Stats linked to skill trees.
No "level" system.
Experience -> Yes, must use stat-specific abilities to gain stat-specific experience.
Skills -> Earned from quests, or at random.
Proficiency in skills determined by amount of knowledge gathered, and amount of practice.
Proficiency in skills can degrade due to neglect.
For example, if you acquired Fireball, practiced it for a month, then became a warrior,
and stayed that way for a year, you wouldn't be the greatest Fireball user anymore. If you
continued to practice fire-based spells for a year (but still neglected Fireball) then your
Fireball would still be just as good as it was a year ago. If you practiced water-based spells
for a year, your fireball would be worse than before, but still not half bad, if that makes
sense. If you want to remain proficient at several different elements, you need to practice
with several different elements. Combination elements, which I will explain later, will help
greatly with this.
Strength
- Power
Dexterity
- Finesse
Stamina
- Endurance
Intelligence
- Water, Earth, Fire, Wind, Ice, Thunder, Poison
Wisdom
- Light, Dark, Time
Spell Practice improves minimum degradation %?
Combination Elements:
Life <Light + Any Element>
Death <Dark + Any Element>
Frost <Water + Ice>
Acid <Water + Poison>
Peril <Water + Thunder>
Mud <Earth + Water>
Gel <Earth + Water + Water>
Tar <Earth + Water + Fire>
Wood <Earth + Water + Life>
Sand <Earth + Water + Time>
Metal <Fire + Thunder>
Steam <Fire + Water>
Smoke <Fire + Wood>
Crystal <Fire + Sand>
Aero <Wind + Any Element>
Light, Dark and Time cannot be used on their own, except for the most simple, and most advanced
spells. Light and Dark are fairly obvious, they can be used to darken or brighten your surroundings.
Time is also fairly obvious, it can be used to view, or even visit your surroundings in a more ideal
timeline. This can be used to revive fallen allies, by going back in time and stopping their death
from happening in the first place. This can also give you a glimpse of whomever in your group is in
the most peril, so you can act accordingly, before it even happens.
More advanced Light spells include things like: positive damage on contact (as a buff), daze (single
or multiple enemies are targeted), conversion (dominate your foes mind, forcing them to fight at your
side). More advanced Dark spells include things like: negative damage on contact (as a buff), blindness
(single or multiple enemies are targeted), terror (dominate your foes mind, forcing them to go prone).
More advanced Time spells include things like: temporal damage on contact (as a buff), stupify (single
or multiple enemies are targeted), age (either literally cause your opponent to become younger or older,
or in the case of ageless beings, dominate their mind so they believe, and hence act, older or younger).
Ice may replace Water, or be added to most of these. The properties of the spells cast may,
or may not change. Whether this is beneficial or harmful depends entirely on the host spell,
and the desired result.
Poison may be added to most of these. The spells will likely gain corrosive, or poisonous
properties. Whether this is beneficial or harmful depends entirely on the host spell, and
the desired result.
Death may be added to some of these. The spells will likely gain vorpal properties. Whether
this is beneficial or harmful depends entirely on the host spell, and the desired result.
Fire may be added to some of these. The spells will likely gain conflagration. Whether
this is beneficial or harmful depends entirely on the host spell, and the desired result.
Wind may be added to some of these. The spells will likely increase in intensity. Whether
this is beneficial or harmful depends entirely on the host spell, and the desired result.
Water may be added to some of these. The spells will likely decrease in viscosity. Whether
this is beneficial or harmful depends entirely on the host spell, and the desired result.
Earth may be added to some of these. The spells will likely increase in viscosity. Whether
this is beneficial or harmful depends entirely on the host spell, and the desired result.