Hey, to clarify, this is done out of pure fun and obviously don't expect them to be forwarded to Lion Games (although it would be cool)
Share thoughts in comments, would love to hear any criticism.
Additionally leave a comment on what weapon you would like to see with a soulworker (try think outside of the box)
If I like the idea I'll pick it up and try work with it.
Notable mention: Yagyu4k works pretty actively on character reworks. Make sure to give him support for his hard work and motivate him ![]()
Lily Rework: Here
Haru Rework: Here
These characters I tried to design in mind with new and old content. As well as the raid concepts I have been designing with Yagyu4k [Special thanks to you]. If you are interested in reading this new raid concept click the link below:
Future Raid Concept
Introducing Kuyo Shirigaki:
The spear based Soulworker build off melee and momentum
Display MoreSoul Weapon: Soul Spear
Depending on the attack, the soul spear adjusts it's appearance. With Slash based attacks, the Soul Spear transforms into a Naginata, with jabbing/thrusting attacks, the Soul Spear adjusts to an ordinary spear.
Character name : Kuyo Shirigaki
Age: 19
Kuyo, son of the head of the Shirigaki clan, was born solely to lead his clan after his fathers passing. His father whom died at a very early stage of Kuyo's life left him scarred and left with the burden of ruling over the Shirigaki clan. Kuyo always believed doing what he was expected to do would make his father proud and would be exactly what his father would have done in his position. By the age of 14, Kuyo had already managed to maintain peace between some of Japan's notable clans, such as the Yuma clan.
Kuyo's arrival causes him confusion with the meeting of Shiho:
"Have I met you? I'm sure I know you"
Because of the way Kuyo was given power at such a young age, he refuses to be bossed by SFL higher ups and does things in his own manner, not letting anything get in his way. This usually leads to Kuyo being noted down as "Reckless and disobedient" by Captains and Generals of the SFL.
This high and mighty behaviour Kuyo has for himself and his clan is shattered by his inability to save Catherine from being victimised by the NEDs cruel tests. Scarred by being forced to end Catherine's life and unable to save her ended up making him more obedient with the SFL. However, this was at the cost of him behaving 'Zombie like' as the judgement which had always been correct in the past failed to save Catherine, so he follows the SFL thinking "they know best". At this point Kuyo is extremely terrified of making his own decisions and doesn't want to lose anyone else, he feels weak and inferior in every single way to his peers. Luckily, with the support of his operator, Chloe, she is able to build Kuyo's confidence once again and allow him to make the right decisions. From this event Kuyo realises that he should not only follow one judgement, but many to create a perfect operation.
After Kuyo's encounter with Ravan, Kuyo chooses to bring Ravan's defeated body back to the SFL for investigation. This was from Kuyo's judgement that Ravan may become a useful ally in the future, whenever that may be.
During his battles with the blood soulworkers, he has an honorable and respectable response to his victory for each, instead of treating them as lower beings. During his battle with Nita, she chooses to use her Blood Nova. After seeing such a display of dedication Kuyo realises the the blood soulworkers are putting their all into helping Abel achieve his goal of meeting his mother figure, Suzie. Because of this realisation, Kuyo later chooses to destroy the device to kill all blood soulworkers putting everything on the line just to preserve his humanity and to protect Nita, Naran and Abel.
During the beginning of the encounter with Suzie, Kuyo mutters the words "You'd make a strong ally to hammer that pig"
Kuyo's behaviour with most of the other soulworkers is respectable and neutral, apart from his small conflicts with Lily Bloomerchen and his hostility to Iris Yuma, a member of the opposing Yuma Clan. However, shortly realises with overtime interaction with her, that she never cared about the Yuma Clan, she just wanted to live her life how she wanted to, and not be bosses around. Kuyo is respectable to her opinion on the clan matter but also calls her foolish for abandoning her clan in such a way.
Due to Kuyo practising with a Naginata in his family dojo for an extensive time in his life, his experience with pole weapons is already "impressive".
The reason behind this sort of skill set character:
We have varieties of characters within soulworker but the main type I wanted to focus on was the speed category. Right now Erwin is our main speed classes character. I like to categorise him as Speed-Ranged. With the design of Kuyo I obviously wanted to keep the speed factor but with melee in mind for fluency and cool combos. So Kuyo would fit as the Speed-Melee type. Also being listed as a sort of 'Assassin' playstyle. The poison and bleed effects on some of the below abilities are to fit said Assassin role. Additionally, due to the spear being a sort of hunter themed weapon, I involved elements of hunter combat in Kuyo's moveset.
Right Mouse Button Special:
Kuyo does a leg sweep immobilising weak enemies ||| Slowing movement speed of bosses and SA enemy types
This ability does basic damage in end game and also combos nicely with other abilities.
Starting Skills
Slashing Veil:
Kuyo does a series of slashing attacks in a combo.
This attack is good damage when maxed at endgame, similar to other combo styled abilities
(This is Kuyo's basic combo skill, like Haru's 'First Strike' skill)
Extension 1:
Piercing Dash:
After the combo is finished, right click to do a dash through the enemy dealing medium damage, high SA break.
Extension 2:
Vulnerability:
After the combo is finished, right click to launch the enemy into the air making them more vulnerable to strikes. Additionally, Right click a second time after the launching hit to knock them back to the ground with a high damage, low SA break strike.
Leopard Pounce:
Kuyo leaps into the air and slams the ground, knocking all basic enemies into the air.
Leopard Pounce has fairly low damage, however very high SA break this is so that the ability is still very much useful on both types of enemies.
(Super armour enemies are not affected by the knock up)
Extension 1:
Shattered Earthquake:
After the slam, a series of seismic shock waves will occur, dealing higher damage the closer to the centre they are.
Backtrack:
Kuyo tactically leaps backwards, leaving caltrops on the ground for a short duration. If stepped in these caltrops slow the enemy movement and cause a bleeding proc.
Kuyo can right click after using this ability to jump back into the caltrop zone and does a higher crit % slash.
The crit % is double whatever the players current Crit % is (Akasha Cards are excluded)
Additionally, the backstep animation has a slight invincibility frame to act as an evasion
Levelling Skills:
Vipers Curse:
Kuyo's Soul Spear coats itself in a corrosive poison, dangerous to both robotics and flesh based units. This coating will remain on the weapon for a duration. Whilst the duration is active any attack on any enemy type, whether it basic or a skill, will apply poison to the enemy. This poison effect can be stacked, the higher the stacking the severity of the poison damage.
Additionally if the an enemy dies to the poison damage, the poison will spread to other enemies exceeding the stack limit by 2.
Extension 1:Medusa's Blessing:
If an enemy dies to poison damage, the next Slashing Veil, Leopard Pounce or Backtrack you use will be stronger. If the enemy is killed the the Medusa's Blessing Buff Attack, the buff will refresh itself and gift Kuyo 5% attack speed to cause a constant momentum.
Blade Arena:Kuyo creates a cage of spears. Whilst the cage is active in the field, it will snatch enemies from the outside and place them inside this cage. The floor of the cage is filled with caltrops, forcing the enemies to endure the bleed to escape the cage before they die.
Kuyo and all teammates can attack the enemies inside of the cage. The cage at lvl 1 starts off small, but by lvl 5 that cage covers a notable area and pull distance is also a slight bit further.
Extension 1:
Emperors Gladiators:
Enemies placed inside the Blade Arena have the terrify debuff placed on them. Causing them to do increased damage to each other. They are forced to fight each other whilst also enduring the prolonged damage of the caltrops.
Panthers Gift:Kuyo enters an offensive stance ready to unless several forms of attacks.
Left Click results in a pouncing thrust with narrow range with high SA break due to spear puncture. Right Click results in slash based attacks with the Naginata form, resulting in higher damage but low SA break due to it being a blade slash form.
Additional Ability/animation information:
Left Click: Kuyo Pounces forward in a direct line using his spear as a ram to jump through enemies. Anything in this lines range with be hit.
Right Click: Kuyo teleports to the closest enemy to the centre of his field of view, once teleported to the enemy, Kuyo does a wide range range slash with high damage applying very short time bleed.
Shirigaki's Will:
Kuyo buffs himself with the will of his clan. Increases Kuyo's Attack Speed, Movement speed and ignore stuns and knockbacks.The reason for this buff is to set up Kuyo's heavy pushes and make him uninterruptible during those pushes. Allowing him to be hyper offensive.
Extension 1:
Time Trial:
If Kuyo can produce enough damage in the duration of this buff, the buff's duration will be completely refreshed (added on to the remaining time of the buff)
Ensnare:
Kuyo plants a spear into the ground which latches onto nearby enemies. Once the ensnare has latched onto an enemy the wire begins to tighten, dealing more and more damage the tighter it get.
The damage starts to stack pretty quickly and is an efficient CC killer ability
Spearhead Implosion:Kuyo builds as much energy as he possibly can before slamming it into the ground, causing a high damage localised explosion.
Extension 1:
Scatter:
After the localised explosion, more small explosions scatter doing smaller damage but leaving a low duration, high damage fire pool.
Palm Strike:
Kuyo sends an electrifying palm strike to a single target, after the target has been shocked a large range shockwave will be let off, paralysing all enemies (excluding bosses)
Extension 1:
Tesla:
The single target to be struck by Palm Strike is stuck in a very long duration paralysis, functioning as a lightning rod, distributing paralysis to any nearby enemies. Additionally, Kuyo can activate the ability again to have a single powerful, high AoE bolt of lighting strike down on the Tesla'd enemy.
Shattered Sky: (Aerial)
Kuyo leaps into the air constantly creating more and more spears launching them to the ground.
This ability functions as both an aerial skill and a channel skill, attack speed heavily improves this skill
Extension 1:
Fracture Point: The more spears you launch into a single enemy, the more the damage ramps upwards. If every single spears hits one target, this will suffer a high duration, high impact defence reduction.
Extension 2:
Sky Bolt: Every spear has a small electrical pulse when it hits the target. This allows for the possibility for multiple targets to take damage. Additionally the electrical pulse functions as a second damage tick per spear. Meaning 1 spear = 2 damage ticks.
Recruitment:
Kuyo manipulates the souls of the defeated bringing them to life. Shadow like arms raise from the ground ready to grab anything that may oppose a threat to Kuyo. If the arms touch an opponent, they gain the 'Deaths Touch' debuff.
The Death's Touch, applies medium damage over time, slows the enemies and terrifies them. (Causing them to attack each other) Additionally, the Death's Touch debuff causes them to deal more damage to each other and less damage to Kuyo & Team.
Bosses still do ordinary damage to players, however the boss is still capable of damaging any other enemies if they or the boss is terrified.
Extension 1:
Embrace Us: The arms will drag down and non SA enemies into the ground until they are completely consumed. Per enemy consumed, HP is supplied to the teammate in most need to HP, if in solo this HP is supplied to Kuyo.
For an SA break enemy to be consumed, they either have to:
1 - Have their SA broken
2 - Be under 50% of their maximum health.
Solution Strike: (Level 42 skill)
Kuyo propels himself into the air with a powerful palm strike (damage tick 1), he then charges energy into the spear and throws it into the ground (damage tick 2). After the huge explosion, a lot of tiny scatter explosions happen after that.
Damage tick 2 does the highest damage out of all damage ticks in this attack, Damage tick 1, being the second highest.
The final series of damage ticks, the scatter explosions, do fairly low damage however adds up if all explosions hit the target. Resulting in high damage against large hitbox enemies.
Introducing Anya Eldergleam:
The complete tank focused character
Display MoreAnya Eldergleam
Soul Weapon: SoulShine Wall (Shield)
Age: 17
Backstory: Anya, as a young girl was stubborn and always preferred to be left alone. She was constantly moved around to different families despite her not caring where she lived. She lived a life of rejection and loneliness. Because of how she preferred to live in solitude, at a young age she grew to be extremely independent and do stuff on her own. She wasn't very familiar with the concept of friendship or love, however she had one person who she always held in high respects, despite never calling her a friend, but an accomplice.
When she was being constantly moved around between families, she was separated from her friend, the only person she trusted. She would spend the rest of her present days, lonely and longing for the day she would reunite with her friend. She truly hated everything.
During the events of the great voids appearance, she ran away from her current adoption family, insisting that the void was calling to her, offering her a life of happiness where she can feel meaningful. Anya charged straight towards the void, unarmed. Before being accepted by the void she muttered the words "One day I will find you again". Referring the best friend she once had.
When she was found by the SFL, she would constantly ask Miriam if she had seen a girl matching the description of her best friend. During the her first series of operations in Rucco Town, she grew an attachment to being the peoples saviour and was given the title 'Titan of Humanity' by the folk of Rucco Town and the SFL.
The story of the 'Titan of Humanity' would spread throughout several SFL controlled settlements, including Candus City which caught the ears of a young girl, Catherine.
Due to being given the title 'Titan of Humanity' Anya developed an everlasting desire to be a protector. She became strict, but out of care for people's protection.
However, with the loss of Catherine, Anya's first true failure to protect someone. She became paranoid that she was not worthy of the title 'Titan of Humanity'. She would lose any sort of confidence she had in herself, making her feel meaningless like in her previous life.
She would become angry and disregard her own life for the sake of the mission, in which her operator, Chloe would step in the help Anya regain some sort of sense of her duty and who she was. Chloe managed to get through to Anya. During her first encounter with Sukkarak, she would shout the words "I, the Titan of Humanity, am ordering you to halt this advancement at once". In order to defend Grace City, Sukkarak was defeated by the hands of Anya.
Her fruitful encounter with Naomin, would leave Anya in a bitter mood, due to Naomin insulting Anya for not being 'Lady like' or 'pure'. Of course, they were surely to meet again but with Sukkarak prepared for a rematch. After the extremely lengthy fight between Anya and Sukkarak, Anya told him and the bashai that no matter how strong you become, how much power you steal, the titan will crush you underfoot.
With the loss of Yop to the hands of Kurisu, Anya would learn 2 things. She had a mass amount of hatred building for the NED company to suffer from, and that she cannot win everything and protect everyone at once, meaning she had to rely on others more to protect more.
Blood Soulworker Encounters
Before the encounter with Ravan, Henryk would boast that he has something to show Anya, something capable of defeating a Titan. Of course Anya disregarded the claim and responded with "I wonder how you'd look flattened on the front of my shield".
Ravan was unable to surpass Anya's immense defence, leading to his defeat and exhaustion. After the battle Anya insists on helping him and getting him back to the SFL.
When Anya meets Abel, she surprises him and the rest of the SFL with a very motherly like caring side which had not been seen previously. Despite being slightly disappointed with Abel's betrayal, Anya insists on 'playing with him' instead of actually fighting. Throughout Ruin Fortress she would tease Abel as if she was his mother.
Anya sees Nita and Naran as more of a threat however still treats them like kids, they are unable to defeat Anya at all nor can they gain any ground. She constantly tells them to stop fighting and work together if they want to defeat her, but they ignore her advice and constantly get defeated by Anya despite her letting them escape every time.
Her encounter with Suzie, however, isn't as cheerful. Anya is disappointed she can't get through to Suzie at all and is forced into combat. To Anya's surprise, Suzie is able to push her back preventing Anya from making any sort of offensive moves to push back. Suzie is able to strike Anya from behind but is saved by a mysterious Aurite woman.
Combat Style:
Anya uses her shield for her overwhelming defence, but is able to use a light-like energy to attack. This character is designed to be the perfect tank class without flaws or weak spots in her defence.
Passive:
Titan Of Humanity: The more SF you and your team use, the more that will be returned to you on next skill usage. Enemies damaged by any of Anya's skills will instantly receive a provoke proc.
This is made to allow DPS oriented characters to still apply some sort of support to Anya
Right Mouse Button Special:
Anya places her shield in a firm stance, emitting a protecting light, granted her and her allies exalted for a good duration.
Starting Skills:
Battering Ram:
Anya does a series of slow, high damage attacks with her shield.
(This is Anya's basic combo ability similar to Haru's 'First Strike' Skill)
Extension 1:
Burst:
Right Click at the end of the original combo to let off a large burst of light, blinding and burning the enemy.
Extension 2:
Launch:
Right Click at the end of the original combo to launch the enemy into the air with a large shield swing, making them vulnerable.
Unbreakable:
Anya completely removes the super armour of any SA units in range of the attack, she then applies that Super Armour to herself.
Anya will only be capable of stripping SA from SA mobs in this state, bosses do not apply completely but have a % of their SA stolen from them.
Extension 1:
Defiance:
If SA is not removed from the target, all teammates in range of Anya are given a SA break and Armour Penetration buff.
Crushing Slam:
Anya leaps into the air and slams down to the ground shield first, causing a high damage slam capable of wiping out a large area of enemies.
Anything that does not die will be launched into the air for a lengthy amount of timeExtension 1:
Debris:
The slam to the ground causes large amounts of debris to launch into the air, falling back down on the opponents, slowing their movement speed and dealing moderate damage.
Levelling Skills:
Enduring Pull:
Anya's shield aggressively pulls All enemy types in towards the shield, whilst the pull is active the enemies will constantly receive non stunning damage and will receive a provoke debuff. A high % of damage dealt to Anya is endured by the shield, once the shield is done compiling a bunch of the enemies strength, they are then pushed away in a huge group and blasted with a multiplied number of their own damage.
Any enemy to survive this large blast will receive a 'Divinity' debuff, sapping the enemies strength, giving Anya SF and Health until the enemy is killed.Extension 1:
Divine Punishment:
The large damage blast is removed, however applies the 'Divinity' debuff at the start of the ability instead of conditioning them to survive. This turns these enemies into a massive Health and SF well for Anya. Any overloaded health or SF will be converted into light damage. This gives her extremely strong temporary sustainability.
Additionally if an enemy with the 'Divinity' debuff is killed, the enemy will burst and apply light damage to Anya's shield.
Defence Strip:
Anya takes some HP off herself and temporarily strips her defence stat, in return she gains an attack and SF buff. This applies to all teammates.Defence strip is a risky skill however if used correctly can be used perfectly. For example if you only have 10HP remaining on Anya and you use it, the skill will always leave Anya on 1 HP, however make sure to use a distance from threats.
Extension 1:
False bait:
Thinking Anya is weakened in her state, the enemies will be forced to target Anya. The first enemy to hit her after False bait has activated, will be drained of their health, healing a large portion of Anya's health and sapping the enemy dry, in most instances killing them. If boss, this drain will do large damage instead of completely consuming their health.
Overprotective:
Anya uses her divine soulforce to create a heavenly being. This being will protect the player in the most danger on the team. This divine being will bless the weakest player with Exalted for a time to save them from death. This Divine being will actively switch if another teammate becomes more endangered, if the being does switch to a different soulworker, the duration will reset.Extension 1:
Divine Twins:
Anya creates a second divine being. This being however jumps to the player in the least danger and applies a crit% and crit damage buff to them. Like the twin, this being will switch targets depending on who becomes the least endangered.
Extension 2:
Titan's Guardian:
The divine being loses the ability to go to any player in need and instead only focuses on protecting Anya. This applies a very high amount of light damage to Anya's shield and increases the duration of exalted.
Angel's Sun:
Anya will create a ball of light in the air called Angel's Sun. Angel's Sun will bless the team with a light, reverting any damage dealt to them, healing them. The more health points healed, the blacker the sun becomes. Once the light has gone out, the sun will burst and rain damaging projectiles.
Block:
Anya blocks the enemies next attack. Different response whether it's Ranged or Physical attack.
Physical Attack: Applies a health overload, exceeding the amount of health Anya can have. Also applies a defence buff.Ranged Attack: Whoever fired off the ranged attack, will be hit by a retaliation attack from Anya, overloading her damage. This counter attack is a guaranteed critical hit and also increases attack damage for a short time.
Extension 1:
Repeated Success:
Anya now receives 2 uses of block. The second block if successful unleashes a large blast. The successful block also refreshes all cooldowns of Anya's abilities.
(Excluding Block and Humanity's Totem)
Mirage:
Anya creates multiple light projections of herself. These all generate their own buff when hit by the enemy. Each mirage also provokes any enemies in range of the mirage.
These light projections are spread out fairly wide, allowing them to all equally cover their own area.
On levelling this skill, the number of Light projections increase (maximum light projections = 3)
Rank 1 = Base skillRank 2 = Provoke radius increase
Rank 3 = Second Mirage
Rank 4 = Provoke Radius increase
Rank 5 = Third Mirage + Buff duration increase
Blinding Step:
All enemies in a 125 degree radius in front of Anya's shield are grouped, Anya then leaps towards then hitting all in the group. Causing a stun and blind effect whilst also dealing high damage. The enemies will hit each other from the blinding effect.
The leap has a nice distance, but the blinding flash has a very good radius to counter any fast moving enemies that may avoid the hit.
Extension 1:
Widen:
Increases the radius of the grouping, increases the radius of the blind.
Controlled Destruction:
A 5 stage charge ability. During each level of charge Anya heals & pulse heals any teammates around her, increasing her defence percentage and increasing the damage of the explosion to come. Damage received from enemies, increases how quickly the ability charges and increases the damage of the explosion which is unleashed on stage 5.
This ability is designed to make Anya hold this position for as long as possible, the longer you hold, the more rewarding the result is.
Extension 1:
Sixth Sense:
Adds a sixth charge to the ability. If charge all the way through the 6th charge, all damage teammates have received in the last 'x' seconds is given back to the damage dealer.
Divine Presence:
Anya holds her position in the air, becoming the centre of attention with a gleaming light. Whilst in this formation, Anya is exalted throughout the whole duration. The more Anya is hit in this form, orbs of light will drop to the ground blessing them with a random buff from a large variety.
Humanity's Totem:
Anya creates a massive sun like light orb in the sky which is charging up, Anya then throws this orb to the ground causing a blinding light and evaporating opponents who stand to oppose her.
Introducing Kaze Shintetsu:
Caster / Mage typed character suggested originally by Yagyu4k but additionally Pyk
Extra Credit: 'Runic Golem' was made out of inspiration of Nope suggestion to add a summoner
Display MoreCharacter Name: Kaze Shintetsu
Soul Weapon: Fate Caster
Weapon Description: The Fate Caster is a mage style staff with a crystal on each end of the staff. One crystal represents destruction, the other represents life. Self explanatory, each of these crystals cast their own kind of magic, one supplies support whilst the other allows Kaze to be a force to be reckoned with. This weapon reflects on Kaze's intelligence as an individual.
Age: 17
Gender: Male
Kaze Shintetsu in his ordinary life was an over achieving genius. Specialising in sciences and mathematical equations, logical thinking was always his strong suit. Just like anyone else, Kaze always had a dream to lead him to these successes. This dream was to cure all critical illnesses.
Kaze Shintetsu was always seen as an amazing leader because of his intelligent yet down to earth character. Kaze, who logically constructed many ideas which were accepted by some of the greatest scientists in Japan and later the world, would become a vital part in supporting humanity during the Great Void crisis. Kaze's parents had been killed in the early stages of the Great Void crisis however Kaze chose to push forward thinking he had a responsibility to help people with his knowledge and allow others to find salvation in these dark times. Throughout the crisis Kaze would act as a doctor trying to help cure people with sickness as much as possible. However, stress would later get the best of Kaze and bit by bit the small colony of people would start dying out, traumatising Kaze. Eventually the Great Voids would find there way to the small settlement of people in which most people died. Kaze however was chosen by the void and spared from his demise.
After being recovered and recruited by the SFL, Kaze would have to adjust to not being a leading role in things. This adjustment would take sometime but he would eventually get used to the change. Kaze is a very basic person with a simple personality yet his judgement and intelligence outshines many others, succeeding in Rucco operations without a problem. When Kaze discovered mannequins were originally humans, Kaze desired to find a cure or a way to reverse them from such states, but was shut down and told to focus on the mission at hand. Outside of missions, Kaze would develop a close friendship with Seoni, who was intrigued with Kaze's thought processes and theories.
After his work in Rucco, Kaze would transfer to carry out operations in Candus City, where he would meet a young girl, Catherine. Kaze would view Catherine as a bothersome child, and Catherine saw Kaze as boring who never did things on his own accord. This would lead to occasional clashes between the two, however Kaze still felt an obligation to protect her despite their bitter relationship.
After Catherine was victimised by NED tests conducted by Henryk, she would realise that Kaze wasn't as boring as she had anticipated and that Kaze was doing everything in his power to save her. This lead to Catherine apologising to Kaze in their final conversation before falling to the hands of 'Amaryllis'.
After this event Kaze would become more and more distracted from the missions he was giving. Focusing on theories how he could possibly bring Catherine back. He had extreme trouble moving from this loss and felt he had the ability to do more. He would be snapped out of this phase from his operator, Chloe. Although Kaze would never be as forgiving to anyone ever again.
His next encounter with Henryk would lead to Kaze being infuriated that Henryk would self claim himself as a great scientist who will save humanity. But would be shut down from Kaze calling him an 'immoral moron'.
Blood Soulworker encounters:
Ravan: Kaze's encounter with Ravan was rather short and was disposed of quickly. After defeating Ravan Kaze would say "I would love to eradicate you as one of his experiments, however you're still human underneath that brainwashing". Kaze would supply Lex with several theories that could possible bypass Ravan's brainwashing.
Abel: Kaze saw himself in Abel in a lot of situations, although not as intelligent Kaze knew Abel was still smart. Abel took lead over the other blood soulworkers which would remind Kaze of his past life.
Nita: Kaze would not see Nita as much threat but honestly respected Nita's dedication to winning and somewhat logical combat style. When Nita would use her blood nova, Kaze would later describe it as 'Beautiful'.
Naran: Kaze would get somewhat annoyed with Naran's childish behaviour to the point she even managed to get on his bad side at times. But anything that may have annoyed him about her was set aside over the fact Naran and Nita both, were doing all of this just for Abel to meet Suzie.
Suzie: Kaze would have a lengthy battle with Suzie before being overwhelmed. At times Kaze would manage to gain advantages over Suzie using pure intelligence and strategy, however in terms of power, Suzie would later overcome Kaze before being saved by a mysterious Golden Woman.
Combat Style: Kaze is structured to be the true caster style character which players have desired for a long period of time. Specialising at range and having a low base health and defence. However Kaze makes up for this with his self sustainability abilities.
Addtionally Kaze is a hard to play character that requires a lot of managing.
Right Mouse Button Special:Transformation:
Kaze unleashes an immobilising blast allowing him to switch between which crystal he wants to use safely.
If Kaze is switching from Life Crystal to Destruction Crystal, a damaging pulse will be let off.
If Kaze is switching from Destruction Crystal to Life Crystal, a healing pulse will be let off.
A UI indication will be near the skill bar to tell the player which rune is up next with a symbol representing each rune type.
Starting Skills:
Soulforce Missile:
Destruction Crystal:
Kaze takes aim, firing long range, high damage missiles. Kaze gets 5 shots in total.
Life Crystal:
Kaze launches AoE healing blasts on the ground. Kaze is able to aim these easily and can also shoot them as hit own feet to heal himself.
This ability is able to be dodge cancelled. Additionally Attack Speed impacts how fast these can be fired.
Extension:
Scatter:
On impact the projectile will explode and scatter into small AoE, correlating to the crystal being used.
Personal Defence:
Everytime Kaze launches a Soulforce Missile, an localised AoE will be detonated, giving him close quarters protection whilst using this skill.
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Rune:
Rune has 4 uses before being placed into cooldown. Each rune use has a different effect.
Rune 1: Fire Rune: When stepped on the fire rune will combust, Consuming nearby enemies in high damaging flames.
Rune 2: Ice Rune: When an enemy enter the radius of the Ice rune, a large scale freezing pulse will go out freezing all enemies feet to the ground. Immobilising them.
Rune 3: Corruption Rune: A large range rune, stripping 50% of the enemies defences for a time when triggered.
Rune 4: Light Rune: Teammates stepping on or near the rune trigger a healing pulse, healing 35% of their health instantly.
(One heal pulse per teammate)
-A UI indication will be near the skill bar to tell the player which rune is up next with a symbol representing each rune type.
-Extremely cheap SF cost to allow frequent rune usage
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Entity:
Kaze will summon a small orb like entity. This entity type will depend on which Rune was last used. This entity will remain for a duration.
Flame Entity: Fires explosive flame projectiles which have low blast radius decent damage. Sets enemies on fire when hit.
Ice Entity: The Ice entity fires high damage projectiles which have medium blast radius. Anything caught in the radius has their movement and attack speed halved.
Corruption Entity: This Entity fires high damage projectiles which reduce the enemies armour when hit. This specific entity has boss priority locking.
Light Entity: This Entity locks onto teammates only. Firing healing projectiles which track the teammate and have a small radius but if very close, teammates can share the healing.
Extension:
Personal Assistant:
No matter which Entity is cast, a secondary Light Entity will always spawn, orbiting Kaze, firing healing AoE's at anyone who needs it.
Time Bomb:
Extends the duration of the Entity, additionally the longer it remains the bigger it gets. Once finished, the entity explodes dealing a high damaging AoE.
Fire Entity: Leaves a high damage flame pool, anyone who steps into it catches a stackable fire proc. Higher the stack, the higher the damage.
Ice Entity: Combusts into a load of cold air, temporarily freezing all enemies completely still. After thawing the enemies will have less attack and movement speed.
Corruption Entity: Explodes into a ball of black smoke leaving toxic damage for a short time. After the smokes disappears a black shadow will remain for a short time snatching enemies defences.
Light Entity: Explodes into a large healing AoE.
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Levelling Skills:
Ley Line:
Kaze manipulates energy based Ley Lines beneath the surface. This energy is manipulated in different ways depending on the crystal used.
Destruction Crystal:
The Ley Lines rise to the surface causing fissures. The energy is manipulated to take from as a dark flame which seeps through these fissures dealing damage to anyone who steps onto them.
Life Crystal:
Kaze connects the Ley Lines to each party member, supplying them with SF and HP for a certain amount of time.
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Blissful Parting:
Kaze enchants each teammate with a separate element. (Fire, Ice, Corruption, Light) These are chosen at random to each of the teammates.
Fire Blessing: Catches enemies who are struck by a basic attack or skill on fire.
Ice Blessing: Enemies struck have their movement speed reduces and gives the player increased SA break.
Corruption Blessing: Increases the players Armour Penetration.
Light Blessing: SF regen effect when an enemy is hit by a skill or basic attack.
Extension:
Extended: Increases the duration of the blessing.
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Runic Retreat:
Kaze places a power a rune on the ground before leaping back into a retreat, once he has leapt back, the rune will activate.
Destruction Crystal:
The Destruction Rune will deal a large, powerful AoE after Kaze has retreated. This will also completely shatter any basic SA mobs armour instantly.
Life Crystal:
The Life Rune will drain the health of any enemies in the AoE, this health will then be supplied to all teammates. The higher the number of enemies hit, the higher the health gifted.
Extension:
Parting Gift:
After the runes detonation, right click to do a high damage, precise, Soulforce Missile.
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Flame Body Passing:
Kaze places the Flame Body debuff onto 3 enemies. Enemies with the Flame Body debuff receive high fire damage overtime. Once the enemy with Flame Body dies, they will combust and leave fire on the ground. Also passing the Flame Body debuff onto another enemy.
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Negation:
Kaze buffs himself with a protective glass barrier. This will absorb all attacks that do more than 10,000 damage for a duration of time. Whilst negation is active.
Extension:
False Vulnerability:
Kaze decreases his own Critical resistance, making most attacks do more than 10,000 damage, hence being absorbed. Each attack absorbed during this adds crit % after the ability duration is over. [1/2/3] %
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Wild Charge:
Kaze creates a wall of fire projectiles, he then launches them off. The damage is moderate as well as decent blast radius. The enemy who was directly hit by the projectile will be caught on fire.
Extension:
Bombardment:
Increases the number of projectiles launched off. These additional projectiles are smaller in size and won't ignite enemies, but are in high numbers.
Diversity:
Wild Charge now makes 3 additional large projectiles. These 3 projectiles are Ice , Corruption and Light.
Ice Projectile: [Damages on hit] On direct hit, freeze the enemy in place for a very long duration. This Ice can be shattered quicker which will cause the enemies super armour to instantly break (if there is any SA).
Corruption Projectile: [Damages on hit] On direct hit, the corruption projectile will negate a large portion of the enemies defences for a duration of time.
Light Projectile: [Damges on hit] On direct hit, this projectile will convert all damage dealt with this projectile into healing points for Kaze.
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Runic Golem:
Depending on the last elemental rune used, an elemental golem will spawn. The type of Golem has different features.
Fire Golem: The Fire Golem is naturally the most basic offensive of the golems, dealing high damage, leaving lava pools wherever it stands. Additionally the fire golem will every interval let off a fire burst, this plants a stackable fire debuff on the enemies causing them to take damage overtime, the higher the stack the higher the damage dealt per tick.
Ice Golem: The Ice Golem is a slow hitting Golem with very high SA break, however, not as damaging as the Fire Golem. The Ice Golem will constantly cast avalanches freezing enemies still for a short duration, after the freeze period the enemies attack speed and movement speed is halved.
Corruption Golem: The Corruption Golem is the second of the damaging golems. Doing similar damage to the Fire Golem, however, for obvious reasons does not apply fire like the Fire Golem. Instead the Corruption Golem will do an attack called 'Snatch'. 'Snatch' strips the enemies defences by a sizeable amount and increases the duration the golem stays around for.
Light Golem: The Light Golem is the most direct support golem of them all. Naturally the Light Golem does not attack. Instead the Light Golem has the highest HP of all golems. When the Light Golem is hit, a % of that damage will be converted to a healing pulse. If the Golem is hit by a critical hit, the Golem supplies the teammates with 100% of the damage dealt (converted to HP).
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Conjoined Blast:
Kaze charges hit staff ready for a singular, very high damage blast. 4 Crystals will orbit him during this charge time symbolising each of his 4 used elements. Conjoined Blast will bypass any Soulstone related resistance. Example: No matter which element the enemies are in a raid, the damage will always do the same amount.
Additionally, elementally charged enemies types will take even more than regular enemies. Although the damage will always be high.
This is a 4 Charge Ability.
Extension:
Aftermath:
After the blast Kaze throws the 4 Crystals outwards. Each crystal combusts into their own AoE.
Fire Crystal: Combusts leaving a pool of fire on the ground for a duration of time.
Ice Crystal: Shatters leaving a icy floor on the ground. Anything that steps on this icy floor will have movement and attack speed reduced.
Corruption Crystal: Creates a large scale vortex, pulling enemies in a slowly draining their defences. Once the vortex disappear the enemies defences will be returned to them.
Light Crystal: Leaves a well of life, allowing anyone to step into it for 25% HP. One use per teammate.
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Duality: [Aerial]
Kaze, mid air does 2 swipes with the staff. One casting a damaging explosion, the other casting a healing AoE.
Simplistic quick casting ability to support with his combo
Extension:
Preparation:
Adds a charge feature to the ability, allowing to charge 2 levels.
Charge 1: Is ordinary ability
Charge 2: does 2 damaging swipes and 2 healing swipes.
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Fate Judge:
The Destruction Crystal and Life Crystal separate from the staff, merging into one large crystal. This Crystal burns brighter and brighter until it explodes dealing lots of damage. After the single explosion, clusters of Destruction Crystal hit the ground exploding. Additionally clusters of Life Crystal also hit the ground causing healing AoE
Introducing Airi Shimikaze:
The Archer styled character which has been mentioned before by Yagyu4k and recently by Soulist
Display MoreCharacter Name : Airi Shimikaze
Gender: Female
Soulweapon : Soul Striker (Bow) + Spirit Claw (1 Hand, bladed shield)
Age: 16
Airi Shimikaze, a 16 year old school girl. Looked down upon by other girls of her class due to her introverted behaviour was bullied for long periods of her school time. Everyday, Airi would get excited for the time she would get to go home to her younger siblings which she adored with all her heart. The love for her siblings was something that kept her spirits high throughout being bullied and always managed to keep her going.
When she was 15 years old, her brother would be reported missing. Airi, would reject her education into personally searching for her younger brother. Months later the police had managed to discover a body, believed to be Rin Shimikaze, Airi's younger brother. Airi was left in a state of shock and heartbreak that would remain within her for the rest of her life. Airi's sister was only 6 at the time, and found it difficult to comprehend that she will never see her brother again. This obliviousness would constantly anger Airi, slowly shattering their relationship to the point Airi chose to run away and live on the streets shortly after her 16th birthday. Airi's quiet nature had adapted from quiet shy, to quiet anger and hatred. This would develop a sadistic attitude to anyone she didn't know or hated.
During the Great Voids Appearance, Airi's protective instincts led to her running straight back to her house hold, to find her younger sister and parents already killed. In all the heartbreak she had suffered and constantly loss, Airi had chosen to commit suicide, however was chosen and saved, by the void.
When Airi was recovered by the SFL she refused to answer questions and withheld any questions she may have had. Keeping her quiet side going. During her first operations SFL commanders and generals noted that Airi was a quiet yet obedient Soulworker. But she never even gave her side on something once, as if she were hollow. The SFL believed this quiet nature and withholding ideas would lead to Airi bringing herself into dangerous situations and wouldn't allow her to develop independent thinking.
When Airi's operator, Chloe, would attempt to make conversations with Airi, Airi would either stay quiet or say she doesn't feel like talking. However, Chloe did manage to hit a nerve when asking what it was like those years ago. In which Airi responded impatiently by saying "Why are there so many questions?! scumbags! they were all scumbags..."Airi's quiet nature left her fairly under the radar to rumours so to no surprise, Catherine had no idea who she was upon meeting. However, Catherine would become inspired very quickly from how efficient Airi was, despite not liking that Airi never did anything on her accord. Airi would find that Catherine was a gentle girl similar to her passed younger sister, whom she had lost during the Great Void.
Airi felt talking and protecting Catherine was like protecting her younger sister and became attached to Catherine very quickly. After Catherine's disappearances and abductions, Airi was being reminded of the panic she felt during her younger brothers disappearance. During the search for Catherine, Airi would constantly repeat "not again" in a panicked manor seemingly about to cry.
Despite Airi managing to track down and recover Catherine, there would be no hope for saving her due to Henryk's experiments.
Upon arriving at Grace City, whilst getting orders from Ava, Airi shouted "All I've done is follow you people from the start and I still failed!"
For a period of time, Airi would become disobedient and only trust herself. Believing the SFL was incapable of holding to their promise of saving the people. She became more loud and rebellious. She was no longer the quiet girl building all her anger inside for once. Despite their not so great relationship, Chloe would manage to calm down and talk sense into Airi. She would manage to slowly become her normal self, just slightly less introverted.
Airi had no words for Henryk upon his reappearance other than "I'm going to make sure you suffer slowly". After that small exchange Airi chose to ignore the words of Henryk, allowing Ava to step in and occupy Henryk over comms.
Airi's fight with Ravan was ended fairly swiftly with Airi letting out her full anger onto Ravan. However, Airi felt sympathy for Ravan for being manipulated in such a poor state by Henryk and chose to bring him back to the SFL. In which some of the head scientists of the SFL chose to attempt to clear Ravan's brainwashing.
When Airi reached Ruin Fortress with Maverick, she was quickly introduced to Avon, who was in charge of this quickly assembled team. They managed to get on fairly well as they both considered themselves as somewhat social outcasts who spent a lot of time at home.
Airi would treat the Blood Soulworkers as weak children and didn't see much worth in fighting them seriously, she even considered it bullying. Although having to try harder against each of their Blood Novas, Airi would pretty swiftly defeat all Blood Soulworkers, except Suzie. Surpassing her expectations and even defeating Airi, just to be saved by a mysterious Aurite Woman.
Combat Style: Airi's combat style is made to be primarily archer based, however has other utilities that allow her to escape from tough, close quarter situations. She is extremely hyper offensive. If she gets caught in a lot of close quarters situations, she could die easily. She is designed for those who may enjoy taking care of tasks solo, her skills focus on herself rather than other teammates.
Passive:
Impatient: The more Airi receives and deals critical hits, the higher her attack speed gets. When Airi reaches max stacks of impatient, she receives +1000 critical damage for a duration.
Right Mouse Button Special:
Soulscream: Stuns enemies around her and increases her attack %
(This attack % will calculate including gear but not Akasha)
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Starting Skills:
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Thoughtless Swings:
Airi uses a combination of her bow for blunt and attacks and her one handed shield to deal damage. Each blunt attack causes a stun effect and each shield slash procs bleed.
Extension:
Gravitational Counter:
[Right Click after combo] Airi uses anti-grav nades in her kit to launch enemies in the air. [Right click] Again to throw a large bundle of Explosive Kunai to deal additional damage.
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Leg Sweeper:
Airi uses her leg to sweep other off their feet, after the sweep, Airi does a wide throw slash with her shield.
Enemies hit by the slash have a high damaging bleed proc placed on them.
Extension:
Vicious Bleed:
The bleed proc caused by the shield is a lot more brutal. If and when an enemy dies to the strong bleed proc, Explosive Arrow , Tactical Retreat and Arrow Storm will have their cooldowns reset.
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Explosive Arrow: [Aerial Skill]
Mid air, Airi rapidly fires explosive arrows to the ground, 6 in total. The radius of these explosions are small but very high damage.
Chose to mix things up with Airi by giving her a starting Aerial Skill.
Extension:
No Break:
Increases the number of total arrows to 9, additionally after the strike, a low duration pool of fire in left where each arrow landed.
Each pool does their own individual damage.
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Levelling Skills:
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Chain Arrow:
Airi fires an arrow in the air, once impacting the ground the arrow will chain onto all enemies caught in the radius and instantly pull them towards the arrow.
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Arrow Storm: [Channelling]
Airi fires a load of arrows into the air at a rapid rate. All these arrows land in the area marked in front of Airi.
This ability can have it's aim adjusted to make sure it always hits the targets, combos well with Chain Arrow for group kills.
Attack speed positively impacts this channel ability.
Extension:
God Strike:
Certain arrows in the rain are selected as special arrows. These special arrows are like lightning bolts, doing electric AoE when they hit the ground. If this electricity hits enemies it will stun them. Additionally the electric will tether to other enemies if they are close to the enemy who was shocked.
Radial Cover:
Increases the area in where the arrows land. To prevent any potential DPS loss in the range extension, more arrows will be fired to ensure you will at least land your original DPS.Extension is most effective on large hit box bosses.
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Tactical Retreat:
Airi uses an Anti-grav grenade in her kit to launch herself back but still in the air. Still mid air, Airi fires 3 arrows towards the location. These 3 arrows have increased crit % and are fire arrows, igniting anyone who is hit by them.
These arrows also penetrate multiple targets allowing for good line up shots
After the 3 shots Airi will remain in the air allowing her to combo this skill into Explosive Arrow
Extension:
Phoenix's Gift:
After the whole skill animation of Tactical Retreat is complete, Airi will be given the 'Phoenix's Gift' buff. This increases the damage % of her aerial attacks.
The damage % increase also scales off gear, to make sure it is not useless.
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Shield Punch:
A quick melee skill, Shield punch has good damage and SA break expected to be used in or in-between changing combos. Due to the shield being bladed, the punch causes a bleed proc and also has a miniature knockback.
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Bullseye:
Increases Crit% and Armour Penetration for a duration of time
Extension:
Weak Spot:
Once Bullseye's duration ends, Airi will gain the 'Weak Spot' buff. Increasing her SA break.
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Ignorant Shot: [Charge Skill]
Airi charges her bow for a powerful shot, ignoring a % of the enemies defence and completely bypassing elemental resistances.
Single charge skill, but the 1 bar has to be charged to use the skill.Ignorant Shot over penetrates, allowing it to hit multiple targets in a line.
Extension:
Thieving Ignorance:
However much elemental resistance is ignored by Ignorant Shot is transferred to elemental damage for Airi.
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Reflex:
Airi will parry the next physical attack, once parried she will be teleported back a distance to safety and will drop a bomb on the opponent she parried, causing them to explode.
Extension:
Cluster Nades:
The bomb Airi drops on the parried target now clusters after the initial explosion. Making the bomb more deadly.Nail Bomb:
The bomb Airi originally drops is replaced with a Nail bomb. The nail bomb has higher radius, high bleed damage, decent duration on the bleed.
Both options are very much viable for damage, it's just down to whether the player prefers DoT or instantaneous damage.-------------------------------------------------------------------------------------------------------------------------
Holy Arrow:
Airi creates a sword sized arrow, firing it in front of her. Causes a large AoE explosive dealing high damage.
Extension:
Holy Judgement:
Holy can now be cast mid air as well as on the ground. When cast mid air, Holy arrow's cooldown is reduced.
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Wide Shot:
Airi holds her bow sideways. Causing the arrow she fires to scatter horizontally, hitting multiple targets. These arrows will remain in the enemy reducing their armour. Whilst the arrow is stuck inside each of the enemies, Airi will gain rapid SF gain.
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Huntress Prowess:
Airi throws anti-grav grenades in front of her, immobilising all enemy types. She then throws Poison and Flames grenades. Airi then carries out an attack with a hail of explosive arrows. Finishing the relentless strike with a meteor arrow striking the ground, dealing a high damaging, highly explosive AoE.
Each of these characters will be drawn up and designed in the future. Sadly a few technical issues are preventing me from doing such right now.
Additionally if anyone has suggestions for weapons or has any feedback about the created characters above, please drop a comment. It means a lot