Class Concepts and Skills

A branch out from the 'new class huh?' thread. This is basically concepts and ideas for classes and skills. It can be from a simple concept, to a fully pages out one. The more detailed it is, the more likely it will be adored. This is mostly for fun, so dont expect too much out of it. Expect feedback!



SHADOWLORE: A concept I imagined up through inspiration from Tuerney's shadow pet.

Shadow: Your shadow is another expression of self
ShadowSight: see what the mundane cannot.
Seek: Send your shadow to find another, tracking them
Shadowcall: Summon your shadow back to its master
Peer: Peer into the room your shadow lies in
Consume: Feed your other self
*ShadowClaw: Claw at another, leaving behind a shadowy affliction
Engulf: You may entrust items to your shadow
ShadowStep: Darkness has no boundaries
*Whispers: What was that?
*Drowse: Off to the realm of dreams
*Horror: Beware what lies in the shadows
Imitate: A perfect replica
*Void: A void in thoughts
ShadowHunter: Lie in wait
Unification: We are one



AB:

[spoiler]
SHADOW (AB)

Passive: Your shadow is but another expression of the self, and you may manipulate it to bring about the desires you seek.

Your shadow has its own unique balance: Shadow balance, with a recovery of 8 seconds.

You may see the strength of your shadow with Shadow Status

You may remotely order your shadow to move with Shadow Move <direction>. Your shadow is able to pass through walls and doors unhindered, unless there is an eye sigil in the room.


SHADOWSIGHT (AB)

Shadowsight on/off

Shadowsight will let you see everyone's shadow in the room, including any foreign shadows, even if an individual is hidden. It will additionally let you always see when blind as well as in the dark.


CONSUME (AB):

By allowing your shadow to consume the essence of a corpse, it will grow in strength and power. You may view its current strength with Shadow Status. Your shadow will utilize this energy for certain abilities.

 

A Shadow will have a maximum energy of 100, increased by 1-10 depending on the corpse’s level. The consumption of an adventurer is a much more sufficient sum, up to an increase of 50.



SEEK (AB):

Synthax: Shadow Seek <individual>

Cost: 1


Your shadow will seek out an individual and arrive at their location unnoticed. They will begin to stalk your target from then on. It will not be able to travel to their location if there is an eye sigil in the room. Shadow Lose <target> to make it stop tracking them.


A firefly tattoo, eye sigil or flash of light will dispel your shadow in that location.


PEER (AB):

Shadow Peer

Peer into the room your shadow waits in.



SHADOWCLAW (AB):

Syntax: Shadow Claw

Cost: 1

Your shadow can shape its ethereal hands into claws, slashing at a target. This will cause a slight amount of pain and bleeding, but will also leave behind a shadowmark. Shadowmarks can build up over time up to a level of 4, causing this ability to increase in damage and bleeding. This can be used to target mobs if you are within the same room as your shadow, otherwise it may be used remotely.

ENGULF (AB):

Syntax: Shadow Engulf (item)

 

You may entrust items to your other self, holding onto them for safe keeping. A shadow may only hold up to 10 items at any time, and will drop them at its location if you are to leave the realms or be slain. Shadow Status will show these items.


SHADOWSTEP (AB):

Syntax: ShadowStep

Cost: 2

 

Pass through the darkness and appear at your shadow’s location after a slight channel. Note that your shadow must also remain in the room, and it will be made apparent that you are arriving to your shadow, for any on alert.

 

Whispers:

Syntax: Shadow Whispers <target>

Cost: 1

 

Your shadow may heckle and taunt an individual with unseen whispers, causing them to be thrown off balance and equilibrium for a time.

 

Drowse:

Syntax: Shadow Drowse <target>

Cost: 1

 

Channeling the powers of the night, your shadow can help to induce a sense of drowsiness in your victim, causing them to sleep.

 

Horror:

Syntax: Shadow Horror <target>

Cost: 3

 

Your shadow can take on the personification of horror and terror, imitating a monstrous creature. Your target will flee in fear. This may be used upon mobs.

 

Imitate:

Syntax: Shadow Imitate

Cost: 1

 

Your Shadow can solidify and imitate your appearance perfectly within the room it stands. Those unfortunate enough to attack it will find themselves suddenly covered in dark strands of webbing.


Void:

Syntax: Shadow Void <target>

Cost: 1

 

Your shadow may cause a void in thought at your desired target, causing amnesia.

 

ShadowHunter:

Syntax: Shadow Hunt

Cost: 2

 

With your shadow in the room, you may set it to wait patiently for a target. Should that target enter, your shadow will assault them, proning and stunning them.

 

Unification:

Syntax: Shadow Unify

Cost: 20

 

A powerful but rather dangerous art, by unifying with your shadow you cross into boundaries of the forbidden, the unexplainable, but also the achievable. When unified, you will find the abilities of your shadow taken upon you and will have greater results. Note that your shadow balance abilities will begin to use your own balance.

 

Movement: Taking upon the ethereal substance of your shadow, you are now able to also move over walls and beneath doors with Shadow move <direction>, note that an eye sigil will still halt such progression.

ShadowForm: Your shadowy form offers you enhanced resistances.

Shadowclaw: You will claw viciously at your target at a reduced balance cost, causing instantly full shadowmark value as well as hemophilia. Your strikes against a target with a full shadowmark will cause even more pain.

Whispers: Your whispers will assault your target’s minds, causing several mental afflictions to sprout.

Drowse: Your call will be irresistible, and your target will not only succumb to a sleep urge, but will also feel this urge periodically for a set time afterwards.

Horror: Becoming the personification of horror, you will cause all enemies in the room to flee in fear for a short balance cost; they will also be assaulted with several maladies of fear (Paranoia, agoraphobia, vertigo).

Void: Causing a void in your target’s mind will now cause a bout of recurring amnesia for a time. It will also drain some mana upon cast.

Shadowhunter: if unified with your shadow, your shadowhunting skill will be made far more powerful. Should your target enter the room, they will be assaulted as per usual, as well as experience direct damage to their health. If you have the shadowtheft ability in penumbra, you will also immediately steal their shadow.

Consume: when unified with your shadow, it’s power to consume the essence of others will be escalated. You both are now able to consume the living themselves after a windup.

 

Alas, such a forbidden art is not without its cost. Unifying with your shadow is a taxing endeavor, and will drain willpower and health over time. Additionally, it will only last until the stroke of midnight, so be wary when used. You may not unify with your shadow again for a short time afterwards.

[/spoiler]


PENUMBRA: (Temporary name, could be changed)

Darkness: conceal yourself in the darkness
ShadowTouch: Wrack their body and spirit
Cloak: A cloak of shadows
Lullaby: Soothing tunes to drift to sleep
Binding: The darkness does not let go of its prey
ShadowTheft: Know their secrets
Mimic: Their voice, your own
Embrace: The darkness embraces all
Voicethrow: Your voice can reach all corners
Mask: Resemble your foe
Tendril: A tendril of shadows
Puppet: All are but puppets to the dark
Nightmare: Those adrift in dreams, will know true terror
Sightless: An ailment worse than blindness
Onslaught: An onslaught of shadows


AB:

[spoiler]

DARKNESS (AB):

Syntax: Darkness

 

A crude spell, this will release magical darkness in the room that will generally conceal it.

 

SHADOWTOUCH(AB):

Syntax: Shadowtouch <target>

 

A touch of the darkness can wrack the body and spirit, causing damage.



CLOAK (AB):

Syntax: Cloak on/off
            Hood raise / Hood lower

A shadow cloak can give you some protection against physical and psychic damage. It will also conceal your appearance in the room so long as your hood is up. Finally, it will conceal many of your actions in secrecy.

 

LULLABY (AB):

 Syntax: Lullaby <target>

A crooning lullaby can send a victim off to the realm of dreams.

 

BINDING (AB):

Syntax: Darkness Binding

If magical darkness is cast in your location, you may cause it to become aggressive to your enemy’s presence. Should they attempt to leave the room, they may find themselves entangled in dark webbing.



SHADOWTHEFT (AB):

Syntax: Shadow Theft <target>

 

You may steal the shadow of another for a limited time, using it to your own devices. The target must be prone in order to do so. When holding the shadow of your target, you may be able to discern a few things

 

Shadowtheft discern (will show their health/mana values)

Shadowtheft status (will show what they are plagued with)

 

MIMIC (AB):

Syntax: Mimic <target> <words>

             Mimic Shadow <target> <words>


Mimic the voice of another in the area or whose shadow you have, making it seem as if they just spoke in your location.

 

If you select to utilize a stolen shadow, then your imitated voice will be heard at your target’s location. Enjoy such fine trickery.

 

EMBRACE (AB):

Syntax: Darkness Embrace

 

If there is magical darkness in your location, then you may cause the clouds to thicken, making even those with nightvision unable to peer into your room. People within your room will also be unable to be targeted by any line of sight capabilities.

 

VOICETHROW (AB):

Syntax: Voicethrow <target> <direction> <words>

An enhancement upon Mimicing, you may speak through the shadows in a direction of your choosing, causing those within to hear the voice of a target in the general area, as if they had just spoken.

 

MASK (AB):

Syntax: Mask <target>

             Mask Shadow <target>

 

You may conceal your magical signature to appear as another by general sensing capabilities (QW and WHO). If you have the shadow of another, then you may take on their form completely, appearing as if them for all intents and purposes.

 

TENDRIL (AB):

Syntax: Shadow Tendril <target>

 

You may send a tendril of darkness to wrap itself around your target’s limbs, causing them to have slower recovery of balance as well as more difficulty awakening from sleep. They must writhe it off to remove its effects. This may be done up to four times.

 

 

PUPPET (AB):

Syntax: Puppet <target>

 

Should you have the shadow of your target, you will be able to take control of their actions. When done, you may ORDER them to do an action, so long as they remain in your location.

 

NIGHTMARE (AB):

Syntax: Nightmare <target>

Those asleep will know true terror. By sending forth a horrific nightmare into their minds, they will wracked by its presence, causing heavy damage to health and mana. This will not awaken them.

 

SIGHTLESS:

Syntax: Sightless <target>

 

An incurable blindness, you may cause darkness to swath the eyes of your victim, blinding them completely. They must have below 50% health to do so. Their actions will be inhibited as the same as one naturally afflicted by blindness.

 

ONSLAUGHT (AB):

Syntax: Shadow Onslaught <target>

 

After a short channel, you may assault with a victim with the power of the shadows, battering their bodies with its relentless might. This damage will be increased based on the amount of tendrils that surround their form, if you have stolen their shadow, and if any shadowmarks plague their spirit. Though painful, this will not force a target to awaken. If a target has full tendrils and has a full shadowmark upon them, then death is assured.

[/spoiler]







Comments

  • KryptonKrypton shi-Khurena
    The Pedant class.

    One of their skills would be Grammaticism. At Inept, they can make edits and corrections to unpreserved letters on the ground. At Trans they can impose their Supreme Syntactical Will on others, preventing them from SAYing, TELLing, or using any channel, until their intended message is deemed acceptable in terms of clarity and punctuation.
  • ShirszaeShirszae Santo Domingo
    I'd so play that class.

    And you won't understand the cause of your grief...


    ...But you'll always follow the voices beneath.

  • Several years ago when classes were being talked about just before Alchemists were released, I came up with a concept of a halberd wielding class that uses time magic and emotions to kill people. I don't remember much, except halberd didn't use limb breaks, empathy (the emotion skill set) was to be combo'ed similar to how striking was, and the time-based skillset was most for utility. Only abilities I remember from it was:

    Time Magic!
    Time Lock: After getting a class generated stackable affliction (via halberd skillset?), you literally locked them in a bubble of time and had them age to dust within seconds.
    Phases: Depending on which Phase you were in (youth, adulthood, older, or timeless) you got different buffs, similar to how stances work. Like youth had a balance bonus, old age had an eq balance bonus, timeless got a little of all of them.
    Time Warp: pretty much a time-themed Hermit clone
    Precog: Damage reduction or increased avoidance, can't remember which

    Empathy
    Based off of watching how people looked and acted and, with some base level telepathy, you could manipulate their emotions and afflict them.

    Halberd
    A physical class set that didn't rely on limb breaks. There was going to be some reach mechanic, but I don't remember the details


    The idea was that they were given the time based stuff by Aeon and that they were His warriors to come be badasses on Sapience or some reason.
    You know, that one thing at that one place, with that one person.

    Yea, that one!
  • Krypton said:
    The Pedant class.

    One of their skills would be Grammaticism. At Inept, they can make edits and corrections to unpreserved letters on the ground. At Trans they can impose their Supreme Syntactical Will on others, preventing them from SAYing, TELLing, or using any channel, until their intended message is deemed acceptable in terms of clarity and punctuation.
    One of their other Trans abilities can let them remake reality as they see fit, by rewriting rooms whose descriptions use the passive voice in a subjectively incorrect manner.

    "In the Beginning, the Creator spoke the Word. But then He forgot to include a Full Stop, and Everything just sort of slipped out in One Long Run-on Sentence. Existence is a consequence of Grammar."
       - Creation Myths of the Tier of Bureaucracy

    (The last surviving copy of CMotToB, heavily redacted by Cyrenian linguomancers, is kept in the Doorless Vault, the deepest archive of the Lyceum. Pedants have long queried the implication that this is an inaccessible room, sealed up without entrance, arguing that a "doorless vault" could also be one bearing empty doorways. The hypothetical efficacy of such an intrinsically insecure vault, they argue with equal fervour and insufferableness, is irrelevant to the accuracy of its description.)
    image
  • edited February 2016
    I was thinking some days ago that we could cut down on spam by giving more afflictions at once on longer balance timers and with combined messages.  There'd be some overlap with affliction stacks though because if a move gives say 2 kelp afflictions and they already have all of them, something could be wasted.

    To get around the waste they could make a new affliction stack/cure called toxicity.  Any extra afflictions add things to the toxicity affliction stack.  It would include things like dizziness (stacks with normal dizziness), extra hallucinations, a voyria-like timed aff that knocks you unconscious, etc.

    This is sort of how evileye sicken seems to work except that sicken just does damage once you finish its progression.

    We also need a dimensional class to help pave the way for the perhaps inevitable merging of all the IRE games back into one game.
    Murad exclaims, "I give you Questing Cats!"
  • Peregrino said:

    We also need a dimensional class to help pave the way for the perhaps inevitable merging of all the IRE games back into one game.


    That would be SO much work balancing the combat. SO MUCH.

  • I was considering taking up Lusternia, and after checking out all of the guilds all I can think about now is the Symphonium. Everything about the bard archetype (and its guilds, divided between each city/commune) seem so awesome. I want!
  • Matias said:
    Peregrino said:

    We also need a dimensional class to help pave the way for the perhaps inevitable merging of all the IRE games back into one game.


    That would be SO much work balancing the combat. SO MUCH.

    It would be, but then they change classes all the time.  The apostate class today is nearly a different class from what it was when it first came out.  A lot of classes are like that, they are basically just themes and utility skills while everything else about them is up for grabs.

    I figure that Lusternia could be a plane of existence, Aetolia and Imperian could be islands off somewhere.  It's honestly doable IMHO if people wanted it bad enough.

    One of the reasons I originally left Achaea is because PK-lawyers were ruining the game and there was constant PvP in Aetolia and Imperian.  Today it's the opposite, not due to PK-lawyers necessarily but a bunch of other things.  Maybe I'm rambling but I don't see Imperian in particular making it in five years.  It might not be too early for them to start thinking about this kind of thing.
    Murad exclaims, "I give you Questing Cats!"
  • Apostate is a bad example, their core gameplay hasn't really changed much. Their tools have been altered a bit, but ultimately they're doing the same thing and using the same abilities, really.

    Bard at launch + bard now would be a better example.

    Also putting aetolia/imperian/lusternia as islands/planes seems like it'd be a disaster!
  • People in Imperian have like 500 health, they'd have some trouble in Achaea.

    Also, there's already lore in Achaea about Aetolia, so an island (or even a plane, since it's basically a copy of all of Creation if I remember right) wouldn't make sense. And Imperian is clearly a different planet at the very least. And all of them have multiple planes. It would take a lot of huge, universe-changing events for any of them to be sensibly merged into Achaea (the only one that's really plausible is Aetolia, since it canonically split off from Achaea in the first place).

    More seriously, consolidating everyone into a single game wouldn't work out because there's a limit to how many people one game can reasonably handle (during big events where a lot of people log in and gather together, the lag is terrible, and barely playable for people who are actually in the crowded rooms), which is why there are multiple games in the first place.
  • Sena said:
    People in Imperian have like 500 health, they'd have some trouble in Achaea.
    I believe the gmcp there uses the regular health model, while the actual display is less. My gmcp health was 3000 while health on prompt was 280 or something.




    Penwize has cowardly forfeited the challenge to mortal combat issued by Atalkez.
  • Sena said:
    BATTLEWORLD!!




  • AhmetAhmet Wherever I wanna be
    Sena said:
    People in Imperian have like 500 health, they'd have some trouble in Achaea.

    Also, there's already lore in Achaea about Aetolia, so an island (or even a plane, since it's basically a copy of all of Creation if I remember right) wouldn't make sense. And Imperian is clearly a different planet at the very least. And all of them have multiple planes. It would take a lot of huge, universe-changing events for any of them to be sensibly merged into Achaea (the only one that's really plausible is Aetolia, since it canonically split off from Achaea in the first place).

    More seriously, consolidating everyone into a single game wouldn't work out because there's a limit to how many people one game can reasonably handle (during big events where a lot of people log in and gather together, the lag is terrible, and barely playable for people who are actually in the crowded rooms), which is why there are multiple games in the first place.
    80v80 raids ftw.
    Huh. Neat.
  • AhmetAhmet Wherever I wanna be
    Ahmet said:
    Sena said:
    People in Imperian have like 500 health, they'd have some trouble in Achaea.

    Also, there's already lore in Achaea about Aetolia, so an island (or even a plane, since it's basically a copy of all of Creation if I remember right) wouldn't make sense. And Imperian is clearly a different planet at the very least. And all of them have multiple planes. It would take a lot of huge, universe-changing events for any of them to be sensibly merged into Achaea (the only one that's really plausible is Aetolia, since it canonically split off from Achaea in the first place).

    More seriously, consolidating everyone into a single game wouldn't work out because there's a limit to how many people one game can reasonably handle (during big events where a lot of people log in and gather together, the lag is terrible, and barely playable for people who are actually in the crowded rooms), which is why there are multiple games in the first place.
    80v80 raids ftw.
    Honestly though would love to see 40-man sniping goon squads.

    1 second span and 8 people in a room die without any clue who it was until its too late.
    Huh. Neat.
  • That's fighting Eleusis already.




    Penwize has cowardly forfeited the challenge to mortal combat issued by Atalkez.
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