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Grignr
05-07-2004, 01:34
Character Description:

Revenant

In the Ages past, the Horadrim were known to embalm and worship the physical forms of those great sages who had passed on to the Other Side. The wisest and most powerful and respected of their order were entombed in the highest mountains and beneath the harshest realms, to ensure their safety.

But the Horadrim also embalmed those of their order who volunteered for the process. Only the strongest, most resilient could 'survive' the process with a body and soul intact. Their spirits were released from their bodies, but were not allowed to move onto the Other World, to life after death. The spirits then found their way back through a series of complex incantations, and reanimated it's former body.

The Revenants were the most sacred warriors of a passive order of Magi. Imbued with magical strengths, and able to call upon the ancient runic magicks of their past lives, Revenants are warriors returned to life to battle Evil... on it's own terms. Fist to fist, fang to fang.

Physical description:

Revenants are tall, and very slender, with pale, Necromancer-like skin. In fact, from a distance, it would be difficult indeed to tell them apart. The Revenant, however, wears a minimal of clothing, and refuses armor. It's body is covered in colored glowing runes which seem to shift as a person looks at them. The Revenants hair and eyes have gone completely white. A Revenant, however, does appreciate the usefulness of a good weapon, preferring two-handed weapons to shields, with which they are not very proficient.

The combat abilities of the Revenant are channelled from the Other Side, stealing the life and mana from nearly every creature it can, and leaving nothing but corpses in it's wake.


Skill Trees:

Defensive Runes
---------------

The interconnected Blue runes are defensive, and the more complex and articulated they become, the greater their ability to protect those they adorn.

Spirit Shroud - Level 1 - Passive

"In death, let him have the protection of life."

Points into this rune, located on the Revenants chest, increase the Revenants natural defense. At high levels, (13 +) it also reduces the damage taken by magical and non-magical means (+1 per level past 13).


Ghost Shroud - Level 6 - Passive - Req: Spirit Shroud

"Let him walk through the forests of life without touching a leaf."

Points into this rune, located on the top of the Revenants head, give a chance for creatures to simply pass through his body. Undead are affected first, followed by demons, and at higher levels, any enemy of the Revenant. This means any physical blow, by fist or weapon, misses entirely. Acts like shield blocking, with without any animation.


Flame Shield - Level 6 - Passive - Req: Spirit Shroud

"Flames hold no fear for one who feels no pain."

Adds fire resistance.


Ice Shield - Level 12 - Passive - Req: Flame Shield

"The coldness of death affects not those who are themselves dead."

Adds cold resistance.


Mists of Undeath - Level 12 - Passive - Req: Ghost Shroud

"Let them taste death."

Inflicts small amounts of cold damage to anyone touching the Revenant. At higher levels, (13+) it even affects those who are simply close to him. Inflicts damage when a monster misses due to Ghost shroud.


Lightning Shield - Level 18 - Passive - Req: Ice Shield

"Let him walk through the storms of war untouched."

Adds lightning resistance.


Howl from Beyond - Level 18 - Passive - Req: Mists of Undeath

"Paralyze them with the sounds of mortality."

A chance to add stun or flee time to a successful damage infliction by Mists of Undeath.



Spirit Warp - Level 24 - Passive - Req: Lightning Shield

"Pain is for the living."

A chance for elemental attacks to simply pass the Revenant by (works like Ghost Shroud. Affects lightning bolts, fireballs, frost novas, Bone spears, etc.)


Screaming Doom - Level 24 - Passive - Req: Howl from Beyond

"A taste of death."

Inflicts magic damage to a succesful Howl from Beyond strike, and sends the monster running (no stun).


Purity of Death - Level 30 - Passive - Req: all

"In death, let him achieve what was impossible in life."

Adds a small percentage to Life, Mana, Defense, Stamina per level. (Maybe 4-5%, so at skill level 20, he has double his normal life, mana, and stamina.)



Offensive Runes
---------------

Only one offensive rune can be active at any one time. They glow Red when activated. (They aint passive.)


Rip - Level 1

"The claws of the dead keep growing."

Inflicts a small amount of damage to the Revevant, who inflicts a large amount to a non-undead opponent. Needs an unequipped hand. (one handed weapon and no shield, or both hands free.)


Decay - Level 1

"Decay comes to the unprepared."

Inflicts a small amount of damage to the Revenant, who inflicts a very large amount to an undead opponent. Needs an unequipped hand.


Claws of Iron - Level 6 - Req: Rip

"The weaknesses of living flesh are left behind with its desires."

Powerful attack that reduced targets defense. Requires an unequipped hand.


The Hand of Ashambar - Level 6 - Req: Decay

"Soulless bodies are the incarnation of Evil."

Mana cost varies... trades mana for direct, unavoidable, unresistable damage to undead. Uses ALL available mana. Enough damage causes an undead creature to simply explode. Mana cost varies greatly with the hitpoints of the targeted undead. (Greater Mummy, for instance, might be too expensive for a Revenant to use this on with one skill point.)


Spirit Blade - Level 6

"The weapons of the living grant the dead an ally."

The Revenants weapon inflicts a small amount of magic damage, and adds a small mana drain to the physical damage.


Decapitate - LEvel 12 - Req: Claws of Iron and Spirit blade

"Let the vile feel the cause of their destruction."

Grab an opponent, wrench him up, and viciously attack him with your weapon hand. Requires a one-handed bladed weapon, and a free hand. Inflicts terriffic damage, but is time consuming. (Full attack may take 1.5 seconds, or so.)


Vampiric Touch - Level 18 - Req: Spirit Blade and Hand of Ashambar

"The living eat the flesh of the dead... as do the dead consume the living."

Grabs an opponent, and slowly leeches life and mana from his body. Leaves the Revenant vulnerable to attack, even from the creature being drained.


Soul feedback - Level 18 - Req: Decapitate

"Let the living serve the dead in agony."

Grabs an opponent, and attacks the evil spirit within, until the creature explodes in a shower of flaming Death. (Contact corpse explosion.) Mana cost increases with hitpoints of creature. (injured creatures cost less, but inflict same damage.) Uses all mana necessary to cause creature to explode. If you do not have enough mana, it will simply drain life as per Hand of Ashambar, but this works on non-undead. Best used with mostly-dead creatures.


Vampiric Bite - Level 24 - Req: Vamp Touch

"Savagery sometimes serves better than subtlety"

Grabs and bites an opponent, draining large amounts of life, but does not stop until life bar is full, or enemy is dead.


Soul Drain - Level 30 - Enchantent - Req: All

"Steal the souls of the damned for the cause of good."

Lasts for a short time, and adds mana and life drain to all weapon or claw attacks, even ones from this skill tree that drain mana. (At high levels, Hand of Ashambar, or Soul Feedback become very cheap).


Power Runes
-----------

Black runes on white skin, these are the hardest to control, but offer some terrific rewards.

Undead Strength - Level 1 - Passive

"The power of flesh without limits."

Increases damage and attack rating of all unarmed attacks.


Lash - Level 1

"The whip of torture can be used by the victims."

Ranged attack, small amount of damage and knockback. At high level, also adds stun time.


Fire Coil - Level 6 - Req: Lash

"The burning tongue of vengeance."

Ranged strike that leaves a creature covered in flames. Damage and duration increaces with levels.


Ice Coil - Level 6 - Req: Lash

"The icy tongue of the afterlife."

Ranged strike that considerably slows an opponent. Frozen creatures also slow creatures they touch.


Hell Blast - Level 12 - Req: Fire Coil

"The hands of Hell are ever grasping."

Causes the ground beneath a creature to explode in a column of searing flame.


Heavens Breath - Level 12 - Req: Ice Coil

"The clouds of Heaven answer the call of duty."

The creature becomes the focal point of a very small bilzzard that follows them around. Damage and duraction increase, even staying after the creature has died.


Wrack - Level 12 - Req: Ice Coil, Fire Coil

"Pain is as nothing next to Death itself."

Stops a creature dead in its tracks, and it begins to attack itself. Duration increases with levels. Reduces the monsters defense and blocking to zero as well, but a successful hit by you or your minions will end the spell. Although has long casting delay, it can be cast on many different creatures.


Immolating Strike - Level 18 - Req: Wrack and Hell Blast

"Feel the wrath of the damned."

A blast of flame streaks away from the Revenant, through the ranks of enemies, dealing physical and lasting fire damage.


Glacial Charge - Level 24 - Req: Wrack and Heavens Breath

"The implacable power of ice."

The Revenant rushes through the ranks of enemies, leaving expanding waves of ice and rock to pummel the enemy.


Armies of the Damned - Level 30 - Req - Glacial Charge and Immolating Strike

"The spirits of fallen warriors wait only to be summoned."

Releases savage spirits that whirl amongst the enemy, inflicting physical, fire, and ice damage. Number of spirits, damage, and duration increase with mana, but the Revenant may not move while this spell is in effect. Moving breaks the effect, returning the spirits. Works best by running into a huge group, casting it, and then watching your spirits distract their attacks and beat them down.

Grignr
05-07-2004, 01:44
Send to tdl@diabloii.net with subject "Dark Library Submission"

Character

Dryad


All over the world, from the jungles of Kurast to the forested lowlands around Tristram to the mystical eastern lands of Paek, there are holy groves of ancient trees. Trees that have seen the imprisoning of the Three, and their release. Trees that have seen the glacial mountains march forth and retreat back to the Northlands, trees that have seen the rise and fall of civilizations. Tending these groves are a mystical people known as Dryads.

Able to live within the trees themselves, absorbing life and wisdon, the Dryads are the incarnations of Nature's purity. They have been called upon in the past by the Paladin Orders, by the Horadrim, by the very forces of heaven. They never ally themselves with the unworthy, but lately, the rumblings of discord the world over have been too strong for the groves to ignore. Dryads are, for the first time, being sent forth into the world of their own free will, with a singular mission in mind.

Character Description:

The dryads are tall, as tall as the Barbarian tribes. Their long hair is green, often bound as a ponytail with several leather thongs. Their skin is dark, and their voice is soft, like the whispering wind. Do not mistake them for meek, however... they carry with them the power of the Ancient Groves.

They are forbidden from wearing metal, but even if it were allowed, it would be incredibly uncomfortable. Rings and jewellery are not a problem, but sheathing their bodies in steel is as repugnant to them as the Evils themselves.

Character Uniques: Hardwood Armor

Body armors composed of various magically enchanted woodbarks. They have very high durability, and a plethora of magical powers, and all are socketed, even though their defense is not as strong as their metal counterparts. Helms are limited to leather, or circlets. Plated belts arent allowed.

Metal weapons and shields are outlawed, but this is ok, as the Dryads have an entire tree of weapon summing abilities, and a tree of summoning allies! The weapons are divided into Shields, Swords, and Two-Handed Weapons. They last until their durability is reduced to zero, and must be recast for new games.


Weaponry Skills
===============

These weapons and shields appear when cast in their respective slots. If the character dies, the weapons are not dropped... they simply vanish.

Oak Blade - Level 1
---------

The first simple weapon created by the Dryads, the Oak Blade is a sturdy weapon, inflicting moderate damage, as well returning a single point of life per strike.


Nature Mastery - Level 1- Passive
--------------

Points in this skill increases the durability and damage of the weapons, but not the attack rating. Also increases the defense and durability of the shields.


Oak Shield - Level 1
----------

The first simple shield granted to the Dryads, this is a strong shield, with moderate defense and blocking percentage. The defense goes up quickly, but the blocking percentage goes up very slowly.


Heartwood Hammer - Level 6 - Req: Nature Mastery
----------------

The first two handed weapon the Dryads have, this is a great early-level weapon. With excellent range and damage and Normal attack speed, this weapon also comes with one socket. If the weapon vanishes, the gem or jewel or rune is dropped on the ground, and must be recovered manually. If you leave your game, the weapon vanishes, and the gem goes to your backpack. If your backpack is full... you're hosed.


Sage Blade - Level 12 - Req: Oak Blade
----------

The next level of wooden blade, the Sage Blade has low (3%) life and mana drain, and comes with a socket, with the same rules as the Hammer. The damage also starts considerably higher than the Oak Blade.


Bramble Shield - Level 12 - Req: Oak Shield
--------------

A much tougher shield with a lower defense but higher blocking percentage, the Bramble shield is also an effective weapon. If the shield blocks an attack, it reflects 100% of the damage back at the attacker (higher with gaining levels. Blocking % also increases by one per level, up to 70% blocking at level 20, and 300% damage returned.) It comes with one socket.


Old Grove Staff - Level 18 - Req: Heartwood Hammer
---------------

A powerful weapon, the Heartwood Staff increases the damage and duration of all spells cast from the Nature Spells tree, and also inflicts a respectable amount of damage at very high speed. Weapon of choice for Dryads focusing on spellcasting.


Old Grove Blade - Level 24 - Req: Sage Blade
---------------

The most powerful blade available to the Dryad, it grants spell powers similar to the Old Grove Staff, but slightly less effective. It does, however, have 5% life and mana drain, is very fast, and the damage increases considerably with more levels.


Yggdrassils Bark - Level 24 - Req: Bramble Shield
----------------

The most powerful shield, it has a very high defense with respectable blocking percentage. It's true power lies in it's Resistance to All, which increases every level, up to 67% at level 20 (drops off sharply at level 12). It also comes with three sockets, with the same rules as above.


Havrwans Maul - Level 30 - Req: Old Grove Staff
-------------

The most powerful weapon the Dryad can summon, the Maul is a truly devastating weapon. With incredible range and power, the Dryad sacrifices speed and subtlety. Fortunately, it comes with three sockets, and it's damage is Area of Effect. To be true, it is one yard to start, and increases .2 per level, up to five (thats 5) yards! WHAM, and every bad guy near you feels it. A Dryad wielding this weapon had better be sure of his defense, though, with no shield, no blocking, and wooden armor.



Summoning Skills
================

They are divided into three categories.... Animals, Roots, and Woodfriends. Only one of each can be active at any time. All roots serve to slow opponents to varying degrees. All woodfriends slow any creatures they strike.


Anklebiters - Level 1
-----------

These roots crawl through the ground in a large patch where it is cast, grabbing at creatures and inflicting small amounts of damage to them.


Woodland Creatures - Level 1
------------------

Summons a horde of small, enraged mammals. There are more creatures per horde that do more damage, and faster, the more points are put into it. Level 20 summons fully twenty-five vicious badgers to rend every opponent on the screen to pieces.


Venomous Roots - Level 6 - Req: Anklebiters
--------------

These toxic roots inflict physical damage and fast-acting toxins upon all those it touches. The vines are restricted to the area where they are cast, but more points increases its area of effect.


Lesser Woodfriend - Level 6
-----------------

Summons a very tough, wooden ally to your side. While somewhat slow, it can take tremendous punishment (no pun intended) and absorbs some life from its targets.


Wildcat - Level 12 - Req: Woodland Creatures
-------

Summons a savage sabertooth cat to your side. It has a small chance to do Crushing Blow, Open Wounds, and Deadly Blow each attack. It is very fast, and relies on this to avoid damage, as it lacks hit points.


Old Oak Roots - Level 18 - Req: Venomous Roots
-------------

Summons a system of huge crushing roots that gradually slow opponents. When they become completely stopped, they begin to take very high amounts of damage. They have more hit points, and act upon creatures faster with more points in this skill, as well as increasing it's area of effect.


Greater Woodfriend - Level 18 - Req: Venomous Roots
------------------

This much larger and tougher woodfriend is a much more effective fighter. Slightly faster, and with two arms as big as poleaxes, it can attack two creatures at a time if they are within melee range, absorbing small amounts of life and taking huge amounts of damage.


Spirit of the Tiger - Level 24 - Req: Wildcat
-------------------

Summons a glowing green wildcat, twice as big as the living Wildcat. It attacks with it's gaping maw and it's front paws, doing huge amounts of damage to a large number of creatures. It makes up with ferocity what it lacks in hit points.


Carnivorous Roots - Level 24 - Req: Old Oak roots
-----------------

These roots are very similar to the Old Oak Roots, but they can move through the ground! True, they do not move very fast, but they kill creatures just as fast, or faster, and absorb corpses to replenish it's life. At higher levels, it can move as fast as the Dryad! It is a good idea to stay within the area of this root system while spellcasting.


Gift of Havrwan - Level 30 - Req: Greater Woodfriend
---------------

This greatest woodfriend is the incarnation of a Wood spirit, those eternal creatures of grace and wisdom. They are also reservoirs of tremendous power, the power to crush vast boulders to rubble to extract water from the dust, the power to withstand the fiercest hurricanes. This woodfriend has four arms, and attacks with such savagery it throws the corpses of the creatures it has killed hard enough to kill more enemies! It is nearly impervious to magical effects (less impervious to fire) and has enormous reserve of hitpoints. If you could direct it, it would be a marvellous ally. Unfortunately, it tends to wander off in search of more meat-bags to destroy.


Nature Spells
=============

This tree has several passive abilities, as well as the offensive magicks of nature.


Regrowth - Level 1 - Passive
--------

This passive skills grants the Dryad regeneration, as per the magical effect. +10 at level 5, +20 at level 12, +30 at level 20.


Wind in the Leaves - Level 1
------------------

All creatures in the targeted radius slow down, and begin to wander aimlessly, the hypnotic sounds causing them to forget all about harming the Dryad.


Deadfall - Level 6
--------

This causes all creatures in the area of effect to be lifted into the air by magical branches, and then promptly dropped. This stuns them for several seconds, and inflicts moderate damage.


Barkskin - Level 12 - Req: Regrowth
--------

Passive. Increases the effectiveness of Woodbark armor.


Treeblood - Level 12 - Req: Wind in the Leaves, Deadfall
--------

A slow, nova-like wave of yellow bursts forth from the Dryad, enveloping all creatures in the radius in a thick, golden sap. These creatures move extremely slowly, and living creatures slowly take damage as they struggle for breath.


Commune with Nature - Level 18 - Req: Barkskin
-------------------

Increases the movement speed of Treefriends and Roots. Combined with the Gift of Havrwan, you can create a tremendously fast, berserk warrior that might be hard to keep up with.


Bramble Spirits - Level 18 - Req: Treeblood
---------------

Releases small spirits into the air, that attach themselves to creatures, inflicting damage everytime they move, and inflicting much more damage every time they attack. They cannot be gotten rid of, except by waiting out the duration.


Mighty Deadfall - Level 24 - Req: Deadfall
---------------

Magical branches lift up the creatures, but this time, hurl them at the ground with such force that they become so stunned and disoriented they may begin to attack eachother, as well as doing considerable damage to their flesh and equipment.


Aura of the Forest - Level 30 - Req: Commune with Nature - Passive
------------------

Increases mana recovery, as well as your light radius, letting you see farther.


Natures Wrath - Level 30 - Req: Bramble Spirits and Mighty Deadfall
-------------

This spell whips up a mighty hurricane in a cone facing away from the Dryad, and filling the savage winds with boulders and jagged tree stumps. Creatures caught in the blast suffer physical, cold, and stun damage. It can be aimed, slowly, like Inferno, sending all creatures tumbling away from the Dryad in fear. Unfortunately, It is so mana draining it is very difficult to maintain it long enough to cover a large area.

Grignr
05-07-2004, 02:01
Send to tdl@diabloii.net with subject "Dark Library Submission"

Character Description

Avatar

The ranks of Haaven are plentiful. The greatest of the Archangels, such as Hadrael and Tyrael, marshal the armies of the Light. But those Armies themselves are made up of lesser orders. The lowest orders are the least powerful, but at the same time, the most respected for their near-mortal lifespans and gift of free will. They have considerably more free will than the other ranks, except for the Archangels themselves. They are open to a variety of skills and abilities learned through battle and experience.

Some of them are even sent to Earth as guides, advisors, or agents of the Higher Powers. They are forbidden from associating too long with the unstable Mortals, but sometimes it is necessary, and some of the angels descend to the Mortal planes permanently. They can only regain their stature in Heaven through tremendous acts of faith and goodwill.


Physical Description:

Avatars are very tall, broad shouldered, heavily muscled, and have the disturbing ability to float a few inches above the ground. Their hair is black, and their eyes glow white, crackling with lightning when they become enraged.

They can summon the powers of their Angelic brethren, temporarily imbuing themselves with Holy power and skill. The ranks of angels are distunguished by their choice of weapons, and thus some powers can only be used in conjunction with certain weapons.


Avatar Class-Specific Items:

The Avatar-class weapons are double-ended polearms, extreme damage at reduced range. They are 4x2, and typically come with quite large bonuses to Attack Rating intrinsically.


Avatar Skill Trees:

Avatars have the following skill trees: Holy Spirits, Combat Powers, and Defensive Powers. The defensive powers are unique in that they cannot be cast on himself, but only on other players, minions, and allies! Obviously, these characters are meant to travel as leaders, and as such, can have two (count em TWO) minions of different classes! Ever wanted a Barbarian with a Might Paladin behind your guy? Two archers? A Cold and a Fire Iron Wolf? Now you can!


Holy Spirits
============

These are sort of like Auras, as they imbue the Avatar with great powers, but they slowly drain mana, and only affect the Avatar.


Strength of Spirit - Level 1 - Passive
------------------

Increases hit-points while in a Spirit mode, and decreases the Mana Drain.


Avenging Spirit, Jularael - Level 6 - Req: Strength of Spirit
-------------------------

Vengeance is the simplest form of Angelic incarnation, and as such, is learned very quickly. The Avatar does more damage the lower his hitpoints are. Starts at 100% damage and AR increase when the Avatar is at 1hp, and increases by 25% per level. 600% more damage at 1 hp at high levels is nothing to sneeze at in emergencies! Naturally, it is a sliding scale, so at 100% hitpoints, you get NOTHING! This one drains no mana.


Charging Spirit, Chevrael - Level 12 - Req: Avenging Spirit
-------------------------

This spirit form requires a one handed weapon and a shield (or the Class Specific). The Avatar has +100% movement speed and stamina, and inflict small amounts of damage to any creature he comes into contact with.


Protective Spirit, Quaylarael - Level 12 - Req: Avenging Spirit
-----------------------------

This spirit form requires a one handed weapon and a shield. Any ally within a specific radius gains the stats of the Spirit's shield, in addidtion to their own shield (So they may acquire 75% blocking on TOP of their own shield, plus big resistances, or bonuses to attack rating! This blocking also does not affect them in any other way, so no blocking animations.) No other powers are given. Great for keeping minions alive, though.


Winter Spirit, Yzarael - Level 18 - Req: Charging Spirit
----------------------

This spirit form requires a polearm, or a Avatar-Class weapon. Cold attacks are added to each strike, and anyone hitting the Avatar takes similar cold damage. Also, an expanding aura of cold slows opponents, and provides the Avatar and allies with bonus resistance to fire! (If the minions are within the aura).


Healing Spirit, Ghuzurael - Level 18 - Req: Protective Spirit
-------------------------

This spirit can be used with any weapons. All allies within a given area recover life and mana, and any potions imbibed in this time have double effect! Also, poison time is reduced considerably, as well as curse duration (but not effect).


Thunder Spirit, Kytarael - Level 24 - Req: Winter Spirit
------------------------

This spirit requires a two-handed weapon or Avatar-Class weapon. Lightning damage is added to all attacks, and anyone striking the Avatar releases powerful Charged bolts. The Avatar and any allies in the radius also acquire resistance to lightning. Basically, you become Lightning Enchanted.


Repentant Spirit, Khatarael - Level 24 - Req: HEaling Spirit
---------------------------

This spirit can be used with any weapons. The Avatar acquires Life Leech on any attack he successfully performs, and any corpses in his radius are turned into Life and Mana for any allies in the area (eventually)! More corpses are more efficiently converted in this manner for each point put into the skill.


Unholy Avenger kel'Jularael - Level 30 - Req: Thunder Spirit
---------------------------

The Angels of Vengeance are, naturally, more potent when they are dedicated to the same cause. This aura can only be cast when the Avatar is at 5% or fewer hit points. Life is refreshed to 100%, and the mana drain begins. It requires a sword and shield or Avatar class weapon. Damage is increased considerably, along with ground speed. Cold and Fire damage are added to every blow, and anyone striking the Avatar will find themselves getting hit without the Avatar even seeming to react. (IE: it acts as though the creature was hit by the Avatar, without any animation). (Mana drain is very fast on this one!)


Archangel of Flames, Chokuzael - Level 30 - Req: Repentant Spirit
------------------------------

This powerful spirit might seem odd to conclude the Benevolent Spirit tree, but it is indeed a benevolent spirit. Any allies in the radius recieve a small Resistance to All, and any opponents LOSE a small resistance to all! Also, considerable amounts of fire damage are added to every attack, and anyone touching the Avatar will find themselves on fire. Higher levels create a Blast Radius for the Angels successful attacks. (Very high mana drain.)



Defensive Powers
================

These powers can be cast on Allies, Minions, and even golems and revives, making them the good, good friends of Necromancers. They last for a short while, but the duration of all of them rise considerably with points in the level, but so does mana cost.


Defender - Level 1
--------

Just like the name says, this adds to the allies defense statistic.


Guardian Wind - Level 1
-------------

Protects against missiles. At higher levels, even protects against magical projectiles!


Angelic Deflection - Level 6 - Req: Defender
------------------

Provides a chance that any hand to hand attack will simply bounce off of the enchanted ally. (Acts like blocking %)


Proof against Poison - Level 6
--------------------

Provides great amounts of protection against poison, even reducing its duration.


Protective Mists - Level 12 - Req: Angelic Deflection, Proof Against Poison
----------------

Absorbs some damage from any physical, and smaller amounts from magical attacks.


Disguising Mists - Level 12 - Req: Guardian Wind, Proof Against Poison
----------------

Monsters simply dont see this ally, even when it is beating some poor demons head in! Of course, some creatures arent affected, and ranged attackers arent fooled.


Healing Mists - Level 18 - Req: Proof Against Poison
-------------

Adds a considerable amount of Regeneration to the Ally.


Strength of Titans - Level 24 - Req: Protective Mists
------------------

Adds a large amount of defense and Hit Points to your ally.


Ghost Ward - Level 24 - Req: Disguising Mists
----------

The ally becomes completely invisible to the undead, even ranged undead mages.


Angelic Retainer - Level 30 - Req: All
----------------

The ally gets limned in a golden glow, gaining a bonus to Resist All, Defense, and Damage, and even a small amount of Regeneration. Only one Retainer can be active at any time, among any number of minions. If you recast it, the original Retainer will vanish.



Combat Powers
=============

These powers are for use when the Avatar is not host to a spirit (First skill tree). Some of them can only be used by Avatar class weapons, and some require a shield.


Shield Slice - Level 1
------------

The shield temporarily acquires a razor edge, and is used to knock back enemies and inflict damage.


Double Twirl - Level 1
------------

Requires Avatar Class weapon. Strikes the opponent in front, and then two other allies within melee range with one strike. Damage is reduced, but attack rating is boosted. Damage gains a bonus about level 5.


Holy Crush - Level 6
----------

Any weapon inflicts triple damage to Undead, and double damage to Demons.


Eviscerate - Level 12 - Req: Holy Crush
----------

A bladed weapon is thrust through the opponent, and then rent straight up, showering the area with gore. Does fantastic damage to one creature, drains stamina, and leaves you open to counterattack, although it does cause creatures in the area to run away briefly.


Shatter Soul - Level 12 - Req: Shield Slice
------------

Brings a shield crashing down on an opponent's head, driving them into the earth. The creature so afflicted loses the urge to fight (-50% speed), takes a buttload of damage, and gains a permanent -50% to defense and damage. (Not bosses.)


Spinning Twirl - Level 12 - Req: Double Twirl
--------------

The Avatar spins in a circle, slashing all creatures with an Avatar-class weapon. The power can be held on, like Inferno, and the Avatar just keeps on spinning and slashing (staying in one place, though)......


Impaled Standard - Level 18 - Req: Eviscerate
----------------

A savage attack, the Avatar impales an opponent upon it's bladed weapon, and hoists it overhead. Any creatures of the same type that can see the Standard (IE, on the screen) get -50% to movement, damage, defense, and resistance! Of course, the Avatar cant do anything but hold it, but your minions will have a field day.


Absorb Soul - Level 24 - Req: Shatter Soul
-----------

Smashes an opponent with your shield. If it kills an opponent while doing this, the Shield becomes temporarily charged, and inflicts tremendous fire and physical explosive damage the next time it successfully blocks an attack. With skill, you can finish off regular monsters with this, and then blow up the next one in line.


Unrepentant Twirl - Level 24 - Req: Spinning Twirl
-----------------

This skill can be uses on an area, inflicting slightly reduced damage to all adjacent creatures, or it can be used on a single creature. The Avatar spins around a single creature, slicing and dicing as it goes. It can be held on for long periods of time, and the Avatar can walk slowly while using this skill,walking right through a group of enemies. (Very slow Whirlwind, Class-Specific weapon only.)


Fury of the Righteous - Level 30 - Req: All
---------------------

This powerful ability can be used with any weapon. Each strike reduces it's targets resistance by a little bit, shown by a spinning series of stars above the creatures head. (More stars, lower resistance.) Also, each strike inflicts more and more fire, ice, and lightning damage, shown by starts above the Avatars head. More points allow for more charges of elemental damage, and more loss of resistance for the target. (GREAT For bosses!) It does, however, lower one's resistance and defense.

Grignr
05-07-2004, 02:16
Character Description

Planeshifter (my least popular one)

Rumors persist, ancient even to the Horadrim, of a clan of mages who left this mortal plane aeons ago, seeking to travel the 999 Planes of the Universe. They took with them all of their learnings, leaving only stories to pass down through the ranks of magical peoples.

They travelled through the layers of Hell, the Elemental lands of fire and ice, and the Energy planes of life and death. They explored, made contact with life forms bizzarre beyond our comprehension, and above all, gathered knowledge. Time does not operate in the same way, and many of the original Planeshifters have survived. They know, however, that time can never be stopped, even for those as powerful as them, and have begun to pass their learnings on to others.

These neophyte Planeshifters have the spark of magic in their soul, and were sought out on an individual basis by the original Planeshifters. The basics have been taught to them, and the abilities of the Masters are within their grasp... they need only to attain it.


Physical Description:

Planeshifters are quite normal people. They are of average height, may be of any coloring as they come from every culture accross the world. They are not adverse to armor, but many of them have simply passed up becoming physical powerhouses in exchange for learning all they can of the 999 Planes.

The one trait that they all seem to posess, however, are piercing golden eyes, used to penetrate the layers between realities. These eyes give them an intrinsic bonus to their light radius.


Planeshifter-Class Items:

Many items, such as clothing and weapons, simply cannot survive in other planes, outside of their protective auras, and as such, the Planeshifters have developed powerful magical items in the forms of trinkets and jewellery. They are small enough and close enough to their flesh to share the protection of their powerful magics.

Planeshifter Rings and Amulets are differentiated by being Ethereal. They have no durability ratings, of course, but no other type of traveller is able to put the darn things on except the Planeshifter. They give bonus' to skills, in addition to having an armor rating, on top of any magical powers available to jewellery! They are, naturally, extremely rare, and are usually only found on beasts travelling themselves from other planes. (Maybe add a few new types of creatures... tiny elementals or energy beings can be scattered accross all five acts.)

One may think that being able to equip three Class specific items being unbalancing, but as you will see below, every other item on their bodies becomes moot when their Planeshifts are active. MF'ing might be hard with this class, but it can be done with a little practice. Note: Normal rings and amulets are also active when the Planeshifts are active.



Skill Trees:

Planeshifters have three skill trees, two of them Planeshifts: Elemental Planeshifts, Energy Planeshifts, and Magic Powers. The Planeshifts are somewhat like auras, but instead of simply affecting creatures or allies, the Planeshifter bends reality, and forces a small bubble of a different plane into this one! These can have effects on Allies, enemies, and almost always, the Planeshifter himself. When these are active, the Planeshifter can only use powers from the Magical tree: Weapons and Armor are useless in this form, as he himself takes on the properties of the Plane in question. The most startling effect is the land itself within the range of the aura is changed. Grass may become lava, or ash, or bones, returning to it's normal state when the Planeshifter leaves the area.


Elemental Planeshifts
=====================

Earth Shift - Level 1
-----------

The Planeshifter brings a portion of the Lesser Plane of Earth into reality around him. He becomes stronger, tougher, and resistant to projectile attacks.


Fire Shift - Level 1
----------

The Planeshifter brings a portion of the Lesser Plane of Fire into reality around him. He glows brightly, becomes very fast, and acquires a very short-ranged range attack. Creatures within the Shift also take very small amounts of fire damage.


Elemental Shifting Mastery - Level 1 - Passive
--------------------------

Increases the radius of your shifted area by a percentage of the radius listed under the skill. Also decreases the mana drain while a shift is active.


Stone Shift - Level 6 - Req: Earth Shift
-----------

Much like Earth Shift, providing the Planeshifter with a much more physically powerful body, but also creates an area of quaking, rupturing earth around him, dealing physical damage and, in the case of flying creatures, stun damage. Corpses also have a chance to be shuffled under the soil.


Ice Shift - Level 12
---------

A very potent Shifting spell, this encases the Shifter in a layer of icy, swirling snow, providing resistance to ranged attacks and elemental attacks, and providing him with a limited ranged attack ability. Enemies very close to the Shifter also may become slowed. Anyone allies within the radius of the Shift gain the protection from ranged attacks.


Blazing Shift - Level 12 - Req: Fire Shift
----------

Also a powerful ability, this turns the Shifter temporarily into a lesser fire elemental. He gains resistance to fire based attacks, as do any allies in the range of the Shift. He also gains a potent ranged attack, to help offset the lack of any defensive bonusses. Any allies in the range of the Shift also gain a fire-damage bonus to any hand-to-hand attacks.


Frozen Shift - Level 18 - Req: Ice Shift
------------

A deadly skill, this encases the shifter on a layer of ever-moving ice, providing excellent resistance to damage of all kinds. Hand to hand combat skills are elevated greatly, and all creatures within the area are slowed. Direct contact with the shifter has a chance to freeze even the toughest creature. Any allies in the range of the shift gain resistance to cold.


Crystalline Shift - Level 24 - Req: Stone Shift
-----------------

This opens a gate to the Greater Elemental plane. The Shifter aquires the physical properties of the toughest minerals, and all but the strongest weapons will bounce off of his hide. His movement is somewhat reduced, but anyone within the area of this shift will be pelted with boulders, if they manage to escape from the Shifters crushing fists. This skill offers very little to his allies other than a terriffic toe-to-toe fighter.


Infernal Shift - Level 24 - Req: Blazing Shift
--------------

This opens a gate to the Greater Elemental plane of Fire. Cyclones of fire move randomly within the borders of the shift, incinerating enemies, and the Shifter can summon up great gouts of flame under his opponents feet. Also he and any allies in the shift move faster and gain a great resistance to fire, but he must be careful... at this level, most creatures will have no problems connecting with their wicked weapons.


Chaos Shift - Level 30 - Req: Infernal and Frozen Shift
-----------

Possibly the deadliest skill available to the trained Shifter, he opens a small gate into the planes of Earth, Fire and Ice simultaneously! The planes are in contact with eachother, and the destructive zone is a popular extra-planar place for battles to the death. Sometimes showing up is deadly enough! Rains of rocks, gouts of flame, and gusts of icy wind whip around the Shifter, safe in the eye of the storm. He gains a bonus to resistances, a bonus to armor and damage, and immunity to being frozen or stunned (but he can still be hurt by ice and powerful blows.) Any allies also gain a resistance to the elements. His fists do not gain bonuses to damage, but the erupting land of madness around him is often enough.


Energy Planeshifts
==================

Much more volatile than the Elemental Planes, the Energy planes are home to the much-feared planes of Life and Death! The borders between the Elemental and Energy planes are home to the Quasi planes, also included in this skill tree, such as Lightning and Sound. These shifts come with much more dramatic bonusses, as well as setbacks that the Shifter must keep in mind at all times!


Energy Planeshift Mastery - Level 1 - Passive
-------------------------

Increases the radius, and decreases the mana drain, of the Energy Planeshifts. This is a must, as the mana drain of these shifts is much more severe than the elemental shifts.


Positive Energy Shift - Level 6 - Req: Energy Planeshift Mastery
---------------------

This shift laces the Shifter with pure energy, crackling over him in an aura. Anyone touching him is quite badly burned, much moreso if they are undead. His attack becomes purely magical, although there are no other combat modifiers.


Lightning Energy Shift - Level 6 - Req: Energy Planeshift Mastery
----------------------

This causes crackles of lightning to outline his body, viciously shocking anyone touching him, and lending a lightining bonus to his attack. It also ups the light radius considerably. There are no other combat modifiers.


Negative Energy Shift - Level 6 - Req: Energy Planeshift Mastery
---------------------

The Shifter becomes enveloped in a layer of inky blackness, and tendrils of wispy blackness seem to emanate from his body. Anyone touching him becomes drained of energy and stamina, and it lends a ever-growing life-leech to his attacks. There are no other combat modifiers.


Sonic Energy Shift - Level 12 - Req: Positive and Lightning Energy Shift
------------------

The SHifter becomes the center of a swirling sonic storm. It is invisible, save for a shimmering in the air. Anyone caught in the blast get's their Attack Rating cut to 50%, or even less with higher levels. Also, anyone attacking the Shifter or his allies suffers a severe vibratory backlash. The Shifter and his allies in the Shift gain "50% chance for monster to flee".


Thunder Shift - Level 18 - Req: Lightning Energy Shift
-------------

A potent shift indeed, the Shifter begins to glow blue with barely contained energies. Anyone touching the Shifter releases at least three charged bolts... one into the attacker, and two off in random directions. Obviously, being surrounded is a good way to decimate the opposition. It adds considerable lightning damage and AR, but nothing to defense.


Entropic Energy Shift - Level 18 - Req: Negative and Lightning Energy Shift
---------------------

A difficult and deadly shift, Entropic Energy is the essense of the forces of time, causing all matter and energy to run down into nothingness. Anyone touching the Shifter in this state will find their maximum life, damage, and ar reduced. Players will take a percentage of their life in damage, a percentage of their mana, and temporarily reduced damage and AR. Also, it damages any weapons or armor they may be carrying. The Shifter gains great resistance to all elements, but becomes unable to cast any spells except those that affect the Weave itself (see Magic Powers). The Shifter also gains a very large bonus to his damage inflicted, 1/2 of which counts as a magic attack. This usually does not KILL monsters, but will cripple the, severely.


Storm Shift - Level 24 - Req: Sonic and Thunder Shift
-----------

A whirling maelstrom surrounds the Shifter. Bolts of lightning randonly explode from his body, arcing through enemies. Powerful winds buffet and knockback random enemies within the area of effect of this spell. Enemies become confused and disoriented, attacking others, themselves, or simply running in terror. The Shifter gains a lightning bonus to damage, as well as inflicting DOUBLE knockback. All allies within the sphere of influence gain lightning damage and knockback.


Life Shift - Level 30 - Req: Storm and Thunder Shift
----------

One of the two greatest Planeshifting feats any Shifter can hope to accomplish, he temporarily brings a portion of the Prime Energy Plane of Life into existence around him. He gains a tremendous bonus to hitpoints and mana, as do his allies, to a lesser degree. His defense is substantially increased, as are his resistances, AR, and damage. He regenerates quickly, as do his allies. Undead suffer 300% damage from the shifter, and demons suffer 200% damage. Contrary to other shifts, this actually costs NO mana! The Plane of Life replenishes the shifters mana as fast as the energy necessary to keep the shift stable are drained. He cant cast any spells, though, and he still doesnt do a lot of damage himself.


Death Shift - Level 30 - Req: Thunder and Entropic Shift
-----------

The Prime Energy Plane of Negative Energy is not, contrary to popular belief, evil. Evil is a concious act, a way of life for sentient beings. Negative energy is simply the opposite of positive, not the opposite of good. Even so, this skill is often looked upon with great disdain by those who believe themselves pure of heart. Some Shifters even refuse to acknowledge its existence! Despite this, this skill grants the Shifter some incredible, and unique, abilities. His Defense is greatly increased, due to the absorbing effects of Negative energy. His resistances are greatly boosted, as is his Damage and AR. He also gains a great amount of Life and Mana leech to his attacks. Much more feared, however, is the ability of the Shifter to extend his reach great distances, tendrils of inky blackness wrapping themselves around a creature, and draining it of existence. The damage counts as physical and magical. All creatures within this sphere of influence find their resistances to everything, even Physical damage, cut sharply, making even the toughest beasts vulnerable! This skill is extremely hard to maintain. Sufficient damage to the Shifter will cause the shift to rebound and close, and the Shifter will be stunned for several seconds. Also, your minions will NOT enter the area! Only dead or undead minions may safely traverse it (golems, skeletons)




Magic Powers
========================

Although their methods are alien, the Planeshifters are mages at heart, and as such, have access to a great many magical powers. Some can be used while Shifting, and some can only be used on their own.


Cosmic Awareness - Level 1 - Passive
----------------

This Passive mastery allows the Shifter to sense the shifting auras and moods of the universe. He is able to tap into weak points in the Weave, and extract mana to refuel his reserves (+ mana recovery). It also increases the range and effect of reality-altering spells in this tree.


Strength of Will - Level 1 - Passive
----------------

A very important skill, the central skill of a SHifter is the ability to concentrate through any and all distractions. It increases the chance that his attack will be uninterruptible, and the chance that he will simply ignore the pain from wounds that are inflicted upon him.


Cut the Weave - Level 6 - Req: Strength of Will
-------------

The first of his reality altering spells, Cut the Weave sends very localized ripples through reality. Creatures caught in the (small) area of this ability are stunned and disoriented, unable to move or react to anything until the spell is broken, or they manage to fight their way free.


Test of Wills - Level 6 - Req: Strength of Will
-------------

Using the pure force of his mind, he pounds the intellects of the creature he engages with this spell. A victory leaves the enemy shocked and defenseless. However, if the Shifter should lose, he himself becomes temporarily stunned and easily attacked. The skill goes up with the mages Skill in this, combined with his Magic statistic.


Reality Bolt - Level 6 - Req: Strength of Will
------------

Firing a bolt of warped reality at a target often has spectacular effects. There is a small chance the bolt will pass through it's opponent (starts at 33%), inflict magic damage (starts at 33%) or inflict a crushing physical blow (starts at 33%). Increased levels lower the chance of missing, and raise the chance of magic damage. If enough magic damage is done in one blow (50% of the creature's hit points) the creature explodes in a shower of gore, frightening other monsters away.


Work the Weave - Level 12 - Req: Cut the Weave
--------------

Cutting the weave is simple... working with it and altering it with a purpose is much more difficult. With this skill, similar to telekinesis, the Shifter is able to grab opponents and manipulate them at will (with the mouse), forcing them to attack anyone within range. It has a constant mana cost, based on the power of the creature. Against greater beasts such as Champions or Bosses, it simply serves to slow them down, inflicting small amounts of magical stun damage, as they struggle against reality itself.


Battle of Wills - Level 18 - Req: Test of Wills
---------------

A more powerful, and destructive, skill than Test of Wills, this forces his crushing intelligence to affect an area. Creatures in the affected area turn on eachother, attack themselves, or sometimes are blasted into a semi-comatose state, wandering aimlessly until they are mercifully slain. This costs a very large amount of mana, and the effects are much less impressive aginst greater demons.


Reality Bomb - Level 24 - Req: Reality Bolt
------------

A massively destructive spell, this causes an explosive ripple in the fabric of reality itself. Creatures are, oddly, sucked INTO the blast, into a tight little ball, where they suffer physical and magical damage. The damage is greater the more creatures are in the blast radius. (Ten creatures each suffer twice the damage as a blast encompassing five creatures). It takes great skill to use this ability... there are a few seconds between casting the spell and the bomb going off.


Shred the Weave - Level 30 - All
---------------

A skill so wanton that Shifters are forbidden to use it without good cause, this simply destroys reality itself in the given area. Creatures are able to resist, being creatures of reality, and as such, beings able to change reality through actions and deeds. It causes an instability in an area to to grow and flourish. The radius slowly increases to it's maximum as the spell is cast. Damage gradually magnifies until creatures inside the area are simultaneously pushed and pulled into oblivion. It costs tremendous mana to run, and the Shifter must have at least level 5 each Cosmic Awareness and Strength of Will to cast this spell while shifting another plane! Creatures wandering into the area increase the mana cost, but they will suffer the current level of damage. Potions cannot be drunk while this spell is in effect... it takes too much concentration. This means that it will not last a long time, since you must end the spell, drink a Mana potion, and then start it up again, with the damage slowly ramping up. With something like, say, a Meditation Paladin as a friend, though, you could really do some damage.....

Kasceis
05-07-2004, 08:54
Didn't get to read it all, but it looks like you put a lot of work into it. Good work!

k1ril
05-07-2004, 22:37
Good work man :thumbsup: I just wonder what the synergies would be:)

Grignr
05-07-2004, 23:44
I was thinking of doing full synergization and artwork for a lot of these... gimme time, will ya?

Hey, think Blizzard would hire me for the next game?

raphiel20
06-07-2004, 00:06
very nice new charecter classes there, especially seeing as you seem to of even balanced them very well. yo umust of put alot of time into this so well done. As said the synergies for each of the skills would be very interesting seeing as theres so many possible builds with them the diversity of the chars would be tremendous. again wel done and keep up the good work :thumbsup:
As for the job think up of a continued story line and i think you've just put the blizzard design team out of a job :lol:

l8rz :howdy:

raph

Grignr
13-08-2004, 21:04
So do you think Diablo III would use the tree format, or should I try and think of a new system?

Ryshenron
18-09-2004, 04:22
dude, that stuff is awesome, ive seen alot of ppl making up quirky new classes that didnt work well, but you obviously put a load of thought into these, and they make a lot of sense and are extremely interesting, if i had made the diablo 2 series i would hire you on my team

koeraokse
18-09-2004, 18:19
this is really good! I have often wondered what characters could be in next diablo but this is awesome, very original and I think these are the chars that many ppl inqluding me would like to see in next diablo...
wish you luck with this! :buddies:


:cheesy:
*priit

Grignr
24-09-2004, 17:24
Wow, I didn't think that anyone read these anymore, but lo and behold, I got two posts this past weekend!

Well, the two more I am working on on paper are almost done... I've changed the skill trees so many times for the Hellion only a few things remain as I originally intended. Oh well, he still looks cool.

I'm also working on some short fan-fiction for each class. Wish me luck!

purpz
07-10-2004, 12:21
Hey nice chars!
Can me and my friends use your chars on our blog, its a diablo ii fanfic thingy

Grignr
03-11-2004, 21:48
Hey nice chars!
Can me and my friends use your chars on our blog, its a diablo ii fanfic thingy


Whats the URL of the blog?

I cant see any MAJOR problems, as long as you cite me as the author. :)

Grignr
06-11-2004, 21:01
Whats the URL of the blog?

I cant see any MAJOR problems, as long as you cite me as the author. :)

I suppose, though, that I'd have to see your website first. If people start using these everywhere, then Blizzard might not want to pick them up for their game (or even worse, pick them up and not give me a shred of credit).

~Kazama Fury~
13-12-2004, 14:37
though its like a month later after the previous post, it is my first time visiting these forums and my very first time posting in here.

i must say, wow, amazing stuff. i read the revenant section. i have finals coming up so i will probably come back and read the rest.

if only there would be a diablo 3 in the works, i think blizzard may be interested in what you have there, atleast that would create more interest to the fans as well.

i wonder if you were still working on this.
i wish you luck.
good job again.

Grignr
15-12-2004, 20:21
Yup, I am still working on it. As a matter of fact, I'm working on a way to put these into Excel so I can get equations for synergies going, and I'm finishing up tweo more characters (one of them serious): the Hellion, and the Gamer.

Hint: The Gamer has the Cheats tree, the 133t tree, and the Codes tree. Hold onto your undies for that one.

One thing: Anyone know a good exportable Excel format, so I can re-post them when I am done?

Also, a bit of a contest, with no prizes: gimme a name, a good title for a character, and I'll see if I can wrap my head around it. Thats how most of my short stories work... someone gives me a name, and every name gives me a mental image of a person, and I take it from there.

stormrage112345
16-12-2004, 17:34
I thought ofa new character name. How about the temptress (yes its a female one).

Grignr
16-12-2004, 22:19
Well... Temptress.... hmmm... I think I can do that. Don't think I could do 30 nookie-related skills, but one tree should be easy enough. Maybe something like a Dominatrix.... spikes, whips, men in leather following her around... :) We'll see.

However, I do have something pretty nifty for anyone out there who cares: The fully interactive Revenant, complete with synergies! One down, five to go (yeah, yeah, Temptress, six...)

Revenant Excel file (http://www.geocities.com/sword_chuck/revenant.xls)

Whaddya all think?

Grignr
20-12-2004, 18:11
And another!

Dryad Excel file (http://www.geocities.com/sword_chuck/dryad.xls)

Grignr
24-12-2004, 14:28
No comments? :( Oh well. I'll just keep them then.

stormrage112345
28-12-2004, 06:15
How long did you spend on those? THeyre really good even though my opnion doesn't really matter.

Grignr
28-12-2004, 23:46
How long did you spend on those? THeyre really good even though my opnion doesn't really matter.

All "opnions" matter, thats why I posted them here. I wanted feedback, I wanted opinions... I got 60 views and not one comment, though, so I took them down. I might repost them, if anyone asks.

I spent a few hours on each one, I guess. The Hellion is taking me longer, probably 20+ hours by now, but it'll be worth it when I'm done, I think. Also working on the Temptress, as well as the Dwarven Hero and the Artificer.

Cudgel
29-12-2004, 09:16
I sorta read about half of each character. NICE di di yu ever think about learning to make D2 mods? Then you could sorta test these out.

stormrage112345
29-12-2004, 10:53
Just wondering but if you can draw, why not post some pics. If you can't why not find a friend.

Andy2702
29-12-2004, 11:28
woah, those are kikbutt! Nicely done.

Grignr
30-12-2004, 01:25
woah, those are kikbutt! Nicely done.

So does that mean I should repost the interactive character sheets, complete with synergies, et al? For people unfamiliar with it, you just enter numbers into the slvl of each skill, and you can see the numbers for damage, range, mana cost, etc, for yourself, and in some cases, see how it affects AR, defense, weapon damage, etc, etc.

I don't know any artists, and everyone I've contacted about it has apparently dropped off the face of the Earth after responding once, or told me they don't like "fan-fiction characters". If anyone here knows of any artists, I would appreciate it.

Death_Frog
01-01-2005, 05:07
I am a fan of making up characters as well... but those are by far the best thought-out characters that ive ever seen.

I did come up with a short description of a character type i made, they were called the Monks of Wakuu. They used staves and rods for weapons and could cast some small spells... ill dig it up if you want to overview it or tweak em, thats ok with me.

Monks Of Wakuu (http://forums.rpgforums.net/showthread.php?t=229736)

Good luck with your creations :thumbsup: (I see someone played Warcraft III :uhhuh: )

P.S. Woot my 400th post... yay. I have fewer posts than people who joined a year after me... lol

Clarke667
01-01-2005, 08:48
So does that mean I should repost the interactive character sheets, complete with synergies, et al?

The crazy things we fans do. I can't even fathom the amount of time you've put into these... or maybe I can. I am here on the forum, after all.

If it comes down to a vote, I cast my ballot for "repost the interactive character sheets". They're pretty nifty.

If anyone here knows of any artists, I would appreciate it.

Did I just get your hopes up? Maybe a little bit? Sorry, but I don't know any visual artists, if that's what you meant by that comment. But I personally wouldn't mind lending my meagre talents to perhaps write a short fan-fic about one of your character-types, if you're interested.

Offer's on the table.

Anyways, kudos and good-job, with an "atta-boy" on the side.

Grignr
01-01-2005, 19:29
IF you guys can give me a week, for me to finish up my side projects (real-life sucks when you need money), I can start working on these again. I wanna finish up the Planeshifter and the Avatar and the Hellion in the Excel file, and maybe include a little story with each. I'll figure out how to insert text into Excel.

Relapse_
04-01-2005, 13:04
Yeah, a story would be nice. Adds flavour and appeal to the characters, which is a big part of diablo. Plus it's fun. Part of me wanted to write character concepts for the characters in my story, but I can't be bothered to find the time between writing the fiction.

Grignr
04-01-2005, 17:54
Well, the files are back up, but I won't be working on them this week... I have to finish a house for some private clients, and I have to finish publishing the Seniors Resource Guide for my area (and these aren't even my full-time jobs). Stupid reality.

Glad there's a resurgence of interest! :)

kbt.paul
09-01-2005, 14:44
absolutely amazing, top job :thumbsup:

koeraokse
10-01-2005, 14:49
omfg, I cant wait to see the pictures of them, and the game... :xtree:
great job with exel
:xsmile:
*priit

Science Cryption
03-02-2005, 20:22
you realize what youv'e done? Blizzard won't use this great stuff now becuase youl own the rights to all of it, even if you didn't copy write or even fight a claim for it, everyone here would still know that you are the mind behind it all. so it's either pay you an unreasonable amount of money or dissmiss all your hard work for nothing.

Grignr
04-02-2005, 01:39
you realize what youv'e done? Blizzard won't use this great stuff now becuase youl own the rights to all of it, even if you didn't copy write or even fight a claim for it, everyone here would still know that you are the mind behind it all. so it's either pay you an unreasonable amount of money or dissmiss all your hard work for nothing.

Why would I ask for an unreasonable amount of money? I'm very reasonable. yes, this is my intellectual property, and I did it as an excercise in creativity. If they want to use or license it, I would be more than happy to discuss reasonable terms with them.

Also, please don't post on this forum until you pass a basic English class.

Science Cryption
04-02-2005, 03:17
My knowledge of writting is of no concern to either myself or others.

Freedome cost me my life.... what do I get?

Grignr
04-02-2005, 21:37
My knowledge of writting is of no concern to either myself or others.

Freedome cost me my life.... what do I get?

It is a concern to me when your sentences are garbled, poorly punctuated or lacking it entirely, your spelling is atrocious and you are making accusations at me that I can barely understand.