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Re: Passage of Mournwind - MAGE SKILL TREE

Posted: Wed Apr 24, 2013 10:11 am
by LocalFire
Next up the first special focus LEECHING MAGIC; this is an offensive magic tree and requires that the character has ARCANE BOLT before they can take it

the first row are the two basic leech spell

LEECH HEALTH (spell) and LEECH ENERGY (spell): Mana infuses the world around us and in inside all living things, a mage can harness this to take energy or even life itself from others
-Steal the mana or Hp from a target, restoring your own
-Leech health is weaker than other attack spells but makes up for it by healing the caster
-Leech energy temp lowers the spellpower of enemy casters

the next row has

LEECH STRENGTH (spell): The leech mage has learnt to empower himself at the cost of his foes, this spell is also known as the warriors bane as it takes the physical might of the victim and grants it to the caster
-lower enemy strength and boost your own
-weaker than the curses of the debilitation tree

LEECH ARMOR (spell): The very attributes of items are yours to steal, weaken the steel in a suit of plate and transfer that power into your skin, hardening it temporarily
-lower targets def while boosting your own
-weaker than curses of the debilitation tree

theres only one skill in the next row but you have to choose between two forms of it

CARING LEECH/FOCUSED LEECH (passive/choice): The master of leeching magic can draw on more power that other lesser practitioners but the question is what to do with the extra power?
-CARING LEECH grants the leech bonus to all party members
-FOCUSED LEECH gives you more powerful leech magic

The final leech spell is now unlocked

BOND OF PAIN (spell): the leech mage has learnt to take what they need from others but the link flows back the other way, the bond of pain sends the target a portion of any wounds inflicted on the caster lessening the the toll they take him
-Not a thorns type effect, any damage from any source is transmitted to this spells target
-the transmitted damage is not suffered by the caster

Re: Passage of Mournwind - MAGE SKILL TREE

Posted: Wed Apr 24, 2013 10:35 am
by LocalFire
next up the ELEMENTAL MASTERY tree, as it sounds it contains all your favorite spells it also require you to have ARCANE BOLT before you can unlock it

first row has spells in fact all of this trees spells are here, the rest will be modifers

FIREBALL (spell):The classic spell, ask any man or woman to tell of magecraft and they will mention this spell; there is more to magic than this but a well crafted fireball is a thing of beauty
-Long range
-fire based damage
-stronger than the other spells

CHAIN LIGHTNING (spell): The elementalist has the most effective of spells in chain lightning, a searing bolt that damages not only the intended target but also strikes any nearby hostiles, whether the cast knew they were there or not
-air based damage
-mid range
-arcs to strike multiple targets in range (each strike is weaker)


STONESHOT (spell): A large chunk of rock hurled by the power of magic, a useful spell that clears obstacles and gets enemies out of your face!
-earth based damage
-long range
-knockback

ICESPIKE (spell): A magically conjured spear of ice, it strikes with force and has a chance to pierce an opponent and keep going
-water based damage
-long range
-chance to pierce target

Next row is a bunch of enhancers

ELEMENTAL FOCUS (passive/choice): boost the power of an elemental magic by choosing a focus (there are four skills here to choose from but to save space I'll just bundle then all here)
-choose two focus groups, the others lock once two are choosen
-fire focus adds burn damage over time to fireball
-air focus adds chance to stun to chain lightning
-water focus adds chance to freeze to icespike
-earth focus adds cripple, a chance to slow to stoneshot

ELEMENTAL STRENGTH (passive): A mage can boost the power of a single element if desired by converting mana stores into that particular kind of elemental energy, this has the added bonus of making the mage more resistant to that element themselves; however it also weakens their power and resistance to the opposing element
-Fire vs Water
-Air vs Earth
-can take multiple levels

after this we unlock the last elemental skill

ELEMENTAL LINK (passive): with great skill it is possible to link the elemental effects together with great effect, imagine a ball of coldfire that burns and freezes
-add the secondary effects of your focus skills to all spells

Re: Passage of Mournwind - MAGE SKILL TREE

Posted: Wed Apr 24, 2013 11:07 am
by LocalFire
Next up is the RESTORATION TREE, this tree requires WARD before it can be unlocked

first row is pretty basic

MINOR HEAL (spell): Healing is a complex art for mundane doctors but for a mage it is even more so. Before she can heal the mage must understand the body and how it should be, as well as how it is wounded; as such the first spell to be learned is feeble but you must learn to walk before you can run
-Restores a small portion of Hp to the party

PURGE POISON (spell): This spell gather the toxins in the body and forces them into the stomach from where they are expelled. A messy result but preferable to the alternative
-cures poison

The second row is then unlocked

BLESSED (passive): A healer knows the causes of sickness and is careful when handling dangerous reagents and potions, further they can treat themselves quickly before symptoms appear
-increased resistance to poison and disease

PURGE DISEASE (spell): By using the powers of mana the body can be enhanced to fight off infection, recovering quickly from even the worst of illnesses
-cure disease

The next row is again unlocked

PREVENTION (spell): A magical barrier enhancing the defenses of the body; prevention is after all, better than a cure
-boosts party resistance to status defects

GREATER HEALING (spell): A deeper knowledge of the body and its ills allows for better healing
-heals more Hp for whole party

IMMUNITY/MIRACLE (passive/choice): A skilled healer can channel their energy to produce great effects, Immunity from sickness can free up the healer to care for other without worry for themselves; but if that energy is turned outward then the greatest of feats of healing can be achieved
-IMMUNITY grants immunity to all status defects for the character
-MIRACLE boosts healing spell effectiveness and gives the chance that the spell may fully restore both HP and mana to a target

making a choice unlocks the final spell

LIFEBOND (spell): When one is too weak many may overcome, this spell binds the lifeforce of a group into a single stronger whole
-The HP of the group is combined and shared between party members
-Damage is calculated as normal for a strike on the targeted characther and that damage then divided across the party

Re: Passage of Mournwind - MAGE SKILL TREE

Posted: Wed Apr 24, 2013 11:24 am
by LocalFire
ok last up is the DEBILITATION tree agian this one require you to have WARD before you can take it

first up is a nice little spell

SLOW (spell): Bind the muscles and sinews, thicken the air, bind the synapses, however you wish it this curse binds the limbs and slows the movement and attacks of any caught by it
-lowers targets speed

POISON (spell): The essence of the adders bite shot straight and invisible into the heart, eating away an opponent from within
-adds poison effect (damage over time)

next row

BROKEN SWORD and BROKEN SHIELD (spells):Sap the strength of arm or the vitality of the warrior, steal the sharpness of the blade or shine of the mail, the result will see your enemies fall so much easier before you

-BROKEN SWORD lowers atk
-BROKEN SHIELD lowers def

BITTER SMOKE (Spell): Conjure a foul reek to steal the sight from those trapped within, then cut them down in the dark
-create an area of pitch dark anyone inside (excluding the party) in blind, the party is also concealed from enemies outside the cloud

next up

BLACK MAGIC LORE/COUNTER CURSE (passive/choice): A study of the dark arts will enhance your skills but what will you use it for, to generate curses of greater power or to protect yourself from the same?
-BLACK MAGIC LORE increases the chance of a curse taking effect
-COUNTER CURSE increases the parties resistance to status defects

this will unlock the final spell of the tree

BINDING CURSE (spell): Steal the messages from the brain to limbs and curse your victim into an immobile statue!
-binds a target and prevents them moving

So that is the mage skill tree and it took up way more space than I thought it would, any suggests are welcome.......... anybody? :(

Re: Passage of Mournwind - Warrior skill tree

Posted: Wed Apr 24, 2013 1:25 pm
by LocalFire
Anyway continuing on to the warrior/close combat tree, I've just put weapon skills abilities here, armour and other such will go into the survuval tree
Weapon damage is determined by the strength stat, the hit chance determined by the dexterity stat, skills unlike spells consume stamina rather than mana

This tree will be ordered by the fighting style rather than weapons type (ie. axe, sword and mace etc.)

So the first skill is passive and has no sub tree

COMBAT TRAINING (passive): Its not good enough to swing a swing a sword hard and fast, I'll teach you what else you must know to call yourself a swordsman
-Boosts weapon accuracy
-A melee focused race/change will start with two levels in this skill

So now onto the sub-trees first one handed:

SOLDIER (passive): Theres a reason we arm the guard with shield and blade, its an effective combination
-boosts damage when using a one-handed weapon (without a second melee weapon in the off hand, this is covered by dual wield skill tree)

BOOT AND BLADE (skill): A kick to the gut to knock him on his ass and then a blade to follow after
-two hit combo
-chance to knockback

SWEEPING SLASH (skill): with a good wide swing you can hit a few targets, just be sure that they are wide open as well
-hits the three squares in front of the character

RALLY (skill): A good soldier keeps himself alive, a great one keeps his friends alive too
-Boosts party attack and defence

RIPOSTE (passive): Watch closely and you'll see an opening, after an attack thats when you strike
-Chance that after taking a hit you return it

I welcome suggestions here as with any other area, next up dual wield

Re: Passage of Mournwind - Warrior skill tree

Posted: Wed Apr 24, 2013 1:39 pm
by LocalFire
OK the duel wield sub tree, this works with two melee weapons on hand (one handers, not reach weapons) with full damage from the main weapon and less from the off hand weapon (this can be improved)

DUELIST (passive): Much of the nobility fancy holding a second weapon, but its no good if you can't use it properly
-boosts damage when dual wielding
-can be boosted multiple times

AMBIDEXTROUS (passive): For those who can use both hands equally this style of fighting is all the more deadly
-Lowers the damage penalty on the off-hand weapon
-can be boosted multiple times

WHIRLWIND STRIKE (skill): I have seen skilled fighters tear through groups of soldiers, like a whirlwind
-hit all surrounding hostile targets

FINESSE (passive): A strong blow can be devastating but an accurate one even more so
-Add a portion of your dex to your strength when calculating damage (only when dual wielding)

COMBO STRIKE (passive): the blades dance in and out, one follows another in an endless march
-reduces attack cooldown
-can be boosted multiple times

FLURRY (skill): with multiple arms come multiple strikes
-a barrage of quick attacks

and there we have it part two of the skill tree, next two handers

Re: Passage of Mournwind - Warrior skill tree

Posted: Wed Apr 24, 2013 1:52 pm
by LocalFire
Onto two-handers, these are big and slow and take up both hands but make up for it with extra damage

CHAMPION (passive): Seeing a giant man with a giant sword coming at you will scare anyone, they tend to do well in combat as few are willing to stand against them
-Boosts two-handed damage
-can be boosted multiple times

BRUTAL STRIKE (skill): no need for fancy training here; a blow from one of these giant weapons will tear through anything they hit
-Deals high damage to a single target

RAGE (mode): I've seen men go into a frenzy in battle, disregarding their safety to strike out at an enemy
-Boosts attack
-Lowers Defense
-can be toggled on and off

POMMEL STRIKE (skill): just because the swing missed don't think you're safe a hit from that heavy pommel still hurts
-quick cooldown
-low damage

STAGGER (passive): if by some miracle you survive getting hit, it won't be for long; a blow from a two hander will leave you reeling
-chance to stun with two handed attacks

METEOR BLOW (skill): Sometimes you'll face a warrior so strong his blows cleave the earth itself, avoid fighting these
-Massive damage
-Massive cooldown

And thats what I got for this one, any suggestion are welcome

Re: Passage of Mournwind - Warrior skill tree

Posted: Wed Apr 24, 2013 2:05 pm
by LocalFire
lastly onto the long weapon sub-tree, here we have pikes, lances, spears. These weapons have reach but they are weaker than the others hopefully these skills help make up for that

PIKEMAN (passive): Nothing beats seeing a wall of spearmen marching into battle, unless you happen to be fighting them
-boosts long weapon damage

TURTLE FORMATION (passive): Another great thing about spears you can jab at a guy with it and all without needing to lower your shield and open yourself up
-removes the damage penalty for using defensive stance when a long weapon is equiped

LONG ARM (passive): used properly a pikes a great weapon keeps the other man away while you kill him, do it right and you won't even get blood on your shirt
-Extends the reach of a long weapon front row characters can hit one square away

DRIVE (skill): Rush em, spit em on the spear tip
-hit an enemy and the target behind him

PIERCE (skill): A well made spear will drive through plate like it wasn't even there
-an attack that ignores a portion of the targets defence

So that is it for the Melee skills, but if you have an idea or suggestion please share, anythings good

Re: Passage of Mournwind - Ranged skills

Posted: Tue Apr 30, 2013 11:25 pm
by LocalFire
ok onto the ranged tree, probably a bit weak since I can only think of throwing and bow weapons for ranged attacks
ranged weapon damage is determined by dex, ranged attacks can miss but since a ranged fighter has high dex they should be accurate

start off with a couple of passive skills

ACCURACY (passive): if you can't hit em close up, then don't waste time trying to hit em from afar
-boosts weapon accuracy (for all weapons)
-ranged focus race/change would start with levels in this skill

FULL DRAW/HEAVY THROW (passive): a strong man can get more from his weapon, drawing back further on the bow, or throwing harder, he still needs to hit though
-two skills I've just rolled them together here
-add a portion of strength stat to ranged damage

So those are the base level skills for this tree, now lets cover bows/crossbows

SNIPER (skill): take your time, a quick shot might miss where a patient shot will strike home
-100% accuracy
-slower cooldown

QUICKDRAW (passive): with practice you can draw an arrow, nock it and fire faster than others
-reduce cooldown on bow attacks

next level

MYSTIC SHOT (skill/spell): When you run out of arrow you may think you're out of the fight, but some master bowmen have learnt to harness arcane energies to create their own arrows
-uses stamina and mana
-fires an arrow of energy, without using any real arrows

PRECISION (passive): Any hit is good, but a accurate strike on a vital point is better
-this skill is for both bow and throwing
-boosts critical chance

next level

ARROW SWARM (skill): a cluster of men can darken the skies with a volley, but some masters can do the same by themselves
-Fire a cluster of arrows (2-3) with a single shot

READINESS (passive): with experience you'll come keep an arrow nocked just in case you need it
-chance to have zero cooldown on attack

So that is the bow tree, if you have an idea for any skills you can suggest it below

Re: Passage of Mournwind - Ranged skills

Posted: Tue Apr 30, 2013 11:38 pm
by LocalFire
onto throwing weapons and their skills

FAN OF KNIVES (skill): throw a spread of blades to strike not just those before you but to the sides as well
-hits three squares in front of you

CLOSE STRIKE (passive): the thing about a thrown blade is that you can use it like an ordinary blade too
-enemies close up are hit without using ammo

next level

POISON BLADES (passive): the effects of a thrown weapon are greatly enhanced when that weapon is also poisoned
-chance to poison added to throwing attacking

CRIPPLING SHOT (HAND) (skill): a good strike to the hand will weaken the attacks of most enemies
-less damage than normal attack
-lowers targets attack power

CRIPPLING SHOT (LEG) (skill): Take away his ability to chase you an you can easily pick off any target
-less damage than normal attack
-slows target

next level

BANDOLEER (passive): keep an ample supply of weapons at the ready
-reduce cooldown for thrown attacks

HAIL OF KNIVES (skill): fill the air with so much sharp metal that nothing can survive
-throw multiple weapons (2-3)
-basically the same as the bow skill

And that is the ranged tree, it seems empty to me so I'd welcome any improvements

EDIT: just to add a couple here non-weapon specific

PIERCE (passive): a truly mighty skill bordering on magic, send a bolt of such power it passes through a target and into the next!
-for both bows and thrown weapons
-adds a chance pierce a target and keep going

LONGSHOT (passive): The further away you can strike from the better; with this strike without any knowing you're even there
-extends the distance a shot travels
-for both bows and thrown weapons

TRICK SHOT (passive): A difficult feat to master, send a shot out and have it rebound back at the target
-if the shot misses, it has a second chance to hit
-for both bows and thrown weapons