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Ankama Trackers
Score : 1386

Create-A-Class

By wood-guy October 30, 2008, 04:06:56

This was a very popular thread in the old forum but now I am restoring it!
Create-A-Class

Easier now.(In my rules)

Name the class.
Picture.(Optional, but highly recommended)
Medium sized story about their life and life within Wakfu.
Spells.(Spell art is optional but is still recommended)
5-20 Different spells. (Include---Name-AP-WP-MP-Damage-Element-Conditions-Range)
WP-MP-Range are optional.

This is for fun only!!!
Be kind, and remember, the normal forum rules count to! (How sad.)
And be reasonable, no 700000 fire damage. REALISTIC!!
EXAMPLE!

Seert's Roots

A long time ago when the Earth just opened up for life to thrive, an oak tree was sprouted. It was taller than anything you could amagine!
Seert's live in pods of 4-8. Most either adopt children or...become a type of parent called Seert Seers.
Almost every Seert is a Seer, but few are chosen among the counsel of Seert, to be a warrior.

Every Seert starts out with basic Ops training. As they progress, they have the option of continuing on, or dropout and inlist then and there.

Others where born under the stars on the Causmonought Festival, which celebrates the new year with a meteor shower and a lot of other heavenly bodies. Those are trained to become Nebulosi (Plural for Nebulon)

Spells

Nebulosi

Nebulos Ray--3AP-1WP-5-12 Fire-Requires daggers.

Nebulos Impact--5AP-5-7 Earth

Nebulos Charge--4AP-1WP-Heals 10-15-2% chance of 10 turn regeneration of 5 HP-cooldown of 7 turns.

Nebulos Hole--6AP--10-13 Fire-Cooldown of 3 turns.

Nebulos Wave--2AP--3-7 Water-5% chance of a heal of 10 HP.

Ops

Regroup--4AP-Gathers team-mates and enemies next to you-cooldown of 2 turns.

Invisibility--6AP-Turns invisible gaining 1 MP for 5 turns-cooldown of 10 turns

Charge--4AP-4-9 Air-charge 3 cells, hit enemy, and retreat 2 cells-requires staff

Crawl--2AP-1WP-Goes into "crawl" mode-"crawl"=dodge rate +15%-cooldown of 5 turns

Bandage--3AP-Heals 10-12-cooldown of 1 turn (after 2 uses)

HAVE FUN!!

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Reactions 15
Score : 265

Hmm, I suppose a single thread would be nice for everyone to post their own class creations, but this is the Fan-Art section. D: I do hope you plan on submitting some sort of artwork to your example. Not only because that what this section is for, but I'm sure it'll attract people and encourage or inspire them to start submitting their own ideas and art too :}

Either way, it's nice to see the members of the Wakfu forum active again. May this thread thrive to greatness! Or flop. D:

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Score : 1386

yeah, i drew one but we are moving so i have to wait until the scanner gets hooked up, BUT I WILL!

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Score : 646

These would be good for dofus more :/
Lets change these for WAKFU good? :E

Class: Fallen One's

Description: (i write this best as i can smile )
In the beginning when Earth was born and many years had past, there lived peace loving citizens called Salvall's around the Cania Plain's. Peace loving until they were under attacked by the people who called them selfs "Brâkmarian's" , Brâkmarian's forced the Salvall's to join them but everybody who refused only gained painfull death.
The ones who joined Brâkmarian's were called Fallen One's , from living good & peacefull people becoming to death loving & blood lust creatures.
More information required.

(i dont know is this good story :/ lol .. just thinked something biggrin)

Spells.

Bloodlust -
Lvl 1: 5 Ap - 1 WP - Gains +4 - 10 Damages (Infinite / Cast 1 times per turn) - Self Cast
Lvl 2: 5 Ap - 1 WP - Gains +5 - 11 Damages (Infinite / Cast 1 times per turn) - Self Cast
Lvl 3: 4 Ap - 1 WP - Gains +6 -12 Damages (Infinite / Cast 1 times per turn) - Self Cast
Lvl 4: 3 Ap - 1 WP - Gains +7 - 13 Damages (Infinite / Cast 1 times per turn) - Self Cast
Lvl 5: 2 Ap - 1 WP - Gains +8 - 14 Damages (Infinite / Cast 1 times per turn) - Self Cast
Lvl 6: 2 Ap - 2 WP - Gains +10 - 20 Damages (Infinite / Cast 1 times per turn) - Self Cast

Guillotine -
Lvl 1: 7 Ap - 2 WP - 10 - 14 Neutral Damage (Re-Cast time 2 turns) - 1 - 1 Range
Lvl 2: 7 Ap - 2 WP - 12 - 15 Neutral Damage (Re-Cast time 2 turns) - 1 - 1 Range
Lvl 3: 6 Ap - 2 WP - 12 - 18 Neutral Damage (Re-Cast time 2 turns) - 1 - 2 Range
Lvl 4: 6 Ap - 1 WP - 12 - 18 Neutral Damage (Re-Cast time 2 turns) - 1 - 2 Range
Lvl 5: 6 Ap - 1 WP - 12 - 18 Neutral Damage (Re-Cast time 2 turns) - 1 - 3 Range
Lvl 6: 4 Ap - 0 WP - 12 - 20 Neutral Damage (Re-Cast time 2 turns) - 1 - 3 Range

Attraction -
Lvl 1: 5 Ap - 0 WP - Attracts Enemy 2 Squares Closer (Can Be Casted Multiple Times Per Turn) - 1 - Infinite Range
Lvl 2: 5 Ap - 0 WP - Attracts Enemy 3 Squares Closer (Can Be Casted Multiple Times Per Turn) - 1 - Infinite Range
Lvl 3: 4 Ap - 0 WP - Attracts Enemy 4 Squares Closer (Can Be Casted Multiple Times Per Turn) - 1 - Infinite Range
Lvl 4: 3 Ap - 0 WP - Attracts Enemy 5 Squares Closer (Can Be Casted Multiple Times Per Turn) - 1 - Infinite Range
Lvl 5: 2 Ap - 0 WP - Attracts Enemy 6 Squares Closer (Can Be Casted Multiple Times Per Turn) - 1 - Infinite Range
Lvl 6: 2 Ap - 0 WP - Attracts Enemy 8 Squares Closer (Can Be Casted Multiple Times Per Turn) - 1 - Infinite Range

Darkness - (Or "Mist" )
Lvl 1: 6 Ap - 1 WP - Distract Enemy / Enemy Pass Turn & 25% Chance To Become Invisible For 2 Turns / -2 Mp (Self Cast)
Lvl 2: 6 Ap - 1 WP - Distract Enemy / Enemy Pass Turn & 25% Chance To Become Invisible For 2 Turns / -2 Mp (Self Cast)
Lvl 3: 5 Ap - 1 WP - Distract Enemy / Enemy Pass Turn & 25% Chance To Become Invisible For 2 Turns / -1 Mp (Self Cast)
Lvl 4: 5 Ap - 1 WP - Distract Enemy / Enemy Pass Turn & 25% Chance To Become Invisible For 3 Turns / -1 Mp (Self Cast)
Lvl 5: 4 Ap - 1 WP - Distract Enemy / Enemy Pass Turn & 25% Chance To Become Invisible For 4 Turns / -0 Mp (Self Cast)
Lvl 6: 3 Ap - 1 WP - Distract Enemy / Enemy Pass Turn & 25% Chance To Become Invisible For 5 Turns / -0 Mp (Self Cast)

Grumble -
Lvl 1: 4 Ap - 0 WP - Push Enemy 1 Squares Away - 3 - 8 Air Damage (Can Be Casted Multiple Times Per Turn)
Lvl 2: 4 Ap - 0 WP - Push Enemy 2 Squares Away - 4 - 8 Air Damage (Can Be Casted Multiple Times Per Turn)
Lvl 3: 4 Ap - 0 WP - Push Enemy 2 Squares Away - 5 - 8 Air Damage (Can Be Casted Multiple Times Per Turn)
Lvl 4: 3 Ap - 0 WP - Push Enemy 4 Squares Away - 6 - 8 Air Damage (Can Be Casted Multiple Times Per Turn)
Lvl 5: 3 Ap - 0 WP - Push Enemy 5 Squares Away - 7 - 10 Air Damage (Can Be Casted Multiple Times Per Turn)
Lvl 6: 2 Ap - 0 WP - Push Enemy 8 Squares Away - 8 - 12 Air Damage (Can Be Casted Multiple Times Per Turn)

There are FEW SPELLS i can think something more.
I dont have anykind of idea how it would look coz i dont have drawing skills .... i can TRY think something then get it to computer :E

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Score : 8808

General rules of the actual Wakfu classes:

1- each class has 3 elemental lines of the 4 possible elements (air, earth, fire, water), and 1 support line.
2- each class has a unique weapon, and 1 weapon-line to go with it. (2-handed sword is actually counted as different from 1-handed sword)
3. each spell-line has 1 0th-level spell, 2 5th, 10th and 20th level spells, for a total of 7 spells each, 35 spells for a single class (including the weapon-line).
4. Each spell scales from 0 to 100 (e.g. there is a smooth progression of values between 0 and 100th level, there are no weird jumps in the value).
5. Each spell has a "mastery" upgrade that is separate from the main scaled-progression (e.g. for a spell that does gradually more damage, mastery might be a drop in AP cost). This is because mastery can be gained at any level, doesn't have to be 100th.
6. The elemental damage dealt by a spell matches the element-line it's in. The support-line doesn't usually have damage, and the weapon-line normally deals damage-type based on the weapon held.

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Score : 1386

These are my rules
This not the contest anymore
ok, ok

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Score : 48

Class Name- Naiads Tears

Main Weapons- Guns, Wands.

Background-When Incarnam was flooded with water many of the Sadida's Boots, Cra's Range, and Osamodas's Whips loved nature so much that they became part of it, becoming Naiads or Mermaids and Mermen because the waters changed them. They were special beings, able to breathe underwater and still be able to walk on land as well, as they can chage from flippers to feet on will. They are known for being very futuristic therefore use mostly energy guns to attack, they are also very sensitive beings, and will cry when animals, trees, or water gets hurt in any way, and their tears have a magical property to grow new land and heal wounds.

Description- (can't put picture but can describe) Hair-Normally Silver or blue. Outfit- Light clothing with animal furs all over, representing all the animals they have shed tears for. Eyes- Regularly Silver or blue. Skin- Dark, almost black.

Starting Attacks- Gun down- 2-5 damage, Blizzard- 1-3 damage loss of 1-2 AP. Cry- Restore 3-4 HP

That's all I have so far, working on the rest of the attacks, hope you liked it!

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Score : 250
Euqisum's Strings

Background:
The bards of Amakna thrived in the early days, greeted by strangers and loved by all. When Ogrest came he cared not for music and destroyed all in his wake, including many bards. 900 years later an old woman named Shakti clambered to a mountain top to seek the gods for she had sinned and could not die in peace. 1 replied. Euqisum told Shakti that she would be forgiven if she spread the word of the new god of sound. For 99 years the influence of Euqisum spread across the world. Those without a god were enticed by the new god and picked up instruments. On the 1000th year every follower played a tune. Euqisum was sated and Shakti was free to die in peace. The bards travel the world spreading happiness and goodwill just as they did 1000 years before. They have adapted their instruments to be weapons and have crafted spells from the very sound made by their instruments...

Description: (I wish someone could draw it for me, my scanner is broken sad)
Hair:
Naturally brown.
Skin:
Normal flesh colour.
Eyes:
Brown.
Clothes:
Yellow shirt.
White and Blue striped shorts.
Pink flip flops.
Fez.

Spells:

Bellow -- 3AP 1-12 Air 1-4 Range {1-knockback} [Use your powerful lungs to bellow at your enemy and knock him back]

Musibutt -- 4AP 5-7 Earth 1-1 Range [Hit your enemy with the butt of the instrument you are holding]

Musirang -- 4AP-1WP 2-3 Air(twice) 4-4 Range [Throw your instrument at the enemy hitting it twice]

Tsom (A.K.A The sound of music) -- 6AP-1WP 7-9 Air 0-5 Range 3 AoE [Play your instrument at the ground creating a shockwave]

Fury Fingers -- 2AP 1-5 Fire 1-1 Range [Use your fast fingers to hit your enemy before they can even see it coming]

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Score : 290
http://forum.wakfu.com/en/role-play-f29/cr...-class-t77.html

I have a post there having my class creation, but I figure it could save some scrolling time and space for this topic if you just click the link and Search for my name.
Searching for my name will not end the world.
If I can get a picture, I will post it.
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Score : 66
TheSpleenOfDoom|2008-11-02 17:01:00
Euqisum's Strings


It is a good idea, I spent a few minutes to whip you up something in flash, it's cheap, but will do tongue


I don't know what kind of instruments that bards use, unfortunately.
well. I have a competition entry to work on.

peace ^^
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Score : 12
Cras-Are-The-Best|2008-11-01 21:04:00
Class Name- Naiads Tears

Main Weapons- Guns, Wands.

Background-When Incarnam was flooded with water many of the Sadida's Boots, Cra's Range, and Osamodas's Whips loved nature so much that they became part of it, becoming Naiads or Mermaids and Mermen because the waters changed them. They were special beings, able to breathe underwater and still be able to walk on land as well, as they can chage from flippers to feet on will. They are known for being very futuristic therefore use mostly energy guns to attack, they are also very sensitive beings, and will cry when animals, trees, or water gets hurt in any way, and their tears have a magical property to grow new land and heal wounds.

Description- (can't put picture but can describe) Hair-Normally Silver or blue. Outfit- Light clothing with animal furs all over, representing all the animals they have shed tears for. Eyes- Regularly Silver or blue. Skin- Dark, almost black.

Starting Attacks- Gun down- 2-5 damage, Blizzard- 1-3 damage loss of 1-2 AP. Cry- Restore 3-4 HP

That's all I have so far, working on the rest of the attacks, hope you liked it!

hey... guns are rare
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Score : 1386

To a degree...

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Score : 541
wood-guy|2009-05-15 14:32:00
To a degree...


and Guns don't work well underwater XD
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Score : 640

Unless they are harpoons...a version of a gun tongue

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Score : 12

Class: Etaf's Orb.
Weapons: Wands

Etafs are predictors who live in caves on remote islands and pore over their crystal balls day and night. Who knows? One might be in Emelka right now. They came when spirits of Fate were bound to the world by ancient bronze, forced by evilto speak the events to come.

Usually white hair, grey clothing, and blank clear eyes. Their skin is in shades of brown like humans and their hands are forged of pure bronze.

Spells (first few):
Etaf Crystal -- Predicts and blocks some of the attacks on their friends. AP: 5, Damage reduction: 2-4
Mists of Knowledge -- Creates a mist that increases enemy's Critical Failure chance. AP: 2, Increases chance of Critical Failure by 3/100
Orb Smash -- Throws and breaks crystal ball at enemy's head, dealing moderate damage. AP: 4, Damage 4-8

AP: 6

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Score : -12

Class: Douleuremp's Soul
Archetype: Death Mage, Destroyer

They say there's no living being capable of handling the Stasis without protection, not anymore. The Douleuremp are undead beings whose source of power and life is, paradoxically, Stasis. Actually docile and kind-hearted, They want to return the Stasis to it's origin point. Be careful though, if you challenge a Douleuremp, you just started your own funeral.

They usually have white hair, purple eyes, a palid skin post-mortis, tiny dragon wings made of Stasis in their backs, scales in their wrists and ankles and wearing a pseudo-clothing made of stasis to cover up their intimate parts.

Roles:

Specialty (Stasis): Every single Douleuremp is devoid of Wakfu, therefore, they don't have WP. However, they can absorb the Stasis from their enemies and become more powerful, but so much power has it's prize.
Damager: Douleuremp can be very, VERY, destructive, they can even unconsciously damage the ecosystem with their mere presence, but it can go back to normal in the end. Aside of that, when it come to killing someone or something, they leave no one behind.
Debuffer: A Douleuremp always knows where and when their enemies die, so the Douleuremp are able to keep their enemies in one place, with no chance of leaving their soon-to-be deathbed.

Skill traits:

Stasis: It's practically the same as Foggernauts, but its more AoE burst, and Stasis Points (SP) gain. SP works like Sacrier's Angrr system, though it has limits, each SP increases the damage of spells a 2%. Be careful, the usual limit is 5 SP, if you ever surpass the limit, you will get the "Stasified Mind" debuff, it consumes all you SP and give you extra %, but you won't controll your character till the end of the turn.
Water: It focuses on positioning and "Debuff Modifying", some skills can alterate the enemies' debuffs or even change your attacks. They're also AoE but they're weak, very weak, yet effective in certain circumstances.
Air: It focuses on single target and debuffing, some of these skills can be synergized with the Stasis trait, giving the Douleuremp chances of adquiring SP. This trait is useful if you want to stay away from close-by enemies.

Skills:
Dead Hands (Stasis): A single target ranged skill, it is your butter skill when it comes to adquiring SP. When casted on an enemy with "Dreadful Breeze", you get 1 SP.
Anguish: An AoE in a horzontal line skill. It pushes the targets aside (right is they are in the right side of the center and the same goes for the left)
Ominous Breeze: Another single target ranged skill, it gives the enemy the "Shrivering" debuff. If the enemies with this debuff are displaced, the debuff turns into "Dreadful Breeze". Though this skill costs 4 AP.
Primal Mantle (Support): The Douleuremp becomes one with the Great Dragon, it transforms completely into a dragon, changing the input of most of the skills.
Soul Extract (Support): It summons the selected enemy's soul, if the soul dies, so the owner will. But the owner can recover it. The soul is stabilized.

It might look extremely OP, but actually the skills are pretty balanced.

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