906 forum posts
This idea was originally meant for WoC but I never posted it in the main forums, I have now tweaked and repurposed it for CW.My main focus was creating an intertwining job system... that being said there should be a system in place to prevent excessive job hopping, like a time limit perhaps. Like 24 hours to get another job, 1 week to go back to the same job making users dependent on each other for materials to perform their job, making for a more dynamic economy. There would also need to be a new market added for Job related materials to be bought & sold.Jobs have their own leveling system (0-5: Beginner: 0, Novice: 1, Apprentice: 2, Journeyman: 3, Expert: 4, Master: 5)
You gain job exp by preforming acts under your profession.The Jobs I have created are...
(*hidden* means that there is an effect is not officially listed but it is in effect, hidden effects will not be listed here, but have been created, and will only be revealed to Scot upon inquiry)Miner: Mines Bronze OR Iron (not both) with small amounts of a 3rd rare Ore (Steel Ore). They can sell ore to others on the market. (Higher skill makes for greater returns while mining)
Cost to user: Turns*Note* Iron Mining and Bronze Mining are both sub-classes, having two separate Job Levels but are both accessible through the "Miner" Job ClassSmelters: Can turn Ores into Metal Bars. (Eg. Bronze Ore into Bronze Bar, Iron Ore into Iron Bars, and Steel Ore into Steel Bars (Higher skill level as Smelter requires less ore to create one bar)
Cost to user: Ore (specific monetary cost varies depending on the market)Blacksmith: Can turn Bronze, Iron and Steel Bars into Weapons & Armor. Combinations of Iron, Bronze and Steel Bars will be required for stronger weapons. Job Level corresponds to level of weapons or armor that can be made.
Cost to user: Metal Bars (specific monetary cost varies depending on the market)*Note* Weapon Smithing and Armor Smithing are also to be considered sub-classes as in there is a Weapon Smith and an Armor Smith but both are accessible through the Blacksmith Job Class but Weapon Smith EXP & Armor Smith EXP are separate.Alchemist: (Stabilizer, Keeps one kind of metal bars from dominating the market)
Level 1: Can turn 2 Bronze into 1 Iron.
Level 2: Can turn 2 Iron into 1 Bronze.
Level 3: Can turn 2 Bronze & 2 Iron into 1 Steel.
Level 4: Can turn 2 Steel into 1 Iron & 1 Bronze
Level 5: All Transmutations are 1-to-1
Cost to user: Metal Bars (specific monetary cost varies depending on the market)Enchanter: Can augment Steel Bars with Souls turning them into Soul Steel Bars (Job Level determines amount of souls required to create one Bar)
Cost to user: Steel Bars and Souls (specific monetary cost varies depending on the market)Arcane Smith: Can turn Soul Steel Bars into weapons (Currently Crafting, as is)
Cost to user: Soul Steel Bars (specific monetary cost varies depending on the market)Priest: Can utilizes White Magik more efficiently (Turn cost reduction for Mind Read, Heal, and Full Heal; based on percentage, % based on Job Level)
*hidden*
Cost to user: Turns (for spells, as normal)Warlock: Can utilizes Black Magik more efficiently (Turn cost reduction for Pain, Devastate, and Disintegrate; based on percentage, % based on Job Level)
*hidden*
Cost to user: Turns (for spells, as normal)Rogue:
Assassinate: Instant kill 1 enemy (user), gains no exp, but gains money as normal. (X times per day; X based on Job Level)
*hidden*
Cost to user: *no cost, but limited use**Note* A user can only use the Assassinate Skill on the same player once per day. A player can only be assassinated a maximum number of 4 times a day (by 4 separate people).Armorer: Can repair Soul Charged Items back to 150% (cost based on Job Level)
*hidden*
Cost to user: Money (as normal)Warrior: Gains bonus souls in Hunting for 1hr/day (activated on command).
Valor: Uses Souls to gain bonus Atk & Def in Hunting (Duration and Cooldown time of Valor based on Job Level)
*hidden*
Cost to user: Turns (to attack, as normal & no cost but limited use on Valor)Forgerer: Can revert Weapons and Armor into their component pieces. Normal Weapons/Armor = Bronze, Iron, & Steel Bars.
The ability to revert SoulCharged items back to Soul Steel Bars becomes available at higher Jobs Levels. Job level also determines how much of the returned materials is usable...
Beginner: 60% Returns on normal items
Novice: 70% Returns on normal items
Apprentice: 80% Returns on normal items
Journeyman: 80% Returns on SoulCharged Items (SoulCharged Forging becomes available at this Level)
Expert: 90% Returns on all Forging
Master: 100% Returns on all Forging
Cost to user: Weapons and Armor (specific monetary cost varies depending on the market)Thief: Can steal money from users that have left money on hand (limited amount of times per day) and can steal supplies from Business (Unions).
Percent of money stolen from users and percent of success of stealing supplies from Business is based off of Job level.
Cost to user: *no cost, but limited use*Guard: Can negate negative effects of other job classes for a groups of users. For example can prevent the Thief from stealing supplies (if assigned to guard a certain business), or can prevent an Assassination (if assigned to guard a specific user). The total number of users or group entities that can be guarded at once is based off of Job Level.
Cost to user: *no cost, but limited use*---------------------
There is no chance for failure with Jobs that involve converting one material into another. As in the is 100% chance of success.
For Example:
Miners: Every Mining attempt will yield Ore. (Job Level will determine amount, with slight variation for realism)
Alchemist: Materials converted into desired materials (lost mass possibly represented as a by-product useable elsewhere in the game, "Resin" perhaps?)Perhaps Smelter and Forgerer could possibly be combined as both are related to making Metal Bars making Smelter slightly more desirable.
You gain job exp by preforming acts under your profession.The Jobs I have created are...
(*hidden* means that there is an effect is not officially listed but it is in effect, hidden effects will not be listed here, but have been created, and will only be revealed to Scot upon inquiry)Miner: Mines Bronze OR Iron (not both) with small amounts of a 3rd rare Ore (Steel Ore). They can sell ore to others on the market. (Higher skill makes for greater returns while mining)
Cost to user: Turns*Note* Iron Mining and Bronze Mining are both sub-classes, having two separate Job Levels but are both accessible through the "Miner" Job ClassSmelters: Can turn Ores into Metal Bars. (Eg. Bronze Ore into Bronze Bar, Iron Ore into Iron Bars, and Steel Ore into Steel Bars (Higher skill level as Smelter requires less ore to create one bar)
Cost to user: Ore (specific monetary cost varies depending on the market)Blacksmith: Can turn Bronze, Iron and Steel Bars into Weapons & Armor. Combinations of Iron, Bronze and Steel Bars will be required for stronger weapons. Job Level corresponds to level of weapons or armor that can be made.
Cost to user: Metal Bars (specific monetary cost varies depending on the market)*Note* Weapon Smithing and Armor Smithing are also to be considered sub-classes as in there is a Weapon Smith and an Armor Smith but both are accessible through the Blacksmith Job Class but Weapon Smith EXP & Armor Smith EXP are separate.Alchemist: (Stabilizer, Keeps one kind of metal bars from dominating the market)
Level 1: Can turn 2 Bronze into 1 Iron.
Level 2: Can turn 2 Iron into 1 Bronze.
Level 3: Can turn 2 Bronze & 2 Iron into 1 Steel.
Level 4: Can turn 2 Steel into 1 Iron & 1 Bronze
Level 5: All Transmutations are 1-to-1
Cost to user: Metal Bars (specific monetary cost varies depending on the market)Enchanter: Can augment Steel Bars with Souls turning them into Soul Steel Bars (Job Level determines amount of souls required to create one Bar)
Cost to user: Steel Bars and Souls (specific monetary cost varies depending on the market)Arcane Smith: Can turn Soul Steel Bars into weapons (Currently Crafting, as is)
Cost to user: Soul Steel Bars (specific monetary cost varies depending on the market)Priest: Can utilizes White Magik more efficiently (Turn cost reduction for Mind Read, Heal, and Full Heal; based on percentage, % based on Job Level)
*hidden*
Cost to user: Turns (for spells, as normal)Warlock: Can utilizes Black Magik more efficiently (Turn cost reduction for Pain, Devastate, and Disintegrate; based on percentage, % based on Job Level)
*hidden*
Cost to user: Turns (for spells, as normal)Rogue:
Assassinate: Instant kill 1 enemy (user), gains no exp, but gains money as normal. (X times per day; X based on Job Level)
*hidden*
Cost to user: *no cost, but limited use**Note* A user can only use the Assassinate Skill on the same player once per day. A player can only be assassinated a maximum number of 4 times a day (by 4 separate people).Armorer: Can repair Soul Charged Items back to 150% (cost based on Job Level)
*hidden*
Cost to user: Money (as normal)Warrior: Gains bonus souls in Hunting for 1hr/day (activated on command).
Valor: Uses Souls to gain bonus Atk & Def in Hunting (Duration and Cooldown time of Valor based on Job Level)
*hidden*
Cost to user: Turns (to attack, as normal & no cost but limited use on Valor)Forgerer: Can revert Weapons and Armor into their component pieces. Normal Weapons/Armor = Bronze, Iron, & Steel Bars.
The ability to revert SoulCharged items back to Soul Steel Bars becomes available at higher Jobs Levels. Job level also determines how much of the returned materials is usable...
Beginner: 60% Returns on normal items
Novice: 70% Returns on normal items
Apprentice: 80% Returns on normal items
Journeyman: 80% Returns on SoulCharged Items (SoulCharged Forging becomes available at this Level)
Expert: 90% Returns on all Forging
Master: 100% Returns on all Forging
Cost to user: Weapons and Armor (specific monetary cost varies depending on the market)Thief: Can steal money from users that have left money on hand (limited amount of times per day) and can steal supplies from Business (Unions).
Percent of money stolen from users and percent of success of stealing supplies from Business is based off of Job level.
Cost to user: *no cost, but limited use*Guard: Can negate negative effects of other job classes for a groups of users. For example can prevent the Thief from stealing supplies (if assigned to guard a certain business), or can prevent an Assassination (if assigned to guard a specific user). The total number of users or group entities that can be guarded at once is based off of Job Level.
Cost to user: *no cost, but limited use*---------------------
There is no chance for failure with Jobs that involve converting one material into another. As in the is 100% chance of success.
For Example:
Miners: Every Mining attempt will yield Ore. (Job Level will determine amount, with slight variation for realism)
Alchemist: Materials converted into desired materials (lost mass possibly represented as a by-product useable elsewhere in the game, "Resin" perhaps?)Perhaps Smelter and Forgerer could possibly be combined as both are related to making Metal Bars making Smelter slightly more desirable.
