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  1. Khrone

    New Races

    Legion Side: After a long time of war, the Forsaken began trying to communicate with their elven slaves, and were successful. However, most elves became like the Forsaken, and even became traitors to their ancestors, fighting alongside their new allies and against their predecessors. Soon they began to change physically: The skin started to turn green, its teeth became sharp, and it decreased in size. Upon discovering the monsters they became, Nuadu abandoned them, so the newly created faction (the Goblins) became a society without a protective god, however, they were not defenseless. When they became like the Forsaken, they learned a lot about black magic and the nature of that place, and many started to study it and enjoy that place. Then, after a long time, they left the island of Moraktar and started to live in a separate and hidden place that used to be part of the Norlant Swamps. 1: Goblins roles: 1.1: Fighter: These goblins are very controversial: They want to protect their friends, and at the same time, they want to fight. His training makes him use his weapon to protect himself, and even with their small size, they manage to wield large weapons. (Tanks that can't use shields. Looks strange? It is because they need to parry attacks) 1.2: Inventor: Inventors, goblins who understand a lot about machines, are just as useful in workshops as in battles. They can do anything, from throwing bombs, creating a flamethrower, or even a walking lightning machine! However, it takes a long time to create everything at once in a battle, so they use a lot of magic to speed up the process. (Full Stun, like a Warlock, and Hybrid damage, like Charmers) 1.3: Alchemist: Learning a lot about Moraktar and its peculiar nature, these Goblins learned to make substances, for example, elixirs that quickly heal their allies, poisonous, sticky, flammable liquids, etc. (Buff/Debuff Support and AoE DMG) 1.4: Savage: If you are an enemy of one of these and find it, your destiny is sealed. This name is not an exaggeration, these assassins can be quick both with small weapons and daggers or even weapons bigger than them, like an axe. (High DMG) 2: Goblins Base Skills*: *(Not detailed) 2.1: Fighters: 1 - Explosive damage skill 2 - Parry buff (like BDs) 3 - Rush skill (not like barbarians-insta-rush, more like BDs, but not AoE stun, just target DMG). 4 - Basic Agro Skill 5 - Buff (when active, each parry raise it's physical damage (up to 10)) Basically a Two-Handed-Weapon-Blade-Dancer. Still can use heavy armor. 2.2: Inventor: 1 - Magical DMG skill (Flamethrower) 2 - Bomb throw (AoE slow and a little of physical damage) 3 - Lighting tower (does magical damage in a 3x3 area) 4 - Trap that deals physical damage and slow 5 - Summon (creates an automaton that deal physical damage) It is a mecha charmer. 2.3: Alchemist: 1 - Magic DMG skill (if the target is under the effect of the poison, the poisoning time extends and does more damage) 2 - AoE periodic healing (low healing, but it can stack) 3 - Target instant heal (high heal) 4 - AoE poisoning (low periodic magic damage) 5 - AoE fire (high magic damage) (Yes, Skylore.) 2.4: Savage: 1 - Physical damage skill 2 - Attack Speed buff 3 - Stun and a little physical damage 4 - Auto attack can cause Bleeding (60% chance in 5/5) 5 - Movement Speed buff (like Seeker's, but without the invisibility or stun chance) A mix of Seeker and Rogue but more deadly 2.5: Race buff: Because they are small, they are very fast, having an advantage in attack speed and / or movement speed. Sentinel Side Knowing how Garahan would increase the Legion's army, Harad was concerned. There was no way to "recruit" new warriors from other peoples, so he created the warriors himself. Using the four elements, Harad created people: People who personified these elements. But even though the four elements would be an inexhaustible source, Harad couldn't just create them and make them fight, so by creating a certain amount of Elementals, Harad created an island separate even from humans just to house them. Fortunately, these people had a culture: war. Since childhood, the Elementals saw the war of their Human brothers and wanted to help, so anyone who wanted to follow the path of a warrior was trained since he was a child. 1: Elementals Roles*: *Even with these names, they are normal humans, it just changes that the skin has the color of the respective element. 1.1: Gnome: Representing the earth, elementals of this type manage to transform their own bodies into solid rock, both to defend and to attack. (Brute force Tank, like Barbarians.) 1.2: Salamander: Representing the fire, many of them are mistaken for mages for their fire spells. (A magic DMG dealer but with less AoE than mage(of course)) 1.3: Sylph: Representing the air, you never know if these warriors use magic or not. (Magic rogue? Well, supposedly, the basic attack would do physical damage (normally) and almost all abilities would turn physical damage into magical damage (like Charmer's Otherworldly Fire in reverse). Example: You have 500 physical damage, so the ability would use 80% of your physical damage and turn it into magical damage.) 1.4: Undine: Representing the water, these elementals heal their allies' wounds using ... water. Simple (Not deadly to Salamanders). (Not much to say, it is a Support) 2: Elementals Base Skills*: *(Not detailed) 2.1: Gnome: 1 - Physical damage skill (if it is under the effect of 5, it increases the damage and has a chance to cause stun) 2 - Ranged physical damage (because you throw a rock XD) 3 - Normal agro skill 4 - Shield (can use in allies) 5 - Increases defense and physical damage, constant mana consumption skill. 2.2: Salamander: 1 - High magic damage skill 2 - Magic DMG AoE (if the enemy is Burned, deals additional damage) 3 - Low magic damage (if the enemy is Burned, it recovers HP, if not, it causes a 3rd Degree Burn) 4 - Becomes invincible while moving to the selected location (causes damage when passing) 5 - Increases damage dealt to the enemy and causes Burn (periodic magic damage). 2.3: Sylph: 1 - High "magic" damage skill 2 - AoE Control (when using, creates a tornado around the character that pushes enemies into a 3x3 area (1 square around the character)) 3 - Teleport (without damage) 4 - AoE magic damage (creates a tornado in the selected area that does damage) 5 - ? 2.4: Undine: 1 - Magical damage skill 2 - AoE control (creates a little wave that pushes enemies in a 3x5 area) 3 - Control (creates a water wall, when the first enemies pass, the water wall disappear, and greatly slows the target) 4 - Buff that greatly increases life regeneration 5 - Instant heal (if the ally is under the effect of 4, does periodic healing too) 2.5: Race Buff: Elementals are able to regenerate their body wounds using the elements present in the environment. (Increases life regeneration)
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