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Event: Archetype Dashing Design!

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Re: Event: Archetype Dashing Design!

Postby goldenbreath99 » Wed Apr 18, 2012 2:21 am

8-) How many will the winners be :?:
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Re: Event: Archetype Dashing Design!

Postby goldenbreath99 » Wed Apr 18, 2012 2:28 am

Is the winner gonna be the one with most content? and the one with the best drawning because this screams "unfair"
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Re: Event: Archetype Dashing Design!

Postby dominicanbro » Wed Apr 18, 2012 5:40 am

Archetype by: Kaineus
Server: Tensess (League)

1. Archetype Name: Astral Knight
2. Available Races: Xadaganians (Foresoldier), Orcs (Titan), Kanians (Keeper), Elves (Menace)
3. Role: DPS, Tank
4. Main Weapons: 2-handed swords, 2-handed maces, 2-handed spears, paired weapons, 1h sword and shield.
5. Armor Type: Plate Armor / Leather Armor
6. Name of Three Ruby Grids: Spectral Hit, Fury of the Astral, Cold Grip.
7. Archetype Mechanics and/or Key Abilities:

- Captive Sparks: the Astral Knights are able to cast a wide array of skills powered by the sparks they capture from slain creatures in Sarnaut. Astral Knights can carry up to 20 Captive Sparks inside them. Also, they are able to obtain Sparks from their trainer in Novograd/Nezebgrad.

- Spectral Hit: deals physical and shadow damage.

- Spark Flare: Ranged attack that deals shadow damage. Cost 1 Captive Spark.

- Astral Plague: Inflicts physical damage and the Astral Contamination effect, which causes a small periodic damage to HP as well to energy/mana for 5 seconds.

- Fury of the Astral: Deals physical and shadow damage and spreads the Astral Contamination effect to all enemies within a 10 yard radius. Cost 1 Captive Spark.

- Shadow Wrap: (Self buff) Reduces armor by 30% and turns the Astral Knight inmune to Fear. Can't be used with Aura of Restoration or Aura of Potency. Cost 2 Captive Sparks.

- Cold Grip: Drains the remaining life essence of the target if the target has less than 10% of their total life. Restores the Astral Knights's life according to the amount extracted. Has 50% chance to capture the enemy's Spark. When a spark is extracted the user receives a 10% movement speed bonus for 10 seconds (no stackable).

- Decimation: Frontal AoE (area of effect) attack, causing physical damage and has 30% chance of reducing the enemies's armor by 15/19/23% for 5 seconds if the Astral Contamination is in effect. Cost 2 Captive Sparks.

- Astral Irradiation (party buff): All party members become vectors of the Astral Contamination effect for 20 seconds, applying this effect to all enemies they attack.

- Spark Collector (passive): Grants 10% chance to obtain the spark of any enemy killed recently by other players within a 15 yard radius.

- Forced Extraction: Extract the enemy's Spark by force. Enemy must be 5% of HP or below (certain enemies are inmune to this).

- Illicit Restoration (Self heal): Restores 20% of the Astral Knight's HP by using the life force of several sparks. Healing effect is increased to 35% if the Astral Knight has less than 20% of HP. Cost 4 Captive Sparks.

- Explosive Sentry: Releases a spark endowed with heavy astral infusions. When a target approaches a 5 yard radius, the spark explodes causing shadow damage. Up to 4 Explosive Sentries can be released at a time. If they are released within 5 yards from each other, a chain reaction may take place when any Sentry explodes. Each Sentry has a chance to become "dud" and won't explode. If the Sentry hasn't exploded after 20 seconds, it vanishes without causing harm. Costs 1 Captured Spark per Explosive Sentry.

8. Brief description of archetype/lore
- During his vast life as a scientist, Tep wanted an personal army to use them in tandem with his Dark Plague. He took severely wounded warriors from the battlefield and gave them extremely dangerous doses of astral infusions. Most of the subjects died during the experiments, however a small group managed to survive and, still not losing their consciousness, retaliated against Tep and escaped. Tep called the experiment a failure, as he was unable to remove the will of the warriors. They wandered across the land, until the cataclysm came and the astral warriors were isolated in their own floating isle. Years passed, and they were finally found by a group of Gibberling adventurers. Some of them decided to leave the allod, while others remained on it. Some time later, an Imperial Vessel made contact with the allod, and again some left with them. Each group of warriors shared the secrets of their origin, and now the League and the Empire posseses the dreaded Astral Knights.

9. Design the archetype’s unique gear/trademark look with an image editing program or provide a screenshot of your in-game character representing the archetype using a combination of existing in-game armor/vanity items.
Image
Last edited by dominicanbro on Thu Apr 19, 2012 9:35 pm, edited 24 times in total.
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Re: Event: Archetype Dashing Design!

Postby heckranger » Wed Apr 18, 2012 6:45 am

1. Archetype Name: Specialist Ranger
2. Available Races: (Kanian) Exploiter, (Elves )discoverer , (Xadaganians) profiteer
3. Role: Heavy Long/melee range DPSer
4. Main Weapons: Bows, Crossbows, Two handed dagger, Paired first weapons and ropes.
5 Armor Type: Leather
6. Name of Three Ruby Grids: deadly shot, Dodger dexterity, Weak curse
7. Archetype Mechanics and/or Key Abilities:
Like a better scout class, with more traps and much more damage.
Deadly shot Basic shot that stop the target for 1 second resulting from the impact
Dodger dexterity, make you dodge 70/80/90% of the atacks for 20/25/30 seconds, with 45/40/35 seconds cooldown each time a blow hit you restores 5/10/15 % of the health
Weak curse Make the target drops the speed by 20/40/60% and drop the damage dealt by the target drops 10/15/20% for 20/25/30 seconds

That class has about 5 trap tips, some like caltrops, some like a smoke bomb, and some landmines that deal damage. And some traps that when someone walk by it throws poison daggers in all directions that make a debuff of 5% health damage for 10 sec each 2 seconds, another trap is a hidden hole with some stacks inside and when someone falls inside it lost 20% of total health and is unable to move for 3 sec, but can't take damage as it is inside the hole.

All the traps have to be prepared in advanced with a special craft skill and each kind of trap is a rubie grid ability.

That class has two abilities that use his rope, the first one is an AoE attack. Swinging the rope to the enemys ankles making them fall for 3 sec and the possibility of the hit head effect that applyes with a 20/30/40% chance of the enemy hit his head when falling and deals 8/10/12% damage from the enemy health.
The second rope ability is to use the rope as a whip and deals damage and a bleending efect that lasts for 8/10/12 Seconds.

Serrated Poison Built Arrow is a special ability, shoting an arrow on the enemy that aplyes an putrefy necrosis effect making the target slowly die, but the enemy has the option to remove the arrow that aply an hemorrhage effect that take away 15% of the target health.

The only healing skill of this class the nature restore, heals for 20/30/40% of the health and has a 60/50/40 Seconds cooldown, That ability has an ancient history, it was learned from the wardens, they teach the new scouts how to pray for the nature god and beg for him help.

The better version of the vanish skill from the old scouts the Disappear skill that make you invisible for 20/25/30 Seconds with 40/35/30 Seconds cooldown.

The better version of the incendiary shot the Perpetual Blazing Shot, does damage and sometimes applys the Fear from Hell effect, that make the target run away in fear.

Gigantic Thunderbolt the better version of tesla shot calls a huge Thunderbolt from the sky and apply and 3/5/7 Seconds statistic shot effect.

The two melee skill of that class are The Piercing Stab that aplys and blending effect of 3/5/7 seconds and the Counter Defence , crossing your two daggers or claws making and X absorbs 30/40/50% damage and return 10/15/20% of the damage absorved.

8 Brief description of archetype/lore
For a long time, scouts have been massacred by all the classes in the war that happened between everyone that was looking for an ancient treasure called the lvl 50 ALL GODS RUNE many people have died by the curse that was in everybody that try to get the treasure, the most of the classes didn't died because their heal skills but the scouts suffered so much without those skills and get nearly of extinction, but when there were just a small group of Kanian Rangers still alive they find some elfs and xadaganians Orphans kids them started to teach them scout's technics. As scout is an explorer class they made their own Ship called the Flying Arrow and started to training on far Allods, the most far from the war they could. One of those trips they find an old allod and found a book of ancient Bow, traps, and fast weapons technics and taught the kids to be a new and powerful class as they were too old to get those technics for themselves. After ten years of intensive training, exploring unknown allods and getting valuable treasures, the last Kanian Ranger died and the kids decided to go back to the war, The elves and Kanians separated from the Xadaganians and back to rule the ancient war.

9 Image. Character design
Image
In game name Heckenschutze, league, Nezeb
Last edited by heckranger on Thu Apr 19, 2012 3:00 pm, edited 10 times in total.
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Re: Event: Archetype Dashing Design!

Postby ciuine » Wed Apr 18, 2012 6:49 am

1. Archetype Name: Demon Master / Demonic Cultist
2. Available Races: Elves (Caballing), Gibberlings (Repentant), Arisen (Fallen/Relic), Orcs (Redeemed)
3. Role: Healer, Tank, Hybrid (Energy user)
4. Main Weapons: Maces, Spears, Staves, Shields
5. Armor Type: Plate Armor
6. Name of Three Ruby Grids: Prayer of Light, Demonic Siphon, Demonic Fortitude
7. Archetype Mechanics and/or Key Abilities:
Astral Acclimation: Purple percentage bar, starts at 100% and decreases by varying percentages for abilities used. For every 10% lost the player receives a debuff called "Astral Weariness", after five stacks the player starts to receive +1% damage every two seconds per stack to itself.
Prayer of Light/Dark: Prayer to the God of Light/Darkness which grants X damage to enemy target or Y healing to friendly target. Slightly acclimates the player to the astral. (+10% Astral Acclimation, 2 second cast, weapon variable energy)
Demonic Siphon: Damage over time debuff, very slightly acclimates the player to the astral, 10/20/30% chance to restore as much health as it removes from the target. (-10% Acclimation, 15 energy, instant, no cooldown.)
Demonic Fortitude/Resilience: Swallows the player in a body of light/dark that increases resistances and armor by 10/20/30% and increases threat generation by 15/30/50% for 15 seconds. (-20% Acclimation, 30 energy, instant, 30 second cooldown.)
Demonic Whispers: Confuses an enemy, making them attack a friendly target within 10 yards or themselves for 3/5/8 seconds. Requires 20% acclimation. (2 second cast, 1 minute cooldown, 40 energy; forces all damage from a PvP enemy to hit itself or a nearby friendly target, counter is to stop attacking)
Astral Rift: Creates a tear in the astral which rips your group members through stable astral to your location. Requires total acclimation. (10 second cast, 30/20/10 minute cooldown. Cannot be used on group members located outside the current allod. Meaning; you can use it anywhere in the world except to summon people into an Astral Layer allod.)
Blinding Light/Darkness: Surrounds the target in a scorching light/despair of darkness where only the player is visible for 12 seconds. (-10 Acclimation, 20 energy, instant, 10 second cooldown.)
Unrelenting Weariness: Damages the enemy target for X or heals the friendly target for Y per stack of Astral Weariness. Damages the caster for +1% per stack of Astral Weariness afterwards. (40 energy, 2 second cast, 5 second cooldown.)
Call Demon: Calls forth a random demon from the astral, each demon has one major spell and one aura. (Call Demon is an activated skill that summons a new demon once every minute and decreases energy regen by 10/8/5 points. Each rank makes the demon's spell and aura more powerful. Comes with three "stances"; Healer, Tank, Damage. Being in one of the stances can change the randomness of the demon summoned.)
  • Demon Hunter:
    • Astral Rip: Applies an Astral bleed.
    • Aura of Rapidity: Decreases cast time by 3/5/10%.
  • Demon Scout:
    • Astral Shot: Ranged Astral attack.
    • Spiked Aura: Reflects 3/5/10% of an enemies damage back at them.
  • Demon Mage:
    • Circle of Doom: Light constant Astral AoE damage.
    • Aura of Recovery: Reduces all cooldowns by 3/5/10% while active.
  • Demon Shadow:
    • Fearful Howl: Light Astral damage, with a 20% chance to stun the target.
    • Aura of Shadows: Increases the ability to dodge all attacks by 3/5/10% but increases damage received by 1/2/3%.
  • Demon Eye:
    • Spot Weakness: Increases player damage to target, does light astral damage.
    • Aura of All-sight: Increases damage by 3/5/10%.
  • Demon Healer:
    • Astral Heal: Heals a random friendly group target.
    • Aura of Healing: Increases all healing received by 3/5/10%
  • Demon Assassin:
    • Astral Sunder: Applies a debuff that increases the player's threat to the target.
    • Aura of Stealth: Reduces damage received by 3/5/10%.
Demonic Sway (Ruby): Increases the chance by 5/10/15% that the random demon summoned by Call Demon will benefit the current stance.
8. Brief description of archetype/lore
Previously a Cultist of Sarn's order; but left the order after being looked down upon and forced to bear the curse of immortality. It retained a book full of all of Sarn's teachings and wishes; the demonic cultist slowly learns and masters the astral arts and the ability to bend the astral to its own will. After Kirah, the Cultist finds a new order via the New Opportunities quest, and follows the path of darkness. (While still retaining prior Astral knowledge/abilities; basically a way to make all the skills more Nihaz.) The Demon Master / Demonic Cultist is its own worst enemy; while greatly capable of tanking and healing, a few wrong moves will break the Master/Cultist's concentration and will end in death.
9. Design the archetype’s unique gear/trademark look
Image
Ciuine - Tensess
Last edited by ciuine on Tue Apr 24, 2012 9:11 am, edited 4 times in total.
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Re: Event: Archetype Dashing Design!

Postby slumberil » Wed Apr 18, 2012 8:00 am

Laveda - Nezeb
--------

Name: Grappler

Available Races: Kanian Wrestler, Xadaganian Boxer, Arisen Pugilist and Elven Rebel

Role: DPS and Support

Main Weapons: Bare hands or 2-hand Fist Weapons

Armor Type: Cloth from level 1 and Leather from level 10

Name of Three Ruby Grids: Knuckle-down, Tackle and Kick

Mechanics and/or Key Abilities:
A variety of the grappler’s abilities are based on single-target damage and control. Grappling moves and holds can render their opponent stunned, knocked-down and even disarmed. A key element to their attacks is Adrenaline (much like combat advantage) is built up to increase damage output and the duration of their effects.

- Knuckle-down is a charging fist attack that damages and stuns the opponent for about 2-3 seconds after being punched.

- Fighting Spirit is a buff that affects nearby friendly targets boosting their Expertise/Perception by 5/10/15% for 15 seconds.

- Barrage assaults the opponent with a series of punches and kicks that leave them knocked-down for about 3-4 seconds. If the opponent is stunned, additional damage is received by the target.

- Crippling Throw is a ranged attack that damages and slows the target for 3-5 seconds after being hit by a throwing dagger.

Brief description:
Grapplers emerged from the underground fighting circuits of Nezebgrad and trickled into Novograd amongst the construction workers. Though initially dismissive of the idea of using “street fighters” in his army, Yasker was impressed at their ability to subdue even his toughest warriors rendering them pacified and even unconscious.
Not having conventional weapons makes them faster and their ability to hold opponents make them invaluable as a supporting class.

Appearance:
Typically a grappler is not shrouded in armor or even seen carrying weapons. Their fighting techniques require light, flexible clothing that allow them fight unrestrained.

Image



:geek:
Last edited by slumberil on Sat Apr 21, 2012 5:59 pm, edited 2 times in total.
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Re: Event: Archetype Dashing Design!

Postby ryuu2010 » Wed Apr 18, 2012 8:08 am

1. Archetype Name: Sanctifier
2. Available Races: Elven and Arisen (Elven Lightbringer and Arisen Dark Blader)
3. Role: Tank, Support, Dps (Mana User)
4. Main Weapons: 2 Handed Spear, 2 handed Sword, 1 Handed spear, 1 Handed sword, Shield and Wand
5. Armor type: Leather armor, Plate Armor 30+
6. Name of Three Ruby Grids: Sanctifier's Light, Dark Rage, Rage of Ages.
7. Archetpe Mechanics and/or Key Abilities.
Sanctifier's Light: Enrichs the Sanctifier's Weapon with Holy power to deal additional Holy damage with each Physical Strike. Increases Threat if using a shield and a 1 handed weapon.

Dark Rage: Enrichs the Sanctifier's Weapon with Dark power to deal additional Astral damage with each Physical Strike. Increases Threat if using a shield and a 1 handed weapon

Rage of Ages: Using the Sanctifier's Flares, The Sanctifier releases all the flares to attck the target 3 times. Uses 3 Holy Flares or 3 Dark Flares. If Holy Flares are use,The attack will deal additional holy damage to the 3 hits. If Dark Flares are used, the target will recieve a debuff that will deal Astral damage every 2 secs for 8 secs.

Astral Reckoning: Uses the power of the astral to heal you and party members with in 30 yards. Consumes one Dark Flare.

Dark Flare: As Astral damage is dealt, you will Gain the Dark Flares buff increasing your physical damage done and physical attack speed by 10% per stack. Stacks up to 3 times. Only one Flare type may be up at any time

Holy Flare: As Holy Damage is dealth, You will Gain the Holy Flares buff increasing your MAgical damage done and Healing done by 10% per stack. Stacks up to 3 times. Only one Flare type may be up at any time.

Aura of Ages: The ages of knowledge have granted you the blessing to heal party members with in 30 yards of you every 5 secs. Passive skill that is activated.

Astral Shield: Throws your shield with a Astral covering that deals damage to the the target and bounces to 3 other targets doing the same amount of damage. Increase threat on the targets hit by the shield. Consumes 1 Dark Flare.

Lighting Toss: Throws your weapon with holy power enchanting it to strike a target with Lighting. Disarms for 3 secs and consumes 1 Light Flare.

Holy Torrent: Summons a wave a holyness from your body dealing holy damage to all monsters and players with in 30 yards and heals all party members with in 30 yards. Increases threat to all monsters and consumes 1 Light Flare.

Towering Shield: Enchants your shield using either the Light Flare or the Dark Flare to give you a buff for 5 mins. If Light Flare is used, the buff will increases your defense by 10% and increases Threat by 50%. If Dark Flare is used, the buff will increase you Damage dealt by 20% and increase threast by 25%. Consumes one Light Flare or one Dark Flare.

Horn of Ages: Blows a horn that Resounds through the ages increasing you and your allies with in 30 yards Attack speed and Casting speed by 30% for 1 min. Horn of Ages leaves a debuff that makes you immune to the buff for 15 mins.

Astral Horn : Calls upon the astral to provoke all nearby target with in a 20 yard range that are agroed to you or your party members for 20 seconds. Increases attack and defense by 1% for each target agroed.

Elven Lightbringer Racial: Legendary Spear: Summons a spear that falls from the sky on the target and deals Holy damage. The target is blinded for 5 seconds and takes damage every second.

Arisen Dark Blader Racial: Legendary Sword: Summons a sword from the underworld to cleave the target and deal Astral Damage. The target is feared for 5 seconds and takes damage every second.

8. Brief description of archetype/lore.
The Sanctifiers were not known to anyone. They were a very secertive society that have watched Sarunat from the time man started civilzation. Sanctifiers knew many secerts of light and darkness that caused them to stay hidden. Following the flow of time, Watching the countless wars that raged between the Empire and the League, and Observing the Clash between Sarn the God of Light and Nizah the God of darkness, They learned more and more that they did not share. Unfortunately, a Battle between Sarn and Nizah cause the barrier of Living and the Dead to be broken. This turmoil caused the Sanctifiers to leap into action to fix the distortion. In the halls of the Sanctifier's Council, they discussed which races to bestow thier knowledge and arts to. In the end the Elves and the Arisen were the choices of the council. With the knowledge of the Sanctifier's passed on to the two races, they developed the skills to be able to combat this distortion of the barrier between the living and the dead. Knowledge of the Sanctifiers passed, they left with out a word going back into the darkness to never been seen again. With many secerts still unknown to the Arisen and the Elves they used what the learned to help thier faction go to war with all new abilities. Elven Lightbringers and Arisen Dark bladers bear the responsebility of the ages on their shoulders hoping to bring peace to thier fellow citizens and Faction.

9. Design the archetype’s unique gear/trademark look with an image editing program or provide a screenshot of your in-game character representing the archetype using a combination of existing in-game armor/vanity items.

i dont have a picture of a Arisen so i Used my Alt Yutii to do a picture for the Arisen Dark Bladerr:
Image

This is a picture of Yurikins to represent Elven Lightbringer
Image

Realm: Tensess
Character: Yurikins
Faction: League
Last edited by ryuu2010 on Wed Apr 18, 2012 12:22 pm, edited 3 times in total.
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Re: Event: Archetype Dashing Design!

Postby teg00 » Wed Apr 18, 2012 9:43 am

1. Astral Merc
2. Rinean (New Class)
3. Role: Dps, Trapper
4. Main Weapons: Dual Spectral Harpoon guns/ Spectral Harpoon Blade
5. Armor Type: Leather
6. Three Rubies: Poon Shot(unlocks almighty poon shot), Greater Astral Essence(increases amount of astral essence you have), Spectral Runner(phase into the deeper astral plane for a short period of time, no dmg/speed increase)
7. Archetype Key Abilites
(Astral Essence) similar to combat advantage but fills up by using spectral weapons.
(Spectral Hold) With one of your spectral harpoon guns you are able to shoot and hold one enemy while you damage it with your other weapon.
(Blade Fade) Your harpoon blade attack speed increases by 5x.
8. The Rinean are a newly discovered race. Little is known about them though they are very familiar with the astral and current wars. They decended upon the factions and are harbored on an enormous astral ship on which they live.
They are quite powerful and harness powers of the astral, unknown to the factions, it rivals the power of the gods.
They are considered by the empire and league as mercs since they do not align themselves with a particualr faction and can move between them freely, though they do require payment for their neutrality in the form of Asralinium. Their ultimate purpose and intent is still unknown.
The leaders of the factions have no choice but to accept this new race's presence. Also the Rinean provide adequate defense to the factions' homelands from the astral.
Their true appearance has yet to be seen, but rumors are they are demon in nature.

Image

Gycon - Tensess- Empire
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Re: Event: Archetype Dashing Design!

Postby 123greendragonbc » Wed Apr 18, 2012 9:49 pm

goldenbreath99 wrote:Is the winner gonna be the one with most content? and the one with the best drawning because this screams "unfair"

Not sure how that equates to being "unfair"...someone putting forth the most work, and having good skills? 0.o
I would hope that is contributing factor, along with maybe concept and/or originality.
Good luck with your submission
And good luck to all the others since Im on the topic... some pretty cool concepts so far :)
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Re: Event: Archetype Dashing Design!

Postby gwees45 » Thu Apr 19, 2012 9:25 am

Do jokes win? cause this is my favourite :

Race : Extraterrestrial



Edit: LOL LOL LOL LOL LOL LOL LOL LOL LOL LOL LOL LOL LOL LOL LOL LOL LOL LOL LOL LOL LOL LOL LOL LOL LOL LOL LOL LOL LOL LOL LOL LOL LOL LOL LOL LOL LOL LOL LOL LOL LOL LOL LOL LOL ....
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