Forsaken Isle expansion, gem hunting, new classes, plus more! (reupload)

I have a few ideas. Let me list them out.

My main idea is a expansion of the forsaken isles, adding harvestables, events, critters, and fish native to the forsaken isles, aswell as add a new world boss called the necro giant. Unlike with the other areas, you don’t get forsaken isle quests from the regular NPCs, instead you them from a person who lives on the island. I haven’t given him a name yet, but I do have a basic backstory for him.

When he was younger, he went on a boat, that boat got sunk, he ended up on forsaken isles, trapped, having to use his wits to survive the hostile and deadly environment. Over time he adapted, creating strange new potions, and other inventions using the resources of the isles. He eventually started to use the herbs and glands from the spiders that roam the island to make all kinds of poisons. If you get to level 8 reputation with him and do all of his quests, you unlock something special.

New class: Poison Master

When you reach reputation 8 and all of his quests, you unlock a new class called poison master. He gives you a beginner blowgun and some poisons. Once you unlock it, you can always get the beginner items again for free by speaking to him. He is the first poison master ever, having unintentionally invented the class while trying to survive on the forsaken isles.

The dart master is a class that can sneak up on players and enemies alike, using poison to deal damage over time and apply negative status effects.

Cloak. The cloak is an extremely useful tool for this class. Allowing them to go invisible. Although this does drain mana, so you can’t stay invisible for too long. This class gets a major damage boost if they start a fight, but get a major defense debuff if the enemy is the one to start the fight.

This class is a DPS + AOE/Support. It can do damage to a single enemy using poison tipped darts, or do damage to multiple enemies at apply poison and debuff in an area using vials of poison.

How poison and the darts work. So loading and firing the darts is simple, you take a dart, load it it the blowgun, then put the gun in your characters mouth, just like a real life blowgun.

Then there’s poison, you can equip up to six vials of poison at a time. To use it, you either dip a dart in it, to apply the effect or you can throw the vial, doing minimal damage, but hitting multiple enemies at once, aswell as applying that poison to all enemies that got hit. Although there’s a downside to throwing a vial. You temporarily lose the ability to use that vial, and have to wait 1 minute until you can use it again. So throw vials sparingly. Especially since it isn’t the darts that do the real damage. Most of your damage will come from the poison you use. This class’ DOT amount works differently from others. Rather than being slightly increased by the amount of damage your weapon does, it’s as high as your weapons damage.

There is a limit to the amount of times you can use a poison. Each time you dip a dart in a vial, it looses some of the poison in it. It does take a bit for it to regenerate the lost poison, similar to scoundrel’s bullets. The amount of poison it a vial affects how many enemies get poisoned. With a completely full one applying the effect to every enemy it hots, and an empty one only apply it to the enemy closet to where it hit.

Poison types:

There are unique poison types, but most have a normal version, plus a greater and lesser version. The Normal version does normal damage if it is regular poison, and if it is a debuff poison, it applies a normal version of that debuff. Debuff poisons do less DOT than lesser poison, if it is greater or normal, and zero damage if it is lesser. Normal poisons can be removed using decurse, and other negative status effect removing abilities, talents, and items. The greater version increase the poisons’ intensity by a significant amount but will instantly be removed using any items, abilities or talents that remove negative affects or by healing. Which makes it easier to remove. While lesser poisons are significantly weaker than normal but cannot be removed, except by death or it wearing off on its own.

Poison:

Comes in weaker, normal and greater. Is your basic poison.

Poison of weakness:

Comes in normal, weak and greater. Gives enemies a defense debuff.

Poison of fatigue:

Comes in normal, weak and greater. Gives enemies a attack debuff.

Cursed Poison:

Comes in weaker, normal, greater. It increases the chance for that enemy to get crited.

Icey Poison:

Comes in the three types that poison can come in. Applies the ice effect. Unlike with other poisons, it doesn’t effect ice itself but instead how damage an attack is increased by, it the ice effect increases that attacks’ damage. For example, ice lance, it’s damage is increased when an enemy has the ice effect, or better yet, ice heart.

Critical Poison:

It comes in the three varieties. It’s weaker than regular poison but if you crit on a dart or vial that has this poison, the amount of damage it does scales up, as if the amount of damage that crit did was your weapon’s base attack strength. Meaning if you get a critical hit, this poison does massive damage.

Fast acting poison:

This poison come does significantly less damage then regular poison but rather than doing DOT, it’s instantaneous. It doesn’t have any variationn.

Blindness:

The poison itself does no damage but it does apply blindness. Enemies will still attack. An in universe explanation is that they are still able to hear you, allowing them to still attack you. But attacks that require wind up time are significantly slowed down. If it hits a player, their screens go black. Blindness only lasts 10 seconds. This poison is most useful for PVP.

Crazy Frog Poison:

This poison will apply a defense debuff and attack debuff, plus it also increases the chance of the enemy getting crited, but it is 1/4 the strength of the weak variants of cursed poison, poison of weakness, and poison of fatigue, can be removed by anti debuff things, like decurse, and does no damage. But it also applies a fourth debuff, hallucinations. This doesn’t do anything to enemies but does apply an extremely trippy filter over a players vision, confusing them. This poison is most useful for PVP.

So all in all, we have 23 poison types, 9 if you don’t count the weaker and greater versions of the first seven. (blindness and crazy frog don’t have weaker or greater variants)

The beginner six poisons are normal, critical poison, cursed poison, blindness, poison of weakness, poison fatigue, and fast acting. The normal variant, not the greater or weaker. The rest you unlock by killing enemies. They will drop randomly, just like weapons or armor.

Ultimate:

When you hold down both triggers, you unleash an AOE cloud of poison around you that follows you, poisoning enemies and applying slowness, a defense debuff and a attack debuff.

Talents:

Level 5:

3% increase to DOT of normal poison, critical poison, and instantaneous poison.

3% increase to debuff strength.

Level 10:

2% increase to duration of poisons.

2% decrease of the cool time for poison to refill and poison vials to reappear after being thrown.

Level 15:

Darts auto crit if it is a headshot.

If a poison vial crits 1 enemy, it crits all enemies that get hit by it aswell.

Level 20:

5% buff to weak variants.

5% buff to strong variants.

Level 30:

5% increase to attack debuffs.

5% increase to defense debuffs.

Next is gem hunting. A new NPC would be added, similar to the other mission NPCs, specializing in gem hunting. When you reach level 10, you get a quest to speak with Randell about gem hunting. He gives you a beginner gem hunter tools. It’s a long scoop, and pan that has a removable brush and tweezers. You then go talk with the gem hunting NPC. You can find piles of gravel in caves, just like ores. You use your long scoop to scoop up gravel into your pan. Be careful because you can drop the gravel. Once your pan is full, you go and brush off gravel with your brush, and carefully remove gems and metals from the gravel using your tweezers. Remember to be slow and careful, because you could lose a lot of gems and metals if you’re careless.

Gems can used to craft items like rings and necklaces. Or enhance rings and necklaces you already have, aswell as armor and weapons. While metals can be used to in the trinkerer workshop to craft tinkerer materials like cogs and springs. To enhance an item, you apply that

Necklaces:

A new inventory slot called the necklace slot now exists. Necklaces are like rings but can provide mild armor.

There’s many different types of gems and metals that can be found in each area, with rarer ones being able to apply better stats and craft better rings.

Different types of gems can increase certain stats like strength or intellect. While rarer gems like diamonds could apply rare affixes, like bleed or ice heart. Or get replace certain affixes while keeping others.

Certain metals like silver and gold can be crafted into ingots in the tinkerer. Ingots can be used to make jewelry. Ingots made of rarer metals can be used to make more powerful jewelry. You can combine Ingots to make alloy Ingots.

Jeweler Station:

In the basement is a new station called the jeweler station. You use this to craft rings and necklaces, aswell as enhance items and armor using gems. You can craft different types rings and necklaces, with varying slots. All rings, necklaces, and other items gems can enhance have a limited number of slots. Which means when it is full, you’ll have to remove gems if you want add news ones. You can upgrade your jeweler station to increase the amount of slots your armor, weapons, and jewelry you have by one. The max is 5 slots, with you starting out with only one. Depending on what metal you use when crafting will affect the power of your jewelry, aswell as rarer metals can also have special effects. These speacial effects can be especially interesting if you combine multiple of these speacial metals into an alloy ingot.

To craft jewelry is simple, first you put some Ingots and gems in the jeweler chest, next you select an ingot, then you put it in either the ring or necklace mold, depending on which one you’re crafting. A floating model of either a ring or necklace will appear. Having the same color as the ingot used. You’ll then see empty holes. These are the slots. You then insert the gems you want into the slots. For enhancing things, you put the item you want to enhance into the chest, next you select it in the jeweler station. If it’s not a ring or necklace, the slots will be semi transparent white circles rather than holes. Gems don’t appear on armor or weapons.

New class: Conquistador

This class wields a shotgun-rifle. It specializes in AOE & DPS. Unleashing a burst shot that damages multiple enemies at once, which if up close, the spreadshot can hit an enemy, dealing massive damage. There’s also rifle rounds which can deal massive damage and travel a long distance. It has a little ammo bag. After firing, you have reload. You have 12 rounds in the bag, 6 shells, 6 rifle rounds, and every five seconds, it refills two ammo. There’s a 25% chance for a special rounds to spawn instead of a regular one. This chance becomes 100% if no other speacial rounds are present. It becomes 0% if 6 special rounds are currently present.

There are 4 types of speacial rounds.

Dragon’s breath (shotgun):

Applies a burn effect that does damage over time.

Hollow point bullet(rifle):

Increased chance to crit.

KO shot(shotgun):

If one bullet crits, so do the rest.

Square bullet(rifle):

Stuns enemy.

Ultimate:

Hold both triggers to transform 3 ammo into a special shell the fires rife rounds.

Talents:

Level 5:

Dragon’s breath does 3% more damage.

Dragon’s breath burn effect is 10 seconds longer.

Level 10:

Square bullet stun time is doubled.

Square bullet also applies slowness.

Level 15:

KO shot is 3% more likely to crit.

If KO shot crits you get a 50% damage boost for 10 seconds.

Level 20:

Hollow point applies a for 10 second defense debuff when it crits.

If hollow point doesn’t crit, the bullet you shoot is a guaranteed crit.

Level 30:

10% increase to the chance that when a special round spawns, it’s a shotgun shell type.

10% increase to the chance that when a special round spawns, it’s a rifle round type.

New Class: Highlander

A lot of you can argee that there aren’t that many melee classes. Well the high lander is a DPS melee class. Wielding a giant 2 handed sword, this class cuts down foes with powerful slashes.

This class requires you two use 2 hands if you wanna swing your sword. Similar to warrior, you need to make long arching swings to maximize damage. This class can do insane damage if you get good at swinging wide and long, fast. This class has a few special abilities.

It can parry projectiles back at opponents at the cost of a large portion of mana. You can also dash, going a short distance, and damaging anything in your path, draining mana as you do. If slash something 5 seconds after a dash, that slash is a guaranteed crit. Last but not least, shock wave. While holding trigger, slash. This unleashes a ranged shockwave attack that pushes back enemies. This doesn’t do as much damage as slash and does drain mana, so use it sparingly. When dealing with this class in pvp, I’d suggest warrior.

Ultimate: World Shatterer

Hold both trigger to activate your ultimate. Your sword will glow purple, and your next slash will do the highest possible amount of damage your could do to that enemy times 10. This attack can devastate an enemy with ease.

Talents:

Level 5:

Dash distance doubled.

Enemies hit by dash have weakness applied to them.

Level 10:

Enemies that get crited are stunned.

Enemies that get crited have 5% chance to get crited again.

Level 15:

Shockwave stuns enemies.

Shockwave drains half as much mana.

Level 20:

Parried projectiles have a 50% increased chance of criting.

Parrying mana cost reduced by 50%.

Level 30:

If a parried projectile hits an enemy, they get weakness applied to them.

If you hit at least 2 enemies with dash, your damage gets a temporary boost.

2 Likes

If you’re wondering what’s up with the deleted version, I accidentally hit post while in the middle of typing it and wasn’t done.

These classes added something I think the game needs more of, AOE and melee classes.

I love these ideas! I wish we had more to do on the Forsaken Isle. An NPC with missions and quest lines, plus a dragon race out there would be fantastic

1 Like

Something i think many would enjoy, would be a dual dagger (melee) rogue class. There are so many examples of rogue class implementations in a broad variety of other games, that inspiration to make one shouldn’t be hard.

As such, with so much to draw from, i believe an implementation could be found that would suit orbus well.

(thinking: combo points and builder/spender moves, classic backstab and possibly some sort of stealth)

1 Like

This topic was automatically closed 20 days after the last reply. New replies are no longer allowed.