Their racial levels act as an 'over leveled' mechanic at half-efficiency, in a mirror of how class levels work. Once you hit 6 tails, attempting to solo raid bosses becomes a consideration, since most same-level groups would happily turn on you as 'bonus loot' or a 'consolation prize' depending on how it went. Going from 4 tail to 5 tail would bankrupt the average guild, so on top of the enormous amount of exp that lead to the race being nicknamed 'Audinos', the loot dropped by a kitsune could be expected to be well above average value. On top of that, earning another tail requires both 10 racial levels, AND the tail's specialization to be maxed.Įxp also scales based off effective total, not the individual skill, so the specialization of the ninth tail would require an exp total scaled off the 90 racial levels AND the 40 subclass levels together at best.Īfter all that, to earn the next tail you have to sacrifice data crystals of total value compared to your character's total exp. If a class has prerequisites? You need those too. If a class has 10 possible levels? That's two tails required, and the excess exp goes to waste. So one tail qualifies for up to 5 levels in a class, but it can only be one class per tail, and it is leveled up completely separately. The kitsune race I created for this is meant to be a 'difficult but rewarding' thing for the players, that the devs unbalanced badly in the difficulty direction.īasically, 10 levels is one tail, and each tail represents a subclass at one half efficiency. Originally went with druid, then monk, levels before I was reminded basic classes max at 15, not 10 Īyamari^Nozomu (Meaning False Hope, using the phonetic Kanji instead of being written properly because the player was a foreigner learning Japanese with help from the game, and kept as a meta joke that even the name isn't real) I have a handful of them, the Overlord cyoa, and Jumpchain, were really good for refining inspirations.įirstmy favorite, most refined one, Kitsune Illusionist.