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The Salvation in Nightmares RPG

06-22-2007, 12:27 AM#1
Ba1100n_Drag0n


The Salvation in Nightmares RPG

By Ba1100n_Drag0n@Lordaeron

Change Log:
Gnoll screenshot (BSoW RPG terrain) (7/25/07)
Page [3] revealed!: Monster Page (7/24/07)
Ability description revealed: Glaive Attack (7/22/07)
Overall tweaks (specifically on Artistic) (7/19/07)
Characters page: few tweaks (7/8/07)
New image: SiNC Clan banner (7/7/07)
Characters page: Nethym (6/27/07, work-in-progress)
Characters page: Kyla (6/25/07)
Other small details (6/25/07)
New ability: Serenity [Jessica] (6/25/07)
Characters page: Elwin (6/24/07)
New crew member: darkwulfv (6/24/07)
FFx's opinion: Jessica (6/24/07)
Characters page: Jessica (6/23/07)
Characters page: Mythin (6/22/07)
Characters page: Halvrost (6/21/07)
Characters page: Skorn (6/20/07)


TABLE OF CONTENTS
Introduction.................. [1]
Characters.................... [2] (In-progress)
Monster Page.................. [3] (In-progress)
Addititional Content.......... [4] (To-be revealed)
Addititional Content.......... [5] (To-be revealed)
Addititional Content.......... [6] (To-be revealed)
Addititional Content.......... [7] (To-be revealed)
Addititional Content.......... [8] (To-be revealed)
Addititional Content.......... [9] (To-be revealed)
Addititional Content.......... [10](To-be revealed)


More contents to come...

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Introduction [1]

Forever, the People have created their civlizations and dominions amongst the world of Azeroth, ever since the start. The People built their wondrous cities that thrived with life, and formed their own cultures and religions. In order to compliment these achievments, the People gave themselves established names; the Humans, Night Elves, Orcs, Tauren...

However, when the People became more and more different, conflicts became more apparent. Terrible wars and vicious battles broke out, tainting the earth with blood and suffering; Azeroth, now scarred with a horrifying history of struggle and discord...

Azeroth was no longer safe.

The People, in order to escape the bloody and disharmonous reality, conjured dreams, where they could flee to a better place. These dreams depicted a much more tranquil, peaceful world, where the inhabitants would not be disturbed by the gruesome skirmishes of the world.

However, the reality's corruption was so powerful it managed to seep into the dream world. The dreams were slowly taken over by dark, evil summonings. These baneful dreams were known as nightmares.

Now, the People defend themselves from chaos in both reality and the dream state. There is no escape to paradise. Now, we can only suffer this damned world.

There is a call to arms. There is a call for duty. The People are crying for heroes... and we are here to answer these calls! Rally the brave and courageous. As a unified crusade, we will fight back the chaos of Azeroth and cleanse it from the darkness. Heed this summon! We are the protectors of the innocent. We are the guardians of the world. We are the keepers of fantasies. We are...


The Salvation in Nightmares.

---

The Salvation in Nightmares is an RPG where players can assume one of the roles of many heroes in order to stand up against the darkness of reality and dream world. The TSiN RPG follows a dramatic, emotional storyline that is mainly viewed through cinematics that can be skipped at the host's desire. The battles of TSiN are intense, all packed-in with numerous unique monsters and devastating bosses. More importantly, these battles require extreme cooperation amongst the players in order to achieve victorious in them. And then, even more cooperation is needed to defeat bosses. Ever heard of a boss with a 1-hit K.O. move...?

So, welcome to my RPG. This is The Salvation in Nightmares. Will you heed my call?

---

The current crew working on this RPG is mainly me (Ba1100n_Drag0n), and my friend, FF(x)Lord. The soon-to-come Clan, Clan SiNC, will also be BETA-testing the map when it is at a playable state. Also, most of the RPG concept is already developed, and so are most other things; those areas will be revealed over time. The information on this thread is the information being revealed, not all that's done in the RPG; just for clarification.

Some other members of the crew are:
darkwulfv; helping me with JASS
FF(x)Lord; a dedicated buddy

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Characters [2]

All characters can reach the level of 60 (technically).

Please note many abilities may be changed.

Quote:

PLAYABLE CHARACTER:
Skorn (Hero)

Warrior Hero, adept at defending. Can learn Pure Fire, Justice's Light, Oblivion, and Chain of Pain.
Has Hero-type attack and Hero-type armor.

Backround
Backround info soon to come...

ABILITIES:


Pure Fire ( F )

Increases the armor and damage dealt by a certain amount at the cost of 50 mana points. Lasts one complete minute. Has a 10 second cooldown. Increases armor by (Level of Ability + 3), to a maximum of +12 armor, and attack damage by (Level of Ability x 10 + 10) percent.
Brief History
It is usually priests that wield such a beneficial spell, but in this case, Skorn, as a knight, learned it from a wandering apothecary. He has valued the ability, especially in the heat of battle.
Special Note(s): The "Pure Fire" spell cannot be learned until Skorn speaks with a certain person. This person will grant Skorn the potential to learn Pure Fire. Only then can he cast it.


Justice's Light ( J )

Increases the damage and armor of all nearby allies at the cost of 100 mana points. Lasts one complete minute. Has a 50 second cooldown. Increases armor by (Level of Ability + 1), to a maximum of +13 armor, and attack damage by (Level of Ability x 5 + 10) percent. Also increases health and mana regeneration of allies by 2 points per second.
Brief History
Skorn had been always known for his sense of justice and equality. In reality, this spell is actually his signature Pure Fire, but it has been frequently called the Justice's Light.
Special Note(s): The "Justice's Light" spell cannot be learned until Skorn achieves a Level 1 Pure Fire. Justice's Light and Pure Fire do stack.


Oblivion ( B )

Simply deals a large amount of damage at the cost of (Level of Ability x 10 + 100) mana points. Has a 25 second cooldown. Deals (Level of Ability x 100 + 200) damage.
Brief History
Without a darkness, there is no light. Skorn has the ability to control both fortitude and shadow; he is able to charge his dark synergy into one mass, a.k.a. Oblivion.
Special Note(s): The "Oblivion" spell cannot be learned unitl Skorn achieves a Level 2 Pure Fire. After that, Skorn must speak to the same person before in order to be granted the potential to learn Oblivion. Only then can he cast it.


Chain of Pain ( C )

Deals heavy damage per second at the cost of (Level of Ability x 100 + 125) mana points, while immobilizing an enemy. Lasts twenty seconds. Has a 50 second cooldown. Deals (Level of Ability x 200 + 50) damage per second. Lasts 6 seconds on heroes.
Brief History
Skorn ahd been given his alias for a reason. With the power of Oblivion came the devastating Chain of Pain. It pulls an enemy into an unreal, almost dream-like state of suffering. The cause of being able to summon such bane is kept secret by Skorn.
Special Note(s): The "Chain of Pain" spell cannot be learned until Skorn achieves a Level 1 Oblivion. This is Skorn's ultimate spell, which is learned at level 10 and can be upgraded every 10 levels afterwards.

Overall
Skorn is an excellent hero for tanking due to his massive amount of hit points. With support spells Pure Fire and Justice's Light, he makes a great asset to a team. He can still hold his own weight by dealing sufficient damage with Oblivion and Chain of Pain. The Chain of Pain spell is great for crowd control, and could be considered a "kill over time."
FFx's Opinion
Skorn is the basic tank of the group. Due to his main attribute being Strength, he has a large amount of HP, even though not the largest. However his abilities are what makes him the true tank. Pure Fire, while it gives great damage, also gives great armor. This will easily allow whoever is affected, most likely Skorn, to take much damage. Also, Justice's Light is a great ability to help Skorn tank aswell due to the regeneration it grants along with MORE of the armor it grants. On the other hand, Skorn can also deal excellent damage to select units. With Oblivion, he can deal large bursts of damage every now and then to those rather strong units. Also his Chain of Pain ability is most useful against bosses, as it basically nulls them from doing anything at all for a period. This allows people to recover from brutal beatings without being disturbed for a while. Also it is useful outside of bosses against the higher level monster in a group. It does more than immobilize them; it basically kills them without question. This makes Skorn an excellent hero for giving and dishing out alot of damage.

Quote:

PLAYABLE CHARACTER:
Halvrost (Berserker)

Warrior Hero, adept at offense. Can learn Storm Bolt, Bash, Berserk, and Avatar.
Has Normal-type damage and Heavy-type armor.

Backround
Backround info soon to come...

ABILITIES:


Storm Bolt ( T )

Hurls a hammer that stuns the enemy and damages them at the cost of (Level of Ability x 10 + 100) mana points. Has a 25 second cooldown. Deals (Level of Ability x 100) damage, and stuns the enemy for (Level of Ability x .25).
Brief History
As a Mountain King warrior, Halvrost is able to hurl his hammer with such immense brutality; it is like the power of lightning and strength charged into a single throw.
Special Note(s): The duration of Storm Bolt vs. normal units is the same duration as vs. heroes.


Bash ( B )

Gives a 30% hance that an attack will deal additional damage and stun an enemy for two seconds. The additional damage dealt is calculated by (Level of Ability x 15).
Brief History
Halvrost is able to focus power into a single swing, and be able to incapacitate an enemy while dealing severe damage.
Special Note(s): The stun duration only lasts .75 seconds vs. heroes.


Berserk ( Learn: E; Use: B )

Increases attack speed, movement speed, and damage taken at the cost of 50 mana points. Lasts 10 seconds. Has a 20 second cooldown. Increases movement speed by (Level of Ability x 10) percent, and attack speed by (Level of Ability x 10) percent. Damage taken increased by 10%.
Brief History
Halvrost's signature move. He enters a state of aversion and ignorance. His blood bumps faster--and the adrenaline is only beginning.


Avatar ( V )

Increases hit points, armor points, and damage dealt at the cost of 100 mana points. Lasts 20 seconds. Has a 180 second cooldown. Increases armor by (Levle of Ability x 4), to a maximum of +24 armor, and attack damage by (Level of Ability x 50). Additionally, increases maximum hitpoints by (Level of Ability x 2000). Also grants Spell Immunity.
Brief History
Halvrost, having the traditional Mountain King fighting style, is able to unleash a warcry that brings forth a fiery passion of battle to himself.
Special Note(s): Halvrost is immune to spells in this form. That means he cannot be healed, or attacked, by any spell. This is Halvrost's ultimate learned at level 10, and can be upgraded afterwards every 10 levels.

Overall
Halvrost is an excellent hero for dishing out damage and keeping enemies stunned. However, he may not be the best tanker as of the bonus damage he recieves. Overall, Halvrost could be called the "ultimate stunlocker."
FFx's Opinion
Halvrost has the highest strength of the whole group; this gives him a HUGE amount of HP. This also allows his main damage to shoot up to rather large amounts. As for his attack speed, that is increased by his Berserk ability, which makes him attack much faster. The extra damage which he takes because of this is rather small due to his large health. Also when you combine this rather large attack speed boos with his ability Bash, he tends to have his enemies stunned a rather LARGE amount of the time. Combining this with Storm Bolt, the chances that his enemies will be able to hit Halvrost for much damage will be somewhat small because of his health. Also granted his Avatar ability, he becomes nearly impossible to kill with the huge amount of health he gains; 2000 per level! Also he can deal huge amounts of damage during this period with the extra fifty damage per level aswell. He is also rendered spell immune during this period, which while he is unable to be healed, he cannot be harmed by other spells. In a way, you could say that he is unaffected by the amount of damage he takes during Avatar's period since when the HP is gone, if he has more health than his normal max, he will have that amount of health. Because of this, not only can Halvrost do great damage with Bash and Berserk combined together, and his handy Storm Bolt stun, can be considered an HP god in the group.

Quote:

PLAYABLE CHARACTER:
Mythin (Sniper)

Archer Hero, adept at slaying units from afar. Can learn Poison Arrows, Critical Strike, Snipe, and Fantasy's Flight.
Has Piercing-type attack and Medium-type armor.

Backround
Backround soon to come...

ABILITIES:


Pure Sight (Class Ability, Passive)

Reveals nearby invisible units.
Brief History
With eyes so acute, nothing can hide from Mythin--or run from her. Let the arrows fly and death's melody sing!
Special Note(s): This is Mythin's class ability; she starts with this ability from Level 1.


Snipe ( N )

A super-long range attack that costs (Level of Ability x 5 + 25) mana points. Has a 10 second cooldown. Deals (Level of Ability x 50 + 50) damage.
Brief History
Mythin is gifted with a supreme accuracy, unbeatable by even the best of other archers. Her opponents won't even know what hit them, and only be dazed. Could it have been merely their imagination? Impossible, because the next moment, they may be saying their last prayers...
Special Note(s): When in the hands of a skilled player, the Snipe ability can be used to attack enemies without drawing aggression.


Poison Arrows ( R )

An arrow coated in poison that costs 20 mana points. Lasts fifteen seconds. Has a 3 second cooldown. Deals (Level of Ability x 10) initial damage. Also deals (Level of Ability x 30) damage per interval. Has 1000 range at level 18. Has minor movement speed & attack speed reduction versus opponents.
Brief History
Naturally a sharp arrow is lethal, so, a poison arrow is to the point of being deadly. It decays an enemy as if they were a corpse, and infects the blood that runs through their veins. They won't see Mythin coming, but they sure will see her leaving, with a grin.
Special Note(s): When in the hands of a skilled player, the Poison Arrows ability can be used to attack enemies without drawing aggression.


Critical Strike ( C )

Gives a chance to deal double damage. The chance is equal to (Level of Ability x 5).
Brief History
Not only are archers able to shoot foes from afar, but are also able to analyze weak spots of an enemy. For Mythin, this is a means of a one-shot, one-kill deal.
Special Note(s): Critical Strike does not stack with Fantasy's Flight.
The Critical Strike ability is definiately going under drastic changes.


Fantasy's Flight ( Y )

Mythin fires a magical blue arrow at the cost of (Level of Ability x 100) mana points. Lasts (Level of Ability x 10) seconds. The blue arrow adds damage, which is equal to (Level of Ability x 300). Additionally, the blue arrow slows down the target's attack and movement speed. Lasts 10 seconds on heroes.
Brief History
Mythin's signature move, Fantasy's Flight is an arrow that sings a lullaby as it soars the battlefield. The lullaby is that of mortality and death, and how the flight to heaven is like a fantasy. It is true, the arrow does sing these beautiful lyrics, but only in a quiet Thalassian.
Special Note(s): Fantasy's Flight does not stack with Critical Strike. When in the hands of a skilled player, the Fantasy's Flight ability can be used to attack enemies without drawing aggression. This ability is Mythin's ultimate, and can be learned at level 10 then upgraded every 10 levels.

Overall
Mythin can be considered a great damage-dealer at any range; she specializes at dishing damage without getting hurt herself. She is one of the few classes that are best at pulling mobs, sometimes killing them in the process.
FFx's Opinion
Mythin is a support hero, but a very good one. She can pull small groups of enemies away from the whole using her Snipe ability which allows the group to fight smaller amounts at a time. She can run around very quickly with the highest movement speed in the group, and she sees things others can't, in the way she can see invisible units, AND she can see much further. This is great for spotting amubshes that may lie ahead. Also with her Poison ability, she can easily cause huge amounts of over-time damage to a large amount of enemies with its short cooldown. Critical Strike, always being a useful ability, can allow Mythin to deal great amounts of damage aswell; topped onto the fact that she has not only the greatest starting agility of the group, but also the greatest agility gain. Finally, her ultimate, Fantasy's Flight, gives her the ability to slow enemies a great deal; this is an ESSENTIAL ability against bosses as it slows them a lot. This decreases the damage the group will get over a period of time, and allows for an easier strategy to be planned out.

Quote:

PLAYABLE CHARACTER:
Jessica (Healer)

Healing Hero, adept at aiding allies in their times of need. Can learn Heal, Light, Tend, and Grand Heart.
Has Magic-type attack and is Unarmored.

Backround
Backround soon to come...

ABILITIES:


Serenity

Jessica has a 10% chance upon strike to release a holy nova that has 900 area of effect points. The holy nova heals allies for (Level of Ability x 300 - 250) hit points, while dividing (Level of Ability x 500) damage amongst enemy Undead units.
Brief History
The selfless Jessica is blessed with an aura of Serenity, which protects her and the innocents around from evil.
Special Note(s): This is Jessica's class ability, which she starts with at level 1 and is upgraded automatically every 10 levels.


Heal ( E )

A grand heal that costs (Level of Ability x 3 + 50) mana points. Has a 3 second cooldown. Hit points healed equals (Level of Ability x 200). Cannot heal self. Can damage Undead units for half the amount healed.
Brief History
Jessica knew that this was the essential spell needed to aid her friends in combat. It is the basic Light-gifted spell priests use.
Special Note(s): As said in the description, the Heal ability cannot be targeted upon self and can damage Undead units.


Light ( G )

A bouncing heal at the cost of (Level of Ability x 4 + 75) mana points. Has a 10 second cooldown. Heals (Level of Ability x 100). Bounces 9 times.
Brief History
Jessica's signature move, a.k.a. the Light itself. Jessica actually "learned" this spell from Elwin. She transfered the Chain Lightning ability and reversed its effects so that it would give positive instead of negative energy. Although, to Jessica, it sounded like a simple task, in reality, only the archangels could perform such a miraculous spell.
Special Note(s): In comparison to Skorn's spell, the Light ability does not have any requirements as described in the history.


Tend ( D )

A heal over time for hit points, at the cost of (Level of Ability x 2 + 10) mana points. Lasts 5 seconds. Has a 5 second cooldown. Hit points healed equals (Level of Ability x 80).
Brief History
With the talent to heal comes the need to conserve. With Jessica's aid always being demanded, the priest must know how to take their mana into consideration. To Tend is the basic way ot healing while keeping a good reserve of mana in the meantime.
Special Note(s): The "Tend" spell stacks with Justice's Light regeneration effect.


Grand Heart ( A )

Jessica has such pure heart that she cannot be slain in battle easily... This ability revives her when she dies. Has a 180/150/120/90/60/30 second cooldown.
Brief History
Many a times the priest is more concerned of others rather than his own well-being. Jessica has the same trait, but is watched over by her dead mother. With the power of the Light, Jessica is given the ultimate second chance: revival.
Special Note(s): This ability comes priority over Ankhs of Reincarnation. This is also Jessica's ultimate, learned at level 10 and upgraded every 10 levels.

Overall
Jessica is what you purely call the healer of the group, like her title says. Her heals have their own conveniancies in different situations; however, she must be protected well, for she is nothing alone. Purely support.
FFx's Opinion
Jessica, while being one of the most difficult characters to play in this game due to her low HP, is also the most useful. As she levels up higher and higher, she tends to rarely run out of mana with her amazing intelligence; the best in the game. Her Heal spell is simply amazing when her allies are very low HP; given a few levels, it may be a full heal. On the other hand her Light ability allows her to heal at a greater distance, and also many people at the same time. This is most useful not only against enemies with AoE attacks, but also in order to keep out of RANGE of those AoE attacks. Also her Tend ability is also quite useful. For only 12 mana, it can heal nearly as much as Light over the period of time it takes. It's a great ability for conserving mana when it's low, and also for the fact that it has such a short cooldown, it can be cast upon everyone. Finally her Grand Heart ability is MOST useful. During the game there will be many deadly attacks; as mentioned before there are 1 hit K.O. attacks. Provided any of these hit Jessica, she will revive shortly after due to her ultimate ability. While Jessica is a definately frail character, she is a necessity with her amazing healing skills.

Quote:

PLAYABLE CHARACTER:
Elwin (Battlemage)

Mystical Hero, adept at controlling the four elements. Can learn Frost Nova, Rain of Fire, Chain Lightning, and Shatter.
Has Chaos-type attack and Small-type armor.

Backround
Backround soon to come...

ABILITIES:


Summon Imp ( X )
Summons a small imp to aid Elwin in combat.
Special Note(s): The "Summon Imp" ability is Elwin's class ability, which he already knows at Level 1. This ability is automatically upgraded every 10 levels, like ultimate abilities. The imp that Elwin summons has different statistics per level, and the duration and cooldown change over level upgrades.


Frost Nova ( N )

Deals area damage at the cost of 100 mana points. The area of effect is (Level of Ability x 15 + 250). Has a 15 second cooldown. Deals (Level of Ability x 50) damage on the target and the same amount of damage for nova damage. Slows units down. Lasts 8 seconds.
Brief History
Elwin withdraws the power of the arctic, wintery strife of the snows into one blast at his foes. It stimulates an illusionary environment of the north, which utilizes the power of fear.
Special Note(s): Does not stack with other frost/slowing abilities (ex. Orb of Frost).


Rain of Fire ( F )

Deals area damage at the cost of 100 mana points. The area of effect is 300. Has a 20 second cooldown. Deals (Level of Ability x 40) damage on the area. The number of waves are equal to (Level of Ability + 1). Also deals (Level of Ability x 6) damage per second within the area.
Brief History
A true force to be reckoned with, Elwin conjures a storm of meteors to lay harm to enemies. A spare that Elwin knows should be used sparingly, as this frightening spell also may harm his allies. The Rain of Fire is a.k.a. Elwin's signature move.
Special Note(s): This spell can harm allies. Rain of Fire is known for its destruction amongst both friends and foes.


Chain Lightning ( C )

A bouncing damage wave that costs 100 mana points. Lasts (Level of Ability + 3) bounces, with up to 16 bounces. Has a 10 second cooldown. Hit points damaged is equal to (Level of Ability x 40).
Brief History
The ability to conjure the unstable particles of lightning is possibly considered either inhuman or a divine gift. For Elwin, it is both...
Special Note(s): This spell can attack out-of-sight enemies through bouncing.


Shatter ( Z )

Deals massive damage in a straight line at the cost of 100 mana points. Has a 60 second cooldown. Deals (Level of Ability x 750) damage.
Brief History
Elwin is able to concentrate particles of orange-colored arcane magic at a melee-range that can be hurled foward in one terrifying blast, a.k.a. Shockwave. Luckily, the spell does not lay harm upon allies, unlike Rain of Fire.
Special Note(s): As it says in the brief history, this is a close-range spell. This is also Elwin's ultimate, learned at level 10 and upgraded every 10 levels afterwards.

Overall
Like Mythin the Sniper, Elwin is another excellent ranged damage-dealer. He can easily spread his damage, all four of his hero abilities being area-of-effect oriented, and gets extra support from his imp. Unlike other spellcasters, Elwin actually has a decent amount of hit points.
FFx's Opinion:
Elwin is by far the greatest damager of all heroes... To an extent which is dangerous. His most deadly ability, Rain of Fire, can deal huge amounts of damage that increase more and more per level. However there is the possibility this can hit allies. Frost Nova is excellent for support, as it will slow all enemies in the area of effect for a long duration; this will make healing easier for the duration as damage will lessen. Also his Chain Lightning ability is very good for dispersed groups of monsters which can't be hit well with these circular abilities. Also, Elwin's ultimate Shatter can deal AMAZING damage in an area of effect, for 750 a LEVEL. It also gives a short stun period and pushes the enemies back which makes it quite useful. Also Elwin's imp is nice for support, as it's aura, while minute, is always useful.

Quote:

NEW PLAYABLE CHARACTER:
Kyla (Nightmare)

Nightmare Hero, adept at using dream-powers. Can learn Summon Nightmare Hound, Slumber, Haunt, and Envisage Shadow.
Has Piercing-type attack and Medium-type armor.

Backround
Backround soon to come...

ABILITIES:


Summon Nightmare Hound ( G )

Summons Hellclaw at the cost of (Level of Ability x 50 + 200) mana points. Has (Level of Ability x 185) hit points. Deals (Level of Ability x 7) chaos damage every 1-second cooldown swipe. Also has armor equal to (Level of Ability x 2). Gains or upgrades abiltiies every upgrade. The ability's cooldown is 60 seconds.
Brief History
Much about Hellclaw is kept secret by Kyla.
Special Note(s): Hellclaw has the abilities Corruption, Sinister Howl, and Dream Flire.
Quote:
Summon Info:


Hellclaw (Kyla's Summon)

ABILITIES:


Corruption

Let the corruption take over... satisfy the thirst for blood. Nearby allies within a [x] AoE gain a [x]% life steal to their attack.


Sinister Howl ( W )

The nightmare screams, and the dream fades away... Chaos brought, and order destroyed. Decreases nearby enemy units' attack damage by [x]% for [x] seconds within an area of effect of [x]. Has a [x] second cooldown. Only lasts [x] seconds vs. heroes.


Dream Fire ( R )

Dream Fire; let it consume paradise... It is the ultimate joy. Reduces a target enemy unit's armor by [x] while granting vision of the unit for [x] seconds. Has a [x]-second cooldown.


Slumber ( E )

Lulls an enemy to sleep for (Level of Ability x 15 + 100) mana points. Lasts (Level of Ability x 2 + 2) seconds, and a tenth of the time vs. heroes. Has a (35 - Level of Ability x .75) cooldown.
Brief History
Kyla's main power resides in the dream world, and in order to summon this strength, she lures her foe into the dream world, where she could truely torment them...
Special Note(s): The ability "Haunt" dispels the Sleep debuff.


Haunt ( U )

Makes an enemy miss at the cost of (Level of Ability x 30 + 15) mana. The chance to miss is equivalent to (Level of Ability x 3). If the enemy is under a Sleep debuff, the unit takes (Level of Ability x 230) damage. Lasts (Level of Ability x 3 + 3) seconds vs. units, and (Level of Ability x .25) vs. heroes. Has a 22 second cooldown.
Brief History
Kyla conjures a hideous nightmare to intimidate her enemy; what she depicts seems to be beyond dream-power to imagine.
Special Note(s): Since Haunt deals damage to sleeping units, it will wake them up.


Envisage Shadow ( V )

Creates an image of an enemy unit at the cost of (Level of Ability x 100 + 200) mana points. The image's damage is equal to (Level of Ability x 25 + 50) percent. Lasts (Level of Ability x 15 + 15) seconds on units, and (Level of Ability x 2) on heroes. Cooldown is equal to 4 minutes.
Brief History
Kyla, being a Nightmare, is able to conjure images so real; she is able to clone an enemy's shadow, and manipulate it to do her bidding.
Special Note(s): Yes, the damage percent can go over 100%. This is Kyla's ultimate, learned at level 10 and upgraded every 10 levels.

Overall
Kyla is an all-around character. She is a damage dealer with her regular attacks and her spells, and her summons act as tankers. Her Hellclaw has many abilities that also help support the group in all by harassing enemies.
FFx's Opinion
Kyla is a great character to support the group. Hellclaw, while he may not start out as much, can easily get good amounts of health, armor, and damage as he levels up more and more. Also his abilities are most useful; the tanks can easily recover health with his aura Corruption, and take much less damage when he uses Sinister Howl. These abilities would be very useful against bosses, as it helps the tanks regenerate HP faster and to lessen the damage. Also his Dream Fire ability is great against bosses who's large armor is hard to penetrate for good damage. In addition to her great summon, her Slumber ability is actually very useful for dealing with the high level mobs, as it allows you to only have to deal with one or two at a time. And when they're about to wake up, at the very last moment Kyla can cast Haunt for some GREAT damage. Also her ultimate, Envisage Shadow, is a MUST have against bosses. It's basically a summon for a tank that deals amazing damage for the period of time, And it really lessens the damage on the actual heroes who, when die, really die hard. It's also useful against the super powerful mobs of units, in the case that they deal enough damage to kill the healer in one or two shorts. This really makes Kyla very well rounded; she can damage, support, and in her own way, allow for more healing to take place.

Quote:

NEW PLAYABLE CHARACTER: (Work-In-Progress)

Nethym (Rogue)

Agile Hero, adept at dealing damage up-close and avoiding harm. Can learn Sneak, Butterfly, Artistic, and Fan of Knives.
Has Normal-type attack and Heavy-type armor.

Backround
Backround coming soon...

ABILITIES:


Glaive Attack ( G )
Nethym hurls a giant shuriken foward, dealing 15 points of damage. The glaive charges foward and comes back at Nethym, through the fashion of a boomerang. The Glaive Attack can be used to aquire out-of-reach items.
Brief History
As a ninja the shuriken is a trustworthy ally. The Night Elves have built upon this knowledge and created their deadly glaive weapon, used from their deadly hunters and powerful catapults. The glaive, although huge in size, is a swift projectile that has a force to be reckoned with.


Sneak ( N )

Becomes invisible at the cost of (Level of Ability x 8 + 50) mana points, but become slower by 67%. Lasts 28 seconds, and has a cooldown of 36 seconds. If the sneaker attacks during the invisibility, they will deal (Level of Ability x 127) bonus damage. The invisibility is broken when Nethym attacks, casts a spell, or the duration wanes.
Brief History
Nethym's ability to fuse with the darkness is outstanding; she stalks upon her prey, and pounces upon them with her giant chakram. If needed so, she can command the darkness to engulf her if she needs to escape during combat. A true rogue's dream--Nethym is one with the darkness...
Special Note(s): In total, Nethym's speed is reduced to 33%.


Butterfly ( B )

Shifts out of existence at the cost of (250 - Level of Ability x 7) mana points. Lasts 4 seconds, with a cooldown of (26 seconds - Level of Ability).
Brief History
To shift out of existence is an amazing feat; nicknamed the 'Butterfly,' Nethym is able to transfer herself to an alternate dimension temporarily in order to protect herself from harm's way.
Special Note(s): Breaks invisibility.


Artistic ( A )

Grants Nethym many effects that improves her overall stature.

Prediction: Every (3 levels of Artistic) allows Nethym to gain a 5% chance to avoid damage from an attack.
Coup de Grâce: Every (2 levels of Artistic) allows Nethym to gain a 5% chance to deal double damage on a normal attack.
Grace: Nethym's Glaive attack will deal (Level of Ability x 55) more damage.
Inevitable: When Nethym casts Butterfly, she silences units within a 500 AoE for (Level of Ability x .5) seconds. Does not affect heroes.
Merciless: Requires a Level 3 Artistic When breaking invisibility to attack an enemy unit or hero, Nethym will deal (Level of Ability x 23) additional damage.
Sympathy: Requires a Level 3 Artistic When breaking invisibility to attack an enemy unit or hero, Nethym gains (Level of Butterfly) percent of her maximum mana.
Truth: Requires a level 5 Artistic When casting Butterfly, Nethym will restore (Level of Butterfly) percent of her maximum hitpoints.
Swiftness: Requires a Level 8 Artistic When breaking invisibility to attack an enemy unit or hero, Nethym has a 10% chance to reset the cooldown of all her abilities.
Lethality: Requires a Level 12 Artistic When breaking invisibility to attack an enemy unit or hero, Nethym has a 10% chance to stun that enemy for six seconds. Lasts three seconds on heroes.
Slayer: Requires a Level 15 Artistic When breaking invisibility to attack an enemy unit, Nethym has a 5% chance to kill that unit.
Assassination: Requires a Level 18 Artistic When breaking invisibility to attack an enemy hero, Nethym will pierce through the target's armor, dealing 100% damage.

Brief History
History varies amongst level of Artistic.
Special Note(s): Artistic cannot be learned until Nethym learns a Level 1 Sneak and a Level 1 Butterfly. Only then can she learn the spell.


Fan of Knives ( F )

Nethym lets loose knives from her attire at the cost of 275 mana points. Has a 3 second cooldown. Nearby enemies recieve (Level of Ability x 145) damage. Also stuns nearby units for 4 seconds.
Brief History
Soon to come.
Special Note(s): This is Nethym's ultimate, learned at level 10 and upgraded every 10 levels.

Overall
Nethym is the true melee damager. Her only problem is not being able to take hits, which is fixed by her Butterfly ability. Her passive ability, Artistic, gives Nethym many bonuses that can easily turn the tide of battle.
FFx's opinion is not availible.

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Monster Page [3]

You have been chosen and you have taken arms upon the Salvation in Nightmares. Azeroth is known for its inhabitants of monsters of all kinds. Before venturing forth, you need to know what you're facing against! Knowing your enemy as much as possible is the key to victory.

Besides, I'm sure we don't want our heroes dying to some gnolls or a sludge simply because they didn't know the enemy weaknesses?


Here you can read-about mobs scattered throughout the world.

Please note that monsters stated here and their stats are subject to change. These are not final calculations of anything. Unless otherwise stated "confirmed," then the information found will not necessarily be true nor final.

Quote:

Unconfirmed
Creature: GNOLL FIGHTER
Mob ID: #0001

The gnoll is not an opponent to be underestimated with. He has a great flail he can smack opponents with and requires a decent amount of attacks to down. He should really be no problem--however, gnolls have a tendency to stay within clustered groups. They are even known for ambushing upon undefended travellers or pouncing upon the weak prey. They are common creatures. As long as your group is careful and coordinated enough, you should be fine when facing this foe.
Stats:
Attack Type: Normal
Armor Type: Heavy
Hit Points: 550
Mana Points: n/a
Avg. Damage: 24
Cooldown: 1.30 seconds
Abilities: n/a
Special Notes: The Gnoll Fighter does not give heroes experience.
Screenshots: Brave adventurers have dared to take some shots of mobs up-close...

Zoom

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Additional Content

((Section reserved, and Soon-To-Come.))

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((Section reserved, and Soon-To-Come.))

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Additional Content

((Section reserved, and Soon-To-Come.))

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Additional Content

((Section reserved, and Soon-To-Come.))

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Additional Content

((Section reserved, and Soon-To-Come.))

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Additional Content

((Section reserved, and Soon-To-Come.))

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Additional Content

((Section reserved, and Soon-To-Come.))

---

And all, and more, shall be revealed over time...
In the mean time; what do you all think of the TSiN RPG?
Attached Images
File type: pngalphabordertsin-2.png (119.4 KB)
File type: pnggnollmob.png (1.0 MB)
06-22-2007, 10:23 PM#2
Captain Griffen
Stop posting pointless bump posts with no content.
06-22-2007, 10:36 PM#3
Ba1100n_Drag0n
((I thought you were allowed to bump your thread when you made an update?

I did that before and it was allowed.))
06-23-2007, 12:37 PM#4
Captain Griffen
Quote:
You can, however, reply to your own post in order to return ("bump") the thread to the top of the list as long as there has been no reply in over 48 hours, and the thread is less than 1 week old.
06-23-2007, 08:23 PM#5
Ba1100n_Drag0n
((Ah, alright. Thanks for clarifying.))

((EDIT: Posted Jessica's status on Characters page.))

((EDIT2: Posted other things, see updates.))
06-25-2007, 05:29 AM#6
darkwulfv
The hero design is well played, but I don't like the mountain king / beserker hero. 3/4 of his spells are the same as they are in normal melee, with only minor changes, and Beserk isn't much better. I'd be happy to think up some new ones that do basically the same, but aren't as... bland.

The Battlemage is similiar. 3/4 of his spells are very generic, basically the same from melee with minor changes. I suggest new ones, which I can help think up also. Elemental spells are my specialty (considering im doing an entire AoS with heroes keyed into certain elements)

Jessica, the healer, fufills her duties well, but I personally wouldn't want to be the one stuck playing as her. Her abilities aren't very offensive and because she's so frail, it looks like she'll spend more time healing herself and others than she will fighting, making her far too much of a support hero and not enough of a hero. Also, if she is playing in the particular party, I don't think anyone will be dying considering she has 3 healing spells, all of them pretty strong. I noticed something else: Her abilities are ALL melee abilities/item abilities. In order: Holy Light, Healing Wave, Item Regen (Healing Salve), Reincarnation.

I like the archer for the most part, but Critical Strike? I'm sorry, but it's just BEYOND generic for archer/sniper/ranger heros in ANY game. Perhaps an ability that gives a chance for AoE damage? Or something to that effect, critical strike is just too bland. And does her class ability level up/strengthen at all? I'm not sure how it would.

I like Skorn (Pali-knight). Not alot to say against him, he has nice abilities.

That's about all I have to say about that. If you need help/suggestions, thats what im on the team for.
06-25-2007, 05:44 AM#7
Ba1100n_Drag0n
((Well, let's see... gonna start quoting you.

Quote:
Originally Posted by darkwulfv
The hero design is well played, but I don't like the mountain king / beserker hero. 3/4 of his spells are the same as they are in normal melee, with only minor changes, and Beserk isn't much better. I'd be happy to think up some new ones that do basically the same, but aren't as... bland.

I'm not sure what's so wrong with having 3/4 of his spells same as melee. But I'll agree with you on blandness. I have an idea; if you want, we can make is Storm Bolt do a knockback. But I really don't wanna do the Beserk/Bash change. Back in BSoW RPG, that was a fan favorite.

Quote:
Originally Posted by darkwulfv
The Battlemage is similiar. 3/4 of his spells are very generic, basically the same from melee with minor changes. I suggest new ones, which I can help think up also. Elemental spells are my specialty (considering im doing an entire AoS with heroes keyed into certain elements)

I wouldn't call them generic. And even if they were Blizzard Entertainment spells, these spells are used in so many different ways in TSiN RPG. For example, "Chain Lightning" was as it was for Blizzard Entertainment: a bouncing attack. On the other hand, in TSiN RPG, it is used for many more things; solving puzzles, for instance. Chain Lightning is also very effective versus certain mobs; there is this one boss that summons MASSES of low-HP units, and Chain Lightning is probably the only spell that's useful destroying these mobs.

Frost Nova I'll agree it's probably bland.

Rain of Fire I don't think it's bland; it has the twist of hurting allies. In Blizzard Entertainment games, spells like "Blizzard" never mattered much when it hit yourself. However, per say in TSiN RPG you got hit by Rain of Fire and got stuck in it for some reason. I'd say you took major damage; that's the whole twist of it.

Quote:
Originally Posted by darkwulfv
Jessica, the healer, fufills her duties well, but I personally wouldn't want to be the one stuck playing as her. Her abilities aren't very offensive and because she's so frail, it looks like she'll spend more time healing herself and others than she will fighting.

You'd be very surprised. When I hosted BSoW RPG many people participated to be the Healer. Even then, probably my most-played class is Jessica, of all my BSoW games.

Now, about her abilities not being very offensive: there are Undead opponents.

And she actually isn't THAT frail. Well, she is frail, but the thing is Jessica's not supposed to be even hit or take much damage for that matter. Yes, she probably does spend more time healing than fighting, but that's the job of a Healer, correct?

Unlike in BSoW RPG, in TSiN RPG items will spice up the game; Jessica will be given multiple class-specific items that give her offensive abilities.

Quote:
Originally Posted by darkwulfv
I like the archer for the most part, but Critical Strike? I'm sorry, but it's just BEYOND generic for archer/sniper/ranger heros in ANY game. Perhaps an ability that gives a chance for AoE damage? Or something to that effect, critical strike is just too bland. And does her class ability level up/strengthen at all? I'm not sure how it would.

I'll agree on how Critical Strike is possibly bland, but having a 90% critical strike is pretty fun... I suppose.

I don't like the idea of an AoE effect. It's not realistic... even if they were exploding arrows (aww!).

The whole point of Mythin was to be able to dish out damage to a single-target, and not be so Area-of-Effect oriented as Elwin.

Quote:
Originally Posted by darkwulfv
I like Skorn (Pali-knight). Not alot to say against him, he has nice abilities.

Nobody can resist +25 armor at later levels.

Anyways, thanks for feedback.))
06-25-2007, 06:10 AM#8
darkwulfv
Before I quote you to death, lemme say this: I have no friggin clue what the heck BSoW RPG is. Comparing that RPG with yours is like telling a blind man what color your socks are. What's the point?

Quote:
I'm not sure what's so wrong with having 3/4 of his spells same as melee. But I'll agree with you on blandness. I have an idea; if you want, we can make is Storm Bolt do a knockback. But I really don't wanna do the Beserk/Bash change. Back in BSoW RPG, that was a fan favorite.

It's the uniqueness. A map with too many unchanged spells just doesnt have that full flavor. Obviously you don't have to go wild and mental, but minor changes and added effects are perfect. For stormbolt, why not try for, instead of a knockback, an added chance for a little bonus damage and stun-time?

Quote:
I wouldn't call them generic. And even if they were Blizzard Entertainment spells, these spells are used in so many different ways in TSiN RPG. For example, "Chain Lightning" was as it was for Blizzard Entertainment: a bouncing attack. On the other hand, in TSiN RPG, it is used for many more things; solving puzzles, for instance. Chain Lightning is also very effective versus certain mobs; there is this one boss that summons MASSES of low-HP units, and Chain Lightning is probably the only spell that's useful destroying these mobs.

Frost Nova I'll agree it's probably bland.

Rain of Fire I don't think it's bland; it has the twist of hurting allies. In Blizzard Entertainment games, spells like "Blizzard" never mattered much when it hit yourself. However, per say in TSiN RPG you got hit by Rain of Fire and got stuck in it for some reason. I'd say you took major damage; that's the whole twist of it.

See, you hadn't mentioned that before. If chain lightning solves stuff, then that's fine. But you could mix it up a bit by, say, changing the name and spell? Personally, I wouldn't mind a "Chain Ivy".

Frost Nova needs to be changed to something with the same effect but different spellish element... Like, still does nice AOE Nova damage, but rather, uses poison, or darkness, or something. Or knives. ><

Alot of spells have the twist of hurting allies, and alot of spells can be made to do so. You could easily make a fire-type spell that damages allies and enemies, but it's no longer rain of fire. See, alot of times, custom spells are just Blizzard spells under new names, graphics, effects. You could make this into something completely different, but as long as it's fire and deals AoE damage to both allies and enemies, you're pretty much fine off. If you want it in waves, so be it. Waves can be done easily. I'm just saying that it needs to be different, without being different... if that makes any sense to you at all.

Quote:
You'd be very surprised. When I hosted BSoW RPG many people participated to be the Healer. Even then, probably my most-played class is Jessica, of all my BSoW games.

Now, about her abilities not being very offensive: there are Undead opponents.

And she actually isn't THAT frail. Well, she is frail, but the thing is Jessica's not supposed to be even hit or take much damage for that matter. Yes, she probably does spend more time healing than fighting, but that's the job of a Healer, correct?

Unlike in BSoW RPG, in TSiN RPG items will spice up the game; Jessica will be given multiple class-specific items that give her offensive abilities.

I personally suggest, and I suggest this to anyone making a healing hero, that s/he has at least 1 ability that is almost primarily damaging of some sort. Idk how you'd want to do it, but I find it more appealing when a hero, even a healer, has at least one ability to kick some ass with. (That's why I never made a Paladin in Wc3 melee).

And yes, a healer will spend more time healing than fighting. But I'd rather spend it 75/25 (healing/fighting) rather than 90/10. But I don't know your map and it's inner workings, so maybe im wrong here.

Quote:
I'll agree on how Critical Strike is possibly bland, but having a 90% critical strike is pretty fun... I suppose.

I don't like the idea of an AoE effect. It's not realistic... even if they were exploding arrows (aww!).

The whole point of Mythin was to be able to dish out damage to a single-target, and not be so Area-of-Effect oriented as Elwin.

Replace critical strike with... Oh! An ability that targets a certain unit, and Mythin will deal extra damage to only that unit whenever she attacks it for X seconds.

And that's fine. She doesn't need to do AoE damage. Just throwing the idea out there.

Quote:
Nobody can resist +25 armor at later levels

Damn straight they can't.


You're welcome for the feedback, by the way.
06-25-2007, 06:24 AM#9
Ba1100n_Drag0n
((You can find BSoW RPG here:
http://www.wc3campaigns.net/showthre...light=BSoW+RPG
It's an older version of TSiN that only had the five characters mentioned in the Characters section.

Quote:
See, you hadn't mentioned that before. If chain lightning solves stuff, then that's fine. But you could mix it up a bit by, say, changing the name and spell? Personally, I wouldn't mind a "Chain Ivy".

I understand how maybe a name could change it all, but "Chain Lightning" is such a classic. I don't mind changing it but I don't know if there's a better name. And "Chain Ivy" sounds... ... plantish.

A lot of the spells (unlike BSoW RPG) are now added with special effects; for instance, Rain of Fire has that Flame Strike whirlpool-thingie under it where it's cast.

I dunno about changing Frost Nova. It's... classic, again. It's just like, if you go play one map, and it has a Frost Nova ability, you know what it does. If you go to TSiN RPG and you see Frost Nova, you'll get that same spark of "Oh, I know what that spell does!" Maybe we could change the name to "Chill Aura" but "Chill" doesn't have the same exact definition of "Frost."

Quote:
I personally suggest, and I suggest this to anyone making a healing hero, that s/he has at least 1 ability that is almost primarily damaging of some sort.

Unlike in BSoW RPG, there will be many more Undead monsters--in this case, Nightmares. Jessica can cast Heal on them as her primary offensive ability.

I understand the need to want to kick-ass, even with a Support character. The Healer is the one that gets the most compliments and most blame, though; would you rather have a Healer that focuses on healing, or trying to kick-ass enemies? Think about that for a moment.

Quote:
Replace critical strike with... Oh! An ability that targets a certain unit, and Mythin will deal extra damage to only that unit whenever she attacks it for X seconds.

And that's fine. She doesn't need to do AoE damage. Just throwing the idea out there.

Is that basically a not-passive Incinerate? Just trying to clarify, not that it has to be an "Incinerate" in disguise.

Quote:
Quote:
Nobody can resist +25 armor at later levels
Damn straight they can't.

They can't resist the +damage that Pure Fure & Justice's Light combo gives, either.))
06-25-2007, 06:33 AM#10
darkwulfv
Quote:
I understand the need to want to kick-ass, even with a Support character. The Healer is the one that gets the most compliments and most blame, though; would you rather have a Healer that focuses on healing, or trying to kick-ass enemies? Think about that for a moment.

a 3/1 balance works best. 1 spell for kicking ass, 3 for healing your allies' asses. The offensive spell is in case the healer gets caught in a tough spot. You never know when it might come in handy.

Quote:
Is that basically a not-passive Incinerate? Just trying to clarify, not that it has to be an "Incinerate" in disguise.

Not sure. But something to that effect would be a pretty cool spell IMO. It may be somewhat hard to code though, I'm not sure. We may need to mess around with the design a bit.
06-25-2007, 06:40 AM#11
Ba1100n_Drag0n
((Do you think we can make Light & Tend be able to damage Undead/Nightmare units? That would make Jessica a lot more kick-ass... and give her some storyline power. Is it possible to make Light also just bounce randomly if there are Undead/Nightmare units between the enemy & allies? Fine if you can only select one type.

Yeah, maybe the Incinerate idea is a good idea. We'll have to tweak around with that, as you said.

I'm planning to have many weapon items that have different activated abilities in order to spice up gamplay, as I said before; some will possibly have more than one, giving a weapon item a "spellbook." This will give Jessica some more offensive-stance chance, and probably offensive-heroes like Halvrost a defensive-style.))
06-25-2007, 06:43 AM#12
darkwulfv
I think Offensive items for Jessica will make up for the lack of offensive spells. Maybe offensive spells hidden in those items?

Incinerate ability it is. Obviously with lots of tweaking.
06-25-2007, 06:45 AM#13
Ba1100n_Drag0n
((Well, seeing I've been making another hero on the World Editor, I'll update the first post with another hero!... tommorow.

I think you'll like the non-blandness this one has.))

((EDIT:

Quote:
I noticed something else: Her abilities are ALL melee abilities/item abilities. In order: Holy Light, Healing Wave, Item Regen (Healing Salve), Reincarnation.

Actually, it's: Holy Light, Healing Wave, Rejuvination(sp?), and then Reincarnation.

And is it bad how they're all melee abilities?

And isn't it good how you just noticed that?))
06-25-2007, 06:50 AM#14
darkwulfv
It's not bad in "zomg bad u die" bad, but it doesnt help your map. The more unique the spells are, the better, without going overboard.
06-25-2007, 06:55 AM#15
Ba1100n_Drag0n
Quote:
"zomg bad u die" bad

((That's just scary.

Quote:
but it doesnt help your map. The more unique the spells are, the better, without going overboard.

I'm unsure of how you can make Healing spells any more... unique. Maybe Jessica could have a class-ability that gives her a % chance for a heal to have double the effect when she casts it? That's basically a "critical heal" thing, but that's all I can think of on how to make a "heal ability more unique," besides making Heal/Light/Tend offensive to Undead/Nightmares.))