Geondun is a project that I worked on every now and then for a while, but eventually it got kicked aside by Karsuman and I's new project. For RS!6, though, I have added a few final touches and have decided to release what I had done. I might add more someday... it's more likely than a Demon Tower update, so. =D
The basic premise of Geondun is that you are a god--the Divine--that is taking part in a bet. You create four mortal avatars and begin your race to find a set of special Keys... but who knows what will happen in the dark and silent depths?
You'll be controlling your characters through two dungeons with minimal light--you can only see a little ways around you. This is not some pansy game where you know where you are going! Some areas are slightly more illuminated by torches, but don't expect such regal treatment when traveling most of Geondun.
This game was 432 possible party combinations! You get to create four characters made up from six races, six classes and three faiths. Will you play an accurate Elf or a spell-slinging Kesu? Will you follow the undead-destroying path of the Paladin or the gold-seeking, armor-ignoring path of the Oriental? The choice(s) are yours.
Due to the unfinished nature of this demo, the town and second dungeon are pretty patchy. The town is completely functional, but don't expect much fancy stuff going on. The first dungeon is 100% complete, however, and there are two optional bosses "hidden" in the hurried-up version of the second dungeon.
You will not be able to use saved games from this demo in any later, more polished releases that I might possibly put out (heh) without suffering from some weird errors, most likely... sorry.
DOWNLOAD: http://www.rpgmaker.net/games/1049
MUST-DOWNLOAD BLACKGUARD FIX: http://www.rpgmaker.net/~craze/GeondunFix.zip
Happy adventuring!
Massive guide to character creation
The basic premise of Geondun is that you are a god--the Divine--that is taking part in a bet. You create four mortal avatars and begin your race to find a set of special Keys... but who knows what will happen in the dark and silent depths?
You'll be controlling your characters through two dungeons with minimal light--you can only see a little ways around you. This is not some pansy game where you know where you are going! Some areas are slightly more illuminated by torches, but don't expect such regal treatment when traveling most of Geondun.
This game was 432 possible party combinations! You get to create four characters made up from six races, six classes and three faiths. Will you play an accurate Elf or a spell-slinging Kesu? Will you follow the undead-destroying path of the Paladin or the gold-seeking, armor-ignoring path of the Oriental? The choice(s) are yours.
Due to the unfinished nature of this demo, the town and second dungeon are pretty patchy. The town is completely functional, but don't expect much fancy stuff going on. The first dungeon is 100% complete, however, and there are two optional bosses "hidden" in the hurried-up version of the second dungeon.
You will not be able to use saved games from this demo in any later, more polished releases that I might possibly put out (heh) without suffering from some weird errors, most likely... sorry.
DOWNLOAD: http://www.rpgmaker.net/games/1049
MUST-DOWNLOAD BLACKGUARD FIX: http://www.rpgmaker.net/~craze/GeondunFix.zip
Happy adventuring!
Massive guide to character creation
(Quick stat guide: HP is health, SP/Skill Points let you use skills, ATK increases physical damage, DEF decreases all damage, SPI/Spirit heightens magic and decreases magic damage slightly, AGI determines action speed and increases EVA and CRI, EVA is your chance to dodge enemy attacks and spells, CRI is your chance to enhance your action/get a critical hit, ACC is your chance to hit with a normal attack.)
Races
Human
The Human spirit lends itself to performing many great feats with enhanced success quite often.
Stats: Humans are pretty neutral. They have no penalties and gain significant boosts in SP and CRI--they can excel in any class by using their special skills more often than others.
Immunities: None.
Racial Skill: Human Will allows a Human to heal their body and purge stat-decreasing effects.
Dwarf
Dwarves are of a sturdy race that can resist great quantities of pain. They also can resist toxins!
Stats: Dwarves are hardy fellows that resist pain with high HP and DEF, but suffer from decreased AGI. This pushes classes like the Paladin to the extreme, but also makes for a decent physical class of any type.
Immunities: Poison effects.
Racial Skill: Constitution heals a Dwarf and increases their DEF for a length of time.
Elf
Lithe and trained well, Elf adventurers are fast and can hit opponents more regularly with weapons.
Stats: The main draw of the Elves are that they allow for the highest ACC possible, making them useful for classes like the Blackguard that have low-ACC weapons. While Elves have less HP than most, they gain a slight bonus to a wide array of speed- and skill-related attributes. They can produce the fastest Rogue character!
Immunities: None.
Racial Skill: Elven Mantra lets an Elf encourage an ally to never miss with a normal attack for an entire battle.
Kesu
Evolved humanoids from the eastern provinces. Kesu are excellent mages that cannot be influenced.
Stats: Focus on the ways of mystic spirit energy usage, Kesu trade ATK for SPI. This makes them great Evokers or Magi, but can also make for an interesting Blackguard or a healer-type Paladin.
Immunities: Effects that relinquish control of the character.
Racial Skill: Energy of Kesu sends forth a great amount of Kesu spiritual power at an enemy--not only does it ignore Guard actions, it has a higher chance to critical than other skills!
Gnome
Gnomes are short, allowing them to not be attacked as often as others. They are also rather bright.
Stats: Gnomes have an odd assortment of stat boosts: they have a higher EVA than other races plus enhanced HP and AGI. This makes them excellent Orientals, but the way of the Rogue (or really any class!) is also plausible. Gnomes also will not be attacked by enemies as often as any other race.
Immunities: None.
Racial Skill: Intuition, usable outside of battle, is a cheap skill that has a low chance of reviving an ally.
Orc
These monsters are highly skewed towards being warriors. Being ugly, enemies will attack Orcs often.
Stats: Orcs have incredible HP, DEF and ATK attributes. To offset this, their SPI and ACC are dreadful. This makes them brawny Blackguards, Paladins or Orientals... although, if you dared, you could try an Orc Magus or Evoker. The opposite of Gnomes, Orcs will take more enemy attacks than any other race.
Immunities: None.
Racial Skill: Horn of Kal'shurk sends an Orc bullrushing into an enemy for massive physical damage--but leaves the user slightly injured.
Classes
Blackguard
Masters of death. Blackguards refuse to release the mortal coil, and thus sell themselves to demons.
Role: Tank.
Stats: Physically-oriented, with a high chance of being the target of enemy attacks.
Immunities: Automatic death effects.
Field Ability: Blackguards can command skeletons that block passages to move, allowing access to some incredible treasures.
Example Skill: Crazed Hellflame summons a magical fire that drives an enemy into a terrible rage (while burning away a lot of HP, naturally).
Paladin
Masters of divine judgement. When a Paladin arrives, undead fall down and allies are reborn.
Role: Tank.
Stats: Enhanced physical attributes with a slight SPI boost, as well as dreadful AGI. Like the Blackguard, they are attractive targets.
Immunities: None.
Field Ability: Paladins can talk to fairies around Geondun that give gifts or heal the party.
Example Skill: Willing Martyr makes the Paladin an incredibly enticing target for enemy attacks; she'll take almost all damage for five turns.
Oriental
Masters of ancient arts. Resisting paralysis and ignoring enemy evasion, Orientals are deadly.
Role: Damage output.
Stats: Fast and sturdy, an Oriental is a mix of a brawny warrior and an elusive thief.
Immunities: Effects that stop a character from acting.
Field Ability: Orientals can find money lying around Geondun, just ready to be scooped up.
Example Skill: Intensify increases the damage that the Oriental does with critical attacks--and it lasts for the entire battle!
Rogue
Masters of accuracy and theft. Rogues prowl dungeons looking for treasure and chances to show off.
Role: Damage output.
Stats: Incredible AGI, EVA and CRI. A slight increase in ACC gives Rogue an additional edge.
Immunities: None.
Field Ability: Rogues have a chance of disarming any trap that the party comes across.
Example Skill: Snipe Guard makes a ranged attack that lowers an enemy's DEF.
Evoker
Masters of Fire and Ice. While offensive wizards, Evokers know more than enough support spells.
Role: Nuker & support.
Stats: While generally balanced, magic is primary.
Immunities: None.
Field Ability: Evokers are in tune with the natural world and can find healing items in grassy patches.
Example Skill: Antipodal Burst evokes the power of both Fire and Ice, sending damaging missles out at random enemies.
Magus
Masters of Storm and Energy. Magi strike down foes with arcane gestures and dangerous chants.
Role: Nuker.
Stats: Skewed incredibly towards SPI, with a slight boost in CRI. Magi are targeted less by enemies due to their often terrifying actions.
Immunities: None.
Field Ability: Magi have the ability of arcane sight that allows them to find SP-restoring items strewn about the astral plane.
Example Skill: Storm Focus imbues an ally's weapon with Storm damage and increases that character's resistance to Storm attacks.
Faiths
Trodain
The power of Life. Followers of Trodain enjoy increased HP reserves as well as a boost in DEF.
Almenga
The power of Truth. Followers of Almenga enjoy boosts in ATK, AGI and CRI.
Falena
The power of Courage. Followers of Falena enjoy an increase in SPI and a small bonus in EVA.
Races
Human
The Human spirit lends itself to performing many great feats with enhanced success quite often.
Stats: Humans are pretty neutral. They have no penalties and gain significant boosts in SP and CRI--they can excel in any class by using their special skills more often than others.
Immunities: None.
Racial Skill: Human Will allows a Human to heal their body and purge stat-decreasing effects.
Dwarf
Dwarves are of a sturdy race that can resist great quantities of pain. They also can resist toxins!
Stats: Dwarves are hardy fellows that resist pain with high HP and DEF, but suffer from decreased AGI. This pushes classes like the Paladin to the extreme, but also makes for a decent physical class of any type.
Immunities: Poison effects.
Racial Skill: Constitution heals a Dwarf and increases their DEF for a length of time.
Elf
Lithe and trained well, Elf adventurers are fast and can hit opponents more regularly with weapons.
Stats: The main draw of the Elves are that they allow for the highest ACC possible, making them useful for classes like the Blackguard that have low-ACC weapons. While Elves have less HP than most, they gain a slight bonus to a wide array of speed- and skill-related attributes. They can produce the fastest Rogue character!
Immunities: None.
Racial Skill: Elven Mantra lets an Elf encourage an ally to never miss with a normal attack for an entire battle.
Kesu
Evolved humanoids from the eastern provinces. Kesu are excellent mages that cannot be influenced.
Stats: Focus on the ways of mystic spirit energy usage, Kesu trade ATK for SPI. This makes them great Evokers or Magi, but can also make for an interesting Blackguard or a healer-type Paladin.
Immunities: Effects that relinquish control of the character.
Racial Skill: Energy of Kesu sends forth a great amount of Kesu spiritual power at an enemy--not only does it ignore Guard actions, it has a higher chance to critical than other skills!
Gnome
Gnomes are short, allowing them to not be attacked as often as others. They are also rather bright.
Stats: Gnomes have an odd assortment of stat boosts: they have a higher EVA than other races plus enhanced HP and AGI. This makes them excellent Orientals, but the way of the Rogue (or really any class!) is also plausible. Gnomes also will not be attacked by enemies as often as any other race.
Immunities: None.
Racial Skill: Intuition, usable outside of battle, is a cheap skill that has a low chance of reviving an ally.
Orc
These monsters are highly skewed towards being warriors. Being ugly, enemies will attack Orcs often.
Stats: Orcs have incredible HP, DEF and ATK attributes. To offset this, their SPI and ACC are dreadful. This makes them brawny Blackguards, Paladins or Orientals... although, if you dared, you could try an Orc Magus or Evoker. The opposite of Gnomes, Orcs will take more enemy attacks than any other race.
Immunities: None.
Racial Skill: Horn of Kal'shurk sends an Orc bullrushing into an enemy for massive physical damage--but leaves the user slightly injured.
Classes
Blackguard
Masters of death. Blackguards refuse to release the mortal coil, and thus sell themselves to demons.
Role: Tank.
Stats: Physically-oriented, with a high chance of being the target of enemy attacks.
Immunities: Automatic death effects.
Field Ability: Blackguards can command skeletons that block passages to move, allowing access to some incredible treasures.
Example Skill: Crazed Hellflame summons a magical fire that drives an enemy into a terrible rage (while burning away a lot of HP, naturally).
Paladin
Masters of divine judgement. When a Paladin arrives, undead fall down and allies are reborn.
Role: Tank.
Stats: Enhanced physical attributes with a slight SPI boost, as well as dreadful AGI. Like the Blackguard, they are attractive targets.
Immunities: None.
Field Ability: Paladins can talk to fairies around Geondun that give gifts or heal the party.
Example Skill: Willing Martyr makes the Paladin an incredibly enticing target for enemy attacks; she'll take almost all damage for five turns.
Oriental
Masters of ancient arts. Resisting paralysis and ignoring enemy evasion, Orientals are deadly.
Role: Damage output.
Stats: Fast and sturdy, an Oriental is a mix of a brawny warrior and an elusive thief.
Immunities: Effects that stop a character from acting.
Field Ability: Orientals can find money lying around Geondun, just ready to be scooped up.
Example Skill: Intensify increases the damage that the Oriental does with critical attacks--and it lasts for the entire battle!
Rogue
Masters of accuracy and theft. Rogues prowl dungeons looking for treasure and chances to show off.
Role: Damage output.
Stats: Incredible AGI, EVA and CRI. A slight increase in ACC gives Rogue an additional edge.
Immunities: None.
Field Ability: Rogues have a chance of disarming any trap that the party comes across.
Example Skill: Snipe Guard makes a ranged attack that lowers an enemy's DEF.
Evoker
Masters of Fire and Ice. While offensive wizards, Evokers know more than enough support spells.
Role: Nuker & support.
Stats: While generally balanced, magic is primary.
Immunities: None.
Field Ability: Evokers are in tune with the natural world and can find healing items in grassy patches.
Example Skill: Antipodal Burst evokes the power of both Fire and Ice, sending damaging missles out at random enemies.
Magus
Masters of Storm and Energy. Magi strike down foes with arcane gestures and dangerous chants.
Role: Nuker.
Stats: Skewed incredibly towards SPI, with a slight boost in CRI. Magi are targeted less by enemies due to their often terrifying actions.
Immunities: None.
Field Ability: Magi have the ability of arcane sight that allows them to find SP-restoring items strewn about the astral plane.
Example Skill: Storm Focus imbues an ally's weapon with Storm damage and increases that character's resistance to Storm attacks.
Faiths
Trodain
The power of Life. Followers of Trodain enjoy increased HP reserves as well as a boost in DEF.
Almenga
The power of Truth. Followers of Almenga enjoy boosts in ATK, AGI and CRI.
Falena
The power of Courage. Followers of Falena enjoy an increase in SPI and a small bonus in EVA.