SKill Discussion Topics - The Shalafi Cabal Skill Trees

Information and teasers from the upcoming mod, Cabal Wars - Aeons Tide. NOTICE: This project has been scrapped in lieu of the Shadow Empires mod.
User avatar
Joel
Moderator
Dominion
Posts: 6921
Joined: Mon May 27, 2002 7:19 am
Location: Orsay

Hand-picked

Re: SKill Discussion Topics - The Shalafi Cabal Skill Trees

Post by Joel » Fri Apr 25, 2003 7:49 pm

Gold IS important and % chance to get unique/set ingamble was raised nicely. Crafting and runes are buyable sort of.
So :


Titania's Song :

+75% GF
+15% MF & +3%/slvl (15%->75%)
+2%/slvl to have double drop for the 'creation' skills
of the Enchantress.

What about this so ?
"How much suffering, mortal, does it take before you lose your grace?"
Shadow Empire (coming soon) | forum

User avatar
Matthias
Posts: 86
Joined: Sun Apr 06, 2003 3:26 pm
Location: Paris, France

Re: SKill Discussion Topics - The Shalafi Cabal Skill Trees

Post by Matthias » Fri Apr 25, 2003 8:00 pm

Personally, I'd compromise at 75 mf because as far as I saw you are (justifiably) very scared of having an mf community. So I suppose mf is low on items. Plus you say no one boss will ever be especially chosen. So I think at some point, either at the aura, or the items, or the monsters, something must be done so the best equipment of a character should be I dunno, half complete at last act? I mean by this: all needs moderation, and this too. Mf is a part of the game and the way you are meant to play it. Mf runs and such are another thing. By relation of mf to mf runs, one decides to nuke mf. But well I don't know how it is done but there should be a way to get nice items! A last part where the mf runs can be stopped: they will not be stopped for beginners but will be useless very quick: making no |_||33|2 7331 uniques in the sense that the levels of the bosses and items would be set so it would always be challenging. I hope you grasp my meaning :-|
Last edited by Matthias on Fri Apr 25, 2003 8:01 pm, edited 1 time in total.
It's not who is right, it's who is left.

User avatar
Joel
Moderator
Dominion
Posts: 6921
Joined: Mon May 27, 2002 7:19 am
Location: Orsay

Hand-picked

Re: SKill Discussion Topics - The Shalafi Cabal Skill Trees

Post by Joel » Fri Apr 25, 2003 8:49 pm

I got your point. Currently the 'get best item' ways are :

* gamble (3% for uniques, 7% for sets)
* boss and superuniques.
* Act boss
* crafting recipes
* Pandora's Box and Lost backpack (use item that generate a TC drop)

So I think the MF stuff must be mundane in CW-AT.
And well, I think that I'll try to not make easy boss too rewarding.
if a boss is easy to get to and have no particular powers, well its drops wil be normal. But the hard-to-find, hard-to-beat, HC nightmare boss should ahve decent drop WITHOUT MF.

And so running it will be a risky stuff even for tank or leet players.

MF on affix can spawn up to 20% on ilvl 80 item and only on Amulet and a high level runes. Currently 5 uniques and 7 sets items haev MF bonus going from 5 to 25%. Two crafting recipes and 3 runewords gives MF from 5 to 25%

I **think** the best MF player could grab :

* A perfect +20% MF amulet.
* 1x Torque of Hylomian (unik ring) : +10% MF
* 1x 'Collector' crafted ring : +5% MF
* 1x 'LyvasTorLemin' Drow runeword on a torso armor : +25% MF
* 1x Midas Grasp set glove : +25% MF

the minimum lvl for all of these is 65 (for Midas Grasp)
At lvl 65, considering having a slvl 10 Titania's Song we end with :
130% MF ... well not THAT much.

BUT : Conjure Reagent, Craft Focus and Hatch Eggs , the 3 'item creation' skills of the Enchantress use MF and so does the Pandora's Box.

Some others cube recipes use MF as parameters.

120% MF for a lvl 65 Enchantress is nice KNOWING that the equipement she had is far from effcient in normal combat ...
"How much suffering, mortal, does it take before you lose your grace?"
Shadow Empire (coming soon) | forum

User avatar
Matthias
Posts: 86
Joined: Sun Apr 06, 2003 3:26 pm
Location: Paris, France

Re: SKill Discussion Topics - The Shalafi Cabal Skill Trees

Post by Matthias » Fri Apr 25, 2003 10:33 pm

Hmm, yes considering in unmodded D2, you have dropped 1-2 uniques starting from scratch after act 1 norm (which if proportional or unbalanced as it is) you, well, it's totally unbalanced but for me it seems too much so yeah, it's good to do that. Anyway I WILL start by an mf character and once I can ensure another char up to lvls 50-70 I start the other char in CW. In D2 (when I am in mono) I just run into enemies, kill, kill, take potion, and kill, maybe find item, then kill even better. So actually an mf spell, not giving much mf but as a novelty and something adding maybe a 'cabal' spirit to your team of characters, it sounds perfect... What's next? :mrgreen:
It's not who is right, it's who is left.

User avatar
Joel
Moderator
Dominion
Posts: 6921
Joined: Mon May 27, 2002 7:19 am
Location: Orsay

Hand-picked

Re: SKill Discussion Topics - The Shalafi Cabal Skill Trees

Post by Joel » Sat Apr 26, 2003 6:57 am

Another point to limit the MF given by the Aura is that IT'S AN AURA !!
So it affects pets, summon and allies.

So basically, Charm 2-3 monsters, get a pet for a total of 5*MF total from the aura !!
"How much suffering, mortal, does it take before you lose your grace?"
Shadow Empire (coming soon) | forum

User avatar
Matthias
Posts: 86
Joined: Sun Apr 06, 2003 3:26 pm
Location: Paris, France

Re: SKill Discussion Topics - The Shalafi Cabal Skill Trees

Post by Matthias » Sat Apr 26, 2003 11:13 am

Nice. Hmm I think that I will use this aura combined only with mf charms, no need making an mf char. I still wonder how many people will send you weird posts about: "OH NO!!!!! I have ONLY 9999999 MF and I actually had to mod the mod to do it!!!!"... :) Well I actually think there will not be so many because as a novelty this should be so much fun that who would care about effects? :P
It's not who is right, it's who is left.

User avatar
Joel
Moderator
Dominion
Posts: 6921
Joined: Mon May 27, 2002 7:19 am
Location: Orsay

Hand-picked

Re: SKill Discussion Topics - The Shalafi Cabal Skill Trees

Post by Joel » Sat Apr 26, 2003 12:11 pm

... hmm there is NO MF charm :P
In fact there is no charm at all except for some unique one.
"How much suffering, mortal, does it take before you lose your grace?"
Shadow Empire (coming soon) | forum

User avatar
Matthias
Posts: 86
Joined: Sun Apr 06, 2003 3:26 pm
Location: Paris, France

Re: SKill Discussion Topics - The Shalafi Cabal Skill Trees

Post by Matthias » Sat Apr 26, 2003 12:22 pm

Oh. Kewl :lol: :lol: :lol: :lol: :lol: :lol: :lol: That will make mf actually CHALLENGING!!! Wow. So many changes! LOL There is a pixel on my screen that is dying in front of me lol.
It's not who is right, it's who is left.

User avatar
Joel
Moderator
Dominion
Posts: 6921
Joined: Mon May 27, 2002 7:19 am
Location: Orsay

Hand-picked

Re: SKill Discussion Topics - The Shalafi Cabal Skill Trees

Post by Joel » Fri May 02, 2003 10:33 pm

Final Shalafi Skill Trees (v 1.05)
>> Conjuratrix changed to enchantress.

Elementalist

Code: Select all

Skill             Lvl Effect
----------------------------------------------------------------------------------
Pyroblast           1 Release fire sprites that randomly explode into flames.
Fireball           10 Hurl a ball of flames at enemies.
Volcanic Rift      30 Induce many fire & rocks explosions on strike.

Shocking Trap       1 Create a  ball of ligthning that explode on contact.
Power Surge        10 An electric spray that stuns and release charged bolts.
Static shock       30 Charge a monster with electricity, reducing its HP by half.

Freezing Ray        1 A cold ray that freeze enemies.
Icicle Assault     20 Release multiple homing ice bolts.
Oni no Ona         40 Summon an wolf spirit that unleash a ice storm on hit.

Conjure Earthlings 50 Summon three elemental spirits that cast various missiles.
Battle Mage

Code: Select all

Skill              Lvl Effect
------------------------------------------------------------------
Armor                1 Add temporary AC bonus to self.
Haste		    10 Add temporary +IAS/ICS to self
Tenser's Transform  30 Add temporary +dmg%/+ar%/+IRS to self

Chill Touch          1 Add cold damage to melee attack.
Shocking Grasp      10 Add ltng damage to melee attack.
Mental Knife        30 Magic damage attack ignoring defense.

Eye of Fenris        1 Add +walk speed to summon,pets and allies. 
Mark of Nigus       20 Add +resist all to summon,pets and allies. 
Symbol of Naltron   40 Add +ac/red-dmg to summon,pets and allies. 

Blade of Damocles   50 Homing phys./mag. blade missile with 75% of src-dmg.
Enchantress

Code: Select all

Skill                        Lvl Effect
---------------------------------------------------------------------------------
Lure                           1 Create an illusionary target for monsters.
Alter Perception              10 Spread Confusion onto enemies.
Charm                         30 Turn a monster on your side.

Thunderstaff                   1 Add ltng damage to staff attack.
Rod of Snakes                 10 Turn a staff into a snake that deals poison damage.
Crystalia's Staff             30 Adds mag damages and ar% bonus to staff attack.

Conjure Reagents               1 Spawns minor recipes reagents from the air.
Craft Focus                   20 Create magically charged jewellries.
Hatch the Egg from the Stone  40 Conjures magically charged socketable item.

Titania's Song                50 [AURA] - Add +magic-find% adn minor +gold%
"How much suffering, mortal, does it take before you lose your grace?"
Shadow Empire (coming soon) | forum

User avatar
Matthias
Posts: 86
Joined: Sun Apr 06, 2003 3:26 pm
Location: Paris, France

Re: SKill Discussion Topics - The Shalafi Cabal Skill Trees

Post by Matthias » Sat May 03, 2003 5:41 pm

What does 'conjures socketed item'? Does that mean you spawn a non-magical socketed item?
It's not who is right, it's who is left.

User avatar
Joel
Moderator
Dominion
Posts: 6921
Joined: Mon May 27, 2002 7:19 am
Location: Orsay

Hand-picked

Re: SKill Discussion Topics - The Shalafi Cabal Skill Trees

Post by Joel » Sat May 03, 2003 5:54 pm

no, it' summon SOCKETABLE item, something you can put into a socket.
It creates some special gem-like items based on your clvl and slvl.
"How much suffering, mortal, does it take before you lose your grace?"
Shadow Empire (coming soon) | forum

User avatar
Matthias
Posts: 86
Joined: Sun Apr 06, 2003 3:26 pm
Location: Paris, France

Re: SKill Discussion Topics - The Shalafi Cabal Skill Trees

Post by Matthias » Sat May 03, 2003 6:03 pm

And seeing the presence of the word hatch, does it means you like enchant a box and when opened it spawns the socketable item or does it make it appear without anything needed except a loss of mana or life? I am asking because if maximum socketed items with best socketables can take you up to the end of the game without needing the player to be masochistic/sadistic/suicidary, then this might be an important skill. On the other side to look at it in the big picture, even if some char has some powerful item skill, the player has to raise EACH of them to a high level which would render them, even if powerful, sort of balanced... Well what do you think?
It's not who is right, it's who is left.

User avatar
Joel
Moderator
Dominion
Posts: 6921
Joined: Mon May 27, 2002 7:19 am
Location: Orsay

Hand-picked

Re: SKill Discussion Topics - The Shalafi Cabal Skill Trees

Post by Joel » Sat May 03, 2003 6:10 pm

HEFS is currently designed to spawn stuff from thin air.
But

[spoiler]
There is some special item that can be foudn or gambled for
that boost the items spawn by HEFS.
there are :

Philosophal Stone >> the item spawn will have +% res-all + other mods.
Draconian Hatchery >> the item spawn will have +fire-dmg + other mods
Pandora Box >> do a random triple HEFS drop
[/spoiler]
"How much suffering, mortal, does it take before you lose your grace?"
Shadow Empire (coming soon) | forum

User avatar
Matthias
Posts: 86
Joined: Sun Apr 06, 2003 3:26 pm
Location: Paris, France

Re: SKill Discussion Topics - The Shalafi Cabal Skill Trees

Post by Matthias » Sat May 03, 2003 6:44 pm

It seemed to me in previous posts that the last of those items can be spawned only once per char. I think I have misunderstood but I want to make sure. Though since it can be [spoiler] gambled for [/spoiler] I guess it would be found many times right?
It's not who is right, it's who is left.

User avatar
Joel
Moderator
Dominion
Posts: 6921
Joined: Mon May 27, 2002 7:19 am
Location: Orsay

Hand-picked

Re: SKill Discussion Topics - The Shalafi Cabal Skill Trees

Post by Joel » Sat May 03, 2003 6:48 pm

The P-Box is an item like others, so you can find it on monsters or gamble it in Goodies Bag.
When r-clicked it drops random item (1-3) and if you use HEFS with a PB in your inv., it will spawn thrice the normal nbr of item.
"How much suffering, mortal, does it take before you lose your grace?"
Shadow Empire (coming soon) | forum

User avatar
Dezdrehel
Junior Member
Champion of the Light
Posts: 427
Joined: Wed Feb 19, 2003 6:58 pm

Re: SKill Discussion Topics - The Shalafi Cabal Skill Trees

Post by Dezdrehel » Sat May 03, 2003 6:55 pm

When r-clicked it drops random item (1-3) and if you use HEFS with a PB in your inv., it will spawn thrice the normal nbr of item.
You'd better put FAR away your PB from tome of identify in your inventory. Just imagine some :oops: and :cry:

User avatar
Joel
Moderator
Dominion
Posts: 6921
Joined: Mon May 27, 2002 7:19 am
Location: Orsay

Hand-picked

Re: SKill Discussion Topics - The Shalafi Cabal Skill Trees

Post by Joel » Sat May 03, 2003 6:56 pm

well, you can't confuse them :P
IB is a 2x2 grey book,
PBox is a 3x3 golden chest ....
"How much suffering, mortal, does it take before you lose your grace?"
Shadow Empire (coming soon) | forum

The Forbidden
Posts: 4
Joined: Thu Jul 17, 2003 11:06 pm

Re: SKill Discussion Topics - The Shalafi Cabal Skill Trees

Post by The Forbidden » Fri Jul 18, 2003 5:47 am

I think the battle mage is missing a very very important skill... An area effect skill.

I think something like zeal would be good. With something like:
lvl 1:
+25% deffence
-20% damage
+30% attack rating
and attacks faster like with zeal.
Raise like 7.5% deffence per lvl, 5% damage, and 15% AR
so then at lvl 20:
+175% deffence
+80% damage
+330% AR

maybe have it work with throwing axe like weapons but 1/3 the dmg and AR, with no deffence bonus.

And for the animation.. something cool like just have the single frame were you'd strike the opponent with normal attack, and hit all the targets with that single frame of animation and the previous attack animation frames would fade away(like the fading of the player doing charge)

User avatar
Joel
Moderator
Dominion
Posts: 6921
Joined: Mon May 27, 2002 7:19 am
Location: Orsay

Hand-picked

Re: SKill Discussion Topics - The Shalafi Cabal Skill Trees

Post by Joel » Fri Jul 18, 2003 8:36 am

Well, this thread is longer uptodate.
Refer to my website to see the final and definitive Shalafi skill trees.
"How much suffering, mortal, does it take before you lose your grace?"
Shadow Empire (coming soon) | forum

Return to “Cabal Wars - Aeons Tide”