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=== Path of Thor - Mjolnir (Hammer) === |
=== Path of Thor - Mjolnir (Hammer) === |
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− | Quote: "The Mjolnir prefer offense to defense, and are great at leading any Viking charge. Their weapon of choice is of course their hammer. Like Thor’s hammer, this is no ordinary weapon, but a hammer that has been made magical by its association with the player. The hammer plays an important part in combat for them, as they not only use it to smash things, but also to interrupt attacks by enemy casters. They generally cannot soak up as much damage as, say, their Arthurian counterparts, but their hammer attacks allow them to be quite the PITA in certain situations." <ref name="drengr_doc" /> |
+ | Quote: "The Mjolnir prefer offense to defense, and are great at leading any [[Viking]] charge. Their weapon of choice is of course their hammer. Like Thor’s hammer, this is no ordinary weapon, but a hammer that has been made magical by its association with the player. The hammer plays an important part in combat for them, as they not only use it to smash things, but also to interrupt attacks by enemy casters. They generally cannot soak up as much damage as, say, their [[Arthurian]] counterparts, but their hammer attacks allow them to be quite the PITA in certain situations." <ref name="drengr_doc" /> |
;Key Features: (Summarized Quotes<ref name="drengr_doc" />) |
;Key Features: (Summarized Quotes<ref name="drengr_doc" />) |
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: '''Bonding:''' |
: '''Bonding:''' |
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− | :: Generally, the hammer of the Mjolnir begins its life as a mundane hammer. Over time, as the player’s bond increases with the weapon (and matching glove set), it becomes more powerful and bonds with the player. However, it is necessary to reforge it many times during the player’s life, with new materials and other changes. Fortunately, the player can transfer that bonding through a special ceremony. Like any other step in the crafting process, something can go wrong here, but the chance of something permanently bad happening decreases with the skill of the crafter. |
+ | :: Generally, the hammer of the Mjolnir begins its life as a mundane hammer. Over time, as the player’s bond increases with the weapon (and matching glove set), it becomes more powerful and bonds with the player. However, it is necessary to reforge it many times during the player’s life, with new materials and other changes. Fortunately, the player can transfer that bonding through a special ceremony. Like any other step in the [[crafting]] process, something can go wrong here, but the chance of something permanently bad happening decreases with the [[Archetypes#Crafter Archetype|skill of the crafter]]. |
+ | The hammer must be made out of some kind of metal, though the best is a metal whose ore is found in meteorites that resulted from the [[Piercing|partial destruction of the planet’s moon]] when it was struck by another object. Generally, players should wait till they are [[Progression System|more experienced]] before using an item made of this material, as it resists soul bonding and is more expensive. |
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=== Path of Freyr - Sword === |
=== Path of Freyr - Sword === |
Revision as of 14:43, 12 August 2015
Drengr
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Realm | Viking |
The Drengr Class
Overview
The Drengr is a warrior class for the Vikings. [1]
Quote: "The term 'Drengr' in Old Norse means warrior (although the more modern interpretation is 'lad'), but it really is a placeholder; the name is expected to change." [1]
While the Drengr is the second classes revealed (the first being the HelBound), the Drengr Document is the first official class concept document [2] to be released and provides an introduction to the Path System.
The Drengr was first revealed in the Dec 17, 2014 News Update and also has an associated Video Update.
There are five proposed Paths for the Drengr, each Path is based on a god or goddess of Norse mythology, and is represented by an iconic weapon or item associated with that diety. [2]
Drengr Paths
Path of Thor - Mjolnir (Hammer)
Quote: "The Mjolnir prefer offense to defense, and are great at leading any Viking charge. Their weapon of choice is of course their hammer. Like Thor’s hammer, this is no ordinary weapon, but a hammer that has been made magical by its association with the player. The hammer plays an important part in combat for them, as they not only use it to smash things, but also to interrupt attacks by enemy casters. They generally cannot soak up as much damage as, say, their Arthurian counterparts, but their hammer attacks allow them to be quite the PITA in certain situations." [2]
- Key Features
- (Summarized Quotes[2])
- Weapon:
- Crushing and smashing weapons, with which they can Bond.
- Armor:
- Heavier than most other Vikings, primarily in the chest and legs, but it cannot be too confining due to motions that are part of their attacks (throwing the hammer, raising it to the sky, etc.).
- Color:
- Blood red.
- Offense:
- Melee and throw attacks. Disruption based abilities using lightning and thunder. They also love using (and can get quite skilled with) certain siege weapons as well. It is proposed (but unconfirmed) that The Mjolnir’s basic combat mechanic is to build up power by smashing things in combat. Once they reach a certain level of power during combat (unconfirmed), abilities become unlocked, including the use of their hammer as a ranged weapon. When it is in their hands, their hammer deals more damage than it does when it is thrown.
- Defense:
- One of the Mjolnir’s base defensive tactics is the use of a hammer as a lightning rod, to pull attacks into them instead of nearby friends. Their hammer can be crafted to absorb some of this damage as well, but that runs the risk of destroying the hammer. Using the hammer in this manner requires the use of both hands (a reason why they don’t use shields), as well as metal gloves that have been attuned to both the owner and the hammer. The armor that they wear tends to be lighter than that of many Arthurians, and they prefer not to wear any armor that would restrict their movements too much, as that would interfere with the throwing of the hammer, as well as some of their other attacks.
- Bonding:
- Generally, the hammer of the Mjolnir begins its life as a mundane hammer. Over time, as the player’s bond increases with the weapon (and matching glove set), it becomes more powerful and bonds with the player. However, it is necessary to reforge it many times during the player’s life, with new materials and other changes. Fortunately, the player can transfer that bonding through a special ceremony. Like any other step in the crafting process, something can go wrong here, but the chance of something permanently bad happening decreases with the skill of the crafter.
The hammer must be made out of some kind of metal, though the best is a metal whose ore is found in meteorites that resulted from the partial destruction of the planet’s moon when it was struck by another object. Generally, players should wait till they are more experienced before using an item made of this material, as it resists soul bonding and is more expensive.
Path of Freyr - Sword
Quote: "Those that follow this Path are not quite as offensively focused as those who follow Thor, but still wield a formidable offensive weapon. Like the followers of Mjolnir, their swords can be used as ranged weapons as well as in standard melee, but the Drengr who follow the Path of Freyr are much more effective at range than their hammer-using counterparts. The reason that the sword doesn’t have a name is that the sword of Freyr (which is a sword that can fight on its own) was never specifically named in Norse mythology." [2]
- Key Features
- (Summarized Quotes[2])
- Weapon:
- Swords, with which they can Bond.
- Armor:
- These guys generally wear the medium armor of the Vikings. They prefer medium and even lighter armor due to the motions that are part of their attacks. Additionally, they eschew iron/plate armor on their hands/head, as it can interfere with their control of their automated sword.
- Color:
- Green.
- Offense:
- In the mythos surrounding Freyr, his sword was supposed to be able to fight on its own. Thus, this becomes a great candidate for a ranged (short), DPS Path. The Freyr basic combat mechanic is to use their automated sword as their main weapon and their secondary weapon at the same time. Their automated sword doesn’t have the range and power of the Mjolnir but they can still function well as short-ranged DPS dealers. Besides the automated sword and “normal” attacks, the class also has access to other abilities associated with Freyr. Like their namesake, they have an advantage during the day (especially on sunny days) and they get small boosts to their fighting skills during this time. They also have an ability to calm those around them and one of their (still under consideration) boons is an additional boost to their panic rating.
- Defense:
- Their automated sword can also help in defense of themselves or other members of their Realm.
- Bonding:
- Generally, the Freyrian sword begins its life as a mundane sword. Over time, as the player’s bond increases with the weapon (and matching glove set), it becomes more powerful and bonds with the player. However, it is necessary to reforge it many times during the player’s life, with new materials and other changes. Fortunately, the player can transfer that bonding through a special ceremony. Like any other step in the crafting process, something can go wrong here, but the chance of something permanently bad happening decreases with the skill of the crafter. The sword must be made out of some kind of metal, metal. The best metal is that which is found in meteorites that resulted from the partial destruction of the planet’s moon when it was struck by another object. Generally, players should wait till they are more experienced before using an item made of this material, as it resists soul bonding and is more expensive.
Path of Odin - Gungnir (Spear)
Quote: "Those that follow this Path are the strongest at range of all the Drengr Paths, as well as being decent melee fighters."[2]
- Key Features
- (Summarized Quotes[2])
- Weapon:
- Spears, with which they can Bond.
- Armor:
- These guys generally wear the lightest armor of all the Viking Drengr Paths. Additionally, they eschew iron/plate armor on their hands/head as it can interfere with the aim of their spear.
- Color:
- Black.
- Offense:
- In the mythos surrounding Odin, his spear was supposed to always hit and kill its target. While the spears of this class are quite powerful, they aren’t quite as effective as their namesake. Followers of this Path use a weapon that has the longest range of any of the Drengr’s Path weapons. This Path’s attacks tend to be faster and a bit more frantic than the attacks of other Paths. The Gungnir basic combat mechanic is to throw their spear at their enemy and then charge them. Unlike the hammer and sword, the spear doesn’t automatically return to their hands when called. Depending on how things go with the engine, ravens may also be added to this Path, not as a pet, but rather as a spirit. Besides the spear and “normal” attacks, the Path also develops access to other abilities associated with Odin.
- Defense:
- This Path is not defensively strong when compared to the other Paths.
- Bonding:
- Generally Gungnir begins its life as a mundane spear. Over time, as the player’s bond increases with the weapon (and matching glove set), it becomes more powerful and more connected with the player. One of the differences with the Gungnir is that it doesn’t have to be re-forged, but instead has to have more powerful runes etched into it by the player and a crafter.
Path of Sol - Svalinn (Shield)
Quote: "Those that follow this Path deal less damage than the rest of the Drengr Paths, but are great meat shields and possibly, a little bit more." [2]
- Key Features
- (Summarized Quotes[2])
- Weapon:
- This Path is different from the other Paths in that they don’t specialize in one weapon; their major focus is their shield. They treat it with the same reverence that the other Paths treat their weapons. One of the concepts that is being considered is the idea that the shield of the Svalinn is a two-handed shield that can separate into two smaller shields that can be used both offensively and defensively.
- Armor:
- These guys generally wear the heaviest armor of all the Vikings. They are all about protection and “tanking” so the heavier the armor, the better.
- Color:
- Blue-white.
- Offense:
- The Sol basic combat mechanic is to use their shield as much as possible to wear down an enemy and kill them through slow attrition, trusting that their heavier armor and regenerative abilities will keep them alive longer than a single opponent.
- Defense:
- These are the warriors you want on your side in a siege, or when it comes to defending the more vulnerable members of a group. Their shield is a very potent defensive asset, as is their heavy armor. They have the ability to use their shield in the physical world, but also to create other shields that can protect members of their group and realm. They could also have some interesting boons that can be useful in the right situation. They have a mechanic in which the more damage they take, the more powerful they get.
- Bonding:
- Svalinn begins its life as a mundane shield. Over time, as the player’s bond increases with the shield (and matching glove set), it becomes more powerful and bonds with the player. One of the differences with Svalinn and other items is that it grows stronger the more that it is exposed to the sun’s rays, as well as by the amount of damage that it absorbs.
Path of Forseti - Axe
Information is not yet available for this Path.
Banes and Boons
- Main Article: Banes and Boons
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Name | Description | Cost | Times |
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All Out of Breath | Your next attack within 30 seconds after using a movement speed enhancing ability has its armor penetration reduced by 2 | ||
Defense, What's That? | The power of your defensive abilities is reduced by 1 | ||
Not-So-Rapid Reactions | The recovery time of your reactive abilities is increased by 1 | ||
Scorn for Sorcerers | Deterimental magic effects placed on you have their duration increased by 1 | ||
Take My Time | The benefits of movement-enhancing effects on you are reduced by 1 | ||
Using Everything I Have | Your abilities which cost Stamina also cost 5 blood | ||
When it's Bad, it's Bad | Hostile abilities targeting you have their critical result rolls increased by 1 | ||
All I Care About is Killing | You gain proficiency 10% slower with all skills and abilities not related to weapons | ||
Reluctant Warrior | Transitioning from travel mode to combat mode takes an additional 1 second | ||
I'll Just Dodge | Your overall health is reduced by 5 | ||
I'm No Spotter | Your vision is reduced by 3 | ||
Thought I Was Tougher | Sustaining a wound increases your panic rating by 5 | ||
A Bit Insecure | Your existing recovery times are increased by 1 when you take damage |
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Name | Description | Cost | Times |
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Battering Ram | Your weapon attacks against an enemy increase your armor penetration by 1 against that target for 30 seconds | ||
Like My Own Skin | Your encumbrance is reduced by 1 | ||
Relentless Ruin | Your weapon attacks reduce your activation and recovery times by .5 for 10 seconds (does not stack) | ||
Wound Finder | In addition to their other effects, targeting components reduce the wound threshold against your abilities by 5 | ||
I Fight Both Ways | Your armor penetration value is increased by 1 when wielding two weapons | ||
Always Attacking | Your critical results with weapon attacks are increased by 1 | ||
Built Like a Wall | The wound threshold for your vital body parts is increased by 2 | ||
Devious Damage | Your weapon attacks from behind your target have their damage increased by 5 | ||
Wriggle it in the Wound | Your bleeding effects have their duration increased by 5 | ||
Armor Adept | Your encumbrance from wearing medium armor is reduced by 1 | ||
Battledancer | Your defense penalty for moving in combat is reduced by 25% | ||
Bloodthirsty Delight | Abilities which kill an enemy restore 5 blood | ||
Charge! | Your movement speed increasing abilities have their duration increased by 1 | ||
Dogged Determination | Your movement speed penalty due to terrain is reduced by 1 | ||
Energetic Authority | Your resonance-based abilities have their range increased by 1 | ||
Greatweapon Wielder | You deal 5 additional damage with two-handed weapons and earn proficiency 20% slower with all other weapons | ||
Murderous Maneuvers | Changing stances increases your critical result rolls by 5 for 30 seconds | ||
Piledriver | Your weapon attacks additionally inflict 1 disruption damage | ||
Protection Proficient | Your encumbrance from wearing heavy armor is reduced by 1 | ||
Ready For Anything | Reactionary abilities have their activation time reduced by .5 | ||
Shake it Off | [Ability] The detrimental effects of all existing wounds you have sustained is reduced by 50% |
Drengr Lore
Lore is not yet available for this class.