yerkyerk
02-09-2010, 02:09 AM
Well, here’s #4. The Wizard. Not very original, but this one is packed with massive impressive effects and combines the best skills of all wizard-like classes into one kick-ass class;
Introduction;
Only 1 in 15 people have the magic potential to become a full-fledged wizard. But since it’s only possible to know about halfway in an extremely expensive, intensive and lifelong study if you belong to that 1 in 15, there aren’t many people trying to reach the position of Wizard.
True Wizards frown upon the classification of magic in different elements such as nature, white, black and elemental magic. It is a distinction made by men; especially the weak, poor and lazy magic users who specialized in a single element.
All magic comes from one source and a true wizard has focused his whole life studying and experimenting to control this source. The downside of a lifelong of studying is that it leaves the wizard rather fragile. But if he makes sure nobody comes close enough, that doesn’t matter.
Wizardry
Wizards are allround spellcasters, possessing a wide array of powerful spells. They have little physical resistance and there’s no panic button, but the Wizard doesn’t need one as he has a whole arsenal of spells to keep his enemies at bay.
Charged Hit (active)
The Wizards basic attack, replaces the leftmouse button. Every hit ‘explodes’, causing damage to nearby enemies (also works with bows and melee weapons). Furthermore, it enhances elemental and magical damage by a percentage. Higher levels cause the radius and damage to increase and give a higher elemental and magical bonus. Causes magic projectiles to increase in size.
Arcane knowledge (passive)
A lifetime of studying has left the Wizard physically weak and he cannot sustain much damage.
Gives a penalty to movement speed, health, OA, DA, str and dex, in favor of a huge boost in int, mana and casting speed.
Kinetic Beam (active)
The wizard fires a continuous ray at his enemies which pushes them back. It keeps on firing as long as the Wizard holds down the skill. The Beam does no damage of its own. Investment causes the beam to increase in width, a higher chance to push back tougher opponents and a bigger pushback.
Energy Ward (summon)
The Wizard places a ward with an aura that reduces %energy cost.
Skeletons (summon)
The wars that ravaged Cairn has taken its toll on Cairns population. Billions of humans were killed. Now you can wake them up to exact revenge upon their vanquishers! Up to 12 skeletons can be summoned; they will equip whatever white items they find on the ground. They don’t deal much damage and can’t take much of a beating. But together, they can pack out a mean punch.
Earthen Golem (summon)
Expert wizards have learned how to animate non-living material into life. This golem serves as the personal bodyguard of the wizard and can be customly equipped with a melee weapon. Has a high physical resistance.
Damnation (active)
Draws hieroglyphs beneath the target, sapping away its victims fortune. This causes the creature to have a high chance for receiving critical damage and also ups the amount of critical damage done. Also attracts lightning from Thunderstorm, makes the victim extra susceptible to the Kinetic Beam and burn damage from Meteor Storm and causes the victim to attract pets.
Shadow Clone (active)
The Wizard casts shadow copies of himself, which detract enemy attention. Its health is based on the Wizards total mana. On investment, up to three hallucinations will be cast with increased life. These hallucinations do not do any damage, but have a high taunt rate. They will quickly lose their health over time and cannot be healed.
Fireball (active)
Does fire damage, knocks back and incinerates enemies. Short cooldown.
Meteor Storm (active)
Calls down a storm of meteors, obliterating anything in a wide areas with burning rocks from the sky. Each meteor has a chance to knockdown an enemy. Costs time to cast (Wizard has to hold down the skill-button) and has a long cooldown. Also causes the Thunderstorm skill to initiate cooldown.
Firestorm (passive)
Upgrade to Meteor Storm – more meteors fall from the sky, with a higher chance at incinerating the enemy, doing more fire damage
Elemental Mastery (passive)
Gives a percentage boost to physical damage.
Burn Damage over Time lasts longer.
Freeze duration is increased by a set percentage.
All lightning damage done by the Wizard gains a small chance of paralyzing the target, resulting in 0% movement speed.
Ice Mines (active)
The Wizard can place up to 5 mines on the ground. When an enemy walks over a mine, it freezes the victim in place and does ice (and slow) damage to surrounding enemies. When the target can move again, it still suffers a frozen penalty.
Frozen Wall (active)
The Wizard can throw down a wall to protect him from his foes (hold down the right-mouse button to draw the wall on the field). Will freeze monsters caught in the wall for a short while. More skillpoints will allow for a stronger, longer wall and longer freeze duration of walled monsters.
Lightning Prison (active)
Captures the target in a prison of lightning, doing massive electrical burn DoT as long as the target’s captured.
Thunderstorm (active)
Clouds gather when the Wizard raises his staff. Thunder strikes from the sky with excessive force; each bolt does ludicrous damage. The stricken areas are completely random though and there’s only 1 bolt every few seconds, so this skill is mostly useful against large bosses, huge mobs or unlucky bastards..
Hailstorm (passive)
Upgrade to Thunderstorm. Causes hail to fall down from the Thunderstorm clouds, doing cold damage to opponents. Also halves burn DoT time by 50%
Cyclone (active)
Unleashes a terrible ravaging Cyclone upon the battlefield, which will chase down enemies. Does physical and cold damage. Enemies that die within the Cyclone will be hurled through the air by the Cyclone.
Tremors (active)
The ground shakes as the earth ruptures. Cracks form beneath the Wizard leading to its opponents, knocking them down and damaging them.
Knocks back and causes physical damage to enemies. Long Cooldown.
Fissure (passive)
Upgrade to Tremors. Flames spurt forth from the ruptures in the earth.
Does fire damage in the cracks caused by Tremors.
Shameless promotion of other threads;
Wizardy = Wizard
Wizardry+Berserk (http://www.grimdawn.com/forums/showthread.php?t=202) = Warlock
Wizardy+Ritual (http://www.grimdawn.com/forums/showthread.php?t=188) = Acolyte
Wizardry+Channel (http://www.grimdawn.com/forums/showthread.php?t=253) = Archmage
Thanks for reading!
So, 4 down 1 to go. That will probably be a Soldier type class...
Perhaps interesting for once the modding tools are released.
Introduction;
Only 1 in 15 people have the magic potential to become a full-fledged wizard. But since it’s only possible to know about halfway in an extremely expensive, intensive and lifelong study if you belong to that 1 in 15, there aren’t many people trying to reach the position of Wizard.
True Wizards frown upon the classification of magic in different elements such as nature, white, black and elemental magic. It is a distinction made by men; especially the weak, poor and lazy magic users who specialized in a single element.
All magic comes from one source and a true wizard has focused his whole life studying and experimenting to control this source. The downside of a lifelong of studying is that it leaves the wizard rather fragile. But if he makes sure nobody comes close enough, that doesn’t matter.
Wizardry
Wizards are allround spellcasters, possessing a wide array of powerful spells. They have little physical resistance and there’s no panic button, but the Wizard doesn’t need one as he has a whole arsenal of spells to keep his enemies at bay.
Charged Hit (active)
The Wizards basic attack, replaces the leftmouse button. Every hit ‘explodes’, causing damage to nearby enemies (also works with bows and melee weapons). Furthermore, it enhances elemental and magical damage by a percentage. Higher levels cause the radius and damage to increase and give a higher elemental and magical bonus. Causes magic projectiles to increase in size.
Arcane knowledge (passive)
A lifetime of studying has left the Wizard physically weak and he cannot sustain much damage.
Gives a penalty to movement speed, health, OA, DA, str and dex, in favor of a huge boost in int, mana and casting speed.
Kinetic Beam (active)
The wizard fires a continuous ray at his enemies which pushes them back. It keeps on firing as long as the Wizard holds down the skill. The Beam does no damage of its own. Investment causes the beam to increase in width, a higher chance to push back tougher opponents and a bigger pushback.
Energy Ward (summon)
The Wizard places a ward with an aura that reduces %energy cost.
Skeletons (summon)
The wars that ravaged Cairn has taken its toll on Cairns population. Billions of humans were killed. Now you can wake them up to exact revenge upon their vanquishers! Up to 12 skeletons can be summoned; they will equip whatever white items they find on the ground. They don’t deal much damage and can’t take much of a beating. But together, they can pack out a mean punch.
Earthen Golem (summon)
Expert wizards have learned how to animate non-living material into life. This golem serves as the personal bodyguard of the wizard and can be customly equipped with a melee weapon. Has a high physical resistance.
Damnation (active)
Draws hieroglyphs beneath the target, sapping away its victims fortune. This causes the creature to have a high chance for receiving critical damage and also ups the amount of critical damage done. Also attracts lightning from Thunderstorm, makes the victim extra susceptible to the Kinetic Beam and burn damage from Meteor Storm and causes the victim to attract pets.
Shadow Clone (active)
The Wizard casts shadow copies of himself, which detract enemy attention. Its health is based on the Wizards total mana. On investment, up to three hallucinations will be cast with increased life. These hallucinations do not do any damage, but have a high taunt rate. They will quickly lose their health over time and cannot be healed.
Fireball (active)
Does fire damage, knocks back and incinerates enemies. Short cooldown.
Meteor Storm (active)
Calls down a storm of meteors, obliterating anything in a wide areas with burning rocks from the sky. Each meteor has a chance to knockdown an enemy. Costs time to cast (Wizard has to hold down the skill-button) and has a long cooldown. Also causes the Thunderstorm skill to initiate cooldown.
Firestorm (passive)
Upgrade to Meteor Storm – more meteors fall from the sky, with a higher chance at incinerating the enemy, doing more fire damage
Elemental Mastery (passive)
Gives a percentage boost to physical damage.
Burn Damage over Time lasts longer.
Freeze duration is increased by a set percentage.
All lightning damage done by the Wizard gains a small chance of paralyzing the target, resulting in 0% movement speed.
Ice Mines (active)
The Wizard can place up to 5 mines on the ground. When an enemy walks over a mine, it freezes the victim in place and does ice (and slow) damage to surrounding enemies. When the target can move again, it still suffers a frozen penalty.
Frozen Wall (active)
The Wizard can throw down a wall to protect him from his foes (hold down the right-mouse button to draw the wall on the field). Will freeze monsters caught in the wall for a short while. More skillpoints will allow for a stronger, longer wall and longer freeze duration of walled monsters.
Lightning Prison (active)
Captures the target in a prison of lightning, doing massive electrical burn DoT as long as the target’s captured.
Thunderstorm (active)
Clouds gather when the Wizard raises his staff. Thunder strikes from the sky with excessive force; each bolt does ludicrous damage. The stricken areas are completely random though and there’s only 1 bolt every few seconds, so this skill is mostly useful against large bosses, huge mobs or unlucky bastards..
Hailstorm (passive)
Upgrade to Thunderstorm. Causes hail to fall down from the Thunderstorm clouds, doing cold damage to opponents. Also halves burn DoT time by 50%
Cyclone (active)
Unleashes a terrible ravaging Cyclone upon the battlefield, which will chase down enemies. Does physical and cold damage. Enemies that die within the Cyclone will be hurled through the air by the Cyclone.
Tremors (active)
The ground shakes as the earth ruptures. Cracks form beneath the Wizard leading to its opponents, knocking them down and damaging them.
Knocks back and causes physical damage to enemies. Long Cooldown.
Fissure (passive)
Upgrade to Tremors. Flames spurt forth from the ruptures in the earth.
Does fire damage in the cracks caused by Tremors.
Shameless promotion of other threads;
Wizardy = Wizard
Wizardry+Berserk (http://www.grimdawn.com/forums/showthread.php?t=202) = Warlock
Wizardy+Ritual (http://www.grimdawn.com/forums/showthread.php?t=188) = Acolyte
Wizardry+Channel (http://www.grimdawn.com/forums/showthread.php?t=253) = Archmage
Thanks for reading!
So, 4 down 1 to go. That will probably be a Soldier type class...
Perhaps interesting for once the modding tools are released.