Many years ago, the mysterious Yggdrasil Labyrinth opened nearby the small town of Etria. It was a strange and dangerous place, full of monsters, treasure, and untapped potential. However, what it had more of than anything, was adventure. The word went out across the land and adventurers flocked to Etria. The quaint town bursted into prosperity, fueled by the rare and diverse resources found in the labyrinth. In time, one guild of adventurers emerged from the labyrinth claiming to have reached the end. They refused to say what they found, but the Radha, the leaders of Etria, insisted that the guild surely had reached the end. Those who frequented the Labyrinth noticed it as well. The Labyrinth had grown quiet. Monsters were less aggressive than usual, and the mysterious forest folk vanished. Adventuring slowed as an occupation, and the desire to explore the Labyrinth reached an all time low. For a long time, this is how it was. Adventurers went to other lands for fun and profit. Only a few groups of dedicated adventurers stayed in Etria to maintain the life they had all grown accustomed to.
But lately something had thrown Etria into chaos, and the call for adventurers has gone out once again. The Labyrinth is acting strangely, well... more than usual, and monsters are out in force. You have traveled a long way to challenge the Yggdrasil Labyrinth. Are you driven by dreams of wealth? Are you drawn by the allure of power? Above all, what pervades all adventurers is the urge to explore the unknown. To delve deep into the Labyrinth and uncover it's mysteries. To forge your own...
ETRIAN ODYSSEY
This is an RTD based on the AMAZING Etrian Odyssey games for the DS and 3DS.
You play as adventurers drawn to Etria to explore the Yggdrasil Labyrinth and uncover it's secrets. There are similar labyrinths around the world, however most are much smaller than the Yggdrasil Labyrinth, and only a couple come even close in size. You may end up visiting some of the other labyrinths, but the focus will be on the one at Etria.
The setting is fantasy-esque where knights and mages are common. Some technology exists such as guns, airships, and magitech of a sort. The are even a race of intelligent robots.(More on that in the Races section)
The party is going to be 5 players. I can take a waitlist in case people drop, die, or want to switch out. Those in the waitlist will level with the party, so don't worry about falling behind. A few spots have been reserved, so they will get preference. I reserve the right to accept players by any criteria I choose.
As for player death. I'm trying to make this game hard, but I'm torn of when/if I should kill players. So if you make mistakes/shit rolls, you can die, but in general, I don't think it should happen much. We'll just have to see. Resurrection is easy, and you can pay to have someone resurrected in town, use a consumable item to do so, or some healing classes can do it as well.
Etrian Odyssey I
Landsknecht - Master of One handed Swords and Axes, can use a shield. Can specialize in one or both, swords more for group damage/Elemental, axes more for single target/some status effects, speccing into both can unlock two-hit
Survivalist - Bow user and dungeon specialist. Can reduce chance of being targeted, decent physical damage, and can do some status ailments/bindings. In the dungeon, can improve chance of preemptive strike, and lower chance of ambushes, can also lower enemy encounter rate if desired.
Protector - Sword and Shield masters of the front line. Specializing in protecting the team, they can draw enemy attack and soak up damage. They have several techniques to reduce the damage to themselves and the party, they also have minor healing skills and shield bash.
Dark Hunter - Debilitating Specialist using swords or whips. Can specialize in swords for Ailments, or Whips for Bindings. Using both is possible, but not recommended. Has techniques to reduce chance of being targeted.
Alchemist - Master of the elements. Able to utilize fire, lightning, ice, and/or poison. Powerful single target and group abilities, but limited by energy. Out of combat able to warp the party short distances or out of the dungeon entirely.
Troubadour - Team player, buffer, and... buffer. Only moderate combat power, but has the ability to buff the entire teams offence and defence significantly. Can enhance allies to deal elemental damage.
Medic - The healing specialist. Able to keep the team going even under heavy attack, limited by energy. Can remove status effects, bindings, and even revive party members. Can whack things with a staff pretty hard too.
Hexer - THE debilitating specialist, with every ailment and binding available to use, depending on specialization. No easy way to deal damage, however.
Ronin - Honorable katana wielder. Can utilize several stances to vary attack types and abilities. Generally fast and powerful, but only moderate defense.
Etrian Odyssey II: Heroes of Lagaard
Gunner - Gun wielders that can dish out physical or elemental damage. They can charge their attacks to do more damage, but are at risk when they do. They also have a few support abilities at their disposal, like shooting allies to heal them.
War Magus - Jack of all trades. Combines elements of the medic, troubadour, and landsknecht. Able to heal, buff, and go toe to toe with enemies, just not as well any of the other more specialized classes. Has a few unique techniques as well.
Beast(lolno) - You can play as a bear or a wolf or something similar! But not really. I'm not allowing this class, for a lot of reasons.
Etrian Odyssey III: The Drowned City
Prince/Princess - Natural born leaders focused on buffing and passive healing. They are fairly durable, but not very strong. They can boost offence and defensive abilities of the party, but only to 1-3 party members at a time. They can also enhance allies with elemental damage, or unleash it upon the enemies.
Hoplite - Spear and shield defender clad in golden armor. Similar to the Protector, able to defend the party through various means. Only able to heal self, but gains a few spear techniques in exchange.
Ninja - Agile fighter with unique abilities. Fights with a kunai or a katana. They rely on high evasion for survivability. Their agility allows them to dart in and out of combat, fighting in melee, but still keep some distance. Can inflict a few status effects. Able to clone self to either distract foes or perform coordinated attack.
Gladiator - Front line brawler using clubs and/or swords. Swords are accurate and can hit multiple enemies, wheras clubs are less accurate, but hit harder, and can have special effects. They have several techniques to increase their own damage, or lower enemy defence. A Gladiator can specialize in one weapon, or both, similar to the landsknecht.
Buccaneer - A versatile fighter using guns or rapiers. A buccaneer can fight close up or at a distance depending on the weapon of choice. The buccaneer's most notable skill is the ability to chase attacks made by allies to get extra attacks in. This relies on allies being able to hit the enemy, but can potentially do exceptional damage. Guns chase elemental attacks, and Rapiers chase physical attacks. Using both guns and rapiers unlocks a few additional techniques.
Wildling - An specialist that can summon animals to fight and protect the party. Fights with a spear, but has no special skills associated with it. Summoned animals can inflict various status ailments or bindings and damage enemies.
Yggdroid - An intelligent robot fighter. High physical stats make the Yggdroid durable and hit hard. Depending on specialization, they can create little droids to attack for them or protect the party from elemental attacks. They can also shoot their limbs at enemies to attack(The limbs come back). The Yggdroid can overheat to deal greatly increased damage, but take damage for every attack made. Finally, the Yggdroid can use the HP Cannon, a potentially powerful Non-elemental attack that deals more damage the lower the user's HP. It's risky and requires some setup, but ignores defense.
Shogun - A dual wielding katana master with a well honed ability to lead. Shoguns have a variety of katana techniques to carve up enemies. They can designate someone to lead the charge, or hold the rear, for various buffs. They can draw enemy attacks and buff themselves if they wish to protect allies. They can order allies to make attacks, or simply follow ally attacks with their own. The most terrifying ability of the Shogun is the uncontrollable urge to instantly kill those close to death, even allies. This can fuel the Shogun's bloodlust, which increases their attack for each creature slain in a battle.
Zodiac - Astrological master of the elements. Has powerful magic attacks using fire, lightning, cold, or even summoning meteors. The attacks can hit single foes or large groups, but cost a lot of energy. Zodiacs can recover some energy by delivering the killing blow to enemies, but care must still be taken not to exhaust themselves. Dark Ether can alleviate the cost of abilities for allies, at a much lesser cost to the Zodiac. Finally the Zodiac can negate enemy elemental attacks to counterattack with their own.
Farmer - Easy going adventurer with common sense. The farmer is not very strong, and not very tough, but makes up for this with a plethora of useful abilities in and out of combat. In combat, they can throw strange seeds at enemies to randomly bind them, or sing a lullaby to put them to sleep (And usually themselves too). They can use rotten eggs thrown at enemies to lower their attack, or give enemies status ailments that the farmer has. Out of combat the Farmer has the highest luck of any class, and just tends to intuitively know when a plan is really dumb. They can help the party make camp life much more enjoyable and recover, even deep in the dungeon. They excel at collecting materials from the dungeon better than any other class.
Monk - Unarmed fighters and healers. Depending on specialization, the monk can be more focused on dealing damage through unarmed blows, or direct healing, similar to the medic. Monks can hit with fire punches, a stunning blow, or sacrifice HP for darkness fist. Monks can also counterattack physical or elemental attacks. A Monk's healing skills are a good variety, able to heal a single ally, or the whole party. They can remove bindings and ailments as well. Skilled monks can even resurrect allies.
Arbalist - The glass cannon... cannon and giant bow specialist. The Arbalist is all about dishing out lots of damage at range. Elemental barrages and powerful physical skills are their break and butter. They can also buff the party's accuracy by popping flares to reveal the enemy, or throw smoke grenades to blind the enemy. At the pinnacle Arbalists can get Double Action, which can allow their single target abilities to sometimes hit twice. The Arbalist, however is limited to light armor and is very vulnerable to damage.
Etrian Odyssey IV: Legends of the Titan
Fortress - A mace and shield defender. Able to protect the party from all manner of damage with skills to reduce damage as well as redirect it to the Fortress. Notably, they can protect alliest from status ailments with Holy Blessing. They also have a selection of mace skills to deal moderate damage.
Runemaster - Skilled mages capable of bending fire, lightning, and cold to their whim. Runemasters can unleash powerful elemental attacks on enemies, but are weak physically. They can buff allies resistance to the elements while lowering the enemies resistance. Skilled Runemasters can use Origin Rune, to deal non-elemental damage to all enemies. As with all casters, their energy must be managed carefully.
Dancer - Agile Sworddancers able to buff allies with their performance. Dancers can perform dances which do a variety of effects, from healing, curing ailments, or buffing offense and defence. They can perform dances where they follow all allies attacks, or leave openings for allies to follow. Dancers also have a number of passive skills to make their sword blows more powerful, even stunning enemies sometimes.
Sniper - Bow users focused on bindings and picking off enemies. Snipers can specialize more into bindings, to be able to lock down enemies, or more on regular bow skills to do significant damage. The sniper can buff the team's hit rate, or self buff critical hit rate. The sniper does increased damage against bound enemies, and can remove enemy bindings for massive damage. Outside of combat the sniper has a few skills to improve party awareness and avoid enemies.
Nightseeker - A light assassin who deals great damage to ailing enemies. A Nightseeker fights by throwing knives to apply status ailments or going in for the kill dual wielding knives. While not very durable, Nightseekers can use shadow cloak to negate a physical attack directed at them, or Decoy to try to get enemies to go for another, tougher, ally. Each time a Nightseeker successfully gets an ailment on an enemy, they gain attack for the rest of the fight.
Arcanist - Geomancers who can lay out circles of magic to great effect. These magic circles can heal allies, or give enemies ailments and bindings. These circles can be dismissed prematurely to heal allies or damage enemies. Acanists can also debuff enemies to lower their attack or defence.
Bushi - Proud warriors with powerful mace and katana skills. Bushi can specialize in one or both maces and katanas, and has the ability to dual wield them. Their most notable ability is Blood Surge, by which they can do increased damage at the cost of HP and TP for every attack. They can leave blood surge with special breathing techniques to calm themselves, and recover HP and TP back. In addition they recover HP and TP when performing normal attacks.
Imperial - Knights who wield the massive drive blade. The drive blade is the defining characteristic of the Imperial. It allows them to deliver devastating drive skills on enemies to deal elemental or untyped damage. Drive skills leave the Imperial vulnerable the turn they use it, and overheat the drive blade, requiring a long cooldown. There are things they can do to reduce the cooldown, or even remove it entirely!... for a short time. The Imperial, however, lacks many utility abilities that other classes have.
Etrian Odyssey Untold
Highlander - Front line spear master. The highlander is focused on consuming their own HP or the HP of the party to deal powerful single target or group damage. They can buff allies to boost their attack or raise their elemental resistance. Highlanders thrive on this bloodlust and can sometimes make extra attacks when they take damage, even self inflicted.
Ok, all of this is a work in progress, because I don't necessarily want skills to work exactly like in the games. Everyone should feel impactful and have options. If you ever feel like that is not the case, please let me know.
At level 1, you get 3 skill points to spend. You gain 1 skill point per level. There may be a way to respec in the future, I need to think on it. Levels will be given based on progress, not based on any sort of grinding. Please see the following links for lists of skills for the classes based on what game the class was from. Don't worry about the specific numbers too much. In particular HP up and TP up give 3%/5% more HP and TP per point respectively, rather than the non-linear scaling in the games. Item collection abilities(Chop, Mine, Take) will not be necessary, you can collect stuff without them, but if you want to use points on it, I'll find some way to let it benefit you.
Some classes appear in more than one game (ESPECIALLY EOI, EOII and EOUntold). You can draw skills from any of those games, for your class. Be reasonable, ask questions, and we can work something out.
Special Note for Protector/Hoplite/Fortress: I am allowing shared skills across these three classes, because they are all similar and do the same thing. The main difference between the three is your weapon proficiency.
AOE Skills: Single target abilities are just that, pierce or splash skills work like you would imagine, line skills are a small AOE, not necessarily a line. Abilities that target All enemies are large AOE's. Friendly fire is possible, but usually avoided. It is assumed you have enough control to shape the attack to do so. Circumstances may cause otherwise.
Cross class skills, and using skills without skill points: You can try to use skills that you have not bought with skill points, but keep in mind you are much more likely to fail. You can also BUY skills from other classes if it seems appropriate. Ask me and we can work out a point cost.
Etrian Odyssey IEtrian Odyssey II - Shaman is War Magus, mistranslations and all that.
Etrian Odyssey IIIEtrian Odyssey IVEtrian Odyssey UntoldPlease, please, please, give me feedback, ask questions, and I will do everything in my power to make this an awesome RTD. A lot of thought has gone into planning this so far, but there is still so much to do. Let's just give it our all!
from Etrian Odyssey Untold, to set the mood.