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Fanmade:Arcane Warrior

1,622 bytes added, 08:52, 22 June 2009
Attributes and Skills
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Base level Enchantment skills are cast by the character and last for a certain durationuntil overridden with new Enchantments or dispelled. Different enchantments They can be in effect at the same time (stacked), but can passively augmented with more spectacular effects with different skills. Can have only 1 Weapon and 1 Armor Enchantment per Tree active at a time. When special effects are triggered, they automatically drain mana, and if there is no mana, effect is cancelled.
===Arcane Warrior Skills===
* Terra Firma
All three trees have a combination of active and passive skills. Active skills are used in combat, while the passive skills boost or change the behaviour of the active skills.
 
In each tree, Tier I has a master Weapon Enchantment (2 in Steel & Fire), and Tier II has a master Armor Enchantment. Additional Enchantments are simply augmentation of those skills. The master skills are Burn, Jolt, Spellbind, and Frostbite for weapons and Flame Armor, Mystic Fortress, and Rockform for armor.
'''Tier I:'''
* '''Burn:''' Active. Enchants Weapon. Adds fire damage to attacks and increases accuracy. Enables additional Fire Weapon Enchantments.* '''Jolt:''' Active. Enchants weapon. Adds electrical damage to attacks and increases attack speed.* '''Flame Armor:''' Enchant Armor. Deal fire damage to any melee attackersEnables additional Lightning Weapon Enchantments.* '''Lightning Spirit:''' Passive. Increase attack speed and accuracy. Passive.* '''LungeChanneling the Flame:''' MeleePassive. Attack Increases Fire and move forward in a short burst, knocking foes back a ways and following. Sort of a short burst Charge, but foe must be in melee range. Useful to break out when surroundedLightning damage.
'''Tier II:'''
* '''Twitch:''' Active. Missileattack. Essentially a Missile based Zealor fixed # Strafe.* '''Flame Armor:''' Active. Enchant Armor. Deal fire damage to any melee attackers. Enables additional Fire Armor Enchantments.* '''Flame Spray:''' Passive. Enchants Weapon. Melee, causes a spherical firewall centered on target. Missiles cause a trail of fire to form under arrows path.* '''Lightning Rod:''' Passive. Enchants Weapon. When enemy is struck, a lightning bolt goes from character to thru target. Can trigger multiple bolts from one attack. More useful for multiple missiles against clustered enemies.* '''ConflagerationMissile Mastery:''' Enchant ArmorPassive. Increases Damage, Accuracy, and Crit. Causes the ground around the character to burst into fire% of Missile attacks.
'''Tier III:'''
* '''Sweep:''' Active. Meleeattack. Spins once in a circle, striking any surrounding enemies within range.* '''BurstFlame Sabres:''' Active. Spell. Creates floating swords made of fire that seek targets to attack and deal fire damage. They stay around until attacked and destroyed.* '''Flame Nova:''' Passive. Enchants weaponWeapon. On attack, explosive Can triggers a fire is dealt to nearby units (ala D2 Fireball or Explosive Arrows)based nova from target. Increasing rank increases size of effect.* '''Chain Static:''' Passive. Enchants Weapon. Causes electrical damage to target that jumps to any units next to them, etc, etc, quickly rippling through tightly packed enemies.* '''ThunderclapConflageration:''' Passive. Enchant Armor. When an enemy attacks, has a chance of triggering a shockwave that knocks all foes back within a small radius, plus dealing damage.* '''Flame Sabres:''' Spell. Creates floating swords made of Causes the ground around the character to burst into fire that seek targets and deal fire damage. Can be attacked and destroyed.
'''Tier IV:'''
* '''Flame NovaRicochet:''' Enchants Weapon. Triggers a fire based nova from target. Increasing rank increases size of effectActive.* '''Ricochet:''' Missileattack. When a target is struck, the arrow jumps to the nearest target. Everytime a target is struck, the arrow keeps retargetting up to a skill based maximum or until it misses one.* '''Channeling the FlameThunderclap:''' Increases Fire Passive. Enchants Weapon. When attacking, has a chance of calling down a lightning bolt on top of character, knocking all foes back next to character and Lightning dealing damage. * '''Burst:''' Passive. Enchants Armor. When an enemy attacks, has a chance of causing explosive fire damage to targets adjacent to character, knocking them back.* '''Fire Elemental:''' Passive. Activates if Burn or Jolt and Flame Armor are active. Transforms into a Fire Elemental, dealing extra fire and increasing Fire and Lightning damage. Also, absorbs fire damage.
'''Tier I:'''
* '''SilenceDisplace:''' Active. Melee. On striking, teleport to another random position next to target. * '''Spellbind:''' Active. Enchants weapon. Has a chance to silence target. Enables additional Magical Weapon Enchantments.* '''Resist Affliction:''' Passive. Decreases the chance that negative condition magics can affect character, like chill, slow, silence, etc. and also decreases the duration of such effects if they get through. Passive.* '''DisplaceEnhanced Spellbinding:''' MeleePassive. On striking, teleport to another random position next to target. * '''Magic Arrow:''' Missile. Fires a created arrow that causes increased, pure Arcane damage.* '''Interference:''' Enchants weapon to inflict a condition that causes target's casting rate to greatly decreaseIncreases the duration of all effects caused by skills from this tree.
'''Tier II:'''
* '''Veil of SilenceDispel:''' Active. Spell. Sends out a shockwave that will dispel any negative magic effects on friendly units.* '''Mystic Fortress:''' Active. Enchants armor so that when attacked, fires a silence bolt at attacker. Enables additional Magical Armor Enchantments.* '''Interference:''' Passive. Enchants weapon to inflict a condition that causes target's casting rate to be greatly decreased.* '''Skip:''' Passive. Enchant Armor. When attacked, has a chance of teleporting to a random location within range. Could be annoying to some players, but to those who thrive on chaos, welcome home! Could be a particularly useful defense for range-based characters.
* '''Arcane Defenses:''' Passive. Increases resistance to arcane magics.
* '''Dispel:''' Spell. Sends out a shockwave that will dispel any negative magic effects on friendly units.
* '''Blood Price:''' Enchant Weapon. Adds mana damage and inflicts a condition on target that causes any abilities that drain Mana to drain an equal amount of Health as well.
* '''Skip:''' Enchant Armor. When attacked, has a chance of teleporting to a random location within range. Could be annoying to some players, but to those who thrive on chaos, welcome home!
'''Tier III:'''
* '''Absorb MagicSummon:''' Enchants armorActive. Spell. Has When cast on a chance of absorbing spells cast at charactertarget, eliminating damage and restoring however much mana that skill costcauses them to be teleported right next to caster. Doesn't work on bosses or other characters.* '''Short Circuit:''' Active. Spell. Cast on a single target. Caster and target lose all mana. (may not be very relevant, because they may not keep track of enemy mana. PvP uses would be neat-o.)* '''SummonBlood Price:''' SpellPassive. Enchant Weapon. When cast Adds mana damage and inflicts a condition on a target, that causes them any abilities that drain Mana to be teleported right next to casterdrain an equal amount of Health as well. Doesn* '''Absorb Magic:'''t work on bosses or other charactersPassive. Enchants armor. Has a chance of absorbing spells cast at character, eliminating damage and restoring however much mana that skill cost.* '''Enhanced ChannelingEvocation:''' Passive. Increases the duration of all enchantmentschances that any Weapon or Armor Enchantments will activate.
'''Tier IV:'''
* '''Shift Stirke:''' Active. Melee. Quickly teleport next to an enemy, attack, then zips back to her original location. If hit, she's stuck where heshe's at.* '''Disruption:''' Active Spell. Sends out a shockwave that destroys any spells, offensive or defensive, within the given radius. Does not affect friendly units (ie. use Dispel to get rid of negative effects).* '''Tiamat:''' Passive. Enchants weapon. Adds elemental damage of fire, cold and lightning. Melee and missileto attacks. Enhanced by Burn, Jolt, and Frostbite. Only works if Spellbind is active.* '''Reflect:''' Passive. Enchants armor to have a chance of reflecting magics cast at character.* '''DisruptionEfficient Evocation:''' SpellPassive. Sends out a shockwave that destroys any spells or missiles within the given radiusDecreases mana costs incurred when Enchantment effects trigger
====Terra Firma Skills====
'''Tier I:'''
* '''Ethereal Anchor:''' Active. Missile attack. A successful attack can anchor the foe in place, unable to move, but can still attack. Doesn't work on bosses or other players.* '''Frostbite:''' Active. Enchants Weapon. Adds cold damage to attacks and chills targets.Enables additional Cold Enchantments* '''Immovability:''' Passive. Decreases the chance that any effect can cause the character to move against her his will, ie. knockback effects.* '''RockformQuenching the Flame:''' Enchants ArmorPassive. Increases Defense Cold and Damage Reduction.* '''Ice Shield:''' Spell. Creates a literal shield made of solid ice. If a shield is being used, it enhances it defenses and blocking. Without a shield, it floats near caster and confers double the blocking bonus that Ice Shield adds to a shield and can be used with 2-handed weaponsEarth skill damages.
'''Tier II:'''
* '''Stone Guardian:''' Active. Spell. Creates a floating fist of stone that randomly attacks nearby foes. Certain runes may add Knockback.
* '''Rockform:''' Active. Enchants Armor. Increases Defense and Damage Reduction. Enables additional Stone Enchantment.
* '''Project Cold:''' Passive. Enchants Weapon. Chills enemies within a given radius.
* '''Inertia:''' Passive. Causes attacks to physically pack more force. Increases physical damage.
* '''Ethereal AnchorMelee Mastery:''' MissilePassive. A successful attack can anchor the foe in placeIncrease Damage, unable to moveAccuracy, but can still attack. Doesn't work on bosses or other players.* '''Cold Aura:''' Enchants Armorand Crit. Chills enemies within a given radius. No Damage.* '''Stone Guardian:''' Spell. Creates a floating fist % of stone that randomly Melee attacks nearby foes. Certain runes may add Knockback.
'''Tier III:'''
* '''Torque:''' Active. Melee and or missileattack. Slower attack, but does much more damage. If missile, it travels faster (if engine supports that).* '''Stalagmite:''' Active. Spell. Summons a spike of solid rock from the earth at the desired location. Any enemies nearby take physical damage and pillar remains as an obstacle until destroyed.* '''Icicle:''' Passive. Enchants Weapon. Has a chance of causing a giant Icicle to fall on target, causing splash damage to nearby foes.
* '''Attunement:''' Passive. Increases resistance to fire/ice/lightning.
* '''Icicle:''' Enchants Weapon. Causes a giant Icicle to fall on target, causing splash damage to nearby foes.
* '''Stalagmite:''' Spell. Summons a spike of solid rock from the earth at the desired location. Any enemies nearby take physical damage and pillar remains as an obstacle until destroyed or duration expires.
* '''Jagged Shards:''' Enchants Armor. Causes sharp rock protrusions to spring from armor, causing physical damage on melee attackers. Against missile attacks, has a chance of shattering the missile, causing no damage. Against attackers that have weapon Durability (ie. PvP), has an equal chance of reducing Durability of attackers melee weapon by one.
'''Tier IV:'''
* '''Anvilof the Earth:''' Meleeattack. Crushing attack with cooldown time that does highly increased damage to target and nearby targets.* '''Ice PrisonShield:''' Active. Spell. Like Bone Prison, but Creates a literal shield made of solid ice. If a shield is being used, it enhances it defenses and blocking. Without a shield, it floats near caster and confers double the blocking bonus that Ice Shield adds to a shield and can be used with 2-handed weapons.* '''Quenching the FlameJagged Shards:''' Passive. Increases Cold and EarthEnchants Armor. Causes sharp rock protrusions to spring from armor, causing physical damage on melee attackers. Against missile attacks, has a chance of shattering the missile, causing no damage. Against attackers that have weapon Durability (or physicalie. PvP) damages, has an equal chance of reducing Durability of attackers melee weapon by one.* '''Earth Elemental:''' Passive. Activates if Frostbite and Rockform are both active. Transforms into Stone. Makes Earth and Ice skills do more damage, adds defense. Also, adds resistances to cold and lightning.
==Development==
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