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| + | [[// | ||
| + | Build recommendation: | ||
| - | Build recommendation: | ||
| + | [[https:// | ||
| - | Every class or role card should contain six sections: identity with name and epithet, archetype tag, stat block, equipment list, active traits using exact formulas, and passive traits with clear trigger rules. List hard numbers for every action: " | ||
| + | XP progression model: Use 100 XP per level from levels 1–5 and 200 XP per level from levels 6–10. Grant 1 talent point every level and 1 bonus attribute point every 3 levels; keep the attribute cap at 15 for balance. Use a playtest protocol of 10 standardized battles against fixed-stat benchmark foes; record average damage per encounter, survival percentage, and remaining resource average. Target balance benchmarks are frontline survival >70% and DPR 12–18, skirmisher DPR 18–26 with >40% mobility uptime, and hybrid caster-blade DPR 20–30 with ~30% control uptime. | ||
| - | Progression system: Set progression at 100 XP for each level from 1 to 5, then 200 XP per level from 6 to 10. Award 1 talent point per level, bonus attribute point every 3 levels; cap attributes at 15 for balance. For playtesting, | ||
| + | Gear guidelines: Use weapon scaling of 6–10 for tier 1, 11–16 for tier 2, and 17–24 for tier 3. Standard enchantments can provide +2 flat damage or +10% coefficient scaling on skills. Relic slot progression should be 2 slots for levels 1–4, 3 slots for levels 5–8, and [[https:// | ||
| - | Itemization guidelines: Use weapon scaling of 6–10 for tier 1, 11–16 for tier 2, and 17–24 for tier 3. Use enchantments that grant +2 flat damage or +10% to skill coefficient scaling. Use relic slot scaling of 2 slots for levels 1–4, 3 for levels 5–8, and 4 for levels 9–10. When designing a named build, prioritize one main damage source, one defensive passive, and one utility slot; this keeps play patterns clear and speeds up balance tuning. | ||
| - | + | RPG Character Creation | |
| - | Knight | + | |
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| - | Pick an archetype that serves | + | Select |
| - | Pick one origin trait that adds a passive | + | Choose |
| - | Starter gear budget: 100 gold. A practical | + | Starting equipment |
| - | Maximize synergy by combining talents with multiplying effects: Stalwart | + | Look for multiplicative talent pairs: Stalwart |
| - | Recommended leveling from 1 to 7 is to take the main stat to 14 by levels 1–3, | + | For levels |
| - | Playtest protocol: use three scenario types—solo skirmish, coordinated assault, and timed objective. | + | For playtesting, |
| - | Final check: | + | Final check: |
| - | Knight | + | How to Build Your Knight |
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| - | Step 1 – Choose | + | Step 1 – Pick a specialization: |
| - | Step 2 – Core defenses | + | Step 2 – Core defense setup and gear: Target an effective defense score of 18–22 at level 1. Take the heaviest armor your build can support, and add a large shield when playing Guardian or Cavalier. |
| - | Step 3 – Offensive setup: | + | Step 3 – Offensive |
| - | Step 4 – Skill distribution: At level 1, set skill ranks to Athletics 4, Riding 3 if mounted, Diplomacy 2, and Perception 4; move two points into Stealth only for light-armor | + | Step 4 – Skill point setup: Use Athletics 4, Riding 3 if mounted, Diplomacy 2, and Perception 4 for the level 1 profile, and divert |
| - | Step 5 – Talent | + | Step 5 – Talent |
| - | Step 6 – Synergy combos | + | Step 6 – Synergies |
| - | Example | + | Example build (level 7 Guardian): STR 18, CON 16, DEX 12, WIS 10, INT 8, CHA 14; feats: Shield Mastery, Power Attack, Combat Reflexes, Improved Guard, Mounted Tactics; gear: full plate, tower shield +1, longsword +2, amulet of fortitude. |
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| - | Choose the role before | + | Select your class role before |
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| - | 50-point stat distribution: | + | 50-point stat distribution: |
| Primary talents (level priority): Shield Mastery → Taunt Pulse → Fortify Aura | Primary talents (level priority): Shield Mastery → Taunt Pulse → Fortify Aura | ||
| - | Core gear setup: Heavy plate + kite shield + reinforced helm (look for +30% phys mitigation, +12% threat generation, -8% movement) | + | Recommended |
| - | Combat | + | Play pattern: Hold aggro, anchor choke points, refresh taunt every 10s |
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| - | Vanguard (burst melee archetype) | + | Vanguard (melee |
| - | Recommended | + | 50-point |
| - | Primary | + | Core talents: Power Strike → Cleave → Overhand Finish |
| - | Recommended gear archetype: Two-handed sword or polearm with brutal edge (+18% base damage, +12% crit damage, -6% attack speed) | + | Gear archetype: Two-handed sword or polearm with brutal edge (+18% base damage, +12% crit damage, -6% attack speed) |
| Play pattern: Open with gap closer, use cleave on clustered foes, reserve stamina for burst windows | Play pattern: Open with gap closer, use cleave on clustered foes, reserve stamina for burst windows | ||
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| - | Recommended | + | 50-point |
| Primary talent path: Precision Shot → Rapid Fire → Evasion Roll | Primary talent path: Precision Shot → Rapid Fire → Evasion Roll | ||
| - | Recommended gear archetype: Composite bow/ | + | Gear archetype: Composite bow/ |
| Combat pattern: Kite targets, prioritize fragile enemies, keep 20–30m spacing | Combat pattern: Kite targets, prioritize fragile enemies, keep 20–30m spacing | ||
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| - | Mystic (caster/support) | + | Mystic (caster support |
| - | Recommended | + | 50-point |
| - | Primary talent path: Arcane Channel → Mana Well → Protective Ward | + | Core talents: Arcane Channel → Mana Well → Protective Ward |
| Gear archetype: Robes + focus staff with mana regen and spell potency (+25% spell power, +18% mana regen) | Gear archetype: Robes + focus staff with mana regen and spell potency (+25% spell power, +18% mana regen) | ||
| - | Recommended play pattern: Control battlefield with roots/ | + | Play pattern: Control battlefield with roots/ |
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| - | Healer (healing archetype) | + | Healer (restoration support) |
| - | 50-point | + | 50-point |
| - | Core talents: Pulse Heal → Cleanse → Revival Tome | + | Primary |
| Gear archetype: Light armor + holy emblem (+30% heal potency, +20% cooldown reduction) | Gear archetype: Light armor + holy emblem (+30% heal potency, +20% cooldown reduction) | ||
| - | Play pattern: Triage by threat level, conserve large heals for <35% HP windows | + | Recommended play pattern: Triage by threat level, conserve large heals for <35% HP windows |
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| - | Max out one primary tree to level 10 before | + | Take the primary |
| - | Keep 2 utility slots open for mobility | + | Save 2 utility slots for movement |
| - | Hybrid builds should keep at least 12 points | + | Use a 12-point minimum |
| - | Best 3-player | + | Recommended |
| - | Bulwark + Vanguard + Mystic | + | Bulwark + Vanguard + Mystic: stable frontline, sustained DPS, reliable |
| - | Bulwark + Skirmisher + Healer | + | Bulwark + Skirmisher + Healer |
| - | Vanguard + Skirmisher + Mystic | + | Vanguard + Skirmisher + Mystic |
| - | Leveling milestones and recommended | + | Leveling milestones and best picks: |
| During levels 1–5, reinforce role identity with tank passives, core DPS tools, or baseline heals depending on archetype. | During levels 1–5, reinforce role identity with tank passives, core DPS tools, or baseline heals depending on archetype. | ||
| For levels 6–10, prioritize a cooldown reduction talent plus a resource efficiency talent so the build spikes less erratically. | For levels 6–10, prioritize a cooldown reduction talent plus a resource efficiency talent so the build spikes less erratically. | ||
| - | Levels | + | At levels |
| - | Balance tuning | + | Optimization |
| - | Knight | + | RPG Knight Build Questions and Answers: |
| How do the character sheets distinguish between Knight archetypes (e.g., Templar, Warden, Duelist)? | How do the character sheets distinguish between Knight archetypes (e.g., Templar, Warden, Duelist)? | ||
| - | The sheets | + | Archetype separation on the sheets |
| What determines signature ability scaling from levels and gear? | What determines signature ability scaling from levels and gear? | ||
| - | Signature | + | Signature |
| - | [[// | + | |
| Can I combine abilities from two Knight sheets to build a hybrid character, and what balance risks matter most? | Can I combine abilities from two Knight sheets to build a hybrid character, and what balance risks matter most? | ||
| - | Most campaign frameworks | + | Mixing is allowed in most campaign frameworks but is subject |
| - | How do non-combat skills like diplomacy, crafting, | + | What do diplomacy, crafting, |
| - | Non-combat capabilities are represented as skill fields with ranks and specializations. | + | Non-combat capabilities are represented as skill fields with ranks and specializations. |