PLEASE NOTE: These classes are based on the assumption that the MP will function similar to ME 3's MP.
I will try and include powers and their descriptions, as well as different armor and weapons that can be equipped. This is a work in progress so please bear with me. Also if anyone has any ideas for a class please list then.
- Sylvan Protector -
These spirit possessed trees are typically mindless rage filled monsters, but occasionally a more rational spirit can enter this plane, and a Sylvan capable of reason and logic is born. Normally concerned with tending to their seeds, these creatures can be convinced or provoked into action, bringing their long reach and innate power over plant life to the fore.
Skills
Entangling Grasp - The Sylvan stretches its long hands into the ground causing roots to erupt and constrict nearby enemies. Initially the power will only hold foes in place but later upgrades will allow for the roots to grow barbs, inflicting damage over time.
Rejuvination - The Sylvan can enter a brief period of hibernation in order to regain lost health. While the power is active the ent cannot move or attack.
Barrage - The Sylvan digs into the ground and picks up a boulder to throw at enemies.
Ancient Forest Dweller - The Sylvan is at home in the forests of Thedas resulting in an increase to attack speed when in wooded areas, but suffers a decrease to attack speed when in 'claimed' areas such as castles, the Deep Roads, or Desert plains.
Fade Born - Being a spirit of the Fade, Sylvans are resistant to physicall damage, but take increased damage from Magic.
Pros: Long reach, high damage, able to pick up man sized (or smaller) enemies in combat.
Cons: Slow moving, susceptible to fire, can't enter into small areas (man sized or smaller)
Equipment: Two slots
Ironbark - This armor slot enables the Sylvan to take increased punishment before falling.
Razor Thorns - This armor slot coats the Sylvan in sharp thorns, that inflict damage back to melee attackers.
Large Seed - This accessory slot is the Sylvan's most prized possession, and equipping it increases its damage output.
Heart of Rage - This accessory slot allows the Sylvan to become enraged at its enemies. Fire and embers crackle across its body in response to the Sylvan fury, massively reducing fire damage done to it.
- Awakened Darkspawn - (Mage)
Given sentience by a mysterious ritual these new Awakened Darkspawn are thrust into a world that fears and hates them. Most turn to evil acts, and more still seek to hide away from the world, but a very select few actually seek to aid the people of Thedas. Asking for no forgiveness for thier race's deeds, and offering no apology, these intelligent Darkspawn stand as an enigma on the battlefield.
Skills
Summon Child - This dark magic sings to one of the few remaining Children of the Mother left in Thedas compelling it to come to the aid of the Awakened and his allies. Starting as a simple grub with little defenses, the Child will slowly mutate as it kills and feeds on enemies. The stages of growth continue until it has reached 'adulthood', at wich point it will regenerate health from devoured enemies; if the Child dies a new grub must be summoned. (This summoning power is different from other summoning powers in that the 'pet' is permanent unless slain, and the summoned creature 'levels up' on the field.)
Tainted Magic - Similar to Blood Magic, this power allows the Darkspawn to draw upon his curse to add a poisoning effect to any spells he casts (fire blast will now carry a poison DoT effect as well for example). Performing this action injures the Darkspawn; the poison debuff has no effect on enemy Darkspawn.
Song of the Old Gods - Being an Awakened Darkspawn means that the call of the Old Gods no longer compels him to follow, but the memory of the song still lingers. With this power the Awakened forces a group of enemies to 'hear' the Calling of the Old Gods. Enemies afflicted with this skill are slowed and halt their attacks as the strange sensation passes over them. Magic wielding foes have their cool downs reset and enemy Darkspawn are driven into a frenzy, targeting their own allies.
Corruption - The danger of the Taint is an ever present threat the allies of the Awakened must be aware of. This passive ability is the chance on nearby Non-Darkspawn being poisoned by the Awakened, friend or foe. The chance of spreading the Taint is inverse to the amount of health the Awakened has. (For gameplay the effect is a DoT poison debuff).
Awakening - Being freed from the Old Gods' calling has granted the Awakened an innate resistance to mental attacks, like fear, sleep ect.
Pros: Very good at debuffing/poisoning large groups of enemies. Has a unique summoned pet.
Cons: Potential hinderence to the party, due to the Taint.
Equipment: (Three slots)
Ancient Grey Warden Armor - This armor slot bestows a set of Grey Warden armor to the Awakened. This armor, worn by defenders against the Blights, lowers the possiblity of the Awakened spreading the Taint.
Emissary Robes: Worn by Darkspawn Emissaries, this armor slot decreases the amount of life required to fuel the Awakened's Tainted Magic skill.
Blighted Blade: This weapon slot grants the Awakened a sword caked in corruption, allowing him to poison foes with melee attacks, as well as increasing his martial prowess.
Tevinter Archmage Staff: This weapon slot increases the magic damage dealt.
Gift of the Architect: This bauble given to the Awakened after the ritual, raises the wearer's mana pool.
Lessons from the Mother: Knowledge gained from the defeat of the Mother enables the Awakened to better control the Child. This accessory slot grants the summoned pet increased damage and armor.
Modifié par Vortex13, 12 décembre 2013 - 06:25 .





Retour en haut









