Type: Clever (Skills/magic expert)
Str: 1
Vit: 1
Def: 2
Int: 6
Luk: 5
Spd: 3
Courage: Timid
Charm: Interesting
Intelligence: Smart
Diligence: Little
Understanding: Extensive
Quirk: Plays with his hands a little too much...
Preferred Weapon: Spell Book, Bow, Staff, Dagger
Type: Sneaky (Stealth and Firearms expert)
Str: 5
Vit: 1
Def: 1
Int: 1
Luk: 5
Spd: 4
Courage: Timid
Charm: Sexy
Intelligence: Idiot
Diligence: Little
Understanding: Fundamental
Quirk: Likes to act like a ninja a lot...
Preferred Weapon: Dagger, Claw, Bow, Firearm
Type: Lazy (Tank)
Str: 5
Vit: 6
Def: 6
Int: 1
Luk: 1
Spd: 1
Courage: Bad-Ass
Charm: Uninteresting
Intelligence: Idiot
Diligence: Callow
Understanding: Fundamental
Quirk: Likes to eat a lot...
Preferred Weapon: Gauntlet/Greaves, Axe, Hammer, 1H Sword/Shield
Type: Confident (Physical Damage Dealer)
Str: 7
Vit: 3
Def: 3
Int: 1
Luk: 3
Spd: 1
Courage: Ambitious
Charm: Interesting
Intelligence: Idiot
Diligence: Industrious
Understanding: Fundamental
Quirk: Sometimes gets a bit too hot-headed...
Preferred Weapon: Bow, 2H Sword, Axe, Hammer, Gauntlet/Greaves/Claw, Dagger, Spear/Lance
Type: That Guy (Balanced, Canon)
Str: 3
Vit: 3
Def: 3
Int: 3
Luk: 3
Spd: 3
Courage: Uninspired
Charm: Somewhat attractive
Intelligence: Kinda smart
Diligence: Self-persevered
Understanding: Basic
Quirk: Doesn't like talking...
Preferred Weapon: All
Please note that "Preferred Weapon" means that the character type is ABLE to train and use that weapon. That Guy can technically train and use all the weapons, but he's good at all of them, not great.
REVAMP: STAT EXPLANATION:
Str: Determines the amount of physical damage done. Also, each weapon requires a certain number of Str to use. Str can also be used to unlock certain paths (knock down doors, etc.)
Vit: Determines the amount of HP the character will have. 40 HP per Vit point.
Def: Determines the amount of physical damage absorbed.
Int: Determines the amount of special damage done. Also determines the amount of magical damage absorbed. Also, a number of Int is required to pass tests.
Luk: Determines the amount of SP/MP/TP the character will have, the drops at the end of a battle, and the overall percentage of critical hits (1 Luk = +0.2% critical hit rate).
Spd: Determines the order of moves. Higher Spd means that the character will move first. In the event of a tie, priority will be randomly determined.
Weapon Types:
Dagger/Twin Dagger: Weak, but fast and has a high critical hit rate.
1H Sword/Shield: Moderately weak, but fast and has a higher chance to avoid attacks with the added chance of a block.
2H Sword: Very strong, but slow.
2H Axe/2H Hammer: Extremely strong, but very slow and has a high critical hit rate.
Bow: Long range, moderately weak and has a medium fire rate, but has a high critical hit rate.
Claw/Gauntlet/Greaves: Fast and moderately strong. Some claws can also be used to cast spells.
Spear/Lance: Strong and has a long range.
Spell Book: Required for spells. Each spell book has its own properties (Increased Int, high critical hit rate, etc.)
Staff: Required for spells. Each staff has its own properties (Increased Int, high critical hit rate, etc.)
Firearm: Weak, but fast and has a long range. Has a decent chance for critical hits.
Item Thrower: Throws items from the inventory, therefore ammo is limited by the size of the inventory. Properties and strength depend on the item. Key items cannot be thrown.