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$ The 4 different stages of classes/guilds (November 23, 2007)
These can be taken for up to 100 Character Levels at Class/Guild Level per Character Level.

Primary Classes/Guilds - Heavily based on play style. Only classes/guilds that can be taken as intinial class/guild, which by-passes any entry requirements. Each has from 60 to 100 skills, spells, abilities, and powers based a pond how the player decides to approach a class/guild where there are multiple ways to approach said class/guild and the play style it provides among its 20 levels. Always will be about equal to 1 another. Can be treated as secondary or thirdary classes/guilds depending on how players level all thier classes/guilds up.  Note all classes/guilds in the first entry of this blog fall in this stage.

Secondary Classes/Guilds - More emphasis on flair and less on play style. Each has from 7 to 60 skills, spells, abilities, and powers based a pond the flair a class/guild focuses on among its 14 levels. If any skill, spell, ability, or power is in a level following a blank level than it becomes possible to waste experience and money instead of getting any trainning done when trying to train said skill, spell, ability, or power after even attempting to train another skill, spell, ability, or power. May be treated as thirdary classes/guilds depending on how players leveled all thier classes/guilds up.

Tertiary Class/Guild Path - More about specializing than play style or flair. Each is at least 2 tertiary classes/guilds long with no more than 7 tertiary classes/guilds long. Each tertiary class/guild is exactly 9 levels long with only 1 skill, spell, ability, or power obtainable at the 9th level but those are better than anything you can get by the primary or secondary classes/guilds.

Tertiary Class/Guild Set - Contains at least 1 thirdary class/guild path but can't have more tertiary class/guild paths starting from the same tertiary class/guild (the 1 that allowed joining a pond getting a secondary class/guild to level 9-14 instead of having to complete another tertiary class/guild to join) than would let 35 tertiary classes/guilds in the same set.

Quarternary Class/Guild - Not only requires the completion of a tertiary class/guild path but always also has other joining requirments. Each is only a singe level long where the skill, spell, ability, or power will either complete what a tertiary class/guild path was working towards in which case fewer tertiary class/guild paths will lead to it or be better than even those from the tertiary classes/guilds in which case the joining requirments will be stricter.
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