A’right, boyo, we’re gonna mess with the Actor’s ability scores now. There are six of them, located at the top of the Actors Tab, and a dialogue box for the Experience curve. (If you don’t know what experience points are, GTFO of this forum
.) The pre-fab classes all come with ability scores that are appropriate for the pre-fab monsters and pre-fab leveling math. They work just fine without being messed with, UNLESS you plan on messing with monster power or only have one or two actors in the PC party, or, as is the case with this tut, you are making an Actor from scratch. Let’s make a melee-type Actor.
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Looking at the ability scores, you should see that they are pretty self-explanatory: Strength is how hard an Actor hits in melee; Agility is how precise the Actor is; Endurance figures into how resistant the Actor is to damage; Spirit is a measure of magic power; and HP and MP stand for Hit Points and Magic Points, respectively.
If we’re starting from scratch, we can assign a general curve to Strength and also govern its advancement as levels pass. Clicky-click on the Strength window and a new window pops up. The letters A through E appear in buttons atop the window, and we can use these buttons to select pre-fab curves- each button click gives you a different curve, each slightly different from the last but all relatively similar. The curves get wimpier as the lettering progresses to E.
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By this point you probably figured out that a melee Actor should have a high Strength score. Strength means bigger hits with weapons you hit with, like axes and swords. Click on the A button until you find a curve that suits your liking. You will find that some curves “bow down” towards the middle; this will therefore mean less noticeable advancement per level in the middle levels of the game. Conversely, those that “bow up” represent the very opposite. Decide which you prefer (I can’t really help you here) and make it so.
A melee Actor’s Agility doesn’t need to be very high, since he uses few weapons that benefit from Agility, like bows, and he uses heavy armor- mobility isn’t an issue. Select an Agility curve in the C range.
Endurance is pretty important to the melee character because he’s probably going to take some hits. More on how we know that later. This is the second most important ability for a melee class; Endurance reduces damage taken. Let’s pick a B curve.
Spirit is one of the least important ability scores for a melee class. They won’t be using many magic-based skills (or at least they shouldn’t) and therefore this ability can safely be set to an E curve.
Hit Points are key to a melee class, so we should give quite a few. We can try a B curve here as well, but one of the lower ones.
Why not go for broke? Melee classes should not be tossing many spells around, if any at all! However,
if you give the class special abilities, those skills will cost MP- so there has to be something here. You can probably get away with an E curve, but for now let’s pick a D curve.
A note on the XP curve:
While you can mess around with this set of numbers, it’s usually easier to adjust monster XP rewards. Remember, tailor level advancement to your game’s speed.
Now you may have noticed a trend here. We decided how relevant our Actor’s abilities were to its job, and decided on a priority for each ability. For the prime ability we chose from the A curves, the two secondary abilities from the B curves and everything else from C, D and E. This gives us an Actor who is good at his job but not so great at other things. Perfect!
An Actor should be good at his job and little else because he’s a fraction of a whole. Now to make the other Actors that will make up for his deficiencies! Just follow the same steps, taking into account the Actor’s prime, secondary and tertiary ability scores- that is, make mages Spirited with lots of MP, make rogues Agile, that kind of thing.
Of course, when you make Actors that are destined for Classes that you make on your own, play to that class’s needs- and we’ll discuss that in the next tutorial, The Class Tab.