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		<updated>2026-04-16T18:25:32Z</updated>
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	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Fanmade:Bard&amp;diff=10747</id>
		<title>Fanmade:Bard</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Fanmade:Bard&amp;diff=10747"/>
				<updated>2009-08-17T08:33:52Z</updated>
		
		<summary type="html">&lt;p&gt;Technomancer: /* Background */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Bard is [[Melee]] / [[Ranged]] warrior that also uses his extensive knowledge of forgotten lore and ancient songs of power to battle the forces of Darkness. Music is the language of the universe and no one exploits this like the Bard. Even the Angels of Light are merely vibrations...&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
{{Classbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|name= Bard&lt;br /&gt;
|classtype= fanclass&lt;br /&gt;
|role= [[Melee]]/[[Ranged]]/[[Caster]] hybrid&lt;br /&gt;
|attrib= [[Dexterity]] [[Willpower]]&lt;br /&gt;
&amp;lt;!-- Class Skills --&amp;gt;&lt;br /&gt;
|skilltree1= [[Fan_class:Bard#Honor_Skills|Honor Skills]]&lt;br /&gt;
|skilltree2= [[Fan_class:Bard#Glory_Skills|Glory Skills]]&lt;br /&gt;
|skilltree3= [[Fan_class:Bard#Guile_Skills|Guile Skills]]&lt;br /&gt;
&amp;lt;!-- Background --&amp;gt;&lt;br /&gt;
|origin= [[Western Kingdoms]]&lt;br /&gt;
|affiliation= None.&lt;br /&gt;
|friends= Commoners&lt;br /&gt;
|foes= [[Demons]]&lt;br /&gt;
}}&lt;br /&gt;
===New, Darker Background===&lt;br /&gt;
In his younger days, the Bard travelled the far reaches of Sanctuary as a poet, musician and storyteller. He quite the performer, able to rouse even the most dour soul. He had a restless spirit and lived off the people in the cities and villages through charm and wit until he wore out his welcome, then journeyed on. He was an expert at getting himself into trouble, and just as expert in getting himself out of it, be it through wit, cleverness, or muscle. If his stories were to be believed, he was a renowned hero that had experienced many tragic and comedic events in every corner of Sanctuary. He was also always interested in lore and history, and loved to spend a good amount of time learning the local histories and peculiarities of the places he visited and often, before he willingly or unwillingly departed, knew more about the local goings on than most of the locals did. He loved a good time, and was a regular feature at some of the seedier outfits around.&lt;br /&gt;
&lt;br /&gt;
A small village he visited would change the course of his life however. He fell in love with a local girl, like he did in every town, but this was different. She was someone even his ego would allow him to consider an equal, and was completely smittin. He kept trying to think of excuses to move on, but could never find one quite good enough, so he stayed with her. She eventually became pregnant. His first instinct was to run, but he couldn't. This would become his new life.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, it was not meant to be. She died during childbirth, but he had a new daughter. She was his responsibility, and he took it with pride. He stayed where he was, practicing his arts to the enjoyment of the locals, and was able to hash out a decent and honorable living as a musician and teacher. He raised his daughter until the age of 6, when tragedy once again came to call. Monsters and demons roaming the countryside stumbled upon their village, razing it to the ground, and killing or abducting nearly everyone. The Bard fought well, but was overwhelmed and left for dead. When he came to, there was no sign of his daughter, and only a handful of villagers had survived. Desperate, he chased the monsters into the darkness for days. He found an abandoned camp of the raiders, and with it he stumbled upon a scene from a nightmare. Many of the prisoners had apparently been made snacks... and worse. He found the remains of his little girl there. She fell into the 'worse' catagory...&lt;br /&gt;
&lt;br /&gt;
He never found that raiding party. Some say he went mad after that. He dissappeared and popped up from time to time around the land drunk and spoiling for trouble, never talking about his past. Some people were familiar enough with the local goings on and pieced together who he was, so they tolerated him out of symapathy. When he wasn't brawling in the local tavern, he obsessively buried himself in books and tomes wherever he could find them, the older and more archaic the better. He researched magics and demonkind and forgotten lore better left forgotten. Over a couple of years, he became somewhat more stable, but still very disconnected from people. He liked to spend a great deal of time out in the wild outskirts of towns, hunting and providing for himself, by himself. He privately practiced in the wilds at killing foul creatures up close and from afar. When travelling from town to town, he searched out any beasties he could find to 'practice' upon. At night, people would occasionally hear haunting sounds coming from the woods, and when followed, would reveal themselves as dark, forboding, and unnerving songs, some of which were sung in tongues no one had ever heard.&lt;br /&gt;
&lt;br /&gt;
He knew that people would occasionally eavesdrop on him and something inside of him still missed . One day, a brave little girl came out of the woods that had been listening to his strange music and started bugging him with questions. He tried to run her off, but something about her couldn't let him resist answering her questions. Maybe she reminded him of 'her'. She asked him what those songs were he played, and he told her they were ancient, forgotten songs that had magical powers over the darkness. After other questions, she finally asked him why he was always out here by himself. He reluctantly told her a highly sanitized version of his story. He kept going, and as he did, he added more gusto and flair, with which she was thoroughly entertained. As he finished, the twinkle in her eyes almost made him break down and cry, but he held back. With the innocence only a child could have, she told him that his family wouldn't want him to be alone like this and that he should share his love of them with the world. With that, she left and he could hold back his tears no longer. He never saw her again. He always wondered if she might have really been 'her'...&lt;br /&gt;
&lt;br /&gt;
After that, he finally was able to, no, he HAD to get back on his feet and do something. He was able to perform and again, but now he had purpose. Toughened by his experiences, he set about trying to really make a difference. As he travelled now, he helped people. If they were in trouble, he would give them strength and stand with them against it. If they were lost, he would guide them and see them through. He fought the darkness wherever he found it and inspired hope in the hopeless. He had the strength and abilities now to become a subject of songs, not just a singer of songs, but legacy never entered his thoughts. Perhaps those whose songs were sung never had those thoughts either. One day, hearing of the troubles in Tristram, be it by sword or song or spirit, he set forth to shine light upon the darkness once again. Perhaps he could stumble upon a particular group of nasties again. Now, he was ready for them.&lt;br /&gt;
&lt;br /&gt;
===Old, Lighter Background===&lt;br /&gt;
The Bard is an incouragable romantic and braggart that has roamed the far corners of Sanctuary living off of his wit, charm, and deftness, and if his stories are to be believed, he is a renowned hero that has experienced many tragic and comedic events in every one of them. His gallant demeanor and careless abandon hide a tortured soul, however. Having wondered farther than many have dreamed, he has seen the darkness hiding in every shadow and the empty eyes of those who the darkness has touched. He is quite the studious one, having spent a great deal of time researching histories and arcane lore for his art and an unquenchable thirst for knowledge. While he really isn't quite the unstoppable blademaster and marksman his bravado would lead one to believe, he is quite skilled in a variety of weapons. When your mouth can't get you out of a situation, your arm sure better do the job!&lt;br /&gt;
&lt;br /&gt;
While living off the fat of the land for many years, it weighs upon him now more than ever. He felt that his job was to help people through the dark times by just elevating their hopes and spirits, but lately he feels that is not enough. He's grown envious of the Hero's of yore who didn't just bring a twinkle to darkened eyes, but stopped the light from going away in the first place. Whether he truly feels a sense of duty to aid the people of Sanctuary or has just listened to his own stories so much even HE believes them, no one knows but him... or maybe not. Regardless, hearing of the events unfolding in Tristram, the beginning of so much history, he's set out to test his mettle and put his gold where his mouth is. At the very least, he could probably get a good story out of the whole thing...&lt;br /&gt;
&lt;br /&gt;
==Class Design==&lt;br /&gt;
The Bard is a hybrid fast [[Melee]] / [[Ranged]] warrior. He also utilizes music which he sings during battle, bestowing a variety of Aura-like effects to friend or foe. His wits and extensive knowledge base allow him to trick foes and manipulate situations to his favor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attributes and Skills==&lt;br /&gt;
Bard songs are sung for a duration depending on Rank and Passive enhancements. Once started, they do not need to be maintained by the player. Any friends or foes within range are affected by the song.&lt;br /&gt;
&lt;br /&gt;
===Bard Skills===&lt;br /&gt;
The Bard skills are arranged into to three distinctive skill tree categories:&lt;br /&gt;
* Honor&lt;br /&gt;
* Glory&lt;br /&gt;
* Guile &lt;br /&gt;
All three trees have a combination of active and passive skills. Active skills are used in combat, while the passive skills boost or change the behaviour of the active skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Honor Skills====&lt;br /&gt;
These abilities revolve around the &amp;quot;honor&amp;quot; of combat, both up-close and at range.&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Trick Shot:''' Active. Missile attack. Fires a missile that zig-zags in an ever widening cone away from character, increasing it's area of potential attack.&lt;br /&gt;
* '''Dual Wield:''' Passive. With two weapons equiped, both are used in the time frame of one attack with a speed average of both weapons. Higher Ranks increase accuracy and damage.&lt;br /&gt;
* '''Evasion: Passive.''' Increases the effect of Dex on defenses.&lt;br /&gt;
* '''Catch Missile:''' Passive. Has a chance of plucking or knocking a missile right out of the air, rendering them harmless&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Twin Strike:''' Active. Melee attack. Requires two weapons. Attack using both weapons simultaneously as one blow. All bonuses, damage ratings, etc. are added together and treated as one attack from one weapon.&lt;br /&gt;
* '''Strafing Run:''' Active. Missile attack. While character is walking/running, constantly fires missiles at the nearest foe. (Stolen from the Mentalist. )&lt;br /&gt;
* '''Parry:''' Passive. When equiped with two weapons, has a chance of parrying attacks.&lt;br /&gt;
* '''Shield Bash:''' Passive. When attacked, adds a chance to lash out with shield, dealing damage and knocking attacker back.&lt;br /&gt;
* '''Missile Mastery:''' Passive. Increases damage, accuracy, and speed of all missile attacks.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Frantic Assualt:''' Active. Melee attack. While attack button is held down, each swing hits a different enemy in range, with increased attack speed..&lt;br /&gt;
* '''Split Arrow:''' Active. Missile attack. Fires a missile that upon impact, splits into several more missiles launched at nearby foes that do half original damage.&lt;br /&gt;
* '''Ambidexterity:''' Passive. Increases the attack speed and accuracy of Twin Strike and Dual Wield.&lt;br /&gt;
* '''Retort:''' Passive. When attacked, has a chance of very quickly counter attacking.&lt;br /&gt;
* '''Cower:''' Passive. If using a shield and standing still, the Bard can cower behind it very effectively, increasing shield blocking and absorbtion.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Dervish:''' Active. Melee attack. Spins very quickly, attacking a single target several times quickly, the number depends on Rank. When dual wielding, both weapons are used.&lt;br /&gt;
* '''Flurry:''' Passive. On hitting a foe in Melee, has a chance of quickly adding a second attack. That second attack could also trigger this again, causing a chain reaction. When dual wielding, this could result in a barrage of attacks at higher Ranks.&lt;br /&gt;
* '''Split Rebound:''' Passive. Increases the damage done by the secondary missiles broken off from Split Arrow.&lt;br /&gt;
* '''Agile Striking:''' Passive. Adds a damage bonus for Dex to Melee attacks using 1-handed weapons and increases the pre-existing Dex bonus for Missile attacks. Effect increases with Rank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Glory Skills====&lt;br /&gt;
These skills are glorious Songs, that when activated, are sung for a duration. They cost mana only when cast, and can cause a variety of effects on allies or enemies. Songs can be stopped by Silence.&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Enduring Chant:''' Active. Song. Stops the loss of stamina from running, etc. for the user and any friendly units within range. Also decreases the Fury cost for Barbarians skills and increases the speed of regeneration and healing from items/magic.&lt;br /&gt;
* '''Penetrating Voice:''' Passive. Decreases the chance that any Silence effect can affect the Bard.&lt;br /&gt;
* '''Silver Tongue:''' Passive. Increases the chance of effect success for all Songs.&lt;br /&gt;
* '''Virtuosity:''' Passive. Passive. Increases the power of the effects of all Songs.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Aria of Disruption:''' Active. Song. Interferes with magical energies, decreasing the effectiveness of all enemy hostile magics within range.&lt;br /&gt;
* '''Soothing the Beast:''' Active. Song. Has a chance of randomly causing any foes within range to stop hostile activities for a time, entranced by the Bards singing.&lt;br /&gt;
* '''Enduring Vitality:''' Passive. Enhances Enduring Chant to provide some health regeneration as well.&lt;br /&gt;
* '''Counter Verse:''' Passive. Has a chance of knowing the proper short verse that can counteract the effect of a debuff cast on the Bard. Has a chance of reducing the length of any debuffs afflicting the Bard dramatically.&lt;br /&gt;
* '''Inspired:''' Passive. Decreases the Mana cost of all Songs.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Furious Bolero:''' Active. A fast, harsh song that has a chance per x seconds of setting any targets within range on fire, causing fire damage for xx seconds. If a target is on fire and gets re-effected, the fire duration is added onto the end of the current fire. Creatures on fire have a chance of igniting those nearby.&lt;br /&gt;
* '''Haunting Melody:''' Active. Song. Increases the connection between this world and the Ether, increasing the effectiveness of allies' spells and decreasing mana costs for skills.&lt;br /&gt;
* '''Allegro:''' Passive. Enhances Furious Bolero, increasing fire damage and adding a chance to stun victims while on fire.&lt;br /&gt;
* '''Counter Chorus:''' Passive. Augments Counter Verse to apply to allies within a Rank dependent radius.&lt;br /&gt;
* '''Fortissimmo:''' Passive. Increases the range of all Songs.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Heroic Anthem:''' Active. Song. A song dedicated to glorious victories over evil by legendary heroes. Increases all damages and attack/cast speeds of friendly units.&lt;br /&gt;
* '''Hymn of Light:''' Active. Song. A powerful song from before time. Only affects undead and demons within range, but deals constant damage, slows them, and lowers damage and defenses.&lt;br /&gt;
* '''Noble Fortitude:''' Passive. For Heroic Anthem, adds to the max health of friendly units.&lt;br /&gt;
* '''Angelic Voice:''' Passive. Enhances Hymn of the Light. Has a chance of randomly stunning any applicable targets within range.&lt;br /&gt;
* '''Long-Winded:''' Passive. Increases the duration of all Songs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Guile Skills====&lt;br /&gt;
These skills are based on wit, knowledge, and cleverness. (Some of these skills, like Arcane Lore, depend on certain features being present in D3)&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Be the Beast:''' Active. Skill. The Bards extensive knowledge base allow him to emulate the bahavior of various dark creatures. By dragging a foot, acting abnormally, and making odd noises, he can behave in a way that allows him to blend in with enemies for xx seconds, causing many foes to ignore him at random. Special monsters and bosses are not fooled. Effect ends immediately if character uses any offensive skills. Other players might hate you for using this too much.&lt;br /&gt;
* '''Silence:''' Active. Spell. Silences any targets within area of effect.&lt;br /&gt;
* '''Bravado:''' Passive. The Bard presents himself with such gusto and self-confidence that foes hit by his attacks have a chance of being terrified and running away.&lt;br /&gt;
* '''Blinding:''' Passive. On critical strikes, this adds has a chance of blinding target.&lt;br /&gt;
* '''Item Lore:''' Passive. Has an increasing chance of Identifying items.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Resonate:''' Active. Spell. Causes an intense sound vibration in an cone area starting at character that stuns targets and causes damage. This spell stays in affect while the mouse button is down and can be re-aimed anywhere. Causes increased damage on undead enemies.&lt;br /&gt;
* '''Rogue Element:''' Active. Spell. Enchants weapons for xxx seconds, adding a random element (fire, ice, or lightning) to each attack. (Idea inspired by/based on NASE's suggestion.)&lt;br /&gt;
* '''Barter:''' Passive. Allows the character to get better prices from vendors, buying and selling.&lt;br /&gt;
* '''Arcane Lore:''' Passive. Increases the effects of any scrolls or books used.&lt;br /&gt;
* '''Anatomy: Passive.''' Advanced knowledge of creatures' anatomies increases the chance of Critical Hits.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Name of Power:''' Active. Spell. Through studies of ancient histories and texts, the Bard knows much about Demonkind and the power of real names. When used, calls a Demon by a secret name, stunning it or possibly outright banishing it. Bosses are too poweful to be affected by this.&lt;br /&gt;
* '''Sop Story:''' Active: Spell. Tells a story so sad even un-intelligent monsters understand, charming any non-undead/demon temporarily into defending the Bard, causing them to attack other monsters. Has a 4 second cast time and has a chance to effect any foe in range. Has a 20 second cooldown.&lt;br /&gt;
* '''Enhanced Resonance:''' Passive. Increases the width of the cone and the damage caused by Resonate.&lt;br /&gt;
* '''Dramatic Flair:''' Passive. Increases the chance that a foe is effected by Be the Beast. Also adds a smaller chance that special monsters will be fooled as well. Bosses are still unaffected.&lt;br /&gt;
* '''Monstrous Lore:''' Passive. Through close observation and study, the Bard gains a sense of the strengths and weaknesses of monsters. Enhances Rogue Element, giving an increasing chance of triggering the elemental effect that takes advantage of the creatures weakest resistance.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Accusation:''' Active. The Bards powers of persuasion are such that he is able to accuse a foe of... whatever... that causes other foes around it to become hostile to it.&lt;br /&gt;
* '''True Name:''' Passive. Has a chance of knowing a Demon's true name. When Name of Power is used, this provides a chance that it's true name will be called, requiring it to fight for the Bard for a period of time. Once this time ends however, the Demon will seek out the Bard, ignoring all other targets, determined to kill him.&lt;br /&gt;
* '''Make the Devil Cry:''' Passive. Adds a chance of also affecting Undead and Demons with Sop Story.&lt;br /&gt;
* '''Rogue Burst:''' Passive. Enhances Rogue Element, giving a small chance of triggering splash damage, affecting any foes adjacent to target. If any points are in this skill, Critical hits will always trigger this affect, assuming Rogue Element is active.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
The Bard was first posted on 30 June 2009 [http://forums.diii.net/showthread.php?t=731051] by [http://forums.diii.net/member.php?u=335830 Technomancer] on the [http://forums.diii.net/ Diii.net forums]. It was posted as a wiki article by [http://forums.diii.net/member.php?u=335830 Technomancer] on 17 August 2009.&lt;br /&gt;
&lt;br /&gt;
===Technomancer Notes===&lt;br /&gt;
I know I'm certainly not the first to propose a Bard class for Diablo III, but I got on a kick to make my own Bard class cause of another thread, so I thought I'd try to finish it up and throw it up on here to see what people think. I didn't look at any other Bards posted on the forums because I wanted it to be as untainted as possible, but there's probably some accidental overlap. A Bard is a Bard. It appears that my Bard class is completely finished, skill-wise, so I decided to put it here on the wiki.&lt;/div&gt;</summary>
		<author><name>Technomancer</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Fanmade:Phase_Knight&amp;diff=10746</id>
		<title>Fanmade:Phase Knight</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Fanmade:Phase_Knight&amp;diff=10746"/>
				<updated>2009-08-17T08:24:04Z</updated>
		
		<summary type="html">&lt;p&gt;Technomancer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Phase Knight is heavy [[Melee]]/[[Ranged]] warrior that is cursed (or blessed) with partially existing in the Ethereal plane. He uses this connection to draw out raw elemental energies he can use in combat. He is also able to extend himself into the Ether, giving him unnatural strength and abilities.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
{{Classbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|name= Phase Knight&lt;br /&gt;
|classtype= fanclass&lt;br /&gt;
|role= [[Melee]]/[[Ranged]]/[[Caster]] hybrid&lt;br /&gt;
|attrib= [[Strength]] [[Willpower]]&lt;br /&gt;
&amp;lt;!-- Class Skills --&amp;gt;&lt;br /&gt;
|skilltree1= [[Fan_class:Phase_Knight#Phasing_Skills|Phasing Skills]]&lt;br /&gt;
|skilltree2= [[Fan_class:Phase_Knight#Channeling_Skills|Channeling Skills]]&lt;br /&gt;
|skilltree3= [[Fan_class:Phase_Knight#Warfare_Skills|Warfare Skills]]&lt;br /&gt;
&amp;lt;!-- Background --&amp;gt;&lt;br /&gt;
|origin= [[Westmarch]]&lt;br /&gt;
|affiliation= [[Knights of Westmarch]], [[Paladin]]&lt;br /&gt;
|friends= [[Sisters of the Sightless Eye]]&lt;br /&gt;
|foes= [[Dark Cultists]], [[Vizjerei]]&lt;br /&gt;
}}&lt;br /&gt;
A former soldier of rank from Westmarch trained in the arts of war. He was a devout follower of the Light, and while always admiring the mighty Zakarum Paladins, he was unable to meet their strict standards. During a mission with his unit and a Paladin, they were decimated by a powerful gathering of cultists. He was the only surviver, but only because he was behind the Paladin as he tried to ward off the dark magic, but failed. He lost consciousness and was rescued by Sisters of the Sightless Eye that had been observing the cultists and witnessed the whole thing. He was unconscious for nearly a week. Their leader, an old woman named Akara, told him she thought his soul had been disjointed and had a hard time finding it's way back. After he made a full recovery, he felt stronger, or more correctly, everything else felt lighter and less resistive. He could see things floating in what seemed like mist all around him, and could reach out and touch them. He even felt like he could draw things out of the mist. He told Akara about this, and she theorized that what he was really experiencing was the Ethereal plane, a plane of mystical forces. It was beyond her, but she theorized that the clashing of Light and Dark magicks somehow created a rift that had lodged him partially into the Ether.&lt;br /&gt;
&lt;br /&gt;
He left the Rogues and returned to Westmarch to tell them what befallen his comrades and himself. In the following days he shared his story with others and even demonstrated some of his unnatural abilities. He thought they were a blessing from the Light and was why he survived. Many were impressed, but some were frightened, and eventually he was 'detained' by the Zakarum. He couldn't believe what happening, and in his anger, he reached into the ethereal and drew out 'something' reflecting his feelings and he suddenly burst into flames! It didn't burn him, but burned anything else near him. After setting a building on fire, he was able to stop it, but the damage was done. Everyone began accusing him of witchcraft, and he was exiled from Westmarch forever. With nowhere else to go he returned to Akara and told her his story. She wished she could guide him further, but this was beyond her, so she told him that the mage-clans of the East may have more answers for him. There was a caravan some Sisters were escorting that way, and she offered to let him go along with them. He accepted.&lt;br /&gt;
&lt;br /&gt;
He was torn about his situation. Had the Light abandoned him? Was his condition a curse? He traveled with the Sisters and made himself useful. He was a very competent warrior afterall. During an attack by wild creatures, his hand and blade burst into flames and he made short work of them. Could he control this? The Rogues remarked how it was similar to magic they used to enchant arrows, and while he never picked up their form of magic, he learned a good deal about missile weapons from them, and how to enchant them in his own way. He had learned basic archery early on as a soldier, but his new abilities of control and perception allowed him to perfect advanced techniques very quickly.&lt;br /&gt;
&lt;br /&gt;
He arrived in Caldeum and sought out the Vizjerei. They were curious about his story and started magically researching him. They confirmed that he simultaneously existed in this realm and the Ethereal and was able to draw raw magical energies from it. He had no aptitude for traditional magic, but they researched him still. He gained greater control of his 'gift' and was able to draw different elements out from the Ether. He was also able to reach further into it and affect things in this realm through it. That was the source of his unnatural strength, when he reaches into the Ether, he can produce more leverage on things in this realm.&lt;br /&gt;
&lt;br /&gt;
The Vizjerei kept running more and more intensive experiments on him, and when he tried to make them stop, they wouldn't. A friend he had made among them secretly helped him escape, but he was discovered and in desperation, was able to turn himself completely Ethereal and dash through a wall to the outside. He found his way back to the Rogues. He decided it was time to return home. Finally having a grasp on what he was now capable of, he decided this was a gift, given to him by the Light, and it was his obligation to use it for good. He was going to return West to uncover the truth of these cultists that caused this chain of events and avenge his friends and the Paladin who gave his life for his. They would not die in vain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Class Design==&lt;br /&gt;
Many pf the Phase Knight's powers are drawn directly from the Ether. He exists in both realms simultaneously, and can draw forces from the Ether or extend himself into it. He is a powerful, well-trained warrior and uses his abilities to augment his formidable fighting skills. Some skills are referred to as spells, but are not traditional magic, for his abilities are natural and don't require any special rituals, just willpower and mana.&lt;br /&gt;
&lt;br /&gt;
He is accustomed to heavy arms and armor, but also picked up advanced archery from the Sisters of the Sightless Eye while traveling with them. He was able to make incredible progress as his sight into the Ether gave him uncanny aiming abilities at a distance. As a soldier, he was trained in many weapons, but spent a great deal of time training with spears and polearms. Along with his new strength, he is able to wield them with one hand and can use a shield with them. He cannot dual-wield.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attributes and Skills==&lt;br /&gt;
The Phase Knight's Channeling Skills include the skills Burn, Jolt, and Frostbite. These skills add the appropriate Elemental damages to ANY other attacks made by the character, even other Elemental skills. For example, if Burn is active, it's damage would be directly added to any damages caused Heatwave or Firestorm.&lt;br /&gt;
&lt;br /&gt;
===Phase Knight Skills===&lt;br /&gt;
The Phase Knight skills are arranged into to three distinctive skill tree categories:&lt;br /&gt;
* Phasing&lt;br /&gt;
* Channeling&lt;br /&gt;
* Warfare&lt;br /&gt;
All three trees have a combination of active and passive skills. Active skills are used in combat, while the passive skills boost or change the behaviour of the active skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Phasing Skills====&lt;br /&gt;
These skills generally deal with 'phasing' the character, his equipment, or enemies in and out of the Ethereal Plane or using it's properties to his advantage.&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Displace:''' Active. Melee attack. Turns Ethereal and attacks target while moving through to the opposite side of them. During and for a short duration after the attack, defense(evasion) is increased.&lt;br /&gt;
* '''Ghostform:''' Active. Spell. Causes the character to fade into the Ethereal Plane and become insubstantial enough to move through enemies and obstacles for a short period of time. He cannot move through walls or closed doors. Still vulnerable to attack.&lt;br /&gt;
* '''Stability:''' Passive. Anchors the character to the Ether, decreasing the chance he can be moved against his will, ie. knockback, etc.&lt;br /&gt;
* '''Extension:''' Passive. Decreases the mana cost of all Phasing skills.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Unstoppable Missile:''' Active. Missile attack. Missile weapon shot is partially Ethereal and can travel through obstacles and creatures. It can't pass through walls, but otherwise goes right through any targets, damaging them along the way.&lt;br /&gt;
* '''Phase Door:''' Active. Spell. If standing near a wall or obstacle, can shift into the Ether, jump through, and reform on the other side.&lt;br /&gt;
* '''Reduce Weight:''' Passive. Allow the character, through Ethereal leverage, to reduce the strength requirements for any equipment by a certain percentage, allowing him to wear heavier gear with less strength.&lt;br /&gt;
* '''Penetration:''' Passive. Able to bypass some of foes defenses Ethereally. Decreases foe's defense to character's attacks.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Summon:''' Active. Spell. Reaches through the Ether, grabs target, and teleports them right next to caster. Doesn't work on bosses or other characters.&lt;br /&gt;
* '''Draw Out:''' Active. Spell. Causes any foes within range that exist in both planes to be forced into this plane, making any invisibility, resistances, or abilities based on Etherealness to be canceled out while in area of effect. Lasts xx seconds.&lt;br /&gt;
* '''Ethereal Anchor:''' Passive. Attacks have a chance of anchoring a foe in place, unable to move. They can still attack normally. Skills that cause movement still work, but they are the only possible means of transportation. Doesn't work on bosses.&lt;br /&gt;
* '''Leverage:''' Passive. Allows character to reach into the Ether, providing greater force and leverage here. Increases the effect of strength on attacks and any other skills by a certain percentage.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Shift Strike:''' Active. Melee attack. Quickly teleport next to an enemy, attack, then zip back to original location.&lt;br /&gt;
* '''Projection:''' Active. Spell. When cast, while mouse button is down, the character's body stays in place, vulnerable to attack, while his spirit can move around within range, like Ghostform, able to see from his spirits location, but can take no other actions. His spirit can be seen and attacked by foes that are partially Ethereal or can see invisible. The skill drains mana while in use and when mana runs out or button is released, the spirit goes back to body and the character is back to normal.&lt;br /&gt;
* '''Phase Reaction:''' Passive. By subconsciously shifting more into the Ethereal when attacked, he is able to reduce physical damage. When attacked, has a chance to increase physical resistance for that attack.&lt;br /&gt;
* '''Vulnerability:''' Passive. Decreases foes' physical resistance to character's attacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Channeling Skills====&lt;br /&gt;
These skills focus on drawing elemental forces out of the Ether or draining them into it. These elemental powers are used in combat to enhance his already formidable battle prowess. Note: Between Burn, Jolt, and Frostbite, only one may be active at a time. Casting one will override the others.&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Burn:''' Active. Spell. Adds fire damage to attacks (and fire attacks) and increases accuracy. Lasts for xxx seconds.&lt;br /&gt;
* '''Jolt:''' Active. Spell. Adds electrical damage to attacks (and electrical attack) and increases attack speed. Lasts for xxx seconds.&lt;br /&gt;
* '''Heatsink:''' Passive. On being hit, has a chance of draining heat into the Ether from the surrounding area, chilling all foes within a given radius, increasing with rank.&lt;br /&gt;
* '''Enhanced Channeling:''' Passive. Increases the damage done by all Channeling skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Frostbite:''' Active. Spell. Adds cold damage to attacks (and cold attacks) and chilling effect. Lasts for xxx seconds.&lt;br /&gt;
* '''Discharge:''' Active. Spell. Causes the character to store an ever increasing electric charge drawn from the Ether. On being hit (melee only), the charge is released causing lightning damage. The longer the time in between attacks, the more power is charged and released. Lasts for xxx seconds.&lt;br /&gt;
* '''Drain Heat:''' Passive. Increases the cold duration of all cold based skills.&lt;br /&gt;
* '''Efficient Channeling:''' Passive. Decreases the mana cost of all skills in this tree.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Heatwave:''' Active. Spell. Sends out ripples of heat/fire that damages enemies within radius. Last while attack is activated, drains mana per second.&lt;br /&gt;
* '''Frost Shot:''' Active. Melee and Missile attack. When the attack button is pressed, this skill starts to drain heat from the surrounding area, chilling enemies in an expanding circle and channeling cold power into the attack. The area of cold and the power accumulated increases the longer the button is pressed, then the attack is launched when the button is released. The attack causes intense cold damage on the target hit and causes cold splash damage to nearby foes, chilling all of them. More ideal as a missile attack so you're not being attacked while charging.&lt;br /&gt;
* '''Ball Lightning:''' Passive. Adds a chance on attack (Missile or Melee) that a ball of electricity will surge forth in the direction of the attack that will deal electrical damage to any foes passing near it.&lt;br /&gt;
* '''Fast Charging:''' Passive. Increases the charge speed of Discharge.&lt;br /&gt;
* '''Elementary Strength:''' Passive. Increases the damage of Burn, Jolt, and Frostbite.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Firestorm:''' Active. Melee attack. Leaps into the air, bursts into flames and dives at enemy, doing increased Melee damage and exploding on impact, causing fire damage to any foes nearby and igniting the ground.&lt;br /&gt;
* '''Enhanced Cooling:''' Passive. Increases the radius of Heatsink and increases the charge speed of Frost Shot.&lt;br /&gt;
* '''Surge:''' Passive. Increases the size and damage of Ball Lightning.&lt;br /&gt;
* '''Attunement:''' Passive. Allows the character to divert elemental energies back into the Ether, increasing resistances to fire, cold, and electricity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Warfare Skills====&lt;br /&gt;
These skills are centered around combat and warfare, taking advantage of years of training in heavy arms and armor as well missile weapons. After adjusting to his 'condition', he has been able to augment his battle skills tremendously.&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Lunge:''' Active. Melee attack. Forceful attack that hits target and any foes in front of or behind them, within weapon range. Long melee weapons like polearms have an advantage of potentially reaching farther.&lt;br /&gt;
* '''Rebuff:''' Passive. When attacked in Melee, has a chance of lashing out at attacker with shield, knocking him back and doing damage.&lt;br /&gt;
* '''Unnatural Nerve:''' Passive. Allows the character to steady himself and mentally slow down time, increasing the accuracy of all attacks.&lt;br /&gt;
* '''Melee Mastery:''' Passive. Increases Melee damage and Critical hit rate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Twin Shot:''' Active. Missile attack. Due to his unique condition, he can focus and fire two missiles at the same time. When shooting a missile with this skill, one shot is fired at target and another missile is fired at the closest, other, target simultaneously. If only one target is in range, both missiles launch at main target. Only the primary missile may trigger any special affects.&lt;br /&gt;
* '''Shield Crash:''' Active. Melee attack. With this attack, the character jumps forward a short distance and hits all foes in range with his shield, knocking them all back and dealing damage. On Crit., attacks with weapon instead, still with bonus from Shield Proficiency&lt;br /&gt;
* '''Slash:''' Passive. When attacking in melee, has a chance of making a slashing attack, hitting all foes in front of character. Additional targets struck don't trigger any special effects.&lt;br /&gt;
* '''Steel Tower:''' Passive. When standing still, increases defense and, if using a shield, increases blocking and absorption of the shield.&lt;br /&gt;
* '''Missile Mastery:''' Passive. Increases Missile damage and Critical hit rate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Forceful Blow:''' Active. Melee attack. Powerful strike that does increased damage and knocks foe flying back many spaces, breaking any barrels, baskets, etc. and busting open any doors in the way. Skill won't launch any foes that are immune to knockback, but still does additional damage.&lt;br /&gt;
* '''Twitch:''' Passive. When attacking with missiles, has a chance of sending an additional missile right behind the first. Each time this is triggered, it is checked again, with several missiles firing at the same target possible with higher ranks. This happens very quickly, having little impact on character's movement or attack rate. Also, subsequent missiles don't have any special properties like enchantments or Ricocheting.&lt;br /&gt;
* '''Shield Proficiency:''' Passive. Increases the damage done by Rebuff and Shield Crash.&lt;br /&gt;
* '''Unnatural Speed:''' Passive. Increases attack speeds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Catastrophic Blow:''' Active. Melee attack. Focusing the entirety of his physical and meta-physical prowess into an attack, he is able to perform a devastating melee attack on one enemy. Damage done is greatly increased, but the skill has a 4 second cooldown.&lt;br /&gt;
* '''Ricochet:''' Active. Missile attack. When a target is struck, the arrow jumps to the nearest target. Everytime a target is struck, the arrow keeps retargetting up to a skill based maximum or until it misses one.&lt;br /&gt;
* '''Flying Foe:''' Passive. The flying target from Forceful Blow that hits any other enemies, causes and takes damage based on an increasing percentage of the original damage done to the flying foe.&lt;br /&gt;
* '''Second Sight:''' Passive. His years of battle experience mixed with sensing ripples in the Ether give him an uncanny sense for expecting and reacting to danger. Increases the effect of Steel Tower and applies it to moving defenses as well.&lt;br /&gt;
* '''Explosive Power:''' Passive. Slightly decreases the cooldown period of Catastrophic Blow and increases the damage of Ricochet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
The Phase Knight was first posted on 4 July 2009 [http://forums.diii.net/showthread.php?t=731546] by [http://forums.diii.net/member.php?u=335830 Technomancer] on the [http://forums.diii.net/ Diii.net forums]. It was posted as a wiki article by [http://forums.diii.net/member.php?u=335830 Technomancer] on 17 August 2009.&lt;br /&gt;
&lt;br /&gt;
===Technomancer Notes===&lt;br /&gt;
This is a new class I've been working on for a while. It is a highly altered variant of my [[Arcane Warrior]]. I've largely done away with enchantments and expanded in different directions fairly drastically. Some skill names may be the same, but in most cases these skills are rather different, may have changed from active to passive, have entirely different affects, etc. Only a handful are untouched, like Shift Strike and Ricochet. Hope you like!&lt;/div&gt;</summary>
		<author><name>Technomancer</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Fanmade:Bard&amp;diff=10745</id>
		<title>Fanmade:Bard</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Fanmade:Bard&amp;diff=10745"/>
				<updated>2009-08-17T08:20:13Z</updated>
		
		<summary type="html">&lt;p&gt;Technomancer: /* Development */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Bard is [[Melee]] / [[Ranged]] warrior that also uses his extensive knowledge of forgotten lore and ancient songs of power to battle the forces of Darkness. Music is the language of the universe and no one exploits this like the Bard. Even the Angels of Light are merely vibrations...&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
{{Classbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|name= Bard&lt;br /&gt;
|classtype= fanclass&lt;br /&gt;
|role= [[Melee]]/[[Ranged]]/[[Caster]] hybrid&lt;br /&gt;
|attrib= [[Dexterity]] [[Willpower]]&lt;br /&gt;
&amp;lt;!-- Class Skills --&amp;gt;&lt;br /&gt;
|skilltree1= [[Fan_class:Bard#Honor_Skills|Honor Skills]]&lt;br /&gt;
|skilltree2= [[Fan_class:Bard#Glory_Skills|Glory Skills]]&lt;br /&gt;
|skilltree3= [[Fan_class:Bard#Guile_Skills|Guile Skills]]&lt;br /&gt;
&amp;lt;!-- Background --&amp;gt;&lt;br /&gt;
|origin= [[Western Kingdoms]]&lt;br /&gt;
|affiliation= None.&lt;br /&gt;
|friends= None Known&lt;br /&gt;
|foes= [[Demons]]&lt;br /&gt;
}}&lt;br /&gt;
===New, Darker Background===&lt;br /&gt;
In his younger days, the Bard travelled the far reaches of Sanctuary as a poet, musician and storyteller. He quite the performer, able to rouse even the most dour soul. He had a restless spirit and lived off the people in the cities and villages through charm and wit until he wore out his welcome, then journeyed on. He was an expert at getting himself into trouble, and just as expert in getting himself out of it, be it through wit, cleverness, or muscle. If his stories were to be believed, he was a renowned hero that had experienced many tragic and comedic events in every corner of Sanctuary. He was also always interested in lore and history, and loved to spend a good amount of time learning the local histories and peculiarities of the places he visited and often, before he willingly or unwillingly departed, knew more about the local goings on than most of the locals did. He loved a good time, and was a regular feature at some of the seedier outfits around.&lt;br /&gt;
&lt;br /&gt;
A small village he visited would change the course of his life however. He fell in love with a local girl, like he did in every town, but this was different. She was someone even his ego would allow him to consider an equal, and was completely smittin. He kept trying to think of excuses to move on, but could never find one quite good enough, so he stayed with her. She eventually became pregnant. His first instinct was to run, but he couldn't. This would become his new life.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, it was not meant to be. She died during childbirth, but he had a new daughter. She was his responsibility, and he took it with pride. He stayed where he was, practicing his arts to the enjoyment of the locals, and was able to hash out a decent and honorable living as a musician and teacher. He raised his daughter until the age of 6, when tragedy once again came to call. Monsters and demons roaming the countryside stumbled upon their village, razing it to the ground, and killing or abducting nearly everyone. The Bard fought well, but was overwhelmed and left for dead. When he came to, there was no sign of his daughter, and only a handful of villagers had survived. Desperate, he chased the monsters into the darkness for days. He found an abandoned camp of the raiders, and with it he stumbled upon a scene from a nightmare. Many of the prisoners had apparently been made snacks... and worse. He found the remains of his little girl there. She fell into the 'worse' catagory...&lt;br /&gt;
&lt;br /&gt;
He never found that raiding party. Some say he went mad after that. He dissappeared and popped up from time to time around the land drunk and spoiling for trouble, never talking about his past. Some people were familiar enough with the local goings on and pieced together who he was, so they tolerated him out of symapathy. When he wasn't brawling in the local tavern, he obsessively buried himself in books and tomes wherever he could find them, the older and more archaic the better. He researched magics and demonkind and forgotten lore better left forgotten. Over a couple of years, he became somewhat more stable, but still very disconnected from people. He liked to spend a great deal of time out in the wild outskirts of towns, hunting and providing for himself, by himself. He privately practiced in the wilds at killing foul creatures up close and from afar. When travelling from town to town, he searched out any beasties he could find to 'practice' upon. At night, people would occasionally hear haunting sounds coming from the woods, and when followed, would reveal themselves as dark, forboding, and unnerving songs, some of which were sung in tongues no one had ever heard.&lt;br /&gt;
&lt;br /&gt;
He knew that people would occasionally eavesdrop on him and something inside of him still missed . One day, a brave little girl came out of the woods that had been listening to his strange music and started bugging him with questions. He tried to run her off, but something about her couldn't let him resist answering her questions. Maybe she reminded him of 'her'. She asked him what those songs were he played, and he told her they were ancient, forgotten songs that had magical powers over the darkness. After other questions, she finally asked him why he was always out here by himself. He reluctantly told her a highly sanitized version of his story. He kept going, and as he did, he added more gusto and flair, with which she was thoroughly entertained. As he finished, the twinkle in her eyes almost made him break down and cry, but he held back. With the innocence only a child could have, she told him that his family wouldn't want him to be alone like this and that he should share his love of them with the world. With that, she left and he could hold back his tears no longer. He never saw her again. He always wondered if she might have really been 'her'...&lt;br /&gt;
&lt;br /&gt;
After that, he finally was able to, no, he HAD to get back on his feet and do something. He was able to perform and again, but now he had purpose. Toughened by his experiences, he set about trying to really make a difference. As he travelled now, he helped people. If they were in trouble, he would give them strength and stand with them against it. If they were lost, he would guide them and see them through. He fought the darkness wherever he found it and inspired hope in the hopeless. He had the strength and abilities now to become a subject of songs, not just a singer of songs, but legacy never entered his thoughts. Perhaps those whose songs were sung never had those thoughts either. One day, hearing of the troubles in Tristram, be it by sword or song or spirit, he set forth to shine light upon the darkness once again. Perhaps he could stumble upon a particular group of nasties again. Now, he was ready for them.&lt;br /&gt;
&lt;br /&gt;
===Old, Lighter Background===&lt;br /&gt;
The Bard is an incouragable romantic and braggart that has roamed the far corners of Sanctuary living off of his wit, charm, and deftness, and if his stories are to be believed, he is a renowned hero that has experienced many tragic and comedic events in every one of them. His gallant demeanor and careless abandon hide a tortured soul, however. Having wondered farther than many have dreamed, he has seen the darkness hiding in every shadow and the empty eyes of those who the darkness has touched. He is quite the studious one, having spent a great deal of time researching histories and arcane lore for his art and an unquenchable thirst for knowledge. While he really isn't quite the unstoppable blademaster and marksman his bravado would lead one to believe, he is quite skilled in a variety of weapons. When your mouth can't get you out of a situation, your arm sure better do the job!&lt;br /&gt;
&lt;br /&gt;
While living off the fat of the land for many years, it weighs upon him now more than ever. He felt that his job was to help people through the dark times by just elevating their hopes and spirits, but lately he feels that is not enough. He's grown envious of the Hero's of yore who didn't just bring a twinkle to darkened eyes, but stopped the light from going away in the first place. Whether he truly feels a sense of duty to aid the people of Sanctuary or has just listened to his own stories so much even HE believes them, no one knows but him... or maybe not. Regardless, hearing of the events unfolding in Tristram, the beginning of so much history, he's set out to test his mettle and put his gold where his mouth is. At the very least, he could probably get a good story out of the whole thing...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Class Design==&lt;br /&gt;
The Bard is a hybrid fast [[Melee]] / [[Ranged]] warrior. He also utilizes music which he sings during battle, bestowing a variety of Aura-like effects to friend or foe. His wits and extensive knowledge base allow him to trick foes and manipulate situations to his favor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attributes and Skills==&lt;br /&gt;
Bard songs are sung for a duration depending on Rank and Passive enhancements. Once started, they do not need to be maintained by the player. Any friends or foes within range are affected by the song.&lt;br /&gt;
&lt;br /&gt;
===Bard Skills===&lt;br /&gt;
The Bard skills are arranged into to three distinctive skill tree categories:&lt;br /&gt;
* Honor&lt;br /&gt;
* Glory&lt;br /&gt;
* Guile &lt;br /&gt;
All three trees have a combination of active and passive skills. Active skills are used in combat, while the passive skills boost or change the behaviour of the active skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Honor Skills====&lt;br /&gt;
These abilities revolve around the &amp;quot;honor&amp;quot; of combat, both up-close and at range.&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Trick Shot:''' Active. Missile attack. Fires a missile that zig-zags in an ever widening cone away from character, increasing it's area of potential attack.&lt;br /&gt;
* '''Dual Wield:''' Passive. With two weapons equiped, both are used in the time frame of one attack with a speed average of both weapons. Higher Ranks increase accuracy and damage.&lt;br /&gt;
* '''Evasion: Passive.''' Increases the effect of Dex on defenses.&lt;br /&gt;
* '''Catch Missile:''' Passive. Has a chance of plucking or knocking a missile right out of the air, rendering them harmless&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Twin Strike:''' Active. Melee attack. Requires two weapons. Attack using both weapons simultaneously as one blow. All bonuses, damage ratings, etc. are added together and treated as one attack from one weapon.&lt;br /&gt;
* '''Strafing Run:''' Active. Missile attack. While character is walking/running, constantly fires missiles at the nearest foe. (Stolen from the Mentalist. )&lt;br /&gt;
* '''Parry:''' Passive. When equiped with two weapons, has a chance of parrying attacks.&lt;br /&gt;
* '''Shield Bash:''' Passive. When attacked, adds a chance to lash out with shield, dealing damage and knocking attacker back.&lt;br /&gt;
* '''Missile Mastery:''' Passive. Increases damage, accuracy, and speed of all missile attacks.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Frantic Assualt:''' Active. Melee attack. While attack button is held down, each swing hits a different enemy in range, with increased attack speed..&lt;br /&gt;
* '''Split Arrow:''' Active. Missile attack. Fires a missile that upon impact, splits into several more missiles launched at nearby foes that do half original damage.&lt;br /&gt;
* '''Ambidexterity:''' Passive. Increases the attack speed and accuracy of Twin Strike and Dual Wield.&lt;br /&gt;
* '''Retort:''' Passive. When attacked, has a chance of very quickly counter attacking.&lt;br /&gt;
* '''Cower:''' Passive. If using a shield and standing still, the Bard can cower behind it very effectively, increasing shield blocking and absorbtion.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Dervish:''' Active. Melee attack. Spins very quickly, attacking a single target several times quickly, the number depends on Rank. When dual wielding, both weapons are used.&lt;br /&gt;
* '''Flurry:''' Passive. On hitting a foe in Melee, has a chance of quickly adding a second attack. That second attack could also trigger this again, causing a chain reaction. When dual wielding, this could result in a barrage of attacks at higher Ranks.&lt;br /&gt;
* '''Split Rebound:''' Passive. Increases the damage done by the secondary missiles broken off from Split Arrow.&lt;br /&gt;
* '''Agile Striking:''' Passive. Adds a damage bonus for Dex to Melee attacks using 1-handed weapons and increases the pre-existing Dex bonus for Missile attacks. Effect increases with Rank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Glory Skills====&lt;br /&gt;
These skills are glorious Songs, that when activated, are sung for a duration. They cost mana only when cast, and can cause a variety of effects on allies or enemies. Songs can be stopped by Silence.&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Enduring Chant:''' Active. Song. Stops the loss of stamina from running, etc. for the user and any friendly units within range. Also decreases the Fury cost for Barbarians skills and increases the speed of regeneration and healing from items/magic.&lt;br /&gt;
* '''Penetrating Voice:''' Passive. Decreases the chance that any Silence effect can affect the Bard.&lt;br /&gt;
* '''Silver Tongue:''' Passive. Increases the chance of effect success for all Songs.&lt;br /&gt;
* '''Virtuosity:''' Passive. Passive. Increases the power of the effects of all Songs.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Aria of Disruption:''' Active. Song. Interferes with magical energies, decreasing the effectiveness of all enemy hostile magics within range.&lt;br /&gt;
* '''Soothing the Beast:''' Active. Song. Has a chance of randomly causing any foes within range to stop hostile activities for a time, entranced by the Bards singing.&lt;br /&gt;
* '''Enduring Vitality:''' Passive. Enhances Enduring Chant to provide some health regeneration as well.&lt;br /&gt;
* '''Counter Verse:''' Passive. Has a chance of knowing the proper short verse that can counteract the effect of a debuff cast on the Bard. Has a chance of reducing the length of any debuffs afflicting the Bard dramatically.&lt;br /&gt;
* '''Inspired:''' Passive. Decreases the Mana cost of all Songs.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Furious Bolero:''' Active. A fast, harsh song that has a chance per x seconds of setting any targets within range on fire, causing fire damage for xx seconds. If a target is on fire and gets re-effected, the fire duration is added onto the end of the current fire. Creatures on fire have a chance of igniting those nearby.&lt;br /&gt;
* '''Haunting Melody:''' Active. Song. Increases the connection between this world and the Ether, increasing the effectiveness of allies' spells and decreasing mana costs for skills.&lt;br /&gt;
* '''Allegro:''' Passive. Enhances Furious Bolero, increasing fire damage and adding a chance to stun victims while on fire.&lt;br /&gt;
* '''Counter Chorus:''' Passive. Augments Counter Verse to apply to allies within a Rank dependent radius.&lt;br /&gt;
* '''Fortissimmo:''' Passive. Increases the range of all Songs.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Heroic Anthem:''' Active. Song. A song dedicated to glorious victories over evil by legendary heroes. Increases all damages and attack/cast speeds of friendly units.&lt;br /&gt;
* '''Hymn of Light:''' Active. Song. A powerful song from before time. Only affects undead and demons within range, but deals constant damage, slows them, and lowers damage and defenses.&lt;br /&gt;
* '''Noble Fortitude:''' Passive. For Heroic Anthem, adds to the max health of friendly units.&lt;br /&gt;
* '''Angelic Voice:''' Passive. Enhances Hymn of the Light. Has a chance of randomly stunning any applicable targets within range.&lt;br /&gt;
* '''Long-Winded:''' Passive. Increases the duration of all Songs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Guile Skills====&lt;br /&gt;
These skills are based on wit, knowledge, and cleverness. (Some of these skills, like Arcane Lore, depend on certain features being present in D3)&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Be the Beast:''' Active. Skill. The Bards extensive knowledge base allow him to emulate the bahavior of various dark creatures. By dragging a foot, acting abnormally, and making odd noises, he can behave in a way that allows him to blend in with enemies for xx seconds, causing many foes to ignore him at random. Special monsters and bosses are not fooled. Effect ends immediately if character uses any offensive skills. Other players might hate you for using this too much.&lt;br /&gt;
* '''Silence:''' Active. Spell. Silences any targets within area of effect.&lt;br /&gt;
* '''Bravado:''' Passive. The Bard presents himself with such gusto and self-confidence that foes hit by his attacks have a chance of being terrified and running away.&lt;br /&gt;
* '''Blinding:''' Passive. On critical strikes, this adds has a chance of blinding target.&lt;br /&gt;
* '''Item Lore:''' Passive. Has an increasing chance of Identifying items.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Resonate:''' Active. Spell. Causes an intense sound vibration in an cone area starting at character that stuns targets and causes damage. This spell stays in affect while the mouse button is down and can be re-aimed anywhere. Causes increased damage on undead enemies.&lt;br /&gt;
* '''Rogue Element:''' Active. Spell. Enchants weapons for xxx seconds, adding a random element (fire, ice, or lightning) to each attack. (Idea inspired by/based on NASE's suggestion.)&lt;br /&gt;
* '''Barter:''' Passive. Allows the character to get better prices from vendors, buying and selling.&lt;br /&gt;
* '''Arcane Lore:''' Passive. Increases the effects of any scrolls or books used.&lt;br /&gt;
* '''Anatomy: Passive.''' Advanced knowledge of creatures' anatomies increases the chance of Critical Hits.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Name of Power:''' Active. Spell. Through studies of ancient histories and texts, the Bard knows much about Demonkind and the power of real names. When used, calls a Demon by a secret name, stunning it or possibly outright banishing it. Bosses are too poweful to be affected by this.&lt;br /&gt;
* '''Sop Story:''' Active: Spell. Tells a story so sad even un-intelligent monsters understand, charming any non-undead/demon temporarily into defending the Bard, causing them to attack other monsters. Has a 4 second cast time and has a chance to effect any foe in range. Has a 20 second cooldown.&lt;br /&gt;
* '''Enhanced Resonance:''' Passive. Increases the width of the cone and the damage caused by Resonate.&lt;br /&gt;
* '''Dramatic Flair:''' Passive. Increases the chance that a foe is effected by Be the Beast. Also adds a smaller chance that special monsters will be fooled as well. Bosses are still unaffected.&lt;br /&gt;
* '''Monstrous Lore:''' Passive. Through close observation and study, the Bard gains a sense of the strengths and weaknesses of monsters. Enhances Rogue Element, giving an increasing chance of triggering the elemental effect that takes advantage of the creatures weakest resistance.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Accusation:''' Active. The Bards powers of persuasion are such that he is able to accuse a foe of... whatever... that causes other foes around it to become hostile to it.&lt;br /&gt;
* '''True Name:''' Passive. Has a chance of knowing a Demon's true name. When Name of Power is used, this provides a chance that it's true name will be called, requiring it to fight for the Bard for a period of time. Once this time ends however, the Demon will seek out the Bard, ignoring all other targets, determined to kill him.&lt;br /&gt;
* '''Make the Devil Cry:''' Passive. Adds a chance of also affecting Undead and Demons with Sop Story.&lt;br /&gt;
* '''Rogue Burst:''' Passive. Enhances Rogue Element, giving a small chance of triggering splash damage, affecting any foes adjacent to target. If any points are in this skill, Critical hits will always trigger this affect, assuming Rogue Element is active.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
The Bard was first posted on 30 June 2009 [http://forums.diii.net/showthread.php?t=731051] by [http://forums.diii.net/member.php?u=335830 Technomancer] on the [http://forums.diii.net/ Diii.net forums]. It was posted as a wiki article by [http://forums.diii.net/member.php?u=335830 Technomancer] on 17 August 2009.&lt;br /&gt;
&lt;br /&gt;
===Technomancer Notes===&lt;br /&gt;
I know I'm certainly not the first to propose a Bard class for Diablo III, but I got on a kick to make my own Bard class cause of another thread, so I thought I'd try to finish it up and throw it up on here to see what people think. I didn't look at any other Bards posted on the forums because I wanted it to be as untainted as possible, but there's probably some accidental overlap. A Bard is a Bard. It appears that my Bard class is completely finished, skill-wise, so I decided to put it here on the wiki.&lt;/div&gt;</summary>
		<author><name>Technomancer</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Fanmade:Bard&amp;diff=10744</id>
		<title>Fanmade:Bard</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Fanmade:Bard&amp;diff=10744"/>
				<updated>2009-08-17T08:19:52Z</updated>
		
		<summary type="html">&lt;p&gt;Technomancer: /* Attributes and Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Bard is [[Melee]] / [[Ranged]] warrior that also uses his extensive knowledge of forgotten lore and ancient songs of power to battle the forces of Darkness. Music is the language of the universe and no one exploits this like the Bard. Even the Angels of Light are merely vibrations...&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
{{Classbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|name= Bard&lt;br /&gt;
|classtype= fanclass&lt;br /&gt;
|role= [[Melee]]/[[Ranged]]/[[Caster]] hybrid&lt;br /&gt;
|attrib= [[Dexterity]] [[Willpower]]&lt;br /&gt;
&amp;lt;!-- Class Skills --&amp;gt;&lt;br /&gt;
|skilltree1= [[Fan_class:Bard#Honor_Skills|Honor Skills]]&lt;br /&gt;
|skilltree2= [[Fan_class:Bard#Glory_Skills|Glory Skills]]&lt;br /&gt;
|skilltree3= [[Fan_class:Bard#Guile_Skills|Guile Skills]]&lt;br /&gt;
&amp;lt;!-- Background --&amp;gt;&lt;br /&gt;
|origin= [[Western Kingdoms]]&lt;br /&gt;
|affiliation= None.&lt;br /&gt;
|friends= None Known&lt;br /&gt;
|foes= [[Demons]]&lt;br /&gt;
}}&lt;br /&gt;
===New, Darker Background===&lt;br /&gt;
In his younger days, the Bard travelled the far reaches of Sanctuary as a poet, musician and storyteller. He quite the performer, able to rouse even the most dour soul. He had a restless spirit and lived off the people in the cities and villages through charm and wit until he wore out his welcome, then journeyed on. He was an expert at getting himself into trouble, and just as expert in getting himself out of it, be it through wit, cleverness, or muscle. If his stories were to be believed, he was a renowned hero that had experienced many tragic and comedic events in every corner of Sanctuary. He was also always interested in lore and history, and loved to spend a good amount of time learning the local histories and peculiarities of the places he visited and often, before he willingly or unwillingly departed, knew more about the local goings on than most of the locals did. He loved a good time, and was a regular feature at some of the seedier outfits around.&lt;br /&gt;
&lt;br /&gt;
A small village he visited would change the course of his life however. He fell in love with a local girl, like he did in every town, but this was different. She was someone even his ego would allow him to consider an equal, and was completely smittin. He kept trying to think of excuses to move on, but could never find one quite good enough, so he stayed with her. She eventually became pregnant. His first instinct was to run, but he couldn't. This would become his new life.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, it was not meant to be. She died during childbirth, but he had a new daughter. She was his responsibility, and he took it with pride. He stayed where he was, practicing his arts to the enjoyment of the locals, and was able to hash out a decent and honorable living as a musician and teacher. He raised his daughter until the age of 6, when tragedy once again came to call. Monsters and demons roaming the countryside stumbled upon their village, razing it to the ground, and killing or abducting nearly everyone. The Bard fought well, but was overwhelmed and left for dead. When he came to, there was no sign of his daughter, and only a handful of villagers had survived. Desperate, he chased the monsters into the darkness for days. He found an abandoned camp of the raiders, and with it he stumbled upon a scene from a nightmare. Many of the prisoners had apparently been made snacks... and worse. He found the remains of his little girl there. She fell into the 'worse' catagory...&lt;br /&gt;
&lt;br /&gt;
He never found that raiding party. Some say he went mad after that. He dissappeared and popped up from time to time around the land drunk and spoiling for trouble, never talking about his past. Some people were familiar enough with the local goings on and pieced together who he was, so they tolerated him out of symapathy. When he wasn't brawling in the local tavern, he obsessively buried himself in books and tomes wherever he could find them, the older and more archaic the better. He researched magics and demonkind and forgotten lore better left forgotten. Over a couple of years, he became somewhat more stable, but still very disconnected from people. He liked to spend a great deal of time out in the wild outskirts of towns, hunting and providing for himself, by himself. He privately practiced in the wilds at killing foul creatures up close and from afar. When travelling from town to town, he searched out any beasties he could find to 'practice' upon. At night, people would occasionally hear haunting sounds coming from the woods, and when followed, would reveal themselves as dark, forboding, and unnerving songs, some of which were sung in tongues no one had ever heard.&lt;br /&gt;
&lt;br /&gt;
He knew that people would occasionally eavesdrop on him and something inside of him still missed . One day, a brave little girl came out of the woods that had been listening to his strange music and started bugging him with questions. He tried to run her off, but something about her couldn't let him resist answering her questions. Maybe she reminded him of 'her'. She asked him what those songs were he played, and he told her they were ancient, forgotten songs that had magical powers over the darkness. After other questions, she finally asked him why he was always out here by himself. He reluctantly told her a highly sanitized version of his story. He kept going, and as he did, he added more gusto and flair, with which she was thoroughly entertained. As he finished, the twinkle in her eyes almost made him break down and cry, but he held back. With the innocence only a child could have, she told him that his family wouldn't want him to be alone like this and that he should share his love of them with the world. With that, she left and he could hold back his tears no longer. He never saw her again. He always wondered if she might have really been 'her'...&lt;br /&gt;
&lt;br /&gt;
After that, he finally was able to, no, he HAD to get back on his feet and do something. He was able to perform and again, but now he had purpose. Toughened by his experiences, he set about trying to really make a difference. As he travelled now, he helped people. If they were in trouble, he would give them strength and stand with them against it. If they were lost, he would guide them and see them through. He fought the darkness wherever he found it and inspired hope in the hopeless. He had the strength and abilities now to become a subject of songs, not just a singer of songs, but legacy never entered his thoughts. Perhaps those whose songs were sung never had those thoughts either. One day, hearing of the troubles in Tristram, be it by sword or song or spirit, he set forth to shine light upon the darkness once again. Perhaps he could stumble upon a particular group of nasties again. Now, he was ready for them.&lt;br /&gt;
&lt;br /&gt;
===Old, Lighter Background===&lt;br /&gt;
The Bard is an incouragable romantic and braggart that has roamed the far corners of Sanctuary living off of his wit, charm, and deftness, and if his stories are to be believed, he is a renowned hero that has experienced many tragic and comedic events in every one of them. His gallant demeanor and careless abandon hide a tortured soul, however. Having wondered farther than many have dreamed, he has seen the darkness hiding in every shadow and the empty eyes of those who the darkness has touched. He is quite the studious one, having spent a great deal of time researching histories and arcane lore for his art and an unquenchable thirst for knowledge. While he really isn't quite the unstoppable blademaster and marksman his bravado would lead one to believe, he is quite skilled in a variety of weapons. When your mouth can't get you out of a situation, your arm sure better do the job!&lt;br /&gt;
&lt;br /&gt;
While living off the fat of the land for many years, it weighs upon him now more than ever. He felt that his job was to help people through the dark times by just elevating their hopes and spirits, but lately he feels that is not enough. He's grown envious of the Hero's of yore who didn't just bring a twinkle to darkened eyes, but stopped the light from going away in the first place. Whether he truly feels a sense of duty to aid the people of Sanctuary or has just listened to his own stories so much even HE believes them, no one knows but him... or maybe not. Regardless, hearing of the events unfolding in Tristram, the beginning of so much history, he's set out to test his mettle and put his gold where his mouth is. At the very least, he could probably get a good story out of the whole thing...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Class Design==&lt;br /&gt;
The Bard is a hybrid fast [[Melee]] / [[Ranged]] warrior. He also utilizes music which he sings during battle, bestowing a variety of Aura-like effects to friend or foe. His wits and extensive knowledge base allow him to trick foes and manipulate situations to his favor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attributes and Skills==&lt;br /&gt;
Bard songs are sung for a duration depending on Rank and Passive enhancements. Once started, they do not need to be maintained by the player. Any friends or foes within range are affected by the song.&lt;br /&gt;
&lt;br /&gt;
===Bard Skills===&lt;br /&gt;
The Bard skills are arranged into to three distinctive skill tree categories:&lt;br /&gt;
* Honor&lt;br /&gt;
* Glory&lt;br /&gt;
* Guile &lt;br /&gt;
All three trees have a combination of active and passive skills. Active skills are used in combat, while the passive skills boost or change the behaviour of the active skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Honor Skills====&lt;br /&gt;
These abilities revolve around the &amp;quot;honor&amp;quot; of combat, both up-close and at range.&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Trick Shot:''' Active. Missile attack. Fires a missile that zig-zags in an ever widening cone away from character, increasing it's area of potential attack.&lt;br /&gt;
* '''Dual Wield:''' Passive. With two weapons equiped, both are used in the time frame of one attack with a speed average of both weapons. Higher Ranks increase accuracy and damage.&lt;br /&gt;
* '''Evasion: Passive.''' Increases the effect of Dex on defenses.&lt;br /&gt;
* '''Catch Missile:''' Passive. Has a chance of plucking or knocking a missile right out of the air, rendering them harmless&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Twin Strike:''' Active. Melee attack. Requires two weapons. Attack using both weapons simultaneously as one blow. All bonuses, damage ratings, etc. are added together and treated as one attack from one weapon.&lt;br /&gt;
* '''Strafing Run:''' Active. Missile attack. While character is walking/running, constantly fires missiles at the nearest foe. (Stolen from the Mentalist. )&lt;br /&gt;
* '''Parry:''' Passive. When equiped with two weapons, has a chance of parrying attacks.&lt;br /&gt;
* '''Shield Bash:''' Passive. When attacked, adds a chance to lash out with shield, dealing damage and knocking attacker back.&lt;br /&gt;
* '''Missile Mastery:''' Passive. Increases damage, accuracy, and speed of all missile attacks.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Frantic Assualt:''' Active. Melee attack. While attack button is held down, each swing hits a different enemy in range, with increased attack speed..&lt;br /&gt;
* '''Split Arrow:''' Active. Missile attack. Fires a missile that upon impact, splits into several more missiles launched at nearby foes that do half original damage.&lt;br /&gt;
* '''Ambidexterity:''' Passive. Increases the attack speed and accuracy of Twin Strike and Dual Wield.&lt;br /&gt;
* '''Retort:''' Passive. When attacked, has a chance of very quickly counter attacking.&lt;br /&gt;
* '''Cower:''' Passive. If using a shield and standing still, the Bard can cower behind it very effectively, increasing shield blocking and absorbtion.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Dervish:''' Active. Melee attack. Spins very quickly, attacking a single target several times quickly, the number depends on Rank. When dual wielding, both weapons are used.&lt;br /&gt;
* '''Flurry:''' Passive. On hitting a foe in Melee, has a chance of quickly adding a second attack. That second attack could also trigger this again, causing a chain reaction. When dual wielding, this could result in a barrage of attacks at higher Ranks.&lt;br /&gt;
* '''Split Rebound:''' Passive. Increases the damage done by the secondary missiles broken off from Split Arrow.&lt;br /&gt;
* '''Agile Striking:''' Passive. Adds a damage bonus for Dex to Melee attacks using 1-handed weapons and increases the pre-existing Dex bonus for Missile attacks. Effect increases with Rank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Glory Skills====&lt;br /&gt;
These skills are glorious Songs, that when activated, are sung for a duration. They cost mana only when cast, and can cause a variety of effects on allies or enemies. Songs can be stopped by Silence.&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Enduring Chant:''' Active. Song. Stops the loss of stamina from running, etc. for the user and any friendly units within range. Also decreases the Fury cost for Barbarians skills and increases the speed of regeneration and healing from items/magic.&lt;br /&gt;
* '''Penetrating Voice:''' Passive. Decreases the chance that any Silence effect can affect the Bard.&lt;br /&gt;
* '''Silver Tongue:''' Passive. Increases the chance of effect success for all Songs.&lt;br /&gt;
* '''Virtuosity:''' Passive. Passive. Increases the power of the effects of all Songs.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Aria of Disruption:''' Active. Song. Interferes with magical energies, decreasing the effectiveness of all enemy hostile magics within range.&lt;br /&gt;
* '''Soothing the Beast:''' Active. Song. Has a chance of randomly causing any foes within range to stop hostile activities for a time, entranced by the Bards singing.&lt;br /&gt;
* '''Enduring Vitality:''' Passive. Enhances Enduring Chant to provide some health regeneration as well.&lt;br /&gt;
* '''Counter Verse:''' Passive. Has a chance of knowing the proper short verse that can counteract the effect of a debuff cast on the Bard. Has a chance of reducing the length of any debuffs afflicting the Bard dramatically.&lt;br /&gt;
* '''Inspired:''' Passive. Decreases the Mana cost of all Songs.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Furious Bolero:''' Active. A fast, harsh song that has a chance per x seconds of setting any targets within range on fire, causing fire damage for xx seconds. If a target is on fire and gets re-effected, the fire duration is added onto the end of the current fire. Creatures on fire have a chance of igniting those nearby.&lt;br /&gt;
* '''Haunting Melody:''' Active. Song. Increases the connection between this world and the Ether, increasing the effectiveness of allies' spells and decreasing mana costs for skills.&lt;br /&gt;
* '''Allegro:''' Passive. Enhances Furious Bolero, increasing fire damage and adding a chance to stun victims while on fire.&lt;br /&gt;
* '''Counter Chorus:''' Passive. Augments Counter Verse to apply to allies within a Rank dependent radius.&lt;br /&gt;
* '''Fortissimmo:''' Passive. Increases the range of all Songs.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Heroic Anthem:''' Active. Song. A song dedicated to glorious victories over evil by legendary heroes. Increases all damages and attack/cast speeds of friendly units.&lt;br /&gt;
* '''Hymn of Light:''' Active. Song. A powerful song from before time. Only affects undead and demons within range, but deals constant damage, slows them, and lowers damage and defenses.&lt;br /&gt;
* '''Noble Fortitude:''' Passive. For Heroic Anthem, adds to the max health of friendly units.&lt;br /&gt;
* '''Angelic Voice:''' Passive. Enhances Hymn of the Light. Has a chance of randomly stunning any applicable targets within range.&lt;br /&gt;
* '''Long-Winded:''' Passive. Increases the duration of all Songs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Guile Skills====&lt;br /&gt;
These skills are based on wit, knowledge, and cleverness. (Some of these skills, like Arcane Lore, depend on certain features being present in D3)&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Be the Beast:''' Active. Skill. The Bards extensive knowledge base allow him to emulate the bahavior of various dark creatures. By dragging a foot, acting abnormally, and making odd noises, he can behave in a way that allows him to blend in with enemies for xx seconds, causing many foes to ignore him at random. Special monsters and bosses are not fooled. Effect ends immediately if character uses any offensive skills. Other players might hate you for using this too much.&lt;br /&gt;
* '''Silence:''' Active. Spell. Silences any targets within area of effect.&lt;br /&gt;
* '''Bravado:''' Passive. The Bard presents himself with such gusto and self-confidence that foes hit by his attacks have a chance of being terrified and running away.&lt;br /&gt;
* '''Blinding:''' Passive. On critical strikes, this adds has a chance of blinding target.&lt;br /&gt;
* '''Item Lore:''' Passive. Has an increasing chance of Identifying items.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Resonate:''' Active. Spell. Causes an intense sound vibration in an cone area starting at character that stuns targets and causes damage. This spell stays in affect while the mouse button is down and can be re-aimed anywhere. Causes increased damage on undead enemies.&lt;br /&gt;
* '''Rogue Element:''' Active. Spell. Enchants weapons for xxx seconds, adding a random element (fire, ice, or lightning) to each attack. (Idea inspired by/based on NASE's suggestion.)&lt;br /&gt;
* '''Barter:''' Passive. Allows the character to get better prices from vendors, buying and selling.&lt;br /&gt;
* '''Arcane Lore:''' Passive. Increases the effects of any scrolls or books used.&lt;br /&gt;
* '''Anatomy: Passive.''' Advanced knowledge of creatures' anatomies increases the chance of Critical Hits.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Name of Power:''' Active. Spell. Through studies of ancient histories and texts, the Bard knows much about Demonkind and the power of real names. When used, calls a Demon by a secret name, stunning it or possibly outright banishing it. Bosses are too poweful to be affected by this.&lt;br /&gt;
* '''Sop Story:''' Active: Spell. Tells a story so sad even un-intelligent monsters understand, charming any non-undead/demon temporarily into defending the Bard, causing them to attack other monsters. Has a 4 second cast time and has a chance to effect any foe in range. Has a 20 second cooldown.&lt;br /&gt;
* '''Enhanced Resonance:''' Passive. Increases the width of the cone and the damage caused by Resonate.&lt;br /&gt;
* '''Dramatic Flair:''' Passive. Increases the chance that a foe is effected by Be the Beast. Also adds a smaller chance that special monsters will be fooled as well. Bosses are still unaffected.&lt;br /&gt;
* '''Monstrous Lore:''' Passive. Through close observation and study, the Bard gains a sense of the strengths and weaknesses of monsters. Enhances Rogue Element, giving an increasing chance of triggering the elemental effect that takes advantage of the creatures weakest resistance.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Accusation:''' Active. The Bards powers of persuasion are such that he is able to accuse a foe of... whatever... that causes other foes around it to become hostile to it.&lt;br /&gt;
* '''True Name:''' Passive. Has a chance of knowing a Demon's true name. When Name of Power is used, this provides a chance that it's true name will be called, requiring it to fight for the Bard for a period of time. Once this time ends however, the Demon will seek out the Bard, ignoring all other targets, determined to kill him.&lt;br /&gt;
* '''Make the Devil Cry:''' Passive. Adds a chance of also affecting Undead and Demons with Sop Story.&lt;br /&gt;
* '''Rogue Burst:''' Passive. Enhances Rogue Element, giving a small chance of triggering splash damage, affecting any foes adjacent to target. If any points are in this skill, Critical hits will always trigger this affect, assuming Rogue Element is active.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
The Bard was first posted on 30 June 2009 [http://forums.diii.net/showthread.php?t=731051] by [http://forums.diii.net/member.php?u=335830 Technomancer] on the [http://forums.diii.net/ Diii.net forums]. It was posted as a wiki article by [http://forums.diii.net/member.php?u=335830 Technomancer] on 17 August 2009.&lt;br /&gt;
&lt;br /&gt;
===Technomancer Notes===&lt;br /&gt;
I know I'm certainly not the first to propose a Bard class for Diablo III, but I got on a kick to make my own Bard class cause of another thread, so I thought I'd try to finish it up and throw it up on here to see what people think. I didn't look at any other Bards posted on the forums because I wanted it to be as untainted as possible, but there's probably some accidental overlap. A Bard is a Bard. It appears that my Bard class is completely finished, skill-wise, so I decided to put it here on the wiki.&lt;/div&gt;</summary>
		<author><name>Technomancer</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Fanmade:Bard&amp;diff=10743</id>
		<title>Fanmade:Bard</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Fanmade:Bard&amp;diff=10743"/>
				<updated>2009-08-17T08:19:26Z</updated>
		
		<summary type="html">&lt;p&gt;Technomancer: /* Class Design */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Bard is [[Melee]] / [[Ranged]] warrior that also uses his extensive knowledge of forgotten lore and ancient songs of power to battle the forces of Darkness. Music is the language of the universe and no one exploits this like the Bard. Even the Angels of Light are merely vibrations...&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
{{Classbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|name= Bard&lt;br /&gt;
|classtype= fanclass&lt;br /&gt;
|role= [[Melee]]/[[Ranged]]/[[Caster]] hybrid&lt;br /&gt;
|attrib= [[Dexterity]] [[Willpower]]&lt;br /&gt;
&amp;lt;!-- Class Skills --&amp;gt;&lt;br /&gt;
|skilltree1= [[Fan_class:Bard#Honor_Skills|Honor Skills]]&lt;br /&gt;
|skilltree2= [[Fan_class:Bard#Glory_Skills|Glory Skills]]&lt;br /&gt;
|skilltree3= [[Fan_class:Bard#Guile_Skills|Guile Skills]]&lt;br /&gt;
&amp;lt;!-- Background --&amp;gt;&lt;br /&gt;
|origin= [[Western Kingdoms]]&lt;br /&gt;
|affiliation= None.&lt;br /&gt;
|friends= None Known&lt;br /&gt;
|foes= [[Demons]]&lt;br /&gt;
}}&lt;br /&gt;
===New, Darker Background===&lt;br /&gt;
In his younger days, the Bard travelled the far reaches of Sanctuary as a poet, musician and storyteller. He quite the performer, able to rouse even the most dour soul. He had a restless spirit and lived off the people in the cities and villages through charm and wit until he wore out his welcome, then journeyed on. He was an expert at getting himself into trouble, and just as expert in getting himself out of it, be it through wit, cleverness, or muscle. If his stories were to be believed, he was a renowned hero that had experienced many tragic and comedic events in every corner of Sanctuary. He was also always interested in lore and history, and loved to spend a good amount of time learning the local histories and peculiarities of the places he visited and often, before he willingly or unwillingly departed, knew more about the local goings on than most of the locals did. He loved a good time, and was a regular feature at some of the seedier outfits around.&lt;br /&gt;
&lt;br /&gt;
A small village he visited would change the course of his life however. He fell in love with a local girl, like he did in every town, but this was different. She was someone even his ego would allow him to consider an equal, and was completely smittin. He kept trying to think of excuses to move on, but could never find one quite good enough, so he stayed with her. She eventually became pregnant. His first instinct was to run, but he couldn't. This would become his new life.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, it was not meant to be. She died during childbirth, but he had a new daughter. She was his responsibility, and he took it with pride. He stayed where he was, practicing his arts to the enjoyment of the locals, and was able to hash out a decent and honorable living as a musician and teacher. He raised his daughter until the age of 6, when tragedy once again came to call. Monsters and demons roaming the countryside stumbled upon their village, razing it to the ground, and killing or abducting nearly everyone. The Bard fought well, but was overwhelmed and left for dead. When he came to, there was no sign of his daughter, and only a handful of villagers had survived. Desperate, he chased the monsters into the darkness for days. He found an abandoned camp of the raiders, and with it he stumbled upon a scene from a nightmare. Many of the prisoners had apparently been made snacks... and worse. He found the remains of his little girl there. She fell into the 'worse' catagory...&lt;br /&gt;
&lt;br /&gt;
He never found that raiding party. Some say he went mad after that. He dissappeared and popped up from time to time around the land drunk and spoiling for trouble, never talking about his past. Some people were familiar enough with the local goings on and pieced together who he was, so they tolerated him out of symapathy. When he wasn't brawling in the local tavern, he obsessively buried himself in books and tomes wherever he could find them, the older and more archaic the better. He researched magics and demonkind and forgotten lore better left forgotten. Over a couple of years, he became somewhat more stable, but still very disconnected from people. He liked to spend a great deal of time out in the wild outskirts of towns, hunting and providing for himself, by himself. He privately practiced in the wilds at killing foul creatures up close and from afar. When travelling from town to town, he searched out any beasties he could find to 'practice' upon. At night, people would occasionally hear haunting sounds coming from the woods, and when followed, would reveal themselves as dark, forboding, and unnerving songs, some of which were sung in tongues no one had ever heard.&lt;br /&gt;
&lt;br /&gt;
He knew that people would occasionally eavesdrop on him and something inside of him still missed . One day, a brave little girl came out of the woods that had been listening to his strange music and started bugging him with questions. He tried to run her off, but something about her couldn't let him resist answering her questions. Maybe she reminded him of 'her'. She asked him what those songs were he played, and he told her they were ancient, forgotten songs that had magical powers over the darkness. After other questions, she finally asked him why he was always out here by himself. He reluctantly told her a highly sanitized version of his story. He kept going, and as he did, he added more gusto and flair, with which she was thoroughly entertained. As he finished, the twinkle in her eyes almost made him break down and cry, but he held back. With the innocence only a child could have, she told him that his family wouldn't want him to be alone like this and that he should share his love of them with the world. With that, she left and he could hold back his tears no longer. He never saw her again. He always wondered if she might have really been 'her'...&lt;br /&gt;
&lt;br /&gt;
After that, he finally was able to, no, he HAD to get back on his feet and do something. He was able to perform and again, but now he had purpose. Toughened by his experiences, he set about trying to really make a difference. As he travelled now, he helped people. If they were in trouble, he would give them strength and stand with them against it. If they were lost, he would guide them and see them through. He fought the darkness wherever he found it and inspired hope in the hopeless. He had the strength and abilities now to become a subject of songs, not just a singer of songs, but legacy never entered his thoughts. Perhaps those whose songs were sung never had those thoughts either. One day, hearing of the troubles in Tristram, be it by sword or song or spirit, he set forth to shine light upon the darkness once again. Perhaps he could stumble upon a particular group of nasties again. Now, he was ready for them.&lt;br /&gt;
&lt;br /&gt;
===Old, Lighter Background===&lt;br /&gt;
The Bard is an incouragable romantic and braggart that has roamed the far corners of Sanctuary living off of his wit, charm, and deftness, and if his stories are to be believed, he is a renowned hero that has experienced many tragic and comedic events in every one of them. His gallant demeanor and careless abandon hide a tortured soul, however. Having wondered farther than many have dreamed, he has seen the darkness hiding in every shadow and the empty eyes of those who the darkness has touched. He is quite the studious one, having spent a great deal of time researching histories and arcane lore for his art and an unquenchable thirst for knowledge. While he really isn't quite the unstoppable blademaster and marksman his bravado would lead one to believe, he is quite skilled in a variety of weapons. When your mouth can't get you out of a situation, your arm sure better do the job!&lt;br /&gt;
&lt;br /&gt;
While living off the fat of the land for many years, it weighs upon him now more than ever. He felt that his job was to help people through the dark times by just elevating their hopes and spirits, but lately he feels that is not enough. He's grown envious of the Hero's of yore who didn't just bring a twinkle to darkened eyes, but stopped the light from going away in the first place. Whether he truly feels a sense of duty to aid the people of Sanctuary or has just listened to his own stories so much even HE believes them, no one knows but him... or maybe not. Regardless, hearing of the events unfolding in Tristram, the beginning of so much history, he's set out to test his mettle and put his gold where his mouth is. At the very least, he could probably get a good story out of the whole thing...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Class Design==&lt;br /&gt;
The Bard is a hybrid fast [[Melee]] / [[Ranged]] warrior. He also utilizes music which he sings during battle, bestowing a variety of Aura-like effects to friend or foe. His wits and extensive knowledge base allow him to trick foes and manipulate situations to his favor.&lt;br /&gt;
&lt;br /&gt;
==Attributes and Skills==&lt;br /&gt;
Bard songs are sung for a duration depending on Rank and Passive enhancements. Once started, they do not need to be maintained by the player. Any friends or foes within range are affected by the song.&lt;br /&gt;
&lt;br /&gt;
===Bard Skills===&lt;br /&gt;
The Bard skills are arranged into to three distinctive skill tree categories:&lt;br /&gt;
* Honor&lt;br /&gt;
* Glory&lt;br /&gt;
* Guile &lt;br /&gt;
All three trees have a combination of active and passive skills. Active skills are used in combat, while the passive skills boost or change the behaviour of the active skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Honor Skills====&lt;br /&gt;
These abilities revolve around the &amp;quot;honor&amp;quot; of combat, both up-close and at range.&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Trick Shot:''' Active. Missile attack. Fires a missile that zig-zags in an ever widening cone away from character, increasing it's area of potential attack.&lt;br /&gt;
* '''Dual Wield:''' Passive. With two weapons equiped, both are used in the time frame of one attack with a speed average of both weapons. Higher Ranks increase accuracy and damage.&lt;br /&gt;
* '''Evasion: Passive.''' Increases the effect of Dex on defenses.&lt;br /&gt;
* '''Catch Missile:''' Passive. Has a chance of plucking or knocking a missile right out of the air, rendering them harmless&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Twin Strike:''' Active. Melee attack. Requires two weapons. Attack using both weapons simultaneously as one blow. All bonuses, damage ratings, etc. are added together and treated as one attack from one weapon.&lt;br /&gt;
* '''Strafing Run:''' Active. Missile attack. While character is walking/running, constantly fires missiles at the nearest foe. (Stolen from the Mentalist. )&lt;br /&gt;
* '''Parry:''' Passive. When equiped with two weapons, has a chance of parrying attacks.&lt;br /&gt;
* '''Shield Bash:''' Passive. When attacked, adds a chance to lash out with shield, dealing damage and knocking attacker back.&lt;br /&gt;
* '''Missile Mastery:''' Passive. Increases damage, accuracy, and speed of all missile attacks.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Frantic Assualt:''' Active. Melee attack. While attack button is held down, each swing hits a different enemy in range, with increased attack speed..&lt;br /&gt;
* '''Split Arrow:''' Active. Missile attack. Fires a missile that upon impact, splits into several more missiles launched at nearby foes that do half original damage.&lt;br /&gt;
* '''Ambidexterity:''' Passive. Increases the attack speed and accuracy of Twin Strike and Dual Wield.&lt;br /&gt;
* '''Retort:''' Passive. When attacked, has a chance of very quickly counter attacking.&lt;br /&gt;
* '''Cower:''' Passive. If using a shield and standing still, the Bard can cower behind it very effectively, increasing shield blocking and absorbtion.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Dervish:''' Active. Melee attack. Spins very quickly, attacking a single target several times quickly, the number depends on Rank. When dual wielding, both weapons are used.&lt;br /&gt;
* '''Flurry:''' Passive. On hitting a foe in Melee, has a chance of quickly adding a second attack. That second attack could also trigger this again, causing a chain reaction. When dual wielding, this could result in a barrage of attacks at higher Ranks.&lt;br /&gt;
* '''Split Rebound:''' Passive. Increases the damage done by the secondary missiles broken off from Split Arrow.&lt;br /&gt;
* '''Agile Striking:''' Passive. Adds a damage bonus for Dex to Melee attacks using 1-handed weapons and increases the pre-existing Dex bonus for Missile attacks. Effect increases with Rank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Glory Skills====&lt;br /&gt;
These skills are glorious Songs, that when activated, are sung for a duration. They cost mana only when cast, and can cause a variety of effects on allies or enemies. Songs can be stopped by Silence.&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Enduring Chant:''' Active. Song. Stops the loss of stamina from running, etc. for the user and any friendly units within range. Also decreases the Fury cost for Barbarians skills and increases the speed of regeneration and healing from items/magic.&lt;br /&gt;
* '''Penetrating Voice:''' Passive. Decreases the chance that any Silence effect can affect the Bard.&lt;br /&gt;
* '''Silver Tongue:''' Passive. Increases the chance of effect success for all Songs.&lt;br /&gt;
* '''Virtuosity:''' Passive. Passive. Increases the power of the effects of all Songs.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Aria of Disruption:''' Active. Song. Interferes with magical energies, decreasing the effectiveness of all enemy hostile magics within range.&lt;br /&gt;
* '''Soothing the Beast:''' Active. Song. Has a chance of randomly causing any foes within range to stop hostile activities for a time, entranced by the Bards singing.&lt;br /&gt;
* '''Enduring Vitality:''' Passive. Enhances Enduring Chant to provide some health regeneration as well.&lt;br /&gt;
* '''Counter Verse:''' Passive. Has a chance of knowing the proper short verse that can counteract the effect of a debuff cast on the Bard. Has a chance of reducing the length of any debuffs afflicting the Bard dramatically.&lt;br /&gt;
* '''Inspired:''' Passive. Decreases the Mana cost of all Songs.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Furious Bolero:''' Active. A fast, harsh song that has a chance per x seconds of setting any targets within range on fire, causing fire damage for xx seconds. If a target is on fire and gets re-effected, the fire duration is added onto the end of the current fire. Creatures on fire have a chance of igniting those nearby.&lt;br /&gt;
* '''Haunting Melody:''' Active. Song. Increases the connection between this world and the Ether, increasing the effectiveness of allies' spells and decreasing mana costs for skills.&lt;br /&gt;
* '''Allegro:''' Passive. Enhances Furious Bolero, increasing fire damage and adding a chance to stun victims while on fire.&lt;br /&gt;
* '''Counter Chorus:''' Passive. Augments Counter Verse to apply to allies within a Rank dependent radius.&lt;br /&gt;
* '''Fortissimmo:''' Passive. Increases the range of all Songs.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Heroic Anthem:''' Active. Song. A song dedicated to glorious victories over evil by legendary heroes. Increases all damages and attack/cast speeds of friendly units.&lt;br /&gt;
* '''Hymn of Light:''' Active. Song. A powerful song from before time. Only affects undead and demons within range, but deals constant damage, slows them, and lowers damage and defenses.&lt;br /&gt;
* '''Noble Fortitude:''' Passive. For Heroic Anthem, adds to the max health of friendly units.&lt;br /&gt;
* '''Angelic Voice:''' Passive. Enhances Hymn of the Light. Has a chance of randomly stunning any applicable targets within range.&lt;br /&gt;
* '''Long-Winded:''' Passive. Increases the duration of all Songs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Guile Skills====&lt;br /&gt;
These skills are based on wit, knowledge, and cleverness. (Some of these skills, like Arcane Lore, depend on certain features being present in D3)&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Be the Beast:''' Active. Skill. The Bards extensive knowledge base allow him to emulate the bahavior of various dark creatures. By dragging a foot, acting abnormally, and making odd noises, he can behave in a way that allows him to blend in with enemies for xx seconds, causing many foes to ignore him at random. Special monsters and bosses are not fooled. Effect ends immediately if character uses any offensive skills. Other players might hate you for using this too much.&lt;br /&gt;
* '''Silence:''' Active. Spell. Silences any targets within area of effect.&lt;br /&gt;
* '''Bravado:''' Passive. The Bard presents himself with such gusto and self-confidence that foes hit by his attacks have a chance of being terrified and running away.&lt;br /&gt;
* '''Blinding:''' Passive. On critical strikes, this adds has a chance of blinding target.&lt;br /&gt;
* '''Item Lore:''' Passive. Has an increasing chance of Identifying items.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Resonate:''' Active. Spell. Causes an intense sound vibration in an cone area starting at character that stuns targets and causes damage. This spell stays in affect while the mouse button is down and can be re-aimed anywhere. Causes increased damage on undead enemies.&lt;br /&gt;
* '''Rogue Element:''' Active. Spell. Enchants weapons for xxx seconds, adding a random element (fire, ice, or lightning) to each attack. (Idea inspired by/based on NASE's suggestion.)&lt;br /&gt;
* '''Barter:''' Passive. Allows the character to get better prices from vendors, buying and selling.&lt;br /&gt;
* '''Arcane Lore:''' Passive. Increases the effects of any scrolls or books used.&lt;br /&gt;
* '''Anatomy: Passive.''' Advanced knowledge of creatures' anatomies increases the chance of Critical Hits.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Name of Power:''' Active. Spell. Through studies of ancient histories and texts, the Bard knows much about Demonkind and the power of real names. When used, calls a Demon by a secret name, stunning it or possibly outright banishing it. Bosses are too poweful to be affected by this.&lt;br /&gt;
* '''Sop Story:''' Active: Spell. Tells a story so sad even un-intelligent monsters understand, charming any non-undead/demon temporarily into defending the Bard, causing them to attack other monsters. Has a 4 second cast time and has a chance to effect any foe in range. Has a 20 second cooldown.&lt;br /&gt;
* '''Enhanced Resonance:''' Passive. Increases the width of the cone and the damage caused by Resonate.&lt;br /&gt;
* '''Dramatic Flair:''' Passive. Increases the chance that a foe is effected by Be the Beast. Also adds a smaller chance that special monsters will be fooled as well. Bosses are still unaffected.&lt;br /&gt;
* '''Monstrous Lore:''' Passive. Through close observation and study, the Bard gains a sense of the strengths and weaknesses of monsters. Enhances Rogue Element, giving an increasing chance of triggering the elemental effect that takes advantage of the creatures weakest resistance.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Accusation:''' Active. The Bards powers of persuasion are such that he is able to accuse a foe of... whatever... that causes other foes around it to become hostile to it.&lt;br /&gt;
* '''True Name:''' Passive. Has a chance of knowing a Demon's true name. When Name of Power is used, this provides a chance that it's true name will be called, requiring it to fight for the Bard for a period of time. Once this time ends however, the Demon will seek out the Bard, ignoring all other targets, determined to kill him.&lt;br /&gt;
* '''Make the Devil Cry:''' Passive. Adds a chance of also affecting Undead and Demons with Sop Story.&lt;br /&gt;
* '''Rogue Burst:''' Passive. Enhances Rogue Element, giving a small chance of triggering splash damage, affecting any foes adjacent to target. If any points are in this skill, Critical hits will always trigger this affect, assuming Rogue Element is active.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
The Bard was first posted on 30 June 2009 [http://forums.diii.net/showthread.php?t=731051] by [http://forums.diii.net/member.php?u=335830 Technomancer] on the [http://forums.diii.net/ Diii.net forums]. It was posted as a wiki article by [http://forums.diii.net/member.php?u=335830 Technomancer] on 17 August 2009.&lt;br /&gt;
&lt;br /&gt;
===Technomancer Notes===&lt;br /&gt;
I know I'm certainly not the first to propose a Bard class for Diablo III, but I got on a kick to make my own Bard class cause of another thread, so I thought I'd try to finish it up and throw it up on here to see what people think. I didn't look at any other Bards posted on the forums because I wanted it to be as untainted as possible, but there's probably some accidental overlap. A Bard is a Bard. It appears that my Bard class is completely finished, skill-wise, so I decided to put it here on the wiki.&lt;/div&gt;</summary>
		<author><name>Technomancer</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Fanmade:Bard&amp;diff=10742</id>
		<title>Fanmade:Bard</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Fanmade:Bard&amp;diff=10742"/>
				<updated>2009-08-17T08:18:34Z</updated>
		
		<summary type="html">&lt;p&gt;Technomancer: /* Background */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Bard is [[Melee]] / [[Ranged]] warrior that also uses his extensive knowledge of forgotten lore and ancient songs of power to battle the forces of Darkness. Music is the language of the universe and no one exploits this like the Bard. Even the Angels of Light are merely vibrations...&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
{{Classbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|name= Bard&lt;br /&gt;
|classtype= fanclass&lt;br /&gt;
|role= [[Melee]]/[[Ranged]]/[[Caster]] hybrid&lt;br /&gt;
|attrib= [[Dexterity]] [[Willpower]]&lt;br /&gt;
&amp;lt;!-- Class Skills --&amp;gt;&lt;br /&gt;
|skilltree1= [[Fan_class:Bard#Honor_Skills|Honor Skills]]&lt;br /&gt;
|skilltree2= [[Fan_class:Bard#Glory_Skills|Glory Skills]]&lt;br /&gt;
|skilltree3= [[Fan_class:Bard#Guile_Skills|Guile Skills]]&lt;br /&gt;
&amp;lt;!-- Background --&amp;gt;&lt;br /&gt;
|origin= [[Western Kingdoms]]&lt;br /&gt;
|affiliation= None.&lt;br /&gt;
|friends= None Known&lt;br /&gt;
|foes= [[Demons]]&lt;br /&gt;
}}&lt;br /&gt;
===New, Darker Background===&lt;br /&gt;
In his younger days, the Bard travelled the far reaches of Sanctuary as a poet, musician and storyteller. He quite the performer, able to rouse even the most dour soul. He had a restless spirit and lived off the people in the cities and villages through charm and wit until he wore out his welcome, then journeyed on. He was an expert at getting himself into trouble, and just as expert in getting himself out of it, be it through wit, cleverness, or muscle. If his stories were to be believed, he was a renowned hero that had experienced many tragic and comedic events in every corner of Sanctuary. He was also always interested in lore and history, and loved to spend a good amount of time learning the local histories and peculiarities of the places he visited and often, before he willingly or unwillingly departed, knew more about the local goings on than most of the locals did. He loved a good time, and was a regular feature at some of the seedier outfits around.&lt;br /&gt;
&lt;br /&gt;
A small village he visited would change the course of his life however. He fell in love with a local girl, like he did in every town, but this was different. She was someone even his ego would allow him to consider an equal, and was completely smittin. He kept trying to think of excuses to move on, but could never find one quite good enough, so he stayed with her. She eventually became pregnant. His first instinct was to run, but he couldn't. This would become his new life.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, it was not meant to be. She died during childbirth, but he had a new daughter. She was his responsibility, and he took it with pride. He stayed where he was, practicing his arts to the enjoyment of the locals, and was able to hash out a decent and honorable living as a musician and teacher. He raised his daughter until the age of 6, when tragedy once again came to call. Monsters and demons roaming the countryside stumbled upon their village, razing it to the ground, and killing or abducting nearly everyone. The Bard fought well, but was overwhelmed and left for dead. When he came to, there was no sign of his daughter, and only a handful of villagers had survived. Desperate, he chased the monsters into the darkness for days. He found an abandoned camp of the raiders, and with it he stumbled upon a scene from a nightmare. Many of the prisoners had apparently been made snacks... and worse. He found the remains of his little girl there. She fell into the 'worse' catagory...&lt;br /&gt;
&lt;br /&gt;
He never found that raiding party. Some say he went mad after that. He dissappeared and popped up from time to time around the land drunk and spoiling for trouble, never talking about his past. Some people were familiar enough with the local goings on and pieced together who he was, so they tolerated him out of symapathy. When he wasn't brawling in the local tavern, he obsessively buried himself in books and tomes wherever he could find them, the older and more archaic the better. He researched magics and demonkind and forgotten lore better left forgotten. Over a couple of years, he became somewhat more stable, but still very disconnected from people. He liked to spend a great deal of time out in the wild outskirts of towns, hunting and providing for himself, by himself. He privately practiced in the wilds at killing foul creatures up close and from afar. When travelling from town to town, he searched out any beasties he could find to 'practice' upon. At night, people would occasionally hear haunting sounds coming from the woods, and when followed, would reveal themselves as dark, forboding, and unnerving songs, some of which were sung in tongues no one had ever heard.&lt;br /&gt;
&lt;br /&gt;
He knew that people would occasionally eavesdrop on him and something inside of him still missed . One day, a brave little girl came out of the woods that had been listening to his strange music and started bugging him with questions. He tried to run her off, but something about her couldn't let him resist answering her questions. Maybe she reminded him of 'her'. She asked him what those songs were he played, and he told her they were ancient, forgotten songs that had magical powers over the darkness. After other questions, she finally asked him why he was always out here by himself. He reluctantly told her a highly sanitized version of his story. He kept going, and as he did, he added more gusto and flair, with which she was thoroughly entertained. As he finished, the twinkle in her eyes almost made him break down and cry, but he held back. With the innocence only a child could have, she told him that his family wouldn't want him to be alone like this and that he should share his love of them with the world. With that, she left and he could hold back his tears no longer. He never saw her again. He always wondered if she might have really been 'her'...&lt;br /&gt;
&lt;br /&gt;
After that, he finally was able to, no, he HAD to get back on his feet and do something. He was able to perform and again, but now he had purpose. Toughened by his experiences, he set about trying to really make a difference. As he travelled now, he helped people. If they were in trouble, he would give them strength and stand with them against it. If they were lost, he would guide them and see them through. He fought the darkness wherever he found it and inspired hope in the hopeless. He had the strength and abilities now to become a subject of songs, not just a singer of songs, but legacy never entered his thoughts. Perhaps those whose songs were sung never had those thoughts either. One day, hearing of the troubles in Tristram, be it by sword or song or spirit, he set forth to shine light upon the darkness once again. Perhaps he could stumble upon a particular group of nasties again. Now, he was ready for them.&lt;br /&gt;
&lt;br /&gt;
===Old, Lighter Background===&lt;br /&gt;
The Bard is an incouragable romantic and braggart that has roamed the far corners of Sanctuary living off of his wit, charm, and deftness, and if his stories are to be believed, he is a renowned hero that has experienced many tragic and comedic events in every one of them. His gallant demeanor and careless abandon hide a tortured soul, however. Having wondered farther than many have dreamed, he has seen the darkness hiding in every shadow and the empty eyes of those who the darkness has touched. He is quite the studious one, having spent a great deal of time researching histories and arcane lore for his art and an unquenchable thirst for knowledge. While he really isn't quite the unstoppable blademaster and marksman his bravado would lead one to believe, he is quite skilled in a variety of weapons. When your mouth can't get you out of a situation, your arm sure better do the job!&lt;br /&gt;
&lt;br /&gt;
While living off the fat of the land for many years, it weighs upon him now more than ever. He felt that his job was to help people through the dark times by just elevating their hopes and spirits, but lately he feels that is not enough. He's grown envious of the Hero's of yore who didn't just bring a twinkle to darkened eyes, but stopped the light from going away in the first place. Whether he truly feels a sense of duty to aid the people of Sanctuary or has just listened to his own stories so much even HE believes them, no one knows but him... or maybe not. Regardless, hearing of the events unfolding in Tristram, the beginning of so much history, he's set out to test his mettle and put his gold where his mouth is. At the very least, he could probably get a good story out of the whole thing...&lt;br /&gt;
&lt;br /&gt;
==Class Design==&lt;br /&gt;
The Bard is a hybrid fast [[Melee]] / [[Ranged]] warrior. He also utilizes music which he sings during battle, bestowing a variety of Aura-like effects to friend or foe. His wits and extensive knowledge base allow him to trick foes and manipulate situations to his favor.&lt;br /&gt;
&lt;br /&gt;
==Attributes and Skills==&lt;br /&gt;
Bard songs are sung for a duration depending on Rank and Passive enhancements. Once started, they do not need to be maintained by the player. Any friends or foes within range are affected by the song.&lt;br /&gt;
&lt;br /&gt;
===Bard Skills===&lt;br /&gt;
The Bard skills are arranged into to three distinctive skill tree categories:&lt;br /&gt;
* Honor&lt;br /&gt;
* Glory&lt;br /&gt;
* Guile &lt;br /&gt;
All three trees have a combination of active and passive skills. Active skills are used in combat, while the passive skills boost or change the behaviour of the active skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Honor Skills====&lt;br /&gt;
These abilities revolve around the &amp;quot;honor&amp;quot; of combat, both up-close and at range.&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Trick Shot:''' Active. Missile attack. Fires a missile that zig-zags in an ever widening cone away from character, increasing it's area of potential attack.&lt;br /&gt;
* '''Dual Wield:''' Passive. With two weapons equiped, both are used in the time frame of one attack with a speed average of both weapons. Higher Ranks increase accuracy and damage.&lt;br /&gt;
* '''Evasion: Passive.''' Increases the effect of Dex on defenses.&lt;br /&gt;
* '''Catch Missile:''' Passive. Has a chance of plucking or knocking a missile right out of the air, rendering them harmless&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Twin Strike:''' Active. Melee attack. Requires two weapons. Attack using both weapons simultaneously as one blow. All bonuses, damage ratings, etc. are added together and treated as one attack from one weapon.&lt;br /&gt;
* '''Strafing Run:''' Active. Missile attack. While character is walking/running, constantly fires missiles at the nearest foe. (Stolen from the Mentalist. )&lt;br /&gt;
* '''Parry:''' Passive. When equiped with two weapons, has a chance of parrying attacks.&lt;br /&gt;
* '''Shield Bash:''' Passive. When attacked, adds a chance to lash out with shield, dealing damage and knocking attacker back.&lt;br /&gt;
* '''Missile Mastery:''' Passive. Increases damage, accuracy, and speed of all missile attacks.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Frantic Assualt:''' Active. Melee attack. While attack button is held down, each swing hits a different enemy in range, with increased attack speed..&lt;br /&gt;
* '''Split Arrow:''' Active. Missile attack. Fires a missile that upon impact, splits into several more missiles launched at nearby foes that do half original damage.&lt;br /&gt;
* '''Ambidexterity:''' Passive. Increases the attack speed and accuracy of Twin Strike and Dual Wield.&lt;br /&gt;
* '''Retort:''' Passive. When attacked, has a chance of very quickly counter attacking.&lt;br /&gt;
* '''Cower:''' Passive. If using a shield and standing still, the Bard can cower behind it very effectively, increasing shield blocking and absorbtion.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Dervish:''' Active. Melee attack. Spins very quickly, attacking a single target several times quickly, the number depends on Rank. When dual wielding, both weapons are used.&lt;br /&gt;
* '''Flurry:''' Passive. On hitting a foe in Melee, has a chance of quickly adding a second attack. That second attack could also trigger this again, causing a chain reaction. When dual wielding, this could result in a barrage of attacks at higher Ranks.&lt;br /&gt;
* '''Split Rebound:''' Passive. Increases the damage done by the secondary missiles broken off from Split Arrow.&lt;br /&gt;
* '''Agile Striking:''' Passive. Adds a damage bonus for Dex to Melee attacks using 1-handed weapons and increases the pre-existing Dex bonus for Missile attacks. Effect increases with Rank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Glory Skills====&lt;br /&gt;
These skills are glorious Songs, that when activated, are sung for a duration. They cost mana only when cast, and can cause a variety of effects on allies or enemies. Songs can be stopped by Silence.&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Enduring Chant:''' Active. Song. Stops the loss of stamina from running, etc. for the user and any friendly units within range. Also decreases the Fury cost for Barbarians skills and increases the speed of regeneration and healing from items/magic.&lt;br /&gt;
* '''Penetrating Voice:''' Passive. Decreases the chance that any Silence effect can affect the Bard.&lt;br /&gt;
* '''Silver Tongue:''' Passive. Increases the chance of effect success for all Songs.&lt;br /&gt;
* '''Virtuosity:''' Passive. Passive. Increases the power of the effects of all Songs.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Aria of Disruption:''' Active. Song. Interferes with magical energies, decreasing the effectiveness of all enemy hostile magics within range.&lt;br /&gt;
* '''Soothing the Beast:''' Active. Song. Has a chance of randomly causing any foes within range to stop hostile activities for a time, entranced by the Bards singing.&lt;br /&gt;
* '''Enduring Vitality:''' Passive. Enhances Enduring Chant to provide some health regeneration as well.&lt;br /&gt;
* '''Counter Verse:''' Passive. Has a chance of knowing the proper short verse that can counteract the effect of a debuff cast on the Bard. Has a chance of reducing the length of any debuffs afflicting the Bard dramatically.&lt;br /&gt;
* '''Inspired:''' Passive. Decreases the Mana cost of all Songs.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Furious Bolero:''' Active. A fast, harsh song that has a chance per x seconds of setting any targets within range on fire, causing fire damage for xx seconds. If a target is on fire and gets re-effected, the fire duration is added onto the end of the current fire. Creatures on fire have a chance of igniting those nearby.&lt;br /&gt;
* '''Haunting Melody:''' Active. Song. Increases the connection between this world and the Ether, increasing the effectiveness of allies' spells and decreasing mana costs for skills.&lt;br /&gt;
* '''Allegro:''' Passive. Enhances Furious Bolero, increasing fire damage and adding a chance to stun victims while on fire.&lt;br /&gt;
* '''Counter Chorus:''' Passive. Augments Counter Verse to apply to allies within a Rank dependent radius.&lt;br /&gt;
* '''Fortissimmo:''' Passive. Increases the range of all Songs.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Heroic Anthem:''' Active. Song. A song dedicated to glorious victories over evil by legendary heroes. Increases all damages and attack/cast speeds of friendly units.&lt;br /&gt;
* '''Hymn of Light:''' Active. Song. A powerful song from before time. Only affects undead and demons within range, but deals constant damage, slows them, and lowers damage and defenses.&lt;br /&gt;
* '''Noble Fortitude:''' Passive. For Heroic Anthem, adds to the max health of friendly units.&lt;br /&gt;
* '''Angelic Voice:''' Passive. Enhances Hymn of the Light. Has a chance of randomly stunning any applicable targets within range.&lt;br /&gt;
* '''Long-Winded:''' Passive. Increases the duration of all Songs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Guile Skills====&lt;br /&gt;
These skills are based on wit, knowledge, and cleverness. (Some of these skills, like Arcane Lore, depend on certain features being present in D3)&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Be the Beast:''' Active. Skill. The Bards extensive knowledge base allow him to emulate the bahavior of various dark creatures. By dragging a foot, acting abnormally, and making odd noises, he can behave in a way that allows him to blend in with enemies for xx seconds, causing many foes to ignore him at random. Special monsters and bosses are not fooled. Effect ends immediately if character uses any offensive skills. Other players might hate you for using this too much.&lt;br /&gt;
* '''Silence:''' Active. Spell. Silences any targets within area of effect.&lt;br /&gt;
* '''Bravado:''' Passive. The Bard presents himself with such gusto and self-confidence that foes hit by his attacks have a chance of being terrified and running away.&lt;br /&gt;
* '''Blinding:''' Passive. On critical strikes, this adds has a chance of blinding target.&lt;br /&gt;
* '''Item Lore:''' Passive. Has an increasing chance of Identifying items.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Resonate:''' Active. Spell. Causes an intense sound vibration in an cone area starting at character that stuns targets and causes damage. This spell stays in affect while the mouse button is down and can be re-aimed anywhere. Causes increased damage on undead enemies.&lt;br /&gt;
* '''Rogue Element:''' Active. Spell. Enchants weapons for xxx seconds, adding a random element (fire, ice, or lightning) to each attack. (Idea inspired by/based on NASE's suggestion.)&lt;br /&gt;
* '''Barter:''' Passive. Allows the character to get better prices from vendors, buying and selling.&lt;br /&gt;
* '''Arcane Lore:''' Passive. Increases the effects of any scrolls or books used.&lt;br /&gt;
* '''Anatomy: Passive.''' Advanced knowledge of creatures' anatomies increases the chance of Critical Hits.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Name of Power:''' Active. Spell. Through studies of ancient histories and texts, the Bard knows much about Demonkind and the power of real names. When used, calls a Demon by a secret name, stunning it or possibly outright banishing it. Bosses are too poweful to be affected by this.&lt;br /&gt;
* '''Sop Story:''' Active: Spell. Tells a story so sad even un-intelligent monsters understand, charming any non-undead/demon temporarily into defending the Bard, causing them to attack other monsters. Has a 4 second cast time and has a chance to effect any foe in range. Has a 20 second cooldown.&lt;br /&gt;
* '''Enhanced Resonance:''' Passive. Increases the width of the cone and the damage caused by Resonate.&lt;br /&gt;
* '''Dramatic Flair:''' Passive. Increases the chance that a foe is effected by Be the Beast. Also adds a smaller chance that special monsters will be fooled as well. Bosses are still unaffected.&lt;br /&gt;
* '''Monstrous Lore:''' Passive. Through close observation and study, the Bard gains a sense of the strengths and weaknesses of monsters. Enhances Rogue Element, giving an increasing chance of triggering the elemental effect that takes advantage of the creatures weakest resistance.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Accusation:''' Active. The Bards powers of persuasion are such that he is able to accuse a foe of... whatever... that causes other foes around it to become hostile to it.&lt;br /&gt;
* '''True Name:''' Passive. Has a chance of knowing a Demon's true name. When Name of Power is used, this provides a chance that it's true name will be called, requiring it to fight for the Bard for a period of time. Once this time ends however, the Demon will seek out the Bard, ignoring all other targets, determined to kill him.&lt;br /&gt;
* '''Make the Devil Cry:''' Passive. Adds a chance of also affecting Undead and Demons with Sop Story.&lt;br /&gt;
* '''Rogue Burst:''' Passive. Enhances Rogue Element, giving a small chance of triggering splash damage, affecting any foes adjacent to target. If any points are in this skill, Critical hits will always trigger this affect, assuming Rogue Element is active.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
The Bard was first posted on 30 June 2009 [http://forums.diii.net/showthread.php?t=731051] by [http://forums.diii.net/member.php?u=335830 Technomancer] on the [http://forums.diii.net/ Diii.net forums]. It was posted as a wiki article by [http://forums.diii.net/member.php?u=335830 Technomancer] on 17 August 2009.&lt;br /&gt;
&lt;br /&gt;
===Technomancer Notes===&lt;br /&gt;
I know I'm certainly not the first to propose a Bard class for Diablo III, but I got on a kick to make my own Bard class cause of another thread, so I thought I'd try to finish it up and throw it up on here to see what people think. I didn't look at any other Bards posted on the forums because I wanted it to be as untainted as possible, but there's probably some accidental overlap. A Bard is a Bard. It appears that my Bard class is completely finished, skill-wise, so I decided to put it here on the wiki.&lt;/div&gt;</summary>
		<author><name>Technomancer</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Fanmade:Phase_Knight&amp;diff=10741</id>
		<title>Fanmade:Phase Knight</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Fanmade:Phase_Knight&amp;diff=10741"/>
				<updated>2009-08-17T08:15:49Z</updated>
		
		<summary type="html">&lt;p&gt;Technomancer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Phase Knight is heavy [[Melee]]/[[Ranged]] warrior that is cursed (or blessed) with partially existing in the Ethereal plane. He uses this connection to draw out raw elemental energies he can use in combat. He is also able to extend himself into the Ether, giving him unnatural strength and abilities.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
{{Classbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|name= Phase Knight&lt;br /&gt;
|classtype= fanclass&lt;br /&gt;
|role= [[Melee]]/[[Ranged]]/[[Caster]] hybrid&lt;br /&gt;
|attrib= [[Strength]] [[Willpower]]&lt;br /&gt;
&amp;lt;!-- Class Skills --&amp;gt;&lt;br /&gt;
|skilltree1= [[Fan_class:Phase_Knight#Phasing_Skills|Phasing Skills]]&lt;br /&gt;
|skilltree2= [[Fan_class:Phase_Knight#Channeling_Skills|Channeling Skills]]&lt;br /&gt;
|skilltree3= [[Fan_class:Phase_Knight#Warfare_Skills|Warfare Skills]]&lt;br /&gt;
&amp;lt;!-- Background --&amp;gt;&lt;br /&gt;
|origin= [[Westmarch]]&lt;br /&gt;
|affiliation= Knights of Westmarch, [[Paladin]]&lt;br /&gt;
|friends= [[Sisters of the Sightless Eye]]&lt;br /&gt;
|foes= [[Cultists]], [[Vizjerei]]&lt;br /&gt;
}}&lt;br /&gt;
A former soldier of rank from Westmarch trained in the arts of war. He was a devout follower of the Light, and while always admiring the mighty Zakarum Paladins, he was unable to meet their strict standards. During a mission with his unit and a Paladin, they were decimated by a powerful gathering of cultists. He was the only surviver, but only because he was behind the Paladin as he tried to ward off the dark magic, but failed. He lost consciousness and was rescued by Sisters of the Sightless Eye that had been observing the cultists and witnessed the whole thing. He was unconscious for nearly a week. Their leader, an old woman named Akara, told him she thought his soul had been disjointed and had a hard time finding it's way back. After he made a full recovery, he felt stronger, or more correctly, everything else felt lighter and less resistive. He could see things floating in what seemed like mist all around him, and could reach out and touch them. He even felt like he could draw things out of the mist. He told Akara about this, and she theorized that what he was really experiencing was the Ethereal plane, a plane of mystical forces. It was beyond her, but she theorized that the clashing of Light and Dark magicks somehow created a rift that had lodged him partially into the Ether.&lt;br /&gt;
&lt;br /&gt;
He left the Rogues and returned to Westmarch to tell them what befallen his comrades and himself. In the following days he shared his story with others and even demonstrated some of his unnatural abilities. He thought they were a blessing from the Light and was why he survived. Many were impressed, but some were frightened, and eventually he was 'detained' by the Zakarum. He couldn't believe what happening, and in his anger, he reached into the ethereal and drew out 'something' reflecting his feelings and he suddenly burst into flames! It didn't burn him, but burned anything else near him. After setting a building on fire, he was able to stop it, but the damage was done. Everyone began accusing him of witchcraft, and he was exiled from Westmarch forever. With nowhere else to go he returned to Akara and told her his story. She wished she could guide him further, but this was beyond her, so she told him that the mage-clans of the East may have more answers for him. There was a caravan some Sisters were escorting that way, and she offered to let him go along with them. He accepted.&lt;br /&gt;
&lt;br /&gt;
He was torn about his situation. Had the Light abandoned him? Was his condition a curse? He traveled with the Sisters and made himself useful. He was a very competent warrior afterall. During an attack by wild creatures, his hand and blade burst into flames and he made short work of them. Could he control this? The Rogues remarked how it was similar to magic they used to enchant arrows, and while he never picked up their form of magic, he learned a good deal about missile weapons from them, and how to enchant them in his own way. He had learned basic archery early on as a soldier, but his new abilities of control and perception allowed him to perfect advanced techniques very quickly.&lt;br /&gt;
&lt;br /&gt;
He arrived in Caldeum and sought out the Vizjerei. They were curious about his story and started magically researching him. They confirmed that he simultaneously existed in this realm and the Ethereal and was able to draw raw magical energies from it. He had no aptitude for traditional magic, but they researched him still. He gained greater control of his 'gift' and was able to draw different elements out from the Ether. He was also able to reach further into it and affect things in this realm through it. That was the source of his unnatural strength, when he reaches into the Ether, he can produce more leverage on things in this realm.&lt;br /&gt;
&lt;br /&gt;
The Vizjerei kept running more and more intensive experiments on him, and when he tried to make them stop, they wouldn't. A friend he had made among them secretly helped him escape, but he was discovered and in desperation, was able to turn himself completely Ethereal and dash through a wall to the outside. He found his way back to the Rogues. He decided it was time to return home. Finally having a grasp on what he was now capable of, he decided this was a gift, given to him by the Light, and it was his obligation to use it for good. He was going to return West to uncover the truth of these cultists that caused this chain of events and avenge his friends and the Paladin who gave his life for his. They would not die in vain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Class Design==&lt;br /&gt;
Many pf the Phase Knight's powers are drawn directly from the Ether. He exists in both realms simultaneously, and can draw forces from the Ether or extend himself into it. He is a powerful, well-trained warrior and uses his abilities to augment his formidable fighting skills. Some skills are referred to as spells, but are not traditional magic, for his abilities are natural and don't require any special rituals, just willpower and mana.&lt;br /&gt;
&lt;br /&gt;
He is accustomed to heavy arms and armor, but also picked up advanced archery from the Sisters of the Sightless Eye while traveling with them. He was able to make incredible progress as his sight into the Ether gave him uncanny aiming abilities at a distance. As a soldier, he was trained in many weapons, but spent a great deal of time training with spears and polearms. Along with his new strength, he is able to wield them with one hand and can use a shield with them. He cannot dual-wield.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attributes and Skills==&lt;br /&gt;
The Phase Knight's Channeling Skills include the skills Burn, Jolt, and Frostbite. These skills add the appropriate Elemental damages to ANY other attacks made by the character, even other Elemental skills. For example, if Burn is active, it's damage would be directly added to any damages caused Heatwave or Firestorm.&lt;br /&gt;
&lt;br /&gt;
===Phase Knight Skills===&lt;br /&gt;
The Phase Knight skills are arranged into to three distinctive skill tree categories:&lt;br /&gt;
* Phasing&lt;br /&gt;
* Channeling&lt;br /&gt;
* Warfare&lt;br /&gt;
All three trees have a combination of active and passive skills. Active skills are used in combat, while the passive skills boost or change the behaviour of the active skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Phasing Skills====&lt;br /&gt;
These skills generally deal with 'phasing' the character, his equipment, or enemies in and out of the Ethereal Plane or using it's properties to his advantage.&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Displace:''' Active. Melee attack. Turns Ethereal and attacks target while moving through to the opposite side of them. During and for a short duration after the attack, defense(evasion) is increased.&lt;br /&gt;
* '''Ghostform:''' Active. Spell. Causes the character to fade into the Ethereal Plane and become insubstantial enough to move through enemies and obstacles for a short period of time. He cannot move through walls or closed doors. Still vulnerable to attack.&lt;br /&gt;
* '''Stability:''' Passive. Anchors the character to the Ether, decreasing the chance he can be moved against his will, ie. knockback, etc.&lt;br /&gt;
* '''Extension:''' Passive. Decreases the mana cost of all Phasing skills.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Unstoppable Missile:''' Active. Missile attack. Missile weapon shot is partially Ethereal and can travel through obstacles and creatures. It can't pass through walls, but otherwise goes right through any targets, damaging them along the way.&lt;br /&gt;
* '''Phase Door:''' Active. Spell. If standing near a wall or obstacle, can shift into the Ether, jump through, and reform on the other side.&lt;br /&gt;
* '''Reduce Weight:''' Passive. Allow the character, through Ethereal leverage, to reduce the strength requirements for any equipment by a certain percentage, allowing him to wear heavier gear with less strength.&lt;br /&gt;
* '''Penetration:''' Passive. Able to bypass some of foes defenses Ethereally. Decreases foe's defense to character's attacks.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Summon:''' Active. Spell. Reaches through the Ether, grabs target, and teleports them right next to caster. Doesn't work on bosses or other characters.&lt;br /&gt;
* '''Draw Out:''' Active. Spell. Causes any foes within range that exist in both planes to be forced into this plane, making any invisibility, resistances, or abilities based on Etherealness to be canceled out while in area of effect. Lasts xx seconds.&lt;br /&gt;
* '''Ethereal Anchor:''' Passive. Attacks have a chance of anchoring a foe in place, unable to move. They can still attack normally. Skills that cause movement still work, but they are the only possible means of transportation. Doesn't work on bosses.&lt;br /&gt;
* '''Leverage:''' Passive. Allows character to reach into the Ether, providing greater force and leverage here. Increases the effect of strength on attacks and any other skills by a certain percentage.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Shift Strike:''' Active. Melee attack. Quickly teleport next to an enemy, attack, then zip back to original location.&lt;br /&gt;
* '''Projection:''' Active. Spell. When cast, while mouse button is down, the character's body stays in place, vulnerable to attack, while his spirit can move around within range, like Ghostform, able to see from his spirits location, but can take no other actions. His spirit can be seen and attacked by foes that are partially Ethereal or can see invisible. The skill drains mana while in use and when mana runs out or button is released, the spirit goes back to body and the character is back to normal.&lt;br /&gt;
* '''Phase Reaction:''' Passive. By subconsciously shifting more into the Ethereal when attacked, he is able to reduce physical damage. When attacked, has a chance to increase physical resistance for that attack.&lt;br /&gt;
* '''Vulnerability:''' Passive. Decreases foes' physical resistance to character's attacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Channeling Skills====&lt;br /&gt;
These skills focus on drawing elemental forces out of the Ether or draining them into it. These elemental powers are used in combat to enhance his already formidable battle prowess. Note: Between Burn, Jolt, and Frostbite, only one may be active at a time. Casting one will override the others.&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Burn:''' Active. Spell. Adds fire damage to attacks (and fire attacks) and increases accuracy. Lasts for xxx seconds.&lt;br /&gt;
* '''Jolt:''' Active. Spell. Adds electrical damage to attacks (and electrical attack) and increases attack speed. Lasts for xxx seconds.&lt;br /&gt;
* '''Heatsink:''' Passive. On being hit, has a chance of draining heat into the Ether from the surrounding area, chilling all foes within a given radius, increasing with rank.&lt;br /&gt;
* '''Enhanced Channeling:''' Passive. Increases the damage done by all Channeling skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Frostbite:''' Active. Spell. Adds cold damage to attacks (and cold attacks) and chilling effect. Lasts for xxx seconds.&lt;br /&gt;
* '''Discharge:''' Active. Spell. Causes the character to store an ever increasing electric charge drawn from the Ether. On being hit (melee only), the charge is released causing lightning damage. The longer the time in between attacks, the more power is charged and released. Lasts for xxx seconds.&lt;br /&gt;
* '''Drain Heat:''' Passive. Increases the cold duration of all cold based skills.&lt;br /&gt;
* '''Efficient Channeling:''' Passive. Decreases the mana cost of all skills in this tree.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Heatwave:''' Active. Spell. Sends out ripples of heat/fire that damages enemies within radius. Last while attack is activated, drains mana per second.&lt;br /&gt;
* '''Frost Shot:''' Active. Melee and Missile attack. When the attack button is pressed, this skill starts to drain heat from the surrounding area, chilling enemies in an expanding circle and channeling cold power into the attack. The area of cold and the power accumulated increases the longer the button is pressed, then the attack is launched when the button is released. The attack causes intense cold damage on the target hit and causes cold splash damage to nearby foes, chilling all of them. More ideal as a missile attack so you're not being attacked while charging.&lt;br /&gt;
* '''Ball Lightning:''' Passive. Adds a chance on attack (Missile or Melee) that a ball of electricity will surge forth in the direction of the attack that will deal electrical damage to any foes passing near it.&lt;br /&gt;
* '''Fast Charging:''' Passive. Increases the charge speed of Discharge.&lt;br /&gt;
* '''Elementary Strength:''' Passive. Increases the damage of Burn, Jolt, and Frostbite.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Firestorm:''' Active. Melee attack. Leaps into the air, bursts into flames and dives at enemy, doing increased Melee damage and exploding on impact, causing fire damage to any foes nearby and igniting the ground.&lt;br /&gt;
* '''Enhanced Cooling:''' Passive. Increases the radius of Heatsink and increases the charge speed of Frost Shot.&lt;br /&gt;
* '''Surge:''' Passive. Increases the size and damage of Ball Lightning.&lt;br /&gt;
* '''Attunement:''' Passive. Allows the character to divert elemental energies back into the Ether, increasing resistances to fire, cold, and electricity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Warfare Skills====&lt;br /&gt;
These skills are centered around combat and warfare, taking advantage of years of training in heavy arms and armor as well missile weapons. After adjusting to his 'condition', he has been able to augment his battle skills tremendously.&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Lunge:''' Active. Melee attack. Forceful attack that hits target and any foes in front of or behind them, within weapon range. Long melee weapons like polearms have an advantage of potentially reaching farther.&lt;br /&gt;
* '''Rebuff:''' Passive. When attacked in Melee, has a chance of lashing out at attacker with shield, knocking him back and doing damage.&lt;br /&gt;
* '''Unnatural Nerve:''' Passive. Allows the character to steady himself and mentally slow down time, increasing the accuracy of all attacks.&lt;br /&gt;
* '''Melee Mastery:''' Passive. Increases Melee damage and Critical hit rate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Twin Shot:''' Active. Missile attack. Due to his unique condition, he can focus and fire two missiles at the same time. When shooting a missile with this skill, one shot is fired at target and another missile is fired at the closest, other, target simultaneously. If only one target is in range, both missiles launch at main target. Only the primary missile may trigger any special affects.&lt;br /&gt;
* '''Shield Crash:''' Active. Melee attack. With this attack, the character jumps forward a short distance and hits all foes in range with his shield, knocking them all back and dealing damage. On Crit., attacks with weapon instead, still with bonus from Shield Proficiency&lt;br /&gt;
* '''Slash:''' Passive. When attacking in melee, has a chance of making a slashing attack, hitting all foes in front of character. Additional targets struck don't trigger any special effects.&lt;br /&gt;
* '''Steel Tower:''' Passive. When standing still, increases defense and, if using a shield, increases blocking and absorption of the shield.&lt;br /&gt;
* '''Missile Mastery:''' Passive. Increases Missile damage and Critical hit rate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Forceful Blow:''' Active. Melee attack. Powerful strike that does increased damage and knocks foe flying back many spaces, breaking any barrels, baskets, etc. and busting open any doors in the way. Skill won't launch any foes that are immune to knockback, but still does additional damage.&lt;br /&gt;
* '''Twitch:''' Passive. When attacking with missiles, has a chance of sending an additional missile right behind the first. Each time this is triggered, it is checked again, with several missiles firing at the same target possible with higher ranks. This happens very quickly, having little impact on character's movement or attack rate. Also, subsequent missiles don't have any special properties like enchantments or Ricocheting.&lt;br /&gt;
* '''Shield Proficiency:''' Passive. Increases the damage done by Rebuff and Shield Crash.&lt;br /&gt;
* '''Unnatural Speed:''' Passive. Increases attack speeds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Catastrophic Blow:''' Active. Melee attack. Focusing the entirety of his physical and meta-physical prowess into an attack, he is able to perform a devastating melee attack on one enemy. Damage done is greatly increased, but the skill has a 4 second cooldown.&lt;br /&gt;
* '''Ricochet:''' Active. Missile attack. When a target is struck, the arrow jumps to the nearest target. Everytime a target is struck, the arrow keeps retargetting up to a skill based maximum or until it misses one.&lt;br /&gt;
* '''Flying Foe:''' Passive. The flying target from Forceful Blow that hits any other enemies, causes and takes damage based on an increasing percentage of the original damage done to the flying foe.&lt;br /&gt;
* '''Second Sight:''' Passive. His years of battle experience mixed with sensing ripples in the Ether give him an uncanny sense for expecting and reacting to danger. Increases the effect of Steel Tower and applies it to moving defenses as well.&lt;br /&gt;
* '''Explosive Power:''' Passive. Slightly decreases the cooldown period of Catastrophic Blow and increases the damage of Ricochet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
The Phase Knight was first posted on 4 July 2009 [http://forums.diii.net/showthread.php?t=731546] by [http://forums.diii.net/member.php?u=335830 Technomancer] on the [http://forums.diii.net/ Diii.net forums]. It was posted as a wiki article by [http://forums.diii.net/member.php?u=335830 Technomancer] on 17 August 2009.&lt;br /&gt;
&lt;br /&gt;
===Technomancer Notes===&lt;br /&gt;
This is a new class I've been working on for a while. It is a highly altered variant of my [[Arcane Warrior]]. I've largely done away with enchantments and expanded in different directions fairly drastically. Some skill names may be the same, but in most cases these skills are rather different, may have changed from active to passive, have entirely different affects, etc. Only a handful are untouched, like Shift Strike and Ricochet. Hope you like!&lt;/div&gt;</summary>
		<author><name>Technomancer</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Fanmade:Bard&amp;diff=10740</id>
		<title>Fanmade:Bard</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Fanmade:Bard&amp;diff=10740"/>
				<updated>2009-08-17T07:43:55Z</updated>
		
		<summary type="html">&lt;p&gt;Technomancer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Bard is [[Melee]] / [[Ranged]] warrior that also uses his extensive knowledge of forgotten lore and ancient songs of power to battle the forces of Darkness. Music is the language of the universe and no one exploits this like the Bard. Even the Angels of Light are merely vibrations...&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
{{Classbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|name= Bard&lt;br /&gt;
|classtype= fanclass&lt;br /&gt;
|role= [[Melee]]/[[Ranged]]/[[Caster]] hybrid&lt;br /&gt;
|attrib= [[Dexterity]] [[Willpower]]&lt;br /&gt;
&amp;lt;!-- Class Skills --&amp;gt;&lt;br /&gt;
|skilltree1= [[Fan_class:Bard#Honor_Skills|Honor Skills]]&lt;br /&gt;
|skilltree2= [[Fan_class:Bard#Glory_Skills|Glory Skills]]&lt;br /&gt;
|skilltree3= [[Fan_class:Bard#Guile_Skills|Guile Skills]]&lt;br /&gt;
&amp;lt;!-- Background --&amp;gt;&lt;br /&gt;
|origin= [[Western Kingdoms]]&lt;br /&gt;
|affiliation= None.&lt;br /&gt;
|friends= None Known&lt;br /&gt;
|foes= [[Demons]]&lt;br /&gt;
}}&lt;br /&gt;
===New Background===&lt;br /&gt;
In his younger days, the Bard travelled the far reaches of Sanctuary as a poet, musician and storyteller. He quite the performer, able to rouse even the most dour soul. He had a restless spirit and lived off the people in the cities and villages through charm and wit until he wore out his welcome, then journeyed on. He was an expert at getting himself into trouble, and just as expert in getting himself out of it, be it through wit, cleverness, or muscle. If his stories were to be believed, he was a renowned hero that had experienced many tragic and comedic events in every corner of Sanctuary. He was also always interested in lore and history, and loved to spend a good amount of time learning the local histories and peculiarities of the places he visited and often, before he willingly or unwillingly departed, knew more about the local goings on than most of the locals did. He loved a good time, and was a regular feature at some of the seedier outfits around.&lt;br /&gt;
&lt;br /&gt;
A small village he visited would change the course of his life however. He fell in love with a local girl, like he did in every town, but this was different. She was someone even his ego would allow him to consider an equal, and was completely smittin. He kept trying to think of excuses to move on, but could never find one quite good enough, so he stayed with her. She eventually became pregnant. His first instinct was to run, but he couldn't. This would become his new life.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, it was not meant to be. She died during childbirth, but he had a new daughter. She was his responsibility, and he took it with pride. He stayed where he was, practicing his arts to the enjoyment of the locals, and was able to hash out a decent and honorable living as a musician and teacher. He raised his daughter until the age of 6, when tragedy once again came to call. Monsters and demons roaming the countryside stumbled upon their village, razing it to the ground, and killing or abducting nearly everyone. The Bard fought well, but was overwhelmed and left for dead. When he came to, there was no sign of his daughter, and only a handful of villagers had survived. Desperate, he chased the monsters into the darkness for days. He found an abandoned camp of the raiders, and with it he stumbled upon a scene from a nightmare. Many of the prisoners had apparently been made snacks... and worse. He found the remains of his little girl there. She fell into the 'worse' catagory...&lt;br /&gt;
&lt;br /&gt;
He never found that raiding party. Some say he went mad after that. He dissappeared and popped up from time to time around the land drunk and spoiling for trouble, never talking about his past. Some people were familiar enough with the local goings on and pieced together who he was, so they tolerated him out of symapathy. When he wasn't brawling in the local tavern, he obsessively buried himself in books and tomes wherever he could find them, the older and more archaic the better. He researched magics and demonkind and forgotten lore better left forgotten. Over a couple of years, he became somewhat more stable, but still very disconnected from people. He liked to spend a great deal of time out in the wild outskirts of towns, hunting and providing for himself, by himself. He privately practiced in the wilds at killing foul creatures up close and from afar. When travelling from town to town, he searched out any beasties he could find to 'practice' upon. At night, people would occasionally hear haunting sounds coming from the woods, and when followed, would reveal themselves as dark, forboding, and unnerving songs, some of which were sung in tongues no one had ever heard.&lt;br /&gt;
&lt;br /&gt;
He knew that people would occasionally eavesdrop on him and something inside of him still missed . One day, a brave little girl came out of the woods that had been listening to his strange music and started bugging him with questions. He tried to run her off, but something about her couldn't let him resist answering her questions. Maybe she reminded him of 'her'. She asked him what those songs were he played, and he told her they were ancient, forgotten songs that had magical powers over the darkness. After other questions, she finally asked him why he was always out here by himself. He reluctantly told her a highly sanitized version of his story. He kept going, and as he did, he added more gusto and flair, with which she was thoroughly entertained. As he finished, the twinkle in her eyes almost made him break down and cry, but he held back. With the innocence only a child could have, she told him that his family wouldn't want him to be alone like this and that he should share his love of them with the world. With that, she left and he could hold back his tears no longer. He never saw her again. He always wondered if she might have really been 'her'...&lt;br /&gt;
&lt;br /&gt;
After that, he finally was able to, no, he HAD to get back on his feet and do something. He was able to perform and again, but now he had purpose. Toughened by his experiences, he set about trying to really make a difference. As he travelled now, he helped people. If they were in trouble, he would give them strength and stand with them against it. If they were lost, he would guide them and see them through. He fought the darkness wherever he found it and inspired hope in the hopeless. He had the strength and abilities now to become a subject of songs, not just a singer of songs, but legacy never entered his thoughts. Perhaps those whose songs were sung never had those thoughts either. One day, hearing of the troubles in Tristram, be it by sword or song or spirit, he set forth to shine light upon the darkness once again. Perhaps he could stumble upon a particular group of nasties again. Now, he was ready for them.&lt;br /&gt;
&lt;br /&gt;
===Old Background===&lt;br /&gt;
The Bard is an incouragable romantic and braggart that has roamed the far corners of Sanctuary living off of his wit, charm, and deftness, and if his stories are to be believed, he is a renowned hero that has experienced many tragic and comedic events in every one of them. His gallant demeanor and careless abandon hide a tortured soul, however. Having wondered farther than many have dreamed, he has seen the darkness hiding in every shadow and the empty eyes of those who the darkness has touched. He is quite the studious one, having spent a great deal of time researching histories and arcane lore for his art and an unquenchable thirst for knowledge. While he really isn't quite the unstoppable blademaster and marksman his bravado would lead one to believe, he is quite skilled in a variety of weapons. When your mouth can't get you out of a situation, your arm sure better do the job!&lt;br /&gt;
&lt;br /&gt;
While living off the fat of the land for many years, it weighs upon him now more than ever. He felt that his job was to help people through the dark times by just elevating their hopes and spirits, but lately he feels that is not enough. He's grown envious of the Hero's of yore who didn't just bring a twinkle to darkened eyes, but stopped the light from going away in the first place. Whether he truly feels a sense of duty to aid the people of Sanctuary or has just listened to his own stories so much even HE believes them, no one knows but him... or maybe not. Regardless, hearing of the events unfolding in Tristram, the beginning of so much history, he's set out to test his mettle and put his gold where his mouth is. At the very least, he could probably get a good story out of the whole thing...&lt;br /&gt;
&lt;br /&gt;
==Class Design==&lt;br /&gt;
The Bard is a hybrid fast [[Melee]] / [[Ranged]] warrior. He also utilizes music which he sings during battle, bestowing a variety of Aura-like effects to friend or foe. His wits and extensive knowledge base allow him to trick foes and manipulate situations to his favor.&lt;br /&gt;
&lt;br /&gt;
==Attributes and Skills==&lt;br /&gt;
Bard songs are sung for a duration depending on Rank and Passive enhancements. Once started, they do not need to be maintained by the player. Any friends or foes within range are affected by the song.&lt;br /&gt;
&lt;br /&gt;
===Bard Skills===&lt;br /&gt;
The Bard skills are arranged into to three distinctive skill tree categories:&lt;br /&gt;
* Honor&lt;br /&gt;
* Glory&lt;br /&gt;
* Guile &lt;br /&gt;
All three trees have a combination of active and passive skills. Active skills are used in combat, while the passive skills boost or change the behaviour of the active skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Honor Skills====&lt;br /&gt;
These abilities revolve around the &amp;quot;honor&amp;quot; of combat, both up-close and at range.&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Trick Shot:''' Active. Missile attack. Fires a missile that zig-zags in an ever widening cone away from character, increasing it's area of potential attack.&lt;br /&gt;
* '''Dual Wield:''' Passive. With two weapons equiped, both are used in the time frame of one attack with a speed average of both weapons. Higher Ranks increase accuracy and damage.&lt;br /&gt;
* '''Evasion: Passive.''' Increases the effect of Dex on defenses.&lt;br /&gt;
* '''Catch Missile:''' Passive. Has a chance of plucking or knocking a missile right out of the air, rendering them harmless&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Twin Strike:''' Active. Melee attack. Requires two weapons. Attack using both weapons simultaneously as one blow. All bonuses, damage ratings, etc. are added together and treated as one attack from one weapon.&lt;br /&gt;
* '''Strafing Run:''' Active. Missile attack. While character is walking/running, constantly fires missiles at the nearest foe. (Stolen from the Mentalist. )&lt;br /&gt;
* '''Parry:''' Passive. When equiped with two weapons, has a chance of parrying attacks.&lt;br /&gt;
* '''Shield Bash:''' Passive. When attacked, adds a chance to lash out with shield, dealing damage and knocking attacker back.&lt;br /&gt;
* '''Missile Mastery:''' Passive. Increases damage, accuracy, and speed of all missile attacks.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Frantic Assualt:''' Active. Melee attack. While attack button is held down, each swing hits a different enemy in range, with increased attack speed..&lt;br /&gt;
* '''Split Arrow:''' Active. Missile attack. Fires a missile that upon impact, splits into several more missiles launched at nearby foes that do half original damage.&lt;br /&gt;
* '''Ambidexterity:''' Passive. Increases the attack speed and accuracy of Twin Strike and Dual Wield.&lt;br /&gt;
* '''Retort:''' Passive. When attacked, has a chance of very quickly counter attacking.&lt;br /&gt;
* '''Cower:''' Passive. If using a shield and standing still, the Bard can cower behind it very effectively, increasing shield blocking and absorbtion.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Dervish:''' Active. Melee attack. Spins very quickly, attacking a single target several times quickly, the number depends on Rank. When dual wielding, both weapons are used.&lt;br /&gt;
* '''Flurry:''' Passive. On hitting a foe in Melee, has a chance of quickly adding a second attack. That second attack could also trigger this again, causing a chain reaction. When dual wielding, this could result in a barrage of attacks at higher Ranks.&lt;br /&gt;
* '''Split Rebound:''' Passive. Increases the damage done by the secondary missiles broken off from Split Arrow.&lt;br /&gt;
* '''Agile Striking:''' Passive. Adds a damage bonus for Dex to Melee attacks using 1-handed weapons and increases the pre-existing Dex bonus for Missile attacks. Effect increases with Rank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Glory Skills====&lt;br /&gt;
These skills are glorious Songs, that when activated, are sung for a duration. They cost mana only when cast, and can cause a variety of effects on allies or enemies. Songs can be stopped by Silence.&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Enduring Chant:''' Active. Song. Stops the loss of stamina from running, etc. for the user and any friendly units within range. Also decreases the Fury cost for Barbarians skills and increases the speed of regeneration and healing from items/magic.&lt;br /&gt;
* '''Penetrating Voice:''' Passive. Decreases the chance that any Silence effect can affect the Bard.&lt;br /&gt;
* '''Silver Tongue:''' Passive. Increases the chance of effect success for all Songs.&lt;br /&gt;
* '''Virtuosity:''' Passive. Passive. Increases the power of the effects of all Songs.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Aria of Disruption:''' Active. Song. Interferes with magical energies, decreasing the effectiveness of all enemy hostile magics within range.&lt;br /&gt;
* '''Soothing the Beast:''' Active. Song. Has a chance of randomly causing any foes within range to stop hostile activities for a time, entranced by the Bards singing.&lt;br /&gt;
* '''Enduring Vitality:''' Passive. Enhances Enduring Chant to provide some health regeneration as well.&lt;br /&gt;
* '''Counter Verse:''' Passive. Has a chance of knowing the proper short verse that can counteract the effect of a debuff cast on the Bard. Has a chance of reducing the length of any debuffs afflicting the Bard dramatically.&lt;br /&gt;
* '''Inspired:''' Passive. Decreases the Mana cost of all Songs.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Furious Bolero:''' Active. A fast, harsh song that has a chance per x seconds of setting any targets within range on fire, causing fire damage for xx seconds. If a target is on fire and gets re-effected, the fire duration is added onto the end of the current fire. Creatures on fire have a chance of igniting those nearby.&lt;br /&gt;
* '''Haunting Melody:''' Active. Song. Increases the connection between this world and the Ether, increasing the effectiveness of allies' spells and decreasing mana costs for skills.&lt;br /&gt;
* '''Allegro:''' Passive. Enhances Furious Bolero, increasing fire damage and adding a chance to stun victims while on fire.&lt;br /&gt;
* '''Counter Chorus:''' Passive. Augments Counter Verse to apply to allies within a Rank dependent radius.&lt;br /&gt;
* '''Fortissimmo:''' Passive. Increases the range of all Songs.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Heroic Anthem:''' Active. Song. A song dedicated to glorious victories over evil by legendary heroes. Increases all damages and attack/cast speeds of friendly units.&lt;br /&gt;
* '''Hymn of Light:''' Active. Song. A powerful song from before time. Only affects undead and demons within range, but deals constant damage, slows them, and lowers damage and defenses.&lt;br /&gt;
* '''Noble Fortitude:''' Passive. For Heroic Anthem, adds to the max health of friendly units.&lt;br /&gt;
* '''Angelic Voice:''' Passive. Enhances Hymn of the Light. Has a chance of randomly stunning any applicable targets within range.&lt;br /&gt;
* '''Long-Winded:''' Passive. Increases the duration of all Songs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Guile Skills====&lt;br /&gt;
These skills are based on wit, knowledge, and cleverness. (Some of these skills, like Arcane Lore, depend on certain features being present in D3)&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Be the Beast:''' Active. Skill. The Bards extensive knowledge base allow him to emulate the bahavior of various dark creatures. By dragging a foot, acting abnormally, and making odd noises, he can behave in a way that allows him to blend in with enemies for xx seconds, causing many foes to ignore him at random. Special monsters and bosses are not fooled. Effect ends immediately if character uses any offensive skills. Other players might hate you for using this too much.&lt;br /&gt;
* '''Silence:''' Active. Spell. Silences any targets within area of effect.&lt;br /&gt;
* '''Bravado:''' Passive. The Bard presents himself with such gusto and self-confidence that foes hit by his attacks have a chance of being terrified and running away.&lt;br /&gt;
* '''Blinding:''' Passive. On critical strikes, this adds has a chance of blinding target.&lt;br /&gt;
* '''Item Lore:''' Passive. Has an increasing chance of Identifying items.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Resonate:''' Active. Spell. Causes an intense sound vibration in an cone area starting at character that stuns targets and causes damage. This spell stays in affect while the mouse button is down and can be re-aimed anywhere. Causes increased damage on undead enemies.&lt;br /&gt;
* '''Rogue Element:''' Active. Spell. Enchants weapons for xxx seconds, adding a random element (fire, ice, or lightning) to each attack. (Idea inspired by/based on NASE's suggestion.)&lt;br /&gt;
* '''Barter:''' Passive. Allows the character to get better prices from vendors, buying and selling.&lt;br /&gt;
* '''Arcane Lore:''' Passive. Increases the effects of any scrolls or books used.&lt;br /&gt;
* '''Anatomy: Passive.''' Advanced knowledge of creatures' anatomies increases the chance of Critical Hits.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Name of Power:''' Active. Spell. Through studies of ancient histories and texts, the Bard knows much about Demonkind and the power of real names. When used, calls a Demon by a secret name, stunning it or possibly outright banishing it. Bosses are too poweful to be affected by this.&lt;br /&gt;
* '''Sop Story:''' Active: Spell. Tells a story so sad even un-intelligent monsters understand, charming any non-undead/demon temporarily into defending the Bard, causing them to attack other monsters. Has a 4 second cast time and has a chance to effect any foe in range. Has a 20 second cooldown.&lt;br /&gt;
* '''Enhanced Resonance:''' Passive. Increases the width of the cone and the damage caused by Resonate.&lt;br /&gt;
* '''Dramatic Flair:''' Passive. Increases the chance that a foe is effected by Be the Beast. Also adds a smaller chance that special monsters will be fooled as well. Bosses are still unaffected.&lt;br /&gt;
* '''Monstrous Lore:''' Passive. Through close observation and study, the Bard gains a sense of the strengths and weaknesses of monsters. Enhances Rogue Element, giving an increasing chance of triggering the elemental effect that takes advantage of the creatures weakest resistance.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Accusation:''' Active. The Bards powers of persuasion are such that he is able to accuse a foe of... whatever... that causes other foes around it to become hostile to it.&lt;br /&gt;
* '''True Name:''' Passive. Has a chance of knowing a Demon's true name. When Name of Power is used, this provides a chance that it's true name will be called, requiring it to fight for the Bard for a period of time. Once this time ends however, the Demon will seek out the Bard, ignoring all other targets, determined to kill him.&lt;br /&gt;
* '''Make the Devil Cry:''' Passive. Adds a chance of also affecting Undead and Demons with Sop Story.&lt;br /&gt;
* '''Rogue Burst:''' Passive. Enhances Rogue Element, giving a small chance of triggering splash damage, affecting any foes adjacent to target. If any points are in this skill, Critical hits will always trigger this affect, assuming Rogue Element is active.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
The Bard was first posted on 30 June 2009 [http://forums.diii.net/showthread.php?t=731051] by [http://forums.diii.net/member.php?u=335830 Technomancer] on the [http://forums.diii.net/ Diii.net forums]. It was posted as a wiki article by [http://forums.diii.net/member.php?u=335830 Technomancer] on 17 August 2009.&lt;br /&gt;
&lt;br /&gt;
===Technomancer Notes===&lt;br /&gt;
I know I'm certainly not the first to propose a Bard class for Diablo III, but I got on a kick to make my own Bard class cause of another thread, so I thought I'd try to finish it up and throw it up on here to see what people think. I didn't look at any other Bards posted on the forums because I wanted it to be as untainted as possible, but there's probably some accidental overlap. A Bard is a Bard. It appears that my Bard class is completely finished, skill-wise, so I decided to put it here on the wiki.&lt;/div&gt;</summary>
		<author><name>Technomancer</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Fanmade:Bard&amp;diff=10739</id>
		<title>Fanmade:Bard</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Fanmade:Bard&amp;diff=10739"/>
				<updated>2009-08-17T07:40:20Z</updated>
		
		<summary type="html">&lt;p&gt;Technomancer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Bard is [[Melee]]/[[Ranged]] warrior that uses his extensive knowledge of forgotten lore and ancient songs of power to battle the forces of Darkness. Music is the language of the universe and no one exploits this like the Bard. Even the Angels of Light are merely vibrations...&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
{{Classbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|name= Bard&lt;br /&gt;
|classtype= fanclass&lt;br /&gt;
|role= [[Melee]]/[[Ranged]]/[[Caster]] hybrid&lt;br /&gt;
|attrib= [[Dexterity]] [[Willpower]]&lt;br /&gt;
&amp;lt;!-- Class Skills --&amp;gt;&lt;br /&gt;
|skilltree1= [[Fan_class:Bard#Honor_Skills|Honor Skills]]&lt;br /&gt;
|skilltree2= [[Fan_class:Bard#Glory_Skills|Glory Skills]]&lt;br /&gt;
|skilltree3= [[Fan_class:Bard#Guile_Skills|Guile Skills]]&lt;br /&gt;
&amp;lt;!-- Background --&amp;gt;&lt;br /&gt;
|origin= [[Western Kingdoms]]&lt;br /&gt;
|affiliation= None.&lt;br /&gt;
|friends= None Known&lt;br /&gt;
|foes= [[Demonkind]]&lt;br /&gt;
}}&lt;br /&gt;
===New Background===&lt;br /&gt;
In his younger days, the Bard travelled the far reaches of Sanctuary as a poet, musician and storyteller. He quite the performer, able to rouse even the most dour soul. He had a restless spirit and lived off the people in the cities and villages through charm and wit until he wore out his welcome, then journeyed on. He was an expert at getting himself into trouble, and just as expert in getting himself out of it, be it through wit, cleverness, or muscle. If his stories were to be believed, he was a renowned hero that had experienced many tragic and comedic events in every corner of Sanctuary. He was also always interested in lore and history, and loved to spend a good amount of time learning the local histories and peculiarities of the places he visited and often, before he willingly or unwillingly departed, knew more about the local goings on than most of the locals did. He loved a good time, and was a regular feature at some of the seedier outfits around.&lt;br /&gt;
&lt;br /&gt;
A small village he visited would change the course of his life however. He fell in love with a local girl, like he did in every town, but this was different. She was someone even his ego would allow him to consider an equal, and was completely smittin. He kept trying to think of excuses to move on, but could never find one quite good enough, so he stayed with her. She eventually became pregnant. His first instinct was to run, but he couldn't. This would become his new life.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, it was not meant to be. She died during childbirth, but he had a new daughter. She was his responsibility, and he took it with pride. He stayed where he was, practicing his arts to the enjoyment of the locals, and was able to hash out a decent and honorable living as a musician and teacher. He raised his daughter until the age of 6, when tragedy once again came to call. Monsters and demons roaming the countryside stumbled upon their village, razing it to the ground, and killing or abducting nearly everyone. The Bard fought well, but was overwhelmed and left for dead. When he came to, there was no sign of his daughter, and only a handful of villagers had survived. Desperate, he chased the monsters into the darkness for days. He found an abandoned camp of the raiders, and with it he stumbled upon a scene from a nightmare. Many of the prisoners had apparently been made snacks... and worse. He found the remains of his little girl there. She fell into the 'worse' catagory...&lt;br /&gt;
&lt;br /&gt;
He never found that raiding party. Some say he went mad after that. He dissappeared and popped up from time to time around the land drunk and spoiling for trouble, never talking about his past. Some people were familiar enough with the local goings on and pieced together who he was, so they tolerated him out of symapathy. When he wasn't brawling in the local tavern, he obsessively buried himself in books and tomes wherever he could find them, the older and more archaic the better. He researched magics and demonkind and forgotten lore better left forgotten. Over a couple of years, he became somewhat more stable, but still very disconnected from people. He liked to spend a great deal of time out in the wild outskirts of towns, hunting and providing for himself, by himself. He privately practiced in the wilds at killing foul creatures up close and from afar. When travelling from town to town, he searched out any beasties he could find to 'practice' upon. At night, people would occasionally hear haunting sounds coming from the woods, and when followed, would reveal themselves as dark, forboding, and unnerving songs, some of which were sung in tongues no one had ever heard.&lt;br /&gt;
&lt;br /&gt;
He knew that people would occasionally eavesdrop on him and something inside of him still missed . One day, a brave little girl came out of the woods that had been listening to his strange music and started bugging him with questions. He tried to run her off, but something about her couldn't let him resist answering her questions. Maybe she reminded him of 'her'. She asked him what those songs were he played, and he told her they were ancient, forgotten songs that had magical powers over the darkness. After other questions, she finally asked him why he was always out here by himself. He reluctantly told her a highly sanitized version of his story. He kept going, and as he did, he added more gusto and flair, with which she was thoroughly entertained. As he finished, the twinkle in her eyes almost made him break down and cry, but he held back. With the innocence only a child could have, she told him that his family wouldn't want him to be alone like this and that he should share his love of them with the world. With that, she left and he could hold back his tears no longer. He never saw her again. He always wondered if she might have really been 'her'...&lt;br /&gt;
&lt;br /&gt;
After that, he finally was able to, no, he HAD to get back on his feet and do something. He was able to perform and again, but now he had purpose. Toughened by his experiences, he set about trying to really make a difference. As he travelled now, he helped people. If they were in trouble, he would give them strength and stand with them against it. If they were lost, he would guide them and see them through. He fought the darkness wherever he found it and inspired hope in the hopeless. He had the strength and abilities now to become a subject of songs, not just a singer of songs, but legacy never entered his thoughts. Perhaps those whose songs were sung never had those thoughts either. One day, hearing of the troubles in Tristram, be it by sword or song or spirit, he set forth to shine light upon the darkness once again. Perhaps he could stumble upon a particular group of nasties again. Now, he was ready for them.&lt;br /&gt;
&lt;br /&gt;
===Old Background===&lt;br /&gt;
The Bard is an incouragable romantic and braggart that has roamed the far corners of Sanctuary living off of his wit, charm, and deftness, and if his stories are to be believed, he is a renowned hero that has experienced many tragic and comedic events in every one of them. His gallant demeanor and careless abandon hide a tortured soul, however. Having wondered farther than many have dreamed, he has seen the darkness hiding in every shadow and the empty eyes of those who the darkness has touched. He is quite the studious one, having spent a great deal of time researching histories and arcane lore for his art and an unquenchable thirst for knowledge. While he really isn't quite the unstoppable blademaster and marksman his bravado would lead one to believe, he is quite skilled in a variety of weapons. When your mouth can't get you out of a situation, your arm sure better do the job!&lt;br /&gt;
&lt;br /&gt;
While living off the fat of the land for many years, it weighs upon him now more than ever. He felt that his job was to help people through the dark times by just elevating their hopes and spirits, but lately he feels that is not enough. He's grown envious of the Hero's of yore who didn't just bring a twinkle to darkened eyes, but stopped the light from going away in the first place. Whether he truly feels a sense of duty to aid the people of Sanctuary or has just listened to his own stories so much even HE believes them, no one knows but him... or maybe not. Regardless, hearing of the events unfolding in Tristram, the beginning of so much history, he's set out to test his mettle and put his gold where his mouth is. At the very least, he could probably get a good story out of the whole thing...&lt;br /&gt;
&lt;br /&gt;
==Class Design==&lt;br /&gt;
The Bard is a hybrid fast [[Melee]] / [[Ranged]] warrior. He also utilizes music which he sings during battle, bestowing a variety of Aura-like effects to friend or foe. His wits and extensive knowledge base allow him to trick foes and manipulate situations to his favor.&lt;br /&gt;
&lt;br /&gt;
==Attributes and Skills==&lt;br /&gt;
Bard songs are sung for a duration depending on Rank and Passive enhancements. Once started, they do not need to be maintained by the player. Any friends or foes within range are affected by the song.&lt;br /&gt;
&lt;br /&gt;
===Bard Skills===&lt;br /&gt;
The Bard skills are arranged into to three distinctive skill tree categories:&lt;br /&gt;
* Honor&lt;br /&gt;
* Glory&lt;br /&gt;
* Guile &lt;br /&gt;
All three trees have a combination of active and passive skills. Active skills are used in combat, while the passive skills boost or change the behaviour of the active skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Honor Skills====&lt;br /&gt;
These abilities revolve around the &amp;quot;honor&amp;quot; of combat, both up-close and at range.&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Trick Shot:''' Active. Missile attack. Fires a missile that zig-zags in an ever widening cone away from character, increasing it's area of potential attack.&lt;br /&gt;
* '''Dual Wield:''' Passive. With two weapons equiped, both are used in the time frame of one attack with a speed average of both weapons. Higher Ranks increase accuracy and damage.&lt;br /&gt;
* '''Evasion: Passive.''' Increases the effect of Dex on defenses.&lt;br /&gt;
* '''Catch Missile:''' Passive. Has a chance of plucking or knocking a missile right out of the air, rendering them harmless&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Twin Strike:''' Active. Melee attack. Requires two weapons. Attack using both weapons simultaneously as one blow. All bonuses, damage ratings, etc. are added together and treated as one attack from one weapon.&lt;br /&gt;
* '''Strafing Run:''' Active. Missile attack. While character is walking/running, constantly fires missiles at the nearest foe. (Stolen from the Mentalist. )&lt;br /&gt;
* '''Parry:''' Passive. When equiped with two weapons, has a chance of parrying attacks.&lt;br /&gt;
* '''Shield Bash:''' Passive. When attacked, adds a chance to lash out with shield, dealing damage and knocking attacker back.&lt;br /&gt;
* '''Missile Mastery:''' Passive. Increases damage, accuracy, and speed of all missile attacks.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Frantic Assualt:''' Active. Melee attack. While attack button is held down, each swing hits a different enemy in range, with increased attack speed..&lt;br /&gt;
* '''Split Arrow:''' Active. Missile attack. Fires a missile that upon impact, splits into several more missiles launched at nearby foes that do half original damage.&lt;br /&gt;
* '''Ambidexterity:''' Passive. Increases the attack speed and accuracy of Twin Strike and Dual Wield.&lt;br /&gt;
* '''Retort:''' Passive. When attacked, has a chance of very quickly counter attacking.&lt;br /&gt;
* '''Cower:''' Passive. If using a shield and standing still, the Bard can cower behind it very effectively, increasing shield blocking and absorbtion.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Dervish:''' Active. Melee attack. Spins very quickly, attacking a single target several times quickly, the number depends on Rank. When dual wielding, both weapons are used.&lt;br /&gt;
* '''Flurry:''' Passive. On hitting a foe in Melee, has a chance of quickly adding a second attack. That second attack could also trigger this again, causing a chain reaction. When dual wielding, this could result in a barrage of attacks at higher Ranks.&lt;br /&gt;
* '''Split Rebound:''' Passive. Increases the damage done by the secondary missiles broken off from Split Arrow.&lt;br /&gt;
* '''Agile Striking:''' Passive. Adds a damage bonus for Dex to Melee attacks using 1-handed weapons and increases the pre-existing Dex bonus for Missile attacks. Effect increases with Rank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Glory Skills====&lt;br /&gt;
These skills are glorious Songs, that when activated, are sung for a duration. They cost mana only when cast, and can cause a variety of effects on allies or enemies. Songs can be stopped by Silence.&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Enduring Chant:''' Active. Song. Stops the loss of stamina from running, etc. for the user and any friendly units within range. Also decreases the Fury cost for Barbarians skills and increases the speed of regeneration and healing from items/magic.&lt;br /&gt;
* '''Penetrating Voice:''' Passive. Decreases the chance that any Silence effect can affect the Bard.&lt;br /&gt;
* '''Silver Tongue:''' Passive. Increases the chance of effect success for all Songs.&lt;br /&gt;
* '''Virtuosity:''' Passive. Passive. Increases the power of the effects of all Songs.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Aria of Disruption:''' Active. Song. Interferes with magical energies, decreasing the effectiveness of all enemy hostile magics within range.&lt;br /&gt;
* '''Soothing the Beast:''' Active. Song. Has a chance of randomly causing any foes within range to stop hostile activities for a time, entranced by the Bards singing.&lt;br /&gt;
* '''Enduring Vitality:''' Passive. Enhances Enduring Chant to provide some health regeneration as well.&lt;br /&gt;
* '''Counter Verse:''' Passive. Has a chance of knowing the proper short verse that can counteract the effect of a debuff cast on the Bard. Has a chance of reducing the length of any debuffs afflicting the Bard dramatically.&lt;br /&gt;
* '''Inspired:''' Passive. Decreases the Mana cost of all Songs.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Furious Bolero:''' Active. A fast, harsh song that has a chance per x seconds of setting any targets within range on fire, causing fire damage for xx seconds. If a target is on fire and gets re-effected, the fire duration is added onto the end of the current fire. Creatures on fire have a chance of igniting those nearby.&lt;br /&gt;
* '''Haunting Melody:''' Active. Song. Increases the connection between this world and the Ether, increasing the effectiveness of allies' spells and decreasing mana costs for skills.&lt;br /&gt;
* '''Allegro:''' Passive. Enhances Furious Bolero, increasing fire damage and adding a chance to stun victims while on fire.&lt;br /&gt;
* '''Counter Chorus:''' Passive. Augments Counter Verse to apply to allies within a Rank dependent radius.&lt;br /&gt;
* '''Fortissimmo:''' Passive. Increases the range of all Songs.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Heroic Anthem:''' Active. Song. A song dedicated to glorious victories over evil by legendary heroes. Increases all damages and attack/cast speeds of friendly units.&lt;br /&gt;
* '''Hymn of Light:''' Active. Song. A powerful song from before time. Only affects undead and demons within range, but deals constant damage, slows them, and lowers damage and defenses.&lt;br /&gt;
* '''Noble Fortitude:''' Passive. For Heroic Anthem, adds to the max health of friendly units.&lt;br /&gt;
* '''Angelic Voice:''' Passive. Enhances Hymn of the Light. Has a chance of randomly stunning any applicable targets within range.&lt;br /&gt;
* '''Long-Winded:''' Passive. Increases the duration of all Songs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Guile Skills====&lt;br /&gt;
These skills are based on wit, knowledge, and cleverness. (Some of these skills, like Arcane Lore, depend on certain features being present in D3)&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Be the Beast:''' Active. Skill. The Bards extensive knowledge base allow him to emulate the bahavior of various dark creatures. By dragging a foot, acting abnormally, and making odd noises, he can behave in a way that allows him to blend in with enemies for xx seconds, causing many foes to ignore him at random. Special monsters and bosses are not fooled. Effect ends immediately if character uses any offensive skills. Other players might hate you for using this too much.&lt;br /&gt;
* '''Silence:''' Active. Spell. Silences any targets within area of effect.&lt;br /&gt;
* '''Bravado:''' Passive. The Bard presents himself with such gusto and self-confidence that foes hit by his attacks have a chance of being terrified and running away.&lt;br /&gt;
* '''Blinding:''' Passive. On critical strikes, this adds has a chance of blinding target.&lt;br /&gt;
* '''Item Lore:''' Passive. Has an increasing chance of Identifying items.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Resonate:''' Active. Spell. Causes an intense sound vibration in an cone area starting at character that stuns targets and causes damage. This spell stays in affect while the mouse button is down and can be re-aimed anywhere. Causes increased damage on undead enemies.&lt;br /&gt;
* '''Rogue Element:''' Active. Spell. Enchants weapons for xxx seconds, adding a random element (fire, ice, or lightning) to each attack. (Idea inspired by/based on NASE's suggestion.)&lt;br /&gt;
* '''Barter:''' Passive. Allows the character to get better prices from vendors, buying and selling.&lt;br /&gt;
* '''Arcane Lore:''' Passive. Increases the effects of any scrolls or books used.&lt;br /&gt;
* '''Anatomy: Passive.''' Advanced knowledge of creatures' anatomies increases the chance of Critical Hits.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Name of Power:''' Active. Spell. Through studies of ancient histories and texts, the Bard knows much about Demonkind and the power of real names. When used, calls a Demon by a secret name, stunning it or possibly outright banishing it. Bosses are too poweful to be affected by this.&lt;br /&gt;
* '''Sop Story:''' Active: Spell. Tells a story so sad even un-intelligent monsters understand, charming any non-undead/demon temporarily into defending the Bard, causing them to attack other monsters. Has a 4 second cast time and has a chance to effect any foe in range. Has a 20 second cooldown.&lt;br /&gt;
* '''Enhanced Resonance:''' Passive. Increases the width of the cone and the damage caused by Resonate.&lt;br /&gt;
* '''Dramatic Flair:''' Passive. Increases the chance that a foe is effected by Be the Beast. Also adds a smaller chance that special monsters will be fooled as well. Bosses are still unaffected.&lt;br /&gt;
* '''Monstrous Lore:''' Passive. Through close observation and study, the Bard gains a sense of the strengths and weaknesses of monsters. Enhances Rogue Element, giving an increasing chance of triggering the elemental effect that takes advantage of the creatures weakest resistance.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Accusation:''' Active. The Bards powers of persuasion are such that he is able to accuse a foe of... whatever... that causes other foes around it to become hostile to it.&lt;br /&gt;
* '''True Name:''' Passive. Has a chance of knowing a Demon's true name. When Name of Power is used, this provides a chance that it's true name will be called, requiring it to fight for the Bard for a period of time. Once this time ends however, the Demon will seek out the Bard, ignoring all other targets, determined to kill him.&lt;br /&gt;
* '''Make the Devil Cry:''' Passive. Adds a chance of also affecting Undead and Demons with Sop Story.&lt;br /&gt;
* '''Rogue Burst:''' Passive. Enhances Rogue Element, giving a small chance of triggering splash damage, affecting any foes adjacent to target. If any points are in this skill, Critical hits will always trigger this affect, assuming Rogue Element is active.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
The Bard was first posted on 30 June 2009 [http://forums.diii.net/showthread.php?t=731051] by [http://forums.diii.net/member.php?u=335830 Technomancer] on the [http://forums.diii.net/ Diii.net forums]. It was posted as a wiki article by [http://forums.diii.net/member.php?u=335830 Technomancer] on 17 August 2009.&lt;br /&gt;
&lt;br /&gt;
===Technomancer Notes===&lt;br /&gt;
I know I'm certainly not the first to propose a Bard class for Diablo III, but I got on a kick to make my own Bard class cause of another thread, so I thought I'd try to finish it up and throw it up on here to see what people think. I didn't look at any other Bards posted on the forums because I wanted it to be as untainted as possible, but there's probably some accidental overlap. A Bard is a Bard. It appears that my Bard class is completely finished, skill-wise, so I decided to put it here on the wiki.&lt;/div&gt;</summary>
		<author><name>Technomancer</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Fanmade:Bard&amp;diff=10738</id>
		<title>Fanmade:Bard</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Fanmade:Bard&amp;diff=10738"/>
				<updated>2009-08-17T07:38:24Z</updated>
		
		<summary type="html">&lt;p&gt;Technomancer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Bard is [[Melee]]/[[Ranged]] warrior that uses his extensive knowledge of forgotten lore and ancient songs of power to battle the forces of Darkness. Music is the language of the universe and no one exploits this like the Bard. Even the Angels of Light are merely vibrations...&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
{{Classbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|name= Bard&lt;br /&gt;
|classtype= fanclass&lt;br /&gt;
|role= [[Melee]]/[[Ranged]]/[[Caster]] hybrid&lt;br /&gt;
|attrib= [[Dexterity]] [[Willpower]]&lt;br /&gt;
&amp;lt;!-- Class Skills --&amp;gt;&lt;br /&gt;
|skilltree1= [[Fan_class:Bard#Honor_Skills|Honor Skills]]&lt;br /&gt;
|skilltree2= [[Fan_class:Bard#Glory_Skills|Glory Skills]]&lt;br /&gt;
|skilltree3= [[Fan_class:Bard#Guile_Skills|Guile Skills]]&lt;br /&gt;
&amp;lt;!-- Background --&amp;gt;&lt;br /&gt;
|origin= [[Western Kingdoms]]&lt;br /&gt;
|affiliation= None.&lt;br /&gt;
|friends= None Known&lt;br /&gt;
|foes= Demonkind&lt;br /&gt;
}}&lt;br /&gt;
===New Background===&lt;br /&gt;
In his younger days, the Bard travelled the far reaches of Sanctuary as a poet, musician and storyteller. He quite the performer, able to rouse even the most dour soul. He had a restless spirit and lived off the people in the cities and villages through charm and wit until he wore out his welcome, then journeyed on. He was an expert at getting himself into trouble, and just as expert in getting himself out of it, be it through wit, cleverness, or muscle. If his stories were to be believed, he was a renowned hero that had experienced many tragic and comedic events in every corner of Sanctuary. He was also always interested in lore and history, and loved to spend a good amount of time learning the local histories and peculiarities of the places he visited and often, before he willingly or unwillingly departed, knew more about the local goings on than most of the locals did. He loved a good time, and was a regular feature at some of the seedier outfits around.&lt;br /&gt;
&lt;br /&gt;
A small village he visited would change the course of his life however. He fell in love with a local girl, like he did in every town, but this was different. She was someone even his ego would allow him to consider an equal, and was completely smittin. He kept trying to think of excuses to move on, but could never find one quite good enough, so he stayed with her. She eventually became pregnant. His first instinct was to run, but he couldn't. This would become his new life.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, it was not meant to be. She died during childbirth, but he had a new daughter. She was his responsibility, and he took it with pride. He stayed where he was, practicing his arts to the enjoyment of the locals, and was able to hash out a decent and honorable living as a musician and teacher. He raised his daughter until the age of 6, when tragedy once again came to call. Monsters and demons roaming the countryside stumbled upon their village, razing it to the ground, and killing or abducting nearly everyone. The Bard fought well, but was overwhelmed and left for dead. When he came to, there was no sign of his daughter, and only a handful of villagers had survived. Desperate, he chased the monsters into the darkness for days. He found an abandoned camp of the raiders, and with it he stumbled upon a scene from a nightmare. Many of the prisoners had apparently been made snacks... and worse. He found the remains of his little girl there. She fell into the 'worse' catagory...&lt;br /&gt;
&lt;br /&gt;
He never found that raiding party. Some say he went mad after that. He dissappeared and popped up from time to time around the land drunk and spoiling for trouble, never talking about his past. Some people were familiar enough with the local goings on and pieced together who he was, so they tolerated him out of symapathy. When he wasn't brawling in the local tavern, he obsessively buried himself in books and tomes wherever he could find them, the older and more archaic the better. He researched magics and demonkind and forgotten lore better left forgotten. Over a couple of years, he became somewhat more stable, but still very disconnected from people. He liked to spend a great deal of time out in the wild outskirts of towns, hunting and providing for himself, by himself. He privately practiced in the wilds at killing foul creatures up close and from afar. When travelling from town to town, he searched out any beasties he could find to 'practice' upon. At night, people would occasionally hear haunting sounds coming from the woods, and when followed, would reveal themselves as dark, forboding, and unnerving songs, some of which were sung in tongues no one had ever heard.&lt;br /&gt;
&lt;br /&gt;
He knew that people would occasionally eavesdrop on him and something inside of him still missed . One day, a brave little girl came out of the woods that had been listening to his strange music and started bugging him with questions. He tried to run her off, but something about her couldn't let him resist answering her questions. Maybe she reminded him of 'her'. She asked him what those songs were he played, and he told her they were ancient, forgotten songs that had magical powers over the darkness. After other questions, she finally asked him why he was always out here by himself. He reluctantly told her a highly sanitized version of his story. He kept going, and as he did, he added more gusto and flair, with which she was thoroughly entertained. As he finished, the twinkle in her eyes almost made him break down and cry, but he held back. With the innocence only a child could have, she told him that his family wouldn't want him to be alone like this and that he should share his love of them with the world. With that, she left and he could hold back his tears no longer. He never saw her again. He always wondered if she might have really been 'her'...&lt;br /&gt;
&lt;br /&gt;
After that, he finally was able to, no, he HAD to get back on his feet and do something. He was able to perform and again, but now he had purpose. Toughened by his experiences, he set about trying to really make a difference. As he travelled now, he helped people. If they were in trouble, he would give them strength and stand with them against it. If they were lost, he would guide them and see them through. He fought the darkness wherever he found it and inspired hope in the hopeless. He had the strength and abilities now to become a subject of songs, not just a singer of songs, but legacy never entered his thoughts. Perhaps those whose songs were sung never had those thoughts either. One day, hearing of the troubles in Tristram, be it by sword or song or spirit, he set forth to shine light upon the darkness once again. Perhaps he could stumble upon a particular group of nasties again. Now, he was ready for them.&lt;br /&gt;
&lt;br /&gt;
===Old Background===&lt;br /&gt;
The Bard is an incouragable romantic and braggart that has roamed the far corners of Sanctuary living off of his wit, charm, and deftness, and if his stories are to be believed, he is a renowned hero that has experienced many tragic and comedic events in every one of them. His gallant demeanor and careless abandon hide a tortured soul, however. Having wondered farther than many have dreamed, he has seen the darkness hiding in every shadow and the empty eyes of those who the darkness has touched. He is quite the studious one, having spent a great deal of time researching histories and arcane lore for his art and an unquenchable thirst for knowledge. While he really isn't quite the unstoppable blademaster and marksman his bravado would lead one to believe, he is quite skilled in a variety of weapons. When your mouth can't get you out of a situation, your arm sure better do the job!&lt;br /&gt;
&lt;br /&gt;
While living off the fat of the land for many years, it weighs upon him now more than ever. He felt that his job was to help people through the dark times by just elevating their hopes and spirits, but lately he feels that is not enough. He's grown envious of the Hero's of yore who didn't just bring a twinkle to darkened eyes, but stopped the light from going away in the first place. Whether he truly feels a sense of duty to aid the people of Sanctuary or has just listened to his own stories so much even HE believes them, no one knows but him... or maybe not. Regardless, hearing of the events unfolding in Tristram, the beginning of so much history, he's set out to test his mettle and put his gold where his mouth is. At the very least, he could probably get a good story out of the whole thing...&lt;br /&gt;
&lt;br /&gt;
==Class Design==&lt;br /&gt;
The Bard is a hybrid fast [[Melee]] / [[Ranged]] warrior. He also utilizes music which he sings during battle, bestowing a variety of Aura-like effects to friend or foe. His wits and extensive knowledge base allow him to trick foes and manipulate situations to his favor.&lt;br /&gt;
&lt;br /&gt;
==Attributes and Skills==&lt;br /&gt;
Bard songs are sung for a duration depending on Rank and Passive enhancements. Once started, they do not need to be maintained by the player. Any friends or foes within range are affected by the song.&lt;br /&gt;
&lt;br /&gt;
===Bard Skills===&lt;br /&gt;
The Bard skills are arranged into to three distinctive skill tree categories:&lt;br /&gt;
* Honor&lt;br /&gt;
* Glory&lt;br /&gt;
* Guile &lt;br /&gt;
All three trees have a combination of active and passive skills. Active skills are used in combat, while the passive skills boost or change the behaviour of the active skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Honor Skills====&lt;br /&gt;
These abilities revolve around the &amp;quot;honor&amp;quot; of combat, both up-close and at range.&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Trick Shot:''' Active. Missile attack. Fires a missile that zig-zags in an ever widening cone away from character, increasing it's area of potential attack.&lt;br /&gt;
* '''Dual Wield:''' Passive. With two weapons equiped, both are used in the time frame of one attack with a speed average of both weapons. Higher Ranks increase accuracy and damage.&lt;br /&gt;
* '''Evasion: Passive.''' Increases the effect of Dex on defenses.&lt;br /&gt;
* '''Catch Missile:''' Passive. Has a chance of plucking or knocking a missile right out of the air, rendering them harmless&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Twin Strike:''' Active. Melee attack. Requires two weapons. Attack using both weapons simultaneously as one blow. All bonuses, damage ratings, etc. are added together and treated as one attack from one weapon.&lt;br /&gt;
* '''Strafing Run:''' Active. Missile attack. While character is walking/running, constantly fires missiles at the nearest foe. (Stolen from the Mentalist. )&lt;br /&gt;
* '''Parry:''' Passive. When equiped with two weapons, has a chance of parrying attacks.&lt;br /&gt;
* '''Shield Bash:''' Passive. When attacked, adds a chance to lash out with shield, dealing damage and knocking attacker back.&lt;br /&gt;
* '''Missile Mastery:''' Passive. Increases damage, accuracy, and speed of all missile attacks.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Frantic Assualt:''' Active. Melee attack. While attack button is held down, each swing hits a different enemy in range, with increased attack speed..&lt;br /&gt;
* '''Split Arrow:''' Active. Missile attack. Fires a missile that upon impact, splits into several more missiles launched at nearby foes that do half original damage.&lt;br /&gt;
* '''Ambidexterity:''' Passive. Increases the attack speed and accuracy of Twin Strike and Dual Wield.&lt;br /&gt;
* '''Retort:''' Passive. When attacked, has a chance of very quickly counter attacking.&lt;br /&gt;
* '''Cower:''' Passive. If using a shield and standing still, the Bard can cower behind it very effectively, increasing shield blocking and absorbtion.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Dervish:''' Active. Melee attack. Spins very quickly, attacking a single target several times quickly, the number depends on Rank. When dual wielding, both weapons are used.&lt;br /&gt;
* '''Flurry:''' Passive. On hitting a foe in Melee, has a chance of quickly adding a second attack. That second attack could also trigger this again, causing a chain reaction. When dual wielding, this could result in a barrage of attacks at higher Ranks.&lt;br /&gt;
* '''Split Rebound:''' Passive. Increases the damage done by the secondary missiles broken off from Split Arrow.&lt;br /&gt;
* '''Agile Striking:''' Passive. Adds a damage bonus for Dex to Melee attacks using 1-handed weapons and increases the pre-existing Dex bonus for Missile attacks. Effect increases with Rank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Glory Skills====&lt;br /&gt;
These skills are glorious Songs, that when activated, are sung for a duration. They cost mana only when cast, and can cause a variety of effects on allies or enemies. Songs can be stopped by Silence.&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Enduring Chant:''' Active. Song. Stops the loss of stamina from running, etc. for the user and any friendly units within range. Also decreases the Fury cost for Barbarians skills and increases the speed of regeneration and healing from items/magic.&lt;br /&gt;
* '''Penetrating Voice:''' Passive. Decreases the chance that any Silence effect can affect the Bard.&lt;br /&gt;
* '''Silver Tongue:''' Passive. Increases the chance of effect success for all Songs.&lt;br /&gt;
* '''Virtuosity:''' Passive. Passive. Increases the power of the effects of all Songs.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Aria of Disruption:''' Active. Song. Interferes with magical energies, decreasing the effectiveness of all enemy hostile magics within range.&lt;br /&gt;
* '''Soothing the Beast:''' Active. Song. Has a chance of randomly causing any foes within range to stop hostile activities for a time, entranced by the Bards singing.&lt;br /&gt;
* '''Enduring Vitality:''' Passive. Enhances Enduring Chant to provide some health regeneration as well.&lt;br /&gt;
* '''Counter Verse:''' Passive. Has a chance of knowing the proper short verse that can counteract the effect of a debuff cast on the Bard. Has a chance of reducing the length of any debuffs afflicting the Bard dramatically.&lt;br /&gt;
* '''Inspired:''' Passive. Decreases the Mana cost of all Songs.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Furious Bolero:''' Active. A fast, harsh song that has a chance per x seconds of setting any targets within range on fire, causing fire damage for xx seconds. If a target is on fire and gets re-effected, the fire duration is added onto the end of the current fire. Creatures on fire have a chance of igniting those nearby.&lt;br /&gt;
* '''Haunting Melody:''' Active. Song. Increases the connection between this world and the Ether, increasing the effectiveness of allies' spells and decreasing mana costs for skills.&lt;br /&gt;
* '''Allegro:''' Passive. Enhances Furious Bolero, increasing fire damage and adding a chance to stun victims while on fire.&lt;br /&gt;
* '''Counter Chorus:''' Passive. Augments Counter Verse to apply to allies within a Rank dependent radius.&lt;br /&gt;
* '''Fortissimmo:''' Passive. Increases the range of all Songs.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Heroic Anthem:''' Active. Song. A song dedicated to glorious victories over evil by legendary heroes. Increases all damages and attack/cast speeds of friendly units.&lt;br /&gt;
* '''Hymn of Light:''' Active. Song. A powerful song from before time. Only affects undead and demons within range, but deals constant damage, slows them, and lowers damage and defenses.&lt;br /&gt;
* '''Noble Fortitude:''' Passive. For Heroic Anthem, adds to the max health of friendly units.&lt;br /&gt;
* '''Angelic Voice:''' Passive. Enhances Hymn of the Light. Has a chance of randomly stunning any applicable targets within range.&lt;br /&gt;
* '''Long-Winded:''' Passive. Increases the duration of all Songs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Guile Skills====&lt;br /&gt;
These skills are based on wit, knowledge, and cleverness. (Some of these skills, like Arcane Lore, depend on certain features being present in D3)&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Be the Beast:''' Active. Skill. The Bards extensive knowledge base allow him to emulate the bahavior of various dark creatures. By dragging a foot, acting abnormally, and making odd noises, he can behave in a way that allows him to blend in with enemies for xx seconds, causing many foes to ignore him at random. Special monsters and bosses are not fooled. Effect ends immediately if character uses any offensive skills. Other players might hate you for using this too much.&lt;br /&gt;
* '''Silence:''' Active. Spell. Silences any targets within area of effect.&lt;br /&gt;
* '''Bravado:''' Passive. The Bard presents himself with such gusto and self-confidence that foes hit by his attacks have a chance of being terrified and running away.&lt;br /&gt;
* '''Blinding:''' Passive. On critical strikes, this adds has a chance of blinding target.&lt;br /&gt;
* '''Item Lore:''' Passive. Has an increasing chance of Identifying items.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Resonate:''' Active. Spell. Causes an intense sound vibration in an cone area starting at character that stuns targets and causes damage. This spell stays in affect while the mouse button is down and can be re-aimed anywhere. Causes increased damage on undead enemies.&lt;br /&gt;
* '''Rogue Element:''' Active. Spell. Enchants weapons for xxx seconds, adding a random element (fire, ice, or lightning) to each attack. (Idea inspired by/based on NASE's suggestion.)&lt;br /&gt;
* '''Barter:''' Passive. Allows the character to get better prices from vendors, buying and selling.&lt;br /&gt;
* '''Arcane Lore:''' Passive. Increases the effects of any scrolls or books used.&lt;br /&gt;
* '''Anatomy: Passive.''' Advanced knowledge of creatures' anatomies increases the chance of Critical Hits.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Name of Power:''' Active. Spell. Through studies of ancient histories and texts, the Bard knows much about Demonkind and the power of real names. When used, calls a Demon by a secret name, stunning it or possibly outright banishing it. Bosses are too poweful to be affected by this.&lt;br /&gt;
* '''Sop Story:''' Active: Spell. Tells a story so sad even un-intelligent monsters understand, charming any non-undead/demon temporarily into defending the Bard, causing them to attack other monsters. Has a 4 second cast time and has a chance to effect any foe in range. Has a 20 second cooldown.&lt;br /&gt;
* '''Enhanced Resonance:''' Passive. Increases the width of the cone and the damage caused by Resonate.&lt;br /&gt;
* '''Dramatic Flair:''' Passive. Increases the chance that a foe is effected by Be the Beast. Also adds a smaller chance that special monsters will be fooled as well. Bosses are still unaffected.&lt;br /&gt;
* '''Monstrous Lore:''' Passive. Through close observation and study, the Bard gains a sense of the strengths and weaknesses of monsters. Enhances Rogue Element, giving an increasing chance of triggering the elemental effect that takes advantage of the creatures weakest resistance.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Accusation:''' Active. The Bards powers of persuasion are such that he is able to accuse a foe of... whatever... that causes other foes around it to become hostile to it.&lt;br /&gt;
* '''True Name:''' Passive. Has a chance of knowing a Demon's true name. When Name of Power is used, this provides a chance that it's true name will be called, requiring it to fight for the Bard for a period of time. Once this time ends however, the Demon will seek out the Bard, ignoring all other targets, determined to kill him.&lt;br /&gt;
* '''Make the Devil Cry:''' Passive. Adds a chance of also affecting Undead and Demons with Sop Story.&lt;br /&gt;
* '''Rogue Burst:''' Passive. Enhances Rogue Element, giving a small chance of triggering splash damage, affecting any foes adjacent to target. If any points are in this skill, Critical hits will always trigger this affect, assuming Rogue Element is active.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
The Bard was first posted on 30 June 2009 [http://forums.diii.net/showthread.php?t=731051] by [http://forums.diii.net/member.php?u=335830 Technomancer] on the [http://forums.diii.net/ Diii.net forums]. It was posted as a wiki article by [http://forums.diii.net/member.php?u=335830 Technomancer] on 17 August 2009.&lt;br /&gt;
&lt;br /&gt;
===Technomancer Notes===&lt;br /&gt;
I know I'm certainly not the first to propose a Bard class for Diablo III, but I got on a kick to make my own Bard class cause of another thread, so I thought I'd try to finish it up and throw it up on here to see what people think. I didn't look at any other Bards posted on the forums because I wanted it to be as untainted as possible, but there's probably some accidental overlap. A Bard is a Bard. It appears that my Bard class is completely finished, skill-wise, so I decided to put it here on the wiki.&lt;/div&gt;</summary>
		<author><name>Technomancer</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Fanmade:Bard&amp;diff=10737</id>
		<title>Fanmade:Bard</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Fanmade:Bard&amp;diff=10737"/>
				<updated>2009-08-17T07:37:40Z</updated>
		
		<summary type="html">&lt;p&gt;Technomancer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Bard is [[Melee]]/[[Ranged]] warrior that uses his extensive knowledge of forgotten lore and ancient songs of power to battle the forces of Darkness. Music is the language of the universe and no one exploits this like the Bard. Even the Angels of Light are merely vibrations...&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
{{Classbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|name= Bard&lt;br /&gt;
|classtype= fanclass&lt;br /&gt;
|role= [[Melee]]/[[Ranged]]/[[Caster]] hybrid&lt;br /&gt;
|attrib= [[Dexterity]] [[Willpower]]&lt;br /&gt;
&amp;lt;!-- Class Skills --&amp;gt;&lt;br /&gt;
|skilltree1= [[Fan_class:Bard#Honor_Skills|Honor Skills]]&lt;br /&gt;
|skilltree2= [[Fan_class:Bard#Glory_Skills|Glory Skills]]&lt;br /&gt;
|skilltree3= [[Fan_class:Bard#Guile_Skills|Guile Skills]]&lt;br /&gt;
&amp;lt;!-- Background --&amp;gt;&lt;br /&gt;
|origin= [[Western Kingdoms]]&lt;br /&gt;
|affiliation= None.&lt;br /&gt;
|friends= None Known&lt;br /&gt;
|foes= Demonkind&lt;br /&gt;
}}&lt;br /&gt;
===New Background===&lt;br /&gt;
In his younger days, the Bard travelled the far reaches of Sanctuary as a poet, musician and storyteller. He quite the performer, able to rouse even the most dour soul. He had a restless spirit and lived off the people in the cities and villages through charm and wit until he wore out his welcome, then journeyed on. He was an expert at getting himself into trouble, and just as expert in getting himself out of it, be it through wit, cleverness, or muscle. If his stories were to be believed, he was a renowned hero that had experienced many tragic and comedic events in every corner of Sanctuary. He was also always interested in lore and history, and loved to spend a good amount of time learning the local histories and peculiarities of the places he visited and often, before he willingly or unwillingly departed, knew more about the local goings on than most of the locals did. He loved a good time, and was a regular feature at some of the seedier outfits around.&lt;br /&gt;
&lt;br /&gt;
A small village he visited would change the course of his life however. He fell in love with a local girl, like he did in every town, but this was different. She was someone even his ego would allow him to consider an equal, and was completely smittin. He kept trying to think of excuses to move on, but could never find one quite good enough, so he stayed with her. She eventually became pregnant. His first instinct was to run, but he couldn't. This would become his new life.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, it was not meant to be. She died during childbirth, but he had a new daughter. She was his responsibility, and he took it with pride. He stayed where he was, practicing his arts to the enjoyment of the locals, and was able to hash out a decent and honorable living as a musician and teacher. He raised his daughter until the age of 6, when tragedy once again came to call. Monsters and demons roaming the countryside stumbled upon their village, razing it to the ground, and killing or abducting nearly everyone. The Bard fought well, but was overwhelmed and left for dead. When he came to, there was no sign of his daughter, and only a handful of villagers had survived. Desperate, he chased the monsters into the darkness for days. He found an abandoned camp of the raiders, and with it he stumbled upon a scene from a nightmare. Many of the prisoners had apparently been made snacks... and worse. He found the remains of his little girl there. She fell into the 'worse' catagory...&lt;br /&gt;
&lt;br /&gt;
He never found that raiding party. Some say he went mad after that. He dissappeared and popped up from time to time around the land drunk and spoiling for trouble, never talking about his past. Some people were familiar enough with the local goings on and pieced together who he was, so they tolerated him out of symapathy. When he wasn't brawling in the local tavern, he obsessively buried himself in books and tomes wherever he could find them, the older and more archaic the better. He researched magics and demonkind and forgotten lore better left forgotten. Over a couple of years, he became somewhat more stable, but still very disconnected from people. He liked to spend a great deal of time out in the wild outskirts of towns, hunting and providing for himself, by himself. He privately practiced in the wilds at killing foul creatures up close and from afar. When travelling from town to town, he searched out any beasties he could find to 'practice' upon. At night, people would occasionally hear haunting sounds coming from the woods, and when followed, would reveal themselves as dark, forboding, and unnerving songs, some of which were sung in tongues no one had ever heard.&lt;br /&gt;
&lt;br /&gt;
He knew that people would occasionally eavesdrop on him and something inside of him still missed . One day, a brave little girl came out of the woods that had been listening to his strange music and started bugging him with questions. He tried to run her off, but something about her couldn't let him resist answering her questions. Maybe she reminded him of 'her'. She asked him what those songs were he played, and he told her they were ancient, forgotten songs that had magical powers over the darkness. After other questions, she finally asked him why he was always out here by himself. He reluctantly told her a highly sanitized version of his story. He kept going, and as he did, he added more gusto and flair, with which she was thoroughly entertained. As he finished, the twinkle in her eyes almost made him break down and cry, but he held back. With the innocence only a child could have, she told him that his family wouldn't want him to be alone like this and that he should share his love of them with the world. With that, she left and he could hold back his tears no longer. He never saw her again. He always wondered if she might have really been 'her'...&lt;br /&gt;
&lt;br /&gt;
After that, he finally was able to, no, he HAD to get back on his feet and do something. He was able to perform and again, but now he had purpose. Toughened by his experiences, he set about trying to really make a difference. As he travelled now, he helped people. If they were in trouble, he would give them strength and stand with them against it. If they were lost, he would guide them and see them through. He fought the darkness wherever he found it and inspired hope in the hopeless. He had the strength and abilities now to become a subject of songs, not just a singer of songs, but legacy never entered his thoughts. Perhaps those whose songs were sung never had those thoughts either. One day, hearing of the troubles in Tristram, be it by sword or song or spirit, he set forth to shine light upon the darkness once again. Perhaps he could stumble upon a particular group of nasties again. Now, he was ready for them.&lt;br /&gt;
&lt;br /&gt;
===Old Background===&lt;br /&gt;
The Bard is an incouragable romantic and braggart that has roamed the far corners of Sanctuary living off of his wit, charm, and deftness, and if his stories are to be believed, he is a renowned hero that has experienced many tragic and comedic events in every one of them. His gallant demeanor and careless abandon hide a tortured soul, however. Having wondered farther than many have dreamed, he has seen the darkness hiding in every shadow and the empty eyes of those who the darkness has touched. He is quite the studious one, having spent a great deal of time researching histories and arcane lore for his art and an unquenchable thirst for knowledge. While he really isn't quite the unstoppable blademaster and marksman his bravado would lead one to believe, he is quite skilled in a variety of weapons. When your mouth can't get you out of a situation, your arm sure better do the job!&lt;br /&gt;
&lt;br /&gt;
While living off the fat of the land for many years, it weighs upon him now more than ever. He felt that his job was to help people through the dark times by just elevating their hopes and spirits, but lately he feels that is not enough. He's grown envious of the Hero's of yore who didn't just bring a twinkle to darkened eyes, but stopped the light from going away in the first place. Whether he truly feels a sense of duty to aid the people of Sanctuary or has just listened to his own stories so much even HE believes them, no one knows but him... or maybe not. Regardless, hearing of the events unfolding in Tristram, the beginning of so much history, he's set out to test his mettle and put his gold where his mouth is. At the very least, he could probably get a good story out of the whole thing...&lt;br /&gt;
&lt;br /&gt;
==Class Design==&lt;br /&gt;
The Bard is a hybrid fast [[Melee]] / [[Ranged]] warrior. He also utilizes music which he sings during battle, bestowing a variety of Aura-like effects to friend or foe. His wits and extensive knowledge base allow him to trick foes and manipulate situations to his favor.&lt;br /&gt;
&lt;br /&gt;
==Attributes and Skills==&lt;br /&gt;
Bard songs are sung for a duration depending on Rank and Passive enhancements. Once started, they do not need to be maintained by the player. Any friends or foes within range are affected by the song.&lt;br /&gt;
&lt;br /&gt;
===Bard Skills===&lt;br /&gt;
The Bard skills are arranged into to three distinctive skill tree categories:&lt;br /&gt;
* Honor&lt;br /&gt;
* Glory&lt;br /&gt;
* Guile &lt;br /&gt;
All three trees have a combination of active and passive skills. Active skills are used in combat, while the passive skills boost or change the behaviour of the active skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Honor Skills====&lt;br /&gt;
These abilities revolve around the &amp;quot;honor&amp;quot; of combat, both up-close and at range.&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Trick Shot:''' Active. Missile attack. Fires a missile that zig-zags in an ever widening cone away from character, increasing it's area of potential attack.&lt;br /&gt;
* '''Dual Wield:''' Passive. With two weapons equiped, both are used in the time frame of one attack with a speed average of both weapons. Higher Ranks increase accuracy and damage.&lt;br /&gt;
* '''Evasion: Passive.''' Increases the effect of Dex on defenses.&lt;br /&gt;
* '''Catch Missile:''' Passive. Has a chance of plucking or knocking a missile right out of the air, rendering them harmless&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Twin Strike:''' Active. Melee attack. Requires two weapons. Attack using both weapons simultaneously as one blow. All bonuses, damage ratings, etc. are added together and treated as one attack from one weapon.&lt;br /&gt;
* '''Strafing Run:''' Active. Missile attack. While character is walking/running, constantly fires missiles at the nearest foe. (Stolen from the Mentalist. )&lt;br /&gt;
* '''Parry:''' Passive. When equiped with two weapons, has a chance of parrying attacks.&lt;br /&gt;
* '''Shield Bash:''' Passive. When attacked, adds a chance to lash out with shield, dealing damage and knocking attacker back.&lt;br /&gt;
* '''Missile Mastery:''' Passive. Increases damage, accuracy, and speed of all missile attacks.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Frantic Assualt:''' Active. Melee attack. While attack button is held down, each swing hits a different enemy in range, with increased attack speed..&lt;br /&gt;
* '''Split Arrow:''' Active. Missile attack. Fires a missile that upon impact, splits into several more missiles launched at nearby foes that do half original damage.&lt;br /&gt;
* '''Ambidexterity:''' Passive. Increases the attack speed and accuracy of Twin Strike and Dual Wield.&lt;br /&gt;
* '''Retort:''' Passive. When attacked, has a chance of very quickly counter attacking.&lt;br /&gt;
* '''Cower:''' Passive. If using a shield and standing still, the Bard can cower behind it very effectively, increasing shield blocking and absorbtion.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Dervish:''' Active. Melee attack. Spins very quickly, attacking a single target several times quickly, the number depends on Rank. When dual wielding, both weapons are used.&lt;br /&gt;
* '''Flurry:''' Passive. On hitting a foe in Melee, has a chance of quickly adding a second attack. That second attack could also trigger this again, causing a chain reaction. When dual wielding, this could result in a barrage of attacks at higher Ranks.&lt;br /&gt;
* '''Split Rebound:''' Passive. Increases the damage done by the secondary missiles broken off from Split Arrow.&lt;br /&gt;
* '''Agile Striking:''' Passive. Adds a damage bonus for Dex to Melee attacks using 1-handed weapons and increases the pre-existing Dex bonus for Missile attacks. Effect increases with Rank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Glory Skills====&lt;br /&gt;
These skills are glorious Songs, that when activated, are sung for a duration. They cost mana only when cast, and can cause a variety of effects on allies or enemies. Songs can be stopped by Silence.&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Enduring Chant:''' Active. Song. Stops the loss of stamina from running, etc. for the user and any friendly units within range. Also decreases the Fury cost for Barbarians skills and increases the speed of regeneration and healing from items/magic.&lt;br /&gt;
* '''Penetrating Voice:''' Passive. Decreases the chance that any Silence effect can affect the Bard.&lt;br /&gt;
* '''Silver Tongue:''' Passive. Increases the chance of effect success for all Songs.&lt;br /&gt;
* '''Virtuosity:''' Passive. Passive. Increases the power of the effects of all Songs.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Aria of Disruption:''' Active. Song. Interferes with magical energies, decreasing the effectiveness of all enemy hostile magics within range.&lt;br /&gt;
* '''Soothing the Beast:''' Active. Song. Has a chance of randomly causing any foes within range to stop hostile activities for a time, entranced by the Bards singing.&lt;br /&gt;
* '''Enduring Vitality:''' Passive. Enhances Enduring Chant to provide some health regeneration as well.&lt;br /&gt;
* '''Counter Verse:''' Passive. Has a chance of knowing the proper short verse that can counteract the effect of a debuff cast on the Bard. Has a chance of reducing the length of any debuffs afflicting the Bard dramatically.&lt;br /&gt;
* '''Inspired:''' Passive. Decreases the Mana cost of all Songs.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Furious Bolero:''' Active. A fast, harsh song that has a chance per x seconds of setting any targets within range on fire, causing fire damage for xx seconds. If a target is on fire and gets re-effected, the fire duration is added onto the end of the current fire. Creatures on fire have a chance of igniting those nearby.&lt;br /&gt;
* '''Haunting Melody:''' Active. Song. Increases the connection between this world and the Ether, increasing the effectiveness of allies' spells and decreasing mana costs for skills.&lt;br /&gt;
* '''Allegro:''' Passive. Enhances Furious Bolero, increasing fire damage and adding a chance to stun victims while on fire.&lt;br /&gt;
* '''Counter Chorus:''' Passive. Augments Counter Verse to apply to allies within a Rank dependent radius.&lt;br /&gt;
* '''Fortissimmo:''' Passive. Increases the range of all Songs.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Heroic Anthem:''' Active. Song. A song dedicated to glorious victories over evil by legendary heroes. Increases all damages and attack/cast speeds of friendly units.&lt;br /&gt;
* '''Hymn of Light:''' Active. Song. A powerful song from before time. Only affects undead and demons within range, but deals constant damage, slows them, and lowers damage and defenses.&lt;br /&gt;
* '''Noble Fortitude:''' Passive. For Heroic Anthem, adds to the max health of friendly units.&lt;br /&gt;
* '''Angelic Voice:''' Passive. Enhances Hymn of the Light. Has a chance of randomly stunning any applicable targets within range.&lt;br /&gt;
* '''Long-Winded:''' Passive. Increases the duration of all Songs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Guile Skills====&lt;br /&gt;
These skills are based on wit, knowledge, and cleverness. (Some of these skills, like Arcane Lore, depend on certain features being present in D3)&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Be the Beast:''' Active. Skill. The Bards extensive knowledge base allow him to emulate the bahavior of various dark creatures. By dragging a foot, acting abnormally, and making odd noises, he can behave in a way that allows him to blend in with enemies for xx seconds, causing many foes to ignore him at random. Special monsters and bosses are not fooled. Effect ends immediately if character uses any offensive skills. Other players might hate you for using this too much.&lt;br /&gt;
* '''Silence:''' Active. Spell. Silences any targets within area of effect.&lt;br /&gt;
* '''Bravado:''' Passive. The Bard presents himself with such gusto and self-confidence that foes hit by his attacks have a chance of being terrified and running away.&lt;br /&gt;
* '''Blinding:''' Passive. On critical strikes, this adds has a chance of blinding target.&lt;br /&gt;
* '''Item Lore:''' Passive. Has an increasing chance of Identifying items.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Resonate:''' Active. Spell. Causes an intense sound vibration in an cone area starting at character that stuns targets and causes damage. This spell stays in affect while the mouse button is down and can be re-aimed anywhere. Causes increased damage on undead enemies.&lt;br /&gt;
* '''Rogue Element:''' Active. Spell. Enchants weapons for xxx seconds, adding a random element (fire, ice, or lightning) to each attack. (Idea inspired by/based on NASE's suggestion.)&lt;br /&gt;
* '''Barter:''' Passive. Allows the character to get better prices from vendors, buying and selling.&lt;br /&gt;
* '''Arcane Lore:''' Passive. Increases the effects of any scrolls or books used.&lt;br /&gt;
* '''Anatomy: Passive.''' Advanced knowledge of creatures' anatomies increases the chance of Critical Hits.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Name of Power:''' Active. Spell. Through studies of ancient histories and texts, the Bard knows much about Demonkind and the power of real names. When used, calls a Demon by a secret name, stunning it or possibly outright banishing it. Bosses are too poweful to be affected by this.&lt;br /&gt;
* '''Sop Story:''' Active: Spell. Tells a story so sad even un-intelligent monsters understand, charming any non-undead/demon temporarily into defending the Bard, causing them to attack other monsters. Has a 4 second cast time and has a chance to effect any foe in range. Has a 20 second cooldown.&lt;br /&gt;
* '''Enhanced Resonance:''' Passive. Increases the width of the cone and the damage caused by Resonate.&lt;br /&gt;
* '''Dramatic Flair:''' Passive. Increases the chance that a foe is effected by Be the Beast. Also adds a smaller chance that special monsters will be fooled as well. Bosses are still unaffected.&lt;br /&gt;
* '''Monstrous Lore:''' Passive. Through close observation and study, the Bard gains a sense of the strengths and weaknesses of monsters. Enhances Rogue Element, giving an increasing chance of triggering the elemental effect that takes advantage of the creatures weakest resistance.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Accusation:''' Active. The Bards powers of persuasion are such that he is able to accuse a foe of... whatever... that causes other foes around it to become hostile to it.&lt;br /&gt;
* '''True Name:''' Passive. Has a chance of knowing a Demon's true name. When Name of Power is used, this provides a chance that it's true name will be called, requiring it to fight for the Bard for a period of time. Once this time ends however, the Demon will seek out the Bard, ignoring all other targets, determined to kill him.&lt;br /&gt;
* '''Make the Devil Cry:''' Passive. Adds a chance of also affecting Undead and Demons with Sop Story.&lt;br /&gt;
* '''Rogue Burst:''' Passive. Enhances Rogue Element, giving a small chance of triggering splash damage, affecting any foes adjacent to target. If any points are in this skill, Critical hits will always trigger this affect, assuming Rogue Element is active.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
The Bard was first posted on 30 June 2009 http://forums.diii.net/showthread.php?t=731051 by [http://forums.diii.net/member.php?u=335830 Technomancer] on the [http://forums.diii.net/ Diii.net forums]. It was posted as a wiki article by [http://forums.diii.net/member.php?u=335830 Technomancer] on 17 August 2009.&lt;br /&gt;
&lt;br /&gt;
===Technomancer Notes===&lt;br /&gt;
I know I'm certainly not the first to propose a Bard class for Diablo III, but I got on a kick to make my own Bard class cause of another thread, so I thought I'd try to finish it up and throw it up on here to see what people think. I didn't look at any other Bards posted on the forums because I wanted it to be as untainted as possible, but there's probably some accidental overlap. A Bard is a Bard. It appears that my Bard class is completely finished, skill-wise, so I decided to put it here on the wiki.&lt;/div&gt;</summary>
		<author><name>Technomancer</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Fanmade:Bard&amp;diff=10736</id>
		<title>Fanmade:Bard</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Fanmade:Bard&amp;diff=10736"/>
				<updated>2009-08-17T07:36:19Z</updated>
		
		<summary type="html">&lt;p&gt;Technomancer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Bard is [[Melee]]/[[Ranged]] warrior that uses his extensive knowledge of forgotten lore and ancient songs of power to battle the forces of Darkness. Music is the language of the universe and no one exploits this like the Bard. Even the Angels of Light are merely vibrations...&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
{{Classbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|name= Bard&lt;br /&gt;
|classtype= fanclass&lt;br /&gt;
|role= [[Melee]]/[[Ranged]]/[[Caster]] hybrid&lt;br /&gt;
|attrib= [[Dexterity]] [[Willpower]]&lt;br /&gt;
&amp;lt;!-- Class Skills --&amp;gt;&lt;br /&gt;
|skilltree1= [[Fan_class:Bard#Honor_Skills|Honor Skills]]&lt;br /&gt;
|skilltree2= [[Fan_class:Bard#Glory_Skills|Glory Skills]]&lt;br /&gt;
|skilltree3= [[Fan_class:Bard#Guile_Skills|Guile Skills]]&lt;br /&gt;
&amp;lt;!-- Background --&amp;gt;&lt;br /&gt;
|origin= [[Western Kingdoms]]&lt;br /&gt;
|affiliation= None.&lt;br /&gt;
|friends= None Known&lt;br /&gt;
|foes= Demonkind&lt;br /&gt;
}}&lt;br /&gt;
===New Background===&lt;br /&gt;
In his younger days, the Bard travelled the far reaches of Sanctuary as a poet, musician and storyteller. He quite the performer, able to rouse even the most dour soul. He had a restless spirit and lived off the people in the cities and villages through charm and wit until he wore out his welcome, then journeyed on. He was an expert at getting himself into trouble, and just as expert in getting himself out of it, be it through wit, cleverness, or muscle. If his stories were to be believed, he was a renowned hero that had experienced many tragic and comedic events in every corner of Sanctuary. He was also always interested in lore and history, and loved to spend a good amount of time learning the local histories and peculiarities of the places he visited and often, before he willingly or unwillingly departed, knew more about the local goings on than most of the locals did. He loved a good time, and was a regular feature at some of the seedier outfits around.&lt;br /&gt;
&lt;br /&gt;
A small village he visited would change the course of his life however. He fell in love with a local girl, like he did in every town, but this was different. She was someone even his ego would allow him to consider an equal, and was completely smittin. He kept trying to think of excuses to move on, but could never find one quite good enough, so he stayed with her. She eventually became pregnant. His first instinct was to run, but he couldn't. This would become his new life.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, it was not meant to be. She died during childbirth, but he had a new daughter. She was his responsibility, and he took it with pride. He stayed where he was, practicing his arts to the enjoyment of the locals, and was able to hash out a decent and honorable living as a musician and teacher. He raised his daughter until the age of 6, when tragedy once again came to call. Monsters and demons roaming the countryside stumbled upon their village, razing it to the ground, and killing or abducting nearly everyone. The Bard fought well, but was overwhelmed and left for dead. When he came to, there was no sign of his daughter, and only a handful of villagers had survived. Desperate, he chased the monsters into the darkness for days. He found an abandoned camp of the raiders, and with it he stumbled upon a scene from a nightmare. Many of the prisoners had apparently been made snacks... and worse. He found the remains of his little girl there. She fell into the 'worse' catagory...&lt;br /&gt;
&lt;br /&gt;
He never found that raiding party. Some say he went mad after that. He dissappeared and popped up from time to time around the land drunk and spoiling for trouble, never talking about his past. Some people were familiar enough with the local goings on and pieced together who he was, so they tolerated him out of symapathy. When he wasn't brawling in the local tavern, he obsessively buried himself in books and tomes wherever he could find them, the older and more archaic the better. He researched magics and demonkind and forgotten lore better left forgotten. Over a couple of years, he became somewhat more stable, but still very disconnected from people. He liked to spend a great deal of time out in the wild outskirts of towns, hunting and providing for himself, by himself. He privately practiced in the wilds at killing foul creatures up close and from afar. When travelling from town to town, he searched out any beasties he could find to 'practice' upon. At night, people would occasionally hear haunting sounds coming from the woods, and when followed, would reveal themselves as dark, forboding, and unnerving songs, some of which were sung in tongues no one had ever heard.&lt;br /&gt;
&lt;br /&gt;
He knew that people would occasionally eavesdrop on him and something inside of him still missed . One day, a brave little girl came out of the woods that had been listening to his strange music and started bugging him with questions. He tried to run her off, but something about her couldn't let him resist answering her questions. Maybe she reminded him of 'her'. She asked him what those songs were he played, and he told her they were ancient, forgotten songs that had magical powers over the darkness. After other questions, she finally asked him why he was always out here by himself. He reluctantly told her a highly sanitized version of his story. He kept going, and as he did, he added more gusto and flair, with which she was thoroughly entertained. As he finished, the twinkle in her eyes almost made him break down and cry, but he held back. With the innocence only a child could have, she told him that his family wouldn't want him to be alone like this and that he should share his love of them with the world. With that, she left and he could hold back his tears no longer. He never saw her again. He always wondered if she might have really been 'her'...&lt;br /&gt;
&lt;br /&gt;
After that, he finally was able to, no, he HAD to get back on his feet and do something. He was able to perform and again, but now he had purpose. Toughened by his experiences, he set about trying to really make a difference. As he travelled now, he helped people. If they were in trouble, he would give them strength and stand with them against it. If they were lost, he would guide them and see them through. He fought the darkness wherever he found it and inspired hope in the hopeless. He had the strength and abilities now to become a subject of songs, not just a singer of songs, but legacy never entered his thoughts. Perhaps those whose songs were sung never had those thoughts either. One day, hearing of the troubles in Tristram, be it by sword or song or spirit, he set forth to shine light upon the darkness once again. Perhaps he could stumble upon a particular group of nasties again. Now, he was ready for them.&lt;br /&gt;
&lt;br /&gt;
===Old Background===&lt;br /&gt;
The Bard is an incouragable romantic and braggart that has roamed the far corners of Sanctuary living off of his wit, charm, and deftness, and if his stories are to be believed, he is a renowned hero that has experienced many tragic and comedic events in every one of them. His gallant demeanor and careless abandon hide a tortured soul, however. Having wondered farther than many have dreamed, he has seen the darkness hiding in every shadow and the empty eyes of those who the darkness has touched. He is quite the studious one, having spent a great deal of time researching histories and arcane lore for his art and an unquenchable thirst for knowledge. While he really isn't quite the unstoppable blademaster and marksman his bravado would lead one to believe, he is quite skilled in a variety of weapons. When your mouth can't get you out of a situation, your arm sure better do the job!&lt;br /&gt;
&lt;br /&gt;
While living off the fat of the land for many years, it weighs upon him now more than ever. He felt that his job was to help people through the dark times by just elevating their hopes and spirits, but lately he feels that is not enough. He's grown envious of the Hero's of yore who didn't just bring a twinkle to darkened eyes, but stopped the light from going away in the first place. Whether he truly feels a sense of duty to aid the people of Sanctuary or has just listened to his own stories so much even HE believes them, no one knows but him... or maybe not. Regardless, hearing of the events unfolding in Tristram, the beginning of so much history, he's set out to test his mettle and put his gold where his mouth is. At the very least, he could probably get a good story out of the whole thing...&lt;br /&gt;
&lt;br /&gt;
==Class Design==&lt;br /&gt;
The Bard is a hybrid fast [[Melee]] / [[Ranged]] warrior. He also utilizes music which he sings during battle, bestowing a variety of Aura-like effects to friend or foe. His wits and extensive knowledge base allow him to trick foes and manipulate situations to his favor.&lt;br /&gt;
&lt;br /&gt;
==Attributes and Skills==&lt;br /&gt;
Bard songs are sung for a duration depending on Rank and Passive enhancements. Once started, they do not need to be maintained by the player. Any friends or foes within range are affected by the song.&lt;br /&gt;
&lt;br /&gt;
===Bard Skills===&lt;br /&gt;
The Bard skills are arranged into to three distinctive skill tree categories:&lt;br /&gt;
* Honor&lt;br /&gt;
* Glory&lt;br /&gt;
* Guile &lt;br /&gt;
All three trees have a combination of active and passive skills. Active skills are used in combat, while the passive skills boost or change the behaviour of the active skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Honor Skills====&lt;br /&gt;
These abilities revolve around the &amp;quot;honor&amp;quot; of combat, both up-close and at range.&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Trick Shot:''' Active. Missile attack. Fires a missile that zig-zags in an ever widening cone away from character, increasing it's area of potential attack.&lt;br /&gt;
* '''Dual Wield:''' Passive. With two weapons equiped, both are used in the time frame of one attack with a speed average of both weapons. Higher Ranks increase accuracy and damage.&lt;br /&gt;
* '''Evasion: Passive.''' Increases the effect of Dex on defenses.&lt;br /&gt;
* '''Catch Missile:''' Passive. Has a chance of plucking or knocking a missile right out of the air, rendering them harmless&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Twin Strike:''' Active. Melee attack. Requires two weapons. Attack using both weapons simultaneously as one blow. All bonuses, damage ratings, etc. are added together and treated as one attack from one weapon.&lt;br /&gt;
* '''Strafing Run:''' Active. Missile attack. While character is walking/running, constantly fires missiles at the nearest foe. (Stolen from the Mentalist. )&lt;br /&gt;
* '''Parry:''' Passive. When equiped with two weapons, has a chance of parrying attacks.&lt;br /&gt;
* '''Shield Bash:''' Passive. When attacked, adds a chance to lash out with shield, dealing damage and knocking attacker back.&lt;br /&gt;
* '''Missile Mastery:''' Passive. Increases damage, accuracy, and speed of all missile attacks.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Frantic Assualt:''' Active. Melee attack. While attack button is held down, each swing hits a different enemy in range, with increased attack speed..&lt;br /&gt;
* '''Split Arrow:''' Active. Missile attack. Fires a missile that upon impact, splits into several more missiles launched at nearby foes that do half original damage.&lt;br /&gt;
* '''Ambidexterity:''' Passive. Increases the attack speed and accuracy of Twin Strike and Dual Wield.&lt;br /&gt;
* '''Retort:''' Passive. When attacked, has a chance of very quickly counter attacking.&lt;br /&gt;
* '''Cower:''' Passive. If using a shield and standing still, the Bard can cower behind it very effectively, increasing shield blocking and absorbtion.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Dervish:''' Active. Melee attack. Spins very quickly, attacking a single target several times quickly, the number depends on Rank. When dual wielding, both weapons are used.&lt;br /&gt;
* '''Flurry:''' Passive. On hitting a foe in Melee, has a chance of quickly adding a second attack. That second attack could also trigger this again, causing a chain reaction. When dual wielding, this could result in a barrage of attacks at higher Ranks.&lt;br /&gt;
* '''Split Rebound:''' Passive. Increases the damage done by the secondary missiles broken off from Split Arrow.&lt;br /&gt;
* '''Agile Striking:''' Passive. Adds a damage bonus for Dex to Melee attacks using 1-handed weapons and increases the pre-existing Dex bonus for Missile attacks. Effect increases with Rank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Glory Skills====&lt;br /&gt;
These skills are glorious Songs, that when activated, are sung for a duration. They cost mana only when cast, and can cause a variety of effects on allies or enemies. Songs can be stopped by Silence.&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Enduring Chant:''' Active. Song. Stops the loss of stamina from running, etc. for the user and any friendly units within range. Also decreases the Fury cost for Barbarians skills and increases the speed of regeneration and healing from items/magic.&lt;br /&gt;
* '''Penetrating Voice:''' Passive. Decreases the chance that any Silence effect can affect the Bard.&lt;br /&gt;
* '''Silver Tongue:''' Passive. Increases the chance of effect success for all Songs.&lt;br /&gt;
* '''Virtuosity:''' Passive. Passive. Increases the power of the effects of all Songs.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Aria of Disruption:''' Active. Song. Interferes with magical energies, decreasing the effectiveness of all enemy hostile magics within range.&lt;br /&gt;
* '''Soothing the Beast:''' Active. Song. Has a chance of randomly causing any foes within range to stop hostile activities for a time, entranced by the Bards singing.&lt;br /&gt;
* '''Enduring Vitality:''' Passive. Enhances Enduring Chant to provide some health regeneration as well.&lt;br /&gt;
* '''Counter Verse:''' Passive. Has a chance of knowing the proper short verse that can counteract the effect of a debuff cast on the Bard. Has a chance of reducing the length of any debuffs afflicting the Bard dramatically.&lt;br /&gt;
* '''Inspired:''' Passive. Decreases the Mana cost of all Songs.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Furious Bolero:''' Active. A fast, harsh song that has a chance per x seconds of setting any targets within range on fire, causing fire damage for xx seconds. If a target is on fire and gets re-effected, the fire duration is added onto the end of the current fire. Creatures on fire have a chance of igniting those nearby.&lt;br /&gt;
* '''Haunting Melody:''' Active. Song. Increases the connection between this world and the Ether, increasing the effectiveness of allies' spells and decreasing mana costs for skills.&lt;br /&gt;
* '''Allegro:''' Passive. Enhances Furious Bolero, increasing fire damage and adding a chance to stun victims while on fire.&lt;br /&gt;
* '''Counter Chorus:''' Passive. Augments Counter Verse to apply to allies within a Rank dependent radius.&lt;br /&gt;
* '''Fortissimmo:''' Passive. Increases the range of all Songs.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Heroic Anthem:''' Active. Song. A song dedicated to glorious victories over evil by legendary heroes. Increases all damages and attack/cast speeds of friendly units.&lt;br /&gt;
* '''Hymn of Light:''' Active. Song. A powerful song from before time. Only affects undead and demons within range, but deals constant damage, slows them, and lowers damage and defenses.&lt;br /&gt;
* '''Noble Fortitude:''' Passive. For Heroic Anthem, adds to the max health of friendly units.&lt;br /&gt;
* '''Angelic Voice:''' Passive. Enhances Hymn of the Light. Has a chance of randomly stunning any applicable targets within range.&lt;br /&gt;
* '''Long-Winded:''' Passive. Increases the duration of all Songs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Guile Skills====&lt;br /&gt;
These skills are based on wit, knowledge, and cleverness. (Some of these skills, like Arcane Lore, depend on certain features being present in D3)&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Be the Beast:''' Active. Skill. The Bards extensive knowledge base allow him to emulate the bahavior of various dark creatures. By dragging a foot, acting abnormally, and making odd noises, he can behave in a way that allows him to blend in with enemies for xx seconds, causing many foes to ignore him at random. Special monsters and bosses are not fooled. Effect ends immediately if character uses any offensive skills. Other players might hate you for using this too much.&lt;br /&gt;
* '''Silence:''' Active. Spell. Silences any targets within area of effect.&lt;br /&gt;
* '''Bravado:''' Passive. The Bard presents himself with such gusto and self-confidence that foes hit by his attacks have a chance of being terrified and running away.&lt;br /&gt;
* '''Blinding:''' Passive. On critical strikes, this adds has a chance of blinding target.&lt;br /&gt;
* '''Item Lore:''' Passive. Has an increasing chance of Identifying items.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Resonate:''' Active. Spell. Causes an intense sound vibration in an cone area starting at character that stuns targets and causes damage. This spell stays in affect while the mouse button is down and can be re-aimed anywhere. Causes increased damage on undead enemies.&lt;br /&gt;
* '''Rogue Element:''' Active. Spell. Enchants weapons for xxx seconds, adding a random element (fire, ice, or lightning) to each attack. (Idea inspired by/based on NASE's suggestion.)&lt;br /&gt;
* '''Barter:''' Passive. Allows the character to get better prices from vendors, buying and selling.&lt;br /&gt;
* '''Arcane Lore:''' Passive. Increases the effects of any scrolls or books used.&lt;br /&gt;
* '''Anatomy: Passive.''' Advanced knowledge of creatures' anatomies increases the chance of Critical Hits.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Name of Power:''' Active. Spell. Through studies of ancient histories and texts, the Bard knows much about Demonkind and the power of real names. When used, calls a Demon by a secret name, stunning it or possibly outright banishing it. Bosses are too poweful to be affected by this.&lt;br /&gt;
* '''Sop Story:''' Active: Spell. Tells a story so sad even un-intelligent monsters understand, charming any non-undead/demon temporarily into defending the Bard, causing them to attack other monsters. Has a 4 second cast time and has a chance to effect any foe in range. Has a 20 second cooldown.&lt;br /&gt;
* '''Enhanced Resonance:''' Passive. Increases the width of the cone and the damage caused by Resonate.&lt;br /&gt;
* '''Dramatic Flair:''' Passive. Increases the chance that a foe is effected by Be the Beast. Also adds a smaller chance that special monsters will be fooled as well. Bosses are still unaffected.&lt;br /&gt;
* '''Monstrous Lore:''' Passive. Through close observation and study, the Bard gains a sense of the strengths and weaknesses of monsters. Enhances Rogue Element, giving an increasing chance of triggering the elemental effect that takes advantage of the creatures weakest resistance.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Accusation:''' Active. The Bards powers of persuasion are such that he is able to accuse a foe of... whatever... that causes other foes around it to become hostile to it.&lt;br /&gt;
* '''True Name:''' Passive. Has a chance of knowing a Demon's true name. When Name of Power is used, this provides a chance that it's true name will be called, requiring it to fight for the Bard for a period of time. Once this time ends however, the Demon will seek out the Bard, ignoring all other targets, determined to kill him.&lt;br /&gt;
* '''Make the Devil Cry:''' Passive. Adds a chance of also affecting Undead and Demons with Sop Story.&lt;br /&gt;
* '''Rogue Burst:''' Passive. Enhances Rogue Element, giving a small chance of triggering splash damage, affecting any foes adjacent to target. If any points are in this skill, Critical hits will always trigger this affect, assuming Rogue Element is active.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
The Bard was first posted on 30 June 2009 [http://forums.diii.net/showthread.php?t=728784] by [http://forums.diii.net/member.php?u=335830 Technomancer] on the [http://forums.diii.net/ Diii.net forums]. It was posted as a wiki article by [http://forums.diii.net/member.php?u=335830 Technomancer] on 17 August 2009.&lt;br /&gt;
&lt;br /&gt;
===Technomancer Notes===&lt;br /&gt;
I know I'm certainly not the first to propose a Bard class for Diablo III, but I got on a kick to make my own Bard class cause of another thread, so I thought I'd try to finish it up and throw it up on here to see what people think. I didn't look at any other Bards posted on the forums because I wanted it to be as untainted as possible, but there's probably some accidental overlap. A Bard is a Bard. It appears that my Bard class is completely finished, skill-wise, so I decided to put it here on the wiki.&lt;/div&gt;</summary>
		<author><name>Technomancer</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Fanmade:Bard&amp;diff=10735</id>
		<title>Fanmade:Bard</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Fanmade:Bard&amp;diff=10735"/>
				<updated>2009-08-17T07:22:54Z</updated>
		
		<summary type="html">&lt;p&gt;Technomancer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Bard is [[Melee]]/[[Ranged]] warrior that uses his extensive knowledge of forgotten lore and ancient songs of power to battle the forces of Darkness. Music is the language of the universe and no one exploits this like the Bard. Even the Angels of Light are merely vibrations...&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
{{Classbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|name= Bard&lt;br /&gt;
|classtype= fanclass&lt;br /&gt;
|role= [[Melee]]/[[Ranged]]/[[Caster]] hybrid&lt;br /&gt;
|attrib= [[Dexterity]] [[Willpower]]&lt;br /&gt;
&amp;lt;!-- Class Skills --&amp;gt;&lt;br /&gt;
|skilltree1= [[Fan_class:Bard#Honor_Skills|Honor Skills]]&lt;br /&gt;
|skilltree2= [[Fan_class:Bard#Glory_Skills|Glory Skills]]&lt;br /&gt;
|skilltree3= [[Fan_class:Bard#Guile_Skills|Guile Skills]]&lt;br /&gt;
&amp;lt;!-- Background --&amp;gt;&lt;br /&gt;
|origin= [[Western Kingdoms]]&lt;br /&gt;
|affiliation= None.&lt;br /&gt;
|friends= None Known&lt;br /&gt;
|foes= Demonkind&lt;br /&gt;
}}&lt;br /&gt;
===New Background===&lt;br /&gt;
In his younger days, the Bard travelled the far reaches of Sanctuary as a poet, musician and storyteller. He quite the performer, able to rouse even the most dour soul. He had a restless spirit and lived off the people in the cities and villages through charm and wit until he wore out his welcome, then journeyed on. He was an expert at getting himself into trouble, and just as expert in getting himself out of it, be it through wit, cleverness, or muscle. If his stories were to be believed, he was a renowned hero that had experienced many tragic and comedic events in every corner of Sanctuary. He was also always interested in lore and history, and loved to spend a good amount of time learning the local histories and peculiarities of the places he visited and often, before he willingly or unwillingly departed, knew more about the local goings on than most of the locals did. He loved a good time, and was a regular feature at some of the seedier outfits around.&lt;br /&gt;
&lt;br /&gt;
A small village he visited would change the course of his life however. He fell in love with a local girl, like he did in every town, but this was different. She was someone even his ego would allow him to consider an equal, and was completely smittin. He kept trying to think of excuses to move on, but could never find one quite good enough, so he stayed with her. She eventually became pregnant. His first instinct was to run, but he couldn't. This would become his new life.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, it was not meant to be. She died during childbirth, but he had a new daughter. She was his responsibility, and he took it with pride. He stayed where he was, practicing his arts to the enjoyment of the locals, and was able to hash out a decent and honorable living as a musician and teacher. He raised his daughter until the age of 6, when tragedy once again came to call. Monsters and demons roaming the countryside stumbled upon their village, razing it to the ground, and killing or abducting nearly everyone. The Bard fought well, but was overwhelmed and left for dead. When he came to, there was no sign of his daughter, and only a handful of villagers had survived. Desperate, he chased the monsters into the darkness for days. He found an abandoned camp of the raiders, and with it he stumbled upon a scene from a nightmare. Many of the prisoners had apparently been made snacks... and worse. He found the remains of his little girl there. She fell into the 'worse' catagory...&lt;br /&gt;
&lt;br /&gt;
He never found that raiding party. Some say he went mad after that. He dissappeared and popped up from time to time around the land drunk and spoiling for trouble, never talking about his past. Some people were familiar enough with the local goings on and pieced together who he was, so they tolerated him out of symapathy. When he wasn't brawling in the local tavern, he obsessively buried himself in books and tomes wherever he could find them, the older and more archaic the better. He researched magics and demonkind and forgotten lore better left forgotten. Over a couple of years, he became somewhat more stable, but still very disconnected from people. He liked to spend a great deal of time out in the wild outskirts of towns, hunting and providing for himself, by himself. He privately practiced in the wilds at killing foul creatures up close and from afar. When travelling from town to town, he searched out any beasties he could find to 'practice' upon. At night, people would occasionally hear haunting sounds coming from the woods, and when followed, would reveal themselves as dark, forboding, and unnerving songs, some of which were sung in tongues no one had ever heard.&lt;br /&gt;
&lt;br /&gt;
He knew that people would occasionally eavesdrop on him and something inside of him still missed . One day, a brave little girl came out of the woods that had been listening to his strange music and started bugging him with questions. He tried to run her off, but something about her couldn't let him resist answering her questions. Maybe she reminded him of 'her'. She asked him what those songs were he played, and he told her they were ancient, forgotten songs that had magical powers over the darkness. After other questions, she finally asked him why he was always out here by himself. He reluctantly told her a highly sanitized version of his story. He kept going, and as he did, he added more gusto and flair, with which she was thoroughly entertained. As he finished, the twinkle in her eyes almost made him break down and cry, but he held back. With the innocence only a child could have, she told him that his family wouldn't want him to be alone like this and that he should share his love of them with the world. With that, she left and he could hold back his tears no longer. He never saw her again. He always wondered if she might have really been 'her'...&lt;br /&gt;
&lt;br /&gt;
After that, he finally was able to, no, he HAD to get back on his feet and do something. He was able to perform and again, but now he had purpose. Toughened by his experiences, he set about trying to really make a difference. As he travelled now, he helped people. If they were in trouble, he would give them strength and stand with them against it. If they were lost, he would guide them and see them through. He fought the darkness wherever he found it and inspired hope in the hopeless. He had the strength and abilities now to become a subject of songs, not just a singer of songs, but legacy never entered his thoughts. Perhaps those whose songs were sung never had those thoughts either. One day, hearing of the troubles in Tristram, be it by sword or song or spirit, he set forth to shine light upon the darkness once again. Perhaps he could stumble upon a particular group of nasties again. Now, he was ready for them.&lt;br /&gt;
&lt;br /&gt;
===Old Background===&lt;br /&gt;
The Bard is an incouragable romantic and braggart that has roamed the far corners of Sanctuary living off of his wit, charm, and deftness, and if his stories are to be believed, he is a renowned hero that has experienced many tragic and comedic events in every one of them. His gallant demeanor and careless abandon hide a tortured soul, however. Having wondered farther than many have dreamed, he has seen the darkness hiding in every shadow and the empty eyes of those who the darkness has touched. He is quite the studious one, having spent a great deal of time researching histories and arcane lore for his art and an unquenchable thirst for knowledge. While he really isn't quite the unstoppable blademaster and marksman his bravado would lead one to believe, he is quite skilled in a variety of weapons. When your mouth can't get you out of a situation, your arm sure better do the job!&lt;br /&gt;
&lt;br /&gt;
While living off the fat of the land for many years, it weighs upon him now more than ever. He felt that his job was to help people through the dark times by just elevating their hopes and spirits, but lately he feels that is not enough. He's grown envious of the Hero's of yore who didn't just bring a twinkle to darkened eyes, but stopped the light from going away in the first place. Whether he truly feels a sense of duty to aid the people of Sanctuary or has just listened to his own stories so much even HE believes them, no one knows but him... or maybe not. Regardless, hearing of the events unfolding in Tristram, the beginning of so much history, he's set out to test his mettle and put his gold where his mouth is. At the very least, he could probably get a good story out of the whole thing...&lt;br /&gt;
&lt;br /&gt;
==Class Design==&lt;br /&gt;
The Bard is a hybrid fast [[Melee]] / [[Ranged]] warrior. He also utilizes music which he sings during battle, bestowing a variety of Aura-like effects to friend or foe. His wits and extensive knowledge base allow him to trick foes and manipulate situations to his favor.&lt;br /&gt;
&lt;br /&gt;
==Attributes and Skills==&lt;br /&gt;
Bard songs are sung for a duration depending on Rank and Passive enhancements. Once started, they do not need to be maintained by the player. Any friends or foes within range are affected by the song.&lt;br /&gt;
&lt;br /&gt;
===Bard Skills===&lt;br /&gt;
The Bard skills are arranged into to three distinctive skill tree categories:&lt;br /&gt;
* Honor&lt;br /&gt;
* Glory&lt;br /&gt;
* Guile &lt;br /&gt;
All three trees have a combination of active and passive skills. Active skills are used in combat, while the passive skills boost or change the behaviour of the active skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Honor Skills====&lt;br /&gt;
These abilities revolve around the &amp;quot;honor&amp;quot; of combat, both up-close and at range.&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Trick Shot:''' Active. Missile attack. Fires a missile that zig-zags in an ever widening cone away from character, increasing it's area of potential attack.&lt;br /&gt;
* '''Dual Wield:''' Passive. With two weapons equiped, both are used in the time frame of one attack with a speed average of both weapons. Higher Ranks increase accuracy and damage.&lt;br /&gt;
* '''Evasion: Passive.''' Increases the effect of Dex on defenses.&lt;br /&gt;
* '''Catch Missile:''' Passive. Has a chance of plucking or knocking a missile right out of the air, rendering them harmless&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Twin Strike:''' Active. Melee attack. Requires two weapons. Attack using both weapons simultaneously as one blow. All bonuses, damage ratings, etc. are added together and treated as one attack from one weapon.&lt;br /&gt;
* '''Strafing Run:''' Active. Missile attack. While character is walking/running, constantly fires missiles at the nearest foe. (Stolen from the Mentalist. )&lt;br /&gt;
* '''Parry:''' Passive. When equiped with two weapons, has a chance of parrying attacks.&lt;br /&gt;
* '''Shield Bash:''' Passive. When attacked, adds a chance to lash out with shield, dealing damage and knocking attacker back.&lt;br /&gt;
* '''Missile Mastery:''' Passive. Increases damage, accuracy, and speed of all missile attacks.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Frantic Assualt:''' Active. Melee attack. While attack button is held down, each swing hits a different enemy in range, with increased attack speed..&lt;br /&gt;
* '''Split Arrow:''' Active. Missile attack. Fires a missile that upon impact, splits into several more missiles launched at nearby foes that do half original damage.&lt;br /&gt;
* '''Ambidexterity:''' Passive. Increases the attack speed and accuracy of Twin Strike and Dual Wield.&lt;br /&gt;
* '''Retort:''' Passive. When attacked, has a chance of very quickly counter attacking.&lt;br /&gt;
* '''Cower:''' Passive. If using a shield and standing still, the Bard can cower behind it very effectively, increasing shield blocking and absorbtion.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Dervish:''' Active. Melee attack. Spins very quickly, attacking a single target several times quickly, the number depends on Rank. When dual wielding, both weapons are used.&lt;br /&gt;
* '''Flurry:''' Passive. On hitting a foe in Melee, has a chance of quickly adding a second attack. That second attack could also trigger this again, causing a chain reaction. When dual wielding, this could result in a barrage of attacks at higher Ranks.&lt;br /&gt;
* '''Split Rebound:''' Passive. Increases the damage done by the secondary missiles broken off from Split Arrow.&lt;br /&gt;
* '''Agile Striking:''' Passive. Adds a damage bonus for Dex to Melee attacks using 1-handed weapons and increases the pre-existing Dex bonus for Missile attacks. Effect increases with Rank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Glory Skills====&lt;br /&gt;
These skills are glorious Songs, that when activated, are sung for a duration. They cost mana only when cast, and can cause a variety of effects on allies or enemies. Songs can be stopped by Silence.&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Enduring Chant:''' Active. Song. Stops the loss of stamina from running, etc. for the user and any friendly units within range. Also decreases the Fury cost for Barbarians skills and increases the speed of regeneration and healing from items/magic.&lt;br /&gt;
* '''Penetrating Voice:''' Passive. Decreases the chance that any Silence effect can affect the Bard.&lt;br /&gt;
* '''Silver Tongue:''' Passive. Increases the chance of effect success for all Songs.&lt;br /&gt;
* '''Virtuosity:''' Passive. Passive. Increases the power of the effects of all Songs.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Aria of Disruption:''' Active. Song. Interferes with magical energies, decreasing the effectiveness of all enemy hostile magics within range.&lt;br /&gt;
* '''Soothing the Beast:''' Active. Song. Has a chance of randomly causing any foes within range to stop hostile activities for a time, entranced by the Bards singing.&lt;br /&gt;
* '''Enduring Vitality:''' Passive. Enhances Enduring Chant to provide some health regeneration as well.&lt;br /&gt;
* '''Counter Verse:''' Passive. Has a chance of knowing the proper short verse that can counteract the effect of a debuff cast on the Bard. Has a chance of reducing the length of any debuffs afflicting the Bard dramatically.&lt;br /&gt;
* '''Inspired:''' Passive. Decreases the Mana cost of all Songs.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Furious Bolero:''' Active. A fast, harsh song that has a chance per x seconds of setting any targets within range on fire, causing fire damage for xx seconds. If a target is on fire and gets re-effected, the fire duration is added onto the end of the current fire. Creatures on fire have a chance of igniting those nearby.&lt;br /&gt;
* '''Haunting Melody:''' Active. Song. Increases the connection between this world and the Ether, increasing the effectiveness of allies' spells and decreasing mana costs for skills.&lt;br /&gt;
* '''Allegro:''' Passive. Enhances Furious Bolero, increasing fire damage and adding a chance to stun victims while on fire.&lt;br /&gt;
* '''Counter Chorus:''' Passive. Augments Counter Verse to apply to allies within a Rank dependent radius.&lt;br /&gt;
* '''Fortissimmo:''' Passive. Increases the range of all Songs.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Heroic Anthem:''' Active. Song. A song dedicated to glorious victories over evil by legendary heroes. Increases all damages and attack/cast speeds of friendly units.&lt;br /&gt;
* '''Hymn of Light:''' Active. Song. A powerful song from before time. Only affects undead and demons within range, but deals constant damage, slows them, and lowers damage and defenses.&lt;br /&gt;
* '''Noble Fortitude:''' Passive. For Heroic Anthem, adds to the max health of friendly units.&lt;br /&gt;
* '''Angelic Voice:''' Passive. Enhances Hymn of the Light. Has a chance of randomly stunning any applicable targets within range.&lt;br /&gt;
* '''Long-Winded:''' Passive. Increases the duration of all Songs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Guile Skills====&lt;br /&gt;
These skills are based on wit, knowledge, and cleverness. (Some of these skills, like Arcane Lore, depend on certain features being present in D3)&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Be the Beast:''' Active. Skill. The Bards extensive knowledge base allow him to emulate the bahavior of various dark creatures. By dragging a foot, acting abnormally, and making odd noises, he can behave in a way that allows him to blend in with enemies for xx seconds, causing many foes to ignore him at random. Special monsters and bosses are not fooled. Effect ends immediately if character uses any offensive skills. Other players might hate you for using this too much.&lt;br /&gt;
* '''Silence:''' Active. Spell. Silences any targets within area of effect.&lt;br /&gt;
* '''Bravado:''' Passive. The Bard presents himself with such gusto and self-confidence that foes hit by his attacks have a chance of being terrified and running away.&lt;br /&gt;
* '''Blinding:''' Passive. On critical strikes, this adds has a chance of blinding target.&lt;br /&gt;
* '''Item Lore:''' Passive. Has an increasing chance of Identifying items.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Resonate:''' Active. Spell. Causes an intense sound vibration in an cone area starting at character that stuns targets and causes damage. This spell stays in affect while the mouse button is down and can be re-aimed anywhere. Causes increased damage on undead enemies.&lt;br /&gt;
* '''Rogue Element:''' Active. Spell. Enchants weapons for xxx seconds, adding a random element (fire, ice, or lightning) to each attack. (Idea inspired by/based on NASE's suggestion.)&lt;br /&gt;
* '''Barter:''' Passive. Allows the character to get better prices from vendors, buying and selling.&lt;br /&gt;
* '''Arcane Lore:''' Passive. Increases the effects of any scrolls or books used.&lt;br /&gt;
* '''Anatomy: Passive.''' Advanced knowledge of creatures' anatomies increases the chance of Critical Hits.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Name of Power:''' Active. Spell. Through studies of ancient histories and texts, the Bard knows much about Demonkind and the power of real names. When used, calls a Demon by a secret name, stunning it or possibly outright banishing it. Bosses are too poweful to be affected by this.&lt;br /&gt;
* '''Sop Story:''' Active: Spell. Tells a story so sad even un-intelligent monsters understand, charming any non-undead/demon temporarily into defending the Bard, causing them to attack other monsters. Has a 4 second cast time and has a chance to effect any foe in range. Has a 20 second cooldown.&lt;br /&gt;
* '''Enhanced Resonance:''' Passive. Increases the width of the cone and the damage caused by Resonate.&lt;br /&gt;
* '''Dramatic Flair:''' Passive. Increases the chance that a foe is effected by Be the Beast. Also adds a smaller chance that special monsters will be fooled as well. Bosses are still unaffected.&lt;br /&gt;
* '''Monstrous Lore:''' Passive. Through close observation and study, the Bard gains a sense of the strengths and weaknesses of monsters. Enhances Rogue Element, giving an increasing chance of triggering the elemental effect that takes advantage of the creatures weakest resistance.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Accusation:''' Active. The Bards powers of persuasion are such that he is able to accuse a foe of... whatever... that causes other foes around it to become hostile to it.&lt;br /&gt;
* '''True Name:''' Passive. Has a chance of knowing a Demon's true name. When Name of Power is used, this provides a chance that it's true name will be called, requiring it to fight for the Bard for a period of time. Once this time ends however, the Demon will seek out the Bard, ignoring all other targets, determined to kill him.&lt;br /&gt;
* '''Make the Devil Cry:''' Passive. Adds a chance of also affecting Undead and Demons with Sop Story.&lt;br /&gt;
* '''Rogue Burst:''' Passive. Enhances Rogue Element, giving a small chance of triggering splash damage, affecting any foes adjacent to target. If any points are in this skill, Critical hits will always trigger this affect, assuming Rogue Element is active.&lt;/div&gt;</summary>
		<author><name>Technomancer</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Fanmade:Bard&amp;diff=10734</id>
		<title>Fanmade:Bard</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Fanmade:Bard&amp;diff=10734"/>
				<updated>2009-08-17T07:22:25Z</updated>
		
		<summary type="html">&lt;p&gt;Technomancer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Bard is [[Melee]]/[[Ranged]] warrior that uses his extensive knowledge of forgotten lore and ancient songs of power to battle the forces of Darkness. Music is the language of the universe and no one exploits this like the Bard. Even the Angels of Light are merely vibrations...&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
{{Classbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|name= Bard&lt;br /&gt;
|classtype= fanclass&lt;br /&gt;
|role= [[Melee]]/[[Ranged]]/[[Caster]] hybrid&lt;br /&gt;
|attrib= [[Dexterity]] [[Willpower]]&lt;br /&gt;
&amp;lt;!-- Class Skills --&amp;gt;&lt;br /&gt;
|skilltree1= [[Bard#Honor_Skills|Honor Skills]]&lt;br /&gt;
|skilltree2= [[Bard#Glory_Skills|Glory Skills]]&lt;br /&gt;
|skilltree3= [[Bard#Guile_Skills|Guile Skills]]&lt;br /&gt;
&amp;lt;!-- Background --&amp;gt;&lt;br /&gt;
|origin= Western Kingdoms&lt;br /&gt;
|affiliation= None.&lt;br /&gt;
|friends= None Known&lt;br /&gt;
|foes= Demonkind&lt;br /&gt;
}}&lt;br /&gt;
===New Background===&lt;br /&gt;
In his younger days, the Bard travelled the far reaches of Sanctuary as a poet, musician and storyteller. He quite the performer, able to rouse even the most dour soul. He had a restless spirit and lived off the people in the cities and villages through charm and wit until he wore out his welcome, then journeyed on. He was an expert at getting himself into trouble, and just as expert in getting himself out of it, be it through wit, cleverness, or muscle. If his stories were to be believed, he was a renowned hero that had experienced many tragic and comedic events in every corner of Sanctuary. He was also always interested in lore and history, and loved to spend a good amount of time learning the local histories and peculiarities of the places he visited and often, before he willingly or unwillingly departed, knew more about the local goings on than most of the locals did. He loved a good time, and was a regular feature at some of the seedier outfits around.&lt;br /&gt;
&lt;br /&gt;
A small village he visited would change the course of his life however. He fell in love with a local girl, like he did in every town, but this was different. She was someone even his ego would allow him to consider an equal, and was completely smittin. He kept trying to think of excuses to move on, but could never find one quite good enough, so he stayed with her. She eventually became pregnant. His first instinct was to run, but he couldn't. This would become his new life.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, it was not meant to be. She died during childbirth, but he had a new daughter. She was his responsibility, and he took it with pride. He stayed where he was, practicing his arts to the enjoyment of the locals, and was able to hash out a decent and honorable living as a musician and teacher. He raised his daughter until the age of 6, when tragedy once again came to call. Monsters and demons roaming the countryside stumbled upon their village, razing it to the ground, and killing or abducting nearly everyone. The Bard fought well, but was overwhelmed and left for dead. When he came to, there was no sign of his daughter, and only a handful of villagers had survived. Desperate, he chased the monsters into the darkness for days. He found an abandoned camp of the raiders, and with it he stumbled upon a scene from a nightmare. Many of the prisoners had apparently been made snacks... and worse. He found the remains of his little girl there. She fell into the 'worse' catagory...&lt;br /&gt;
&lt;br /&gt;
He never found that raiding party. Some say he went mad after that. He dissappeared and popped up from time to time around the land drunk and spoiling for trouble, never talking about his past. Some people were familiar enough with the local goings on and pieced together who he was, so they tolerated him out of symapathy. When he wasn't brawling in the local tavern, he obsessively buried himself in books and tomes wherever he could find them, the older and more archaic the better. He researched magics and demonkind and forgotten lore better left forgotten. Over a couple of years, he became somewhat more stable, but still very disconnected from people. He liked to spend a great deal of time out in the wild outskirts of towns, hunting and providing for himself, by himself. He privately practiced in the wilds at killing foul creatures up close and from afar. When travelling from town to town, he searched out any beasties he could find to 'practice' upon. At night, people would occasionally hear haunting sounds coming from the woods, and when followed, would reveal themselves as dark, forboding, and unnerving songs, some of which were sung in tongues no one had ever heard.&lt;br /&gt;
&lt;br /&gt;
He knew that people would occasionally eavesdrop on him and something inside of him still missed . One day, a brave little girl came out of the woods that had been listening to his strange music and started bugging him with questions. He tried to run her off, but something about her couldn't let him resist answering her questions. Maybe she reminded him of 'her'. She asked him what those songs were he played, and he told her they were ancient, forgotten songs that had magical powers over the darkness. After other questions, she finally asked him why he was always out here by himself. He reluctantly told her a highly sanitized version of his story. He kept going, and as he did, he added more gusto and flair, with which she was thoroughly entertained. As he finished, the twinkle in her eyes almost made him break down and cry, but he held back. With the innocence only a child could have, she told him that his family wouldn't want him to be alone like this and that he should share his love of them with the world. With that, she left and he could hold back his tears no longer. He never saw her again. He always wondered if she might have really been 'her'...&lt;br /&gt;
&lt;br /&gt;
After that, he finally was able to, no, he HAD to get back on his feet and do something. He was able to perform and again, but now he had purpose. Toughened by his experiences, he set about trying to really make a difference. As he travelled now, he helped people. If they were in trouble, he would give them strength and stand with them against it. If they were lost, he would guide them and see them through. He fought the darkness wherever he found it and inspired hope in the hopeless. He had the strength and abilities now to become a subject of songs, not just a singer of songs, but legacy never entered his thoughts. Perhaps those whose songs were sung never had those thoughts either. One day, hearing of the troubles in Tristram, be it by sword or song or spirit, he set forth to shine light upon the darkness once again. Perhaps he could stumble upon a particular group of nasties again. Now, he was ready for them.&lt;br /&gt;
&lt;br /&gt;
===Old Background===&lt;br /&gt;
The Bard is an incouragable romantic and braggart that has roamed the far corners of Sanctuary living off of his wit, charm, and deftness, and if his stories are to be believed, he is a renowned hero that has experienced many tragic and comedic events in every one of them. His gallant demeanor and careless abandon hide a tortured soul, however. Having wondered farther than many have dreamed, he has seen the darkness hiding in every shadow and the empty eyes of those who the darkness has touched. He is quite the studious one, having spent a great deal of time researching histories and arcane lore for his art and an unquenchable thirst for knowledge. While he really isn't quite the unstoppable blademaster and marksman his bravado would lead one to believe, he is quite skilled in a variety of weapons. When your mouth can't get you out of a situation, your arm sure better do the job!&lt;br /&gt;
&lt;br /&gt;
While living off the fat of the land for many years, it weighs upon him now more than ever. He felt that his job was to help people through the dark times by just elevating their hopes and spirits, but lately he feels that is not enough. He's grown envious of the Hero's of yore who didn't just bring a twinkle to darkened eyes, but stopped the light from going away in the first place. Whether he truly feels a sense of duty to aid the people of Sanctuary or has just listened to his own stories so much even HE believes them, no one knows but him... or maybe not. Regardless, hearing of the events unfolding in Tristram, the beginning of so much history, he's set out to test his mettle and put his gold where his mouth is. At the very least, he could probably get a good story out of the whole thing...&lt;br /&gt;
&lt;br /&gt;
==Class Design==&lt;br /&gt;
The Bard is a hybrid fast [[Melee]] / [[Ranged]] warrior. He also utilizes music which he sings during battle, bestowing a variety of Aura-like effects to friend or foe. His wits and extensive knowledge base allow him to trick foes and manipulate situations to his favor.&lt;br /&gt;
&lt;br /&gt;
==Attributes and Skills==&lt;br /&gt;
Bard songs are sung for a duration depending on Rank and Passive enhancements. Once started, they do not need to be maintained by the player. Any friends or foes within range are affected by the song.&lt;br /&gt;
&lt;br /&gt;
===Bard Skills===&lt;br /&gt;
The Bard skills are arranged into to three distinctive skill tree categories:&lt;br /&gt;
* Honor&lt;br /&gt;
* Glory&lt;br /&gt;
* Guile &lt;br /&gt;
All three trees have a combination of active and passive skills. Active skills are used in combat, while the passive skills boost or change the behaviour of the active skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Honor Skills====&lt;br /&gt;
These abilities revolve around the &amp;quot;honor&amp;quot; of combat, both up-close and at range.&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Trick Shot:''' Active. Missile attack. Fires a missile that zig-zags in an ever widening cone away from character, increasing it's area of potential attack.&lt;br /&gt;
* '''Dual Wield:''' Passive. With two weapons equiped, both are used in the time frame of one attack with a speed average of both weapons. Higher Ranks increase accuracy and damage.&lt;br /&gt;
* '''Evasion: Passive.''' Increases the effect of Dex on defenses.&lt;br /&gt;
* '''Catch Missile:''' Passive. Has a chance of plucking or knocking a missile right out of the air, rendering them harmless&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Twin Strike:''' Active. Melee attack. Requires two weapons. Attack using both weapons simultaneously as one blow. All bonuses, damage ratings, etc. are added together and treated as one attack from one weapon.&lt;br /&gt;
* '''Strafing Run:''' Active. Missile attack. While character is walking/running, constantly fires missiles at the nearest foe. (Stolen from the Mentalist. )&lt;br /&gt;
* '''Parry:''' Passive. When equiped with two weapons, has a chance of parrying attacks.&lt;br /&gt;
* '''Shield Bash:''' Passive. When attacked, adds a chance to lash out with shield, dealing damage and knocking attacker back.&lt;br /&gt;
* '''Missile Mastery:''' Passive. Increases damage, accuracy, and speed of all missile attacks.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Frantic Assualt:''' Active. Melee attack. While attack button is held down, each swing hits a different enemy in range, with increased attack speed..&lt;br /&gt;
* '''Split Arrow:''' Active. Missile attack. Fires a missile that upon impact, splits into several more missiles launched at nearby foes that do half original damage.&lt;br /&gt;
* '''Ambidexterity:''' Passive. Increases the attack speed and accuracy of Twin Strike and Dual Wield.&lt;br /&gt;
* '''Retort:''' Passive. When attacked, has a chance of very quickly counter attacking.&lt;br /&gt;
* '''Cower:''' Passive. If using a shield and standing still, the Bard can cower behind it very effectively, increasing shield blocking and absorbtion.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Dervish:''' Active. Melee attack. Spins very quickly, attacking a single target several times quickly, the number depends on Rank. When dual wielding, both weapons are used.&lt;br /&gt;
* '''Flurry:''' Passive. On hitting a foe in Melee, has a chance of quickly adding a second attack. That second attack could also trigger this again, causing a chain reaction. When dual wielding, this could result in a barrage of attacks at higher Ranks.&lt;br /&gt;
* '''Split Rebound:''' Passive. Increases the damage done by the secondary missiles broken off from Split Arrow.&lt;br /&gt;
* '''Agile Striking:''' Passive. Adds a damage bonus for Dex to Melee attacks using 1-handed weapons and increases the pre-existing Dex bonus for Missile attacks. Effect increases with Rank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Glory Skills====&lt;br /&gt;
These skills are glorious Songs, that when activated, are sung for a duration. They cost mana only when cast, and can cause a variety of effects on allies or enemies. Songs can be stopped by Silence.&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Enduring Chant:''' Active. Song. Stops the loss of stamina from running, etc. for the user and any friendly units within range. Also decreases the Fury cost for Barbarians skills and increases the speed of regeneration and healing from items/magic.&lt;br /&gt;
* '''Penetrating Voice:''' Passive. Decreases the chance that any Silence effect can affect the Bard.&lt;br /&gt;
* '''Silver Tongue:''' Passive. Increases the chance of effect success for all Songs.&lt;br /&gt;
* '''Virtuosity:''' Passive. Passive. Increases the power of the effects of all Songs.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Aria of Disruption:''' Active. Song. Interferes with magical energies, decreasing the effectiveness of all enemy hostile magics within range.&lt;br /&gt;
* '''Soothing the Beast:''' Active. Song. Has a chance of randomly causing any foes within range to stop hostile activities for a time, entranced by the Bards singing.&lt;br /&gt;
* '''Enduring Vitality:''' Passive. Enhances Enduring Chant to provide some health regeneration as well.&lt;br /&gt;
* '''Counter Verse:''' Passive. Has a chance of knowing the proper short verse that can counteract the effect of a debuff cast on the Bard. Has a chance of reducing the length of any debuffs afflicting the Bard dramatically.&lt;br /&gt;
* '''Inspired:''' Passive. Decreases the Mana cost of all Songs.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Furious Bolero:''' Active. A fast, harsh song that has a chance per x seconds of setting any targets within range on fire, causing fire damage for xx seconds. If a target is on fire and gets re-effected, the fire duration is added onto the end of the current fire. Creatures on fire have a chance of igniting those nearby.&lt;br /&gt;
* '''Haunting Melody:''' Active. Song. Increases the connection between this world and the Ether, increasing the effectiveness of allies' spells and decreasing mana costs for skills.&lt;br /&gt;
* '''Allegro:''' Passive. Enhances Furious Bolero, increasing fire damage and adding a chance to stun victims while on fire.&lt;br /&gt;
* '''Counter Chorus:''' Passive. Augments Counter Verse to apply to allies within a Rank dependent radius.&lt;br /&gt;
* '''Fortissimmo:''' Passive. Increases the range of all Songs.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Heroic Anthem:''' Active. Song. A song dedicated to glorious victories over evil by legendary heroes. Increases all damages and attack/cast speeds of friendly units.&lt;br /&gt;
* '''Hymn of Light:''' Active. Song. A powerful song from before time. Only affects undead and demons within range, but deals constant damage, slows them, and lowers damage and defenses.&lt;br /&gt;
* '''Noble Fortitude:''' Passive. For Heroic Anthem, adds to the max health of friendly units.&lt;br /&gt;
* '''Angelic Voice:''' Passive. Enhances Hymn of the Light. Has a chance of randomly stunning any applicable targets within range.&lt;br /&gt;
* '''Long-Winded:''' Passive. Increases the duration of all Songs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Guile Skills====&lt;br /&gt;
These skills are based on wit, knowledge, and cleverness. (Some of these skills, like Arcane Lore, depend on certain features being present in D3)&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Be the Beast:''' Active. Skill. The Bards extensive knowledge base allow him to emulate the bahavior of various dark creatures. By dragging a foot, acting abnormally, and making odd noises, he can behave in a way that allows him to blend in with enemies for xx seconds, causing many foes to ignore him at random. Special monsters and bosses are not fooled. Effect ends immediately if character uses any offensive skills. Other players might hate you for using this too much.&lt;br /&gt;
* '''Silence:''' Active. Spell. Silences any targets within area of effect.&lt;br /&gt;
* '''Bravado:''' Passive. The Bard presents himself with such gusto and self-confidence that foes hit by his attacks have a chance of being terrified and running away.&lt;br /&gt;
* '''Blinding:''' Passive. On critical strikes, this adds has a chance of blinding target.&lt;br /&gt;
* '''Item Lore:''' Passive. Has an increasing chance of Identifying items.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Resonate:''' Active. Spell. Causes an intense sound vibration in an cone area starting at character that stuns targets and causes damage. This spell stays in affect while the mouse button is down and can be re-aimed anywhere. Causes increased damage on undead enemies.&lt;br /&gt;
* '''Rogue Element:''' Active. Spell. Enchants weapons for xxx seconds, adding a random element (fire, ice, or lightning) to each attack. (Idea inspired by/based on NASE's suggestion.)&lt;br /&gt;
* '''Barter:''' Passive. Allows the character to get better prices from vendors, buying and selling.&lt;br /&gt;
* '''Arcane Lore:''' Passive. Increases the effects of any scrolls or books used.&lt;br /&gt;
* '''Anatomy: Passive.''' Advanced knowledge of creatures' anatomies increases the chance of Critical Hits.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Name of Power:''' Active. Spell. Through studies of ancient histories and texts, the Bard knows much about Demonkind and the power of real names. When used, calls a Demon by a secret name, stunning it or possibly outright banishing it. Bosses are too poweful to be affected by this.&lt;br /&gt;
* '''Sop Story:''' Active: Spell. Tells a story so sad even un-intelligent monsters understand, charming any non-undead/demon temporarily into defending the Bard, causing them to attack other monsters. Has a 4 second cast time and has a chance to effect any foe in range. Has a 20 second cooldown.&lt;br /&gt;
* '''Enhanced Resonance:''' Passive. Increases the width of the cone and the damage caused by Resonate.&lt;br /&gt;
* '''Dramatic Flair:''' Passive. Increases the chance that a foe is effected by Be the Beast. Also adds a smaller chance that special monsters will be fooled as well. Bosses are still unaffected.&lt;br /&gt;
* '''Monstrous Lore:''' Passive. Through close observation and study, the Bard gains a sense of the strengths and weaknesses of monsters. Enhances Rogue Element, giving an increasing chance of triggering the elemental effect that takes advantage of the creatures weakest resistance.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Accusation:''' Active. The Bards powers of persuasion are such that he is able to accuse a foe of... whatever... that causes other foes around it to become hostile to it.&lt;br /&gt;
* '''True Name:''' Passive. Has a chance of knowing a Demon's true name. When Name of Power is used, this provides a chance that it's true name will be called, requiring it to fight for the Bard for a period of time. Once this time ends however, the Demon will seek out the Bard, ignoring all other targets, determined to kill him.&lt;br /&gt;
* '''Make the Devil Cry:''' Passive. Adds a chance of also affecting Undead and Demons with Sop Story.&lt;br /&gt;
* '''Rogue Burst:''' Passive. Enhances Rogue Element, giving a small chance of triggering splash damage, affecting any foes adjacent to target. If any points are in this skill, Critical hits will always trigger this affect, assuming Rogue Element is active.&lt;/div&gt;</summary>
		<author><name>Technomancer</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Fanmade:Bard&amp;diff=10733</id>
		<title>Fanmade:Bard</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Fanmade:Bard&amp;diff=10733"/>
				<updated>2009-08-17T07:21:30Z</updated>
		
		<summary type="html">&lt;p&gt;Technomancer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Bard is [[Melee]]/[[Ranged]] warrior that uses his extensive knowledge of forgotten lore and ancient songs of power to battle the forces of Darkness. Music is the language of the universe and no one exploits this like the Bard. Even the Angels of Light are merely vibrations...&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
{{Classbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|name= Bard&lt;br /&gt;
|classtype= fanclass&lt;br /&gt;
|role= [[Melee]]/[[Ranged]]/[[Caster]] hybrid&lt;br /&gt;
|attrib= [[Dexterity]] [[Willpower]]&lt;br /&gt;
&amp;lt;!-- Class Skills --&amp;gt;&lt;br /&gt;
|skilltree1= [[Fan_class:Bard#Honor_Skills|Honor]]&lt;br /&gt;
|skilltree2= [[Fan_class:Bard#Glory_Skills|Glory]]&lt;br /&gt;
|skilltree3= [[Fan_class:Bard#Guile_Skills|Guile]]&lt;br /&gt;
&amp;lt;!-- Background --&amp;gt;&lt;br /&gt;
|origin= Western Kingdoms&lt;br /&gt;
|affiliation= None.&lt;br /&gt;
|friends= None Known&lt;br /&gt;
|foes= Demonkind&lt;br /&gt;
}}&lt;br /&gt;
===New Background===&lt;br /&gt;
In his younger days, the Bard travelled the far reaches of Sanctuary as a poet, musician and storyteller. He quite the performer, able to rouse even the most dour soul. He had a restless spirit and lived off the people in the cities and villages through charm and wit until he wore out his welcome, then journeyed on. He was an expert at getting himself into trouble, and just as expert in getting himself out of it, be it through wit, cleverness, or muscle. If his stories were to be believed, he was a renowned hero that had experienced many tragic and comedic events in every corner of Sanctuary. He was also always interested in lore and history, and loved to spend a good amount of time learning the local histories and peculiarities of the places he visited and often, before he willingly or unwillingly departed, knew more about the local goings on than most of the locals did. He loved a good time, and was a regular feature at some of the seedier outfits around.&lt;br /&gt;
&lt;br /&gt;
A small village he visited would change the course of his life however. He fell in love with a local girl, like he did in every town, but this was different. She was someone even his ego would allow him to consider an equal, and was completely smittin. He kept trying to think of excuses to move on, but could never find one quite good enough, so he stayed with her. She eventually became pregnant. His first instinct was to run, but he couldn't. This would become his new life.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, it was not meant to be. She died during childbirth, but he had a new daughter. She was his responsibility, and he took it with pride. He stayed where he was, practicing his arts to the enjoyment of the locals, and was able to hash out a decent and honorable living as a musician and teacher. He raised his daughter until the age of 6, when tragedy once again came to call. Monsters and demons roaming the countryside stumbled upon their village, razing it to the ground, and killing or abducting nearly everyone. The Bard fought well, but was overwhelmed and left for dead. When he came to, there was no sign of his daughter, and only a handful of villagers had survived. Desperate, he chased the monsters into the darkness for days. He found an abandoned camp of the raiders, and with it he stumbled upon a scene from a nightmare. Many of the prisoners had apparently been made snacks... and worse. He found the remains of his little girl there. She fell into the 'worse' catagory...&lt;br /&gt;
&lt;br /&gt;
He never found that raiding party. Some say he went mad after that. He dissappeared and popped up from time to time around the land drunk and spoiling for trouble, never talking about his past. Some people were familiar enough with the local goings on and pieced together who he was, so they tolerated him out of symapathy. When he wasn't brawling in the local tavern, he obsessively buried himself in books and tomes wherever he could find them, the older and more archaic the better. He researched magics and demonkind and forgotten lore better left forgotten. Over a couple of years, he became somewhat more stable, but still very disconnected from people. He liked to spend a great deal of time out in the wild outskirts of towns, hunting and providing for himself, by himself. He privately practiced in the wilds at killing foul creatures up close and from afar. When travelling from town to town, he searched out any beasties he could find to 'practice' upon. At night, people would occasionally hear haunting sounds coming from the woods, and when followed, would reveal themselves as dark, forboding, and unnerving songs, some of which were sung in tongues no one had ever heard.&lt;br /&gt;
&lt;br /&gt;
He knew that people would occasionally eavesdrop on him and something inside of him still missed . One day, a brave little girl came out of the woods that had been listening to his strange music and started bugging him with questions. He tried to run her off, but something about her couldn't let him resist answering her questions. Maybe she reminded him of 'her'. She asked him what those songs were he played, and he told her they were ancient, forgotten songs that had magical powers over the darkness. After other questions, she finally asked him why he was always out here by himself. He reluctantly told her a highly sanitized version of his story. He kept going, and as he did, he added more gusto and flair, with which she was thoroughly entertained. As he finished, the twinkle in her eyes almost made him break down and cry, but he held back. With the innocence only a child could have, she told him that his family wouldn't want him to be alone like this and that he should share his love of them with the world. With that, she left and he could hold back his tears no longer. He never saw her again. He always wondered if she might have really been 'her'...&lt;br /&gt;
&lt;br /&gt;
After that, he finally was able to, no, he HAD to get back on his feet and do something. He was able to perform and again, but now he had purpose. Toughened by his experiences, he set about trying to really make a difference. As he travelled now, he helped people. If they were in trouble, he would give them strength and stand with them against it. If they were lost, he would guide them and see them through. He fought the darkness wherever he found it and inspired hope in the hopeless. He had the strength and abilities now to become a subject of songs, not just a singer of songs, but legacy never entered his thoughts. Perhaps those whose songs were sung never had those thoughts either. One day, hearing of the troubles in Tristram, be it by sword or song or spirit, he set forth to shine light upon the darkness once again. Perhaps he could stumble upon a particular group of nasties again. Now, he was ready for them.&lt;br /&gt;
&lt;br /&gt;
===Old Background===&lt;br /&gt;
The Bard is an incouragable romantic and braggart that has roamed the far corners of Sanctuary living off of his wit, charm, and deftness, and if his stories are to be believed, he is a renowned hero that has experienced many tragic and comedic events in every one of them. His gallant demeanor and careless abandon hide a tortured soul, however. Having wondered farther than many have dreamed, he has seen the darkness hiding in every shadow and the empty eyes of those who the darkness has touched. He is quite the studious one, having spent a great deal of time researching histories and arcane lore for his art and an unquenchable thirst for knowledge. While he really isn't quite the unstoppable blademaster and marksman his bravado would lead one to believe, he is quite skilled in a variety of weapons. When your mouth can't get you out of a situation, your arm sure better do the job!&lt;br /&gt;
&lt;br /&gt;
While living off the fat of the land for many years, it weighs upon him now more than ever. He felt that his job was to help people through the dark times by just elevating their hopes and spirits, but lately he feels that is not enough. He's grown envious of the Hero's of yore who didn't just bring a twinkle to darkened eyes, but stopped the light from going away in the first place. Whether he truly feels a sense of duty to aid the people of Sanctuary or has just listened to his own stories so much even HE believes them, no one knows but him... or maybe not. Regardless, hearing of the events unfolding in Tristram, the beginning of so much history, he's set out to test his mettle and put his gold where his mouth is. At the very least, he could probably get a good story out of the whole thing...&lt;br /&gt;
&lt;br /&gt;
==Class Design==&lt;br /&gt;
The Bard is a hybrid fast [[Melee]] / [[Ranged]] warrior. He also utilizes music which he sings during battle, bestowing a variety of Aura-like effects to friend or foe. His wits and extensive knowledge base allow him to trick foes and manipulate situations to his favor.&lt;br /&gt;
&lt;br /&gt;
==Attributes and Skills==&lt;br /&gt;
Bard songs are sung for a duration depending on Rank and Passive enhancements. Once started, they do not need to be maintained by the player. Any friends or foes within range are affected by the song.&lt;br /&gt;
&lt;br /&gt;
===Bard Skills===&lt;br /&gt;
The Bard skills are arranged into to three distinctive skill tree categories:&lt;br /&gt;
* Honor&lt;br /&gt;
* Glory&lt;br /&gt;
* Guile &lt;br /&gt;
All three trees have a combination of active and passive skills. Active skills are used in combat, while the passive skills boost or change the behaviour of the active skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Honor Skills====&lt;br /&gt;
These abilities revolve around the &amp;quot;honor&amp;quot; of combat, both up-close and at range.&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Trick Shot:''' Active. Missile attack. Fires a missile that zig-zags in an ever widening cone away from character, increasing it's area of potential attack.&lt;br /&gt;
* '''Dual Wield:''' Passive. With two weapons equiped, both are used in the time frame of one attack with a speed average of both weapons. Higher Ranks increase accuracy and damage.&lt;br /&gt;
* '''Evasion: Passive.''' Increases the effect of Dex on defenses.&lt;br /&gt;
* '''Catch Missile:''' Passive. Has a chance of plucking or knocking a missile right out of the air, rendering them harmless&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Twin Strike:''' Active. Melee attack. Requires two weapons. Attack using both weapons simultaneously as one blow. All bonuses, damage ratings, etc. are added together and treated as one attack from one weapon.&lt;br /&gt;
* '''Strafing Run:''' Active. Missile attack. While character is walking/running, constantly fires missiles at the nearest foe. (Stolen from the Mentalist. )&lt;br /&gt;
* '''Parry:''' Passive. When equiped with two weapons, has a chance of parrying attacks.&lt;br /&gt;
* '''Shield Bash:''' Passive. When attacked, adds a chance to lash out with shield, dealing damage and knocking attacker back.&lt;br /&gt;
* '''Missile Mastery:''' Passive. Increases damage, accuracy, and speed of all missile attacks.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Frantic Assualt:''' Active. Melee attack. While attack button is held down, each swing hits a different enemy in range, with increased attack speed..&lt;br /&gt;
* '''Split Arrow:''' Active. Missile attack. Fires a missile that upon impact, splits into several more missiles launched at nearby foes that do half original damage.&lt;br /&gt;
* '''Ambidexterity:''' Passive. Increases the attack speed and accuracy of Twin Strike and Dual Wield.&lt;br /&gt;
* '''Retort:''' Passive. When attacked, has a chance of very quickly counter attacking.&lt;br /&gt;
* '''Cower:''' Passive. If using a shield and standing still, the Bard can cower behind it very effectively, increasing shield blocking and absorbtion.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Dervish:''' Active. Melee attack. Spins very quickly, attacking a single target several times quickly, the number depends on Rank. When dual wielding, both weapons are used.&lt;br /&gt;
* '''Flurry:''' Passive. On hitting a foe in Melee, has a chance of quickly adding a second attack. That second attack could also trigger this again, causing a chain reaction. When dual wielding, this could result in a barrage of attacks at higher Ranks.&lt;br /&gt;
* '''Split Rebound:''' Passive. Increases the damage done by the secondary missiles broken off from Split Arrow.&lt;br /&gt;
* '''Agile Striking:''' Passive. Adds a damage bonus for Dex to Melee attacks using 1-handed weapons and increases the pre-existing Dex bonus for Missile attacks. Effect increases with Rank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Glory Skills====&lt;br /&gt;
These skills are glorious Songs, that when activated, are sung for a duration. They cost mana only when cast, and can cause a variety of effects on allies or enemies. Songs can be stopped by Silence.&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Enduring Chant:''' Active. Song. Stops the loss of stamina from running, etc. for the user and any friendly units within range. Also decreases the Fury cost for Barbarians skills and increases the speed of regeneration and healing from items/magic.&lt;br /&gt;
* '''Penetrating Voice:''' Passive. Decreases the chance that any Silence effect can affect the Bard.&lt;br /&gt;
* '''Silver Tongue:''' Passive. Increases the chance of effect success for all Songs.&lt;br /&gt;
* '''Virtuosity:''' Passive. Passive. Increases the power of the effects of all Songs.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Aria of Disruption:''' Active. Song. Interferes with magical energies, decreasing the effectiveness of all enemy hostile magics within range.&lt;br /&gt;
* '''Soothing the Beast:''' Active. Song. Has a chance of randomly causing any foes within range to stop hostile activities for a time, entranced by the Bards singing.&lt;br /&gt;
* '''Enduring Vitality:''' Passive. Enhances Enduring Chant to provide some health regeneration as well.&lt;br /&gt;
* '''Counter Verse:''' Passive. Has a chance of knowing the proper short verse that can counteract the effect of a debuff cast on the Bard. Has a chance of reducing the length of any debuffs afflicting the Bard dramatically.&lt;br /&gt;
* '''Inspired:''' Passive. Decreases the Mana cost of all Songs.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Furious Bolero:''' Active. A fast, harsh song that has a chance per x seconds of setting any targets within range on fire, causing fire damage for xx seconds. If a target is on fire and gets re-effected, the fire duration is added onto the end of the current fire. Creatures on fire have a chance of igniting those nearby.&lt;br /&gt;
* '''Haunting Melody:''' Active. Song. Increases the connection between this world and the Ether, increasing the effectiveness of allies' spells and decreasing mana costs for skills.&lt;br /&gt;
* '''Allegro:''' Passive. Enhances Furious Bolero, increasing fire damage and adding a chance to stun victims while on fire.&lt;br /&gt;
* '''Counter Chorus:''' Passive. Augments Counter Verse to apply to allies within a Rank dependent radius.&lt;br /&gt;
* '''Fortissimmo:''' Passive. Increases the range of all Songs.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Heroic Anthem:''' Active. Song. A song dedicated to glorious victories over evil by legendary heroes. Increases all damages and attack/cast speeds of friendly units.&lt;br /&gt;
* '''Hymn of Light:''' Active. Song. A powerful song from before time. Only affects undead and demons within range, but deals constant damage, slows them, and lowers damage and defenses.&lt;br /&gt;
* '''Noble Fortitude:''' Passive. For Heroic Anthem, adds to the max health of friendly units.&lt;br /&gt;
* '''Angelic Voice:''' Passive. Enhances Hymn of the Light. Has a chance of randomly stunning any applicable targets within range.&lt;br /&gt;
* '''Long-Winded:''' Passive. Increases the duration of all Songs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Guile Skills====&lt;br /&gt;
These skills are based on wit, knowledge, and cleverness. (Some of these skills, like Arcane Lore, depend on certain features being present in D3)&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Be the Beast:''' Active. Skill. The Bards extensive knowledge base allow him to emulate the bahavior of various dark creatures. By dragging a foot, acting abnormally, and making odd noises, he can behave in a way that allows him to blend in with enemies for xx seconds, causing many foes to ignore him at random. Special monsters and bosses are not fooled. Effect ends immediately if character uses any offensive skills. Other players might hate you for using this too much.&lt;br /&gt;
* '''Silence:''' Active. Spell. Silences any targets within area of effect.&lt;br /&gt;
* '''Bravado:''' Passive. The Bard presents himself with such gusto and self-confidence that foes hit by his attacks have a chance of being terrified and running away.&lt;br /&gt;
* '''Blinding:''' Passive. On critical strikes, this adds has a chance of blinding target.&lt;br /&gt;
* '''Item Lore:''' Passive. Has an increasing chance of Identifying items.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Resonate:''' Active. Spell. Causes an intense sound vibration in an cone area starting at character that stuns targets and causes damage. This spell stays in affect while the mouse button is down and can be re-aimed anywhere. Causes increased damage on undead enemies.&lt;br /&gt;
* '''Rogue Element:''' Active. Spell. Enchants weapons for xxx seconds, adding a random element (fire, ice, or lightning) to each attack. (Idea inspired by/based on NASE's suggestion.)&lt;br /&gt;
* '''Barter:''' Passive. Allows the character to get better prices from vendors, buying and selling.&lt;br /&gt;
* '''Arcane Lore:''' Passive. Increases the effects of any scrolls or books used.&lt;br /&gt;
* '''Anatomy: Passive.''' Advanced knowledge of creatures' anatomies increases the chance of Critical Hits.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Name of Power:''' Active. Spell. Through studies of ancient histories and texts, the Bard knows much about Demonkind and the power of real names. When used, calls a Demon by a secret name, stunning it or possibly outright banishing it. Bosses are too poweful to be affected by this.&lt;br /&gt;
* '''Sop Story:''' Active: Spell. Tells a story so sad even un-intelligent monsters understand, charming any non-undead/demon temporarily into defending the Bard, causing them to attack other monsters. Has a 4 second cast time and has a chance to effect any foe in range. Has a 20 second cooldown.&lt;br /&gt;
* '''Enhanced Resonance:''' Passive. Increases the width of the cone and the damage caused by Resonate.&lt;br /&gt;
* '''Dramatic Flair:''' Passive. Increases the chance that a foe is effected by Be the Beast. Also adds a smaller chance that special monsters will be fooled as well. Bosses are still unaffected.&lt;br /&gt;
* '''Monstrous Lore:''' Passive. Through close observation and study, the Bard gains a sense of the strengths and weaknesses of monsters. Enhances Rogue Element, giving an increasing chance of triggering the elemental effect that takes advantage of the creatures weakest resistance.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Accusation:''' Active. The Bards powers of persuasion are such that he is able to accuse a foe of... whatever... that causes other foes around it to become hostile to it.&lt;br /&gt;
* '''True Name:''' Passive. Has a chance of knowing a Demon's true name. When Name of Power is used, this provides a chance that it's true name will be called, requiring it to fight for the Bard for a period of time. Once this time ends however, the Demon will seek out the Bard, ignoring all other targets, determined to kill him.&lt;br /&gt;
* '''Make the Devil Cry:''' Passive. Adds a chance of also affecting Undead and Demons with Sop Story.&lt;br /&gt;
* '''Rogue Burst:''' Passive. Enhances Rogue Element, giving a small chance of triggering splash damage, affecting any foes adjacent to target. If any points are in this skill, Critical hits will always trigger this affect, assuming Rogue Element is active.&lt;/div&gt;</summary>
		<author><name>Technomancer</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Fanmade:Bard&amp;diff=10732</id>
		<title>Fanmade:Bard</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Fanmade:Bard&amp;diff=10732"/>
				<updated>2009-08-17T07:20:21Z</updated>
		
		<summary type="html">&lt;p&gt;Technomancer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Bard is [[Melee]]/[[Ranged]] warrior that uses his extensive knowledge of forgotten lore and ancient songs of power to battle the forces of Darkness. Music is the language of the universe and no one exploits this like the Bard. Even the Angels of Light are merely vibrations...&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
{{Classbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|name= Bard&lt;br /&gt;
|classtype= fanclass&lt;br /&gt;
|role= [[Melee]]/[[Ranged]]/[[Caster]] hybrid&lt;br /&gt;
|attrib= [[Dexterity]] [[Willpower]]&lt;br /&gt;
&amp;lt;!-- Class Skills --&amp;gt;&lt;br /&gt;
|skilltree1= [[Fan_class:Bard#Honor Skill Tree|Honor]]&lt;br /&gt;
|skilltree2= [[Fan_class:Bard#Glory Skill Tree|Glory]]&lt;br /&gt;
|skilltree3= [[Fan_class:Bard#Guile Skill Tree|Guile]]&lt;br /&gt;
&amp;lt;!-- Background --&amp;gt;&lt;br /&gt;
|origin= Western Kingdoms&lt;br /&gt;
|affiliation= None.&lt;br /&gt;
|friends= None Known&lt;br /&gt;
|foes= Demonkind&lt;br /&gt;
}}&lt;br /&gt;
===New Background===&lt;br /&gt;
In his younger days, the Bard travelled the far reaches of Sanctuary as a poet, musician and storyteller. He quite the performer, able to rouse even the most dour soul. He had a restless spirit and lived off the people in the cities and villages through charm and wit until he wore out his welcome, then journeyed on. He was an expert at getting himself into trouble, and just as expert in getting himself out of it, be it through wit, cleverness, or muscle. If his stories were to be believed, he was a renowned hero that had experienced many tragic and comedic events in every corner of Sanctuary. He was also always interested in lore and history, and loved to spend a good amount of time learning the local histories and peculiarities of the places he visited and often, before he willingly or unwillingly departed, knew more about the local goings on than most of the locals did. He loved a good time, and was a regular feature at some of the seedier outfits around.&lt;br /&gt;
&lt;br /&gt;
A small village he visited would change the course of his life however. He fell in love with a local girl, like he did in every town, but this was different. She was someone even his ego would allow him to consider an equal, and was completely smittin. He kept trying to think of excuses to move on, but could never find one quite good enough, so he stayed with her. She eventually became pregnant. His first instinct was to run, but he couldn't. This would become his new life.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, it was not meant to be. She died during childbirth, but he had a new daughter. She was his responsibility, and he took it with pride. He stayed where he was, practicing his arts to the enjoyment of the locals, and was able to hash out a decent and honorable living as a musician and teacher. He raised his daughter until the age of 6, when tragedy once again came to call. Monsters and demons roaming the countryside stumbled upon their village, razing it to the ground, and killing or abducting nearly everyone. The Bard fought well, but was overwhelmed and left for dead. When he came to, there was no sign of his daughter, and only a handful of villagers had survived. Desperate, he chased the monsters into the darkness for days. He found an abandoned camp of the raiders, and with it he stumbled upon a scene from a nightmare. Many of the prisoners had apparently been made snacks... and worse. He found the remains of his little girl there. She fell into the 'worse' catagory...&lt;br /&gt;
&lt;br /&gt;
He never found that raiding party. Some say he went mad after that. He dissappeared and popped up from time to time around the land drunk and spoiling for trouble, never talking about his past. Some people were familiar enough with the local goings on and pieced together who he was, so they tolerated him out of symapathy. When he wasn't brawling in the local tavern, he obsessively buried himself in books and tomes wherever he could find them, the older and more archaic the better. He researched magics and demonkind and forgotten lore better left forgotten. Over a couple of years, he became somewhat more stable, but still very disconnected from people. He liked to spend a great deal of time out in the wild outskirts of towns, hunting and providing for himself, by himself. He privately practiced in the wilds at killing foul creatures up close and from afar. When travelling from town to town, he searched out any beasties he could find to 'practice' upon. At night, people would occasionally hear haunting sounds coming from the woods, and when followed, would reveal themselves as dark, forboding, and unnerving songs, some of which were sung in tongues no one had ever heard.&lt;br /&gt;
&lt;br /&gt;
He knew that people would occasionally eavesdrop on him and something inside of him still missed . One day, a brave little girl came out of the woods that had been listening to his strange music and started bugging him with questions. He tried to run her off, but something about her couldn't let him resist answering her questions. Maybe she reminded him of 'her'. She asked him what those songs were he played, and he told her they were ancient, forgotten songs that had magical powers over the darkness. After other questions, she finally asked him why he was always out here by himself. He reluctantly told her a highly sanitized version of his story. He kept going, and as he did, he added more gusto and flair, with which she was thoroughly entertained. As he finished, the twinkle in her eyes almost made him break down and cry, but he held back. With the innocence only a child could have, she told him that his family wouldn't want him to be alone like this and that he should share his love of them with the world. With that, she left and he could hold back his tears no longer. He never saw her again. He always wondered if she might have really been 'her'...&lt;br /&gt;
&lt;br /&gt;
After that, he finally was able to, no, he HAD to get back on his feet and do something. He was able to perform and again, but now he had purpose. Toughened by his experiences, he set about trying to really make a difference. As he travelled now, he helped people. If they were in trouble, he would give them strength and stand with them against it. If they were lost, he would guide them and see them through. He fought the darkness wherever he found it and inspired hope in the hopeless. He had the strength and abilities now to become a subject of songs, not just a singer of songs, but legacy never entered his thoughts. Perhaps those whose songs were sung never had those thoughts either. One day, hearing of the troubles in Tristram, be it by sword or song or spirit, he set forth to shine light upon the darkness once again. Perhaps he could stumble upon a particular group of nasties again. Now, he was ready for them.&lt;br /&gt;
&lt;br /&gt;
===Old Background===&lt;br /&gt;
The Bard is an incouragable romantic and braggart that has roamed the far corners of Sanctuary living off of his wit, charm, and deftness, and if his stories are to be believed, he is a renowned hero that has experienced many tragic and comedic events in every one of them. His gallant demeanor and careless abandon hide a tortured soul, however. Having wondered farther than many have dreamed, he has seen the darkness hiding in every shadow and the empty eyes of those who the darkness has touched. He is quite the studious one, having spent a great deal of time researching histories and arcane lore for his art and an unquenchable thirst for knowledge. While he really isn't quite the unstoppable blademaster and marksman his bravado would lead one to believe, he is quite skilled in a variety of weapons. When your mouth can't get you out of a situation, your arm sure better do the job!&lt;br /&gt;
&lt;br /&gt;
While living off the fat of the land for many years, it weighs upon him now more than ever. He felt that his job was to help people through the dark times by just elevating their hopes and spirits, but lately he feels that is not enough. He's grown envious of the Hero's of yore who didn't just bring a twinkle to darkened eyes, but stopped the light from going away in the first place. Whether he truly feels a sense of duty to aid the people of Sanctuary or has just listened to his own stories so much even HE believes them, no one knows but him... or maybe not. Regardless, hearing of the events unfolding in Tristram, the beginning of so much history, he's set out to test his mettle and put his gold where his mouth is. At the very least, he could probably get a good story out of the whole thing...&lt;br /&gt;
&lt;br /&gt;
==Class Design==&lt;br /&gt;
The Bard is a hybrid fast [[Melee]] / [[Ranged]] warrior. He also utilizes music which he sings during battle, bestowing a variety of Aura-like effects to friend or foe. His wits and extensive knowledge base allow him to trick foes and manipulate situations to his favor.&lt;br /&gt;
&lt;br /&gt;
==Attributes and Skills==&lt;br /&gt;
Bard songs are sung for a duration depending on Rank and Passive enhancements. Once started, they do not need to be maintained by the player. Any friends or foes within range are affected by the song.&lt;br /&gt;
&lt;br /&gt;
===Bard Skills===&lt;br /&gt;
The Bard skills are arranged into to three distinctive skill tree categories:&lt;br /&gt;
* Honor&lt;br /&gt;
* Glory&lt;br /&gt;
* Guile &lt;br /&gt;
All three trees have a combination of active and passive skills. Active skills are used in combat, while the passive skills boost or change the behaviour of the active skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Honor Skills====&lt;br /&gt;
These abilities revolve around the &amp;quot;honor&amp;quot; of combat, both up-close and at range.&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Trick Shot:''' Active. Missile attack. Fires a missile that zig-zags in an ever widening cone away from character, increasing it's area of potential attack.&lt;br /&gt;
* '''Dual Wield:''' Passive. With two weapons equiped, both are used in the time frame of one attack with a speed average of both weapons. Higher Ranks increase accuracy and damage.&lt;br /&gt;
* '''Evasion: Passive.''' Increases the effect of Dex on defenses.&lt;br /&gt;
* '''Catch Missile:''' Passive. Has a chance of plucking or knocking a missile right out of the air, rendering them harmless&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Twin Strike:''' Active. Melee attack. Requires two weapons. Attack using both weapons simultaneously as one blow. All bonuses, damage ratings, etc. are added together and treated as one attack from one weapon.&lt;br /&gt;
* '''Strafing Run:''' Active. Missile attack. While character is walking/running, constantly fires missiles at the nearest foe. (Stolen from the Mentalist. )&lt;br /&gt;
* '''Parry:''' Passive. When equiped with two weapons, has a chance of parrying attacks.&lt;br /&gt;
* '''Shield Bash:''' Passive. When attacked, adds a chance to lash out with shield, dealing damage and knocking attacker back.&lt;br /&gt;
* '''Missile Mastery:''' Passive. Increases damage, accuracy, and speed of all missile attacks.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Frantic Assualt:''' Active. Melee attack. While attack button is held down, each swing hits a different enemy in range, with increased attack speed..&lt;br /&gt;
* '''Split Arrow:''' Active. Missile attack. Fires a missile that upon impact, splits into several more missiles launched at nearby foes that do half original damage.&lt;br /&gt;
* '''Ambidexterity:''' Passive. Increases the attack speed and accuracy of Twin Strike and Dual Wield.&lt;br /&gt;
* '''Retort:''' Passive. When attacked, has a chance of very quickly counter attacking.&lt;br /&gt;
* '''Cower:''' Passive. If using a shield and standing still, the Bard can cower behind it very effectively, increasing shield blocking and absorbtion.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Dervish:''' Active. Melee attack. Spins very quickly, attacking a single target several times quickly, the number depends on Rank. When dual wielding, both weapons are used.&lt;br /&gt;
* '''Flurry:''' Passive. On hitting a foe in Melee, has a chance of quickly adding a second attack. That second attack could also trigger this again, causing a chain reaction. When dual wielding, this could result in a barrage of attacks at higher Ranks.&lt;br /&gt;
* '''Split Rebound:''' Passive. Increases the damage done by the secondary missiles broken off from Split Arrow.&lt;br /&gt;
* '''Agile Striking:''' Passive. Adds a damage bonus for Dex to Melee attacks using 1-handed weapons and increases the pre-existing Dex bonus for Missile attacks. Effect increases with Rank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Glory Skills====&lt;br /&gt;
These skills are glorious Songs, that when activated, are sung for a duration. They cost mana only when cast, and can cause a variety of effects on allies or enemies. Songs can be stopped by Silence.&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Enduring Chant:''' Active. Song. Stops the loss of stamina from running, etc. for the user and any friendly units within range. Also decreases the Fury cost for Barbarians skills and increases the speed of regeneration and healing from items/magic.&lt;br /&gt;
* '''Penetrating Voice:''' Passive. Decreases the chance that any Silence effect can affect the Bard.&lt;br /&gt;
* '''Silver Tongue:''' Passive. Increases the chance of effect success for all Songs.&lt;br /&gt;
* '''Virtuosity:''' Passive. Passive. Increases the power of the effects of all Songs.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Aria of Disruption:''' Active. Song. Interferes with magical energies, decreasing the effectiveness of all enemy hostile magics within range.&lt;br /&gt;
* '''Soothing the Beast:''' Active. Song. Has a chance of randomly causing any foes within range to stop hostile activities for a time, entranced by the Bards singing.&lt;br /&gt;
* '''Enduring Vitality:''' Passive. Enhances Enduring Chant to provide some health regeneration as well.&lt;br /&gt;
* '''Counter Verse:''' Passive. Has a chance of knowing the proper short verse that can counteract the effect of a debuff cast on the Bard. Has a chance of reducing the length of any debuffs afflicting the Bard dramatically.&lt;br /&gt;
* '''Inspired:''' Passive. Decreases the Mana cost of all Songs.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Furious Bolero:''' Active. A fast, harsh song that has a chance per x seconds of setting any targets within range on fire, causing fire damage for xx seconds. If a target is on fire and gets re-effected, the fire duration is added onto the end of the current fire. Creatures on fire have a chance of igniting those nearby.&lt;br /&gt;
* '''Haunting Melody:''' Active. Song. Increases the connection between this world and the Ether, increasing the effectiveness of allies' spells and decreasing mana costs for skills.&lt;br /&gt;
* '''Allegro:''' Passive. Enhances Furious Bolero, increasing fire damage and adding a chance to stun victims while on fire.&lt;br /&gt;
* '''Counter Chorus:''' Passive. Augments Counter Verse to apply to allies within a Rank dependent radius.&lt;br /&gt;
* '''Fortissimmo:''' Passive. Increases the range of all Songs.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Heroic Anthem:''' Active. Song. A song dedicated to glorious victories over evil by legendary heroes. Increases all damages and attack/cast speeds of friendly units.&lt;br /&gt;
* '''Hymn of Light:''' Active. Song. A powerful song from before time. Only affects undead and demons within range, but deals constant damage, slows them, and lowers damage and defenses.&lt;br /&gt;
* '''Noble Fortitude:''' Passive. For Heroic Anthem, adds to the max health of friendly units.&lt;br /&gt;
* '''Angelic Voice:''' Passive. Enhances Hymn of the Light. Has a chance of randomly stunning any applicable targets within range.&lt;br /&gt;
* '''Long-Winded:''' Passive. Increases the duration of all Songs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Guile Skills====&lt;br /&gt;
These skills are based on wit, knowledge, and cleverness. (Some of these skills, like Arcane Lore, depend on certain features being present in D3)&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Be the Beast:''' Active. Skill. The Bards extensive knowledge base allow him to emulate the bahavior of various dark creatures. By dragging a foot, acting abnormally, and making odd noises, he can behave in a way that allows him to blend in with enemies for xx seconds, causing many foes to ignore him at random. Special monsters and bosses are not fooled. Effect ends immediately if character uses any offensive skills. Other players might hate you for using this too much.&lt;br /&gt;
* '''Silence:''' Active. Spell. Silences any targets within area of effect.&lt;br /&gt;
* '''Bravado:''' Passive. The Bard presents himself with such gusto and self-confidence that foes hit by his attacks have a chance of being terrified and running away.&lt;br /&gt;
* '''Blinding:''' Passive. On critical strikes, this adds has a chance of blinding target.&lt;br /&gt;
* '''Item Lore:''' Passive. Has an increasing chance of Identifying items.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Resonate:''' Active. Spell. Causes an intense sound vibration in an cone area starting at character that stuns targets and causes damage. This spell stays in affect while the mouse button is down and can be re-aimed anywhere. Causes increased damage on undead enemies.&lt;br /&gt;
* '''Rogue Element:''' Active. Spell. Enchants weapons for xxx seconds, adding a random element (fire, ice, or lightning) to each attack. (Idea inspired by/based on NASE's suggestion.)&lt;br /&gt;
* '''Barter:''' Passive. Allows the character to get better prices from vendors, buying and selling.&lt;br /&gt;
* '''Arcane Lore:''' Passive. Increases the effects of any scrolls or books used.&lt;br /&gt;
* '''Anatomy: Passive.''' Advanced knowledge of creatures' anatomies increases the chance of Critical Hits.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Name of Power:''' Active. Spell. Through studies of ancient histories and texts, the Bard knows much about Demonkind and the power of real names. When used, calls a Demon by a secret name, stunning it or possibly outright banishing it. Bosses are too poweful to be affected by this.&lt;br /&gt;
* '''Sop Story:''' Active: Spell. Tells a story so sad even un-intelligent monsters understand, charming any non-undead/demon temporarily into defending the Bard, causing them to attack other monsters. Has a 4 second cast time and has a chance to effect any foe in range. Has a 20 second cooldown.&lt;br /&gt;
* '''Enhanced Resonance:''' Passive. Increases the width of the cone and the damage caused by Resonate.&lt;br /&gt;
* '''Dramatic Flair:''' Passive. Increases the chance that a foe is effected by Be the Beast. Also adds a smaller chance that special monsters will be fooled as well. Bosses are still unaffected.&lt;br /&gt;
* '''Monstrous Lore:''' Passive. Through close observation and study, the Bard gains a sense of the strengths and weaknesses of monsters. Enhances Rogue Element, giving an increasing chance of triggering the elemental effect that takes advantage of the creatures weakest resistance.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Accusation:''' Active. The Bards powers of persuasion are such that he is able to accuse a foe of... whatever... that causes other foes around it to become hostile to it.&lt;br /&gt;
* '''True Name:''' Passive. Has a chance of knowing a Demon's true name. When Name of Power is used, this provides a chance that it's true name will be called, requiring it to fight for the Bard for a period of time. Once this time ends however, the Demon will seek out the Bard, ignoring all other targets, determined to kill him.&lt;br /&gt;
* '''Make the Devil Cry:''' Passive. Adds a chance of also affecting Undead and Demons with Sop Story.&lt;br /&gt;
* '''Rogue Burst:''' Passive. Enhances Rogue Element, giving a small chance of triggering splash damage, affecting any foes adjacent to target. If any points are in this skill, Critical hits will always trigger this affect, assuming Rogue Element is active.&lt;/div&gt;</summary>
		<author><name>Technomancer</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Fanmade:Bard&amp;diff=10731</id>
		<title>Fanmade:Bard</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Fanmade:Bard&amp;diff=10731"/>
				<updated>2009-08-17T07:19:33Z</updated>
		
		<summary type="html">&lt;p&gt;Technomancer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Bard is [[Melee]]/[[Ranged]] warrior that uses his extensive knowledge of forgotten lore and ancient songs of power to battle the forces of Darkness. Music is the language of the universe and no one exploits this like the Bard. Even the Angels of Light are merely vibrations...&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
{{Classbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|name= Bard&lt;br /&gt;
|classtype= fanclass&lt;br /&gt;
|role= [[Melee]]/[[Ranged]]/[[Caster]] hybrid&lt;br /&gt;
|attrib= [[Dexterity]] [[Willpower]]&lt;br /&gt;
&amp;lt;!-- Class Skills --&amp;gt;&lt;br /&gt;
|skilltree1= [[Bard#Honor Skill Tree|Honor]]&lt;br /&gt;
|skilltree2= [[Bard#Glory Skill Tree|Glory]]&lt;br /&gt;
|skilltree3= [[Bard#Guile Skill Tree|Guile]]&lt;br /&gt;
&amp;lt;!-- Background --&amp;gt;&lt;br /&gt;
|origin= Western Kingdoms&lt;br /&gt;
|affiliation= None.&lt;br /&gt;
|friends= None Known&lt;br /&gt;
|foes= Demonkind&lt;br /&gt;
}}&lt;br /&gt;
===New Background===&lt;br /&gt;
In his younger days, the Bard travelled the far reaches of Sanctuary as a poet, musician and storyteller. He quite the performer, able to rouse even the most dour soul. He had a restless spirit and lived off the people in the cities and villages through charm and wit until he wore out his welcome, then journeyed on. He was an expert at getting himself into trouble, and just as expert in getting himself out of it, be it through wit, cleverness, or muscle. If his stories were to be believed, he was a renowned hero that had experienced many tragic and comedic events in every corner of Sanctuary. He was also always interested in lore and history, and loved to spend a good amount of time learning the local histories and peculiarities of the places he visited and often, before he willingly or unwillingly departed, knew more about the local goings on than most of the locals did. He loved a good time, and was a regular feature at some of the seedier outfits around.&lt;br /&gt;
&lt;br /&gt;
A small village he visited would change the course of his life however. He fell in love with a local girl, like he did in every town, but this was different. She was someone even his ego would allow him to consider an equal, and was completely smittin. He kept trying to think of excuses to move on, but could never find one quite good enough, so he stayed with her. She eventually became pregnant. His first instinct was to run, but he couldn't. This would become his new life.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, it was not meant to be. She died during childbirth, but he had a new daughter. She was his responsibility, and he took it with pride. He stayed where he was, practicing his arts to the enjoyment of the locals, and was able to hash out a decent and honorable living as a musician and teacher. He raised his daughter until the age of 6, when tragedy once again came to call. Monsters and demons roaming the countryside stumbled upon their village, razing it to the ground, and killing or abducting nearly everyone. The Bard fought well, but was overwhelmed and left for dead. When he came to, there was no sign of his daughter, and only a handful of villagers had survived. Desperate, he chased the monsters into the darkness for days. He found an abandoned camp of the raiders, and with it he stumbled upon a scene from a nightmare. Many of the prisoners had apparently been made snacks... and worse. He found the remains of his little girl there. She fell into the 'worse' catagory...&lt;br /&gt;
&lt;br /&gt;
He never found that raiding party. Some say he went mad after that. He dissappeared and popped up from time to time around the land drunk and spoiling for trouble, never talking about his past. Some people were familiar enough with the local goings on and pieced together who he was, so they tolerated him out of symapathy. When he wasn't brawling in the local tavern, he obsessively buried himself in books and tomes wherever he could find them, the older and more archaic the better. He researched magics and demonkind and forgotten lore better left forgotten. Over a couple of years, he became somewhat more stable, but still very disconnected from people. He liked to spend a great deal of time out in the wild outskirts of towns, hunting and providing for himself, by himself. He privately practiced in the wilds at killing foul creatures up close and from afar. When travelling from town to town, he searched out any beasties he could find to 'practice' upon. At night, people would occasionally hear haunting sounds coming from the woods, and when followed, would reveal themselves as dark, forboding, and unnerving songs, some of which were sung in tongues no one had ever heard.&lt;br /&gt;
&lt;br /&gt;
He knew that people would occasionally eavesdrop on him and something inside of him still missed . One day, a brave little girl came out of the woods that had been listening to his strange music and started bugging him with questions. He tried to run her off, but something about her couldn't let him resist answering her questions. Maybe she reminded him of 'her'. She asked him what those songs were he played, and he told her they were ancient, forgotten songs that had magical powers over the darkness. After other questions, she finally asked him why he was always out here by himself. He reluctantly told her a highly sanitized version of his story. He kept going, and as he did, he added more gusto and flair, with which she was thoroughly entertained. As he finished, the twinkle in her eyes almost made him break down and cry, but he held back. With the innocence only a child could have, she told him that his family wouldn't want him to be alone like this and that he should share his love of them with the world. With that, she left and he could hold back his tears no longer. He never saw her again. He always wondered if she might have really been 'her'...&lt;br /&gt;
&lt;br /&gt;
After that, he finally was able to, no, he HAD to get back on his feet and do something. He was able to perform and again, but now he had purpose. Toughened by his experiences, he set about trying to really make a difference. As he travelled now, he helped people. If they were in trouble, he would give them strength and stand with them against it. If they were lost, he would guide them and see them through. He fought the darkness wherever he found it and inspired hope in the hopeless. He had the strength and abilities now to become a subject of songs, not just a singer of songs, but legacy never entered his thoughts. Perhaps those whose songs were sung never had those thoughts either. One day, hearing of the troubles in Tristram, be it by sword or song or spirit, he set forth to shine light upon the darkness once again. Perhaps he could stumble upon a particular group of nasties again. Now, he was ready for them.&lt;br /&gt;
&lt;br /&gt;
===Old Background===&lt;br /&gt;
The Bard is an incouragable romantic and braggart that has roamed the far corners of Sanctuary living off of his wit, charm, and deftness, and if his stories are to be believed, he is a renowned hero that has experienced many tragic and comedic events in every one of them. His gallant demeanor and careless abandon hide a tortured soul, however. Having wondered farther than many have dreamed, he has seen the darkness hiding in every shadow and the empty eyes of those who the darkness has touched. He is quite the studious one, having spent a great deal of time researching histories and arcane lore for his art and an unquenchable thirst for knowledge. While he really isn't quite the unstoppable blademaster and marksman his bravado would lead one to believe, he is quite skilled in a variety of weapons. When your mouth can't get you out of a situation, your arm sure better do the job!&lt;br /&gt;
&lt;br /&gt;
While living off the fat of the land for many years, it weighs upon him now more than ever. He felt that his job was to help people through the dark times by just elevating their hopes and spirits, but lately he feels that is not enough. He's grown envious of the Hero's of yore who didn't just bring a twinkle to darkened eyes, but stopped the light from going away in the first place. Whether he truly feels a sense of duty to aid the people of Sanctuary or has just listened to his own stories so much even HE believes them, no one knows but him... or maybe not. Regardless, hearing of the events unfolding in Tristram, the beginning of so much history, he's set out to test his mettle and put his gold where his mouth is. At the very least, he could probably get a good story out of the whole thing...&lt;br /&gt;
&lt;br /&gt;
==Class Design==&lt;br /&gt;
The Bard is a hybrid fast [[Melee]] / [[Ranged]] warrior. He also utilizes music which he sings during battle, bestowing a variety of Aura-like effects to friend or foe. His wits and extensive knowledge base allow him to trick foes and manipulate situations to his favor.&lt;br /&gt;
&lt;br /&gt;
==Attributes and Skills==&lt;br /&gt;
Bard songs are sung for a duration depending on Rank and Passive enhancements. Once started, they do not need to be maintained by the player. Any friends or foes within range are affected by the song.&lt;br /&gt;
&lt;br /&gt;
===Bard Skills===&lt;br /&gt;
The Bard skills are arranged into to three distinctive skill tree categories:&lt;br /&gt;
* Honor&lt;br /&gt;
* Glory&lt;br /&gt;
* Guile &lt;br /&gt;
All three trees have a combination of active and passive skills. Active skills are used in combat, while the passive skills boost or change the behaviour of the active skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Honor Skills====&lt;br /&gt;
These abilities revolve around the &amp;quot;honor&amp;quot; of combat, both up-close and at range.&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Trick Shot:''' Active. Missile attack. Fires a missile that zig-zags in an ever widening cone away from character, increasing it's area of potential attack.&lt;br /&gt;
* '''Dual Wield:''' Passive. With two weapons equiped, both are used in the time frame of one attack with a speed average of both weapons. Higher Ranks increase accuracy and damage.&lt;br /&gt;
* '''Evasion: Passive.''' Increases the effect of Dex on defenses.&lt;br /&gt;
* '''Catch Missile:''' Passive. Has a chance of plucking or knocking a missile right out of the air, rendering them harmless&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Twin Strike:''' Active. Melee attack. Requires two weapons. Attack using both weapons simultaneously as one blow. All bonuses, damage ratings, etc. are added together and treated as one attack from one weapon.&lt;br /&gt;
* '''Strafing Run:''' Active. Missile attack. While character is walking/running, constantly fires missiles at the nearest foe. (Stolen from the Mentalist. )&lt;br /&gt;
* '''Parry:''' Passive. When equiped with two weapons, has a chance of parrying attacks.&lt;br /&gt;
* '''Shield Bash:''' Passive. When attacked, adds a chance to lash out with shield, dealing damage and knocking attacker back.&lt;br /&gt;
* '''Missile Mastery:''' Passive. Increases damage, accuracy, and speed of all missile attacks.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Frantic Assualt:''' Active. Melee attack. While attack button is held down, each swing hits a different enemy in range, with increased attack speed..&lt;br /&gt;
* '''Split Arrow:''' Active. Missile attack. Fires a missile that upon impact, splits into several more missiles launched at nearby foes that do half original damage.&lt;br /&gt;
* '''Ambidexterity:''' Passive. Increases the attack speed and accuracy of Twin Strike and Dual Wield.&lt;br /&gt;
* '''Retort:''' Passive. When attacked, has a chance of very quickly counter attacking.&lt;br /&gt;
* '''Cower:''' Passive. If using a shield and standing still, the Bard can cower behind it very effectively, increasing shield blocking and absorbtion.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Dervish:''' Active. Melee attack. Spins very quickly, attacking a single target several times quickly, the number depends on Rank. When dual wielding, both weapons are used.&lt;br /&gt;
* '''Flurry:''' Passive. On hitting a foe in Melee, has a chance of quickly adding a second attack. That second attack could also trigger this again, causing a chain reaction. When dual wielding, this could result in a barrage of attacks at higher Ranks.&lt;br /&gt;
* '''Split Rebound:''' Passive. Increases the damage done by the secondary missiles broken off from Split Arrow.&lt;br /&gt;
* '''Agile Striking:''' Passive. Adds a damage bonus for Dex to Melee attacks using 1-handed weapons and increases the pre-existing Dex bonus for Missile attacks. Effect increases with Rank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Glory Skills====&lt;br /&gt;
These skills are glorious Songs, that when activated, are sung for a duration. They cost mana only when cast, and can cause a variety of effects on allies or enemies. Songs can be stopped by Silence.&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Enduring Chant:''' Active. Song. Stops the loss of stamina from running, etc. for the user and any friendly units within range. Also decreases the Fury cost for Barbarians skills and increases the speed of regeneration and healing from items/magic.&lt;br /&gt;
* '''Penetrating Voice:''' Passive. Decreases the chance that any Silence effect can affect the Bard.&lt;br /&gt;
* '''Silver Tongue:''' Passive. Increases the chance of effect success for all Songs.&lt;br /&gt;
* '''Virtuosity:''' Passive. Passive. Increases the power of the effects of all Songs.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Aria of Disruption:''' Active. Song. Interferes with magical energies, decreasing the effectiveness of all enemy hostile magics within range.&lt;br /&gt;
* '''Soothing the Beast:''' Active. Song. Has a chance of randomly causing any foes within range to stop hostile activities for a time, entranced by the Bards singing.&lt;br /&gt;
* '''Enduring Vitality:''' Passive. Enhances Enduring Chant to provide some health regeneration as well.&lt;br /&gt;
* '''Counter Verse:''' Passive. Has a chance of knowing the proper short verse that can counteract the effect of a debuff cast on the Bard. Has a chance of reducing the length of any debuffs afflicting the Bard dramatically.&lt;br /&gt;
* '''Inspired:''' Passive. Decreases the Mana cost of all Songs.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Furious Bolero:''' Active. A fast, harsh song that has a chance per x seconds of setting any targets within range on fire, causing fire damage for xx seconds. If a target is on fire and gets re-effected, the fire duration is added onto the end of the current fire. Creatures on fire have a chance of igniting those nearby.&lt;br /&gt;
* '''Haunting Melody:''' Active. Song. Increases the connection between this world and the Ether, increasing the effectiveness of allies' spells and decreasing mana costs for skills.&lt;br /&gt;
* '''Allegro:''' Passive. Enhances Furious Bolero, increasing fire damage and adding a chance to stun victims while on fire.&lt;br /&gt;
* '''Counter Chorus:''' Passive. Augments Counter Verse to apply to allies within a Rank dependent radius.&lt;br /&gt;
* '''Fortissimmo:''' Passive. Increases the range of all Songs.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Heroic Anthem:''' Active. Song. A song dedicated to glorious victories over evil by legendary heroes. Increases all damages and attack/cast speeds of friendly units.&lt;br /&gt;
* '''Hymn of Light:''' Active. Song. A powerful song from before time. Only affects undead and demons within range, but deals constant damage, slows them, and lowers damage and defenses.&lt;br /&gt;
* '''Noble Fortitude:''' Passive. For Heroic Anthem, adds to the max health of friendly units.&lt;br /&gt;
* '''Angelic Voice:''' Passive. Enhances Hymn of the Light. Has a chance of randomly stunning any applicable targets within range.&lt;br /&gt;
* '''Long-Winded:''' Passive. Increases the duration of all Songs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Guile Skills====&lt;br /&gt;
These skills are based on wit, knowledge, and cleverness. (Some of these skills, like Arcane Lore, depend on certain features being present in D3)&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Be the Beast:''' Active. Skill. The Bards extensive knowledge base allow him to emulate the bahavior of various dark creatures. By dragging a foot, acting abnormally, and making odd noises, he can behave in a way that allows him to blend in with enemies for xx seconds, causing many foes to ignore him at random. Special monsters and bosses are not fooled. Effect ends immediately if character uses any offensive skills. Other players might hate you for using this too much.&lt;br /&gt;
* '''Silence:''' Active. Spell. Silences any targets within area of effect.&lt;br /&gt;
* '''Bravado:''' Passive. The Bard presents himself with such gusto and self-confidence that foes hit by his attacks have a chance of being terrified and running away.&lt;br /&gt;
* '''Blinding:''' Passive. On critical strikes, this adds has a chance of blinding target.&lt;br /&gt;
* '''Item Lore:''' Passive. Has an increasing chance of Identifying items.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Resonate:''' Active. Spell. Causes an intense sound vibration in an cone area starting at character that stuns targets and causes damage. This spell stays in affect while the mouse button is down and can be re-aimed anywhere. Causes increased damage on undead enemies.&lt;br /&gt;
* '''Rogue Element:''' Active. Spell. Enchants weapons for xxx seconds, adding a random element (fire, ice, or lightning) to each attack. (Idea inspired by/based on NASE's suggestion.)&lt;br /&gt;
* '''Barter:''' Passive. Allows the character to get better prices from vendors, buying and selling.&lt;br /&gt;
* '''Arcane Lore:''' Passive. Increases the effects of any scrolls or books used.&lt;br /&gt;
* '''Anatomy: Passive.''' Advanced knowledge of creatures' anatomies increases the chance of Critical Hits.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Name of Power:''' Active. Spell. Through studies of ancient histories and texts, the Bard knows much about Demonkind and the power of real names. When used, calls a Demon by a secret name, stunning it or possibly outright banishing it. Bosses are too poweful to be affected by this.&lt;br /&gt;
* '''Sop Story:''' Active: Spell. Tells a story so sad even un-intelligent monsters understand, charming any non-undead/demon temporarily into defending the Bard, causing them to attack other monsters. Has a 4 second cast time and has a chance to effect any foe in range. Has a 20 second cooldown.&lt;br /&gt;
* '''Enhanced Resonance:''' Passive. Increases the width of the cone and the damage caused by Resonate.&lt;br /&gt;
* '''Dramatic Flair:''' Passive. Increases the chance that a foe is effected by Be the Beast. Also adds a smaller chance that special monsters will be fooled as well. Bosses are still unaffected.&lt;br /&gt;
* '''Monstrous Lore:''' Passive. Through close observation and study, the Bard gains a sense of the strengths and weaknesses of monsters. Enhances Rogue Element, giving an increasing chance of triggering the elemental effect that takes advantage of the creatures weakest resistance.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Accusation:''' Active. The Bards powers of persuasion are such that he is able to accuse a foe of... whatever... that causes other foes around it to become hostile to it.&lt;br /&gt;
* '''True Name:''' Passive. Has a chance of knowing a Demon's true name. When Name of Power is used, this provides a chance that it's true name will be called, requiring it to fight for the Bard for a period of time. Once this time ends however, the Demon will seek out the Bard, ignoring all other targets, determined to kill him.&lt;br /&gt;
* '''Make the Devil Cry:''' Passive. Adds a chance of also affecting Undead and Demons with Sop Story.&lt;br /&gt;
* '''Rogue Burst:''' Passive. Enhances Rogue Element, giving a small chance of triggering splash damage, affecting any foes adjacent to target. If any points are in this skill, Critical hits will always trigger this affect, assuming Rogue Element is active.&lt;/div&gt;</summary>
		<author><name>Technomancer</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Fanmade:Bard&amp;diff=10730</id>
		<title>Fanmade:Bard</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Fanmade:Bard&amp;diff=10730"/>
				<updated>2009-08-17T07:18:48Z</updated>
		
		<summary type="html">&lt;p&gt;Technomancer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Bard is [[Melee]]/[[Ranged]] warrior that uses his extensive knowledge of forgotten lore and ancient songs of power to battle the forces of Darkness. Music is the language of the universe and no one exploits this like the Bard. Even the Angels of Light are merely vibrations...&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
{{Classbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|name= Bard&lt;br /&gt;
|classtype= fanclass&lt;br /&gt;
|role= [[Melee]]/[[Ranged]]/[[Caster]] hybrid&lt;br /&gt;
|attrib= [[Dexterity]] [[Willpower]]&lt;br /&gt;
&amp;lt;!-- Class Skills --&amp;gt;&lt;br /&gt;
|skilltree1= [[Bard#Honor Skill Tree]]&lt;br /&gt;
|skilltree2= [[Bard#Glory Skill Tree]]&lt;br /&gt;
|skilltree3= [[Bard#Guile Skill Tree]]&lt;br /&gt;
&amp;lt;!-- Background --&amp;gt;&lt;br /&gt;
|origin= Western Kingdoms&lt;br /&gt;
|affiliation= None.&lt;br /&gt;
|friends= None Known&lt;br /&gt;
|foes= Demonkind&lt;br /&gt;
}}&lt;br /&gt;
===New Background===&lt;br /&gt;
In his younger days, the Bard travelled the far reaches of Sanctuary as a poet, musician and storyteller. He quite the performer, able to rouse even the most dour soul. He had a restless spirit and lived off the people in the cities and villages through charm and wit until he wore out his welcome, then journeyed on. He was an expert at getting himself into trouble, and just as expert in getting himself out of it, be it through wit, cleverness, or muscle. If his stories were to be believed, he was a renowned hero that had experienced many tragic and comedic events in every corner of Sanctuary. He was also always interested in lore and history, and loved to spend a good amount of time learning the local histories and peculiarities of the places he visited and often, before he willingly or unwillingly departed, knew more about the local goings on than most of the locals did. He loved a good time, and was a regular feature at some of the seedier outfits around.&lt;br /&gt;
&lt;br /&gt;
A small village he visited would change the course of his life however. He fell in love with a local girl, like he did in every town, but this was different. She was someone even his ego would allow him to consider an equal, and was completely smittin. He kept trying to think of excuses to move on, but could never find one quite good enough, so he stayed with her. She eventually became pregnant. His first instinct was to run, but he couldn't. This would become his new life.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, it was not meant to be. She died during childbirth, but he had a new daughter. She was his responsibility, and he took it with pride. He stayed where he was, practicing his arts to the enjoyment of the locals, and was able to hash out a decent and honorable living as a musician and teacher. He raised his daughter until the age of 6, when tragedy once again came to call. Monsters and demons roaming the countryside stumbled upon their village, razing it to the ground, and killing or abducting nearly everyone. The Bard fought well, but was overwhelmed and left for dead. When he came to, there was no sign of his daughter, and only a handful of villagers had survived. Desperate, he chased the monsters into the darkness for days. He found an abandoned camp of the raiders, and with it he stumbled upon a scene from a nightmare. Many of the prisoners had apparently been made snacks... and worse. He found the remains of his little girl there. She fell into the 'worse' catagory...&lt;br /&gt;
&lt;br /&gt;
He never found that raiding party. Some say he went mad after that. He dissappeared and popped up from time to time around the land drunk and spoiling for trouble, never talking about his past. Some people were familiar enough with the local goings on and pieced together who he was, so they tolerated him out of symapathy. When he wasn't brawling in the local tavern, he obsessively buried himself in books and tomes wherever he could find them, the older and more archaic the better. He researched magics and demonkind and forgotten lore better left forgotten. Over a couple of years, he became somewhat more stable, but still very disconnected from people. He liked to spend a great deal of time out in the wild outskirts of towns, hunting and providing for himself, by himself. He privately practiced in the wilds at killing foul creatures up close and from afar. When travelling from town to town, he searched out any beasties he could find to 'practice' upon. At night, people would occasionally hear haunting sounds coming from the woods, and when followed, would reveal themselves as dark, forboding, and unnerving songs, some of which were sung in tongues no one had ever heard.&lt;br /&gt;
&lt;br /&gt;
He knew that people would occasionally eavesdrop on him and something inside of him still missed . One day, a brave little girl came out of the woods that had been listening to his strange music and started bugging him with questions. He tried to run her off, but something about her couldn't let him resist answering her questions. Maybe she reminded him of 'her'. She asked him what those songs were he played, and he told her they were ancient, forgotten songs that had magical powers over the darkness. After other questions, she finally asked him why he was always out here by himself. He reluctantly told her a highly sanitized version of his story. He kept going, and as he did, he added more gusto and flair, with which she was thoroughly entertained. As he finished, the twinkle in her eyes almost made him break down and cry, but he held back. With the innocence only a child could have, she told him that his family wouldn't want him to be alone like this and that he should share his love of them with the world. With that, she left and he could hold back his tears no longer. He never saw her again. He always wondered if she might have really been 'her'...&lt;br /&gt;
&lt;br /&gt;
After that, he finally was able to, no, he HAD to get back on his feet and do something. He was able to perform and again, but now he had purpose. Toughened by his experiences, he set about trying to really make a difference. As he travelled now, he helped people. If they were in trouble, he would give them strength and stand with them against it. If they were lost, he would guide them and see them through. He fought the darkness wherever he found it and inspired hope in the hopeless. He had the strength and abilities now to become a subject of songs, not just a singer of songs, but legacy never entered his thoughts. Perhaps those whose songs were sung never had those thoughts either. One day, hearing of the troubles in Tristram, be it by sword or song or spirit, he set forth to shine light upon the darkness once again. Perhaps he could stumble upon a particular group of nasties again. Now, he was ready for them.&lt;br /&gt;
&lt;br /&gt;
===Old Background===&lt;br /&gt;
The Bard is an incouragable romantic and braggart that has roamed the far corners of Sanctuary living off of his wit, charm, and deftness, and if his stories are to be believed, he is a renowned hero that has experienced many tragic and comedic events in every one of them. His gallant demeanor and careless abandon hide a tortured soul, however. Having wondered farther than many have dreamed, he has seen the darkness hiding in every shadow and the empty eyes of those who the darkness has touched. He is quite the studious one, having spent a great deal of time researching histories and arcane lore for his art and an unquenchable thirst for knowledge. While he really isn't quite the unstoppable blademaster and marksman his bravado would lead one to believe, he is quite skilled in a variety of weapons. When your mouth can't get you out of a situation, your arm sure better do the job!&lt;br /&gt;
&lt;br /&gt;
While living off the fat of the land for many years, it weighs upon him now more than ever. He felt that his job was to help people through the dark times by just elevating their hopes and spirits, but lately he feels that is not enough. He's grown envious of the Hero's of yore who didn't just bring a twinkle to darkened eyes, but stopped the light from going away in the first place. Whether he truly feels a sense of duty to aid the people of Sanctuary or has just listened to his own stories so much even HE believes them, no one knows but him... or maybe not. Regardless, hearing of the events unfolding in Tristram, the beginning of so much history, he's set out to test his mettle and put his gold where his mouth is. At the very least, he could probably get a good story out of the whole thing...&lt;br /&gt;
&lt;br /&gt;
==Class Design==&lt;br /&gt;
The Bard is a hybrid fast [[Melee]] / [[Ranged]] warrior. He also utilizes music which he sings during battle, bestowing a variety of Aura-like effects to friend or foe. His wits and extensive knowledge base allow him to trick foes and manipulate situations to his favor.&lt;br /&gt;
&lt;br /&gt;
==Attributes and Skills==&lt;br /&gt;
Bard songs are sung for a duration depending on Rank and Passive enhancements. Once started, they do not need to be maintained by the player. Any friends or foes within range are affected by the song.&lt;br /&gt;
&lt;br /&gt;
===Bard Skills===&lt;br /&gt;
The Bard skills are arranged into to three distinctive skill tree categories:&lt;br /&gt;
* Honor&lt;br /&gt;
* Glory&lt;br /&gt;
* Guile &lt;br /&gt;
All three trees have a combination of active and passive skills. Active skills are used in combat, while the passive skills boost or change the behaviour of the active skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Honor Skills====&lt;br /&gt;
These abilities revolve around the &amp;quot;honor&amp;quot; of combat, both up-close and at range.&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Trick Shot:''' Active. Missile attack. Fires a missile that zig-zags in an ever widening cone away from character, increasing it's area of potential attack.&lt;br /&gt;
* '''Dual Wield:''' Passive. With two weapons equiped, both are used in the time frame of one attack with a speed average of both weapons. Higher Ranks increase accuracy and damage.&lt;br /&gt;
* '''Evasion: Passive.''' Increases the effect of Dex on defenses.&lt;br /&gt;
* '''Catch Missile:''' Passive. Has a chance of plucking or knocking a missile right out of the air, rendering them harmless&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Twin Strike:''' Active. Melee attack. Requires two weapons. Attack using both weapons simultaneously as one blow. All bonuses, damage ratings, etc. are added together and treated as one attack from one weapon.&lt;br /&gt;
* '''Strafing Run:''' Active. Missile attack. While character is walking/running, constantly fires missiles at the nearest foe. (Stolen from the Mentalist. )&lt;br /&gt;
* '''Parry:''' Passive. When equiped with two weapons, has a chance of parrying attacks.&lt;br /&gt;
* '''Shield Bash:''' Passive. When attacked, adds a chance to lash out with shield, dealing damage and knocking attacker back.&lt;br /&gt;
* '''Missile Mastery:''' Passive. Increases damage, accuracy, and speed of all missile attacks.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Frantic Assualt:''' Active. Melee attack. While attack button is held down, each swing hits a different enemy in range, with increased attack speed..&lt;br /&gt;
* '''Split Arrow:''' Active. Missile attack. Fires a missile that upon impact, splits into several more missiles launched at nearby foes that do half original damage.&lt;br /&gt;
* '''Ambidexterity:''' Passive. Increases the attack speed and accuracy of Twin Strike and Dual Wield.&lt;br /&gt;
* '''Retort:''' Passive. When attacked, has a chance of very quickly counter attacking.&lt;br /&gt;
* '''Cower:''' Passive. If using a shield and standing still, the Bard can cower behind it very effectively, increasing shield blocking and absorbtion.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Dervish:''' Active. Melee attack. Spins very quickly, attacking a single target several times quickly, the number depends on Rank. When dual wielding, both weapons are used.&lt;br /&gt;
* '''Flurry:''' Passive. On hitting a foe in Melee, has a chance of quickly adding a second attack. That second attack could also trigger this again, causing a chain reaction. When dual wielding, this could result in a barrage of attacks at higher Ranks.&lt;br /&gt;
* '''Split Rebound:''' Passive. Increases the damage done by the secondary missiles broken off from Split Arrow.&lt;br /&gt;
* '''Agile Striking:''' Passive. Adds a damage bonus for Dex to Melee attacks using 1-handed weapons and increases the pre-existing Dex bonus for Missile attacks. Effect increases with Rank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Glory Skills====&lt;br /&gt;
These skills are glorious Songs, that when activated, are sung for a duration. They cost mana only when cast, and can cause a variety of effects on allies or enemies. Songs can be stopped by Silence.&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Enduring Chant:''' Active. Song. Stops the loss of stamina from running, etc. for the user and any friendly units within range. Also decreases the Fury cost for Barbarians skills and increases the speed of regeneration and healing from items/magic.&lt;br /&gt;
* '''Penetrating Voice:''' Passive. Decreases the chance that any Silence effect can affect the Bard.&lt;br /&gt;
* '''Silver Tongue:''' Passive. Increases the chance of effect success for all Songs.&lt;br /&gt;
* '''Virtuosity:''' Passive. Passive. Increases the power of the effects of all Songs.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Aria of Disruption:''' Active. Song. Interferes with magical energies, decreasing the effectiveness of all enemy hostile magics within range.&lt;br /&gt;
* '''Soothing the Beast:''' Active. Song. Has a chance of randomly causing any foes within range to stop hostile activities for a time, entranced by the Bards singing.&lt;br /&gt;
* '''Enduring Vitality:''' Passive. Enhances Enduring Chant to provide some health regeneration as well.&lt;br /&gt;
* '''Counter Verse:''' Passive. Has a chance of knowing the proper short verse that can counteract the effect of a debuff cast on the Bard. Has a chance of reducing the length of any debuffs afflicting the Bard dramatically.&lt;br /&gt;
* '''Inspired:''' Passive. Decreases the Mana cost of all Songs.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Furious Bolero:''' Active. A fast, harsh song that has a chance per x seconds of setting any targets within range on fire, causing fire damage for xx seconds. If a target is on fire and gets re-effected, the fire duration is added onto the end of the current fire. Creatures on fire have a chance of igniting those nearby.&lt;br /&gt;
* '''Haunting Melody:''' Active. Song. Increases the connection between this world and the Ether, increasing the effectiveness of allies' spells and decreasing mana costs for skills.&lt;br /&gt;
* '''Allegro:''' Passive. Enhances Furious Bolero, increasing fire damage and adding a chance to stun victims while on fire.&lt;br /&gt;
* '''Counter Chorus:''' Passive. Augments Counter Verse to apply to allies within a Rank dependent radius.&lt;br /&gt;
* '''Fortissimmo:''' Passive. Increases the range of all Songs.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Heroic Anthem:''' Active. Song. A song dedicated to glorious victories over evil by legendary heroes. Increases all damages and attack/cast speeds of friendly units.&lt;br /&gt;
* '''Hymn of Light:''' Active. Song. A powerful song from before time. Only affects undead and demons within range, but deals constant damage, slows them, and lowers damage and defenses.&lt;br /&gt;
* '''Noble Fortitude:''' Passive. For Heroic Anthem, adds to the max health of friendly units.&lt;br /&gt;
* '''Angelic Voice:''' Passive. Enhances Hymn of the Light. Has a chance of randomly stunning any applicable targets within range.&lt;br /&gt;
* '''Long-Winded:''' Passive. Increases the duration of all Songs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Guile Skills====&lt;br /&gt;
These skills are based on wit, knowledge, and cleverness. (Some of these skills, like Arcane Lore, depend on certain features being present in D3)&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Be the Beast:''' Active. Skill. The Bards extensive knowledge base allow him to emulate the bahavior of various dark creatures. By dragging a foot, acting abnormally, and making odd noises, he can behave in a way that allows him to blend in with enemies for xx seconds, causing many foes to ignore him at random. Special monsters and bosses are not fooled. Effect ends immediately if character uses any offensive skills. Other players might hate you for using this too much.&lt;br /&gt;
* '''Silence:''' Active. Spell. Silences any targets within area of effect.&lt;br /&gt;
* '''Bravado:''' Passive. The Bard presents himself with such gusto and self-confidence that foes hit by his attacks have a chance of being terrified and running away.&lt;br /&gt;
* '''Blinding:''' Passive. On critical strikes, this adds has a chance of blinding target.&lt;br /&gt;
* '''Item Lore:''' Passive. Has an increasing chance of Identifying items.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Resonate:''' Active. Spell. Causes an intense sound vibration in an cone area starting at character that stuns targets and causes damage. This spell stays in affect while the mouse button is down and can be re-aimed anywhere. Causes increased damage on undead enemies.&lt;br /&gt;
* '''Rogue Element:''' Active. Spell. Enchants weapons for xxx seconds, adding a random element (fire, ice, or lightning) to each attack. (Idea inspired by/based on NASE's suggestion.)&lt;br /&gt;
* '''Barter:''' Passive. Allows the character to get better prices from vendors, buying and selling.&lt;br /&gt;
* '''Arcane Lore:''' Passive. Increases the effects of any scrolls or books used.&lt;br /&gt;
* '''Anatomy: Passive.''' Advanced knowledge of creatures' anatomies increases the chance of Critical Hits.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Name of Power:''' Active. Spell. Through studies of ancient histories and texts, the Bard knows much about Demonkind and the power of real names. When used, calls a Demon by a secret name, stunning it or possibly outright banishing it. Bosses are too poweful to be affected by this.&lt;br /&gt;
* '''Sop Story:''' Active: Spell. Tells a story so sad even un-intelligent monsters understand, charming any non-undead/demon temporarily into defending the Bard, causing them to attack other monsters. Has a 4 second cast time and has a chance to effect any foe in range. Has a 20 second cooldown.&lt;br /&gt;
* '''Enhanced Resonance:''' Passive. Increases the width of the cone and the damage caused by Resonate.&lt;br /&gt;
* '''Dramatic Flair:''' Passive. Increases the chance that a foe is effected by Be the Beast. Also adds a smaller chance that special monsters will be fooled as well. Bosses are still unaffected.&lt;br /&gt;
* '''Monstrous Lore:''' Passive. Through close observation and study, the Bard gains a sense of the strengths and weaknesses of monsters. Enhances Rogue Element, giving an increasing chance of triggering the elemental effect that takes advantage of the creatures weakest resistance.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Accusation:''' Active. The Bards powers of persuasion are such that he is able to accuse a foe of... whatever... that causes other foes around it to become hostile to it.&lt;br /&gt;
* '''True Name:''' Passive. Has a chance of knowing a Demon's true name. When Name of Power is used, this provides a chance that it's true name will be called, requiring it to fight for the Bard for a period of time. Once this time ends however, the Demon will seek out the Bard, ignoring all other targets, determined to kill him.&lt;br /&gt;
* '''Make the Devil Cry:''' Passive. Adds a chance of also affecting Undead and Demons with Sop Story.&lt;br /&gt;
* '''Rogue Burst:''' Passive. Enhances Rogue Element, giving a small chance of triggering splash damage, affecting any foes adjacent to target. If any points are in this skill, Critical hits will always trigger this affect, assuming Rogue Element is active.&lt;/div&gt;</summary>
		<author><name>Technomancer</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Fanmade:Bard&amp;diff=10729</id>
		<title>Fanmade:Bard</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Fanmade:Bard&amp;diff=10729"/>
				<updated>2009-08-17T07:16:20Z</updated>
		
		<summary type="html">&lt;p&gt;Technomancer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Bard is [[Melee]]/[[Ranged]] warrior that uses his extensive knowledge of forgotten lore and ancient songs of power to battle the forces of Darkness. Music is the language of the universe and no one exploits this like the Bard. Even the Angels of Light are merely vibrations...&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
{{Classbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|name= Bard&lt;br /&gt;
|classtype= fanclass&lt;br /&gt;
|role= [[Melee]]/[[Ranged]]/[[Caster]] hybrid]]&lt;br /&gt;
|attrib= [[Dexterity]] [[Willpower]]&lt;br /&gt;
&amp;lt;!-- Class Skills --&amp;gt;&lt;br /&gt;
|skilltree1= Honor Skill Tree&lt;br /&gt;
|skilltree2= Glory Skill Tree&lt;br /&gt;
|skilltree3= Guile Skill Tree&lt;br /&gt;
&amp;lt;!-- Background --&amp;gt;&lt;br /&gt;
|origin= Western Kingdoms&lt;br /&gt;
|affiliation= None.&lt;br /&gt;
|friends= None Known&lt;br /&gt;
|foes= Demonkind&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===New Background===&lt;br /&gt;
In his younger days, the Bard travelled the far reaches of Sanctuary as a poet, musician and storyteller. He quite the performer, able to rouse even the most dour soul. He had a restless spirit and lived off the people in the cities and villages through charm and wit until he wore out his welcome, then journeyed on. He was an expert at getting himself into trouble, and just as expert in getting himself out of it, be it through wit, cleverness, or muscle. If his stories were to be believed, he was a renowned hero that had experienced many tragic and comedic events in every corner of Sanctuary. He was also always interested in lore and history, and loved to spend a good amount of time learning the local histories and peculiarities of the places he visited and often, before he willingly or unwillingly departed, knew more about the local goings on than most of the locals did. He loved a good time, and was a regular feature at some of the seedier outfits around.&lt;br /&gt;
&lt;br /&gt;
A small village he visited would change the course of his life however. He fell in love with a local girl, like he did in every town, but this was different. She was someone even his ego would allow him to consider an equal, and was completely smittin. He kept trying to think of excuses to move on, but could never find one quite good enough, so he stayed with her. She eventually became pregnant. His first instinct was to run, but he couldn't. This would become his new life.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, it was not meant to be. She died during childbirth, but he had a new daughter. She was his responsibility, and he took it with pride. He stayed where he was, practicing his arts to the enjoyment of the locals, and was able to hash out a decent and honorable living as a musician and teacher. He raised his daughter until the age of 6, when tragedy once again came to call. Monsters and demons roaming the countryside stumbled upon their village, razing it to the ground, and killing or abducting nearly everyone. The Bard fought well, but was overwhelmed and left for dead. When he came to, there was no sign of his daughter, and only a handful of villagers had survived. Desperate, he chased the monsters into the darkness for days. He found an abandoned camp of the raiders, and with it he stumbled upon a scene from a nightmare. Many of the prisoners had apparently been made snacks... and worse. He found the remains of his little girl there. She fell into the 'worse' catagory...&lt;br /&gt;
&lt;br /&gt;
He never found that raiding party. Some say he went mad after that. He dissappeared and popped up from time to time around the land drunk and spoiling for trouble, never talking about his past. Some people were familiar enough with the local goings on and pieced together who he was, so they tolerated him out of symapathy. When he wasn't brawling in the local tavern, he obsessively buried himself in books and tomes wherever he could find them, the older and more archaic the better. He researched magics and demonkind and forgotten lore better left forgotten. Over a couple of years, he became somewhat more stable, but still very disconnected from people. He liked to spend a great deal of time out in the wild outskirts of towns, hunting and providing for himself, by himself. He privately practiced in the wilds at killing foul creatures up close and from afar. When travelling from town to town, he searched out any beasties he could find to 'practice' upon. At night, people would occasionally hear haunting sounds coming from the woods, and when followed, would reveal themselves as dark, forboding, and unnerving songs, some of which were sung in tongues no one had ever heard.&lt;br /&gt;
&lt;br /&gt;
He knew that people would occasionally eavesdrop on him and something inside of him still missed . One day, a brave little girl came out of the woods that had been listening to his strange music and started bugging him with questions. He tried to run her off, but something about her couldn't let him resist answering her questions. Maybe she reminded him of 'her'. She asked him what those songs were he played, and he told her they were ancient, forgotten songs that had magical powers over the darkness. After other questions, she finally asked him why he was always out here by himself. He reluctantly told her a highly sanitized version of his story. He kept going, and as he did, he added more gusto and flair, with which she was thoroughly entertained. As he finished, the twinkle in her eyes almost made him break down and cry, but he held back. With the innocence only a child could have, she told him that his family wouldn't want him to be alone like this and that he should share his love of them with the world. With that, she left and he could hold back his tears no longer. He never saw her again. He always wondered if she might have really been 'her'...&lt;br /&gt;
&lt;br /&gt;
After that, he finally was able to, no, he HAD to get back on his feet and do something. He was able to perform and again, but now he had purpose. Toughened by his experiences, he set about trying to really make a difference. As he travelled now, he helped people. If they were in trouble, he would give them strength and stand with them against it. If they were lost, he would guide them and see them through. He fought the darkness wherever he found it and inspired hope in the hopeless. He had the strength and abilities now to become a subject of songs, not just a singer of songs, but legacy never entered his thoughts. Perhaps those whose songs were sung never had those thoughts either. One day, hearing of the troubles in Tristram, be it by sword or song or spirit, he set forth to shine light upon the darkness once again. Perhaps he could stumble upon a particular group of nasties again. Now, he was ready for them.&lt;br /&gt;
&lt;br /&gt;
===Old Background===&lt;br /&gt;
The Bard is an incouragable romantic and braggart that has roamed the far corners of Sanctuary living off of his wit, charm, and deftness, and if his stories are to be believed, he is a renowned hero that has experienced many tragic and comedic events in every one of them. His gallant demeanor and careless abandon hide a tortured soul, however. Having wondered farther than many have dreamed, he has seen the darkness hiding in every shadow and the empty eyes of those who the darkness has touched. He is quite the studious one, having spent a great deal of time researching histories and arcane lore for his art and an unquenchable thirst for knowledge. While he really isn't quite the unstoppable blademaster and marksman his bravado would lead one to believe, he is quite skilled in a variety of weapons. When your mouth can't get you out of a situation, your arm sure better do the job!&lt;br /&gt;
&lt;br /&gt;
While living off the fat of the land for many years, it weighs upon him now more than ever. He felt that his job was to help people through the dark times by just elevating their hopes and spirits, but lately he feels that is not enough. He's grown envious of the Hero's of yore who didn't just bring a twinkle to darkened eyes, but stopped the light from going away in the first place. Whether he truly feels a sense of duty to aid the people of Sanctuary or has just listened to his own stories so much even HE believes them, no one knows but him... or maybe not. Regardless, hearing of the events unfolding in Tristram, the beginning of so much history, he's set out to test his mettle and put his gold where his mouth is. At the very least, he could probably get a good story out of the whole thing...&lt;br /&gt;
&lt;br /&gt;
==Class Design==&lt;br /&gt;
The Bard is a hybrid fast [[Melee]] / [[Ranged]] warrior. He also utilizes music which he sings during battle, bestowing a variety of Aura-like effects to friend or foe. His wits and extensive knowledge base allow him to trick foes and manipulate situations to his favor.&lt;br /&gt;
&lt;br /&gt;
==Attributes and Skills==&lt;br /&gt;
Bard songs are sung for a duration depending on Rank and Passive enhancements. Once started, they do not need to be maintained by the player. Any friends or foes within range are affected by the song.&lt;br /&gt;
&lt;br /&gt;
===Bard Skills===&lt;br /&gt;
The Bard skills are arranged into to three distinctive skill tree categories:&lt;br /&gt;
* Honor&lt;br /&gt;
* Glory&lt;br /&gt;
* Guile &lt;br /&gt;
All three trees have a combination of active and passive skills. Active skills are used in combat, while the passive skills boost or change the behaviour of the active skills.&lt;br /&gt;
&lt;br /&gt;
====Honor Skills====&lt;br /&gt;
These abilities revolve around the &amp;quot;honor&amp;quot; of combat, both up-close and at range.&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Trick Shot:''' Active. Missile attack. Fires a missile that zig-zags in an ever widening cone away from character, increasing it's area of potential attack.&lt;br /&gt;
* '''Dual Wield:''' Passive. With two weapons equiped, both are used in the time frame of one attack with a speed average of both weapons. Higher Ranks increase accuracy and damage.&lt;br /&gt;
* '''Evasion: Passive.''' Increases the effect of Dex on defenses.&lt;br /&gt;
* '''Catch Missile:''' Passive. Has a chance of plucking or knocking a missile right out of the air, rendering them harmless&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Twin Strike:''' Active. Melee attack. Requires two weapons. Attack using both weapons simultaneously as one blow. All bonuses, damage ratings, etc. are added together and treated as one attack from one weapon.&lt;br /&gt;
* '''Strafing Run:''' Active. Missile attack. While character is walking/running, constantly fires missiles at the nearest foe. (Stolen from the Mentalist. )&lt;br /&gt;
* '''Parry:''' Passive. When equiped with two weapons, has a chance of parrying attacks.&lt;br /&gt;
* '''Shield Bash:''' Passive. When attacked, adds a chance to lash out with shield, dealing damage and knocking attacker back.&lt;br /&gt;
* '''Missile Mastery:''' Passive. Increases damage, accuracy, and speed of all missile attacks.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Frantic Assualt:''' Active. Melee attack. While attack button is held down, each swing hits a different enemy in range, with increased attack speed..&lt;br /&gt;
* '''Split Arrow:''' Active. Missile attack. Fires a missile that upon impact, splits into several more missiles launched at nearby foes that do half original damage.&lt;br /&gt;
* '''Ambidexterity:''' Passive. Increases the attack speed and accuracy of Twin Strike and Dual Wield.&lt;br /&gt;
* '''Retort:''' Passive. When attacked, has a chance of very quickly counter attacking.&lt;br /&gt;
* '''Cower:''' Passive. If using a shield and standing still, the Bard can cower behind it very effectively, increasing shield blocking and absorbtion.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Dervish:''' Active. Melee attack. Spins very quickly, attacking a single target several times quickly, the number depends on Rank. When dual wielding, both weapons are used.&lt;br /&gt;
* '''Flurry:''' Passive. On hitting a foe in Melee, has a chance of quickly adding a second attack. That second attack could also trigger this again, causing a chain reaction. When dual wielding, this could result in a barrage of attacks at higher Ranks.&lt;br /&gt;
* '''Split Rebound:''' Passive. Increases the damage done by the secondary missiles broken off from Split Arrow.&lt;br /&gt;
* '''Agile Striking:''' Passive. Adds a damage bonus for Dex to Melee attacks using 1-handed weapons and increases the pre-existing Dex bonus for Missile attacks. Effect increases with Rank.&lt;br /&gt;
&lt;br /&gt;
====Glory Skills====&lt;br /&gt;
These skills are glorious Songs, that when activated, are sung for a duration. They cost mana only when cast, and can cause a variety of effects on allies or enemies. Songs can be stopped by Silence.&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Enduring Chant:''' Active. Song. Stops the loss of stamina from running, etc. for the user and any friendly units within range. Also decreases the Fury cost for Barbarians skills and increases the speed of regeneration and healing from items/magic.&lt;br /&gt;
* '''Penetrating Voice:''' Passive. Decreases the chance that any Silence effect can affect the Bard.&lt;br /&gt;
* '''Silver Tongue:''' Passive. Increases the chance of effect success for all Songs.&lt;br /&gt;
* '''Virtuosity:''' Passive. Passive. Increases the power of the effects of all Songs.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Aria of Disruption:''' Active. Song. Interferes with magical energies, decreasing the effectiveness of all enemy hostile magics within range.&lt;br /&gt;
* '''Soothing the Beast:''' Active. Song. Has a chance of randomly causing any foes within range to stop hostile activities for a time, entranced by the Bards singing.&lt;br /&gt;
* '''Enduring Vitality:''' Passive. Enhances Enduring Chant to provide some health regeneration as well.&lt;br /&gt;
* '''Counter Verse:''' Passive. Has a chance of knowing the proper short verse that can counteract the effect of a debuff cast on the Bard. Has a chance of reducing the length of any debuffs afflicting the Bard dramatically.&lt;br /&gt;
* '''Inspired:''' Passive. Decreases the Mana cost of all Songs.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Furious Bolero:''' Active. A fast, harsh song that has a chance per x seconds of setting any targets within range on fire, causing fire damage for xx seconds. If a target is on fire and gets re-effected, the fire duration is added onto the end of the current fire. Creatures on fire have a chance of igniting those nearby.&lt;br /&gt;
* '''Haunting Melody:''' Active. Song. Increases the connection between this world and the Ether, increasing the effectiveness of allies' spells and decreasing mana costs for skills.&lt;br /&gt;
* '''Allegro:''' Passive. Enhances Furious Bolero, increasing fire damage and adding a chance to stun victims while on fire.&lt;br /&gt;
* '''Counter Chorus:''' Passive. Augments Counter Verse to apply to allies within a Rank dependent radius.&lt;br /&gt;
* '''Fortissimmo:''' Passive. Increases the range of all Songs.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Heroic Anthem:''' Active. Song. A song dedicated to glorious victories over evil by legendary heroes. Increases all damages and attack/cast speeds of friendly units.&lt;br /&gt;
* '''Hymn of Light:''' Active. Song. A powerful song from before time. Only affects undead and demons within range, but deals constant damage, slows them, and lowers damage and defenses.&lt;br /&gt;
* '''Noble Fortitude:''' Passive. For Heroic Anthem, adds to the max health of friendly units.&lt;br /&gt;
* '''Angelic Voice:''' Passive. Enhances Hymn of the Light. Has a chance of randomly stunning any applicable targets within range.&lt;br /&gt;
* '''Long-Winded:''' Passive. Increases the duration of all Songs.&lt;br /&gt;
&lt;br /&gt;
====Guile Skills====&lt;br /&gt;
These skills are based on wit, knowledge, and cleverness. (Some of these skills, like Arcane Lore, depend on certain features being present in D3)&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Be the Beast:''' Active. Skill. The Bards extensive knowledge base allow him to emulate the bahavior of various dark creatures. By dragging a foot, acting abnormally, and making odd noises, he can behave in a way that allows him to blend in with enemies for xx seconds, causing many foes to ignore him at random. Special monsters and bosses are not fooled. Effect ends immediately if character uses any offensive skills. Other players might hate you for using this too much.&lt;br /&gt;
* '''Silence:''' Active. Spell. Silences any targets within area of effect.&lt;br /&gt;
* '''Bravado:''' Passive. The Bard presents himself with such gusto and self-confidence that foes hit by his attacks have a chance of being terrified and running away.&lt;br /&gt;
* '''Blinding:''' Passive. On critical strikes, this adds has a chance of blinding target.&lt;br /&gt;
* '''Item Lore:''' Passive. Has an increasing chance of Identifying items.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Resonate:''' Active. Spell. Causes an intense sound vibration in an cone area starting at character that stuns targets and causes damage. This spell stays in affect while the mouse button is down and can be re-aimed anywhere. Causes increased damage on undead enemies.&lt;br /&gt;
* '''Rogue Element:''' Active. Spell. Enchants weapons for xxx seconds, adding a random element (fire, ice, or lightning) to each attack. (Idea inspired by/based on NASE's suggestion.)&lt;br /&gt;
* '''Barter:''' Passive. Allows the character to get better prices from vendors, buying and selling.&lt;br /&gt;
* '''Arcane Lore:''' Passive. Increases the effects of any scrolls or books used.&lt;br /&gt;
* '''Anatomy: Passive.''' Advanced knowledge of creatures' anatomies increases the chance of Critical Hits.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Name of Power:''' Active. Spell. Through studies of ancient histories and texts, the Bard knows much about Demonkind and the power of real names. When used, calls a Demon by a secret name, stunning it or possibly outright banishing it. Bosses are too poweful to be affected by this.&lt;br /&gt;
* '''Sop Story:''' Active: Spell. Tells a story so sad even un-intelligent monsters understand, charming any non-undead/demon temporarily into defending the Bard, causing them to attack other monsters. Has a 4 second cast time and has a chance to effect any foe in range. Has a 20 second cooldown.&lt;br /&gt;
* '''Enhanced Resonance:''' Passive. Increases the width of the cone and the damage caused by Resonate.&lt;br /&gt;
* '''Dramatic Flair:''' Passive. Increases the chance that a foe is effected by Be the Beast. Also adds a smaller chance that special monsters will be fooled as well. Bosses are still unaffected.&lt;br /&gt;
* '''Monstrous Lore:''' Passive. Through close observation and study, the Bard gains a sense of the strengths and weaknesses of monsters. Enhances Rogue Element, giving an increasing chance of triggering the elemental effect that takes advantage of the creatures weakest resistance.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Accusation:''' Active. The Bards powers of persuasion are such that he is able to accuse a foe of... whatever... that causes other foes around it to become hostile to it.&lt;br /&gt;
* '''True Name:''' Passive. Has a chance of knowing a Demon's true name. When Name of Power is used, this provides a chance that it's true name will be called, requiring it to fight for the Bard for a period of time. Once this time ends however, the Demon will seek out the Bard, ignoring all other targets, determined to kill him.&lt;br /&gt;
* '''Make the Devil Cry:''' Passive. Adds a chance of also affecting Undead and Demons with Sop Story.&lt;br /&gt;
* '''Rogue Burst:''' Passive. Enhances Rogue Element, giving a small chance of triggering splash damage, affecting any foes adjacent to target. If any points are in this skill, Critical hits will always trigger this affect, assuming Rogue Element is active.&lt;/div&gt;</summary>
		<author><name>Technomancer</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Fanmade:Bard&amp;diff=10728</id>
		<title>Fanmade:Bard</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Fanmade:Bard&amp;diff=10728"/>
				<updated>2009-08-17T07:13:13Z</updated>
		
		<summary type="html">&lt;p&gt;Technomancer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Bard is [[Melee]]/[[Ranged]] warrior that uses his extensive knowledge of forgotten lore and ancient songs of power to battle the forces of Darkness. Music is the language of the universe and no one exploits this like the Bard. Even the Angels of Light are merely vibrations...&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
{{Classbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|name= Bard&lt;br /&gt;
|classtype= fanclass&lt;br /&gt;
|role= [[Melee]]/[[Ranged]]/[[Caster]] hybrid]]&lt;br /&gt;
|attrib= [[Dexterity]] [[Willpower]]&lt;br /&gt;
&amp;lt;!-- Class Skills --&amp;gt;&lt;br /&gt;
|skilltree1= Honor Skill Tree&lt;br /&gt;
|skilltree2= Glory Skill Tree&lt;br /&gt;
|skilltree3= Guile Skill Tree&lt;br /&gt;
&amp;lt;!-- Background --&amp;gt;&lt;br /&gt;
|origin= Western Kingdoms&lt;br /&gt;
|affiliation= None.&lt;br /&gt;
|friends= None Known&lt;br /&gt;
|foes= Demonkind&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===New Background===&lt;br /&gt;
In his younger days, the Bard travelled the far reaches of Sanctuary as a poet, musician and storyteller. He quite the performer, able to rouse even the most dour soul. He had a restless spirit and lived off the people in the cities and villages through charm and wit until he wore out his welcome, then journeyed on. He was an expert at getting himself into trouble, and just as expert in getting himself out of it, be it through wit, cleverness, or muscle. If his stories were to be believed, he was a renowned hero that had experienced many tragic and comedic events in every corner of Sanctuary. He was also always interested in lore and history, and loved to spend a good amount of time learning the local histories and peculiarities of the places he visited and often, before he willingly or unwillingly departed, knew more about the local goings on than most of the locals did. He loved a good time, and was a regular feature at some of the seedier outfits around.&lt;br /&gt;
&lt;br /&gt;
A small village he visited would change the course of his life however. He fell in love with a local girl, like he did in every town, but this was different. She was someone even his ego would allow him to consider an equal, and was completely smittin. He kept trying to think of excuses to move on, but could never find one quite good enough, so he stayed with her. She eventually became pregnant. His first instinct was to run, but he couldn't. This would become his new life.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, it was not meant to be. She died during childbirth, but he had a new daughter. She was his responsibility, and he took it with pride. He stayed where he was, practicing his arts to the enjoyment of the locals, and was able to hash out a decent and honorable living as a musician and teacher. He raised his daughter until the age of 6, when tragedy once again came to call. Monsters and demons roaming the countryside stumbled upon their village, razing it to the ground, and killing or abducting nearly everyone. The Bard fought well, but was overwhelmed and left for dead. When he came to, there was no sign of his daughter, and only a handful of villagers had survived. Desperate, he chased the monsters into the darkness for days. He found an abandoned camp of the raiders, and with it he stumbled upon a scene from a nightmare. Many of the prisoners had apparently been made snacks... and worse. He found the remains of his little girl there. She fell into the 'worse' catagory...&lt;br /&gt;
&lt;br /&gt;
He never found that raiding party. Some say he went mad after that. He dissappeared and popped up from time to time around the land drunk and spoiling for trouble, never talking about his past. Some people were familiar enough with the local goings on and pieced together who he was, so they tolerated him out of symapathy. When he wasn't brawling in the local tavern, he obsessively buried himself in books and tomes wherever he could find them, the older and more archaic the better. He researched magics and demonkind and forgotten lore better left forgotten. Over a couple of years, he became somewhat more stable, but still very disconnected from people. He liked to spend a great deal of time out in the wild outskirts of towns, hunting and providing for himself, by himself. He privately practiced in the wilds at killing foul creatures up close and from afar. When travelling from town to town, he searched out any beasties he could find to 'practice' upon. At night, people would occasionally hear haunting sounds coming from the woods, and when followed, would reveal themselves as dark, forboding, and unnerving songs, some of which were sung in tongues no one had ever heard.&lt;br /&gt;
&lt;br /&gt;
He knew that people would occasionally eavesdrop on him and something inside of him still missed . One day, a brave little girl came out of the woods that had been listening to his strange music and started bugging him with questions. He tried to run her off, but something about her couldn't let him resist answering her questions. Maybe she reminded him of 'her'. She asked him what those songs were he played, and he told her they were ancient, forgotten songs that had magical powers over the darkness. After other questions, she finally asked him why he was always out here by himself. He reluctantly told her a highly sanitized version of his story. He kept going, and as he did, he added more gusto and flair, with which she was thoroughly entertained. As he finished, the twinkle in her eyes almost made him break down and cry, but he held back. With the innocence only a child could have, she told him that his family wouldn't want him to be alone like this and that he should share his love of them with the world. With that, she left and he could hold back his tears no longer. He never saw her again. He always wondered if she might have really been 'her'...&lt;br /&gt;
&lt;br /&gt;
After that, he finally was able to, no, he HAD to get back on his feet and do something. He was able to perform and again, but now he had purpose. Toughened by his experiences, he set about trying to really make a difference. As he travelled now, he helped people. If they were in trouble, he would give them strength and stand with them against it. If they were lost, he would guide them and see them through. He fought the darkness wherever he found it and inspired hope in the hopeless. He had the strength and abilities now to become a subject of songs, not just a singer of songs, but legacy never entered his thoughts. Perhaps those whose songs were sung never had those thoughts either. One day, hearing of the troubles in Tristram, be it by sword or song or spirit, he set forth to shine light upon the darkness once again. Perhaps he could stumble upon a particular group of nasties again. Now, he was ready for them.&lt;br /&gt;
&lt;br /&gt;
===Old Background===&lt;br /&gt;
The Bard is an incouragable romantic and braggart that has roamed the far corners of Sanctuary living off of his wit, charm, and deftness, and if his stories are to be believed, he is a renowned hero that has experienced many tragic and comedic events in every one of them. His gallant demeanor and careless abandon hide a tortured soul, however. Having wondered farther than many have dreamed, he has seen the darkness hiding in every shadow and the empty eyes of those who the darkness has touched. He is quite the studious one, having spent a great deal of time researching histories and arcane lore for his art and an unquenchable thirst for knowledge. While he really isn't quite the unstoppable blademaster and marksman his bravado would lead one to believe, he is quite skilled in a variety of weapons. When your mouth can't get you out of a situation, your arm sure better do the job!&lt;br /&gt;
&lt;br /&gt;
While living off the fat of the land for many years, it weighs upon him now more than ever. He felt that his job was to help people through the dark times by just elevating their hopes and spirits, but lately he feels that is not enough. He's grown envious of the Hero's of yore who didn't just bring a twinkle to darkened eyes, but stopped the light from going away in the first place. Whether he truly feels a sense of duty to aid the people of Sanctuary or has just listened to his own stories so much even HE believes them, no one knows but him... or maybe not. Regardless, hearing of the events unfolding in Tristram, the beginning of so much history, he's set out to test his mettle and put his gold where his mouth is. At the very least, he could probably get a good story out of the whole thing...&lt;br /&gt;
&lt;br /&gt;
==Class Design==&lt;br /&gt;
The Bard is a hybrid fast [[Melee]] / [[Ranged]] warrior. He also utilizes music which he sings during battle, bestowing a variety of Aura-like effects to friend or foe. His wits and extensive knowledge base allow him to trick foes and manipulate situations to his favor.&lt;br /&gt;
&lt;br /&gt;
==Attributes and Skills==&lt;br /&gt;
Bard songs are sung for a duration depending on Rank and Passive enhancements. Once started, they do not need to be maintained by the player. Any friends or foes within range are affected by the song.&lt;br /&gt;
&lt;br /&gt;
===Bard Skills===&lt;br /&gt;
The Bard skills are arranged into to three distinctive skill tree categories:&lt;br /&gt;
&lt;br /&gt;
    * Honor&lt;br /&gt;
    * Glory&lt;br /&gt;
    * Guile &lt;br /&gt;
&lt;br /&gt;
All three trees have a combination of active and passive skills. Active skills are used in combat, while the passive skills boost or change the behaviour of the active skills.&lt;br /&gt;
&lt;br /&gt;
====Honor Skills====&lt;br /&gt;
These abilities revolve around the &amp;quot;honor&amp;quot; of combat, both up-close and at range.&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
    * '''Trick Shot:''' Active. Missile attack. Fires a missile that zig-zags in an ever widening cone away from character, increasing it's area of potential attack.&lt;br /&gt;
    * '''Dual Wield:''' Passive. With two weapons equiped, both are used in the time frame of one attack with a speed average of both weapons. Higher Ranks increase accuracy and damage.&lt;br /&gt;
    * '''Evasion: Passive.''' Increases the effect of Dex on defenses.&lt;br /&gt;
    * '''Catch Missile:''' Passive. Has a chance of plucking or knocking a missile right out of the air, rendering them harmless&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
    * '''Twin Strike:''' Active. Melee attack. Requires two weapons. Attack using both weapons simultaneously as one blow. All bonuses, damage ratings, etc. are added together and treated as one attack from one weapon.&lt;br /&gt;
    * '''Strafing Run:''' Active. Missile attack. While character is walking/running, constantly fires missiles at the nearest foe. (Stolen from the Mentalist. )&lt;br /&gt;
    * '''Parry:''' Passive. When equiped with two weapons, has a chance of parrying attacks.&lt;br /&gt;
    * '''Shield Bash:''' Passive. When attacked, adds a chance to lash out with shield, dealing damage and knocking attacker back.&lt;br /&gt;
    * '''Missile Mastery:''' Passive. Increases damage, accuracy, and speed of all missile attacks.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
    * '''Frantic Assualt:''' Active. Melee attack. While attack button is held down, each swing hits a different enemy in range, with increased attack speed..&lt;br /&gt;
    * '''Split Arrow:''' Active. Missile attack. Fires a missile that upon impact, splits into several more missiles launched at nearby foes that do half original damage.&lt;br /&gt;
    * '''Ambidexterity:''' Passive. Increases the attack speed and accuracy of Twin Strike and Dual Wield.&lt;br /&gt;
    * '''Retort:''' Passive. When attacked, has a chance of very quickly counter attacking.&lt;br /&gt;
    * '''Cower:''' Passive. If using a shield and standing still, the Bard can cower behind it very effectively, increasing shield blocking and absorbtion.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
    * '''Dervish:''' Active. Melee attack. Spins very quickly, attacking a single target several times quickly, the number depends on Rank. When dual wielding, both weapons are used.&lt;br /&gt;
    * '''Flurry:''' Passive. On hitting a foe in Melee, has a chance of quickly adding a second attack. That second attack could also trigger this again, causing a chain reaction. When dual wielding, this could result in a barrage of attacks at higher Ranks.&lt;br /&gt;
    * '''Split Rebound:''' Passive. Increases the damage done by the secondary missiles broken off from Split Arrow.&lt;br /&gt;
    * '''Agile Striking:''' Passive. Adds a damage bonus for Dex to Melee attacks using 1-handed weapons and increases the pre-existing Dex bonus for Missile attacks. Effect increases with Rank.&lt;br /&gt;
&lt;br /&gt;
====Glory Skills====&lt;br /&gt;
These skills are glorious Songs, that when activated, are sung for a duration. They cost mana only when cast, and can cause a variety of effects on allies or enemies. Songs can be stopped by Silence.&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
    * '''Enduring Chant:''' Active. Song. Stops the loss of stamina from running, etc. for the user and any friendly units within range. Also decreases the Fury cost for Barbarians skills and increases the speed of regeneration and healing from items/magic.&lt;br /&gt;
    * '''Penetrating Voice:''' Passive. Decreases the chance that any Silence effect can affect the Bard.&lt;br /&gt;
    * '''Silver Tongue:''' Passive. Increases the chance of effect success for all Songs.&lt;br /&gt;
    * '''Virtuosity:''' Passive. Passive. Increases the power of the effects of all Songs.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
    * '''Aria of Disruption:''' Active. Song. Interferes with magical energies, decreasing the effectiveness of all enemy hostile magics within range.&lt;br /&gt;
    * '''Soothing the Beast:''' Active. Song. Has a chance of randomly causing any foes within range to stop hostile activities for a time, entranced by the Bards singing.&lt;br /&gt;
    * '''Enduring Vitality:''' Passive. Enhances Enduring Chant to provide some health regeneration as well.&lt;br /&gt;
    * '''Counter Verse:''' Passive. Has a chance of knowing the proper short verse that can counteract the effect of a debuff cast on the Bard. Has a chance of reducing the length of any debuffs afflicting the Bard dramatically.&lt;br /&gt;
    * '''Inspired:''' Passive. Decreases the Mana cost of all Songs.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
    * '''Furious Bolero:''' Active. A fast, harsh song that has a chance per x seconds of setting any targets within range on fire, causing fire damage for xx seconds. If a target is on fire and gets re-effected, the fire duration is added onto the end of the current fire. Creatures on fire have a chance of igniting those nearby.&lt;br /&gt;
    * '''Haunting Melody:''' Active. Song. Increases the connection between this world and the Ether, increasing the effectiveness of allies' spells and decreasing mana costs for skills.&lt;br /&gt;
    * '''Allegro:''' Passive. Enhances Furious Bolero, increasing fire damage and adding a chance to stun victims while on fire.&lt;br /&gt;
    * '''Counter Chorus:''' Passive. Augments Counter Verse to apply to allies within a Rank dependent radius.&lt;br /&gt;
    * '''Fortissimmo:''' Passive. Increases the range of all Songs.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
    * '''Heroic Anthem:''' Active. Song. A song dedicated to glorious victories over evil by legendary heroes. Increases all damages and attack/cast speeds of friendly units.&lt;br /&gt;
    * '''Hymn of Light:''' Active. Song. A powerful song from before time. Only affects undead and demons within range, but deals constant damage, slows them, and lowers damage and defenses.&lt;br /&gt;
    * '''Noble Fortitude:''' Passive. For Heroic Anthem, adds to the max health of friendly units.&lt;br /&gt;
    * '''Angelic Voice:''' Passive. Enhances Hymn of the Light. Has a chance of randomly stunning any applicable targets within range.&lt;br /&gt;
    * '''Long-Winded:''' Passive. Increases the duration of all Songs.&lt;br /&gt;
&lt;br /&gt;
====Guile Skills====&lt;br /&gt;
These skills are based on wit, knowledge, and cleverness. (Some of these skills, like Arcane Lore, depend on certain features being present in D3)&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
    * '''Be the Beast:''' Active. Skill. The Bards extensive knowledge base allow him to emulate the bahavior of various dark creatures. By dragging a foot, acting abnormally, and making odd noises, he can behave in a way that allows him to blend in with enemies for xx seconds, causing many foes to ignore him at random. Special monsters and bosses are not fooled. Effect ends immediately if character uses any offensive skills. Other players might hate you for using this too much.&lt;br /&gt;
    * '''Silence:''' Active. Spell. Silences any targets within area of effect.&lt;br /&gt;
    * '''Bravado:''' Passive. The Bard presents himself with such gusto and self-confidence that foes hit by his attacks have a chance of being terrified and running away.&lt;br /&gt;
    * '''Blinding:''' Passive. On critical strikes, this adds has a chance of blinding target.&lt;br /&gt;
    * '''Item Lore:''' Passive. Has an increasing chance of Identifying items.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
    * '''Resonate:''' Active. Spell. Causes an intense sound vibration in an cone area starting at character that stuns targets and causes damage. This spell stays in affect while the mouse button is down and can be re-aimed anywhere. Causes increased damage on undead enemies.&lt;br /&gt;
    * '''Rogue Element:''' Active. Spell. Enchants weapons for xxx seconds, adding a random element (fire, ice, or lightning) to each attack. (Idea inspired by/based on NASE's suggestion.)&lt;br /&gt;
    * '''Barter:''' Passive. Allows the character to get better prices from vendors, buying and selling.&lt;br /&gt;
    * '''Arcane Lore:''' Passive. Increases the effects of any scrolls or books used.&lt;br /&gt;
    * '''Anatomy: Passive.''' Advanced knowledge of creatures' anatomies increases the chance of Critical Hits.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
    * '''Name of Power:''' Active. Spell. Through studies of ancient histories and texts, the Bard knows much about Demonkind and the power of real names. When used, calls a Demon by a secret name, stunning it or possibly outright banishing it. Bosses are too poweful to be affected by this.&lt;br /&gt;
    * '''Sop Story:''' Active: Spell. Tells a story so sad even un-intelligent monsters understand, charming any non-undead/demon temporarily into defending the Bard, causing them to attack other monsters. Has a 4 second cast time and has a chance to effect any foe in range. Has a 20 second cooldown.&lt;br /&gt;
    * '''Enhanced Resonance:''' Passive. Increases the width of the cone and the damage caused by Resonate.&lt;br /&gt;
    * '''Dramatic Flair:''' Passive. Increases the chance that a foe is effected by Be the Beast. Also adds a smaller chance that special monsters will be fooled as well. Bosses are still unaffected.&lt;br /&gt;
    * '''Monstrous Lore:''' Passive. Through close observation and study, the Bard gains a sense of the strengths and weaknesses of monsters. Enhances Rogue Element, giving an increasing chance of triggering the elemental effect that takes advantage of the creatures weakest resistance.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
    * '''Accusation:''' Active. The Bards powers of persuasion are such that he is able to accuse a foe of... whatever... that causes other foes around it to become hostile to it.&lt;br /&gt;
    * '''True Name:''' Passive. Has a chance of knowing a Demon's true name. When Name of Power is used, this provides a chance that it's true name will be called, requiring it to fight for the Bard for a period of time. Once this time ends however, the Demon will seek out the Bard, ignoring all other targets, determined to kill him.&lt;br /&gt;
    * '''Make the Devil Cry:''' Passive. Adds a chance of also affecting Undead and Demons with Sop Story.&lt;br /&gt;
    * '''Rogue Burst:''' Passive. Enhances Rogue Element, giving a small chance of triggering splash damage, affecting any foes adjacent to target. If any points are in this skill, Critical hits will always trigger this affect, assuming Rogue Element is active.&lt;/div&gt;</summary>
		<author><name>Technomancer</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Fanmade:Bard&amp;diff=10727</id>
		<title>Fanmade:Bard</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Fanmade:Bard&amp;diff=10727"/>
				<updated>2009-08-17T06:53:23Z</updated>
		
		<summary type="html">&lt;p&gt;Technomancer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Bard is [[Melee]]/[[Ranged]] warrior that uses his extensive knowledge of forgotten lore and ancient songs of power to battle the forces of Darkness. Music is the language of the universe and no one exploits this like the Bard. Even the Angels of Light are merely vibrations...&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
{{Classbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|name= Bard&lt;br /&gt;
|classtype= fanclass&lt;br /&gt;
|role= [[Melee]]/[[Ranged]]/[[Caster]] hybrid]]&lt;br /&gt;
|attrib= [[Dexterity]] [[Willpower]]&lt;br /&gt;
&amp;lt;!-- Class Skills --&amp;gt;&lt;br /&gt;
|skilltree1= Honor Skill Tree&lt;br /&gt;
|skilltree2= Glory Skill Tree&lt;br /&gt;
|skilltree3= Guile Skill Tree&lt;br /&gt;
&amp;lt;!-- Background --&amp;gt;&lt;br /&gt;
|origin= Western Kingdoms&lt;br /&gt;
|affiliation= None.&lt;br /&gt;
|friends= None Known&lt;br /&gt;
|foes= Demonkind&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''The Bard is [[Melee]]/[[Ranged]] warrior that uses his extensive knowledge of forgotten lore and ancient songs of power to battle the forces of Darkness. Music is the language of the universe and no one exploits this like the Bard. Even the Angels of Light are merely vibrations...''&lt;/div&gt;</summary>
		<author><name>Technomancer</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Fanmade:Bard&amp;diff=10726</id>
		<title>Fanmade:Bard</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Fanmade:Bard&amp;diff=10726"/>
				<updated>2009-08-17T06:51:35Z</updated>
		
		<summary type="html">&lt;p&gt;Technomancer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''The Bard is [[Melee]]/[[Ranged]] warrior that uses his extensive knowledge of forgotten lore and ancient songs of power to battle the forces of Darkness. Music is the language of the universe and no one exploits this like the Bard. Even the Angels of Light are merely vibrations...''&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
{{Classbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|name= Bard&lt;br /&gt;
|classtype= fanclass&lt;br /&gt;
|role= [[Melee]]/[[Ranged]]/[[Caster]] hybrid]]&lt;br /&gt;
|attrib= [[Dexterity]] [[Willpower]]&lt;br /&gt;
&amp;lt;!-- Class Skills --&amp;gt;&lt;br /&gt;
|skilltree1= Honor Skill Tree&lt;br /&gt;
|skilltree2= Glory Skill Tree&lt;br /&gt;
|skilltree3= Guile Skill Tree&lt;br /&gt;
&amp;lt;!-- Background --&amp;gt;&lt;br /&gt;
|origin= Western Kingdoms&lt;br /&gt;
|affiliation= None.&lt;br /&gt;
|friends= None Known&lt;br /&gt;
|foes= Demonkind&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''The Bard is [[Melee]]/[[Ranged]] warrior that uses his extensive knowledge of forgotten lore and ancient songs of power to battle the forces of Darkness. Music is the language of the universe and no one exploits this like the Bard. Even the Angels of Light are merely vibrations...''&lt;/div&gt;</summary>
		<author><name>Technomancer</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Fanmade:Bard&amp;diff=10725</id>
		<title>Fanmade:Bard</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Fanmade:Bard&amp;diff=10725"/>
				<updated>2009-08-17T06:47:08Z</updated>
		
		<summary type="html">&lt;p&gt;Technomancer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Background==&lt;br /&gt;
{{Classbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|name= Bard&lt;br /&gt;
|classtype= fanclass&lt;br /&gt;
|role= [[Melee]]/[[Ranged]]/[[Caster]] hybrid]]&lt;br /&gt;
|attrib= [[Dexterity]] [[Willpower]]&lt;br /&gt;
&amp;lt;!-- Class Skills --&amp;gt;&lt;br /&gt;
|skilltree1= Honor Skill Tree&lt;br /&gt;
|skilltree2= Glory Skill Tree&lt;br /&gt;
|skilltree3= Guile Skill Tree&lt;br /&gt;
&amp;lt;!-- Background --&amp;gt;&lt;br /&gt;
|origin= Western Kingdoms&lt;br /&gt;
|affiliation= None.&lt;br /&gt;
|friends= None Known&lt;br /&gt;
|foes= Demonkind&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''The Bard is [[Melee]]/[[Ranged]] warrior that uses his extensive knowledge of forgotten lore and ancient songs of power to battle the forces of Darkness. Music is the language of the universe and no one exploits this like the Bard. Even the Angels of Light are merely vibrations...''&lt;/div&gt;</summary>
		<author><name>Technomancer</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Fanmade:Arcane_Warrior&amp;diff=10028</id>
		<title>Fanmade:Arcane Warrior</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Fanmade:Arcane_Warrior&amp;diff=10028"/>
				<updated>2009-07-01T07:53:12Z</updated>
		
		<summary type="html">&lt;p&gt;Technomancer: /* Attributes and Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Arcane Warrior''' is a highly [[magic]]-augmented warrior that could focus equally on [[melee]] or [[ranged|missiles]]. Her main skills are enchantments on his weapons and armor that add elemental or other magical properties.&lt;br /&gt;
&lt;br /&gt;
{{Fanclass|'''Technomancer''' ([[Leord]] &amp;amp; [[Holyknight3000]] assisted) Concept Art by [[Boqu]]}}&lt;br /&gt;
==Background==&lt;br /&gt;
{{Classbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|portrait= Arcane_Warrior.jpg&lt;br /&gt;
&amp;lt;!--|portrait-width= 200px--&amp;gt;&lt;br /&gt;
|name= Arcane Warrior&lt;br /&gt;
|classtype= fanclass&lt;br /&gt;
|role= [[Melee]]/[[Ranged]]/[[Caster]] hybrid&lt;br /&gt;
|attrib= [[Strength]] [[Dexterity]] [[Willpower]]&lt;br /&gt;
&amp;lt;!-- Class Skills --&amp;gt;&lt;br /&gt;
|skilltree1= [[Arcane_Warrior#Steel_&amp;amp;_Fire_Skills|Steel &amp;amp; Fire]]&lt;br /&gt;
|skilltree2= [[Arcane_Warrior#Pax_Arcanna_Skills|Pax Arcanna]]&lt;br /&gt;
|skilltree3= [[Arcane_Warrior#Terra_Firma_Skills|Terra Firma]]&lt;br /&gt;
&amp;lt;!-- Background --&amp;gt;&lt;br /&gt;
|origin= [[Sanctuary]]&lt;br /&gt;
|affiliation= [[Vizjerei]]&lt;br /&gt;
|friends= None Known&lt;br /&gt;
|foes= [[Viz-Jaq'taar]] Assassins&lt;br /&gt;
}}&lt;br /&gt;
Upon the destruction of the [[Worldstone]] 20 years ago, a [[Vizjerei]] elder concluded that the mortal powers of Order had failed. Secretly, he went to the [[Viz-Jaq'taar]] Assassins to share his concerns and make a proposal. Even though the [[Prime Evils]] were defeated, mortal powers and agents were still not powerful enough to save the Worldstone. He feared that following its destruction, things would get worse and proposed that the Assassin's lack of magic was weakness, that the time would soon come to fight fire with fire. He suggested that they should begin to incorporate magic to counter the coming flood. He was rejected outright by most of the clan, and nearly slain on principle, but one Assassin elder had reached a similar conclusion, but didn't know how to act upon it. With this opportunity, he stole away with the Vizjerei elder and a few of the younger clan members, to work on combining their knowledge and powers to create a new breed of mage-knight. Once the Viz-Jaq'taar realized what had transpired, they decreed death for all violators, but the group disappeared and no one had heard from them to this day. All knowledge of what had transpired was hidden.&lt;br /&gt;
&lt;br /&gt;
They spent years hidden away from the world in the northern reaches near the ruined [[Mount Arreat]]. They honed their skills, focusing less on subversion and more on direct confrontation. From the Assassin's understanding of the mind and martial combat and the Vizjerei elder's understanding of the Elemental magics, a marriage was made into magically enhanced warriors. This combination of studies gave special insights into the nature of the world and gave these new warriors the power to tap into the very elemental threads that are woven into our world and weave them into their own bodies and equipment. They also gained some insight into exploring the Ether. They spent a great deal of time developing methods of countering and diffusing hostile magicks and it's practitioners, as per Assassin tradition, up close and at range. They also knew, however, that the demonic hordes need not rely on magic to reek their destruction, so great emphasis was also placed on raw combat power and fortitude. &lt;br /&gt;
&lt;br /&gt;
With the coming of the falling star, they knew that their time had arrived. They re-emerged into the world to discover what foul forces were involved. While two of the apprentices were away doing reconnaissance, their base of operations was utterly destroyed. Most were killed, the rest were missing. The elders were not among the remains, nor were there any clues as to the perpetrators. Had the Assassins finally caught up to them? Was it the mustering forces of evil? The two apprentices had no answers, but were determined to fulfill their duties. They ventured into the world on their own to discover what evil schemes plotted against Sanctuary and to put it to an end... or die trying...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Character Design==&lt;br /&gt;
The Arcane Warrior is a highly magic augmented warrior that could focus equally on [[melee]] or [[ranged|missiles]]. Her main skills are enchantments on her weapons and armor that add elemental or other magical properties, possibly even castable on allies. In D2 terms, it'd be something of a cross between a [[Paladin]], [[Amazon]], and [[Assassin]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attributes and Skills==&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===Attributes===&lt;br /&gt;
====Starting Attributes====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
*'''[[Life]]:''' x&lt;br /&gt;
*'''[[Mana]]:''' x&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Attribute Increase Per Level====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
Base level Enchantment skills are cast by the character and last until overridden with new Enchantments or dispelled. They can be passively augmented with more spectacular effects with different skills. Can have only 1 Weapon and 1 Armor Enchantment active at a time. When special effects are triggered, they automatically drain mana, and if there is no mana, effect is cancelled.&lt;br /&gt;
&lt;br /&gt;
===Arcane Warrior Skills===&lt;br /&gt;
The Arcane Warrior skills are arranged into to three distinctive skill tree categories:&lt;br /&gt;
* Steel &amp;amp; Fire&lt;br /&gt;
* Pax Arcanna&lt;br /&gt;
* Terra Firma&lt;br /&gt;
All three trees have a combination of active and passive skills. Active skills are used in combat, while the passive skills boost or change the behaviour of the active skills.&lt;br /&gt;
&lt;br /&gt;
In each tree, Tier I has a master Weapon Enchantment (2 in Steel &amp;amp; Fire), and Tier II has a master Armor Enchantment. Additional Enchantments are simply augmentations of those skills. The master skills are Burn, Jolt, Spellbind, and Frostbite for weapons and Flame Armor, Mystic Fortress, and Rockform for armor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Steel &amp;amp; Fire Skills====&lt;br /&gt;
This tree focuses on speed and raw destructive output. Uses Fire and Lightning. &amp;quot;A good defense is a good offense.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Burn:''' Active. Enchants Weapon. Adds fire damage to attacks and increases accuracy. Enables additional Fire Weapon Enchantments.&lt;br /&gt;
* '''Jolt:''' Active. Enchants weapon. Adds electrical damage to attacks and increases attack speed. Enables additional Lightning Weapon Enchantments.&lt;br /&gt;
* '''Lightning Spirit:''' Passive. Increase attack speed and accuracy.&lt;br /&gt;
* '''Channeling the Flame:''' Passive. Increases damage done by Enchantments in this tree.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Twitch:''' Active. Missile attack. Essentially a Missile based Zeal or fixed # Strafe.&lt;br /&gt;
* '''Flame Armor:''' Active. Enchant Armor. Deal fire damage to any melee attackers. Enables additional Fire Armor Enchantments.&lt;br /&gt;
* '''Flame Spray:''' Passive. Enchants Weapon. Adds a chance to cause a spherical firewall centered on target.&lt;br /&gt;
* '''Lightning Rod:''' Passive. Enchants Weapon. When enemy is struck, a lightning bolt goes from character thru target. Can trigger multiple bolts from one attack. More useful for multiple missiles against clustered enemies.&lt;br /&gt;
* '''Missile Mastery:''' Passive. Increases Damage, Accuracy, and Crit. % of Missile attacks.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Sweep:''' Active. Melee attack. Spins once in a circle, striking any surrounding enemies within range.&lt;br /&gt;
* '''Flame Sabres:''' Active. Spell. Creates floating swords made of fire that seek targets to attack and deal fire damage. They stay around until attacked and destroyed.&lt;br /&gt;
* '''Flame Nova:''' Passive. Enchants Weapon. Can triggers a fire based nova from target. Increasing rank increases size of effect.&lt;br /&gt;
* '''Chain Static:''' Passive. Enchants Weapon. Causes electrical damage to target that jumps to any units next to them, etc, etc, quickly rippling through tightly packed enemies.&lt;br /&gt;
* '''Conflageration:''' Passive. Enchant Armor. When hit, has a chance of causing the ground around the character to burst into fire for xx seconds.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Ricochet:''' Active. Missile attack. When a target is struck, the arrow jumps to the nearest target. Everytime a target is struck, the arrow keeps retargetting up to a skill based maximum or until it misses one.&lt;br /&gt;
* '''Thunderclap:''' Passive. Enchants Weapon. When attacking, has a chance of calling down a lightning bolt on top of character, knocking all foes back next to character and dealing damage.&lt;br /&gt;
* '''Burst:''' Passive. Enchants Armor. When an enemy attacks, has a chance of causing explosive fire damage to targets adjacent to character, knocking them back.&lt;br /&gt;
* '''Fire Elemental:''' Passive. Activates if Burn or Jolt and Flame Armor are active. Transforms into a Fire Elemental, dealing extra fire and increasing Fire and Lightning damage. Also, absorbs fire damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Pax Arcanna Skills====&lt;br /&gt;
This tree focuses on penetrating and neutralizing hostile magics and magicians. Uses skills that interfere with magic, and uses teleportation offensively and defensively. &amp;quot;What good is magic if you're unable to use it?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Displace:''' Active. Melee attack. On striking, teleport to another random position next to target. The confusion enhances your defense for x seconds. Has a 3 second cooldown.&lt;br /&gt;
* '''Spellbind:''' Active. Enchants weapon. Has a chance to silence target. Enables additional Magical Weapon Enchantments.&lt;br /&gt;
* '''Resist Affliction:''' Passive. Decreases the chance that negative condition magics can affect character, like chill, slow, silence, etc. and also decreases the duration of such effects if they get through.&lt;br /&gt;
* '''Enhanced Spellbinding:''' Passive. Increases the duration of all effects caused by skills from this tree.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Dispel:''' Active. Spell. Sends out a shockwave that will dispel any negative magic effects on friendly units.&lt;br /&gt;
* '''Mystic Fortress:''' Active. Enchants armor so that when attacked, fires a silence bolt at attacker. Enables additional Magical Armor Enchantments.&lt;br /&gt;
* '''Interference:''' Passive. Enchants weapon to inflict a condition that causes target's casting rate to be greatly decreased.&lt;br /&gt;
* '''Skip:''' Passive. Enchant Armor. When attacked, has a chance of teleporting to a random location within range. Could be annoying to some players, but to those who thrive on chaos, welcome home! Could be a particularly useful defense for range-based characters. Will not teleport through walls or closed doors.&lt;br /&gt;
* '''Arcane Defenses:''' Passive. Increases resistance to arcane magics.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Summon:''' Active. Spell. When cast on a target, causes them to be teleported right next to caster. Doesn't work on bosses or other characters.&lt;br /&gt;
* '''Short Circuit:''' Active. Spell. Cast on a single target. Caster loses half and target loses all mana, adjusted for Arcane resistance. (may not be very relevant, because they may not keep track of enemy mana. PvP uses would be neat-o.)&lt;br /&gt;
* '''Blood Price:''' Passive. Enchant Weapon. Adds mana damage and inflicts a condition on target that causes any abilities that drain Mana to drain an equal amount of Health as well.&lt;br /&gt;
* '''Absorb Magic:''' Passive. Enchants armor. Has a chance of absorbing spells cast at character, eliminating damage and restoring however much mana that skill cost.&lt;br /&gt;
* '''Enhanced Evocation:''' Passive. Increases chances that any Weapon or Armor Enchantments will activate.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Shift Stirke:''' Active. Melee. Quickly teleport next to an enemy, attack, then zips back to her original location. If hit, she's stuck where she's at.&lt;br /&gt;
* '''Disruption:''' Active Spell. Sends out a shockwave that destroys any enemy spells, offensive or defensive, within the given radius. Does not affect friendly units (ie. use Dispel to get rid of negative effects).&lt;br /&gt;
* '''Tiamat:''' Passive. Enchants weapon. Adds elemental damage of fire, cold and lightning to attacks. Enhanced by Burn, Jolt, and Frostbite. Only works if Spellbind is active.&lt;br /&gt;
* '''Reflect:''' Passive. Enchants armor to have a chance of reflecting magics cast at character.&lt;br /&gt;
* '''Efficient Evocation:''' Passive. Decreases mana costs incurred when Enchantment effects trigger. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Terra Firma Skills====&lt;br /&gt;
This tree focuses more on defense and fortitude. Attacks are based on strength more than speed. Uses Stone/Earth and Cold. &amp;quot;The mountain need not fear the storm.&amp;quot; (Note: Earth elemental skills are only called that for conceptual reasons and cause physical damage, not an &amp;quot;earth elemental&amp;quot; damage type. That is, unless Blizzard adds that.)&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Ethereal Anchor:''' Active. Missile attack. A successful attack can anchor the foe in place, unable to move, but can still attack. Doesn't work on bosses or other players.&lt;br /&gt;
* '''Frostbite:''' Active. Enchants Weapon. Adds cold damage to attacks and chills targets. Enables additional Cold Enchantments&lt;br /&gt;
* '''Immovability:''' Passive. Decreases the chance that any effect can cause the character to move against his will, ie. knockback effects.&lt;br /&gt;
* '''Quenching the Flame:''' Passive. Increases damage done by Enchantments in this tree.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Stone Guardian:''' Active. Spell. Creates a floating fist of stone that randomly attacks nearby foes. Certain runes may add Knockback.&lt;br /&gt;
* '''Rockform:''' Active. Enchants Armor. Increases Defense and Damage Reduction. Enables additional Stone Enchantment.&lt;br /&gt;
* '''Project Cold:''' Passive. Enchants Weapon. Chills enemies within a given radius.&lt;br /&gt;
* '''Inertia:''' Passive. Causes attacks to physically pack more force. Increases physical damage and with Missile attacks, increases the distance the missiles will travel.&lt;br /&gt;
* '''Melee Mastery:''' Passive. Increase Damage, Accuracy, and Crit. % of Melee attacks.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Torque:''' Active. Melee or missile attack. Slower attack, but does much more damage. If missile, it travels faster (if engine supports that).&lt;br /&gt;
* '''Stalagmite:''' Active. Spell. Summons a spike of solid rock from the earth at the desired location. Any enemies nearby take physical damage and pillar remains as an obstacle until destroyed.&lt;br /&gt;
* '''Icicle:''' Passive. Enchants Weapon. Has a chance of causing a giant Icicle to fall on target, causing splash damage to nearby foes.&lt;br /&gt;
* '''Attunement:''' Passive. Increases resistance to fire/ice/lightning.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Anvil of the Earth:''' Active. Melee attack. Crushing attack with cooldown time that does highly increased damage to target and nearby targets.&lt;br /&gt;
* '''Ice Shield:''' Active. Spell. Creates a literal shield made of solid ice. If a shield is being used, it enhances it defenses and blocking. Without a shield, it floats near caster and confers double the blocking bonus that Ice Shield adds to a shield and can be used with 2-handed weapons.&lt;br /&gt;
* '''Jagged Shards:''' Passive. Enchants Armor. Causes sharp rock protrusions to spring from armor, causing physical damage on melee attackers. Against missile attacks, has a chance of shattering the missile, causing no damage. Against attackers that have weapon Durability (ie. PvP), has an equal chance of reducing Durability of attackers melee weapon by one.&lt;br /&gt;
* '''Earth Elemental:''' Passive. Activates if Frostbite and Rockform are both active. Transforms into Stone. Makes Earth and Ice skills do more damage, adds defense. Also, adds resistances to cold and lightning.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
The Arcane Warrior was first posted 9 June 2009 [http://forums.diii.net/showthread.php?t=728784] by [http://forums.diii.net/member.php?u=335830 Technomancer] on the [http://forums.diii.net/ Diii.net forums]. &lt;br /&gt;
It was re-posted as a wiki article by [[Holyknight3000]] and [[Leord]] on 10 June 2009. &lt;br /&gt;
The wiki and original post were updated by [http://forums.diii.net/member.php?u=335830 Technomancer] with a major update/overhaul on 17 June 2009.&lt;br /&gt;
The wiki and original post were updated by [http://forums.diii.net/member.php?u=335830 Technomancer] to add more passives and change the skill layout to better match the Diablo 3 schemes on 22 June 2009.&lt;br /&gt;
&lt;br /&gt;
===Technomancer Notes===&lt;br /&gt;
This is a pretty large overhaul on the original idea, which I kept in quotes at the bottom of the original message board post. This class is now something of a D2 combination of [[Paladin]], [[Amazon]], and [[Assassin]]. This is pretty much a full class now, without technical game stats. I thought it was a good idea to change primary gender to female, not just because of [[Boqu]]'s awesome artwork, but I always thought it would be cool to have a female character that could hold the front lines shoulder to shoulder with the Barbarian!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Trivia==&lt;br /&gt;
Use only if actual trivia. If so, add to [[:Category:Trivia]] as well&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Media==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Arcane_Warrior.jpg|Arcane Warrior Concept by Boqu&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://forums.diii.net/showthread.php?t=728784 Original post]&lt;br /&gt;
* [http://forums.diii.net/member.php?u=335830 Technomancer's profile]&lt;br /&gt;
* [http://forums.diii.net/member.php?u=136916 Boqu's Profile]&lt;br /&gt;
* [http://www.diii.net/gallery/showgallery.php?cat=503 Diablo Fan Art Gallery]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Class navbox floor}}&lt;/div&gt;</summary>
		<author><name>Technomancer</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Fanmade:Arcane_Warrior&amp;diff=9736</id>
		<title>Fanmade:Arcane Warrior</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Fanmade:Arcane_Warrior&amp;diff=9736"/>
				<updated>2009-06-22T09:01:55Z</updated>
		
		<summary type="html">&lt;p&gt;Technomancer: /* Development */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Arcane Warrior''' is a highly [[magic]]-augmented warrior that could focus equally on [[melee]] or [[ranged|missiles]]. Her main skills are enchantments on his weapons and armor that add elemental or other magical properties.&lt;br /&gt;
&lt;br /&gt;
{{Fanclass|'''Technomancer''' ([[Leord]] &amp;amp; [[Holyknight3000]] assisted) Concept Art by [[Boqu]]}}&lt;br /&gt;
==Background==&lt;br /&gt;
{{Classbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|portrait= Arcane_Warrior.jpg&lt;br /&gt;
&amp;lt;!--|portrait-width= 200px--&amp;gt;&lt;br /&gt;
|name= Arcane Warrior&lt;br /&gt;
|classtype= fanclass&lt;br /&gt;
|role= [[Melee]]/[[Ranged]]/[[Caster]] hybrid&lt;br /&gt;
|attrib= [[Strength]] [[Dexterity]] [[Willpower]]&lt;br /&gt;
&amp;lt;!-- Class Skills --&amp;gt;&lt;br /&gt;
|skilltree1= [[Arcane_Warrior#Steel_&amp;amp;_Fire_Skills|Steel &amp;amp; Fire]]&lt;br /&gt;
|skilltree2= [[Arcane_Warrior#Pax_Arcanna_Skills|Pax Arcanna]]&lt;br /&gt;
|skilltree3= [[Arcane_Warrior#Terra_Firma_Skills|Terra Firma]]&lt;br /&gt;
&amp;lt;!-- Background --&amp;gt;&lt;br /&gt;
|origin= [[Sanctuary]]&lt;br /&gt;
|affiliation= [[Vizjerei]]&lt;br /&gt;
|friends= None Known&lt;br /&gt;
|foes= [[Viz-Jaq'taar]] Assassins&lt;br /&gt;
}}&lt;br /&gt;
Upon the destruction of the [[Worldstone]] 20 years ago, a [[Vizjerei]] elder concluded that the mortal powers of Order had failed. Secretly, he went to the [[Viz-Jaq'taar]] Assassins to share his concerns and make a proposal. Even though the [[Prime Evils]] were defeated, mortal powers and agents were still not powerful enough to save the Worldstone. He feared that following its destruction, things would get worse and proposed that the Assassin's lack of magic was weakness, that the time would soon come to fight fire with fire. He suggested that they should begin to incorporate magic to counter the coming flood. He was rejected outright by most of the clan, and nearly slain on principle, but one Assassin elder had reached a similar conclusion, but didn't know how to act upon it. With this opportunity, he stole away with the Vizjerei elder and a few of the younger clan members, to work on combining their knowledge and powers to create a new breed of mage-knight. Once the Viz-Jaq'taar realized what had transpired, they decreed death for all violators, but the group disappeared and no one had heard from them to this day. All knowledge of what had transpired was hidden.&lt;br /&gt;
&lt;br /&gt;
They spent years hidden away from the world in the northern reaches near the ruined [[Mount Arreat]]. They honed their skills, focusing less on subversion and more on direct confrontation. From the Assassin's understanding of the mind and martial combat and the Vizjerei elder's understanding of the Elemental magics, a marriage was made into magically enhanced warriors. This combination of studies gave special insights into the nature of the world and gave these new warriors the power to tap into the very elemental threads that are woven into our world and weave them into their own bodies and equipment. They also gained some insight into exploring the Ether. They spent a great deal of time developing methods of countering and diffusing hostile magicks and it's practitioners, as per Assassin tradition, up close and at range. They also knew, however, that the demonic hordes need not rely on magic to reek their destruction, so great emphasis was also placed on raw combat power and fortitude. &lt;br /&gt;
&lt;br /&gt;
With the coming of the falling star, they knew that their time had arrived. They re-emerged into the world to discover what foul forces were involved. While two of the apprentices were away doing reconnaissance, their base of operations was utterly destroyed. Most were killed, the rest were missing. The elders were not among the remains, nor were there any clues as to the perpetrators. Had the Assassins finally caught up to them? Was it the mustering forces of evil? The two apprentices had no answers, but were determined to fulfill their duties. They ventured into the world on their own to discover what evil schemes plotted against Sanctuary and to put it to an end... or die trying...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Character Design==&lt;br /&gt;
The Arcane Warrior is a highly magic augmented warrior that could focus equally on [[melee]] or [[ranged|missiles]]. Her main skills are enchantments on her weapons and armor that add elemental or other magical properties, possibly even castable on allies. In D2 terms, it'd be something of a cross between a [[Paladin]], [[Amazon]], and [[Assassin]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attributes and Skills==&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===Attributes===&lt;br /&gt;
====Starting Attributes====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
*'''[[Life]]:''' x&lt;br /&gt;
*'''[[Mana]]:''' x&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Attribute Increase Per Level====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
Base level Enchantment skills are cast by the character and last until overridden with new Enchantments or dispelled. They can be passively augmented with more spectacular effects with different skills. Can have only 1 Weapon and 1 Armor Enchantment active at a time. When special effects are triggered, they automatically drain mana, and if there is no mana, effect is cancelled.&lt;br /&gt;
&lt;br /&gt;
===Arcane Warrior Skills===&lt;br /&gt;
The Arcane Warrior skills are arranged into to three distinctive skill tree categories:&lt;br /&gt;
* Steel &amp;amp; Fire&lt;br /&gt;
* Pax Arcanna&lt;br /&gt;
* Terra Firma&lt;br /&gt;
All three trees have a combination of active and passive skills. Active skills are used in combat, while the passive skills boost or change the behaviour of the active skills.&lt;br /&gt;
&lt;br /&gt;
In each tree, Tier I has a master Weapon Enchantment (2 in Steel &amp;amp; Fire), and Tier II has a master Armor Enchantment. Additional Enchantments are simply augmentations of those skills. The master skills are Burn, Jolt, Spellbind, and Frostbite for weapons and Flame Armor, Mystic Fortress, and Rockform for armor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Steel &amp;amp; Fire Skills====&lt;br /&gt;
This tree focuses on speed and raw destructive output. Uses Fire and Lightning. &amp;quot;A good defense is a good offense.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Burn:''' Active. Enchants Weapon. Adds fire damage to attacks and increases accuracy. Enables additional Fire Weapon Enchantments.&lt;br /&gt;
* '''Jolt:''' Active. Enchants weapon. Adds electrical damage to attacks and increases attack speed. Enables additional Lightning Weapon Enchantments.&lt;br /&gt;
* '''Lightning Spirit:''' Passive. Increase attack speed and accuracy.&lt;br /&gt;
* '''Channeling the Flame:''' Passive. Increases Fire and Lightning damage.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Twitch:''' Active. Missile attack. Essentially a Missile based Zeal or fixed # Strafe.&lt;br /&gt;
* '''Flame Armor:''' Active. Enchant Armor. Deal fire damage to any melee attackers. Enables additional Fire Armor Enchantments.&lt;br /&gt;
* '''Flame Spray:''' Passive. Enchants Weapon. Melee, causes a spherical firewall centered on target. Missiles cause a trail of fire to form under arrows path.&lt;br /&gt;
* '''Lightning Rod:''' Passive. Enchants Weapon. When enemy is struck, a lightning bolt goes from character thru target. Can trigger multiple bolts from one attack. More useful for multiple missiles against clustered enemies.&lt;br /&gt;
* '''Missile Mastery:''' Passive. Increases Damage, Accuracy, and Crit. % of Missile attacks.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Sweep:''' Active. Melee attack. Spins once in a circle, striking any surrounding enemies within range.&lt;br /&gt;
* '''Flame Sabres:''' Active. Spell. Creates floating swords made of fire that seek targets to attack and deal fire damage. They stay around until attacked and destroyed.&lt;br /&gt;
* '''Flame Nova:''' Passive. Enchants Weapon. Can triggers a fire based nova from target. Increasing rank increases size of effect.&lt;br /&gt;
* '''Chain Static:''' Passive. Enchants Weapon. Causes electrical damage to target that jumps to any units next to them, etc, etc, quickly rippling through tightly packed enemies.&lt;br /&gt;
* '''Conflageration:''' Passive. Enchant Armor. Causes the ground around the character to burst into fire.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Ricochet:''' Active. Missile attack. When a target is struck, the arrow jumps to the nearest target. Everytime a target is struck, the arrow keeps retargetting up to a skill based maximum or until it misses one.&lt;br /&gt;
* '''Thunderclap:''' Passive. Enchants Weapon. When attacking, has a chance of calling down a lightning bolt on top of character, knocking all foes back next to character and dealing damage.&lt;br /&gt;
* '''Burst:''' Passive. Enchants Armor. When an enemy attacks, has a chance of causing explosive fire damage to targets adjacent to character, knocking them back.&lt;br /&gt;
* '''Fire Elemental:''' Passive. Activates if Burn or Jolt and Flame Armor are active. Transforms into a Fire Elemental, dealing extra fire and increasing Fire and Lightning damage. Also, absorbs fire damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Pax Arcanna Skills====&lt;br /&gt;
This tree focuses on penetrating and neutralizing hostile magics and magicians. Uses skills that interfere with magic, and uses teleportation offensively and defensively. &amp;quot;What good is magic if you're unable to use it?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Displace:''' Active. Melee. On striking, teleport to another random position next to target. &lt;br /&gt;
* '''Spellbind:''' Active. Enchants weapon. Has a chance to silence target. Enables additional Magical Weapon Enchantments.&lt;br /&gt;
* '''Resist Affliction:''' Passive. Decreases the chance that negative condition magics can affect character, like chill, slow, silence, etc. and also decreases the duration of such effects if they get through.&lt;br /&gt;
* '''Enhanced Spellbinding:''' Passive. Increases the duration of all effects caused by skills from this tree.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Dispel:''' Active. Spell. Sends out a shockwave that will dispel any negative magic effects on friendly units.&lt;br /&gt;
* '''Mystic Fortress:''' Active. Enchants armor so that when attacked, fires a silence bolt at attacker. Enables additional Magical Armor Enchantments.&lt;br /&gt;
* '''Interference:''' Passive. Enchants weapon to inflict a condition that causes target's casting rate to be greatly decreased.&lt;br /&gt;
* '''Skip:''' Passive. Enchant Armor. When attacked, has a chance of teleporting to a random location within range. Could be annoying to some players, but to those who thrive on chaos, welcome home! Could be a particularly useful defense for range-based characters.&lt;br /&gt;
* '''Arcane Defenses:''' Passive. Increases resistance to arcane magics.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Summon:''' Active. Spell. When cast on a target, causes them to be teleported right next to caster. Doesn't work on bosses or other characters.&lt;br /&gt;
* '''Short Circuit:''' Active. Spell. Cast on a single target. Caster and target lose all mana. (may not be very relevant, because they may not keep track of enemy mana. PvP uses would be neat-o.)&lt;br /&gt;
* '''Blood Price:''' Passive. Enchant Weapon. Adds mana damage and inflicts a condition on target that causes any abilities that drain Mana to drain an equal amount of Health as well.&lt;br /&gt;
* '''Absorb Magic:''' Passive. Enchants armor. Has a chance of absorbing spells cast at character, eliminating damage and restoring however much mana that skill cost.&lt;br /&gt;
* '''Enhanced Evocation:''' Passive. Increases chances that any Weapon or Armor Enchantments will activate.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Shift Stirke:''' Active. Melee. Quickly teleport next to an enemy, attack, then zips back to her original location. If hit, she's stuck where she's at.&lt;br /&gt;
* '''Disruption:''' Active Spell. Sends out a shockwave that destroys any spells, offensive or defensive, within the given radius. Does not affect friendly units (ie. use Dispel to get rid of negative effects).&lt;br /&gt;
* '''Tiamat:''' Passive. Enchants weapon. Adds elemental damage of fire, cold and lightning to attacks. Enhanced by Burn, Jolt, and Frostbite. Only works if Spellbind is active.&lt;br /&gt;
* '''Reflect:''' Passive. Enchants armor to have a chance of reflecting magics cast at character.&lt;br /&gt;
* '''Efficient Evocation:''' Passive. Decreases mana costs incurred when Enchantment effects trigger. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Terra Firma Skills====&lt;br /&gt;
This tree focuses more on defense and fortitude. Attacks are based on strength more than speed. Uses Stone/Earth and Cold. &amp;quot;The mountain need not fear the storm.&amp;quot; (Note: Earth elemental skills are only called that for conceptual reasons and cause physical damage, not an &amp;quot;earth elemental&amp;quot; damage type. That is, unless Blizzard adds that.)&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Ethereal Anchor:''' Active. Missile attack. A successful attack can anchor the foe in place, unable to move, but can still attack. Doesn't work on bosses or other players.&lt;br /&gt;
* '''Frostbite:''' Active. Enchants Weapon. Adds cold damage to attacks and chills targets. Enables additional Cold Enchantments&lt;br /&gt;
* '''Immovability:''' Passive. Decreases the chance that any effect can cause the character to move against his will, ie. knockback effects.&lt;br /&gt;
* '''Quenching the Flame:''' Passive. Increases Cold and Earth skill damages. &lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Stone Guardian:''' Active. Spell. Creates a floating fist of stone that randomly attacks nearby foes. Certain runes may add Knockback.&lt;br /&gt;
* '''Rockform:''' Active. Enchants Armor. Increases Defense and Damage Reduction. Enables additional Stone Enchantment.&lt;br /&gt;
* '''Project Cold:''' Passive. Enchants Weapon. Chills enemies within a given radius.&lt;br /&gt;
* '''Inertia:''' Passive. Causes attacks to physically pack more force. Increases physical damage.&lt;br /&gt;
* '''Melee Mastery:''' Passive. Increase Damage, Accuracy, and Crit. % of Melee attacks.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Torque:''' Active. Melee or missile attack. Slower attack, but does much more damage. If missile, it travels faster (if engine supports that).&lt;br /&gt;
* '''Stalagmite:''' Active. Spell. Summons a spike of solid rock from the earth at the desired location. Any enemies nearby take physical damage and pillar remains as an obstacle until destroyed.&lt;br /&gt;
* '''Icicle:''' Passive. Enchants Weapon. Has a chance of causing a giant Icicle to fall on target, causing splash damage to nearby foes.&lt;br /&gt;
* '''Attunement:''' Passive. Increases resistance to fire/ice/lightning.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Anvil of the Earth:''' Active. Melee attack. Crushing attack with cooldown time that does highly increased damage to target and nearby targets.&lt;br /&gt;
* '''Ice Shield:''' Active. Spell. Creates a literal shield made of solid ice. If a shield is being used, it enhances it defenses and blocking. Without a shield, it floats near caster and confers double the blocking bonus that Ice Shield adds to a shield and can be used with 2-handed weapons.&lt;br /&gt;
* '''Jagged Shards:''' Passive. Enchants Armor. Causes sharp rock protrusions to spring from armor, causing physical damage on melee attackers. Against missile attacks, has a chance of shattering the missile, causing no damage. Against attackers that have weapon Durability (ie. PvP), has an equal chance of reducing Durability of attackers melee weapon by one.&lt;br /&gt;
* '''Earth Elemental:''' Passive. Activates if Frostbite and Rockform are both active. Transforms into Stone. Makes Earth and Ice skills do more damage, adds defense. Also, adds resistances to cold and lightning.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
The Arcane Warrior was first posted 9 June 2009 [http://forums.diii.net/showthread.php?t=728784] by [http://forums.diii.net/member.php?u=335830 Technomancer] on the [http://forums.diii.net/ Diii.net forums]. &lt;br /&gt;
It was re-posted as a wiki article by [[Holyknight3000]] and [[Leord]] on 10 June 2009. &lt;br /&gt;
The wiki and original post were updated by [http://forums.diii.net/member.php?u=335830 Technomancer] with a major update/overhaul on 17 June 2009.&lt;br /&gt;
The wiki and original post were updated by [http://forums.diii.net/member.php?u=335830 Technomancer] to add more passives and change the skill layout to better match the Diablo 3 schemes on 22 June 2009.&lt;br /&gt;
&lt;br /&gt;
===Technomancer Notes===&lt;br /&gt;
This is a pretty large overhaul on the original idea, which I kept in quotes at the bottom of the original message board post. This class is now something of a D2 combination of [[Paladin]], [[Amazon]], and [[Assassin]]. This is pretty much a full class now, without technical game stats. I thought it was a good idea to change primary gender to female, not just because of [[Boqu]]'s awesome artwork, but I always thought it would be cool to have a female character that could hold the front lines shoulder to shoulder with the Barbarian!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Trivia==&lt;br /&gt;
Use only if actual trivia. If so, add to [[:Category:Trivia]] as well&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Media==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Arcane_Warrior.jpg|Arcane Warrior Concept by Boqu&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://forums.diii.net/showthread.php?t=728784 Original post]&lt;br /&gt;
* [http://forums.diii.net/member.php?u=335830 Technomancer's profile]&lt;br /&gt;
* [http://forums.diii.net/member.php?u=136916 Boqu's Profile]&lt;br /&gt;
* [http://www.diii.net/gallery/showgallery.php?cat=503 Diablo Fan Art Gallery]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Class navbox floor}}&lt;/div&gt;</summary>
		<author><name>Technomancer</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Fanmade:Arcane_Warrior&amp;diff=9735</id>
		<title>Fanmade:Arcane Warrior</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Fanmade:Arcane_Warrior&amp;diff=9735"/>
				<updated>2009-06-22T08:54:59Z</updated>
		
		<summary type="html">&lt;p&gt;Technomancer: /* Terra Firma Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Arcane Warrior''' is a highly [[magic]]-augmented warrior that could focus equally on [[melee]] or [[ranged|missiles]]. Her main skills are enchantments on his weapons and armor that add elemental or other magical properties.&lt;br /&gt;
&lt;br /&gt;
{{Fanclass|'''Technomancer''' ([[Leord]] &amp;amp; [[Holyknight3000]] assisted) Concept Art by [[Boqu]]}}&lt;br /&gt;
==Background==&lt;br /&gt;
{{Classbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|portrait= Arcane_Warrior.jpg&lt;br /&gt;
&amp;lt;!--|portrait-width= 200px--&amp;gt;&lt;br /&gt;
|name= Arcane Warrior&lt;br /&gt;
|classtype= fanclass&lt;br /&gt;
|role= [[Melee]]/[[Ranged]]/[[Caster]] hybrid&lt;br /&gt;
|attrib= [[Strength]] [[Dexterity]] [[Willpower]]&lt;br /&gt;
&amp;lt;!-- Class Skills --&amp;gt;&lt;br /&gt;
|skilltree1= [[Arcane_Warrior#Steel_&amp;amp;_Fire_Skills|Steel &amp;amp; Fire]]&lt;br /&gt;
|skilltree2= [[Arcane_Warrior#Pax_Arcanna_Skills|Pax Arcanna]]&lt;br /&gt;
|skilltree3= [[Arcane_Warrior#Terra_Firma_Skills|Terra Firma]]&lt;br /&gt;
&amp;lt;!-- Background --&amp;gt;&lt;br /&gt;
|origin= [[Sanctuary]]&lt;br /&gt;
|affiliation= [[Vizjerei]]&lt;br /&gt;
|friends= None Known&lt;br /&gt;
|foes= [[Viz-Jaq'taar]] Assassins&lt;br /&gt;
}}&lt;br /&gt;
Upon the destruction of the [[Worldstone]] 20 years ago, a [[Vizjerei]] elder concluded that the mortal powers of Order had failed. Secretly, he went to the [[Viz-Jaq'taar]] Assassins to share his concerns and make a proposal. Even though the [[Prime Evils]] were defeated, mortal powers and agents were still not powerful enough to save the Worldstone. He feared that following its destruction, things would get worse and proposed that the Assassin's lack of magic was weakness, that the time would soon come to fight fire with fire. He suggested that they should begin to incorporate magic to counter the coming flood. He was rejected outright by most of the clan, and nearly slain on principle, but one Assassin elder had reached a similar conclusion, but didn't know how to act upon it. With this opportunity, he stole away with the Vizjerei elder and a few of the younger clan members, to work on combining their knowledge and powers to create a new breed of mage-knight. Once the Viz-Jaq'taar realized what had transpired, they decreed death for all violators, but the group disappeared and no one had heard from them to this day. All knowledge of what had transpired was hidden.&lt;br /&gt;
&lt;br /&gt;
They spent years hidden away from the world in the northern reaches near the ruined [[Mount Arreat]]. They honed their skills, focusing less on subversion and more on direct confrontation. From the Assassin's understanding of the mind and martial combat and the Vizjerei elder's understanding of the Elemental magics, a marriage was made into magically enhanced warriors. This combination of studies gave special insights into the nature of the world and gave these new warriors the power to tap into the very elemental threads that are woven into our world and weave them into their own bodies and equipment. They also gained some insight into exploring the Ether. They spent a great deal of time developing methods of countering and diffusing hostile magicks and it's practitioners, as per Assassin tradition, up close and at range. They also knew, however, that the demonic hordes need not rely on magic to reek their destruction, so great emphasis was also placed on raw combat power and fortitude. &lt;br /&gt;
&lt;br /&gt;
With the coming of the falling star, they knew that their time had arrived. They re-emerged into the world to discover what foul forces were involved. While two of the apprentices were away doing reconnaissance, their base of operations was utterly destroyed. Most were killed, the rest were missing. The elders were not among the remains, nor were there any clues as to the perpetrators. Had the Assassins finally caught up to them? Was it the mustering forces of evil? The two apprentices had no answers, but were determined to fulfill their duties. They ventured into the world on their own to discover what evil schemes plotted against Sanctuary and to put it to an end... or die trying...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Character Design==&lt;br /&gt;
The Arcane Warrior is a highly magic augmented warrior that could focus equally on [[melee]] or [[ranged|missiles]]. Her main skills are enchantments on her weapons and armor that add elemental or other magical properties, possibly even castable on allies. In D2 terms, it'd be something of a cross between a [[Paladin]], [[Amazon]], and [[Assassin]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attributes and Skills==&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===Attributes===&lt;br /&gt;
====Starting Attributes====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
*'''[[Life]]:''' x&lt;br /&gt;
*'''[[Mana]]:''' x&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Attribute Increase Per Level====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
Base level Enchantment skills are cast by the character and last until overridden with new Enchantments or dispelled. They can be passively augmented with more spectacular effects with different skills. Can have only 1 Weapon and 1 Armor Enchantment active at a time. When special effects are triggered, they automatically drain mana, and if there is no mana, effect is cancelled.&lt;br /&gt;
&lt;br /&gt;
===Arcane Warrior Skills===&lt;br /&gt;
The Arcane Warrior skills are arranged into to three distinctive skill tree categories:&lt;br /&gt;
* Steel &amp;amp; Fire&lt;br /&gt;
* Pax Arcanna&lt;br /&gt;
* Terra Firma&lt;br /&gt;
All three trees have a combination of active and passive skills. Active skills are used in combat, while the passive skills boost or change the behaviour of the active skills.&lt;br /&gt;
&lt;br /&gt;
In each tree, Tier I has a master Weapon Enchantment (2 in Steel &amp;amp; Fire), and Tier II has a master Armor Enchantment. Additional Enchantments are simply augmentations of those skills. The master skills are Burn, Jolt, Spellbind, and Frostbite for weapons and Flame Armor, Mystic Fortress, and Rockform for armor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Steel &amp;amp; Fire Skills====&lt;br /&gt;
This tree focuses on speed and raw destructive output. Uses Fire and Lightning. &amp;quot;A good defense is a good offense.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Burn:''' Active. Enchants Weapon. Adds fire damage to attacks and increases accuracy. Enables additional Fire Weapon Enchantments.&lt;br /&gt;
* '''Jolt:''' Active. Enchants weapon. Adds electrical damage to attacks and increases attack speed. Enables additional Lightning Weapon Enchantments.&lt;br /&gt;
* '''Lightning Spirit:''' Passive. Increase attack speed and accuracy.&lt;br /&gt;
* '''Channeling the Flame:''' Passive. Increases Fire and Lightning damage.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Twitch:''' Active. Missile attack. Essentially a Missile based Zeal or fixed # Strafe.&lt;br /&gt;
* '''Flame Armor:''' Active. Enchant Armor. Deal fire damage to any melee attackers. Enables additional Fire Armor Enchantments.&lt;br /&gt;
* '''Flame Spray:''' Passive. Enchants Weapon. Melee, causes a spherical firewall centered on target. Missiles cause a trail of fire to form under arrows path.&lt;br /&gt;
* '''Lightning Rod:''' Passive. Enchants Weapon. When enemy is struck, a lightning bolt goes from character thru target. Can trigger multiple bolts from one attack. More useful for multiple missiles against clustered enemies.&lt;br /&gt;
* '''Missile Mastery:''' Passive. Increases Damage, Accuracy, and Crit. % of Missile attacks.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Sweep:''' Active. Melee attack. Spins once in a circle, striking any surrounding enemies within range.&lt;br /&gt;
* '''Flame Sabres:''' Active. Spell. Creates floating swords made of fire that seek targets to attack and deal fire damage. They stay around until attacked and destroyed.&lt;br /&gt;
* '''Flame Nova:''' Passive. Enchants Weapon. Can triggers a fire based nova from target. Increasing rank increases size of effect.&lt;br /&gt;
* '''Chain Static:''' Passive. Enchants Weapon. Causes electrical damage to target that jumps to any units next to them, etc, etc, quickly rippling through tightly packed enemies.&lt;br /&gt;
* '''Conflageration:''' Passive. Enchant Armor. Causes the ground around the character to burst into fire.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Ricochet:''' Active. Missile attack. When a target is struck, the arrow jumps to the nearest target. Everytime a target is struck, the arrow keeps retargetting up to a skill based maximum or until it misses one.&lt;br /&gt;
* '''Thunderclap:''' Passive. Enchants Weapon. When attacking, has a chance of calling down a lightning bolt on top of character, knocking all foes back next to character and dealing damage.&lt;br /&gt;
* '''Burst:''' Passive. Enchants Armor. When an enemy attacks, has a chance of causing explosive fire damage to targets adjacent to character, knocking them back.&lt;br /&gt;
* '''Fire Elemental:''' Passive. Activates if Burn or Jolt and Flame Armor are active. Transforms into a Fire Elemental, dealing extra fire and increasing Fire and Lightning damage. Also, absorbs fire damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Pax Arcanna Skills====&lt;br /&gt;
This tree focuses on penetrating and neutralizing hostile magics and magicians. Uses skills that interfere with magic, and uses teleportation offensively and defensively. &amp;quot;What good is magic if you're unable to use it?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Displace:''' Active. Melee. On striking, teleport to another random position next to target. &lt;br /&gt;
* '''Spellbind:''' Active. Enchants weapon. Has a chance to silence target. Enables additional Magical Weapon Enchantments.&lt;br /&gt;
* '''Resist Affliction:''' Passive. Decreases the chance that negative condition magics can affect character, like chill, slow, silence, etc. and also decreases the duration of such effects if they get through.&lt;br /&gt;
* '''Enhanced Spellbinding:''' Passive. Increases the duration of all effects caused by skills from this tree.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Dispel:''' Active. Spell. Sends out a shockwave that will dispel any negative magic effects on friendly units.&lt;br /&gt;
* '''Mystic Fortress:''' Active. Enchants armor so that when attacked, fires a silence bolt at attacker. Enables additional Magical Armor Enchantments.&lt;br /&gt;
* '''Interference:''' Passive. Enchants weapon to inflict a condition that causes target's casting rate to be greatly decreased.&lt;br /&gt;
* '''Skip:''' Passive. Enchant Armor. When attacked, has a chance of teleporting to a random location within range. Could be annoying to some players, but to those who thrive on chaos, welcome home! Could be a particularly useful defense for range-based characters.&lt;br /&gt;
* '''Arcane Defenses:''' Passive. Increases resistance to arcane magics.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Summon:''' Active. Spell. When cast on a target, causes them to be teleported right next to caster. Doesn't work on bosses or other characters.&lt;br /&gt;
* '''Short Circuit:''' Active. Spell. Cast on a single target. Caster and target lose all mana. (may not be very relevant, because they may not keep track of enemy mana. PvP uses would be neat-o.)&lt;br /&gt;
* '''Blood Price:''' Passive. Enchant Weapon. Adds mana damage and inflicts a condition on target that causes any abilities that drain Mana to drain an equal amount of Health as well.&lt;br /&gt;
* '''Absorb Magic:''' Passive. Enchants armor. Has a chance of absorbing spells cast at character, eliminating damage and restoring however much mana that skill cost.&lt;br /&gt;
* '''Enhanced Evocation:''' Passive. Increases chances that any Weapon or Armor Enchantments will activate.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Shift Stirke:''' Active. Melee. Quickly teleport next to an enemy, attack, then zips back to her original location. If hit, she's stuck where she's at.&lt;br /&gt;
* '''Disruption:''' Active Spell. Sends out a shockwave that destroys any spells, offensive or defensive, within the given radius. Does not affect friendly units (ie. use Dispel to get rid of negative effects).&lt;br /&gt;
* '''Tiamat:''' Passive. Enchants weapon. Adds elemental damage of fire, cold and lightning to attacks. Enhanced by Burn, Jolt, and Frostbite. Only works if Spellbind is active.&lt;br /&gt;
* '''Reflect:''' Passive. Enchants armor to have a chance of reflecting magics cast at character.&lt;br /&gt;
* '''Efficient Evocation:''' Passive. Decreases mana costs incurred when Enchantment effects trigger. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Terra Firma Skills====&lt;br /&gt;
This tree focuses more on defense and fortitude. Attacks are based on strength more than speed. Uses Stone/Earth and Cold. &amp;quot;The mountain need not fear the storm.&amp;quot; (Note: Earth elemental skills are only called that for conceptual reasons and cause physical damage, not an &amp;quot;earth elemental&amp;quot; damage type. That is, unless Blizzard adds that.)&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Ethereal Anchor:''' Active. Missile attack. A successful attack can anchor the foe in place, unable to move, but can still attack. Doesn't work on bosses or other players.&lt;br /&gt;
* '''Frostbite:''' Active. Enchants Weapon. Adds cold damage to attacks and chills targets. Enables additional Cold Enchantments&lt;br /&gt;
* '''Immovability:''' Passive. Decreases the chance that any effect can cause the character to move against his will, ie. knockback effects.&lt;br /&gt;
* '''Quenching the Flame:''' Passive. Increases Cold and Earth skill damages. &lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Stone Guardian:''' Active. Spell. Creates a floating fist of stone that randomly attacks nearby foes. Certain runes may add Knockback.&lt;br /&gt;
* '''Rockform:''' Active. Enchants Armor. Increases Defense and Damage Reduction. Enables additional Stone Enchantment.&lt;br /&gt;
* '''Project Cold:''' Passive. Enchants Weapon. Chills enemies within a given radius.&lt;br /&gt;
* '''Inertia:''' Passive. Causes attacks to physically pack more force. Increases physical damage.&lt;br /&gt;
* '''Melee Mastery:''' Passive. Increase Damage, Accuracy, and Crit. % of Melee attacks.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Torque:''' Active. Melee or missile attack. Slower attack, but does much more damage. If missile, it travels faster (if engine supports that).&lt;br /&gt;
* '''Stalagmite:''' Active. Spell. Summons a spike of solid rock from the earth at the desired location. Any enemies nearby take physical damage and pillar remains as an obstacle until destroyed.&lt;br /&gt;
* '''Icicle:''' Passive. Enchants Weapon. Has a chance of causing a giant Icicle to fall on target, causing splash damage to nearby foes.&lt;br /&gt;
* '''Attunement:''' Passive. Increases resistance to fire/ice/lightning.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Anvil of the Earth:''' Active. Melee attack. Crushing attack with cooldown time that does highly increased damage to target and nearby targets.&lt;br /&gt;
* '''Ice Shield:''' Active. Spell. Creates a literal shield made of solid ice. If a shield is being used, it enhances it defenses and blocking. Without a shield, it floats near caster and confers double the blocking bonus that Ice Shield adds to a shield and can be used with 2-handed weapons.&lt;br /&gt;
* '''Jagged Shards:''' Passive. Enchants Armor. Causes sharp rock protrusions to spring from armor, causing physical damage on melee attackers. Against missile attacks, has a chance of shattering the missile, causing no damage. Against attackers that have weapon Durability (ie. PvP), has an equal chance of reducing Durability of attackers melee weapon by one.&lt;br /&gt;
* '''Earth Elemental:''' Passive. Activates if Frostbite and Rockform are both active. Transforms into Stone. Makes Earth and Ice skills do more damage, adds defense. Also, adds resistances to cold and lightning.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
The Arcane Warrior was first posted 9 June 2009 [http://forums.diii.net/showthread.php?t=728784] by [http://forums.diii.net/member.php?u=335830 Technomancer] on the [http://forums.diii.net/ Diii.net forums]. It was re-posted as a wiki article by [[Holyknight3000]] and [[Leord]] on 10 June 2009. The wiki and original post were updated by [http://forums.diii.net/member.php?u=335830 Technomancer] with a major update/overhaul on 17 June 2009.&lt;br /&gt;
&lt;br /&gt;
===Technomancer Notes===&lt;br /&gt;
This is a pretty large overhaul on the original idea, which I kept in quotes at the bottom of the original message board post. This class is now something of a D2 combination of [[Paladin]], [[Amazon]], and [[Assassin]]. This is pretty much a full class now, without technical game stats. I thought it was a good idea to change primary gender to female, not just because of [[Boqu]]'s awesome artwork, but I always thought it would be cool to have a female character that could hold the front lines shoulder to shoulder with the Barbarian!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Trivia==&lt;br /&gt;
Use only if actual trivia. If so, add to [[:Category:Trivia]] as well&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Media==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Arcane_Warrior.jpg|Arcane Warrior Concept by Boqu&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://forums.diii.net/showthread.php?t=728784 Original post]&lt;br /&gt;
* [http://forums.diii.net/member.php?u=335830 Technomancer's profile]&lt;br /&gt;
* [http://forums.diii.net/member.php?u=136916 Boqu's Profile]&lt;br /&gt;
* [http://www.diii.net/gallery/showgallery.php?cat=503 Diablo Fan Art Gallery]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Class navbox floor}}&lt;/div&gt;</summary>
		<author><name>Technomancer</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Fanmade:Arcane_Warrior&amp;diff=9734</id>
		<title>Fanmade:Arcane Warrior</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Fanmade:Arcane_Warrior&amp;diff=9734"/>
				<updated>2009-06-22T08:53:06Z</updated>
		
		<summary type="html">&lt;p&gt;Technomancer: /* Arcane Warrior Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Arcane Warrior''' is a highly [[magic]]-augmented warrior that could focus equally on [[melee]] or [[ranged|missiles]]. Her main skills are enchantments on his weapons and armor that add elemental or other magical properties.&lt;br /&gt;
&lt;br /&gt;
{{Fanclass|'''Technomancer''' ([[Leord]] &amp;amp; [[Holyknight3000]] assisted) Concept Art by [[Boqu]]}}&lt;br /&gt;
==Background==&lt;br /&gt;
{{Classbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|portrait= Arcane_Warrior.jpg&lt;br /&gt;
&amp;lt;!--|portrait-width= 200px--&amp;gt;&lt;br /&gt;
|name= Arcane Warrior&lt;br /&gt;
|classtype= fanclass&lt;br /&gt;
|role= [[Melee]]/[[Ranged]]/[[Caster]] hybrid&lt;br /&gt;
|attrib= [[Strength]] [[Dexterity]] [[Willpower]]&lt;br /&gt;
&amp;lt;!-- Class Skills --&amp;gt;&lt;br /&gt;
|skilltree1= [[Arcane_Warrior#Steel_&amp;amp;_Fire_Skills|Steel &amp;amp; Fire]]&lt;br /&gt;
|skilltree2= [[Arcane_Warrior#Pax_Arcanna_Skills|Pax Arcanna]]&lt;br /&gt;
|skilltree3= [[Arcane_Warrior#Terra_Firma_Skills|Terra Firma]]&lt;br /&gt;
&amp;lt;!-- Background --&amp;gt;&lt;br /&gt;
|origin= [[Sanctuary]]&lt;br /&gt;
|affiliation= [[Vizjerei]]&lt;br /&gt;
|friends= None Known&lt;br /&gt;
|foes= [[Viz-Jaq'taar]] Assassins&lt;br /&gt;
}}&lt;br /&gt;
Upon the destruction of the [[Worldstone]] 20 years ago, a [[Vizjerei]] elder concluded that the mortal powers of Order had failed. Secretly, he went to the [[Viz-Jaq'taar]] Assassins to share his concerns and make a proposal. Even though the [[Prime Evils]] were defeated, mortal powers and agents were still not powerful enough to save the Worldstone. He feared that following its destruction, things would get worse and proposed that the Assassin's lack of magic was weakness, that the time would soon come to fight fire with fire. He suggested that they should begin to incorporate magic to counter the coming flood. He was rejected outright by most of the clan, and nearly slain on principle, but one Assassin elder had reached a similar conclusion, but didn't know how to act upon it. With this opportunity, he stole away with the Vizjerei elder and a few of the younger clan members, to work on combining their knowledge and powers to create a new breed of mage-knight. Once the Viz-Jaq'taar realized what had transpired, they decreed death for all violators, but the group disappeared and no one had heard from them to this day. All knowledge of what had transpired was hidden.&lt;br /&gt;
&lt;br /&gt;
They spent years hidden away from the world in the northern reaches near the ruined [[Mount Arreat]]. They honed their skills, focusing less on subversion and more on direct confrontation. From the Assassin's understanding of the mind and martial combat and the Vizjerei elder's understanding of the Elemental magics, a marriage was made into magically enhanced warriors. This combination of studies gave special insights into the nature of the world and gave these new warriors the power to tap into the very elemental threads that are woven into our world and weave them into their own bodies and equipment. They also gained some insight into exploring the Ether. They spent a great deal of time developing methods of countering and diffusing hostile magicks and it's practitioners, as per Assassin tradition, up close and at range. They also knew, however, that the demonic hordes need not rely on magic to reek their destruction, so great emphasis was also placed on raw combat power and fortitude. &lt;br /&gt;
&lt;br /&gt;
With the coming of the falling star, they knew that their time had arrived. They re-emerged into the world to discover what foul forces were involved. While two of the apprentices were away doing reconnaissance, their base of operations was utterly destroyed. Most were killed, the rest were missing. The elders were not among the remains, nor were there any clues as to the perpetrators. Had the Assassins finally caught up to them? Was it the mustering forces of evil? The two apprentices had no answers, but were determined to fulfill their duties. They ventured into the world on their own to discover what evil schemes plotted against Sanctuary and to put it to an end... or die trying...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Character Design==&lt;br /&gt;
The Arcane Warrior is a highly magic augmented warrior that could focus equally on [[melee]] or [[ranged|missiles]]. Her main skills are enchantments on her weapons and armor that add elemental or other magical properties, possibly even castable on allies. In D2 terms, it'd be something of a cross between a [[Paladin]], [[Amazon]], and [[Assassin]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attributes and Skills==&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===Attributes===&lt;br /&gt;
====Starting Attributes====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
*'''[[Life]]:''' x&lt;br /&gt;
*'''[[Mana]]:''' x&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Attribute Increase Per Level====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
Base level Enchantment skills are cast by the character and last until overridden with new Enchantments or dispelled. They can be passively augmented with more spectacular effects with different skills. Can have only 1 Weapon and 1 Armor Enchantment active at a time. When special effects are triggered, they automatically drain mana, and if there is no mana, effect is cancelled.&lt;br /&gt;
&lt;br /&gt;
===Arcane Warrior Skills===&lt;br /&gt;
The Arcane Warrior skills are arranged into to three distinctive skill tree categories:&lt;br /&gt;
* Steel &amp;amp; Fire&lt;br /&gt;
* Pax Arcanna&lt;br /&gt;
* Terra Firma&lt;br /&gt;
All three trees have a combination of active and passive skills. Active skills are used in combat, while the passive skills boost or change the behaviour of the active skills.&lt;br /&gt;
&lt;br /&gt;
In each tree, Tier I has a master Weapon Enchantment (2 in Steel &amp;amp; Fire), and Tier II has a master Armor Enchantment. Additional Enchantments are simply augmentations of those skills. The master skills are Burn, Jolt, Spellbind, and Frostbite for weapons and Flame Armor, Mystic Fortress, and Rockform for armor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Steel &amp;amp; Fire Skills====&lt;br /&gt;
This tree focuses on speed and raw destructive output. Uses Fire and Lightning. &amp;quot;A good defense is a good offense.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Burn:''' Active. Enchants Weapon. Adds fire damage to attacks and increases accuracy. Enables additional Fire Weapon Enchantments.&lt;br /&gt;
* '''Jolt:''' Active. Enchants weapon. Adds electrical damage to attacks and increases attack speed. Enables additional Lightning Weapon Enchantments.&lt;br /&gt;
* '''Lightning Spirit:''' Passive. Increase attack speed and accuracy.&lt;br /&gt;
* '''Channeling the Flame:''' Passive. Increases Fire and Lightning damage.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Twitch:''' Active. Missile attack. Essentially a Missile based Zeal or fixed # Strafe.&lt;br /&gt;
* '''Flame Armor:''' Active. Enchant Armor. Deal fire damage to any melee attackers. Enables additional Fire Armor Enchantments.&lt;br /&gt;
* '''Flame Spray:''' Passive. Enchants Weapon. Melee, causes a spherical firewall centered on target. Missiles cause a trail of fire to form under arrows path.&lt;br /&gt;
* '''Lightning Rod:''' Passive. Enchants Weapon. When enemy is struck, a lightning bolt goes from character thru target. Can trigger multiple bolts from one attack. More useful for multiple missiles against clustered enemies.&lt;br /&gt;
* '''Missile Mastery:''' Passive. Increases Damage, Accuracy, and Crit. % of Missile attacks.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Sweep:''' Active. Melee attack. Spins once in a circle, striking any surrounding enemies within range.&lt;br /&gt;
* '''Flame Sabres:''' Active. Spell. Creates floating swords made of fire that seek targets to attack and deal fire damage. They stay around until attacked and destroyed.&lt;br /&gt;
* '''Flame Nova:''' Passive. Enchants Weapon. Can triggers a fire based nova from target. Increasing rank increases size of effect.&lt;br /&gt;
* '''Chain Static:''' Passive. Enchants Weapon. Causes electrical damage to target that jumps to any units next to them, etc, etc, quickly rippling through tightly packed enemies.&lt;br /&gt;
* '''Conflageration:''' Passive. Enchant Armor. Causes the ground around the character to burst into fire.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Ricochet:''' Active. Missile attack. When a target is struck, the arrow jumps to the nearest target. Everytime a target is struck, the arrow keeps retargetting up to a skill based maximum or until it misses one.&lt;br /&gt;
* '''Thunderclap:''' Passive. Enchants Weapon. When attacking, has a chance of calling down a lightning bolt on top of character, knocking all foes back next to character and dealing damage.&lt;br /&gt;
* '''Burst:''' Passive. Enchants Armor. When an enemy attacks, has a chance of causing explosive fire damage to targets adjacent to character, knocking them back.&lt;br /&gt;
* '''Fire Elemental:''' Passive. Activates if Burn or Jolt and Flame Armor are active. Transforms into a Fire Elemental, dealing extra fire and increasing Fire and Lightning damage. Also, absorbs fire damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Pax Arcanna Skills====&lt;br /&gt;
This tree focuses on penetrating and neutralizing hostile magics and magicians. Uses skills that interfere with magic, and uses teleportation offensively and defensively. &amp;quot;What good is magic if you're unable to use it?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Displace:''' Active. Melee. On striking, teleport to another random position next to target. &lt;br /&gt;
* '''Spellbind:''' Active. Enchants weapon. Has a chance to silence target. Enables additional Magical Weapon Enchantments.&lt;br /&gt;
* '''Resist Affliction:''' Passive. Decreases the chance that negative condition magics can affect character, like chill, slow, silence, etc. and also decreases the duration of such effects if they get through.&lt;br /&gt;
* '''Enhanced Spellbinding:''' Passive. Increases the duration of all effects caused by skills from this tree.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Dispel:''' Active. Spell. Sends out a shockwave that will dispel any negative magic effects on friendly units.&lt;br /&gt;
* '''Mystic Fortress:''' Active. Enchants armor so that when attacked, fires a silence bolt at attacker. Enables additional Magical Armor Enchantments.&lt;br /&gt;
* '''Interference:''' Passive. Enchants weapon to inflict a condition that causes target's casting rate to be greatly decreased.&lt;br /&gt;
* '''Skip:''' Passive. Enchant Armor. When attacked, has a chance of teleporting to a random location within range. Could be annoying to some players, but to those who thrive on chaos, welcome home! Could be a particularly useful defense for range-based characters.&lt;br /&gt;
* '''Arcane Defenses:''' Passive. Increases resistance to arcane magics.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Summon:''' Active. Spell. When cast on a target, causes them to be teleported right next to caster. Doesn't work on bosses or other characters.&lt;br /&gt;
* '''Short Circuit:''' Active. Spell. Cast on a single target. Caster and target lose all mana. (may not be very relevant, because they may not keep track of enemy mana. PvP uses would be neat-o.)&lt;br /&gt;
* '''Blood Price:''' Passive. Enchant Weapon. Adds mana damage and inflicts a condition on target that causes any abilities that drain Mana to drain an equal amount of Health as well.&lt;br /&gt;
* '''Absorb Magic:''' Passive. Enchants armor. Has a chance of absorbing spells cast at character, eliminating damage and restoring however much mana that skill cost.&lt;br /&gt;
* '''Enhanced Evocation:''' Passive. Increases chances that any Weapon or Armor Enchantments will activate.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Shift Stirke:''' Active. Melee. Quickly teleport next to an enemy, attack, then zips back to her original location. If hit, she's stuck where she's at.&lt;br /&gt;
* '''Disruption:''' Active Spell. Sends out a shockwave that destroys any spells, offensive or defensive, within the given radius. Does not affect friendly units (ie. use Dispel to get rid of negative effects).&lt;br /&gt;
* '''Tiamat:''' Passive. Enchants weapon. Adds elemental damage of fire, cold and lightning to attacks. Enhanced by Burn, Jolt, and Frostbite. Only works if Spellbind is active.&lt;br /&gt;
* '''Reflect:''' Passive. Enchants armor to have a chance of reflecting magics cast at character.&lt;br /&gt;
* '''Efficient Evocation:''' Passive. Decreases mana costs incurred when Enchantment effects trigger. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Terra Firma Skills====&lt;br /&gt;
This tree focuses more on defense and fortitude. Attacks are based on strength more than speed. Uses Stone/Earth and Cold. &amp;quot;The mountain need not fear the storm.&amp;quot; (Note: Earth elemental skills are only called that for conceptual reasons and cause physical damage, not an &amp;quot;earth elemental&amp;quot; damage type. That is, unless Blizzard adds that.)&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Ethereal Anchor:''' Active. Missile attack. A successful attack can anchor the foe in place, unable to move, but can still attack. Doesn't work on bosses or other players.&lt;br /&gt;
* '''Frostbite:''' Active. Enchants Weapon. Adds cold damage to attacks and chills targets. Enables additional Cold Enchantments&lt;br /&gt;
* '''Immovability:''' Passive. Decreases the chance that any effect can cause the character to move against his will, ie. knockback effects.&lt;br /&gt;
* '''Quenching the Flame:''' Passive. Increases Cold and Earth skill damages. &lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Stone Guardian:''' Active. Spell. Creates a floating fist of stone that randomly attacks nearby foes. Certain runes may add Knockback.&lt;br /&gt;
* '''Rockform:''' Active. Enchants Armor. Increases Defense and Damage Reduction. Enables additional Stone Enchantment.&lt;br /&gt;
* '''Project Cold:''' Passive. Enchants Weapon. Chills enemies within a given radius.&lt;br /&gt;
* '''Inertia:''' Passive. Causes attacks to physically pack more force. Increases physical damage.&lt;br /&gt;
* '''Melee Mastery:''' Passive. Increase Damage, Accuracy, and Crit. % of Melee attacks.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Torque:''' Active. Melee or missile attack. Slower attack, but does much more damage. If missile, it travels faster (if engine supports that).&lt;br /&gt;
* '''Stalagmite:''' Active. Spell. Summons a spike of solid rock from the earth at the desired location. Any enemies nearby take physical damage and pillar remains as an obstacle until destroyed.&lt;br /&gt;
* '''Icicle:''' Passive. Enchants Weapon. Has a chance of causing a giant Icicle to fall on target, causing splash damage to nearby foes.&lt;br /&gt;
* '''Attunement:''' Passive. Increases resistance to fire/ice/lightning.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Anvil of the Earth:''' Melee attack. Crushing attack with cooldown time that does highly increased damage to target and nearby targets.&lt;br /&gt;
* '''Ice Shield:''' Active. Spell. Creates a literal shield made of solid ice. If a shield is being used, it enhances it defenses and blocking. Without a shield, it floats near caster and confers double the blocking bonus that Ice Shield adds to a shield and can be used with 2-handed weapons.&lt;br /&gt;
* '''Jagged Shards:''' Passive. Enchants Armor. Causes sharp rock protrusions to spring from armor, causing physical damage on melee attackers. Against missile attacks, has a chance of shattering the missile, causing no damage. Against attackers that have weapon Durability (ie. PvP), has an equal chance of reducing Durability of attackers melee weapon by one.&lt;br /&gt;
* '''Earth Elemental:''' Passive. Activates if Frostbite and Rockform are both active. Transforms into Stone. Makes Earth and Ice skills do more damage, adds defense. Also, adds resistances to cold and lightning.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
The Arcane Warrior was first posted 9 June 2009 [http://forums.diii.net/showthread.php?t=728784] by [http://forums.diii.net/member.php?u=335830 Technomancer] on the [http://forums.diii.net/ Diii.net forums]. It was re-posted as a wiki article by [[Holyknight3000]] and [[Leord]] on 10 June 2009. The wiki and original post were updated by [http://forums.diii.net/member.php?u=335830 Technomancer] with a major update/overhaul on 17 June 2009.&lt;br /&gt;
&lt;br /&gt;
===Technomancer Notes===&lt;br /&gt;
This is a pretty large overhaul on the original idea, which I kept in quotes at the bottom of the original message board post. This class is now something of a D2 combination of [[Paladin]], [[Amazon]], and [[Assassin]]. This is pretty much a full class now, without technical game stats. I thought it was a good idea to change primary gender to female, not just because of [[Boqu]]'s awesome artwork, but I always thought it would be cool to have a female character that could hold the front lines shoulder to shoulder with the Barbarian!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Trivia==&lt;br /&gt;
Use only if actual trivia. If so, add to [[:Category:Trivia]] as well&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Media==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Arcane_Warrior.jpg|Arcane Warrior Concept by Boqu&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://forums.diii.net/showthread.php?t=728784 Original post]&lt;br /&gt;
* [http://forums.diii.net/member.php?u=335830 Technomancer's profile]&lt;br /&gt;
* [http://forums.diii.net/member.php?u=136916 Boqu's Profile]&lt;br /&gt;
* [http://www.diii.net/gallery/showgallery.php?cat=503 Diablo Fan Art Gallery]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Class navbox floor}}&lt;/div&gt;</summary>
		<author><name>Technomancer</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Fanmade:Arcane_Warrior&amp;diff=9733</id>
		<title>Fanmade:Arcane Warrior</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Fanmade:Arcane_Warrior&amp;diff=9733"/>
				<updated>2009-06-22T08:52:19Z</updated>
		
		<summary type="html">&lt;p&gt;Technomancer: /* Attributes and Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Arcane Warrior''' is a highly [[magic]]-augmented warrior that could focus equally on [[melee]] or [[ranged|missiles]]. Her main skills are enchantments on his weapons and armor that add elemental or other magical properties.&lt;br /&gt;
&lt;br /&gt;
{{Fanclass|'''Technomancer''' ([[Leord]] &amp;amp; [[Holyknight3000]] assisted) Concept Art by [[Boqu]]}}&lt;br /&gt;
==Background==&lt;br /&gt;
{{Classbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|portrait= Arcane_Warrior.jpg&lt;br /&gt;
&amp;lt;!--|portrait-width= 200px--&amp;gt;&lt;br /&gt;
|name= Arcane Warrior&lt;br /&gt;
|classtype= fanclass&lt;br /&gt;
|role= [[Melee]]/[[Ranged]]/[[Caster]] hybrid&lt;br /&gt;
|attrib= [[Strength]] [[Dexterity]] [[Willpower]]&lt;br /&gt;
&amp;lt;!-- Class Skills --&amp;gt;&lt;br /&gt;
|skilltree1= [[Arcane_Warrior#Steel_&amp;amp;_Fire_Skills|Steel &amp;amp; Fire]]&lt;br /&gt;
|skilltree2= [[Arcane_Warrior#Pax_Arcanna_Skills|Pax Arcanna]]&lt;br /&gt;
|skilltree3= [[Arcane_Warrior#Terra_Firma_Skills|Terra Firma]]&lt;br /&gt;
&amp;lt;!-- Background --&amp;gt;&lt;br /&gt;
|origin= [[Sanctuary]]&lt;br /&gt;
|affiliation= [[Vizjerei]]&lt;br /&gt;
|friends= None Known&lt;br /&gt;
|foes= [[Viz-Jaq'taar]] Assassins&lt;br /&gt;
}}&lt;br /&gt;
Upon the destruction of the [[Worldstone]] 20 years ago, a [[Vizjerei]] elder concluded that the mortal powers of Order had failed. Secretly, he went to the [[Viz-Jaq'taar]] Assassins to share his concerns and make a proposal. Even though the [[Prime Evils]] were defeated, mortal powers and agents were still not powerful enough to save the Worldstone. He feared that following its destruction, things would get worse and proposed that the Assassin's lack of magic was weakness, that the time would soon come to fight fire with fire. He suggested that they should begin to incorporate magic to counter the coming flood. He was rejected outright by most of the clan, and nearly slain on principle, but one Assassin elder had reached a similar conclusion, but didn't know how to act upon it. With this opportunity, he stole away with the Vizjerei elder and a few of the younger clan members, to work on combining their knowledge and powers to create a new breed of mage-knight. Once the Viz-Jaq'taar realized what had transpired, they decreed death for all violators, but the group disappeared and no one had heard from them to this day. All knowledge of what had transpired was hidden.&lt;br /&gt;
&lt;br /&gt;
They spent years hidden away from the world in the northern reaches near the ruined [[Mount Arreat]]. They honed their skills, focusing less on subversion and more on direct confrontation. From the Assassin's understanding of the mind and martial combat and the Vizjerei elder's understanding of the Elemental magics, a marriage was made into magically enhanced warriors. This combination of studies gave special insights into the nature of the world and gave these new warriors the power to tap into the very elemental threads that are woven into our world and weave them into their own bodies and equipment. They also gained some insight into exploring the Ether. They spent a great deal of time developing methods of countering and diffusing hostile magicks and it's practitioners, as per Assassin tradition, up close and at range. They also knew, however, that the demonic hordes need not rely on magic to reek their destruction, so great emphasis was also placed on raw combat power and fortitude. &lt;br /&gt;
&lt;br /&gt;
With the coming of the falling star, they knew that their time had arrived. They re-emerged into the world to discover what foul forces were involved. While two of the apprentices were away doing reconnaissance, their base of operations was utterly destroyed. Most were killed, the rest were missing. The elders were not among the remains, nor were there any clues as to the perpetrators. Had the Assassins finally caught up to them? Was it the mustering forces of evil? The two apprentices had no answers, but were determined to fulfill their duties. They ventured into the world on their own to discover what evil schemes plotted against Sanctuary and to put it to an end... or die trying...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Character Design==&lt;br /&gt;
The Arcane Warrior is a highly magic augmented warrior that could focus equally on [[melee]] or [[ranged|missiles]]. Her main skills are enchantments on her weapons and armor that add elemental or other magical properties, possibly even castable on allies. In D2 terms, it'd be something of a cross between a [[Paladin]], [[Amazon]], and [[Assassin]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attributes and Skills==&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===Attributes===&lt;br /&gt;
====Starting Attributes====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
*'''[[Life]]:''' x&lt;br /&gt;
*'''[[Mana]]:''' x&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Attribute Increase Per Level====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
Base level Enchantment skills are cast by the character and last until overridden with new Enchantments or dispelled. They can be passively augmented with more spectacular effects with different skills. Can have only 1 Weapon and 1 Armor Enchantment active at a time. When special effects are triggered, they automatically drain mana, and if there is no mana, effect is cancelled.&lt;br /&gt;
&lt;br /&gt;
===Arcane Warrior Skills===&lt;br /&gt;
The Arcane Warrior skills are arranged into to three distinctive skill tree categories:&lt;br /&gt;
* Steel &amp;amp; Fire&lt;br /&gt;
* Pax Arcanna&lt;br /&gt;
* Terra Firma&lt;br /&gt;
All three trees have a combination of active and passive skills. Active skills are used in combat, while the passive skills boost or change the behaviour of the active skills.&lt;br /&gt;
&lt;br /&gt;
In each tree, Tier I has a master Weapon Enchantment (2 in Steel &amp;amp; Fire), and Tier II has a master Armor Enchantment. Additional Enchantments are simply augmentation of those skills. The master skills are Burn, Jolt, Spellbind, and Frostbite for weapons and Flame Armor, Mystic Fortress, and Rockform for armor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Steel &amp;amp; Fire Skills====&lt;br /&gt;
This tree focuses on speed and raw destructive output. Uses Fire and Lightning. &amp;quot;A good defense is a good offense.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Burn:''' Active. Enchants Weapon. Adds fire damage to attacks and increases accuracy. Enables additional Fire Weapon Enchantments.&lt;br /&gt;
* '''Jolt:''' Active. Enchants weapon. Adds electrical damage to attacks and increases attack speed. Enables additional Lightning Weapon Enchantments.&lt;br /&gt;
* '''Lightning Spirit:''' Passive. Increase attack speed and accuracy.&lt;br /&gt;
* '''Channeling the Flame:''' Passive. Increases Fire and Lightning damage.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Twitch:''' Active. Missile attack. Essentially a Missile based Zeal or fixed # Strafe.&lt;br /&gt;
* '''Flame Armor:''' Active. Enchant Armor. Deal fire damage to any melee attackers. Enables additional Fire Armor Enchantments.&lt;br /&gt;
* '''Flame Spray:''' Passive. Enchants Weapon. Melee, causes a spherical firewall centered on target. Missiles cause a trail of fire to form under arrows path.&lt;br /&gt;
* '''Lightning Rod:''' Passive. Enchants Weapon. When enemy is struck, a lightning bolt goes from character thru target. Can trigger multiple bolts from one attack. More useful for multiple missiles against clustered enemies.&lt;br /&gt;
* '''Missile Mastery:''' Passive. Increases Damage, Accuracy, and Crit. % of Missile attacks.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Sweep:''' Active. Melee attack. Spins once in a circle, striking any surrounding enemies within range.&lt;br /&gt;
* '''Flame Sabres:''' Active. Spell. Creates floating swords made of fire that seek targets to attack and deal fire damage. They stay around until attacked and destroyed.&lt;br /&gt;
* '''Flame Nova:''' Passive. Enchants Weapon. Can triggers a fire based nova from target. Increasing rank increases size of effect.&lt;br /&gt;
* '''Chain Static:''' Passive. Enchants Weapon. Causes electrical damage to target that jumps to any units next to them, etc, etc, quickly rippling through tightly packed enemies.&lt;br /&gt;
* '''Conflageration:''' Passive. Enchant Armor. Causes the ground around the character to burst into fire.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Ricochet:''' Active. Missile attack. When a target is struck, the arrow jumps to the nearest target. Everytime a target is struck, the arrow keeps retargetting up to a skill based maximum or until it misses one.&lt;br /&gt;
* '''Thunderclap:''' Passive. Enchants Weapon. When attacking, has a chance of calling down a lightning bolt on top of character, knocking all foes back next to character and dealing damage.&lt;br /&gt;
* '''Burst:''' Passive. Enchants Armor. When an enemy attacks, has a chance of causing explosive fire damage to targets adjacent to character, knocking them back.&lt;br /&gt;
* '''Fire Elemental:''' Passive. Activates if Burn or Jolt and Flame Armor are active. Transforms into a Fire Elemental, dealing extra fire and increasing Fire and Lightning damage. Also, absorbs fire damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Pax Arcanna Skills====&lt;br /&gt;
This tree focuses on penetrating and neutralizing hostile magics and magicians. Uses skills that interfere with magic, and uses teleportation offensively and defensively. &amp;quot;What good is magic if you're unable to use it?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Displace:''' Active. Melee. On striking, teleport to another random position next to target. &lt;br /&gt;
* '''Spellbind:''' Active. Enchants weapon. Has a chance to silence target. Enables additional Magical Weapon Enchantments.&lt;br /&gt;
* '''Resist Affliction:''' Passive. Decreases the chance that negative condition magics can affect character, like chill, slow, silence, etc. and also decreases the duration of such effects if they get through.&lt;br /&gt;
* '''Enhanced Spellbinding:''' Passive. Increases the duration of all effects caused by skills from this tree.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Dispel:''' Active. Spell. Sends out a shockwave that will dispel any negative magic effects on friendly units.&lt;br /&gt;
* '''Mystic Fortress:''' Active. Enchants armor so that when attacked, fires a silence bolt at attacker. Enables additional Magical Armor Enchantments.&lt;br /&gt;
* '''Interference:''' Passive. Enchants weapon to inflict a condition that causes target's casting rate to be greatly decreased.&lt;br /&gt;
* '''Skip:''' Passive. Enchant Armor. When attacked, has a chance of teleporting to a random location within range. Could be annoying to some players, but to those who thrive on chaos, welcome home! Could be a particularly useful defense for range-based characters.&lt;br /&gt;
* '''Arcane Defenses:''' Passive. Increases resistance to arcane magics.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Summon:''' Active. Spell. When cast on a target, causes them to be teleported right next to caster. Doesn't work on bosses or other characters.&lt;br /&gt;
* '''Short Circuit:''' Active. Spell. Cast on a single target. Caster and target lose all mana. (may not be very relevant, because they may not keep track of enemy mana. PvP uses would be neat-o.)&lt;br /&gt;
* '''Blood Price:''' Passive. Enchant Weapon. Adds mana damage and inflicts a condition on target that causes any abilities that drain Mana to drain an equal amount of Health as well.&lt;br /&gt;
* '''Absorb Magic:''' Passive. Enchants armor. Has a chance of absorbing spells cast at character, eliminating damage and restoring however much mana that skill cost.&lt;br /&gt;
* '''Enhanced Evocation:''' Passive. Increases chances that any Weapon or Armor Enchantments will activate.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Shift Stirke:''' Active. Melee. Quickly teleport next to an enemy, attack, then zips back to her original location. If hit, she's stuck where she's at.&lt;br /&gt;
* '''Disruption:''' Active Spell. Sends out a shockwave that destroys any spells, offensive or defensive, within the given radius. Does not affect friendly units (ie. use Dispel to get rid of negative effects).&lt;br /&gt;
* '''Tiamat:''' Passive. Enchants weapon. Adds elemental damage of fire, cold and lightning to attacks. Enhanced by Burn, Jolt, and Frostbite. Only works if Spellbind is active.&lt;br /&gt;
* '''Reflect:''' Passive. Enchants armor to have a chance of reflecting magics cast at character.&lt;br /&gt;
* '''Efficient Evocation:''' Passive. Decreases mana costs incurred when Enchantment effects trigger. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Terra Firma Skills====&lt;br /&gt;
This tree focuses more on defense and fortitude. Attacks are based on strength more than speed. Uses Stone/Earth and Cold. &amp;quot;The mountain need not fear the storm.&amp;quot; (Note: Earth elemental skills are only called that for conceptual reasons and cause physical damage, not an &amp;quot;earth elemental&amp;quot; damage type. That is, unless Blizzard adds that.)&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Ethereal Anchor:''' Active. Missile attack. A successful attack can anchor the foe in place, unable to move, but can still attack. Doesn't work on bosses or other players.&lt;br /&gt;
* '''Frostbite:''' Active. Enchants Weapon. Adds cold damage to attacks and chills targets. Enables additional Cold Enchantments&lt;br /&gt;
* '''Immovability:''' Passive. Decreases the chance that any effect can cause the character to move against his will, ie. knockback effects.&lt;br /&gt;
* '''Quenching the Flame:''' Passive. Increases Cold and Earth skill damages. &lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Stone Guardian:''' Active. Spell. Creates a floating fist of stone that randomly attacks nearby foes. Certain runes may add Knockback.&lt;br /&gt;
* '''Rockform:''' Active. Enchants Armor. Increases Defense and Damage Reduction. Enables additional Stone Enchantment.&lt;br /&gt;
* '''Project Cold:''' Passive. Enchants Weapon. Chills enemies within a given radius.&lt;br /&gt;
* '''Inertia:''' Passive. Causes attacks to physically pack more force. Increases physical damage.&lt;br /&gt;
* '''Melee Mastery:''' Passive. Increase Damage, Accuracy, and Crit. % of Melee attacks.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Torque:''' Active. Melee or missile attack. Slower attack, but does much more damage. If missile, it travels faster (if engine supports that).&lt;br /&gt;
* '''Stalagmite:''' Active. Spell. Summons a spike of solid rock from the earth at the desired location. Any enemies nearby take physical damage and pillar remains as an obstacle until destroyed.&lt;br /&gt;
* '''Icicle:''' Passive. Enchants Weapon. Has a chance of causing a giant Icicle to fall on target, causing splash damage to nearby foes.&lt;br /&gt;
* '''Attunement:''' Passive. Increases resistance to fire/ice/lightning.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Anvil of the Earth:''' Melee attack. Crushing attack with cooldown time that does highly increased damage to target and nearby targets.&lt;br /&gt;
* '''Ice Shield:''' Active. Spell. Creates a literal shield made of solid ice. If a shield is being used, it enhances it defenses and blocking. Without a shield, it floats near caster and confers double the blocking bonus that Ice Shield adds to a shield and can be used with 2-handed weapons.&lt;br /&gt;
* '''Jagged Shards:''' Passive. Enchants Armor. Causes sharp rock protrusions to spring from armor, causing physical damage on melee attackers. Against missile attacks, has a chance of shattering the missile, causing no damage. Against attackers that have weapon Durability (ie. PvP), has an equal chance of reducing Durability of attackers melee weapon by one.&lt;br /&gt;
* '''Earth Elemental:''' Passive. Activates if Frostbite and Rockform are both active. Transforms into Stone. Makes Earth and Ice skills do more damage, adds defense. Also, adds resistances to cold and lightning.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
The Arcane Warrior was first posted 9 June 2009 [http://forums.diii.net/showthread.php?t=728784] by [http://forums.diii.net/member.php?u=335830 Technomancer] on the [http://forums.diii.net/ Diii.net forums]. It was re-posted as a wiki article by [[Holyknight3000]] and [[Leord]] on 10 June 2009. The wiki and original post were updated by [http://forums.diii.net/member.php?u=335830 Technomancer] with a major update/overhaul on 17 June 2009.&lt;br /&gt;
&lt;br /&gt;
===Technomancer Notes===&lt;br /&gt;
This is a pretty large overhaul on the original idea, which I kept in quotes at the bottom of the original message board post. This class is now something of a D2 combination of [[Paladin]], [[Amazon]], and [[Assassin]]. This is pretty much a full class now, without technical game stats. I thought it was a good idea to change primary gender to female, not just because of [[Boqu]]'s awesome artwork, but I always thought it would be cool to have a female character that could hold the front lines shoulder to shoulder with the Barbarian!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Trivia==&lt;br /&gt;
Use only if actual trivia. If so, add to [[:Category:Trivia]] as well&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Media==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Arcane_Warrior.jpg|Arcane Warrior Concept by Boqu&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://forums.diii.net/showthread.php?t=728784 Original post]&lt;br /&gt;
* [http://forums.diii.net/member.php?u=335830 Technomancer's profile]&lt;br /&gt;
* [http://forums.diii.net/member.php?u=136916 Boqu's Profile]&lt;br /&gt;
* [http://www.diii.net/gallery/showgallery.php?cat=503 Diablo Fan Art Gallery]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Class navbox floor}}&lt;/div&gt;</summary>
		<author><name>Technomancer</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Fanmade:Arcane_Warrior&amp;diff=9704</id>
		<title>Fanmade:Arcane Warrior</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Fanmade:Arcane_Warrior&amp;diff=9704"/>
				<updated>2009-06-17T09:52:55Z</updated>
		
		<summary type="html">&lt;p&gt;Technomancer: /* Background */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Arcane Warrior''' is a highly magic augmented warrior that could focus equally on [[melee]] or [[ranged|missiles]]. His main skills are enchantments on his weapons and armor that add elemental or other magical properties.&lt;br /&gt;
&lt;br /&gt;
{{Fanclass|'''Technomancer''' ([[Leord]] &amp;amp; [[Holyknight3000]] assisted) Concept Art by [[Boqu]]}}&lt;br /&gt;
==Background==&lt;br /&gt;
{{Classbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|portrait= Arcane_Warrior.jpg&lt;br /&gt;
&amp;lt;!--|portrait-width= 200px--&amp;gt;&lt;br /&gt;
|name= Arcane Warrior&lt;br /&gt;
|classtype= fanclass&lt;br /&gt;
|role= [[Melee]]/[[Ranged]]/[[Caster]] hybrid&lt;br /&gt;
|attrib= [[Strength]] [[Dexterity]] [[Willpower]]&lt;br /&gt;
&amp;lt;!-- Class Skills --&amp;gt;&lt;br /&gt;
|skilltree1= [[Arcane_Warrior#Steel_&amp;amp;_Fire_Skills|Steel &amp;amp; Fire]]&lt;br /&gt;
|skilltree2= [[Arcane_Warrior#Pax_Arcanna_Skills|Pax Arcanna]]&lt;br /&gt;
|skilltree3= [[Arcane_Warrior#Terra_Firma_Skills|Terra Firma]]&lt;br /&gt;
&amp;lt;!-- Background --&amp;gt;&lt;br /&gt;
|origin= [[Sanctuary]]&lt;br /&gt;
|affiliation= Vizjerei, Viz-Jaq'taar&lt;br /&gt;
|friends= None Known&lt;br /&gt;
|foes= Viz-Jaq'taar Assassins&lt;br /&gt;
}}&lt;br /&gt;
Upon the destruction of the Worldstone 20 years ago, a Vizjerei elder concluded that the mortal powers of Order had failed. Secretly, he went to the Viz-Jaq'taar Assassins to share his concerns and make a proposal. Even though the Prime Evils were defeated, mortal powers and agents were still not powerful enough to save the Worldstone. He feared that following it's destruction, things would get worse and proposed that the Assassin's lack of magic was weakness, that the time would soon come to fight fire with fire. He suggested that they should begin to incorporate magic to counter the coming flood. He was rejected outright by most of the clan, and nearly slain on principle, but one Assassin elder had reached a similar conclusion, but didn't know how to act upon it. With this opportunity, he stole away with the Vizjerei elder and a few of the younger clan members, to work on combining their knowledge and powers to create a new breed of mage-knight. Once the Viz-Jaq'taar realized what had transpired, they decreed death for all violators, but the group dissappeared and no one had heard from them to this day. All knowledge of what had transpired was hidden.&lt;br /&gt;
&lt;br /&gt;
They spent years hidden away from the world in the northern reaches near the ruined Mt. Arreat. They honed their skills, focusing less on subversion and more on direct confrontation. From the Assassin's understanding of the mind and martial combat and the Vizjerei elder's understanding of the Elemental magics, a marriage was made into magically enhanced warriors. This combination of studies gave special insights into the nature of the world and gave these new warriors the power to tap into the very elemental threads that are woven into our world and weave them into their own bodies and equipment. They also gained some insight into exploring the Ether. They spent a great deal of time developing methods of countering and diffusing hostile magicks and it's practitioners, as per Assassin tradition, up close and at range. They also knew, however, that the demonic hordes need not rely on magic to reek their destruction, so great emphasis was also placed on raw combat power and fortitude. &lt;br /&gt;
&lt;br /&gt;
With the coming of the falling star, they knew that their time had arrived. They re-emerged into the world to discover what foul forces were involved. While two of the apprentices were away doing reconnaissance, their base of operations was utterly destroyed. Most were killed, the rest were missing. The elders were not among the remains, nor were there any clues as to the perpetrators. Had the Assassins finally caught up to them? Was it the mustering forces of evil? The two apprentices had no answers, but were determined to fulfill their duties. They ventured into the world on their own to discover what evil schemes plotted against Sanctuary and to put it to an end... or die trying...&lt;br /&gt;
&lt;br /&gt;
==Character Design==&lt;br /&gt;
&lt;br /&gt;
The Arcane Warrior is a highly magic augmented warrior that could focus equally on [[melee]] or [[ranged|missiles]]. Her main skills are enchantments on her weapons and armor that add elemental or other magical properties, possibly even castable on allies. In D2 terms, it'd be something of a cross between a [[Paladin]], [[Amazon]], and [[Assassin]].&lt;br /&gt;
&lt;br /&gt;
==Attributes and Skills==&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===Attributes===&lt;br /&gt;
====Starting Attributes====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
*'''[[Life]]:''' x&lt;br /&gt;
*'''[[Mana]]:''' x&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Attribute Increase Per Level====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
Enchantment skills are cast by the character and last for a certain duration. Different enchantments can be in effect at the same time (stacked), but can have only 1 Weapon and 1 Armor Enchantment per Tree active at a time.&lt;br /&gt;
&lt;br /&gt;
===Arcane Warrior Skills===&lt;br /&gt;
The Arcane Warrior skills are arranged into to three distinctive skill tree categories:&lt;br /&gt;
* Steel &amp;amp; Fire&lt;br /&gt;
* Pax Arcanna&lt;br /&gt;
* Terra Firma&lt;br /&gt;
All three trees have a combination of active and passive skills. Active skills are used in combat, while the passive skills boost or change the behaviour of the active skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Steel &amp;amp; Fire Skills====&lt;br /&gt;
This tree focuses on speed and raw destructive output. Uses Fire and Lightning. &amp;quot;A good defense is a good offense.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Burn:''' Enchants Weapon. Adds fire damage to attacks and increases accuracy.&lt;br /&gt;
* '''Jolt:''' Enchants weapon. Adds electrical damage to attacks and increases attack speed.&lt;br /&gt;
* '''Flame Armor:''' Enchant Armor. Deal fire damage to any melee attackers.&lt;br /&gt;
* '''Lightning Spirit:''' Increase attack speed and accuracy. Passive.&lt;br /&gt;
* '''Lunge:''' Melee. Attack and move forward in a short burst, knocking foes back a ways and following. Sort of a short burst Charge, but foe must be in melee range. Useful to break out when surrounded.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Twitch:''' Missile. Essentially a Missile based Zeal.&lt;br /&gt;
* '''Flame Spray:''' Enchants Weapon. Melee, causes a spherical firewall centered on target. Missiles cause a trail of fire to form under arrows path.&lt;br /&gt;
* '''Lightning Rod:''' Enchants Weapon. When enemy is struck, a lightning bolt goes from character to target. Can trigger multiple bolts from one attack. More useful for multiple missiles against clustered enemies.&lt;br /&gt;
* '''Conflageration:''' Enchant Armor. Causes the ground around the character to burst into fire.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Sweep:''' Melee. Spins once in a circle, striking any surrounding enemies within range.&lt;br /&gt;
* '''Burst:''' Enchants weapon. On attack, explosive fire is dealt to nearby units (ala D2 Fireball or Explosive Arrows).&lt;br /&gt;
* '''Chain Static:''' Enchants Weapon. Causes electrical damage to target that jumps to any units next to them, etc, etc, rippling through tightly packed enemies.&lt;br /&gt;
* '''Thunderclap:''' Enchant Armor. When an enemy attacks, has a chance of triggering a shockwave that knocks all foes back within a small radius, plus dealing damage.&lt;br /&gt;
* '''Flame Sabres:''' Spell. Creates floating swords made of fire that seek targets and deal fire damage. Can be attacked and destroyed.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Flame Nova:''' Enchants Weapon. Triggers a fire based nova from target. Increasing rank increases size of effect.&lt;br /&gt;
* '''Ricochet:''' Missile. When a target is struck, the arrow jumps to the nearest target. Everytime a target is struck, the arrow keeps retargetting up to a skill based maximum or until it misses one.&lt;br /&gt;
* '''Channeling the Flame:''' Increases Fire and Lightning damage. Passive.&lt;br /&gt;
* '''Fire Elemental:''' Transforms into a Fire Elemental, dealing extra fire and increasing Fire and Lightning damage. Also, absorbs fire damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Pax Arcanna Skills====&lt;br /&gt;
This tree focuses on penetrating and neutralizing hostile magics and magicians. Uses skills that interfere with magic, and uses teleportation offensively and defensively. &amp;quot;What good is magic if you're unable to use it?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Silence:''' Enchants weapon. Has a chance to silence target.&lt;br /&gt;
* '''Resist Affliction:''' Decreases the chance that negative condition magics can affect character, like chill, slow, silence, etc. and also decreases the duration of such effects if they get through. Passive.&lt;br /&gt;
* '''Displace:''' Melee. On striking, teleport to another random position next to target. &lt;br /&gt;
* '''Magic Arrow:''' Missile. Fires a created arrow that causes increased, pure Arcane damage.&lt;br /&gt;
* '''Interference:''' Enchants weapon to inflict a condition that causes target's casting rate to greatly decrease.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Veil of Silence:''' Enchants armor so that when attacked, fires a silence bolt at attacker.&lt;br /&gt;
* '''Arcane Defenses:''' Passive. Increases resistance to arcane magics.&lt;br /&gt;
* '''Dispel:''' Spell. Sends out a shockwave that will dispel any negative magic effects on friendly units.&lt;br /&gt;
* '''Blood Price:''' Enchant Weapon. Adds mana damage and inflicts a condition on target that causes any abilities that drain Mana to drain an equal amount of Health as well.&lt;br /&gt;
* '''Skip:''' Enchant Armor. When attacked, has a chance of teleporting to a random location within range. Could be annoying to some players, but to those who thrive on chaos, welcome home!&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Absorb Magic:''' Enchants armor. Has a chance of absorbing spells cast at character, eliminating damage and restoring however much mana that skill cost.&lt;br /&gt;
* '''Short Circuit:''' Spell. Cast on a single target. Caster and target lose all mana. (may not be very relevant, because they may not keep track of enemy mana. PvP uses would be neat-o.)&lt;br /&gt;
* '''Summon:''' Spell. When cast on a target, causes them to be teleported right next to caster. Doesn't work on bosses or other characters.&lt;br /&gt;
* '''Enhanced Channeling:''' Passive. Increases the duration of all enchantments.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Shift Stirke:''' Melee. Quickly teleport next to an enemy, attack, then zips back to her original location. If hit, she's stuck where he's at.&lt;br /&gt;
* '''Tiamat:''' Enchants weapon. Adds elemental damage of fire, cold and lightning. Melee and missile. Enhanced by Burn, Jolt, and Frostbite.&lt;br /&gt;
* '''Reflect:''' Enchants armor to have a chance of reflecting magics cast at character.&lt;br /&gt;
* '''Disruption:''' Spell. Sends out a shockwave that destroys any spells or missiles within the given radius.&lt;br /&gt;
&lt;br /&gt;
====Terra Firma Skills====&lt;br /&gt;
This tree focuses more on defense and fortitude. Attacks are based on strength more than speed. Uses Stone/Earth and Cold. &amp;quot;The mountain need not fear the storm.&amp;quot; (Note: Earth elemental skills are only called that for conceptual reasons and cause physical damage, not an &amp;quot;earth elemental&amp;quot; damage type. That is, unless Blizzard adds that.)&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Frostbite:''' Enchants Weapon. Adds cold damage to attacks and chills targets.&lt;br /&gt;
* '''Immovability:''' Passive. Decreases the chance that any effect can cause the character to move against her will, ie. knockback effects.&lt;br /&gt;
* '''Rockform:''' Enchants Armor. Increases Defense and Damage Reduction.&lt;br /&gt;
* '''Ice Shield:''' Spell. Creates a literal shield made of solid ice. If a shield is being used, it enhances it defenses and blocking. Without a shield, it floats near caster and confers double the blocking bonus that Ice Shield adds to a shield and can be used with 2-handed weapons.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Inertia:''' Passive. Causes attacks to physically pack more force. Increases physical damage.&lt;br /&gt;
* '''Ethereal Anchor:''' Missile. A successful attack can anchor the foe in place, unable to move, but can still attack. Doesn't work on bosses or other players.&lt;br /&gt;
* '''Cold Aura:''' Enchants Armor. Chills enemies within a given radius. No Damage.&lt;br /&gt;
* '''Stone Guardian:''' Spell. Creates a floating fist of stone that randomly attacks nearby foes. Certain runes may add Knockback.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Torque:''' Melee and missile. Slower attack, but does much more damage. If missile, it travels faster (if engine supports that).&lt;br /&gt;
* '''Attunement:''' Passive. Increases resistance to fire/ice/lightning.&lt;br /&gt;
* '''Icicle:''' Enchants Weapon. Causes a giant Icicle to fall on target, causing splash damage to nearby foes.&lt;br /&gt;
* '''Stalagmite:''' Spell. Summons a spike of solid rock from the earth at the desired location. Any enemies nearby take physical damage and pillar remains as an obstacle until destroyed or duration expires.&lt;br /&gt;
* '''Jagged Shards:''' Enchants Armor. Causes sharp rock protrusions to spring from armor, causing physical damage on melee attackers. Against missile attacks, has a chance of shattering the missile, causing no damage. Against attackers that have weapon Durability (ie. PvP), has an equal chance of reducing Durability of attackers melee weapon by one.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Anvil:''' Melee. Crushing attack with cooldown time that does highly increased damage to target and nearby targets.&lt;br /&gt;
* '''Ice Prison:''' Spell. Like Bone Prison, but made of ice.&lt;br /&gt;
* '''Quenching the Flame:''' Passive. Increases Cold and Earth(or physical) damages.&lt;br /&gt;
* '''Earth Elemental:''' Transforms into Stone. Makes Earth and Ice skills do more damage, adds defense. Also, adds resistances to cold and lightning.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
The Arcane Warrior was first posted 9 June 2009 [http://forums.diii.net/showthread.php?t=728784] by [http://forums.diii.net/member.php?u=335830 Technomancer] on the [http://forums.diii.net/ Diii.net forums]. It was re-posted as a wiki article by [[Holyknight3000]] and [[Leord]] on 10 June 2009. The wiki and original post were updated by [http://forums.diii.net/member.php?u=335830 Technomancer] with a major update/overhaul on 17 June 2009.&lt;br /&gt;
&lt;br /&gt;
===Technomancer Notes===&lt;br /&gt;
This is a pretty large overhaul on the original idea, which I kept in quotes at the bottom of the original message board post. This class is now something of a D2 combination of Paladin, Amazon, and Assassin. This is pretty much a full class now, without technical game stats. I thought it was a good idea to change primary gender to female, not just because of Boqu's awesome artwork, but I always thought it would be cool to have a female character that could hold the front lines shoulder to shoulder with the Barbarian!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Trivia==&lt;br /&gt;
Use only if actual trivia. If so, add to [[:Category:Trivia]] as well&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Media==&lt;br /&gt;
You can find pictures in the Diablo 3 screenshot and picture gallery:&lt;br /&gt;
* [http://www.diii.net/gallery/ Diablo 3 screenshots and pictures]&lt;br /&gt;
* [http://www.diii.net/gallery/showgallery.php?cat=all&amp;amp;si=NAME NAME-specific gallery contents]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Arcane_Warrior.jpg|Arcane Warrior Concept by Boqu&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://forums.diii.net/showthread.php?t=728784 Original post]&lt;br /&gt;
* [http://forums.diii.net/member.php?u=335830 Technomancer's profile]&lt;br /&gt;
* [http://forums.diii.net/member.php?u=136916 Boqu's Profile]&lt;br /&gt;
* [http://www.diii.net/gallery/showgallery.php?cat=503 Diablo Fan Art Gallery]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Class navbox floor}}&lt;/div&gt;</summary>
		<author><name>Technomancer</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Fanmade:Arcane_Warrior&amp;diff=9703</id>
		<title>Fanmade:Arcane Warrior</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Fanmade:Arcane_Warrior&amp;diff=9703"/>
				<updated>2009-06-17T09:48:03Z</updated>
		
		<summary type="html">&lt;p&gt;Technomancer: /* Technomancer Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Arcane Warrior''' is a highly magic augmented warrior that could focus equally on [[melee]] or [[ranged|missiles]]. His main skills are enchantments on his weapons and armor that add elemental or other magical properties.&lt;br /&gt;
&lt;br /&gt;
{{Fanclass|'''Technomancer''' ([[Leord]] &amp;amp; [[Holyknight3000]] assisted) Concept Art by [[Boqu]]}}&lt;br /&gt;
==Background==&lt;br /&gt;
{{Classbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|portrait= Arcane_Warrior.jpg&lt;br /&gt;
&amp;lt;!--|portrait-width= 200px--&amp;gt;&lt;br /&gt;
|name= Arcane Warrior&lt;br /&gt;
|classtype= fanclass&lt;br /&gt;
|role= [[Melee]]/[[Ranged]]/[[Caster]] hybrid&lt;br /&gt;
|attrib= [[Strength]] [[Dexterity]] [[Mana]]&lt;br /&gt;
&amp;lt;!-- Class Skills --&amp;gt;&lt;br /&gt;
|skilltree1= [[Arcane_Warrior#Steel_&amp;amp;_Fire_Skills|Steel &amp;amp; Fire]]&lt;br /&gt;
|skilltree2= [[Arcane_Warrior#Pax_Arcanna_Skills|Pax Arcanna]]&lt;br /&gt;
|skilltree3= [[Arcane_Warrior#Terra_Firma_Skills|Terra Firma]]&lt;br /&gt;
&amp;lt;!-- Background --&amp;gt;&lt;br /&gt;
|origin= [[Sanctuary]]&lt;br /&gt;
|affiliation= Vizjerei, Viz-Jaq'taar&lt;br /&gt;
|friends= None Known&lt;br /&gt;
|foes= Viz-Jaq'taar Assassins&lt;br /&gt;
}}&lt;br /&gt;
Upon the destruction of the Worldstone 20 years ago, a Vizjerei elder concluded that the mortal powers of Order had failed. Secretly, he went to the Viz-Jaq'taar Assassins to share his concerns and make a proposal. Even though the Prime Evils were defeated, mortal powers and agents were still not powerful enough to save the Worldstone. He feared that following it's destruction, things would get worse and proposed that the Assassin's lack of magic was weakness, that the time would soon come to fight fire with fire. He suggested that they should begin to incorporate magic to counter the coming flood. He was rejected outright by most of the clan, and nearly slain on principle, but one Assassin elder had reached a similar conclusion, but didn't know how to act upon it. With this opportunity, he stole away with the Vizjerei elder and a few of the younger clan members, to work on combining their knowledge and powers to create a new breed of mage-knight. Once the Viz-Jaq'taar realized what had transpired, they decreed death for all violators, but the group dissappeared and no one had heard from them to this day. All knowledge of what had transpired was hidden.&lt;br /&gt;
&lt;br /&gt;
They spent years hidden away from the world in the northern reaches near the ruined Mt. Arreat. They honed their skills, focusing less on subversion and more on direct confrontation. From the Assassin's understanding of the mind and martial combat and the Vizjerei elder's understanding of the Elemental magics, a marriage was made into magically enhanced warriors. This combination of studies gave special insights into the nature of the world and gave these new warriors the power to tap into the very elemental threads that are woven into our world and weave them into their own bodies and equipment. They also gained some insight into exploring the Ether. They spent a great deal of time developing methods of countering and diffusing hostile magicks and it's practitioners, as per Assassin tradition, up close and at range. They also knew, however, that the demonic hordes need not rely on magic to reek their destruction, so great emphasis was also placed on raw combat power and fortitude. &lt;br /&gt;
&lt;br /&gt;
With the coming of the falling star, they knew that their time had arrived. They re-emerged into the world to discover what foul forces were involved. While two of the apprentices were away doing reconnaissance, their base of operations was utterly destroyed. Most were killed, the rest were missing. The elders were not among the remains, nor were there any clues as to the perpetrators. Had the Assassins finally caught up to them? Was it the mustering forces of evil? The two apprentices had no answers, but were determined to fulfill their duties. They ventured into the world on their own to discover what evil schemes plotted against Sanctuary and to put it to an end... or die trying...&lt;br /&gt;
&lt;br /&gt;
==Character Design==&lt;br /&gt;
&lt;br /&gt;
The Arcane Warrior is a highly magic augmented warrior that could focus equally on [[melee]] or [[ranged|missiles]]. Her main skills are enchantments on her weapons and armor that add elemental or other magical properties, possibly even castable on allies. In D2 terms, it'd be something of a cross between a [[Paladin]], [[Amazon]], and [[Assassin]].&lt;br /&gt;
&lt;br /&gt;
==Attributes and Skills==&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===Attributes===&lt;br /&gt;
====Starting Attributes====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
*'''[[Life]]:''' x&lt;br /&gt;
*'''[[Mana]]:''' x&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Attribute Increase Per Level====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
Enchantment skills are cast by the character and last for a certain duration. Different enchantments can be in effect at the same time (stacked), but can have only 1 Weapon and 1 Armor Enchantment per Tree active at a time.&lt;br /&gt;
&lt;br /&gt;
===Arcane Warrior Skills===&lt;br /&gt;
The Arcane Warrior skills are arranged into to three distinctive skill tree categories:&lt;br /&gt;
* Steel &amp;amp; Fire&lt;br /&gt;
* Pax Arcanna&lt;br /&gt;
* Terra Firma&lt;br /&gt;
All three trees have a combination of active and passive skills. Active skills are used in combat, while the passive skills boost or change the behaviour of the active skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Steel &amp;amp; Fire Skills====&lt;br /&gt;
This tree focuses on speed and raw destructive output. Uses Fire and Lightning. &amp;quot;A good defense is a good offense.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Burn:''' Enchants Weapon. Adds fire damage to attacks and increases accuracy.&lt;br /&gt;
* '''Jolt:''' Enchants weapon. Adds electrical damage to attacks and increases attack speed.&lt;br /&gt;
* '''Flame Armor:''' Enchant Armor. Deal fire damage to any melee attackers.&lt;br /&gt;
* '''Lightning Spirit:''' Increase attack speed and accuracy. Passive.&lt;br /&gt;
* '''Lunge:''' Melee. Attack and move forward in a short burst, knocking foes back a ways and following. Sort of a short burst Charge, but foe must be in melee range. Useful to break out when surrounded.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Twitch:''' Missile. Essentially a Missile based Zeal.&lt;br /&gt;
* '''Flame Spray:''' Enchants Weapon. Melee, causes a spherical firewall centered on target. Missiles cause a trail of fire to form under arrows path.&lt;br /&gt;
* '''Lightning Rod:''' Enchants Weapon. When enemy is struck, a lightning bolt goes from character to target. Can trigger multiple bolts from one attack. More useful for multiple missiles against clustered enemies.&lt;br /&gt;
* '''Conflageration:''' Enchant Armor. Causes the ground around the character to burst into fire.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Sweep:''' Melee. Spins once in a circle, striking any surrounding enemies within range.&lt;br /&gt;
* '''Burst:''' Enchants weapon. On attack, explosive fire is dealt to nearby units (ala D2 Fireball or Explosive Arrows).&lt;br /&gt;
* '''Chain Static:''' Enchants Weapon. Causes electrical damage to target that jumps to any units next to them, etc, etc, rippling through tightly packed enemies.&lt;br /&gt;
* '''Thunderclap:''' Enchant Armor. When an enemy attacks, has a chance of triggering a shockwave that knocks all foes back within a small radius, plus dealing damage.&lt;br /&gt;
* '''Flame Sabres:''' Spell. Creates floating swords made of fire that seek targets and deal fire damage. Can be attacked and destroyed.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Flame Nova:''' Enchants Weapon. Triggers a fire based nova from target. Increasing rank increases size of effect.&lt;br /&gt;
* '''Ricochet:''' Missile. When a target is struck, the arrow jumps to the nearest target. Everytime a target is struck, the arrow keeps retargetting up to a skill based maximum or until it misses one.&lt;br /&gt;
* '''Channeling the Flame:''' Increases Fire and Lightning damage. Passive.&lt;br /&gt;
* '''Fire Elemental:''' Transforms into a Fire Elemental, dealing extra fire and increasing Fire and Lightning damage. Also, absorbs fire damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Pax Arcanna Skills====&lt;br /&gt;
This tree focuses on penetrating and neutralizing hostile magics and magicians. Uses skills that interfere with magic, and uses teleportation offensively and defensively. &amp;quot;What good is magic if you're unable to use it?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Silence:''' Enchants weapon. Has a chance to silence target.&lt;br /&gt;
* '''Resist Affliction:''' Decreases the chance that negative condition magics can affect character, like chill, slow, silence, etc. and also decreases the duration of such effects if they get through. Passive.&lt;br /&gt;
* '''Displace:''' Melee. On striking, teleport to another random position next to target. &lt;br /&gt;
* '''Magic Arrow:''' Missile. Fires a created arrow that causes increased, pure Arcane damage.&lt;br /&gt;
* '''Interference:''' Enchants weapon to inflict a condition that causes target's casting rate to greatly decrease.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Veil of Silence:''' Enchants armor so that when attacked, fires a silence bolt at attacker.&lt;br /&gt;
* '''Arcane Defenses:''' Passive. Increases resistance to arcane magics.&lt;br /&gt;
* '''Dispel:''' Spell. Sends out a shockwave that will dispel any negative magic effects on friendly units.&lt;br /&gt;
* '''Blood Price:''' Enchant Weapon. Adds mana damage and inflicts a condition on target that causes any abilities that drain Mana to drain an equal amount of Health as well.&lt;br /&gt;
* '''Skip:''' Enchant Armor. When attacked, has a chance of teleporting to a random location within range. Could be annoying to some players, but to those who thrive on chaos, welcome home!&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Absorb Magic:''' Enchants armor. Has a chance of absorbing spells cast at character, eliminating damage and restoring however much mana that skill cost.&lt;br /&gt;
* '''Short Circuit:''' Spell. Cast on a single target. Caster and target lose all mana. (may not be very relevant, because they may not keep track of enemy mana. PvP uses would be neat-o.)&lt;br /&gt;
* '''Summon:''' Spell. When cast on a target, causes them to be teleported right next to caster. Doesn't work on bosses or other characters.&lt;br /&gt;
* '''Enhanced Channeling:''' Passive. Increases the duration of all enchantments.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Shift Stirke:''' Melee. Quickly teleport next to an enemy, attack, then zips back to her original location. If hit, she's stuck where he's at.&lt;br /&gt;
* '''Tiamat:''' Enchants weapon. Adds elemental damage of fire, cold and lightning. Melee and missile. Enhanced by Burn, Jolt, and Frostbite.&lt;br /&gt;
* '''Reflect:''' Enchants armor to have a chance of reflecting magics cast at character.&lt;br /&gt;
* '''Disruption:''' Spell. Sends out a shockwave that destroys any spells or missiles within the given radius.&lt;br /&gt;
&lt;br /&gt;
====Terra Firma Skills====&lt;br /&gt;
This tree focuses more on defense and fortitude. Attacks are based on strength more than speed. Uses Stone/Earth and Cold. &amp;quot;The mountain need not fear the storm.&amp;quot; (Note: Earth elemental skills are only called that for conceptual reasons and cause physical damage, not an &amp;quot;earth elemental&amp;quot; damage type. That is, unless Blizzard adds that.)&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Frostbite:''' Enchants Weapon. Adds cold damage to attacks and chills targets.&lt;br /&gt;
* '''Immovability:''' Passive. Decreases the chance that any effect can cause the character to move against her will, ie. knockback effects.&lt;br /&gt;
* '''Rockform:''' Enchants Armor. Increases Defense and Damage Reduction.&lt;br /&gt;
* '''Ice Shield:''' Spell. Creates a literal shield made of solid ice. If a shield is being used, it enhances it defenses and blocking. Without a shield, it floats near caster and confers double the blocking bonus that Ice Shield adds to a shield and can be used with 2-handed weapons.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Inertia:''' Passive. Causes attacks to physically pack more force. Increases physical damage.&lt;br /&gt;
* '''Ethereal Anchor:''' Missile. A successful attack can anchor the foe in place, unable to move, but can still attack. Doesn't work on bosses or other players.&lt;br /&gt;
* '''Cold Aura:''' Enchants Armor. Chills enemies within a given radius. No Damage.&lt;br /&gt;
* '''Stone Guardian:''' Spell. Creates a floating fist of stone that randomly attacks nearby foes. Certain runes may add Knockback.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Torque:''' Melee and missile. Slower attack, but does much more damage. If missile, it travels faster (if engine supports that).&lt;br /&gt;
* '''Attunement:''' Passive. Increases resistance to fire/ice/lightning.&lt;br /&gt;
* '''Icicle:''' Enchants Weapon. Causes a giant Icicle to fall on target, causing splash damage to nearby foes.&lt;br /&gt;
* '''Stalagmite:''' Spell. Summons a spike of solid rock from the earth at the desired location. Any enemies nearby take physical damage and pillar remains as an obstacle until destroyed or duration expires.&lt;br /&gt;
* '''Jagged Shards:''' Enchants Armor. Causes sharp rock protrusions to spring from armor, causing physical damage on melee attackers. Against missile attacks, has a chance of shattering the missile, causing no damage. Against attackers that have weapon Durability (ie. PvP), has an equal chance of reducing Durability of attackers melee weapon by one.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Anvil:''' Melee. Crushing attack with cooldown time that does highly increased damage to target and nearby targets.&lt;br /&gt;
* '''Ice Prison:''' Spell. Like Bone Prison, but made of ice.&lt;br /&gt;
* '''Quenching the Flame:''' Passive. Increases Cold and Earth(or physical) damages.&lt;br /&gt;
* '''Earth Elemental:''' Transforms into Stone. Makes Earth and Ice skills do more damage, adds defense. Also, adds resistances to cold and lightning.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
The Arcane Warrior was first posted 9 June 2009 [http://forums.diii.net/showthread.php?t=728784] by [http://forums.diii.net/member.php?u=335830 Technomancer] on the [http://forums.diii.net/ Diii.net forums]. It was re-posted as a wiki article by [[Holyknight3000]] and [[Leord]] on 10 June 2009. The wiki and original post were updated by [http://forums.diii.net/member.php?u=335830 Technomancer] with a major update/overhaul on 17 June 2009.&lt;br /&gt;
&lt;br /&gt;
===Technomancer Notes===&lt;br /&gt;
This is a pretty large overhaul on the original idea, which I kept in quotes at the bottom of the original message board post. This class is now something of a D2 combination of Paladin, Amazon, and Assassin. This is pretty much a full class now, without technical game stats. I thought it was a good idea to change primary gender to female, not just because of Boqu's awesome artwork, but I always thought it would be cool to have a female character that could hold the front lines shoulder to shoulder with the Barbarian!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Trivia==&lt;br /&gt;
Use only if actual trivia. If so, add to [[:Category:Trivia]] as well&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Media==&lt;br /&gt;
You can find pictures in the Diablo 3 screenshot and picture gallery:&lt;br /&gt;
* [http://www.diii.net/gallery/ Diablo 3 screenshots and pictures]&lt;br /&gt;
* [http://www.diii.net/gallery/showgallery.php?cat=all&amp;amp;si=NAME NAME-specific gallery contents]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Arcane_Warrior.jpg|Arcane Warrior Concept by Boqu&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://forums.diii.net/showthread.php?t=728784 Original post]&lt;br /&gt;
* [http://forums.diii.net/member.php?u=335830 Technomancer's profile]&lt;br /&gt;
* [http://forums.diii.net/member.php?u=136916 Boqu's Profile]&lt;br /&gt;
* [http://www.diii.net/gallery/showgallery.php?cat=503 Diablo Fan Art Gallery]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Class navbox floor}}&lt;/div&gt;</summary>
		<author><name>Technomancer</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Fanmade:Arcane_Warrior&amp;diff=9702</id>
		<title>Fanmade:Arcane Warrior</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Fanmade:Arcane_Warrior&amp;diff=9702"/>
				<updated>2009-06-17T09:45:37Z</updated>
		
		<summary type="html">&lt;p&gt;Technomancer: /* Terra Firma Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Arcane Warrior''' is a highly magic augmented warrior that could focus equally on [[melee]] or [[ranged|missiles]]. His main skills are enchantments on his weapons and armor that add elemental or other magical properties.&lt;br /&gt;
&lt;br /&gt;
{{Fanclass|'''Technomancer''' ([[Leord]] &amp;amp; [[Holyknight3000]] assisted) Concept Art by [[Boqu]]}}&lt;br /&gt;
==Background==&lt;br /&gt;
{{Classbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|portrait= Arcane_Warrior.jpg&lt;br /&gt;
&amp;lt;!--|portrait-width= 200px--&amp;gt;&lt;br /&gt;
|name= Arcane Warrior&lt;br /&gt;
|classtype= fanclass&lt;br /&gt;
|role= [[Melee]]/[[Ranged]]/[[Caster]] hybrid&lt;br /&gt;
|attrib= [[Strength]] [[Dexterity]] [[Mana]]&lt;br /&gt;
&amp;lt;!-- Class Skills --&amp;gt;&lt;br /&gt;
|skilltree1= [[Arcane_Warrior#Steel_&amp;amp;_Fire_Skills|Steel &amp;amp; Fire]]&lt;br /&gt;
|skilltree2= [[Arcane_Warrior#Pax_Arcanna_Skills|Pax Arcanna]]&lt;br /&gt;
|skilltree3= [[Arcane_Warrior#Terra_Firma_Skills|Terra Firma]]&lt;br /&gt;
&amp;lt;!-- Background --&amp;gt;&lt;br /&gt;
|origin= [[Sanctuary]]&lt;br /&gt;
|affiliation= Vizjerei, Viz-Jaq'taar&lt;br /&gt;
|friends= None Known&lt;br /&gt;
|foes= Viz-Jaq'taar Assassins&lt;br /&gt;
}}&lt;br /&gt;
Upon the destruction of the Worldstone 20 years ago, a Vizjerei elder concluded that the mortal powers of Order had failed. Secretly, he went to the Viz-Jaq'taar Assassins to share his concerns and make a proposal. Even though the Prime Evils were defeated, mortal powers and agents were still not powerful enough to save the Worldstone. He feared that following it's destruction, things would get worse and proposed that the Assassin's lack of magic was weakness, that the time would soon come to fight fire with fire. He suggested that they should begin to incorporate magic to counter the coming flood. He was rejected outright by most of the clan, and nearly slain on principle, but one Assassin elder had reached a similar conclusion, but didn't know how to act upon it. With this opportunity, he stole away with the Vizjerei elder and a few of the younger clan members, to work on combining their knowledge and powers to create a new breed of mage-knight. Once the Viz-Jaq'taar realized what had transpired, they decreed death for all violators, but the group dissappeared and no one had heard from them to this day. All knowledge of what had transpired was hidden.&lt;br /&gt;
&lt;br /&gt;
They spent years hidden away from the world in the northern reaches near the ruined Mt. Arreat. They honed their skills, focusing less on subversion and more on direct confrontation. From the Assassin's understanding of the mind and martial combat and the Vizjerei elder's understanding of the Elemental magics, a marriage was made into magically enhanced warriors. This combination of studies gave special insights into the nature of the world and gave these new warriors the power to tap into the very elemental threads that are woven into our world and weave them into their own bodies and equipment. They also gained some insight into exploring the Ether. They spent a great deal of time developing methods of countering and diffusing hostile magicks and it's practitioners, as per Assassin tradition, up close and at range. They also knew, however, that the demonic hordes need not rely on magic to reek their destruction, so great emphasis was also placed on raw combat power and fortitude. &lt;br /&gt;
&lt;br /&gt;
With the coming of the falling star, they knew that their time had arrived. They re-emerged into the world to discover what foul forces were involved. While two of the apprentices were away doing reconnaissance, their base of operations was utterly destroyed. Most were killed, the rest were missing. The elders were not among the remains, nor were there any clues as to the perpetrators. Had the Assassins finally caught up to them? Was it the mustering forces of evil? The two apprentices had no answers, but were determined to fulfill their duties. They ventured into the world on their own to discover what evil schemes plotted against Sanctuary and to put it to an end... or die trying...&lt;br /&gt;
&lt;br /&gt;
==Character Design==&lt;br /&gt;
&lt;br /&gt;
The Arcane Warrior is a highly magic augmented warrior that could focus equally on [[melee]] or [[ranged|missiles]]. Her main skills are enchantments on her weapons and armor that add elemental or other magical properties, possibly even castable on allies. In D2 terms, it'd be something of a cross between a [[Paladin]], [[Amazon]], and [[Assassin]].&lt;br /&gt;
&lt;br /&gt;
==Attributes and Skills==&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===Attributes===&lt;br /&gt;
====Starting Attributes====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
*'''[[Life]]:''' x&lt;br /&gt;
*'''[[Mana]]:''' x&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Attribute Increase Per Level====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
Enchantment skills are cast by the character and last for a certain duration. Different enchantments can be in effect at the same time (stacked), but can have only 1 Weapon and 1 Armor Enchantment per Tree active at a time.&lt;br /&gt;
&lt;br /&gt;
===Arcane Warrior Skills===&lt;br /&gt;
The Arcane Warrior skills are arranged into to three distinctive skill tree categories:&lt;br /&gt;
* Steel &amp;amp; Fire&lt;br /&gt;
* Pax Arcanna&lt;br /&gt;
* Terra Firma&lt;br /&gt;
All three trees have a combination of active and passive skills. Active skills are used in combat, while the passive skills boost or change the behaviour of the active skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Steel &amp;amp; Fire Skills====&lt;br /&gt;
This tree focuses on speed and raw destructive output. Uses Fire and Lightning. &amp;quot;A good defense is a good offense.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Burn:''' Enchants Weapon. Adds fire damage to attacks and increases accuracy.&lt;br /&gt;
* '''Jolt:''' Enchants weapon. Adds electrical damage to attacks and increases attack speed.&lt;br /&gt;
* '''Flame Armor:''' Enchant Armor. Deal fire damage to any melee attackers.&lt;br /&gt;
* '''Lightning Spirit:''' Increase attack speed and accuracy. Passive.&lt;br /&gt;
* '''Lunge:''' Melee. Attack and move forward in a short burst, knocking foes back a ways and following. Sort of a short burst Charge, but foe must be in melee range. Useful to break out when surrounded.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Twitch:''' Missile. Essentially a Missile based Zeal.&lt;br /&gt;
* '''Flame Spray:''' Enchants Weapon. Melee, causes a spherical firewall centered on target. Missiles cause a trail of fire to form under arrows path.&lt;br /&gt;
* '''Lightning Rod:''' Enchants Weapon. When enemy is struck, a lightning bolt goes from character to target. Can trigger multiple bolts from one attack. More useful for multiple missiles against clustered enemies.&lt;br /&gt;
* '''Conflageration:''' Enchant Armor. Causes the ground around the character to burst into fire.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Sweep:''' Melee. Spins once in a circle, striking any surrounding enemies within range.&lt;br /&gt;
* '''Burst:''' Enchants weapon. On attack, explosive fire is dealt to nearby units (ala D2 Fireball or Explosive Arrows).&lt;br /&gt;
* '''Chain Static:''' Enchants Weapon. Causes electrical damage to target that jumps to any units next to them, etc, etc, rippling through tightly packed enemies.&lt;br /&gt;
* '''Thunderclap:''' Enchant Armor. When an enemy attacks, has a chance of triggering a shockwave that knocks all foes back within a small radius, plus dealing damage.&lt;br /&gt;
* '''Flame Sabres:''' Spell. Creates floating swords made of fire that seek targets and deal fire damage. Can be attacked and destroyed.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Flame Nova:''' Enchants Weapon. Triggers a fire based nova from target. Increasing rank increases size of effect.&lt;br /&gt;
* '''Ricochet:''' Missile. When a target is struck, the arrow jumps to the nearest target. Everytime a target is struck, the arrow keeps retargetting up to a skill based maximum or until it misses one.&lt;br /&gt;
* '''Channeling the Flame:''' Increases Fire and Lightning damage. Passive.&lt;br /&gt;
* '''Fire Elemental:''' Transforms into a Fire Elemental, dealing extra fire and increasing Fire and Lightning damage. Also, absorbs fire damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Pax Arcanna Skills====&lt;br /&gt;
This tree focuses on penetrating and neutralizing hostile magics and magicians. Uses skills that interfere with magic, and uses teleportation offensively and defensively. &amp;quot;What good is magic if you're unable to use it?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Silence:''' Enchants weapon. Has a chance to silence target.&lt;br /&gt;
* '''Resist Affliction:''' Decreases the chance that negative condition magics can affect character, like chill, slow, silence, etc. and also decreases the duration of such effects if they get through. Passive.&lt;br /&gt;
* '''Displace:''' Melee. On striking, teleport to another random position next to target. &lt;br /&gt;
* '''Magic Arrow:''' Missile. Fires a created arrow that causes increased, pure Arcane damage.&lt;br /&gt;
* '''Interference:''' Enchants weapon to inflict a condition that causes target's casting rate to greatly decrease.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Veil of Silence:''' Enchants armor so that when attacked, fires a silence bolt at attacker.&lt;br /&gt;
* '''Arcane Defenses:''' Passive. Increases resistance to arcane magics.&lt;br /&gt;
* '''Dispel:''' Spell. Sends out a shockwave that will dispel any negative magic effects on friendly units.&lt;br /&gt;
* '''Blood Price:''' Enchant Weapon. Adds mana damage and inflicts a condition on target that causes any abilities that drain Mana to drain an equal amount of Health as well.&lt;br /&gt;
* '''Skip:''' Enchant Armor. When attacked, has a chance of teleporting to a random location within range. Could be annoying to some players, but to those who thrive on chaos, welcome home!&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Absorb Magic:''' Enchants armor. Has a chance of absorbing spells cast at character, eliminating damage and restoring however much mana that skill cost.&lt;br /&gt;
* '''Short Circuit:''' Spell. Cast on a single target. Caster and target lose all mana. (may not be very relevant, because they may not keep track of enemy mana. PvP uses would be neat-o.)&lt;br /&gt;
* '''Summon:''' Spell. When cast on a target, causes them to be teleported right next to caster. Doesn't work on bosses or other characters.&lt;br /&gt;
* '''Enhanced Channeling:''' Passive. Increases the duration of all enchantments.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Shift Stirke:''' Melee. Quickly teleport next to an enemy, attack, then zips back to her original location. If hit, she's stuck where he's at.&lt;br /&gt;
* '''Tiamat:''' Enchants weapon. Adds elemental damage of fire, cold and lightning. Melee and missile. Enhanced by Burn, Jolt, and Frostbite.&lt;br /&gt;
* '''Reflect:''' Enchants armor to have a chance of reflecting magics cast at character.&lt;br /&gt;
* '''Disruption:''' Spell. Sends out a shockwave that destroys any spells or missiles within the given radius.&lt;br /&gt;
&lt;br /&gt;
====Terra Firma Skills====&lt;br /&gt;
This tree focuses more on defense and fortitude. Attacks are based on strength more than speed. Uses Stone/Earth and Cold. &amp;quot;The mountain need not fear the storm.&amp;quot; (Note: Earth elemental skills are only called that for conceptual reasons and cause physical damage, not an &amp;quot;earth elemental&amp;quot; damage type. That is, unless Blizzard adds that.)&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Frostbite:''' Enchants Weapon. Adds cold damage to attacks and chills targets.&lt;br /&gt;
* '''Immovability:''' Passive. Decreases the chance that any effect can cause the character to move against her will, ie. knockback effects.&lt;br /&gt;
* '''Rockform:''' Enchants Armor. Increases Defense and Damage Reduction.&lt;br /&gt;
* '''Ice Shield:''' Spell. Creates a literal shield made of solid ice. If a shield is being used, it enhances it defenses and blocking. Without a shield, it floats near caster and confers double the blocking bonus that Ice Shield adds to a shield and can be used with 2-handed weapons.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Inertia:''' Passive. Causes attacks to physically pack more force. Increases physical damage.&lt;br /&gt;
* '''Ethereal Anchor:''' Missile. A successful attack can anchor the foe in place, unable to move, but can still attack. Doesn't work on bosses or other players.&lt;br /&gt;
* '''Cold Aura:''' Enchants Armor. Chills enemies within a given radius. No Damage.&lt;br /&gt;
* '''Stone Guardian:''' Spell. Creates a floating fist of stone that randomly attacks nearby foes. Certain runes may add Knockback.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Torque:''' Melee and missile. Slower attack, but does much more damage. If missile, it travels faster (if engine supports that).&lt;br /&gt;
* '''Attunement:''' Passive. Increases resistance to fire/ice/lightning.&lt;br /&gt;
* '''Icicle:''' Enchants Weapon. Causes a giant Icicle to fall on target, causing splash damage to nearby foes.&lt;br /&gt;
* '''Stalagmite:''' Spell. Summons a spike of solid rock from the earth at the desired location. Any enemies nearby take physical damage and pillar remains as an obstacle until destroyed or duration expires.&lt;br /&gt;
* '''Jagged Shards:''' Enchants Armor. Causes sharp rock protrusions to spring from armor, causing physical damage on melee attackers. Against missile attacks, has a chance of shattering the missile, causing no damage. Against attackers that have weapon Durability (ie. PvP), has an equal chance of reducing Durability of attackers melee weapon by one.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Anvil:''' Melee. Crushing attack with cooldown time that does highly increased damage to target and nearby targets.&lt;br /&gt;
* '''Ice Prison:''' Spell. Like Bone Prison, but made of ice.&lt;br /&gt;
* '''Quenching the Flame:''' Passive. Increases Cold and Earth(or physical) damages.&lt;br /&gt;
* '''Earth Elemental:''' Transforms into Stone. Makes Earth and Ice skills do more damage, adds defense. Also, adds resistances to cold and lightning.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
The Arcane Warrior was first posted 9 June 2009 [http://forums.diii.net/showthread.php?t=728784] by [http://forums.diii.net/member.php?u=335830 Technomancer] on the [http://forums.diii.net/ Diii.net forums]. It was re-posted as a wiki article by [[Holyknight3000]] and [[Leord]] on 10 June 2009. The wiki and original post were updated by [http://forums.diii.net/member.php?u=335830 Technomancer] with a major update/overhaul on 17 June 2009.&lt;br /&gt;
&lt;br /&gt;
===Technomancer Notes===&lt;br /&gt;
This is a pretty large overhaul on the original idea, which I kept in quotes at the bottom of the original message board post. This class is now something of a D2 combination of Paladin, Amazon, and Assassin. This is pretty much a full class now, without technical game stats.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Trivia==&lt;br /&gt;
Use only if actual trivia. If so, add to [[:Category:Trivia]] as well&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Media==&lt;br /&gt;
You can find pictures in the Diablo 3 screenshot and picture gallery:&lt;br /&gt;
* [http://www.diii.net/gallery/ Diablo 3 screenshots and pictures]&lt;br /&gt;
* [http://www.diii.net/gallery/showgallery.php?cat=all&amp;amp;si=NAME NAME-specific gallery contents]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Arcane_Warrior.jpg|Arcane Warrior Concept by Boqu&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://forums.diii.net/showthread.php?t=728784 Original post]&lt;br /&gt;
* [http://forums.diii.net/member.php?u=335830 Technomancer's profile]&lt;br /&gt;
* [http://forums.diii.net/member.php?u=136916 Boqu's Profile]&lt;br /&gt;
* [http://www.diii.net/gallery/showgallery.php?cat=503 Diablo Fan Art Gallery]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Class navbox floor}}&lt;/div&gt;</summary>
		<author><name>Technomancer</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Fanmade:Arcane_Warrior&amp;diff=9701</id>
		<title>Fanmade:Arcane Warrior</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Fanmade:Arcane_Warrior&amp;diff=9701"/>
				<updated>2009-06-17T09:44:28Z</updated>
		
		<summary type="html">&lt;p&gt;Technomancer: /* Pax Arcanna Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Arcane Warrior''' is a highly magic augmented warrior that could focus equally on [[melee]] or [[ranged|missiles]]. His main skills are enchantments on his weapons and armor that add elemental or other magical properties.&lt;br /&gt;
&lt;br /&gt;
{{Fanclass|'''Technomancer''' ([[Leord]] &amp;amp; [[Holyknight3000]] assisted) Concept Art by [[Boqu]]}}&lt;br /&gt;
==Background==&lt;br /&gt;
{{Classbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|portrait= Arcane_Warrior.jpg&lt;br /&gt;
&amp;lt;!--|portrait-width= 200px--&amp;gt;&lt;br /&gt;
|name= Arcane Warrior&lt;br /&gt;
|classtype= fanclass&lt;br /&gt;
|role= [[Melee]]/[[Ranged]]/[[Caster]] hybrid&lt;br /&gt;
|attrib= [[Strength]] [[Dexterity]] [[Mana]]&lt;br /&gt;
&amp;lt;!-- Class Skills --&amp;gt;&lt;br /&gt;
|skilltree1= [[Arcane_Warrior#Steel_&amp;amp;_Fire_Skills|Steel &amp;amp; Fire]]&lt;br /&gt;
|skilltree2= [[Arcane_Warrior#Pax_Arcanna_Skills|Pax Arcanna]]&lt;br /&gt;
|skilltree3= [[Arcane_Warrior#Terra_Firma_Skills|Terra Firma]]&lt;br /&gt;
&amp;lt;!-- Background --&amp;gt;&lt;br /&gt;
|origin= [[Sanctuary]]&lt;br /&gt;
|affiliation= Vizjerei, Viz-Jaq'taar&lt;br /&gt;
|friends= None Known&lt;br /&gt;
|foes= Viz-Jaq'taar Assassins&lt;br /&gt;
}}&lt;br /&gt;
Upon the destruction of the Worldstone 20 years ago, a Vizjerei elder concluded that the mortal powers of Order had failed. Secretly, he went to the Viz-Jaq'taar Assassins to share his concerns and make a proposal. Even though the Prime Evils were defeated, mortal powers and agents were still not powerful enough to save the Worldstone. He feared that following it's destruction, things would get worse and proposed that the Assassin's lack of magic was weakness, that the time would soon come to fight fire with fire. He suggested that they should begin to incorporate magic to counter the coming flood. He was rejected outright by most of the clan, and nearly slain on principle, but one Assassin elder had reached a similar conclusion, but didn't know how to act upon it. With this opportunity, he stole away with the Vizjerei elder and a few of the younger clan members, to work on combining their knowledge and powers to create a new breed of mage-knight. Once the Viz-Jaq'taar realized what had transpired, they decreed death for all violators, but the group dissappeared and no one had heard from them to this day. All knowledge of what had transpired was hidden.&lt;br /&gt;
&lt;br /&gt;
They spent years hidden away from the world in the northern reaches near the ruined Mt. Arreat. They honed their skills, focusing less on subversion and more on direct confrontation. From the Assassin's understanding of the mind and martial combat and the Vizjerei elder's understanding of the Elemental magics, a marriage was made into magically enhanced warriors. This combination of studies gave special insights into the nature of the world and gave these new warriors the power to tap into the very elemental threads that are woven into our world and weave them into their own bodies and equipment. They also gained some insight into exploring the Ether. They spent a great deal of time developing methods of countering and diffusing hostile magicks and it's practitioners, as per Assassin tradition, up close and at range. They also knew, however, that the demonic hordes need not rely on magic to reek their destruction, so great emphasis was also placed on raw combat power and fortitude. &lt;br /&gt;
&lt;br /&gt;
With the coming of the falling star, they knew that their time had arrived. They re-emerged into the world to discover what foul forces were involved. While two of the apprentices were away doing reconnaissance, their base of operations was utterly destroyed. Most were killed, the rest were missing. The elders were not among the remains, nor were there any clues as to the perpetrators. Had the Assassins finally caught up to them? Was it the mustering forces of evil? The two apprentices had no answers, but were determined to fulfill their duties. They ventured into the world on their own to discover what evil schemes plotted against Sanctuary and to put it to an end... or die trying...&lt;br /&gt;
&lt;br /&gt;
==Character Design==&lt;br /&gt;
&lt;br /&gt;
The Arcane Warrior is a highly magic augmented warrior that could focus equally on [[melee]] or [[ranged|missiles]]. Her main skills are enchantments on her weapons and armor that add elemental or other magical properties, possibly even castable on allies. In D2 terms, it'd be something of a cross between a [[Paladin]], [[Amazon]], and [[Assassin]].&lt;br /&gt;
&lt;br /&gt;
==Attributes and Skills==&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===Attributes===&lt;br /&gt;
====Starting Attributes====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
*'''[[Life]]:''' x&lt;br /&gt;
*'''[[Mana]]:''' x&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Attribute Increase Per Level====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
Enchantment skills are cast by the character and last for a certain duration. Different enchantments can be in effect at the same time (stacked), but can have only 1 Weapon and 1 Armor Enchantment per Tree active at a time.&lt;br /&gt;
&lt;br /&gt;
===Arcane Warrior Skills===&lt;br /&gt;
The Arcane Warrior skills are arranged into to three distinctive skill tree categories:&lt;br /&gt;
* Steel &amp;amp; Fire&lt;br /&gt;
* Pax Arcanna&lt;br /&gt;
* Terra Firma&lt;br /&gt;
All three trees have a combination of active and passive skills. Active skills are used in combat, while the passive skills boost or change the behaviour of the active skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Steel &amp;amp; Fire Skills====&lt;br /&gt;
This tree focuses on speed and raw destructive output. Uses Fire and Lightning. &amp;quot;A good defense is a good offense.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Burn:''' Enchants Weapon. Adds fire damage to attacks and increases accuracy.&lt;br /&gt;
* '''Jolt:''' Enchants weapon. Adds electrical damage to attacks and increases attack speed.&lt;br /&gt;
* '''Flame Armor:''' Enchant Armor. Deal fire damage to any melee attackers.&lt;br /&gt;
* '''Lightning Spirit:''' Increase attack speed and accuracy. Passive.&lt;br /&gt;
* '''Lunge:''' Melee. Attack and move forward in a short burst, knocking foes back a ways and following. Sort of a short burst Charge, but foe must be in melee range. Useful to break out when surrounded.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Twitch:''' Missile. Essentially a Missile based Zeal.&lt;br /&gt;
* '''Flame Spray:''' Enchants Weapon. Melee, causes a spherical firewall centered on target. Missiles cause a trail of fire to form under arrows path.&lt;br /&gt;
* '''Lightning Rod:''' Enchants Weapon. When enemy is struck, a lightning bolt goes from character to target. Can trigger multiple bolts from one attack. More useful for multiple missiles against clustered enemies.&lt;br /&gt;
* '''Conflageration:''' Enchant Armor. Causes the ground around the character to burst into fire.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Sweep:''' Melee. Spins once in a circle, striking any surrounding enemies within range.&lt;br /&gt;
* '''Burst:''' Enchants weapon. On attack, explosive fire is dealt to nearby units (ala D2 Fireball or Explosive Arrows).&lt;br /&gt;
* '''Chain Static:''' Enchants Weapon. Causes electrical damage to target that jumps to any units next to them, etc, etc, rippling through tightly packed enemies.&lt;br /&gt;
* '''Thunderclap:''' Enchant Armor. When an enemy attacks, has a chance of triggering a shockwave that knocks all foes back within a small radius, plus dealing damage.&lt;br /&gt;
* '''Flame Sabres:''' Spell. Creates floating swords made of fire that seek targets and deal fire damage. Can be attacked and destroyed.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Flame Nova:''' Enchants Weapon. Triggers a fire based nova from target. Increasing rank increases size of effect.&lt;br /&gt;
* '''Ricochet:''' Missile. When a target is struck, the arrow jumps to the nearest target. Everytime a target is struck, the arrow keeps retargetting up to a skill based maximum or until it misses one.&lt;br /&gt;
* '''Channeling the Flame:''' Increases Fire and Lightning damage. Passive.&lt;br /&gt;
* '''Fire Elemental:''' Transforms into a Fire Elemental, dealing extra fire and increasing Fire and Lightning damage. Also, absorbs fire damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Pax Arcanna Skills====&lt;br /&gt;
This tree focuses on penetrating and neutralizing hostile magics and magicians. Uses skills that interfere with magic, and uses teleportation offensively and defensively. &amp;quot;What good is magic if you're unable to use it?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Silence:''' Enchants weapon. Has a chance to silence target.&lt;br /&gt;
* '''Resist Affliction:''' Decreases the chance that negative condition magics can affect character, like chill, slow, silence, etc. and also decreases the duration of such effects if they get through. Passive.&lt;br /&gt;
* '''Displace:''' Melee. On striking, teleport to another random position next to target. &lt;br /&gt;
* '''Magic Arrow:''' Missile. Fires a created arrow that causes increased, pure Arcane damage.&lt;br /&gt;
* '''Interference:''' Enchants weapon to inflict a condition that causes target's casting rate to greatly decrease.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Veil of Silence:''' Enchants armor so that when attacked, fires a silence bolt at attacker.&lt;br /&gt;
* '''Arcane Defenses:''' Passive. Increases resistance to arcane magics.&lt;br /&gt;
* '''Dispel:''' Spell. Sends out a shockwave that will dispel any negative magic effects on friendly units.&lt;br /&gt;
* '''Blood Price:''' Enchant Weapon. Adds mana damage and inflicts a condition on target that causes any abilities that drain Mana to drain an equal amount of Health as well.&lt;br /&gt;
* '''Skip:''' Enchant Armor. When attacked, has a chance of teleporting to a random location within range. Could be annoying to some players, but to those who thrive on chaos, welcome home!&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Absorb Magic:''' Enchants armor. Has a chance of absorbing spells cast at character, eliminating damage and restoring however much mana that skill cost.&lt;br /&gt;
* '''Short Circuit:''' Spell. Cast on a single target. Caster and target lose all mana. (may not be very relevant, because they may not keep track of enemy mana. PvP uses would be neat-o.)&lt;br /&gt;
* '''Summon:''' Spell. When cast on a target, causes them to be teleported right next to caster. Doesn't work on bosses or other characters.&lt;br /&gt;
* '''Enhanced Channeling:''' Passive. Increases the duration of all enchantments.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Shift Stirke:''' Melee. Quickly teleport next to an enemy, attack, then zips back to her original location. If hit, she's stuck where he's at.&lt;br /&gt;
* '''Tiamat:''' Enchants weapon. Adds elemental damage of fire, cold and lightning. Melee and missile. Enhanced by Burn, Jolt, and Frostbite.&lt;br /&gt;
* '''Reflect:''' Enchants armor to have a chance of reflecting magics cast at character.&lt;br /&gt;
* '''Disruption:''' Spell. Sends out a shockwave that destroys any spells or missiles within the given radius.&lt;br /&gt;
&lt;br /&gt;
====Terra Firma Skills====&lt;br /&gt;
This tree focuses more on defense and fortitude. Attacks are based on strength more than speed. Uses Stone/Earth and Cold. &amp;quot;The mountain need not fear the storm.&amp;quot; (Note: Earth elemental skills are only called that for conceptual reasons and cause physical damage, not an &amp;quot;earth elemental&amp;quot; damage type. That is, unless Blizzard adds that.)&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Frostbite:''' Enchants Weapon. Adds cold damage to attacks and chills targets.&lt;br /&gt;
* '''Immovability:''' Passive. Decreases the chance that any effect can cause the character to move against his will, ie. knockback effects.&lt;br /&gt;
* '''Rockform:''' Enchants Armor. Increases Defense and Damage Reduction.&lt;br /&gt;
* '''Ice Shield:''' Spell. Creates a literal shield made of solid ice. If a shield is being used, it enhances it defenses and blocking. Without a shield, it floats near caster and confers double the blocking bonus that Ice Shield adds to a shield and can be used with 2-handed weapons.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Inertia:''' Passive. Causes attacks to physically pack more force. Increases physical damage.&lt;br /&gt;
* '''Ethereal Anchor:''' Missile. A successful attack can anchor the foe in place, unable to move, but can still attack. Doesn't work on bosses or other players.&lt;br /&gt;
* '''Cold Aura:''' Enchants Armor. Chills enemies within a given radius. No Damage.&lt;br /&gt;
* '''Stone Guardian:''' Spell. Creates a floating fist of stone that randomly attacks nearby foes. Certain runes may add Knockback.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Torque:''' Melee and missile. Slower attack, but does much more damage. If missile, it travels faster (if engine supports that).&lt;br /&gt;
* '''Attunement:''' Passive. Increases resistance to fire/ice/lightning.&lt;br /&gt;
* '''Icicle:''' Enchants Weapon. Causes a giant Icicle to fall on target, causing splash damage to nearby foes.&lt;br /&gt;
* '''Stalagmite:''' Spell. Summons a spike of solid rock from the earth at the desired location. Any enemies nearby take physical damage and pillar remains as an obstacle until destroyed or duration expires.&lt;br /&gt;
* '''Jagged Shards:''' Enchants Armor. Causes sharp rock protrusions to spring from armor, causing physical damage on melee attackers. Against missile attacks, has a chance of shattering the missile, causing no damage. Against attackers that have weapon Durability (ie. PvP), has an equal chance of reducing Durability of attackers melee weapon by one.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Anvil:''' Melee. Crushing attack with cooldown time that does highly increased damage to target and nearby targets.&lt;br /&gt;
* '''Ice Prison:''' Spell. Like Bone Prison, but made of ice.&lt;br /&gt;
* '''Quenching the Flame:''' Passive. Increases Cold and Earth(or physical) damages.&lt;br /&gt;
* '''Earth Elemental:''' Transforms into Stone. Makes Earth and Ice skills do more damage, adds defense. Also, adds resistances to cold and lightning.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
The Arcane Warrior was first posted 9 June 2009 [http://forums.diii.net/showthread.php?t=728784] by [http://forums.diii.net/member.php?u=335830 Technomancer] on the [http://forums.diii.net/ Diii.net forums]. It was re-posted as a wiki article by [[Holyknight3000]] and [[Leord]] on 10 June 2009. The wiki and original post were updated by [http://forums.diii.net/member.php?u=335830 Technomancer] with a major update/overhaul on 17 June 2009.&lt;br /&gt;
&lt;br /&gt;
===Technomancer Notes===&lt;br /&gt;
This is a pretty large overhaul on the original idea, which I kept in quotes at the bottom of the original message board post. This class is now something of a D2 combination of Paladin, Amazon, and Assassin. This is pretty much a full class now, without technical game stats.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Trivia==&lt;br /&gt;
Use only if actual trivia. If so, add to [[:Category:Trivia]] as well&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Media==&lt;br /&gt;
You can find pictures in the Diablo 3 screenshot and picture gallery:&lt;br /&gt;
* [http://www.diii.net/gallery/ Diablo 3 screenshots and pictures]&lt;br /&gt;
* [http://www.diii.net/gallery/showgallery.php?cat=all&amp;amp;si=NAME NAME-specific gallery contents]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Arcane_Warrior.jpg|Arcane Warrior Concept by Boqu&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://forums.diii.net/showthread.php?t=728784 Original post]&lt;br /&gt;
* [http://forums.diii.net/member.php?u=335830 Technomancer's profile]&lt;br /&gt;
* [http://forums.diii.net/member.php?u=136916 Boqu's Profile]&lt;br /&gt;
* [http://www.diii.net/gallery/showgallery.php?cat=503 Diablo Fan Art Gallery]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Class navbox floor}}&lt;/div&gt;</summary>
		<author><name>Technomancer</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Fanmade:Arcane_Warrior&amp;diff=9700</id>
		<title>Fanmade:Arcane Warrior</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Fanmade:Arcane_Warrior&amp;diff=9700"/>
				<updated>2009-06-17T09:40:48Z</updated>
		
		<summary type="html">&lt;p&gt;Technomancer: /* Development */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Arcane Warrior''' is a highly magic augmented warrior that could focus equally on [[melee]] or [[ranged|missiles]]. His main skills are enchantments on his weapons and armor that add elemental or other magical properties.&lt;br /&gt;
&lt;br /&gt;
{{Fanclass|'''Technomancer''' ([[Leord]] &amp;amp; [[Holyknight3000]] assisted) Concept Art by [[Boqu]]}}&lt;br /&gt;
==Background==&lt;br /&gt;
{{Classbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|portrait= Arcane_Warrior.jpg&lt;br /&gt;
&amp;lt;!--|portrait-width= 200px--&amp;gt;&lt;br /&gt;
|name= Arcane Warrior&lt;br /&gt;
|classtype= fanclass&lt;br /&gt;
|role= [[Melee]]/[[Ranged]]/[[Caster]] hybrid&lt;br /&gt;
|attrib= [[Strength]] [[Dexterity]] [[Mana]]&lt;br /&gt;
&amp;lt;!-- Class Skills --&amp;gt;&lt;br /&gt;
|skilltree1= [[Arcane_Warrior#Steel_&amp;amp;_Fire_Skills|Steel &amp;amp; Fire]]&lt;br /&gt;
|skilltree2= [[Arcane_Warrior#Pax_Arcanna_Skills|Pax Arcanna]]&lt;br /&gt;
|skilltree3= [[Arcane_Warrior#Terra_Firma_Skills|Terra Firma]]&lt;br /&gt;
&amp;lt;!-- Background --&amp;gt;&lt;br /&gt;
|origin= [[Sanctuary]]&lt;br /&gt;
|affiliation= Vizjerei, Viz-Jaq'taar&lt;br /&gt;
|friends= None Known&lt;br /&gt;
|foes= Viz-Jaq'taar Assassins&lt;br /&gt;
}}&lt;br /&gt;
Upon the destruction of the Worldstone 20 years ago, a Vizjerei elder concluded that the mortal powers of Order had failed. Secretly, he went to the Viz-Jaq'taar Assassins to share his concerns and make a proposal. Even though the Prime Evils were defeated, mortal powers and agents were still not powerful enough to save the Worldstone. He feared that following it's destruction, things would get worse and proposed that the Assassin's lack of magic was weakness, that the time would soon come to fight fire with fire. He suggested that they should begin to incorporate magic to counter the coming flood. He was rejected outright by most of the clan, and nearly slain on principle, but one Assassin elder had reached a similar conclusion, but didn't know how to act upon it. With this opportunity, he stole away with the Vizjerei elder and a few of the younger clan members, to work on combining their knowledge and powers to create a new breed of mage-knight. Once the Viz-Jaq'taar realized what had transpired, they decreed death for all violators, but the group dissappeared and no one had heard from them to this day. All knowledge of what had transpired was hidden.&lt;br /&gt;
&lt;br /&gt;
They spent years hidden away from the world in the northern reaches near the ruined Mt. Arreat. They honed their skills, focusing less on subversion and more on direct confrontation. From the Assassin's understanding of the mind and martial combat and the Vizjerei elder's understanding of the Elemental magics, a marriage was made into magically enhanced warriors. This combination of studies gave special insights into the nature of the world and gave these new warriors the power to tap into the very elemental threads that are woven into our world and weave them into their own bodies and equipment. They also gained some insight into exploring the Ether. They spent a great deal of time developing methods of countering and diffusing hostile magicks and it's practitioners, as per Assassin tradition, up close and at range. They also knew, however, that the demonic hordes need not rely on magic to reek their destruction, so great emphasis was also placed on raw combat power and fortitude. &lt;br /&gt;
&lt;br /&gt;
With the coming of the falling star, they knew that their time had arrived. They re-emerged into the world to discover what foul forces were involved. While two of the apprentices were away doing reconnaissance, their base of operations was utterly destroyed. Most were killed, the rest were missing. The elders were not among the remains, nor were there any clues as to the perpetrators. Had the Assassins finally caught up to them? Was it the mustering forces of evil? The two apprentices had no answers, but were determined to fulfill their duties. They ventured into the world on their own to discover what evil schemes plotted against Sanctuary and to put it to an end... or die trying...&lt;br /&gt;
&lt;br /&gt;
==Character Design==&lt;br /&gt;
&lt;br /&gt;
The Arcane Warrior is a highly magic augmented warrior that could focus equally on [[melee]] or [[ranged|missiles]]. Her main skills are enchantments on her weapons and armor that add elemental or other magical properties, possibly even castable on allies. In D2 terms, it'd be something of a cross between a [[Paladin]], [[Amazon]], and [[Assassin]].&lt;br /&gt;
&lt;br /&gt;
==Attributes and Skills==&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===Attributes===&lt;br /&gt;
====Starting Attributes====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
*'''[[Life]]:''' x&lt;br /&gt;
*'''[[Mana]]:''' x&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Attribute Increase Per Level====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
Enchantment skills are cast by the character and last for a certain duration. Different enchantments can be in effect at the same time (stacked), but can have only 1 Weapon and 1 Armor Enchantment per Tree active at a time.&lt;br /&gt;
&lt;br /&gt;
===Arcane Warrior Skills===&lt;br /&gt;
The Arcane Warrior skills are arranged into to three distinctive skill tree categories:&lt;br /&gt;
* Steel &amp;amp; Fire&lt;br /&gt;
* Pax Arcanna&lt;br /&gt;
* Terra Firma&lt;br /&gt;
All three trees have a combination of active and passive skills. Active skills are used in combat, while the passive skills boost or change the behaviour of the active skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Steel &amp;amp; Fire Skills====&lt;br /&gt;
This tree focuses on speed and raw destructive output. Uses Fire and Lightning. &amp;quot;A good defense is a good offense.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Burn:''' Enchants Weapon. Adds fire damage to attacks and increases accuracy.&lt;br /&gt;
* '''Jolt:''' Enchants weapon. Adds electrical damage to attacks and increases attack speed.&lt;br /&gt;
* '''Flame Armor:''' Enchant Armor. Deal fire damage to any melee attackers.&lt;br /&gt;
* '''Lightning Spirit:''' Increase attack speed and accuracy. Passive.&lt;br /&gt;
* '''Lunge:''' Melee. Attack and move forward in a short burst, knocking foes back a ways and following. Sort of a short burst Charge, but foe must be in melee range. Useful to break out when surrounded.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Twitch:''' Missile. Essentially a Missile based Zeal.&lt;br /&gt;
* '''Flame Spray:''' Enchants Weapon. Melee, causes a spherical firewall centered on target. Missiles cause a trail of fire to form under arrows path.&lt;br /&gt;
* '''Lightning Rod:''' Enchants Weapon. When enemy is struck, a lightning bolt goes from character to target. Can trigger multiple bolts from one attack. More useful for multiple missiles against clustered enemies.&lt;br /&gt;
* '''Conflageration:''' Enchant Armor. Causes the ground around the character to burst into fire.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Sweep:''' Melee. Spins once in a circle, striking any surrounding enemies within range.&lt;br /&gt;
* '''Burst:''' Enchants weapon. On attack, explosive fire is dealt to nearby units (ala D2 Fireball or Explosive Arrows).&lt;br /&gt;
* '''Chain Static:''' Enchants Weapon. Causes electrical damage to target that jumps to any units next to them, etc, etc, rippling through tightly packed enemies.&lt;br /&gt;
* '''Thunderclap:''' Enchant Armor. When an enemy attacks, has a chance of triggering a shockwave that knocks all foes back within a small radius, plus dealing damage.&lt;br /&gt;
* '''Flame Sabres:''' Spell. Creates floating swords made of fire that seek targets and deal fire damage. Can be attacked and destroyed.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Flame Nova:''' Enchants Weapon. Triggers a fire based nova from target. Increasing rank increases size of effect.&lt;br /&gt;
* '''Ricochet:''' Missile. When a target is struck, the arrow jumps to the nearest target. Everytime a target is struck, the arrow keeps retargetting up to a skill based maximum or until it misses one.&lt;br /&gt;
* '''Channeling the Flame:''' Increases Fire and Lightning damage. Passive.&lt;br /&gt;
* '''Fire Elemental:''' Transforms into a Fire Elemental, dealing extra fire and increasing Fire and Lightning damage. Also, absorbs fire damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Pax Arcanna Skills====&lt;br /&gt;
This tree focuses on penetrating and neutralizing hostile magics and magicians. Uses skills that interfere with magic, and uses teleportation offensively and defensively. &amp;quot;What good is magic if you're unable to use it?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Silence:''' Enchants weapon. Has a chance to silence target.&lt;br /&gt;
* '''Resist Affliction:''' Decreases the chance that negative condition magics can affect character, like chill, slow, silence, etc. and also decreases the duration of such effects if they get through. Passive.&lt;br /&gt;
* '''Displace:''' Melee. On striking, teleport to another random position next to target. &lt;br /&gt;
* '''Magic Arrow:''' Missile. Fires a created arrow that causes increased, pure Arcane damage.&lt;br /&gt;
* '''Interference:''' Enchants weapon to inflict a condition that causes target's casting rate to greatly decrease.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Veil of Silence:''' Enchants armor so that when attacked, fires a silence bolt at attacker.&lt;br /&gt;
* '''Arcane Defenses:''' Passive. Increases resistance to arcane magics.&lt;br /&gt;
* '''Dispel:''' Spell. Sends out a shockwave that will dispel any negative magic effects on friendly units.&lt;br /&gt;
* '''Blood Price:''' Enchant Weapon. Adds mana damage and inflicts a condition on target that causes any abilities that drain Mana to drain an equal amount of Health as well.&lt;br /&gt;
* '''Skip:''' Enchant Armor. When attacked, has a chance of teleporting to a random location within range. Could be annoying to some players, but to those who thrive on chaos, welcome home!&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Absorb Magic:''' Enchants armor. Has a chance of absorbing spells cast at character, eliminating damage and restoring however much mana that skill cost.&lt;br /&gt;
* '''Short Circuit:''' Spell. Cast on a single target. Caster and target lose all mana. (may not be very relevant, because they may not keep track of enemy mana. PvP uses would be neat-o.)&lt;br /&gt;
* '''Summon:''' Spell. When cast on a target, causes them to be teleported right next to caster. Doesn't work on bosses or other characters.&lt;br /&gt;
* '''Enhanced Channeling:''' Passive. Increases the duration of all enchantments.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Shift Stirke:''' Melee. Quickly teleport next to an enemy, attack, then zips back to his original location. If hit, he's stuck where he's at.&lt;br /&gt;
* '''Tiamat:''' Enchants weapon. Adds elemental damage of fire, cold and lightning. Melee and missile. Enhanced by Burn, Jolt, and Frostbite.&lt;br /&gt;
* '''Reflect:''' Enchants armor to have a chance of reflecting magics cast at character.&lt;br /&gt;
* '''Disruption:''' Spell. Sends out a shockwave that destroys any spells or missiles within the given radius.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Terra Firma Skills====&lt;br /&gt;
This tree focuses more on defense and fortitude. Attacks are based on strength more than speed. Uses Stone/Earth and Cold. &amp;quot;The mountain need not fear the storm.&amp;quot; (Note: Earth elemental skills are only called that for conceptual reasons and cause physical damage, not an &amp;quot;earth elemental&amp;quot; damage type. That is, unless Blizzard adds that.)&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Frostbite:''' Enchants Weapon. Adds cold damage to attacks and chills targets.&lt;br /&gt;
* '''Immovability:''' Passive. Decreases the chance that any effect can cause the character to move against his will, ie. knockback effects.&lt;br /&gt;
* '''Rockform:''' Enchants Armor. Increases Defense and Damage Reduction.&lt;br /&gt;
* '''Ice Shield:''' Spell. Creates a literal shield made of solid ice. If a shield is being used, it enhances it defenses and blocking. Without a shield, it floats near caster and confers double the blocking bonus that Ice Shield adds to a shield and can be used with 2-handed weapons.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Inertia:''' Passive. Causes attacks to physically pack more force. Increases physical damage.&lt;br /&gt;
* '''Ethereal Anchor:''' Missile. A successful attack can anchor the foe in place, unable to move, but can still attack. Doesn't work on bosses or other players.&lt;br /&gt;
* '''Cold Aura:''' Enchants Armor. Chills enemies within a given radius. No Damage.&lt;br /&gt;
* '''Stone Guardian:''' Spell. Creates a floating fist of stone that randomly attacks nearby foes. Certain runes may add Knockback.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Torque:''' Melee and missile. Slower attack, but does much more damage. If missile, it travels faster (if engine supports that).&lt;br /&gt;
* '''Attunement:''' Passive. Increases resistance to fire/ice/lightning.&lt;br /&gt;
* '''Icicle:''' Enchants Weapon. Causes a giant Icicle to fall on target, causing splash damage to nearby foes.&lt;br /&gt;
* '''Stalagmite:''' Spell. Summons a spike of solid rock from the earth at the desired location. Any enemies nearby take physical damage and pillar remains as an obstacle until destroyed or duration expires.&lt;br /&gt;
* '''Jagged Shards:''' Enchants Armor. Causes sharp rock protrusions to spring from armor, causing physical damage on melee attackers. Against missile attacks, has a chance of shattering the missile, causing no damage. Against attackers that have weapon Durability (ie. PvP), has an equal chance of reducing Durability of attackers melee weapon by one.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Anvil:''' Melee. Crushing attack with cooldown time that does highly increased damage to target and nearby targets.&lt;br /&gt;
* '''Ice Prison:''' Spell. Like Bone Prison, but made of ice.&lt;br /&gt;
* '''Quenching the Flame:''' Passive. Increases Cold and Earth(or physical) damages.&lt;br /&gt;
* '''Earth Elemental:''' Transforms into Stone. Makes Earth and Ice skills do more damage, adds defense. Also, adds resistances to cold and lightning.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
The Arcane Warrior was first posted 9 June 2009 [http://forums.diii.net/showthread.php?t=728784] by [http://forums.diii.net/member.php?u=335830 Technomancer] on the [http://forums.diii.net/ Diii.net forums]. It was re-posted as a wiki article by [[Holyknight3000]] and [[Leord]] on 10 June 2009. The wiki and original post were updated by [http://forums.diii.net/member.php?u=335830 Technomancer] with a major update/overhaul on 17 June 2009.&lt;br /&gt;
&lt;br /&gt;
===Technomancer Notes===&lt;br /&gt;
This is a pretty large overhaul on the original idea, which I kept in quotes at the bottom of the original message board post. This class is now something of a D2 combination of Paladin, Amazon, and Assassin. This is pretty much a full class now, without technical game stats.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Trivia==&lt;br /&gt;
Use only if actual trivia. If so, add to [[:Category:Trivia]] as well&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Media==&lt;br /&gt;
You can find pictures in the Diablo 3 screenshot and picture gallery:&lt;br /&gt;
* [http://www.diii.net/gallery/ Diablo 3 screenshots and pictures]&lt;br /&gt;
* [http://www.diii.net/gallery/showgallery.php?cat=all&amp;amp;si=NAME NAME-specific gallery contents]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Arcane_Warrior.jpg|Arcane Warrior Concept by Boqu&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://forums.diii.net/showthread.php?t=728784 Original post]&lt;br /&gt;
* [http://forums.diii.net/member.php?u=335830 Technomancer's profile]&lt;br /&gt;
* [http://forums.diii.net/member.php?u=136916 Boqu's Profile]&lt;br /&gt;
* [http://www.diii.net/gallery/showgallery.php?cat=503 Diablo Fan Art Gallery]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Class navbox floor}}&lt;/div&gt;</summary>
		<author><name>Technomancer</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Fanmade:Arcane_Warrior&amp;diff=9699</id>
		<title>Fanmade:Arcane Warrior</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Fanmade:Arcane_Warrior&amp;diff=9699"/>
				<updated>2009-06-17T09:32:14Z</updated>
		
		<summary type="html">&lt;p&gt;Technomancer: /* Background */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Arcane Warrior''' is a highly magic augmented warrior that could focus equally on [[melee]] or [[ranged|missiles]]. His main skills are enchantments on his weapons and armor that add elemental or other magical properties.&lt;br /&gt;
&lt;br /&gt;
{{Fanclass|'''Technomancer''' ([[Leord]] &amp;amp; [[Holyknight3000]] assisted) Concept Art by [[Boqu]]}}&lt;br /&gt;
==Background==&lt;br /&gt;
{{Classbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|portrait= Arcane_Warrior.jpg&lt;br /&gt;
&amp;lt;!--|portrait-width= 200px--&amp;gt;&lt;br /&gt;
|name= Arcane Warrior&lt;br /&gt;
|classtype= fanclass&lt;br /&gt;
|role= [[Melee]]/[[Ranged]]/[[Caster]] hybrid&lt;br /&gt;
|attrib= [[Strength]] [[Dexterity]] [[Mana]]&lt;br /&gt;
&amp;lt;!-- Class Skills --&amp;gt;&lt;br /&gt;
|skilltree1= [[Arcane_Warrior#Steel_&amp;amp;_Fire_Skills|Steel &amp;amp; Fire]]&lt;br /&gt;
|skilltree2= [[Arcane_Warrior#Pax_Arcanna_Skills|Pax Arcanna]]&lt;br /&gt;
|skilltree3= [[Arcane_Warrior#Terra_Firma_Skills|Terra Firma]]&lt;br /&gt;
&amp;lt;!-- Background --&amp;gt;&lt;br /&gt;
|origin= [[Sanctuary]]&lt;br /&gt;
|affiliation= Vizjerei, Viz-Jaq'taar&lt;br /&gt;
|friends= None Known&lt;br /&gt;
|foes= Viz-Jaq'taar Assassins&lt;br /&gt;
}}&lt;br /&gt;
Upon the destruction of the Worldstone 20 years ago, a Vizjerei elder concluded that the mortal powers of Order had failed. Secretly, he went to the Viz-Jaq'taar Assassins to share his concerns and make a proposal. Even though the Prime Evils were defeated, mortal powers and agents were still not powerful enough to save the Worldstone. He feared that following it's destruction, things would get worse and proposed that the Assassin's lack of magic was weakness, that the time would soon come to fight fire with fire. He suggested that they should begin to incorporate magic to counter the coming flood. He was rejected outright by most of the clan, and nearly slain on principle, but one Assassin elder had reached a similar conclusion, but didn't know how to act upon it. With this opportunity, he stole away with the Vizjerei elder and a few of the younger clan members, to work on combining their knowledge and powers to create a new breed of mage-knight. Once the Viz-Jaq'taar realized what had transpired, they decreed death for all violators, but the group dissappeared and no one had heard from them to this day. All knowledge of what had transpired was hidden.&lt;br /&gt;
&lt;br /&gt;
They spent years hidden away from the world in the northern reaches near the ruined Mt. Arreat. They honed their skills, focusing less on subversion and more on direct confrontation. From the Assassin's understanding of the mind and martial combat and the Vizjerei elder's understanding of the Elemental magics, a marriage was made into magically enhanced warriors. This combination of studies gave special insights into the nature of the world and gave these new warriors the power to tap into the very elemental threads that are woven into our world and weave them into their own bodies and equipment. They also gained some insight into exploring the Ether. They spent a great deal of time developing methods of countering and diffusing hostile magicks and it's practitioners, as per Assassin tradition, up close and at range. They also knew, however, that the demonic hordes need not rely on magic to reek their destruction, so great emphasis was also placed on raw combat power and fortitude. &lt;br /&gt;
&lt;br /&gt;
With the coming of the falling star, they knew that their time had arrived. They re-emerged into the world to discover what foul forces were involved. While two of the apprentices were away doing reconnaissance, their base of operations was utterly destroyed. Most were killed, the rest were missing. The elders were not among the remains, nor were there any clues as to the perpetrators. Had the Assassins finally caught up to them? Was it the mustering forces of evil? The two apprentices had no answers, but were determined to fulfill their duties. They ventured into the world on their own to discover what evil schemes plotted against Sanctuary and to put it to an end... or die trying...&lt;br /&gt;
&lt;br /&gt;
==Character Design==&lt;br /&gt;
&lt;br /&gt;
The Arcane Warrior is a highly magic augmented warrior that could focus equally on [[melee]] or [[ranged|missiles]]. Her main skills are enchantments on her weapons and armor that add elemental or other magical properties, possibly even castable on allies. In D2 terms, it'd be something of a cross between a [[Paladin]], [[Amazon]], and [[Assassin]].&lt;br /&gt;
&lt;br /&gt;
==Attributes and Skills==&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===Attributes===&lt;br /&gt;
====Starting Attributes====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
*'''[[Life]]:''' x&lt;br /&gt;
*'''[[Mana]]:''' x&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Attribute Increase Per Level====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
Enchantment skills are cast by the character and last for a certain duration. Different enchantments can be in effect at the same time (stacked), but can have only 1 Weapon and 1 Armor Enchantment per Tree active at a time.&lt;br /&gt;
&lt;br /&gt;
===Arcane Warrior Skills===&lt;br /&gt;
The Arcane Warrior skills are arranged into to three distinctive skill tree categories:&lt;br /&gt;
* Steel &amp;amp; Fire&lt;br /&gt;
* Pax Arcanna&lt;br /&gt;
* Terra Firma&lt;br /&gt;
All three trees have a combination of active and passive skills. Active skills are used in combat, while the passive skills boost or change the behaviour of the active skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Steel &amp;amp; Fire Skills====&lt;br /&gt;
This tree focuses on speed and raw destructive output. Uses Fire and Lightning. &amp;quot;A good defense is a good offense.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Burn:''' Enchants Weapon. Adds fire damage to attacks and increases accuracy.&lt;br /&gt;
* '''Jolt:''' Enchants weapon. Adds electrical damage to attacks and increases attack speed.&lt;br /&gt;
* '''Flame Armor:''' Enchant Armor. Deal fire damage to any melee attackers.&lt;br /&gt;
* '''Lightning Spirit:''' Increase attack speed and accuracy. Passive.&lt;br /&gt;
* '''Lunge:''' Melee. Attack and move forward in a short burst, knocking foes back a ways and following. Sort of a short burst Charge, but foe must be in melee range. Useful to break out when surrounded.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Twitch:''' Missile. Essentially a Missile based Zeal.&lt;br /&gt;
* '''Flame Spray:''' Enchants Weapon. Melee, causes a spherical firewall centered on target. Missiles cause a trail of fire to form under arrows path.&lt;br /&gt;
* '''Lightning Rod:''' Enchants Weapon. When enemy is struck, a lightning bolt goes from character to target. Can trigger multiple bolts from one attack. More useful for multiple missiles against clustered enemies.&lt;br /&gt;
* '''Conflageration:''' Enchant Armor. Causes the ground around the character to burst into fire.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Sweep:''' Melee. Spins once in a circle, striking any surrounding enemies within range.&lt;br /&gt;
* '''Burst:''' Enchants weapon. On attack, explosive fire is dealt to nearby units (ala D2 Fireball or Explosive Arrows).&lt;br /&gt;
* '''Chain Static:''' Enchants Weapon. Causes electrical damage to target that jumps to any units next to them, etc, etc, rippling through tightly packed enemies.&lt;br /&gt;
* '''Thunderclap:''' Enchant Armor. When an enemy attacks, has a chance of triggering a shockwave that knocks all foes back within a small radius, plus dealing damage.&lt;br /&gt;
* '''Flame Sabres:''' Spell. Creates floating swords made of fire that seek targets and deal fire damage. Can be attacked and destroyed.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Flame Nova:''' Enchants Weapon. Triggers a fire based nova from target. Increasing rank increases size of effect.&lt;br /&gt;
* '''Ricochet:''' Missile. When a target is struck, the arrow jumps to the nearest target. Everytime a target is struck, the arrow keeps retargetting up to a skill based maximum or until it misses one.&lt;br /&gt;
* '''Channeling the Flame:''' Increases Fire and Lightning damage. Passive.&lt;br /&gt;
* '''Fire Elemental:''' Transforms into a Fire Elemental, dealing extra fire and increasing Fire and Lightning damage. Also, absorbs fire damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Pax Arcanna Skills====&lt;br /&gt;
This tree focuses on penetrating and neutralizing hostile magics and magicians. Uses skills that interfere with magic, and uses teleportation offensively and defensively. &amp;quot;What good is magic if you're unable to use it?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Silence:''' Enchants weapon. Has a chance to silence target.&lt;br /&gt;
* '''Resist Affliction:''' Decreases the chance that negative condition magics can affect character, like chill, slow, silence, etc. and also decreases the duration of such effects if they get through. Passive.&lt;br /&gt;
* '''Displace:''' Melee. On striking, teleport to another random position next to target. &lt;br /&gt;
* '''Magic Arrow:''' Missile. Fires a created arrow that causes increased, pure Arcane damage.&lt;br /&gt;
* '''Interference:''' Enchants weapon to inflict a condition that causes target's casting rate to greatly decrease.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Veil of Silence:''' Enchants armor so that when attacked, fires a silence bolt at attacker.&lt;br /&gt;
* '''Arcane Defenses:''' Passive. Increases resistance to arcane magics.&lt;br /&gt;
* '''Dispel:''' Spell. Sends out a shockwave that will dispel any negative magic effects on friendly units.&lt;br /&gt;
* '''Blood Price:''' Enchant Weapon. Adds mana damage and inflicts a condition on target that causes any abilities that drain Mana to drain an equal amount of Health as well.&lt;br /&gt;
* '''Skip:''' Enchant Armor. When attacked, has a chance of teleporting to a random location within range. Could be annoying to some players, but to those who thrive on chaos, welcome home!&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Absorb Magic:''' Enchants armor. Has a chance of absorbing spells cast at character, eliminating damage and restoring however much mana that skill cost.&lt;br /&gt;
* '''Short Circuit:''' Spell. Cast on a single target. Caster and target lose all mana. (may not be very relevant, because they may not keep track of enemy mana. PvP uses would be neat-o.)&lt;br /&gt;
* '''Summon:''' Spell. When cast on a target, causes them to be teleported right next to caster. Doesn't work on bosses or other characters.&lt;br /&gt;
* '''Enhanced Channeling:''' Passive. Increases the duration of all enchantments.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Shift Stirke:''' Melee. Quickly teleport next to an enemy, attack, then zips back to his original location. If hit, he's stuck where he's at.&lt;br /&gt;
* '''Tiamat:''' Enchants weapon. Adds elemental damage of fire, cold and lightning. Melee and missile. Enhanced by Burn, Jolt, and Frostbite.&lt;br /&gt;
* '''Reflect:''' Enchants armor to have a chance of reflecting magics cast at character.&lt;br /&gt;
* '''Disruption:''' Spell. Sends out a shockwave that destroys any spells or missiles within the given radius.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Terra Firma Skills====&lt;br /&gt;
This tree focuses more on defense and fortitude. Attacks are based on strength more than speed. Uses Stone/Earth and Cold. &amp;quot;The mountain need not fear the storm.&amp;quot; (Note: Earth elemental skills are only called that for conceptual reasons and cause physical damage, not an &amp;quot;earth elemental&amp;quot; damage type. That is, unless Blizzard adds that.)&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Frostbite:''' Enchants Weapon. Adds cold damage to attacks and chills targets.&lt;br /&gt;
* '''Immovability:''' Passive. Decreases the chance that any effect can cause the character to move against his will, ie. knockback effects.&lt;br /&gt;
* '''Rockform:''' Enchants Armor. Increases Defense and Damage Reduction.&lt;br /&gt;
* '''Ice Shield:''' Spell. Creates a literal shield made of solid ice. If a shield is being used, it enhances it defenses and blocking. Without a shield, it floats near caster and confers double the blocking bonus that Ice Shield adds to a shield and can be used with 2-handed weapons.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Inertia:''' Passive. Causes attacks to physically pack more force. Increases physical damage.&lt;br /&gt;
* '''Ethereal Anchor:''' Missile. A successful attack can anchor the foe in place, unable to move, but can still attack. Doesn't work on bosses or other players.&lt;br /&gt;
* '''Cold Aura:''' Enchants Armor. Chills enemies within a given radius. No Damage.&lt;br /&gt;
* '''Stone Guardian:''' Spell. Creates a floating fist of stone that randomly attacks nearby foes. Certain runes may add Knockback.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Torque:''' Melee and missile. Slower attack, but does much more damage. If missile, it travels faster (if engine supports that).&lt;br /&gt;
* '''Attunement:''' Passive. Increases resistance to fire/ice/lightning.&lt;br /&gt;
* '''Icicle:''' Enchants Weapon. Causes a giant Icicle to fall on target, causing splash damage to nearby foes.&lt;br /&gt;
* '''Stalagmite:''' Spell. Summons a spike of solid rock from the earth at the desired location. Any enemies nearby take physical damage and pillar remains as an obstacle until destroyed or duration expires.&lt;br /&gt;
* '''Jagged Shards:''' Enchants Armor. Causes sharp rock protrusions to spring from armor, causing physical damage on melee attackers. Against missile attacks, has a chance of shattering the missile, causing no damage. Against attackers that have weapon Durability (ie. PvP), has an equal chance of reducing Durability of attackers melee weapon by one.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Anvil:''' Melee. Crushing attack with cooldown time that does highly increased damage to target and nearby targets.&lt;br /&gt;
* '''Ice Prison:''' Spell. Like Bone Prison, but made of ice.&lt;br /&gt;
* '''Quenching the Flame:''' Passive. Increases Cold and Earth(or physical) damages.&lt;br /&gt;
* '''Earth Elemental:''' Transforms into Stone. Makes Earth and Ice skills do more damage, adds defense. Also, adds resistances to cold and lightning.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
The Arcane Warrior was first posted 9 June 2009 [http://forums.diii.net/showthread.php?t=728784] by [http://forums.diii.net/member.php?u=335830 Technomancer] on the [http://forums.diii.net/ Diii.net forums]. It was re-posted as a wiki article by [[Holyknight3000]] and [[Leord]] on 10 June 2009.&lt;br /&gt;
&lt;br /&gt;
===Technomancer Notes===&lt;br /&gt;
Perhaps combining the Enchantments into one tree and add a new 3rd tree maybe? This class would satisfy a lot different &amp;quot;archetypes&amp;quot; in one. Another Melee class, a Missile class, a worthy Pally replacement, and open to any form of backstory.&lt;br /&gt;
&lt;br /&gt;
This is something I've wanted to see since before I even heard D3 was in development. It's actually a re-adaption of a class I'd come up with for my own turn-based game that'll probably never get done, and that was a re-adaption of an AD&amp;amp;D 2nd Ed. class I came up with about 8 years ago.&lt;br /&gt;
&lt;br /&gt;
I figure a 5th class would be some kind of War Priest/Inquisitor/Exorcist (I mean, hey, SOMEONE has to cast Holy Bolt, right? ), or another physical character that's really out of the box, Rogue/Assassin style. It'd be a good fit for those last 2 skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Trivia==&lt;br /&gt;
Use only if actual trivia. If so, add to [[:Category:Trivia]] as well&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Media==&lt;br /&gt;
You can find pictures in the Diablo 3 screenshot and picture gallery:&lt;br /&gt;
* [http://www.diii.net/gallery/ Diablo 3 screenshots and pictures]&lt;br /&gt;
* [http://www.diii.net/gallery/showgallery.php?cat=all&amp;amp;si=NAME NAME-specific gallery contents]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Arcane_Warrior.jpg|Arcane Warrior Concept by Boqu&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://forums.diii.net/showthread.php?t=728784 Original post]&lt;br /&gt;
* [http://forums.diii.net/member.php?u=335830 Technomancer's profile]&lt;br /&gt;
* [http://forums.diii.net/member.php?u=136916 Boqu's Profile]&lt;br /&gt;
* [http://www.diii.net/gallery/showgallery.php?cat=503 Diablo Fan Art Gallery]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Class navbox floor}}&lt;/div&gt;</summary>
		<author><name>Technomancer</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Fanmade:Arcane_Warrior&amp;diff=9698</id>
		<title>Fanmade:Arcane Warrior</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Fanmade:Arcane_Warrior&amp;diff=9698"/>
				<updated>2009-06-17T09:29:56Z</updated>
		
		<summary type="html">&lt;p&gt;Technomancer: /* Background */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Arcane Warrior''' is a highly magic augmented warrior that could focus equally on [[melee]] or [[ranged|missiles]]. His main skills are enchantments on his weapons and armor that add elemental or other magical properties.&lt;br /&gt;
&lt;br /&gt;
{{Fanclass|'''Technomancer''' ([[Leord]] &amp;amp; [[Holyknight3000]] assisted) Concept Art by [[Boqu]]}}&lt;br /&gt;
==Background==&lt;br /&gt;
{{Classbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|portrait= Arcane_Warrior.jpg&lt;br /&gt;
&amp;lt;!--|portrait-width= 200px--&amp;gt;&lt;br /&gt;
|name= Arcane Warrior&lt;br /&gt;
|classtype= fanclass&lt;br /&gt;
|role= [[Melee]]/[[Ranged]]/[[Caster]] hybrid&lt;br /&gt;
|attrib= [[Strength]] [[Dexterity]] [[Willpower]] [[Mana]]&lt;br /&gt;
&amp;lt;!-- Class Skills --&amp;gt;&lt;br /&gt;
|skilltree1= [[Arcane_Warrior#Steel_&amp;amp;_Fire_Skills|Steel &amp;amp; Fire]]&lt;br /&gt;
|skilltree2= [[Arcane_Warrior#Pax_Arcanna_Skills|Pax_Arcanna]]&lt;br /&gt;
|skilltree3= [[Arcane_Warrior#Terra_Firma_Skills|Terra Firma]]&lt;br /&gt;
&amp;lt;!-- Background --&amp;gt;&lt;br /&gt;
|origin= [[Sanctuary]]&lt;br /&gt;
|affiliation= None known&lt;br /&gt;
|friends= None Known&lt;br /&gt;
|foes= None Known&lt;br /&gt;
}}&lt;br /&gt;
Upon the destruction of the Worldstone 20 years ago, a Vizjerei elder concluded that the mortal powers of Order had failed. Secretly, he went to the Viz-Jaq'taar Assassins to share his concerns and make a proposal. Even though the Prime Evils were defeated, mortal powers and agents were still not powerful enough to save the Worldstone. He feared that following it's destruction, things would get worse and proposed that the Assassin's lack of magic was weakness, that the time would soon come to fight fire with fire. He suggested that they should begin to incorporate magic to counter the coming flood. He was rejected outright by most of the clan, and nearly slain on principle, but one Assassin elder had reached a similar conclusion, but didn't know how to act upon it. With this opportunity, he stole away with the Vizjerei elder and a few of the younger clan members, to work on combining their knowledge and powers to create a new breed of mage-knight. Once the Viz-Jaq'taar realized what had transpired, they decreed death for all violators, but the group dissappeared and no one had heard from them to this day. All knowledge of what had transpired was hidden.&lt;br /&gt;
&lt;br /&gt;
They spent years hidden away from the world in the northern reaches near the ruined Mt. Arreat. They honed their skills, focusing less on subversion and more on direct confrontation. From the Assassin's understanding of the mind and martial combat and the Vizjerei elder's understanding of the Elemental magics, a marriage was made into magically enhanced warriors. This combination of studies gave special insights into the nature of the world and gave these new warriors the power to tap into the very elemental threads that are woven into our world and weave them into their own bodies and equipment. They also gained some insight into exploring the Ether. They spent a great deal of time developing methods of countering and diffusing hostile magicks and it's practitioners, as per Assassin tradition, up close and at range. They also knew, however, that the demonic hordes need not rely on magic to reek their destruction, so great emphasis was also placed on raw combat power and fortitude. &lt;br /&gt;
&lt;br /&gt;
With the coming of the falling star, they knew that their time had arrived. They re-emerged into the world to discover what foul forces were involved. While two of the apprentices were away doing reconnaissance, their base of operations was utterly destroyed. Most were killed, the rest were missing. The elders were not among the remains, nor were there any clues as to the perpetrators. Had the Assassins finally caught up to them? Was it the mustering forces of evil? The two apprentices had no answers, but were determined to fulfill their duties. They ventured into the world on their own to discover what evil schemes plotted against Sanctuary and to put it to an end... or die trying...&lt;br /&gt;
&lt;br /&gt;
==Character Design==&lt;br /&gt;
&lt;br /&gt;
The Arcane Warrior is a highly magic augmented warrior that could focus equally on [[melee]] or [[ranged|missiles]]. Her main skills are enchantments on her weapons and armor that add elemental or other magical properties, possibly even castable on allies. In D2 terms, it'd be something of a cross between a [[Paladin]], [[Amazon]], and [[Assassin]].&lt;br /&gt;
&lt;br /&gt;
==Attributes and Skills==&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===Attributes===&lt;br /&gt;
====Starting Attributes====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
*'''[[Life]]:''' x&lt;br /&gt;
*'''[[Mana]]:''' x&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Attribute Increase Per Level====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
Enchantment skills are cast by the character and last for a certain duration. Different enchantments can be in effect at the same time (stacked), but can have only 1 Weapon and 1 Armor Enchantment per Tree active at a time.&lt;br /&gt;
&lt;br /&gt;
===Arcane Warrior Skills===&lt;br /&gt;
The Arcane Warrior skills are arranged into to three distinctive skill tree categories:&lt;br /&gt;
* Steel &amp;amp; Fire&lt;br /&gt;
* Pax Arcanna&lt;br /&gt;
* Terra Firma&lt;br /&gt;
All three trees have a combination of active and passive skills. Active skills are used in combat, while the passive skills boost or change the behaviour of the active skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Steel &amp;amp; Fire Skills====&lt;br /&gt;
This tree focuses on speed and raw destructive output. Uses Fire and Lightning. &amp;quot;A good defense is a good offense.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Burn:''' Enchants Weapon. Adds fire damage to attacks and increases accuracy.&lt;br /&gt;
* '''Jolt:''' Enchants weapon. Adds electrical damage to attacks and increases attack speed.&lt;br /&gt;
* '''Flame Armor:''' Enchant Armor. Deal fire damage to any melee attackers.&lt;br /&gt;
* '''Lightning Spirit:''' Increase attack speed and accuracy. Passive.&lt;br /&gt;
* '''Lunge:''' Melee. Attack and move forward in a short burst, knocking foes back a ways and following. Sort of a short burst Charge, but foe must be in melee range. Useful to break out when surrounded.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Twitch:''' Missile. Essentially a Missile based Zeal.&lt;br /&gt;
* '''Flame Spray:''' Enchants Weapon. Melee, causes a spherical firewall centered on target. Missiles cause a trail of fire to form under arrows path.&lt;br /&gt;
* '''Lightning Rod:''' Enchants Weapon. When enemy is struck, a lightning bolt goes from character to target. Can trigger multiple bolts from one attack. More useful for multiple missiles against clustered enemies.&lt;br /&gt;
* '''Conflageration:''' Enchant Armor. Causes the ground around the character to burst into fire.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Sweep:''' Melee. Spins once in a circle, striking any surrounding enemies within range.&lt;br /&gt;
* '''Burst:''' Enchants weapon. On attack, explosive fire is dealt to nearby units (ala D2 Fireball or Explosive Arrows).&lt;br /&gt;
* '''Chain Static:''' Enchants Weapon. Causes electrical damage to target that jumps to any units next to them, etc, etc, rippling through tightly packed enemies.&lt;br /&gt;
* '''Thunderclap:''' Enchant Armor. When an enemy attacks, has a chance of triggering a shockwave that knocks all foes back within a small radius, plus dealing damage.&lt;br /&gt;
* '''Flame Sabres:''' Spell. Creates floating swords made of fire that seek targets and deal fire damage. Can be attacked and destroyed.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Flame Nova:''' Enchants Weapon. Triggers a fire based nova from target. Increasing rank increases size of effect.&lt;br /&gt;
* '''Ricochet:''' Missile. When a target is struck, the arrow jumps to the nearest target. Everytime a target is struck, the arrow keeps retargetting up to a skill based maximum or until it misses one.&lt;br /&gt;
* '''Channeling the Flame:''' Increases Fire and Lightning damage. Passive.&lt;br /&gt;
* '''Fire Elemental:''' Transforms into a Fire Elemental, dealing extra fire and increasing Fire and Lightning damage. Also, absorbs fire damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Pax Arcanna Skills====&lt;br /&gt;
This tree focuses on penetrating and neutralizing hostile magics and magicians. Uses skills that interfere with magic, and uses teleportation offensively and defensively. &amp;quot;What good is magic if you're unable to use it?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Silence:''' Enchants weapon. Has a chance to silence target.&lt;br /&gt;
* '''Resist Affliction:''' Decreases the chance that negative condition magics can affect character, like chill, slow, silence, etc. and also decreases the duration of such effects if they get through. Passive.&lt;br /&gt;
* '''Displace:''' Melee. On striking, teleport to another random position next to target. &lt;br /&gt;
* '''Magic Arrow:''' Missile. Fires a created arrow that causes increased, pure Arcane damage.&lt;br /&gt;
* '''Interference:''' Enchants weapon to inflict a condition that causes target's casting rate to greatly decrease.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Veil of Silence:''' Enchants armor so that when attacked, fires a silence bolt at attacker.&lt;br /&gt;
* '''Arcane Defenses:''' Passive. Increases resistance to arcane magics.&lt;br /&gt;
* '''Dispel:''' Spell. Sends out a shockwave that will dispel any negative magic effects on friendly units.&lt;br /&gt;
* '''Blood Price:''' Enchant Weapon. Adds mana damage and inflicts a condition on target that causes any abilities that drain Mana to drain an equal amount of Health as well.&lt;br /&gt;
* '''Skip:''' Enchant Armor. When attacked, has a chance of teleporting to a random location within range. Could be annoying to some players, but to those who thrive on chaos, welcome home!&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Absorb Magic:''' Enchants armor. Has a chance of absorbing spells cast at character, eliminating damage and restoring however much mana that skill cost.&lt;br /&gt;
* '''Short Circuit:''' Spell. Cast on a single target. Caster and target lose all mana. (may not be very relevant, because they may not keep track of enemy mana. PvP uses would be neat-o.)&lt;br /&gt;
* '''Summon:''' Spell. When cast on a target, causes them to be teleported right next to caster. Doesn't work on bosses or other characters.&lt;br /&gt;
* '''Enhanced Channeling:''' Passive. Increases the duration of all enchantments.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Shift Stirke:''' Melee. Quickly teleport next to an enemy, attack, then zips back to his original location. If hit, he's stuck where he's at.&lt;br /&gt;
* '''Tiamat:''' Enchants weapon. Adds elemental damage of fire, cold and lightning. Melee and missile. Enhanced by Burn, Jolt, and Frostbite.&lt;br /&gt;
* '''Reflect:''' Enchants armor to have a chance of reflecting magics cast at character.&lt;br /&gt;
* '''Disruption:''' Spell. Sends out a shockwave that destroys any spells or missiles within the given radius.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Terra Firma Skills====&lt;br /&gt;
This tree focuses more on defense and fortitude. Attacks are based on strength more than speed. Uses Stone/Earth and Cold. &amp;quot;The mountain need not fear the storm.&amp;quot; (Note: Earth elemental skills are only called that for conceptual reasons and cause physical damage, not an &amp;quot;earth elemental&amp;quot; damage type. That is, unless Blizzard adds that.)&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Frostbite:''' Enchants Weapon. Adds cold damage to attacks and chills targets.&lt;br /&gt;
* '''Immovability:''' Passive. Decreases the chance that any effect can cause the character to move against his will, ie. knockback effects.&lt;br /&gt;
* '''Rockform:''' Enchants Armor. Increases Defense and Damage Reduction.&lt;br /&gt;
* '''Ice Shield:''' Spell. Creates a literal shield made of solid ice. If a shield is being used, it enhances it defenses and blocking. Without a shield, it floats near caster and confers double the blocking bonus that Ice Shield adds to a shield and can be used with 2-handed weapons.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Inertia:''' Passive. Causes attacks to physically pack more force. Increases physical damage.&lt;br /&gt;
* '''Ethereal Anchor:''' Missile. A successful attack can anchor the foe in place, unable to move, but can still attack. Doesn't work on bosses or other players.&lt;br /&gt;
* '''Cold Aura:''' Enchants Armor. Chills enemies within a given radius. No Damage.&lt;br /&gt;
* '''Stone Guardian:''' Spell. Creates a floating fist of stone that randomly attacks nearby foes. Certain runes may add Knockback.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Torque:''' Melee and missile. Slower attack, but does much more damage. If missile, it travels faster (if engine supports that).&lt;br /&gt;
* '''Attunement:''' Passive. Increases resistance to fire/ice/lightning.&lt;br /&gt;
* '''Icicle:''' Enchants Weapon. Causes a giant Icicle to fall on target, causing splash damage to nearby foes.&lt;br /&gt;
* '''Stalagmite:''' Spell. Summons a spike of solid rock from the earth at the desired location. Any enemies nearby take physical damage and pillar remains as an obstacle until destroyed or duration expires.&lt;br /&gt;
* '''Jagged Shards:''' Enchants Armor. Causes sharp rock protrusions to spring from armor, causing physical damage on melee attackers. Against missile attacks, has a chance of shattering the missile, causing no damage. Against attackers that have weapon Durability (ie. PvP), has an equal chance of reducing Durability of attackers melee weapon by one.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Anvil:''' Melee. Crushing attack with cooldown time that does highly increased damage to target and nearby targets.&lt;br /&gt;
* '''Ice Prison:''' Spell. Like Bone Prison, but made of ice.&lt;br /&gt;
* '''Quenching the Flame:''' Passive. Increases Cold and Earth(or physical) damages.&lt;br /&gt;
* '''Earth Elemental:''' Transforms into Stone. Makes Earth and Ice skills do more damage, adds defense. Also, adds resistances to cold and lightning.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
The Arcane Warrior was first posted 9 June 2009 [http://forums.diii.net/showthread.php?t=728784] by [http://forums.diii.net/member.php?u=335830 Technomancer] on the [http://forums.diii.net/ Diii.net forums]. It was re-posted as a wiki article by [[Holyknight3000]] and [[Leord]] on 10 June 2009.&lt;br /&gt;
&lt;br /&gt;
===Technomancer Notes===&lt;br /&gt;
Perhaps combining the Enchantments into one tree and add a new 3rd tree maybe? This class would satisfy a lot different &amp;quot;archetypes&amp;quot; in one. Another Melee class, a Missile class, a worthy Pally replacement, and open to any form of backstory.&lt;br /&gt;
&lt;br /&gt;
This is something I've wanted to see since before I even heard D3 was in development. It's actually a re-adaption of a class I'd come up with for my own turn-based game that'll probably never get done, and that was a re-adaption of an AD&amp;amp;D 2nd Ed. class I came up with about 8 years ago.&lt;br /&gt;
&lt;br /&gt;
I figure a 5th class would be some kind of War Priest/Inquisitor/Exorcist (I mean, hey, SOMEONE has to cast Holy Bolt, right? ), or another physical character that's really out of the box, Rogue/Assassin style. It'd be a good fit for those last 2 skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Trivia==&lt;br /&gt;
Use only if actual trivia. If so, add to [[:Category:Trivia]] as well&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Media==&lt;br /&gt;
You can find pictures in the Diablo 3 screenshot and picture gallery:&lt;br /&gt;
* [http://www.diii.net/gallery/ Diablo 3 screenshots and pictures]&lt;br /&gt;
* [http://www.diii.net/gallery/showgallery.php?cat=all&amp;amp;si=NAME NAME-specific gallery contents]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Arcane_Warrior.jpg|Arcane Warrior Concept by Boqu&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://forums.diii.net/showthread.php?t=728784 Original post]&lt;br /&gt;
* [http://forums.diii.net/member.php?u=335830 Technomancer's profile]&lt;br /&gt;
* [http://forums.diii.net/member.php?u=136916 Boqu's Profile]&lt;br /&gt;
* [http://www.diii.net/gallery/showgallery.php?cat=503 Diablo Fan Art Gallery]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Class navbox floor}}&lt;/div&gt;</summary>
		<author><name>Technomancer</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Fanmade:Arcane_Warrior&amp;diff=9697</id>
		<title>Fanmade:Arcane Warrior</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Fanmade:Arcane_Warrior&amp;diff=9697"/>
				<updated>2009-06-17T09:28:47Z</updated>
		
		<summary type="html">&lt;p&gt;Technomancer: /* Tier IV: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Arcane Warrior''' is a highly magic augmented warrior that could focus equally on [[melee]] or [[ranged|missiles]]. His main skills are enchantments on his weapons and armor that add elemental or other magical properties.&lt;br /&gt;
&lt;br /&gt;
{{Fanclass|'''Technomancer''' ([[Leord]] &amp;amp; [[Holyknight3000]] assisted) Concept Art by [[Boqu]]}}&lt;br /&gt;
==Background==&lt;br /&gt;
{{Classbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|portrait= Arcane_Warrior.jpg&lt;br /&gt;
&amp;lt;!--|portrait-width= 200px--&amp;gt;&lt;br /&gt;
|name= Arcane Warrior&lt;br /&gt;
|classtype= fanclass&lt;br /&gt;
|role= [[Melee]]/[[Ranged]]/[[Caster]] hybrid&lt;br /&gt;
|attrib= [[Strength]] [[Dexterity]] [[Willpower]] [[Mana]]&lt;br /&gt;
&amp;lt;!-- Class Skills --&amp;gt;&lt;br /&gt;
|skilltree1= [[Arcane_Warrior#Weapon_Enchantments_Skills|Weapon Enchantments]]&lt;br /&gt;
|skilltree2= [[Arcane_Warrior#Armor_Enchantments_Skills|Armor Enchantments]]&lt;br /&gt;
|skilltree3= [[Arcane_Warrior#Weapon_Skills|Weapon Skills]]&lt;br /&gt;
&amp;lt;!-- Background --&amp;gt;&lt;br /&gt;
|origin= [[Sanctuary]]&lt;br /&gt;
|affiliation= None known&lt;br /&gt;
|friends= None Known&lt;br /&gt;
|foes= None Known&lt;br /&gt;
}}&lt;br /&gt;
Upon the destruction of the Worldstone 20 years ago, a Vizjerei elder concluded that the mortal powers of Order had failed. Secretly, he went to the Viz-Jaq'taar Assassins to share his concerns and make a proposal. Even though the Prime Evils were defeated, mortal powers and agents were still not powerful enough to save the Worldstone. He feared that following it's destruction, things would get worse and proposed that the Assassin's lack of magic was weakness, that the time would soon come to fight fire with fire. He suggested that they should begin to incorporate magic to counter the coming flood. He was rejected outright by most of the clan, and nearly slain on principle, but one Assassin elder had reached a similar conclusion, but didn't know how to act upon it. With this opportunity, he stole away with the Vizjerei elder and a few of the younger clan members, to work on combining their knowledge and powers to create a new breed of mage-knight. Once the Viz-Jaq'taar realized what had transpired, they decreed death for all violators, but the group dissappeared and no one had heard from them to this day. All knowledge of what had transpired was hidden.&lt;br /&gt;
&lt;br /&gt;
They spent years hidden away from the world in the northern reaches near the ruined Mt. Arreat. They honed their skills, focusing less on subversion and more on direct confrontation. From the Assassin's understanding of the mind and martial combat and the Vizjerei elder's understanding of the Elemental magics, a marriage was made into magically enhanced warriors. This combination of studies gave special insights into the nature of the world and gave these new warriors the power to tap into the very elemental threads that are woven into our world and weave them into their own bodies and equipment. They also gained some insight into exploring the Ether. They spent a great deal of time developing methods of countering and diffusing hostile magicks and it's practitioners, as per Assassin tradition, up close and at range. They also knew, however, that the demonic hordes need not rely on magic to reek their destruction, so great emphasis was also placed on raw combat power and fortitude. &lt;br /&gt;
&lt;br /&gt;
With the coming of the falling star, they knew that their time had arrived. They re-emerged into the world to discover what foul forces were involved. While two of the apprentices were away doing reconnaissance, their base of operations was utterly destroyed. Most were killed, the rest were missing. The elders were not among the remains, nor were there any clues as to the perpetrators. Had the Assassins finally caught up to them? Was it the mustering forces of evil? The two apprentices had no answers, but were determined to fulfill their duties. They ventured into the world on their own to discover what evil schemes plotted against Sanctuary and to put it to an end... or die trying...&lt;br /&gt;
&lt;br /&gt;
==Character Design==&lt;br /&gt;
&lt;br /&gt;
The Arcane Warrior is a highly magic augmented warrior that could focus equally on [[melee]] or [[ranged|missiles]]. Her main skills are enchantments on her weapons and armor that add elemental or other magical properties, possibly even castable on allies. In D2 terms, it'd be something of a cross between a [[Paladin]], [[Amazon]], and [[Assassin]].&lt;br /&gt;
&lt;br /&gt;
==Attributes and Skills==&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===Attributes===&lt;br /&gt;
====Starting Attributes====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
*'''[[Life]]:''' x&lt;br /&gt;
*'''[[Mana]]:''' x&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Attribute Increase Per Level====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
Enchantment skills are cast by the character and last for a certain duration. Different enchantments can be in effect at the same time (stacked), but can have only 1 Weapon and 1 Armor Enchantment per Tree active at a time.&lt;br /&gt;
&lt;br /&gt;
===Arcane Warrior Skills===&lt;br /&gt;
The Arcane Warrior skills are arranged into to three distinctive skill tree categories:&lt;br /&gt;
* Steel &amp;amp; Fire&lt;br /&gt;
* Pax Arcanna&lt;br /&gt;
* Terra Firma&lt;br /&gt;
All three trees have a combination of active and passive skills. Active skills are used in combat, while the passive skills boost or change the behaviour of the active skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Steel &amp;amp; Fire Skills====&lt;br /&gt;
This tree focuses on speed and raw destructive output. Uses Fire and Lightning. &amp;quot;A good defense is a good offense.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Burn:''' Enchants Weapon. Adds fire damage to attacks and increases accuracy.&lt;br /&gt;
* '''Jolt:''' Enchants weapon. Adds electrical damage to attacks and increases attack speed.&lt;br /&gt;
* '''Flame Armor:''' Enchant Armor. Deal fire damage to any melee attackers.&lt;br /&gt;
* '''Lightning Spirit:''' Increase attack speed and accuracy. Passive.&lt;br /&gt;
* '''Lunge:''' Melee. Attack and move forward in a short burst, knocking foes back a ways and following. Sort of a short burst Charge, but foe must be in melee range. Useful to break out when surrounded.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Twitch:''' Missile. Essentially a Missile based Zeal.&lt;br /&gt;
* '''Flame Spray:''' Enchants Weapon. Melee, causes a spherical firewall centered on target. Missiles cause a trail of fire to form under arrows path.&lt;br /&gt;
* '''Lightning Rod:''' Enchants Weapon. When enemy is struck, a lightning bolt goes from character to target. Can trigger multiple bolts from one attack. More useful for multiple missiles against clustered enemies.&lt;br /&gt;
* '''Conflageration:''' Enchant Armor. Causes the ground around the character to burst into fire.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Sweep:''' Melee. Spins once in a circle, striking any surrounding enemies within range.&lt;br /&gt;
* '''Burst:''' Enchants weapon. On attack, explosive fire is dealt to nearby units (ala D2 Fireball or Explosive Arrows).&lt;br /&gt;
* '''Chain Static:''' Enchants Weapon. Causes electrical damage to target that jumps to any units next to them, etc, etc, rippling through tightly packed enemies.&lt;br /&gt;
* '''Thunderclap:''' Enchant Armor. When an enemy attacks, has a chance of triggering a shockwave that knocks all foes back within a small radius, plus dealing damage.&lt;br /&gt;
* '''Flame Sabres:''' Spell. Creates floating swords made of fire that seek targets and deal fire damage. Can be attacked and destroyed.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Flame Nova:''' Enchants Weapon. Triggers a fire based nova from target. Increasing rank increases size of effect.&lt;br /&gt;
* '''Ricochet:''' Missile. When a target is struck, the arrow jumps to the nearest target. Everytime a target is struck, the arrow keeps retargetting up to a skill based maximum or until it misses one.&lt;br /&gt;
* '''Channeling the Flame:''' Increases Fire and Lightning damage. Passive.&lt;br /&gt;
* '''Fire Elemental:''' Transforms into a Fire Elemental, dealing extra fire and increasing Fire and Lightning damage. Also, absorbs fire damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Pax Arcanna Skills====&lt;br /&gt;
This tree focuses on penetrating and neutralizing hostile magics and magicians. Uses skills that interfere with magic, and uses teleportation offensively and defensively. &amp;quot;What good is magic if you're unable to use it?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Silence:''' Enchants weapon. Has a chance to silence target.&lt;br /&gt;
* '''Resist Affliction:''' Decreases the chance that negative condition magics can affect character, like chill, slow, silence, etc. and also decreases the duration of such effects if they get through. Passive.&lt;br /&gt;
* '''Displace:''' Melee. On striking, teleport to another random position next to target. &lt;br /&gt;
* '''Magic Arrow:''' Missile. Fires a created arrow that causes increased, pure Arcane damage.&lt;br /&gt;
* '''Interference:''' Enchants weapon to inflict a condition that causes target's casting rate to greatly decrease.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Veil of Silence:''' Enchants armor so that when attacked, fires a silence bolt at attacker.&lt;br /&gt;
* '''Arcane Defenses:''' Passive. Increases resistance to arcane magics.&lt;br /&gt;
* '''Dispel:''' Spell. Sends out a shockwave that will dispel any negative magic effects on friendly units.&lt;br /&gt;
* '''Blood Price:''' Enchant Weapon. Adds mana damage and inflicts a condition on target that causes any abilities that drain Mana to drain an equal amount of Health as well.&lt;br /&gt;
* '''Skip:''' Enchant Armor. When attacked, has a chance of teleporting to a random location within range. Could be annoying to some players, but to those who thrive on chaos, welcome home!&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Absorb Magic:''' Enchants armor. Has a chance of absorbing spells cast at character, eliminating damage and restoring however much mana that skill cost.&lt;br /&gt;
* '''Short Circuit:''' Spell. Cast on a single target. Caster and target lose all mana. (may not be very relevant, because they may not keep track of enemy mana. PvP uses would be neat-o.)&lt;br /&gt;
* '''Summon:''' Spell. When cast on a target, causes them to be teleported right next to caster. Doesn't work on bosses or other characters.&lt;br /&gt;
* '''Enhanced Channeling:''' Passive. Increases the duration of all enchantments.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Shift Stirke:''' Melee. Quickly teleport next to an enemy, attack, then zips back to his original location. If hit, he's stuck where he's at.&lt;br /&gt;
* '''Tiamat:''' Enchants weapon. Adds elemental damage of fire, cold and lightning. Melee and missile. Enhanced by Burn, Jolt, and Frostbite.&lt;br /&gt;
* '''Reflect:''' Enchants armor to have a chance of reflecting magics cast at character.&lt;br /&gt;
* '''Disruption:''' Spell. Sends out a shockwave that destroys any spells or missiles within the given radius.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Terra Firma Skills====&lt;br /&gt;
This tree focuses more on defense and fortitude. Attacks are based on strength more than speed. Uses Stone/Earth and Cold. &amp;quot;The mountain need not fear the storm.&amp;quot; (Note: Earth elemental skills are only called that for conceptual reasons and cause physical damage, not an &amp;quot;earth elemental&amp;quot; damage type. That is, unless Blizzard adds that.)&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Frostbite:''' Enchants Weapon. Adds cold damage to attacks and chills targets.&lt;br /&gt;
* '''Immovability:''' Passive. Decreases the chance that any effect can cause the character to move against his will, ie. knockback effects.&lt;br /&gt;
* '''Rockform:''' Enchants Armor. Increases Defense and Damage Reduction.&lt;br /&gt;
* '''Ice Shield:''' Spell. Creates a literal shield made of solid ice. If a shield is being used, it enhances it defenses and blocking. Without a shield, it floats near caster and confers double the blocking bonus that Ice Shield adds to a shield and can be used with 2-handed weapons.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Inertia:''' Passive. Causes attacks to physically pack more force. Increases physical damage.&lt;br /&gt;
* '''Ethereal Anchor:''' Missile. A successful attack can anchor the foe in place, unable to move, but can still attack. Doesn't work on bosses or other players.&lt;br /&gt;
* '''Cold Aura:''' Enchants Armor. Chills enemies within a given radius. No Damage.&lt;br /&gt;
* '''Stone Guardian:''' Spell. Creates a floating fist of stone that randomly attacks nearby foes. Certain runes may add Knockback.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Torque:''' Melee and missile. Slower attack, but does much more damage. If missile, it travels faster (if engine supports that).&lt;br /&gt;
* '''Attunement:''' Passive. Increases resistance to fire/ice/lightning.&lt;br /&gt;
* '''Icicle:''' Enchants Weapon. Causes a giant Icicle to fall on target, causing splash damage to nearby foes.&lt;br /&gt;
* '''Stalagmite:''' Spell. Summons a spike of solid rock from the earth at the desired location. Any enemies nearby take physical damage and pillar remains as an obstacle until destroyed or duration expires.&lt;br /&gt;
* '''Jagged Shards:''' Enchants Armor. Causes sharp rock protrusions to spring from armor, causing physical damage on melee attackers. Against missile attacks, has a chance of shattering the missile, causing no damage. Against attackers that have weapon Durability (ie. PvP), has an equal chance of reducing Durability of attackers melee weapon by one.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Anvil:''' Melee. Crushing attack with cooldown time that does highly increased damage to target and nearby targets.&lt;br /&gt;
* '''Ice Prison:''' Spell. Like Bone Prison, but made of ice.&lt;br /&gt;
* '''Quenching the Flame:''' Passive. Increases Cold and Earth(or physical) damages.&lt;br /&gt;
* '''Earth Elemental:''' Transforms into Stone. Makes Earth and Ice skills do more damage, adds defense. Also, adds resistances to cold and lightning.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
The Arcane Warrior was first posted 9 June 2009 [http://forums.diii.net/showthread.php?t=728784] by [http://forums.diii.net/member.php?u=335830 Technomancer] on the [http://forums.diii.net/ Diii.net forums]. It was re-posted as a wiki article by [[Holyknight3000]] and [[Leord]] on 10 June 2009.&lt;br /&gt;
&lt;br /&gt;
===Technomancer Notes===&lt;br /&gt;
Perhaps combining the Enchantments into one tree and add a new 3rd tree maybe? This class would satisfy a lot different &amp;quot;archetypes&amp;quot; in one. Another Melee class, a Missile class, a worthy Pally replacement, and open to any form of backstory.&lt;br /&gt;
&lt;br /&gt;
This is something I've wanted to see since before I even heard D3 was in development. It's actually a re-adaption of a class I'd come up with for my own turn-based game that'll probably never get done, and that was a re-adaption of an AD&amp;amp;D 2nd Ed. class I came up with about 8 years ago.&lt;br /&gt;
&lt;br /&gt;
I figure a 5th class would be some kind of War Priest/Inquisitor/Exorcist (I mean, hey, SOMEONE has to cast Holy Bolt, right? ), or another physical character that's really out of the box, Rogue/Assassin style. It'd be a good fit for those last 2 skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Trivia==&lt;br /&gt;
Use only if actual trivia. If so, add to [[:Category:Trivia]] as well&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Media==&lt;br /&gt;
You can find pictures in the Diablo 3 screenshot and picture gallery:&lt;br /&gt;
* [http://www.diii.net/gallery/ Diablo 3 screenshots and pictures]&lt;br /&gt;
* [http://www.diii.net/gallery/showgallery.php?cat=all&amp;amp;si=NAME NAME-specific gallery contents]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Arcane_Warrior.jpg|Arcane Warrior Concept by Boqu&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://forums.diii.net/showthread.php?t=728784 Original post]&lt;br /&gt;
* [http://forums.diii.net/member.php?u=335830 Technomancer's profile]&lt;br /&gt;
* [http://forums.diii.net/member.php?u=136916 Boqu's Profile]&lt;br /&gt;
* [http://www.diii.net/gallery/showgallery.php?cat=503 Diablo Fan Art Gallery]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Class navbox floor}}&lt;/div&gt;</summary>
		<author><name>Technomancer</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Fanmade:Arcane_Warrior&amp;diff=9696</id>
		<title>Fanmade:Arcane Warrior</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Fanmade:Arcane_Warrior&amp;diff=9696"/>
				<updated>2009-06-17T09:28:33Z</updated>
		
		<summary type="html">&lt;p&gt;Technomancer: /* Tier III: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Arcane Warrior''' is a highly magic augmented warrior that could focus equally on [[melee]] or [[ranged|missiles]]. His main skills are enchantments on his weapons and armor that add elemental or other magical properties.&lt;br /&gt;
&lt;br /&gt;
{{Fanclass|'''Technomancer''' ([[Leord]] &amp;amp; [[Holyknight3000]] assisted) Concept Art by [[Boqu]]}}&lt;br /&gt;
==Background==&lt;br /&gt;
{{Classbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|portrait= Arcane_Warrior.jpg&lt;br /&gt;
&amp;lt;!--|portrait-width= 200px--&amp;gt;&lt;br /&gt;
|name= Arcane Warrior&lt;br /&gt;
|classtype= fanclass&lt;br /&gt;
|role= [[Melee]]/[[Ranged]]/[[Caster]] hybrid&lt;br /&gt;
|attrib= [[Strength]] [[Dexterity]] [[Willpower]] [[Mana]]&lt;br /&gt;
&amp;lt;!-- Class Skills --&amp;gt;&lt;br /&gt;
|skilltree1= [[Arcane_Warrior#Weapon_Enchantments_Skills|Weapon Enchantments]]&lt;br /&gt;
|skilltree2= [[Arcane_Warrior#Armor_Enchantments_Skills|Armor Enchantments]]&lt;br /&gt;
|skilltree3= [[Arcane_Warrior#Weapon_Skills|Weapon Skills]]&lt;br /&gt;
&amp;lt;!-- Background --&amp;gt;&lt;br /&gt;
|origin= [[Sanctuary]]&lt;br /&gt;
|affiliation= None known&lt;br /&gt;
|friends= None Known&lt;br /&gt;
|foes= None Known&lt;br /&gt;
}}&lt;br /&gt;
Upon the destruction of the Worldstone 20 years ago, a Vizjerei elder concluded that the mortal powers of Order had failed. Secretly, he went to the Viz-Jaq'taar Assassins to share his concerns and make a proposal. Even though the Prime Evils were defeated, mortal powers and agents were still not powerful enough to save the Worldstone. He feared that following it's destruction, things would get worse and proposed that the Assassin's lack of magic was weakness, that the time would soon come to fight fire with fire. He suggested that they should begin to incorporate magic to counter the coming flood. He was rejected outright by most of the clan, and nearly slain on principle, but one Assassin elder had reached a similar conclusion, but didn't know how to act upon it. With this opportunity, he stole away with the Vizjerei elder and a few of the younger clan members, to work on combining their knowledge and powers to create a new breed of mage-knight. Once the Viz-Jaq'taar realized what had transpired, they decreed death for all violators, but the group dissappeared and no one had heard from them to this day. All knowledge of what had transpired was hidden.&lt;br /&gt;
&lt;br /&gt;
They spent years hidden away from the world in the northern reaches near the ruined Mt. Arreat. They honed their skills, focusing less on subversion and more on direct confrontation. From the Assassin's understanding of the mind and martial combat and the Vizjerei elder's understanding of the Elemental magics, a marriage was made into magically enhanced warriors. This combination of studies gave special insights into the nature of the world and gave these new warriors the power to tap into the very elemental threads that are woven into our world and weave them into their own bodies and equipment. They also gained some insight into exploring the Ether. They spent a great deal of time developing methods of countering and diffusing hostile magicks and it's practitioners, as per Assassin tradition, up close and at range. They also knew, however, that the demonic hordes need not rely on magic to reek their destruction, so great emphasis was also placed on raw combat power and fortitude. &lt;br /&gt;
&lt;br /&gt;
With the coming of the falling star, they knew that their time had arrived. They re-emerged into the world to discover what foul forces were involved. While two of the apprentices were away doing reconnaissance, their base of operations was utterly destroyed. Most were killed, the rest were missing. The elders were not among the remains, nor were there any clues as to the perpetrators. Had the Assassins finally caught up to them? Was it the mustering forces of evil? The two apprentices had no answers, but were determined to fulfill their duties. They ventured into the world on their own to discover what evil schemes plotted against Sanctuary and to put it to an end... or die trying...&lt;br /&gt;
&lt;br /&gt;
==Character Design==&lt;br /&gt;
&lt;br /&gt;
The Arcane Warrior is a highly magic augmented warrior that could focus equally on [[melee]] or [[ranged|missiles]]. Her main skills are enchantments on her weapons and armor that add elemental or other magical properties, possibly even castable on allies. In D2 terms, it'd be something of a cross between a [[Paladin]], [[Amazon]], and [[Assassin]].&lt;br /&gt;
&lt;br /&gt;
==Attributes and Skills==&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===Attributes===&lt;br /&gt;
====Starting Attributes====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
*'''[[Life]]:''' x&lt;br /&gt;
*'''[[Mana]]:''' x&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Attribute Increase Per Level====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
Enchantment skills are cast by the character and last for a certain duration. Different enchantments can be in effect at the same time (stacked), but can have only 1 Weapon and 1 Armor Enchantment per Tree active at a time.&lt;br /&gt;
&lt;br /&gt;
===Arcane Warrior Skills===&lt;br /&gt;
The Arcane Warrior skills are arranged into to three distinctive skill tree categories:&lt;br /&gt;
* Steel &amp;amp; Fire&lt;br /&gt;
* Pax Arcanna&lt;br /&gt;
* Terra Firma&lt;br /&gt;
All three trees have a combination of active and passive skills. Active skills are used in combat, while the passive skills boost or change the behaviour of the active skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Steel &amp;amp; Fire Skills====&lt;br /&gt;
This tree focuses on speed and raw destructive output. Uses Fire and Lightning. &amp;quot;A good defense is a good offense.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Burn:''' Enchants Weapon. Adds fire damage to attacks and increases accuracy.&lt;br /&gt;
* '''Jolt:''' Enchants weapon. Adds electrical damage to attacks and increases attack speed.&lt;br /&gt;
* '''Flame Armor:''' Enchant Armor. Deal fire damage to any melee attackers.&lt;br /&gt;
* '''Lightning Spirit:''' Increase attack speed and accuracy. Passive.&lt;br /&gt;
* '''Lunge:''' Melee. Attack and move forward in a short burst, knocking foes back a ways and following. Sort of a short burst Charge, but foe must be in melee range. Useful to break out when surrounded.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Twitch:''' Missile. Essentially a Missile based Zeal.&lt;br /&gt;
* '''Flame Spray:''' Enchants Weapon. Melee, causes a spherical firewall centered on target. Missiles cause a trail of fire to form under arrows path.&lt;br /&gt;
* '''Lightning Rod:''' Enchants Weapon. When enemy is struck, a lightning bolt goes from character to target. Can trigger multiple bolts from one attack. More useful for multiple missiles against clustered enemies.&lt;br /&gt;
* '''Conflageration:''' Enchant Armor. Causes the ground around the character to burst into fire.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Sweep:''' Melee. Spins once in a circle, striking any surrounding enemies within range.&lt;br /&gt;
* '''Burst:''' Enchants weapon. On attack, explosive fire is dealt to nearby units (ala D2 Fireball or Explosive Arrows).&lt;br /&gt;
* '''Chain Static:''' Enchants Weapon. Causes electrical damage to target that jumps to any units next to them, etc, etc, rippling through tightly packed enemies.&lt;br /&gt;
* '''Thunderclap:''' Enchant Armor. When an enemy attacks, has a chance of triggering a shockwave that knocks all foes back within a small radius, plus dealing damage.&lt;br /&gt;
* '''Flame Sabres:''' Spell. Creates floating swords made of fire that seek targets and deal fire damage. Can be attacked and destroyed.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Flame Nova:''' Enchants Weapon. Triggers a fire based nova from target. Increasing rank increases size of effect.&lt;br /&gt;
* '''Ricochet:''' Missile. When a target is struck, the arrow jumps to the nearest target. Everytime a target is struck, the arrow keeps retargetting up to a skill based maximum or until it misses one.&lt;br /&gt;
* '''Channeling the Flame:''' Increases Fire and Lightning damage. Passive.&lt;br /&gt;
* '''Fire Elemental:''' Transforms into a Fire Elemental, dealing extra fire and increasing Fire and Lightning damage. Also, absorbs fire damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Pax Arcanna Skills====&lt;br /&gt;
This tree focuses on penetrating and neutralizing hostile magics and magicians. Uses skills that interfere with magic, and uses teleportation offensively and defensively. &amp;quot;What good is magic if you're unable to use it?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Silence:''' Enchants weapon. Has a chance to silence target.&lt;br /&gt;
* '''Resist Affliction:''' Decreases the chance that negative condition magics can affect character, like chill, slow, silence, etc. and also decreases the duration of such effects if they get through. Passive.&lt;br /&gt;
* '''Displace:''' Melee. On striking, teleport to another random position next to target. &lt;br /&gt;
* '''Magic Arrow:''' Missile. Fires a created arrow that causes increased, pure Arcane damage.&lt;br /&gt;
* '''Interference:''' Enchants weapon to inflict a condition that causes target's casting rate to greatly decrease.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Veil of Silence:''' Enchants armor so that when attacked, fires a silence bolt at attacker.&lt;br /&gt;
* '''Arcane Defenses:''' Passive. Increases resistance to arcane magics.&lt;br /&gt;
* '''Dispel:''' Spell. Sends out a shockwave that will dispel any negative magic effects on friendly units.&lt;br /&gt;
* '''Blood Price:''' Enchant Weapon. Adds mana damage and inflicts a condition on target that causes any abilities that drain Mana to drain an equal amount of Health as well.&lt;br /&gt;
* '''Skip:''' Enchant Armor. When attacked, has a chance of teleporting to a random location within range. Could be annoying to some players, but to those who thrive on chaos, welcome home!&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Absorb Magic:''' Enchants armor. Has a chance of absorbing spells cast at character, eliminating damage and restoring however much mana that skill cost.&lt;br /&gt;
* '''Short Circuit:''' Spell. Cast on a single target. Caster and target lose all mana. (may not be very relevant, because they may not keep track of enemy mana. PvP uses would be neat-o.)&lt;br /&gt;
* '''Summon:''' Spell. When cast on a target, causes them to be teleported right next to caster. Doesn't work on bosses or other characters.&lt;br /&gt;
* '''Enhanced Channeling:''' Passive. Increases the duration of all enchantments.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Shift Stirke:''' Melee. Quickly teleport next to an enemy, attack, then zips back to his original location. If hit, he's stuck where he's at.&lt;br /&gt;
* '''Tiamat:''' Enchants weapon. Adds elemental damage of fire, cold and lightning. Melee and missile. Enhanced by Burn, Jolt, and Frostbite.&lt;br /&gt;
* '''Reflect:''' Enchants armor to have a chance of reflecting magics cast at character.&lt;br /&gt;
* '''Disruption:''' Spell. Sends out a shockwave that destroys any spells or missiles within the given radius.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Terra Firma Skills====&lt;br /&gt;
This tree focuses more on defense and fortitude. Attacks are based on strength more than speed. Uses Stone/Earth and Cold. &amp;quot;The mountain need not fear the storm.&amp;quot; (Note: Earth elemental skills are only called that for conceptual reasons and cause physical damage, not an &amp;quot;earth elemental&amp;quot; damage type. That is, unless Blizzard adds that.)&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Frostbite:''' Enchants Weapon. Adds cold damage to attacks and chills targets.&lt;br /&gt;
* '''Immovability:''' Passive. Decreases the chance that any effect can cause the character to move against his will, ie. knockback effects.&lt;br /&gt;
* '''Rockform:''' Enchants Armor. Increases Defense and Damage Reduction.&lt;br /&gt;
* '''Ice Shield:''' Spell. Creates a literal shield made of solid ice. If a shield is being used, it enhances it defenses and blocking. Without a shield, it floats near caster and confers double the blocking bonus that Ice Shield adds to a shield and can be used with 2-handed weapons.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Inertia:''' Passive. Causes attacks to physically pack more force. Increases physical damage.&lt;br /&gt;
* '''Ethereal Anchor:''' Missile. A successful attack can anchor the foe in place, unable to move, but can still attack. Doesn't work on bosses or other players.&lt;br /&gt;
* '''Cold Aura:''' Enchants Armor. Chills enemies within a given radius. No Damage.&lt;br /&gt;
* '''Stone Guardian:''' Spell. Creates a floating fist of stone that randomly attacks nearby foes. Certain runes may add Knockback.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Torque:''' Melee and missile. Slower attack, but does much more damage. If missile, it travels faster (if engine supports that).&lt;br /&gt;
* '''Attunement:''' Passive. Increases resistance to fire/ice/lightning.&lt;br /&gt;
* '''Icicle:''' Enchants Weapon. Causes a giant Icicle to fall on target, causing splash damage to nearby foes.&lt;br /&gt;
* '''Stalagmite:''' Spell. Summons a spike of solid rock from the earth at the desired location. Any enemies nearby take physical damage and pillar remains as an obstacle until destroyed or duration expires.&lt;br /&gt;
* '''Jagged Shards:''' Enchants Armor. Causes sharp rock protrusions to spring from armor, causing physical damage on melee attackers. Against missile attacks, has a chance of shattering the missile, causing no damage. Against attackers that have weapon Durability (ie. PvP), has an equal chance of reducing Durability of attackers melee weapon by one.&lt;br /&gt;
&lt;br /&gt;
== Tier IV: ==&lt;br /&gt;
* '''Anvil:''' Melee. Crushing attack with cooldown time that does highly increased damage to target and nearby targets.&lt;br /&gt;
* '''Ice Prison:''' Spell. Like Bone Prison, but made of ice.&lt;br /&gt;
* '''Quenching the Flame:''' Passive. Increases Cold and Earth(or physical) damages.&lt;br /&gt;
* '''Earth Elemental:''' Transforms into Stone. Makes Earth and Ice skills do more damage, adds defense. Also, adds resistances to cold and lightning.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
The Arcane Warrior was first posted 9 June 2009 [http://forums.diii.net/showthread.php?t=728784] by [http://forums.diii.net/member.php?u=335830 Technomancer] on the [http://forums.diii.net/ Diii.net forums]. It was re-posted as a wiki article by [[Holyknight3000]] and [[Leord]] on 10 June 2009.&lt;br /&gt;
&lt;br /&gt;
===Technomancer Notes===&lt;br /&gt;
Perhaps combining the Enchantments into one tree and add a new 3rd tree maybe? This class would satisfy a lot different &amp;quot;archetypes&amp;quot; in one. Another Melee class, a Missile class, a worthy Pally replacement, and open to any form of backstory.&lt;br /&gt;
&lt;br /&gt;
This is something I've wanted to see since before I even heard D3 was in development. It's actually a re-adaption of a class I'd come up with for my own turn-based game that'll probably never get done, and that was a re-adaption of an AD&amp;amp;D 2nd Ed. class I came up with about 8 years ago.&lt;br /&gt;
&lt;br /&gt;
I figure a 5th class would be some kind of War Priest/Inquisitor/Exorcist (I mean, hey, SOMEONE has to cast Holy Bolt, right? ), or another physical character that's really out of the box, Rogue/Assassin style. It'd be a good fit for those last 2 skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Trivia==&lt;br /&gt;
Use only if actual trivia. If so, add to [[:Category:Trivia]] as well&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Media==&lt;br /&gt;
You can find pictures in the Diablo 3 screenshot and picture gallery:&lt;br /&gt;
* [http://www.diii.net/gallery/ Diablo 3 screenshots and pictures]&lt;br /&gt;
* [http://www.diii.net/gallery/showgallery.php?cat=all&amp;amp;si=NAME NAME-specific gallery contents]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Arcane_Warrior.jpg|Arcane Warrior Concept by Boqu&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://forums.diii.net/showthread.php?t=728784 Original post]&lt;br /&gt;
* [http://forums.diii.net/member.php?u=335830 Technomancer's profile]&lt;br /&gt;
* [http://forums.diii.net/member.php?u=136916 Boqu's Profile]&lt;br /&gt;
* [http://www.diii.net/gallery/showgallery.php?cat=503 Diablo Fan Art Gallery]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Class navbox floor}}&lt;/div&gt;</summary>
		<author><name>Technomancer</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Fanmade:Arcane_Warrior&amp;diff=9695</id>
		<title>Fanmade:Arcane Warrior</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Fanmade:Arcane_Warrior&amp;diff=9695"/>
				<updated>2009-06-17T09:28:24Z</updated>
		
		<summary type="html">&lt;p&gt;Technomancer: /* Tier II: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Arcane Warrior''' is a highly magic augmented warrior that could focus equally on [[melee]] or [[ranged|missiles]]. His main skills are enchantments on his weapons and armor that add elemental or other magical properties.&lt;br /&gt;
&lt;br /&gt;
{{Fanclass|'''Technomancer''' ([[Leord]] &amp;amp; [[Holyknight3000]] assisted) Concept Art by [[Boqu]]}}&lt;br /&gt;
==Background==&lt;br /&gt;
{{Classbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|portrait= Arcane_Warrior.jpg&lt;br /&gt;
&amp;lt;!--|portrait-width= 200px--&amp;gt;&lt;br /&gt;
|name= Arcane Warrior&lt;br /&gt;
|classtype= fanclass&lt;br /&gt;
|role= [[Melee]]/[[Ranged]]/[[Caster]] hybrid&lt;br /&gt;
|attrib= [[Strength]] [[Dexterity]] [[Willpower]] [[Mana]]&lt;br /&gt;
&amp;lt;!-- Class Skills --&amp;gt;&lt;br /&gt;
|skilltree1= [[Arcane_Warrior#Weapon_Enchantments_Skills|Weapon Enchantments]]&lt;br /&gt;
|skilltree2= [[Arcane_Warrior#Armor_Enchantments_Skills|Armor Enchantments]]&lt;br /&gt;
|skilltree3= [[Arcane_Warrior#Weapon_Skills|Weapon Skills]]&lt;br /&gt;
&amp;lt;!-- Background --&amp;gt;&lt;br /&gt;
|origin= [[Sanctuary]]&lt;br /&gt;
|affiliation= None known&lt;br /&gt;
|friends= None Known&lt;br /&gt;
|foes= None Known&lt;br /&gt;
}}&lt;br /&gt;
Upon the destruction of the Worldstone 20 years ago, a Vizjerei elder concluded that the mortal powers of Order had failed. Secretly, he went to the Viz-Jaq'taar Assassins to share his concerns and make a proposal. Even though the Prime Evils were defeated, mortal powers and agents were still not powerful enough to save the Worldstone. He feared that following it's destruction, things would get worse and proposed that the Assassin's lack of magic was weakness, that the time would soon come to fight fire with fire. He suggested that they should begin to incorporate magic to counter the coming flood. He was rejected outright by most of the clan, and nearly slain on principle, but one Assassin elder had reached a similar conclusion, but didn't know how to act upon it. With this opportunity, he stole away with the Vizjerei elder and a few of the younger clan members, to work on combining their knowledge and powers to create a new breed of mage-knight. Once the Viz-Jaq'taar realized what had transpired, they decreed death for all violators, but the group dissappeared and no one had heard from them to this day. All knowledge of what had transpired was hidden.&lt;br /&gt;
&lt;br /&gt;
They spent years hidden away from the world in the northern reaches near the ruined Mt. Arreat. They honed their skills, focusing less on subversion and more on direct confrontation. From the Assassin's understanding of the mind and martial combat and the Vizjerei elder's understanding of the Elemental magics, a marriage was made into magically enhanced warriors. This combination of studies gave special insights into the nature of the world and gave these new warriors the power to tap into the very elemental threads that are woven into our world and weave them into their own bodies and equipment. They also gained some insight into exploring the Ether. They spent a great deal of time developing methods of countering and diffusing hostile magicks and it's practitioners, as per Assassin tradition, up close and at range. They also knew, however, that the demonic hordes need not rely on magic to reek their destruction, so great emphasis was also placed on raw combat power and fortitude. &lt;br /&gt;
&lt;br /&gt;
With the coming of the falling star, they knew that their time had arrived. They re-emerged into the world to discover what foul forces were involved. While two of the apprentices were away doing reconnaissance, their base of operations was utterly destroyed. Most were killed, the rest were missing. The elders were not among the remains, nor were there any clues as to the perpetrators. Had the Assassins finally caught up to them? Was it the mustering forces of evil? The two apprentices had no answers, but were determined to fulfill their duties. They ventured into the world on their own to discover what evil schemes plotted against Sanctuary and to put it to an end... or die trying...&lt;br /&gt;
&lt;br /&gt;
==Character Design==&lt;br /&gt;
&lt;br /&gt;
The Arcane Warrior is a highly magic augmented warrior that could focus equally on [[melee]] or [[ranged|missiles]]. Her main skills are enchantments on her weapons and armor that add elemental or other magical properties, possibly even castable on allies. In D2 terms, it'd be something of a cross between a [[Paladin]], [[Amazon]], and [[Assassin]].&lt;br /&gt;
&lt;br /&gt;
==Attributes and Skills==&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===Attributes===&lt;br /&gt;
====Starting Attributes====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
*'''[[Life]]:''' x&lt;br /&gt;
*'''[[Mana]]:''' x&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Attribute Increase Per Level====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
Enchantment skills are cast by the character and last for a certain duration. Different enchantments can be in effect at the same time (stacked), but can have only 1 Weapon and 1 Armor Enchantment per Tree active at a time.&lt;br /&gt;
&lt;br /&gt;
===Arcane Warrior Skills===&lt;br /&gt;
The Arcane Warrior skills are arranged into to three distinctive skill tree categories:&lt;br /&gt;
* Steel &amp;amp; Fire&lt;br /&gt;
* Pax Arcanna&lt;br /&gt;
* Terra Firma&lt;br /&gt;
All three trees have a combination of active and passive skills. Active skills are used in combat, while the passive skills boost or change the behaviour of the active skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Steel &amp;amp; Fire Skills====&lt;br /&gt;
This tree focuses on speed and raw destructive output. Uses Fire and Lightning. &amp;quot;A good defense is a good offense.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Burn:''' Enchants Weapon. Adds fire damage to attacks and increases accuracy.&lt;br /&gt;
* '''Jolt:''' Enchants weapon. Adds electrical damage to attacks and increases attack speed.&lt;br /&gt;
* '''Flame Armor:''' Enchant Armor. Deal fire damage to any melee attackers.&lt;br /&gt;
* '''Lightning Spirit:''' Increase attack speed and accuracy. Passive.&lt;br /&gt;
* '''Lunge:''' Melee. Attack and move forward in a short burst, knocking foes back a ways and following. Sort of a short burst Charge, but foe must be in melee range. Useful to break out when surrounded.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Twitch:''' Missile. Essentially a Missile based Zeal.&lt;br /&gt;
* '''Flame Spray:''' Enchants Weapon. Melee, causes a spherical firewall centered on target. Missiles cause a trail of fire to form under arrows path.&lt;br /&gt;
* '''Lightning Rod:''' Enchants Weapon. When enemy is struck, a lightning bolt goes from character to target. Can trigger multiple bolts from one attack. More useful for multiple missiles against clustered enemies.&lt;br /&gt;
* '''Conflageration:''' Enchant Armor. Causes the ground around the character to burst into fire.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Sweep:''' Melee. Spins once in a circle, striking any surrounding enemies within range.&lt;br /&gt;
* '''Burst:''' Enchants weapon. On attack, explosive fire is dealt to nearby units (ala D2 Fireball or Explosive Arrows).&lt;br /&gt;
* '''Chain Static:''' Enchants Weapon. Causes electrical damage to target that jumps to any units next to them, etc, etc, rippling through tightly packed enemies.&lt;br /&gt;
* '''Thunderclap:''' Enchant Armor. When an enemy attacks, has a chance of triggering a shockwave that knocks all foes back within a small radius, plus dealing damage.&lt;br /&gt;
* '''Flame Sabres:''' Spell. Creates floating swords made of fire that seek targets and deal fire damage. Can be attacked and destroyed.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Flame Nova:''' Enchants Weapon. Triggers a fire based nova from target. Increasing rank increases size of effect.&lt;br /&gt;
* '''Ricochet:''' Missile. When a target is struck, the arrow jumps to the nearest target. Everytime a target is struck, the arrow keeps retargetting up to a skill based maximum or until it misses one.&lt;br /&gt;
* '''Channeling the Flame:''' Increases Fire and Lightning damage. Passive.&lt;br /&gt;
* '''Fire Elemental:''' Transforms into a Fire Elemental, dealing extra fire and increasing Fire and Lightning damage. Also, absorbs fire damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Pax Arcanna Skills====&lt;br /&gt;
This tree focuses on penetrating and neutralizing hostile magics and magicians. Uses skills that interfere with magic, and uses teleportation offensively and defensively. &amp;quot;What good is magic if you're unable to use it?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Silence:''' Enchants weapon. Has a chance to silence target.&lt;br /&gt;
* '''Resist Affliction:''' Decreases the chance that negative condition magics can affect character, like chill, slow, silence, etc. and also decreases the duration of such effects if they get through. Passive.&lt;br /&gt;
* '''Displace:''' Melee. On striking, teleport to another random position next to target. &lt;br /&gt;
* '''Magic Arrow:''' Missile. Fires a created arrow that causes increased, pure Arcane damage.&lt;br /&gt;
* '''Interference:''' Enchants weapon to inflict a condition that causes target's casting rate to greatly decrease.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Veil of Silence:''' Enchants armor so that when attacked, fires a silence bolt at attacker.&lt;br /&gt;
* '''Arcane Defenses:''' Passive. Increases resistance to arcane magics.&lt;br /&gt;
* '''Dispel:''' Spell. Sends out a shockwave that will dispel any negative magic effects on friendly units.&lt;br /&gt;
* '''Blood Price:''' Enchant Weapon. Adds mana damage and inflicts a condition on target that causes any abilities that drain Mana to drain an equal amount of Health as well.&lt;br /&gt;
* '''Skip:''' Enchant Armor. When attacked, has a chance of teleporting to a random location within range. Could be annoying to some players, but to those who thrive on chaos, welcome home!&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Absorb Magic:''' Enchants armor. Has a chance of absorbing spells cast at character, eliminating damage and restoring however much mana that skill cost.&lt;br /&gt;
* '''Short Circuit:''' Spell. Cast on a single target. Caster and target lose all mana. (may not be very relevant, because they may not keep track of enemy mana. PvP uses would be neat-o.)&lt;br /&gt;
* '''Summon:''' Spell. When cast on a target, causes them to be teleported right next to caster. Doesn't work on bosses or other characters.&lt;br /&gt;
* '''Enhanced Channeling:''' Passive. Increases the duration of all enchantments.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Shift Stirke:''' Melee. Quickly teleport next to an enemy, attack, then zips back to his original location. If hit, he's stuck where he's at.&lt;br /&gt;
* '''Tiamat:''' Enchants weapon. Adds elemental damage of fire, cold and lightning. Melee and missile. Enhanced by Burn, Jolt, and Frostbite.&lt;br /&gt;
* '''Reflect:''' Enchants armor to have a chance of reflecting magics cast at character.&lt;br /&gt;
* '''Disruption:''' Spell. Sends out a shockwave that destroys any spells or missiles within the given radius.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Terra Firma Skills====&lt;br /&gt;
This tree focuses more on defense and fortitude. Attacks are based on strength more than speed. Uses Stone/Earth and Cold. &amp;quot;The mountain need not fear the storm.&amp;quot; (Note: Earth elemental skills are only called that for conceptual reasons and cause physical damage, not an &amp;quot;earth elemental&amp;quot; damage type. That is, unless Blizzard adds that.)&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Frostbite:''' Enchants Weapon. Adds cold damage to attacks and chills targets.&lt;br /&gt;
* '''Immovability:''' Passive. Decreases the chance that any effect can cause the character to move against his will, ie. knockback effects.&lt;br /&gt;
* '''Rockform:''' Enchants Armor. Increases Defense and Damage Reduction.&lt;br /&gt;
* '''Ice Shield:''' Spell. Creates a literal shield made of solid ice. If a shield is being used, it enhances it defenses and blocking. Without a shield, it floats near caster and confers double the blocking bonus that Ice Shield adds to a shield and can be used with 2-handed weapons.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Inertia:''' Passive. Causes attacks to physically pack more force. Increases physical damage.&lt;br /&gt;
* '''Ethereal Anchor:''' Missile. A successful attack can anchor the foe in place, unable to move, but can still attack. Doesn't work on bosses or other players.&lt;br /&gt;
* '''Cold Aura:''' Enchants Armor. Chills enemies within a given radius. No Damage.&lt;br /&gt;
* '''Stone Guardian:''' Spell. Creates a floating fist of stone that randomly attacks nearby foes. Certain runes may add Knockback.&lt;br /&gt;
&lt;br /&gt;
== Tier III: ==&lt;br /&gt;
* '''Torque:''' Melee and missile. Slower attack, but does much more damage. If missile, it travels faster (if engine supports that).&lt;br /&gt;
* '''Attunement:''' Passive. Increases resistance to fire/ice/lightning.&lt;br /&gt;
* '''Icicle:''' Enchants Weapon. Causes a giant Icicle to fall on target, causing splash damage to nearby foes.&lt;br /&gt;
* '''Stalagmite:''' Spell. Summons a spike of solid rock from the earth at the desired location. Any enemies nearby take physical damage and pillar remains as an obstacle until destroyed or duration expires.&lt;br /&gt;
* '''Jagged Shards:''' Enchants Armor. Causes sharp rock protrusions to spring from armor, causing physical damage on melee attackers. Against missile attacks, has a chance of shattering the missile, causing no damage. Against attackers that have weapon Durability (ie. PvP), has an equal chance of reducing Durability of attackers melee weapon by one.&lt;br /&gt;
&lt;br /&gt;
== Tier IV: ==&lt;br /&gt;
* '''Anvil:''' Melee. Crushing attack with cooldown time that does highly increased damage to target and nearby targets.&lt;br /&gt;
* '''Ice Prison:''' Spell. Like Bone Prison, but made of ice.&lt;br /&gt;
* '''Quenching the Flame:''' Passive. Increases Cold and Earth(or physical) damages.&lt;br /&gt;
* '''Earth Elemental:''' Transforms into Stone. Makes Earth and Ice skills do more damage, adds defense. Also, adds resistances to cold and lightning.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
The Arcane Warrior was first posted 9 June 2009 [http://forums.diii.net/showthread.php?t=728784] by [http://forums.diii.net/member.php?u=335830 Technomancer] on the [http://forums.diii.net/ Diii.net forums]. It was re-posted as a wiki article by [[Holyknight3000]] and [[Leord]] on 10 June 2009.&lt;br /&gt;
&lt;br /&gt;
===Technomancer Notes===&lt;br /&gt;
Perhaps combining the Enchantments into one tree and add a new 3rd tree maybe? This class would satisfy a lot different &amp;quot;archetypes&amp;quot; in one. Another Melee class, a Missile class, a worthy Pally replacement, and open to any form of backstory.&lt;br /&gt;
&lt;br /&gt;
This is something I've wanted to see since before I even heard D3 was in development. It's actually a re-adaption of a class I'd come up with for my own turn-based game that'll probably never get done, and that was a re-adaption of an AD&amp;amp;D 2nd Ed. class I came up with about 8 years ago.&lt;br /&gt;
&lt;br /&gt;
I figure a 5th class would be some kind of War Priest/Inquisitor/Exorcist (I mean, hey, SOMEONE has to cast Holy Bolt, right? ), or another physical character that's really out of the box, Rogue/Assassin style. It'd be a good fit for those last 2 skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Trivia==&lt;br /&gt;
Use only if actual trivia. If so, add to [[:Category:Trivia]] as well&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Media==&lt;br /&gt;
You can find pictures in the Diablo 3 screenshot and picture gallery:&lt;br /&gt;
* [http://www.diii.net/gallery/ Diablo 3 screenshots and pictures]&lt;br /&gt;
* [http://www.diii.net/gallery/showgallery.php?cat=all&amp;amp;si=NAME NAME-specific gallery contents]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Arcane_Warrior.jpg|Arcane Warrior Concept by Boqu&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://forums.diii.net/showthread.php?t=728784 Original post]&lt;br /&gt;
* [http://forums.diii.net/member.php?u=335830 Technomancer's profile]&lt;br /&gt;
* [http://forums.diii.net/member.php?u=136916 Boqu's Profile]&lt;br /&gt;
* [http://www.diii.net/gallery/showgallery.php?cat=503 Diablo Fan Art Gallery]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Class navbox floor}}&lt;/div&gt;</summary>
		<author><name>Technomancer</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Fanmade:Arcane_Warrior&amp;diff=9694</id>
		<title>Fanmade:Arcane Warrior</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Fanmade:Arcane_Warrior&amp;diff=9694"/>
				<updated>2009-06-17T09:28:16Z</updated>
		
		<summary type="html">&lt;p&gt;Technomancer: /* Tier I: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Arcane Warrior''' is a highly magic augmented warrior that could focus equally on [[melee]] or [[ranged|missiles]]. His main skills are enchantments on his weapons and armor that add elemental or other magical properties.&lt;br /&gt;
&lt;br /&gt;
{{Fanclass|'''Technomancer''' ([[Leord]] &amp;amp; [[Holyknight3000]] assisted) Concept Art by [[Boqu]]}}&lt;br /&gt;
==Background==&lt;br /&gt;
{{Classbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|portrait= Arcane_Warrior.jpg&lt;br /&gt;
&amp;lt;!--|portrait-width= 200px--&amp;gt;&lt;br /&gt;
|name= Arcane Warrior&lt;br /&gt;
|classtype= fanclass&lt;br /&gt;
|role= [[Melee]]/[[Ranged]]/[[Caster]] hybrid&lt;br /&gt;
|attrib= [[Strength]] [[Dexterity]] [[Willpower]] [[Mana]]&lt;br /&gt;
&amp;lt;!-- Class Skills --&amp;gt;&lt;br /&gt;
|skilltree1= [[Arcane_Warrior#Weapon_Enchantments_Skills|Weapon Enchantments]]&lt;br /&gt;
|skilltree2= [[Arcane_Warrior#Armor_Enchantments_Skills|Armor Enchantments]]&lt;br /&gt;
|skilltree3= [[Arcane_Warrior#Weapon_Skills|Weapon Skills]]&lt;br /&gt;
&amp;lt;!-- Background --&amp;gt;&lt;br /&gt;
|origin= [[Sanctuary]]&lt;br /&gt;
|affiliation= None known&lt;br /&gt;
|friends= None Known&lt;br /&gt;
|foes= None Known&lt;br /&gt;
}}&lt;br /&gt;
Upon the destruction of the Worldstone 20 years ago, a Vizjerei elder concluded that the mortal powers of Order had failed. Secretly, he went to the Viz-Jaq'taar Assassins to share his concerns and make a proposal. Even though the Prime Evils were defeated, mortal powers and agents were still not powerful enough to save the Worldstone. He feared that following it's destruction, things would get worse and proposed that the Assassin's lack of magic was weakness, that the time would soon come to fight fire with fire. He suggested that they should begin to incorporate magic to counter the coming flood. He was rejected outright by most of the clan, and nearly slain on principle, but one Assassin elder had reached a similar conclusion, but didn't know how to act upon it. With this opportunity, he stole away with the Vizjerei elder and a few of the younger clan members, to work on combining their knowledge and powers to create a new breed of mage-knight. Once the Viz-Jaq'taar realized what had transpired, they decreed death for all violators, but the group dissappeared and no one had heard from them to this day. All knowledge of what had transpired was hidden.&lt;br /&gt;
&lt;br /&gt;
They spent years hidden away from the world in the northern reaches near the ruined Mt. Arreat. They honed their skills, focusing less on subversion and more on direct confrontation. From the Assassin's understanding of the mind and martial combat and the Vizjerei elder's understanding of the Elemental magics, a marriage was made into magically enhanced warriors. This combination of studies gave special insights into the nature of the world and gave these new warriors the power to tap into the very elemental threads that are woven into our world and weave them into their own bodies and equipment. They also gained some insight into exploring the Ether. They spent a great deal of time developing methods of countering and diffusing hostile magicks and it's practitioners, as per Assassin tradition, up close and at range. They also knew, however, that the demonic hordes need not rely on magic to reek their destruction, so great emphasis was also placed on raw combat power and fortitude. &lt;br /&gt;
&lt;br /&gt;
With the coming of the falling star, they knew that their time had arrived. They re-emerged into the world to discover what foul forces were involved. While two of the apprentices were away doing reconnaissance, their base of operations was utterly destroyed. Most were killed, the rest were missing. The elders were not among the remains, nor were there any clues as to the perpetrators. Had the Assassins finally caught up to them? Was it the mustering forces of evil? The two apprentices had no answers, but were determined to fulfill their duties. They ventured into the world on their own to discover what evil schemes plotted against Sanctuary and to put it to an end... or die trying...&lt;br /&gt;
&lt;br /&gt;
==Character Design==&lt;br /&gt;
&lt;br /&gt;
The Arcane Warrior is a highly magic augmented warrior that could focus equally on [[melee]] or [[ranged|missiles]]. Her main skills are enchantments on her weapons and armor that add elemental or other magical properties, possibly even castable on allies. In D2 terms, it'd be something of a cross between a [[Paladin]], [[Amazon]], and [[Assassin]].&lt;br /&gt;
&lt;br /&gt;
==Attributes and Skills==&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===Attributes===&lt;br /&gt;
====Starting Attributes====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
*'''[[Life]]:''' x&lt;br /&gt;
*'''[[Mana]]:''' x&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Attribute Increase Per Level====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
Enchantment skills are cast by the character and last for a certain duration. Different enchantments can be in effect at the same time (stacked), but can have only 1 Weapon and 1 Armor Enchantment per Tree active at a time.&lt;br /&gt;
&lt;br /&gt;
===Arcane Warrior Skills===&lt;br /&gt;
The Arcane Warrior skills are arranged into to three distinctive skill tree categories:&lt;br /&gt;
* Steel &amp;amp; Fire&lt;br /&gt;
* Pax Arcanna&lt;br /&gt;
* Terra Firma&lt;br /&gt;
All three trees have a combination of active and passive skills. Active skills are used in combat, while the passive skills boost or change the behaviour of the active skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Steel &amp;amp; Fire Skills====&lt;br /&gt;
This tree focuses on speed and raw destructive output. Uses Fire and Lightning. &amp;quot;A good defense is a good offense.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Burn:''' Enchants Weapon. Adds fire damage to attacks and increases accuracy.&lt;br /&gt;
* '''Jolt:''' Enchants weapon. Adds electrical damage to attacks and increases attack speed.&lt;br /&gt;
* '''Flame Armor:''' Enchant Armor. Deal fire damage to any melee attackers.&lt;br /&gt;
* '''Lightning Spirit:''' Increase attack speed and accuracy. Passive.&lt;br /&gt;
* '''Lunge:''' Melee. Attack and move forward in a short burst, knocking foes back a ways and following. Sort of a short burst Charge, but foe must be in melee range. Useful to break out when surrounded.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Twitch:''' Missile. Essentially a Missile based Zeal.&lt;br /&gt;
* '''Flame Spray:''' Enchants Weapon. Melee, causes a spherical firewall centered on target. Missiles cause a trail of fire to form under arrows path.&lt;br /&gt;
* '''Lightning Rod:''' Enchants Weapon. When enemy is struck, a lightning bolt goes from character to target. Can trigger multiple bolts from one attack. More useful for multiple missiles against clustered enemies.&lt;br /&gt;
* '''Conflageration:''' Enchant Armor. Causes the ground around the character to burst into fire.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Sweep:''' Melee. Spins once in a circle, striking any surrounding enemies within range.&lt;br /&gt;
* '''Burst:''' Enchants weapon. On attack, explosive fire is dealt to nearby units (ala D2 Fireball or Explosive Arrows).&lt;br /&gt;
* '''Chain Static:''' Enchants Weapon. Causes electrical damage to target that jumps to any units next to them, etc, etc, rippling through tightly packed enemies.&lt;br /&gt;
* '''Thunderclap:''' Enchant Armor. When an enemy attacks, has a chance of triggering a shockwave that knocks all foes back within a small radius, plus dealing damage.&lt;br /&gt;
* '''Flame Sabres:''' Spell. Creates floating swords made of fire that seek targets and deal fire damage. Can be attacked and destroyed.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Flame Nova:''' Enchants Weapon. Triggers a fire based nova from target. Increasing rank increases size of effect.&lt;br /&gt;
* '''Ricochet:''' Missile. When a target is struck, the arrow jumps to the nearest target. Everytime a target is struck, the arrow keeps retargetting up to a skill based maximum or until it misses one.&lt;br /&gt;
* '''Channeling the Flame:''' Increases Fire and Lightning damage. Passive.&lt;br /&gt;
* '''Fire Elemental:''' Transforms into a Fire Elemental, dealing extra fire and increasing Fire and Lightning damage. Also, absorbs fire damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Pax Arcanna Skills====&lt;br /&gt;
This tree focuses on penetrating and neutralizing hostile magics and magicians. Uses skills that interfere with magic, and uses teleportation offensively and defensively. &amp;quot;What good is magic if you're unable to use it?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Silence:''' Enchants weapon. Has a chance to silence target.&lt;br /&gt;
* '''Resist Affliction:''' Decreases the chance that negative condition magics can affect character, like chill, slow, silence, etc. and also decreases the duration of such effects if they get through. Passive.&lt;br /&gt;
* '''Displace:''' Melee. On striking, teleport to another random position next to target. &lt;br /&gt;
* '''Magic Arrow:''' Missile. Fires a created arrow that causes increased, pure Arcane damage.&lt;br /&gt;
* '''Interference:''' Enchants weapon to inflict a condition that causes target's casting rate to greatly decrease.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Veil of Silence:''' Enchants armor so that when attacked, fires a silence bolt at attacker.&lt;br /&gt;
* '''Arcane Defenses:''' Passive. Increases resistance to arcane magics.&lt;br /&gt;
* '''Dispel:''' Spell. Sends out a shockwave that will dispel any negative magic effects on friendly units.&lt;br /&gt;
* '''Blood Price:''' Enchant Weapon. Adds mana damage and inflicts a condition on target that causes any abilities that drain Mana to drain an equal amount of Health as well.&lt;br /&gt;
* '''Skip:''' Enchant Armor. When attacked, has a chance of teleporting to a random location within range. Could be annoying to some players, but to those who thrive on chaos, welcome home!&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Absorb Magic:''' Enchants armor. Has a chance of absorbing spells cast at character, eliminating damage and restoring however much mana that skill cost.&lt;br /&gt;
* '''Short Circuit:''' Spell. Cast on a single target. Caster and target lose all mana. (may not be very relevant, because they may not keep track of enemy mana. PvP uses would be neat-o.)&lt;br /&gt;
* '''Summon:''' Spell. When cast on a target, causes them to be teleported right next to caster. Doesn't work on bosses or other characters.&lt;br /&gt;
* '''Enhanced Channeling:''' Passive. Increases the duration of all enchantments.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Shift Stirke:''' Melee. Quickly teleport next to an enemy, attack, then zips back to his original location. If hit, he's stuck where he's at.&lt;br /&gt;
* '''Tiamat:''' Enchants weapon. Adds elemental damage of fire, cold and lightning. Melee and missile. Enhanced by Burn, Jolt, and Frostbite.&lt;br /&gt;
* '''Reflect:''' Enchants armor to have a chance of reflecting magics cast at character.&lt;br /&gt;
* '''Disruption:''' Spell. Sends out a shockwave that destroys any spells or missiles within the given radius.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Terra Firma Skills====&lt;br /&gt;
This tree focuses more on defense and fortitude. Attacks are based on strength more than speed. Uses Stone/Earth and Cold. &amp;quot;The mountain need not fear the storm.&amp;quot; (Note: Earth elemental skills are only called that for conceptual reasons and cause physical damage, not an &amp;quot;earth elemental&amp;quot; damage type. That is, unless Blizzard adds that.)&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Frostbite:''' Enchants Weapon. Adds cold damage to attacks and chills targets.&lt;br /&gt;
* '''Immovability:''' Passive. Decreases the chance that any effect can cause the character to move against his will, ie. knockback effects.&lt;br /&gt;
* '''Rockform:''' Enchants Armor. Increases Defense and Damage Reduction.&lt;br /&gt;
* '''Ice Shield:''' Spell. Creates a literal shield made of solid ice. If a shield is being used, it enhances it defenses and blocking. Without a shield, it floats near caster and confers double the blocking bonus that Ice Shield adds to a shield and can be used with 2-handed weapons.&lt;br /&gt;
&lt;br /&gt;
== Tier II: ==&lt;br /&gt;
* '''Inertia:''' Passive. Causes attacks to physically pack more force. Increases physical damage.&lt;br /&gt;
* '''Ethereal Anchor:''' Missile. A successful attack can anchor the foe in place, unable to move, but can still attack. Doesn't work on bosses or other players.&lt;br /&gt;
* '''Cold Aura:''' Enchants Armor. Chills enemies within a given radius. No Damage.&lt;br /&gt;
* '''Stone Guardian:''' Spell. Creates a floating fist of stone that randomly attacks nearby foes. Certain runes may add Knockback.&lt;br /&gt;
&lt;br /&gt;
== Tier III: ==&lt;br /&gt;
* '''Torque:''' Melee and missile. Slower attack, but does much more damage. If missile, it travels faster (if engine supports that).&lt;br /&gt;
* '''Attunement:''' Passive. Increases resistance to fire/ice/lightning.&lt;br /&gt;
* '''Icicle:''' Enchants Weapon. Causes a giant Icicle to fall on target, causing splash damage to nearby foes.&lt;br /&gt;
* '''Stalagmite:''' Spell. Summons a spike of solid rock from the earth at the desired location. Any enemies nearby take physical damage and pillar remains as an obstacle until destroyed or duration expires.&lt;br /&gt;
* '''Jagged Shards:''' Enchants Armor. Causes sharp rock protrusions to spring from armor, causing physical damage on melee attackers. Against missile attacks, has a chance of shattering the missile, causing no damage. Against attackers that have weapon Durability (ie. PvP), has an equal chance of reducing Durability of attackers melee weapon by one.&lt;br /&gt;
&lt;br /&gt;
== Tier IV: ==&lt;br /&gt;
* '''Anvil:''' Melee. Crushing attack with cooldown time that does highly increased damage to target and nearby targets.&lt;br /&gt;
* '''Ice Prison:''' Spell. Like Bone Prison, but made of ice.&lt;br /&gt;
* '''Quenching the Flame:''' Passive. Increases Cold and Earth(or physical) damages.&lt;br /&gt;
* '''Earth Elemental:''' Transforms into Stone. Makes Earth and Ice skills do more damage, adds defense. Also, adds resistances to cold and lightning.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
The Arcane Warrior was first posted 9 June 2009 [http://forums.diii.net/showthread.php?t=728784] by [http://forums.diii.net/member.php?u=335830 Technomancer] on the [http://forums.diii.net/ Diii.net forums]. It was re-posted as a wiki article by [[Holyknight3000]] and [[Leord]] on 10 June 2009.&lt;br /&gt;
&lt;br /&gt;
===Technomancer Notes===&lt;br /&gt;
Perhaps combining the Enchantments into one tree and add a new 3rd tree maybe? This class would satisfy a lot different &amp;quot;archetypes&amp;quot; in one. Another Melee class, a Missile class, a worthy Pally replacement, and open to any form of backstory.&lt;br /&gt;
&lt;br /&gt;
This is something I've wanted to see since before I even heard D3 was in development. It's actually a re-adaption of a class I'd come up with for my own turn-based game that'll probably never get done, and that was a re-adaption of an AD&amp;amp;D 2nd Ed. class I came up with about 8 years ago.&lt;br /&gt;
&lt;br /&gt;
I figure a 5th class would be some kind of War Priest/Inquisitor/Exorcist (I mean, hey, SOMEONE has to cast Holy Bolt, right? ), or another physical character that's really out of the box, Rogue/Assassin style. It'd be a good fit for those last 2 skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Trivia==&lt;br /&gt;
Use only if actual trivia. If so, add to [[:Category:Trivia]] as well&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Media==&lt;br /&gt;
You can find pictures in the Diablo 3 screenshot and picture gallery:&lt;br /&gt;
* [http://www.diii.net/gallery/ Diablo 3 screenshots and pictures]&lt;br /&gt;
* [http://www.diii.net/gallery/showgallery.php?cat=all&amp;amp;si=NAME NAME-specific gallery contents]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Arcane_Warrior.jpg|Arcane Warrior Concept by Boqu&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://forums.diii.net/showthread.php?t=728784 Original post]&lt;br /&gt;
* [http://forums.diii.net/member.php?u=335830 Technomancer's profile]&lt;br /&gt;
* [http://forums.diii.net/member.php?u=136916 Boqu's Profile]&lt;br /&gt;
* [http://www.diii.net/gallery/showgallery.php?cat=503 Diablo Fan Art Gallery]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Class navbox floor}}&lt;/div&gt;</summary>
		<author><name>Technomancer</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Fanmade:Arcane_Warrior&amp;diff=9693</id>
		<title>Fanmade:Arcane Warrior</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Fanmade:Arcane_Warrior&amp;diff=9693"/>
				<updated>2009-06-17T09:27:29Z</updated>
		
		<summary type="html">&lt;p&gt;Technomancer: /* Tier IV: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Arcane Warrior''' is a highly magic augmented warrior that could focus equally on [[melee]] or [[ranged|missiles]]. His main skills are enchantments on his weapons and armor that add elemental or other magical properties.&lt;br /&gt;
&lt;br /&gt;
{{Fanclass|'''Technomancer''' ([[Leord]] &amp;amp; [[Holyknight3000]] assisted) Concept Art by [[Boqu]]}}&lt;br /&gt;
==Background==&lt;br /&gt;
{{Classbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|portrait= Arcane_Warrior.jpg&lt;br /&gt;
&amp;lt;!--|portrait-width= 200px--&amp;gt;&lt;br /&gt;
|name= Arcane Warrior&lt;br /&gt;
|classtype= fanclass&lt;br /&gt;
|role= [[Melee]]/[[Ranged]]/[[Caster]] hybrid&lt;br /&gt;
|attrib= [[Strength]] [[Dexterity]] [[Willpower]] [[Mana]]&lt;br /&gt;
&amp;lt;!-- Class Skills --&amp;gt;&lt;br /&gt;
|skilltree1= [[Arcane_Warrior#Weapon_Enchantments_Skills|Weapon Enchantments]]&lt;br /&gt;
|skilltree2= [[Arcane_Warrior#Armor_Enchantments_Skills|Armor Enchantments]]&lt;br /&gt;
|skilltree3= [[Arcane_Warrior#Weapon_Skills|Weapon Skills]]&lt;br /&gt;
&amp;lt;!-- Background --&amp;gt;&lt;br /&gt;
|origin= [[Sanctuary]]&lt;br /&gt;
|affiliation= None known&lt;br /&gt;
|friends= None Known&lt;br /&gt;
|foes= None Known&lt;br /&gt;
}}&lt;br /&gt;
Upon the destruction of the Worldstone 20 years ago, a Vizjerei elder concluded that the mortal powers of Order had failed. Secretly, he went to the Viz-Jaq'taar Assassins to share his concerns and make a proposal. Even though the Prime Evils were defeated, mortal powers and agents were still not powerful enough to save the Worldstone. He feared that following it's destruction, things would get worse and proposed that the Assassin's lack of magic was weakness, that the time would soon come to fight fire with fire. He suggested that they should begin to incorporate magic to counter the coming flood. He was rejected outright by most of the clan, and nearly slain on principle, but one Assassin elder had reached a similar conclusion, but didn't know how to act upon it. With this opportunity, he stole away with the Vizjerei elder and a few of the younger clan members, to work on combining their knowledge and powers to create a new breed of mage-knight. Once the Viz-Jaq'taar realized what had transpired, they decreed death for all violators, but the group dissappeared and no one had heard from them to this day. All knowledge of what had transpired was hidden.&lt;br /&gt;
&lt;br /&gt;
They spent years hidden away from the world in the northern reaches near the ruined Mt. Arreat. They honed their skills, focusing less on subversion and more on direct confrontation. From the Assassin's understanding of the mind and martial combat and the Vizjerei elder's understanding of the Elemental magics, a marriage was made into magically enhanced warriors. This combination of studies gave special insights into the nature of the world and gave these new warriors the power to tap into the very elemental threads that are woven into our world and weave them into their own bodies and equipment. They also gained some insight into exploring the Ether. They spent a great deal of time developing methods of countering and diffusing hostile magicks and it's practitioners, as per Assassin tradition, up close and at range. They also knew, however, that the demonic hordes need not rely on magic to reek their destruction, so great emphasis was also placed on raw combat power and fortitude. &lt;br /&gt;
&lt;br /&gt;
With the coming of the falling star, they knew that their time had arrived. They re-emerged into the world to discover what foul forces were involved. While two of the apprentices were away doing reconnaissance, their base of operations was utterly destroyed. Most were killed, the rest were missing. The elders were not among the remains, nor were there any clues as to the perpetrators. Had the Assassins finally caught up to them? Was it the mustering forces of evil? The two apprentices had no answers, but were determined to fulfill their duties. They ventured into the world on their own to discover what evil schemes plotted against Sanctuary and to put it to an end... or die trying...&lt;br /&gt;
&lt;br /&gt;
==Character Design==&lt;br /&gt;
&lt;br /&gt;
The Arcane Warrior is a highly magic augmented warrior that could focus equally on [[melee]] or [[ranged|missiles]]. Her main skills are enchantments on her weapons and armor that add elemental or other magical properties, possibly even castable on allies. In D2 terms, it'd be something of a cross between a [[Paladin]], [[Amazon]], and [[Assassin]].&lt;br /&gt;
&lt;br /&gt;
==Attributes and Skills==&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===Attributes===&lt;br /&gt;
====Starting Attributes====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
*'''[[Life]]:''' x&lt;br /&gt;
*'''[[Mana]]:''' x&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Attribute Increase Per Level====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
Enchantment skills are cast by the character and last for a certain duration. Different enchantments can be in effect at the same time (stacked), but can have only 1 Weapon and 1 Armor Enchantment per Tree active at a time.&lt;br /&gt;
&lt;br /&gt;
===Arcane Warrior Skills===&lt;br /&gt;
The Arcane Warrior skills are arranged into to three distinctive skill tree categories:&lt;br /&gt;
* Steel &amp;amp; Fire&lt;br /&gt;
* Pax Arcanna&lt;br /&gt;
* Terra Firma&lt;br /&gt;
All three trees have a combination of active and passive skills. Active skills are used in combat, while the passive skills boost or change the behaviour of the active skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Steel &amp;amp; Fire Skills====&lt;br /&gt;
This tree focuses on speed and raw destructive output. Uses Fire and Lightning. &amp;quot;A good defense is a good offense.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Burn:''' Enchants Weapon. Adds fire damage to attacks and increases accuracy.&lt;br /&gt;
* '''Jolt:''' Enchants weapon. Adds electrical damage to attacks and increases attack speed.&lt;br /&gt;
* '''Flame Armor:''' Enchant Armor. Deal fire damage to any melee attackers.&lt;br /&gt;
* '''Lightning Spirit:''' Increase attack speed and accuracy. Passive.&lt;br /&gt;
* '''Lunge:''' Melee. Attack and move forward in a short burst, knocking foes back a ways and following. Sort of a short burst Charge, but foe must be in melee range. Useful to break out when surrounded.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Twitch:''' Missile. Essentially a Missile based Zeal.&lt;br /&gt;
* '''Flame Spray:''' Enchants Weapon. Melee, causes a spherical firewall centered on target. Missiles cause a trail of fire to form under arrows path.&lt;br /&gt;
* '''Lightning Rod:''' Enchants Weapon. When enemy is struck, a lightning bolt goes from character to target. Can trigger multiple bolts from one attack. More useful for multiple missiles against clustered enemies.&lt;br /&gt;
* '''Conflageration:''' Enchant Armor. Causes the ground around the character to burst into fire.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Sweep:''' Melee. Spins once in a circle, striking any surrounding enemies within range.&lt;br /&gt;
* '''Burst:''' Enchants weapon. On attack, explosive fire is dealt to nearby units (ala D2 Fireball or Explosive Arrows).&lt;br /&gt;
* '''Chain Static:''' Enchants Weapon. Causes electrical damage to target that jumps to any units next to them, etc, etc, rippling through tightly packed enemies.&lt;br /&gt;
* '''Thunderclap:''' Enchant Armor. When an enemy attacks, has a chance of triggering a shockwave that knocks all foes back within a small radius, plus dealing damage.&lt;br /&gt;
* '''Flame Sabres:''' Spell. Creates floating swords made of fire that seek targets and deal fire damage. Can be attacked and destroyed.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Flame Nova:''' Enchants Weapon. Triggers a fire based nova from target. Increasing rank increases size of effect.&lt;br /&gt;
* '''Ricochet:''' Missile. When a target is struck, the arrow jumps to the nearest target. Everytime a target is struck, the arrow keeps retargetting up to a skill based maximum or until it misses one.&lt;br /&gt;
* '''Channeling the Flame:''' Increases Fire and Lightning damage. Passive.&lt;br /&gt;
* '''Fire Elemental:''' Transforms into a Fire Elemental, dealing extra fire and increasing Fire and Lightning damage. Also, absorbs fire damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Pax Arcanna Skills====&lt;br /&gt;
This tree focuses on penetrating and neutralizing hostile magics and magicians. Uses skills that interfere with magic, and uses teleportation offensively and defensively. &amp;quot;What good is magic if you're unable to use it?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Silence:''' Enchants weapon. Has a chance to silence target.&lt;br /&gt;
* '''Resist Affliction:''' Decreases the chance that negative condition magics can affect character, like chill, slow, silence, etc. and also decreases the duration of such effects if they get through. Passive.&lt;br /&gt;
* '''Displace:''' Melee. On striking, teleport to another random position next to target. &lt;br /&gt;
* '''Magic Arrow:''' Missile. Fires a created arrow that causes increased, pure Arcane damage.&lt;br /&gt;
* '''Interference:''' Enchants weapon to inflict a condition that causes target's casting rate to greatly decrease.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Veil of Silence:''' Enchants armor so that when attacked, fires a silence bolt at attacker.&lt;br /&gt;
* '''Arcane Defenses:''' Passive. Increases resistance to arcane magics.&lt;br /&gt;
* '''Dispel:''' Spell. Sends out a shockwave that will dispel any negative magic effects on friendly units.&lt;br /&gt;
* '''Blood Price:''' Enchant Weapon. Adds mana damage and inflicts a condition on target that causes any abilities that drain Mana to drain an equal amount of Health as well.&lt;br /&gt;
* '''Skip:''' Enchant Armor. When attacked, has a chance of teleporting to a random location within range. Could be annoying to some players, but to those who thrive on chaos, welcome home!&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Absorb Magic:''' Enchants armor. Has a chance of absorbing spells cast at character, eliminating damage and restoring however much mana that skill cost.&lt;br /&gt;
* '''Short Circuit:''' Spell. Cast on a single target. Caster and target lose all mana. (may not be very relevant, because they may not keep track of enemy mana. PvP uses would be neat-o.)&lt;br /&gt;
* '''Summon:''' Spell. When cast on a target, causes them to be teleported right next to caster. Doesn't work on bosses or other characters.&lt;br /&gt;
* '''Enhanced Channeling:''' Passive. Increases the duration of all enchantments.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Shift Stirke:''' Melee. Quickly teleport next to an enemy, attack, then zips back to his original location. If hit, he's stuck where he's at.&lt;br /&gt;
* '''Tiamat:''' Enchants weapon. Adds elemental damage of fire, cold and lightning. Melee and missile. Enhanced by Burn, Jolt, and Frostbite.&lt;br /&gt;
* '''Reflect:''' Enchants armor to have a chance of reflecting magics cast at character.&lt;br /&gt;
* '''Disruption:''' Spell. Sends out a shockwave that destroys any spells or missiles within the given radius.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Terra Firma Skills====&lt;br /&gt;
This tree focuses more on defense and fortitude. Attacks are based on strength more than speed. Uses Stone/Earth and Cold. &amp;quot;The mountain need not fear the storm.&amp;quot; (Note: Earth elemental skills are only called that for conceptual reasons and cause physical damage, not an &amp;quot;earth elemental&amp;quot; damage type. That is, unless Blizzard adds that.)&lt;br /&gt;
&lt;br /&gt;
== Tier I: ==&lt;br /&gt;
* '''Frostbite:''' Enchants Weapon. Adds cold damage to attacks and chills targets.&lt;br /&gt;
* '''Immovability:''' Passive. Decreases the chance that any effect can cause the character to move against his will, ie. knockback effects.&lt;br /&gt;
* '''Rockform:''' Enchants Armor. Increases Defense and Damage Reduction.&lt;br /&gt;
* '''Ice Shield:''' Spell. Creates a literal shield made of solid ice. If a shield is being used, it enhances it defenses and blocking. Without a shield, it floats near caster and confers double the blocking bonus that Ice Shield adds to a shield and can be used with 2-handed weapons.&lt;br /&gt;
&lt;br /&gt;
== Tier II: ==&lt;br /&gt;
* '''Inertia:''' Passive. Causes attacks to physically pack more force. Increases physical damage.&lt;br /&gt;
* '''Ethereal Anchor:''' Missile. A successful attack can anchor the foe in place, unable to move, but can still attack. Doesn't work on bosses or other players.&lt;br /&gt;
* '''Cold Aura:''' Enchants Armor. Chills enemies within a given radius. No Damage.&lt;br /&gt;
* '''Stone Guardian:''' Spell. Creates a floating fist of stone that randomly attacks nearby foes. Certain runes may add Knockback.&lt;br /&gt;
&lt;br /&gt;
== Tier III: ==&lt;br /&gt;
* '''Torque:''' Melee and missile. Slower attack, but does much more damage. If missile, it travels faster (if engine supports that).&lt;br /&gt;
* '''Attunement:''' Passive. Increases resistance to fire/ice/lightning.&lt;br /&gt;
* '''Icicle:''' Enchants Weapon. Causes a giant Icicle to fall on target, causing splash damage to nearby foes.&lt;br /&gt;
* '''Stalagmite:''' Spell. Summons a spike of solid rock from the earth at the desired location. Any enemies nearby take physical damage and pillar remains as an obstacle until destroyed or duration expires.&lt;br /&gt;
* '''Jagged Shards:''' Enchants Armor. Causes sharp rock protrusions to spring from armor, causing physical damage on melee attackers. Against missile attacks, has a chance of shattering the missile, causing no damage. Against attackers that have weapon Durability (ie. PvP), has an equal chance of reducing Durability of attackers melee weapon by one.&lt;br /&gt;
&lt;br /&gt;
== Tier IV: ==&lt;br /&gt;
* '''Anvil:''' Melee. Crushing attack with cooldown time that does highly increased damage to target and nearby targets.&lt;br /&gt;
* '''Ice Prison:''' Spell. Like Bone Prison, but made of ice.&lt;br /&gt;
* '''Quenching the Flame:''' Passive. Increases Cold and Earth(or physical) damages.&lt;br /&gt;
* '''Earth Elemental:''' Transforms into Stone. Makes Earth and Ice skills do more damage, adds defense. Also, adds resistances to cold and lightning.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
The Arcane Warrior was first posted 9 June 2009 [http://forums.diii.net/showthread.php?t=728784] by [http://forums.diii.net/member.php?u=335830 Technomancer] on the [http://forums.diii.net/ Diii.net forums]. It was re-posted as a wiki article by [[Holyknight3000]] and [[Leord]] on 10 June 2009.&lt;br /&gt;
&lt;br /&gt;
===Technomancer Notes===&lt;br /&gt;
Perhaps combining the Enchantments into one tree and add a new 3rd tree maybe? This class would satisfy a lot different &amp;quot;archetypes&amp;quot; in one. Another Melee class, a Missile class, a worthy Pally replacement, and open to any form of backstory.&lt;br /&gt;
&lt;br /&gt;
This is something I've wanted to see since before I even heard D3 was in development. It's actually a re-adaption of a class I'd come up with for my own turn-based game that'll probably never get done, and that was a re-adaption of an AD&amp;amp;D 2nd Ed. class I came up with about 8 years ago.&lt;br /&gt;
&lt;br /&gt;
I figure a 5th class would be some kind of War Priest/Inquisitor/Exorcist (I mean, hey, SOMEONE has to cast Holy Bolt, right? ), or another physical character that's really out of the box, Rogue/Assassin style. It'd be a good fit for those last 2 skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Trivia==&lt;br /&gt;
Use only if actual trivia. If so, add to [[:Category:Trivia]] as well&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Media==&lt;br /&gt;
You can find pictures in the Diablo 3 screenshot and picture gallery:&lt;br /&gt;
* [http://www.diii.net/gallery/ Diablo 3 screenshots and pictures]&lt;br /&gt;
* [http://www.diii.net/gallery/showgallery.php?cat=all&amp;amp;si=NAME NAME-specific gallery contents]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Arcane_Warrior.jpg|Arcane Warrior Concept by Boqu&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://forums.diii.net/showthread.php?t=728784 Original post]&lt;br /&gt;
* [http://forums.diii.net/member.php?u=335830 Technomancer's profile]&lt;br /&gt;
* [http://forums.diii.net/member.php?u=136916 Boqu's Profile]&lt;br /&gt;
* [http://www.diii.net/gallery/showgallery.php?cat=503 Diablo Fan Art Gallery]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Class navbox floor}}&lt;/div&gt;</summary>
		<author><name>Technomancer</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Fanmade:Arcane_Warrior&amp;diff=9692</id>
		<title>Fanmade:Arcane Warrior</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Fanmade:Arcane_Warrior&amp;diff=9692"/>
				<updated>2009-06-17T09:27:17Z</updated>
		
		<summary type="html">&lt;p&gt;Technomancer: /* Tier III: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Arcane Warrior''' is a highly magic augmented warrior that could focus equally on [[melee]] or [[ranged|missiles]]. His main skills are enchantments on his weapons and armor that add elemental or other magical properties.&lt;br /&gt;
&lt;br /&gt;
{{Fanclass|'''Technomancer''' ([[Leord]] &amp;amp; [[Holyknight3000]] assisted) Concept Art by [[Boqu]]}}&lt;br /&gt;
==Background==&lt;br /&gt;
{{Classbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|portrait= Arcane_Warrior.jpg&lt;br /&gt;
&amp;lt;!--|portrait-width= 200px--&amp;gt;&lt;br /&gt;
|name= Arcane Warrior&lt;br /&gt;
|classtype= fanclass&lt;br /&gt;
|role= [[Melee]]/[[Ranged]]/[[Caster]] hybrid&lt;br /&gt;
|attrib= [[Strength]] [[Dexterity]] [[Willpower]] [[Mana]]&lt;br /&gt;
&amp;lt;!-- Class Skills --&amp;gt;&lt;br /&gt;
|skilltree1= [[Arcane_Warrior#Weapon_Enchantments_Skills|Weapon Enchantments]]&lt;br /&gt;
|skilltree2= [[Arcane_Warrior#Armor_Enchantments_Skills|Armor Enchantments]]&lt;br /&gt;
|skilltree3= [[Arcane_Warrior#Weapon_Skills|Weapon Skills]]&lt;br /&gt;
&amp;lt;!-- Background --&amp;gt;&lt;br /&gt;
|origin= [[Sanctuary]]&lt;br /&gt;
|affiliation= None known&lt;br /&gt;
|friends= None Known&lt;br /&gt;
|foes= None Known&lt;br /&gt;
}}&lt;br /&gt;
Upon the destruction of the Worldstone 20 years ago, a Vizjerei elder concluded that the mortal powers of Order had failed. Secretly, he went to the Viz-Jaq'taar Assassins to share his concerns and make a proposal. Even though the Prime Evils were defeated, mortal powers and agents were still not powerful enough to save the Worldstone. He feared that following it's destruction, things would get worse and proposed that the Assassin's lack of magic was weakness, that the time would soon come to fight fire with fire. He suggested that they should begin to incorporate magic to counter the coming flood. He was rejected outright by most of the clan, and nearly slain on principle, but one Assassin elder had reached a similar conclusion, but didn't know how to act upon it. With this opportunity, he stole away with the Vizjerei elder and a few of the younger clan members, to work on combining their knowledge and powers to create a new breed of mage-knight. Once the Viz-Jaq'taar realized what had transpired, they decreed death for all violators, but the group dissappeared and no one had heard from them to this day. All knowledge of what had transpired was hidden.&lt;br /&gt;
&lt;br /&gt;
They spent years hidden away from the world in the northern reaches near the ruined Mt. Arreat. They honed their skills, focusing less on subversion and more on direct confrontation. From the Assassin's understanding of the mind and martial combat and the Vizjerei elder's understanding of the Elemental magics, a marriage was made into magically enhanced warriors. This combination of studies gave special insights into the nature of the world and gave these new warriors the power to tap into the very elemental threads that are woven into our world and weave them into their own bodies and equipment. They also gained some insight into exploring the Ether. They spent a great deal of time developing methods of countering and diffusing hostile magicks and it's practitioners, as per Assassin tradition, up close and at range. They also knew, however, that the demonic hordes need not rely on magic to reek their destruction, so great emphasis was also placed on raw combat power and fortitude. &lt;br /&gt;
&lt;br /&gt;
With the coming of the falling star, they knew that their time had arrived. They re-emerged into the world to discover what foul forces were involved. While two of the apprentices were away doing reconnaissance, their base of operations was utterly destroyed. Most were killed, the rest were missing. The elders were not among the remains, nor were there any clues as to the perpetrators. Had the Assassins finally caught up to them? Was it the mustering forces of evil? The two apprentices had no answers, but were determined to fulfill their duties. They ventured into the world on their own to discover what evil schemes plotted against Sanctuary and to put it to an end... or die trying...&lt;br /&gt;
&lt;br /&gt;
==Character Design==&lt;br /&gt;
&lt;br /&gt;
The Arcane Warrior is a highly magic augmented warrior that could focus equally on [[melee]] or [[ranged|missiles]]. Her main skills are enchantments on her weapons and armor that add elemental or other magical properties, possibly even castable on allies. In D2 terms, it'd be something of a cross between a [[Paladin]], [[Amazon]], and [[Assassin]].&lt;br /&gt;
&lt;br /&gt;
==Attributes and Skills==&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===Attributes===&lt;br /&gt;
====Starting Attributes====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
*'''[[Life]]:''' x&lt;br /&gt;
*'''[[Mana]]:''' x&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Attribute Increase Per Level====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
Enchantment skills are cast by the character and last for a certain duration. Different enchantments can be in effect at the same time (stacked), but can have only 1 Weapon and 1 Armor Enchantment per Tree active at a time.&lt;br /&gt;
&lt;br /&gt;
===Arcane Warrior Skills===&lt;br /&gt;
The Arcane Warrior skills are arranged into to three distinctive skill tree categories:&lt;br /&gt;
* Steel &amp;amp; Fire&lt;br /&gt;
* Pax Arcanna&lt;br /&gt;
* Terra Firma&lt;br /&gt;
All three trees have a combination of active and passive skills. Active skills are used in combat, while the passive skills boost or change the behaviour of the active skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Steel &amp;amp; Fire Skills====&lt;br /&gt;
This tree focuses on speed and raw destructive output. Uses Fire and Lightning. &amp;quot;A good defense is a good offense.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Burn:''' Enchants Weapon. Adds fire damage to attacks and increases accuracy.&lt;br /&gt;
* '''Jolt:''' Enchants weapon. Adds electrical damage to attacks and increases attack speed.&lt;br /&gt;
* '''Flame Armor:''' Enchant Armor. Deal fire damage to any melee attackers.&lt;br /&gt;
* '''Lightning Spirit:''' Increase attack speed and accuracy. Passive.&lt;br /&gt;
* '''Lunge:''' Melee. Attack and move forward in a short burst, knocking foes back a ways and following. Sort of a short burst Charge, but foe must be in melee range. Useful to break out when surrounded.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Twitch:''' Missile. Essentially a Missile based Zeal.&lt;br /&gt;
* '''Flame Spray:''' Enchants Weapon. Melee, causes a spherical firewall centered on target. Missiles cause a trail of fire to form under arrows path.&lt;br /&gt;
* '''Lightning Rod:''' Enchants Weapon. When enemy is struck, a lightning bolt goes from character to target. Can trigger multiple bolts from one attack. More useful for multiple missiles against clustered enemies.&lt;br /&gt;
* '''Conflageration:''' Enchant Armor. Causes the ground around the character to burst into fire.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Sweep:''' Melee. Spins once in a circle, striking any surrounding enemies within range.&lt;br /&gt;
* '''Burst:''' Enchants weapon. On attack, explosive fire is dealt to nearby units (ala D2 Fireball or Explosive Arrows).&lt;br /&gt;
* '''Chain Static:''' Enchants Weapon. Causes electrical damage to target that jumps to any units next to them, etc, etc, rippling through tightly packed enemies.&lt;br /&gt;
* '''Thunderclap:''' Enchant Armor. When an enemy attacks, has a chance of triggering a shockwave that knocks all foes back within a small radius, plus dealing damage.&lt;br /&gt;
* '''Flame Sabres:''' Spell. Creates floating swords made of fire that seek targets and deal fire damage. Can be attacked and destroyed.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Flame Nova:''' Enchants Weapon. Triggers a fire based nova from target. Increasing rank increases size of effect.&lt;br /&gt;
* '''Ricochet:''' Missile. When a target is struck, the arrow jumps to the nearest target. Everytime a target is struck, the arrow keeps retargetting up to a skill based maximum or until it misses one.&lt;br /&gt;
* '''Channeling the Flame:''' Increases Fire and Lightning damage. Passive.&lt;br /&gt;
* '''Fire Elemental:''' Transforms into a Fire Elemental, dealing extra fire and increasing Fire and Lightning damage. Also, absorbs fire damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Pax Arcanna Skills====&lt;br /&gt;
This tree focuses on penetrating and neutralizing hostile magics and magicians. Uses skills that interfere with magic, and uses teleportation offensively and defensively. &amp;quot;What good is magic if you're unable to use it?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Silence:''' Enchants weapon. Has a chance to silence target.&lt;br /&gt;
* '''Resist Affliction:''' Decreases the chance that negative condition magics can affect character, like chill, slow, silence, etc. and also decreases the duration of such effects if they get through. Passive.&lt;br /&gt;
* '''Displace:''' Melee. On striking, teleport to another random position next to target. &lt;br /&gt;
* '''Magic Arrow:''' Missile. Fires a created arrow that causes increased, pure Arcane damage.&lt;br /&gt;
* '''Interference:''' Enchants weapon to inflict a condition that causes target's casting rate to greatly decrease.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Veil of Silence:''' Enchants armor so that when attacked, fires a silence bolt at attacker.&lt;br /&gt;
* '''Arcane Defenses:''' Passive. Increases resistance to arcane magics.&lt;br /&gt;
* '''Dispel:''' Spell. Sends out a shockwave that will dispel any negative magic effects on friendly units.&lt;br /&gt;
* '''Blood Price:''' Enchant Weapon. Adds mana damage and inflicts a condition on target that causes any abilities that drain Mana to drain an equal amount of Health as well.&lt;br /&gt;
* '''Skip:''' Enchant Armor. When attacked, has a chance of teleporting to a random location within range. Could be annoying to some players, but to those who thrive on chaos, welcome home!&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Absorb Magic:''' Enchants armor. Has a chance of absorbing spells cast at character, eliminating damage and restoring however much mana that skill cost.&lt;br /&gt;
* '''Short Circuit:''' Spell. Cast on a single target. Caster and target lose all mana. (may not be very relevant, because they may not keep track of enemy mana. PvP uses would be neat-o.)&lt;br /&gt;
* '''Summon:''' Spell. When cast on a target, causes them to be teleported right next to caster. Doesn't work on bosses or other characters.&lt;br /&gt;
* '''Enhanced Channeling:''' Passive. Increases the duration of all enchantments.&lt;br /&gt;
&lt;br /&gt;
== Tier IV: ==&lt;br /&gt;
* '''Shift Stirke:''' Melee. Quickly teleport next to an enemy, attack, then zips back to his original location. If hit, he's stuck where he's at.&lt;br /&gt;
* '''Tiamat:''' Enchants weapon. Adds elemental damage of fire, cold and lightning. Melee and missile. Enhanced by Burn, Jolt, and Frostbite.&lt;br /&gt;
* '''Reflect:''' Enchants armor to have a chance of reflecting magics cast at character.&lt;br /&gt;
* '''Disruption:''' Spell. Sends out a shockwave that destroys any spells or missiles within the given radius.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Terra Firma Skills====&lt;br /&gt;
This tree focuses more on defense and fortitude. Attacks are based on strength more than speed. Uses Stone/Earth and Cold. &amp;quot;The mountain need not fear the storm.&amp;quot; (Note: Earth elemental skills are only called that for conceptual reasons and cause physical damage, not an &amp;quot;earth elemental&amp;quot; damage type. That is, unless Blizzard adds that.)&lt;br /&gt;
&lt;br /&gt;
== Tier I: ==&lt;br /&gt;
* '''Frostbite:''' Enchants Weapon. Adds cold damage to attacks and chills targets.&lt;br /&gt;
* '''Immovability:''' Passive. Decreases the chance that any effect can cause the character to move against his will, ie. knockback effects.&lt;br /&gt;
* '''Rockform:''' Enchants Armor. Increases Defense and Damage Reduction.&lt;br /&gt;
* '''Ice Shield:''' Spell. Creates a literal shield made of solid ice. If a shield is being used, it enhances it defenses and blocking. Without a shield, it floats near caster and confers double the blocking bonus that Ice Shield adds to a shield and can be used with 2-handed weapons.&lt;br /&gt;
&lt;br /&gt;
== Tier II: ==&lt;br /&gt;
* '''Inertia:''' Passive. Causes attacks to physically pack more force. Increases physical damage.&lt;br /&gt;
* '''Ethereal Anchor:''' Missile. A successful attack can anchor the foe in place, unable to move, but can still attack. Doesn't work on bosses or other players.&lt;br /&gt;
* '''Cold Aura:''' Enchants Armor. Chills enemies within a given radius. No Damage.&lt;br /&gt;
* '''Stone Guardian:''' Spell. Creates a floating fist of stone that randomly attacks nearby foes. Certain runes may add Knockback.&lt;br /&gt;
&lt;br /&gt;
== Tier III: ==&lt;br /&gt;
* '''Torque:''' Melee and missile. Slower attack, but does much more damage. If missile, it travels faster (if engine supports that).&lt;br /&gt;
* '''Attunement:''' Passive. Increases resistance to fire/ice/lightning.&lt;br /&gt;
* '''Icicle:''' Enchants Weapon. Causes a giant Icicle to fall on target, causing splash damage to nearby foes.&lt;br /&gt;
* '''Stalagmite:''' Spell. Summons a spike of solid rock from the earth at the desired location. Any enemies nearby take physical damage and pillar remains as an obstacle until destroyed or duration expires.&lt;br /&gt;
* '''Jagged Shards:''' Enchants Armor. Causes sharp rock protrusions to spring from armor, causing physical damage on melee attackers. Against missile attacks, has a chance of shattering the missile, causing no damage. Against attackers that have weapon Durability (ie. PvP), has an equal chance of reducing Durability of attackers melee weapon by one.&lt;br /&gt;
&lt;br /&gt;
== Tier IV: ==&lt;br /&gt;
* '''Anvil:''' Melee. Crushing attack with cooldown time that does highly increased damage to target and nearby targets.&lt;br /&gt;
* '''Ice Prison:''' Spell. Like Bone Prison, but made of ice.&lt;br /&gt;
* '''Quenching the Flame:''' Passive. Increases Cold and Earth(or physical) damages.&lt;br /&gt;
* '''Earth Elemental:''' Transforms into Stone. Makes Earth and Ice skills do more damage, adds defense. Also, adds resistances to cold and lightning.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
The Arcane Warrior was first posted 9 June 2009 [http://forums.diii.net/showthread.php?t=728784] by [http://forums.diii.net/member.php?u=335830 Technomancer] on the [http://forums.diii.net/ Diii.net forums]. It was re-posted as a wiki article by [[Holyknight3000]] and [[Leord]] on 10 June 2009.&lt;br /&gt;
&lt;br /&gt;
===Technomancer Notes===&lt;br /&gt;
Perhaps combining the Enchantments into one tree and add a new 3rd tree maybe? This class would satisfy a lot different &amp;quot;archetypes&amp;quot; in one. Another Melee class, a Missile class, a worthy Pally replacement, and open to any form of backstory.&lt;br /&gt;
&lt;br /&gt;
This is something I've wanted to see since before I even heard D3 was in development. It's actually a re-adaption of a class I'd come up with for my own turn-based game that'll probably never get done, and that was a re-adaption of an AD&amp;amp;D 2nd Ed. class I came up with about 8 years ago.&lt;br /&gt;
&lt;br /&gt;
I figure a 5th class would be some kind of War Priest/Inquisitor/Exorcist (I mean, hey, SOMEONE has to cast Holy Bolt, right? ), or another physical character that's really out of the box, Rogue/Assassin style. It'd be a good fit for those last 2 skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Trivia==&lt;br /&gt;
Use only if actual trivia. If so, add to [[:Category:Trivia]] as well&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Media==&lt;br /&gt;
You can find pictures in the Diablo 3 screenshot and picture gallery:&lt;br /&gt;
* [http://www.diii.net/gallery/ Diablo 3 screenshots and pictures]&lt;br /&gt;
* [http://www.diii.net/gallery/showgallery.php?cat=all&amp;amp;si=NAME NAME-specific gallery contents]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Arcane_Warrior.jpg|Arcane Warrior Concept by Boqu&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://forums.diii.net/showthread.php?t=728784 Original post]&lt;br /&gt;
* [http://forums.diii.net/member.php?u=335830 Technomancer's profile]&lt;br /&gt;
* [http://forums.diii.net/member.php?u=136916 Boqu's Profile]&lt;br /&gt;
* [http://www.diii.net/gallery/showgallery.php?cat=503 Diablo Fan Art Gallery]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Class navbox floor}}&lt;/div&gt;</summary>
		<author><name>Technomancer</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Fanmade:Arcane_Warrior&amp;diff=9691</id>
		<title>Fanmade:Arcane Warrior</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Fanmade:Arcane_Warrior&amp;diff=9691"/>
				<updated>2009-06-17T09:27:06Z</updated>
		
		<summary type="html">&lt;p&gt;Technomancer: /* Tier II: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Arcane Warrior''' is a highly magic augmented warrior that could focus equally on [[melee]] or [[ranged|missiles]]. His main skills are enchantments on his weapons and armor that add elemental or other magical properties.&lt;br /&gt;
&lt;br /&gt;
{{Fanclass|'''Technomancer''' ([[Leord]] &amp;amp; [[Holyknight3000]] assisted) Concept Art by [[Boqu]]}}&lt;br /&gt;
==Background==&lt;br /&gt;
{{Classbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|portrait= Arcane_Warrior.jpg&lt;br /&gt;
&amp;lt;!--|portrait-width= 200px--&amp;gt;&lt;br /&gt;
|name= Arcane Warrior&lt;br /&gt;
|classtype= fanclass&lt;br /&gt;
|role= [[Melee]]/[[Ranged]]/[[Caster]] hybrid&lt;br /&gt;
|attrib= [[Strength]] [[Dexterity]] [[Willpower]] [[Mana]]&lt;br /&gt;
&amp;lt;!-- Class Skills --&amp;gt;&lt;br /&gt;
|skilltree1= [[Arcane_Warrior#Weapon_Enchantments_Skills|Weapon Enchantments]]&lt;br /&gt;
|skilltree2= [[Arcane_Warrior#Armor_Enchantments_Skills|Armor Enchantments]]&lt;br /&gt;
|skilltree3= [[Arcane_Warrior#Weapon_Skills|Weapon Skills]]&lt;br /&gt;
&amp;lt;!-- Background --&amp;gt;&lt;br /&gt;
|origin= [[Sanctuary]]&lt;br /&gt;
|affiliation= None known&lt;br /&gt;
|friends= None Known&lt;br /&gt;
|foes= None Known&lt;br /&gt;
}}&lt;br /&gt;
Upon the destruction of the Worldstone 20 years ago, a Vizjerei elder concluded that the mortal powers of Order had failed. Secretly, he went to the Viz-Jaq'taar Assassins to share his concerns and make a proposal. Even though the Prime Evils were defeated, mortal powers and agents were still not powerful enough to save the Worldstone. He feared that following it's destruction, things would get worse and proposed that the Assassin's lack of magic was weakness, that the time would soon come to fight fire with fire. He suggested that they should begin to incorporate magic to counter the coming flood. He was rejected outright by most of the clan, and nearly slain on principle, but one Assassin elder had reached a similar conclusion, but didn't know how to act upon it. With this opportunity, he stole away with the Vizjerei elder and a few of the younger clan members, to work on combining their knowledge and powers to create a new breed of mage-knight. Once the Viz-Jaq'taar realized what had transpired, they decreed death for all violators, but the group dissappeared and no one had heard from them to this day. All knowledge of what had transpired was hidden.&lt;br /&gt;
&lt;br /&gt;
They spent years hidden away from the world in the northern reaches near the ruined Mt. Arreat. They honed their skills, focusing less on subversion and more on direct confrontation. From the Assassin's understanding of the mind and martial combat and the Vizjerei elder's understanding of the Elemental magics, a marriage was made into magically enhanced warriors. This combination of studies gave special insights into the nature of the world and gave these new warriors the power to tap into the very elemental threads that are woven into our world and weave them into their own bodies and equipment. They also gained some insight into exploring the Ether. They spent a great deal of time developing methods of countering and diffusing hostile magicks and it's practitioners, as per Assassin tradition, up close and at range. They also knew, however, that the demonic hordes need not rely on magic to reek their destruction, so great emphasis was also placed on raw combat power and fortitude. &lt;br /&gt;
&lt;br /&gt;
With the coming of the falling star, they knew that their time had arrived. They re-emerged into the world to discover what foul forces were involved. While two of the apprentices were away doing reconnaissance, their base of operations was utterly destroyed. Most were killed, the rest were missing. The elders were not among the remains, nor were there any clues as to the perpetrators. Had the Assassins finally caught up to them? Was it the mustering forces of evil? The two apprentices had no answers, but were determined to fulfill their duties. They ventured into the world on their own to discover what evil schemes plotted against Sanctuary and to put it to an end... or die trying...&lt;br /&gt;
&lt;br /&gt;
==Character Design==&lt;br /&gt;
&lt;br /&gt;
The Arcane Warrior is a highly magic augmented warrior that could focus equally on [[melee]] or [[ranged|missiles]]. Her main skills are enchantments on her weapons and armor that add elemental or other magical properties, possibly even castable on allies. In D2 terms, it'd be something of a cross between a [[Paladin]], [[Amazon]], and [[Assassin]].&lt;br /&gt;
&lt;br /&gt;
==Attributes and Skills==&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===Attributes===&lt;br /&gt;
====Starting Attributes====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
*'''[[Life]]:''' x&lt;br /&gt;
*'''[[Mana]]:''' x&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Attribute Increase Per Level====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
Enchantment skills are cast by the character and last for a certain duration. Different enchantments can be in effect at the same time (stacked), but can have only 1 Weapon and 1 Armor Enchantment per Tree active at a time.&lt;br /&gt;
&lt;br /&gt;
===Arcane Warrior Skills===&lt;br /&gt;
The Arcane Warrior skills are arranged into to three distinctive skill tree categories:&lt;br /&gt;
* Steel &amp;amp; Fire&lt;br /&gt;
* Pax Arcanna&lt;br /&gt;
* Terra Firma&lt;br /&gt;
All three trees have a combination of active and passive skills. Active skills are used in combat, while the passive skills boost or change the behaviour of the active skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Steel &amp;amp; Fire Skills====&lt;br /&gt;
This tree focuses on speed and raw destructive output. Uses Fire and Lightning. &amp;quot;A good defense is a good offense.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Burn:''' Enchants Weapon. Adds fire damage to attacks and increases accuracy.&lt;br /&gt;
* '''Jolt:''' Enchants weapon. Adds electrical damage to attacks and increases attack speed.&lt;br /&gt;
* '''Flame Armor:''' Enchant Armor. Deal fire damage to any melee attackers.&lt;br /&gt;
* '''Lightning Spirit:''' Increase attack speed and accuracy. Passive.&lt;br /&gt;
* '''Lunge:''' Melee. Attack and move forward in a short burst, knocking foes back a ways and following. Sort of a short burst Charge, but foe must be in melee range. Useful to break out when surrounded.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Twitch:''' Missile. Essentially a Missile based Zeal.&lt;br /&gt;
* '''Flame Spray:''' Enchants Weapon. Melee, causes a spherical firewall centered on target. Missiles cause a trail of fire to form under arrows path.&lt;br /&gt;
* '''Lightning Rod:''' Enchants Weapon. When enemy is struck, a lightning bolt goes from character to target. Can trigger multiple bolts from one attack. More useful for multiple missiles against clustered enemies.&lt;br /&gt;
* '''Conflageration:''' Enchant Armor. Causes the ground around the character to burst into fire.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Sweep:''' Melee. Spins once in a circle, striking any surrounding enemies within range.&lt;br /&gt;
* '''Burst:''' Enchants weapon. On attack, explosive fire is dealt to nearby units (ala D2 Fireball or Explosive Arrows).&lt;br /&gt;
* '''Chain Static:''' Enchants Weapon. Causes electrical damage to target that jumps to any units next to them, etc, etc, rippling through tightly packed enemies.&lt;br /&gt;
* '''Thunderclap:''' Enchant Armor. When an enemy attacks, has a chance of triggering a shockwave that knocks all foes back within a small radius, plus dealing damage.&lt;br /&gt;
* '''Flame Sabres:''' Spell. Creates floating swords made of fire that seek targets and deal fire damage. Can be attacked and destroyed.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Flame Nova:''' Enchants Weapon. Triggers a fire based nova from target. Increasing rank increases size of effect.&lt;br /&gt;
* '''Ricochet:''' Missile. When a target is struck, the arrow jumps to the nearest target. Everytime a target is struck, the arrow keeps retargetting up to a skill based maximum or until it misses one.&lt;br /&gt;
* '''Channeling the Flame:''' Increases Fire and Lightning damage. Passive.&lt;br /&gt;
* '''Fire Elemental:''' Transforms into a Fire Elemental, dealing extra fire and increasing Fire and Lightning damage. Also, absorbs fire damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Pax Arcanna Skills====&lt;br /&gt;
This tree focuses on penetrating and neutralizing hostile magics and magicians. Uses skills that interfere with magic, and uses teleportation offensively and defensively. &amp;quot;What good is magic if you're unable to use it?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Silence:''' Enchants weapon. Has a chance to silence target.&lt;br /&gt;
* '''Resist Affliction:''' Decreases the chance that negative condition magics can affect character, like chill, slow, silence, etc. and also decreases the duration of such effects if they get through. Passive.&lt;br /&gt;
* '''Displace:''' Melee. On striking, teleport to another random position next to target. &lt;br /&gt;
* '''Magic Arrow:''' Missile. Fires a created arrow that causes increased, pure Arcane damage.&lt;br /&gt;
* '''Interference:''' Enchants weapon to inflict a condition that causes target's casting rate to greatly decrease.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Veil of Silence:''' Enchants armor so that when attacked, fires a silence bolt at attacker.&lt;br /&gt;
* '''Arcane Defenses:''' Passive. Increases resistance to arcane magics.&lt;br /&gt;
* '''Dispel:''' Spell. Sends out a shockwave that will dispel any negative magic effects on friendly units.&lt;br /&gt;
* '''Blood Price:''' Enchant Weapon. Adds mana damage and inflicts a condition on target that causes any abilities that drain Mana to drain an equal amount of Health as well.&lt;br /&gt;
* '''Skip:''' Enchant Armor. When attacked, has a chance of teleporting to a random location within range. Could be annoying to some players, but to those who thrive on chaos, welcome home!&lt;br /&gt;
&lt;br /&gt;
== Tier III: ==&lt;br /&gt;
* '''Absorb Magic:''' Enchants armor. Has a chance of absorbing spells cast at character, eliminating damage and restoring however much mana that skill cost.&lt;br /&gt;
* '''Short Circuit:''' Spell. Cast on a single target. Caster and target lose all mana. (may not be very relevant, because they may not keep track of enemy mana. PvP uses would be neat-o.)&lt;br /&gt;
* '''Summon:''' Spell. When cast on a target, causes them to be teleported right next to caster. Doesn't work on bosses or other characters.&lt;br /&gt;
* '''Enhanced Channeling:''' Passive. Increases the duration of all enchantments.&lt;br /&gt;
&lt;br /&gt;
== Tier IV: ==&lt;br /&gt;
* '''Shift Stirke:''' Melee. Quickly teleport next to an enemy, attack, then zips back to his original location. If hit, he's stuck where he's at.&lt;br /&gt;
* '''Tiamat:''' Enchants weapon. Adds elemental damage of fire, cold and lightning. Melee and missile. Enhanced by Burn, Jolt, and Frostbite.&lt;br /&gt;
* '''Reflect:''' Enchants armor to have a chance of reflecting magics cast at character.&lt;br /&gt;
* '''Disruption:''' Spell. Sends out a shockwave that destroys any spells or missiles within the given radius.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Terra Firma Skills====&lt;br /&gt;
This tree focuses more on defense and fortitude. Attacks are based on strength more than speed. Uses Stone/Earth and Cold. &amp;quot;The mountain need not fear the storm.&amp;quot; (Note: Earth elemental skills are only called that for conceptual reasons and cause physical damage, not an &amp;quot;earth elemental&amp;quot; damage type. That is, unless Blizzard adds that.)&lt;br /&gt;
&lt;br /&gt;
== Tier I: ==&lt;br /&gt;
* '''Frostbite:''' Enchants Weapon. Adds cold damage to attacks and chills targets.&lt;br /&gt;
* '''Immovability:''' Passive. Decreases the chance that any effect can cause the character to move against his will, ie. knockback effects.&lt;br /&gt;
* '''Rockform:''' Enchants Armor. Increases Defense and Damage Reduction.&lt;br /&gt;
* '''Ice Shield:''' Spell. Creates a literal shield made of solid ice. If a shield is being used, it enhances it defenses and blocking. Without a shield, it floats near caster and confers double the blocking bonus that Ice Shield adds to a shield and can be used with 2-handed weapons.&lt;br /&gt;
&lt;br /&gt;
== Tier II: ==&lt;br /&gt;
* '''Inertia:''' Passive. Causes attacks to physically pack more force. Increases physical damage.&lt;br /&gt;
* '''Ethereal Anchor:''' Missile. A successful attack can anchor the foe in place, unable to move, but can still attack. Doesn't work on bosses or other players.&lt;br /&gt;
* '''Cold Aura:''' Enchants Armor. Chills enemies within a given radius. No Damage.&lt;br /&gt;
* '''Stone Guardian:''' Spell. Creates a floating fist of stone that randomly attacks nearby foes. Certain runes may add Knockback.&lt;br /&gt;
&lt;br /&gt;
== Tier III: ==&lt;br /&gt;
* '''Torque:''' Melee and missile. Slower attack, but does much more damage. If missile, it travels faster (if engine supports that).&lt;br /&gt;
* '''Attunement:''' Passive. Increases resistance to fire/ice/lightning.&lt;br /&gt;
* '''Icicle:''' Enchants Weapon. Causes a giant Icicle to fall on target, causing splash damage to nearby foes.&lt;br /&gt;
* '''Stalagmite:''' Spell. Summons a spike of solid rock from the earth at the desired location. Any enemies nearby take physical damage and pillar remains as an obstacle until destroyed or duration expires.&lt;br /&gt;
* '''Jagged Shards:''' Enchants Armor. Causes sharp rock protrusions to spring from armor, causing physical damage on melee attackers. Against missile attacks, has a chance of shattering the missile, causing no damage. Against attackers that have weapon Durability (ie. PvP), has an equal chance of reducing Durability of attackers melee weapon by one.&lt;br /&gt;
&lt;br /&gt;
== Tier IV: ==&lt;br /&gt;
* '''Anvil:''' Melee. Crushing attack with cooldown time that does highly increased damage to target and nearby targets.&lt;br /&gt;
* '''Ice Prison:''' Spell. Like Bone Prison, but made of ice.&lt;br /&gt;
* '''Quenching the Flame:''' Passive. Increases Cold and Earth(or physical) damages.&lt;br /&gt;
* '''Earth Elemental:''' Transforms into Stone. Makes Earth and Ice skills do more damage, adds defense. Also, adds resistances to cold and lightning.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
The Arcane Warrior was first posted 9 June 2009 [http://forums.diii.net/showthread.php?t=728784] by [http://forums.diii.net/member.php?u=335830 Technomancer] on the [http://forums.diii.net/ Diii.net forums]. It was re-posted as a wiki article by [[Holyknight3000]] and [[Leord]] on 10 June 2009.&lt;br /&gt;
&lt;br /&gt;
===Technomancer Notes===&lt;br /&gt;
Perhaps combining the Enchantments into one tree and add a new 3rd tree maybe? This class would satisfy a lot different &amp;quot;archetypes&amp;quot; in one. Another Melee class, a Missile class, a worthy Pally replacement, and open to any form of backstory.&lt;br /&gt;
&lt;br /&gt;
This is something I've wanted to see since before I even heard D3 was in development. It's actually a re-adaption of a class I'd come up with for my own turn-based game that'll probably never get done, and that was a re-adaption of an AD&amp;amp;D 2nd Ed. class I came up with about 8 years ago.&lt;br /&gt;
&lt;br /&gt;
I figure a 5th class would be some kind of War Priest/Inquisitor/Exorcist (I mean, hey, SOMEONE has to cast Holy Bolt, right? ), or another physical character that's really out of the box, Rogue/Assassin style. It'd be a good fit for those last 2 skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Trivia==&lt;br /&gt;
Use only if actual trivia. If so, add to [[:Category:Trivia]] as well&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Media==&lt;br /&gt;
You can find pictures in the Diablo 3 screenshot and picture gallery:&lt;br /&gt;
* [http://www.diii.net/gallery/ Diablo 3 screenshots and pictures]&lt;br /&gt;
* [http://www.diii.net/gallery/showgallery.php?cat=all&amp;amp;si=NAME NAME-specific gallery contents]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Arcane_Warrior.jpg|Arcane Warrior Concept by Boqu&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://forums.diii.net/showthread.php?t=728784 Original post]&lt;br /&gt;
* [http://forums.diii.net/member.php?u=335830 Technomancer's profile]&lt;br /&gt;
* [http://forums.diii.net/member.php?u=136916 Boqu's Profile]&lt;br /&gt;
* [http://www.diii.net/gallery/showgallery.php?cat=503 Diablo Fan Art Gallery]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Class navbox floor}}&lt;/div&gt;</summary>
		<author><name>Technomancer</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Fanmade:Arcane_Warrior&amp;diff=9690</id>
		<title>Fanmade:Arcane Warrior</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Fanmade:Arcane_Warrior&amp;diff=9690"/>
				<updated>2009-06-17T09:26:54Z</updated>
		
		<summary type="html">&lt;p&gt;Technomancer: /* Tier I: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Arcane Warrior''' is a highly magic augmented warrior that could focus equally on [[melee]] or [[ranged|missiles]]. His main skills are enchantments on his weapons and armor that add elemental or other magical properties.&lt;br /&gt;
&lt;br /&gt;
{{Fanclass|'''Technomancer''' ([[Leord]] &amp;amp; [[Holyknight3000]] assisted) Concept Art by [[Boqu]]}}&lt;br /&gt;
==Background==&lt;br /&gt;
{{Classbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|portrait= Arcane_Warrior.jpg&lt;br /&gt;
&amp;lt;!--|portrait-width= 200px--&amp;gt;&lt;br /&gt;
|name= Arcane Warrior&lt;br /&gt;
|classtype= fanclass&lt;br /&gt;
|role= [[Melee]]/[[Ranged]]/[[Caster]] hybrid&lt;br /&gt;
|attrib= [[Strength]] [[Dexterity]] [[Willpower]] [[Mana]]&lt;br /&gt;
&amp;lt;!-- Class Skills --&amp;gt;&lt;br /&gt;
|skilltree1= [[Arcane_Warrior#Weapon_Enchantments_Skills|Weapon Enchantments]]&lt;br /&gt;
|skilltree2= [[Arcane_Warrior#Armor_Enchantments_Skills|Armor Enchantments]]&lt;br /&gt;
|skilltree3= [[Arcane_Warrior#Weapon_Skills|Weapon Skills]]&lt;br /&gt;
&amp;lt;!-- Background --&amp;gt;&lt;br /&gt;
|origin= [[Sanctuary]]&lt;br /&gt;
|affiliation= None known&lt;br /&gt;
|friends= None Known&lt;br /&gt;
|foes= None Known&lt;br /&gt;
}}&lt;br /&gt;
Upon the destruction of the Worldstone 20 years ago, a Vizjerei elder concluded that the mortal powers of Order had failed. Secretly, he went to the Viz-Jaq'taar Assassins to share his concerns and make a proposal. Even though the Prime Evils were defeated, mortal powers and agents were still not powerful enough to save the Worldstone. He feared that following it's destruction, things would get worse and proposed that the Assassin's lack of magic was weakness, that the time would soon come to fight fire with fire. He suggested that they should begin to incorporate magic to counter the coming flood. He was rejected outright by most of the clan, and nearly slain on principle, but one Assassin elder had reached a similar conclusion, but didn't know how to act upon it. With this opportunity, he stole away with the Vizjerei elder and a few of the younger clan members, to work on combining their knowledge and powers to create a new breed of mage-knight. Once the Viz-Jaq'taar realized what had transpired, they decreed death for all violators, but the group dissappeared and no one had heard from them to this day. All knowledge of what had transpired was hidden.&lt;br /&gt;
&lt;br /&gt;
They spent years hidden away from the world in the northern reaches near the ruined Mt. Arreat. They honed their skills, focusing less on subversion and more on direct confrontation. From the Assassin's understanding of the mind and martial combat and the Vizjerei elder's understanding of the Elemental magics, a marriage was made into magically enhanced warriors. This combination of studies gave special insights into the nature of the world and gave these new warriors the power to tap into the very elemental threads that are woven into our world and weave them into their own bodies and equipment. They also gained some insight into exploring the Ether. They spent a great deal of time developing methods of countering and diffusing hostile magicks and it's practitioners, as per Assassin tradition, up close and at range. They also knew, however, that the demonic hordes need not rely on magic to reek their destruction, so great emphasis was also placed on raw combat power and fortitude. &lt;br /&gt;
&lt;br /&gt;
With the coming of the falling star, they knew that their time had arrived. They re-emerged into the world to discover what foul forces were involved. While two of the apprentices were away doing reconnaissance, their base of operations was utterly destroyed. Most were killed, the rest were missing. The elders were not among the remains, nor were there any clues as to the perpetrators. Had the Assassins finally caught up to them? Was it the mustering forces of evil? The two apprentices had no answers, but were determined to fulfill their duties. They ventured into the world on their own to discover what evil schemes plotted against Sanctuary and to put it to an end... or die trying...&lt;br /&gt;
&lt;br /&gt;
==Character Design==&lt;br /&gt;
&lt;br /&gt;
The Arcane Warrior is a highly magic augmented warrior that could focus equally on [[melee]] or [[ranged|missiles]]. Her main skills are enchantments on her weapons and armor that add elemental or other magical properties, possibly even castable on allies. In D2 terms, it'd be something of a cross between a [[Paladin]], [[Amazon]], and [[Assassin]].&lt;br /&gt;
&lt;br /&gt;
==Attributes and Skills==&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===Attributes===&lt;br /&gt;
====Starting Attributes====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
*'''[[Life]]:''' x&lt;br /&gt;
*'''[[Mana]]:''' x&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Attribute Increase Per Level====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
Enchantment skills are cast by the character and last for a certain duration. Different enchantments can be in effect at the same time (stacked), but can have only 1 Weapon and 1 Armor Enchantment per Tree active at a time.&lt;br /&gt;
&lt;br /&gt;
===Arcane Warrior Skills===&lt;br /&gt;
The Arcane Warrior skills are arranged into to three distinctive skill tree categories:&lt;br /&gt;
* Steel &amp;amp; Fire&lt;br /&gt;
* Pax Arcanna&lt;br /&gt;
* Terra Firma&lt;br /&gt;
All three trees have a combination of active and passive skills. Active skills are used in combat, while the passive skills boost or change the behaviour of the active skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Steel &amp;amp; Fire Skills====&lt;br /&gt;
This tree focuses on speed and raw destructive output. Uses Fire and Lightning. &amp;quot;A good defense is a good offense.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Burn:''' Enchants Weapon. Adds fire damage to attacks and increases accuracy.&lt;br /&gt;
* '''Jolt:''' Enchants weapon. Adds electrical damage to attacks and increases attack speed.&lt;br /&gt;
* '''Flame Armor:''' Enchant Armor. Deal fire damage to any melee attackers.&lt;br /&gt;
* '''Lightning Spirit:''' Increase attack speed and accuracy. Passive.&lt;br /&gt;
* '''Lunge:''' Melee. Attack and move forward in a short burst, knocking foes back a ways and following. Sort of a short burst Charge, but foe must be in melee range. Useful to break out when surrounded.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Twitch:''' Missile. Essentially a Missile based Zeal.&lt;br /&gt;
* '''Flame Spray:''' Enchants Weapon. Melee, causes a spherical firewall centered on target. Missiles cause a trail of fire to form under arrows path.&lt;br /&gt;
* '''Lightning Rod:''' Enchants Weapon. When enemy is struck, a lightning bolt goes from character to target. Can trigger multiple bolts from one attack. More useful for multiple missiles against clustered enemies.&lt;br /&gt;
* '''Conflageration:''' Enchant Armor. Causes the ground around the character to burst into fire.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Sweep:''' Melee. Spins once in a circle, striking any surrounding enemies within range.&lt;br /&gt;
* '''Burst:''' Enchants weapon. On attack, explosive fire is dealt to nearby units (ala D2 Fireball or Explosive Arrows).&lt;br /&gt;
* '''Chain Static:''' Enchants Weapon. Causes electrical damage to target that jumps to any units next to them, etc, etc, rippling through tightly packed enemies.&lt;br /&gt;
* '''Thunderclap:''' Enchant Armor. When an enemy attacks, has a chance of triggering a shockwave that knocks all foes back within a small radius, plus dealing damage.&lt;br /&gt;
* '''Flame Sabres:''' Spell. Creates floating swords made of fire that seek targets and deal fire damage. Can be attacked and destroyed.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Flame Nova:''' Enchants Weapon. Triggers a fire based nova from target. Increasing rank increases size of effect.&lt;br /&gt;
* '''Ricochet:''' Missile. When a target is struck, the arrow jumps to the nearest target. Everytime a target is struck, the arrow keeps retargetting up to a skill based maximum or until it misses one.&lt;br /&gt;
* '''Channeling the Flame:''' Increases Fire and Lightning damage. Passive.&lt;br /&gt;
* '''Fire Elemental:''' Transforms into a Fire Elemental, dealing extra fire and increasing Fire and Lightning damage. Also, absorbs fire damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Pax Arcanna Skills====&lt;br /&gt;
This tree focuses on penetrating and neutralizing hostile magics and magicians. Uses skills that interfere with magic, and uses teleportation offensively and defensively. &amp;quot;What good is magic if you're unable to use it?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Silence:''' Enchants weapon. Has a chance to silence target.&lt;br /&gt;
* '''Resist Affliction:''' Decreases the chance that negative condition magics can affect character, like chill, slow, silence, etc. and also decreases the duration of such effects if they get through. Passive.&lt;br /&gt;
* '''Displace:''' Melee. On striking, teleport to another random position next to target. &lt;br /&gt;
* '''Magic Arrow:''' Missile. Fires a created arrow that causes increased, pure Arcane damage.&lt;br /&gt;
* '''Interference:''' Enchants weapon to inflict a condition that causes target's casting rate to greatly decrease.&lt;br /&gt;
&lt;br /&gt;
== Tier II: ==&lt;br /&gt;
* '''Veil of Silence:''' Enchants armor so that when attacked, fires a silence bolt at attacker.&lt;br /&gt;
* '''Arcane Defenses:''' Passive. Increases resistance to arcane magics.&lt;br /&gt;
* '''Dispel:''' Spell. Sends out a shockwave that will dispel any negative magic effects on friendly units.&lt;br /&gt;
* '''Blood Price:''' Enchant Weapon. Adds mana damage and inflicts a condition on target that causes any abilities that drain Mana to drain an equal amount of Health as well.&lt;br /&gt;
* '''Skip:''' Enchant Armor. When attacked, has a chance of teleporting to a random location within range. Could be annoying to some players, but to those who thrive on chaos, welcome home!&lt;br /&gt;
&lt;br /&gt;
== Tier III: ==&lt;br /&gt;
* '''Absorb Magic:''' Enchants armor. Has a chance of absorbing spells cast at character, eliminating damage and restoring however much mana that skill cost.&lt;br /&gt;
* '''Short Circuit:''' Spell. Cast on a single target. Caster and target lose all mana. (may not be very relevant, because they may not keep track of enemy mana. PvP uses would be neat-o.)&lt;br /&gt;
* '''Summon:''' Spell. When cast on a target, causes them to be teleported right next to caster. Doesn't work on bosses or other characters.&lt;br /&gt;
* '''Enhanced Channeling:''' Passive. Increases the duration of all enchantments.&lt;br /&gt;
&lt;br /&gt;
== Tier IV: ==&lt;br /&gt;
* '''Shift Stirke:''' Melee. Quickly teleport next to an enemy, attack, then zips back to his original location. If hit, he's stuck where he's at.&lt;br /&gt;
* '''Tiamat:''' Enchants weapon. Adds elemental damage of fire, cold and lightning. Melee and missile. Enhanced by Burn, Jolt, and Frostbite.&lt;br /&gt;
* '''Reflect:''' Enchants armor to have a chance of reflecting magics cast at character.&lt;br /&gt;
* '''Disruption:''' Spell. Sends out a shockwave that destroys any spells or missiles within the given radius.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Terra Firma Skills====&lt;br /&gt;
This tree focuses more on defense and fortitude. Attacks are based on strength more than speed. Uses Stone/Earth and Cold. &amp;quot;The mountain need not fear the storm.&amp;quot; (Note: Earth elemental skills are only called that for conceptual reasons and cause physical damage, not an &amp;quot;earth elemental&amp;quot; damage type. That is, unless Blizzard adds that.)&lt;br /&gt;
&lt;br /&gt;
== Tier I: ==&lt;br /&gt;
* '''Frostbite:''' Enchants Weapon. Adds cold damage to attacks and chills targets.&lt;br /&gt;
* '''Immovability:''' Passive. Decreases the chance that any effect can cause the character to move against his will, ie. knockback effects.&lt;br /&gt;
* '''Rockform:''' Enchants Armor. Increases Defense and Damage Reduction.&lt;br /&gt;
* '''Ice Shield:''' Spell. Creates a literal shield made of solid ice. If a shield is being used, it enhances it defenses and blocking. Without a shield, it floats near caster and confers double the blocking bonus that Ice Shield adds to a shield and can be used with 2-handed weapons.&lt;br /&gt;
&lt;br /&gt;
== Tier II: ==&lt;br /&gt;
* '''Inertia:''' Passive. Causes attacks to physically pack more force. Increases physical damage.&lt;br /&gt;
* '''Ethereal Anchor:''' Missile. A successful attack can anchor the foe in place, unable to move, but can still attack. Doesn't work on bosses or other players.&lt;br /&gt;
* '''Cold Aura:''' Enchants Armor. Chills enemies within a given radius. No Damage.&lt;br /&gt;
* '''Stone Guardian:''' Spell. Creates a floating fist of stone that randomly attacks nearby foes. Certain runes may add Knockback.&lt;br /&gt;
&lt;br /&gt;
== Tier III: ==&lt;br /&gt;
* '''Torque:''' Melee and missile. Slower attack, but does much more damage. If missile, it travels faster (if engine supports that).&lt;br /&gt;
* '''Attunement:''' Passive. Increases resistance to fire/ice/lightning.&lt;br /&gt;
* '''Icicle:''' Enchants Weapon. Causes a giant Icicle to fall on target, causing splash damage to nearby foes.&lt;br /&gt;
* '''Stalagmite:''' Spell. Summons a spike of solid rock from the earth at the desired location. Any enemies nearby take physical damage and pillar remains as an obstacle until destroyed or duration expires.&lt;br /&gt;
* '''Jagged Shards:''' Enchants Armor. Causes sharp rock protrusions to spring from armor, causing physical damage on melee attackers. Against missile attacks, has a chance of shattering the missile, causing no damage. Against attackers that have weapon Durability (ie. PvP), has an equal chance of reducing Durability of attackers melee weapon by one.&lt;br /&gt;
&lt;br /&gt;
== Tier IV: ==&lt;br /&gt;
* '''Anvil:''' Melee. Crushing attack with cooldown time that does highly increased damage to target and nearby targets.&lt;br /&gt;
* '''Ice Prison:''' Spell. Like Bone Prison, but made of ice.&lt;br /&gt;
* '''Quenching the Flame:''' Passive. Increases Cold and Earth(or physical) damages.&lt;br /&gt;
* '''Earth Elemental:''' Transforms into Stone. Makes Earth and Ice skills do more damage, adds defense. Also, adds resistances to cold and lightning.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
The Arcane Warrior was first posted 9 June 2009 [http://forums.diii.net/showthread.php?t=728784] by [http://forums.diii.net/member.php?u=335830 Technomancer] on the [http://forums.diii.net/ Diii.net forums]. It was re-posted as a wiki article by [[Holyknight3000]] and [[Leord]] on 10 June 2009.&lt;br /&gt;
&lt;br /&gt;
===Technomancer Notes===&lt;br /&gt;
Perhaps combining the Enchantments into one tree and add a new 3rd tree maybe? This class would satisfy a lot different &amp;quot;archetypes&amp;quot; in one. Another Melee class, a Missile class, a worthy Pally replacement, and open to any form of backstory.&lt;br /&gt;
&lt;br /&gt;
This is something I've wanted to see since before I even heard D3 was in development. It's actually a re-adaption of a class I'd come up with for my own turn-based game that'll probably never get done, and that was a re-adaption of an AD&amp;amp;D 2nd Ed. class I came up with about 8 years ago.&lt;br /&gt;
&lt;br /&gt;
I figure a 5th class would be some kind of War Priest/Inquisitor/Exorcist (I mean, hey, SOMEONE has to cast Holy Bolt, right? ), or another physical character that's really out of the box, Rogue/Assassin style. It'd be a good fit for those last 2 skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Trivia==&lt;br /&gt;
Use only if actual trivia. If so, add to [[:Category:Trivia]] as well&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Media==&lt;br /&gt;
You can find pictures in the Diablo 3 screenshot and picture gallery:&lt;br /&gt;
* [http://www.diii.net/gallery/ Diablo 3 screenshots and pictures]&lt;br /&gt;
* [http://www.diii.net/gallery/showgallery.php?cat=all&amp;amp;si=NAME NAME-specific gallery contents]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Arcane_Warrior.jpg|Arcane Warrior Concept by Boqu&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://forums.diii.net/showthread.php?t=728784 Original post]&lt;br /&gt;
* [http://forums.diii.net/member.php?u=335830 Technomancer's profile]&lt;br /&gt;
* [http://forums.diii.net/member.php?u=136916 Boqu's Profile]&lt;br /&gt;
* [http://www.diii.net/gallery/showgallery.php?cat=503 Diablo Fan Art Gallery]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Class navbox floor}}&lt;/div&gt;</summary>
		<author><name>Technomancer</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Fanmade:Arcane_Warrior&amp;diff=9689</id>
		<title>Fanmade:Arcane Warrior</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Fanmade:Arcane_Warrior&amp;diff=9689"/>
				<updated>2009-06-17T09:26:05Z</updated>
		
		<summary type="html">&lt;p&gt;Technomancer: /* Tier IV: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Arcane Warrior''' is a highly magic augmented warrior that could focus equally on [[melee]] or [[ranged|missiles]]. His main skills are enchantments on his weapons and armor that add elemental or other magical properties.&lt;br /&gt;
&lt;br /&gt;
{{Fanclass|'''Technomancer''' ([[Leord]] &amp;amp; [[Holyknight3000]] assisted) Concept Art by [[Boqu]]}}&lt;br /&gt;
==Background==&lt;br /&gt;
{{Classbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|portrait= Arcane_Warrior.jpg&lt;br /&gt;
&amp;lt;!--|portrait-width= 200px--&amp;gt;&lt;br /&gt;
|name= Arcane Warrior&lt;br /&gt;
|classtype= fanclass&lt;br /&gt;
|role= [[Melee]]/[[Ranged]]/[[Caster]] hybrid&lt;br /&gt;
|attrib= [[Strength]] [[Dexterity]] [[Willpower]] [[Mana]]&lt;br /&gt;
&amp;lt;!-- Class Skills --&amp;gt;&lt;br /&gt;
|skilltree1= [[Arcane_Warrior#Weapon_Enchantments_Skills|Weapon Enchantments]]&lt;br /&gt;
|skilltree2= [[Arcane_Warrior#Armor_Enchantments_Skills|Armor Enchantments]]&lt;br /&gt;
|skilltree3= [[Arcane_Warrior#Weapon_Skills|Weapon Skills]]&lt;br /&gt;
&amp;lt;!-- Background --&amp;gt;&lt;br /&gt;
|origin= [[Sanctuary]]&lt;br /&gt;
|affiliation= None known&lt;br /&gt;
|friends= None Known&lt;br /&gt;
|foes= None Known&lt;br /&gt;
}}&lt;br /&gt;
Upon the destruction of the Worldstone 20 years ago, a Vizjerei elder concluded that the mortal powers of Order had failed. Secretly, he went to the Viz-Jaq'taar Assassins to share his concerns and make a proposal. Even though the Prime Evils were defeated, mortal powers and agents were still not powerful enough to save the Worldstone. He feared that following it's destruction, things would get worse and proposed that the Assassin's lack of magic was weakness, that the time would soon come to fight fire with fire. He suggested that they should begin to incorporate magic to counter the coming flood. He was rejected outright by most of the clan, and nearly slain on principle, but one Assassin elder had reached a similar conclusion, but didn't know how to act upon it. With this opportunity, he stole away with the Vizjerei elder and a few of the younger clan members, to work on combining their knowledge and powers to create a new breed of mage-knight. Once the Viz-Jaq'taar realized what had transpired, they decreed death for all violators, but the group dissappeared and no one had heard from them to this day. All knowledge of what had transpired was hidden.&lt;br /&gt;
&lt;br /&gt;
They spent years hidden away from the world in the northern reaches near the ruined Mt. Arreat. They honed their skills, focusing less on subversion and more on direct confrontation. From the Assassin's understanding of the mind and martial combat and the Vizjerei elder's understanding of the Elemental magics, a marriage was made into magically enhanced warriors. This combination of studies gave special insights into the nature of the world and gave these new warriors the power to tap into the very elemental threads that are woven into our world and weave them into their own bodies and equipment. They also gained some insight into exploring the Ether. They spent a great deal of time developing methods of countering and diffusing hostile magicks and it's practitioners, as per Assassin tradition, up close and at range. They also knew, however, that the demonic hordes need not rely on magic to reek their destruction, so great emphasis was also placed on raw combat power and fortitude. &lt;br /&gt;
&lt;br /&gt;
With the coming of the falling star, they knew that their time had arrived. They re-emerged into the world to discover what foul forces were involved. While two of the apprentices were away doing reconnaissance, their base of operations was utterly destroyed. Most were killed, the rest were missing. The elders were not among the remains, nor were there any clues as to the perpetrators. Had the Assassins finally caught up to them? Was it the mustering forces of evil? The two apprentices had no answers, but were determined to fulfill their duties. They ventured into the world on their own to discover what evil schemes plotted against Sanctuary and to put it to an end... or die trying...&lt;br /&gt;
&lt;br /&gt;
==Character Design==&lt;br /&gt;
&lt;br /&gt;
The Arcane Warrior is a highly magic augmented warrior that could focus equally on [[melee]] or [[ranged|missiles]]. Her main skills are enchantments on her weapons and armor that add elemental or other magical properties, possibly even castable on allies. In D2 terms, it'd be something of a cross between a [[Paladin]], [[Amazon]], and [[Assassin]].&lt;br /&gt;
&lt;br /&gt;
==Attributes and Skills==&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===Attributes===&lt;br /&gt;
====Starting Attributes====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
*'''[[Life]]:''' x&lt;br /&gt;
*'''[[Mana]]:''' x&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Attribute Increase Per Level====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
Enchantment skills are cast by the character and last for a certain duration. Different enchantments can be in effect at the same time (stacked), but can have only 1 Weapon and 1 Armor Enchantment per Tree active at a time.&lt;br /&gt;
&lt;br /&gt;
===Arcane Warrior Skills===&lt;br /&gt;
The Arcane Warrior skills are arranged into to three distinctive skill tree categories:&lt;br /&gt;
* Steel &amp;amp; Fire&lt;br /&gt;
* Pax Arcanna&lt;br /&gt;
* Terra Firma&lt;br /&gt;
All three trees have a combination of active and passive skills. Active skills are used in combat, while the passive skills boost or change the behaviour of the active skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Steel &amp;amp; Fire Skills====&lt;br /&gt;
This tree focuses on speed and raw destructive output. Uses Fire and Lightning. &amp;quot;A good defense is a good offense.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Burn:''' Enchants Weapon. Adds fire damage to attacks and increases accuracy.&lt;br /&gt;
* '''Jolt:''' Enchants weapon. Adds electrical damage to attacks and increases attack speed.&lt;br /&gt;
* '''Flame Armor:''' Enchant Armor. Deal fire damage to any melee attackers.&lt;br /&gt;
* '''Lightning Spirit:''' Increase attack speed and accuracy. Passive.&lt;br /&gt;
* '''Lunge:''' Melee. Attack and move forward in a short burst, knocking foes back a ways and following. Sort of a short burst Charge, but foe must be in melee range. Useful to break out when surrounded.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Twitch:''' Missile. Essentially a Missile based Zeal.&lt;br /&gt;
* '''Flame Spray:''' Enchants Weapon. Melee, causes a spherical firewall centered on target. Missiles cause a trail of fire to form under arrows path.&lt;br /&gt;
* '''Lightning Rod:''' Enchants Weapon. When enemy is struck, a lightning bolt goes from character to target. Can trigger multiple bolts from one attack. More useful for multiple missiles against clustered enemies.&lt;br /&gt;
* '''Conflageration:''' Enchant Armor. Causes the ground around the character to burst into fire.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Sweep:''' Melee. Spins once in a circle, striking any surrounding enemies within range.&lt;br /&gt;
* '''Burst:''' Enchants weapon. On attack, explosive fire is dealt to nearby units (ala D2 Fireball or Explosive Arrows).&lt;br /&gt;
* '''Chain Static:''' Enchants Weapon. Causes electrical damage to target that jumps to any units next to them, etc, etc, rippling through tightly packed enemies.&lt;br /&gt;
* '''Thunderclap:''' Enchant Armor. When an enemy attacks, has a chance of triggering a shockwave that knocks all foes back within a small radius, plus dealing damage.&lt;br /&gt;
* '''Flame Sabres:''' Spell. Creates floating swords made of fire that seek targets and deal fire damage. Can be attacked and destroyed.&lt;br /&gt;
&lt;br /&gt;
'''Tier IV:'''&lt;br /&gt;
* '''Flame Nova:''' Enchants Weapon. Triggers a fire based nova from target. Increasing rank increases size of effect.&lt;br /&gt;
* '''Ricochet:''' Missile. When a target is struck, the arrow jumps to the nearest target. Everytime a target is struck, the arrow keeps retargetting up to a skill based maximum or until it misses one.&lt;br /&gt;
* '''Channeling the Flame:''' Increases Fire and Lightning damage. Passive.&lt;br /&gt;
* '''Fire Elemental:''' Transforms into a Fire Elemental, dealing extra fire and increasing Fire and Lightning damage. Also, absorbs fire damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Pax Arcanna Skills====&lt;br /&gt;
This tree focuses on penetrating and neutralizing hostile magics and magicians. Uses skills that interfere with magic, and uses teleportation offensively and defensively. &amp;quot;What good is magic if you're unable to use it?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Tier I: ==&lt;br /&gt;
* '''Silence:''' Enchants weapon. Has a chance to silence target.&lt;br /&gt;
* '''Resist Affliction:''' Decreases the chance that negative condition magics can affect character, like chill, slow, silence, etc. and also decreases the duration of such effects if they get through. Passive.&lt;br /&gt;
* '''Displace:''' Melee. On striking, teleport to another random position next to target. &lt;br /&gt;
* '''Magic Arrow:''' Missile. Fires a created arrow that causes increased, pure Arcane damage.&lt;br /&gt;
* '''Interference:''' Enchants weapon to inflict a condition that causes target's casting rate to greatly decrease.&lt;br /&gt;
&lt;br /&gt;
== Tier II: ==&lt;br /&gt;
* '''Veil of Silence:''' Enchants armor so that when attacked, fires a silence bolt at attacker.&lt;br /&gt;
* '''Arcane Defenses:''' Passive. Increases resistance to arcane magics.&lt;br /&gt;
* '''Dispel:''' Spell. Sends out a shockwave that will dispel any negative magic effects on friendly units.&lt;br /&gt;
* '''Blood Price:''' Enchant Weapon. Adds mana damage and inflicts a condition on target that causes any abilities that drain Mana to drain an equal amount of Health as well.&lt;br /&gt;
* '''Skip:''' Enchant Armor. When attacked, has a chance of teleporting to a random location within range. Could be annoying to some players, but to those who thrive on chaos, welcome home!&lt;br /&gt;
&lt;br /&gt;
== Tier III: ==&lt;br /&gt;
* '''Absorb Magic:''' Enchants armor. Has a chance of absorbing spells cast at character, eliminating damage and restoring however much mana that skill cost.&lt;br /&gt;
* '''Short Circuit:''' Spell. Cast on a single target. Caster and target lose all mana. (may not be very relevant, because they may not keep track of enemy mana. PvP uses would be neat-o.)&lt;br /&gt;
* '''Summon:''' Spell. When cast on a target, causes them to be teleported right next to caster. Doesn't work on bosses or other characters.&lt;br /&gt;
* '''Enhanced Channeling:''' Passive. Increases the duration of all enchantments.&lt;br /&gt;
&lt;br /&gt;
== Tier IV: ==&lt;br /&gt;
* '''Shift Stirke:''' Melee. Quickly teleport next to an enemy, attack, then zips back to his original location. If hit, he's stuck where he's at.&lt;br /&gt;
* '''Tiamat:''' Enchants weapon. Adds elemental damage of fire, cold and lightning. Melee and missile. Enhanced by Burn, Jolt, and Frostbite.&lt;br /&gt;
* '''Reflect:''' Enchants armor to have a chance of reflecting magics cast at character.&lt;br /&gt;
* '''Disruption:''' Spell. Sends out a shockwave that destroys any spells or missiles within the given radius.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Terra Firma Skills====&lt;br /&gt;
This tree focuses more on defense and fortitude. Attacks are based on strength more than speed. Uses Stone/Earth and Cold. &amp;quot;The mountain need not fear the storm.&amp;quot; (Note: Earth elemental skills are only called that for conceptual reasons and cause physical damage, not an &amp;quot;earth elemental&amp;quot; damage type. That is, unless Blizzard adds that.)&lt;br /&gt;
&lt;br /&gt;
== Tier I: ==&lt;br /&gt;
* '''Frostbite:''' Enchants Weapon. Adds cold damage to attacks and chills targets.&lt;br /&gt;
* '''Immovability:''' Passive. Decreases the chance that any effect can cause the character to move against his will, ie. knockback effects.&lt;br /&gt;
* '''Rockform:''' Enchants Armor. Increases Defense and Damage Reduction.&lt;br /&gt;
* '''Ice Shield:''' Spell. Creates a literal shield made of solid ice. If a shield is being used, it enhances it defenses and blocking. Without a shield, it floats near caster and confers double the blocking bonus that Ice Shield adds to a shield and can be used with 2-handed weapons.&lt;br /&gt;
&lt;br /&gt;
== Tier II: ==&lt;br /&gt;
* '''Inertia:''' Passive. Causes attacks to physically pack more force. Increases physical damage.&lt;br /&gt;
* '''Ethereal Anchor:''' Missile. A successful attack can anchor the foe in place, unable to move, but can still attack. Doesn't work on bosses or other players.&lt;br /&gt;
* '''Cold Aura:''' Enchants Armor. Chills enemies within a given radius. No Damage.&lt;br /&gt;
* '''Stone Guardian:''' Spell. Creates a floating fist of stone that randomly attacks nearby foes. Certain runes may add Knockback.&lt;br /&gt;
&lt;br /&gt;
== Tier III: ==&lt;br /&gt;
* '''Torque:''' Melee and missile. Slower attack, but does much more damage. If missile, it travels faster (if engine supports that).&lt;br /&gt;
* '''Attunement:''' Passive. Increases resistance to fire/ice/lightning.&lt;br /&gt;
* '''Icicle:''' Enchants Weapon. Causes a giant Icicle to fall on target, causing splash damage to nearby foes.&lt;br /&gt;
* '''Stalagmite:''' Spell. Summons a spike of solid rock from the earth at the desired location. Any enemies nearby take physical damage and pillar remains as an obstacle until destroyed or duration expires.&lt;br /&gt;
* '''Jagged Shards:''' Enchants Armor. Causes sharp rock protrusions to spring from armor, causing physical damage on melee attackers. Against missile attacks, has a chance of shattering the missile, causing no damage. Against attackers that have weapon Durability (ie. PvP), has an equal chance of reducing Durability of attackers melee weapon by one.&lt;br /&gt;
&lt;br /&gt;
== Tier IV: ==&lt;br /&gt;
* '''Anvil:''' Melee. Crushing attack with cooldown time that does highly increased damage to target and nearby targets.&lt;br /&gt;
* '''Ice Prison:''' Spell. Like Bone Prison, but made of ice.&lt;br /&gt;
* '''Quenching the Flame:''' Passive. Increases Cold and Earth(or physical) damages.&lt;br /&gt;
* '''Earth Elemental:''' Transforms into Stone. Makes Earth and Ice skills do more damage, adds defense. Also, adds resistances to cold and lightning.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
The Arcane Warrior was first posted 9 June 2009 [http://forums.diii.net/showthread.php?t=728784] by [http://forums.diii.net/member.php?u=335830 Technomancer] on the [http://forums.diii.net/ Diii.net forums]. It was re-posted as a wiki article by [[Holyknight3000]] and [[Leord]] on 10 June 2009.&lt;br /&gt;
&lt;br /&gt;
===Technomancer Notes===&lt;br /&gt;
Perhaps combining the Enchantments into one tree and add a new 3rd tree maybe? This class would satisfy a lot different &amp;quot;archetypes&amp;quot; in one. Another Melee class, a Missile class, a worthy Pally replacement, and open to any form of backstory.&lt;br /&gt;
&lt;br /&gt;
This is something I've wanted to see since before I even heard D3 was in development. It's actually a re-adaption of a class I'd come up with for my own turn-based game that'll probably never get done, and that was a re-adaption of an AD&amp;amp;D 2nd Ed. class I came up with about 8 years ago.&lt;br /&gt;
&lt;br /&gt;
I figure a 5th class would be some kind of War Priest/Inquisitor/Exorcist (I mean, hey, SOMEONE has to cast Holy Bolt, right? ), or another physical character that's really out of the box, Rogue/Assassin style. It'd be a good fit for those last 2 skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Trivia==&lt;br /&gt;
Use only if actual trivia. If so, add to [[:Category:Trivia]] as well&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Media==&lt;br /&gt;
You can find pictures in the Diablo 3 screenshot and picture gallery:&lt;br /&gt;
* [http://www.diii.net/gallery/ Diablo 3 screenshots and pictures]&lt;br /&gt;
* [http://www.diii.net/gallery/showgallery.php?cat=all&amp;amp;si=NAME NAME-specific gallery contents]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Arcane_Warrior.jpg|Arcane Warrior Concept by Boqu&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://forums.diii.net/showthread.php?t=728784 Original post]&lt;br /&gt;
* [http://forums.diii.net/member.php?u=335830 Technomancer's profile]&lt;br /&gt;
* [http://forums.diii.net/member.php?u=136916 Boqu's Profile]&lt;br /&gt;
* [http://www.diii.net/gallery/showgallery.php?cat=503 Diablo Fan Art Gallery]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Class navbox floor}}&lt;/div&gt;</summary>
		<author><name>Technomancer</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Fanmade:Arcane_Warrior&amp;diff=9688</id>
		<title>Fanmade:Arcane Warrior</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Fanmade:Arcane_Warrior&amp;diff=9688"/>
				<updated>2009-06-17T09:25:50Z</updated>
		
		<summary type="html">&lt;p&gt;Technomancer: /* Tier III: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Arcane Warrior''' is a highly magic augmented warrior that could focus equally on [[melee]] or [[ranged|missiles]]. His main skills are enchantments on his weapons and armor that add elemental or other magical properties.&lt;br /&gt;
&lt;br /&gt;
{{Fanclass|'''Technomancer''' ([[Leord]] &amp;amp; [[Holyknight3000]] assisted) Concept Art by [[Boqu]]}}&lt;br /&gt;
==Background==&lt;br /&gt;
{{Classbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|portrait= Arcane_Warrior.jpg&lt;br /&gt;
&amp;lt;!--|portrait-width= 200px--&amp;gt;&lt;br /&gt;
|name= Arcane Warrior&lt;br /&gt;
|classtype= fanclass&lt;br /&gt;
|role= [[Melee]]/[[Ranged]]/[[Caster]] hybrid&lt;br /&gt;
|attrib= [[Strength]] [[Dexterity]] [[Willpower]] [[Mana]]&lt;br /&gt;
&amp;lt;!-- Class Skills --&amp;gt;&lt;br /&gt;
|skilltree1= [[Arcane_Warrior#Weapon_Enchantments_Skills|Weapon Enchantments]]&lt;br /&gt;
|skilltree2= [[Arcane_Warrior#Armor_Enchantments_Skills|Armor Enchantments]]&lt;br /&gt;
|skilltree3= [[Arcane_Warrior#Weapon_Skills|Weapon Skills]]&lt;br /&gt;
&amp;lt;!-- Background --&amp;gt;&lt;br /&gt;
|origin= [[Sanctuary]]&lt;br /&gt;
|affiliation= None known&lt;br /&gt;
|friends= None Known&lt;br /&gt;
|foes= None Known&lt;br /&gt;
}}&lt;br /&gt;
Upon the destruction of the Worldstone 20 years ago, a Vizjerei elder concluded that the mortal powers of Order had failed. Secretly, he went to the Viz-Jaq'taar Assassins to share his concerns and make a proposal. Even though the Prime Evils were defeated, mortal powers and agents were still not powerful enough to save the Worldstone. He feared that following it's destruction, things would get worse and proposed that the Assassin's lack of magic was weakness, that the time would soon come to fight fire with fire. He suggested that they should begin to incorporate magic to counter the coming flood. He was rejected outright by most of the clan, and nearly slain on principle, but one Assassin elder had reached a similar conclusion, but didn't know how to act upon it. With this opportunity, he stole away with the Vizjerei elder and a few of the younger clan members, to work on combining their knowledge and powers to create a new breed of mage-knight. Once the Viz-Jaq'taar realized what had transpired, they decreed death for all violators, but the group dissappeared and no one had heard from them to this day. All knowledge of what had transpired was hidden.&lt;br /&gt;
&lt;br /&gt;
They spent years hidden away from the world in the northern reaches near the ruined Mt. Arreat. They honed their skills, focusing less on subversion and more on direct confrontation. From the Assassin's understanding of the mind and martial combat and the Vizjerei elder's understanding of the Elemental magics, a marriage was made into magically enhanced warriors. This combination of studies gave special insights into the nature of the world and gave these new warriors the power to tap into the very elemental threads that are woven into our world and weave them into their own bodies and equipment. They also gained some insight into exploring the Ether. They spent a great deal of time developing methods of countering and diffusing hostile magicks and it's practitioners, as per Assassin tradition, up close and at range. They also knew, however, that the demonic hordes need not rely on magic to reek their destruction, so great emphasis was also placed on raw combat power and fortitude. &lt;br /&gt;
&lt;br /&gt;
With the coming of the falling star, they knew that their time had arrived. They re-emerged into the world to discover what foul forces were involved. While two of the apprentices were away doing reconnaissance, their base of operations was utterly destroyed. Most were killed, the rest were missing. The elders were not among the remains, nor were there any clues as to the perpetrators. Had the Assassins finally caught up to them? Was it the mustering forces of evil? The two apprentices had no answers, but were determined to fulfill their duties. They ventured into the world on their own to discover what evil schemes plotted against Sanctuary and to put it to an end... or die trying...&lt;br /&gt;
&lt;br /&gt;
==Character Design==&lt;br /&gt;
&lt;br /&gt;
The Arcane Warrior is a highly magic augmented warrior that could focus equally on [[melee]] or [[ranged|missiles]]. Her main skills are enchantments on her weapons and armor that add elemental or other magical properties, possibly even castable on allies. In D2 terms, it'd be something of a cross between a [[Paladin]], [[Amazon]], and [[Assassin]].&lt;br /&gt;
&lt;br /&gt;
==Attributes and Skills==&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===Attributes===&lt;br /&gt;
====Starting Attributes====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
*'''[[Life]]:''' x&lt;br /&gt;
*'''[[Mana]]:''' x&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Attribute Increase Per Level====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
Enchantment skills are cast by the character and last for a certain duration. Different enchantments can be in effect at the same time (stacked), but can have only 1 Weapon and 1 Armor Enchantment per Tree active at a time.&lt;br /&gt;
&lt;br /&gt;
===Arcane Warrior Skills===&lt;br /&gt;
The Arcane Warrior skills are arranged into to three distinctive skill tree categories:&lt;br /&gt;
* Steel &amp;amp; Fire&lt;br /&gt;
* Pax Arcanna&lt;br /&gt;
* Terra Firma&lt;br /&gt;
All three trees have a combination of active and passive skills. Active skills are used in combat, while the passive skills boost or change the behaviour of the active skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Steel &amp;amp; Fire Skills====&lt;br /&gt;
This tree focuses on speed and raw destructive output. Uses Fire and Lightning. &amp;quot;A good defense is a good offense.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Burn:''' Enchants Weapon. Adds fire damage to attacks and increases accuracy.&lt;br /&gt;
* '''Jolt:''' Enchants weapon. Adds electrical damage to attacks and increases attack speed.&lt;br /&gt;
* '''Flame Armor:''' Enchant Armor. Deal fire damage to any melee attackers.&lt;br /&gt;
* '''Lightning Spirit:''' Increase attack speed and accuracy. Passive.&lt;br /&gt;
* '''Lunge:''' Melee. Attack and move forward in a short burst, knocking foes back a ways and following. Sort of a short burst Charge, but foe must be in melee range. Useful to break out when surrounded.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Twitch:''' Missile. Essentially a Missile based Zeal.&lt;br /&gt;
* '''Flame Spray:''' Enchants Weapon. Melee, causes a spherical firewall centered on target. Missiles cause a trail of fire to form under arrows path.&lt;br /&gt;
* '''Lightning Rod:''' Enchants Weapon. When enemy is struck, a lightning bolt goes from character to target. Can trigger multiple bolts from one attack. More useful for multiple missiles against clustered enemies.&lt;br /&gt;
* '''Conflageration:''' Enchant Armor. Causes the ground around the character to burst into fire.&lt;br /&gt;
&lt;br /&gt;
'''Tier III:'''&lt;br /&gt;
* '''Sweep:''' Melee. Spins once in a circle, striking any surrounding enemies within range.&lt;br /&gt;
* '''Burst:''' Enchants weapon. On attack, explosive fire is dealt to nearby units (ala D2 Fireball or Explosive Arrows).&lt;br /&gt;
* '''Chain Static:''' Enchants Weapon. Causes electrical damage to target that jumps to any units next to them, etc, etc, rippling through tightly packed enemies.&lt;br /&gt;
* '''Thunderclap:''' Enchant Armor. When an enemy attacks, has a chance of triggering a shockwave that knocks all foes back within a small radius, plus dealing damage.&lt;br /&gt;
* '''Flame Sabres:''' Spell. Creates floating swords made of fire that seek targets and deal fire damage. Can be attacked and destroyed.&lt;br /&gt;
&lt;br /&gt;
== Tier IV: ==&lt;br /&gt;
* '''Flame Nova:''' Enchants Weapon. Triggers a fire based nova from target. Increasing rank increases size of effect.&lt;br /&gt;
* '''Ricochet:''' Missile. When a target is struck, the arrow jumps to the nearest target. Everytime a target is struck, the arrow keeps retargetting up to a skill based maximum or until it misses one.&lt;br /&gt;
* '''Channeling the Flame:''' Increases Fire and Lightning damage. Passive.&lt;br /&gt;
* '''Fire Elemental:''' Transforms into a Fire Elemental, dealing extra fire and increasing Fire and Lightning damage. Also, absorbs fire damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Pax Arcanna Skills====&lt;br /&gt;
This tree focuses on penetrating and neutralizing hostile magics and magicians. Uses skills that interfere with magic, and uses teleportation offensively and defensively. &amp;quot;What good is magic if you're unable to use it?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Tier I: ==&lt;br /&gt;
* '''Silence:''' Enchants weapon. Has a chance to silence target.&lt;br /&gt;
* '''Resist Affliction:''' Decreases the chance that negative condition magics can affect character, like chill, slow, silence, etc. and also decreases the duration of such effects if they get through. Passive.&lt;br /&gt;
* '''Displace:''' Melee. On striking, teleport to another random position next to target. &lt;br /&gt;
* '''Magic Arrow:''' Missile. Fires a created arrow that causes increased, pure Arcane damage.&lt;br /&gt;
* '''Interference:''' Enchants weapon to inflict a condition that causes target's casting rate to greatly decrease.&lt;br /&gt;
&lt;br /&gt;
== Tier II: ==&lt;br /&gt;
* '''Veil of Silence:''' Enchants armor so that when attacked, fires a silence bolt at attacker.&lt;br /&gt;
* '''Arcane Defenses:''' Passive. Increases resistance to arcane magics.&lt;br /&gt;
* '''Dispel:''' Spell. Sends out a shockwave that will dispel any negative magic effects on friendly units.&lt;br /&gt;
* '''Blood Price:''' Enchant Weapon. Adds mana damage and inflicts a condition on target that causes any abilities that drain Mana to drain an equal amount of Health as well.&lt;br /&gt;
* '''Skip:''' Enchant Armor. When attacked, has a chance of teleporting to a random location within range. Could be annoying to some players, but to those who thrive on chaos, welcome home!&lt;br /&gt;
&lt;br /&gt;
== Tier III: ==&lt;br /&gt;
* '''Absorb Magic:''' Enchants armor. Has a chance of absorbing spells cast at character, eliminating damage and restoring however much mana that skill cost.&lt;br /&gt;
* '''Short Circuit:''' Spell. Cast on a single target. Caster and target lose all mana. (may not be very relevant, because they may not keep track of enemy mana. PvP uses would be neat-o.)&lt;br /&gt;
* '''Summon:''' Spell. When cast on a target, causes them to be teleported right next to caster. Doesn't work on bosses or other characters.&lt;br /&gt;
* '''Enhanced Channeling:''' Passive. Increases the duration of all enchantments.&lt;br /&gt;
&lt;br /&gt;
== Tier IV: ==&lt;br /&gt;
* '''Shift Stirke:''' Melee. Quickly teleport next to an enemy, attack, then zips back to his original location. If hit, he's stuck where he's at.&lt;br /&gt;
* '''Tiamat:''' Enchants weapon. Adds elemental damage of fire, cold and lightning. Melee and missile. Enhanced by Burn, Jolt, and Frostbite.&lt;br /&gt;
* '''Reflect:''' Enchants armor to have a chance of reflecting magics cast at character.&lt;br /&gt;
* '''Disruption:''' Spell. Sends out a shockwave that destroys any spells or missiles within the given radius.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Terra Firma Skills====&lt;br /&gt;
This tree focuses more on defense and fortitude. Attacks are based on strength more than speed. Uses Stone/Earth and Cold. &amp;quot;The mountain need not fear the storm.&amp;quot; (Note: Earth elemental skills are only called that for conceptual reasons and cause physical damage, not an &amp;quot;earth elemental&amp;quot; damage type. That is, unless Blizzard adds that.)&lt;br /&gt;
&lt;br /&gt;
== Tier I: ==&lt;br /&gt;
* '''Frostbite:''' Enchants Weapon. Adds cold damage to attacks and chills targets.&lt;br /&gt;
* '''Immovability:''' Passive. Decreases the chance that any effect can cause the character to move against his will, ie. knockback effects.&lt;br /&gt;
* '''Rockform:''' Enchants Armor. Increases Defense and Damage Reduction.&lt;br /&gt;
* '''Ice Shield:''' Spell. Creates a literal shield made of solid ice. If a shield is being used, it enhances it defenses and blocking. Without a shield, it floats near caster and confers double the blocking bonus that Ice Shield adds to a shield and can be used with 2-handed weapons.&lt;br /&gt;
&lt;br /&gt;
== Tier II: ==&lt;br /&gt;
* '''Inertia:''' Passive. Causes attacks to physically pack more force. Increases physical damage.&lt;br /&gt;
* '''Ethereal Anchor:''' Missile. A successful attack can anchor the foe in place, unable to move, but can still attack. Doesn't work on bosses or other players.&lt;br /&gt;
* '''Cold Aura:''' Enchants Armor. Chills enemies within a given radius. No Damage.&lt;br /&gt;
* '''Stone Guardian:''' Spell. Creates a floating fist of stone that randomly attacks nearby foes. Certain runes may add Knockback.&lt;br /&gt;
&lt;br /&gt;
== Tier III: ==&lt;br /&gt;
* '''Torque:''' Melee and missile. Slower attack, but does much more damage. If missile, it travels faster (if engine supports that).&lt;br /&gt;
* '''Attunement:''' Passive. Increases resistance to fire/ice/lightning.&lt;br /&gt;
* '''Icicle:''' Enchants Weapon. Causes a giant Icicle to fall on target, causing splash damage to nearby foes.&lt;br /&gt;
* '''Stalagmite:''' Spell. Summons a spike of solid rock from the earth at the desired location. Any enemies nearby take physical damage and pillar remains as an obstacle until destroyed or duration expires.&lt;br /&gt;
* '''Jagged Shards:''' Enchants Armor. Causes sharp rock protrusions to spring from armor, causing physical damage on melee attackers. Against missile attacks, has a chance of shattering the missile, causing no damage. Against attackers that have weapon Durability (ie. PvP), has an equal chance of reducing Durability of attackers melee weapon by one.&lt;br /&gt;
&lt;br /&gt;
== Tier IV: ==&lt;br /&gt;
* '''Anvil:''' Melee. Crushing attack with cooldown time that does highly increased damage to target and nearby targets.&lt;br /&gt;
* '''Ice Prison:''' Spell. Like Bone Prison, but made of ice.&lt;br /&gt;
* '''Quenching the Flame:''' Passive. Increases Cold and Earth(or physical) damages.&lt;br /&gt;
* '''Earth Elemental:''' Transforms into Stone. Makes Earth and Ice skills do more damage, adds defense. Also, adds resistances to cold and lightning.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
The Arcane Warrior was first posted 9 June 2009 [http://forums.diii.net/showthread.php?t=728784] by [http://forums.diii.net/member.php?u=335830 Technomancer] on the [http://forums.diii.net/ Diii.net forums]. It was re-posted as a wiki article by [[Holyknight3000]] and [[Leord]] on 10 June 2009.&lt;br /&gt;
&lt;br /&gt;
===Technomancer Notes===&lt;br /&gt;
Perhaps combining the Enchantments into one tree and add a new 3rd tree maybe? This class would satisfy a lot different &amp;quot;archetypes&amp;quot; in one. Another Melee class, a Missile class, a worthy Pally replacement, and open to any form of backstory.&lt;br /&gt;
&lt;br /&gt;
This is something I've wanted to see since before I even heard D3 was in development. It's actually a re-adaption of a class I'd come up with for my own turn-based game that'll probably never get done, and that was a re-adaption of an AD&amp;amp;D 2nd Ed. class I came up with about 8 years ago.&lt;br /&gt;
&lt;br /&gt;
I figure a 5th class would be some kind of War Priest/Inquisitor/Exorcist (I mean, hey, SOMEONE has to cast Holy Bolt, right? ), or another physical character that's really out of the box, Rogue/Assassin style. It'd be a good fit for those last 2 skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Trivia==&lt;br /&gt;
Use only if actual trivia. If so, add to [[:Category:Trivia]] as well&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Media==&lt;br /&gt;
You can find pictures in the Diablo 3 screenshot and picture gallery:&lt;br /&gt;
* [http://www.diii.net/gallery/ Diablo 3 screenshots and pictures]&lt;br /&gt;
* [http://www.diii.net/gallery/showgallery.php?cat=all&amp;amp;si=NAME NAME-specific gallery contents]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Arcane_Warrior.jpg|Arcane Warrior Concept by Boqu&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://forums.diii.net/showthread.php?t=728784 Original post]&lt;br /&gt;
* [http://forums.diii.net/member.php?u=335830 Technomancer's profile]&lt;br /&gt;
* [http://forums.diii.net/member.php?u=136916 Boqu's Profile]&lt;br /&gt;
* [http://www.diii.net/gallery/showgallery.php?cat=503 Diablo Fan Art Gallery]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Class navbox floor}}&lt;/div&gt;</summary>
		<author><name>Technomancer</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Fanmade:Arcane_Warrior&amp;diff=9687</id>
		<title>Fanmade:Arcane Warrior</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Fanmade:Arcane_Warrior&amp;diff=9687"/>
				<updated>2009-06-17T09:25:36Z</updated>
		
		<summary type="html">&lt;p&gt;Technomancer: /* Tier II: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Arcane Warrior''' is a highly magic augmented warrior that could focus equally on [[melee]] or [[ranged|missiles]]. His main skills are enchantments on his weapons and armor that add elemental or other magical properties.&lt;br /&gt;
&lt;br /&gt;
{{Fanclass|'''Technomancer''' ([[Leord]] &amp;amp; [[Holyknight3000]] assisted) Concept Art by [[Boqu]]}}&lt;br /&gt;
==Background==&lt;br /&gt;
{{Classbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|portrait= Arcane_Warrior.jpg&lt;br /&gt;
&amp;lt;!--|portrait-width= 200px--&amp;gt;&lt;br /&gt;
|name= Arcane Warrior&lt;br /&gt;
|classtype= fanclass&lt;br /&gt;
|role= [[Melee]]/[[Ranged]]/[[Caster]] hybrid&lt;br /&gt;
|attrib= [[Strength]] [[Dexterity]] [[Willpower]] [[Mana]]&lt;br /&gt;
&amp;lt;!-- Class Skills --&amp;gt;&lt;br /&gt;
|skilltree1= [[Arcane_Warrior#Weapon_Enchantments_Skills|Weapon Enchantments]]&lt;br /&gt;
|skilltree2= [[Arcane_Warrior#Armor_Enchantments_Skills|Armor Enchantments]]&lt;br /&gt;
|skilltree3= [[Arcane_Warrior#Weapon_Skills|Weapon Skills]]&lt;br /&gt;
&amp;lt;!-- Background --&amp;gt;&lt;br /&gt;
|origin= [[Sanctuary]]&lt;br /&gt;
|affiliation= None known&lt;br /&gt;
|friends= None Known&lt;br /&gt;
|foes= None Known&lt;br /&gt;
}}&lt;br /&gt;
Upon the destruction of the Worldstone 20 years ago, a Vizjerei elder concluded that the mortal powers of Order had failed. Secretly, he went to the Viz-Jaq'taar Assassins to share his concerns and make a proposal. Even though the Prime Evils were defeated, mortal powers and agents were still not powerful enough to save the Worldstone. He feared that following it's destruction, things would get worse and proposed that the Assassin's lack of magic was weakness, that the time would soon come to fight fire with fire. He suggested that they should begin to incorporate magic to counter the coming flood. He was rejected outright by most of the clan, and nearly slain on principle, but one Assassin elder had reached a similar conclusion, but didn't know how to act upon it. With this opportunity, he stole away with the Vizjerei elder and a few of the younger clan members, to work on combining their knowledge and powers to create a new breed of mage-knight. Once the Viz-Jaq'taar realized what had transpired, they decreed death for all violators, but the group dissappeared and no one had heard from them to this day. All knowledge of what had transpired was hidden.&lt;br /&gt;
&lt;br /&gt;
They spent years hidden away from the world in the northern reaches near the ruined Mt. Arreat. They honed their skills, focusing less on subversion and more on direct confrontation. From the Assassin's understanding of the mind and martial combat and the Vizjerei elder's understanding of the Elemental magics, a marriage was made into magically enhanced warriors. This combination of studies gave special insights into the nature of the world and gave these new warriors the power to tap into the very elemental threads that are woven into our world and weave them into their own bodies and equipment. They also gained some insight into exploring the Ether. They spent a great deal of time developing methods of countering and diffusing hostile magicks and it's practitioners, as per Assassin tradition, up close and at range. They also knew, however, that the demonic hordes need not rely on magic to reek their destruction, so great emphasis was also placed on raw combat power and fortitude. &lt;br /&gt;
&lt;br /&gt;
With the coming of the falling star, they knew that their time had arrived. They re-emerged into the world to discover what foul forces were involved. While two of the apprentices were away doing reconnaissance, their base of operations was utterly destroyed. Most were killed, the rest were missing. The elders were not among the remains, nor were there any clues as to the perpetrators. Had the Assassins finally caught up to them? Was it the mustering forces of evil? The two apprentices had no answers, but were determined to fulfill their duties. They ventured into the world on their own to discover what evil schemes plotted against Sanctuary and to put it to an end... or die trying...&lt;br /&gt;
&lt;br /&gt;
==Character Design==&lt;br /&gt;
&lt;br /&gt;
The Arcane Warrior is a highly magic augmented warrior that could focus equally on [[melee]] or [[ranged|missiles]]. Her main skills are enchantments on her weapons and armor that add elemental or other magical properties, possibly even castable on allies. In D2 terms, it'd be something of a cross between a [[Paladin]], [[Amazon]], and [[Assassin]].&lt;br /&gt;
&lt;br /&gt;
==Attributes and Skills==&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===Attributes===&lt;br /&gt;
====Starting Attributes====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
*'''[[Life]]:''' x&lt;br /&gt;
*'''[[Mana]]:''' x&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Attribute Increase Per Level====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
Enchantment skills are cast by the character and last for a certain duration. Different enchantments can be in effect at the same time (stacked), but can have only 1 Weapon and 1 Armor Enchantment per Tree active at a time.&lt;br /&gt;
&lt;br /&gt;
===Arcane Warrior Skills===&lt;br /&gt;
The Arcane Warrior skills are arranged into to three distinctive skill tree categories:&lt;br /&gt;
* Steel &amp;amp; Fire&lt;br /&gt;
* Pax Arcanna&lt;br /&gt;
* Terra Firma&lt;br /&gt;
All three trees have a combination of active and passive skills. Active skills are used in combat, while the passive skills boost or change the behaviour of the active skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Steel &amp;amp; Fire Skills====&lt;br /&gt;
This tree focuses on speed and raw destructive output. Uses Fire and Lightning. &amp;quot;A good defense is a good offense.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Burn:''' Enchants Weapon. Adds fire damage to attacks and increases accuracy.&lt;br /&gt;
* '''Jolt:''' Enchants weapon. Adds electrical damage to attacks and increases attack speed.&lt;br /&gt;
* '''Flame Armor:''' Enchant Armor. Deal fire damage to any melee attackers.&lt;br /&gt;
* '''Lightning Spirit:''' Increase attack speed and accuracy. Passive.&lt;br /&gt;
* '''Lunge:''' Melee. Attack and move forward in a short burst, knocking foes back a ways and following. Sort of a short burst Charge, but foe must be in melee range. Useful to break out when surrounded.&lt;br /&gt;
&lt;br /&gt;
'''Tier II:'''&lt;br /&gt;
* '''Twitch:''' Missile. Essentially a Missile based Zeal.&lt;br /&gt;
* '''Flame Spray:''' Enchants Weapon. Melee, causes a spherical firewall centered on target. Missiles cause a trail of fire to form under arrows path.&lt;br /&gt;
* '''Lightning Rod:''' Enchants Weapon. When enemy is struck, a lightning bolt goes from character to target. Can trigger multiple bolts from one attack. More useful for multiple missiles against clustered enemies.&lt;br /&gt;
* '''Conflageration:''' Enchant Armor. Causes the ground around the character to burst into fire.&lt;br /&gt;
&lt;br /&gt;
== Tier III: ==&lt;br /&gt;
* '''Sweep:''' Melee. Spins once in a circle, striking any surrounding enemies within range.&lt;br /&gt;
* '''Burst:''' Enchants weapon. On attack, explosive fire is dealt to nearby units (ala D2 Fireball or Explosive Arrows).&lt;br /&gt;
* '''Chain Static:''' Enchants Weapon. Causes electrical damage to target that jumps to any units next to them, etc, etc, rippling through tightly packed enemies.&lt;br /&gt;
* '''Thunderclap:''' Enchant Armor. When an enemy attacks, has a chance of triggering a shockwave that knocks all foes back within a small radius, plus dealing damage.&lt;br /&gt;
* '''Flame Sabres:''' Spell. Creates floating swords made of fire that seek targets and deal fire damage. Can be attacked and destroyed.&lt;br /&gt;
&lt;br /&gt;
== Tier IV: ==&lt;br /&gt;
* '''Flame Nova:''' Enchants Weapon. Triggers a fire based nova from target. Increasing rank increases size of effect.&lt;br /&gt;
* '''Ricochet:''' Missile. When a target is struck, the arrow jumps to the nearest target. Everytime a target is struck, the arrow keeps retargetting up to a skill based maximum or until it misses one.&lt;br /&gt;
* '''Channeling the Flame:''' Increases Fire and Lightning damage. Passive.&lt;br /&gt;
* '''Fire Elemental:''' Transforms into a Fire Elemental, dealing extra fire and increasing Fire and Lightning damage. Also, absorbs fire damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Pax Arcanna Skills====&lt;br /&gt;
This tree focuses on penetrating and neutralizing hostile magics and magicians. Uses skills that interfere with magic, and uses teleportation offensively and defensively. &amp;quot;What good is magic if you're unable to use it?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Tier I: ==&lt;br /&gt;
* '''Silence:''' Enchants weapon. Has a chance to silence target.&lt;br /&gt;
* '''Resist Affliction:''' Decreases the chance that negative condition magics can affect character, like chill, slow, silence, etc. and also decreases the duration of such effects if they get through. Passive.&lt;br /&gt;
* '''Displace:''' Melee. On striking, teleport to another random position next to target. &lt;br /&gt;
* '''Magic Arrow:''' Missile. Fires a created arrow that causes increased, pure Arcane damage.&lt;br /&gt;
* '''Interference:''' Enchants weapon to inflict a condition that causes target's casting rate to greatly decrease.&lt;br /&gt;
&lt;br /&gt;
== Tier II: ==&lt;br /&gt;
* '''Veil of Silence:''' Enchants armor so that when attacked, fires a silence bolt at attacker.&lt;br /&gt;
* '''Arcane Defenses:''' Passive. Increases resistance to arcane magics.&lt;br /&gt;
* '''Dispel:''' Spell. Sends out a shockwave that will dispel any negative magic effects on friendly units.&lt;br /&gt;
* '''Blood Price:''' Enchant Weapon. Adds mana damage and inflicts a condition on target that causes any abilities that drain Mana to drain an equal amount of Health as well.&lt;br /&gt;
* '''Skip:''' Enchant Armor. When attacked, has a chance of teleporting to a random location within range. Could be annoying to some players, but to those who thrive on chaos, welcome home!&lt;br /&gt;
&lt;br /&gt;
== Tier III: ==&lt;br /&gt;
* '''Absorb Magic:''' Enchants armor. Has a chance of absorbing spells cast at character, eliminating damage and restoring however much mana that skill cost.&lt;br /&gt;
* '''Short Circuit:''' Spell. Cast on a single target. Caster and target lose all mana. (may not be very relevant, because they may not keep track of enemy mana. PvP uses would be neat-o.)&lt;br /&gt;
* '''Summon:''' Spell. When cast on a target, causes them to be teleported right next to caster. Doesn't work on bosses or other characters.&lt;br /&gt;
* '''Enhanced Channeling:''' Passive. Increases the duration of all enchantments.&lt;br /&gt;
&lt;br /&gt;
== Tier IV: ==&lt;br /&gt;
* '''Shift Stirke:''' Melee. Quickly teleport next to an enemy, attack, then zips back to his original location. If hit, he's stuck where he's at.&lt;br /&gt;
* '''Tiamat:''' Enchants weapon. Adds elemental damage of fire, cold and lightning. Melee and missile. Enhanced by Burn, Jolt, and Frostbite.&lt;br /&gt;
* '''Reflect:''' Enchants armor to have a chance of reflecting magics cast at character.&lt;br /&gt;
* '''Disruption:''' Spell. Sends out a shockwave that destroys any spells or missiles within the given radius.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Terra Firma Skills====&lt;br /&gt;
This tree focuses more on defense and fortitude. Attacks are based on strength more than speed. Uses Stone/Earth and Cold. &amp;quot;The mountain need not fear the storm.&amp;quot; (Note: Earth elemental skills are only called that for conceptual reasons and cause physical damage, not an &amp;quot;earth elemental&amp;quot; damage type. That is, unless Blizzard adds that.)&lt;br /&gt;
&lt;br /&gt;
== Tier I: ==&lt;br /&gt;
* '''Frostbite:''' Enchants Weapon. Adds cold damage to attacks and chills targets.&lt;br /&gt;
* '''Immovability:''' Passive. Decreases the chance that any effect can cause the character to move against his will, ie. knockback effects.&lt;br /&gt;
* '''Rockform:''' Enchants Armor. Increases Defense and Damage Reduction.&lt;br /&gt;
* '''Ice Shield:''' Spell. Creates a literal shield made of solid ice. If a shield is being used, it enhances it defenses and blocking. Without a shield, it floats near caster and confers double the blocking bonus that Ice Shield adds to a shield and can be used with 2-handed weapons.&lt;br /&gt;
&lt;br /&gt;
== Tier II: ==&lt;br /&gt;
* '''Inertia:''' Passive. Causes attacks to physically pack more force. Increases physical damage.&lt;br /&gt;
* '''Ethereal Anchor:''' Missile. A successful attack can anchor the foe in place, unable to move, but can still attack. Doesn't work on bosses or other players.&lt;br /&gt;
* '''Cold Aura:''' Enchants Armor. Chills enemies within a given radius. No Damage.&lt;br /&gt;
* '''Stone Guardian:''' Spell. Creates a floating fist of stone that randomly attacks nearby foes. Certain runes may add Knockback.&lt;br /&gt;
&lt;br /&gt;
== Tier III: ==&lt;br /&gt;
* '''Torque:''' Melee and missile. Slower attack, but does much more damage. If missile, it travels faster (if engine supports that).&lt;br /&gt;
* '''Attunement:''' Passive. Increases resistance to fire/ice/lightning.&lt;br /&gt;
* '''Icicle:''' Enchants Weapon. Causes a giant Icicle to fall on target, causing splash damage to nearby foes.&lt;br /&gt;
* '''Stalagmite:''' Spell. Summons a spike of solid rock from the earth at the desired location. Any enemies nearby take physical damage and pillar remains as an obstacle until destroyed or duration expires.&lt;br /&gt;
* '''Jagged Shards:''' Enchants Armor. Causes sharp rock protrusions to spring from armor, causing physical damage on melee attackers. Against missile attacks, has a chance of shattering the missile, causing no damage. Against attackers that have weapon Durability (ie. PvP), has an equal chance of reducing Durability of attackers melee weapon by one.&lt;br /&gt;
&lt;br /&gt;
== Tier IV: ==&lt;br /&gt;
* '''Anvil:''' Melee. Crushing attack with cooldown time that does highly increased damage to target and nearby targets.&lt;br /&gt;
* '''Ice Prison:''' Spell. Like Bone Prison, but made of ice.&lt;br /&gt;
* '''Quenching the Flame:''' Passive. Increases Cold and Earth(or physical) damages.&lt;br /&gt;
* '''Earth Elemental:''' Transforms into Stone. Makes Earth and Ice skills do more damage, adds defense. Also, adds resistances to cold and lightning.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
The Arcane Warrior was first posted 9 June 2009 [http://forums.diii.net/showthread.php?t=728784] by [http://forums.diii.net/member.php?u=335830 Technomancer] on the [http://forums.diii.net/ Diii.net forums]. It was re-posted as a wiki article by [[Holyknight3000]] and [[Leord]] on 10 June 2009.&lt;br /&gt;
&lt;br /&gt;
===Technomancer Notes===&lt;br /&gt;
Perhaps combining the Enchantments into one tree and add a new 3rd tree maybe? This class would satisfy a lot different &amp;quot;archetypes&amp;quot; in one. Another Melee class, a Missile class, a worthy Pally replacement, and open to any form of backstory.&lt;br /&gt;
&lt;br /&gt;
This is something I've wanted to see since before I even heard D3 was in development. It's actually a re-adaption of a class I'd come up with for my own turn-based game that'll probably never get done, and that was a re-adaption of an AD&amp;amp;D 2nd Ed. class I came up with about 8 years ago.&lt;br /&gt;
&lt;br /&gt;
I figure a 5th class would be some kind of War Priest/Inquisitor/Exorcist (I mean, hey, SOMEONE has to cast Holy Bolt, right? ), or another physical character that's really out of the box, Rogue/Assassin style. It'd be a good fit for those last 2 skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Trivia==&lt;br /&gt;
Use only if actual trivia. If so, add to [[:Category:Trivia]] as well&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Media==&lt;br /&gt;
You can find pictures in the Diablo 3 screenshot and picture gallery:&lt;br /&gt;
* [http://www.diii.net/gallery/ Diablo 3 screenshots and pictures]&lt;br /&gt;
* [http://www.diii.net/gallery/showgallery.php?cat=all&amp;amp;si=NAME NAME-specific gallery contents]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Arcane_Warrior.jpg|Arcane Warrior Concept by Boqu&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://forums.diii.net/showthread.php?t=728784 Original post]&lt;br /&gt;
* [http://forums.diii.net/member.php?u=335830 Technomancer's profile]&lt;br /&gt;
* [http://forums.diii.net/member.php?u=136916 Boqu's Profile]&lt;br /&gt;
* [http://www.diii.net/gallery/showgallery.php?cat=503 Diablo Fan Art Gallery]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Class navbox floor}}&lt;/div&gt;</summary>
		<author><name>Technomancer</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Fanmade:Arcane_Warrior&amp;diff=9685</id>
		<title>Fanmade:Arcane Warrior</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Fanmade:Arcane_Warrior&amp;diff=9685"/>
				<updated>2009-06-17T09:24:49Z</updated>
		
		<summary type="html">&lt;p&gt;Technomancer: /* Tier I: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Arcane Warrior''' is a highly magic augmented warrior that could focus equally on [[melee]] or [[ranged|missiles]]. His main skills are enchantments on his weapons and armor that add elemental or other magical properties.&lt;br /&gt;
&lt;br /&gt;
{{Fanclass|'''Technomancer''' ([[Leord]] &amp;amp; [[Holyknight3000]] assisted) Concept Art by [[Boqu]]}}&lt;br /&gt;
==Background==&lt;br /&gt;
{{Classbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|portrait= Arcane_Warrior.jpg&lt;br /&gt;
&amp;lt;!--|portrait-width= 200px--&amp;gt;&lt;br /&gt;
|name= Arcane Warrior&lt;br /&gt;
|classtype= fanclass&lt;br /&gt;
|role= [[Melee]]/[[Ranged]]/[[Caster]] hybrid&lt;br /&gt;
|attrib= [[Strength]] [[Dexterity]] [[Willpower]] [[Mana]]&lt;br /&gt;
&amp;lt;!-- Class Skills --&amp;gt;&lt;br /&gt;
|skilltree1= [[Arcane_Warrior#Weapon_Enchantments_Skills|Weapon Enchantments]]&lt;br /&gt;
|skilltree2= [[Arcane_Warrior#Armor_Enchantments_Skills|Armor Enchantments]]&lt;br /&gt;
|skilltree3= [[Arcane_Warrior#Weapon_Skills|Weapon Skills]]&lt;br /&gt;
&amp;lt;!-- Background --&amp;gt;&lt;br /&gt;
|origin= [[Sanctuary]]&lt;br /&gt;
|affiliation= None known&lt;br /&gt;
|friends= None Known&lt;br /&gt;
|foes= None Known&lt;br /&gt;
}}&lt;br /&gt;
Upon the destruction of the Worldstone 20 years ago, a Vizjerei elder concluded that the mortal powers of Order had failed. Secretly, he went to the Viz-Jaq'taar Assassins to share his concerns and make a proposal. Even though the Prime Evils were defeated, mortal powers and agents were still not powerful enough to save the Worldstone. He feared that following it's destruction, things would get worse and proposed that the Assassin's lack of magic was weakness, that the time would soon come to fight fire with fire. He suggested that they should begin to incorporate magic to counter the coming flood. He was rejected outright by most of the clan, and nearly slain on principle, but one Assassin elder had reached a similar conclusion, but didn't know how to act upon it. With this opportunity, he stole away with the Vizjerei elder and a few of the younger clan members, to work on combining their knowledge and powers to create a new breed of mage-knight. Once the Viz-Jaq'taar realized what had transpired, they decreed death for all violators, but the group dissappeared and no one had heard from them to this day. All knowledge of what had transpired was hidden.&lt;br /&gt;
&lt;br /&gt;
They spent years hidden away from the world in the northern reaches near the ruined Mt. Arreat. They honed their skills, focusing less on subversion and more on direct confrontation. From the Assassin's understanding of the mind and martial combat and the Vizjerei elder's understanding of the Elemental magics, a marriage was made into magically enhanced warriors. This combination of studies gave special insights into the nature of the world and gave these new warriors the power to tap into the very elemental threads that are woven into our world and weave them into their own bodies and equipment. They also gained some insight into exploring the Ether. They spent a great deal of time developing methods of countering and diffusing hostile magicks and it's practitioners, as per Assassin tradition, up close and at range. They also knew, however, that the demonic hordes need not rely on magic to reek their destruction, so great emphasis was also placed on raw combat power and fortitude. &lt;br /&gt;
&lt;br /&gt;
With the coming of the falling star, they knew that their time had arrived. They re-emerged into the world to discover what foul forces were involved. While two of the apprentices were away doing reconnaissance, their base of operations was utterly destroyed. Most were killed, the rest were missing. The elders were not among the remains, nor were there any clues as to the perpetrators. Had the Assassins finally caught up to them? Was it the mustering forces of evil? The two apprentices had no answers, but were determined to fulfill their duties. They ventured into the world on their own to discover what evil schemes plotted against Sanctuary and to put it to an end... or die trying...&lt;br /&gt;
&lt;br /&gt;
==Character Design==&lt;br /&gt;
&lt;br /&gt;
The Arcane Warrior is a highly magic augmented warrior that could focus equally on [[melee]] or [[ranged|missiles]]. Her main skills are enchantments on her weapons and armor that add elemental or other magical properties, possibly even castable on allies. In D2 terms, it'd be something of a cross between a [[Paladin]], [[Amazon]], and [[Assassin]].&lt;br /&gt;
&lt;br /&gt;
==Attributes and Skills==&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===Attributes===&lt;br /&gt;
====Starting Attributes====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
*'''[[Life]]:''' x&lt;br /&gt;
*'''[[Mana]]:''' x&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Attribute Increase Per Level====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
Enchantment skills are cast by the character and last for a certain duration. Different enchantments can be in effect at the same time (stacked), but can have only 1 Weapon and 1 Armor Enchantment per Tree active at a time.&lt;br /&gt;
&lt;br /&gt;
===Arcane Warrior Skills===&lt;br /&gt;
The Arcane Warrior skills are arranged into to three distinctive skill tree categories:&lt;br /&gt;
* Steel &amp;amp; Fire&lt;br /&gt;
* Pax Arcanna&lt;br /&gt;
* Terra Firma&lt;br /&gt;
All three trees have a combination of active and passive skills. Active skills are used in combat, while the passive skills boost or change the behaviour of the active skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Steel &amp;amp; Fire Skills====&lt;br /&gt;
This tree focuses on speed and raw destructive output. Uses Fire and Lightning. &amp;quot;A good defense is a good offense.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Tier I:'''&lt;br /&gt;
* '''Burn:''' Enchants Weapon. Adds fire damage to attacks and increases accuracy.&lt;br /&gt;
* '''Jolt:''' Enchants weapon. Adds electrical damage to attacks and increases attack speed.&lt;br /&gt;
* '''Flame Armor:''' Enchant Armor. Deal fire damage to any melee attackers.&lt;br /&gt;
* '''Lightning Spirit:''' Increase attack speed and accuracy. Passive.&lt;br /&gt;
* '''Lunge:''' Melee. Attack and move forward in a short burst, knocking foes back a ways and following. Sort of a short burst Charge, but foe must be in melee range. Useful to break out when surrounded.&lt;br /&gt;
&lt;br /&gt;
== Tier II: ==&lt;br /&gt;
* '''Twitch:''' Missile. Essentially a Missile based Zeal.&lt;br /&gt;
* '''Flame Spray:''' Enchants Weapon. Melee, causes a spherical firewall centered on target. Missiles cause a trail of fire to form under arrows path.&lt;br /&gt;
* '''Lightning Rod:''' Enchants Weapon. When enemy is struck, a lightning bolt goes from character to target. Can trigger multiple bolts from one attack. More useful for multiple missiles against clustered enemies.&lt;br /&gt;
* '''Conflageration:''' Enchant Armor. Causes the ground around the character to burst into fire.&lt;br /&gt;
&lt;br /&gt;
== Tier III: ==&lt;br /&gt;
* '''Sweep:''' Melee. Spins once in a circle, striking any surrounding enemies within range.&lt;br /&gt;
* '''Burst:''' Enchants weapon. On attack, explosive fire is dealt to nearby units (ala D2 Fireball or Explosive Arrows).&lt;br /&gt;
* '''Chain Static:''' Enchants Weapon. Causes electrical damage to target that jumps to any units next to them, etc, etc, rippling through tightly packed enemies.&lt;br /&gt;
* '''Thunderclap:''' Enchant Armor. When an enemy attacks, has a chance of triggering a shockwave that knocks all foes back within a small radius, plus dealing damage.&lt;br /&gt;
* '''Flame Sabres:''' Spell. Creates floating swords made of fire that seek targets and deal fire damage. Can be attacked and destroyed.&lt;br /&gt;
&lt;br /&gt;
== Tier IV: ==&lt;br /&gt;
* '''Flame Nova:''' Enchants Weapon. Triggers a fire based nova from target. Increasing rank increases size of effect.&lt;br /&gt;
* '''Ricochet:''' Missile. When a target is struck, the arrow jumps to the nearest target. Everytime a target is struck, the arrow keeps retargetting up to a skill based maximum or until it misses one.&lt;br /&gt;
* '''Channeling the Flame:''' Increases Fire and Lightning damage. Passive.&lt;br /&gt;
* '''Fire Elemental:''' Transforms into a Fire Elemental, dealing extra fire and increasing Fire and Lightning damage. Also, absorbs fire damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Pax Arcanna Skills====&lt;br /&gt;
This tree focuses on penetrating and neutralizing hostile magics and magicians. Uses skills that interfere with magic, and uses teleportation offensively and defensively. &amp;quot;What good is magic if you're unable to use it?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Tier I: ==&lt;br /&gt;
* '''Silence:''' Enchants weapon. Has a chance to silence target.&lt;br /&gt;
* '''Resist Affliction:''' Decreases the chance that negative condition magics can affect character, like chill, slow, silence, etc. and also decreases the duration of such effects if they get through. Passive.&lt;br /&gt;
* '''Displace:''' Melee. On striking, teleport to another random position next to target. &lt;br /&gt;
* '''Magic Arrow:''' Missile. Fires a created arrow that causes increased, pure Arcane damage.&lt;br /&gt;
* '''Interference:''' Enchants weapon to inflict a condition that causes target's casting rate to greatly decrease.&lt;br /&gt;
&lt;br /&gt;
== Tier II: ==&lt;br /&gt;
* '''Veil of Silence:''' Enchants armor so that when attacked, fires a silence bolt at attacker.&lt;br /&gt;
* '''Arcane Defenses:''' Passive. Increases resistance to arcane magics.&lt;br /&gt;
* '''Dispel:''' Spell. Sends out a shockwave that will dispel any negative magic effects on friendly units.&lt;br /&gt;
* '''Blood Price:''' Enchant Weapon. Adds mana damage and inflicts a condition on target that causes any abilities that drain Mana to drain an equal amount of Health as well.&lt;br /&gt;
* '''Skip:''' Enchant Armor. When attacked, has a chance of teleporting to a random location within range. Could be annoying to some players, but to those who thrive on chaos, welcome home!&lt;br /&gt;
&lt;br /&gt;
== Tier III: ==&lt;br /&gt;
* '''Absorb Magic:''' Enchants armor. Has a chance of absorbing spells cast at character, eliminating damage and restoring however much mana that skill cost.&lt;br /&gt;
* '''Short Circuit:''' Spell. Cast on a single target. Caster and target lose all mana. (may not be very relevant, because they may not keep track of enemy mana. PvP uses would be neat-o.)&lt;br /&gt;
* '''Summon:''' Spell. When cast on a target, causes them to be teleported right next to caster. Doesn't work on bosses or other characters.&lt;br /&gt;
* '''Enhanced Channeling:''' Passive. Increases the duration of all enchantments.&lt;br /&gt;
&lt;br /&gt;
== Tier IV: ==&lt;br /&gt;
* '''Shift Stirke:''' Melee. Quickly teleport next to an enemy, attack, then zips back to his original location. If hit, he's stuck where he's at.&lt;br /&gt;
* '''Tiamat:''' Enchants weapon. Adds elemental damage of fire, cold and lightning. Melee and missile. Enhanced by Burn, Jolt, and Frostbite.&lt;br /&gt;
* '''Reflect:''' Enchants armor to have a chance of reflecting magics cast at character.&lt;br /&gt;
* '''Disruption:''' Spell. Sends out a shockwave that destroys any spells or missiles within the given radius.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Terra Firma Skills====&lt;br /&gt;
This tree focuses more on defense and fortitude. Attacks are based on strength more than speed. Uses Stone/Earth and Cold. &amp;quot;The mountain need not fear the storm.&amp;quot; (Note: Earth elemental skills are only called that for conceptual reasons and cause physical damage, not an &amp;quot;earth elemental&amp;quot; damage type. That is, unless Blizzard adds that.)&lt;br /&gt;
&lt;br /&gt;
== Tier I: ==&lt;br /&gt;
* '''Frostbite:''' Enchants Weapon. Adds cold damage to attacks and chills targets.&lt;br /&gt;
* '''Immovability:''' Passive. Decreases the chance that any effect can cause the character to move against his will, ie. knockback effects.&lt;br /&gt;
* '''Rockform:''' Enchants Armor. Increases Defense and Damage Reduction.&lt;br /&gt;
* '''Ice Shield:''' Spell. Creates a literal shield made of solid ice. If a shield is being used, it enhances it defenses and blocking. Without a shield, it floats near caster and confers double the blocking bonus that Ice Shield adds to a shield and can be used with 2-handed weapons.&lt;br /&gt;
&lt;br /&gt;
== Tier II: ==&lt;br /&gt;
* '''Inertia:''' Passive. Causes attacks to physically pack more force. Increases physical damage.&lt;br /&gt;
* '''Ethereal Anchor:''' Missile. A successful attack can anchor the foe in place, unable to move, but can still attack. Doesn't work on bosses or other players.&lt;br /&gt;
* '''Cold Aura:''' Enchants Armor. Chills enemies within a given radius. No Damage.&lt;br /&gt;
* '''Stone Guardian:''' Spell. Creates a floating fist of stone that randomly attacks nearby foes. Certain runes may add Knockback.&lt;br /&gt;
&lt;br /&gt;
== Tier III: ==&lt;br /&gt;
* '''Torque:''' Melee and missile. Slower attack, but does much more damage. If missile, it travels faster (if engine supports that).&lt;br /&gt;
* '''Attunement:''' Passive. Increases resistance to fire/ice/lightning.&lt;br /&gt;
* '''Icicle:''' Enchants Weapon. Causes a giant Icicle to fall on target, causing splash damage to nearby foes.&lt;br /&gt;
* '''Stalagmite:''' Spell. Summons a spike of solid rock from the earth at the desired location. Any enemies nearby take physical damage and pillar remains as an obstacle until destroyed or duration expires.&lt;br /&gt;
* '''Jagged Shards:''' Enchants Armor. Causes sharp rock protrusions to spring from armor, causing physical damage on melee attackers. Against missile attacks, has a chance of shattering the missile, causing no damage. Against attackers that have weapon Durability (ie. PvP), has an equal chance of reducing Durability of attackers melee weapon by one.&lt;br /&gt;
&lt;br /&gt;
== Tier IV: ==&lt;br /&gt;
* '''Anvil:''' Melee. Crushing attack with cooldown time that does highly increased damage to target and nearby targets.&lt;br /&gt;
* '''Ice Prison:''' Spell. Like Bone Prison, but made of ice.&lt;br /&gt;
* '''Quenching the Flame:''' Passive. Increases Cold and Earth(or physical) damages.&lt;br /&gt;
* '''Earth Elemental:''' Transforms into Stone. Makes Earth and Ice skills do more damage, adds defense. Also, adds resistances to cold and lightning.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
The Arcane Warrior was first posted 9 June 2009 [http://forums.diii.net/showthread.php?t=728784] by [http://forums.diii.net/member.php?u=335830 Technomancer] on the [http://forums.diii.net/ Diii.net forums]. It was re-posted as a wiki article by [[Holyknight3000]] and [[Leord]] on 10 June 2009.&lt;br /&gt;
&lt;br /&gt;
===Technomancer Notes===&lt;br /&gt;
Perhaps combining the Enchantments into one tree and add a new 3rd tree maybe? This class would satisfy a lot different &amp;quot;archetypes&amp;quot; in one. Another Melee class, a Missile class, a worthy Pally replacement, and open to any form of backstory.&lt;br /&gt;
&lt;br /&gt;
This is something I've wanted to see since before I even heard D3 was in development. It's actually a re-adaption of a class I'd come up with for my own turn-based game that'll probably never get done, and that was a re-adaption of an AD&amp;amp;D 2nd Ed. class I came up with about 8 years ago.&lt;br /&gt;
&lt;br /&gt;
I figure a 5th class would be some kind of War Priest/Inquisitor/Exorcist (I mean, hey, SOMEONE has to cast Holy Bolt, right? ), or another physical character that's really out of the box, Rogue/Assassin style. It'd be a good fit for those last 2 skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Trivia==&lt;br /&gt;
Use only if actual trivia. If so, add to [[:Category:Trivia]] as well&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Media==&lt;br /&gt;
You can find pictures in the Diablo 3 screenshot and picture gallery:&lt;br /&gt;
* [http://www.diii.net/gallery/ Diablo 3 screenshots and pictures]&lt;br /&gt;
* [http://www.diii.net/gallery/showgallery.php?cat=all&amp;amp;si=NAME NAME-specific gallery contents]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Arcane_Warrior.jpg|Arcane Warrior Concept by Boqu&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://forums.diii.net/showthread.php?t=728784 Original post]&lt;br /&gt;
* [http://forums.diii.net/member.php?u=335830 Technomancer's profile]&lt;br /&gt;
* [http://forums.diii.net/member.php?u=136916 Boqu's Profile]&lt;br /&gt;
* [http://www.diii.net/gallery/showgallery.php?cat=503 Diablo Fan Art Gallery]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Class navbox floor}}&lt;/div&gt;</summary>
		<author><name>Technomancer</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Fanmade:Arcane_Warrior&amp;diff=9684</id>
		<title>Fanmade:Arcane Warrior</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Fanmade:Arcane_Warrior&amp;diff=9684"/>
				<updated>2009-06-17T09:22:08Z</updated>
		
		<summary type="html">&lt;p&gt;Technomancer: /* Attributes and Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Arcane Warrior''' is a highly magic augmented warrior that could focus equally on [[melee]] or [[ranged|missiles]]. His main skills are enchantments on his weapons and armor that add elemental or other magical properties.&lt;br /&gt;
&lt;br /&gt;
{{Fanclass|'''Technomancer''' ([[Leord]] &amp;amp; [[Holyknight3000]] assisted) Concept Art by [[Boqu]]}}&lt;br /&gt;
==Background==&lt;br /&gt;
{{Classbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|portrait= Arcane_Warrior.jpg&lt;br /&gt;
&amp;lt;!--|portrait-width= 200px--&amp;gt;&lt;br /&gt;
|name= Arcane Warrior&lt;br /&gt;
|classtype= fanclass&lt;br /&gt;
|role= [[Melee]]/[[Ranged]]/[[Caster]] hybrid&lt;br /&gt;
|attrib= [[Strength]] [[Dexterity]] [[Willpower]] [[Mana]]&lt;br /&gt;
&amp;lt;!-- Class Skills --&amp;gt;&lt;br /&gt;
|skilltree1= [[Arcane_Warrior#Weapon_Enchantments_Skills|Weapon Enchantments]]&lt;br /&gt;
|skilltree2= [[Arcane_Warrior#Armor_Enchantments_Skills|Armor Enchantments]]&lt;br /&gt;
|skilltree3= [[Arcane_Warrior#Weapon_Skills|Weapon Skills]]&lt;br /&gt;
&amp;lt;!-- Background --&amp;gt;&lt;br /&gt;
|origin= [[Sanctuary]]&lt;br /&gt;
|affiliation= None known&lt;br /&gt;
|friends= None Known&lt;br /&gt;
|foes= None Known&lt;br /&gt;
}}&lt;br /&gt;
Upon the destruction of the Worldstone 20 years ago, a Vizjerei elder concluded that the mortal powers of Order had failed. Secretly, he went to the Viz-Jaq'taar Assassins to share his concerns and make a proposal. Even though the Prime Evils were defeated, mortal powers and agents were still not powerful enough to save the Worldstone. He feared that following it's destruction, things would get worse and proposed that the Assassin's lack of magic was weakness, that the time would soon come to fight fire with fire. He suggested that they should begin to incorporate magic to counter the coming flood. He was rejected outright by most of the clan, and nearly slain on principle, but one Assassin elder had reached a similar conclusion, but didn't know how to act upon it. With this opportunity, he stole away with the Vizjerei elder and a few of the younger clan members, to work on combining their knowledge and powers to create a new breed of mage-knight. Once the Viz-Jaq'taar realized what had transpired, they decreed death for all violators, but the group dissappeared and no one had heard from them to this day. All knowledge of what had transpired was hidden.&lt;br /&gt;
&lt;br /&gt;
They spent years hidden away from the world in the northern reaches near the ruined Mt. Arreat. They honed their skills, focusing less on subversion and more on direct confrontation. From the Assassin's understanding of the mind and martial combat and the Vizjerei elder's understanding of the Elemental magics, a marriage was made into magically enhanced warriors. This combination of studies gave special insights into the nature of the world and gave these new warriors the power to tap into the very elemental threads that are woven into our world and weave them into their own bodies and equipment. They also gained some insight into exploring the Ether. They spent a great deal of time developing methods of countering and diffusing hostile magicks and it's practitioners, as per Assassin tradition, up close and at range. They also knew, however, that the demonic hordes need not rely on magic to reek their destruction, so great emphasis was also placed on raw combat power and fortitude. &lt;br /&gt;
&lt;br /&gt;
With the coming of the falling star, they knew that their time had arrived. They re-emerged into the world to discover what foul forces were involved. While two of the apprentices were away doing reconnaissance, their base of operations was utterly destroyed. Most were killed, the rest were missing. The elders were not among the remains, nor were there any clues as to the perpetrators. Had the Assassins finally caught up to them? Was it the mustering forces of evil? The two apprentices had no answers, but were determined to fulfill their duties. They ventured into the world on their own to discover what evil schemes plotted against Sanctuary and to put it to an end... or die trying...&lt;br /&gt;
&lt;br /&gt;
==Character Design==&lt;br /&gt;
&lt;br /&gt;
The Arcane Warrior is a highly magic augmented warrior that could focus equally on [[melee]] or [[ranged|missiles]]. Her main skills are enchantments on her weapons and armor that add elemental or other magical properties, possibly even castable on allies. In D2 terms, it'd be something of a cross between a [[Paladin]], [[Amazon]], and [[Assassin]].&lt;br /&gt;
&lt;br /&gt;
==Attributes and Skills==&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===Attributes===&lt;br /&gt;
====Starting Attributes====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
*'''[[Life]]:''' x&lt;br /&gt;
*'''[[Mana]]:''' x&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Attribute Increase Per Level====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
Enchantment skills are cast by the character and last for a certain duration. Different enchantments can be in effect at the same time (stacked), but can have only 1 Weapon and 1 Armor Enchantment per Tree active at a time.&lt;br /&gt;
&lt;br /&gt;
===Arcane Warrior Skills===&lt;br /&gt;
The Arcane Warrior skills are arranged into to three distinctive skill tree categories:&lt;br /&gt;
* Steel &amp;amp; Fire&lt;br /&gt;
* Pax Arcanna&lt;br /&gt;
* Terra Firma&lt;br /&gt;
All three trees have a combination of active and passive skills. Active skills are used in combat, while the passive skills boost or change the behaviour of the active skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Steel &amp;amp; Fire Skills====&lt;br /&gt;
This tree focuses on speed and raw destructive output. Uses Fire and Lightning. &amp;quot;A good defense is a good offense.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Tier I: ==&lt;br /&gt;
* '''Burn:''' Enchants Weapon. Adds fire damage to attacks and increases accuracy.&lt;br /&gt;
* '''Jolt:''' Enchants weapon. Adds electrical damage to attacks and increases attack speed.&lt;br /&gt;
* '''Flame Armor:''' Enchant Armor. Deal fire damage to any melee attackers.&lt;br /&gt;
* '''Lightning Spirit:''' Increase attack speed and accuracy. Passive.&lt;br /&gt;
* '''Lunge:''' Melee. Attack and move forward in a short burst, knocking foes back a ways and following. Sort of a short burst Charge, but foe must be in melee range. Useful to break out when surrounded.&lt;br /&gt;
&lt;br /&gt;
== Tier II: ==&lt;br /&gt;
* '''Twitch:''' Missile. Essentially a Missile based Zeal.&lt;br /&gt;
* '''Flame Spray:''' Enchants Weapon. Melee, causes a spherical firewall centered on target. Missiles cause a trail of fire to form under arrows path.&lt;br /&gt;
* '''Lightning Rod:''' Enchants Weapon. When enemy is struck, a lightning bolt goes from character to target. Can trigger multiple bolts from one attack. More useful for multiple missiles against clustered enemies.&lt;br /&gt;
* '''Conflageration:''' Enchant Armor. Causes the ground around the character to burst into fire.&lt;br /&gt;
&lt;br /&gt;
== Tier III: ==&lt;br /&gt;
* '''Sweep:''' Melee. Spins once in a circle, striking any surrounding enemies within range.&lt;br /&gt;
* '''Burst:''' Enchants weapon. On attack, explosive fire is dealt to nearby units (ala D2 Fireball or Explosive Arrows).&lt;br /&gt;
* '''Chain Static:''' Enchants Weapon. Causes electrical damage to target that jumps to any units next to them, etc, etc, rippling through tightly packed enemies.&lt;br /&gt;
* '''Thunderclap:''' Enchant Armor. When an enemy attacks, has a chance of triggering a shockwave that knocks all foes back within a small radius, plus dealing damage.&lt;br /&gt;
* '''Flame Sabres:''' Spell. Creates floating swords made of fire that seek targets and deal fire damage. Can be attacked and destroyed.&lt;br /&gt;
&lt;br /&gt;
== Tier IV: ==&lt;br /&gt;
* '''Flame Nova:''' Enchants Weapon. Triggers a fire based nova from target. Increasing rank increases size of effect.&lt;br /&gt;
* '''Ricochet:''' Missile. When a target is struck, the arrow jumps to the nearest target. Everytime a target is struck, the arrow keeps retargetting up to a skill based maximum or until it misses one.&lt;br /&gt;
* '''Channeling the Flame:''' Increases Fire and Lightning damage. Passive.&lt;br /&gt;
* '''Fire Elemental:''' Transforms into a Fire Elemental, dealing extra fire and increasing Fire and Lightning damage. Also, absorbs fire damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Pax Arcanna Skills====&lt;br /&gt;
This tree focuses on penetrating and neutralizing hostile magics and magicians. Uses skills that interfere with magic, and uses teleportation offensively and defensively. &amp;quot;What good is magic if you're unable to use it?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Tier I: ==&lt;br /&gt;
* '''Silence:''' Enchants weapon. Has a chance to silence target.&lt;br /&gt;
* '''Resist Affliction:''' Decreases the chance that negative condition magics can affect character, like chill, slow, silence, etc. and also decreases the duration of such effects if they get through. Passive.&lt;br /&gt;
* '''Displace:''' Melee. On striking, teleport to another random position next to target. &lt;br /&gt;
* '''Magic Arrow:''' Missile. Fires a created arrow that causes increased, pure Arcane damage.&lt;br /&gt;
* '''Interference:''' Enchants weapon to inflict a condition that causes target's casting rate to greatly decrease.&lt;br /&gt;
&lt;br /&gt;
== Tier II: ==&lt;br /&gt;
* '''Veil of Silence:''' Enchants armor so that when attacked, fires a silence bolt at attacker.&lt;br /&gt;
* '''Arcane Defenses:''' Passive. Increases resistance to arcane magics.&lt;br /&gt;
* '''Dispel:''' Spell. Sends out a shockwave that will dispel any negative magic effects on friendly units.&lt;br /&gt;
* '''Blood Price:''' Enchant Weapon. Adds mana damage and inflicts a condition on target that causes any abilities that drain Mana to drain an equal amount of Health as well.&lt;br /&gt;
* '''Skip:''' Enchant Armor. When attacked, has a chance of teleporting to a random location within range. Could be annoying to some players, but to those who thrive on chaos, welcome home!&lt;br /&gt;
&lt;br /&gt;
== Tier III: ==&lt;br /&gt;
* '''Absorb Magic:''' Enchants armor. Has a chance of absorbing spells cast at character, eliminating damage and restoring however much mana that skill cost.&lt;br /&gt;
* '''Short Circuit:''' Spell. Cast on a single target. Caster and target lose all mana. (may not be very relevant, because they may not keep track of enemy mana. PvP uses would be neat-o.)&lt;br /&gt;
* '''Summon:''' Spell. When cast on a target, causes them to be teleported right next to caster. Doesn't work on bosses or other characters.&lt;br /&gt;
* '''Enhanced Channeling:''' Passive. Increases the duration of all enchantments.&lt;br /&gt;
&lt;br /&gt;
== Tier IV: ==&lt;br /&gt;
* '''Shift Stirke:''' Melee. Quickly teleport next to an enemy, attack, then zips back to his original location. If hit, he's stuck where he's at.&lt;br /&gt;
* '''Tiamat:''' Enchants weapon. Adds elemental damage of fire, cold and lightning. Melee and missile. Enhanced by Burn, Jolt, and Frostbite.&lt;br /&gt;
* '''Reflect:''' Enchants armor to have a chance of reflecting magics cast at character.&lt;br /&gt;
* '''Disruption:''' Spell. Sends out a shockwave that destroys any spells or missiles within the given radius.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Terra Firma Skills====&lt;br /&gt;
This tree focuses more on defense and fortitude. Attacks are based on strength more than speed. Uses Stone/Earth and Cold. &amp;quot;The mountain need not fear the storm.&amp;quot; (Note: Earth elemental skills are only called that for conceptual reasons and cause physical damage, not an &amp;quot;earth elemental&amp;quot; damage type. That is, unless Blizzard adds that.)&lt;br /&gt;
&lt;br /&gt;
== Tier I: ==&lt;br /&gt;
* '''Frostbite:''' Enchants Weapon. Adds cold damage to attacks and chills targets.&lt;br /&gt;
* '''Immovability:''' Passive. Decreases the chance that any effect can cause the character to move against his will, ie. knockback effects.&lt;br /&gt;
* '''Rockform:''' Enchants Armor. Increases Defense and Damage Reduction.&lt;br /&gt;
* '''Ice Shield:''' Spell. Creates a literal shield made of solid ice. If a shield is being used, it enhances it defenses and blocking. Without a shield, it floats near caster and confers double the blocking bonus that Ice Shield adds to a shield and can be used with 2-handed weapons.&lt;br /&gt;
&lt;br /&gt;
== Tier II: ==&lt;br /&gt;
* '''Inertia:''' Passive. Causes attacks to physically pack more force. Increases physical damage.&lt;br /&gt;
* '''Ethereal Anchor:''' Missile. A successful attack can anchor the foe in place, unable to move, but can still attack. Doesn't work on bosses or other players.&lt;br /&gt;
* '''Cold Aura:''' Enchants Armor. Chills enemies within a given radius. No Damage.&lt;br /&gt;
* '''Stone Guardian:''' Spell. Creates a floating fist of stone that randomly attacks nearby foes. Certain runes may add Knockback.&lt;br /&gt;
&lt;br /&gt;
== Tier III: ==&lt;br /&gt;
* '''Torque:''' Melee and missile. Slower attack, but does much more damage. If missile, it travels faster (if engine supports that).&lt;br /&gt;
* '''Attunement:''' Passive. Increases resistance to fire/ice/lightning.&lt;br /&gt;
* '''Icicle:''' Enchants Weapon. Causes a giant Icicle to fall on target, causing splash damage to nearby foes.&lt;br /&gt;
* '''Stalagmite:''' Spell. Summons a spike of solid rock from the earth at the desired location. Any enemies nearby take physical damage and pillar remains as an obstacle until destroyed or duration expires.&lt;br /&gt;
* '''Jagged Shards:''' Enchants Armor. Causes sharp rock protrusions to spring from armor, causing physical damage on melee attackers. Against missile attacks, has a chance of shattering the missile, causing no damage. Against attackers that have weapon Durability (ie. PvP), has an equal chance of reducing Durability of attackers melee weapon by one.&lt;br /&gt;
&lt;br /&gt;
== Tier IV: ==&lt;br /&gt;
* '''Anvil:''' Melee. Crushing attack with cooldown time that does highly increased damage to target and nearby targets.&lt;br /&gt;
* '''Ice Prison:''' Spell. Like Bone Prison, but made of ice.&lt;br /&gt;
* '''Quenching the Flame:''' Passive. Increases Cold and Earth(or physical) damages.&lt;br /&gt;
* '''Earth Elemental:''' Transforms into Stone. Makes Earth and Ice skills do more damage, adds defense. Also, adds resistances to cold and lightning.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
The Arcane Warrior was first posted 9 June 2009 [http://forums.diii.net/showthread.php?t=728784] by [http://forums.diii.net/member.php?u=335830 Technomancer] on the [http://forums.diii.net/ Diii.net forums]. It was re-posted as a wiki article by [[Holyknight3000]] and [[Leord]] on 10 June 2009.&lt;br /&gt;
&lt;br /&gt;
===Technomancer Notes===&lt;br /&gt;
Perhaps combining the Enchantments into one tree and add a new 3rd tree maybe? This class would satisfy a lot different &amp;quot;archetypes&amp;quot; in one. Another Melee class, a Missile class, a worthy Pally replacement, and open to any form of backstory.&lt;br /&gt;
&lt;br /&gt;
This is something I've wanted to see since before I even heard D3 was in development. It's actually a re-adaption of a class I'd come up with for my own turn-based game that'll probably never get done, and that was a re-adaption of an AD&amp;amp;D 2nd Ed. class I came up with about 8 years ago.&lt;br /&gt;
&lt;br /&gt;
I figure a 5th class would be some kind of War Priest/Inquisitor/Exorcist (I mean, hey, SOMEONE has to cast Holy Bolt, right? ), or another physical character that's really out of the box, Rogue/Assassin style. It'd be a good fit for those last 2 skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Trivia==&lt;br /&gt;
Use only if actual trivia. If so, add to [[:Category:Trivia]] as well&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Media==&lt;br /&gt;
You can find pictures in the Diablo 3 screenshot and picture gallery:&lt;br /&gt;
* [http://www.diii.net/gallery/ Diablo 3 screenshots and pictures]&lt;br /&gt;
* [http://www.diii.net/gallery/showgallery.php?cat=all&amp;amp;si=NAME NAME-specific gallery contents]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Arcane_Warrior.jpg|Arcane Warrior Concept by Boqu&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://forums.diii.net/showthread.php?t=728784 Original post]&lt;br /&gt;
* [http://forums.diii.net/member.php?u=335830 Technomancer's profile]&lt;br /&gt;
* [http://forums.diii.net/member.php?u=136916 Boqu's Profile]&lt;br /&gt;
* [http://www.diii.net/gallery/showgallery.php?cat=503 Diablo Fan Art Gallery]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Class navbox floor}}&lt;/div&gt;</summary>
		<author><name>Technomancer</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Fanmade:Arcane_Warrior&amp;diff=9680</id>
		<title>Fanmade:Arcane Warrior</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Fanmade:Arcane_Warrior&amp;diff=9680"/>
				<updated>2009-06-17T09:05:09Z</updated>
		
		<summary type="html">&lt;p&gt;Technomancer: /* Character Design */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Arcane Warrior''' is a highly magic augmented warrior that could focus equally on [[melee]] or [[ranged|missiles]]. His main skills are enchantments on his weapons and armor that add elemental or other magical properties.&lt;br /&gt;
&lt;br /&gt;
{{Fanclass|'''Technomancer''' ([[Leord]] &amp;amp; [[Holyknight3000]] assisted) Concept Art by [[Boqu]]}}&lt;br /&gt;
==Background==&lt;br /&gt;
{{Classbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|portrait= Arcane_Warrior.jpg&lt;br /&gt;
&amp;lt;!--|portrait-width= 200px--&amp;gt;&lt;br /&gt;
|name= Arcane Warrior&lt;br /&gt;
|classtype= fanclass&lt;br /&gt;
|role= [[Melee]]/[[Ranged]]/[[Caster]] hybrid&lt;br /&gt;
|attrib= [[Strength]] [[Dexterity]] [[Willpower]] [[Mana]]&lt;br /&gt;
&amp;lt;!-- Class Skills --&amp;gt;&lt;br /&gt;
|skilltree1= [[Arcane_Warrior#Weapon_Enchantments_Skills|Weapon Enchantments]]&lt;br /&gt;
|skilltree2= [[Arcane_Warrior#Armor_Enchantments_Skills|Armor Enchantments]]&lt;br /&gt;
|skilltree3= [[Arcane_Warrior#Weapon_Skills|Weapon Skills]]&lt;br /&gt;
&amp;lt;!-- Background --&amp;gt;&lt;br /&gt;
|origin= [[Sanctuary]]&lt;br /&gt;
|affiliation= None known&lt;br /&gt;
|friends= None Known&lt;br /&gt;
|foes= None Known&lt;br /&gt;
}}&lt;br /&gt;
Upon the destruction of the Worldstone 20 years ago, a Vizjerei elder concluded that the mortal powers of Order had failed. Secretly, he went to the Viz-Jaq'taar Assassins to share his concerns and make a proposal. Even though the Prime Evils were defeated, mortal powers and agents were still not powerful enough to save the Worldstone. He feared that following it's destruction, things would get worse and proposed that the Assassin's lack of magic was weakness, that the time would soon come to fight fire with fire. He suggested that they should begin to incorporate magic to counter the coming flood. He was rejected outright by most of the clan, and nearly slain on principle, but one Assassin elder had reached a similar conclusion, but didn't know how to act upon it. With this opportunity, he stole away with the Vizjerei elder and a few of the younger clan members, to work on combining their knowledge and powers to create a new breed of mage-knight. Once the Viz-Jaq'taar realized what had transpired, they decreed death for all violators, but the group dissappeared and no one had heard from them to this day. All knowledge of what had transpired was hidden.&lt;br /&gt;
&lt;br /&gt;
They spent years hidden away from the world in the northern reaches near the ruined Mt. Arreat. They honed their skills, focusing less on subversion and more on direct confrontation. From the Assassin's understanding of the mind and martial combat and the Vizjerei elder's understanding of the Elemental magics, a marriage was made into magically enhanced warriors. This combination of studies gave special insights into the nature of the world and gave these new warriors the power to tap into the very elemental threads that are woven into our world and weave them into their own bodies and equipment. They also gained some insight into exploring the Ether. They spent a great deal of time developing methods of countering and diffusing hostile magicks and it's practitioners, as per Assassin tradition, up close and at range. They also knew, however, that the demonic hordes need not rely on magic to reek their destruction, so great emphasis was also placed on raw combat power and fortitude. &lt;br /&gt;
&lt;br /&gt;
With the coming of the falling star, they knew that their time had arrived. They re-emerged into the world to discover what foul forces were involved. While two of the apprentices were away doing reconnaissance, their base of operations was utterly destroyed. Most were killed, the rest were missing. The elders were not among the remains, nor were there any clues as to the perpetrators. Had the Assassins finally caught up to them? Was it the mustering forces of evil? The two apprentices had no answers, but were determined to fulfill their duties. They ventured into the world on their own to discover what evil schemes plotted against Sanctuary and to put it to an end... or die trying...&lt;br /&gt;
&lt;br /&gt;
==Character Design==&lt;br /&gt;
&lt;br /&gt;
The Arcane Warrior is a highly magic augmented warrior that could focus equally on [[melee]] or [[ranged|missiles]]. Her main skills are enchantments on her weapons and armor that add elemental or other magical properties, possibly even castable on allies. In D2 terms, it'd be something of a cross between a [[Paladin]], [[Amazon]], and [[Assassin]].&lt;br /&gt;
&lt;br /&gt;
==Attributes and Skills==&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===Attributes===&lt;br /&gt;
====Starting Attributes====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
*'''[[Life]]:''' x&lt;br /&gt;
*'''[[Mana]]:''' x&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Attribute Increase Per Level====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Arcane Warrior Skills===&lt;br /&gt;
The Arcane Warrior skills are arranged into to three distinctive skill tree categories:&lt;br /&gt;
* Weapon Enchantments&lt;br /&gt;
* Armor Enchantments&lt;br /&gt;
* Weapon skills&lt;br /&gt;
All three trees have a combination of active and passive skills. Active skills are used in combat, while the passive skills boost or change the behaviour of the active skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Weapon Enchantments Skills====&lt;br /&gt;
Once a Weapon Enchantments spell is cast, any subsequent attacks will automatically take on the spell properties for the duration.&lt;br /&gt;
*'''Flame Sabre:''' Converts physical damage to Fire. Works on Missiles too, maybe needs a better name. Could also have ice and lightning variants.&lt;br /&gt;
*'''Fire Blast:''' On attack, explosive fire is dealt to neabry units (ala D2 Fireball or Explosive Arrows).&lt;br /&gt;
*'''Flame spray:''' Melee, causes a spherical firewall centered on target. Missiles cause a trail of fire to form under arrows path.&lt;br /&gt;
*'''Chain Static:''' Causes electrical damage to target that jumps to any units next to them, etc, etc, rippling through tightly packed enemies.&lt;br /&gt;
*'''Nova strike:''' On attack, causes a nova to launch from target. Especially nice with missiles: long range Nova. And don't get me started on hitting multiple targets... :evil:&lt;br /&gt;
*'''Lightning Rod:''' When enemy is struck, a lightning bolt goes from character to target. Can trigger multiple bolts from one attack with missile Piercing or Ricochet.&lt;br /&gt;
*'''Ice Blast:''' Like Fire Blast, basically a D2 equiv. of Glacial Spike.&lt;br /&gt;
*'''Tiamat:''' Adds elemental damage of all 3 elements similar to Pally Vengeance, but lasts through the duration.&lt;br /&gt;
*'''Channeling:''' Passively increases elemental damages. Could be broken into 3 skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Armor Enchantments Skills====&lt;br /&gt;
Once a Armor Enchantments spell is cast, any subsequent attacks will automatically take on the spell properties for the duration.&lt;br /&gt;
*'''Fire Shield:''' Lifted from D&amp;amp;D as long as WotC doesn't come after me. :shhh: Deal fire damage to any attackers.&lt;br /&gt;
'''Fire Aura:''' Causes the ground around the character to burst into fire&lt;br /&gt;
*'''Cold Armor:''' Similar to D2 Sorc cold armor spells. Increased Defense and chill attacking enemies.&lt;br /&gt;
*'''Cold Aura:''' Basically a castable Holy Freeze, no melee damage added, just aura.&lt;br /&gt;
*'''Thunderclap:''' When an enemy attacks, has a chance of triggering a shockwave that knocks all foes back within a small radius, plus dealing damage.&lt;br /&gt;
*'''Attune:''' Increases resistance to fire/ice/lightning. Passive.&lt;br /&gt;
*'''Soul of Fire/Ice/Lightning:''' When cast, Absorb that element, but reduces other resistances.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Weapon Skills====&lt;br /&gt;
Weapon Skills are per attack skills, and in some cases, are just directly cast spells.&lt;br /&gt;
*'''Twitch:''' Essentially a Missile based Zeal.&lt;br /&gt;
*'''Magic Arrow:''' Maybe an enhanced version of D2 Amazon's.&lt;br /&gt;
*'''Ricochet:''' When a target is struck, the arrow jumps to the nearest target. Everytime a target is struck, the arrow keeps retargetting up to a skill based maximum or it misses one.&lt;br /&gt;
*'''Pierce:''' Identical to Amazon's Pierce. Ricochet missiles are not subject to Pierce.&lt;br /&gt;
*'''Sweep:''' Spins once in a circle, striking any surrounding enemies within range. Enchantments can only be triggered once (maybe?).&lt;br /&gt;
*'''Lunge:''' Attack and move forward in a short burst, knocking foes back a ways and following. Sort of a short burst Charge, but foe must be in melee range. Useful to break out when surrounded.&lt;br /&gt;
*'''Ethereal Anchor:''' A successful attack, melee or missile, anchors the foe in place, unable to move, but can still attack. Doesn't work on bosses or other players.&lt;br /&gt;
*'''Ice Prison:''' Not really a weapon skill, not an enchantment. Like Bone Prison, but made of ice.&lt;br /&gt;
*'''Shift Stirke:''' This is one of my babies here. :D He quickly teleports next to an enemy, attacks, then zips back to his original location. This could have abuse potential, but make it to where if hit, he's stuck where he's at. This might also be a good one for a Rogue style class instead.&lt;br /&gt;
*'''Displace:''' On striking, teleport to another random position next to target. Should be a &amp;quot;skill used per attack&amp;quot; skill so it isn't abused (too much). As above, may be better for a different class.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
The Arcane Warrior was first posted 9 June 2009 [http://forums.diii.net/showthread.php?t=728784] by [http://forums.diii.net/member.php?u=335830 Technomancer] on the [http://forums.diii.net/ Diii.net forums]. It was re-posted as a wiki article by [[Holyknight3000]] and [[Leord]] on 10 June 2009.&lt;br /&gt;
&lt;br /&gt;
===Technomancer Notes===&lt;br /&gt;
Perhaps combining the Enchantments into one tree and add a new 3rd tree maybe? This class would satisfy a lot different &amp;quot;archetypes&amp;quot; in one. Another Melee class, a Missile class, a worthy Pally replacement, and open to any form of backstory.&lt;br /&gt;
&lt;br /&gt;
This is something I've wanted to see since before I even heard D3 was in development. It's actually a re-adaption of a class I'd come up with for my own turn-based game that'll probably never get done, and that was a re-adaption of an AD&amp;amp;D 2nd Ed. class I came up with about 8 years ago.&lt;br /&gt;
&lt;br /&gt;
I figure a 5th class would be some kind of War Priest/Inquisitor/Exorcist (I mean, hey, SOMEONE has to cast Holy Bolt, right? ), or another physical character that's really out of the box, Rogue/Assassin style. It'd be a good fit for those last 2 skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Trivia==&lt;br /&gt;
Use only if actual trivia. If so, add to [[:Category:Trivia]] as well&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Media==&lt;br /&gt;
You can find pictures in the Diablo 3 screenshot and picture gallery:&lt;br /&gt;
* [http://www.diii.net/gallery/ Diablo 3 screenshots and pictures]&lt;br /&gt;
* [http://www.diii.net/gallery/showgallery.php?cat=all&amp;amp;si=NAME NAME-specific gallery contents]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Arcane_Warrior.jpg|Arcane Warrior Concept by Boqu&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://forums.diii.net/showthread.php?t=728784 Original post]&lt;br /&gt;
* [http://forums.diii.net/member.php?u=335830 Technomancer's profile]&lt;br /&gt;
* [http://forums.diii.net/member.php?u=136916 Boqu's Profile]&lt;br /&gt;
* [http://www.diii.net/gallery/showgallery.php?cat=503 Diablo Fan Art Gallery]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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{{Class navbox floor}}&lt;/div&gt;</summary>
		<author><name>Technomancer</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Fanmade:Arcane_Warrior&amp;diff=9679</id>
		<title>Fanmade:Arcane Warrior</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Fanmade:Arcane_Warrior&amp;diff=9679"/>
				<updated>2009-06-17T09:03:31Z</updated>
		
		<summary type="html">&lt;p&gt;Technomancer: /* Background */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Arcane Warrior''' is a highly magic augmented warrior that could focus equally on [[melee]] or [[ranged|missiles]]. His main skills are enchantments on his weapons and armor that add elemental or other magical properties.&lt;br /&gt;
&lt;br /&gt;
{{Fanclass|'''Technomancer''' ([[Leord]] &amp;amp; [[Holyknight3000]] assisted) Concept Art by [[Boqu]]}}&lt;br /&gt;
==Background==&lt;br /&gt;
{{Classbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|portrait= Arcane_Warrior.jpg&lt;br /&gt;
&amp;lt;!--|portrait-width= 200px--&amp;gt;&lt;br /&gt;
|name= Arcane Warrior&lt;br /&gt;
|classtype= fanclass&lt;br /&gt;
|role= [[Melee]]/[[Ranged]]/[[Caster]] hybrid&lt;br /&gt;
|attrib= [[Strength]] [[Dexterity]] [[Willpower]] [[Mana]]&lt;br /&gt;
&amp;lt;!-- Class Skills --&amp;gt;&lt;br /&gt;
|skilltree1= [[Arcane_Warrior#Weapon_Enchantments_Skills|Weapon Enchantments]]&lt;br /&gt;
|skilltree2= [[Arcane_Warrior#Armor_Enchantments_Skills|Armor Enchantments]]&lt;br /&gt;
|skilltree3= [[Arcane_Warrior#Weapon_Skills|Weapon Skills]]&lt;br /&gt;
&amp;lt;!-- Background --&amp;gt;&lt;br /&gt;
|origin= [[Sanctuary]]&lt;br /&gt;
|affiliation= None known&lt;br /&gt;
|friends= None Known&lt;br /&gt;
|foes= None Known&lt;br /&gt;
}}&lt;br /&gt;
Upon the destruction of the Worldstone 20 years ago, a Vizjerei elder concluded that the mortal powers of Order had failed. Secretly, he went to the Viz-Jaq'taar Assassins to share his concerns and make a proposal. Even though the Prime Evils were defeated, mortal powers and agents were still not powerful enough to save the Worldstone. He feared that following it's destruction, things would get worse and proposed that the Assassin's lack of magic was weakness, that the time would soon come to fight fire with fire. He suggested that they should begin to incorporate magic to counter the coming flood. He was rejected outright by most of the clan, and nearly slain on principle, but one Assassin elder had reached a similar conclusion, but didn't know how to act upon it. With this opportunity, he stole away with the Vizjerei elder and a few of the younger clan members, to work on combining their knowledge and powers to create a new breed of mage-knight. Once the Viz-Jaq'taar realized what had transpired, they decreed death for all violators, but the group dissappeared and no one had heard from them to this day. All knowledge of what had transpired was hidden.&lt;br /&gt;
&lt;br /&gt;
They spent years hidden away from the world in the northern reaches near the ruined Mt. Arreat. They honed their skills, focusing less on subversion and more on direct confrontation. From the Assassin's understanding of the mind and martial combat and the Vizjerei elder's understanding of the Elemental magics, a marriage was made into magically enhanced warriors. This combination of studies gave special insights into the nature of the world and gave these new warriors the power to tap into the very elemental threads that are woven into our world and weave them into their own bodies and equipment. They also gained some insight into exploring the Ether. They spent a great deal of time developing methods of countering and diffusing hostile magicks and it's practitioners, as per Assassin tradition, up close and at range. They also knew, however, that the demonic hordes need not rely on magic to reek their destruction, so great emphasis was also placed on raw combat power and fortitude. &lt;br /&gt;
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With the coming of the falling star, they knew that their time had arrived. They re-emerged into the world to discover what foul forces were involved. While two of the apprentices were away doing reconnaissance, their base of operations was utterly destroyed. Most were killed, the rest were missing. The elders were not among the remains, nor were there any clues as to the perpetrators. Had the Assassins finally caught up to them? Was it the mustering forces of evil? The two apprentices had no answers, but were determined to fulfill their duties. They ventured into the world on their own to discover what evil schemes plotted against Sanctuary and to put it to an end... or die trying...&lt;br /&gt;
&lt;br /&gt;
==Character Design==&lt;br /&gt;
&lt;br /&gt;
The Arcane Warrior is a highly magic augmented warrior that could focus equally on [[melee]] or [[ranged|missiles]]. His main skills are enchantments on his weapons and armor that add elemental or other magical properties, possibly even castable on allies. In D2 terms, it's be a cross between a [[Paladin]], [[Amazon]], and [[Assassin]].&lt;br /&gt;
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==Attributes and Skills==&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===Attributes===&lt;br /&gt;
====Starting Attributes====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
*'''[[Life]]:''' x&lt;br /&gt;
*'''[[Mana]]:''' x&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Attribute Increase Per Level====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
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===Arcane Warrior Skills===&lt;br /&gt;
The Arcane Warrior skills are arranged into to three distinctive skill tree categories:&lt;br /&gt;
* Weapon Enchantments&lt;br /&gt;
* Armor Enchantments&lt;br /&gt;
* Weapon skills&lt;br /&gt;
All three trees have a combination of active and passive skills. Active skills are used in combat, while the passive skills boost or change the behaviour of the active skills.&lt;br /&gt;
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====Weapon Enchantments Skills====&lt;br /&gt;
Once a Weapon Enchantments spell is cast, any subsequent attacks will automatically take on the spell properties for the duration.&lt;br /&gt;
*'''Flame Sabre:''' Converts physical damage to Fire. Works on Missiles too, maybe needs a better name. Could also have ice and lightning variants.&lt;br /&gt;
*'''Fire Blast:''' On attack, explosive fire is dealt to neabry units (ala D2 Fireball or Explosive Arrows).&lt;br /&gt;
*'''Flame spray:''' Melee, causes a spherical firewall centered on target. Missiles cause a trail of fire to form under arrows path.&lt;br /&gt;
*'''Chain Static:''' Causes electrical damage to target that jumps to any units next to them, etc, etc, rippling through tightly packed enemies.&lt;br /&gt;
*'''Nova strike:''' On attack, causes a nova to launch from target. Especially nice with missiles: long range Nova. And don't get me started on hitting multiple targets... :evil:&lt;br /&gt;
*'''Lightning Rod:''' When enemy is struck, a lightning bolt goes from character to target. Can trigger multiple bolts from one attack with missile Piercing or Ricochet.&lt;br /&gt;
*'''Ice Blast:''' Like Fire Blast, basically a D2 equiv. of Glacial Spike.&lt;br /&gt;
*'''Tiamat:''' Adds elemental damage of all 3 elements similar to Pally Vengeance, but lasts through the duration.&lt;br /&gt;
*'''Channeling:''' Passively increases elemental damages. Could be broken into 3 skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Armor Enchantments Skills====&lt;br /&gt;
Once a Armor Enchantments spell is cast, any subsequent attacks will automatically take on the spell properties for the duration.&lt;br /&gt;
*'''Fire Shield:''' Lifted from D&amp;amp;D as long as WotC doesn't come after me. :shhh: Deal fire damage to any attackers.&lt;br /&gt;
'''Fire Aura:''' Causes the ground around the character to burst into fire&lt;br /&gt;
*'''Cold Armor:''' Similar to D2 Sorc cold armor spells. Increased Defense and chill attacking enemies.&lt;br /&gt;
*'''Cold Aura:''' Basically a castable Holy Freeze, no melee damage added, just aura.&lt;br /&gt;
*'''Thunderclap:''' When an enemy attacks, has a chance of triggering a shockwave that knocks all foes back within a small radius, plus dealing damage.&lt;br /&gt;
*'''Attune:''' Increases resistance to fire/ice/lightning. Passive.&lt;br /&gt;
*'''Soul of Fire/Ice/Lightning:''' When cast, Absorb that element, but reduces other resistances.&lt;br /&gt;
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&lt;br /&gt;
====Weapon Skills====&lt;br /&gt;
Weapon Skills are per attack skills, and in some cases, are just directly cast spells.&lt;br /&gt;
*'''Twitch:''' Essentially a Missile based Zeal.&lt;br /&gt;
*'''Magic Arrow:''' Maybe an enhanced version of D2 Amazon's.&lt;br /&gt;
*'''Ricochet:''' When a target is struck, the arrow jumps to the nearest target. Everytime a target is struck, the arrow keeps retargetting up to a skill based maximum or it misses one.&lt;br /&gt;
*'''Pierce:''' Identical to Amazon's Pierce. Ricochet missiles are not subject to Pierce.&lt;br /&gt;
*'''Sweep:''' Spins once in a circle, striking any surrounding enemies within range. Enchantments can only be triggered once (maybe?).&lt;br /&gt;
*'''Lunge:''' Attack and move forward in a short burst, knocking foes back a ways and following. Sort of a short burst Charge, but foe must be in melee range. Useful to break out when surrounded.&lt;br /&gt;
*'''Ethereal Anchor:''' A successful attack, melee or missile, anchors the foe in place, unable to move, but can still attack. Doesn't work on bosses or other players.&lt;br /&gt;
*'''Ice Prison:''' Not really a weapon skill, not an enchantment. Like Bone Prison, but made of ice.&lt;br /&gt;
*'''Shift Stirke:''' This is one of my babies here. :D He quickly teleports next to an enemy, attacks, then zips back to his original location. This could have abuse potential, but make it to where if hit, he's stuck where he's at. This might also be a good one for a Rogue style class instead.&lt;br /&gt;
*'''Displace:''' On striking, teleport to another random position next to target. Should be a &amp;quot;skill used per attack&amp;quot; skill so it isn't abused (too much). As above, may be better for a different class.&lt;br /&gt;
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==Development==&lt;br /&gt;
The Arcane Warrior was first posted 9 June 2009 [http://forums.diii.net/showthread.php?t=728784] by [http://forums.diii.net/member.php?u=335830 Technomancer] on the [http://forums.diii.net/ Diii.net forums]. It was re-posted as a wiki article by [[Holyknight3000]] and [[Leord]] on 10 June 2009.&lt;br /&gt;
&lt;br /&gt;
===Technomancer Notes===&lt;br /&gt;
Perhaps combining the Enchantments into one tree and add a new 3rd tree maybe? This class would satisfy a lot different &amp;quot;archetypes&amp;quot; in one. Another Melee class, a Missile class, a worthy Pally replacement, and open to any form of backstory.&lt;br /&gt;
&lt;br /&gt;
This is something I've wanted to see since before I even heard D3 was in development. It's actually a re-adaption of a class I'd come up with for my own turn-based game that'll probably never get done, and that was a re-adaption of an AD&amp;amp;D 2nd Ed. class I came up with about 8 years ago.&lt;br /&gt;
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I figure a 5th class would be some kind of War Priest/Inquisitor/Exorcist (I mean, hey, SOMEONE has to cast Holy Bolt, right? ), or another physical character that's really out of the box, Rogue/Assassin style. It'd be a good fit for those last 2 skills.&lt;br /&gt;
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==Trivia==&lt;br /&gt;
Use only if actual trivia. If so, add to [[:Category:Trivia]] as well&lt;br /&gt;
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==Media==&lt;br /&gt;
You can find pictures in the Diablo 3 screenshot and picture gallery:&lt;br /&gt;
* [http://www.diii.net/gallery/ Diablo 3 screenshots and pictures]&lt;br /&gt;
* [http://www.diii.net/gallery/showgallery.php?cat=all&amp;amp;si=NAME NAME-specific gallery contents]&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Arcane_Warrior.jpg|Arcane Warrior Concept by Boqu&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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==References==&lt;br /&gt;
* [http://forums.diii.net/showthread.php?t=728784 Original post]&lt;br /&gt;
* [http://forums.diii.net/member.php?u=335830 Technomancer's profile]&lt;br /&gt;
* [http://forums.diii.net/member.php?u=136916 Boqu's Profile]&lt;br /&gt;
* [http://www.diii.net/gallery/showgallery.php?cat=503 Diablo Fan Art Gallery]&lt;br /&gt;
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{{Class navbox floor}}&lt;/div&gt;</summary>
		<author><name>Technomancer</name></author>	</entry>

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