Character Creation Form
To create a character, fill out the guidelines forms below and send them by means of a personal message on Skype. For questions or additional information pertaining to the different aspects of character creation, refer to the field-by-field help section located below the form, or send me a message through Skype.
Basic Class Name/Abbrev.:
Basic Class Sprite:
Promoted Class Name/Abbrev.:
Promoted Class Sprite:
HP:MP Ratio Preset:
HP Growth Rate:
MP Growth Rate:
ATT/DEF/AGI Weight Distribution:
ATT Growth Rate:
DEF Growth Rate:
AGI Growth Rate:
MOVE Enhancement Y/N:
Self Explanatory. May change to ALL CAPS or Leading Caps
depending on what I feel like for the sake of uniformity.
BASIC CLASS NAME/ABBREV.
Basic Class refers to your starting class, prior to achieving
a higher professional state. The class abbreviation will be the
primary class identifier used through the game, and consists of
four capital letters, such as XMPL or SDMN.
BASIC CLASS SPRITE
Visit the Shining Force Central: Shining Force 2 page and rummage through the characters for a battle sprite, if a specific one is
preferred. Keep in mind that not all sprites will be changeable,
whether it's the battle sprite or overhead map sprite. This is actually
one of the few things I have little control over, but can do my best to
accommodate preferences. There's no requirement to choose a sprite that
fits your archetype, just be aware that combinations that may appear to
be funky will indeed be funky, such as if a birdman sprite is being used
for a non-flying mage type. As well, the game's story continuity will
appear affected if certain "late" sprites are used earlier in the game
than originally intended. For the best compatibility and my own sanity,
try and stick to the first 12 members in the list (Bowie through Rohde).
If absolutely necessary, later sprites can be used and I can transfer the
character's current stats when the appropriate member joins for continuity.
If you want to differentiate your Basic Class and Promoted Class sprites, please try and keep to unpromoted sprites (i.e. Chester's KNTE, Kazin's MAGE,
etc. as opposed to Chester's PLDN or Kazin's WIZ/SORC) for your unpromoted
classes and promoted sprites for your promoted classes. Again, this isn't a
requirement, and you don't have to choose your unpromoted and promoted
sprites from the same character, either.
PROMOTED CLASS NAME/ABBREV.
The class name and four letter code for your promoted (lv20+) class.
PROMOTED CLASS SPRITE
See "Basic Class Sprite" above.
HP:MP RATIO PRESET
For balance purposes I've configured the stats customization to focus
primarily on the character's HP:MP ratios at select intervals. A greater
focus on HP will allow slightly higher ATT/DEF/AGI stat distributions caps
while the higher the MP value, the more spells a character will be able
to add to their spellbook. This balances the fact that characters relying
less on spells and MP will need more help distributing their stats across
all three categories for a pure physical class, while still allowing for hybrids.
Ratios at current are listed below. Keep in mind the exact values may change
for balance vs. monsters as the game progresses, but this should still give
a decent idea of what to expect. Values are toward end-game. For a sense of
scale, damage at about this point can average or exceed 25-40 damage based on
DEF values and damage from high level spells, while high level spells may cost
anywhere from 15-30 MP, down to 2-5 MP for low level spells.
1: 40HP, 70MP, 4 spells
2: 50HP, 58MP, 4 spells
3: 55HP, 52MP, 4 spells
4: 60HP, 47MP, 4 spells
5: 65HP, 40MP, 3 spells
6: 75HP, 29MP, 3 spells
7: 80HP, 23MP, 2 spells
8: 85HP, 18MP, 2 spells
9: 90HP, 12MP, 1 spell
10: 100HP, 0MP, 0 spells
Growth rates determine how stats increase upon leveling up.
Possible growth rates are LINEAR, EARLY, LATE, MIDDLE, and EARLY+LATE.
EARLY growth types may result in slightly lesser endgame stats as compensation.
LATE growth types may result in slightly higher endgame stats as compensation.
LINEAR, MIDDLE, and EARLY+LATE growth types share similar endgame stats, and
differ only slightly in when a character is particularly efficient throughout
the game. EARLY+LATE tends to favor the mid-game sections compared to MIDDLE, while MIDDLE favors the endgame compared to EARLY+LATE. LINEAR is... linear, and shows no particular preference or weakness throughout the game.
It's recommended to keep growth rates as LINEAR by default unless you're looking to specialize your character in a particular fashion.
ATT/DEF/AGI WEIGHT DISTRIBUTION
ATT - Attack power, a character's physical damage. Weapons also add ATT.
DEF - Defense power, a character's physical resistance.
AGI - Agility, determines a character's turn order.
Extremely low AGI can result in turns being skipped, whereas an extremely high AGI can sometimes result in double turns, or skipping slower character/enemy turns.
For balance issues, a weight distribution system seemed the easiest to
implement for the purposes of this project, allowing character customization
without leaving as much to potential abuse as the original system I was
going to use that involved direct assignment of stats.
Out of 100 points, distribution into the three stats determines the overall
weight and consideration that will be applied to each.
Ex. 33/33/34 signifies an equal weight given to each stat. Note this might not necessarily mean that each stat will be equal to each other numerically, but each will share an equal amount of strategical potency. 33/33/34 indicates average ATT, average DEF, and average AGI. This will be a sliding scale based on a changing average versus other character's weights.
66/14/20, for example, does not necessarily mean ATT will be double that of 33/33/34.
HP+, MP+, ATT+, DEF+, AGI+, HP++, MP++, ATT++, DEF++, AGI++, HP-, ATT-, DEF-, AGI-
Optional tag to indicate a distinct focus in one of the five primary stats.
Extra focus of stats will be allotted to the chosen stat for specialization
purposes, at the slight cost of all other stats. One X+ or X++ stat per character. X+ is free, but X++ MUST be accompanied by a Y- stat. X++ is for extreme modification and specialization only and is not wholly recommended for first timers.
Restrictions are as follows:
HP+ requires HP:MP Setting of 8 or more.
HP++ requires HP:MP Setting of 9 or more.
MP+ requires HP:MP Setting of 3 or less.
MP++ requires HP:MP Setting of 2 of less.
ATT/DEF/AGI+ or ATT/DEF/AGI++ allowed only for character's heaviest weighed stat.
ATT/DEF/AGI- must be character's lightest weighed stat.
Each new character profile begins with a base movement range of 6.
Depending on the character's move type, they are more capable of
traversing the battlefield at the cost of movement range.
Possible choices are:
Flying (-2 MOVE), Terrain-Resistant (-1 MOVE), Normal (+/- 0 MOVE), Terrain-Weak (+1 MOVE)
An option given to tailor a character's movement style to allow for greater
leeway in how they get around the battlefield. At the cost of a percentage of
a character's stats, they can help negate some of the penalties of an
advantageous movement style, or bolster their speedy ranges with that extra
touch of juice.
+1 Movement Range at the cost of stats. Movement "style" remains the same.
Maximum allowed base movement is 7 (Cannot use Move Enhancement if Terrain-Weak is chosen, as movement range will already be 7).
Note: Permanent movement range boosting items do appear at rare spots within
the game, but they are very limited and appear much later. While they will
be used, don't hope to rely on them when creating a character.
The character's selected weapon type.
Information on the various weapon types available are located here:
ForceKL Weapon School List
The character's selected spell schools, up to the number allowed by the HP:MP Ratio selected.
Information on the various spell types available are located here:
ForceKL Spell List
The spell schools, if any, to be replaced by their respective Summon schools upon
character promotion. For more information on what Summon spells are, go here:
ForceKL Spell List