Subrace Skill Trees

Discussion in 'Skills and Combat' started by thesometimeslurker, Jun 26, 2018.

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  1. thesometimeslurker

    thesometimeslurker Avatar

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    These are just a couple of concepts that I hope will be given some though by the devs. It's basically giving a player a chance to be a Lycanthrope, Vampire, Lich, or something else (that I can't think of at the moment):

    Lycanthrope (Werewolf)

    (Lycanthrope would encompass other werecreatures, but werewolf is easy to identify)

    Requirements: Bitten by a Werewolf and three in game days pass without using a cure poison potion.

    Racial Passive: Increase movement speed by ( x )%, increase damage resistance by ( x ), reduce Fire Attunement by ( x ).

    Skill 1: Beastly Strength (passive)

    Increases weapon damage by ( x ), and Strength score by ( x ). While Inner Beast is active each of your physical attacks inflicts a bleeding DoT.

    Skill 2:
    Strength of the Pack (passive, requires Beastly Strength 20)

    Increase critical damage and chance by ( x ) when within ( x ) meters of an ally. While Inner Beast is active, you and any allies near you gain a bonus of ( x ) to Strength.

    Skill 3:
    Inner Beast (active/sustained, requires Beastly Strength and Strength of the Pack at level 40).

    Transform into a Werewolf, increasing your Strength, Damage Resistance, Movement Speed, and Attack Speed by ( x )%, but reducing your Fire Attunement by a further ( x )%. This skill has a Focus Upkeep cost.

    Skill 4:
    Savage Roar (active, requires Inner Beast 40)

    While Inner Beast is active, the roar has a high chance of knocking everyone within a ( x ) meter cone in front of you away, inflicting them with the Fearful debuff which reduces their weapon strength. Using this while in normal form reduces the distance knocked back greatly and does not inflict the debuff.

    Skill 5:
    Pounce (active, requires Inner Beast 40)

    Leap towards your target from ( x ) m away, dealing ( x ) damage with a chance to knock your target down. While not in Inner Beast form, this skill has reduced range, damage, and does not knock your target down.

    Skill 6:
    Iron Hide (active, requires Inner Beast 40).

    Using this skill while Inner Beast is active, damage (except fire damage) inflicted on you is reduced by ( x )%. While in your normal form you only gain a small amount of Damage Resistance.

    Specialization (requires Inner Beast 80): Increases your Strength and Movement speed by ( x ) per level, but reduces your Fire attunement by ( x ) per level as well.

    Vampire:

    Requirements: Being slain by a vampire. You will not suffer XP decay and instead of the normal death penalty and having to be resurrected, you respawn at the nearest ankh as a vampire immediately.

    Racial Passive: Bonus of ( x ) to Dexterrity, Damage Avoidance, but gain a penalty of ( x ) to your Sun Attunement. Take damage from Banish Undead and increased damage from Sun skills.

    Skill 1: Immortal (passive)

    Increases Combat and Natural Health regeneration by ( x )%

    Skill 2: Draining Bite (active, requires Immortal 20)

    Lunge at your target and bite them. If the target is humanoid, they take ( x ) damage and you regain ( x ) health with a chance of stunning them for ( x ) seconds. If the target is not humanoid, you inflict reduced damage and gain no health back. This deals no damage to Undead, Slimes, and Constructs.

    Skill 3: Unnatural Reflexes (passive, requires Immortal 40)

    Increases Dexterity and Movement Speed by ( x )%.

    Skill 4: Lord of Blood (passive, requires Draining Bite 40)

    You and any allies within ( x ) meters inflict gradually increasing damage ( max 15%) to targets under maximum health. Other Vampires heal for ( 0.x )% of the damage dealt while in this aura. This ability does not stack.

    Skill 5: Mist Form (requires Lord of Blood and Immortal 40)

    Become intangible, increasing your movement speed by ( x )% for ( x ) seconds, but being unable to autoattack or use attack skills while this is active. Has a set Cooldown of ( X ) seconds before it can be used again. Health and Focus regeneration is reduced by 75% while this is active.

    Skill 6: Summon Coven (summon, requires Mist Form and Lord of Blood 40)

    Summons a vampire bat that follows you everywhere. It has low health and low damage, but its attacks siphon health back to you if the target is not Undead, Slime, or a Construct.

    Specialization (requires Lord of Blood 80) : Increases Dexterity and Drain effects by ( x ) per level, but reduces your Sun Attunement by a further ( x )% per level.


    Lich Mage:

    Requirements: Level 60 Death Touch, Death Shield, Death Mastery, Undead Mastery, Mummified Undead, Tap Soul, and Death Specialization must be unlocked and at level 50. Also requires the crafting of a special phylactery.

    Racial Passives: Increases Intelligence score by ( x ), spell damage and focus by ( x )%, Death Attunement by ( x ), but reduces your Sun and Fire Attunement by ( x ) and you can be damaged by Banish Undead.

    Skill 1: Undying (passive)

    Adds a drain health affect on each of your skills. You recover ( 0.x )% health per successful attack using a skill every ( x ) seconds. Additionally, once every other in game day, instead of dying and having to be revived, you immediately spawn back at your recall point. You still suffer skill decay from this.

    Skill 2: Lord of Undeath (passive, requires Undying 20)

    Increases your Death Attunement by ( x ), increase your Death summon's effectiveness by ( x )%, and increases allies' Damage Resistance by ( x )% when within ( x ) m. Undead players gain a ( x )% damage boost as well. This does not stack.

    Skill 3: Apotheosis (active/sustain, requires Lord of Undeath 40)

    Assume your true form, gaining a bonus to your Spell damage, Spell Critical, Cast Time, and Death Skill effectiveness by ( x )%, Additionally, your Undead summons regenerate ( x ) health while within ( x ) meters of you. However, you take a ( x )% penalty to speed, Sun and Fire Attunement, and you cannot auto attack or use melee skills.

    Skill 4: Reanimate Ally (active, requires Apotheosis 40)

    Revives an ally player as an Undead. They gain a boost to their Death Attunement by ( x ), but a penalty to their Sun Attunement and movement speed by ( x ). Their health decays overtime until they die again, but they are affected by your Mummified Undead, Undead Mastery, and Lord of Undeath passives. While in this state, they can be resurrected normally. If cast while no deceased player is selected, it summons a Zombie instead.

    Skill 5: Undead Cohort (passive, requires Reanimate Ally and Apotheosis 40)

    You may summon and control a ( x ) additional amount of Undead (starts at 1, ends at 4). However, each additional undead summoned or commanded have their stats reduced by 80%.

    Skill 6: Undying Command (active/sustain, requires Undead Cohort and Apotheosis 40)

    You may target an enemy Undead that is not a boss or a summon and attempt to permanently seize control of it. If successfuly, the Commanded Undead will follow you everywhere and benefits from your Undead Mastery passive as well. You may only have one Undead Commanded in this way at any time, and it costs Focus Upkeep as well. If your Commanded Undead is killed, you cannot revive it and must find another. If you dismiss it or command another, then it despawns and puts your Command Undead on Cooldown for 30 seconds.

    Specialization (requires Apotheosis 80): Increases Intelligence, spell damage, and spell critical by ( x ) per level, but reduces your Sun and Fire Attunements by ( x ) per level.

    These are just very rough concepts about how this could work. Naturally there would be other subraces as well, like Daemonblooded, WereBoar, and other things like that. What do you guys think of this concept?
     
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  2. Nietzsche

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    Overall I like the idea! Can see some interesting emergent sandbox stuff happening with it. Players will be able to form some interesting guilds etc. Will need a lot of work to balance it all though and make sure nothing is too over powered.
     
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  3. thesometimeslurker

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    Oh definitely. I want each subrace to be viable!
     
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