RPG Inferno Suggestions Thread

Exp is added for every attempt. My pet leveled up Haste last game with roughly 30 obedience. This means that it never actually casted it.
 
Ah so it is! However, I think that instead of those being for each path, anyone could buy it. Here's the PM for the first area:
Title: Kazus
Description: A mining town which has fallen prey to a strange curse.
Areas: Battles
TT Battles
Takka's Shop
Wellspring
Outside Areas:
Mythril Mines

NPC's in the area:
Cid

Takka's Shop:
Description: I may be a ghost, but I can still do business!
Items for Sale:
Mythril Shield [Shield]
Cost: 100 Gil
ATK: 0
DEF: 10
WGT: 10
ENC: 50
Mythril Sword [Shortsword]
Cost: 100 Gil
ATK: 15
DEF: 5
WGT: 20
ENC: 50
Mythril Jacket [Small Armor]
Cost: 100 Gil
ATK: 0
DEF: 10
WGT: 10
ENC: 50
Mythril Helmet [Small Helmet]
Cost: 50 Gil
ATK: 0
DEF: 10
WGT: 10
ENC: 50
Mythril Plate-legs [Small Boots]
Cost: 50 Gil
ATK: 0
DEF: 10
WGT: 10
ENC: 50
Potions for sale:
Potion (50 Gil)
Description: A basic potion, capable of healing most wounds.
HP +50
MP +0
Alch. skill required: 2

Wellspring
Description: Pure, clear, mystical water flows from this spring.
*Drink the water*- Restores HP and Mp fully.

NPC: Cid
Text: Howdy! The name's Cid. I'm from Canaan, but I've been stuck here ever since Nelv Valley got blocked by a giant rock. On top of that, I got a curse cast on me along with everyone else. Ain't that a trip an' a half?
Reply: Well, can I help these people return to normal?
Text: I've heard that it was something in the Mythril Mines that did it... some Djinn.
Reply: I will go and kill it to help reverse the curse!
Text: Thanks! You'll need a Mythril Ring to help kill the Djinn. (Add Mythril Ring to inventory. All stats are 10, and it gives a +5 STR bonus.) If you can do it, you'll have my airship as a thank you! By the way, Takka's daughter has gone missing. Her name is Refia.
(Conversation ends)


Okay, and here's the second one:
Kazus:
Monsters in the Area:
Djinn's Double (Boss)
Location: Mythril Mines
Level: 2
HP: 100
MP: 100
STR: 10
DEF: 5
MAG: 5
MAG DEF: 5
EVA: 0
DEX: 10
SPD: 5
Potions: None
Drops: Mythril (Component) 100%
Approx. Gil drop: 200-300
Attackable and Non-Attackable Classes
Component: Mythril
STR: 15
DEF: 10
WGT: 5
ENC: 50
Sells for 300 Gil.
Welding Level req: 3
Ideal Classes: Shortsword
Bonus: 5

Mythril Mines
Description: The source of Kazus' income, the Mythril Mines house a special type of metal known to hold large amounts of energy.

Inside Areas: Battles/TT Battles
Outside Areas: Kazus
Abandoned Shaft

Monsters in the Area:
Skeleton
Mummy
Zombie
Djinn (Boss)

Skeleton/Mummy/Zombie: Profile
HP: 100 (Mummy has 120)
MP: 0
STR: 14 (Skeleton has 16)
DEF: 8 (Skeleton has 5)
DEX: 10 (Skeleton has 12)
EVA: 0
SPD: 5
MAG: 0
MAG DEF: 10
Drops:
Mythril 50% (Skeleton has 40%)
Location: Mythril Mines
Possible Parties: Mummy/Skeleton, Mummy/Skeleton/Zombie
Approx. Gil drop (each) 100-120
Djinn: Profile
Level: 4
HP: 200
MP: 100
STR: 20
DEF: 15
MAG: 10
MAG DEF: 10
EVA: 10
DEX: 15
SPD: 10
Potions: Potion x2
Spells: Fire
Level: 1
Description: A basic spell that damages your foe with the power of fire
MP cost: 30
Chance to cast Fire: 10%
Does a maximum of 50 damage for 1 turn. It has a 40% chance to miss.
Drops: Mithril 100%


And here's the third one:
I forgot to tell you that Djinn would be in the Abandoned Shaft.

Abandoned Shaft
Description: An area once used for storing the raw mythril after mining, the Djinn had used the energy contained in the metal to curse the inhabitants of Kazus.
Monsters in the Area:
Same as in Mythril Mines but no boss enemies- just Zombie, Skeleton, and Mummy.
NPC's in the Area:
Treasure Chest
Treasure Chest: *The lock is rusted and should break off easily*
Reply: *Break the lock off*
Treasure Chest: *Inside you find a crafting tool*
(Add a Small Hammer to inventory. One-time.)

Areas: Battles
TT Battles
Outside Area: Mythril Mines
Passage (Area One)

Note: after defeating the Djinn, speaking to Cid will allow you to access his airship.
Cid's Airship
Description: The airship owned by Cid, it seems that there is someone else on it.
Areas: Battles
TT Battles
Refia's Shop
NPC's in the Area: Refia
(I'll get back to this in a future PM.)

Passage (Area One): As you enter the passage in the back of the Abandoned Shaft, you hear something shuffling around in the darkness ahead.
Areas: Battles
TT Battles
Outside Areas: Abandoned Shaft
Passage (Area Two)

Monsters in the Area:
Revenant (for this monster's stats multiply Zombie's stats by 1.5)
Shadow (multiply Skeleton's stats by 1.5)
Lemur (multiply Skeleton's stats by 2 and add 5 speed)
Possible Parties: Revenant, Revenant 2
Lemur 2, Lemur (1), Lemur (2)
Shadow, Shadow 2
Revenant, Shadow, Lemur

NPC's in the area: Treasure Chest
Treasure Chest: *Though covered in bones and dried blood, it looks like the chest can be opened*
Reply: *Open the chest*
Treasure Chest: *You see an enchanted blade*
Reply: *Take the blade*
Treasure Chest: *A spirit within the blade attacks*
(Go to battle ground)
Monster: Sword Spirit
HP: 300
MP: 0
STR: 10
DEF: 30
MAG: 0
MAG DEF: 0
SPD: 5
EVA: 0
DEX: 20
Spells: None
Potions: None
Drops: Wightslayer [Shortsword] ATK 20 DEF 10 WGT 10 ENC 100 (100% drop, maximum of 1 drop per battle) (+5 bonus for all stats except HP/MP)

The last one:
This is the first set of suggestions I'm sending to all the RPG directors. The previous three have been sent to Gabranth.

Passage (Area Two)
Description: As you journey deeper into the snaking passage, you hear a strange wailing.
Inside Areas: Battles
TT Battles
Outside Area:
Passage (Area One)
Storehouse

Monsters in the Area:
Same as in Passage (Area One), as well as possible parties.
NPC's in the Area: Treasure Chest
Traveler's Knapsack

Treasure Chest: *The chest looks unlocked and probably contains bounty*
Reply: *Search the chest*
Treasure Chest: *Inside you find a scroll*
Add Attack Type: Mythril Charge to inventory.
(Requires 2 ADR, Combat level 1. Adds 10% to STR and usable with all weapon classes.)

Traveler's Knapsack: *An old backpack sitting on a pile of bones catches your eye*
Reply: *Search the bag*
Traveler's Knapsack: *Inside, you find a dagger sheathed in dried blood*
(Add Traveler's Dagger to Inventory.
ATK 15 DEF 5 WGT 5 ENC 100)

Now, I'll cover Cid's Airship.
Refia's Shop: Are you looking to buy something?
Items for sale:
Refian Armor (800 Gil, Small Armor)
STR 0 DEF 20 WGT 20 ENC 30
Refian Helmet (800 Gil, Small Helmet)
STR 0 DEF 20 WGT 20 ENC 30
Refian Boots (800 Gil, Small Boots)
STR 0 DEF 20 WGT 20 ENC 30

Spells for sale:
Blizzard (1200 Gil)
Description: A basic spell which damages your foe with the power of ice.
Arcane level requirement: 3
MP Cost: 30 (-2 per level up)
Chance to miss: 30% (-6% per level up)
Max. level: 6
Stats affected: HP and EVA
Damage cap for HP: -40, 1 turn (-10 per level up)
Damage cap for EVA: -0, 1 turn (-1 per level up, +1 turn per level up)

Thunder (1200 Gil)
Description: A basic spell that damages your foe with the power of lightning.
Arcane level requirement, MP cost, Chance to miss, Max. level: Same as Blizzard.
Stats affected: HP and STR
Damage cap for HP: Same as Blizzard
Damage cap for STR: Same as Blizzard.

Fire (1200 Gil)
Description: A basic spell that damages your foe with the power of fire.
Arcane level requirement, MP cost, Chance to miss, Max. level: Same as Blizzard.
Stats affected: HP
Damage cap for HP: 50 (-10 per level up)


That's a lot of suggestions... I'll send more.
 
I'll stop submitting suggestions in that form... instead I'll suggest areas and items.
Enchantments:

Wrath of the Devout
Spell casted: Holy
Chance to cast spell: 10%
Enchantable item classes: Large Staff, Medium Staff, Staff
Arcane level requirement: 75
Welding level requirement: 75
Enchantment points needed: 50
Item stats: +20 ATK, +20 DEF, +5 WGT

Wrath of the Magus
Spell casted: Meteor
Chance to cast spell: 10%
Enchantable items: Large Rod, Medium Rod, Rod
Arcane level requirement: 75
Welding level requirement: 75
Enchantment points needed: 50
Item stats: +20 ATK, +20 DEF, +5 WGT

Items: Most FF staples such as the Omnirod, Elder Staff, Ragnarok, Excalibur, Danjuro, Gastrophetes, Sagittarius, Scorpion Tail.
Classes: Medium Staff, Staff, Large Rod, Medium Rod, Rod, Boomerang, Throwing Knife, Shuriken, Crossbow, Gun.


That's all that I have for now... but these and the other suggestions have fried my brain.
 
Just one little suggestion from me, just what I could think of that isn't a spell, but an Attack Type. :P I got the idea after playing FFIV on my DS the other day.

Name: Darkness.

Description: Sacrifice HP to double attack power.

Combat Skill Level Requirement: 50.

ADR Cost: 2.

Effects: User's HP -5% (or if it by points, 10-20, probably), STR 100%.


If you think it isn't worth while to use an attack type that damages the user and costs 2 ADR just to double STR for one attack, feel free to at least make STR tripled if you'd like, just posting this to be fairly accurate to what it is like in Final Fantasy IV.

It is an ability of Cecil's, a Dark Knight, so this may only be available to Dark Knights in the RPG, unless you want it to be available to a larger number of players. ;) I, a mage/sage to be, won't be making use of it anyways, since it is for attacking with weapons, which I won't be doing. <.<

Sorry I haven't been online much the last several days, I've been into playing Pokémon Cyrus Online, an online Pokémon game, so that has me hooked. :lol:
 
Bombs should be in this RPG... they've appeared in every FF game ever. In most FF games, there are color-swaps for basic monsters that appear later in the game. So, here are a few:
Bomb-Grenade-Balloon-MomBomb-Purobolos-King Bomb-Pineapple-Mega Bomb-Bombshell-Matriarch Bomb
Mimic-Battery-Mimeo-Ithuno-Killbug-Minibug-Bug-Thunderbug-Pandora-Mimic Queen-Omega Mark Twelve
Just thought some recurring enemies deserve a place in our fine RPG.
And sorry about pseudo-RPG Directing. I'm just overconfident that my suggestions will be used.
 
Ummmm could the keyblades get some enchant stats because they already are low and about to become the weakest weapons in the game.
 
You could remove the ridiculous bank robbing option. Haha, jokes on me, right? Rob the bank, go to jail, right? Banning people for playing the game is terrible game design. Shame on you for discouraging people from wanting to explore the options in the game.
 
Possible way to split the groups up.

make a new room at the guild called the room of shadows

the discription is this
As you walk into the room you notice your shadow leave you and split into 3 versions of you.

after you beat all three which would be the class version of your character, warrior, assassin, and mage, you will get a emblem that must be taken to sora in order to become a true hero and choose your path.

Warrior version
150%
str dex def
125%
hp spd

Assassin
150%
eva dex spd
125%
hp str

Mage
150%
mag, mag def, mp
125%
hp spd
 
Is it really necessary to have damage limits on spells like Blizzard?
Mages are limited to doing at the most possible, only 120. Warriors have no such limit, which seems a little unfair/unbalanced.
 
Janus, as far as I am aware we are unable to remove the bankrobbing=ban with the bank area. You'll just have to... Not rob the bank?

As for D'lain, we can keep this sort of idea in mind for a later date, it's not my call to say yes on no though.

And Hal, aye I was starting to think the same. I'll speak to Julius about letting me add some new spells into the next area for ye.
 
Janus, as far as I am aware we are unable to remove the bankrobbing=ban with the bank area. You'll just have to... Not rob the bank?

As for D'lain, we can keep this sort of idea in mind for a later date, it's not my call to say yes on no though.

And Hal, aye I was starting to think the same. I'll speak to Julius about letting me add some new spells into the next area for ye.

In that case, you should put up a warning.
 
I warmly suggest you guys to make trading potions (both fused and not) possible. It would add a lot to the economy of the game and also would make alchemy more useful as a way to earn money. If you can some how do it, I would open a potion shop ;)
 
I'm not so sure there is any option to add/remove options of what players may trade in the Trade Center, I'm guessing trading Potions could not be made possible.

I wonder if either of my two spell suggestions of old will appear at any point. :wacky: Not getting my hopes up, even though Julius seemed to like them. Hm...
 
I think that the prices for the spells are a little bit high, 16500 for Aero is hard to get for some mages (namely myself) and it takes ages to get it.
 
Why cant I flog my old equipment?

Also, can we have whips? :awesome:
 
Would it be at all possible to lower the chances of enemies appearing in groups? In the caves this is particularly troubling, particularly with the necromancer - two golems who both have two potions and the Aero spell, while the Necromancer has Curse, Sunburst and Fira. ._. I mean, I can appreciate a challenge, but those three can knock off 300 in a turn if they want too, and at times it gets really frustrating, especially since you end up using 12 potions in one fight.

And the Necromancer has higher strength than magic, so it's not just an endurance test either, it's all luck. He normally gets my HP down to 200, then a golem attacks, then curse strikes and then he kills me with Fira x_x

Basically, Necromancers = Overpowered little shits.
 
Why cant I flog my old equipment?

Also, can we have whips? :awesome:

You're a dirty girl, and I love you for it.

Are there any group damage spells? That would add a new bit of strategy to the mix.
 
You can only sell it to other members, Kelly.

Solidjuss, you can trade any item with any other member in the Trade Center.

Aero is a slight expensive....I guess I'll modify that. As for the level one spells...lowering the limit on Blizzard and Thunder isn't a bad idea. Fire however, will stay the same.

You can't add group spells.

Necromancers eh....I thought I made it so only one Golem and one Necromancer appeared. At any rate, that area is for teaming. I'll change it to one Golem anyway.
 
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