Author Topic: [WIP] Shadow Champions (Mastery Mod) - WNG  (Read 11407 times)

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[WIP] Shadow Champions (Mastery Mod) - WNG
« on: 18 October 2018, 21:58:09 »



Hello, fellow TQ players. Today I will announce the new project I am currently working... yet another masteries mod!

This mod will add 10 new unique masteries to play with. When a mastery is fully completed, I give below a full showcase of the skills and their functionalities. It will most likely differ from final version, it all depends on the data I get from the playtesting.

Progress:
1. Chaos Mastery--Rework completed
2. Geomancy Mastery --Rework completed
3. Necromancy Mastery --Rework completed
4. Archery Mastery --Rework in progress
5. Lifegiving Mastery --Rework in progress
6. Aqua Mastery --Rework completed
7. Barbarism Mastery --Rework completed
8. Time Mastery --Rework completed
9. Science Mastery --Rework completed
10. Witchcraft Mastery --Rework completed

On the top of the masteries, there is also a couple of extra features I want to work on.

  • Common Vitality/Poison staves, as seen in my bounce mod of the same name. Will greatly benefit some new classes.
  • New monster champions and heroes will make their first appearance.
  • A new type of item will be made : Monster Legendaries. Basically the same as a Monster Infrequent, except it acts like a Legendary, with its own bonuses and a unique cool skin.
  • New scrolls and artifacts to play with, mostly to enlarge the build possibilities and offer convenient bonuses for the new classes.
  • New affixes will be included for the yellow and green items, also in the hope to offer compelling bonuses fitting the needs of the new classes.
  • Small QoL changes, such as increasing the item stacking limit and selling Titanic Potions.
  • Minor bugfixes and adjustements, including making all current bonuses to a mastery or a skill be associated to a new mastery/skill from the mod.
  • X2, X3, X4 and Xmax versions
  • Also rework many vanilla items, charms, artifacts, etc.

Edited with Torstein's post :

|'>'|/
After discussing it more clearly, WNG and I have decided to expand my role in the creation of Shadow Champions, I'll be more invested in balancing the values of skills and items, as well as playtesting of what we add and change (also proofreading). Only from theoretical side, I can't actually implement it into the game myself :p. There are a lot of changes and additions coming, to make it fresh, but still true to the original tq we all love, making sure it's really something we can be proud of, share and enjoy for a long time.

We're in for an overhaul of all masteries, lots of brainstorming ahead. Hopefully we can provide more updates soon to get a wider view of what needs fixing from your perspective. Perhaps skill presentations in video form too, look forward to it.

After implementing the most crucial changes as well as 9th and 10th masteries, the mod will require more feedback from people, if it would interest any of you, please contact WNG directly or write it here, it would be very appreciated as well as necessary for overall making it less biased and enjoyable for all playstyles / mod difficulties. WNG will be sure to include an item or a hero monster in your honour ^u^

Cheers
~Tor
« Last Edit: 15 July 2019, 00:49:57 by WNG »

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[WIP] More Masteries Mod - WNG - 1. Chaos Mastery
« Reply #1 on: 18 October 2018, 21:58:16 »
↜ 1. Chaos Mastery ↝


Description:
The adepts of Chaos hold the most terrific powers, ones which can destroy souls and wreak havoc upon entire armies. To fully harness this power, one must devote their entire self to the chaotic forces and master the magic of darkness.

Dev's Note:
The Chaos Mastery is a very offensive one, heavily focuses on Vitality damage. It also supports Physical, Piercing and Bleeding as secondary damage types. Heroes that use this mastery will become deadly spellcasters or berserkers, but will also be very vulnerable...

Skill Tree:
Spoiler for Hiden:

Mastery Info:

__________Mastery Bonus: __________

Level 1:
+15 Health
+2 Strength
+2 Intelligence
+2 Dexterity

Level 40:
+750 Health
+80 Strength
+80 Intelligence
+80 Dexterity

__________Tier 1: __________


Twisted Mind
Your sanity slowly fades away, resulting in havoc-wreaking prowess, along with loss of empathy.
[
+% Energy Regeneration
+% Attack Speed
+% Casting Speed
]


Impure Blood
By becoming familiar with the chaos, your whole body suffers drastic changes. Among other things, your blood turns impure and protects you from dark magic.
[
+ Health Regeneration
% Vitality Resistance
% Slow Resistance
]


Befoul Weapons
The corruption growing inside you allows you to imbue your weapons with chaotic power.
[
1 Active Energy Cost per Second
50 Energy Reserved
Vitality Damage
+% Vitality Damage
]
Preview:

Death Pulse
A ring of flesh-reaping energy violently strikes any foes around the player.
[
Damage
Vitality Damage
]
Preview:
__________Tier 2: __________


Obscure Crescent
Reap the foes in front of you with a slashing attack.
Requires a melee weapon.

[
250 Arc of Attack
+% Increased Pierce Ratio
+% Pierce Damage
Bleeding Damage over 3.0 Seconds
Seconds of Fear
]
Preview:

Augmented Reflexes (requires Impure Blood from Tier 1)
Increases your stamina to incredible levels to always remain on the offensive.
[
+ Defensive Ability
+% Movement Speed
-% Shield Recovery Time
]


Dreadful Impact
Sends forth a wave of chaotic power, that damages the body and the mind alike.
[
Damage
Vitality Decay over 3.0 seconds
Vitality Damage
]
Preview:
__________Tier 3: __________


Dividing Magic
Focus your arcane consciousness to decimate entire landscapes.
Requires a staff.

[
% Chance to be used
Fragments
% Chance to pass through ennemies
Vitality Damage
]
Preview:

Devil's Rush
Rush at an opponent with incredible agility and deliver a most certainly deadly blow.
Requires a melee weapon.

[
+% Physical Damage
+% Pierce Damage
Pierce Damage
Vitality Damage
+% Movement Speed
]


Unleash Fury (requires Befoul Weapons from Tier 1)
The cursed touch of your weapons delivers a quick and gruesome death upon mortal beings.
[
% Reduction to Enemy's Health
% Chance of Reduced Resistances for 3.0 seconds
]


Extreme Pressure (requires Dreadful Impact from Tier 2)
The damage of the shock is increased tenfold, leaving your enemies wounded and destabilized.
[
+% Physical Damage
% Chance of Seconds of Fear
% Slower Movement over 3.0 Seconds
]

__________Tier 4: __________


Fleshrender
This dual-wielding technique reaps the flesh of your enemies with bloodletting strikes of unprecedented violence.
Allows dual-wielding; requires dual-wielding melee weapons.

[
% Chance to be Used
Bleeding Damage over 3.0 Seconds
Pierce Damage
]


Power Upsurge
Awakens your inner wrath to multiply your strength for a brief moment.
[
30.0 Second Duration
10.0 Meter Radius
+% Bleeding Damage
+% Vitality Damage
+% Health Regeneration
-% Energy Cost
]
Preview:

Blood Harvest (requires Death Pulse from Tier 1)
Augments the speed of the pulse, causing an instant hemorrhage.
[
Pierce Damage
Bleeding Damage over 3.0 seconds
]

__________Tier 5: __________


Torturer's Delight (requires Devil's Rush from Tier 3)
Skill Modifier
The sole satisfaction of inflicting agonizing wounds upon multiple foes allows you to carry on the slaughter.

[
Seconds Recharge
Energy Cost
360 Arc of Attack
Target Maximum
Life Leech over 3.0 Seconds
]


Demon's Gift (requires Befoul Weapons from Tier 1)
Exceeding energy permeates your mind and reinforces your soul to overcome adversity with ease.
[
+ Health
+ Energy
+% Total Speed
]


Eradicate (requires Death Pulse from Tier 1)
Forces of neither life nor death can escape your wrath.
[
Energy Cost
% of Attack Damage converted to Health
+Damage to Constructs
+Damage to Devices
+Damage to Undead
+Damage to Ghosts
]


Hellborn (requires Dreadful Impact from Tier 2)
Skill Modifier
Although sibling to the mortal race, gazing into the depths of hell will quickly prove that you and the hellspawns have much more in common than you initially thought.

[
Seconds Recharge
+% Physical Damage
Burn Damage over 3.0 seconds
-% Vitality Damage
-% Vitality Decay
Fire Damage
]

__________Tier 6: __________


Insigna of Anguish
Starving forces of the underworld reach out to the ground's surface and corrupt the ground with hellish signs, eliminating anyone who gets too close.
[
10.0 Second Duration
3.0 Meter Radius
Damage
Vitality Decay over 3.0 Seconds
Vitality Damage
]
Preview:

Everlasting Hatred (requires Power Upsurge from Tier 4)
Overwhelming power fills your thoughts with rancor and hatred.
[
Energy Cost
Second Duration
+% Total Damage
+% Strength
]


Corruption
An aura of terror gathers around you; foes daring to approach can neither remain brave nor unscarred for too long.
[
Chance for one of the following :
   % Reduced Offensive Ability Retaliation for 3.0 seconds
   % Reduced Defensive Ability Retaliation for 3.0 seconds
% Health Reduction Retaliation
]


Frenzy (requires Death Pulse from Tier 1)
Every cast of Death Pulse has a chance to recharge the skill almost instantly.
[
% Chance of -90% Recharge
]

__________Tier 7: __________


Pandemonium
Offer your whole self to the chaotic forces. Submerge your conscience in darkness. Allow it to increase your damage tremendously, but only for a mere moment.
[
Energy Cost
1.5 Second Duration
+% Total Damage
]
Preview:

Shadow Riposte
Each blow you take can unleash a burst of concentrated dark magic, that eradicates all nearby forms of life.
[
8% Chance of Activating
Energy Cost
1 Active Energy Cost per Second
8.0 Meter Radius
Damage
Vitality Damage
Energy Reserved
]
Preview:
« Last Edit: 06 July 2019, 13:52:39 by WNG »

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More Masteries Mod - WNG - 2. Geomancy Mastery
« Reply #2 on: 18 October 2018, 21:58:27 »
↜ 2. Geomancy Mastery ↝


Description:
Geomancers are well-known for being fierce defenders of the Earth. By controlling the forces of the underground and nature, they can cast powerful spells to either break the world or restore it. With enough determination, Geomancers may shape the world the way they want.

Dev's Note:
The Geomancy Mastery offers great defensive options for your character, though it also offers some decent offensive skills to use. Geomancers can stun ennemies by several means. Multiple skills require melee weapons to work, however.

Skill Tree:
Spoiler for Hiden:

Mastery Info:

__________Mastery Bonus: __________

Level 1:
+25 Health
+10 Energy
+2 Strength
+1 Intelligence

Level 40:
+1000 Health
+400 Energy
+100 Strength
+60 Intelligence

__________Tier 1: __________


Boulder Toss
Quickly bring dirt and rocky mass together to form a large boulder and hurl it at your opponents.
[
3.0 Meter Radius
Damage
25.0% chance of +50% Stun Duration
1.0 seconds of Skill Disruption
2.0 seconds of Stun
]
Preview:

Overpower
Increased physical strength allows you to lift your shield with less effort, thus making its usage more efficient.
[
-% Strength Requirement for Armor
-% Strength Requirement for Shields
+% Shield Block Chance
]


Block
For a brief moment, protect yourself inside an unbreakable wall of stone, nullifying all incoming damage. The enemies who attempt to attack you may get momentarily stunned.
[
Seconds Recharge
2.0 Second Duration
100% Damage Absorption
% Chance of Stun Retaliation
]
Preview:
__________Tier 2: __________


Staggering Force
Geomancers’ remarkable display of physical strength is capable of grinding bones into mere dust.
Requires an axe or a club.

[
+% Stun Duration
50% chance for one of the following :
   Crushing damage over 3.0 seconds
   +% Physical Damage
]


Sharpstones Veil
A set of razor-sharp rocks quickly orbits around you, reducing incoming damage and injuring nearby opponents.
[
5.0 Seconds Duration
3.0 Meter Radius
% Damage Absorption
Damage
% Chance to Dodge Attacks
Crushing damage per second
Armor
]
Preview:

Shatter
This shield technique can hit multiple targets in front of you, dealing high damage and incapacitating their skills.
Requires a shield.

[
360 Arc of Attack
Target Maximum
Damage
Crushing damage over 2.0 seconds
Seconds of Skill Disruption
]


Aftershock (requires Block from Tier 1)
Skill Modifier
Extends the duration of the stone barrier briefly, granting it a painful revenge on those who strike it, however, it consumes your entire reserve of energy.

[
2.0 Second Duration
10000 Energy Reserved
200% Damage Reflected
]

__________Tier 3: __________


Summon Stone Golem
Give life to mere pieces of stone, forming a powerful golem to fight by your side.
[
Health
Energy
]
Preview:

Original Creation
Form a barrier around yourself or an ally to reduce the susceptibility to elemental attacks.
[
%Damage Absorption
Protects Agaisnt :
   Lightning
   Fire
   Cold
]
Preview:

Shield Expertise (requires Overpower from Tier 1)
Use your shield with unmatched dexterity to minimize the chances of getting injured.
Requires a shield.

[
-% Shield Recovery Time
% Chance to Avoid Projectiles
]


Worldbuilder's Aura
Connecting to the very core of nature serves as both a protective ward and an empowering essence to you and your minions.
[
1 Active Energy Cost per second
% Damage Absorption
+ Strength
+ Intelligence
+% Health Regeneration

Bonus to all pets:
+% Physical Damage
+% Elemental Damages
Armor

75 Energy Reserved
]
Preview:
__________Tier 4: __________


Bedrock (requires Summon Stone Golem from Tier 3)
Build your golem out of the deepest rocks in the Earth’s crust to make it more resistant to damage.
[
+% Health
+% Health Regeneration
+% Energy Regeneration
]


Orogenesis (requires Sharpstones Veil from Tier 2)
Sharpstones Veil may be used more often, but it also becomes more energy-hungry.
[
Energy Cost
-Seconds Recharge
]


Violent Bash
A ruthless, bone-crushing shield technique which reduces enemies’ resilience as well as their precision.
Requires a shield.

[
% Chance to be Used
Crushing Damage over 2.0 seconds
Reduced Resistances for 3.0 seconds
% Chance to Fumble attacks for 3.0 seconds
]


Stoneskin
Makes your skin as hard as stone, diminishing the effectiveness of all piercing attacks used on you.
[
% Pierce Resistance
% Bleeding Resistance
]

__________Tier 5: __________


Stone Hurler (requires Summon Stone Golem from Tier 3 and Bedrock from Tier 4)
Your golem may now toss large stone boulders at your opponents.
[
3.0 Meter Radius
Damage
1.0 - 3.0 Seconds of Stun
]
Preview:

Fissure
Crack the ground beneath your enemies to damage them and obstruct their movement.
Requires a melee weapon.

[
Damage
1.5 Seconds of Stun
% Slower Movement for 1.0 Seconds
]
Preview:

Earthen Energy (requires Worldbuilder's Aura from Tier 3)
Knowledge and practice allow geomancers to manage and harness their energy better.
[
+% Energy Regeneration
Less Energy Reserved
% Absorption of Spell Energy
-% Energy Cost

Bonus to all Pets:
-% Energy Cost
]

__________Tier 6: __________


Shockwave (requires Summon Stone Golem from Tier 3 and Stone Hurler from Tier 5)
Gives your golem the ability to shake the Earth with it’s brute force.
[
9.0 Meter Radius
Damage
Electrical Burn over 3.0 Seconds
65% Slowed for Seconds
]
Preview:

Primordial Creation (requires Original Creation from Tier 3)
Your link to nature grows stronger than ever, keeping your life forces and resolve at high levels.
[
+Offensive Ability
%Life Leech Resistance
%Energy Leech Resistance
]


Craggy Edges (requires Fissure from Tier 5)
Sharp rocky edges pierce your opponents, leave their armor damaged, and hinders their movement for longer.
[
Reduced Armor for 3.0 Seconds
+0% Slow Movement with +% Improved Duration
]


Pressurize
Exert every effort to improve the pulverizing power of your attacks.
[
+0% Crushing Damage with +% Improved Duration
]

__________Tier 7: __________


Sundering (requires Fissure from Tier 5)
Seismic forces awake as you strike to unfurl calamitous damage.
[
Energy Cost
+% Physical Damage
% Reduction to Enemy's Health
]


Seismic Strength
Charge the power of the Earth in your weapons, incapacitating multiple foes in a single attack.
Apply this skill to your left mouse button.
Requires a melee weapon.

[
1 Energy Cost
360 Arc of Attack
Target Maximum
100% Chance to pass through Enemies
6 Charge Levels
Seconds of Stun
% Slowed for Seconds
]
Preview:
« Last Edit: 13 July 2019, 16:08:15 by WNG »

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Re: More Masteries Mod - WNG
« Reply #3 on: 18 October 2018, 21:58:43 »
↜ 3. Necromancy Mastery ↝


Description:
Necromancers are feared worldwide for their ability to control the fallen. Raising their minions one by one, they can create their own small army to vanquish the living, who shall inevitably serve them in the afterlife.

Dev's Note:
Necromancy offers both spells with high damage, as well as regenerative abilities. It's also the favorite mastery of petmancers, as you can raise an army of skeletons to follow you around. Although fragile, they are cheap, numerous and on a low cooldown.

Skill Tree:
Spoiler for Hiden:

Mastery Info:

__________Mastery Bonus: __________

Level 1:
+25 Health
+10 Energy
+2 Intelligence
+2 Dexterity

Level 40:
+1000 Health
+400 Energy
+80 Intelligence
+80 Dexterity

__________Tier 1: __________


Forbidden Codex
Study the archives of the Forbidden Codex, learning how to best utilize all sorts of weapons. Necromancers can put this knowledge into practice, which can ultimately give them an advantage in combat.
[
-% Strenght Requirement for all Weapons
-% Dexterity Requirement for all Weapons
-% Intelligence Requirement for all Weapons
]


Banishing Spell
This surge of shadow energy effectively defeats the living and the dead alike.
[
Vitality Damage
+Damage to Undead
]
Preview :

Cold Hand of Death
Cold and chilling magic wraps around the weapons of you and your allies, desecrating the foes touched by them with necrotic power.
[
1 Active Energy Cost per Second
8.0 Meter Radius
+% Vitality Damage
+% Vitality Decay
Vitality Damage
75 Energy Reserved
]


Summon Undead Minion
Invoke a weak but obedient skeletal pawn, to fight for you, for a short period of time.
[
Health
Summon Limit
]
Preview :
__________Tier 2: __________


Skull Grenade
Throw a skull imbued with torturous fear, causing foes to panic, and in turn, becoming easy targets.
[
5.0 Meter Radius
% Reduction to Enemy's Health
% Reduced Offensive Ability for 3.0 seconds
Chance of seconds of Fear
]
Preview :

Vanquish Undead
Learn how to fend off the undead efficiently, with a special aura that increases control over them.
[
1 Active Energy Cost per Second
7.0 Meter Radius
50 Energy Reserved
+ Damage To Undead
+ Damage to Ghosts
]


Early Grave
Although Necromancers rely on vicious magic, which tortures their foes to death, they always find a way to quicken the process.
[
+% Attack Speed
% Increased Projectile Speed
]


Summon Undead Archer
Invoke a skeletal archer, that targets weak points and makes your opponents bleed, for a short period of time.
[
Health
Energy
Summon Limit
]
Preview :
__________Tier 3: __________


Impaling Bones
Raises a row of piercing bone spires that tears your opponents’ flesh.
[
2.5 Meter Radius
100% Chance to Pass through Enemies
Crushing Damage per Second
Piercing Damage
]
Preview :

Bone Cage
Snares your opponents in a cage of piercing bones, preventing any movement for a short while.
[
5.0 Meter Radius
Second Duration
Crushing Damage per second
Piercing Damage
-% Defensive Ability
]
Preview :

Mana Source
Grants you the ability to gather magical energy out of seemingly nothing, empowering yourself and allowing you to cast spells tirelessly.
[
10.0 Second Duration
Seconds Recharge
+10.0 Energy Regeneration per Second
+% Energy Regeneration
+% Movement Speed
]
Preview :

Summon Undead Wizard
Invoke a long-dead wizard, that casts powerful spells, for a short period of time.
[
Health
Energy
Summon Limit
]
Preview :
__________Tier 4: __________


Doom Sealing (requires Impaling Bones from Tier 3)
The bone spires, now inhabited by ghostly forces, terrorize and disrupt your opponents’ spellcasting.
[
Energy Cost
Energy Leech over 3.0 seconds
Seconds of Skill Disruption
Chance of seconds of Fear
]


Deathshield (requires Vanquish Undead from Tier 2)
Improve your ward to give protection from revenants' attacks, and bolster the damage of you and your allies.
[
75 Energy Reserved
+% Absorption of Spell Energy
+% Energy
+% Less Damage from Undead
+% Less Damage from Ghosts
]


Soul Chill (requires Cold Hand of Death from Tier 1)
Terrorize the very souls of your opponents with a chilling enchantment reserved to the strongest necromancers.
[
+% Cold Damage
Cold Damage
+25% Damage to Ghosts
]


Summon Undead Captain
Invoke an ancient commander to inspire its allies, for a short period of time.
[
Health
Energy
]
Preview :
__________Tier 5: __________


Gravestone
Leave an enchanted, cursed gravestone as a grim reminder of what awaits your enemies.
This summon is invincible and cannot be destroyed by enemies.

[
Health
Energy
]
Preview :

Degeneracy (requires Bone Prison from Tier 3)
Augmented necrotic magic saps the vitality of your ensnared victims.
[
Energy Cost
Vitality Decay per Second
Life Leech per Second
]


Reaper's Avatar (requires Cold Hand of Death from Tier 1)
Further embody the emblem of death and claim lives with unrivaled efficiency.
[
+% Pierce Damage
+% Offensive Ability
+% Movement Speed
]

__________Tier 6: __________


Soulflaying Magic (requires Impaling Bones from Tier 3)
Skill Modifier
Allows you to trade off all the physical pain for spiritual dolor, effectively increasing the damage done to your opponents' spirits but also decreases the damage done to their bodies.

[
-% Piercing Damage
Vitality Decay over 3.0 seconds
Vitality Damage
]


Spellbound Souls
Your countless victims are bound to your supremacy, obliged to serve you as a ward from incoming attacks.
[
+Defensive Ability
+%Chance to Avoid Projectiles
%Physical Resistance
]


Ossein Recovery (requires Summon Skeleton Warrior from Tier 1, requires Summon Skeleton Archer from Tier 2, requires Summon Skeleton Wizard from Tier 3 and requires Summon Skeleton Captain from Tier 4)
Prevent the bones of your minions from decaying and increase their overall toughness.
[
Bonus to Undead Pets:
   Armor
   +% Health
   %Elemental Resistance
]

__________Tier 7: __________


Energy Rush (requires Mana Source from Tier 3)
Overflowing with energy, your spells grow much more potent for a short period of time.
[
Energy Cost
+% Elemental Damages
+% Vitality Damage
+% Life Leech
+% Energy Leech
]


Necromania (requires Ossein Recovery from Tier 6)
Awakening the undead makes their past regrets and vengeful desires reappear.
[
Second Duration

Bonus to Undead Pets:
   +% Total Damage
   +% Attack Speed
   +% Casting Speed
]
« Last Edit: 27 June 2019, 16:34:28 by WNG »

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Re: More Masteries Mod - WNG
« Reply #4 on: 18 October 2018, 21:58:55 »
↜ 4. Archery Mastery ↝


Description:
The most well-trained Archers of the kingdom are unmatched at ranged combat, firing arrows at blinding speed combined with a deadly accuracy. This talent, however, only comes to those who are willing to spend years of dedicated training.

Dev's Note:
This mastery favors bow users with many boosts including attack speed, piercing damage and bleeding damage. Unlike the Hunting mastery, it solely focuses on bows instead of also considering spears. It can be used as a secondary mastery if you switch weapons and use a bow as a secondary weapon.

Skill Tree:
Spoiler for Hiden:

Mastery Info:

__________Mastery Bonus: __________

Level 1:
+30 Health
+4 Energy
+1 Strength
+3 Dexterity

Level 32:
+1020 Health
+128 Energy
+32 Strength
+96 Dexterity

__________Tier 1: __________


Eagle Eye
Target with haste the weak points of your enemies and injure them more than a regular bowman would. Apply this skill to your left mouse button.
Requires a bow.

[
1 Energy Cost
+% Pierce Damage
% Increase in Projectile Speed
]


Target Practice
Learn to remain steady and shoot under all conditions and in all angles to always hit the mark.
Requires a bow.

[
+% Dexterity
+% Attack Speed
]


Raptor Hunter
Call a fiery bird of prey to assist you hunting down your victims.
[
Health
Energy
]

__________Tier 2: __________


Magicwind Arrow
Concentrate loads of magical energy into a single and powerful arrow that damages all enemies in its path.
Requires a bow.

[
3.5 Meter Radius
100% Chance to Pass through Enemies
Piercing Damage
Elemental Damage
% Slower Movement for 2.5 Seconds
]


Taxidermy
Being a vocational hunter, you have been trained to take down all sorts of beasts with incredible ease.
[
+ Damage To Beasts
+ Damage To Beastmen
+% less Damage from Beasts
+% less Damage from Beastmen
]


Razor Sharpening
Increase the piercing potential of the weapons of all the allied units nearby.
[
1 Active Energy Cost per Second
Meter Radius
+% Pierce Damage
50 Energy Reserved
]

__________Tier 3: __________


Customized Arrowheads (requires Eagle Eye from Tier 1)
Use self-crafted arrowheads to greatly increase the piercing power of your shots, making them effectively pass through several bodies.
[
% Chance to Pass through Enemies
+% Pierce Damage
]


Split Shots
This special technique allows you to fire multiple arrows at once to manage large groups more easily.
Requires a bow.

[
% Chance to Pass through Enemies
Launches 5 Projectiles
Total Damage
]


Monster Hunter (requires Monster Hunter from Tier 2)
Special training allows you to defeat all kinds of demons and giants in record time.
[
+ Damage To Demons
+ Damage To Giants
+% less Damage from Demons
+% less Damage from Giants
]


Bloodletting Talons (requires Raptor Hunter from Tier 1)
Strong feet are effective at opening wounds and letting the blood flow.
[
15% Chance of Bleeding Damage over 3.0 seconds
Piercing Damage
+% Offensive Ability
]

__________Tier 4: __________


Arrow in the Knee (requires Eagle Eye from Tier 1)
Aim at the legs of your enemies to disturb their movement and prevent them to approach you.
[
5% Chance of :
  Bleeding Damage over 3.0 seconds
  % Slower Movement for 3.0 seconds
]


Bow Mastery
Nimble fingers and increased dexterity allow you to shoot with a boost of speed and damage for a short period of time.
Requires a bow.

[
Second Duration
Piercing Damage
+% Attack Speed
+% Casting Speed
]


Blinding Winds (requires Magicwind Arrow from Tier 2)
From your arrows emerge intense rays of light that blind your enemies, making them unable to aim proprely or defend themselves.
[
Energy Cost
+% Elemental Damages
% Chance of 50% Chance of Impaired Aim for 3.0 seconds
% Chance of Seconds of Confusion
]


Silver Feathers (requires Bloodletting Talons from Tier 3)
Your raptor may now throw its piercing feathers to damage from afar and disturb eyesight.
[
Projectiles
% Chance to pass through Enemies
Piercing Damage
33% Chance of 50% Chance of Impaired Aim for Seconds
]

__________Tier 5: __________


Headshot (requires Eagle Eye from Tier 1)
Shots perflecty aimed at the head may cause critical damage and knock them out briefly.
[
5% Chance of :
  Damage
  % reduced Defensive Ability for 3.0 Seconds
  3.0 seconds of Stun
]


Vampire Shots (requires Magicwind Arrow from Tier 2)
Skill Modifier
Upgrade your magical arrows to drain blood and life from your enemies and restore yours. However, this technique will greatly increase the energy cost of your magical arrows.

[
200 Energy Cost
35% of Attack Damage Converted to Health
]


Astuteness (requires Razor Sharpening from Tier 2)
Having more cunning and cleverness than your opponents allows you to use different offensive strategies that will catch your foes off-guard.
[
+% Total Damage
+% Defensive Ability
+% Movement Speed
50 Energy Reserved
]


Scavenger (requires Silver Feathers from Tier 4)
Feeding on the flesh of its sufferers and tracking those who attempt to flee becomes trivial to the most relentless raptors.
[
Damage
% of Attack Damage Converted to Health
+% Attack Speed
Armor
]

__________Tier 6: __________


Devastating Shots (requires Bow Mastery from Tier 4)
Perfected skills with the bow allows you to aim where your opponents least expect it in a blink of an eye and deal extraordinary damage.
[
Energy Cost
10% Chance of +% Total Damage
]


Dragon Arrow
Fire a fiery arrow of fire that explodes when hitting the first enemy it encounters and deal great burn damage over time.
Requires a bow.

[
Energy Cost
3.0 Meter Radius
Burn Damage over 5.0 Seconds
Piercing Damage
Fire Damage
1.5 seconds of Stun
]


Kinetic Blur
Run with unrivaled haste, so much that your enemies barely can keep track of your position.
[
+% Movement Speed
% Chance to Dodge Attacks
% Chance to Avoid Projectiles
]
« Last Edit: 31 December 2018, 01:25:26 by WNG »

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Re: [WIP] More Masteries Mod - WNG
« Reply #5 on: 20 October 2018, 22:10:38 »
↜ 5. Lifegiving Mastery ↝


Description:
The adepts that follow the way of the light learn to spread health and peace wherever their journey leads them. Even though the Lifegivers hold great healing powers, they do not hesitate at using powerful magic to stop those who hinder their quest.

Dev's Note:
The Lifegiving mastery is a mostly defensive one, granting strong buffs for allied units that offer both survivability and damage potential. Though it is not really a very offensive mastery, it also has a few damaging skills to play with. Finally, the mastery mainly favors Fire and Burn damage.

Skill Tree:
Spoiler for Hiden:

Mastery Info:

__________Mastery Bonus: __________

Level 1:
+50 Health
+12 Energy
+2 Intelligence
+1 Dexterity

Level 40:
+1800 Health
+480 Energy
+80 Intelligence
+40 Dexterity

__________Tier 1: __________


Gift of Life
Repair the skin, close wounds and replenish lost vigor of the ally of your choice with a curing light.
[
Health Restored
Energy Restored
]


Fiery Strikes
Charge heavenly power in your attacks to deal serious burn injuries. Apply this skill to your left mouse button.
[
4.0 Seconds Recharge
Fire Damage
+25% Offensive Ability
]

__________Tier 2: __________


Godly Presence
From you emanates powerful radiant energy that strengthens all friendly entities.
[
10.0 Meter Radius
100 Energy Reserved
+Strength
+Intelligence
+Dexterity
+Health
+Energy
]


Crystal Balls
Sends a ring of crystalline projectiles imbued with elemental magic that damage enemies on contact.
[
10 Projectiles
Burn Damage over 3.0 seconds
Elemental Damage
]


Punishment
Those who attempt to stop beneficence are granted a punishment worthy of their sins.
[
25.0% Chance of Burn Retaliation over 3.0 Seconds
]

__________Tier 3: __________


Liberty
The protectors of freedom train unrelently to become less constrained than ordinary fighters and to ultimately become superior warriors.
[
-% Reduction to all Requirements
]


Screen of Light
Assault your opponents with a violent flash of blinding light that weakens them and spreads to nearby enemies at lightspeed.
[
6.0 Second Duration
Burn Damage over 6.0 Seconds
Reduced Damage for 6.0 Seconds
Reduced Resitances for 6.0 Seconds
-% Health Regeneration
]


Skyward Shock (requires Crystal Balls from Tier 2)
Invisible forces from the sky upgrade your crystals to cripple the vital energy from your foes faster.
[
33.0% Chance of +% Elemental Damages
33.0% Chance of +% Burn Damage
]


Radiant Orb
Creates a veil of light that absorbs a certain quantity of physical damage until it breaks.
[
Damage Absorption
Protects against :
  Physical
+50% Health Regeneration
]

__________Tier 4: __________


Angelic Altar
Summon a shrine from the heavens that casts a large aura of protection.
Cannot be dispelled.

[
Health
Energy
]


Celestial Armory (requires Godly Presence from Tier 2)
Bless all your weapons with a powerful angelic enchantement.
[
50 Energy Reserved
+% Fire Damage
Fire Damage
% of Attack Damage Converted to Health
+ Damage to Demons
]


Numbing Magic (requires Screen of Light from Tier 3)
Your foes become dazed and confused, wich can greatly harm their fighting skills.
[
Energy Cost
% Chance to Fumble Attacks for 1.0 Seconds
% Chance of Impaired Aim for 1.0 Seconds
Seconds of Disruption
1.0 Seconds of Confusion
]


Celerity (requires Radiant Orb from Tier 3)
Empower your shield with an enchantement that grants great speed and agility.
[
+ Defensive Ability
+% Attack Speed
+% Casting Speed
]

__________Tier 5: __________


Strength Bestowal
Lend great amounts of power to a unique ally, allowing it to wreak havoc for a short period of time.
[
15.0 Second Duration
+% Total Damage
+% Strength
+50% Health Regeneration
+% Offensive Ability
+% Defensive Ability
]


Diamond Rage (requires Crystal Balls from Tier 2)
Diminishes the mental ressources required to conjure the crystal balls.
[
-% Recharge
-% Energy Cost
]


Reciprocate (requires Punishment from Tier 2)
Eye for an eye, tooth for a tooth. Anyone that attempts to harm you suffers just as much pain.
[
% Damage Reflected
]

__________Tier 6: __________


Fury of the Skies (requires Angelic Altar from Tier 4)
The altar channels a powerful thunder spell that bounces to all nearby targets, seriously damaging them.
[
Lightning Damage
0.5 Seconds of Stun
]


Demoralize (requires Godly Presence from Tier 2)
Your superiority becomes so clear that your enemies will lack the determination to fight back.
[
50 Energy Reserved
15% Chance for one of the following :
  % Reduced Offensive Ability Retaliation for 5.0 Seconds
  Damage Reduction Retaliation for 5.0 Seconds
  % Slowed Attack Retaliation for 5.0 Seconds
]


Purity (requires Strength Bestowal from Tier 5)
Push further the limits of the mortal enveloppe and banish all evil within the soul of your targets.
[
Energy Cost
Seconds Duration
+Health Regeneration
% Vitality Resistance
]


Painkiller (requires Radiant Orb from Tier 3)
The best tool to survive is an unbreakable resolve.
[
+Health Regeneration
% Physical Resistance
% Reduction in Bleeding Duration
]
« Last Edit: 13 July 2019, 16:10:11 by WNG »

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Re: [WIP] More Masteries Mod - WNG
« Reply #6 on: 20 October 2018, 22:11:17 »
↜ 6. Aqua Mastery ↝


Description:
Aquamancers control everything related to water and ally it with magic to pursue their restless quests. The domain of Aquamancy holds various destructive spells to chill and freeze, all with enormous destructive power.

Dev's Note:
The Aqua Mastery favors Cold and Frostburn damage, with its powerful array of related abilities, though they tend to be very energy-hungry at the maximum level with synergies included. You can also raise Water Spirits, which are powerful ranged minions, to aid you.

Skill Tree:
Spoiler for Hiden:

Mastery Info:

__________Mastery Bonus: __________

Level 1:
+27 Health
+5 Energy
+1 Strength
+1 Intelligence
+2 Dexterity

Level 40:
+1080 Health
+200 Energy
+40 Strength
+40 Intelligence
+80 Dexterity

__________Tier 1: __________


Oceanic Might
The power of the ocean is invoked in your every fourth hit, blasting enemies with a powerful jet of water that instantly turns to ice. Apply this skill to your left mouse button.
[
1 Energy Cost
45 Arc of Attack
2 Target Maximum
3 Charge Levels
+% Total Damage
Frostburn Damage over 3.0 seconds
]


Aquamancer's Bounty
Temporarily increase your own power, or permeate an ally with the teachings of aquamancy, granting them control over water, even despite their lack of knowledge in this school of magic.
[
120.0 Second Duration
Cold Damage
+% Total Speed
25.0% Chance of Cold Retaliation
]
Preview:
Spoiler for Hiden:


Mark of the Trident
Mastery of trident-like weapons has been a vital part of all Aquamancers’ studies, thus improving their overall ability with using spears.
Requires a spear.

[
Damage
Pierce Damage
+% Attack Speed
]

__________Tier 2: __________


Environmental Adaptation
Your body adapts to living in most climates and conditions; dry land, pollution and even underwater.
[
% Fire Resistance
% Cold Resistance
% Poison Resistance
% Reduced Freeze Duration
]


Hypothermia (requires Aquamancer's Bounty from Tier 1)
Lingering frost is brought upon your enemies, ensuring a slow and certain demise, crippling both the tough and the weak.
[
+% Frostburn Damage
33% Chance of Frostburn Retaliation over 3.0 Seconds
]


Shore Uprising
Deliver a blow of concentrated water, with the pressure capable of breaking bones.
[
Projectiles
100% Chance to pass through Enemies
Cold Damage
]
Preview:
Spoiler for Hiden:


Summon Water Spirit
You call upon a water spirit from the depths of an ocean, that will follow you and aid you in taking down monsters with cold water. Later levels increase the summon limit.
[
Health
Energy
]
Preview:
Spoiler for Hiden:

__________Tier 3: __________


Rust
Concentrated water pulses cause metal armor to rust, almost completely negating its effectiveness.
[
1 Energy Cost
Reduced Armor for 3.0 seconds
]


Scaly Skin (requires Environmental Adaptation from Tier 1)
Your skin becomes scaly and resilient, similar to that of a reptile, yet doesn't diminish your agility.
[
+Dexterity
+Armor
% Pierce Resistance
]


Tsunami Spin (requires Mark of the Trident from Tier 1)
A technique reserved to spear-wielders. This trick allows you to hit two enemies twice in a single attack. 
Requires a spear.

[
% Chance to be Used
250 Arc of Attack
2 Target Maximum
Frostburn Damage over 3.0 Seconds
+% Cold Damage
]

__________Tier 4: __________


Rain
Cast large torrents of water on a specific zone, assaulting any hostile units with a cold and drenching rain.
[
2.5 Meter Radius
Cold Damage
]
Preview:
Spoiler for Hiden:


Absolute Zero (requires Aquamancer's Bounty from Tier 1)
Masterful control over water and ice allows your magic to reach the lowest temperatures.
[
+% Cold Damage
5% Chance of Seconds of Freeze
33% Chance of % Slowed for 3.0 Seconds
]


Ire of Storms (requires Shore Uprising from Tier 2)
Heeding the call of the storms, your surging tides, ever increasing in power, are now  allied with the wrath of the tempest.
[
Lightning Damage
-% Energy Cost
]


Wash Out (requires Summon Water Spirit from Tier 2)
Blast enemies with a destabilizing pulse of water, effectively worsening the victims' fighting skills.
[
Energy Cost
2.0 Second Duration
3.0 Meter Radius
Cold Damage
% reduced Offensive Ability for 5.0 seconds
]

__________Tier 5: __________


Flash Freeze (requires Oceanic Might from Tier 1)
When using a ranged weapon, imbue your shots with biting cold, capable of freezing and impaling multiple targets at once.
Requires a ranged weapon.

[
1 Energy Cost
% Chance to pass through enemies
+% Cold Damage
+% Frostburn Damage
% Chance of Seconds of Freeze
100% Increase in Projectile Speed
]


Acid Rain (requires Rain from Tier 4)
Skill Modifier
Toxic and acidic water chips away at your enemies’ life force and resistances.

[
-% Cold Damage
Poison Damage over 5.0 Seconds
% Reduction to Enemy's Health
Reduced Resistances for 3.0 Seconds
% Slowed for 3.0 Seconds
]


Lunge
Dive forward and attack violently in melee range, and do so with unexisting cooldown constraints, allowing you to quickly travel around the battleground.
Requires a melee weapon.

[
+% Total Damage
Cold Damage
Lightning Damage
1.0 Seconds of Disruption
+125% Movement Speed
80% Slow Resistance
]


Magical Sea Sources (requires Wash Out from Tier 4)
Spirits born from enchanted water sources are able to use an enhanced arsenal of spells, alongside a life-leeching ability.
[
+% Cold Damage
+% Frostburn Damage
% of Attack damage Converted to Health
% Increased Projectile Speed
]

__________Tier 6: __________


Regenerative Shell
Preventively creates an enveloppe of protective energy, blocking most attacks and reducing potential damage inflicted by enemy sources.
[
8% Chance of Activating
12.0 Second Duration
+Health Regeneration per second
+Energy Regeneration per second
% Chance to Dodge Attacks
% Chance to Avoid Projectiles

Bonus to all pets:
+Health Regeneration per second
+Energy Regeneration per second
% Chance to Dodge Attacks
% Chance to Avoid Projectiles
]
Preview:
Spoiler for Hiden:


Torrential Flow (requires Rain from Tier 4)
Invoking rain with strength of a waterfall allows you to crush foes with immense power.
[
Energy Cost
Damage
% Chance of 1.5 - 3.0 Seconds of Stun
% Slowed for 3.0 Seconds
]


Tidal Wave
Summon a colossal, circular wave of water around you, violently disabling everyone caught in it.
[
15.0 Meter Radius
Damage
Frostburn Damage over 3.0 Seconds
Cold Damage
2.0 Seconds of Stun
]
Preview:
Spoiler for Hiden:


Tempest Spear (requires Mark of the Trident from Tier 1)
A strong technique only usable by spear-wielders. Learn how to strike an enemy thrice in a row, with unmatched speed and tempestuous force.
Requires a spear.

[
% Chance to be Used
+% Lightning Damage
Lightning Damage
]

__________Tier 7: __________


Dangerous Waters (requires Tidal Wave from Tier 6)
The indomitable seas submerge your enemies in the coldest waves, freezing their whole bodies.
[
Energy Cost
+% Cold Damage
+% Frostburn Damage with +% Improved Duration
1.5 Seconds of Freeze
]


Hydrothermal Explosion
Heat the water beneath the soil, causing a geyser to erupt, scorching anything that comes in contact with it.
[
6.0 Second Duration
5.0 Meter Radius
Fragments
Damage
Burn Damage per Second
Frostburn Damage per Second
% Chance to Fumble attacks for 2.0 Seconds
% Chance to Impaired Aim for 2.0 Seconds
]
Preview:
Spoiler for Hiden:
« Last Edit: 15 July 2019, 01:24:55 by WNG »

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Re: [WIP] More Masteries Mod - WNG
« Reply #7 on: 20 October 2018, 22:11:44 »
↜ 7. Barbarism Mastery ↝


Description:
Barbarians are universally acknowledged as fearless berserkers, fierce warmongers and unrivaled melee duelists. Guided by their pride, they will make sure no man daring to defy their superiority is left standing.

Dev's Note:
Barbarism is an aggressive mastery, mostly revolving around melee weapons, physical and bleeding damage. There are also a few berserker-themed skills, that grant high attack speed, offensive potential and invoke fear in enemies. It also allows dual-wielding and the usage of some exclusive techniques.

Skill Tree:
Spoiler for Hiden:

Mastery Info:

__________Mastery Bonus: __________

Level 1:
+38 Health
+3 Strength
+1 Dexterity

Level 40:
+1500 Health
+120 Strength
+40 Dexterity

__________Tier 1: __________


Berserker's Wrath
Give up logical thinking for brute strength, unleashing attacks of greater force.
[
+Strenght
-Intelligence
]


Battle Momentum
The act of fighting awakens the truculent warrior inside you, unlocking the full potential of your fighting skills, in the heat of the battle. Apply this skill to your left mouse button.
[
Charge Levels
+% Attack Speed
% Increased Projectile Speed
]


Warlord's Challenge
Intimidate your enemies with a fierce battle shout, weakening their resolve.
[
10.0 Meter Radius
% Reduced Damage for 3.0 Seconds
% Slowed for 3.0 Seconds
]
Preview:
Spoiler for Hiden:

__________Tier 2: __________


Ambidexterity
Learn to effectively use two weapons and attack with both at the same time.
Allows and requires dual-wield.

[
% Chance to be Used
+% Physical Damage
]


Combat Spirit
As an expert of melee weaponry and a fighting veteran, you inspire your allies to conquer and seek greater challenges.
[
10.0 Meter Radius
+% Physical Damage
Piercing Damage
+Offensive Ability
75 Energy Reserved
]


Earthshock
Slam the ground with extreme power, breaking the soil beneath your enemies.
Requires a melee weapon or a staff.

[
4.0 Meter Radius
Damage
1.5 Seconds of Stun
]
Preview:
Spoiler for Hiden:


Purge
For a short moment, you are able to ignore grave injuries, preventing wounds and detrimental effects from lasting.
[
Seconds Recharge
3.0 Second Duration
%Damage Absorption
100% Reudction in Bleeding Duration
100% Reudction in Burn Duration
100% Reudction in Frostburn Duration
100% Reudction in Electrical Burn Duration
100% Reudction in Poison Duration
100% Reudction in Vitality Decay Duration
100% Reudction in Life Leech Duration
100% Reudction in Energy Leech Duration
]

__________Tier 3: __________


Unhuman Physique (requires Combat Spirit from Tier 2)
The usage of heavy weapons comes easily to a hero with an unbelievable constitution.
[
+% Strength
-% Strength Requirement for Melee Weapons
25 Energy Reserved
]


Mutilating Edge (requires Battle Momentum from Tier 1)
Your strike violently, making a sanguine river flow; a bloodbath for your slain opponents to rot in.
Requires either a melee or a one-handed ranged weapon.

[
15% Chance of Bleeding Damage over 3.0 Seconds
+% Bleeding Damage
]


Battleground's Menace (requires Warlord's Challenge from Tier 1)
Legends speak of your indescribable wrath; those that defy you quickly understand that they are outclassed, and cower before your undeniable supremacy.
[
Energy Cost
%Chance of:
  % reduced Offensive Ability for 3.0 Seconds
  % reduced Defensive Ability for 3.0 Seconds
% Chance of Seconds of Fear
]


Ferocity
Even when critically injured, you ignore the pain and open wounds, to carry on with an unquestionable will to survive and a triumphant resolve.
Remains active while health is low.
Cannot be dispelled.

[
Activates when Health drops below 40%
3.0 Second Duration
Damage
+% Movement Speed
% Chance to Dodge Attacks
% Chance to Avoid Projectiles
% Chance of % Physical Resistance
]
Preview:
Spoiler for Hiden:

__________Tier 4: __________


Slash Flurry (requires Dual Wield from Tier 2)
Hack your foes to pieces with this powerful dual-wielding technique, cutting through limbs like paper.
Requires dual-wielding melee weapons.

[
% Chance to be Used
Bleeding Damage over 3.0 Seconds
]


Mayhem (requires Earthshock from Tier 2)
Unleash thunderous destruction to rip apart the enemies unlucky enough to cross your path.
[
Energy Cost
Electrical Burn Damage over 3.0 Seconds
% Slower Attack over 3.0 Seconds
]


Treacherous Javelin
Mark your target for certain demise, with a piercing javelin throw.
[
5.0 Second Duration
1.0 Meter Radius
100% Chance to pass through Enemies
Bleeding Damage per Second
Piercing Damage
-% Armor Protection
-% Pierce Resistance
-% Bleeding Resistance
]
Preview:
Spoiler for Hiden:

__________Tier 5: __________


Barrage (requires Dual Wield from Tier 2)
Rapidly throw a flurry of weapons at your victims, bombarding them with unavoidable, flesh-cutting projectiles.
Requires dual-wielding ranged weapons.

[
% Chance to be Used
% Chance to pass through Enemies
+25% Increased Pierce Ratio
]


Hemorrhage (requires Combat Spirit from Tier 2)

Various strategies are used to cause grave bleeding, though barbarians often opt for the least subtle one: continuously striking hard.

[
30% Chance of +% Bleeding Damage
% Slowed for 3.0 Seconds
50 Energy Reserved
]


Undying Fury
Reduce all damage taken for a short period of time, continuing on a battle even against all odds.
[
10 Second Duration
% Damage Absorption
Armor
+% Armor Absorption
]
Preview:
Spoiler for Hiden:


Nerves of Steel (requires Ferocity from Tier 3)
Physical injuries barely affect your fighting skills, as you remain surprisingly steady and focused, even in the heat of the battle.
[
+% Bleeding Damage
+% Health Regeneration
% Bleeding Resistance
% Sleep Resistance
% Stun Resistance
% Slow Resistance
]

__________Tier 6: __________


Blade Blaze
Attack with a blind rage, slaughtering a single victim with an avalanche of violent blows.
Requires dual-wielding melee weapons.

[
Damage
]


Champion of the Pit (requires Battle Momentum from Tier 1)
Years spent undefeated in the arena made you into a warrior of unprecedented resolve and talent.
[
Damage
% Pierce Resistance
% Skill Disruption Resistance
]


Landslide (requires Earthshock from Tier 2)
Skill Modifier
Focus the damage of Earthshock solely on inflicting as many open wounds as possible.

[
-40% Physical Damage
480 Bleeding Damage over 3.0 Seconds
-300% Stun Duration
]


Stab Wound
Whet your bladed weapons to inflict greater piercing damage.
[
+% increased Pierce Ratio
+% Pierce Damage
]

__________Tier 7: __________


Whirlwinding Blades (requires Dual Wield from Tier 2)
A secret technique of the elite bladedancers, which allows you to spin around and hit all nearby enemies.
Requires dual-wielding melee weapons.

[
% Chance to be Used
360 Arc of Attack
Target Maximum
Reduced Resistances for 3.0 Seconds
]
Preview:
Spoiler for Hiden:


Untameable (requires Undying Fury from Tier 5)
The wrath of the barbarians turns them into uncontrollable killing machines.
[
Energy Cost
% of Attack Damage converted to Health
+% Total Speed
% Chance to Dodge Attacks
]
« Last Edit: 13 July 2019, 16:12:08 by WNG »

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Re: [WIP] More Masteries Mod - WNG
« Reply #8 on: 20 October 2018, 22:11:52 »
↜ 8. Time Mastery ↝


Description:
Timetravellers prevent wars and catastrophes from happening unbeknown to simple mortals. With the power to control the flow of time, they may accelerate, slow and even stop the timeline they are in.

Dev's Note:
The Time mastery focuses on effects over time and speed modifications. The users of this mastery are excellent at using damage over time by increasing its duration, and reducing the span of attacks inflicted on them.

Skill Tree:
Spoiler for Hiden:

Mastery Info:

__________Mastery Bonus: __________

Level 1:
+20 Health
+15 Energy
+1 Strength
+2 Intelligence
+1 Dexterity

Level 40:
+800 Health
+600 Energy
+40 Strength
+80 Intelligence
+40 Dexterity

__________Tier 1: __________


Temporal Energy
Wrap your weapons with ardent flux that causes serious injuries upon contact.
[
Active Energy Cost per Second
Chance for one of the following:
   Burn Damage over 3.0 Seconds
   Frostburn Damage over 3.0 Seconds
   Electrical Burn Damage over 3.0 Seconds
]


Abiding Majesty
Decades of practice have created a link between you and the universe, to a point where handling magical energy comes easier than ever.
[
% Elemental Resistance
-% Energy Cost
]


Young Years
Remain quick-witted like in your youth, eager to experience and learn from your mistakes, all with a childlike curiosity.
[
-% Health
+% Increased Experience
]

__________Tier 2: __________


Mend Wounds
Greatly speed up the natural process of cicatrization, allowing to efficiently recover health, even in the midst of the battle.
[
4.0 Seconds Duration
+Health Regeneration
+%Health Regeneration
]
Preview:
Spoiler for Hiden:


Interdimensional Breach
Tear a gap in your reality, allowing you to disappear and sneakily attack unaware victims.
[
250 Arc of Attack
Target Maximum
+% Physical Damage
Electrical Burn over 3.0 Seconds
Lightning Damage
+1000% Movement Speed
]
Preview:
Spoiler for Hiden:


Perenniality
An eternity spent fighting has rendered you partially insensible to pain.
[
+% Armor Protection
+% Armor Absorption
]

__________Tier 3: __________


Synchronism
Using your arcane weapon, synchronize with an alternate dimension to attack multiple times at once.
Requires a staff.

[
% Chance to be Used
5 Projectiles
]


Eye of the Mind (requires Temporal Energy from Tier 1)
Your mindfulness allows you to predict your enemies’ movements and always stay a step ahead of them.
[
Active Energy Cost per Second
+ Offensive Ability
% Stun Resistance
% Reduced Entrapment Duration
]


Hourglass of Waning
Turn the tides of time against your foes, aging them into foreseeable and feeble fools.
[
5.0 Meter Radius
-% Total Damage
-% Total Speed
-% Offensive Ability
]
Preview:
Spoiler for Hiden:


Cosmic Nebula
Summon raging clouds of gas, alike cosmic nebulas, to obscure enemies’ vision and burn their bodies, in a relentless pursuit.
[
Health
Energy
]
Preview:
Spoiler for Hiden:

__________Tier 4: __________


Slowing Rift
Massively slow down nearby foes with a wide field that distorts the current timeline in its area of effect.
[
Active Energy Cost per Second
8.0 Meter Radius
% Slowed for 1.0 Second
]
Preview:
Spoiler for Hiden:


Time Freeze
Send a wave of temporal energy that immobilizes enemies in time and space, leaving them open to attacks.
[
Seconds of Petrify
]


Seeker (requires Cosmic Nebula from Tier 3)
The summoned nebulas move quicker between enemies, and burn them gravely.
[
+% Elemental Damage
+% Movement Speed
]

__________Tier 5: __________


Celestial Quintessence (requires Temporal Energy from Tier 1)
Stellar energy gathers in your weapon, increasing all elemental damage dealt.
[
Active Energy Cost per Second
Elemental Damage
+% Elemental Damage
]


Rise of the Ancestors
Invoke powerful mages from the past era to take up fight anew alongside you, for a brief moment.
[
Health
Energy
]
Preview:
Spoiler for Hiden:


Quickening
Share your time-controlling power with your minions, allowing them to use their skills more often.
[
Active Energy Cost per Second
10.0 Meter Radius
75 Energy Reserved

Bonus to All Pets:
-% Recharge
]
Preview:
Spoiler for Hiden:


Timeless Power (requires Interdimensional Breach from Tier 2)
Skill Modifier
Uncover an ancient technique, which turns your weapon’s damage into that of the primary elements, striking multiple foes with extended reach.

[
Energy Cost
360 Arc of Attack
3 Target Maximum
20 Elemental Damage
100% Weapon Base Damage becomes Elemental
]

__________Tier 6: __________


Bewildering Speed (requires Slowing Rift from Tier 4)
The energy from the distorted rift allows you to move at higher speed, yet the enemies caught in it, who can’t control it as well, get severely electrocuted.
[
Active Energy Cost per Second
Electrical Burn Damage per Second
+% Movement Speed
]


Wrathful Sorcery (requires Rise of the Ancestors from Tier 5)
Empowers the magic of your ancestors, unlocking their full potential.
[
+% Energy Regeneration
+% Casting Speed
% Increased Projectile Speed
]


Astral Mergence
Connect to an alternative timeline, in order to briefly combine the powers with your other self.
[
26.0 Second Duration
+% Elemental Damages
+% Intelligence
+% Health
]
Preview:
Spoiler for Hiden:


Eternize (requires Perenniality from Tier 2)
Inflict wounds which cause your enemies to suffer eternally.
[
+0% Crushing Damage with % Increased Duration
+0% Bleeding Damage with % Increased Duration
+0% Burn Damage with % Increased Duration
+0% Frostburn Damage with % Increased Duration
+0% Electrical Burn Damage with % Increased Duration
+0% Poison Damage with % Increased Duration
+0% Vitality Decay Damage with % Increased Duration
]

__________Tier 7: __________


Gravity Nova
Modify the rules of time in a circular area, shattering and imploding everything inside.
[
3.0 Second Duration
7.0 Meter Radius
Crushing Damage per Second
Lightning Damage
% Reduction of Enemy's Health
Reduced Armor for 5.0 Seconds
1.0 Seconds of Petrify
]
Preview:
Spoiler for Hiden:


Forgotten Knowledge (requires Rise of the Ancestors from Tier 5)
The spirits imbue you and your allies with long-lost secrets from the past, increasing all magical potential.
[
30.0 Second Duration
10.0 Meter Radius
Chance for one of the following :
   +% Fire Damage
   +% Cold Damage
   +% Lightning Damage
+% Attack Speed
-% Energy Cost
]


Accelerate (requires Perenniality from Tier 2)
As you master controlling the flow of time, you become able to accelerate your own reality.
[
% Reduction in Bleeding Duration
% Reduction in Burn Duration
% Reduction in Frostburn Duration
% Reduction in Lightning Duration
% Reduction in Poison Duration
% Reduction in Vitality Decay Duration
% Reduction in Life Leech Duration
% Reduction in Energy Leech Duration
]
« Last Edit: 13 July 2019, 16:17:28 by WNG »

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Re: [WIP] More Masteries Mod - WNG
« Reply #9 on: 20 October 2018, 22:12:00 »
↜ 9. Science Mastery ↝


Description:
Scientists are the masters of technology, which gives them an outstanding advantage on the battlefield. Their knowledge of physics, chemistry, and other domains of science, allows them to use lethal toxins and build powerful machines.

Dev's Note:
The Science mostly favors Poison and Lightning damage. With it, you may gain access to multiple useful skills and pets that can complement your other mastery.

Skill Tree:
Spoiler for Hiden:

Mastery Info:

__________Mastery Bonus: __________

Level 1:
+20 Health
+15 Energy
+1 Strength
+1 Intelligence
+1 Dexterity

Level 40:
+800 Health
+600 Energy
+53 Strength
+53 Intelligence
+53 Dexterity

__________Tier 1: __________


Rubblemaker
You hit your foes precisely where it causes the most damage, and in turn, you become very efficient at dismantling mechanical devices.
[
+% Physical Damage
+% Damage to Constructs
+% Damage to Devices
]


Build Automaton
Use scrap metal pieces to form a fully customizable battle automaton that obeys your orders and proves itself immensely powerful in battle.
[
Health
Energy
]
Preview:

Poison Weapons
Profound knowledge of alchemy allowed you to develop a potent poison that brings deadly effects in mere seconds.
[
Poison Damage over 3.0 seconds
+% Instant Poison Damage
Instant Poison Damage
]

__________Tier 2: __________


Technological Advancement (requires Rubblemaker from Tier 1)
Your knowledge and innovation give your weapons and gear an edge over your opponents.
[
+% Attack Speed
+% Armor Protection
]


Sprockets (requires Build Automaton from Tier 1)
Study closely the plans of your automaton to figure new possible improvements to speed up its movements.
[
+% Total Speed
80% Slow Resistance
]


Electrical Field
Cast a zone of electrifying energy, damaging enemies who find themselves caught in its radius.
[
5.0 Meter Radius
6.0 Second Duration
Electrical Burn Damage per Second
Lightning Damage
]
Preview:

Nature Familiarity
Your past studies on biology prove useful during your journey, when it comes to knowing how to better deal with beasts and plants alike.
[
+Health Regeneration per second
+Less Damage from Beasts
+Less Damage from Beastmen
+Less Damage from Insectoids
+Less Damage from Plants
]

__________Tier 3: __________


Proximity Mine
Deploys an explosive device that triggers when an enemy comes nearby, bursting with an electric blast.
[
Health
Energy
]
Preview:

Corrode (requires Poison Weapons from Tier 1)
Enhance the poison with burning acid that melts both flesh and bones.
[
25 Energy Reserved
+% Instant Poison Damage
+% Damage to Constructs
+% Damage to Undead
]


Build Bolt Trap
Create a durable trap, which shoots poisonous piercing projectiles in all directions.
[
Health
Energy
]
Preview:

Emergency Plan
In case things don’t go according to plan, this smokescreen allows you to escape almost any situation.
[
5.0 Meter Radius
%Reduced Damage for 3.0 seconds
% Chance of Seconds of Confusion
% Slowed for Seconds
]

__________Tier 4: __________


Mutagen Prototype
An injection of this serum empowers the attacks of an ally with vicious poison, but it also deteriorates their organism slowly. Use with caution.
[
25 Second Duration
Poison Damage over 3.0 Seconds
+% Instant Poison Damage
+% Poison Damage
Instant Poison Damage
-Health Regeneration per second
Poison Retaliation over 3.0 seconds
]
Preview:

Spinning Gears (requires Sprockets from Tier 2)
Implement rotating gears, allowing your automaton to attack multiple enemies at once.
[
360 Arc of Attack
Target Maximum
Damage
% Reduction to Enemy's Health
% Reduced Damage for 3.0 seconds
]


Ingenuity
With great experience, you learn how to do more with less resources.
[
% Chance of -50% Energy Cost
]

__________Tier 5: __________


Radioactive Core (requires Spinning Gears from Tier 4)
Install a core of radioactive energy at the center of your automaton, causing irreparable damage to anyone standing too close.
[
5.0 Meter Radius
Poison Damage over 3.0 Seconds
Instant Poison Damage
Reduced Resistances for 3.0 Seconds
-% Poison Resistance
]
Preview:

Antidote (requires Poison Weapons from Tier 1)
Mastering the art of elixir-making, you are able to create an antidote, which protects you from toxins and life-decaying attacks.
[
50 Energy Reserved
+Health
+%Health
% Poison Resistance
% Reduction in Poison Duration
]


Magnetize (requires Electrical Field from Tier 2)
The strong magnetism inside the field prevents enemies from leaving it, alongside an increase in electrical damage it deals.
[
+% Electrical Burn Damage
% Slower Movement for 1.0 seconds
+33% Damage to Constructs
+33% Damage to Devices
]


Build Electric Trap (requires Build Bolt Trap from Tier 2)
Create a durable trap, which shoots stunning, charged projectiles, splitting into smaller fragments on contact.
[
Health
Energy
]
Preview:
__________Tier 6: __________


Hazardous Alteration (requires Mutagen Prototype from Tier 4)
Skill Modifier
The mutagen’s effects last for much longer, however it doesn’t come without drawbacks to the user.

[
65 Second Duration
-75 Health Regeneration per Second
]


Nanovirus
Send out nanomachines, which implant themselves in the heads your opponents, damaging their mind and causing long-lasting injuries.
[
3.0 Second Duration
Electrical Burn over 9.0 Seconds
Poison Damage over 9.0 Seconds
% Reduced Damage for 7.0 Seconds
]


Mechanical Masterpiece
Your traps shoot faster, are sturdier and deal more damage.
[
Bonus to Construct Pet:
   +% Total Damage
   +Health
   +% Casting Speed
]


Miracle Solution (requires Ingenuity from Tier 4)
The best savants are resourceful and can achieve wonders with their skills.
[
% Chance of -50% Recharge
]

__________Tier 7: __________


Black Widow
Even the smallest dose of this substance heavily cripples anyone struck by a blade covered in it.
Requires either a melee or a one-handed ranged weapon.

[
Poison Damage over 6.0 Seconds
+% Instant Poison Damage
+% Poison Damage
Pierce Damage
% Slowed for 6.0 Seconds
]


Last Stage (requires Ingenuity from Tier 6)
Ill and weak, your enemies can already feel the reaper’s touch.
[
-% Armor Protection
-% Bleeding Resistance
-% Elemental Resistance
-% Poison Resistance
]
« Last Edit: 13 July 2019, 16:19:05 by WNG »

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Re: [WIP] More Masteries Mod - WNG
« Reply #10 on: 20 October 2018, 22:12:07 »
↜ 10. Witchcraft Mastery ↝


Description:
The sorcerers of this realm hold the secrets of magic in their palms. They posses a boundless arsenal of various spells, as well as auras to increase the potency of  their allies' abilities. Anyone who studies the secrets of Witchcraft is rewarded with inconceiveable spellpower.

Dev's Note:
The Witchcraft mastery offers a wide array of magic spells and buffs/auras. Furthermore, it favors a lot of different damage types, which gives birth to a lot of interesting combinations.

Skill Tree:
Spoiler for Hiden:

Mastery Info:

__________Mastery Bonus: __________

Level 1:
+20 Health
+15 Energy
+3 Intelligence
+1 Dexterity

Level 40:
+960 Health
+400 Energy
+120 Intelligence
+40 Dexterity

__________Tier 1: __________


School of Fire
Exclusive Skill
Learn the secrets of emberlike, scorching spells, empowering all fire-based attacks around you.

[
1 Active Energy Cost per Second
10.0 Meter Radius
+% Fire Damage
Fire Damage
+% Casting Speed
50 Energy Reserved
]
Preview:

School of Frost
Exclusive Skill
Learn the secrets of cold, chilling magic, boosting the lethality of all frost-based attacks near you.

[
1 Active Energy Cost per Second
10.0 Meter Radius
+% Cold Damage
Cold Damage
+ Energy
50 Energy Reserved
]
Preview:

School of Lightning
Exclusive Skill
Learn the secrets of thunderous, electrifying spells, multiplying the strength of all lightning-based attacks around you.

[
1 Active Energy Cost per Second
10.0 Meter Radius
+% Lightning Damage
Lightning Damage
+% Movement Speed
50 Energy Reserved
]
Preview:

School of Poison
Learn the secrets of alchemy and toxins, increasing the potency of all poison-based damage inflicted by you and your allies.
[
1 Active Energy Cost per Second
10.0 Meter Radius
+% Instant Poison Damage
Instant Poison Damage
+% Poison Damage with +% Improved Duration
50 Energy Reserved
]
Preview:

School of Shadows
Learn the secrets of the dark and chaos, improving the power of all vitality-based attacks near you.
[
1 Active Energy Cost per Second
10.0 Meter Radius
+% Vitality Damage
Vitality Damage
+ Intelligence
50 Energy Reserved
]
Preview:
__________Tier 2: __________


Cone of Flames
Unleash a violent blast of fire, which burns to the bone the enemies it touches.
[
Burn Damage over 3.0 Seconds
% reduced Defensive Ability for 3.0 Seconds
]
Preview:

Rot Zone
Plague the air of an area, to spread disease and death to those that inhale it.
[
6.0 Second Duration
4.0 Meter Radius
Poison Damage over 3.0 Seconds
Instant Poison Damage
Vitality Damage
]
Preview:

Triplicate
Your staff attacks get divided into three projectiles, increasing your area of attack.
Requires a staff.

[
% Chance to pass through Enemies
% Total Damage
]
Preview:
__________Tier 3: __________


Magic Gems
Throw a set of magical gemstones at your opponents, releasing the stored tempestuous energy.
[
Projectile(s)
2.5 Meter Radius
Cold Damage
Lightning Damage
]
Preview:

Sever Minds
A shocking, darkened blast, which shatters the minds of nearby foes into pieces.
[
Affects up to x targets
Energy Leech over 3.0 Seconds
Vitality Damage
]
Preview:

Conjured Steel
Expert sorcerers are able to masterfully imbue all sorts of items with magic, even steel-crafted weapons.
Requires any weapon that is not a staff.

[
+% Physical Damage
% Weapon Base Damage becomes Elemental
]

__________Tier 4: __________


Infinite Reach (requires Cone of Flames from Tier 2)
Your spell has now an extended reach, allowing it to travel much further than usual.
[
+% Burn Damage
Fire Damage
]
Preview:

Ice Blockade
Form a wide, slow-moving wall of frost energy, damaging anything that passes through it.
[
Frostburn Damage over 3.0 Seconds
Cold Damage
% Slower Movement for 3.0 Seconds
]
Preview:

Electrostatic Veil
When the situation calls for it, create an electrical veil around you, granting new energy to fight despite the hopelessness.
Remains active while health is low.
Cannot be dispelled.

[
Activates when Health drops below 20%
4.0 Second Duration
+% Total Damage
+% Total Speed
+ Energy Regeneration per second
Lightning Retaliation
% Lightning Resistance
% Energy Leech Resistance
]

__________Tier 5: __________


Intense Frost (requires Ice Blockade from Tier 3)
Freeze the opponents that cross your frost barrier on the spot, and increase the frost damage of your spell.
[
+% Frostburn Damage
Seconds of Freeze
]


Bouncing Plague (requires Rot Zone from Tier 2)
Whenever Rot Zone inflicts damage, it will throw poisonous bolts towards the enemies near you, extending the plague’s area of effect.
[
Instant Poison Damage
Vitality Damage
% of Attack damage converted to Health
]


Inner Turmoil (requires Sever Minds from Tier 3)
Intensifies the blast of Sever Minds with elemental damage, and leaves the psyches of your enemies in shambles.
[
Fire Damage
Lightning Damage
Seconds of Skill Disruption
]


Archmage's Cloak
Those who understand the root of magic itself can utilize its power to increase their stamina and vitality alike.
[
+% Health
+% Energy
+% Defensive Ability
]

__________Tier 6: __________


Magma Barrier
Make magmatic stones rise from the ground, blocking the path of your enemies and burning them with intense heat.
The aura does not activate if there is no enemy nearby.

[
Health
Energy
]
Preview:

Outburst (requires Electrostatic Veil from Tier 4)
Release stored lightning energy to blast all nearby enemies, draining their energy and causing severe electrocutions.
[
6.0 Meter Radius
Electrical Burn Damage over 3.0 Seconds
% Energy Drain (% of lost Energy as Damage)
% Slowed for 3.0 Seconds
]
Preview:

Horror
Make fear and doubt arise in hearts of your victims, crippling and preventing them from counter-attacking.
[
6.0 Meter Radius
Reduced Resistances for 4.0 seconds
% Chance of Fumble attacks for 4.0 seconds
% Chance of Impaired Aim for 4.0 seconds
]
Preview:

Physical Ward
Upon taking damage, there’s a chance that a defensive ward forms around you, protecting you physical and piercing damage.
[
% Chance of Activating
10.0 Second Duration
+% Defensive Ability
% Chance of 100% Physical Resistance
% Chance of 100% Pierce Resistance
]
Preview:
__________Tier 7: __________


Elemental Dominion
Merge the power of storms, blizzards and volcanos into a single, powerful aura that empowers you with unthinkable elemental power.
[
3 Active Energy Cost per Second
10.0 Meter Radius
+% Elemental Damages
Elemental Damage
Elemental Retaliation
75 Energy Reserved
]
Preview:

Magical Catastrophe
In an attempt to produce the most powerful magic technique, fuse the power of all schools of magic into a singular, powerful pulse of arcane power, disintegrating everything in range.
[
10.0 Meter Radius
Burn Damage per Second
Frostburn Damage per Second
Electrical Burn Damage per Second
Poison Damage per Second
Vitality Decay per Second
Fire Damage
Cold Damage
Lightning Damage
Instant Poison Damage
Vitality Damage
% of Attack damage converted to Health
]
Preview:
« Last Edit: 13 July 2019, 16:20:28 by WNG »

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Re: [WIP] More Masteries Mod - WNG
« Reply #11 on: 21 October 2018, 23:26:56 »
Just wanted to say this looks very interesting. Keep it up WNG :D

(If you needed this post reserved, tell me to remove mine)
No worries, you're good.

Also thanks for the support, I appreciate it a lot.
congrants on your project!

the chaos mastery looks fun! alot of bleeding and vitality dmg :D

im wondering , will be the undead will be a weakness to the mastery ? since they absorve alot of main dmg used?
congrants on your project!

the chaos mastery looks fun! alot of bleeding and vitality dmg :D

im wondering , will be the undead will be a weakness to the mastery ? since they absorve alot of main dmg used?

Probably. I'm not sure of how much of a threat the Undeads will be right now. After multiple playthroughs I will be making adjustements if it is needed.
but its good i think, each mastery could have its cons and pros :)
Cool looking,my  ;D friend,very good so far!
Do you plan to add some pets  to your masteries so far ?
Yes! Though Chaos doesn't have a pet in its skilltree, many masteries will offer at least one pet. One of them (masteries) should also please the most dedicated petmasters.
Man, I really love a good backstory for a mastery and the spell descriptions are powerful and dramatic and really drive home the mastery theme. Just the flavor text for a skill can get me really pumped up to play!

Keep up the powerful creative writing for the skills!
Just the flavor text for a skill can get me really pumped up to play!

Definetly ^^ Glad you liked those flavor texts so far.
Yes! Though Chaos doesn't have a pet in its skilltree, many masteries will offer at least one pet. One of them (masteries) should also please the most dedicated petmasters.

Cool ,i am a  pet person ;D

Split topic was done and I made small change on topic subject so had to manually fix it for all posts. WNG will make post for each mastery so all masteries will be included in his original topic, and later this will be merged with original topic.
Unfortunately I failed and its not possible to be done what was expected, so it is decided with WNG to remove posts, and to let 1-10 masteries to be better organized, like you see now.
« Last Edit: 21 October 2018, 23:31:20 by efko »
discord: efko#5979
╚►They say "Before you die your whole life flashes before your eyes…". Make it worth watching. It's true, even for a blind man... ◄╝
              ╚►It is said some lives are linked across time, connected by an ancient calling that echoes through the ages ◄╝

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Re: [WIP] More Masteries Mod - WNG
« Reply #12 on: 24 October 2018, 00:08:40 »
Quick question for everyone : I am planning to make a mastery very interesting to Petmasters. With it, I am hoping to refresh the Petmaster experience.

I was thinking of making it a more active gameplay. Instead of keeping buffing your pets, you keep summoning them... and build an army of epic proportions.

Thoughts?

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Re: [WIP] More Masteries Mod - WNG
« Reply #13 on: 24 October 2018, 01:16:51 »
Quick question for everyone : I am planning to make a mastery very interesting to Petmasters. With it, I am hoping to refresh the Petmaster experience.

I was thinking of making it a more active gameplay. Instead of keeping buffing your pets, you keep summoning them... and build an army of epic proportions.

Thoughts?

sounds fun! so the pets will have low cd , good attack and low duration/ hp? thats it ?
"Welcome to new home, be nice and strong ! "

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Re: [WIP] More Masteries Mod - WNG
« Reply #14 on: 24 October 2018, 02:52:14 »
Quick question for everyone : I am planning to make a mastery very interesting to Petmasters. With it, I am hoping to refresh the Petmaster experience.

I was thinking of making it a more active gameplay. Instead of keeping buffing your pets, you keep summoning them... and build an army of epic proportions.

Thoughts?

sounds fun! so the pets will have low cd , good attack and low duration/ hp? thats it ?

The way I pictured it is they would be weaker than usual pets, but more numerous. They would be fragile to massive AoEs, like maybe Hydra's breath. However, since they are on a low CD, you can easily recover your army. Basically, their strenght is to overwhelm your ennemies.

And of course, the mastery would come with some nice auras to keep them strong  8)

The intent is to make feel the Petmaster different to play and be true to the playstyle at the same time.

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