agility"speed" increase walk speed unlock speed based armor
antigravity "skydiver"
jumping "rockclimber"
"fire"fire resistance weapens cause burn damage to enemy's
"water" breath longer water and ice based weapons weapons that work underwater better
"poison"poison resistance can make items a that cause poisen effect to enemy
"mana""mage"leveling this ablitity will increase mana and sumen tamed mobs that can fight for you sumening mobs coasts mana mana slowly restores, could also unlock diffrent types based on ability level and armor with mana regen
"blacksmith" ability to substitute craft iteams or ability to rapiar tools at less cost
create god level mobs to fight these new super strong mobs will drop items used to craft special armor and items only given by that mob, announce location of spawn of god mob
new one maybe spawns once every 30 -60 minutes
create coliseum a location where players can fight eech other without dieing
if you die all stats and levels and level points will reset to 0
using a item obtained by ability level if ability level is to low cause the item to self destruct
create berserker items should be easy to craft last like 2 usues but have massive amount of power
Computer Havoc on Discord asks for;
mining and mobs drop xp the stronger the mob the more xp/
amount of xp causes player to level up requires more xp to get to to get to the next level
leveling up gives you points, points are used to raise abilitys,
create ability levels, leveling up a ability will unlock special items and weapons for that ability type
health- increase health unlock -healing type items
attack"swordsman" swords more damage
strength"miner" axes and pickaxes mine faster
"focus" bows will shoot straighter arrows will do more damage
"farmer" should probably add a better farming ability
defense"vitality" "shielder" increase block chance unlocks wieldable shields
agility"speed" increase walk speed unlock speed based armor
antigravity "skydiver"
jumping "rockclimber"
"fire"fire resistance weapens cause burn damage to enemy's
"water" breath longer water and ice based weapons weapons that work underwater better
"poison"poison resistance can make items a that cause poisen effect to enemy
"mana""mage"leveling this ablitity will increase mana and sumen tamed mobs that can fight for you sumening mobs coasts mana mana slowly restores, could also unlock diffrent types based on ability level and armor with mana regen
"blacksmith" ability to substitute craft iteams or ability to rapiar tools at less cost
create god level mobs to fight these new super strong mobs will drop items used to craft special armor and items only given by that mob, announce location of spawn of god mob
new one maybe spawns once every 30 -60 minutes
create coliseum a location where players can fight eech other without dieing
if you die all stats and levels and level points will reset to 0
using a item obtained by ability level if ability level is to low cause the item to self destruct
create berserker items should be easy to craft last like 2 usues but have massive amount of power
Here are some suggestions for various "Crafts" (meaning: abilities)
Blacksmith
herbologist (medicine man)
stonemason (can cut stone using a stone saw without turning it into cobble, and can easily craft it into bricks)
Explosives expert
Farmer
Animal tamer
carpenter (makes wood tools and boards and furniture and some stations for other trades)
Here are some suggestions for various "Crafts" (meaning: abilities)
Blacksmith
herbologist (medicine man)
stonemason (can cut stone using a stone saw without turning it into cobble, and can easily craft it into bricks)
Explosives expert
Farmer
Animal tamer
carpenter (makes wood tools and boards and furniture and some stations for other trades)
Just a note: this type of system cannot be well implemented without touching all aspects of the game.
I think that you should not be able to craft any items from a skill you dont have until you gain some xp in that skill. To gain xp, you have to complete quests. You get xp, new crafts, items, abilities, and cosmetic items for completing quests. Some quests are as simple as collecting ore, others are more complicated, involving travel and interaction with mobs. You should be able to "learn" from npcs, though never can you learn everything about a skill from one npc
Just a note: this type of system cannot be well implemented without touching all aspects of the game.
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I think that you should not be able to craft any items from a skill you dont have until you gain some xp in that skill. To gain xp, you have to complete quests. You get xp, new crafts, items, abilities, and cosmetic items for completing quests. Some quests are as simple as collecting ore, others are more complicated, involving travel and interaction with mobs. You should be able to "learn" from npcs, though never can you learn everything about a skill from one npc
Yes, implementing something like this would take a lot of time and effort. There are many mods that would probably need to be edited to all place nicely together to really make it feel polished and not like some lazy implementation.
Yes, implementing something like this would take a lot of time and effort. There are many mods that would probably need to be edited to all place nicely together to really make it feel polished and not like some lazy implementation.
Computer Havoc on Discord asks for; mining and mobs drop xp the stronger the mob the more xp/
amount of xp causes player to level up requires more xp to get to to get to the next level
leveling up gives you points, points are used to raise abilitys,
create ability levels, leveling up a ability will unlock special items and weapons for that ability type
health- increase health unlock -healing type items
attack"swordsman" swords more damage
strength"miner" axes and pickaxes mine faster
"focus" bows will shoot straighter arrows will do more damage
"farmer" should probably add a better farming ability
defense"vitality" "shielder" increase block chance unlocks wieldable shields
agility"speed" increase walk speed unlock speed based armor
antigravity "skydiver"
jumping "rockclimber"
"fire"fire resistance weapens cause burn damage to enemy's
"water" breath longer water and ice based weapons weapons that work underwater better
"poison"poison resistance can make items a that cause poisen effect to enemy
"mana""mage"leveling this ablitity will increase mana and sumen tamed mobs that can fight for you sumening mobs coasts mana mana slowly restores, could also unlock diffrent types based on ability level and armor with mana regen
"blacksmith" ability to substitute craft iteams or ability to rapiar tools at less cost
create god level mobs to fight these new super strong mobs will drop items used to craft special armor and items only given by that mob, announce location of spawn of god mob new one maybe spawns once every 30 -60 minutes
create coliseum a location where players can fight eech other without dieing
if you die all stats and levels and level points will reset to 0
using a item obtained by ability level if ability level is to low cause the item to self destruct
create berserker items should be easy to craft last like 2 usues but have massive amount of power
Here are some suggestions for various "Crafts" (meaning: abilities)
Blacksmith
herbologist (medicine man)
stonemason (can cut stone using a stone saw without turning it into cobble, and can easily craft it into bricks)
Explosives expert
Farmer
Animal tamer
carpenter (makes wood tools and boards and furniture and some stations for other trades)
Just a note: this type of system cannot be well implemented without touching all aspects of the game.
I think that you should not be able to craft any items from a skill you dont have until you gain some xp in that skill. To gain xp, you have to complete quests. You get xp, new crafts, items, abilities, and cosmetic items for completing quests. Some quests are as simple as collecting ore, others are more complicated, involving travel and interaction with mobs. You should be able to "learn" from npcs, though never can you learn everything about a skill from one npc
Yes, implementing something like this would take a lot of time and effort. There are many mods that would probably need to be edited to all place nicely together to really make it feel polished and not like some lazy implementation.
even the implementation on viperian realms, thogh polished, didnt seem like it was as feature rich as it should be