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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Chaos Skills Trees

Post by Joel » Tue Mar 18, 2003 8:14 pm

** split from old topic to keep thing organized **

Some new stuff to discuss : The Chaos Skill Trees

Chaos - Tormentor :

Code: Select all

Skill                      Lvl  Req  Effect: 
------------------------------------------------------------------------------------- 
 1. Carrion Worm           5    -    Summon a worm that eats corpse and gives you life.
 2. Spontaneous Combustion 5    -    Turn a corpse into a fire bomb.
 3. Soul Shard             5    -    Deposit a instable soul energy trap.
 4. Animate Corpse         20   1    Raise a corpse as a skeleton/zombie/ghoul
 5. Veil of Charon         10   2    Consume nearby corpse to give HP/MP.
 6. Spectral Furor         20   3    Release a spectre that pierce foes and chill them.
 7. Raise Undead           40   4    Raise a monster corpse.
 8. Soul Burn              30   5    Turn a corpse into a delayed magic nova.
 9. Hand of Undead         40   6    Summon a ghost that releases magic bolts at enemy.
10. Power Word : Kill     50 7.8.9  Inflict huge physical/magical damage to a single target.

* Carrion Worm also add +hp to all raised undead.
* A Corpse also adds +ar/+dmg to all raised undead.
* R. Undead also adds +res-all to all raised undead.

* Spectral furor is a homing missile with nice gfx.
* HoU use a assassin trap as primary skills slots and have new gfx.
comment ?[/i]
Last edited by Joel on Tue Aug 19, 2003 8:03 am, edited 2 times in total.
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Re: SKill Discussion Topics - The Shalafi Cabal Skill Trees

Post by Aedeon » Tue Mar 18, 2003 8:21 pm

I'm not sure I understand what the Soul Shard skill does

other then that it looks quite cool
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Re: SKill Discussion Topics - The Shalafi Cabal Skill Trees

Post by Joel » Tue Mar 18, 2003 8:23 pm

The Shoul Shard creates a fog like ball that explode on contact and release magical piercing missile in a nova shape
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Re: SKill Discussion Topics - The Shalafi Cabal Skill Trees

Post by Xcolibri » Wed Mar 19, 2003 12:21 am

Sounds fine, all the way, no critics.

With 'Animate Corpse', how does it raise the undeads? I mean, is there a given percentage of raising a ghoul, for example, and do the summoned creatures actually differ?

What you said about SrcDamage is just what I wanted to hear ;)

And ETA means Estimated Time of Arrival. I have it from some space simulation, sorry for being unclear.

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Re: SKill Discussion Topics - The Shalafi Cabal Skill Trees

Post by Joel » Wed Mar 19, 2003 8:26 am

Xcolibri";p="79120" wrote:With 'Animate Corpse', how does it raise the undeads? I mean, is there a given percentage of raising a ghoul, for example, and do the summoned creatures actually differ?
hmm, currently, the more slvl you put in, the stronger the undead is.
Remember how the necro skeleton gets bigger shield & armor wirth slvl ?
It's identical, instead that they get more 'flesh'.
Xcolibri";p="79120" wrote: And ETA means Estimated Time of Arrival. I have it from some space simulation, sorry for being unclear.
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Re: SKill Discussion Topics - The Shalafi Cabal Skill Trees

Post by Brother Laz » Wed Mar 19, 2003 9:16 am

1. Carrion Worm : defensive
2. Spontaneous Combustion : corpse trap (fire)
3. Soul Shard : area effect missile (magic)
4. Animate Corpse : raise skeleton type (not based on monster quality)
5. Veil of Charon : defensive
6. Spectral Furor : cold bone spirit (cold)
7. Raise Undead : revive type (based on monster quality)
8. Soul Burn : corpse trap (magic)
9. Hand of Undead : offensive sentry (magic)
10. Power Word Kill : psychic hammer (phys/magic)

Right?
I'd say change HoU to cold damage, otherwise the only non-magic skills are SF and PWK and both of them are single target damage. :) (SC is likely just a useless prereq later in the game) With both HoU and PWK being magic damage, it also makes SB rather redundant and the points would better go to revive or some defensive skill.

Make HoU cold damage, fix everything at once. :) And make sure the dual elemental PWK is weaker than the single element skills, or else ppl will max only it and go summoning, and pwn.

Otherwise, nice present Noel. :)
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Re: SKill Discussion Topics - The Shalafi Cabal Skill Trees

Post by Joel » Wed Mar 19, 2003 9:20 am

Brother Laz";p="79207" wrote: 1. Carrion Worm : defensive
2. Spontaneous Combustion : corpse trap (fire)
3. Soul Shard : area effect missile (magic)
4. Animate Corpse : raise skeleton type (not based on monster quality)
5. Veil of Charon : defensive
6. Spectral Furor : cold bone spirit (cold)
7. Raise Undead : revive type (based on monster quality)
8. Soul Burn : corpse trap (magic)
9. Hand of Undead : offensive sentry (magic)
10. Power Word Kill : psychic hammer (phys/magic)

Right?
You got it all right :D
Brother Laz";p="79207" wrote: I'd say change HoU to cold damage, otherwise the only non-magic skills are SF and PWK and both of them are single target damage. :) (SC is likely just a useless prereq later in the game) With both HoU and PWK being magic damage, it also makes SB rather redundant and the points would better go to revive or some defensive skill.
Why do you think SC will be useless ?
Brother Laz";p="79207" wrote: Make HoU cold damage, fix everything at once. :) And make sure the dual elemental PWK is weaker than the single element skills, or else ppl will max only it and go summoning, and pwn.
Done :D
Brother Laz";p="79207" wrote: Otherwise, nice present Noel. :)
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Re: SKill Discussion Topics - The Shalafi Cabal Skill Trees

Post by Brother Laz » Wed Mar 19, 2003 9:26 am

Joel";p="79208" wrote:Why do you think SC will be useless ?
Because it is a low level skill. :) Those can be maxed early on, and if they did not suck later on they are way too overpowering at first. It's the frustration of the balance modder. (which is why pallies own normal, btw)
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Re: SKill Discussion Topics - The Shalafi Cabal Skill Trees

Post by Joel » Wed Mar 19, 2003 9:29 am

OK ... I tought you tought it will be useless all the way.
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Re: Chaos Skills Trees

Post by Xcolibri » Wed Mar 19, 2003 12:52 pm

A way to improve SC is to give it %crushing blow. That's good early and late in the game. Especially since it's piercing and homing :)

Edit: Eek! Messed up SC and SF...
Last edited by Xcolibri on Thu Mar 20, 2003 1:57 am, edited 1 time in total.

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Re: Chaos Skills Trees

Post by Joel » Wed Mar 19, 2003 12:55 pm

?? SC = Spontaneous Combustion right ?

So, why on earth should I add cb% to it ??

I barely follow you.
The way SC works is easy, it's casted on a corpse, it release a Nova of FireWall maker ...
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Re: Chaos Skills Trees

Post by Xcolibri » Wed Mar 19, 2003 5:57 pm

Well, then my assumption was wrong when I tried to make SC worth early and later (because Brother Laz stated that it might be of less use in hell).

I thought it would work more like corpse explosion, which has physical damage. Then I concluded that it might be possible to add crushing blow to that physical damage.

If you still search for a way to improve the skill (other than upping damage which could make it uber for normal), you maybe can add %stun to the spreading firewall-nova.

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Re: Chaos Skills Trees

Post by Aedeon » Wed Mar 19, 2003 6:08 pm

I don't think it really needs that, its based off a higher level necro skill as it is, as long as the damage is kept balenced it will be fine.

and I know I'm being half hyprocritical now, but the skill would also be really cool if it made fire storms (druid skill) go out from the body in random directions
Last edited by Aedeon on Wed Mar 19, 2003 6:24 pm, edited 1 time in total.
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Re: Chaos Skills Trees

Post by Joel » Wed Mar 19, 2003 6:29 pm

hmmm firestrom ... the random fire stuff ??

\me never play druid :D
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Re: Chaos Skills Trees

Post by *Astalion* » Wed Mar 19, 2003 6:35 pm

Yes, you got that right, Joel.

Another idea for making it useful later (though the one about stun seems better) would be to restrict the corpses available in earlier acts (either by making monsters dont leave corpses, or by making some other "corpse-eating" skills crucial to early characters of this sub-class).
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Re: Chaos Skills Trees

Post by Joel » Wed Mar 19, 2003 6:55 pm

Indeed , reducing the number of corpse available at a given moment could be a good way to balance them.

Any way, I don't like the stun idea, so I'lls ee what happens right now.
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Re: Chaos Skills Trees

Post by Joel » Fri Mar 28, 2003 12:36 pm

hmmm, well , question, I lack 3 some skills for the Chaos - Corruptor.
He's an heavy poison user and here's the skills I currently have :

1.Poison Mastery : passive that grants res-pois and dmg-pois
2.Envenom : add dmg-pois to a edged weapon.

3.Contagion : melee attack working like rabies.
4. <?????> : Curse that reduce enemies' res-pois.

5.Noxious Spray : simple poison missile
6.Noxious Skin : a 'poison armor'. Works like chill armor but with poison
7. Noxious Spore : a poison Spiiting volcano with gfx.

8.
9.
10. Death Clouds : massive poison Nova

Any idea are wecome. I'm stuck :(
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Re: Chaos Skills Trees

Post by Brother Laz » Fri Mar 28, 2003 2:07 pm

4. Greater Malison : Curse that reduce enemies' res-pois.
8. Wailing Death : grim reaper appears at target spot, throws poison gas potions at nearby enemies for 5 seconds, then disappears.
9. Doom Swarm : summons bee swarm that follows enemies and stings them, constantly doing damage.

Doom Swarm -> created by modifying FuryLightning to AlwaysExplode like LightningFury and with 1 missile emitted. This causes the missile to spawn another instance of itself, directed at the nearest enemy, and a few yards later it explodes again and spawns itself again, directed at the nearest enemy, etc. Set its collision type to 0 or 1 to make it not hit enemies directly (and stop), and give it the movement function of poison javelin. The end result is a missile that flies at the nearest enemy, and every few frames aims itself again at the nearest enemy (constantly targeting the same one in effect), spraying lots of poison around it.

For best effect, set the missile's range to something very short (3 should do) and also make the poison length very short (target will get poisoned over and over anyway).
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Re: Chaos Skills Trees

Post by Joel » Thu Apr 03, 2003 10:29 am

Hmmm can I ask you how do you make the repaer works ?????
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Re: Chaos Skills Trees

Post by Brother Laz » Thu Apr 03, 2003 10:48 am

Hard way: it's mainly a FrozenOrb missile that sits there and shoots bolts that immediately AlwaysExplode as LightningFury collisions that emit 1 bolt. So what you get is a stationary missile that continuously shoots autotargeting missiles at nearby enemies for its duration.

Now that I think of it, I don't know for sure how to make them fly in an arc. :/ If you don't need this particular part, having it shoot straight line missiles is easy. Without the D2Extra.dll or 1.10 you'll lose both the FO movement function and one of the two lightning fury effects, though. I plan on using one that shoots straight fire missiles for Hunting Banshee in 1.10. :)

Easier way: use some summoning skill, most chars except the pal, zon and barb have one (and I doubt you're using Mr Hardcoded Aura Gfx, Ms Hardcoded Jav Reqs and Mr Dual Wielder for the chaos char). Hydra, traps, golem-turned-trap or bear-turned-trap would do nicely. Just replace the skill instead of the entry in monstats.txt, or casting a real golem or a wolf would destroy the trap. And do replace a summoning skill or you won't get exp for it.

Then have the trap cast fire blasts, of which the Bomb On Ground explodes into a poison pot explosion. :)
Last edited by Brother Laz on Thu Apr 03, 2003 10:50 am, edited 1 time in total.
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Re: Chaos Skills Trees

Post by Joel » Thu Apr 03, 2003 12:22 pm

Obviously I use Mr Hardcoded Corpse Relayted Skills fro the Chaos.

I currently don't use the FO missile nor movement functions so ... i'll try.
All my necro summon is occupied, maybe a trap ???
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Re: Chaos Skills Trees

Post by Androrc, the Orc » Thu Apr 03, 2003 2:07 pm

Joel, what do you mean by subclasses? You will make it so the person has to choose from 1 of the 3 skill tables? I'm confused. :?: :?: :?:
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Re: Chaos Skills Trees

Post by Joel » Thu Apr 03, 2003 2:50 pm

Exactly, the skills trees are made that you can't spread points across multiple tab.
Well you can but the built will be VERRRY sucky. So tis allow me to virtually have 18 chracetr classes.
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Re: Chaos Skills Trees

Post by Brother Laz » Fri Apr 04, 2003 8:05 am

Joel";p="83859" wrote:I currently don't use the FO missile nor movement functions so ... i'll try.
All my necro summon is occupied, maybe a trap ???
Can't you duplicate effects in D2Extra.dll? That's what it is for, right?

Traps would work if you put them in a summon slot - whether golemy or corpse targeting.
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Re: Chaos Skills Trees

Post by Joel » Fri Apr 04, 2003 8:29 am

Well yes, never tought of these.

Hmmm, back to the problem of skill that release stuff at impact.
What exact part of SFIA spawns the missile in the row below it ?
Tell me it's the collision :D

So I can make my Oni noOna working Nicely.

For the 'reaper' things, I found a gfx of a big flower that opens up.
Then I use Volcano to spit out poson clouds. Sort of.

i'm not too enthisiastic for the Bee things ... Will try to see if I can craft antoher mastery or passive for the poisoner. Or maybe some crafting skills.

That's remind me that I've something to test ... (hint : 10 golem like skills .... with XP and limit ...)
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