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Alganon Algoanon is a upcoming fantasy-based MMORPG game that allows thousands of people to play together in a virtual world that features multiple races, powerful weapons and armor, deadly magic, epic quests, ancient places to discover, the utilization of detailed tradeskills, and more. All those who enter the world are born into special families that instantly bond them with others who have chosen the path of either the Asheroth or Kujix. As a player grows in the world, their conquests and honor reflects on their family's reputation and standing.

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Old 04-03-2009, 16:23   #1 (permalink)
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General Gaming Alganon - Classes and Races

Asheroth Races

Human

The protectors of the lands, Humans are very versatile specialize in everything from melee combat to ranged and magical combat. With a rich history and deep ties to the Asheroth, Humans are found all over the world, with Asheran being their home city.

While the humans are hated by many races throughout the world, namely the Gnolls, Ogran, and Hogsnouts, the true rivalry lies between the Humans and the Talrok, a race of which the Humans despise. Talrok feel the same about Humans, and when members of both races come into proximity, there is usually blood.

Humans are known as the founders of the Asheroth as well as the creation of the Asheran Protectorate and Ardonya Guard factions.

Introduction and History
Created in the Second Age by the god Argon, the Humans have a long and harsh history in the world of Alganon. While they built Asheran in the Third Age and created alliances with the Sylvain and Dronar, the Humans were brought to the brink of extinction during The Great War of the Forth age. With only a handful left after the war, the Humans led the rebuilding of Asheran and the decision not to re-establish relations with the races of Harraja. The human Emperor Auis Talon Kesranu I created the Asheroth in 122 DE, beginning a new age of peace, order, and law.

Shortly after the foundation of the Asheroth, the Humans declared war against the new Ogran and Gnoll races, endorsing their complete genocide. However, before they could finish the job, the Undead Invasion came upon the world, forcing the Humans to re-focus their efforts to protect their people and cities.

It was during this time that the Humans re-established a relationship with their creator Argon. It is said that this change in support among the gods was the spark that caused the Deities to split their allegiances between those of Order and Chaos.

Towards the end of the Sixth age, the Humans were instructed by Argon to welcome the new Kodian into the world, and protect them. The humans obeyed, bringing the Kodian into the arms of the Asheroth organization. Shortly after the Kodian joined, the Skitter Infestation began, and once again, all of the Asheroth races were brought forth to fend off a single enemy.

With the defeat of the Undead and the Skitters, Human ego had grown excessively, leading to the beginning of The War of Conversion.

Humans have become a proud and confident race and hold themselves as the core of the Asheroth.

Sylvain
Details on this race to be released in the future.

Dronar
Details on this race to be released in the future.

Kodian
Details on this race to be released in the future.

Kujix Races

Talrok
A dark and powerful race, the Talrok hold themselves to be the chosen of the gods, fortified with the duty of spreading the ways of their culture throughout the world. Often considered as the counterpart to Humans, the Talrok loathe what some would say are their distant relatives. Versatile in the ways of magic and combat, the Talrok are accepted among all classes of Kujix.

With history dating back to the creation of their capital city Xanjuix Karr, the Talrok are also responsible for the creation of the Kujix.

The Talrok have a hatred for anything Human or Sylvain. This includes the races that offer support, such as the Sprites and Wisps.

Creators of the world-known Xanjuix Karr Regime and Xhajix Drekk factions, the Talrok are extremely well connected throughout the world with numerous other races and organizations bent on the downfall of the Humans, Sylvain, and Asheroth. Their dark nature makes them exceptional Assassins.

Introduction and History
Created in the middle of the Second Age by the god Vakgarr, the Talrok have a unique history in the world as being the "true prophets" for the gods, charged with the duty of spreading the word of the gods and forcing tribute while protecting the interests of the gods they served. Inherently deceptive and dark in nature, the Talrok were often shunned by other races, but the gods they represented ensured the other races pay tribute to these entrusted servants.

To prove their versatility to the other races, the Talrok created the capital city of Xanjuix Karr, a modern wonder carved from the black rocks of the Kalzak Range.

It was during The Forth Age, the War of Darkness, the Talrok's abilities to fight and utilize magic began to flourish. While they had the help of the Ogres and Vesperlings during the siege of Xanjuix Karr, the Talrok were the true saviors of the capital city, sacrificing themselves by fighting to the death.

After the War of Darkness was complete and The Fifth Age of history began, the Talrok appointed the first ever Emperor of Harraja, a powerful individual by the name of Xinjuk Rox. His first order of business was to create the elite group of protectors for the new empire, called the Kujix, and utilize this new group to police the continent of Harraja to ensure all members of the empire conformed with the will of the gods.

Soon, the Talrok could not keep up with the population boom that followed the war and were losing disciples in great numbers. Many gods were now being worshipped, and as the anger grew between the gods, so did the anger between the different factions of Talrok. When the gods created the Fiends the Talrok felt betrayed, and began to focus on ruling the Kujix to the best of their abilities.

After the Undead Invasion and Skitter Infestation, the Talrok headed the exploration of the world beyond the boundaries of Harraja, resulting in the founding of Xajas Vaxx in Ardonya.

It is said the Talrok were single-handedly responsible for the start of The War of Conversion but the Talrok claim it was the arrogant Humans. Self-centered and confident to the point of sheer arrogance, the Talrok hold themselves in the highest regards and as the center of power for the Kujix.

Vesperling
Details on this race to be released in the future.

Ogre
Details on this race to be released in the future.

Fiend
Details on this race to be released in the future.

Classes

THE SOLDIER
Soldiers are the prize warriors of Alganon. Specializing in Weaponry, Tactics and Defense, a soldier is capable of learning how to deal maximum damage and protect his companions. Soldiers are also capable of handling a wide variety of weapons.

Focusing on Strength and Endurance, soldiers utilize their anger during combat to maximize the impact of their special attacks. Soldiers are also capable of energizing their friends and weakening their opponents with a wide variety of battle calls. A strong party always consists of one or more Soldiers, trained and focused in one of the many branches of specializations.

TRAITS
Anger
Unique to Soldiers, Anger represents a "build up" for the Soldier, allowing them to execute special actions. By default a Soldier's anger is empty, but it rises as the soldier engages in combat.

The longer a Soldier is in battle, the more anger they will generate. This allows Soldiers to fill their anger up on a "weaker" foe before they move to a stronger foe, and a Soldier will full anger can quickly unleash a large amount of damage.

Stances
Tactical Stance
A balanced stance with no modifiers, perfect for initial combat.

Weaponry Stance
An aggressive stance in which the soldier is capable of quickly unleashing large amounts of damage.

Defensive Stance
A stance designed to defend and protect the soldier and his/her allies.

SPECIALIZATIONS
Core
The core of a soldier lies in his ability to survive. Clad in heavy armor, they are able to survive blows that would kill his allies. A good soldier takes advantage of this strength and defends his allies by making himself the target of enemy attacks.

Weaponry
By specializing in weaponry, a soldier can hone his skills in combat, damage, and general offense. A soldier who focuses on Weaponry will find himself exceptionally proficient at using a two handed weapon for offense, without losing his core ability to survive.

Tactics
Some solders choose to focus their abilities to gain a tactical advantage, through crowd control and utility support. A soldier who focuses on Tactics will find himself exceptionally proficient at motivating his group mates and controlling the battlefield.

Protection
These specializations focus on defending against great armies. A soldier who focuses on Protection will find himself exceptionally proficient at using a one handed weapon and shield to defend his allies against large numbers of opponents.

THE RANGER
Rangers are masters of ranged combat and field control. They rely on their companions, animals that can be tamed in the wild, to fight their enemies.

Rangers also possess tracking, traps, and speed enhancing abilities.

TRAITS
Companions
A ranger alone is a vulnerable target, but a Ranger is rarely alone as a Ranger is always accompanied by an animal companion. The Ranger uses her understanding of nature and instinct to transform this companion into a fighting force equal to any class in Alganon.

Toxins
Many rangers control the battlefield by use of toxins they can apply to arrows and other weapons. These toxins allow them to perform a large variety of actions, ranging from slows, to damage over time, to debuffs, and crowd control. A ranger may only apply one toxin per target, so a skilled Ranger plans her attacks in advance, choosing the right toxin for the right target.

Presence
As they learn to communicate with their animal companions, Rangers acquire skills in non-verbal communication. This ability to instill aggression, companionship, fear, confidence, and other emotions in their companions also comes in handy when interacting with more intelligent party members.

SPECIALIZATIONS
Core
The core of a Ranger lies in their ability to control her companions. By building up rapport with her bestial companions, a Ranger can incite the beast, transforming it into a powerful weapon of war. Although the Ranger is best suited for controlling an animal companions, the beasts of the forests are not the only creatures affected by a Ranger's presence. Rangers can also enhance the skills of their human companions, making a Ranger a welcome addition to any party.

Survival
This tree specializes in using toxins to limit the abilities their opponents. With toxins that range from damage-over-time, to the complete shutdown of their opponent's actions, Survival Rangers are effective at reducing their opponent's effectiveness on the field.

Instinct
These specializations provide the Ranger with the ability to perform powerful attacks and do large amounts of damage to a single target. Rangers who follow their Instinct will become predators that no prey can escape.

Guardianship
These specializations enhance the defensive abilities of a Ranger's companion, allowing the beast to stand its ground against wave-after-wave of attackers. Under the guidance of a Guardianship ranger, even the meekest of beasts becomes an unstoppable force.

THE ASSASSIN
Feared by all, the Assassins are masters of stealth and poisons. Assassins rely on stealth to sneak up on their victims, and are adept at bringing death to their foes.

More information about the Assassin to come soon!

THE HEALER
Healers are masters of life. In addition to keeping people alive with the most powerful methods of healing, Healers can dip into the state of Trance to enhance their healing abilities.

Not defenseless by any means, Healers use deadly Words of Power and Touches of Power to smite their enemies. Healers can also use a unique ability called Deathwalk, which turns them into the living dead, able to deliver a monumental amount of damage.

TRAITS
Trance

Trance is an action healers can use to supercharge their other actions with additional effects. Most healer actions can benefit from Trance. However, using Trance also increases the cost of the actions and can quickly drain the healer of power.

Words of Power
Words of Power are a variety of actions with lasting effects. These Words can be anything from reinforcing buffs that the healer places on allies to crippling curses use to devastate foes. Although many Words can be used freely, some Words will prevent the healer from using other Word actions for a time due to their significant drain placed on the speaker.

Touches of Power
Touches of Power are a variety of actions with short term effects. These Touches can instantly infuse an ally with health or deliver retribution on an enemy. Touches usually only affect the immediate target of the healer, but always have significant impact.

Deathwalk
Deathwalk allows the Healer to slip into a state of undeath. In exchange for losing mobility, they gain the ability to deliver incredible amounts of damage.

SPECIALIZATIONS
Core
The core of a healer's power lies in their control over life, and thus, their ability to heal.

Divination
A healer specializing in Divination will find himself the masters of fate. This specialization allows the healer to reach additional targets with their Words and provides healing boosts to their Touches, allowing a healer to stop the inevitable harm coming to his allies.

Spirit Mastery
A healer specializing in Spirit Mastery will find himself the harbingers of death itself. This specialization greatly improves the effect of damaging Words and Touches, and also improves the Deathwalk state by adding benefits and removing penalties.

Channeling
A healer specializing in Channeling will find himself an unstoppable force. This specialization allows a healer to reinforce his allies further with Words and Touches, making it even more difficult for enemies to mitigate the healing. A channeling healer will also find his Trance state less punitive.

THE WARDEN
Pledged to defend the natural world, Wardens are responsible for protecting the lands around them by utilizing their unique, natural magics.

More information about the Warden to come soon!

THE PROPHET
Prophets are servants of the gods, and bringers of death. They can capture the souls of their victims, and bind them to serve their wills.

More information about the Prophet to come soon!

THE MAGUS
Masters of destruction, the Magus embraces the elements to smite their foes. Specializing in the areas of Flame, Frost and Storm, the Magus is greatly feared by all in the world of Alganon.

While they lack tough armor and a high endurance, those who get close enough to strike a Magus will find them agile and well protected by their magic.

TRAITS
Affinities
Every Magus is able to channel energy from several elemental schools efficiently. Each affinity provides passive effects to the Magus and many of his/her spells are changed as well - some are made stronger, some are unavailable or weakened while others gain secondary effects.

Elementals
As they grow in power, Magi gain the ability to summon elementals, living avatars of the elements, that can greatly enhance their powers. Generally, a Magus will infuse herself with the elemental, the two becoming one immensely powerful being. However, in the case of the ice elemental, a Magus will unleash the frozen wrath as a separate entity, capable of defending the Magus from harm.

SPECIALIZATIONS
Core
Magi begin their studies by learning to tap into their own Essence for power. All Magi, no matter their specialization, are capable of unleashing torrents of Essence energy in order to strike multiple foes at the same time.

Flame
These specializations allow the Magus to focus her damage on a single target, raining fire and destruction on a the Magus' chosen foe.

Storm
These specializations provide additional support effects, allowing the Magus to assist her allies and take control of the battlefield.

Ice
These specializations provide additional defensive effects for the Magus, increasing the viability of her ice elemental and the durability of the Magus itself.
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