


This is a post about what I think would be super nice to play, anyone else have any ideas feel free to join
I tried to leave the skill trees open for trimming, so if there are to many passives or buffs it's do to this reason


Amazon
*****Lore & Background*****
► Show Spoiler
The Amazon is a powerful woman warrior of the Askari, who belongs to nomadic bands who roam the plains near the South Sea. The wandering of these groups often brings them into conflict with other peoples, so the Amazon is accustomed to fighting to defend her own. This lifestyle has made her fiercely independent and able to weather severe hardship and travel. While her skill with the Bow rivals that of the Rogues, the Amazon is also adept in the use of Spears and Javelins, as well as in hand to hand combat. Amazon Weapons are items which only Amazons can equip. These are special Bows, Javelins and Spears. The Amazon is much sought after as a mercenary, in which type of service she will be loyal as long as her own ends are also served.



*****Dual wield or Titan <Finished>*****
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<Dual wielding amazons are probably my favorite thought, I think they should be wrapped around heavy melee and dash attacks.
*Level 1 Skill -
Dual wield*passive - Increased attack speed, blocking increased<parry> and melee attacks can proc an additional basic attack<time strike>.
-Lore behind Dual wield- Coming into great wars and battles against neighboring tribes and kingdoms, they adopted other styles of combat such as sword play and dual short spears to show off there agile showmanship
*Level 6 Skill -
Sticks and Bones- A melee ranged, AOE ability that hits all enemies close and provides a buff. All enemies near you are damaged for a % of weapon damage and a % of their own damage <thorn animation and you are healed for each strike.
-Lore behind Sticks and Bones- With great consequences to their selves "Amazons" may often trick there enemies into thinking they are touchable before punching holes threw them.

*Level 12 Skill -
Unforeseeable Not sure if it should be every melee strike as a proc to summon a version of you for 1-2sec on melee or a single target ability that cast mirror images of you for 1-2 seconds <defensive ability> < animation much like the monster 'Harlequin' the version of you pops up for a couple seconds or each strike summons blades that go off on the opponent.> Multiples of these animations are set off with each hit.
-Lore behind Unforeseeable- They are just to fast to see! cried the mercenaries of the lost voyage. With blinding speed the Amazons can quickly lash in front of you only to end up in the blink of an eye with their javelin in your back.


*Level 18 Skill -
For The Kill This ability is a single target ability that drains a massive amount of health i.e.60-80% to empower your strike by it's maximum health base %. This ability would have a CD.
-Lore behind For The Kill- The great huntresses with backs against the wall will lash out one last strike in hopes of the killing blow.
*Level 24 Skill -
Time of War Dive into a mob slicing in a twister of blades. This could be channeled for Run/walk animation to be the classic paladins charge with a added barbarian whirlwind animation or it could be a low duration buff / morph.
- Lore behind Time of War- -In showing fear a Amazon displays her lack of skill, and a skill less Amazon is viewed as food - let alone a warrior. This is vital in that when all else fails, it is ferocity that will carry the amazon through to victory. Warriors of skill never shirk from combat, but rush forward with heads down and weapons up, allowing their agile to carry them into the thick of battle to deliver the first flurry of blow.

*Level 1 Skill -

-Lore behind Dual wield- Coming into great wars and battles against neighboring tribes and kingdoms, they adopted other styles of combat such as sword play and dual short spears to show off there agile showmanship
*Level 6 Skill -

-Lore behind Sticks and Bones- With great consequences to their selves "Amazons" may often trick there enemies into thinking they are touchable before punching holes threw them.

*Level 12 Skill -

-Lore behind Unforeseeable- They are just to fast to see! cried the mercenaries of the lost voyage. With blinding speed the Amazons can quickly lash in front of you only to end up in the blink of an eye with their javelin in your back.


*Level 18 Skill -

-Lore behind For The Kill- The great huntresses with backs against the wall will lash out one last strike in hopes of the killing blow.
*Level 24 Skill -

- Lore behind Time of War- -In showing fear a Amazon displays her lack of skill, and a skill less Amazon is viewed as food - let alone a warrior. This is vital in that when all else fails, it is ferocity that will carry the amazon through to victory. Warriors of skill never shirk from combat, but rush forward with heads down and weapons up, allowing their agile to carry them into the thick of battle to deliver the first flurry of blow.


*****Summon sacrificial Amazons AKA War-chief <finished>*****
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<Pretty different idea, all things have holes in them out side the realm of 100%. I think this should be really focused on high buffed minion play and strategic measures since Amazons can only use 1 main tree and their neutral.
All passives have a cap.
*Level 1 Skill -
Zerae's Arks - Summon *20of Zerae's javelin wielding followers. A lighting infused melee warrior that electrocutes all enemies they hit and all enemies that attack this warrior are electrocuted. Passive - In a very small radius all enemies are shocked, this passive pierces lighting resistance. Passive - Increases party movement speed. <medium low damage and medium hp, this ability is used has your tier 1 defense skill .>Lighting immune.
-Lore behind Zerae's Arks- Zerae is the Amazon goddess of vengeance and storms, and is Hefaetrus's wife. She prizes the Amazons devoted to her by giving the power to enchant their javelin and arrows with Lightning. The ones that are most devoted to her try to pass the Rites of Vengeance, and are even further rewarded.
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Hefaetrus's Phoenixes - Invoke *7 of Hefaetrus's bow wielding Phoenixes. Phoenixes use two main abilities, a single target, high damage fire arrow and a fire arrow engulfed in flame for massive fire damage. Passive - chance to rebirth as a fire elemental <50%>. <low hp, very high damage and is used has your tier 1 offense skill.> Fire immune.
-Lore behind Hefaetrus's Phoenixes- Hefaetrus is the Askari god of fire and rebirth who is said to live deep within the great volcano, Mount Arnazeus, on the island of Philios, ruling over a kingdom of his own. Although primarily the patron deity of farmers, from time to time he bestows his favors upon the warriors of the islands, so they may keep safe his congregation. Through proper prayer and the sacrifice of many fierce enemies, an especially brave Amazon can attain the power to imbue her shots with the destructive power of fire, allowing her to rake blazing missiles from her bow.


*Level 12 Skill -
Karcheus's Yetis - Call upon *5 of Karcheus's bow wielding Yetis. Yetis have a 1% capped chance to shatter a lesser enemy, killing it instantly. Passive - slows all enemies around you <aura>. Their main ability is a ice arrow that slows the enemy. Passive - increase defense of party. <Low damage and medium-high hp, this is your 2nd tier of damage and defense.> Cold immune.
-Lore behind Karcheus's Yetis- Karcheus the Watcher is a deity of the Askari pantheon. He resides in the Great Hall of Mirrors on Mount Karcheus. Ever vigilant, Karcheus watches over the Askari. Warriors who have trained within his temple are able to instill their shots with the power of a freezing wind. The greatest of the powers attained by those dedicated to Karcheus is the skill to imbue their arrows with the freezing power of a devastating avalanche.


*Level 18 Skill -
Athulua's Maidens -Request *1 of Athulua's pike wielding Maidens for assistance. This summon can hit at mid-range to melee. Passive - when hitting a enemy all allies are shielded from damage. Maidens channel there attack for a slow but massive damage single target attack. Passive - ignore target defense. All enemies rest in peace. <Very high damage and very high hp.>
-Lore behind Athulua's Maidens- When an Askari warrior has proven their devotion to Athulua through her brave deeds and exceptional skill in battle, the goddess shows her favor by granting a spiritual emissary to aid the Amazon; a Valkyrie. Devoted disciples of Athulua can, with great difficulty and strict discipline, train themselves to fire their arrows at targets blindly, as if the hand of Athulua herself guided the arrows.
*Level 24 Skill
- Kenthryes's Hardships *Passive - You and your summon's elemental damage is enhanced significantly and receives minor resistance.
-Zerae's Arks- Passive - Gains the ability to charge enemies <Bash> at a distance.

-Hefaetrus's Phoenixes- Passive -All minions now have a 25% chance to rebirth into a elemental.
-Karcheus's Yetis- Passive - All damage Yeti's received is now reduced by 60%, attack speed is significantly reduced, and now shoots icicle arrows that pierce cold resistance.


-Athulua's Maidens- Passive - Is now immune to all elemental damage.
-Lore behind Kenthryes Hardships- Kethryes is a prime deity in the Askari pantheon, and the consort of Athulua. With her, Kethryes rules over the seasons and weather.
All passives have a cap.
*Level 1 Skill -

-Lore behind Zerae's Arks- Zerae is the Amazon goddess of vengeance and storms, and is Hefaetrus's wife. She prizes the Amazons devoted to her by giving the power to enchant their javelin and arrows with Lightning. The ones that are most devoted to her try to pass the Rites of Vengeance, and are even further rewarded.
*Level 6 Skill -

-Lore behind Hefaetrus's Phoenixes- Hefaetrus is the Askari god of fire and rebirth who is said to live deep within the great volcano, Mount Arnazeus, on the island of Philios, ruling over a kingdom of his own. Although primarily the patron deity of farmers, from time to time he bestows his favors upon the warriors of the islands, so they may keep safe his congregation. Through proper prayer and the sacrifice of many fierce enemies, an especially brave Amazon can attain the power to imbue her shots with the destructive power of fire, allowing her to rake blazing missiles from her bow.


*Level 12 Skill -

-Lore behind Karcheus's Yetis- Karcheus the Watcher is a deity of the Askari pantheon. He resides in the Great Hall of Mirrors on Mount Karcheus. Ever vigilant, Karcheus watches over the Askari. Warriors who have trained within his temple are able to instill their shots with the power of a freezing wind. The greatest of the powers attained by those dedicated to Karcheus is the skill to imbue their arrows with the freezing power of a devastating avalanche.


*Level 18 Skill -

-Lore behind Athulua's Maidens- When an Askari warrior has proven their devotion to Athulua through her brave deeds and exceptional skill in battle, the goddess shows her favor by granting a spiritual emissary to aid the Amazon; a Valkyrie. Devoted disciples of Athulua can, with great difficulty and strict discipline, train themselves to fire their arrows at targets blindly, as if the hand of Athulua herself guided the arrows.
*Level 24 Skill

-Zerae's Arks- Passive - Gains the ability to charge enemies <Bash> at a distance.

-Hefaetrus's Phoenixes- Passive -All minions now have a 25% chance to rebirth into a elemental.
-Karcheus's Yetis- Passive - All damage Yeti's received is now reduced by 60%, attack speed is significantly reduced, and now shoots icicle arrows that pierce cold resistance.


-Athulua's Maidens- Passive - Is now immune to all elemental damage.
-Lore behind Kenthryes Hardships- Kethryes is a prime deity in the Askari pantheon, and the consort of Athulua. With her, Kethryes rules over the seasons and weather.


Barbarian
*****Lore & Background*****
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The Barbarian, a member of any of several tribes on the fringes of civilization, rebuffs the influence of those he sees as soft and weak. Ceaseless clan warfare and the constant struggle to survive in the hostile wilderness are evident in the Barbarian's sturdy and powerful frame. Though perhaps lacking the sophistication of his civilized contemporaries, the Barbarian has an acute awareness of his surroundings. Because of his shamanistic belief in the animal powers with whom he identifies, the Barbarian is sometimes associated with stories of lycanthropy. In fact, he believes that he can improve his superb battle tactics by calling upon the totemic animal spirits to infuse him with super-normal strengths and abilities.


*****Spell-caster / Alchemy concoctions <Unfinished>*****
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This is designed to be a hybrid mixing in with other trees with large potential for other builds.
*This Skill Tree Is Currently Under Construction*
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Necromancer
******Lore & Background*****
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Necromancers are Sorcerers whose spells deal with the raising of the dead and the summoning and control of various creatures for their purposes. None doubt the power of Necromancers, for it is the stuff of nightmares
The word "Necromancer" is actually an outsider's term for the Priests of Rathma, as per their ability to raise the dead. Necromancy is an ability possessed by the minions of the Burning Hells, but among mortals, it is only Necromancers that possess it. Yet Necromancers are pragmatists, and are above temptation. Their knowledge of the unknown allows them to face death without fear. Additionally, Necromancers possess the use of prime magic.


The word "Necromancer" is actually an outsider's term for the Priests of Rathma, as per their ability to raise the dead. Necromancy is an ability possessed by the minions of the Burning Hells, but among mortals, it is only Necromancers that possess it. Yet Necromancers are pragmatists, and are above temptation. Their knowledge of the unknown allows them to face death without fear. Additionally, Necromancers possess the use of prime magic.


******Anguismancer = Serpent mage AKA Venommancer <Unfinished>*****
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Assassin
*****Lore & Background*****
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The Order of Mage Slayers was formed after the Vizjerei survived the tragedy brought on by Bartuc and Horazon during the Mage Clan Wars. Their purpose was to watch for rogue magi that may become corrupted by the forces of Evil. To be effective at this task they were trained in abilities that were not conducive to Demonic corruption. Living as rumour and myth to the general population, even other magi knew very little about this mysterious order. Their reputation was shrouded in mystery and the simple fear of their retribution almost ensured steadfast vigilance against corruption amongst those who knew they were real
The Order has its origins in the Mage Clan Wars. In the aftermath of the conflict, the Vizjerei foreswore the use of demonic magic. To this end, the Viz-jaq'taar were created, a secret order whose sole goal was to police the Mage Clans. The Order remains veiled in secrecy, and few people, even among the Mage Clans, know of its existence. However, the mere rumor of their existence has been enough to prevent many mages from falling into temptation. During the return of the Prime Evils, the Order's actions became more public. They dispatched one of their own to investigate, the assassin in question allying with a group of heroes who prevented the Prime Evils' schemes from coming into fruition.
Knowing that the Order might be itself corrupted if exposed to magic, the Vizjerei deemed that the Assassins would have to possess the purest, most focused minds, that they should draw their power from within, not without. As such, the Order does not employ magic directly. Rather, Assassins use ingenious devices and enchanted items to battle those possessing great magical powers. To further their campaign against demonic corruption, they hone the natural martial abilities of their bodies, both physical and mental/psychic. They train extensively in the use of a specialised type of weapon—special blades that are attached to their wrists, which are used in conjunction with their style of martial arts. Additionally, Assassins are masters of infiltration, using a variety of shadow disciplines. .
Assassins do not employ the magical arts directly; rather, they use enchanted items that mimic elemental powers and can be used autonomously. To further avoid potential corruption, they focus on the natural abilities of the mortal body - powers of the mind and unarmed combat.

The Order has its origins in the Mage Clan Wars. In the aftermath of the conflict, the Vizjerei foreswore the use of demonic magic. To this end, the Viz-jaq'taar were created, a secret order whose sole goal was to police the Mage Clans. The Order remains veiled in secrecy, and few people, even among the Mage Clans, know of its existence. However, the mere rumor of their existence has been enough to prevent many mages from falling into temptation. During the return of the Prime Evils, the Order's actions became more public. They dispatched one of their own to investigate, the assassin in question allying with a group of heroes who prevented the Prime Evils' schemes from coming into fruition.
Knowing that the Order might be itself corrupted if exposed to magic, the Vizjerei deemed that the Assassins would have to possess the purest, most focused minds, that they should draw their power from within, not without. As such, the Order does not employ magic directly. Rather, Assassins use ingenious devices and enchanted items to battle those possessing great magical powers. To further their campaign against demonic corruption, they hone the natural martial abilities of their bodies, both physical and mental/psychic. They train extensively in the use of a specialised type of weapon—special blades that are attached to their wrists, which are used in conjunction with their style of martial arts. Additionally, Assassins are masters of infiltration, using a variety of shadow disciplines. .
Assassins do not employ the magical arts directly; rather, they use enchanted items that mimic elemental powers and can be used autonomously. To further avoid potential corruption, they focus on the natural abilities of the mortal body - powers of the mind and unarmed combat.

*****Nova AKA Sniper from Hero of the storm <Unfinished><SC>*****
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Sorceres
*****Lore & Background*****
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Sorceresses are of the Zann Esu Clan. Athletic, affable, and self-assured, Sorceresses hardly seem like scholarly bibliophiles hidden away from civilization. They possess many of the same skills as the male members of the Mage Clans, but excel at the use of elemental magic. Like most mages, they consider melee combat vulgar, and use magic almost exclusively to fight their enemies.

Xiansai (pronounced "shyan-sai") is an island in Sanctuary's northern hemisphere—west of the Frozen Sea and north-west of Scosglen. It is the home of the Xian.



*****Blood <Unfinished>*****
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*****Enchant or Oracle< AKA mercenaries Sorc <Unfinished>*****
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Druid
-----Lore & Background
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The Druids shun the use of traditional magic, or Dubhdroiacht, as they call it. They instead practice a form of magic based in their close bond to nature. Through this intimate kinship with the world of Sanctuary, a druid has the power to command fire, earth, and the winds. He is a friend to the animals of the wilds and can call upon them to aid in his struggle. He can also use his heightened rapport with the animals to change the shape of his own body, drawing on the strengths and abilities of his woodland companions to better serve their cause. The most astounding druid ability is that of shapeshifting, allowing them to manipulate their flesh and form to take on the characteristics of the beasts they have sworn to protect. Their Barbarian kin (or at least the Henknoc Tribe believe(d) that their ability to form bonds with animals is an ability latent to the Druids' blood.
HistoryEdit
In the ancient tome of the Druids, the Scéal Fada, it is written that Bul-Kathos, the great and ancient king of the Barbarian tribes, had a mysterious but trusted confidant, who was only referred to as Fiacla-Géar. This man is sometimes described as Bul-Kathos's close friend, and at other times, he is referred to as his brother. Whatever the source of their relationship, their bond was strong, and together they shared the secrets of the ancients: of the mysteries below the peaks of Mt Arreat, of the venerated task put to their people to protect those mysteries, and of the prophecies regarding the dark times ahead. They both agreed that, in order to fulfill their sacred trust, their people must devote themselves to nothing save that charge. However, they disagreed on exactly how the people could best do this. Bul-Kathos believed that only by bringing the tribes together and training them in strict martial discipline could the tribes faithfully concentrate on their goal for generations to come. Fiacla-Géar, on the other hand, believed that only through obtaining a spiritual oneness with the land they had sworn to protect could the people truly appreciate the importance of their role. Both agreed the other's philosophy had merit, and so around the time Bul-Kathos united the tribes, Fiacla-Géar gathered together a small group consisting of the tribes' greatest warrior-poets and shamans and mysteriously retreated into the forests surrounding the area known as Scosglen. There he and his people created the first of the Druid Colleges, huge mortar-less stone towers, covered in vines and safely hidden beneath the leafy canopies of the dense forests. They have dwelt there ever since, forging a new way of life for themselves. They created a new culture and language, cutting themselves off from their Barbarian cousins and their ways, vowing not to return to the Steppes of Mt. Arreat until the time of the Uileloscadh Mór, the final battle between the men of the world and the demons of the Burning Hells.
Here, in preparation for the impending conflict, he taught his people the Caoi Dúlra, a way of thinking that holds harmony with the natural elements of the world, its plants and animals, as the heart of its most intrinsic beliefs, for they are the personification of the very world that the Druids have sworn to protect. Not only was Caoi Dúlra the basis for their system of values, but through its study and practice, the Druids learned to bond with the natural entities of Sanctuary. This bonding was so absolute that eventually they discovered how to talk to the plants and animals, and these beings taught them all the secrets of the natural world. They taught them methods to call animals from far away, how to summon sentient plants from the earth, ways to change their own forms to share the strengths of their animal cousins, even, to a limited extent, techniques to control the weather.
At the Túr Dúlra, the greatest of the Druid Colleges, stands the magnificent oak Glór-an-Fháidha. This tree is the most revered source of the Druids guidance and teachings. Under its branches, for centuries, the Druids of Scosglen have been honing not only their powerful arsenal of natural magic, but also the martial skills they have retained from their Barbarian forefathers. They have done this because they believe themselves to be the world's last line of defense when the time of the great conflict comes, a time they believe is at hand. Lashing out in fury at the recent insurgence of denizens of the Burning Hells, and at the Leathdhiabhala, demonic corruptions of the very creatures they have vowed to defend, the Druids have, at last, emerged from their forests, marching toward their final stand against the minions of Chaos.
The Druids are a race of nomadic warrior-poet-kings. Kin to the Barbarians, they make their home...
HistoryEdit
In the ancient tome of the Druids, the Scéal Fada, it is written that Bul-Kathos, the great and ancient king of the Barbarian tribes, had a mysterious but trusted confidant, who was only referred to as Fiacla-Géar. This man is sometimes described as Bul-Kathos's close friend, and at other times, he is referred to as his brother. Whatever the source of their relationship, their bond was strong, and together they shared the secrets of the ancients: of the mysteries below the peaks of Mt Arreat, of the venerated task put to their people to protect those mysteries, and of the prophecies regarding the dark times ahead. They both agreed that, in order to fulfill their sacred trust, their people must devote themselves to nothing save that charge. However, they disagreed on exactly how the people could best do this. Bul-Kathos believed that only by bringing the tribes together and training them in strict martial discipline could the tribes faithfully concentrate on their goal for generations to come. Fiacla-Géar, on the other hand, believed that only through obtaining a spiritual oneness with the land they had sworn to protect could the people truly appreciate the importance of their role. Both agreed the other's philosophy had merit, and so around the time Bul-Kathos united the tribes, Fiacla-Géar gathered together a small group consisting of the tribes' greatest warrior-poets and shamans and mysteriously retreated into the forests surrounding the area known as Scosglen. There he and his people created the first of the Druid Colleges, huge mortar-less stone towers, covered in vines and safely hidden beneath the leafy canopies of the dense forests. They have dwelt there ever since, forging a new way of life for themselves. They created a new culture and language, cutting themselves off from their Barbarian cousins and their ways, vowing not to return to the Steppes of Mt. Arreat until the time of the Uileloscadh Mór, the final battle between the men of the world and the demons of the Burning Hells.
Here, in preparation for the impending conflict, he taught his people the Caoi Dúlra, a way of thinking that holds harmony with the natural elements of the world, its plants and animals, as the heart of its most intrinsic beliefs, for they are the personification of the very world that the Druids have sworn to protect. Not only was Caoi Dúlra the basis for their system of values, but through its study and practice, the Druids learned to bond with the natural entities of Sanctuary. This bonding was so absolute that eventually they discovered how to talk to the plants and animals, and these beings taught them all the secrets of the natural world. They taught them methods to call animals from far away, how to summon sentient plants from the earth, ways to change their own forms to share the strengths of their animal cousins, even, to a limited extent, techniques to control the weather.
At the Túr Dúlra, the greatest of the Druid Colleges, stands the magnificent oak Glór-an-Fháidha. This tree is the most revered source of the Druids guidance and teachings. Under its branches, for centuries, the Druids of Scosglen have been honing not only their powerful arsenal of natural magic, but also the martial skills they have retained from their Barbarian forefathers. They have done this because they believe themselves to be the world's last line of defense when the time of the great conflict comes, a time they believe is at hand. Lashing out in fury at the recent insurgence of denizens of the Burning Hells, and at the Leathdhiabhala, demonic corruptions of the very creatures they have vowed to defend, the Druids have, at last, emerged from their forests, marching toward their final stand against the minions of Chaos.


***** Dream <Unfinished>******
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******Astral <Unfinished>*****
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******Spirit form or Wisp form <Unfinished>*****
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******Trap-rat re-skined to Spider <Unfinished>*****
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Paladin
***** Lore & Background *****
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After the fall of the Hand of Zakarum, the paladin orders disbanded one by one or were torn apart by internal conflicts. The weakening influence of the central Church in Kehjistan and the mysterious disappearance of the Que-Hegan only contributed to the chaos.
The faithful of the Light looked elsewhere for answers and banded together around the new prophets. From the ashes of the old orders, two sects with a radically different interpretation of the Akaran scriptures and diametrically opposite morals arose. Although many feared for a holy war, the leaders of the sects agreed to close their ranks and work together against the common foe unfettered by infighting and distrust.
The Covenant of the Golden Flame, led by a prophet who claims to receive instructions directly from the angel Auriel, preaches unity and brotherhood among the faithful of Zakarum and the destruction of those who work against the Church. By joining forces against the demonic legions, the armies of Man and Angel would be able to deliver the death blow to the Burning Hells.
The sinister Black Sun Cult, under the command of an avatar of the angel Imperius, sees mankind as inherently unstable and prone to fall to demonic temptation. For the High Heavens to win the Eternal War, its acolytes argue, humanity must be cleansed from Sanctuary.
Scholars believe that the schism between the two orders heralds an all out civil war in the High Heavens about the fate of Sanctuary. But all agree that whatever the outcome, it is in humanity’s best interest to banish all influence of the Burning Hells from Sanctuary...


The faithful of the Light looked elsewhere for answers and banded together around the new prophets. From the ashes of the old orders, two sects with a radically different interpretation of the Akaran scriptures and diametrically opposite morals arose. Although many feared for a holy war, the leaders of the sects agreed to close their ranks and work together against the common foe unfettered by infighting and distrust.
The Covenant of the Golden Flame, led by a prophet who claims to receive instructions directly from the angel Auriel, preaches unity and brotherhood among the faithful of Zakarum and the destruction of those who work against the Church. By joining forces against the demonic legions, the armies of Man and Angel would be able to deliver the death blow to the Burning Hells.
The sinister Black Sun Cult, under the command of an avatar of the angel Imperius, sees mankind as inherently unstable and prone to fall to demonic temptation. For the High Heavens to win the Eternal War, its acolytes argue, humanity must be cleansed from Sanctuary.
Scholars believe that the schism between the two orders heralds an all out civil war in the High Heavens about the fate of Sanctuary. But all agree that whatever the outcome, it is in humanity’s best interest to banish all influence of the Burning Hells from Sanctuary...


THE IRON CURTAIN
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Although there is an uneasy peace between the two paladin orders, neither side has much love for the other and those who prefer to learn both doctrines would probably be treated as traitors and burned by the Covenant or flayed alive by the Cult.
You have to choose between Holy and Unholy skills.
You may chose either a Light or Shadow influence regardless of your devotion.
***The paladin is indubitably up for fan fiction though haha
You have to choose between Holy and Unholy skills.
You may chose either a Light or Shadow influence regardless of your devotion.
***The paladin is indubitably up for fan fiction though haha

MAP OF THE WORLD
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This is not a rant or obnoxious statement from a inexperienced peon, I know the game I'm just playing fantasy skill tree.
King8



If you have a tangible idea, I will include it in my post and add your name to credits <with the reason> ~updating daily
[spoil=credits]

Special thanks for a quick edit by Rishab.
Big thanks to all the admins and etc <3
http://diablo.wikia.com[/spoil]