- Joined
- Aug 20, 2011
- Messages
- 4,141
Hello! I'm making a RPG map! I need ideas for races and for classes. If you want, can u give me and spell ideas for the current classes. I want the races, the spells and the classes to be original. Thanks for reading!
Current Races:
Deep within the forests of Irother, there was a race of ferrets. These ferrets battled with mystical Ottermen. The ottermen were rather scary, and thus the ferrets hid. A lot. So much to the point that the ferret-folk hid in the caves and such while the otters stayed on the surface which is kind've silly because the otters should've taken the caves because they were free shelter, but that's not important to this story at this point in time. Anyway, a terrible eventhappened, and the otters had to flee. The ferrets were thus able to leave there ferret-holes and stop being stupid scared ferrets. Or something. Anyway, they evolved over time and began to co-exist with the nearby races. To this day, they remain the same fur patterns as there old ancestors, which was red fur with white and black spots. Or something that isn't very intimidating. I don't know. Average height is around 4'8" for males and 5'3" for females. Hive-style societies are common, with a "queen" as other societies would call them. However, the queens are generally not in control and some are there against there will. Most clans of ferrets are highly spiritual, the shamanistic leader being either the main leader or the queen's co-leader.
http://www.hiveworkshop.com/forums/icons-541/btng_fade_evade-57253/?prev=search=evade&d=list&r=20
Dash - Passive
The scout is able to quickly dash around in order to avoid enemies attention. When the scout is not seen by enemies, it moves 20\30\35\40\45\50\55\60\65\70% faster. When the scout is first seen by enemies, increase speed by 35% and gives 50% chance to dodge attacks. This effect cannot happen more than once every 5 seconds.
Scouts are quickly able to move from place to place and are usually front runners who will scout the borders or enemy lines in order to give there leaders needed information on the enemy's location and movement patterns. Most have also developed traits to stop them from being hit once and stopped.
Current Races:
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Herbalists can make potions and magical items from herbs. They know how to use the herbs properly to make omething useful out of them. The Herbalists know some nature magic too. They're connected with nature, the animals are passive with them.
Herbalism allows the hero to make items with herbs and to use plants.
Druidism allows the hero to cast nature magic and to transform himself in animal.
Potion Mastery allows the hero to use and make potions properly, without losing much mana.
Deep within the forests of Irother, there was a race of ferrets. These ferrets battled with mystical Ottermen. The ottermen were rather scary, and thus the ferrets hid. A lot. So much to the point that the ferret-folk hid in the caves and such while the otters stayed on the surface which is kind've silly because the otters should've taken the caves because they were free shelter, but that's not important to this story at this point in time. Anyway, a terrible eventhappened, and the otters had to flee. The ferrets were thus able to leave there ferret-holes and stop being stupid scared ferrets. Or something. Anyway, they evolved over time and began to co-exist with the nearby races. To this day, they remain the same fur patterns as there old ancestors, which was red fur with white and black spots. Or something that isn't very intimidating. I don't know. Average height is around 4'8" for males and 5'3" for females. Hive-style societies are common, with a "queen" as other societies would call them. However, the queens are generally not in control and some are there against there will. Most clans of ferrets are highly spiritual, the shamanistic leader being either the main leader or the queen's co-leader.
http://www.hiveworkshop.com/forums/icons-541/btng_fade_evade-57253/?prev=search=evade&d=list&r=20
Dash - Passive
The scout is able to quickly dash around in order to avoid enemies attention. When the scout is not seen by enemies, it moves 20\30\35\40\45\50\55\60\65\70% faster. When the scout is first seen by enemies, increase speed by 35% and gives 50% chance to dodge attacks. This effect cannot happen more than once every 5 seconds.
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Scouts are quickly able to move from place to place and are usually front runners who will scout the borders or enemy lines in order to give there leaders needed information on the enemy's location and movement patterns. Most have also developed traits to stop them from being hit once and stopped.
Running allows the hero to move fast and to quikly-kill enemies.
Blade mastery allows the hero to take big damage and to fight properly.
Defend allows the hero to defend himself and it's allies.
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Herbalists can make potions and magical items from herbs. They know how to use the herbs properly to make omething useful out of them. The Herbalists know some nature magic too. They're connected with nature, the animals are passive with them.
Herbalism allows the hero to make items with herbs and to use plants.
Druidism allows the hero to cast nature magic and to transform himself in animal.
Potion Mastery allows the hero to use and make potions properly, without losing much mana.
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