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If you want to arrange it
This world you can change it
If we could somehow make this
Christmas thing last
By helping a neighbor
Or even a stranger
And to know who needs help
You need only just ask
As the Cult of Rathma continued along their path of study, there eventually became two different types of priests of Rathma. Many of the cultists were not as devoted to their understanding of the balance, and only felt like pursuing some of the aspects that Rathma taught. These students, took particular interest in the creation of life from inanimate matter, and were specifically interested in combining the usage and creation of golems with some of the elemental aspects that the mage clans taught.
Henceforth, a new sect of mage was created, derived from the Necromancer, yet now more akin to the mage clans of the east. This new type of mage, called Conjurors by outsiders, focus on the manipulation of the elements to create elementals for their own protection. Unlike other mage clans, the conjurors do not shun melee combat, and since they have often been forced to adapt, they have developed a combat style very unique. Many of a Conjurors skills focus on giving certain unique abilities to their elemental companions (only one elemental can be maintained at a time), so they become more versatile than, say a necromancer's skeletons. They also can focus in enchanting themselves to fight alongside their elemental companion, from enchanting their weapons, or even making blades out of pure magical energy.
With the loss of some of their brethren to the more corruptable arcane magics, the priests of rathma found their numbers highly diminished. Between the war with hell culminating in the defeat of Baal, and the separation of the conjurors, the necromancers did not have too many left in their order, and had to develop some greater tools of war. Abandoning the use of iron, clay, and fire golems, the Necromancers kept the blood golems, for use as lieutenants in their undead armies, which the necromancers have developed the ability for blood golems to grant nearby undead to gain health with melee attacks. In addition to a Blood Golem aiding the necromancer's forces is the creation, from a large amount of corpses, of a large skeletal dragon. This is not actually a resurrected dragon, of course, but a being made from many skeletal remains, in the image of the Necromancer's master, Trag'oul, and some even say that a part of Trag'oul himself is granting power to these terrifying undead creatures. Due to the heavy casualties very recently in the last war, the distinction between our own world and that of the dead has been weaked for the necromancers, making it easier for them to call to the spirits of the anguished dead, and spirits of the dead seem to be drawn to necromancers (similar to how it says spirits always follow mendeln in the sin war trilogy). Necromancers can unleash the fury of the dead, summoning a large amount of vengeful spirits to the mortal realm simultaneously, to cause destruction to their enemies.
Sorry for the wall of text there, just a few ideas i've had for character development, but with diablo lore applied to it.
Looks okay to me. I dindt get the dragon part will they actually be able to summon a dragon are....?
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www.myspace.com/mpotatoes for all your Trans Siberian Orchestra listening pleasure
If you want to arrange it
This world you can change it
If we could somehow make this
Christmas thing last
By helping a neighbor
Or even a stranger
And to know who needs help
You need only just ask
What i mean is that they take the skeletons from a bunch of corpses, form them into the shape of a dragon, in the image of their master trag'oul, then animate the bones. Basically, it's a bone golem, in the shape of a dragon, but given perhaps extra abilities.
I don't know- one of the main reasons I like Diablo is because it doesn't have all those "Half-Elves, Moon-Elves, Super-Blue-Dwarves"- you get what I mean? The characters were all human, albeit with different powers and backgrounds. I think introducing Angels and Demons as playable characters, and especially making "Half-Angels" and stuff like that, would be to border on some kind of WoW/Diablo character selection, which I do NOT want to see. I want to see the specifically and uniquely Diablo characters. Also, I'd want the art to stay the same, not all cartoony like WoW.
And this is kind of on a secondary note, but if you could be an Angel or Demon, it would detract from the brilliance of characters like Tyrael, I think, story-line wise, and would introduce a lot of storyline plot holes, like how you can't do all the special things that the supernatural beings can.
its been awhile since ive been reading up on this post but i was thinking...what about some of the merc classes? what class is the act 3 merc anyway...is kinda like a sorc/fighter? i think it would also be cool to be able to change the classes rather than change the merc all together.
other than that...angels and demons i guess would be alright as characters but i would rather see them as high lvl mercs. i dont know about you but i want a character to build up...not a godly like character that should already be powerful to some extent.
You basically have like... 2, maybe three kinds of classes, your mages, and your fighters, possibly your ranged bitches.. I would like to see under the mages; your mage, a necro, and a monkish kinda person who uses holy powers and a druidic mage class. Under your melle; a theive/assassin (not d2 sin please... she sucked) a pallydin(possible but not like the monk, the pally would just be about melle, with some spells, unlike the monk who would punch you in the face and have the gods strike you in the face with lightning until you're dead.) A barbarian/warrior, and a ranger(with some druid in them, ik this goes against the amazon islands, but they could be like a cultist zon?...) I might explore these further but idk...
Also, i would like to see classes limited on what they can wear (no tyreal's might on a sorc...)
Here's how I veiw the mages summed up
Sorceress/Sorcerer:
Skilled in the black magics, uses his or her own powers to cunjure ice, fire, or lightning. Skilled in the use of staves, orbs, and daggers. Uses cloth armor. Mages have the most powerful of life forces inside of them, making them a deadly counter-part from a far.
--Skill Trees
-Ice: Also known as the frost element, freezes and chills enemies.
-Lightning: Also known as the arcane element, stuns enemies and deals widely varying damage.
-Fire: Burns enemies and deals higher damage than frost.
Necromancer:
Skills in the death magics and also some frost uses his or her powers to summon the dead and deal deadly attacks. Skilled in wands, scythes, an daggers. Uses cloth to leather armor. Some necromancer act in evil but others chose to follow the path of light, in a dark way.
--Skill Trees
-Death Magics: Deals with summoning the dead and hexes.
-Frost and Poison Magics: Deals with the limited arsenal of frost magics and the limited arsenal of poison magics.
-Black Magics: Deals with bone spells and other dark magics.
Monk:
Skilled in the white magics, uses his or her powers to call to the gods and then the gods smite their enemies. Skilled in the use of staves but benefits in hand to hand combat. Uses cloth to leather armor. Used to be divine but has recently turned to vengeance as their answer,
--Skill Trees
-Divine Intervention: Deals with calling to the gods to help tilt the scales in his favor(Like necromancer hexes)
-White Magics: Deals with calling to the gods to smite their enemies.(not the sissy kind)
-Influence of the Savior: Like paladin auras but... more... Monkey...
Druid:
Attune with nature and it's creatures, he uses his magic skills and animals to vanquish his foes.Skilled with Bows, axes, clubs, and staves. Uses leather armor. The druids were once peaceful, but since the deamons corrupted the forests they have set out in vengeance.
--Skill Trees
-Creature Control: The druid uses his attunment with nature to charm animals into doing his bidding.
-Nature Magics: Deals with natures natural(lol) threats
-Aspects and Combat: Deals with aspects that effect the druid and his party and the druids combat skills.
"You are like a rose in a great rose field. Each rose is so beautiful to me. But if one dies... I can still look at many other roses..." God of Darkness.
Sorceress/Sorcerer:
Skilled in the black magics, uses his or her own powers to cunjure ice, fire, or lightning. Skilled in the use of staves, orbs, and daggers. Uses cloth armor. Mages have the most powerful of life forces inside of them, making them a deadly counter-part from a far.
--Skill Trees
-Ice: Also known as the frost element, freezes and chills enemies.
-Lightning: Also known as the arcane element, stuns enemies and deals widely varying damage.
-Fire: Burns enemies and deals higher damage than frost.
i think we bring in a conjouer. (sorry for spelling) but like the bartuc horazon type ones. they could summon evil monsters to do there bidding. the cool thing would be that when you get to a high enought lvl (probably the highest) you could sommon a shade of diablo or lesser/greater evils. that would be awsome.
o. but u need more original ideas cuz most of your ideas are already in d2 or d1
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"You are like a rose in a great rose field. Each rose is so beautiful to me. But if one dies... I can still look at many other roses..." God of Darkness.
try to think of new chars, not just "upgrading" previous ones.
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"You are like a rose in a great rose field. Each rose is so beautiful to me. But if one dies... I can still look at many other roses..." God of Darkness.
try to think of new chars, not just "upgrading" previous ones.
Fine, archangel- he can fly and he can't die and he shoots firey balls of doom at faces and he can melt you and he can hax and he can fly and he can melt you and he can fly...
god i wish there was char like that so i could start eZing the hackers in d2
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"You are like a rose in a great rose field. Each rose is so beautiful to me. But if one dies... I can still look at many other roses..." God of Darkness.
A rough idea - Shaman
My idea of a Shaman is more from an evil point of view, no summoning nature spirits here. and of course.. a Shaman in Sanctuary isnt exactly the same as a Shaman in real life, just like Druids in Sanctuary arnt the same as the ones in real life
Skill Trees
- Totems and Trophies The Shaman summons monolithic and magical structures to aid him in battle and frighten his enemies. He can also take pieces of his enemies with him into battle for strength and intimidation.
Im aware of the Barbarian Totems, but thats hardly any and its not even that Barbarian-esque imo. These skills would summon Totems from corpses or from nothing that buff you/allies or weaken the enemy. Some Totems are wooden, some are bone. They look scary
- Shamanism The initiated Shamans way of life involves communicating with souls, forcing them to do his bidding and sacrificing them if need be.
The skill tree involves summoning\communicating with dead spirits\ghosts or becoming enfused with a spirit\ghost
ie,
Soul Sacrifice - Sacrifice an enemies soul for a buff
Summon Spirit - Summon a ghost from an enemy corpse
Soul Steal - Steal the soul(s) of an enemy for a temporary amount of time giving you extra strength until it is released
Soul Share - Become partially infused with a ghost of a slain enemy
- Cannibalism Ritualistic cannibalism has taught the Shaman the easiest and most gruesome ways to slay an enemy
"You are like a rose in a great rose field. Each rose is so beautiful to me. But if one dies... I can still look at many other roses..." God of Darkness.
To post a comment, please login or register a new account.
If you want to arrange it
This world you can change it
If we could somehow make this
Christmas thing last
By helping a neighbor
Or even a stranger
And to know who needs help
You need only just ask
Henceforth, a new sect of mage was created, derived from the Necromancer, yet now more akin to the mage clans of the east. This new type of mage, called Conjurors by outsiders, focus on the manipulation of the elements to create elementals for their own protection. Unlike other mage clans, the conjurors do not shun melee combat, and since they have often been forced to adapt, they have developed a combat style very unique. Many of a Conjurors skills focus on giving certain unique abilities to their elemental companions (only one elemental can be maintained at a time), so they become more versatile than, say a necromancer's skeletons. They also can focus in enchanting themselves to fight alongside their elemental companion, from enchanting their weapons, or even making blades out of pure magical energy.
With the loss of some of their brethren to the more corruptable arcane magics, the priests of rathma found their numbers highly diminished. Between the war with hell culminating in the defeat of Baal, and the separation of the conjurors, the necromancers did not have too many left in their order, and had to develop some greater tools of war. Abandoning the use of iron, clay, and fire golems, the Necromancers kept the blood golems, for use as lieutenants in their undead armies, which the necromancers have developed the ability for blood golems to grant nearby undead to gain health with melee attacks. In addition to a Blood Golem aiding the necromancer's forces is the creation, from a large amount of corpses, of a large skeletal dragon. This is not actually a resurrected dragon, of course, but a being made from many skeletal remains, in the image of the Necromancer's master, Trag'oul, and some even say that a part of Trag'oul himself is granting power to these terrifying undead creatures.
Due to the heavy casualties very recently in the last war, the distinction between our own world and that of the dead has been weaked for the necromancers, making it easier for them to call to the spirits of the anguished dead, and spirits of the dead seem to be drawn to necromancers (similar to how it says spirits always follow mendeln in the sin war trilogy). Necromancers can unleash the fury of the dead, summoning a large amount of vengeful spirits to the mortal realm simultaneously, to cause destruction to their enemies.
Sorry for the wall of text there, just a few ideas i've had for character development, but with diablo lore applied to it.
If you want to arrange it
This world you can change it
If we could somehow make this
Christmas thing last
By helping a neighbor
Or even a stranger
And to know who needs help
You need only just ask
And this is kind of on a secondary note, but if you could be an Angel or Demon, it would detract from the brilliance of characters like Tyrael, I think, story-line wise, and would introduce a lot of storyline plot holes, like how you can't do all the special things that the supernatural beings can.
other than that...angels and demons i guess would be alright as characters but i would rather see them as high lvl mercs. i dont know about you but i want a character to build up...not a godly like character that should already be powerful to some extent.
Also, i would like to see classes limited on what they can wear (no tyreal's might on a sorc...)
Here's how I veiw the mages summed up
Sorceress/Sorcerer:
Skilled in the black magics, uses his or her own powers to cunjure ice, fire, or lightning. Skilled in the use of staves, orbs, and daggers. Uses cloth armor. Mages have the most powerful of life forces inside of them, making them a deadly counter-part from a far.
--Skill Trees
-Ice: Also known as the frost element, freezes and chills enemies.
-Lightning: Also known as the arcane element, stuns enemies and deals widely varying damage.
-Fire: Burns enemies and deals higher damage than frost.
Necromancer:
Skills in the death magics and also some frost uses his or her powers to summon the dead and deal deadly attacks. Skilled in wands, scythes, an daggers. Uses cloth to leather armor. Some necromancer act in evil but others chose to follow the path of light, in a dark way.
--Skill Trees
-Death Magics: Deals with summoning the dead and hexes.
-Frost and Poison Magics: Deals with the limited arsenal of frost magics and the limited arsenal of poison magics.
-Black Magics: Deals with bone spells and other dark magics.
Monk:
Skilled in the white magics, uses his or her powers to call to the gods and then the gods smite their enemies. Skilled in the use of staves but benefits in hand to hand combat. Uses cloth to leather armor. Used to be divine but has recently turned to vengeance as their answer,
--Skill Trees
-Divine Intervention: Deals with calling to the gods to help tilt the scales in his favor(Like necromancer hexes)
-White Magics: Deals with calling to the gods to smite their enemies.(not the sissy kind)
-Influence of the Savior: Like paladin auras but... more... Monkey...
Druid:
Attune with nature and it's creatures, he uses his magic skills and animals to vanquish his foes.Skilled with Bows, axes, clubs, and staves. Uses leather armor. The druids were once peaceful, but since the deamons corrupted the forests they have set out in vengeance.
--Skill Trees
-Creature Control: The druid uses his attunment with nature to charm animals into doing his bidding.
-Nature Magics: Deals with natures natural(lol) threats
-Aspects and Combat: Deals with aspects that effect the druid and his party and the druids combat skills.
we need more ideas
How does elemental magic equal "black" magic?...
And how the hell do you define "black" magic?...
Or are you just stereotyping it? o.O
lol, and I'm saying black magic... cus' it sounds cool...
Yeah, n d2 just was soooooo bad...
d1 was a lot better tho.
try to think of new chars, not just "upgrading" previous ones.
Fine, archangel- he can fly and he can't die and he shoots firey balls of doom at faces and he can melt you and he can hax and he can fly and he can melt you and he can fly...
My idea of a Shaman is more from an evil point of view, no summoning nature spirits here. and of course.. a Shaman in Sanctuary isnt exactly the same as a Shaman in real life, just like Druids in Sanctuary arnt the same as the ones in real life
Skill Trees
- Totems and Trophies
The Shaman summons monolithic and magical structures to aid him in battle and frighten his enemies. He can also take pieces of his enemies with him into battle for strength and intimidation.
Im aware of the Barbarian Totems, but thats hardly any and its not even that Barbarian-esque imo. These skills would summon Totems from corpses or from nothing that buff you/allies or weaken the enemy. Some Totems are wooden, some are bone. They look scary
- Shamanism
The initiated Shamans way of life involves communicating with souls, forcing them to do his bidding and sacrificing them if need be.
The skill tree involves summoning\communicating with dead spirits\ghosts or becoming enfused with a spirit\ghost
ie,
Soul Sacrifice - Sacrifice an enemies soul for a buff
Summon Spirit - Summon a ghost from an enemy corpse
Soul Steal - Steal the soul(s) of an enemy for a temporary amount of time giving you extra strength until it is released
Soul Share - Become partially infused with a ghost of a slain enemy
- Cannibalism
Ritualistic cannibalism has taught the Shaman the easiest and most gruesome ways to slay an enemy
You see where I'm going with this one...