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Hydrian_Waterlord



Joined: 17 Oct 2003
Posts: 25
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 PostPosted: Tue Oct 21, 2003 4:20 pm    Post subject: new character classes Reply with quote Back to top

I whole heartedly agree with Falotar
 
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floyd



Joined: 15 Oct 2003
Posts: 44
Location: the forest of fervus!

 PostPosted: Tue Oct 21, 2003 7:32 pm    Post subject: new character classes Reply with quote Back to top

i agree too but i think the earth guy should be called a druid cause geomancer sounds kinda dumb

other than that the ideas are great
 
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Hydrian_Waterlord



Joined: 17 Oct 2003
Posts: 25
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 PostPosted: Mon Oct 27, 2003 7:52 pm    Post subject: new character classes Reply with quote Back to top

I think Geomancer sounds cool. Although Terramancer would work too.
 
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Hydrian_Waterlord



Joined: 17 Oct 2003
Posts: 25
Location: N/A

 PostPosted: Mon Oct 27, 2003 7:57 pm    Post subject: new character classes Reply with quote Back to top

Back to the subject of new hero classes, I think that you should be able to get a lot more none human races.
Why stop at Elves, Dwarves, and Gnomes. Why not Lizardmen, Giants, Centaurs, Frostlings, Djinn, or Riftmen?
 
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floyd



Joined: 15 Oct 2003
Posts: 44
Location: the forest of fervus!

 PostPosted: Wed Oct 29, 2003 8:52 pm    Post subject: new character classes Reply with quote Back to top

bacause id rather not have my hard drive explode after installing a game with that much on it
 
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Riatoush



Joined: 28 Sep 2003
Posts: 3

 PostPosted: Thu Oct 30, 2003 2:53 pm    Post subject: new character classes Reply with quote Back to top

A note to Hydrian_Waterlord:

Although I like some of your ideas, the main problem with them is that they are VERY similar to certain aspects of a game called Age of Wonders 2. Cyberlore could get in deep trouble if they used them.
 
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floyd



Joined: 15 Oct 2003
Posts: 44
Location: the forest of fervus!

 PostPosted: Thu Oct 30, 2003 6:34 pm    Post subject: new character classes Reply with quote Back to top

never heard of it

whats it like?

actually im surprised there werent boycotts against the game because of the pagan-heathen-polytheism crap
 
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Alfryd



Joined: 03 Dec 2002
Posts: 914

 PostPosted: Sun Nov 02, 2003 1:37 am    Post subject: new character classes Reply with quote Back to top

Sorcerer:
Effects, requirements-
Requires a level 3 wizard's guild before upgrade. Each Sorcerer's Abode houses 1 Sorcerer in addition to any wizards/elementals.
An abode's level places restrictions on the level of the sorcerer it houses, dependant as they are on their elaborate arcane machinery. A level 1 abode permits up to a level 7 sorcerer, level 2, level 14, and level 3, 21.
Library spells-
(level 1)
Ambience (Reduces spell cooldown cost of nearby friendly units, including self. Effects are cumulative under overlapping areas of effect.)
Teleport (transports the caster instantly to any area within caster's vision.)
(level 2)
Afterburn (permits hero to continue taking action after stamina exhaustion. Does not offset health loss. Also eliminates cumulative spell cooldown cost.)
Mirror (permits harmful enchantments to be returned to their caster following successful resistance. Stamina upkeep will match stamina cost of enchantments mirrored.)
(level 3)
Fallout (deals descriminate area of effect damage increasing with range. Half damage versus buildings.)
Invisibility (prevents targeting by hostile characters. Does not prevent area of effect damage from spells, and any damage taken will break invisibility.)

These spells all require library research, unlike those provided by temples.

Sorcerer's abodes permit wizard tower upgrades to gate towers, which may teleport characters to any other other friendly gate tower of their choice. Gate towers may be enchanted normally, and their gate opened or closed at will. Whilst open, they drain gold continually from the treasury, and have a minimum gold cost to open.

Interests- Machiavelli, Sigmund Freud, Leonardo da Vinci.

Stats-
health, parry moderate/low
stamina, resist, ranged moderate/high
melee none
armour, artifice very low/none
damage, strength, vitality, speed, dodge low
willpower(star stat) high/very high
intelligence, magic very high

Weapons- none.
Abilities- (stamina cost) (stamina upkeep)
Level 1; Inversion. 8 2
Returns to opponents all physical damage taken as a magical attack, before converting damage into stamina loss. Returned damage may not exceed 10 for each attack. Raises armour by 3.
Level 2; Multiplicity. 25
Creates a mirror image of a target friendly character, with identical stats, but no spells, items or abilties. The mirror image may attack normally, but it's level will halve each time the original is attacked (rounding down,) dissapearing if the Sorcerer is subject to a physical attack or direct offensive spell.
Level 5; Levitation. 16 1
Raises the sorcerer in the air, unable to receive or deal melee attacks.
Level 8; Chain Lightning. 27 3
Deals magical damage to successive hostile targets each second, starting at 8/level and halving with each strike. No target may be struck more than twice or in succession.
Level 12; Mind Meld. 35 3
Drains experience from any adjacent hero and transfers it to the sorcerer. Target's resistance may either abolish, or failing this, proportionately slow the effect. Maximum rate, (0 resist,) 255 experience/second. No more than a single target may be selected at one time. All charcters have a minimum resistance of 16 for the purposes of this spell.
Level 16; Thralldom. 28 0 (see below)
Permits the sorcer to take over of the mind of a target character for 1 stamina point per level/second. Lasts indefinitely, cancelled at will. Characters under thralldom transfer all experience to their master. No more than 4 familiars may be taken in this fashion.
Level 19; Daemonfire. 42 2
Summons hellspawn to serve the caster for a limited time, one extra for each further level, max 3.
 
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Hydrian_Waterlord



Joined: 17 Oct 2003
Posts: 25
Location: N/A

 PostPosted: Fri Nov 14, 2003 7:00 pm    Post subject: new character classes Reply with quote Back to top

I've never heard of Age of Wonders 11 either!!!!!!!!!!
 
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Cooker



Joined: 20 Mar 2000
Posts: 1710

 PostPosted: Sun Nov 16, 2003 2:35 am    Post subject: new character classes Reply with quote Back to top

Valkyrie / Templar

Description:

Champion of law and defender of the innocent, the servants of The Just Hand has received praises from many and hate by others. They are some of the most feared and respected heroes in Ardania. Guided by the ideal of chivalry and duty, these fearless men and women would march into even the direst situation without thought. Templar and Valkyrie are often sighted in some darkest corners of Ardania, with only their steed as company.

Valkyrie is female while templar is male; the difference is only in name.

Effects and requirements:

Valkyrie and Templar are housed in the Warrior’s guild. They require a temple of Dauros to recruit. A stable update must be carried out in the warrior’s guild before they can be recruited. If any decadence or rogue exists in town, any recruited Valkyrie or templar will immediately attacking entertainment center and rogue guild. While Templar and Valkyrie will not attack guard or peasant, they will attack rogue, gnome or elf defending entertainment center or trying to repair it. A few of these folks can turn your town into a massive melee faster then a band of monsters.


Temple of Dauros Spells:

Shield of light (1):
Dauros protects his servants with a shield formed of light. This spell negates melee attack and stuns any chaotically aligned enemies executing that attack.

Stone skin (3):
Dauros protect his servants by infusing their skin with strength of stone. Add four to damage absorption.

Library Spell:

Field Of light (5):
A massive outburst of light radiate from the caster, temporally blind all evil or chaotic aligned

Barrack Updates

Combo Attack (8):
If the Templar/ Valkyrie land a hit, he will continue attacking for a number of rounds proportional to his level, during which all attack will automatically hit and the enemy is disabled. A Templar / Valkyrie can only execute this move if he is not mounted.

Counterstrike (10):
The Templar / Valkyrie inflict damage equal to the value of enemy’s attack if they land a hit after a successful block.

Inert ability:

Guiding light (12):
Dauros guides his questing servants with a column of light that points to the greatest evil in the land. Once this ability is used by any, all Templar/ Valkyrie will begin a quest towards that location.

Sprint Charge (14):
If they land a hit in sprint charge, Templar/Valkyrie inflicts damage proportional to their level. A templar/Valkyrie is immured to melee damage during sprint charge, but they cannot stop. This ability can only be used when they are mounted.

Song of glory (16):
An aura radiate from the champion, bathing everything around him/her in glorious light. All good and order-aligned heroes are constantly healed and all evil or chaotic aligned characters constantly take damage. The effectiveness of this aura is proportional to level of the caster. If a non-boss undead is caught in the aura, he must succeed a luck check or be immediately destroyed.

Words of truth (18):
Dauros himself speak though the body of this devote champion. Whatever is said will happen. (Seemed to be a very awkward ability)

Seeking Edge (20):
During the duration of this enchantment, all attack carried out by Templar/Valkyrie land automatic hits. Negate all defensive spells. It also doubles the damage potential of the caster.

Avatar of Dauros (50):
Monks also have this ability.
A mighty servant of Dauros can transform of Avatar of the Just Hand if his wish is granted. The power of Dauros will sweep away all that opposes him. Only one Avatar of Dauros can exist at a given time.

Stats-
Health, parry high/very high
Stamina, resist, ranged high/very high
Melee very high
Amour, artifice high/very high
Damage, strength, vitality, speed, dodge high/very high
Willpower (star stat) high/very high
Intelligence, magic high/ very high

Weapon:
Plate armor, Lance, Great sword, Kite shield, steed

Diplomacy:
These champion of law can easily sway anyone with believe looted in law and order. However, they do not tolerate opposite believe and will readily strike anyone with such believes. These folks are also rather close-minded, and are very difficult to persuade.

Behavior:
They will always seek to defeat the most power enemy and their mind is always bent onto doing so. However, if they see any unjust, however slight, during their quest to slay the (insert monster name here) they will try to set it right. In addition, this fact makes their quest rather long winded. However, how can we write a tale of chivalry without a long-winded quest?

Interest: Religious texts, Sir Walter Scott, Lawsuits
 
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Riatoush



Joined: 28 Sep 2003
Posts: 3

 PostPosted: Tue Nov 18, 2003 6:50 pm    Post subject: new character classes Reply with quote Back to top

That's so funny! So many of your ideas sound exactly like something from that game. Strange...
 
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Oasis



Joined: 29 Dec 2003
Posts: 79
Location: Previous Handle: Metal Hands

 PostPosted: Tue Dec 30, 2003 11:47 am    Post subject: new character classes Reply with quote Back to top

Non-human type gods should exsist. Just minor demi-gods. I'll give ideas and the god(s) it belongs to right now.

godess of the smith (Helia, Krolm, Fervus, Agrela)
god of the waters (Lundord; the moon controls the tides)
god of the Fey(Fervus)
god of time (Krolm, Helia, Lundor)
god of the earth(Krolm,Fervus,Agrela)
god of wine(Fervus)
god of love[Romantic/fertility](Fervus)
god of the hunt(Krolm)
god of magic(all except Krolm)
god of nobilty (Fervus, Duaros)
god of the arts(Lundor)

Maybe adding a new minor member would be good. And I would like to see Centuars, as they would be the strength we need against minotuars. Maybe Dooplergangers, have them shift into whatever creature has the most power.

Oh, and could we have the class Soldier. They would be a unit under the control of the Sovergin. The Sovergeign pays like a spell and then a standing army forms at the palace gate. They this army goes wherever the king wishs. But it costs like 50 to 150 gold per day.
 
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Hydrian_Waterlord



Joined: 17 Oct 2003
Posts: 25
Location: N/A

 PostPosted: Wed Dec 31, 2003 9:57 am    Post subject: new character classes Reply with quote Back to top

Just as Centaurs are to Minotaurs, I think
Nymphs to Dryads
Phoenixes to Rocs
Griffens to Oculi
and Valkyries to Vampires
 
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Hydrian_Waterlord



Joined: 17 Oct 2003
Posts: 25
Location: N/A

 PostPosted: Wed Dec 31, 2003 10:03 am    Post subject: new character classes Reply with quote Back to top

I don't actually know if Nymphs, Phoenixes, Griffens, and Valkyrie would have to have "Godly" ties, but if they did, bouncing off Metal Hands, they would be:
Nymphs: God of the Fey
Phoenixes: God of Time
Griffens: God of Nobility
Valkyries: God of Magic
Centaurs: God of the Earth
 
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Hydrian_Waterlord



Joined: 17 Oct 2003
Posts: 25
Location: N/A

 PostPosted: Wed Dec 31, 2003 10:13 am    Post subject: new character classes Reply with quote Back to top

Possibly some other units:

Titan
Description:
This sacred of giant is the defender of the Law and Order that is Dauros. Thundering through the land like a storm of purifying light, the titan leaves no evil unquenched. The echoing footsteps are a warning to evil that they're end is near.

Demon
Description:
Burning with a flaming hatred unknown, these beings of Death defy order, and are the slaves of Chaos and War. Plundering Ardania until it's people's blood runs freely accross the land is the ultimate goal for these hated servants of the Abyss.

Angel
Description:
A being that is pure goodness and light, Angels are the eternal guardians of the people of Ardania. The tell-tale beat of their ethereal wings is enough to send evil panicking.

Fallen Angel
Description:
One these beasts were the glowing, endless beings that are angels. But through evil and wickedness they were banished from those holy circles and are now forced to preyon those which they before fought to protect.
 
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