse her target to receive DOUBLE physical damage, or strips Physical Immunity. Mana Cost - 5. The curse lasts 5 turns, or until the Necromancer is raped. See special notes.
Lower Resist - This skill curses target foe to take DOUBLE elemental damage, or strips one elemental immunity of the Necromancer's choice. Mana Cost -5. The curse lasts 5 turns, or until the Necromancer is raped. See special notes.
Bone Spear - This magic projectile deals 55 magic damage to her target foe if it hits. (Elite) Mana Cost - 35
Weaken - Curses target foe to have half their normal strength and dexterity, making them easier to attack. (Elite) Mana Cost - 55.
This curse lasts 5 turns, or until the Necromancer is raped. Cannot target a foe who has grappled or is raping an ally.
Confuse - Curses target foe to become confused and attack a random allied monster with HP damaging attacks. Can only be used once on an enemy, and only twice in any combative round. (Ultimate) Mana Cost - 150. This curse last for 5 turns, until the attacked enemy dies, or the Necromancer is raped, whichever happens first.
Available Weapon: Long Staff.
Ritualist Class: The Ritualist is a mystery to any who aren't of her way. She somehow communes with the spirits of fallen champions
past and is able to use their spiritual energy to help heal the HP of her allies in combat situations where they take damage. She also has the unique ability to use soothing magics which when used on a character who is not grappled or actively being raped, lowers their gained pleasure. This can be highly useful to a group who's warrior has been raped extensively, but hasn't orgasmed yet and has managed to break free. This would allow them to effectively last a bit longer should they be raped again during that combative round. They are also capable of utilizing various weapon spells to enhance the power of an allies (or their own) weapons. While they do not receive any bonuses to a particular weapon, their weapons spells, healing/soothing abilities and their powers of forcing information from fallen enemies souls more than makes up for their lack of any real offensive output. She is vulnerable to melee attacks herself, and has never really fought up close and personal. As such, if she is captured, she's a fairly easy rape victim, though not as easy as a sorceress. Ritualists receive 2 points of mana per level and 2 points per Energy point. They also receive 2 life points per level and 2 per Vitality point.
Starting Stats:
Strength: 25
Dexterity: 35
Vitality: 25
Energy: 25
Intelligence: 40
Starting HP: 75
Starting Mana: 50
Starting Sexual Stamina: 125
Special Skills:
Soothing Memories - This skill allows the Ritualist to restore 1D25 HP and 1D25 Sexual Stamina when cast. The skill can only be used on an ally who is not being actively raped, and is not grappled. It may only be used once per six turns on the same person and only in combat areas. Mana Cost - 20
Splinter Weapon - This weapon spell allows the Ritualist to cause a weapon to magically attack all targets in the area for +10 damage. If this is placed on any weapon, and the attacker succeeds in hitting their target, the damage will be dealt in it's full to every enemy. This spell lasts 5 attacking turns, or until the Ritualist is raped. Mana Cost - 30.
Spirit Bind - This channeling spell is two-fold. It may be used to either take information from a recently killed enemy that could prove useful, or it can be used to briefly bind the spirit of a fallen enemy to serve as an ally. If it is used to gain information, the Mana Cost is 35. If it is used to bind the spirit as an ally, the Mana Cost is 55. (Elite) This spell only lasts 3 turns or until the Ritualist is raped. If she is raped before her turn comes up, then her spirit ally will vanish and not attack, as it will attack directly after she does. Said spirit deals the same damage the Ritualist dealt with her attack, if she and it hit.
Signet of Spirits - This channeling spell allows the Ritualist to summon a spirit to her aid, which deals 35 shadow damage with it's attack. This damage is immunity ignoring and cannot be reduced by any known method. The spirit replaces the Ritualist's attacking and soothing presence for 5 turns, however it will vanish if she is raped, which she still can be. (Elite) Mana Cost - 65.
Spirit Rift - This channeling spell is perhaps the most powerful spell in the world. The Ritualist summons a rift beneath her target foe, which strikes for 110 shadow damage. This skill is highly exhausting, and can only be used once every ten turns, regardless of if it hits. (Ultimate) Mana Cost - 100. Shadow damage is immunity ignoring and cannot be reduced by any known method.
Available Weapon: Long Staff.
Sorceress Class: The sorceress is perhaps the character with the largest offensive arsenal available. She focuses almost exclusively on casting elemental magics from a distance, preferring to stay out of melee combat. Because of her distaste for melee, she is highly susceptible to melee attacks, and if she is captured by an enemy and raped, she will succumb to her pleasure faster than any other class. However, she more than makes up for her sexual vulnerability with an impressive arsenal of elemental magic. She is capable of using fire magics, cold magics and lightning magics with equal ease. Without a question, her offensive potential is one of the best available. Sorceresses receive 3 points of mana per level and 3 points per Energy point. They also receive 2 life points per level and 2 per Vitality point.
Starting Stats:
Strength: 15
Dexterity: 40
Vitality: 10
Energy: 45
Intelligence: 40
Starting HP: 20
Starting Mana: 135
Starting Sexual Stamina: 85
Special Skills:
Fire Ball - This spell deals 40 Fire Damage if it hits. Mana Cost - 35.
Ice Blast - This spell hits for 40 cold damage if it hits. Mana Cost - 35.
Lightning Bolt - This spell hits for 40 lightning damage if it hits. Mana Cost - 35.
Energy Blast - This spell deals shadow damage, and hits for 80 damage. (Elite) Mana Cost - 50. Can only be cast once every 5 turns. Shadow damage has no immunity and cannot be reduced.
Elemental Destruction - This spell deals fire damage in the form of a meteor, cold damage in the form of a chaos ice orb, and lightning damage via a thunderstorm all in one sudden cast. If this spell hits, target enemy foe is struck for 150 total elemental damage, 50 from each element. (Ultimate) Mana Cost - 200. This spell can only be used once every 10 turns as it is exhausting.
Available Weapon: Long Staff.
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