Chaos Skills 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.

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Brother Laz
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Re: Chaos Skills Trees

Post by Brother Laz » Fri Apr 04, 2003 8:54 am

Collision function... :) Just don't get too optimistic: it doesn't hit enemies. Having a missile hit an enemy and spawn 1 new missile seems rather impossible at the moment. :/
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Re: Chaos Skills Trees

Post by Joel » Fri Apr 04, 2003 9:48 am

I don't care about having it HITTING soemthing, all I want is that when My Oni No Ona collides whith something (monsters or wall), it releases a missiles (aka Bizzard)

So if i use the SFIA collission onto OnO then i set the missile below it in missiles.txt to use the BlizzardCenter collison/movement fnctions, it should release Blizzard on impact ?

BTW what value to use in Collide??? to have the missile explode on hit or when it reached its range ?
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Re: Chaos Skills Trees

Post by Brother Laz » Fri Apr 04, 2003 9:57 am

Compare with firebolt. :) I think it's 3... not sure. As for it exploding when it 'reaches its range': that's controlled by AlwaysExplode. :)

But again, your SFIA won't HIT anything.
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Re: Chaos Skills Trees

Post by Joel » Fri Apr 04, 2003 10:47 am

What do you exactly mean ?
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Re: Chaos Skills Trees

Post by Rhonlore » Sat Apr 05, 2003 6:02 am

I think he means the missile itself wont do the damage, but the explosion does the damage instead?
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Re: Chaos Skills Trees

Post by Joel » Sat Apr 05, 2003 6:58 am

Exactly, just tested it, and it works, the Oni no Ona explode into a blizzard that effectively kills stuff :D
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Re: Chaos Skills Trees

Post by Joel » Fri May 02, 2003 10:28 pm

Complete Chaos Skill Trees (v 1.02)

Tormentor :

Code: Select all

Skill                  Lvl Effect
----------------------------------------------------------------------------------------
Carrion Worm             1 Summon a worm that eats corpse and gives you life. 
                           Adds +hp to all raised undead.
Animate Corpse          10 Raise a corpse as a skeleton/zombie/ghoul. 
                           Adds +ar/+dmg to all raised undead.
Raise Undead            30 Raise a monster corpse & adds +res-all to all raised undead.

Spontaneous Combustion   1 Turn a corpse into a fire bomb.
Veil of Charon          10 [AURA] - Consume nearby corpse to give HP/MP.
Soul Burn               30 Turn a corpse into a delayed magic nova.

Soul Shard               1 Deposit a instable soul energy trap with magical damages.
Spectral Furor          20 Release a hunting spectre that pierce foes with ltng damages.
Hand of Undead          40 Summon a ghost that releases ice bolts at enemy.

Power Word : Kill       50 Inflict huge physical/magical damage to a single target.
Inferbal Denizen :

Code: Select all

Skill                         Lvl Effect
----------------------------------------------------------------------------------------
Conjure Cerberus         1  Conjure a Demonic Dog with lifesteal.
Summon Succubus         10  Summon spell casting Succubi.
Invoke Guardian Beast   30  Conjure an etheral spirit with phys. immune and spectral hit.

Blood for Compassion     1  Make you Lose life to heal one minion or ally.
Cry for Deliverance     10  Make you Lose life to boost minions speed
Soul Contract           30  Make you Lose life to boost minions res-all

Imp's Gaze               1  [CURSE] - Enemies give you life when you hit them.
Devil's Eyes            20  [CURSE] - Enemies damage themselves when they hit you.
Lucifer's Visions       40  [CURSE] - Enemies takes damage x4 when hit.

Infernal Spawn          50  Use a focus to summon a Greater Demon from Hells.
Corruptor :

Code: Select all

Skill              Lvl  Effect
----------------------------------------------------------------------------------------
Noxious Clouds       1  Release wandering clouds of poison that leaves poison trails.
Noxious Skin        10  Wrap yourself into poisonous fog.
Noxious Spore       30  Conjures a poisonous plant spitting poisons.

Poison Mastery       1  [PASSIVE] - Increase your res-pois & grants envenom/FoD bonus.
Envenom             10  Adds spreading poison damage to attack.
Fruits of the Doom  30  Create a delayed poisonous bomb that release poison potions.

Malison              1  [CURSE] - Reduce poison resistance of enemy.
Contagion           20  [AURA] - Spread disease around you in a growing radius.
Endemia             40  Release disease spores on your track.

Death Clouds        50  Release a clouds of deadly poison.
ready for comments/suggestions.
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Re: Chaos Skills Trees

Post by Xcolibri » Sat May 03, 2003 12:01 pm

Can't wait to play them! :)

We still will see how good they work ingame.
For example, poison only. Maybe, the Corruptor will need another kind of attack or a defensive skill instead of one or two poison skills. Since they are kind of similar, people will probably realize quickly which are the best and take them. But we'll see.

For the Tormentor: Can you have the minions side by side or only one at a time?

For the Infernal Denizen: Damage x 4 may be too much considering multiplayer. Also, it will be kind of hard to balance his life/mana since he needs both for his spells. But that's also to see in the game.

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Re: Chaos Skills Trees

Post by Joel » Sat May 03, 2003 12:04 pm

Xcolibri";p="95574" wrote: For example, poison only. Maybe, the Corruptor will need another kind of attack or a defensive skill instead of one or two poison skills. Since they are kind of similar, people will probably realize quickly which are the best and take them. But we'll see.
Xcolibri";p="95574" wrote: For the Tormentor: Can you have the minions side by side or only one at a time?
Hmmm for the tormentor, all minions can be summoned together.
For the I.D, The succubi can be sapwned with either the Cerberus or the GBeast.
Xcolibri";p="95574" wrote: For the Infernal Denizen: Damage x 4 may be too much considering multiplayer. Also, it will be kind of hard to balance his life/mana since he needs both for his spells. But that's also to see in the game.
Yep maybe ... haven't tested it ... mayeb it will drop to x3 or x2.5
For the life/mana issue, well each spell take respectively 1%/5%/10% of your life.
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Re: Chaos Skills Trees

Post by Matthias » Sat May 03, 2003 5:56 pm

But when you say dmg x4 that means it does that when maxed or if not then what does maxing it boost apart range?
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Re: Chaos Skills Trees

Post by Joel » Sat May 03, 2003 6:11 pm

Lucifer's Vision does x2 at slvl 1 with a nice range. At slvl 20, it will make x4 for a very nice range.
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Re: Chaos Skills Trees

Post by Matthias » Sat May 03, 2003 6:45 pm

Hmm, sounds like a skill with: MAX ME written on its forehead ;) Especially when you play it with a battlerager pal next to ya :twisted:
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Re: Chaos Skills Trees

Post by Brother Laz » Mon May 05, 2003 9:52 am

Joel";p="95394" wrote:Complete Chaos Skill Trees (v 1.02)
Wow! How do you do all that in 1.09?!?!
Inferbal Denizen :

Code: Select all

Skill                         Lvl Effect
----------------------------------------------------------------------------------------
Conjure Cerberus         1  Conjure a Demonic Dog with lifesteal.
Summon Succubus         10  Summon spell casting Succubi.
Invoke Guardian Beast   30  Conjure an etheral spirit with phys. immune and spectral hit.

Blood for Compassion     1  Make you Lose life to heal one minion or ally.
Cry for Deliverance     10  Make you Lose life to boost minions speed
Soul Contract           30  Make you Lose life to boost minions res-all

Imp's Gaze               1  [CURSE] - Enemies give you life when you hit them.
Devil's Eyes            20  [CURSE] - Enemies damage themselves when they hit you.
Lucifer's Visions       40  [CURSE] - Enemies takes damage x4 when hit.

Infernal Spawn          50  Use a focus to summon a Greater Demon from Hells.
How do all those life loss skills work? Are they passives that combine res-all and stuff with -hp? Or modified auras? Or something entirely new?
Corruptor :

Code: Select all

Skill              Lvl  Effect
----------------------------------------------------------------------------------------
Noxious Clouds       1  Release wandering clouds of poison that leaves poison trails.
Noxious Skin        10  Wrap yourself into poisonous fog.
Noxious Spore       30  Conjures a poisonous plant spitting poisons.

Poison Mastery       1  [PASSIVE] - Increase your res-pois & grants envenom/FoD bonus.
Envenom             10  Adds spreading poison damage to attack.
Fruits of the Doom  30  Create a delayed poisonous bomb that release poison potions.

Malison              1  [CURSE] - Reduce poison resistance of enemy.
Contagion           20  [AURA] - Spread disease around you in a growing radius.
Endemia             40  Release disease spores on your track.

Death Clouds        50  Release a clouds of deadly poison.
What's the difference between noxious spore and fruits of the doom? And what exactly does death clouds do? :)

How about adding some magic damage skills in this tree? Thinking of poison immunes, and the fact that one'd pick and max 1 skill plus the curse.

Contagion won't get used. If it does more damage/sec than other skills it makes them utterly obsolete, if not it's pointless. :mrgreen:
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Re: Chaos Skills Trees

Post by Joel » Mon May 05, 2003 10:02 am

Brother Laz";p="96214" wrote: Wow! How do you do all that in 1.09?!?!
Almost :P have to copy+paste some missile sfunction to my external dll and modify them.
Brother Laz";p="96214" wrote: How do all those life loss skills work? Are they passives that combine res-all and stuff with -hp? Or modified auras? Or something entirely new?
Currently I'm trying to make them work like sacrifice, losing some%life when using them.
If it turns i can't I'll surely go the passive way you suggest.
Brother Laz";p="96214" wrote: What's the difference between noxious spore and fruits of the doom? And what exactly does death clouds do? :)
ahah ... NS is a volcano like skills that spew out poison puff. so basically it's not auto hit all the time due to the randomness of volcano missile function.

FoD is under work but currently, well it's true it looks like NS .... arg somle more work so ...
DC is a Posion Nova with large radius, modified gfx and good poison dmg ....
Brother Laz";p="96214" wrote: How about adding some magic damage skills in this tree? Thinking of poison immunes, and the fact that one'd pick and max 1 skill plus the curse.
Brother Laz";p="96214" wrote: Contagion won't get used. If it does more damage/sec than other skills it makes them utterly obsolete, if not it's pointless. :mrgreen:


Well the reduce poison resistance curse affect immune in the nice way (making them NOT immune). But well it seems that there's some flaws in the trees ...
Maybe i'll ahve to find something more nice to replace Contagion,FoD and the Endemia skills .... arg ....

i'm open to your suggestion so :D
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Re: Chaos Skills Trees

Post by Brother Laz » Mon May 05, 2003 10:46 am

May need some effect copying in D2Joel.dll...

Missile that hits, leaves an invisible stationary frozen orb missile (or 16 overlapping ones, spawned by a poison pot explosion thing) that shoot missiles that instantly explode as a lightning fury that emits 1 bolt, and the 'bolt' looks like a rat (act 1 critter)... you'd get a missile that when it strikes spawns dozens of homing rats for the next few seconds. :)

A nova with volcano movement function can look quite good if you get the speed/frequency right, it looks like multiple jumping discs (circles of volcano bombs)... you could also make the bombs invisible and just make them leave a fire/poison cloud. I'm sure you could give some occult explanation to a skill that leaves multiple circles of fire on the ground. :)

PS: belated happy birthday. :)
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Re: Chaos Skills Trees

Post by Joel » Mon May 05, 2003 11:06 am

owwwwwwwwwwwwwwwww yes !
you gotcha gimme an idea there !
I was too focused n poison, but well the corruptor can well use some
known disease carrier critters to do his biding !

eheh Rats, Spiders, and so on ..... will deal magic damage or so :D

** start c+p LF function once more **
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Re: Chaos Skills Trees

Post by Joel » Thu May 15, 2003 1:13 pm

Well, i've replaced some Corruptor posion skill with magic damage one, using disease carrier at theme. So expect to see :

Fangs of Nights : A massive plague rats attacks (pierce + mag-dmg)
Broods of Shelob : Invasion of mag-dmg+noheal spider swarm.
Doom Serpent : A crawling snake spirit missile attack.

I also have revamped the Contagion/Malison skills and compact the three others. I'll post the updated skill tree tonight along with the firts draft for Hunter Skills :P
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Re: Chaos Skills Trees

Post by Matthias » Thu May 15, 2003 8:35 pm

Will you use all of those skills or just one or two of them? My fav is the Brood thing. Prevents monsters healing is useful I believe. Unless it works in a way I don't understand: I see that as the monster won't heal anymore during the rest of the game, right?
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Re: Chaos Skills Trees

Post by Joel » Thu May 15, 2003 8:45 pm

Here they are :

Code: Select all

Skill              Lvl  Effect
----------------------------------------------------------------------------------------
Envenom              1  Release wandering clouds of poison that leaves poison trails.
Noxious Skin        10  Wrap yourself into poisonous fog.
Fruits of the Doom  30  Conjures a poisonous plant spitting poisons.

Poison Mastery       1  [PASSIVE] - Increase your res-pois & grants envenom/FoD bonus.
Contagion           10  [CURSE] - Reduce poison/magic resistance of enemy.
Endemia              30

Shelob Brood         1  Release a bunch of venomous spiders carrying disease
Fangs of the night  20  Conjure dark rats spreading magic damage all around. Prevent monster healing.
Doom Serpent        40  Conjure a snake spirit lurking enemy.
Death Clouds        50  Release a clouds of deadly poison.
welll just miss ONE skill for the Corruptor, maybe a passive or a item creation skill .. But a lvl 30 poison pot producing skill si a bit lame.
Last edited by Joel on Thu May 15, 2003 8:47 pm, edited 1 time in total.
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Re: Chaos Skills Trees

Post by Brother Laz » Fri May 16, 2003 7:54 am

A throwing bomb that releases (insert nasty homing missiles) on striking?

A bomb/missile that releases a spirit that follows an enemy without colliding (chain of many CollideType=0 missiles that explode into 1-target lightning fury that releases another missile etc...) then after 20 instances (or 5 seconds, or whatever) explodes with a magic damage nova? The 'dog-with-a-stick-of-dynamite' effect (Darwin Awards). ;)
Last edited by Brother Laz on Fri May 16, 2003 7:57 am, edited 1 time in total.
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Re: Chaos Skills Trees

Post by Joel » Fri May 16, 2003 7:58 am

I was thinking to make Endemia the -res-pois% curse thingy and make
contagino some kind of Poison Totem. A assy-trap like stuff that periodically spew out poison and magic sparkles ....

Hmmm so maybe movind Death Clouds as the lvl 30 skilsl of the PM-Cont branch and put Endemia as the dual element, lvl 50 skills ....
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Re: Chaos Skills Trees

Post by The Forbidden » Thu Jul 17, 2003 11:15 pm

I don't like how you have the summons for chaos.
Just doesn't seem right.

Maybe something like this instead:
Educate followers - Passive skill that automatically trys to convert any monster that does poisen damage or has poisen immunity. % chance to convert raises per lvl, once a monster gets into view you automatically try to convert it, only works once. The converted fight for you, but slowly lose health untill they die.

Poisen Blooms - A poisenous plant raises from the target location and lashes out on enimys that are within range. Would work exactly like Baals festering appendages, but with more range, more life, and use poisen damage. Maybe have them stun people to. They should be pretty powerful since they can't move.

I can't think of a 3rd

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