- Joined
- Jan 14, 2014
- Messages
- 559
Some of you may know, but I intended to make The Darkening of Tristram with the cut Quests from the original Diablo. These Quests take place in Belzebub (Diablo HD Mod). This mod also contains the classes: Barbarian, Assassin and Necromancer. To make justice with the intended idea of including the cut Quests, these classes will be present in the game as well, but not for choosing.
In Jarulf's Guide its said that the Slain Hero is considered a quest, even though not a proper quest. I will rework the Slain Hero in The Darkening of Tristram. The Slain Hero will be a class to be played with when you start a new game.
The Slain Hero will differ based on the class that find it. I guess you already know what I mean:
Each Class/Hero will have four (4) abilities. I intended to make each class to have an Inner Passive Ability, but that would consume a lot of time and require an experience of triggering that I, currently, don't have.
I will start the "chart" with Warrior and finish with the Necromancer. I won't post it all right now. I still have to make some balancing changes.
Effective at melee combat with offensive and defensive skills, Aidan can learn Shield Smite, Iron Will, Battle Zeal and Master of Arms.
STRENGTH: 30 / 120
DEXTERITY: 20 / 60
MAGIC: 10 / 30
VITALITY: 25 / 75
ABILITIES:
Shield Wall - Inner Passive (REMOVED) - Requires Shield: The Warrior fights effectively with his shield, increasing the Armor by 1(+1 per level) (max 20) when wielding one.
Shield Smite - Requires Level 1 - Requires a Shield: Smites an enemy target with the shield, dealing 80/160/240/320/400/700/1050/1310/1475/1565 damage to it and stunning it for 2.25(+0.25 per level) (max of 4.5) seconds.
Effective at long-range combat with skillshots and area effect damage, Moreina can learn Power Shot, Rain of Arrows, Charged Strikes and Inner Sight.
STRENGTH: 20 / 60
DEXTERITY: 30 / 120
MAGIC: 15 / 45
VITALITY: 20 / 60
ABILITIES:
Bow Mastery - Inner Passive (REMOVED) - Requires Bow: The Rogue fights effectively with her bow, increasing her Attack Speed by 1.5(+1.5 per level)% (max 30%) when wielding one.
Power Shot - Requires Level 1 - Requires a Bow: Fires a powerful arrow in a straight line, dealing 70/140/210/280/350/610/915/1145/1290/1370 damage to each enemy it pierces through.
Effective at magic combat with massive spellcasting, Jazreth can learn Chain Lightning, Frost Nova, Inferno and Mana Shield.
STRENGTH: 15 / 45
DEXTERITY: 15 / 45
MAGIC: 35 / 140
VITALITY: 20 / 60
ABILITIES:
Arcane Mastery - Inner Passive (REMOVED): The Sorcerer's mastery of elements allow him to enhance his abilities when they reach its peak:
Chain Lightning - Requires Level 1: Hurls a lightning bolt at an enemy target, dealing 60/120/180/240/300/525/790/990/1115/1185 damage to the target. The lightning bolt then jumps to more 3/3/4/4/5/5/6/6/7/7 additional enemies, dealing 15% less damage per jump.
Effective at melee and manipulating combat, Serkesh/Wulfric can learn Frenzy, Howl, Whirlwind and Natural Resistance.
STRENGTH: 35 / 140
DEXTERITY: 20 / 60
MAGIC: 10 / 30
VITALITY: 20 / 60
ABILITIES:
Weapon Mastery - Inner Passive (REMOVED) - Requires Melee Weapons: The Barbarian controls a vast weaponry arsenal, and knows the strongest points of each type of weapon, increasing his Attack Damage by 15(+5 per level) (max of 60%)%.
Frenzy - Requires Level 1: Enters in a state of vicious rage for 5 seconds, increasing Attack Speed by 60(+35 per level)%, but takes 33% more damage for the duration.
Effective at martial arts and deadly attacks, Marghor/Natalya can learn Lightning Sentry, Burst of Speed, Dual Wield and Shadow Warrior.
STRENGTH: 20 / 60
DEXTERITY: 20 / 80
MAGIC: 25 / 75
VITALITY: 20 / 60
ABILITIES:
Dual Wield - Inner Passive (TRANSFERRED TO NORMAL ABILITY): The Assassin can wield two one-handed weapons, increasing her Attack Damage by 24(+4 per level)% (max of 100%) (based on level) and granting her 25% chance to block incoming damage.
Lightning Sentry - Requires Level 1: Install an automated devide that discharges lightning bolt at nearby enemies, dealing a minimum of 1/1/2/2/3/3/4/4/5/5 and a maximum of 25(+25 per level) (max of 250) damage. The Sentry attacks 10 times before it breaks. (In other words, it has a 10 second duration and a 0.9s Attack Speed). Only a maximum of 3 sentries may be placed.
Shadow Warrior - Requires Level 15: Summons a shadow minion to fight at your side. The Shadow have Lightning Sentry and Burst of Speed abilities based on the current level. The Shadow have 500(+150 per level) (max of 1850) hitpoints, have 12 Leather Armor Points and deals a minimum of 22(+4 per level) (max of 58) and a maximum of 30(+6 per level) (max of 84) Blade Damage.
The Shadow Warrior stays with you until it is defeated. Maximum of 1 Shadow Warrior.
Effective at minion summoning, curses and bone spells, Omar/Xul can learn Summon Skeleton, Decrepify, Bone Spirit and Bone Armor.
STRENGTH: 15 / 45
DEXTERITY: 25 / 75
MAGIC: 25 / 100
VITALITY: 15 / 45
ABILITIES:
Life Tap - Inner Passive (REMOVED): The Necromancer and his minions can drain the life essence of attacked enemies, healing in 12(+1.25 per level)% (max of 35.75%) of the damage dealt.
Summon Skeleton - Requires Level 1: Raises a skeletal minion from a corpse to fight at your side (max of 5). The minion have 125(+75 per level) (max of 800) hitpoints, 5/5/5/5/10/10/10/15/15/15/20 Armor (Undead Type) and deals a minimum of 9(+3 per level) (max of 36) and a maximum of 12(+6 per level) (max of 66) Damage (Blade Type).
Bone Armor - Requires Level 15: Creates a protective barrier, made from bones, that increases Armor by 5(+1 per level) (max of 24) points. The barrier also reflects melee damage taking, returning 15(+5 per level)% of the melee damage taken. Bone Armors lasts for 15 seconds.
In Jarulf's Guide its said that the Slain Hero is considered a quest, even though not a proper quest. I will rework the Slain Hero in The Darkening of Tristram. The Slain Hero will be a class to be played with when you start a new game.
The Slain Hero will differ based on the class that find it. I guess you already know what I mean:
- Aidan, the Warrior will find Serkesh, the Barbarian;
- Moreina, the Rogue will find Marghor, the Assassin;
- Jazreth, the Sorcerer will find Omar, the Necromancer;
Each Class/Hero will have four (4) abilities. I intended to make each class to have an Inner Passive Ability, but that would consume a lot of time and require an experience of triggering that I, currently, don't have.
I will start the "chart" with Warrior and finish with the Necromancer. I won't post it all right now. I still have to make some balancing changes.
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Warrior Class
LORE: After years of hard training, the warrior Aidan finally returns to his home at Tristram in order to join the highest ranks of Khanduras' Army and after returning from a lost war finds only a razed village. Determinated to learn the recent happenings and discover the whereabouts of captured townsfolk, including his young brother Albrecth, Aidan ventures down to the deepest levels of the abandoned cathedral.Warrior Class
Effective at melee combat with offensive and defensive skills, Aidan can learn Shield Smite, Iron Will, Battle Zeal and Master of Arms.
STRENGTH: 30 / 120
DEXTERITY: 20 / 60
MAGIC: 10 / 30
VITALITY: 25 / 75
ABILITIES:
Shield Wall - Inner Passive (REMOVED) - Requires Shield: The Warrior fights effectively with his shield, increasing the Armor by 1(+1 per level) (max 20) when wielding one.
Shield Smite - Requires Level 1 - Requires a Shield: Smites an enemy target with the shield, dealing 80/160/240/320/400/700/1050/1310/1475/1565 damage to it and stunning it for 2.25(+0.25 per level) (max of 4.5) seconds.
-
Mana Cost: 25(+15 per level) (max of 160)
-
Cooldown: 12(-0.5 per level) (min of 7.5) seconds
-
Mana Cost: 30(+15 per level) (max of 165)
-
Cooldown: 15 seconds
-
Mana Cost: 35(+20 per level) (max of 215)
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Cooldown: 25 seconds
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Rogue Class
LORE: One of the captains of the rogue band known as The Sisterhood of the Sightless Eye, the rogue Moreina travelled to Tristram in order to investigate the grievous situation in the small town and finds only a razed village. Determinated to conclude the task she was entrusted and enhance her skills, Moreina ventures down to the deepest levels of the abandoned cathedral.Rogue Class
Effective at long-range combat with skillshots and area effect damage, Moreina can learn Power Shot, Rain of Arrows, Charged Strikes and Inner Sight.
STRENGTH: 20 / 60
DEXTERITY: 30 / 120
MAGIC: 15 / 45
VITALITY: 20 / 60
ABILITIES:
Bow Mastery - Inner Passive (REMOVED) - Requires Bow: The Rogue fights effectively with her bow, increasing her Attack Speed by 1.5(+1.5 per level)% (max 30%) when wielding one.
Power Shot - Requires Level 1 - Requires a Bow: Fires a powerful arrow in a straight line, dealing 70/140/210/280/350/610/915/1145/1290/1370 damage to each enemy it pierces through.
-
Mana Cost: 25(+10 per level) (max of 115)
-
Cooldown: 5 seconds
-
Mana Cost: 30(+10 per level) (max of 120)
-
Cooldown: 5 seconds
-
Mana Cost: 15(+15 per level) (max of 150)
-
Cooldown: 5 seconds
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Sorcerer Class
LORE: Member of the Vizjerei Clan, the sorcerer Jazreth was sent to Tristram in order to investigate the awakening evil inside the church and finds only a razed village. Determinated to unravel the dark mysteries that made him into Tristram and discover the arcane knowledges, Jazreth ventures down to the deepest levels of the abandoned cathedral.Sorcerer Class
Effective at magic combat with massive spellcasting, Jazreth can learn Chain Lightning, Frost Nova, Inferno and Mana Shield.
STRENGTH: 15 / 45
DEXTERITY: 15 / 45
MAGIC: 35 / 140
VITALITY: 20 / 60
ABILITIES:
Arcane Mastery - Inner Passive (REMOVED): The Sorcerer's mastery of elements allow him to enhance his abilities when they reach its peak:
- Chain Lightning strikes all enemies at the same time, dealing the same amount of damage (Forked Lightning like);
- Frost Nova freezes all the enemies where they stand (War Stomp like);
- Inferno deals 50% more damage;
- Mana Shield absorves 100% of taken damage;
Chain Lightning - Requires Level 1: Hurls a lightning bolt at an enemy target, dealing 60/120/180/240/300/525/790/990/1115/1185 damage to the target. The lightning bolt then jumps to more 3/3/4/4/5/5/6/6/7/7 additional enemies, dealing 15% less damage per jump.
-
Mana Cost: 25(+15 per level) (max of 160)
-
Cooldown: 1.25 seconds
-
Mana Cost: 30(+20 per level) (max of 210)
-
Cooldown: 10 seconds
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Mana Cost: 35(+20 per level) (max of 215)
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Cooldown: 5 seconds
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Mana Cost - Activation: 50(+10 per level) (max of 140)
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Cooldown: 10 seconds
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Barbarian Class
LORE: From the northern tribes of Mount Arreat, the barbarian Serkesh/Wulfric travels to Tristram to avoid a vision from his tribe's seer and finds only a razed village. Determinated to bring peace for his tribe and test his strength against foul minions of hell, Serkesh/Wulfric ventures down to the deepest levels of the abandoned cathedral.Barbarian Class
Effective at melee and manipulating combat, Serkesh/Wulfric can learn Frenzy, Howl, Whirlwind and Natural Resistance.
STRENGTH: 35 / 140
DEXTERITY: 20 / 60
MAGIC: 10 / 30
VITALITY: 20 / 60
ABILITIES:
Weapon Mastery - Inner Passive (REMOVED) - Requires Melee Weapons: The Barbarian controls a vast weaponry arsenal, and knows the strongest points of each type of weapon, increasing his Attack Damage by 15(+5 per level) (max of 60%)%.
Frenzy - Requires Level 1: Enters in a state of vicious rage for 5 seconds, increasing Attack Speed by 60(+35 per level)%, but takes 33% more damage for the duration.
-
Mana Cost: 20(+15 per level) (max of 155)
-
Cooldown: 5 seconds
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Mana Cost: 25(+20 per level) (max of 205)
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Cooldown: 24(-1 per level) (min of 15) seconds
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Mana Cost: 35(+25 per level) (max of 260)
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Cooldown: 10 seconds
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Assassing Class
LORE: Member of the Viz-Jaq'taar, the assassin Marghor/Natalya received order to slay the rogue and corrupted mages that desecrated the church of Tristram and finds only a razed village. Determinated to bring down every unholy magic user and proof her worth inside the order, Marghor/Natalya ventures down to the deepest levels of the abandoned cathedral.Assassing Class
Effective at martial arts and deadly attacks, Marghor/Natalya can learn Lightning Sentry, Burst of Speed, Dual Wield and Shadow Warrior.
STRENGTH: 20 / 60
DEXTERITY: 20 / 80
MAGIC: 25 / 75
VITALITY: 20 / 60
ABILITIES:
Dual Wield - Inner Passive (TRANSFERRED TO NORMAL ABILITY): The Assassin can wield two one-handed weapons, increasing her Attack Damage by 24(+4 per level)% (max of 100%) (based on level) and granting her 25% chance to block incoming damage.
Lightning Sentry - Requires Level 1: Install an automated devide that discharges lightning bolt at nearby enemies, dealing a minimum of 1/1/2/2/3/3/4/4/5/5 and a maximum of 25(+25 per level) (max of 250) damage. The Sentry attacks 10 times before it breaks. (In other words, it has a 10 second duration and a 0.9s Attack Speed). Only a maximum of 3 sentries may be placed.
-
Mana Cost: 20(+20 per level) (max of 200)
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Cooldown: 2 seconds
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Mana Cost: 30(+20 per level) (max of 210)
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Cooldown: 10 seconds
Shadow Warrior - Requires Level 15: Summons a shadow minion to fight at your side. The Shadow have Lightning Sentry and Burst of Speed abilities based on the current level. The Shadow have 500(+150 per level) (max of 1850) hitpoints, have 12 Leather Armor Points and deals a minimum of 22(+4 per level) (max of 58) and a maximum of 30(+6 per level) (max of 84) Blade Damage.
The Shadow Warrior stays with you until it is defeated. Maximum of 1 Shadow Warrior.
-
Mana Cost: 50(+20 per level) (max of 275)
-
Cooldown: 30(-1 per level) (min of 21) seconds
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Necromancer Class
LORE: A priest of Rathma, the necromancer Omar/Xul traveled to Tristram in order to bring balance between life and death in the region after a recent slaughter and finds only a razed village. Determinated to discover the reason of such chaos and bring peace to the dead, Omar/Xul ventures down to the deepest levels of the abandoned cathedral.Necromancer Class
Effective at minion summoning, curses and bone spells, Omar/Xul can learn Summon Skeleton, Decrepify, Bone Spirit and Bone Armor.
STRENGTH: 15 / 45
DEXTERITY: 25 / 75
MAGIC: 25 / 100
VITALITY: 15 / 45
ABILITIES:
Life Tap - Inner Passive (REMOVED): The Necromancer and his minions can drain the life essence of attacked enemies, healing in 12(+1.25 per level)% (max of 35.75%) of the damage dealt.
Summon Skeleton - Requires Level 1: Raises a skeletal minion from a corpse to fight at your side (max of 5). The minion have 125(+75 per level) (max of 800) hitpoints, 5/5/5/5/10/10/10/15/15/15/20 Armor (Undead Type) and deals a minimum of 9(+3 per level) (max of 36) and a maximum of 12(+6 per level) (max of 66) Damage (Blade Type).
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Mana Cost: 15(+15 per level) (max of 150)
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Cooldown: 1.75 seconds
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Mana Cost: 30(+25 per level) (max of 255)
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Cooldown: 18 seconds
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Mana Cost: 20(+25 per level) (max of 245)
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Cooldown: 10 seconds
Bone Armor - Requires Level 15: Creates a protective barrier, made from bones, that increases Armor by 5(+1 per level) (max of 24) points. The barrier also reflects melee damage taking, returning 15(+5 per level)% of the melee damage taken. Bone Armors lasts for 15 seconds.
-
Mana Cost: 30(+20 per level) (max of 210)
-
Cooldown: 20 seconds
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