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A 2D isometric, turn-based Role-Playing Game with the depth and challenge of old-school classics and a modern, intuitive interface.
1,313 backers pledged $35,657 to help bring this project to life.

Classes & Development

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First, THANKS!

From Numantian Games we would like to thank everyone who has contributed so far and all of those who have increased their pledges. Every bit helps us get closer to our goal! Those of you who have contributed, those who have been commenting on the forums here and on other sites, and those who have told your friends about Lords of Xulima and helped spread the word: you are directly responsible for helping make LoX a better, more well-rounded game and for that we are eternally grateful. We are overwhelmed by the enthusiasm that so many people have shown for our game.

We have always felt that this game is going to be a great way to bring back the spirit of the old school classics in a new and innovative way. We are very happy to find so many people out there who share our vision. We are in the final 24 hours of the campaign and we’re close to the next stretch goal. Please continue to spread the word about Lords of Xulima wherever you can so we can get more people interested and finish the campaign with a strong push. We want everyone to have the chance to visit the Enchanted Isles of Varas Talak.

Today we are going to talk about the character classes and their development!  

Development & Skills

In LoX there are more than 100 skills that are unlocked as you go up in level. There are skills that are shared between different classes and others that are class specific. When one of your characters achieves a new level they will receive skill points that they can use to improve their existing skills or to learn new ones. The cost to improve or learn an skills is different for each class. For example, the cost to improve the Swordplay is 1 point for the Soldier and 3 points for a Mage.

Party Creation

The process for creating a group of characters is very simple. You need to select a name, gender, class, deity (which Lord of Xulima the character follows), and the weapon that you will start the game with. The beginning skills and attributes are selected by default according to the class and gender.

Why so simple? We want to make sure that the player has the basic skills and abilities to survive in Xulima when they start the game. Once the player starts to level up they can learn and improve their abilities and attributes according to what works best for their play style. The more they advance in the game the more experience they will have as players.

By that time they will also have more options available for them to customize their characters. In many older RPGs you needed to make fundamental decisions about the game before you actually had a chance to play it. Many times when you thought you were creating a solid group, you would start to play and find out that your characters didn’t have the necessary abilities to survive and you would have to start over. Has that ever happened to you? 

The Classes

In Lords of Xulima there are 9 classes, 10 counting the Divine Summoner, but as that class has not yet been fully designed, we won’t include it here today.

Our 9 classes are, without doubt, very classic and well known. We think it’s important that the player is familiar with these in the beginning and then to give them the tools to develop the characters in new ways as they progress. This way you can end up with your own self-made classes like the “Paladin Healer”, “Pyromancer”, or “The Venomous Rogue”… 

Here are the nine classes with their base attributes, skills and resistances. There are three categories, or realms, of magic from which each class gets their powers.

Mentalism Realm Classes

The Realm of the Mentalism: The most intelligent beings can use their mind in a way that goes well beyond the physical limits of the world. They can alter other minds, make super human movements, and even dominate inferior beings.

An expert in all manners of weapons and war tactics, this fighter specializes in combat skills which, when used at the right time, may turn the tide of battle in your favor.
An expert in all manners of weapons and war tactics, this fighter specializes in combat skills which, when used at the right time, may turn the tide of battle in your favor.
 
A musician and troubadour, his enchanted melodies can  support and motivate your group, as well as provoke or discourage the enemy.
A musician and troubadour, his enchanted melodies can support and motivate your group, as well as provoke or discourage the enemy.
 
A tough, intimidating warrior and an expert in heavy weapons.  No other class has as much resilience and raw strength as these savages.
A tough, intimidating warrior and an expert in heavy weapons. No other class has as much resilience and raw strength as these savages.

Energy Realm Classes 

The Realm of Energy: This is the physical force that moves the universe. A large portion of the power of the Xulnari was transformed into energy to create the world at the beginning of time. Thus every element of the physical world, from earth to fire, has this primordial energy.

Erudite and wise, the Mage is the only class able to fully comprehend physical and elemental laws. Conjuring precise lightning  storms or invoking chaotic flames are mere examples of what he can do.
Erudite and wise, the Mage is the only class able to fully comprehend physical and elemental laws. Conjuring precise lightning storms or invoking chaotic flames are mere examples of what he can do.
Decades of battle experience have allowed him to refine the art of controlling magical energy and commanding the elements.
Decades of battle experience have allowed him to refine the art of controlling magical energy and commanding the elements.
Always astute, fast and perceptive. There is no lock able to resist him, no trap he can’t disarm, no trick he doesn't know.
Always astute, fast and perceptive. There is no lock able to resist him, no trap he can’t disarm, no trick he doesn't know.

Divine Realm Classes

The Realm of the Divine: This is the intrinsic power of the Xulnari that can be channeled through the hands of man. If the Lords of Xulima were to disappear, then this ancient source of power would also cease to exist.
A compassionate and versatile fighter, the Explorer lives in harmony with animals and nature. Finding secret paths, food sources and enchanted herbs are well within his talents.
A compassionate and versatile fighter, the Explorer lives in harmony with animals and nature. Finding secret paths, food sources and enchanted herbs are well within his talents.
Paladins live by a strict code of honor, selflessness and sacrifice. They are so devoted to the Divine Realm that the gods grant these warriors their blessings and magic.
Paladins live by a strict code of honor, selflessness and sacrifice. They are so devoted to the Divine Realm that the gods grant these warriors their blessings and magic.
The most fervent divine devotee, it is the only class in complete communion with the gods. He is able to channel a much larger portion of their powers.
The most fervent divine devotee, it is the only class in complete communion with the gods. He is able to channel a much larger portion of their powers.
Thanks to the artist Quico Vincens who has drawn the classes icons for this update.

What do you think? Given that you will be starting with Gaulen the Explorer in your group, who will be his five companions? What positions will they take in combat?

Recommend Project: The Mandate

To conclude this epic update, we've saved a very special project mention for you. We're delighted that the good folk of The Mandate have agreed to exchange shout outs with us, so without further ado, here it is. Enjoy!
 An intricate Sci-Fi RPG where you play the role of a disgraced Ship Captain who faces court martial, but is given one final chance at redemption. Were you guilty or innocent? Will you decide to stay loyal, join the rebels or turn to a life of freedom and piracy? You’ll lead your crew and watch them live, hope and grow... or fail and die. In our opinion, The Mandate combines many rich elements from classics like XCOM, Jagged Alliance, Pirates! and Mount&Blade. In its vast universe, over 1500 years of backstory redefine space as we know it, and pave the way for a dystopian future ruled by the Tsars!

We're also glad to share that The Mandate's team appreciate their Spanish, French, German, Russian and other communities as much as we do. Multiple language localisations are underway!

Darklord, redeicarciofi, and 9 more people like this update.

Comments

    1. Creator MathieuNG on November 28, 2013

      @Godewijn Once our forums open, you will have a chance to discuss this (and so much more) with other RPG lovers. We really look forward to it! For now, I choose...

      =Front=
      Explorer, Soldier, Heralds

      =Back=
      Divine Summoner, Mage

      =Versatile/Either=
      Paladin, Thief

      I even have silly little backgrounds/bios already imagined for them :P

    2. Creator Godewijn on November 28, 2013

      Great update!
      About who will join my explorer... I'm thinking:

      Paladin
      Mage
      Thief
      Bard
      Arcane Soldier

      :)

    3. Creator Leewelo Lorekeeper on November 28, 2013

      Oh well... 35k?

    4. Creator Leewelo Lorekeeper on November 28, 2013

      Congrats on this second successful campaign!
      I hope we will break through the 30k before the end.

    5. Creator MathieuNG on November 28, 2013

      @Valadurs & Kordanor yep, we are going way beyond the simple, cookie-cutter concept of tank/healing/damagers. The classes are each unique in their ways, but "unique" does not restrict them to a particular mold. Your preferences are key, but make smart choices! The land is dangerous...
      @Alcaray "intelligent" was perphaps a poor choice of word for that context, you'll have to excuse me for that. I think our lead designer just explained what I meant in his comment below really well. "Combat-savvy" or "well-trained" would have been the words I would've used if I wasn't distracted by the crazy Numantian horse running around the office :-P

    6. Creator Numantian Games on November 28, 2013

      @Jordi: Thank you very much! We work very hard to do these updates (and we have the handicap of not being English native). We are glad you like it!

    7. Creator Sir Jordi on November 28, 2013

      great update full of info!
      good luck with the final hours!

    8. Creator Numantian Games on November 28, 2013

      @Kordanor: There are no quests or places which require specific classes. Of course, there will be some parts and enemies that with the right classes (and developed skills) will be much easier to beat.

      About having all the information of the class before playing, you will have to get the Game Guide for that :o) For the rest, they will have to choose the classes they like the most after reading the in-game descriptions. Which is something we recommend, choose the party you like and try to beat the game with your choice. That is much more fun!

    9. Creator Numantian Games on November 28, 2013

      @Valadurs: Good point! It is impossible to test the millions of combinations.All the classes will be balance, but how you do use them is up to you. You have lots of options, for example, if you don't have a cleric, you can improve their skills: Armors, Body-Building Skill, Immunity. Or you can focus in raising their constitution and speed to avoid attacks... The experience you will acquire while playing will make you to take the best decisions to develop your party.

    10. Creator Numantian Games on November 28, 2013

      @alcaray: The special skills and talents of the Soldiers and Barbarians are related with special movements, the rage, the anger, the courage, the control of their body, the endurance, support of pain and hits... and all of these special talents are related to the power of the mind and the body so their "Magic Realm", or in this case, the Source of their Talent and Skills is the Mentalism.

    11. Creator Kordanor on November 28, 2013

      Will there be quests which you can only do with special classes or classes from an special "group"?
      And as far as I understand there are several skills which are not available to all classes. Will we have an overview about like who will be able to learn skill X? Like who will be able to open locks.

      I think I'd rather build together my group from that list (combined with the costs used to raise the skills) instead of the base stats. Well, besides of the combat system "requirement" of needing more close combat fighters than ranged ones (not considering the summoner which sounded a bit like a "must have").

    12. Creator Valadurs Erbe on November 28, 2013

      @Numantian: If the game will allow that much freedom, I will be very happy :) My main concern is, taking your group as an example, will they be able to beat the whole game? Or will I suffer greatly without the Priest as my group won´t have enough staying power for the longer battles and the Paladin will not be able to handle the healing duties? (As you see I am a big fan of paladins.)

    13. Creator alcaray on November 28, 2013

      I don't understand the "magic realms". Soldiers and barbarians are among "the most intelligent beings"???

    14. Creator Numantian Games on November 28, 2013

      @Simon: Exactly! Good memory! The name of that nightmare was Mephisto... I can remember it...

      @Valadurs: Thanks!
      You can do lots of combinations. You can have for example, three barbarian at the front, a Paladin in the back row armed a halberd, an Arcane Soldier at the back with a bow shooting flaming arrows, and Gaulen (the explorer) in the back with a spear... It is just one idea!

    15. Creator Valadurs Erbe on November 28, 2013

      A very interesting update. The explanations of the classes are a bit brief, so it is a bit too early for a in-depth analysis. I hope there are no other mandatory classes besides the explorer. Like, both Paladin and Priest have the tools to be the main healer of the group, the difference being that Paladins work best in the front row while Priests stay in the back.
      Likewise, the Arcane Soldier appears to be the elemental damage dealer for the front row while the mage would be best in the back row. This is just me making wild assumptions, though.

    16. Creator Simon on November 28, 2013

      @Numantian That was... Mephisto right? Diablo 2 was a great game, but yes the whole "immunity" thing did not do it service. It started the popular tradition of "rerolling", but some players prefer to invest time in a Character that they love and find ways to succeed with his own level-up decisions. And even then, there was never any clue that Mephisto would be immune to lightning. And once you are at the boss, it is too late to make your Fire or Frost skills strong enough.

      I say it was a ploy to make people play in Multiplayer xP those were special days, for sure.

    17. Creator Numantian Games on November 28, 2013

      That happens even in the most polished AAA games:
      I remember that I had to stop playing Diablo II because I could not defeat one of the unavoidable bosses. I played as a Mage specialized in electric/thunder magic and that boss/demon was immune to that type of magic. As Diablo is a single character action RPG, it was simply impossible. Even I recruited lots of mercenaries and wasted all the money in dozens of healing potions, but it was impossible... I got very angry with their designers...What in the hell did they where thinking...!!

    18. Creator M.S.S on November 28, 2013

      @NG yep, functionality is key. Choices are fun, but after playing enough RPGs just having choices is not enough anymore. The choices need to be distinct, and actually serve purposes. They should each have good pros and considerable cons. That's the real challenge of making a good RPG IMO, hence why I think this game will bring nice fresh air to the genre.

    19. Creator MathieuNG on November 28, 2013

      "In many older RPGs you needed to make fundamental decisions about the game before you actually had a chance to play it. Many times when you thought you were creating a solid group, you would start to play and find out that your characters didn’t have the necessary abilities to survive and you would have to start over. Has that ever happened to you?"

      Hahaha oh god. How about rolling ANY protagonist with less than 16 Constitution in the first Baldur's Gate? I still have nightmares about that Game Over screen.

      Some games are really bad about that though. They will offer, let's say, "Large Mace", "Sneaking" or "Lore" skills. Then you play the game and find out there is barely any big Mace, that sneaking accomplishes nothing and that Lore can be replaced by a simple NPC or Spell or something.

      Good times.

    20. Creator Numantian Games on November 28, 2013

      @ David: There are more than 100 skills in general (think that there are 9 classes). Every class has at most 30-40. And they are being unlocked as you level up. More or less, every two-three levels you can learn a new skill, so don't worry your are not going to be overwhelmed, you have time to learn and experiment with every one.

      Also, there many passive skills, like Body-Building that adds more hit points to the character, Pathfinding that reduces the need of food when travelling...

    21. Creator Numantian Games on November 28, 2013

      @Talon: Thank you!

      All the skills are meaningful, otherwise they wouldn't be there :o) And of course there are special places and treasures only achievable with specific skills (and highly developed).

      At this moment the skills are very balanced, when you level up you think: "Hmmm... I would love to develop all of them... What should I do?..."

    22. Creator David Nemeskey on November 28, 2013

      It sounds very nice, except please, oh please let us NOT have 100+ skills! I would have a hard time even coming up with that many, not to mention having to choose between them. Less is sometimes more.

    23. Creator Talon Edgewater [Xulima[Bloom]Deathfire] on November 28, 2013

      You guys can do no wrong! I love the game more and more with every single update!

      I hope investing in non-combat skills is as rewarding to your journey as combat skill are. For example: I hope a thief who has max'd out lockpicking can get a great item that is ONLY available to you if you fully invest in that skill. Same with herbalism and the like: you give up direct attack power to be able to concoct a super healing item that you cannot get any other way. I personally am not a huge fun of using the brute force method to beat a game, but sometime you kind of have to because the developers underpowered the more "peaceful" skills. I am sure you guys will create a great balance of these skills because I love everything I've seen/read from you guys! I'm so happy for the success of your campaign! You guys deserve it so much!