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Really700YearsOld: Their inherent magical abilities permit them to live for at least a century if not more, those that live longer can become grand regents such as Grand Regent Eldrayn
[[/folders]]

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* Really700YearsOld: Their inherent magical abilities permit them to live for at least a century if not more, those that live longer can become grand regents such as Grand Regent Eldrayn
[[/folders]]
Eldrayn.
[[/folder]]

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After the events of ''VideoGame/{{Torchlight}}'', while Commander Vale and the Destroyer were cured of the ember blight, the usage of ember more directly in his alchemist abilities left him unable to be cured, the effects of it driving him mad for a cure until he figures the only way to cure his sickness and the blight of everyone else is to destroy ember itself. By taking Ordrak's heart, he sets off to take the power away from the elemental guardians to charge the heart but not before destroying the town of Torchlight itself, killing Syl in the process and heavily wounding the Destroyer who carries you to safety before the Alchemist can get to you. Like the [[VideoGame/DiabloII Warrior turned Dark Wanderer]], you chase after The Dark Alchemist through multiple acts before being able to confront him.
[[/folder]]

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After the events of ''VideoGame/{{Torchlight}}'', while Commander Vale and the Destroyer were cured of the their ember blight, the usage of ember more directly in his alchemist abilities left him unable to be cured, the effects of it driving him mad for a cure until he figures the only way to cure his sickness and the blight of everyone else is to destroy ember itself. By taking Ordrak's heart, he sets off to take the power away from the elemental guardians to charge the heart but not before destroying the town of Torchlight itself, killing Syl in the process and heavily wounding the Destroyer who carries you to safety before the Alchemist can get to you.Destroyer. Like the [[VideoGame/DiabloII Warrior turned Dark Wanderer]], you chase after The Dark Alchemist through multiple acts before being able to confront him.
[[/folder]]* EveryoneCallsHimBarkeep: Unlike Commander Vale, he still retains the title of the Alchemist though he also has the title of the Dark Alchemist.
[[/folder]]

[[folder:The Destroyer]]
[[EveryoneCallsHimBarkeep The Destroyer]] is another one of the protagonists returning from the first game and invites you to return to Torchlight to confront the Alchemist as he rises from the mines. Despite his efforts, Syl and the Vanquishers die in the battle and he is wounded, forced to flee while carrying you('re party) to safety of the tavern at Echo Pass but has to stay behind to rest and stop the Alchemist if he follows you to the Estherian Enclave. After which he is never seen or barely mentioned but it's implied he managed to recover from his injuries.
* EveryoneCallsHimBarkeep: He's simply referred to as the Destroyer compared to Commander Vale.
[[/folder]]

[[folder:Commander Vale]]
The Vanquisher from the first game. Since the events of ''VideoGame/{{Torchlight}}'', she's been promoted to Commander of the Vanquishers. She's unseen in the intro and chased after the Dark Alchemist to the Wellspring Temple to stop him from attacking the Guardian of Water. She and her squad were unsuccessful and the Sturmbeorn assaulting the temple came in afterward with General Griel capturing her. After rescuing her, she helps lead you to the Watchwield Temple up in the Frozen Hills and commandeers an Embercraft to Zeryphesh. Later, she returns in Act III, allowing you to respec skill points.
[[/folder]]

[[folder:The Estherians]]
An ancient race of Vilderan who are said to be masters of the elements from Ember. With the Imperial arrival in Vilderan, they've been teaching humans their magical traditions, leading to special groups such as the Ember Council and their Embermages. Their home is the Estherian Enclave while Estheria itself is East of the Mana Wastes. In the distant past, the Zeraphi and Estherians were at war over control of Ember due to the fact the Zeraphi used to use Ember for the suits of armor their spirits inhabit until the Estherians withdrew from the conflict, resulting in the split of the Zeraphi and Ezrohir.
Really700YearsOld: Their inherent magical abilities permit them to live for at least a century if not more, those that live longer can become grand regents such as Grand Regent Eldrayn
[[/folders]]
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!! [[NonPlayerCharacter Non-Player Characters]]

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!! [[NonPlayerCharacter Non-Player Characters]]Characters]]

[[folder:The Dark Alchemist]]
After the events of ''VideoGame/{{Torchlight}}'', while Commander Vale and the Destroyer were cured of the ember blight, the usage of ember more directly in his alchemist abilities left him unable to be cured, the effects of it driving him mad for a cure until he figures the only way to cure his sickness and the blight of everyone else is to destroy ember itself. By taking Ordrak's heart, he sets off to take the power away from the elemental guardians to charge the heart but not before destroying the town of Torchlight itself, killing Syl in the process and heavily wounding the Destroyer who carries you to safety before the Alchemist can get to you. Like the [[VideoGame/DiabloII Warrior turned Dark Wanderer]], you chase after The Dark Alchemist through multiple acts before being able to confront him.
[[/folder]]
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* {{Multishot}}: Chaos Burst fires a trio of poisonous shots that ricochet and then fires five at Tier III. Nowhere near [[VideoGame/DiabloII amazonian]] levels but the richochet ability makes it lethal in smaller spaces.

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* {{Multishot}}: Chaos Burst fires a trio of poisonous shots that ricochet and pierce, then fires fire five at Tier III. Nowhere near [[VideoGame/DiabloII amazonian]] levels but the richochet ricochet and piercing ability makes it lethal in smaller spaces.
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* SummonMagic: Bane Breath causes enemies killed after being afflicted to turn into shadowling beasts while their Shadowling Ammo passive summons small bat-like creatures by chance after a kill. Their final Sigil skill allows them to summon a Shadowling Brute that works just like their Netherrim counterpart. All of these summons benefit from the Death Ritual passive skill that increases their summon duration and damage.

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* SummonMagic: Bane Breath causes enemies killed after being afflicted to turn into shadowling beasts while their Shadowling Ammo passive summons small bat-like creatures by chance after a kill. Their final Sigil skill allows them to summon a Shadowling Brute that works just like their Netherrim it's Tu'taran/Spectral counterpart. All of these summons benefit from the Death Ritual passive skill that increases their summon duration and damage.
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* SummonMagic: Their Shadow skills include the Wolf Shade that deals ice damage to foes while it's summoned. Their Wolf Pack skill summons forth a pack of kamikaze wolfs that charge their target but they behave more like projectiles (similar to something like the [[VideoGame/DiabloII Bone Spirit]]).

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* SummonMagic: Their Shadow skills include the Wolf Shade that deals ice damage to foes while it's summoned. Their Wolf Pack skill summons forth a pack of kamikaze wolfs wolves that charge their target but they behave more like projectiles (similar to something like the [[VideoGame/DiabloII Bone Spirit]]).

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Berserkers hail from the savage, warring Valgang tribes of the frozen north tundras. Hardened warriors are almost animals in the way they fight and their tribes draws their strength from the worship of three totem animals: Vur, the Wolf; Dralk, the Dragon and Krax, the Raven. Those who turn away from their tribes to travel south explore the world, looking for treasure, fame and an otherwise bloody fight. Berserkers get up close to the enemy with handheld claws. Their Hunter skills involve the usage of their weapons in various techniques to shred the enemy. Tundra skills call upon the bitter forces of the North with both the [[AnIcePerson ice]] and [[ShockAndAwe electricity]] the fierce storms can bring. [[CastingAShadow Shadow]] skills range from temporary transformations into shadow wolves, calling a shadow wolf to fight with them or other skills such as ensnaring an enemy with shadow chains.

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Berserkers hail from the savage, warring Valgang tribes of the frozen north tundras. Hardened warriors are almost animals in the way they fight and their tribes draws their strength from the worship of three totem animals: Vur, the Wolf; Dralk, the Dragon and Krax, the Raven. Those who turn away from their tribes to travel south explore the world, looking for treasure, fame and an otherwise bloody fight. Berserkers get up close to the enemy with handheld claws. Their claws and their Hunter skills involve the usage of their weapons in various techniques to shred the enemy. Tundra skills call upon the bitter forces of the North with both the [[AnIcePerson ice]] and [[ShockAndAwe electricity]] the fierce storms can bring. [[CastingAShadow Shadow]] skills range from temporary transformations into shadow wolves, calling a shadow wolf to fight with them or other skills such as ensnaring an enemy with shadow chains.


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* AnimalBattleAura: Many skills causes a werewolf aura to appear just behind the Berserker such as rending enemies with Eviscerate or chilling the enemy with Frost Breath. Two of the Shadow skills directly transform them into this aura for charging attacks.
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* {{BFS}}: Great swords are suite to this class.

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* {{BFS}}: Great swords are suite suited to this class.
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* ShockwaveStomp: Seismic Slam delivers an ember powered tremor into the ground, stunning and burning enemies in a four meter radius. Onslaught leaps forward to your target area, damaging and slowing down foes.

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* ShockwaveStomp: Seismic Slam delivers an ember powered tremor into the ground, stunning and burning enemies in a four meter radius. Onslaught leaps forward to your target area, damaging and slowing down foes. Tremor consumes a single charge to release a 24 meter shockwave radiating out that weakens foes, increasing their susceptibility to damage.
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* WolverineClaws: Claws are their main weapons, they can't hit multiple targets but they're fast and [[ArmorPiercingAttack deal damage at half the target's physical value]].

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* WolverineClaws: Claws are their main weapons, they can't hit multiple targets but they're fast and [[ArmorPiercingAttack deal damage at half the target's physical armor value]].

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* FlechetteStorm[=/=]KnifeNut: Cursed Daggers tosses out a spread of daggers that poison and debilitate enemy attacks. Each hit adds 0.5% to an Outlander's speed at Tier I, CriticalHit chance at Tier II and overall damage at Tier III, for four seconds
* GunsAkimbo: The default weapons of the Outlander starts them out with two matchlock pistols. The Akimbo passive straight up increases the damage bonus with this setup, combined with Long Range Mastery, can make akimbo pistols the best in terms of DPS

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* FlechetteStorm[=/=]KnifeNut: Cursed Daggers tosses out a spread of daggers knives that poison and debilitate enemy attacks. Each hit adds 0.5% to an Outlander's speed at Tier I, CriticalHit chance at Tier II and overall damage at Tier III, for four seconds
* GunsAkimbo: The default weapons of the Outlander starts them out with two matchlock pistols. The Akimbo passive straight up increases the damage bonus with this setup, setup. This, combined with Long Range Mastery, can make akimbo pistols the best in terms of DPSDPS.



* PinballProjectile: Chaos Burst fires multiple ricocheting shots, most glaives bounce off walls but only the basic throwing glaives rebound off of enemies

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* PinballProjectile: Chaos Burst fires multiple ricocheting shots, most glaives bounce off walls but only the basic throwing glaives rebound off of enemiesenemies.



* [[ShotgunsAreJustBetter Shotgonnes Are Just Better]]: Although they typically have the lowest damage, they do damage enemies in a short wide spread in front of them and Shotgonne Mastery adds knockback along with a chance to stun and blind the enemy. Combined with Rapid Fire, you can keep most champions and even some boss monsters from getting close or targeting you.

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* [[ShotgunsAreJustBetter Shotgonnes Are Just Better]]: Although they typically have the lowest damage, they do damage enemies in a short wide spread in front of them and Shotgonne Mastery adds knockback along with a chance to stun and blind the enemy.targets. Combined with Rapid Fire, you can keep most champions and even some boss monsters from getting close or targeting you.



* FireIceLightning: The three elements they can master, making them elementally versatile.
* LimitBreak: Dealing damage through attacks and many skills fill their charge meter. When it's full, they enter a state of pure concentration in which skills consume no mana and they deal increased elemental damage for twelve seconds. Charge Mastery increases the rate at which they gain it and decreases the decay rate.

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* FireIceLightning: The three elements they can master, use, making them elementally versatile.
* LimitBreak: Dealing damage through attacks and many skills fill their charge meter. When it's full, they enter a state of pure concentration in which skills consume no mana and they deal increased increases any elemental damage for twelve seconds. Charge Mastery increases the rate at which they gain it and decreases the decay rate.



* SummonMagic: The final skill in the Frost tree allows them to summon an Astral Ally of themselves that attacks with the basic skills of the three trees (Magma Spear, Icy Blast and Prismatic Bolt). Later tiers increase the summon duration while further points invested decrease cool down, eventually allowing you to keep it with you constantly.

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* SummonMagic: The final skill in the Frost tree allows them to summon an Astral Ally of themselves that attacks with the basic skills of the three trees (Magma Spear, Icy Blast and Prismatic Bolt). Later tiers increase the summon duration while further points invested decrease cool down, eventually allowing you to keep it with you constantly.summoned all the time.



Berserkers hail from the savage, warring Valgang tribes of the frozen north tundras. Hardened warriors are almost animals in the way they fight and their tribes draws their strength from the worship of three totem animals: Vur, the Wolf; Dralk, the Dragon and Krax, the Raven. Those who turn away from their tribes to travel south explore the world, looking for treasure, fame and an otherwise bloody fight. Berserkers get up close to the enemy with handheld claws. Their Hunter skills involve the usage of their weapons in various techniques to shred the enemy. Tundra skills call upon the bitter forces of the North with both the [[AnIcePerson ice]] and [[ShockAndAwe electricity]] the fierce storms can bring. [[CastingAShadow Shadow]] skills involve the spirit of Vur more closely, ranging from temporary transformations into shadow wolves, calling a shadow wolf to fight with them or other skills such as ensnaring an enemy with shadow chains.

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Berserkers hail from the savage, warring Valgang tribes of the frozen north tundras. Hardened warriors are almost animals in the way they fight and their tribes draws their strength from the worship of three totem animals: Vur, the Wolf; Dralk, the Dragon and Krax, the Raven. Those who turn away from their tribes to travel south explore the world, looking for treasure, fame and an otherwise bloody fight. Berserkers get up close to the enemy with handheld claws. Their Hunter skills involve the usage of their weapons in various techniques to shred the enemy. Tundra skills call upon the bitter forces of the North with both the [[AnIcePerson ice]] and [[ShockAndAwe electricity]] the fierce storms can bring. [[CastingAShadow Shadow]] skills involve the spirit of Vur more closely, ranging range from temporary transformations into shadow wolves, calling a shadow wolf to fight with them or other skills such as ensnaring an enemy with shadow chains.



* ShockwaveStomp: Northern Rage causes fissures of icy shards to travel out from where you stomp while Glacial Shatter has you stomp the ground before several points where your cursor was erupts with superheated steam that blinds enemies and can even ''ignite'' enemies at Tier II.

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* ShockwaveStomp: Northern Rage causes fissures of icy shards to travel out from where you stomp while Glacial Shatter has you stomp the ground before several points spots where your cursor was erupts with superheated super heated steam that blinds enemies and can even ''ignite'' enemies them at Tier II.



* WolverineClaws: Claws are their main weapons, they can't hit multiple targets but they're fast and [[ArmorPiercingAttack deal damage at half the target's physical value]].



Engineers are the workhorse of the Empire and responsible for the colonization of said Empire in Vilderan. Being GadgeteerGenius', they examine and adapt technology and equipment from long forgotten Dwarven artifacts, the result is [[SteamPunk Steam]] PoweredArmor that grants them both superior protection and immense strength that they call upon to smite the enemy. Along with armor, they have the capability to construct helpful, steam powered machines to aid them. Engineers wield great two handed weapons ranging from massive wrenches to pole-arms longer than they are tall with Blitz abilities that summon forth fiery fissures and smash the enemy. Engineers specializing in Construction both use special munitions in their cannons along with building temporary allies for support ranging from a healing pulse generating robot to a gun turret on legs that saturate the area with machine gun fire. Aegis skills are suited to the usage of a shield, bashing the enemy with the massive plate or discharging their suit energy for a variety of purposes from shields to nasty electrocutions.

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Engineers are the workhorse of the Empire and responsible for the colonization of said Empire in Vilderan. Being GadgeteerGenius', they examine and adapt technology and equipment from long forgotten Dwarven artifacts, the result is [[SteamPunk Steam]] PoweredArmor that grants them both superior protection and immense strength that they call upon to smite the enemy. Along with armor, they have the capability to construct helpful, steam powered machines to aid them. Engineers wield great two handed weapons ranging from massive wrenches to pole-arms longer than they are tall with Blitz abilities that summon forth fiery fissures and smash the enemy. Engineers specializing in Construction both use special munitions in their cannons along with building temporary allies for support ranging from a healing pulse generating robot to a gun turret on legs that saturate saturates the area with machine gun fire. Aegis skills are suited to the usage of a shield, bashing the enemy with the massive plate or discharging their suit energy for a variety of purposes from shields force fields to nasty electrocutions.electrocutions.
* AnAxeToGrind: Great axes and axes have no damage spread, making their DPS consistent sans a fumble or CriticalHit.



* {{BFS}}: Great swords are suite to this class.
* BladeOnAStick: Polearms have the longest reach of any melee weapon but are slow to swing.



* YouWillNotEvadeMe: Ember Reach allows an Engineer to pull an enemy toward them, briefly stunning them. Charge pips increase the stun duration but neither expends nor gains charge.

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* YouWillNotEvadeMe: Ember Reach allows an Engineer to pull an enemy toward them, briefly stunning them. Charge pips increase the stun duration but neither expends does the skill expend nor gains gain charge.
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* FlechetteStorm[=/=]KnifeNut: Cursed Daggers tosses out a spread of daggers that poison and debilitate enemy attacks. Each hit adds 0.5% to an Outlanders speed at Tier I, CriticalHit chance at Tier II and overall damage at Tier III, for four seconds

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* FlechetteStorm[=/=]KnifeNut: Cursed Daggers tosses out a spread of daggers that poison and debilitate enemy attacks. Each hit adds 0.5% to an Outlanders Outlander's speed at Tier I, CriticalHit chance at Tier II and overall damage at Tier III, for four seconds

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* GunsAkimbo: The default weapons of the Outlander starts them out with two matchlock pistols. The Akimbo passive straight up increases the damage bonus with this setup, combined with Long Range Mastery, can make akimbo pistols the best in terms of DPS
* MoreDakka: Rapid Fire allows them to fire their weapon in a rapid manner, even longbows act like automatic rifles with the skill. Tier I adds random, errant shots. Tier II extends the range and Tier III can set enemies on fire.



* [[ShotgunsAreJustBetter Shotgonnes Are Just Better]]: Although they typically have the lowest damage, they do damage enemies in a short wide spread in front of them and Shotgonne Mastery adds knockback along with a chance to stun and blind the enemy. Combined with Rapid Fire, you can keep most champions and even some boss monsters from getting close or targeting you.



Berserkers hail from the savage, warring Valgang tribes of the frozen north tundras. Hardened warriors are almost animals in the way they fight and their tribes draws their strength from the worship of three totem animals: Vur, the Wolf; Dralk, the Dragon and Krax, the Raven. Those who turn away from their tribes to travel south explore the world, looking for treasure, fame and an otherwise bloody fight. Berserkers get up close to the enemy with handheld claws. Their Hunter skills involve the usage of their weapons in various techniques to shred the enemy. Tundra skills call upon the bitter forces of the North with both the [[AnIcePerson ice]] and [[ShockAndAwe electricity]] the fierce storms can bring. Shadow skills involve the spirit of Vur more closely, ranging from temporary transformations into shadow wolves, calling a shadow wolf to fight with them or other skills such as ensnaring an enemy with shadow chains.

to:

Berserkers hail from the savage, warring Valgang tribes of the frozen north tundras. Hardened warriors are almost animals in the way they fight and their tribes draws their strength from the worship of three totem animals: Vur, the Wolf; Dralk, the Dragon and Krax, the Raven. Those who turn away from their tribes to travel south explore the world, looking for treasure, fame and an otherwise bloody fight. Berserkers get up close to the enemy with handheld claws. Their Hunter skills involve the usage of their weapons in various techniques to shred the enemy. Tundra skills call upon the bitter forces of the North with both the [[AnIcePerson ice]] and [[ShockAndAwe electricity]] the fierce storms can bring. Shadow [[CastingAShadow Shadow]] skills involve the spirit of Vur more closely, ranging from temporary transformations into shadow wolves, calling a shadow wolf to fight with them or other skills such as ensnaring an enemy with shadow chains.



* BloodKnight: One of their main reasons for leaving their tribes to adventure on their own is to look for fame, fortune and glory and they presumably look forward to a bloody fight to do so

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* BloodKnight: One of their main reasons for leaving their tribes to adventure on their own is to look for fame, fortune and glory and they presumably look forward to a bloody fight to do soso.
* CastingAShadow: The Shadow skills involve brief transformations into shadow werewolves, summoning a wolf to bite with icy attacks, sending forth kamikaze shadow wolves or other skills that impede enemies such as ensnaring surrounding enemies with a chains to bring them into claw range, binding enemies within a radius to take a percentage of damage that other bound enemies are hit with or summoning a battle standard that boosts the user and their party.
* DashAttack: Wolfstrike sends the Berserker forward, rending enemies in the path of their attack while Shadow Burst transforms them into a shadow werewolf that lunges forward, healing the user with each enemy hit up to a limit per attack.



* LimitBreak: Their charge meter is similar to the Embermage but instead filling it pushes them into a frenzy state for the next six seconds after hitting the next enemy, they gain increased movement speed, attack speed, attack damage and critical chance in this state and the Frenzy Mastery passive increases the duration by a half-second every point invested, allowing this frenzy to last for thirteen and a half seconds. There's also a Rampage passive that has a chance to grant a downgraded version of this after a kill.

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* LimitBreak: Their charge meter is similar to the Embermage but instead filling it pushes puts them into a frenzy state for the next six seconds after hitting the next enemy, they gain increased movement speed, attack speed, attack damage and critical chance in this state and the Frenzy Mastery passive increases the duration by a half-second every point invested, allowing this frenzy to last for thirteen and a half seconds. There's also a Rampage passive that has a chance to grant a downgraded version of this after a kill.



* ShockwaveStomp: Northern Rage causes fissures of icy shards to travel out from where you stomp while Glacial Shatter has you stomp the ground before several points where your cursor was erupts with superheated steam that blinds enemies and can even ''ignite'' enemies at Tier II.



* YouWillNotEvadeMe: Chain Snare sends out eight dark chains in a circle around them, pulling enemies into claw range along with a chance to stun whatever was speared by the chains, allowing Berserkers to follow up with another skill such as Ravage.



Engineers are the workhorse of the Empire and responsible for the colonization of said Empire in Vilderan. Being GadgeteerGenius', they examine and adapt technology and equipment from long forgotten Dwarven artifacts, the result is [[SteamPunk Steam]] PoweredArmor that grants them both superior protection and immense strength that they call upon to smite the enemy. Along with armor, they have the capability to construct helpful, steam powered machines to aid them. Engineers wield great two handed weapons ranging from massive wrenches to pole-arms longer than they are tall with Blitz abilities that summon forth fiery fissures and smash the enemy. Engineers specializing in Construction both use special munitions in their cannons along with building temporary allies for support ranging from a healing pulse generating robot to a gun turret on legs that saturate the area with machine gun fire. Aegis skills are suited to the usage of a shield, bashing the enemy with the massive plate or discharging their suit energy in the form of a nasty electrical shock.

to:

Engineers are the workhorse of the Empire and responsible for the colonization of said Empire in Vilderan. Being GadgeteerGenius', they examine and adapt technology and equipment from long forgotten Dwarven artifacts, the result is [[SteamPunk Steam]] PoweredArmor that grants them both superior protection and immense strength that they call upon to smite the enemy. Along with armor, they have the capability to construct helpful, steam powered machines to aid them. Engineers wield great two handed weapons ranging from massive wrenches to pole-arms longer than they are tall with Blitz abilities that summon forth fiery fissures and smash the enemy. Engineers specializing in Construction both use special munitions in their cannons along with building temporary allies for support ranging from a healing pulse generating robot to a gun turret on legs that saturate the area with machine gun fire. Aegis skills are suited to the usage of a shield, bashing the enemy with the massive plate or discharging their suit energy in the form for a variety of a purposes from shields to nasty electrical shock.electrocutions.


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* DashAttack: Storm Burst launches them forward using a rocket on their pack to attack an enemy, three bolts of energy are also generated to strike nearby enemies.


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* ShockwaveStomp: Seismic Slam delivers an ember powered tremor into the ground, stunning and burning enemies in a four meter radius. Onslaught leaps forward to your target area, damaging and slowing down foes.


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* YouWillNotEvadeMe: Ember Reach allows an Engineer to pull an enemy toward them, briefly stunning them. Charge pips increase the stun duration but neither expends nor gains charge.
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* DeadlyDisc: Five of their skills specialize in various throwing glaive artifacts they discover. The basic glaive homes in and inflicts poison damage and can rebound to hit further enemies. Sandstorm throws glaives that whip up whirlwinds, cutting through and disorienting enemies. The Shattering Glaive, well, shatters and sprays shrapnel like a grenade, damaging enemies in it's radius. Flaming Glaives throws out two of them that travel in concentric circles until they bounce off a wall. Glaive Sweep performs a SpinAttack that knocks away and stuns enemies surrounding them.

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* DeadlyDisc: Five of their skills specialize in various throwing glaive artifacts they discover. The basic glaive homes in and inflicts poison damage and can rebound to hit further enemies. Sandstorm throws glaives that whip up whirlwinds, cutting through and disorienting enemies. The Shattering Glaive, well, shatters and sprays shrapnel like a grenade, damaging enemies in it's radius. Flaming Glaives throws out two of them that travel in concentric circles until they bounce off a wall. Glaive Sweep performs a SpinAttack that knocks away and stuns enemies surrounding with a chance to interrupt and stun them.



* {{Multishot}}: Chaos Burst fires a trio of poisonous shots that ricochet, it fires five at Tier III. Nowhere near [[VideoGame/DiabloII amazonian]] levels but the richochet ability makes it lethal in smaller spaces.

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* {{Multishot}}: Chaos Burst fires a trio of poisonous shots that ricochet, it ricochet and then fires five at Tier III. Nowhere near [[VideoGame/DiabloII amazonian]] levels but the richochet ability makes it lethal in smaller spaces.



* PinballProjectile: Chaos Burst fires multiple ricocheting shots and many of their glaives rebound off of walls and enemies.

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* PinballProjectile: Chaos Burst fires multiple ricocheting shots and many of their shots, most glaives bounce off walls but only the basic throwing glaives rebound off of walls and enemies.enemies



* SpinAttack: Glaive Sweep knocks away enemies around the Outlander, stunning them as well.

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* SpinAttack: Glaive Sweep knocks away enemies around the Outlander, stunning them as well.Outlander with a chance to interrupt and stun them.
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* AnIcePerson: Their Frost skills are suited to attacking groups of enemies, impeding their speed with the obvious status the follows such an elemental power.

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* AnIcePerson: Their Frost skills are suited to attacking groups of enemies, impeding their speed with the obvious status the effect that follows such an elemental power.
Is there an issue? Send a MessageReason:
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Outlanders are mysterious nomadic outlaws that travel the world to collect ancient, eldritch artifacts and lore of the world gathered and traded from others and are passed from generation to generation, these artifacts are collected from various civilizations, ranging from Estherians and Zeraphi all the way to the unlikely goblins and Varkolyn. They are well versed in various forms of ranged weapons ranging from longbows, crossbows, flintlock pistols, blunderbuss shotgonnes or even wands along with the usage of the ancient artifacts they find. Warfare skills involve special ammunition and more direct attacks, Lore skills use the most of their artifacts such as throwing glaives and poisoning the enemy while Sigil skills involve casting pacts and hexes to debilitate the enemy or even summoning shadowling creatures to their aid.

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Outlanders are mysterious nomadic outlaws that travel the world to collect ancient, eldritch artifacts and lore of the world which are gathered and traded from others and are passed from generation to generation, these artifacts are collected from various civilizations, ranging from Estherians and Zeraphi all the way to the unlikely goblins and Varkolyn. They are well versed in various forms of ranged weapons ranging from longbows, crossbows, flintlock pistols, blunderbuss shotgonnes or even wands along with the usage of the ancient artifacts they find. Warfare skills involve special ammunition and more direct attacks, Lore skills use the most of their artifacts such as throwing glaives and poisoning the enemy while Sigil skills involve casting pacts and hexes to debilitate the enemy or even summoning shadowling creatures to their aid.
Is there an issue? Send a MessageReason:
None


* FlechetteStorm/KnifeNut: Cursed Daggers tosses out a spread of daggers that poison and debilitate enemy attacks. Each hit adds 0.5% to an Outlanders speed at Tier I, CriticalHit chance at Tier II and overall damage at Tier III, for four seconds

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* FlechetteStorm/KnifeNut: FlechetteStorm[=/=]KnifeNut: Cursed Daggers tosses out a spread of daggers that poison and debilitate enemy attacks. Each hit adds 0.5% to an Outlanders speed at Tier I, CriticalHit chance at Tier II and overall damage at Tier III, for four seconds
Is there an issue? Send a MessageReason:
None


* Multishot: Chaos Burst fires a trio of poisonous shots that ricochet, it fires five at Tier III. Nowhere near [[VideoGame/DiabloII amazonian]] levels but the richochet ability makes it lethal in smaller spaces.

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* Multishot: {{Multishot}}: Chaos Burst fires a trio of poisonous shots that ricochet, it fires five at Tier III. Nowhere near [[VideoGame/DiabloII amazonian]] levels but the richochet ability makes it lethal in smaller spaces.

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* PlayingWithFire: Burning Leap and Flaming Glaives are self-explanatory in that they ignite enemies, Rapid Fire gets the chance to ignite enemies at Tier III and Shattering Glaive releases fiery fissures at Tier III

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* FlechetteStorm/KnifeNut: Cursed Daggers tosses out a spread of daggers that poison and debilitate enemy attacks. Each hit adds 0.5% to an Outlanders speed at Tier I, CriticalHit chance at Tier II and overall damage at Tier III, for four seconds
* Multishot: Chaos Burst fires a trio of poisonous shots that ricochet, it fires five at Tier III. Nowhere near [[VideoGame/DiabloII amazonian]] levels but the richochet ability makes it lethal in smaller spaces.
* PlayingWithFire: Burning Leap and Flaming Glaives are self-explanatory in that they ignite enemies, Rapid Fire gets the chance to ignite enemies at Tier III and Shattering Glaive releases fiery fissures at Tier IIIIII.
* PinballProjectile: Chaos Burst fires multiple ricocheting shots and many of their glaives rebound off of walls and enemies.

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* PlayingWithFire: Burning Leap and Flaming Glaives are self-explanatory in that they ignite enemies, Rapid Fire gets the chance to ignite enemies at Tier III.

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* AbnormalAmmo: Chaos Burst fires a trio of ricocheting shots. Tangling Shot causes the target and anything surrounding it to become ensnared and immobilized by thorny vines, being constricted (poisoned) by it and Shadow Shot fires a single projectile that splits into multiple homing projectiles upon striking the initial target.
* DeadlyDisc: Five of their skills specialize in various throwing glaive artifacts they discover. The basic glaive homes in and inflicts poison damage and can rebound to hit further enemies. Sandstorm throws glaives that whip up whirlwinds, cutting through and disorienting enemies. The Shattering Glaive, well, shatters and sprays shrapnel like a grenade, damaging enemies in it's radius. Flaming Glaives throws out two of them that travel in concentric circles until they bounce off a wall. Glaive Sweep performs a SpinAttack that knocks away and stuns enemies surrounding them.
* DeathFromAbove: Venomous Hail fires a shot into the air that rains down as poisonous bolts in the target area.
* PlayingWithFire: Burning Leap and Flaming Glaives are self-explanatory in that they ignite enemies, Rapid Fire gets the chance to ignite enemies at Tier III.III and Shattering Glaive releases fiery fissures at Tier III



* SpinAttack: Glaive Sweep knocks away enemies around the Outlander, stunning them as well.



* AnIcePerson: Their Frost skills are suited to attacking groups of enemies, impeding their speed with the obvious status follows such an elemental power.

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* AnIcePerson: Their Frost skills are suited to attacking groups of enemies, impeding their speed with the obvious status the follows such an elemental power.


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* FireIceLightning: The three elements they can master, making them elementally versatile.
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* ChargedAttack: Of the 'collect' type. The Engineer's charge meter has five "pips" that fill as you deal more damage through attacks and certain skills. Many skills benefit from the charge in three ways, consuming a single pip to make it stronger, depleting the entire meter to increase the effects based on how full it was or passively benefiting from the meter without affecting it.

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* ChargedAttack: Of the 'collect' type. The Engineer's charge meter has five "pips" that fill as you deal more damage through attacks and certain skills. Many skills benefit from the charge in three ways, consuming a single pip to make it stronger, depleting the entire meter to increase the effects based on how full it was or passively benefiting from the meter without affecting it. Charge Domination gives you a chance to completely fill the meter after killing an enemy while Charge Reconstitution heals you whenever you consume charges.

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* SummonMagic: Bane Breath causes enemies killed after being afflicted to turn into shadowling beasts while their Shadowling Ammo passive summons small bat-like creatures. Their final Sigil skill allows them to summon a Shadowling Brute that works just like their Netherrim counterpart. All of these summons benefit from the Death Ritual passive skill that increases their summon duration.

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* SummonMagic: Bane Breath causes enemies killed after being afflicted to turn into shadowling beasts while their Shadowling Ammo passive summons small bat-like creatures.creatures by chance after a kill. Their final Sigil skill allows them to summon a Shadowling Brute that works just like their Netherrim counterpart. All of these summons benefit from the Death Ritual passive skill that increases their summon duration.duration and damage.



* ChainLightning: Enemies killed by an Arc Beam splits the beam to inflict a burst of damage to two nearby enemies with each tier adding another split beam.



* AnIcePerson: Their Tundra skills typically create large, icy [[AreaOfEffect Areas of Effect]].



* LimitBreak: Their charge meter is similar to the Embermage but instead filling it pushes them into a frenzy state for the next six seconds after hitting the next enemy, they gain increased movement speed, attack speed, attack damage and critical chance in this state and the Frenzy Mastery passive increases the duration by a half-second every point invested, allowing this frenzy to last for thirteen and a half seconds.

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* LimitBreak: Their charge meter is similar to the Embermage but instead filling it pushes them into a frenzy state for the next six seconds after hitting the next enemy, they gain increased movement speed, attack speed, attack damage and critical chance in this state and the Frenzy Mastery passive increases the duration by a half-second every point invested, allowing this frenzy to last for thirteen and a half seconds. There's also a Rampage passive that has a chance to grant a downgraded version of this after a kill.
* ShockAndAwe: Two of the Tundra skills instead use electricity with the Storm Hatchet throwing skill or Storm Claw which imbues their weapons with a chance to shock and cast ChainLightning from their target, up to two times.
* SummonMagic: Their Shadow skills include the Wolf Shade that deals ice damage to foes while it's summoned. Their Wolf Pack skill summons forth a pack of kamikaze wolfs that charge their target but they behave more like projectiles (similar to something like the [[VideoGame/DiabloII Bone Spirit]]).


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* SummonMagic: Less magic, more RidiculouslyFastConstruction, an Engineer can build a Healing Bot, Gun Bot, Sledgebot and Immobilization Copter along with being able to toss Spider Mines.

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Outlanders are mysterious nomadic outlaws that travel the world to collect ancient artifacts and lore of the world gathered and traded from others and are passed from generation to generation, these artifacts are collected from various civilizations, ranging from Zeraphi all the way to the unlikely goblins and Varkolyn. They are well versed in various forms of ranged weapons ranging from longbows, crossbows, flintlock pistols, blunderbuss shotgonnes or even wands along with the usage of the ancient artifacts they find. Warfare skills involve special ammunition and more direct attacks, Lore skills use the most of their artifacts such as throwing glaives and poisoning the enemy while Sigil skills involve casting pacts and hexes to debilitate the enemy or even summoning shadowling creatures to their aid.

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Outlanders are mysterious nomadic outlaws that travel the world to collect ancient ancient, eldritch artifacts and lore of the world gathered and traded from others and are passed from generation to generation, these artifacts are collected from various civilizations, ranging from Estherians and Zeraphi all the way to the unlikely goblins and Varkolyn. They are well versed in various forms of ranged weapons ranging from longbows, crossbows, flintlock pistols, blunderbuss shotgonnes or even wands along with the usage of the ancient artifacts they find. Warfare skills involve special ammunition and more direct attacks, Lore skills use the most of their artifacts such as throwing glaives and poisoning the enemy while Sigil skills involve casting pacts and hexes to debilitate the enemy or even summoning shadowling creatures to their aid.


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* SummonMagic: Bane Breath causes enemies killed after being afflicted to turn into shadowling beasts while their Shadowling Ammo passive summons small bat-like creatures. Their final Sigil skill allows them to summon a Shadowling Brute that works just like their Netherrim counterpart. All of these summons benefit from the Death Ritual passive skill that increases their summon duration.


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* LimitBreak: Dealing damage through attacks and many skills fill their charge meter. When it's full, they enter a state of pure concentration in which skills consume no mana and they deal increased elemental damage for twelve seconds. Charge Mastery increases the rate at which they gain it and decreases the decay rate.


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* LimitBreak: Their charge meter is similar to the Embermage but instead filling it pushes them into a frenzy state for the next six seconds after hitting the next enemy, they gain increased movement speed, attack speed, attack damage and critical chance in this state and the Frenzy Mastery passive increases the duration by a half-second every point invested, allowing this frenzy to last for thirteen and a half seconds.


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* ChargedAttack: Of the 'collect' type. The Engineer's charge meter has five "pips" that fill as you deal more damage through attacks and certain skills. Many skills benefit from the charge in three ways, consuming a single pip to make it stronger, depleting the entire meter to increase the effects based on how full it was or passively benefiting from the meter without affecting it.


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* LuckilyMyShieldWillProtectMe: Aegis skills are best when using a shield. The Sword and Board passive skill adds a percentage of their shield's physical defense into physical damage dealt by their weapon.


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* ShieldBash: Their first skill in the Aegis tree is the very trope name, attacks use a percentage of physical defense from the shield and stun the enemy. Further tiers increase the damage dealt and segments of their charge meter contribute a damage bonus. A later skill, Fire Bash, works differently in that it releases a blast of fire from their shield in a wide spread in front of them and charge pips make the attack larger.

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Embermages are the front of the human Empire who undergo intense training when selected by the Ember council in early adolescence. Rather than using Ember directly like the (now Dark) Alchemist, they instead recreate the effects by itself for a wide range of applications in combat, making them valuable alongside Vanquishers within the Empire. They typically use staves and wands along and their abilities involve [[PlayingWithFire Inferno]] skills, dealing DamageOverTime by burning the enemy and are the most accurate skills. [[AnIcePerson Frost]] skills are suited to slowing down and impeding the enemy while [[ShockAndAwe Storm]] skills call upon electricity for the purpose of crowd control.

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Embermages are the front of the human Empire who undergo intense training when selected by the Ember council in early adolescence. Rather than using Ember directly like the (now Dark) Alchemist, they instead recreate the effects by itself for a wide range of applications in combat, making them valuable alongside Vanquishers within the Empire. They typically use staves and wands along and their abilities involve involving [[PlayingWithFire Inferno]] skills, dealing DamageOverTime by burning the enemy and are the most accurate skills. enemy. [[AnIcePerson Frost]] skills are suited to slowing down and impeding the enemy while [[ShockAndAwe Storm]] skills call upon electricity for the purpose of crowd control.control.
* AllYourPowersCombined: Sort of, Prismatic Bolt fires off five homing bolts with each bolt dealing equal quarters of fire, ice, electrical and poison damage with chances to cause any four of their respective status effects.
* AnIcePerson: Their Frost skills are suited to attacking groups of enemies, impeding their speed with the obvious status follows such an elemental power.
* DeathFromAbove: They can call down either a Hailstorm or a Firestorm. The Hailstorm inflicts more damage along with chilling the enemy while Firestorm inflicts massive damage over time to enemies ignited by it.
* PlayingWithFire: The main purpose of their Inferno skills is to ignite enemies, burning them to inflict damage over time. Skills such as Firestorm and Fire Bombs fit the bill.
* ShockAndAwe: Storm skills typically are able to hit multiple enemies in a single attack, making them ideal for crowd control with skills such as Shocking Orb or Shock Bolts.
* SummonMagic: The final skill in the Frost tree allows them to summon an Astral Ally of themselves that attacks with the basic skills of the three trees (Magma Spear, Icy Blast and Prismatic Bolt). Later tiers increase the summon duration while further points invested decrease cool down, eventually allowing you to keep it with you constantly.



Berserkers hail from the savage, warring Valgang tribes of the frozen north tundras. Hardened warriors are almost animals in the way they fight and their tribes draws their strength from the worship of three totem animals: Vur, the Wolf; Dralk, the Dragon and Krax, the Raven. Those who turn away from their tribes to travel south explore the world, looking for treasure, fame and otherwise a bloody fight. Berserkers get up close to the enemy with handheld claws. Their Hunter skills involve the usage of their weapons in various techniques to shred the enemy. Tundra skills call upon the bitter forces of the North with both the [[AnIcePerson ice]] and [[ShockAndAwe electricity]] the fierce storms can bring. Shadow skills involve the spirit of Vur more closely, ranging from temporary transformations into shadow wolves, calling a shadow wolf to fight with them or other skills such as ensnaring an enemy with shadow chains.

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Berserkers hail from the savage, warring Valgang tribes of the frozen north tundras. Hardened warriors are almost animals in the way they fight and their tribes draws their strength from the worship of three totem animals: Vur, the Wolf; Dralk, the Dragon and Krax, the Raven. Those who turn away from their tribes to travel south explore the world, looking for treasure, fame and an otherwise a bloody fight. Berserkers get up close to the enemy with handheld claws. Their Hunter skills involve the usage of their weapons in various techniques to shred the enemy. Tundra skills call upon the bitter forces of the North with both the [[AnIcePerson ice]] and [[ShockAndAwe electricity]] the fierce storms can bring. Shadow skills involve the spirit of Vur more closely, ranging from temporary transformations into shadow wolves, calling a shadow wolf to fight with them or other skills such as ensnaring an enemy with shadow chains.


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* BloodKnight: One of their main reasons for leaving their tribes to adventure on their own is to look for fame, fortune and glory and they presumably look forward to a bloody fight to do so
* HulkSpeak: Their status speeches ("Don't got that much gold!", "Health low!") provide a downgraded version of this to imply a DumbMuscle status or it's the dialect they were used to in the Valgang tribes.


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* {{BFG}}: Cannon weapons, they deal damage in a short, wide cone in front of them with massive knock back and a chance to stun the enemy. Two Construction skills allow them to fire a massive, piercing projectile or salvos of rockets.


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* PlayingWithFire: Their Blitz skills commonly deal damage, either as fiery fissures when slamming the ground or directly hitting from the weapon. The Fire and Spark passive increases the damage done by these elements, befitting the machinery nature of the Engineer.
* ShockAndAwe: Their suits build up a charge of energy over time which they can discharge from a variety of purposes, from a force field to a static burst that gibs enemies. The Fire and Spark passive increases the damage done by these elements, befitting the machinery nature of the Engineer.

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Outlanders are mysterious nomadic outlaws that travel the world to collect ancient artifacts and lore of the world gathered and traded from others and are passed from generation to generation. They are well versed in various forms of ranged weapons ranging from longbows to flintlock pistols along with the usage of the ancient artifacts they find, ranging from special ammo, throwing weapons or pact inducing sigils.

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Outlanders are mysterious nomadic outlaws that travel the world to collect ancient artifacts and lore of the world gathered and traded from others and are passed from generation to generation. generation, these artifacts are collected from various civilizations, ranging from Zeraphi all the way to the unlikely goblins and Varkolyn. They are well versed in various forms of ranged weapons ranging from longbows to longbows, crossbows, flintlock pistols pistols, blunderbuss shotgonnes or even wands along with the usage of the ancient artifacts they find, ranging from find. Warfare skills involve special ammo, ammunition and more direct attacks, Lore skills use the most of their artifacts such as throwing weapons glaives and poisoning the enemy while Sigil skills involve casting pacts and hexes to debilitate the enemy or pact inducing sigils.even summoning shadowling creatures to their aid.
* PlayingWithFire: Burning Leap and Flaming Glaives are self-explanatory in that they ignite enemies, Rapid Fire gets the chance to ignite enemies at Tier III.
* PoisonousPerson: Poison is the strongest element for Outlanders to use as most of their skills inflict poison damage. Their Master of the Elements passive skill grants a percentage bonus to elemental damage but FireIceLightning all have half the bonus that Poison gets.


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* ArmorPiercingAttack: Claws deal damage against enemies at half their physical armor value, making up for their inability to hit multiple targets.


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* DropTheHammer: Great hammers and maces convey a chance to interrupt enemy attacks unless they have resistance/immunity. The aptly named Sledgebot wields a hammer of it's own.
* MacrossMissileMassacre: The Fusillade skill fires constant bursts of seeking missiles from their cannon if they have one. They fire three missiles per burst at Tier I, the missiles gain an explosion at Tier II and then they fire ''four'' per burst when reaching Tier III. A Tier III Sledgebot also fires off a salvo of rockets.
* WrenchWhack: Their starting weapon is a giant wrench which is treated as part of the great hammer class of weapons.
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Engineers are the workhorse of the Empire and responsible for the colonization of said Empire in Vilderan. Being GadgeteerGenius', they examine and adapt technology and equipment from long forgotten Dwarven artifacts, the result is [[SteamPunk Steam]] PoweredArmor that grants them both superior protection an immense strength that they call upon to smite the enemy. Along with armor, they have the capability to construct helpful, steam powered machines to aid them. Engineers wield great two handed weapons ranging from massive wrenches to pole-arms longer than they are tall with Blitz abilities that summon forth fiery fissures and smash the enemy. Engineers specializing in Construction both use special munitions in their cannons along with building temporary allies for support ranging from a healing pulse generating robot to a gun turret on legs that saturate the area with machine gun fire. Aegis skills are suited to the usage of a shield, bashing the enemy with the massive plate or discharging their suit energy in the form of a nasty electrical shock.

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Engineers are the workhorse of the Empire and responsible for the colonization of said Empire in Vilderan. Being GadgeteerGenius', they examine and adapt technology and equipment from long forgotten Dwarven artifacts, the result is [[SteamPunk Steam]] PoweredArmor that grants them both superior protection an and immense strength that they call upon to smite the enemy. Along with armor, they have the capability to construct helpful, steam powered machines to aid them. Engineers wield great two handed weapons ranging from massive wrenches to pole-arms longer than they are tall with Blitz abilities that summon forth fiery fissures and smash the enemy. Engineers specializing in Construction both use special munitions in their cannons along with building temporary allies for support ranging from a healing pulse generating robot to a gun turret on legs that saturate the area with machine gun fire. Aegis skills are suited to the usage of a shield, bashing the enemy with the massive plate or discharging their suit energy in the form of a nasty electrical shock.
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Berserkers hail from the savage, warring Valgang tribes of the frozen north tundras. Hardened warriors are almost animals in the way they fight and their tribes draws their strength from the worship of three totem animals: Vur, the Wolf; Dralk, the Dragon and Krax, the Raven. Berserkers get up close to the enemy with handheld claws. Their Hunter skills involve the usage of their weapons in various techniques to shred the enemy. Tundra skills call upon the bitter forces of the North with both the [[AnIcePerson ice]] and [[ShockAndAwe electricity]] the fierce storms can bring. Shadow skills involve the spirit of Vur more closely, ranging from temporary transformations into shadow wolves, calling a shadow wolf to fight with them or other skills such as ensnaring an enemy with shadow chains.

to:

Berserkers hail from the savage, warring Valgang tribes of the frozen north tundras. Hardened warriors are almost animals in the way they fight and their tribes draws their strength from the worship of three totem animals: Vur, the Wolf; Dralk, the Dragon and Krax, the Raven. Those who turn away from their tribes to travel south explore the world, looking for treasure, fame and otherwise a bloody fight. Berserkers get up close to the enemy with handheld claws. Their Hunter skills involve the usage of their weapons in various techniques to shred the enemy. Tundra skills call upon the bitter forces of the North with both the [[AnIcePerson ice]] and [[ShockAndAwe electricity]] the fierce storms can bring. Shadow skills involve the spirit of Vur more closely, ranging from temporary transformations into shadow wolves, calling a shadow wolf to fight with them or other skills such as ensnaring an enemy with shadow chains.

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Outlanders are mysterious nomadic outlaws that travel the world to collect ancient artifacts and lore of the world and are well versed in various forms of ranged weapons ranging from longbows to flintlock pistols along with the usage of the ancient artifacts they find, ranging from special ammo, throwing weapons or pact inducing sigils.

to:

Outlanders are mysterious nomadic outlaws that travel the world to collect ancient artifacts and lore of the world gathered and traded from others and are passed from generation to generation. They are well versed in various forms of ranged weapons ranging from longbows to flintlock pistols along with the usage of the ancient artifacts they find, ranging from special ammo, throwing weapons or pact inducing sigils.



Embermages are the front of the human Empire who undergo intense training when selected by the Ember council in early adolescence. Rather than using Ember directly like the (now Dark) Alchemist, they instead recreate the effects by itself for a wide range of applications. They typically use staves and wands along and their abilities involve [[PlayingWithFire Inferno]] skills, dealing DamageOverTime by burning the enemy and are the most accurate skills. [[AnIcePerson Frost]] skills are suited to slowing down and impeding the enemy while [[ShockAndAwe Storm]] skills call upon electricity for the purpose of crowd control.

to:

Embermages are the front of the human Empire who undergo intense training when selected by the Ember council in early adolescence. Rather than using Ember directly like the (now Dark) Alchemist, they instead recreate the effects by itself for a wide range of applications.applications in combat, making them valuable alongside Vanquishers within the Empire. They typically use staves and wands along and their abilities involve [[PlayingWithFire Inferno]] skills, dealing DamageOverTime by burning the enemy and are the most accurate skills. [[AnIcePerson Frost]] skills are suited to slowing down and impeding the enemy while [[ShockAndAwe Storm]] skills call upon electricity for the purpose of crowd control.



Engineers are the workhorse of the Empire and responsible for the colonization of said Empire in Vilderan. Being GadgeteerGenius', they examine and adapt technology and equipment from long forgotten Dwarven artifacts, the result is [[SteamPunk steam]] PoweredArmor that grants them both superior protection an immense strength that they call upon to smite the enemy. Along with armor, they have the capability to construct helpful, steam powered machines to aid them. Engineers wield massive two handed weapons ranging from massive wrenches to pole-arms longer than they are tall with Blitz abilities that summon forth fiery fissures and smash the enemy, Cannon wielding Engineers use both their cannons themselves
[[/folder]]

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Engineers are the workhorse of the Empire and responsible for the colonization of said Empire in Vilderan. Being GadgeteerGenius', they examine and adapt technology and equipment from long forgotten Dwarven artifacts, the result is [[SteamPunk steam]] Steam]] PoweredArmor that grants them both superior protection an immense strength that they call upon to smite the enemy. Along with armor, they have the capability to construct helpful, steam powered machines to aid them. Engineers wield massive great two handed weapons ranging from massive wrenches to pole-arms longer than they are tall with Blitz abilities that summon forth fiery fissures and smash the enemy, Cannon wielding enemy. Engineers use specializing in Construction both use special munitions in their cannons themselves
[[/folder]]
along with building temporary allies for support ranging from a healing pulse generating robot to a gun turret on legs that saturate the area with machine gun fire. Aegis skills are suited to the usage of a shield, bashing the enemy with the massive plate or discharging their suit energy in the form of a nasty electrical shock.
[[/folder]]

!! [[NonPlayerCharacter Non-Player Characters]]

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[[/folder]]

[[folder:Berserker]]
-> ''Enough talk! Gold and glory await!''
Berserkers hail from the savage, warring Valgang tribes of the frozen north tundras. Hardened warriors are almost animals in the way they fight and their tribes draws their strength from the worship of three totem animals: Vur, the Wolf; Dralk, the Dragon and Krax, the Raven. Berserkers get up close to the enemy with handheld claws. Their Hunter skills involve the usage of their weapons in various techniques to shred the enemy. Tundra skills call upon the bitter forces of the North with both the [[AnIcePerson ice]] and [[ShockAndAwe electricity]] the fierce storms can bring. Shadow skills involve the spirit of Vur more closely, ranging from temporary transformations into shadow wolves, calling a shadow wolf to fight with them or other skills such as ensnaring an enemy with shadow chains.
[[/folder]]

[[folder:Engineer]]
-> ''If a problem is too big to fix... one must break it into smaller problems.''
Engineers are the workhorse of the Empire and responsible for the colonization of said Empire in Vilderan. Being GadgeteerGenius', they examine and adapt technology and equipment from long forgotten Dwarven artifacts, the result is [[SteamPunk steam]] PoweredArmor that grants them both superior protection an immense strength that they call upon to smite the enemy. Along with armor, they have the capability to construct helpful, steam powered machines to aid them. Engineers wield massive two handed weapons ranging from massive wrenches to pole-arms longer than they are tall with Blitz abilities that summon forth fiery fissures and smash the enemy, Cannon wielding Engineers use both their cannons themselves
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This page is a work in progress, edits and contributions are welcome.

[[foldercontrol]]

!! Player Classes

[[folder:Outlander]]
-> ''The Empire would like to pretend people like me don't exist and yet, here I am.''

Outlanders are mysterious nomadic outlaws that travel the world to collect ancient artifacts and lore of the world and are well versed in various forms of ranged weapons ranging from longbows to flintlock pistols along with the usage of the ancient artifacts they find, ranging from special ammo, throwing weapons or pact inducing sigils.

[[/folder]]

[[folder:Embermage]]
-> ''Ember is dangerous to the untrained hand and deadly in mine.''

Embermages are the front of the human Empire who undergo intense training when selected by the Ember council in early adolescence. Rather than using Ember directly like the (now Dark) Alchemist, they instead recreate the effects by itself for a wide range of applications. They typically use staves and wands along and their abilities involve [[PlayingWithFire Inferno]] skills, dealing DamageOverTime by burning the enemy and are the most accurate skills. [[AnIcePerson Frost]] skills are suited to slowing down and impeding the enemy while [[ShockAndAwe Storm]] skills call upon electricity for the purpose of crowd control.

[[/folder]]

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