Here's some skills trees for a new character idea I made up awhile ago. It's from the amazon basin, and will take awhile to read.
Demon summoning:
level 1: demon worm: summons up to 10 small worms at level 20 that have low to medium hit points, low to medium damage, and steal life with every attack
level 6: imp: up to 5 small creature that shoots fireballs for low to medium damage and teleport, sort of like the creature imps
freed damned: small person like being, quickly throws small spear like things at enemies for low to medium damage that poison, at medium levels slow targets, and at hight levels can slow targets in an area and release damage in an area, and releases amplify damage, lower resist, or dim vision. more curses come above level 20. Gets equipment. low hit points, moves fast.
only one between damned, overseers, and lords can be summoned
prereques: demon worm
level 12: hellhound: fast creature, higher damage and hit points than worms but only 5 can be summoned. Does fire damage with attacks.
prereques: demon worm
level 18: Balrog: 3 possible summoned, higher fire ball damage and hit points than imps but can't teleport. Have a chance to do poison damage to enemies.
prereques: hellhound, imp
Overseer: looks like the act 5 ones. Has an aura that increases physical damage in an area, that's about the same as might. High hit points but low damage.
prereques: freed damned
level 24: energy beast: looks sort of like a balrog. Shoots area effect energy balls that do both fire and lightning damage for slightly more damage than a balrog. Also has about the same hit points.
prereques: balrog
lava creature: high hit points, medium physical damage, chance to do fire damage to attackers. Looks like a person made of lava.
prereques: hellhound
level 30: Lord: lower hit points than an overseer, but casts medium damage spells that can do lightning, fire, poison, and cold damage. Also has an aura that increases elemental damage on attacks in an area by about half the percentage of the overseer aura. (it doesn't decrease resistances or increase non-weapon spell damage)
prereques: energy beast, overseer
Doom Beast: Highest hit points of all these creatures, high physical damage, medium fire damage in attacks. Has a chance to cast lightning enchant, poison enchant (these work like sorceress's enchant except different elements), and lightning stun (works like shockwave on wearbears except a third the stun time and damage). Only enchants itself. Only one can be summoned.
prereques: lava creature, energy beast
Only 2 of the worm, hellhound, lava creature, and doom beast type monsters can be summoned (if there are 5 worms and a doom beast summoned, and the character summons a lava creature, either the worms or the doom beast will disappear)
Only 2 of the imp, balrog, and energy beast types may be summoned (works as the close combat types do)
Only 1 of the damned, overseer, and Lord creatures may be summoned at one time
Everone uses attack rating for regular attacks. Doom beast and Lord spells don't.
Synergies: worms add attack rating and damage, imps add fire damage, hellhounds add attack rating and speed, balrogs add resistance, lava beasts add defense, energy beasts add non fire elemental damage for for attacks and less damage for enchantments on doom beasts. Doom beasts add hit points.
All creatures get extra hit points, attack rating, and damage from increases in their own skill level. Synergies work better on lower level creatures. All summons except worms and imps should work fine with 20 points in them for support porposes, nd worms and imps should just need a few synergiesif used for support, probably by giving them bigger stats for hightmare and hell.
This tree would probably cause a lot of lag
Enchantmemts:
level 1: brute enchantment: adds a small to madium amount of physical damage to attacks and a small atack rating increase. Gets synergies from worms, doom beasts, lava beasts, and the third tree, which I haven't totally worked out yet.
agression anchantment: increases attack and casting speed by a small amount.
level 6: hunter's enchantment: increases damage and attack rating against animal type monsters. gets synergies from some third tree skills and Hellhound. prereques: brute enchantment
level 12: protector's enchantment: increases damage and attack rating against undead. gets synergies from freed damned and some rangd skills. prereques: hunter's enchantment
frenzy enchantment: Increases attack speed by slightly more than agresion enchantment and increases damage, but decreases defense by a percentage. lasts for a shorter time than agression enchantment. prereques: agression enchantment
level 18: fire enchantment: works like sorceress's enchant. gets synergies from some ranged skills, imp, and energy beast. prereques: brute enchantment, frenzy enchantment.
bloodlust enchantment: increases damage, attack speed, and attack rating, but causes a -5 life drain and lowers defense by more than frenzy. lasts shorter than frenzy enchantment. prereques: frenzy enchantment.
level 24: warden's enchantment: increases damage and attack rating against demons. prereques: protectors enachantment. gets synergies from ranged skills and Lord
level 30: lightning enchantment: adds lightning damage and attack rating to attacks. gets synergies from energy beast. prereques: fire enchantment.
possesion enchantment: increases attack speed, casting speed, and damage by more than the other enchantments, and more than any other types of spells like auras or warcries, adds a 2% life steal to spell damage, but takes away 10-70 (or some other absurdly large number) hit points per second. lasts a shorter time than bloodlust enchantment.
If this could be programmed with almost no bugs, if softcore players died while under this enchantment, they wouldn't loose the gold or experience they normally would, but if they died again within ten minutes or so (a long time is the idea I was thinking of) under this enchantment, the would loose what they normally would. Hardcore players instead of loosing the character if dying with this enchantment, would loose double the softcore losses, but would have the same ten minute wait.
If not, enchantment can't kill character but brings it only down to 1 hit point minimum.
prereques: bloodlust enchantment.
I don't want too many synergies for the enchantments because with either the demon or ranged synergies, the natural skill damageincrese would combine with the enchant increase for sort of a double return on investment, although this might not really be a problem.
Ranged tree that goes with my other two trees:
level 1:ranged mastery: increaes damage and attack rating when using ranged weapons.
level 6:electric arrow: adds lightning damage to an arrow and adds attack rating. gets damage synergies from shocking arrow, thunder arrow, and energy beast. gives damage synergies to lightning enchant, energy beast, and the lightning damage spells on Lord.
fire throw: adds fire damage to a throwing weapon and some attack rating. gets damage synergies from splatter, fire trail, balrog, imp, and energy beast. Gives synergies to fire enchant and all fire damage on demon summons.
level 12: snipe: halves attack speed, but multiplies damage from about 3 times to about 5 times at level 20, reduces the sight range monsters can see you at to 1/3 of what is normally, 2/3 for bosses and champs, and increases attack rating. Extra levels add damage and attack rating, and reduce the mana cost to 0 around level 10. Gets damage synergies from hellhound, worm, and doom beast. Gives synergies to warden's, hunter's, and protector's enchantments. (prereques: ranged mastery)
level 18: split: when ranged weapon successfully hits a target, 2-5 pieces of it fly off and hit monsters for more physical damage. If monster is bigger than a certain size, fragments hit it instead of flying away. also adds to attack rating and original weapon damage. Fragment damage gets synergies from shrapnel, doom beast, and lava beast. First hit damage gets synergies from snipe. gives synergies to worm, doom beast, and physical enchant. (prereques: snipe)
splatter: adds fire damage to a thrown weapon attack, more than fire throw, and if monster dies within 1 second of a successful hit, it explodes and deals 60-100% of it's hit points in damage to all monsters in a radius that increses with levels. fire damage gets synergies from fire throw and energy beast. corpse explosion gets synergy from lava beast. gives synergies to imp and balrog.(think opening act 5 cinematic for where this spell comes from) (prereques: fire throw, snipe)
Shocking arrow: adds a nova explosion from a monster on a successful hit. Gets synergies from electric arrow and energy beast. Gives synergies to electric arrow and lightning enchant, enchant synergy is half the electric arrow synergy. (prereques: electric arrow)
level 24: fire trail: thrown weapon leaves a line of fire on the ground where it passes over, if it successfully hits a monster, an exlosion happens, leaves a fire patch at the place it hit and a line that goes a certain distance back from the monster. size of patch, damage, and line length from back of monster depend on level. Gets synergies from Balrog and fire throw. gives synergies to imp, hellhound fire damage, and fire enchant but this synergy is less than the splatter synergy. (prereques: splatter)
level 30: thunder arrow: if attack hits, gives off from 2-5 chain lightnings that hit up to 5 times the same way regular chain lightning does. levels increase number of chain lightnings and damage. gets low synergies from electric arrow and energy beast. (energy beast made friends with the synergy gods as you can see) gives synergies to electric arrow and lightning enchant, the enchant synergy is less than the shocking arrow synergy. (can you guess what this spell is based off of)(prereques: split, shocking arrow)
shrapnel: increases damage and attack rating, and the graphic shows the arrow/knife/etc. splitting and doing a percentage of the damage to all monsters in an area. The area increases with level, the percentage is based on the total damage on the hit so it stays the same, but the damage increase and attack rating increas per level. (example: say a ranged weapon does 100 damage and the skill adds 100% damage and 66% is taken by shrapnel monsters. first monster takes 200 damage, monsters in the shrapnel take 134 damage. increase the skill level so it adds 140% to damage, the first monster takes 240 damage, the radius monsters take 160 damage) gets synergies from snipe and split. gives synergies to hellhound, lava beast. (prereques: split)
Unlike amazons, ranged weapons have to actually hit to release their effects, however, enchantments of the right type are applie to all damage done from spells except monster explosions. fire trail gets enchant applied to the hit, and per second in the flames. physical enchant is only counted for the first hit for shrapnel, it gets percented for the radius damage. lightning skills need a bow /crossbow to use, fire skills need a throwing weapon. physical skills can use any ranged. All these skills add attack rating.
I originally wrote this part up on the amazon basin but wanted to see what you guys thought of it.
New stuff: this character gets 3 life per vitality, 1.5 mana per energy (Or whatever amazons and paladins get) and starts with 15 strength, 25 dex, 20 vitality, and 20 mana
Not sure what I'd call it or what it would look like if by some wild chance it got made.
Edit: special items are demon skins that wrok as body armor. Examples: flesh beast skin, bloodbeast skin, balrog skin if they aren't already items.
Demon summoning:
level 1: demon worm: summons up to 10 small worms at level 20 that have low to medium hit points, low to medium damage, and steal life with every attack
level 6: imp: up to 5 small creature that shoots fireballs for low to medium damage and teleport, sort of like the creature imps
freed damned: small person like being, quickly throws small spear like things at enemies for low to medium damage that poison, at medium levels slow targets, and at hight levels can slow targets in an area and release damage in an area, and releases amplify damage, lower resist, or dim vision. more curses come above level 20. Gets equipment. low hit points, moves fast.
only one between damned, overseers, and lords can be summoned
prereques: demon worm
level 12: hellhound: fast creature, higher damage and hit points than worms but only 5 can be summoned. Does fire damage with attacks.
prereques: demon worm
level 18: Balrog: 3 possible summoned, higher fire ball damage and hit points than imps but can't teleport. Have a chance to do poison damage to enemies.
prereques: hellhound, imp
Overseer: looks like the act 5 ones. Has an aura that increases physical damage in an area, that's about the same as might. High hit points but low damage.
prereques: freed damned
level 24: energy beast: looks sort of like a balrog. Shoots area effect energy balls that do both fire and lightning damage for slightly more damage than a balrog. Also has about the same hit points.
prereques: balrog
lava creature: high hit points, medium physical damage, chance to do fire damage to attackers. Looks like a person made of lava.
prereques: hellhound
level 30: Lord: lower hit points than an overseer, but casts medium damage spells that can do lightning, fire, poison, and cold damage. Also has an aura that increases elemental damage on attacks in an area by about half the percentage of the overseer aura. (it doesn't decrease resistances or increase non-weapon spell damage)
prereques: energy beast, overseer
Doom Beast: Highest hit points of all these creatures, high physical damage, medium fire damage in attacks. Has a chance to cast lightning enchant, poison enchant (these work like sorceress's enchant except different elements), and lightning stun (works like shockwave on wearbears except a third the stun time and damage). Only enchants itself. Only one can be summoned.
prereques: lava creature, energy beast
Only 2 of the worm, hellhound, lava creature, and doom beast type monsters can be summoned (if there are 5 worms and a doom beast summoned, and the character summons a lava creature, either the worms or the doom beast will disappear)
Only 2 of the imp, balrog, and energy beast types may be summoned (works as the close combat types do)
Only 1 of the damned, overseer, and Lord creatures may be summoned at one time
Everone uses attack rating for regular attacks. Doom beast and Lord spells don't.
Synergies: worms add attack rating and damage, imps add fire damage, hellhounds add attack rating and speed, balrogs add resistance, lava beasts add defense, energy beasts add non fire elemental damage for for attacks and less damage for enchantments on doom beasts. Doom beasts add hit points.
All creatures get extra hit points, attack rating, and damage from increases in their own skill level. Synergies work better on lower level creatures. All summons except worms and imps should work fine with 20 points in them for support porposes, nd worms and imps should just need a few synergiesif used for support, probably by giving them bigger stats for hightmare and hell.
This tree would probably cause a lot of lag
Enchantmemts:
level 1: brute enchantment: adds a small to madium amount of physical damage to attacks and a small atack rating increase. Gets synergies from worms, doom beasts, lava beasts, and the third tree, which I haven't totally worked out yet.
agression anchantment: increases attack and casting speed by a small amount.
level 6: hunter's enchantment: increases damage and attack rating against animal type monsters. gets synergies from some third tree skills and Hellhound. prereques: brute enchantment
level 12: protector's enchantment: increases damage and attack rating against undead. gets synergies from freed damned and some rangd skills. prereques: hunter's enchantment
frenzy enchantment: Increases attack speed by slightly more than agresion enchantment and increases damage, but decreases defense by a percentage. lasts for a shorter time than agression enchantment. prereques: agression enchantment
level 18: fire enchantment: works like sorceress's enchant. gets synergies from some ranged skills, imp, and energy beast. prereques: brute enchantment, frenzy enchantment.
bloodlust enchantment: increases damage, attack speed, and attack rating, but causes a -5 life drain and lowers defense by more than frenzy. lasts shorter than frenzy enchantment. prereques: frenzy enchantment.
level 24: warden's enchantment: increases damage and attack rating against demons. prereques: protectors enachantment. gets synergies from ranged skills and Lord
level 30: lightning enchantment: adds lightning damage and attack rating to attacks. gets synergies from energy beast. prereques: fire enchantment.
possesion enchantment: increases attack speed, casting speed, and damage by more than the other enchantments, and more than any other types of spells like auras or warcries, adds a 2% life steal to spell damage, but takes away 10-70 (or some other absurdly large number) hit points per second. lasts a shorter time than bloodlust enchantment.
If this could be programmed with almost no bugs, if softcore players died while under this enchantment, they wouldn't loose the gold or experience they normally would, but if they died again within ten minutes or so (a long time is the idea I was thinking of) under this enchantment, the would loose what they normally would. Hardcore players instead of loosing the character if dying with this enchantment, would loose double the softcore losses, but would have the same ten minute wait.
If not, enchantment can't kill character but brings it only down to 1 hit point minimum.
prereques: bloodlust enchantment.
I don't want too many synergies for the enchantments because with either the demon or ranged synergies, the natural skill damageincrese would combine with the enchant increase for sort of a double return on investment, although this might not really be a problem.
Ranged tree that goes with my other two trees:
level 1:ranged mastery: increaes damage and attack rating when using ranged weapons.
level 6:electric arrow: adds lightning damage to an arrow and adds attack rating. gets damage synergies from shocking arrow, thunder arrow, and energy beast. gives damage synergies to lightning enchant, energy beast, and the lightning damage spells on Lord.
fire throw: adds fire damage to a throwing weapon and some attack rating. gets damage synergies from splatter, fire trail, balrog, imp, and energy beast. Gives synergies to fire enchant and all fire damage on demon summons.
level 12: snipe: halves attack speed, but multiplies damage from about 3 times to about 5 times at level 20, reduces the sight range monsters can see you at to 1/3 of what is normally, 2/3 for bosses and champs, and increases attack rating. Extra levels add damage and attack rating, and reduce the mana cost to 0 around level 10. Gets damage synergies from hellhound, worm, and doom beast. Gives synergies to warden's, hunter's, and protector's enchantments. (prereques: ranged mastery)
level 18: split: when ranged weapon successfully hits a target, 2-5 pieces of it fly off and hit monsters for more physical damage. If monster is bigger than a certain size, fragments hit it instead of flying away. also adds to attack rating and original weapon damage. Fragment damage gets synergies from shrapnel, doom beast, and lava beast. First hit damage gets synergies from snipe. gives synergies to worm, doom beast, and physical enchant. (prereques: snipe)
splatter: adds fire damage to a thrown weapon attack, more than fire throw, and if monster dies within 1 second of a successful hit, it explodes and deals 60-100% of it's hit points in damage to all monsters in a radius that increses with levels. fire damage gets synergies from fire throw and energy beast. corpse explosion gets synergy from lava beast. gives synergies to imp and balrog.(think opening act 5 cinematic for where this spell comes from) (prereques: fire throw, snipe)
Shocking arrow: adds a nova explosion from a monster on a successful hit. Gets synergies from electric arrow and energy beast. Gives synergies to electric arrow and lightning enchant, enchant synergy is half the electric arrow synergy. (prereques: electric arrow)
level 24: fire trail: thrown weapon leaves a line of fire on the ground where it passes over, if it successfully hits a monster, an exlosion happens, leaves a fire patch at the place it hit and a line that goes a certain distance back from the monster. size of patch, damage, and line length from back of monster depend on level. Gets synergies from Balrog and fire throw. gives synergies to imp, hellhound fire damage, and fire enchant but this synergy is less than the splatter synergy. (prereques: splatter)
level 30: thunder arrow: if attack hits, gives off from 2-5 chain lightnings that hit up to 5 times the same way regular chain lightning does. levels increase number of chain lightnings and damage. gets low synergies from electric arrow and energy beast. (energy beast made friends with the synergy gods as you can see) gives synergies to electric arrow and lightning enchant, the enchant synergy is less than the shocking arrow synergy. (can you guess what this spell is based off of)(prereques: split, shocking arrow)
shrapnel: increases damage and attack rating, and the graphic shows the arrow/knife/etc. splitting and doing a percentage of the damage to all monsters in an area. The area increases with level, the percentage is based on the total damage on the hit so it stays the same, but the damage increase and attack rating increas per level. (example: say a ranged weapon does 100 damage and the skill adds 100% damage and 66% is taken by shrapnel monsters. first monster takes 200 damage, monsters in the shrapnel take 134 damage. increase the skill level so it adds 140% to damage, the first monster takes 240 damage, the radius monsters take 160 damage) gets synergies from snipe and split. gives synergies to hellhound, lava beast. (prereques: split)
Unlike amazons, ranged weapons have to actually hit to release their effects, however, enchantments of the right type are applie to all damage done from spells except monster explosions. fire trail gets enchant applied to the hit, and per second in the flames. physical enchant is only counted for the first hit for shrapnel, it gets percented for the radius damage. lightning skills need a bow /crossbow to use, fire skills need a throwing weapon. physical skills can use any ranged. All these skills add attack rating.
I originally wrote this part up on the amazon basin but wanted to see what you guys thought of it.
New stuff: this character gets 3 life per vitality, 1.5 mana per energy (Or whatever amazons and paladins get) and starts with 15 strength, 25 dex, 20 vitality, and 20 mana
Not sure what I'd call it or what it would look like if by some wild chance it got made.
Edit: special items are demon skins that wrok as body armor. Examples: flesh beast skin, bloodbeast skin, balrog skin if they aren't already items.
I may be dead, but I'm not old (source: see lavcat)
The gloves come off, I'm playing hardball. It's fourth and 15 and you're looking at a full-court press. (Frank Drebin in The Naked Gun)
Some people in forums do the next best thing to listening to themselves talk, writing and reading what they write (source, my brother)
The gloves come off, I'm playing hardball. It's fourth and 15 and you're looking at a full-court press. (Frank Drebin in The Naked Gun)
Some people in forums do the next best thing to listening to themselves talk, writing and reading what they write (source, my brother)