- Joined
- Mar 30, 2009
- Messages
- 47
Okay, I'm trying to make a map, and I've got basically everything but the storyline. The sucky thing is, I can't actually make the map untill I have a storyline. The races are as follows:
Human - Barbaric, nomadic, high society, fel
Orc - Barbaric, shamanistic, half-orc, fel
Elf - Woodland, high society, daemonfae, shadow
Troll - Tribal, merchant, voodoo-ist, fel
Dwarf - Clansman, Engineer, merchant, runic,
Sub-Race
Shadow - Fast, cunning, and extremely intelligent. Agility and intelligence boost; All characters, even teh warriors, can Blink.
Half-Orc - Small strength and hit point bonus, along with an even smaller intelligence bonus
Barbaric - Basically the warrior type. All classes inside this subrace have increased health
Nomadic - These guys have increased move and attack speed
Fel - Demonic. Increased healing rates and damage output, as well as more mana. Called Daemonfae in elves
Woodland - Increased movement speed and agility
High society - Increased mana and mana regen
Shadow - These are elves inbued with darkness. Not so much as undead, or demons, but still. Same bonuses, only smaller, as well a attack speed bonus
Tribal - Small bit of nature magic, like herbs, in every character
Merchant - same as high society, except they can have wagons, and hold shops
Voodoo-ists - mostly focused on curses and healing. Even the all out warrior has some small curse spells.
Shamanistic - Elementalists. Even warriors can manipulate nature to a small extent, mainly through his or her weapon.
Runic - Magic tied to items like a blade, or armor. Scrolls as well. Even mages are strong fighters, because they use their own energy, straight from their bodies, for the magic.
Clansman - These guys can summon up their anscestors to help them in battle for a short time
Engineer - Can build small forts, and camps, but it's very exspensive. They can make vehicles as well
Templates
Undead - vampire, zombie, skeletal, they all have some sort of advanced endurance, whether it's healing rate, health, or damage reduction
Template Specifics
Vampire - One life drain ability, based on level. Faster healing Looks just like everyone else... only paler...
Zombie - All rotted up and everything. More hit points *wrinkles nose*
Skeletal - Barely has a voice. They're all skeletons. Damage reduction
Classes
Warrior
Warrior - Classic soldier. Can inspire allies on the battlefield, has decent amount of health, but low mana, and has several combat based spells.
10hp/level
.5mp/level
Berserker - Full out raging behemoth warrior. Extremely high health, but mana is fixed at 100. Elves cannot be berserkers.
12hp/level
0mp/level
Paladin - Holy knight, with healing abilities, and auras, with a undead/shadow/daemon damaging spell.
10hp/level
1mp/level
Death Knight - Similar to the Berserker in the fact they have a high amount of health, damage, and has their mana fixed at 100, unless they find a death knight specific item to increase it. Highest possible is 130. Summons undead from corpses, and has a high damage dealing attack.
12hp/level
0mp/level
Doom Knight - Similar to the death knight, only they summon demons, and has a lower armor. Their mana is fixed at 100 for fel energy.
12hp/level
0mp/level
Rogue
Rogue - Can stealth, and throw knives. Has a poison attack ability. Dwarves cannot be rogues.
6hp/level
.75mp/level
Assassin - Similar to the rogue, only he can assassinate a target if he is stealthed. Also has a critical hit ability. Orcs and trolls cannot be assassins.
8hp/level
.75/level
Archer - Attacks from range. Can throw daggers, and can enchant their arrows with several types of magic. Orcs and trolls cannot be archers.
6hp/level
.75 mana/level
Ranger - Similar to the archer, but can stealth, track, and has an animal companion. Orcs and dwarves cannot be rangers.
6hp/level
.75mp/level
Mage
Mage - Classic mage. Fireballs, ice bolts, and lightning. Low health. Trolls cannot be mages.
4hp/level
1mp/level
Sorcerer - Similar to the mage, but has higher hit points and armor, but less mana.
6hp/level
.75mp/level
Summoner - Summons elementals. Otherwise is the same as a mage.
4hp/level
1mp/level
Necromancer - Summons undead. Has a death coil spell, and a passive armor enhancement.
4hp/level
1mp/level
Warlock - Exactly the same as the necromancer, only they summon demons, and have a fel energy spell instead of death coil.
4hp/level
1mp/level
Druid - Works as a healer. Higher armor than other mage classes. Has an animal companion, but it's stronger than the rangers.
6hp/level
1mp/level
If you guys have anything you want to contribute, go ahead. *coughsineedanundeadtrollcoughs* And elf... Anyway, at least give me constructive criticism.
Human - Barbaric, nomadic, high society, fel
Orc - Barbaric, shamanistic, half-orc, fel
Elf - Woodland, high society, daemonfae, shadow
Troll - Tribal, merchant, voodoo-ist, fel
Dwarf - Clansman, Engineer, merchant, runic,
Sub-Race
Shadow - Fast, cunning, and extremely intelligent. Agility and intelligence boost; All characters, even teh warriors, can Blink.
Half-Orc - Small strength and hit point bonus, along with an even smaller intelligence bonus
Barbaric - Basically the warrior type. All classes inside this subrace have increased health
Nomadic - These guys have increased move and attack speed
Fel - Demonic. Increased healing rates and damage output, as well as more mana. Called Daemonfae in elves
Woodland - Increased movement speed and agility
High society - Increased mana and mana regen
Shadow - These are elves inbued with darkness. Not so much as undead, or demons, but still. Same bonuses, only smaller, as well a attack speed bonus
Tribal - Small bit of nature magic, like herbs, in every character
Merchant - same as high society, except they can have wagons, and hold shops
Voodoo-ists - mostly focused on curses and healing. Even the all out warrior has some small curse spells.
Shamanistic - Elementalists. Even warriors can manipulate nature to a small extent, mainly through his or her weapon.
Runic - Magic tied to items like a blade, or armor. Scrolls as well. Even mages are strong fighters, because they use their own energy, straight from their bodies, for the magic.
Clansman - These guys can summon up their anscestors to help them in battle for a short time
Engineer - Can build small forts, and camps, but it's very exspensive. They can make vehicles as well
Templates
Undead - vampire, zombie, skeletal, they all have some sort of advanced endurance, whether it's healing rate, health, or damage reduction
Template Specifics
Vampire - One life drain ability, based on level. Faster healing Looks just like everyone else... only paler...
Zombie - All rotted up and everything. More hit points *wrinkles nose*
Skeletal - Barely has a voice. They're all skeletons. Damage reduction
Classes
Warrior
Warrior - Classic soldier. Can inspire allies on the battlefield, has decent amount of health, but low mana, and has several combat based spells.
10hp/level
.5mp/level
Berserker - Full out raging behemoth warrior. Extremely high health, but mana is fixed at 100. Elves cannot be berserkers.
12hp/level
0mp/level
Paladin - Holy knight, with healing abilities, and auras, with a undead/shadow/daemon damaging spell.
10hp/level
1mp/level
Death Knight - Similar to the Berserker in the fact they have a high amount of health, damage, and has their mana fixed at 100, unless they find a death knight specific item to increase it. Highest possible is 130. Summons undead from corpses, and has a high damage dealing attack.
12hp/level
0mp/level
Doom Knight - Similar to the death knight, only they summon demons, and has a lower armor. Their mana is fixed at 100 for fel energy.
12hp/level
0mp/level
Rogue
Rogue - Can stealth, and throw knives. Has a poison attack ability. Dwarves cannot be rogues.
6hp/level
.75mp/level
Assassin - Similar to the rogue, only he can assassinate a target if he is stealthed. Also has a critical hit ability. Orcs and trolls cannot be assassins.
8hp/level
.75/level
Archer - Attacks from range. Can throw daggers, and can enchant their arrows with several types of magic. Orcs and trolls cannot be archers.
6hp/level
.75 mana/level
Ranger - Similar to the archer, but can stealth, track, and has an animal companion. Orcs and dwarves cannot be rangers.
6hp/level
.75mp/level
Mage
Mage - Classic mage. Fireballs, ice bolts, and lightning. Low health. Trolls cannot be mages.
4hp/level
1mp/level
Sorcerer - Similar to the mage, but has higher hit points and armor, but less mana.
6hp/level
.75mp/level
Summoner - Summons elementals. Otherwise is the same as a mage.
4hp/level
1mp/level
Necromancer - Summons undead. Has a death coil spell, and a passive armor enhancement.
4hp/level
1mp/level
Warlock - Exactly the same as the necromancer, only they summon demons, and have a fel energy spell instead of death coil.
4hp/level
1mp/level
Druid - Works as a healer. Higher armor than other mage classes. Has an animal companion, but it's stronger than the rangers.
6hp/level
1mp/level
If you guys have anything you want to contribute, go ahead. *coughsineedanundeadtrollcoughs* And elf... Anyway, at least give me constructive criticism.
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