Dark Elf VampireRace: Dunmer
Gender: An option from appearance section.
School of Magic: Illusion
Base Health: 1000. No shields/barriers. Instead your health regenerates.
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Pick 1 Melee Weapon: Dunmer Vampires can either wield one 1 handed weapon, or dual wield 1 handed weapons.
Light melee (with weapon): Weapon strike.
Heavy melee (with weapon): Backstab
Light melee (unarmed): Bite (bite foe, restoring some health to vampire)
Heavy melee (unarmed): Backstab foe by errecting claws out of your fingers.
Unarmed: Use your claws to backstab foes (heavy melee), or bite your foes to restore your health (light melee).
Dagger: Very fast, light but also the least damaging weapon. However daggers gain a +50% backstab damage bonus. This more than makes up for the dagger's regular damage.
1 Handed Sword: Faster strikes, less damage done per attack. Deal more damage to shields and barriers.
1 Handed Axe: Slower strikes. More damage done per attack. Deal more damage to armor and health.
1 Handed Mace: Very slow strikes. Greater damage done per attack. Each attack makes target more vulnerable to taking damage. +5% vulnerability for every strike delivered to foe. So for example, if you hit an Atlas Mech 20 times, they will now take 100% extra damage from all sources. There is no limit to how much damage vulnerability you can stack.
1 Handed Hammer: Moderate damage, slowest strikes. Each attack makes enemy more vulnerable to taking damage. +10% vulnerability for every strike delivered to foe. So for example, if you hit an Atlas Mech 10 times, they will now take 100% extra damage from all sources. There is no limit to how much damage vulnerability you can stack.
Shield (not available): Pick 1 Ranged Weapon. Instead of choosing guns, you pick one of the following. You still press fire button to fire projectiles.
Short Bow: Faster rate of fire. Lowest damage.
Long Bow: Slower rate of fire. Higest damage.
Cross Bow: Medium of fire. Powerful armor piercing capabilities. Weak versus shields/barriers. Slowest reload.
Throwing Knives: Moderate rate of fire. Limited range. Very high damage output. Limited ammo.
Throwing Axes: Slower rate of fire than throwing knives. Limited range Highest damage output. Very limited ammo.
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Mind Control: Control the minds of any foe organic or synthetic. Target must not be protected by shields/barriers.
Base cooldown: 6 seconds
Base duration: 10 seconds
Rank 1: Unlock
Rank 2: Thrall damage output +10%
Rank 3: Health drain: slowly reduce the foes hitpoints, and restore some of yours.
Rank 4a: Thrall damage output +10%
Rank 4b: Rate of health drain +10%
Rank 5a: Damage output +10%
Rank 5b: Rate of health Drain +10%
Rank 6a: Damage output +10%
Rank 6b: Rate of health drain
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Invisibility: Turn invisible for 15 seconds. Deal extra damage.
Duration 15 seconds.
Rank 1: Unlock. Power damage + 10%
Rank 2: Backstab damage +10%
Rank 3: Headshot damage +10%
Rank 4a: Power Damage +10%
Rank 4b: Backstab Damage +10%
Rank 5a: Backstab Damage +10%
Rank 5b: Headshot Damage +10%
Rank 6a: Headshot Damage +10%
Rank 6b: Power Damage +10%. Also bonus power (you can use 1 power without deactivating invisibility)
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Frenzy: A grenade that causes enemies within 5 metre radius to turn against one another. All foes will also gradually lose health. This damage over time effect lasts 30 seconds. The frenzy effect also lasts 30 seconds.
Relies on grenades.
Rank 1: Unlock. Chance of frenzy 10%. Each foe within the 5 metre radius of impact has a 1/10 chance of attacking their allies.
Grenade capacity 1.
Rank 2: Damage over time +5% All foes within the 5 metre radius of impact will lose hitpoints over time.
Rank 3: Damage over time +5%
Rank 4a: Chance to cause Frenzy +10%
Rank 4b: Damage over time +10%, grenade capacity +1
Rank 4a: Chance to cause Frenzy +10%
Rank 4b: Damage over time +10%, grenade capacity +1
Rank 4a: Chance to cause Frenzy +20%
Rank 4b: Damage over time +10%, grenade capacity +1
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Morrowind School of Archery - Training at your local school of archery has led to improvements in your
proficency of all ranged weapons.
Rank 1: Headshot damage +5%
Rank 2: Headshot damage +5%
Rank 3: Headshot damage +5%
Rank 4a: Flame Arrows. Deal +20% extra damage to armor and health. Set foes on fire.
Rank 4b: Electric Arrows. Deal +20% extra damage to shields/barriers. Stun foes.
Rank 5a: Ammo capacity for arrows/bolts/throwing knives/throwing axes. +30%
Rank 5b: Rate of fire for any ranged weapon +30%
Rank 6a: Blood Arrows. Expend some of your health to deal 60% extra damage with any ranged weapon.
Rank 6b: Ebony Arrows. Deal +20% extra damage with any ranged weapon.
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Vampire: Affects how much health you have and damage output of backstabs.
Rank 1: Health +200. Health regeneration rate +20%
Rank 2: Backstab damage +10%, bite damage + 10% (only available if unarmed)
Rank 3: Backstab damage +10%, bite damage + 10%
Rank 4a: Health +400. Health regeneration rate +40%.
Rank 4b: Backstab damage +20%, bite damage + 20%
Rank 5a: Health +400. Health regeneration rate +40%.
Rank 5b: Backstab damage +20%, bite damage + 20%
Rank 6a: Health +400. Health regeneration rate +40%.
Rank 6b: Backstab damage +10%, bite damage + 10%
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Next in the series.
An Orc beserker who uses the heaviest most unwieldy weapons and enchants their equipment with magical properties. Has incredibly high damage output per attack, but very slow attacks.
A Khajiit warrior who specialises in alchemy.
Modifié par Abraham_uk, 19 août 2013 - 10:26 .