Forums

Event: Archetype Dashing Design!

Discuss all aspects of Allods Online here.

Re: Event: Archetype Dashing Design!

Postby zallocc » Sat Apr 21, 2012 4:06 pm

Char: Olynn, Empire, Nezeb server.

1.Archetype Name: Inventor
2. Available Races: Gibberlings, Arisen
3. Role: Pet DPS/debuff
4. vMain Weapons: 1-handed daggers, 1-handed maces, 1-handed spears, off-hands, wands.
5. Armor Type: Plate Armor (caster spec)
6. Name of Three Ruby Grids: Fire Automaton, Spark Prod, Explosive Grenade
7. Archetype Mechanics and/or Key Abilities:
Key Mechanics:
Automatons – TL; DR: Up to 3 disposable/recastable pets that run on Combat Advantage (Fuel)
Long explanation: Robotic, temporary pets that the Inventors activate and command against their enemies. Automatons run on fuel (explained below), and thus are not active when the Inventors are out of combat since they’d just be wasting it. There are several different types of Automatons available to Inventors, each powered by a different element (Ice, Fire and Poison, explained below)). Inventors can have up to 3 Automatons active at any time. Automatons deal damage but do not draw threat away from their masters, requiring them to use strong armor to survive. Their damage and attack speed depends on the equipped weapon. If all fuel is depleted while Automatons are active, they shut down (disappear) after 3 seconds unless some fuel is replenished within that time. Automatons have to be managed carefully, so as to not consume too much fuel too quickly and leaving the Inventor defenseless. Automatons cannot change targets, and will keep attacking the one they are cast against until the target is out of the Inventor’s attack range, the target or the Inventor die or they shut down (either by running out of fuel or at the Inventor’s command). Changing targets does not deactivate the Automatons, giving the Inventor the ability to engage multiple targets simultaneously, although each target will only receive the damage dealt by the Automatons attacking it. Some Automaton attacks will affect all Automatons, while others only certain types of Automaton. For example, a fire attack would only be carried out by active Fire Automatons, while a physical attack would be carried out by all. Fire attacks would not be available to cast if no Fire Automatons are active. Fuel would be consumed depending on how many Automatons carry out the attack, 1x if one, 2x if two, or 3x if three. If the Inventor doesn’t have enough fuel for all applicable Automatons to carry out an attack, it won’t be carried out, even if there is enough for one to do so. Inventors are unable to command Automatons individually, so when an Automaton attack is ordered, all Automatons that can carry it out do so simultaneously.

Automaton types:
(Note: All are capable of using physical attacks. Ranking up increases damage dealt. Automaton types with their basic attack are available in talent grids, additional attacks must be unlocked in the Fire Automaton ruby grid):
Fire Automatons. Avaliable at lvl 1, they carry out fire based attacks and cast fire-based DoTs. Can replenish fuel by burning off chunks of the target to power themselves, making them highly versatile.
Ice Automatons: Available after spending 12 talent points, carry out ice- based attacks that can slow the target’s movement and casting, freeze it in place and shatter its armor.
Poison Automatons: Available after spending 28 talent points, they carry out poison attacks and cast debuffs, which include reduced healing and temporarily reducing stats, as well as DoTs.

Fuel – Works akin to a Warrior’s Combat Advantage. It is generated by some skills cast by the Inventor and consumed by Grenade, Prodding and Automaton attacks. Fuel replenishes itself back to 100% when the inventor leaves combat. Fuel could be replenished in combat through the use of certain skills, the amount varying on the skill used and its level. Replenishing skills are available as talents, but can be boosted with rubies found in all 3 grids. They would include:
Refill: Replenishes X% fuel, consumes mana.
Emergency Measures: Replenishes X% fuel, consumes Y% of total HP
Rationing: Slowly recovers fuel over time, consumes Mana.
Efficient consumption: Reduces Fuel cost of the next spell by X%. Rank improves X; long cooldown.
Energy leech: Drains hostile target’s life to replenish fuel, consumes mana, long cooldown.


Grenades – Thrown artifacts to deal damage or some control effect to targets. Damage depends on Wand. Consume fuel. Types would include Glue grenade (slow single target), Gas Grenade (Debuff, AoE), Explosive Grenade (fire damage, AoE centered on single target), Stun grenade (stuns single target) and Flash bang (blind target, AoE), ranking up increases damage, radius and/or duration. Grenades have a minimum range cannot be used in melee range, as the Inventors might hurt themselves. Grenade types are available as talents, with boosts in the Explosive Grenade ruby grid.

Prodding skills: Melee-range skills that the inventor may use in close quarters combat, consume both Mana and fuel. There are 2 types: wand prods and weapon prods. Damage depends on wand or weapon. Wand prods all share a cooldown, weapon prods share their cooldown too. Skills are available as talents, with improvements in Spark Prod ruby grid. The grid would also contain minute defensive skills (indicated below). Prodding skills include:
Spark prod: prods target with your wand, dealing X lightning damage, Y% chance to stun target (damage and chance increased with rank).
Explosive prod: prods target with your wand, dealing X fire damage, Y% chance to knock target down, Z% chance to hurt self for same amount (ranking up increases damage and chance to KD, reduces chance to hurt self).
Toxic prod: Prods target with your weapon, dealing X damage over Y seconds (damage and duration improved with rank)
Accurate Prod: Hits target’s weak spot with your weapon, dealing physical damage.

Other Skills:
Spring shoes: Instantly jump X feet in a random direction.
Electrified armor. Automatically deal X% of damage taken to attacker while buff is active (can only be cast on self).
Protective goggles (passive): X% chance to resist blinds.
Weak appearance: Threat reduction
Rocket shoes: Increased movement speed, consumes fuel.
Defibrillator: Consumes all fuel available to heal self or friendly target, HP healed depends on consumed fuel. 5 mins cooldown, can be used in combat.
Exploit weakness: reduces target’s defense.

Racials:
Gibberlings: Performance enhancer: Increases self or friendly target’s Str and Int for a time.
Arisen: Self-destruction: Detonates all the Inventor’s Automatons, dealing damage in a small area around them. Consumes all fuel, damage depends on amount of fuel consumed.


8. Brief description of archetype/lore:
The Inventors are the geniuses behind each faction’s technological advances. While they have typically locked themselves in labs and workshops due to their lack of combat skills, the recent development of personal combat technology has allowed them to begin adventuring alongside their peers, overpowering their enemies using their scientific knowledge and their wits more than their muscles or magical prowess. While for now only they have the ability to use their creations, maybe one day their gizmos will become so widespread that even children will easily manipulate them easily while their grandparents can pretty much just stare at them in awe. The inventors are:

Gibberling Tinkerers: Along with their advances in navigation, the Gibberlings accidentally discovered other, less immediately useful technologies that would take years to refine. Their most ingenious members started dedicating themselves to these new discoveries and to reverse engineering captured imperial technology for the League’s war effort. Now armed with devices of their own invention and their unmatched creativity (3 minds think better than 1!), these former shut-ins have taken to field test their technologies and to put their theories to practice in the League’s struggles.

Arisen Masterminds: Naturally talented in both magical and scientific pursuits, the Arisen have long been the driving force behind the Empires’ technological progress. Despite having largely confined themselves to the ZIT and a number of labs for years, the most adventurous of the Arisen have finally decided to step out to the world to develop, test, and improve their own technologies, cutting out experimental subjects that simply don’t understand their creations as well as they do. These brave empiricists are now making a name for themselves not only in the academic circles, but among the most battle-hardened of the imperial veterans.

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
User avatar
zallocc
Wanderer
 
Posts: 118
Joined: Sat Sep 18, 2010 10:39 am

Re: Event: Archetype Dashing Design!

Postby sepios_ » Sun Apr 22, 2012 1:26 pm

deaderaco wrote:1. Archetype Name: Free Trader
2. Available Races: Minotaur
3. Role: DPS, Assassin
4. Main Weapons: 1 handed Daggers, Knives, ect. Axes.
5. Armor Type: Leather
6. Name of Three Ruby Grids: Assassins' Edge, Counter, Profit
7. Archetype Mechanics and/or Key Abilities:

Neutrality – This class is considered non-hostile to all Empire and League NPCs, unless it attacks them first, or attacks a player near their factions NPCs. However, free traders cannot board the boats which lead to the factions capitals. They are able to access a Free Trader auction house and bank storage in Eljune. They can talk with and trade with both factions, making them the 'middle-men' of Allods economy.

Assassins' Edge – Makes your character invisible. Movement speed is decreased by 30%/20%/10%. Using this spell again on an enemy while invisible will deal a set percentage of their health in damage and knock the enemy down. It's highly effective against tanks or classes with high health/armor, since the damage is based on the health of the target and not the user.

Counter – For the next 2/4/6 seconds, you will absorb all damage. At the end of the spell, all the damage absorbed will be returned to the attackers. You cannot attack or move while this ability is active.

Profit – Each time you kill an enemy, your cooldowns reset. If your health goes below 20%/35%/50% you will gain increased attack damage. Monsters will drop 3%/4%/5% more gold.

Headbutt - This skill will allow the Minotaur to use his horns and ram the target. This will deal damage and blind them for 3/4/5 seconds. It will also knock them backwards.

8. Brief description of archetype/lore
Free trader minotaurs already exist in Allods. They are usually found helping out the Historians. A character that chooses to become a Free Trader will lose access to a lot of the main Nezebgrad/Novograd quests, but in exchange he will be able to deal with both factions and do their quests outside these capitols. Being neutral comes with a price - both factions can attack Free Traders.

Minotaurs are built with a surprising array of stealth attacks, however they can spec into pure DPS instead. They don't make good tanks. The Assassins' Edge ability is meant to give them a chance to close in on an enemy unseen, where they can then unleash a series of stuns and counter abilities to prevent the enemy from attacking effectively. Their weakness would be ranged classes that can keep the Minotaur kited, such as scouts or mages, but if the Minotaur gets close enough he should deal considerable damage. Similar in concept to a Melee Scout, it hits hard and dies fast.

9. Design the archetype’s unique gear/trademark look:

[img]http://fc07.deviantart.net/fs70/f/2012/112/5/b/minotaur_banner_by_eliskan-d4x99rk.png[/ig]

I made this banner in Photoshop. The logo is the emblem of the Free Trader Minotaurs. The two stripes on the flag represent the two factions and the Free Traders neutrality. You can click the image to see an older version (without the skulls). Obviously minotaurs already exist in the game, I'll try and post a screenshot of one of those as well.

Deadacothaein - Nezeb - League

lol winrar
heavenly blessed beauty whose inner and outer beauty are divine and everlasting
Majin / Sepios - '09s priest
User avatar
sepios_
Free Trader
 
Posts: 1361
Joined: Tue Dec 05, 2006 6:05 am

Re: Event: Archetype Dashing Design!

Postby rotcjames » Sun Apr 22, 2012 2:57 pm

Rotcjames - Tensess Empire

NAME: Coder
RACES: Xadaganians (hacker), Arisen (machinist), Elves (engineer)
ROLE: Support/DPS
MAIN WEAPONS: 1H Weapons, off hand
ARMOR: Cloth, 1-20; Caster plate 20+
RUBY GRIDS: Write Trojan, Firewall, Phishing
MECHANICS/ABILITIES:
The Coder has 3 main attack types: viruses are DoT spreading attacks, defensive protect the Coder and his allies for a time, and hacks which are the dps skills.
-Write Trojan (virus): Writes a virus that infects a single enemy. Whenever they heal an ally, are healed by an ally, or buff/are buffed by an ally (excluding auras), the virus spreads. Deals DoT for 5 minutes, and once the 5 minutes is up the virus explodes, infecting all nearby allies but dealing no additional damage to the host.
-Firewall (defensive): Sets up a firewall to avoid all incoming non-physical damage. Disabled when physical damage is taken.
-Phishing (hack): Inflitrates the target to extract DNA. The Coder creates a nearly-identical copy of the target. The copy attacks the target, and appears friendly to allies although it and the original become vulnerable to allies' attacks. Semi-intelligent phrases respond to the target (i.e. Target: Guys, get this thing! Kill it! Copy: No, I'm real. Get them!)

Lore:
Finally, after months of secretive work, the heads of the ZIT presented their new find to Yasker: the L.A.P.T.O.P., or Launch Attack Program, Transportable Operating Package. Yasker was thrilled, and urged the scientists to train their best fighters to use it. The Arisen quickly became enthralled in the new technology, creating a race of dedicated, highly intelligent operators of these L.A.P.T.O.P.s, known as Machinists. They could infect entire armies with the push of a button or turn the enemy on his own by entering a few lines of numbers and symbols. Yasker urged the other races of the Empire to follow the lead of the Arisen, and although the Orcs threw the machines against walls or used them as targets, the Xadaganians were taken under the Arisens' wings and brought forth a powerful unit of Hackers.

Soon, the Coders were in battle, and after being made prime targets requested plate armor. Seeing how invaluable the Coders were, Yasker granted them their request. However, a young Machinist was killed in the Holy Land, and seeing the strange machine, an Elven soldier recovered the strange object and took it back to Novograd. Elven scientists quickly reverse-engineered the technology and soon Elven Engineers were using their new L.A.P.T.O.P.s to destroy entire Imperial companies in battle. The Kanians, too archaic to use the technology, and Gibberlings, too small to effectively enter rapid commands, stood behind their newfound war machines.

ARMOR:
The vanity was a bit limited, but the general idea is something like this. (I would have drawn, but nobody would be able to tell what it was :lol: )
Image

Like bards have the instruments which don't show up, the Coders would have a laptop the same way, being able to use 1h and offhands.
Image

The Fleet: Maelstrom (Tensess), Retribution
Yul:
Rotcjames - lvl 51 Stalker *Doom* (Main)
Mazon - lvl 51 Crusader (alt)
Threesixteen - lvl 3X Brute (reinc)
Lallumeur - lvl 2X Defiler (reinc)


RIP Tensess
User avatar
rotcjames
Demon Hunter
 
Posts: 3319
Joined: Sat Feb 20, 2010 2:17 pm

Re: Event: Archetype Dashing Design!

Postby guildcreator » Sun Apr 22, 2012 4:51 pm

1. Archetype Name: Engineer

2. Available Races: Arisen - Inventor, Gibberling - Builder, Kanian - Crafter, Xadaganian - Architect

3. Role: DPS, Support

4. Main Weapons: 1-handed swords and maces, (in place of bows) 1-handed pistols and 2-handed rifle

5. Armor Type: Leather Armor

6. Name of Three Ruby Grids: Lash, Buckshot, Minefield

7. Archetype Mechanics and/or Key Abilities:

Builder’s Gauge – Defeated enemies fill the gauge; the capacity of the gauge determines the construct in terms of rank [1=Weak 10=Strong]
(Gauge goes from 1 to 10)
Lash – Inflicts damage; inflicts additional damage if enemy has the same level as the player.
Buckshot – Fires a spread shot inflicting damage and does additional damage overtime due to shrapnel effect.
Minefield – Set up a trap that can inflict damage to multiple enemies at a time and stun them for 10 seconds.

8. Brief description of archetype/lore

Description: Engineers use energy for their skills. Through the skill tree players can make their engineer a close range fighter with melee abilities, a long range gunner with dps abilities, or a skilled craftsman with supportive abilities (mainly use bombs, mines, and constructs) or the player can create combinations of all three.

Lore: Arisen scientists worked alongside Xadaganians to create a more mobile cannon. Through their hard work guns were put into production in Imperial factories. Gibberling and Kanian spies snuck into one of the facilities and brought blueprints and samples back to the League. The credit of the creation of guns was given to the Arisen and with their high intellect and engineering power they were able to produce different contructs such as Rank 1 Pawns, which are small humanoid machinations that defend their creator, to Rank 4 Fireflies, flying turrets that can attack an enemy from long distance, to Rank 10 Colossi, giant constructs with a huge amount of power (but they take a long time to build.)

9. They look sorta like this
Image
Last edited by guildcreator on Mon Apr 23, 2012 9:14 pm, edited 1 time in total.
My characters:
Paklon - Level 15 Crusader
Vola - Level 15 Cleric
Torano - Level 15 Skald
Ikaku - Level 15 Magician
Shagam - Level 15 Champion
Kagari - Level 15 Ranger
Vuadu - Level 16 Druid
Kolega - Level 10 Templar *MIA*
ALL on Avilon
User avatar
guildcreator
Citizen
 
Posts: 8
Joined: Fri Aug 12, 2011 7:31 am

Re: Event: Archetype Dashing Design!

Postby decen23 » Sun Apr 22, 2012 8:35 pm

Name: Scarecrow

Races: Elven,Arisen

Role: Major DoT/AoE dps.

Weapons: Scythe,pitchfork, 1 handed claw, 2 handed axe

Armor: Cloth

Ruby grids: Impale,Gas,Poison injection

Archtype mechanics: Fear, enough fear makes the scarecrow able to use different types of abilities with enough fear in 3 boxes, each one representing 33% of fear, the more fear you have the stronger your attacks that require fear. Gas increases your fear increase while causing major DoT. Poison injection requires 25% fear for it to be able to work and makes you teleport to the mob you are attacking and inject them which has a 15%(increases in ruby talent grid) chance to make the mob stunned for 1 second(increases as you level/level the skill)

Lore: As the battle in the astral rages on, the fallen heroes that were not able to resurrect in purgatory were put in a medics office to see if there was anything that could be done to bring them back. They attempted with several different types of metals and treatments but nothing worked so they tossed them aside waiting to send them to their family but something went terribly wrong. The metal reacted with the treatments and caused them to be an undead type of mutant/monster causing them to be able to blend in with the terrain while on a podium.

Image
decen23
Recruit
 
Posts: 34
Joined: Sat Mar 13, 2010 10:01 am

Re: Event: Archetype Dashing Design!

Postby bdcian » Sun Apr 22, 2012 10:16 pm

1. Archetype Name: Ecologists

2. Available Races: (Gibberling Supplicator, Orc Subduer)

3. Role: (DPS/Support)

4. Main Weapons: (2H-Mace, 2H-Spear, Staff, dagger, offhand)

5. Armor Type: cloth, leather (lvl20), plate(lvl30)

6. Name of Three Ruby Grids: Nature's Blow, Nature's Wrath, Nature's Servant

7. Archetype Mechanics and/or Key Abilities:
Having a long time contact with mother nature, Ecologists can communicate with and benefit from nature itself. They always come with their Nature's Assistant (initially a wisp) along their side wherever they go. It passively provides them aid in battle. But not like other pets, Nature's Assistant cannot be killed.

Ecologists, like Druids, have their own special allod. It is called Neverending Forest. Here, ecologists can train their Nature's Assistant to gain level and gain special abilities. Take note that the level of the Nature's Assistant cannot exceed the level of the Ecologist. It has been said that the Nature's Assistant is the soul of an Ecologist... So no Ecologist should neglect his Assistant...

Nature's Blow – Vine's sorround your weapon as you hit the target inflicting physical damage, has a 20%, 30%, and 50% (depending on level) chance to inflict poison damage every 2secs for 6secs)

Nature's Wrath – Vine's sprout at the targets feet inflicting nature damage, has a 20%, 30%, and 50% (depending on level) chance to inflict poison damage every 2secs for 6secs)

Nature's Servant – Grants your Nature's Assistant the Empower Aura. Empower Aura grants the Ecologist additional Intelligence and Luck equal to 50%, 75%, and 100% of the Nature's Assistant's level)

Other Abilities to note:
Living Armor - Sorrounds the Ecologist and party members with protective vines giving them 10%, 20%, 30% (depending on level)) more armor and resistance.

Coleoptera - Transforms the Nature's Assistant to a beetle, giving it the Coleoptera Aura. This gives Nature's Blow a 3%, 6%, 9% (depending on level) additional damage. This can also give 3 additional abilities to the Nature's Assistant depending on its level. Beetle Claw (lvl15) a damaging attack, Beetle Armor (lvl30) gives additional armor, Beetle Horns (lvl45) gives additional damage on all physical damaging spells of the Ecologist.

Lepidoptera - Transforms the Nature's Assistant to a moth, giving it the Lepidoptera Aura. This gives Nature's Wrath a 3%, 6%, 9% (depending on level) additional damage. This can also give 3 additional abilities to the Nature's Assistant depending on its level. Moth Dust (lvl15) a DoT, Moth's Veil (lvl30) gives additional resistance, Moth's Knowledge (lvl45) gives additional damage on all magic damaging spells of the Ecologist.

Overgrowth - Vines protrude underneath the target and all enemies within 10m, 15m, 20m (depending on level) of the target binding them in place for 2, 3, 5, secs (depending on level). All bound enemies cannot use any abilities or spell.

Metamorph (Im thinking this can be a WM skill) - The Ecologist combines with his soul, the Nature's Assistant. Gives 10% additional intelligence, luck, perception, and wisdom for 15secs. Has a 3min cooldown. (by combine, this means that the Ecologist also changes in form, depending on the current state of the Nature's Assistant. Im thinking, add Moth-wings on back for Lepidoptera, a Rhino Beetle horns on head for Coleoptera, and some smoke covers the Ecologist for Wisp.)

8. Brief description of archetype/lore

Further exploration of the Astral lead the Empire and the League to a great allod covered by trees. It puzzles them how the isle was not affected by the Astral. The Imperial ship, Sorrow, landed in the northern part of the isle while the League ship, Elvenbride, landed on the south. The allod was so great that there is no way for each faction to know that they arrived in the same allod. Alas, they began exploring the isle for resources, not knowing what they are against...

Orc Subduers:
"This place... I think Im in a dream..." - Nevil Polonsky, Captain of Sorrow

While the Xadaganians are gathering resources from the Evergreen Isle, a native tribe came and ambushed them. The tribe members, huge in size and covered with vines, attacks with a variety of spells unknown to them. Binding them in place with vines and attacking them with poisonous plants. Screams where heard, alerting the whole empire fleet. The mighty Orc warriors came to the gatherer's rescue. As soon as the tribesmen saw the incoming orcs, they halted their assault. Puzzled by the reaction of the tribesmen, the Orc leader asked them what the tribesmen are. At this time, the tribesmen removed the vines covering them and revealed that they are also Orcs! The tribesmen invited the Orc Warriors to their tribe. The Elder of the Tribe, Baruk the Red, explained everything about them. They were once part of the orc race. When the great disaster occured thousand of years ago, the Evergreen Isle got separated from the main island and drifted too far in the Astral. Having only nature to depend on against local beasts and occasional Astral Demons they grew adept of using plants and other natural elements. Seeing the great potential of the tribe, Captain Nevil Poonsky invited them to join their cause against the League.

Gibberling Supplicators:
"I have never seen such beauty for so long..." - Philippine de Ardeur, Captain of Elvenbride

While Captain Philippine de Ardeur and his wife, Marithe de Ardeur was having a nature trip in the Evergreen Isle they came across a great fall. Fascinated by its beauty, they came closer to it, when suddenly, Marithe slipped. Philippine was fast enough to reach her hand but the place was too slippery, they both fall in the cliff. They were prepared to face death, they closed their eyes and just hugged each other while they were falling. Tears fell from their eyes as they recall the happy moments they spent together. As they were about to hit the ground, vines protrude and caught them. They were saved! When the couple opened their eyes, they were sorrounded by Gibberlings dressed with vines and leaves. They were brought in the gibberling's home, and there, they met the leader of the gibberling tribe. They explained their situation but the elder, having not seen any other race in a long time, cannot believe them. They convinced the elder to come to them to their ship for him to believe. Alas, they reached the ship, and were greeted by Kanians, Elves, and GIBBERLINGS! The local gibberlings were shocked to learn that other gibberlings exists other than them. A party was held, celebrating the rescue of Philippine and Martha de Ardeur as well as the new friendship that formed.

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
Testament
Avilon
User avatar
bdcian
Supplier
 
Posts: 227
Joined: Fri Mar 05, 2010 9:50 pm

Re: Event: Archetype Dashing Design!

Postby npaceomkocmoca » Mon Apr 23, 2012 9:14 am

1. Archetype Name: (Free Monk)
2. Available Races and Subnames: Gibberlings (Wiseman), Kanians (Monk), Orcs(Tribe Shaman), Xadaganians(Battle Monk)
3. Role: (DPS/Tank or Healer/DPS - Could be depending on race...)
4. Main Weapons: (None - Bare Hands)
5. Armor Type: (None - Just Clothes so he/she is not naked).
6. Name of Three Ruby Grids: (Balance, Creation, Destruction).
7. Archetype Mechanics and/or Key Abilities:

The key to any monk’s development is the ”balance” ruby grid. It decides whether the hand of a monk can withstand a direct blow by a sword and walk unscathed or break sword by the single stroke of the fist. If the hand was not to be an instrument of direct force, it is to be the messenger of inner strength mending mortal wounds by channeling pure will or inflicting them the same way.

You see, all the learn-able skills of a monk have their progression points - But say a skill “Masterful Concentration” can tank, heal or damage depending on the ruby grid choices.

Monks can completely ignore the need for armor with their training. Of course if they did so desire they can put on any armor depending on their abilities. Obviously a monk does not just stand in one place to be pounded like a rock. Their physical mastery and training allows them to be swift and skillful so they don’t need to stand around just withstanding sword blows with their willpower.

You do however understand the appeal of such a versatile class, and the romantics of fighting swordsmen with your fists ( :

First 3 skills:


(Masterful Concentration – Generates X amount of force points to be used on self as effect depends on ruby build, cool down depending on power obviously.)

(Life Force - infuses with X life regenerating or Z vigor or Y creates living infection or fatigue effect (depending on rubies or random between both) into target.)

(Pure Peace - in an unimaginably calm way it tells entities that have motion to sit back and take a break - whether it’s a permanent stop or a temporary relief depends class balance really.Telling what to stop can be variable depending on multiple situations. Say if you are low health they can tell your heart to stop so you can die or tell that nasty magic or virus you got to stop, the situation and or skill dependent creative possibilities are huge.)

8. Brief description of archetype/lore.

Around the peak growth of the Tep’s and Sarn’s followers the various known groups of cultists…
…Some of them gradually figured out that they are just elaborate puppets to be used as cannon fodder and that their dedication was a mere competition for minions between two gods. The early visionaries awoke to the truth of blind servitude and sought to have a better life in the world. When such subversive groups started organizing they were pretty much unnoticed by anyone as they didn’t went right ahead doing anything to get them noticed. They have been smart enough to not only learn from their own failures but also those of others and they did not want to repeat the mistakes made by the known and powerful individuals and groups that have been on the scene of the world. On one of their central meetings they decided that whatever their personal agendas might be, they are brought together by their understanding of their own slavery and dependency. So it was decided that they do indeed must take part in the developing of their world to bring as much equilibrium to it as they can - there were too many volatile forces already at play who threatened whatever existence the newly self enlightened group could decide for itself. The development of the free monks was pretty much dictated by their survivability’s determination. They very well knew that if they started doing things the traditional way they would eventually get discovered and their entire group couldn’t handle any organized opposition. Having no way to go into the arms market or any viable supply establishment that wasn’t being under the careful attention of the forces at play, they paused and reflected on their fate. It was concluded that any of the standard ways are unacceptable and starting development from scratch in such a small group is severely impaired competition wise. However wisdom was their newly founded strength and they explored that to discover that being a standard organization is not necessary. They’ve seen individuals bend the very reality with sheer thoughts, without ever needing to carry a sword or a wand, which has to be mined/gathered and crafted. They very well knew that not getting on the stage at that time could mean the end of their world but then again they knew getting themselves killed isn’t going to achieve much. They took that gamble and used whatever knowledge was available from their lives and former masters to steal a near dead chunk of rock floating in the astral, where no one goes. They re kindled the sparks of life on that place enough so it can feed, clothe and shelter them for the time to come. The time portal to Kirah was invaluable to them as half their group went and settled in the past where they can be guided by those with knowledge of their future. They did of course failed a few times, but that was quickly remedied by envoys of the future going back and telling them, to avoid doing what exposed them to major failure in the first place. They’ve hid for a few ages, gathering partners instead of followers and mastering themselves without getting noticed. And mastered they did! Until the day they came out! In a eventful morning there was struggle on the League and Empire border. A strike force of demons appeared to try and take advantage of a league and empire skirmish of a few battalions and steal their souls. That is when a group of ten monks with members from both factions came in with nothing but their robes and crushed the demons in such a fierce battle that the present empire and league forces were completely baffled. As these new and odd warriors kept proving themselves decisively in battle the empire and league had no choice but to accept them. Luckily the free monks did not mind fighting each other in the remaining League and Empire conflicts. After all - it’s what they did so far, training with each other on their home island, any further fighting between them would only strengthen their masteries. And so it was that the Empire and the League had put forth their new warriors - the Free Monks.


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.


Here is a monk doing his morning meditation withstanding the vast frost around him! Look he is also levitating over the water with his keen mind skillez ( :

Image
LARGE
http://i206.photobucket.com/albums/bb11 ... /Shot1.jpg


…And you know the only reason he even has pants on is because of an extraterrestrial force known as PG13.

Same monk submerged in ice cold water training his magic peacefully.
Image
LARGE
http://i206.photobucket.com/albums/bb11 ... /Shot2.jpg

Monks don’t bother for such trivialities as clothes… but you know they put on clothes for social or contest winning purposes ( :
Image
LARGE
http://i206.photobucket.com/albums/bb11 ... Finish.jpg

///////////////////////
Macana / Nezeb / League
///////////////////////

I could make you a full class with all the checks and balances, but then again, am I going to give a way creativity enough to be envied by any mmo and do it for 1000 premium crystals, I think not ( :
Characters - Irrelevant

Using allods only as a social network.
At least normal chat doesnt cost money - Yet!

(Its just priceless how they say everything is just dandy but went ahead and removed all our "PAY" signitures.)
npaceomkocmoca
Rider
 
Posts: 98
Joined: Fri Jan 13, 2012 12:23 pm

Re: Event: Archetype Dashing Design!

Postby da_ballnchain » Mon Apr 23, 2012 8:22 pm

1. Archetype Name: Divinator
2. Available Races: (Gibberling Soothsayer, Kanian Augur, Orcish Oracle, Xadaganian Channeler)
3. Role: (DPS, Support)
4. Main Weapons: (Daggers, Staves, Off-hand)
5. Armor Type: (Cloth armor)
6. Name of Three Ruby Grids: (Chrono Trigger, Divination, Otter's Premonition)
7. Archetype Mechanics and/or Key Abilities:
Intuition: The Divinator depends on generating Intuition in a fight to know when and how to attack his enemy. Intuition can be built up to weaken their enemy's attacks against them (Max limit of 10 stacks), or can be used to conjure up skills that will aid the divinator.

Chrono Trigger: One of the bread and butter skills of the Divinator, inflicts a 2.5 second cast time astral damage attack that generates Intuition. Each CT attack also inflicts a debuff on their enemy called Devolution, which sends the inflictee back in time to a simpler period when they weren't as strong. Each stack of Devolution reduces their main DPS stat - Intelligence for Casters, Strength for Melee - by 5 points and thus weakens their attacks, with a max stack of 5. In addition, the number of points increases as the amount of Intuition increases, (so if the divinator has generated 10 Intuition and his enemy has 3 stacks, the stat decrease is equal to 15 points x 10 Intuition = 150 points reduction).

Divination: Uses up 3 Intuition, the divinator divines how his/her enemy will attack and thus greatly increases the chance that the attack will be dodged/glanced. Acts as a buff that divinators can place on themselves or on an ally with a base stack of 5. Increasing rank of Divination increases the chance attacks will be dodged or glanced.

Otter's Premonition: Uses up 5 Intuition, the Divinator summons a magical Time Otter to their aid that frolicks and swims in the Ponds Beyond Time, a place where not even Divinators can go but only they can glimpse. The Divinator has no control over the otter (other than which enemy to focus attack on), who performs what seems to individuals residing in the conventional confines of time like completely random attacks, but in truth are not random at all from their perspective of time and space. Skills that can be used by the Otter are (and these are completely random):
Mana Burn: Burns an amount of mana (which increases with each rank of OP) from the target.
Energy Burn: Burns an amount of energy (which increases with each rank of OP) from the target.
Time Arrow: Inflicts damage (which increases with each rank of OP) to the target (can be either Elemental, Astral, Nature, or Physical Damage).
Temporal Stun: Locks the divinator's enemy in a time bubble for 3 seconds, and increases by 1 second with each rank of Otter's Premonition.

8. Brief description of archetype/lore
The Divinator is truly in a class of his/her own as these are individuals who are not bound within the conventional boundaries of time and space. Divinators are a mystery in the world of Sarnaut, as normal citizens have acknowledged their existence for centuries, but not one of them can tell you where they came from. It was as if they suddenly sprung into existence out of nowhere but for some reason, people remember them being around all their lives. Top scientists, both from the Empire and the League, have theorized that events in the past were somehow tampered with that resulted in the existence of divinators.
While this theory is unknowingly mostly correct, only a handful of people know the truth, two of them being Yasker and Aidenus. A mysterious race of Time Otters who reside outside of Time revealed themselves to the leaders of the two factions, and explained how divinators were specially chosen at a young age in their timelines and were trained in the ways of Divination and Clairvoyance. When asked of their intentions and where they came from however they declined to say, only stating that divinators would be a part of Sarnaut now and they would have to accept it.
The special and unconventional training of divinators turns all of them into strange people who frequently lose themselves into daydreams, often in mid-conversation. They can usually be spotted staring at mundane objects in Sarnaut, such as a leaf on a tree or a snail crawling along the ground, sometimes for minutes to hours at a time. Some say they behave like this to study bifurcations in time and the effects and ripples objects have in the world. Nevertheless, their strange behaviour unnerves the rest of the citizens of their respective factions. While Yasker and Aidenus are apprehensive of divinators and their intentions, they are even more fearful of the powerful otters who trained them. Thus, they leave the divinators be in fear of angering a race of beings they barely understand. At least, for now.
No one knows what the otters are planning with the introduction of divinators into the world, but it is clear that they are no longer content in swimming in their own mysterious planes and have come to influence events in Sarnaut, for good or for worse.

9.
Image

Stuneseht, Tensess Empire
da_ballnchain
Fashionista
 
Posts: 19
Joined: Thu Sep 23, 2010 4:58 pm

Re: Event: Archetype Dashing Design!

Postby kinada350 » Mon Apr 23, 2012 10:43 pm

1. Archetype Name: Vampire

2. Available Races: Elves, Kanians, Orcs, Xadaganians

3. Role: DPS, Tank

4. Main Weapons: 1-handed weapons/shield, paired weapons

5. Armor Type: Cloth

6. Name of Three Ruby Grids: Vampirism, Absorption, Energized Strike

7. Archetype Mechanics and/or Key Abilities:
Stances:
- Immortal: Increases armor and resistances to some kinds of CC (knockdowns, knockbacks, pulls)and many of your attacks can heal you
- Predator: Vampiric abilities which would normally heal you instead cause the corrupted blood effect on your enemies damaging them. Adds resistance to mental type control effects like stun and fear.

Vampirism: Draws the blood of your enemy causing damage and healing you. This attack generates energy.
Absorption: Channels some of the energy you generate to create different effects based on your stance. Immortals gain a shield charge that absorbs damage from the next hit, each charge lasts 6 seconds. Predators gain a buff increasing the damage of some attacks and the effectiveness of the corrupted blood dot effect.
Energized Strike: Energy is consumed to make a vicious attack against your target. Damage is based on the energy consumed.

8. Brief description of archetype/lore
With the defeat of the vampire lord those under his thrall were freed. Some went mad, infecting others with the curse of vampirism, while others regained their will and returned asking to join the fight against those that cursed them.

Image
kinada350
Messenger
 
Posts: 62
Joined: Sat Sep 24, 2011 1:35 pm

Re: Event: Archetype Dashing Design!

Postby kitshaman » Tue Apr 24, 2012 12:39 am

Kitmanbig Tensess Empire

1. Archetype Name: The woodsman
2. Available Races: Kanians, Xadaganians
3. Role: Fairytale
4. Main Weapons: 2 Handed Axe
5. Armor Type: Plate Armour
6. Name of Three Ruby Grids: Magic Beans, Axe throw, Firestarter
7. Archetype Mechanics and/or Key Abilities:
Tree Chop – Throw your axe at a tree knocking it down onto the enemy, 5 seconds between axe throws.
Magic Beans – Throws magic beans onto the ground to spawn more trees in the local area, you must farm for beans in different areas, the higher the area the bigger the tree that spawns.
Fire-lighter – Sets fire to trees that have fallen onto an enemy, trapping them beneath a tree and catching them on fire.
Summon imp – You summon a group of wood imps to attack the enemy.
8. Brief description of archetype/lore
The woodsman have finally emerged from the woods in Eljune, now looking for more of a challenge than killing wolves, bears, trolls and any other darksoul that gets in their way. They work for the servants of the light only doing good and not being swayed by Yasker or Aidenus in their cause for bringing peace to the holyland.
Most of their kindred creatures have been turned evil because of the wrong doings of man, such as the unicorns and treants, and they want to bring these once peaceful creatures back from the brink of self destruction.
9.
Image
Picture taken from Hoodwinked movie

P.S. I told you I would do it Chi
kitshaman
Messenger
 
Posts: 62
Joined: Fri Jul 09, 2010 3:15 am

PreviousNext

Return to General