Quik's compendium of creations

vetex give me custom diet dr pepper magic and you can take the lore and designs idc

dr pepper magic: has the multipliers of acid. because soda is acidic. synergizes with ice (because it makes it cold) and glass (because glass holds dr pepper); negative synergy with water (because it dilutes the yummy dr peper).

spell prefixes: refreshing, delicious, carbonated, pepper, peppery, sugary

Timeskip renders

I reimagined my main file and deckhands as they would be ~200 levels later, in a sort of timeskip.

Current main file, for reference

Dark Sea render

character sheet and arsenal

Deckhands time

Again for reference, my current deckhands

Moon, the Wild

Warlord who uses dual swords, the strength weapons Zhanmadao and Krakenbore Ballista, and the Flashpoint Method lost fighting style.

Sears, the Assassin

Warrior who uses the artisan weapons Rainmaker, the Three-Sectioned Staff, and Rocket Knives

Stone, the Brave

Warlord who uses the strength weapon Spealgaidh-mòr, the instrument weapon Bagpipes, the Hand Mortar, and the Harpy Talon lost fighting style.

Caldwell, the Loyal

Berserker who uses Förlamning Current, Nerve Severing, and the Modus Medusa lost style.

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oh and here are the 5 original fighting styles i thought up for the deckhands

too lazy to go too deep on the weapons and like theyre pretty self explanatory anyway

3 lost: Flashpoint Method, Harpy Talon, Modus Medusa

  • Flashpoint Method is the lost form of thermo fist, involving focusing heat into a singularity point with intense, snapping strikes, creating blinding and scorching flashes of light on impact. When heat is high, the body expels the excess heat in the air around you to create confusing mirages, which disorients foes and extends the reach of your attacks.

  • Harpy Talon is the lost form of Iron Leg, where the skin of the legs become covered in a tough, razor-sharp feather coating, which offers both impenetrable defense and a potent severe bleeding attack. In advanced users, talons made of trace magic energy emerge for extra lethality. Feathers break off on hit, which lingers in the air and are still sharp enough to cause bleeding in a radius.

  • Modus Medusa is an earth-based lost style that grants a limited degree of gorgon powers, allowing attacks to inflict the petrified status. Unique to the user, stacking petrified increases a stone transformation status, meaning that the longer a target is in combat with the user, the slower they move and more damage they take from petrifying attacks. Grab attacks greatly expedite this process, while ranged attacks are less effective.

and 2 common: Förlamning Current and Nerve Severing

  • Förlamning Current involves the generation of static charge, and requires the user to build a meter that can either temper an incoming blow or amplify an outgoing one, paralyzing the target. Charge can be built through flaunting or moving, and will be entirely dispelled when either taking or dealing a hit. At high charges, attacks get auto-parried through an electric barrier.

  • Nerve Severing involves precise sensing on vital points and bodily functions. In combat, this allows the user to strike invisible critical points in any foe, causing all manner of bodily disruptions. These precise strikes briefly paralyze targets, cause internal bleeding, and disrupts natural regeneration. The potency of these effects increases as you “learn” an enemy through prolonged combat. However, the buildup of effects is reset if you engage with a different enemy.

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ooooooooooooooooooooooooooooooujghhhhhhhhhhhhbbkmc;x,

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You’re not cooking.

You, my friend, have overtaken the entire kitchen. Holy heck, this is some of the best and most concepts for Arcane Odyssey that I’ve seen in a long time. I cannot praise you enough for all of these.

Yo you gotta give me some blender starting tips I just got into it

apologies for the late response my highlander official game was today and we got obliterated :confused:literally dropped from 2nd in the div to 4th. our demo is not happy (none of us are)

anyway im not a good resource at all since i downloaded blender like the other week when I made my first posts but if you’re interested in my workflow it’s

  1. make a character in studio, along with any weapons, grouped into a single model which I export to .obj. im a chud who cant model so its all from the catalog, or from free model resources like sketchfab
    here’s an idea of what characters look like in studio:


    as you can see they look like complete jumbled messes. its really a matter of imagining what looks good on a recolor and finding unexpected ways to use parts (for example, in Sears’ model I used a shirt collar as her undershirt showing under her trench coat)

  2. in blender, import the obj (with ‘separate by parts’ selected). at this point I do coloring and stuff, so either I use blender’s texture paint for more instant feedback or open the texture file in photoshop for more precision. then, I merge the separate parts into the limbs, torso, and head. for parts such as weapons or flowy stuff like capes, I keep them separate and place them manually later (so I can sculpt them). for posing, instead of rigging the model manually, I place a 2.0 rig from Roblox Starter Rigs (Blender 3.4+) and link each limb to the corresponding limb of the rig using the surface deform modifier.
    Ive no clue about sculpt mode but I use it sparingly for things like capes flowing in the wind or sculpting female chars chests

  3. posing is with pose mode obv. be sure to keep the rig hidden from both the viewport and render view, and your actual model should just be deforming to it just fine. posing, camera, and lighting is up to you. I made a bunch of sfm posters when i was a kid so I have an inkling of the fundamentals and i imagine if you have background in an actual art itll come to you naturally

  4. for dedicated renders like my most recent post I do touchups in photoshop. again i have 0 art experience so im just throwin stuff at the wall but if you experiment around itll turn out fine

for anyone else if you have optimizations please throw them my way lmfao

Oh I was just referring to blender advice in general but thanks anyway

anyone else getting a No space left on device @ io_write error…

everyone has

i keep seeing it mentioned by other ppl and no new images have been seen on the forums

oh hey images are back
drop time

more hc lore stuff; the knights and noble houses of the Thorne Empire (bc they are british and british ppl were knights or something :open_mouth: )

here are 3 knights of some noble houses I designed. its good practice to work with actual armor sometimes and I like kitbashing

Knights are the elite warriors of the Thorne empire, and are each sworn to a House. Not necessarily related by blood, but are so loyal as to relinquish their own last names in favor of their title. Gameplay wise these are among the toughest side bosses in the Chimera Sea, along with the Samurai of the Ryujin Empire.

Houses are headed by a Steward who holds a Curse, and this Curse determines the power and purpose of the House. Sworn to the Houses are Thorne towns and cities, and their knights, which serve the Houses during war. Each House vies to seat one of their own on the throne. Currently, the Queen of Thorne is from House Morrigan, who brought Thorne on the cusp of an industrial revolution with her Steam Curse (the gateway to an ao steampunk era hoho…)

Each house oversees certain sectors of Thorne society; Tanswell is head of medicine, Fensmouth is head of smithery, Morrigan is head of shipbuilding, Utbridge is head of architecture, Allumway is head of agriculture, etc. You can imagine a House’s area of expertise thrives particularly well when one of their own is on the throne. Thus, in the current time, Thorne possesses the most technologically advanced ships of the War Seas with their steamships and ironclads.

There are many minor houses, whose Stewards have mere lost magics or were previously major houses that lost their curse when their Steward died outside of the traditional Devourer-facilitated inheritance ritual, rendering their Curse unretrievable. Here are the heraldries of the major houses:

Each House controls some territory within Thorne. Do good deeds or crimes in these places and your reputation with that particular House will rise or fall. Rise high enough, and you earn a knighthood for that House. Go low enough, and that House’s rival House will offer you a questline to become a knight for the rival House. uhhhhh if you a knight for a house you get cool drip or sumn proly a stat bonus maybe

For pos reps, you can challenge a House knight to a duel for a chance at their drops. if you’re bounty you can just fight em. since theyre so late in the game progression and a part of an elite class theyre prolly TOUGH as hell

so yeah, Thorne’s curse power is STACKED but it doesnt translate to overall power because they do a lot of infighting and scheming for the crown. you could say theyre in a game of thrones :mending_heart:

Coming a lot later is their Ryujin equivalent, Clans and their sworn Samurai.

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boarding!!!

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