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Yeah? A lot of it is just coming out.

I'm trying to give paths for both literal elemental usage, and figurative. I'm trying to think of what, physically, the elements of water and fire might boost.
Try again, Path :P

And I haven't even gotten to Water abilities x_x
It is not your computer. The knight category is at present empty. I just haven't been working on it yet.
Yeah, I just have a lot of ideas coming in for the Ascendants. The other two will get their time to shine.
These are all based on thirty points given in the beginning. It is also a work in progress.
Note that when a skill's power depends on level, that means your character's level(how many skill points total that you have assigned).
EDIT: actually, let's just assume that all abilities grow more powerful with your character.







I'm trying to find a way to make this a decent chart, but in the mean time it's just a stupid long ass list.
Bump before work.
Well I haven't even finished with lore, but I think we can safely say that my latest skill system is the best so I'll stick with it, so that's decided.

Maybe tomorrow, but maybe later. We'll see how long it takes me to get the skill tree up.

If you guys want to, feel free to follow the same format for skills I gave and you can submit ideas for them via PM. I may change element requirements or prerequisites, though. So be prepared for that.
I assume you mean the most recent one I mentioned.

You'll get one, maybe two skill points to assign at the very beginning. Skills will have elemental requirements(obviously you can't fly if you don't have any air). Your raiment is the source of your elemental power, and it's made up of the crystals you have in the beginning. So that's what it has to do with your skills. If you don't have any earth in your raiment, you can't go slinging rocks.

Your element thing will look something like this:

Knight
Earth: 13
Water: 12
Weapon: 5

With your elements almost even, you'll be able to learn most of the early skills. But higher up the skill tree there will be skills that can only be learned if you use primarily one element or the other.

To give an example of a skill under this system, I'll use the same one:

Glide:
Elemental requirement: 8 Air.

Flight:
Prerequisite: Glide
Elemental Requirement: 12 Air.

And then dual element abilities, the early ones will just require that you have both elements, but later ones will require more and more balance. Top tier will require you to have it split 15/15(This way there's an advantage to forgoing a weapon, as those who spend crystals on weapons won't be able to use top tier abilities.
Well there's no route where you'd have all your skills. In my first draft there would probably be only one technique per character that they had from the get go.
I'm still making minor additions to the Lore post, so it's not done, just so you know.

Two new ideas:

First of all: we're probably going to go with Trapezoid's weapon idea. In addition to the Raiment, you can choose to spend some of your crystals on a weapon as well(the nature of the weapon is entirely up to you). The more you spend on your weapon, the more powerful, but also the less you have to spend on your Raiment(which impacts your abilities).

There's been an alternate skill tree form suggested to me, and here is my version of it:

Each class has some amount of basic skills, each one has element point requirements, and they are all the prerequisites to unlock more advanced skills in the same sort of vein.

For instance, one branch of skills for the Knights could be terraforming techniques. The basic would be making a hole to try to trip your opponent. You could expand on it with a variety of things. A fissure instead of a hole, or put spikes in the hole. Each level you get to add one to your repertoire, but some will have element point requirements. So you could only advance so far in the terraforming skill tree if your Earth is low.

This would make it slower gaining skills, and I would compensate by handing out levels more often. But it would make characters more specialized, and allow you to make your skill choices over time instead of basically deciding it all at once.

Thoughts?
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