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Skill Design and Brainstorming
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Darvin
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« on: March 05, 2008, 03:16:43 am »

The last time I tried this it didn't work out too well.  This time around I hope I can at least provide enough material personally to get more feedback.  So, I've been thinking recently about how to build our skill tree (as in the actual game design, not the coding implementation, although I'm working on that too).  This time around I'm going to build a larger structure of skills to provide more context for other people to suggest ideas.  Once again, we're aiming at about 180 skills total, spread out evenly between the three domains ( "combat", "finesse", and "spellcraft).  That's about 60 skills per domain.

Even at sixty skills, that seems daunting to design for, so I've chosen to break things up further.  I believe we should begin by designing 20-25 skills per domain at the lowest levels.  That is, we'll be designing the foundation skills that low level characters will choose from early on.  I really want to enforce the idea that the game should be playable and enjoyable for "high level" and "low level" characters, so establishing strategy and depth even at the low levels is important.  This is also important since the "common" enemies that high level characters will do battle with will be using these skills, so variety here is important in that sense as well.

Today I'll be focusing mostly on the combat domain, although I will mention some finesse domain skills that tie in closely with the combat domain (as mentioned in the original concept thread, there is going to be some "grey zone" where skill sets fall between domains.  Lunges and dodges will fall under both combat and finesse, for instance).  I've left room to add more skills at all levels, because I want feedback and ideas from multiple creative minds. 

I'm also going to create a thread in the near future (not today, since I don't want to divide your attention for now) where I will discuss combat mechanics in general.  I'm sure you will pick up a lot of how I feel this game should play just from reading these skill descriptions, and should notice I've put a lot of thought into how to design these skills well.  Although putting this list together took only a few hours, the thought that went into took much longer. 

That said, I want to hear ideas from you guys.  I don't care how thoroughly detailed they are or how much thought you've put into them, it's the brainstorming and participation I'm after here.  You can comment on the skill ideas I've posted and if youwant you can copy the template below for your own.  If you don't want to fill out any of those sections, feel free to omit them.

Code:
[b]name[/b]
[i]level[/i] :
[i]domain[/i] :
[i]prerequisites[/i] :
[i]effects[/i] :
[i]notes[/i] :

Without any more introductions, this is the foundation of the combat domain skill tree, with a few mentions from the finesse domain.  Do not feel you have to limit your discussion to the combat domain.  If your heart is set on the more magical character variety, by all means talk about what kind of spells you'd like to see!

Footwork
level : 1
domain : combat
effects : enables your character better mobility in combat, allowing them to move and turn (at a moderate speed penalty) while initiating melee attacks or skills.  This applies to the preparation, execution, and recovery time.  Without this skill you will be unable to move while in the process of making an attack.  Any combat skill which explicitly restricts movement is not affected by "footwork", even if it's a form of melee attack.
notes : obviously mandatory for any character in the melee combat, this skill is designed to provide a strong difference between the melee combat skills of a true fighter and spellcasters at the lowest experience levels. 

Shield Block
level : 1
domain : combat
effects : increases your proficiency with a shield.  Normally a shield is difficult to use and only protects against a very small range of incoming attacks.  Moreover, it isn't nearly as effective while you're using an attack or skill.  This skill will improve its protection area and enable you to block while initiating any attack or attack skill (other special skills, such as lunges - including lunging attacks - will not be helped by this).

Parry I
level : 1
domain : combat
effects : when two melee attacks of similar strength meet, a parry occurs (if one attack is considerably more powerful than the other [a dagger isn't going to parry a greatsword], it simply negates the weaker attack).  In the event of a parry, both characters receive reduced damage and a longer recovery time.  This skill reduces the damage you receive from a parry to zero.  If both characters have the parry ability, neither is damaged by the attack.
notes : another critical ability for any melee character, parry will be central to battle tactics.  It is important to realize however that light weapons will almost never successfully parry their heavy counterparts.  As you might notice in the name, there are higher level parry abilities that will be strong additions to the repitoire of their owner.

Guard Stance
level : 1
domain : combat
effects : the lowest level combat stance is the "guard" stance.  When activated, your character is unable to move (moving will break guard stance) but your defensive properties - including shield block- are improved and your next attack or attack skill will have a reduced preparation time.  Like all stances, there is a moment of vulnerability when entering it.  Once you begin your attack, the restriction on movement is lifted.
notes: The guard stance is an excellent way to deal with heavy warriors, and with a shield is a good defence against opponents who like to pepper you at a range, but helps little against agile opponents who have the ability to get behind you.

Brace
level : 1
domain : combat
effects : Bringing meaning to the phrase "brace yourself" this skill enables a character to attempt to hold his ground and defend himself with his weapon and (if applicable) shield.  It takes a powerful attack to break a braced character, and even then damage is significantly reduced.  However, you cannot control the duration of your brace.  It also has a fairly long preparation time, but very little recovery time afterwards, meaning an opponent who wasted his attack against your brace is open to counter-attack, but if you activated it too late you'll be hit while you're still setting it up.  Bracing enemy attacks may deprive them the benefit of dealing damage, but it can be taxing on stamina.
notes : a tactical skill for low experience characters, brace is perfect for "defend and counter-attack" type strategies.  Timing is critical with this ability, both for the one trying to counter it and the one trying to use it.  Some finesse-type abilities can breach defences, which negates brace.  Brace is also ineffective if the size class of your weapon and your opponent's is too far apart (like parry, a dagger isn't going to help you against a greatsword).

Lunge
level : 1
domain : finesse
effects : enables a character to perform a "lunge" in a specific direction.  Press the lunge button and your character will launch himself according to which of the WASD characters you're holding (hold A to lunge left, for instance).  This ability leaves him vulnerable upon landing, but is good for a quick dodge.  Its relatively long recovery time, however, makes it a liability if used foolishly.  Lunging in a backwards direction yeilds less distance, but a shorter recovery time.
notes :  deciding which domain to place lunge in was a significant difficulty for me.  As many core combat domain abilities will take lunge as a prerequisite (lunging attack, for instance) it felt strange to put it in the finesse domain.  However, it is very much a core to a defensive dodging game, which adheres strongly to the spirit of the finesse domain.

Utility Mastery
level : 1
domain : Finesse
effects : enables a character to quickly swap equipment on the fly.  Normally this process is slow and cumbersome, but with this skill anyone can quickly put away and pull out the right equipment. 
notes : This is particularly useful for spellcasters (some equipment interferes with spellcasting), archers who wish to use their bow weapon in short and mid-ranges, and fighters who like to mix it up with different styles and equipment sets.

Roll
level : 2
domain : finesse
prerequisites : lunge
effects : if a character is attacked while in the process off lunging he performs a roll.  The roll is a free dodge enabling him to avoid an attack, but the recovery time at the end of a roll is slightly longer than that of an ordinary lunge.  If struck by another attack during the same lunge, he cannot "double-roll" and will take the full brunt of that attack.  Rolling is done automatically if the conditions are satisfied; it is effectively a passive skill.  Rolling can be done to avoid "indirect" magic damage (ie, a wall of fire, a fireball's explosion, etc) but it cannot be used to avoid direct damage in the form of a projectile, including arrows.
notes : opening up a wide range of new possibilities to lunge enthusiastes, a roll enables a character new and novel ways to use the lunge.  For instance, you could actually pass right through an enemy's attack and potentially set yourself up right behind them.  If you time things right, that's a free attack from behind!  This is just one way to use this obviously powerful skill to your benefit. 

Feint
level : 2 
domain : finesse
effects : By double-clicking when activing an attack or attack skill, a character can perform a feint. The first click will perform the attack itself, but the second click (if done in quick succession) will suddenly cancel the ability.  There will be a short recovery, and then you may begin another skill.  Feint cannot be used in conjunction with any form of spell, ranged attack, or "charged up" attack.  The second click can be delayed somewhat, but once the skill's preparation time is over and the execution has begun there can be no feint.  If you perform a feint, you will not exit any stance you are using.

Tackle
level : 2
domain : combat
effects : a special type of lunge (unlike rolling, it must be activated uniquely) a tackle has a shorter distance and longer recovery time.  However, if you collide with an enemy (presuming you don't collide with their weapon first ;-) you will knock them back considerably.  This is a quick surprise move that can be effective if you're certain you can pull it off, but it deals little damage.  A tackle must have a forward directionality, and is more powerful if you have a running start.

Lunge Attack
level : 2
domain : combat
effects : the lunge attack gives you considerable distance and power compressed into a quick and effective strike.  Like an ordinary lunge, you can control the directionality of the lunge attack.  However, the directionality will affect the attack.  Lunging forwards (forwards with lateral movement is also ok) will produce an offensive lunge attack, which gives greater distance, power, and speed, but also a longer recovery afterwards.  Lunging in any other direction produces a defensive lunge, where you will jump backwards and launch an attack forwards while doing so.  This can punish someone attempting to close in on you (particularly if you pull off a parry) and also has a shorter recovery time, putting you in a good position for a counter-attack.
notes : designed as a very multi-purpose skill, the lunge attack will prove useful to many combat and finesse domain characters, and is an excellent choice early in development.  It's one of the few low level skills that offers a powerful attack with almost no preparation time, and it's double-purpose as a strong defensive skill makes it highly versatile.

Cleave:
level : 2
domain : combat
prerequisites : three level 1 or higher combat domain skills
effects : enables characters to perform a "charge up" attack.  By holding down the mouse button and charging up his attack, the player can increase the power of his melee attack.  Releasing the mouse button will release the attack.  This works in combination with many other skills, enabling "power-up" versions of them.  There is a limit to how much you can build up the charge, and if you exceed that amount (there will be a visual confirmation when you hit the 'sweet spot') the strength of your cleave attack will actually decrease.
- You cannot move while charging up a cleave attack. 
- The recovery time after using a cleave attack is much greater than normal.  The actual increase in recovery time depends on how much you charged it up.
- You may cancel your cleave attack at any time by double-clicking rather than just releasing the mouse button.  This will incur a recovery time penalty (not nearly as much as would have happened if you release the attack, however).
notes: obviously a critical skill for any heavy warrior, the cleave ability serves as a central prerequisite to the advancement in that specialization.  This skill can be deadly to the enemy if used correctly, and deadly to yourself if used incorrectly.  After using it you're an easy target, so use it carefully and know when to cut your losses by cancelling a cleave.

Sweeping Blow
level : 2
domain : combat
prerequisites : footwork
effects : when you turn during the execution time of an attack, you perform a sweeping blow.  Normally an attack that is turning will have reduced reach and is more likely to glance enemies rather than score a direct hit.  A sweeping blow changes that, giving you a stronger chance to get a good hit in, and maintaining your normal reach.
notes : in my original plan there were two level one skills; footwork allowed you to move while attacking, while the scrapped skill 'balance' allowed you to turn while attacking.  I consolidated them into a single skill, but deemed this was probably too much.  The compromise was the creation of this second level skill which produces a better character growth curve, in my opinion.

Parry II
level : 2
domain : combat
prerequisites: parry I and ( 4 other skills of the combat domain level 1 or higher OR 3 skills of the finesse domain level 1 or higher)
effects: further improves your parry by decreasing the recovery time afterwards for yourself, giving you a better chance at provoking an opening with a successful parry.

Charge
level : 2
domain : combat
prerequisites : tackle OR lunge and four combat domain skills of level 1 or higher
effects: enables you to perform a charging attack.  When you attack while moving at maximum speed your attack's strength, reach, and sweet spot will be greatly extended.  You will also have better control over its motion if you attempt it as a sweeping attacking.

Ready Stance
level : 2
domain : combat
prerequisites : Guard Stance
effects : the ready stance will prepare a special attack.  Attacks initiated from the ready stance will have a very short recovery time afterwards, enabling for a quick combo.  The ready stance has a short preparation time of its own, and you cannot turn more than 15 degrees in either direction while in the ready stance without leaving it (once you begin your attack, this limitation is relinquished).  Attacks from the ready stance have normal preparation time.
notes : obviously a good combination with a charge, the ready stance is a good tactical addition to the second level, rounding out many of the long recovery time skills that appear in the low levels of the combat domain.

Wide-Arc Slash
level : 3
domain : combat
prerequisites : cleave, sweeping blow, and one other combat domain skill of level 2 or higher
effects : this skill further improves your cleave attack by enabling a wide-arc slash.  At the moment you release your cleave attack, you can start a wide-arc slash by quickly spinning your character.  The character will unleash his cleaving attack in that direction, producing a wide arc with very little loss of power.  The wide-arc slash sweeps through approximately 120 degrees.  It has a sweet spot at about 45 degrees, but has little power in its first 15 degrees and last 30 degrees.  If you get hit by its sweet spot, the damage you take is actually greater than an ordinary cleave.  Wide-arc slashes have slightly longer recovery times than ordinary cleaves.
notes : this is hard to pull off by accident; you need to spin the cursor around the character very quickly and with at least 90 degrees magnitude.  If you don't do this, an ordinary cleave occurs.  In this way, the wide-arc slash turns the cleave skill into a two-in-one combination potential.

Successive Strike
level : 3
domain : combat
effects : The skill enables a character to perform attack comboes, mixing up the timing of consecutive attacks to produce less predictable and more original comboes.  After half of the cooldown of your previous melee attack has expired, you may perform a successive strike.  This enables you to ignore the remaining recovery time of your attack and begin another attack (the second attack must be an ordinary skill - it cannot be a special ability.  The first attack has no such limitation).  The remaining recovery time of the first skill is added to the recovery time of the second skill.  If used intelligently this can give you the right edge at the right moment.  If used poorly you're simply creating an even larger window of opportunity for the enem.
notes : I haven't decided how to create the prerequisite of this skill yet.  I want it to be accessible to both combat and finesse domain users (I have determined I want it to be a level 3 skill, however).  You can presume it will have steep prerequisites to access, but many different combinations to do so.

Razor's Edge
level : 3
domain : combat
effects : a warrior's mastery of his craft is manifest when his combat skills become a magic unto themselves.  The Razor's Edge technique is one of the first abilities a warrior who has crossed this threshold will exhibit.  His strike extends beyond the physical limits of his blade, damaging enemies that would normally be beyond its reach.  It passively extends the sweet spot and reach of his weapon with magical damage.  As this is a subconscious ability, the player cannot directly control the activation or potency of this ability. 
notes : the prerequisite of this skill has not yet been determined, because it will naturally be available earlier to fighter/caster hybrids.  As such, I want to have at least some structure for the spellcraft domain finalized before I consider this one's prerequisite.  It will naturally be a very steep prerequisite for a level 3 skill.  Although this ability's name refers to swords, it applies to all melee weapons equally and may be subject to renaming as a result.
« Last Edit: March 05, 2008, 09:14:38 pm by Darvin » Logged
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« Reply #1 on: March 05, 2008, 09:12:41 am »

I"ll have to disappoint you, I'm not much help in this area, and pretty much the only really active member around here (yes it's sad Sad)
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Solinx
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« Reply #2 on: March 05, 2008, 01:52:39 pm »

Even if we'd all be active, 180 skills, good ones, isn't a realistic goal considering the few members registered at the board right now.

The choice is up to you, but I'd say this is can actually be effectively used to attract and involve more people.
We can spread it around at gaming forums. There you should be able to find enough people with ideas for skills.

Solinx
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"An expert is a man who has made all the mistakes which can be made in a very narrow field." - Niels Bohr
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« Reply #3 on: March 05, 2008, 04:00:07 pm »

yeah good idea, let's post a modified copy of this topic in gaming forums Smiley

we need more promotion in general
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Darvin
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« Reply #4 on: March 05, 2008, 07:55:22 pm »

I agree that 180 skills is a daunting tally, which is why (as I said somewhere in my little introduction up top) I've decided to approach this by designing about 25 skills per domain to fill out the skill set of the lower levels.  I think that's a more manageable design load for our current team size, and as the project gains momentum we can add in more.
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Darvin
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« Reply #5 on: April 01, 2008, 05:28:42 am »

Some more skills I've come up with, this time for the spellcraft domain:

Elemental Biasing
level: 1
prerequisites: none
effects: when you activate this ability, a radial menu will appear, prompting you with four options.  This enables you to "bias" your spells with a specific elemental property, choosing from fire, earth, water, and air.  You may use this spell at any time to change your bias to a different element.  Different elements offer varying strengths and weaknesses. 
notes: a central spell to the role of an elementalist, the "elemental biasing" ability has a very substantial investment cost, but its benefit should not be thought of as passive.  For those actively using elemental effects, its power should never be under-estimated.

Energy Bolt
level: 1
effects: releases a bolt of magical energy.  This projectile is magical, and hence can only be deflected by magical means (although physical shields can be used to block it).  The bolt is subject to elemental biasing, taking on the properties of the element chosen by its spellcaster.

Destructive Touch
level: 1
effects: the spellcaster extends one hand (both, if available) and attempts to touch a target in front of him.  He must make and maintain contact for approximately half a second for this spell's effect to be imparted.  The target will be literally ripped apart by a surge of magical energy.  This is an obscenely high damage ability, but is impractical in most situations and shines most in an auxiliary role or as a desperation move.  The damage of this spell increases dramatically if both hands are used.
notes: the destructive touch is a good way for spellcasters to destroy a door or other barrier without tiring themselves out, since it offers excellent mana economy and shocking damage.

Restorative Touch
level: 1
effects: the opposite of destructive touch, this ability similarly involves making physical contact with one or both hands.  Rather than a surge of destructive magic, however, the spell will actually restore order to a disturbed system, healing wounds and repairing damaged objects.  It is difficult to use this spell in combat as neither the caster nor the target can move while it's in use.  This can be used to heal yourself.  It should be noted that using restorative touch on an ethereal entity results in the power of this spell being magnified many times over.
notes: as with destructive touch, this spell is best used in an auxiliary sense out of combat, and serves as the lowest level healing ability.  However, novice spellcasters may find it ineffective since it drains copious amounts of mana (healing spells are ridiculously mana intensive), while still requiring large quantities of the "control" statistic to provide reasonable returns.  Healing magic is among the most difficult of specialties, but it's a very potent niche once mastered.

Pulse
level: 1
effects: unleashes a short-ranged burst of magical energy.  This burst covers a wide area, and deals considerable damage and knockback.  Because it's not a projectile, a shield can only block some of its effect.  The pulse is subject to elemental biasing.

Shield
level: 1
effects: this spell requires a free hand in order to use.  The spellcaster extends that hand and projects a magical shield which will absorb any attack.  Weak attacks will simply bounce off the shield, but more powerful ones will tax the spellcaster's mana.  Although it is not difficult to maintain the shield, long-term use can severely drain a spellcaster, and it is better to activate it and de-activate it as needed. The shield will also block your own attacks, so it must be taken down before you can launch any counter-offensive.  The shield will only protect from attacks that come from up front.

Destructive Aura
level: 1
effects: all humans have a magical aura around them, but few actually know how to use it.  Those with exceptionally powerful magical auras can - with some training - shape them into destructive spheres of influence.  When not in a resting state, they can raise their auras to become a destructive storm that will literally tear at nearby opponents.  The range of this aura is not particularly great, even on those with exceptional amounts of power.  This aura does not discriminate between friend and foe.  It is affected by elemental biasing.
notes: this aura is most effective for those with raw power at their disposal.  While melee warriors might be tempted at the thought of passive magical damage around themselves, their auras will be very weak due not only to stats placement, but also to the fact that their magical power is not being tapped.  An aura only becomes powerful as magic is actively used.

Mirror Image
level: 1
effects: creates an illusionary duplicate of yourself, but its directionality is mirrored (that is, if you strafe left, it strafes right.  If you turn right, it turns left.  By equal amounts, of course).  This double will appear to perform all the actions you do, and any spells you cast will also be mimiced (with illusionary properties, of course) by the doppleganger.  This illusion spell has a limited range, and if any part of the illusion leaves that area of effect it will appear faded, revealing the truth.  It only lasts for a short time, but is good for confusing enemies.

Summon Animal
level: 2
prerequisites: any three abilities of the Spellcraft Domain of level 1 or higher
effects: creates a submenu which allows you to select the type of creature you wish to summon.  This ability will allow you to summon a giant snake, a giant bird, a tiger, or a wolf.  Curiously, the animal you summon will inherit the properties of any elemental biasing you are using.  The creature will stay until dismissed, killed, or replaced.  It is under AI control, but will stay close to you at all times.
notes: this ability will improve later in the game due to passive benefits, but early on can give a spellcaster the necessary support he needs in a more chaotic battlefield.

Telekinesis
level: 2
prerequisites: Pulse
effects: the spellcaster, through sheer force of will, can push objects around.  While using telekinesis, the spellcaster is motionless.  Objects nearby the cursor will be pushed violently away from it.  Moving th cursor around can be used to force these objects in specific directions.  The field of force created by telekinesis is invisible to anyone except yourself.  This ability is dangerous, however, since you are helpless while using it.  While using telekenesis, your line of sight is based on your cursor position, not your character position.
notes: another powerful auxiliary ability, this can be used to push objects around and manipulate the battlefield.  Obvious applications would be pushing useful objects towards yourself or manipulating objects at a range.  For instance, a boulder could be pushed off a ledge, crushing an enemy below.  This spell is not impacted by the height matrix, hence it has full effect at all levels of height.  Interestingly, it can also be used to see around corners without revealing yourself.

Barrier
level: 2
prerequisites: Shield
effects: creates a wide barrier that persists for some time after you cast it.  This barrier, unlike shield, will take the properties of any elemental biasing you're using.  The barrier's power will wane if it is attacked vigorously.  You can use abilities such as restorative touch to recharge it.  Unless it's imbued with the properties of the earth elemental (resulting in a physical barrier - which isn't necessarily a bad thing), it is ethereal in nature, making restorative touch very effective.

Shockwave
level: 2
prerequisites: Pulse and three other skills of the spellcraft domain of level 1 or higher
effects: releases a wave of power in a specific direction, causing considerable destruction in its wake.  The shockwave is a taxing ability to employ, but those with reservoires of power to feed it will find it an excellent investment.  It is subject to elemental biasing.

Power Shaping
level: 2
prerequisites: five abilities of the spellcraft domain of level 1 or higher
effects: when using a spell, you may hold the action button on your mouse to extend its preparation time and increase the spell's potency and mana cost.  If held too long, however, the spell may grow beyond your ability to control and be released spontaneously.  Power Shaping does not work with "perpetual" abilities, such as the "touch" spells or telekenesis which maintain their effect for as long as they are held.
notes: the spellcraft equivalent of cleaving attack, power shaping enables a spellcaster to launch more potent spells as necessary.

Wizard's Wake
level: 2
prerequisites: any four abilities of the spellcraft domain of level 1 or higher
effects: enables the spellcaster to move at incredible speeds to the target destination.  The ability literally creates a magical "platform" beneath the wizard that sticks to his feet, allowing him to turn and perform actions with no risk of losing his balance regardless of the fast speeds.  Amazingly, this magical platform takes on the properties of elemental biasing being used, which can modify its effects substantially.  For instance, the earth element doesn't produce any "overshoot" and comes to a very clean halt, while the wind element has greatly reduced preparation and recovery time.
notes: this ability gives mobility to a wizard and actually lets them do something about fighters that manage to close the distance with them.  It has a longer cooldown time than most spells, so it can't be used in quick succession, but for hasty retreats it certainly beats running!

Guardian Aura
level: 2
prerequisites: Shield and two other abilities of the spellcraft domain level 1 or higher
effects: this aura shape will result in a passive defensive barrier around yourself.  It will literally push away attacks and projectiles in its area of effect, producing an effective passive defence.  It also discriminates between friend and foe.

Contingency
level: 3
prerequisites: Power Shaping and 7 other abilities of the spellcraft domain of level 1 or higher
effects: when activated, a wizard will "store" away the spell he was about to use as a contingency.  The spell can then be recalled at any time without having to prepare it.  This can offer a very lethal shock to potential opponents.  Contingencies lose some of their potency, and are weaker than they would otherwise have been.  As well, if the spell is elementally biased, it will be lost if you change to a different element (although changing to elemental neutrality won't destroy it).
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« Reply #6 on: June 13, 2008, 09:43:27 am »

I've reconsidered my previous style of making prerequisites.  I'm going to drastically cut back on the "have N skills of X level" prerequisites.  If people want to "maximize" their skill selection to achieve one specific skill, that's their business.  Below are a few more skills I jotted down today:

Balance
level: 1
domain: combat
effects: when you launch an attack that misses the target or only scores a glancing blow, the recovery period after the attack is reduced.  This effect ignores armour modifiers (ie, if a moderate hit is reduced to a glancing blow due to heavy armour, it counts as a moderate hit for the purpose of this ability).

Impact
level: 1
domain: combat
effects: You move forward quickly in an impact attack, striking bluntly with your weapon.  This attack has little warning, but deals little damage.  Unarmoured enemies may be momentarily stunned by the hit.  Impact has a very short execution time, so a parry is obscenely unlikely, but in the event that it occurs you will always lose, regardless of the enemy's weapon size class.

Shield Guard
level: 2
domain: combat
prerequisites: Shield Block and Brace
effects: When you use the "Brace" ability while equipped with a shield, you will make use of your shield effectively.  This ability is more powerful than brace, and has the added ability to block projectiles and provide cover from area of effect attacks.

Shield Bash
level: 2
domain: combat
prerequisites: Shield Block OR ( impact AND brace )
effects: enables you to perform a shield bash as an independent action from your main attack.  The shield deals little damage, but has an interrupting effect.  It counts as a weapon size +4 for the purpose of parrying.  During its recovery time, you do not have the benefits of a shield and are vulnerable to attack. 

Battle Cry
level : 3
domain : combat
prerequisites : seven skills of the combat domain level 1 or higher AND three skills of the combat domain level 2 or higher
effects : creates an effect that spreads outwards radially.  If an enemy is struck by this effect when it is first created, they will react as if they just took a glancing blow (but take no damage), potentially interrupting sensative attacks.  This effect cannot be blocked by any means, including cover.  The area of effect (after being created) will shrink until it disappears completely.  While this area persists, enemies within the radius receive a penalty to their reaction time.  Battle Cry has a long cooldown time.
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« Reply #7 on: June 30, 2008, 08:30:15 pm »

Today, some finesse domain skills:


Sneak I
level: 1
description: enables a character to move unseen.  When in sneak mode (requiring light or no armour) a character moves slower, but is not perceived by enemies with their backs turned to him.  It also makes you difficult to spot at longer distances.  If an enemy spots the character, then the power of sneak is broken and that character must actually put some form of boundary between him and that enemy to become hidden again.  Just jumping behind their back won't cut it; you need to at least round a corner.
notes: effectively useless in a 1 on 1 fight, since an enemy isn't going to turn his back to you after he's spotted you, this is more useful in intense frays and before the fight begins.

Steady Aim
level: 1
description: by holding down the mouse button when firing a bow weapon, you will draw the bow but not release.  This will enable you to aim the weapon as and after you draw, but it drains stamina to keep it drawn for long periods.
notes: a foundation skill for archers, it's important to notice that this will not benefit a crossbow; a crossbow's strength is that it does not benefit from any skills at all, therefore untrained characters can use it to its fullest.  Ranged specialists will want to use a bow which offers a wide range of skills such as this to their benefit.

Dual Wield
level: 1
description: enables your character to weild two weapons and use them as separate attack actions.  Without this skill, when wielding two weapons your character will simply slash with both simultaneously, producing little overall benefit.  This enables you to stagger the attacks.  If both arms are ready to attack, the "main" hand (right, by default) takes precedence.  Your "off" hand receives a penalty to attack strength, and preparation/recovey time. 

Manoeuver
level: 1
description: gives you a sudden burst of speed when you tap a directional input in any direction; there is a brief cooldown afterwards, but you are free to begin a sudden attack after a manoeuver.
notes: as with all domains, there is a degree of overlap in usefulness.  Manoeuver is a skill that will likely attract most combat domain specialists.

Lunge
level : 1
domain : finesse
effects : enables a character to perform a "lunge" in a specific direction.  Press the lunge button and your character will launch himself according to which of the WASD characters you're holding (hold A to lunge left, for instance).  This ability leaves him vulnerable upon landing, but is good for a quick dodge.  Its relatively long recovery time, however, makes it a liability if used foolishly.  Lunging in a backwards direction yeilds less distance, but a shorter recovery time.
notes :  deciding which domain to place lunge in was a significant difficulty for me.  As many core combat domain abilities will take lunge as a prerequisite (lunging attack, for instance) it felt strange to put it in the finesse domain.  However, it is very much a core to a defensive dodging game, which adheres strongly to the spirit of the finesse domain.

Utility Mastery
level : 1
domain : Finesse
effects : enables a character to quickly swap equipment on the fly.  Normally this process is slow and cumbersome, but with this skill anyone can quickly put away and pull out the right equipment.
notes : This is particularly useful for spellcasters (some equipment interferes with spellcasting), archers who wish to switch to melee weapons when the fight gets too close, and fighters who like to mix it up with different styles and equipment sets.

Roll
level : 2
domain : finesse
prerequisites : lunge AND (manoever OR dodge OR (balance AND footwork) )
effects : if a character is attacked while in the process off lunging he performs a roll.  The roll is a free dodge enabling him to avoid an attack, but the recovery time at the end of a roll is slightly longer than that of an ordinary lunge.  If struck by another attack during the same lunge, he cannot "double-roll" and will take the full brunt of that attack.  Rolling is done automatically if the conditions are satisfied; it is effectively a passive skill.  Rolling can be done to avoid "indirect" magic damage (ie, a wall of fire, a fireball's explosion, etc) but it cannot be used to avoid direct damage in the form of a projectile, including arrows.
notes : opening up a wide range of new possibilities to lunge enthusiastes, a roll enables a character new and novel ways to use the lunge.  For instance, you could actually pass right through an enemy's attack and potentially set yourself up right behind them.  If you time things right, that's a free attack from behind!  This is just one way to use this obviously powerful skill to your benefit.

Dodge
level: 1
domain : finesse
description: your character quickly moves out of the way of impending attacks.  For the duration of this ability, his target size is drastically reduced, and the hit class of any attack made against him is reduced by 1 (cannot be reduced below a glancing blow; this hit class reduction does not stack with armour bonuses).   Dodge has a very low preparation and recovery time, but a considerable cooldown period. 

Throw
level: 1
domain : finesse
description: enables you to throw an object to perform a ranged attack with it.  Weapons thrown in this manner should be size class 1 or smaller (most effective as size class 0) or a spear-type weapon.  The thrown weapon can be picked up by anyone once it comes to rest, and is treated as a non-magical projectile.  Specialized projectiles (such as smoke bombs) also exist.

Feint
level : 2
domain : finesse
prerequisites : utility mastery OR sneak I
effects : By double-clicking when activing an attack or attack skill, a character can perform a feint. The first click will perform the attack itself, but the second click (if done in quick succession) will suddenly cancel the ability.  There will be a short recovery, and then you may begin another skill.  Feint cannot be used in conjunction with any form of spell, ranged attack, or "charged up" attack.  The second click can be delayed somewhat, but once the skill's preparation time is over and the execution has begun there can be no feint.  If you perform a feint, you will not exit any stance you are using.

Sneak II
level: 2
domain : finesse
prerequisites: Sneak I
description: you blend into your environment when sneaking, making you difficult to detect at a glance.  An enemy must look at you directly for at least one second or indirectly for at least four seconds before they can see you.  If they turn away before then you remain stealthy.  Moreover, if you can leave their line of vision for ten seconds, you become stealthed again without having to first find cover.  Also decreases the maximum distance at which an enemy can perceive you.

Riposte
level: 2
domain : finesse
prerequisites: parry I OR dodge OR feint
description: you launch a riposte attack.  This attack has a very low preparation time and longer reach than your normal attack.  Although it has a very dangerous threat map, your weapon receives a penalty of 3 (potentially making it negative) to its size class on any parry.  It has a longer than normal recovery time, and a cooldown afterwards.
notes: A combination of speed and reach makes it a dangerous attack which can take advantage of an opening the enemy's defense.  It leaves you very vulnerable to enemy parries, however.

Quick Shot
level: 2
domain : finesse
prerequisites: throw OR steady aim
description:  you receive no penalty for making a sudden turn just prior to using a non-magical projectile.  Crossbows (which passively have the benefit of quick shot) are not affected.

Kick
level: 2
domain : finesse
prerequisites: lunge OR manoever
description: you perform a quick kick, independant of your main attack.  You can move during the kick's preparation time, but not during its recovery or execution time.  Kicks deal little damage, but cannot be reduced below a glancing blow by non-magical effects and also deal knockback.  Kicks cannot parry weapons, but when parrying a shield count as a size class 3 weapon.

Spin Attack
level: 2
domain : finesse
prerequisites: footwork AND (manoever OR dodge)
description: you perform a spinning attack as you move, threatening space in all directions of yourself.  You can begin a second spin attack immediately after the first, linking them into each other as you move.  This attack uses both weapons (if you're dual wielding)

Acrobatics
level: 2
domain : finesse
prerequisites: lunge AND (manoever OR roll)
description: enables you to perform a lunge within a lunge, changing directions mid-lunge.  This precludes a roll, and a roll precludes the use of acrobatics.  There is no preparation time in the lunge when acrobatics is used, but the recovery time afterwards is longer than usual.

Fan of Blades
level: 3
domain : finesse
prerequisites: Quick Shot AND throw AND utility mastery
description: enables you to throw multiple dagger-type weapons simultaneously, producing multiple projectiles with slightly different trajectories. 

Sneak III
level: 3
domain : finesse
prerequisites : Sneak II
description : increases the speed at which you can move while sneaking.  Performing ranged attacks will not inherently reveal your location to the enemy.  Performing melee attacks will only reveal your position to enemies you actually strike, other enemies will be unable to perceive you, but still perceive the effects of your attacks.  You cannot cast spells and maintain stealth, however.
notes : this is where stealth becomes dangerous.  This ability is very expensive for a level 3 skill, so purchasing it early may be detrimental overall and leave you predictable.

Frantic Action
level : 3
domain : finesse
prerequisites :
description : when activated, the preparation and recovery time of all non-spell abilities and attacks is drastically reduced for a few seconds.  Your acceleration rate (but not maximum speed) increases as well for this duration.  While under the effect of frantic actions, all your attacks and abilities cost extra stamina.  This ability is magical and will drain some mana upon activation.

Deflect
level : 3
domain : finesse
prerequisites : parry III  OR  ( parry I AND parry II AND (riposte OR spin attack) )
effects : performs a deflecting attack.  This attack will redirect incoming attacks and non-magical projectiles away from the character.  Heavier attacks will be deflected less, potentially only reducing the quality of the hit.  A deflection attack will never result in a parry, always deflection, and has a hit map such that only weak hits are possible. 

Rush
level : 4
domain : finesse
prerequisites :
effects : there is a brief delay as the character makes an obvious preparation, and then rushes forward at lightning speed, striking any enemy caught in the range of his rushing attack.  This is a pseudo-magical ability, and drains magical energy as a result.  Rush attacks actually deal less damage than regular attacks, but since there is very low recovery time afterwards it's easy to combo off of a successful hit.


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