I've been thinking about some Talents suitable for mid-level mages.

I've mentioned the ones for Fire and Air already in this thread, but here they are again for the sake of completeness.

Convection - Requires: Pyrokinetic 5.
If Warm or Burning at the start of your turn, active skill cooldowns are reduced by 1 turn to a minimum of 0. If Wet, Chilled, or Frozen at the start of your turn, active skill cooldowns are increased by 1 turn.

So if after you previous turn ended, you had 3 skills on cooldown, one with 5 turns, one with 3 turns, and one with 2 turns, and you got set on fire before your next turn came back up, the cooldowns would do the usual tick down, so 4, 2, 1 turns left, then Convection would kick in and they would go to 3, 1, 0 turns. You could use that 0 turn cooldown right away.


Fully Charged - Requires: Aerothurge 5.

Absorb electricity from surfaces and clouds - taking air-type damage (bypassing magical armor) instead of being stunned - to gain 1 AP.

Absorbing a surface in this way will do a flat 25% of your maximum health in air damage, bypassing magic armor to directly hit your health, but that 25% amount is then reduced by whatever your air resistance is.


Rock Solid - Requires: Geomancer 5.
Immune to Knockdown and Oiled* status effects. +25% to all Physical Armor. Movement decreased by 20%.

When you are sturdy as a rock, you stand tall and cannot be knocked down anymore. You are also a master of Earth and do not suffer the negative effects of walking through oil surfaces. However, it comes at the cost of decreased movement per AP.

*Oiled is a status I'm proposing which is like Slowed. It has infinite duration while standing on oil, but wears off as soon as you leave the oil surface (but you do not get the lost AP back).


Water Cycle - Requires Hydrosophist 5
When wet or standing on water or ice, healing spells are 33% stronger and use one fewer AP to cast (minimum of 0). When warm or burning healing spells are 20% weaker and require one additional AP to cast.

Maybe this is too similar to Elemental Affinity. I was trying to think of a bonus which wasn't just a copy of other bonuses. I'll think more on this.

Not happy with the name of this one.


Blood Pact - Requires Necromancy 5
When standing in a blood surface and health is below 30%, Necromancy spells are 50% stronger.


Harvester of Souls - Requires Necromancy 5

Killing an enemy grants you +1 * enemy level to all attributes for three turns.

Credit for the concept goes to LordOfBones, although he said +X to your highest attribute. I tweaked the idea to scale better as level increases. It does not stack with itself (that could get out of control).



Still working on a Summoner one, all I've got for that so far is "When three or more of your summons are on the field, " and that's it.


***

I'd also like to re-promote my earlier ideas from this thread for Physical Talents, but modified slightly. EDIT: Modified more based on feedback.


Berserker - Requires: Warfare 3
As your health decreases, your damage increases.

Basically, your damage increases the closer you are to death. This idea is stolen from the Kickstarter campaign's "Juggernaut" skill set idea.

It could work something like this:

0-10% = 2.00x damage. 11-30% = 1.67x damage, 31-49% = 1.33x damage, 50%+ = 1.00 damage. Basically, if you’re under 50% health, the more dead you are, the more damage you can deal. This has its own inherent risk-reward because of course you’re almost dead.

This should affect all damage types, including magic (initial hits, not DoT) not just melee, to make this useful for hybrids as well. Maybe it should be Incompatible with Blood Pact.


Counter Strike - Requires: Scoundrel 3

Dodging an enemy melee attack gives you a 33% 100% chance to automatically retaliate with a Basic Attack.

This only works if you have a melee weapon equipped of course. This could be “fun” to give to some enemies as well! The counter can be blocked or dodged (Counter-counter-counter-counter...).


Shield Bash – Requires: Warfare 3 and equipped shield.
Blocking an enemy melee attack gives you a 33% 100% chance to automatically retaliate with a bash.

This deals 25-50 100% of your weapon damage as crushing damage. The bash can be blocked or dodged.


Slow and Steady - Requires: Warfare 3. Incompatible with The Pawn

Decrease movement by 2.5 meters per AP, but boost Physical and Magical armor by 50%.

The idea for this one is to allow for a more defense-focused warrior by boosting their magical armor, but decreasing how far they can move and not giving them the free movement from Pawn. The decrease amounts to 10.0 fewer meters per 4 AP.


Zeroed In - Requires: Huntsman 5.

Increase your damage by 10% per consecutive Basic Attack attack on the same enemy. Caps at +30%.

The bonus carries over to next turns (Maybe a "Zeroed In" status icon). Saving AP or moving normally does not reset the bonus, but switching targets, fleeing the battle, using ANY skill (including racial and movement skills), special arrow, or grenade instantly cancels the bonus back to 0 before the attack goes off (no bonus damage for those actions). (Killing the target also resets the bonus back to 0, but after the kill.)

Last edited by Stabbey; 06/04/17 06:16 PM. Reason: altered talents