- Joined
- Jun 5, 2009
- Messages
- 19
SALVATION ORPG
- This map is loosely based off TES and some of my own ideas.
STORYLINE
- Players will arrive in "Port Town", from here they will be guided by simple quests to the North Eastern Town "Aeris"
- Aeris contains the "Mage Academy and Cathedral" the main areas for the Fire, Ice and Holy Magics.
- Players will be given simple repeatable quests in the starting area.
- Once they are level 10, a Cinematic will play showing a Prophet or a whisp model appearing "Your destiny awaits you" it then will abruptly dissapear.
- Notification saying that charcters are able to advance in class, with a list specific to each race on where to go.
- Thats all so far.
RACES
Human
- The basic class, racial passive grants bonus armor.
- Very rounded class, cannot learn Nature Magic, Humans have the largest class tree, although they do not have the ability to heavily specialize.
Blood Elf
- Leans more towards Intelligence, passive grants bonus evasion.
- Although they are Intelligence based, they can become Blood Knights, a powerful version of a Paladin.
- Cannot learn Nature Magic, cannot learn Ice Magic.
Night Elf
- Leans more towards Agility, passive grants bonus evasion.
- General WC Nightelf inspired race, they are the only race that can learn Nature Magic
- Akin to Blood Elves being able to become a Blood Knight, Night Elves are able to become a Demonologist, an advanced form of a Warlock.
- Cannot learn Ice Magic, Holy Magic.
Orc
- Leans more towards Strength, passive grants bonus strength.
- This race becomes the strongest at tanking, and can become a powerful Berserker.
- Cannot learn Ice Magic, Weak at Holy Magic.
Dwarf
- Similar to humans in most ways.
- Quite good at ranged DPS.
- Cannot use Shadow Magic.
Possibly more to be added?
CLASSES
Soon to come
SCREENSHOTS
- This map is loosely based off TES and some of my own ideas.
STORYLINE
- Players will arrive in "Port Town", from here they will be guided by simple quests to the North Eastern Town "Aeris"
- Aeris contains the "Mage Academy and Cathedral" the main areas for the Fire, Ice and Holy Magics.
- Players will be given simple repeatable quests in the starting area.
- Once they are level 10, a Cinematic will play showing a Prophet or a whisp model appearing "Your destiny awaits you" it then will abruptly dissapear.
- Notification saying that charcters are able to advance in class, with a list specific to each race on where to go.
- Thats all so far.
RACES
Human
- The basic class, racial passive grants bonus armor.
- Very rounded class, cannot learn Nature Magic, Humans have the largest class tree, although they do not have the ability to heavily specialize.
Blood Elf
- Leans more towards Intelligence, passive grants bonus evasion.
- Although they are Intelligence based, they can become Blood Knights, a powerful version of a Paladin.
- Cannot learn Nature Magic, cannot learn Ice Magic.
Night Elf
- Leans more towards Agility, passive grants bonus evasion.
- General WC Nightelf inspired race, they are the only race that can learn Nature Magic
- Akin to Blood Elves being able to become a Blood Knight, Night Elves are able to become a Demonologist, an advanced form of a Warlock.
- Cannot learn Ice Magic, Holy Magic.
Orc
- Leans more towards Strength, passive grants bonus strength.
- This race becomes the strongest at tanking, and can become a powerful Berserker.
- Cannot learn Ice Magic, Weak at Holy Magic.
Dwarf
- Similar to humans in most ways.
- Quite good at ranged DPS.
- Cannot use Shadow Magic.
Possibly more to be added?
CLASSES
Soon to come
SCREENSHOTS
Mage Academy
Wayshrine
Attachments
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