Talents- at level 20 a wizard has the option to choose one of 3 specialized schools. Every 10 levels after that they will receive a bonus that will help them out. They can choose to not have a bonus and in return they will receive 3 Training points. Here are Sample trees by each class. All of these are related to quests that are not as hard as the spell quests but harder then the regular quests. These special bonuses are OP but if everyone becomes OP then that balances it out. This is the life one i made Life Mastery Shaman Druidism Forest Knight Level 20- base stat increase Increases outgoing healing by 20% Increases life attack by 20% Increases life attack and outgoing healing by 10% Level 30- signature spell increase Spirit armor’s absorb is increased by 200 Teaches hidden forest (4 pip life sandstorm) Teaches hidden forest (4 pip life sandstorm) Level 40- buff increase Guiding light heal buff increased by 10% Life trap buff increased by 15% Life blade buff increased by 10% Level 50- new spell Teaches Kindred spirit (a 6 pip heal. 500+600 over 3 rounds) Teaches Lions prowl (2 pip 200 power spell that gives 3x life blade Teaches Kindred spirit (a 6 pip heal. 500+600 over 3 rounds) Level 60- critical buff Increases critical chance on heals by 20% Increases critical on attack spells by 20% Increases critical by 10% Level 70- base stat increase Increases critical block by 20% Increases life attack by 20% Increases life attack and outgoing healing by 10% Level 80- low health increase increases healing on targets under 30% health by 100% Increases damage by 100% while under 10% health Increases incoming heal by 100% while under 20% health Level 90- new spell Teaches healing wind (an 8 pip 1200 heal to all and gives a tower shield) Teaches Wolf pack (X spell that does 60 per pip and blades have double affect Teaches call of the Amazons (8 pip spell that does 1000 damage and has an additional 10% critical chance Level 100- MAJOR buff All healing excess healing done will be turned into a heal over time that heals over 3 rounds. If the heal was a Heal over time then it turns into an absorb 10% of damage done is returned as healing Every life attack you do gives you a heal buff for 20% that stacks 2x. Every heal you do gives a life damage buff for 20% that stacks 2x
If you have ideas for other schools please post. Dont make them too overpowered even though it is tempting. try to follow my level pattern (or any level pattern) and only add up to 3 spells.
This is a great idea. Im not sure if the options you gave is the right choices but the idea is epic. Most other games give these kind of options allowing players to tune up their power level.
Level 20, FK +10% ice attack Bturge +10% accuracy Gmancer +20% health
Level 30 FK Tower shield now also gives a free 20% blade when cast to user Bturge Any spell that goes through a tower shield cant do more then 800 damage Gmancer Teaches Water veil- (next incoming heal has effect increased by 50% 0 pip)
level 40 FK- ice blade buff increased to 50% Bturge- Tower shield also blocks criticals Gmancer- Tower shield resist increased to 60%
LEvel 50 FK- Teaches Ice demon (6 pip spell thats 500 to all enemies and applies Ice trap Bturge, same spell but applies heal debuff Gmancer- same spell but gives tower shield to all allies
Level 60 All are +10% critical
Level 70 FK- Increases critical by 10% Bturge- increase critical block by 20% Gmancer- increase resist by 5%
Level 80 FK- increase health by 10% and accuracy by 5% Bturge- increase health by 10% and ice attck by 5% Gmancer- increase ice damage and accuracy by 5%
Level 90 FK- Teaches Legion strike (6 pip spell that applies 2 traps, a 30% to ice and a 50% to all schools and does 500 damage) Bturge- teaches absolute zero (2 turn stun to all, cost 7 pips) Gmancer- Teaches Glacial wall- (X spell that gives an 80 damage absorb per pip to all allies)
LEvel 100 FK- increases damage done towards enemies at full health by 100% Bturge- Increases stun block by 60% Gmancer- Resist doubles (max of 70%) while you have an absorb