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As stated in the Inhabitants section of the User Manual, there are various classes and professions that can be selected, which can be anywhere between what fits your play style or personality to just who you want your in-game persona to be! Below, you will find more information regarding the inherent abilities and bonuses to each class as well as the different sorts of equipment you may have at your chosen profession's disposal!
Choose wisely, your class and profession are currently locked but may open for change in a later update!
As the name would suggest, a Blade class character uses an array of bladed weapons to fit their fighting style, preferences or just personal taste! Being up-close and personal types of characters, all Blades gain an inherent bonus of +10 defense upon character creation to ensure they're a bit tougher and able to get up close and keep their enemies distracted while their support stays healthy in the back, while support helps keeping them healthy in turn!
Single - A Single Blade character uses a one-handed weapon in whichever hand is preferred, freeing the other for another item such as an enchantment with inherent magic ability where Skill Points are not required, or a shield for added defense (all characters can defend, of course, but not as well as a Single Blade with a shield). This class is designed for versatility in that regard and we consider it the "beginner" class, if you will, best suited for those new to role playing games to enjoy the experience without too much difficulty and a good fighting chance.
Examples of skills for a Single Blade include:
Bash - Use your off hand equipment to strike an enemy with a high chance to stun. 1 min. Cooldown
Flurry - sacrifice off-hand defense for a barrage of lightning quick thrusting strikes on enemies within range in front of your character. 2 min. Cool down
Dual - Unlike the Single Blade, the Dual Blade profession utilizes both hands to deliver non-stop damage per second to enemies, though their speed is balanced with lower damage per hit. Fast and typically built to be agile characters, rather than tough as the Single or Heavy may be, Dual Blades can use either a matching pair of weapons or a different sort in each hand if they want to vary the enchantments or skills the weapons may inherently provide.
Examples of skills for a Dual Blade include:
Cyclone - A short range area of effect attack where your character spins around rapidly, striking enemies within range of the surrounding area for standard damage, delivered at a much higher rate than standard attacks might per enemy effected. 4 min. Cooldown
Quick Escape - Find yourself in trouble and surrounded by a group of enemies and your hit points aren't looking so good? Drop a smoke pellet and slip away unnoticed to heal up and return to battle! 10 min. Cooldown
Heavy - Slow, but tough and powerful, Heavy Blades prefer the use of large, two-handed weapons with incredibly high damage output per hit to make up for their lack of speed. Usually built with high defense to be the "tank" characters of the group with their close-to-mid-range attacks suited for getting the attention of groups of enemies. Note: Heavy Blades can have points assigned to Dexterity but this won't be much help with their rate of attack.
Examples of skills for Heavy Blades include:
Single File - Have a group of enemies rushing toward you, one following step with the next? Raise your large weapon over your head and bring it down with such force that the Earth below is scarred from the impact, dealing massive damage to effected enemies. 4 min. Cool down
Mighty Swing - Heave your weapon and swing it with such force, enemies within the surrounding area of your season's range are devastated with high damage and knocked back with chance of stun. 10 min. Cooldown
Magic class characters act as support for their team, either with buffs for allies, debuffs for enemies, heals for party members or curses and status ailments for enemies, these witty classes keep their distance whenever possible to stay out of the eyes of foes while they keep their fighters protected and healthy. All Magic class characters receive an inherent bonus of +20 Skill Points to ensure they can adequately support their team without running out of SP too quickly per spell cast.
White - White Magic characters are the backbone of any good party, serving as the primary providers of attack and defense enhancements as well as protective and healing spells. They're not much good in a close-up conflict and are rather fragile unless their defense is increased with level ups.
Examples of skills for White Mages include:
Blessing - Heal a party member between 35%-50% their maximum HP value, certain equipment can be found to help that number remain constant or even raise the rate healed. 3min30sec. Cool down
Armor of Light - Single target - target character is coated in a suit of thin armor made of solid light, increasing their defense by up to 50%, effectiveness inherently increases with caster's level. 20 min. Cooldown
Black - Chaotic and irreverent, Black Magic characters tap into the forces of darkness to bring ruin to those who would oppose them and their allies. Black Mages work opposite to White, rather than healing allies, they cause harm to enemies in various capacities and instead of protecting allies, they weaken foes and even cause damage over time. Like all Magic class characters, they are best suited to fighting from a distance, but an enemy would be lucky to get close enough to attack.
Examples of skills for Black Mages include:
Soul Rend - Single target, the enemy is afflicted with a dark curse that tears away at their life force from the inside, causing 3% of their maximum HP to be lost every second over 10 seconds. Effect and duration increase with level of caster. 5 min. Cooldown
Try it - A dark haze surrounds your character, damaging enemies around them at a low rate but also compels them to flee, making a tight situation a little more managable. 10 min. Cooldown
Element - Element Magic characters master the forces of nature for both attack and defense, or specialization in one or the other. With some spells suited to inflict elemental damage and exploit elemental weaknesses of enemies and some made to protect the caster and allies from the additional effects of elemental damage added to attacks, an Element Mage is suited for specialization in raiding parties, but is also great to have in a party in general.
Examples of skills for Elemental Mages include:
Flashflood - Close-long range area of effect, the caster summons the raging waters of rivers and lakes to wash away opponents and put out fires, both dealing damage with additional water elemental damage as well as pushing enemies back a short distance with the rushing water. 10min. Cooldown
Lightning Rod - Once cast, lasts 3min. All electric elemental damage is nullified on the caster and party for the duration of the spell. 5 min. Cooldown
As dangerous as they are unpredictable, Trigger characters are the swifter of any class, able to maneuver around an enemy and pepper them with short-long range attacks using ranged weapons of varying effects. While made to be fighters, they are tougher than Magic class characters, but have less longevity than Blade class characters, making them optimal secondary attackers and constant defenders of support characters. All Trigger class characters receive an inherent bonus of +10 Dexterity, keeping them quick, agile and easy to manuever, but not to follow.
Bow - Bow Trigger characters favor the ancient and dependable art of the bow and arrow to take out enemies from a distance. Bow Triggers have a unique advantage where their arrows can be enchanted with elemental damage for a limited time at the user's choosing to add elemental damage and exploit weaknesses, which can be combined with attack skills to best suit any given situation!
Examples of skills for Bow Triggers include:
Arrow Rain - Short-long range area of effect, the user shoots a special arrow into the sky that splits into a hundred smaller arrows, which then rain down on enemies in a container area. Area of effect and number of hits increase relative to level. 5 min. Cool down
Roll - At-will skill, the user rolls in a selected direction, granting them invulnerability for the duration of the dodge, but can be hit when on their feet before the next roll of the user chooses to roll in succession. Dependable, but by no means a method of constant invincibility.
Click - Bang-Bang! Click Trigger characters are gunslingers who use handguns and variations of them, one in each hand. Their attacks are effective from range but generally low in damage per hit, making a battle one-on-one potentially lengthy against a high level enemy when not in a party. They have the unique trait of being able to equip weapons that deal extra elemental damage of a set type per weapon and can use a different type for each hand.
Examples of traits for Click Triggers include:
Fwoosh - A quick, short range dash that projects the user in the selected direction, making them highly agile and hard for enemies to follow. They are vulnerable to attacks during the dash. 2 sec. Cooldown
Point-blank - Inherently active skill, every shot fired at an enemy within a close range distance is a critical hit, dealing +100% damage per hit before elemental effects, if any.
Heavy - Heavy Trigger characters are the ranged equivalent to the Heavy Blade, dealing incredible damage but at a very slow rate between short and long range depending on their equipment. They use larger guns such as assault rifles, sniper rifles and the like. Like Click Triggers, their weapon may inherently deal extra elemental damage of a single type per hit.
Examples of skills for a Heavy Trigger include:
Burst Fire - Assault Rifles only, fire three rapid shots per attack with no damage penalty. 5 sec. Cooldown
Headshot - Inherent active skill, when an enemy is hit in the head with an attack, damage is increased by 200%.
Blunt - A master of blunt weapons or unarmed combat, built to do damage and nothing else and made to be suitable for advanced players who are better off alone.
Mind - Telekinesis, mesmeric ability and the ability to project illusions into the minds of others, Mind class characters are made to disorient the enemy for an easy kill.
While at it's heart, Altered Online is a fantasy experience, there is also a bit of pseudo-modernism woven into the world to allow players to fully customize their in-game avatars and ensure that no two characters are alike.
There are various race options such as humans, elves, anthros and many more, limitless clothing options with more being updated into the game regularly and customizable weapon types and skills to add your own personal flair to combat, we want you do feel as limitless as we possibly can!
The NexTech engine designs your in-game avatar from the inside out to create the most realistic experience possible. Your character has a skeleton, blood and even organs under it's skin, all designed anatomically correct to mimic the body in reality.
It is in fact so realistic and immersive, many of our players haven't grown past Level 1, choosing instead to use Altered Online as a social platform, while others make the most of the experience and go on thrilling adventures in pursuit of power, excitement, riches and the coveted Alter!
Character Classes and Professions
Once you've taken the time to create your Alterian (don't worry, there are places in Alteria where you can make any changes to your character of you aren't satisfied with it later), it's now time to select a class to determine your character's skills, professions and combat style.
There are three classes to choose from with three professions each, more are planned in coming expansions!
Blade - Exactly how it sounds, these characters prefer the path of the sword, getting up close and personal and feeling the clash of steel in their hands. Bladed weapons can be anything from swords to scythes and anything between. All classes of blade can have their weapons enchanted with elemental damage properties when paired with an Element Magic user. The three professions for the Blade class include:
Single - A Single Blade character carries one handed weapon that can be held in a single hand while the other holds another item, such as a shield for defense, allowing a great deal of balance in combat.
Dual - A Dual Blade character carries a bladed weapon in each hand to quickly dish out the DPS in combat. Their base damage is a bit lower to compensate for the quickness of their attacks, but don't underestimate them, they will wittle their opponent's health down to nothing in moments if they need to.
Heavy - A Heavy Blade character uses an oversized bladed weapon in combat, making their attacks quite slow, but incredibly powerful when executed with skill with a mid-range advantage as well.
Magic - This also explains itself, our resident magicians in the world of Alteria! Magic characters have the unique advantage of being able to heal with skills, buff an allie's stats as well as weaken an opponent's without the use of special items or weapon modifications. They use staffs, wands and other augments. The three professions for the Magic class include:
White - A White Magic character is the backbone of any decent party, they are the support, the healers and he guardians of their teammates. While capable in combat, they are fragile and are best left on the background of any major conflict where they can safely support their allies.
Black - Black Magic characters are there to dish out the hurt and nothing else from a cool range when needed. They can curse and hex enemies, disorienting them or causing them to flee, even causing their health to drop every moment while putting the attacks on. Like the White Magic character, this character is fragile in combat, but most enemies will never make it close enough to raise their weapon.
Element - An Element Magic character also has unique gifts; Having skills of any element at their disposal to gain an advantage over an enemy's specific elemental weakness. Fire, Earth, Water, Wind, even Lightning, the Element profession has a trick in the bag for nearly any occasion for both attack as well as defense.
Trigger - A long range fighter who prefers the use of ranges weapons such as guns, bows, slings and others. A Trigger character is much like a Blade in the fact that they are primary attackers, but we've often noticed a Trigger paired closely with a Magic character to keep them same. Triggers are at a disadvantage with how much damage every shot does, but their fire rate can be so high that it may not be noticable and what they lack in power, they make up for in high mobility. The three professions for the Trigger class are:
Bow - A Bow Trigger character favors the drawing of a string to release an arrow through the air with skill and precision to take out an enemy. These characters have an advantage over other Trigger characters and even Elemental Magic characters, as their skill set allows them to enchant arrows to inflict elemental damage of any type, once they are a high enough level to learn the skills. Mid to long range, light to medium damage, a Bow Trigger is quite lethal.
Click - A Click Trigger uses guns, normally one in each hand, to rapidly pepper an enemy with damage as they glide around them with acrobatic skill to be difficult to hit. A Click Trigger's equipment will generally do standard damage to an enemy, but they are able to collect special weapons with abilities that can add elemental damage or grant other advantages. Bang-bang!
Heavy - A Heavy Trigger character prefers the power of larger weapons like shotguns, assault rifles and bowguns to get the job done. Like the Heavy Blade, they can deal incredible amounts of damage but at a distance, their weapons can also be enchanted to deal a single type of elemental damage. Their fire rate is low, but you'll be amazed to see how much a single shot will drop an enemy's HP.
The namesake of our game, Alters are extremely rare enchantments that not only boost the power of our character dramatically, they also alter the appearance of your character while maintaining certain features to compliment your unique customization.
Though one might think that our Living Environment system is what we are most proud of, or how players can literally feel what happens to their characters with our revolutionary VR technology, our pride and joy is the Alter mechanic.
In essence, based on your customization preferences and record for your character as well as the class and profession you select, the Alter will generate itself of the game engine's volition. Will it be beastly? Grotesque? Beautiful? Scary? The only way to know is to equip the skill.
Once collected, the Alter Awakening item can be stored in your inventory, bank, traded or sold to other players, but once used, it becomes a permanent skill for your character and as such can not be changed, removed or replaced.
Alter forms can be activated once every twenty-four hours (meaning a twenty-four hour cooldown for the skill) and the form is held for up to twenty minutes after activation, unless cancelled by the user.
Alter forms power is scaled based on your character level, while it enhances your character's base stats by a dramatic margin, it is still limited by the power of your character, the higher your level, the stronger your Alter. In addition, Alters also have unique skills and attacks based on your class and profession, what they are is a mystery even to us!
All Alter form's skills include a single skill that can be used once while in Alter form, which we consider an "ultimate" type attack with outstanding power or effect.
Alters can only be equipped by characters above level 15, which means yes, a premium subscription is required with the level cap currently being 40.
Currently, Alters are dropped by event encounter raids at a rate of 0.2%. The only Alters currently in game are those that are used by NexTech Admin characters, will you be the first to release your Alter?
By Kalvoras Vertal
@Kalvoras Vertal: Boris Airay and Cheshire
By Kalvoras Vertal
@Rei Senpai (Ru)