Well, looks like this upcoming update will allow me to realize a skill tree I've been hoping to make for a while! The premise is that it's a warrior skill tree that revolves around the proper care for, maintenance of, and modification of your equipment, both weapons and armor. This is pretty much just symbolic, as really it just provides offensive and defensive buffs for the most part, but yeah. Level 1: Temper Weapon Provides a boost to melee damage for 100 hits. May be proportional to your smithing stat, not sure, I know somebody else has "Paladin of Krong" planned, wouldn't want to tread on their feet. Cooldown: 250 turns. "Using common everyday objects you'd expect to find lying around a dungeon, you can sharpen your weapon for increased potency! This wears off after 100 swings, unfortunatey. There IS a way around that, but it requires gold dust, and sadly the process for obtaining said material is not as simple as merely putting a gold ingot through a grinder." Level 2: Bolster Armor Provides a +1 armor absorb bonus for 50 hits. Cooldown: 250 turns. "You've gained the strength of will to pour your heart and soul into perfecting, polishing, and fortifying a piece of equipment that is meant to be smashed, slashed, burnt, frozen, and splashed with acid in your stead. Level 3: Smote by Krong Reduces HP by 100, essentially barring access to the later skills on this tree until later in the game. "Krong does not take too kindly to you playing Krong. Fool, who do you think you're playin'!?" Level 4: Kronian Empowerment Buffs HP by 100, canceling out the penalty of the previous level, as it only existed as a sort of beef gate. Allows you to imbue yourself with a permanent random set of damage buffs, which will last until you use this ability again. Cooldown: 250 turns. "You and Krong have come to an understanding, and he has given you the power (that is to say, the clearance) to enchant weaponry. However, you have an active limit of one enchantment at any given time." Level 5: Kronian Aegis Allows you to imbue yourself with a permanent random set of resistance buffs, which will last until you use this ability again. Cooldown: 250 turns. "With some practice, you've figured out how to enchant your armor as well, though certain (read: the exact same) restrictions apply." Level 6: Magical Mess Remover Removes Corruption. Cooldown: 250 turns. "You've discovered a recipe for an easily-producible corruption removing detergent. As for what exactly the recipe is, your lips are sealed. When and if you make it out of here, the stuff is going to make you rich!" Level 7: Sword Beam Grants you a skill that fires a missile/beam at your enemies, inflicting Aethereal damage fueled by your melee power at a ratio of 1:1. Cooldown: 7 turns. "Weaponry blessed by a goddess, as it turns out, gains the ability to shoot lasers, without exception! It's also the only thing that can pierce the enchanted defenses of any similarly blessed piece of armor. Inconsequentia won't bless your armor though; she says that would be kinda cheap, and you suppose you agree, in principle at least." Any thoughts on the skill tree?
First descrip : I enjoy your reference. I'd though remove "elven ingot" because it makes it take longer to read and becomes more awkward, degrading the joke, especially given that ingot is already stated. As to the gate, one could just take both levels I believe before they update, by leveling twice. As to the tree in general, it's kind of cool but it is kind of boring excluding sword beam (which is awesome). Personally I'd rework levels four and five into something more useful in the short term.
I'm not sure about balance, but it'll probably be fun to use. Just one question, though. If 1.0.10 is supposed to give us skill tree IDs based on strings rather than integers, and your mod requires 1.0.10, why use the "old" system?
Actually, it *was* about skill tree IDs. I had to find it in the ID reservation thread, but here you go:
I set aside skills like 1 and 2 for smithing actually hahaha, gonna mod my game so that smithing has some use late game. But since I'll be modding my own game with a similar idea, there's no problem hahaha.
I was the one that mentioned Smithing based damage. I'm pretty wrapped up in the Community mod and my days will be filled with pixels instead of skills, so if you want to include it in your skillset, I don't mind.
Is the "gate" to later levels really necessary? Could you just have the damage buff scale to Burl or something? Or is that not possible in buffs? I've noticed no buff in the core game scales to anything, although many procs do. This skill looks like it could be a lot of fun, but the Lv. 3 skill just loads it with a lot of bleh. Why should I waste an entire level just to get the full effects? At least make Lv. 3 do something positive for you, even if you can't take it safely at first.
We actually don't know what all AmountF will be applicable to yet. Nicholas said it "might" be applicable to "grantXP and other things." So the answer is definitely 'maybe'. Also note that the right 'answer' to this skill is to level up twice without spending your skill point the first time and spend both skill points at once without leaving the skill window. I'm pretty sure the game won't kill you even if you have <100 HP and you do this.