New Skills revealed

Information and teasers from the upcoming mod, Cabal Wars - Aeons Tide. NOTICE: This project has been scrapped in lieu of the Shadow Empires mod.

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New Skills revealed

Post by Joel » Tue Aug 19, 2003 8:14 am

Here is some new skill tree, a bit chaotic in their presentation but well, we'll have material for comments and critics :D

EDIT 2 :
All formulae are given withou taking sinergy into acount.

HUNTER CABAL :

Archer

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1. Driven Hand
All arrows shot by Driven Hand are sure to hit
but with a lowered damage output. Driven Hand
arrows deals only 75% of the normal damage but are
guaranted to hit.

5. Stunning Shot
Release an arrow with increased precision and power.
This shot is slower than normal attack but release
an arrow which damages are increased and that can 
knock target back. 

Slow down and damage bonus scales 
up accordingly to slvl :
slow down = -50+2.5*slvl (-50->0)
dmg bonus = 50+2.5*slvl (50%->100%)

5. Flare Arrow
Set an arrow/bolt on fire and release it. The arrow
deals an additional fire damage and explose into a
globe of light that last for a given time.

5. Hawkeye
The Hawkeye skill increase the speed of the bow
or crossbow attack. It also increase the accuracy 
of the shot.

speed bonus  : 10%->75% with DM formula
AR  = 10% -> 75% with DM formula

10. Boomerang Arrow
Release a piercing arrow that returns and inflicts 
bonus damage on its way back. Returned arrows deals
50% of your initial physical damage.

10. Voltaic Sting 
Release a litghning enchanted arrow that explodes
into charged bolt on hit. The Sting first hit converts
an increasing percentage of the physical damage into 
lightning damage.
dmg converted : 10%->75% with DM formula
Cb dmg : 1-4 +1/slvl

10. Wind Gift
This spells increase the missiles speed of all bow
or crossbow attacks initiated by the Archer. All attack
using Wind Gift also add a small stun duration to the attack.
Missile speed bonus : 50%->150% with DM formula

20. Darkened Skies
Blast out a continuous barrage of arrows at the enemy.
This attack is innacurate and deals less damage than 
normal. It also consume arrows at a huge rate.
AR : -50%
Dmg carried: 50% 

20. Arctic Ride
Release a cold enchanted arrow/bolt which lay down
a path of icy air that chill enemy. The Arctic Rider finally
explode into a ice barrage.
Chill time : 2.5s + 0.5s/slvl (2.5->12.5s)
Ice barrage dmg : 8-12+2/slvl

20. Mirage Arrows
Release a phantom arrow that deals no damage but release 
various missiles when exploding.

30. Steeldance
Shoots a fury of arrows in random directions around the caster. 
Each arrow carry a part of your physical damage and strike with
lowered accuracy. Steeldance only consume one arrow tough.
AR malus : -50%+1.25*slvl (-50->-25)
dmg carried : 75%

30. Acetum Primus
Enchant an arrow or a bolt with a wandering spirit.
This spirit will home the arrows to a given number 
of targets before exploding into a magical nova.
Edit 1 :
* Added accurate infos about dmg and other formulae
* Swapped Steel Dance and Darkened Skies

Scout

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1. Caltrops
Release small metallic spikes that damage enemies 
that walk on them. The Caltrops are covered by a 
light venom which power increase with the Caltrops 
level.

5. Harfang
Conjures a magical owl that can be used as a scouting 
pet. It radiates a light aura that reveal hidden foes 
and reduces their armor class.
AC malu on enemies : -25%->-85% with DM formula

5. Harvest
Scouts can't weight them with several days of food or water.
They have to use their environnement to get some refreshing
meats. To be more pragmatic, the Scout often use corpse to 
get fresh meat or other food placeholder.

5. Dancing Stick
This skill allows the Scout to block with Spear/Javelin 
equipped. It also increase the block speed when such 
weapons are equiped.
block speed : +15%->+75% (DM)
bloc% : +5%->+50% (DM)

10. Wild Growth
Fasten vegetal growth on a given area. This creates a 
 wall of brambles and roots that slow enemies and deals
poison damages on contact.

10. Bandages
The survival of the Scout is sometime critical. They have
learn to use natural components to heal their wounds the
sooner the better. The Bandages skills allow the Scout to 
regenerate a part of her HP at a rate based on the lost HP.
HP-Regen = (lost HP / 12) per second.

10. Heart Seek
A Scout is trained to use spear like weapons with no 
equivalent. Heart Seek is a spear based melee attack 
that deals a low percentage of your physical damage but 
ignore target defence.
Dmg dealt is 60% of base dmg

20. Savage Roots
Spring out serrated roots from the ground on a given spot.
These roots inflict physical damages into a given radius
and stun the enemy for a short duration.

20. Slow Poison
The poison is another natural danger the Scout have learned
to endure. The Slow Poison spells is able to reduce the 
efficiency of poison for a given time. 
poison red : +10%->+70% (DM)

20. Longshot
By using this skils, the Scout launch one or two javelin that 
bounces over hit target. Each bounces inflict lower and lower
damage and finally break up after five bounces.
1st  strike : 100% dmg
2nd strike : 75% dmg
3nd strike : 50% dmg
4nd strike : 25% dmg
5nd strike : 12% dmg

30. Rally Point
When exploring unknwon lands, the Scout has to act more
like a guide than a true scout. To help her followers, the 
Scout can prepare a magical beacon that radiates an Aura of
Safety that help them to regenerate their life and mana.
Hp-regen : +1->10 hp/sec (DM)
mana-regen : 10%->+100% (DM)

30. Lupine
By attuning her spirit to her environnement, the Scout 
can conjure a Wolf Spirit who shares her stats and abilities. 
The conjured Wolf have the same AR,AC and HP than its master. 
It also gain some random ability that allow it to run faster, 
attack faster or regenerate.
Edit 1 :
* added accurate formulae
* removed some non-working skills aspects

UNCOMPLETE-Guardian

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1. Way of the Guardian
The Guardian is entirely devoted to life protection. 
Her staff is both her weapon and the receptacle of her
power. Her staff mastery increase the accuracy and 
efficiency of the staff attack.

5. Flapping Falcon
A quick and powerful staff attack. The Flapping 
Falcon cause confusion and can stun enemies when used 
repetitively. Require a staff to be equipped.

5. Feather Charm
Conjure a magical shell made by leaves and feathers.
This shield protect from a given amount of physical 
damage and increase hit recovery of the Guardian.
hit absorbed : 25->200 (DM)
FHR : +10%->+30% (DM)

5. Dispel Evil
Temporary protect one target from any curses by 
reducing their actual duration. Curse duration 
decrease while Dispel Evil level increase.
curse duration lowered by 10%->60% (DM)

10. Faithful Strike
By learning the weakness of their enemies, the Guardian 
know where and how to strike an abomination to insure 
maximal damage. This slow staff attack increase damage
and attack rating and double all damage dealt to undead 
or demons.
speed : -50%+2*slvl (-50->-40%)
dmg% : +15+3*slvl
ar% : +15+3*slvl

10. <free skill slots>

10. Essence Transfer
The Guardian can channel her own vital and spiritual force
and share it with any allies or minions. The Guardian lose
a given amout of mana and life and give between 1.5 and 3
times this amount to a single target.
heal factor : 150%->300% (DM)

20. <free skill slots - staff attack>

20. Gaea's Ban
When a Guardian reaches a certain point in her training, she 
has the ability to punish abominations for attacking her. When
hit by an undead or demon, it punishes them by inflicting them
magical damage.

20. Cleansing Flood 
Release a water wave that heals allies and damages enemies. 
When it explodes, it deals more damage to enemies near 
the explosion, and knocks them away. CF affect undead and 
non undead the same way.

30. Spirit of the Keeper
Cast from a guardian staff, this spell conjures the true essence 
of the guardian ancestor. This spiritual manifestation are four 
glowing, evanescent clouds of pure energy that is emanation from 
the guardian in a spiral pattern dealing magic damage.

30. Final Redemption
To finally remove abominations from the Earth, the Guardian can
summon a fiery wrath upon them. it release a patch of Holy Fire
that cleanse the ground from any abomination and can also burn 
other enemy.
Edit 1 :
* added accurate formulae
* remove dual staff references

INVADER CABAL :

Cainite

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1. Proteus
The Cainite have a highly durable and efficient
body. By focusing its inner energy, the Cainite 
can increase its life regeneration rate.
HP-regen : 1+0.25*slvl (1->6hp/sec)
duration : 3->10s (DM)

5. Vampiric Bite (L) (W)
The primary attack of the Cainite consist of a
quick but innacurrate bite attack. This bite 
stuns the target and drains a part of its HP.
speed : +10%+1.5*slvl (10->40)
ar : -60%+2*slvl (-60->-20)
leech : +5%->+30% (DM)

5. Blood Omen (W)
After defeating his foes, the Cainite can draw
a bit more life from its freshly slain enemies.
Cast on a corpse, Blood Omen heals the Cainite 
for a fixed HP amount.
HP healed : 2.5*slvl (2.5->50)

5. Luciferya
The basic shapeshift of the Cainite, the Luciferya 
is a fast, lifestealing bat that can dodge attacks. 
Under this form, Cainite can use skills suffixed by a (L)
velocity : +30%
leech : +3%+0,66*slvl (+3->+16)

10. Vampiric Touch
A soft, cold touch that slow enemies and make 
them fall asleep, making them vulnerable to 
other vampire attacks.
chill time : 1s+0.25*slvl (1->6s)
VB bonus : +5%->+15% AR (DM)

10. Blood Hunt (L)
Melee attack that release bats that follow the 
target arounds and continuously inflict damage
to the target.
bats released :1->12 (DM)

10. Fenris
The Cainite can turns into an evil, dark wolf 
and gains increased walk speed, ed% and life 
steal. Under this form, the Cainite can use skills
suffixed by a (W)
walk speed : +10%->+70%  (DM)
dmg% : +10%->+70% (DM)
leech : +5%+0,75*slvl (+5->+20)

20. Vampiric Blast
The semi-undead body of the Cainite can produce 
a highly toxic and corrosive liquid similar to 
acid. A trained Cainite can spits this liquid
in a continuous blast, poisonning and stunning 
enemies. 

20. Blood Frenzy (L)(W)
When a Cainite is lacking blood, he fall into a 
madness state that can bring his own destruction. 
However, some Cainite choose to fall into this 
state called Blood Frenzy to increase their powers.
Melee attack that increase attack speed, life steal
upon each hit but that also reduce AC.
AC reduced per hit : -5*slvl (-5->-100%)
AR per hit : 10%->+75% (DM)
leech per hit : +1%

20. Shade of Abel

30. Dark Embrace
By sacrifying a part of his own vampire blood, the Cainite 
can raise a body into an undead called a Kindred. The kindred 
is totally under the control of the Cainite and must kill to 
regenerate and so prevent its destruction. It can also mimic 
some Cainites skills. 
Life drain : -25->-5 hp/sec
leech : +15%->+50%
Skills useable : Vampiric Touch, Vampiric Bite,Vampiric Blast
at slvl = 1+DE.slvl/2

30. Vampyre
True form of the Cainite, the Vampyre is an abomination
between the vampire and the human. Able to walk the day,
it still have its full potential. Under this form, the 
Cainite gain ed%,ias and frw. It also slowly loose massive 
amount of life which amount goes up as the slvl rise.
drain: -10->-75 HP/s (DM)
dmg% : +50%+5*slvl (50->150)
ias/frw : +15%->+75% (DM)
Edit 1 :
* added accurate formulae

Shadowling

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1. Nightfall
Once cast, this spell immerge the surroundings 
into a deep darkness that reduce monsters defense. 
Nightfall also increase the efficiency of other 
Shadow based spells that shadowlings can use.
AC reduce : -5%->-50% (DM)

5. Umbral Coat
Create a cloak of shadows that absorb physical damages 
and turn them into mana. The Coat duration is based 
on the activation of the Nightfall spell.
dmg-to-mana : +10%->+75% (DM)
duration = 3s/0.5*slvls

5. Shadow Strike
The Shadow Strike allows the Shadowling to shift 
to the fringe of the Shadow Realm of Jihdrasi and 
hit a target in melee, becoming invulnerable to 
physical damage for a given times. During the
attack, the Shadowlings turns translucent.
dmg% : +10%->+50% (DM)
red-dmg% : +100%

5. Darkness Bolt
Release a globe of shadow that stun enemies and 
inflicts magic damage. The efficiency of the Bolt 
is based the activation of the Nightfall spell.
dmg : 1/1-2+slvl

10. Umbral Mirror
Generates several shadow clones of the Invader. The
Sahdows looks like a true Invader, luring monster to them. 
However, they deals no damage but explodes into a stunning 
explosion of darkness.
Clone : 3+slvl/4

10. Shadow Touch
Melee attack that leech mana from its target adn chill her.
for the duration of the attack, the Shadowling turns deep 
black.
leech : 0%/5%->25% (DM)
chill : 3s/3s+slvl/2 (3-> 13s)

10. Darkness Blade
Engulf your weapon into a darkness coat that increase 
the weapon damage and reduce the target AC by a given 
amount after each hit.
dmg% : 15%->75% (DM)
ac-hit : 5->50 (DM)

20. Umbral Servant
Conjures several Jihdrasii Servant that roams the land
and pass trough enemies, dealing small cold damage and 
reducing their physical resistance:
red-dmg% : -15%-3*slvl (-15->-75)

20. Shadowrun
The Shadowling melt himself into shadows and slowly aim to a 
target and strike him with an increased damage. During the 
Shadowrun, the Shadowlings AC is reduced. The damage 
dealt by the Shadowrun is affected by the activation of the 
Nightfall spell.
ac loss : -100%+slvl*3 (-100->-40%)
dmg% : 10%/25%->100% (DM)

20. Darness Flare
Opening a rift to Jihdrasi, the Shadowlings release
a wave of pure negative energy in random directions.
Each Shadow Bolt deals magic damage and stop monsters
regeneration.

30. Jihdrasii Covenant
Last step of the Invader to the Shadowlings final form, the 
Jihdrassii Covenant finish the transformation iniatied by
the Invader and turn him into a Living Shadow. Under this form
all his shadow spells have their efficiency increased. He also
gain a bonus to elemental damage reduction.
FCR : +10%->+60% (DM)
res-all : +10%->+60% (DM)
ac% :  +10%->+60% (DM)

30. Shadow Strike
Release a melee attack that convert the damage into magical ones.
It also induce a chain reaction that make up to 6 random targets
stroke by a shadow bolt that inflict 0,75% the initial damage.
dmg% converted : 30%->90% (DM)
Edit 1 :
* added accurate formulae

HULSTER CABAL

Bard

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Notes :
-------
* Melody are cast once and last for a given time
that can be inceased by some items.
* Songs need to be selected as an aura. Range can
be increased by some items.

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1. Harmony and Dissonance
Basic mastery of magic and music, the H&D skill
release a shockwave that deals damage following
an increasing then decreasing scheme based on 
range. If the target fails its attack/defense
check, it is stunned for a given time.

5. Faeries Fire
A cantrip all bards learn how to use and abuse.
This spells creates small balls of light orbiting
aroung a target, confusing her and giving her a 
pink glow.

5. Starlight Melody
This Melody enchant a target by allowing them to
gain mana when damage is dealt to her based on
an increasing percentage.

5. Song of the Warlords
This classic ryhme holds the secret of success. While played,
it increases the attack rate and damage output of allies.

10. False Rumors
Whispering magical words, the Bard can cause confusion in
enemies mind and focus their hate and anger on a given target
in their own ranks which gets lowered defence.

10. Eternal Melody
By binding her music to the magic spheres the bard allow the 
Melody target to gain a bonus to all his or her spells/skills 
duration. This duration bonus don't affect Eternal Melody.

10. Song of the Nightingale
This song increase party member's walk and attack speed.
It also increase their stamina regeneration rate.

20. Shock Field
By focusing sonic vibration on a single spot, the bard can raise
a wall of shocking vibrations that stun enemy on hit and explode
in a shockwave of physical damage.

20. Mourning Melody
Bards are entertaining and amusing but they also know when to become
more serious adn how to provide relief to afflicted people. The Mourning
Melody allow the Bard to release the reamining energy of dead creatures,
gaining some mana points back and preventing their corpse to be spoiled.

20. Song of the Victors
By singing and telling the deeds of her brother in arms, 
the Bard granst them a life & mana per kill bonus.

30. Sonic Resonance
By concentrating sonic vibration and then releasing
them violently, the Bard can create a wave of stunning
sounds that spread over and over at each hit. The initial
wave start a chain reaction that can sustains itself for
a given time.

30. Music of the Spheres
By using this spells, the bard attunes herself with the
inner mechanism of the universe and create a large area
of magic fog. Each monsters caught in the fog is suffering
magic damage and force the creation of a new fog patch.
BATTLERAGER CABAL

UNCOMPLETE-Berserker

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1 - Bash
Hit enemies with an innacurate, knockbacking strike
with a Damage bonus based on the ?

5 - Brutalize
This Skill increase damage dealt after each hit. The more 
hit is done, the more damage bonuses are given. However, 
during this state, the Berserker lose all his protection, 
becoming vulnerable to other attacks.

5 - Rage
By releasing his rage, the Berserker gain a massive but short 
bonus to damage dealt. This Rage is so exhausting that the
Berserker lose his efficiency for a given time.

5. <shout spell>

10. Landstrike
The berserker can jump into an enemy pack and slay them.
The attack done at the landing have a medium radius and
an increased damage bonus.

10. <buff spell>
10. <shout like spell>

20. Area Attack
The Berserker run trough a pack of enemy and damage all
of those who stand in its way. The damage dealt increase
with range.

20. <buff spell>
20. War Cry
By releasing this cry, the Berserker increase the damage and
attack rate of himself and his allies by an amount based on
the their remaining life.

30 - Bloodthirst
Under this state, the Berserker become insensible to pain.
Each strike he receive increase his fighting ability. This
Aura gives the Berserker a damage bonus based on the life 
he lost.

30 - Trophy
Final consecration, the Berserker can use his enemies slained
body to craft an armor. The armor have a given set of bonus
that increase with the skill level and monster level.
That was for ppl thinking i wasn't working on the mod anymore :p
Any suggestions for missiles skills cna be cast as long as they fit the theme and are somewhat related to what I need. comments on other skills are also appreciated.

good reading :)
Last edited by Joel on Fri Aug 22, 2003 9:39 am, edited 2 times in total.
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Re: New Skills revealed

Post by Emperor d3st » Tue Aug 19, 2003 2:07 pm

Day-by-day I become more curious... I don't think I'll get bored with this mod. Amazing.
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Re: New Skills revealed

Post by Joel » Wed Aug 20, 2003 8:39 am

Hmmm any other comments ?
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Re: New Skills revealed

Post by Xcolibri » Wed Aug 20, 2003 10:57 am

Well, reading this it like having birthday :)

I've already thought about some missile skills or the empty slot but sadly I don't have much time to think about at the moment. Big test on Tuesday.
After that I'll have a look into it again.

Also, at some skills I'm not really sure if they fulfill 100% what that subclass need. But a lot can only be said when it's played. Balance is hard to do on paper only.

But this is seriously wonderful :!:

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Re: New Skills revealed

Post by Brother Laz » Wed Aug 20, 2003 4:29 pm

@Xcolibri: huh?
@Joel: Dark Embrace, does it lose life right away, or only when damaged? That's what happened to my Bloody Mary, but I call it a 'feature'... seems like in 1.10 monsters do not regenerate life when already at max life. [may also be the reason for open wounds ceasing to work when the target is back at full HP, eg. when healed by a cantor or by self-heal/teleport-heal]
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y dont u play the game the way its supposta be played? -SlothNathan

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Re: New Skills revealed

Post by Joel » Wed Aug 20, 2003 4:31 pm

Brother Laz";p="123426" wrote: @Joel: Dark Embrace, does it lose life right away, or only when damaged?
Only when damaged :/ but the rate is enough to make it dangerously lose hp if not near monster.

<btw : how does your BM teleprot monster she hits !!>
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Re: New Skills revealed

Post by Brother Laz » Wed Aug 20, 2003 4:36 pm

Hmmm... does a negative regen in monprop.txt work?
As for BM: hit-skill 54 100 1, easy. :)

PS: Cleansing Flood: hmmm, have you tested the poison pot explosions? Cause with the new change to the FO collision function, it won't work that way anymore. :( [cross fingers and hope the poison pot collisions still work properly...]
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Median XL released!
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y dont u play the game the way its supposta be played? -SlothNathan

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Re: New Skills revealed

Post by Joel » Wed Aug 20, 2003 4:41 pm

DAMN !! completely forgot that :/
Well I'll test the pot function (cross finger too)

I guess others skills are nice ?? or people haven't read them already :P
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Re: New Skills revealed

Post by Tyd » Wed Aug 20, 2003 7:31 pm

i have a general note to the skills. keep in mind that a lev 30 skill should be really worth the name lev 30 skill :). for example "Darkened Skies". from the description i dont think its worth a lev 30 skill cause it sounds like it has more disatvantages than advantages. it bursts out lots of arrows, but less dmg and inaccurate and it consumes a lot of arrows as well. thats not worth a lev 30 skill. especially compared to steeldance for example.

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Re: New Skills revealed

Post by Joel » Wed Aug 20, 2003 9:09 pm

Hmm maybe a swap is accurate here so :P
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Re: New Skills revealed

Post by Tyd » Thu Aug 21, 2003 1:22 am

some thoughts to the cainite now (yes i'm goin through the post piece by piece :D).

how is the vampireic blast meant to be working? i mean, you have to rest after you used the skill, dont understand that? you cant just rest in a bunch of monsters :D.

shade of abel, i can tell you now, it will be completly useless. cause in a game like d2, what use has a skill that does not allow you to attack? not getting physical dmg is nice. but what am i supposed to do with this skill? standing in i horde of monsters and loghing about them cause they cant hurt me? but then they'll start loughing cause i cant hurt them too :D. remember my last post about that the skills should be worth skilling them ;). thats sort of a general problem i see atm. lots of skills just seem to be not worth skilling them. i mean you have to kill lots of monsters, you should have skills that help you to ;). i was exited when you released the shalafi skilltress, cause thats the way it should be. a high offensive potential with some defensive skills.

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Re: New Skills revealed

Post by Joel » Thu Aug 21, 2003 8:50 am

Tyd";p="123522" wrote: how is the vampiric blast meant to be working? i mean, you have to rest after you used the skill, dont understand that? you cant just rest in a bunch of monsters :D.
Hmmm it only means the spell get a timer :p
Tyd";p="123522" wrote: shade of abel, i can tell you now, it will be completly useless. cause in a game like d2, what use has a skill that does not allow you to attack? not getting physical dmg is nice. but what am i supposed to do with this skill? standing in i horde of monsters and loghing about them cause they cant hurt me?
even if you can't ATTACK, spell casting is possible ...
But I may consider adding some aura to the shade state ...
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Re: New Skills revealed

Post by Tyd » Thu Aug 21, 2003 12:08 pm

lets continue (i know you hoped i would have gone :D, forget that :P).

Shadowling:

umbral servant: is this skill doin dmg too? if not, maybe you should think about adding it :).

shadowrun: hm, this skill sound really dangerous. if i understood it right. you activate the skill, then it attacks a target with increased dmg, but you move slow and you AC is 0. That means, basically everything out there will hit you and with the slow too, you are basically dead when there are some monsters arround :D. something like a kamikaze skill. which isnt bad, but then it should have an really high dmg increase. could be a bosskiller which is used for the really hard bosses, because of its high dmg, but dangerous for groups of monsters. just a suggestion :P.

Shadow Strike: 50% dmg reduction is too much i think, its a lev 30 skill at least ;). let the chain reaction do 75% of the initial dmg.


Jihdrasii Covenant: maybe give it a % of life increase too.

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Re: New Skills revealed

Post by Joel » Thu Aug 21, 2003 1:20 pm

Tyd";p="123633" wrote: lets continue (i know you hoped i would have gone :D, forget that :P).
Damn 8-O :cool: :)
Tyd";p="123633" wrote: umbral servant: is this skill doin dmg too? if not, maybe you should think about adding it :).
They do mixed cold and magic one.
Tyd";p="123633" wrote: shadowrun: hm, this skill sound really dangerous. if i understood it right. you activate the skill, then it attacks a target with increased dmg, but you move slow and you AC is 0. That means, basically everything out there will hit you and with the slow too, you are basically dead when there are some monsters arround :D. something like a kamikaze skill. which isnt bad, but then it should have an really high dmg increase. could be a bosskiller which is used for the really hard bosses, because of its high dmg, but dangerous for groups of monsters. just a suggestion :P.
That's exacrtly the point. I may consider to reduce AC based on slvl (lower skill level is greater AC reduction) instead of 0 right away.
Tyd";p="123633" wrote: Shadow Strike: 50% dmg reduction is too much i think, its a lev 30 skill at least ;). let the chain reaction do 75% of the initial dmg.
Hmmm ... yep maybe.
Tyd";p="123633" wrote: Jihdrasii Covenant: maybe give it a % of life increase too.


Or a ac% i dunno yet. I'm not fond of the hp% bonus for this one.
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Re: New Skills revealed

Post by Tyd » Thu Aug 21, 2003 8:48 pm

ok, the last 2 skilltrees now, cause im away over the weekend, and i can't go without having finished what i started ;).

bard:

faeries fire: i hope this is an area of effect skill, if not, better make it one ;).

false rumors: i like this one, its mean :D. its like the necromancer attract skill i guess. what i allways hated with attract was, you cant cast it on boss monsters :/, but exactly that would be cool about it and give it a tactical aspect. so i suppose you make false rumors a lev 20 skill, but make it possible to cast it on boss monsters except andariel, duriel, diablo, mephisto and baal. just switch it with mourning melody.

the lev 30 skills are ok i think ;).

battlerager:

rage and brutalize: both have disatvantages when using them, so dont forget to make the bonuses worth using them.

Trophy: Eek, not a lev 30 skill oO. switch it with area attack and make area attack better to be worth a lev 30 skill


oh i'm done :D. cya on monday, hope to the something new then :P. just kidding, take your time.

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Re: New Skills revealed

Post by Xcolibri » Mon Aug 25, 2003 12:13 pm

Like I said, I still have some skill ideas, considering that there are free slots and two other cabals left. As always, not sure what works & what not, take what you like. Also, with the many skills now around, there will probably repeated names, although I try to avoid them. Some names are also somewhat lame, I know ^^

Essence of Pain:
[Missile] Deals fire-lightning-cold-damage. Resistance of the monster to each element is [lightRes + fireRes + coldRes] / 3

Sinister Shower:
[Area] Like the Blizzard skill, just black with unholy bolts coming down, poison & magic damage

Purple Lightning:
[Missile] Can you colour the D2 Lightning? Let it deal damage that increase every second while consuming also more mana each second

Force Leak:
[Nova] A bit like the D1 Flash. Diablos Inferno in every direction, covering the 360°

Saving Circle:
[Nova?] Release a small no-damage nova. On explosion it sets trap spikes around the character

Stealing Magpie:
[Missile] Quick chain-Lightning with bird-missile. Many hits (10+), low damage with chance of short stun, giving a little gold per hit.

Suicide of Stone:
[Missile] Similar to D1 Fire-Elemental. Molten Boulder with Clay Golem missile, dealing splash physical damage.

Recurring Sorrow:
[Missile] Homing, average speed missile (unholy bolt, maybe), dealing fire damage with chance of additional 1/2 weapon damage. Other monsters, pierced on the way get slightly poisoned.

Splitting Pang:
[Missile] Release three missiles in random directions which homes on specified target then. All carry 1/3 weapon damage, low chance to stun and low chance of double damage.

Surge of Decay:
[Missile]. Like druid's shockwave with different missile. Each touched enemy makes ac-check. Leaving weak poison, plus crushing blow on hit. If your mana is really low, it has additional chance of corpse poison explosion.

Carrion Glutton:
[Summon] Summons creature (vulture/ D1 crawler eating dead bodies/ act 4 Body Spitter), which deal low physical damage but let dead bodies near them explode, dealing 5% of hit points damage and giving fixed, low amount of life back to character

Status Channel:
[Melee]Attack that adds damage equal to a random attribute (like if you have 20 in dex 30 in energy, it could add 20 or 30 damage), scaled how you like to fit the low-number-system

Riot Outbreak:
[Warcry] Boosting greatly the IAS, R/W speed and FHR for the next 15 seconds. Casting delay of 45 seconds

Natural Carapace:
[Warcry] Give 90% physical damage reduction. Each hit received reduce this reduction by 10% (so after 9 hits the reduction is gone).
Casting delay of 1 minute

Lurid Flush:
[Melee] If you score a kill with this skill, every adjacent monster receives half the victim's hit point as physical damage. The dead monster's body is consumed, too, releasing a small colourful cloud that gives Open Wounds

Lord of the Swamp:
[Area] Can you alter the druid's skill that opens the earth to look green? Giving poison damage. Plus release a given amounts of the poison vines with magical damage. Plus a swarm of ravens. ^^
Casting delay, too.

Swirling Crystal:
[Missile?] Enchant a monster with a missile that circles it, giving damage to any adjacent monsters but not damaging itself.

Evil Laughter:
[Missile] Sound of Baal's laughter first. After a 1 second delay, full screen static field with long lasting, weak poison on everything. High casting delay

Hot Spot:
[Area] Cast a volcano right under a monster. The monster is additionally stunned for one second.

Trace Barrier:
[Area] Cast missiles (bone spirits? Better some kind of ethereal looking monster) in a wall-shape pattern. After a short delay, every missile homes on the nearest target and deals magical and lightning damage.

Haunting Light:
[Area?] Like D2 Blaze, with lightning instead. Also gives a small bonus to faster R/W as a passive bonus.
(Is it possible to have Blaze with the ground opening skill from the druid?)

Life is Dead:
[Missile] Poisons one monster. Poison damage is equal to monster's life but the duration is 3 seconds, going down with higher levels. Does not work on champions or bosses.

Knucklebone:
[Missile] Like D2 Frozen Orb, with Mephisto's Skull missile at the top, releasing teeth. Teeth knock back and chill, Skull deals crushing blow, both damage magically. Reduced damage to undeads.

Hope you can do sth with it ;)
If not, I had some fun, nice distraction from my test...writing tomorrow :o
I really pity that the animations doesn't work well. That would have been too extraordinary good, I guess. Bummer :(
By the way: My wave of exams is over at September 23th. Better bring the mod out then :mrgreen:

@Brother Laz: Hmm, what you mean by 'Huh?' ? If the 'birthday' part was unclear: I meant that it was great to look at so many new, interesting skills at once after Joel only gave us a subclass or two to look at first.

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Re: New Skills revealed

Post by Iridescence » Mon Aug 25, 2003 9:51 pm

Wow :o

I have a couple of questions though....

Concerning the Scout's skill Bandage: Is it an active or passive(!) skill? Also, what does it require in terms of material? Personally I think it sounds overpowered. The way I see it right now, Bandages will completely restore your hp in exactly 12 seconds. If that's a passive skill, any time the scout isn't hit for 12 seconds,they have full health. Even if it's an active skill, I think it might be overpowered for a lvl 10 skill. Also, how does it increase in effectivness/efficiency with added points?

About the Scout's Harvest skill: I don't understand the point of this at all :?: It says that the Scout uses corpses to obtain food, which is used how?

The Guardian's Dispel Evil: Although I realize that this is only a level 5 skill, I don't see any reason to use this at all. Unless you plan to raise the duration of curses so high that 60% is significant, this sounds terribly useless. Perhaps you could alter it to make a target immune to curses for a duration based on the number of skill points.

Concerning the Bard's Song of the Warlords: So this will work like Fanatacism does in D2? Isn't that overpowered for a level 5 skill? Although increasing damage by a percent won't be as godly on a low-number system...

The Bard's level 30 skills are both offensive right now, and neither helps allies. Seeing that the bard seems to be the party character, it might be nice to have one of these skills be a party-beneficial Song or Melody?

About the Berserker's skill Trophy: So this will use a corpse to make a piece of armor based on the level of the monster it was slain from as well as the skill level? I can just see hordes of Berserkers with maxed Trophy killing tons of monsters just to try and get a good armor. Although it sounds like it will be difficult to max any given skill, particularly a level 30 one. But still....

That's all I see for now. I can't wait until this mod is finished! :D

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Re: New Skills revealed

Post by Joel » Tue Aug 26, 2003 8:47 am

Iridescence";p="124509" wrote: Concerning the Scout's skill Bandage: Is it an active or passive(!) skill? Also, what does it require in terms of material? Personally I think it sounds overpowered. The way I see it right now, Bandages will completely restore your hp in exactly 12 seconds. If that's a passive skill, any time the scout isn't hit for 12 seconds,they have full health. Even if it's an active skill, I think it might be overpowered for a lvl 10 skill. Also, how does it increase in effectivness/efficiency with added points?
Well, wording is a bit vague I apologize.
Bandage is an active skills (think Enchant) that gives you a hp-regen boost. The duration is based on slvl and regen bonus on lost HP. The trick is that by the end of the Bandage effect, you're at full health. BUT at slvl 1 this takes let's say 120s and it decrease while slvl raise. At slvl 20, the bandage still restore full HP but let' say in 60s. Of course values have to bve tweaked but you get the point.
Iridescence";p="124509" wrote: About the Scout's Harvest skill: I don't understand the point of this at all :?: It says that the Scout uses corpses to obtain food, which is used how?
Three Words : Modified Find Potions.
Instead of just dropping pot, it drops pot-like items which are food (meat etc ..) from the corpse. Then r-click the food to be healed.
Iridescence";p="124509" wrote: The Guardian's Dispel Evil: Although I realize that this is only a level 5 skill, I don't see any reason to use this at all. Unless you plan to raise the duration of curses so high that 60% is significant, this sounds terribly useless. Perhaps you could alter it to make a target immune to curses for a duration based on the number of skill points.
Well, I once tought rising curse effect/duration will be sufficent ( recently got a lvl 15 Guardian pwned by a trio of curse caster in act 2).
But it seems you'll be right. I may consider giving curse immunity for a time and targetable on allies.
Iridescence";p="124509" wrote: Concerning the Bard's Song of the Warlords: So this will work like Fanatacism does in D2? Isn't that overpowered for a level 5 skill? Although increasing damage by a percent won't be as godly on a low-number system...
Well, it's a basic +swing%/+dmg% bonus. So well it looks like fanatism.
But as you aid, in a low number system , that's not so godly. Moreover, it should be maxed around +60% IAS and +150% dmg at slvl 20 with a diminishing formula.
Iridescence";p="124509" wrote: The Bard's level 30 skills are both offensive right now, and neither helps allies. Seeing that the bard seems to be the party character, it might be nice to have one of these skills be a party-beneficial Song or Melody?
Hmmm, let me check ... yep, I may remove Music of the Spheres or at least alter its functions. I think Sonic Resonance fits more no ?
Iridescence";p="124509" wrote: About the Berserker's skill Trophy: So this will use a corpse to make a piece of armor based on the level of the monster it was slain from as well as the skill level? I can just see hordes of Berserkers with maxed Trophy killing tons of monsters just to try and get a good armor. Although it sounds like it will be difficult to max any given skill, particularly a level 30 one. But still....
Well, Trophy is a sensitive case. I'm not even sure I'll keep it as player skills. Tests shows it's utterly overpowered (think free unique armor wih nice stats whenever you need it). Compared to Brew Potion (the other item creation skills), it's badly baalnced. I'll rethink that.
Maybe a cast-on-corpse Armor booster (like Corpse based enchant) will be more accurate.
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Re: New Skills revealed

Post by Iridescence » Tue Aug 26, 2003 7:40 pm

What happens if the Scout is hit while the Bandages are doing their work?

Also...could the armor from Trophy depend on the type of monster killed? For instance, Duriel could drop Duriel's Shell, while Radament could perhaps drop Atma's Wail. I know those monsters and uniques won't be in the game, but you get the picture, no?

Edit: Actually, what if the Trophy skill only worked on Superuniques? Hopefully the Super Uniques that dropped really good stuff would be very hard to get to so people couldn't abuse this type of feature.
Last edited by Iridescence on Tue Aug 26, 2003 7:48 pm, edited 1 time in total.

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Re: New Skills revealed

Post by Joel » Tue Aug 26, 2003 7:49 pm

If the scout is hit, the bandages don't get updated, it will regenrates to the last value it was initiated.

For the Trophy yes it oculd be nice,but I don't think it's possible :(
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Re: New Skills revealed

Post by Iridescence » Tue Aug 26, 2003 9:06 pm

OK, so the bandages couldn't be abused in PvP, that's good.

Perhaps Trophy could be changed to gather an special item from corpses, and something could be done to use those in some sort of recipie...

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Re: New Skills revealed

Post by mattchaos » Wed Aug 27, 2003 12:13 pm

Personnaly I think that Berserkers need a skill to morph into an animal : traditionnaly the strongests berserkers have this ability. In Diablo 2 druids have those skills but that will be very nice for berserkers, maybe not the way it is used for druids, maybe something like an automatic morph when berserker is near half his life, and morph back if he doesn't hit anybody during 10 or 20 seconds ... something like that ?
For the Trophy skill, why not making etheral armor with only 4 or 5 durability ? And maybe some of the skills can't be used if the berserker is wearing an armor (except the trophy one's) or some skills can break the armor (like werebear).
That's all ... for now

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Re: New Skills revealed

Post by Joel » Wed Aug 27, 2003 1:00 pm

mattchaos";p="124821" wrote: Personnaly I think that Berserkers need a skill to morph into an animal : traditionnaly the strongests berserkers have this ability [...] maybe something like an automatic morph when berserker is near half his life, and morph back if he doesn't hit anybody during 10 or 20 seconds ... something like that ?
Hmm sounds good ... not maybe into an animalbut a more brutal form (like turning into a blunderbore). The automorph is not maybe possible but ...
Hmmm i'll see what I can manage to make . good idea tough :)
mattchaos";p="124821" wrote: For the Trophy skill, why not making etheral armor with only 4 or 5 durability ? And maybe some of the skills can't be used if the berserker is wearing an armor (except the trophy one's) or some skills can break the armor (like werebear).
Well, that what's planned. Etheral trophy armor.
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Re: New Skills revealed

Post by mattchaos » Wed Aug 27, 2003 4:52 pm

Hehe : a green blunderbore, Hulk is back in diablo 2 !!
I really prefer a grizzly but it must be something really strong and quick ! Maybe short and very expensive in term of mana but that would be great.
For trophy if it's etheral armors with only few durability and if the armors are sometimes good sometimes not so good and sometimes very very good I think there'll be no problems.

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Re: New Skills revealed

Post by acdc14235 » Thu Aug 28, 2003 12:09 am

Oh man... thats like... such an awesome idea... Hehe :D
The cast-on-corpsee armor booster doesn't sound that interesting... maybe make the trophy skill only available with certain things or something... and create a new skill. I don't want that trophy skill removed :D

Of course... do whatever you want! I'm just a lowly peon wondering how you get these things to work :P
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