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# Talent Preliminaries

## Talent Preliminaries

Talent System

Each hero has access to a number of Talent Slots. They start off with 4, and gain 1 every 7 levels (at 7, 14, and 21).

Talents are bought with minerals, from a dialog accessible in the main base. There are 5 tiers of talents, and higher level tiers are only accessible after your team as accumulated a certain level of influence. (influence is based on the total amount of requisition acquired during the entire game) purchasing and using a talent will give a certain bonus to the hero. Not all talents purchased will be used at the same time.

There will also be some faction specific talents.

Talents are also categorized into 4 categories: Vitals, Combat, Defense, and Misc.

The purchasing dialog can be sorted by tier or by categories, as well as filtered by faction specific talents.

you can put multiple points into the same talent, increasing its benefits. The benefits won't always increase linearly - some talents may add a static bonus with each point (ex: +10 per point), while others may have some sort of formula (ex: 2x the previous bonus). In all cases, the additions with each point are bonuses onto of the bonuses already given.

So a talent that gives +10 hp, +10 per point, will give a total of 10 hp at rank 1, 20 hp at rank 2, 30 hp at rank 3, and 40 hp at rank 4.

A talent that gives +50 hp, 2x previous bonus per point will give a total of 50 at rank 1, 150 at rank 2, 350 at rank 3, and 740 at rank 4 (for +50/100/200/400)

Upgrading a talent costs extra, denoted by a multiple next to the cost. Each successive point costs that multiple as much as the previous point. (ex: 75(x1.5) will cost 75 for the first point, 112 for the second point, 186 for the third point, and 253 for the fourth point, totaling 626 to upgrade that talent to the max) Some higher tiered talents require a certain number of points in a lower tiered talent.

At tier 4 and 5, some talents are pieces of war gear. (Example: Warp Jump Generator) Only 1 war gear talent may be in use at the same time.

Tier 1 (all out of 4):

Vitals

Essence of Life: Adds +50 hp, +2x previous bonus per point. Costs 100(x3) per point

Essence of energy: adds +30 mana, +2.5x previous bonus per point. Costs 100(x3) per point

Essence of Regeneration: adds +1 regen, +2x previous bonus per point. Costs 200(x2) per point

Essence of renewing: Adds +.2 mana regen, +2.5x previous bonus per point. Costs 200(x2)per point

Combat

Essence of Strength: adds +4 physical power, +2x previous bonus per point. Costs 400(x2) per point

Essence of Power: Adds +2 ability power, +2x per point. Costs 400(x2) per point

Essence of alacrity: Adds +5% attack speed, +5% per point. Costs 100(x1.5) per point

Defense

Essence of protection: Adds +2 armor, +2 per point. Costs 250 per point

Essence of Resistance: Adds +3% resistance, +3% per point. costs 200 per point

Misc:

Essence of swiftness: adds +.2 movement speed. +.2 per point. Costs 500(x1.1) per point

Tier 2:

Vitals:

Quick Recovery(0/3): +2 regen, +.5 mana regen. +2x per point. Costs 1400(2x) per point

Requires: Essence of regeneration 1, Essence of renewal 1

Bounteous Form(0/3): +100 hp, +60 mana. +2x per point. Costs 1000(2x) per point

Requires: Essence of Life 1, Essence of Energy 1

Psychic Mastery(0/3): +6 ability power, +100 mana. +1x per point. Costs 1750(x1.1) per point

Requires: Essence of Power 1, Essence of Energy 1

Combat

Frenzied Warrior(0/3): +15% attack speed, +5% movement speed. +0.5x per point. Costs 800 per point.

Requires Essence of Alacrity 1, Essence of swiftness 1

Heavy Strikes(0/3): +10 physical power, +1x per point. Costs 1200(x1.1) per point.

Requires Essence of Strength 2

Defense:

Adamantium Will(0/3): +10% resistance. +10% per point. Costs 1000(x2) per point

Requires essence of resistance 1

Misc(0/4):

Essence of the Leech: Gives +10% life steal. +.75x per point. Costs 1000 per point.

Tier 3:

Combat

Stunning Blows(0/2): Enemies are stunned for 1 second after they've taken 800 damage from you. reduces required damage by 300 per point . Costs 1000(x1.25) per point.

Requires Essence of Strength 4, Heavy Strikes 1

Berzerker(0/2): Reduce all damage by 1% of the damage dealt in the past 5 seconds. Increases damage percentage by 1 per point. Costs 1000 per point.

Requires frenzied warrior 2, Heavy Strikes 1

Precise Hunter: 10% chance to deal 2x damage. +10% chance per point. Costs 1000(1.5x)

Requires Essence of Strength 2

Warp Conduit(0/2): Upon damaging an enemy, they take additional 5 damage per second for 5 seconds. +2x per point. Costs 900(x2) per point

Requires Psychic Mastery

misc:

Essence of Endurance(0/4): gain +1 toughness. +1 per point. Costs 1750(x1.1) per point

Requires: Essence of Life 2, Essence of regeneration 1

Essence of Agility(0/4): gain +1 initiative. +1 per point. Costs 1750(x1.1) per point

Requires: Essence of Swiftness 3

Essence of Thought(0/4): gain +1 intellect. +1 per point. Costs 1750(x1.1) per point

Requires: Essence of energy 1, Essence of renewal 1, Essence of power 1

Tier 4

Daemonic Vessel: Using an ability adds +15 ability power, +20% attack speed, and +10% move speed for 5 seconds. Costs 1650.

Requires: Warp Conduit, Essence of Swiftness 2, Essence of Alacrity 2, Essence of Power 2

Superior Marksman(0/2): Gives a 15% chance per attack to deal 2.5x damage and slow by 20% for 3 seconds. +15% per point. Costs 1300 (x1.5) per point

Requires Precise hunter 1, Heavy Strikes 1

Unrelenting Hunter(0/2): Causes all attacks to slow their target by 10%. +1x per point. Costs 600(x2) per point. Requires Precise Hunter 1, Essence of Swiftness 1

Warp Jump Generator: Gain the warping movement type (travel instantly up to 5 distance towards the target point every 9 seconds). Costs 2100

Requires Essence of Swiftness 3, Essence of Power 3

Tier 5

Force: Adds ability power to attacks. Costs 2500.

Requires Psychic Mastery 3, Essence of Power 4

The Phoenix Gem: When killed, after 3 seconds, deals 15% of max life to all units within 3 range. 1% of all damage dealt is returned to you as health, and you do not die. Costs 2500

Requires: Bounteous Form 3, Essence of Power 4, Quick Recovery 3

Spirit Stone of Annath'lan: Reduces the manacost of all abilities by 20%, Gives +2 intellect. Costs 2500.

Requires Essence of Renewal 4, Psychic Mastery 3.

Mantle of the Laughing God: 30% evasion, 50% transparency +15% move speed. Cost 2800.

Requires Essence of Swiftness 4, Essence of Alacrity 4, Essence of Armor 4

Faolchù's Wing: (allows a movement to anywhere on the map w/ 60s cool down, -or- removes the requisition cost and location requirements for Drop Pod Insertion). (potential: grants flying movement). Costs 2500

Requires Essence of Swiftness 4

Wraithforge Stone: Grants a +10 armour and +5 regeneration aura. Costs 2000

Requires essence of regeneration 4, Essence of Armor 4

Onagar Power Systems: (every 5 attacks, 20% chance on attack) The target will be stunned for 1.5 seconds and all enemies within 2 range will take 250 damage. Costs 2650

Requires Heavy Stikes 3, Stunning Blows 2

Command and Control Node: While not attacking, Nearby allies gain +20% damage (may drop the not attacking part). Costs 2250.

Requires Essence of Strength 4, Precise Hunter 3

Multi-Spectrum Sensor Suite. Gives flying vision, true sight, and all allies within 6 range ignore evasion. Costs 2800.

Requires Precise Hunter 3, Essence of Power 4

Each hero has access to a number of Talent Slots. They start off with 4, and gain 1 every 7 levels (at 7, 14, and 21).

Talents are bought with minerals, from a dialog accessible in the main base. There are 5 tiers of talents, and higher level tiers are only accessible after your team as accumulated a certain level of influence. (influence is based on the total amount of requisition acquired during the entire game) purchasing and using a talent will give a certain bonus to the hero. Not all talents purchased will be used at the same time.

There will also be some faction specific talents.

Talents are also categorized into 4 categories: Vitals, Combat, Defense, and Misc.

The purchasing dialog can be sorted by tier or by categories, as well as filtered by faction specific talents.

you can put multiple points into the same talent, increasing its benefits. The benefits won't always increase linearly - some talents may add a static bonus with each point (ex: +10 per point), while others may have some sort of formula (ex: 2x the previous bonus). In all cases, the additions with each point are bonuses onto of the bonuses already given.

So a talent that gives +10 hp, +10 per point, will give a total of 10 hp at rank 1, 20 hp at rank 2, 30 hp at rank 3, and 40 hp at rank 4.

A talent that gives +50 hp, 2x previous bonus per point will give a total of 50 at rank 1, 150 at rank 2, 350 at rank 3, and 740 at rank 4 (for +50/100/200/400)

Upgrading a talent costs extra, denoted by a multiple next to the cost. Each successive point costs that multiple as much as the previous point. (ex: 75(x1.5) will cost 75 for the first point, 112 for the second point, 186 for the third point, and 253 for the fourth point, totaling 626 to upgrade that talent to the max) Some higher tiered talents require a certain number of points in a lower tiered talent.

At tier 4 and 5, some talents are pieces of war gear. (Example: Warp Jump Generator) Only 1 war gear talent may be in use at the same time.

Tier 1 (all out of 4):

Vitals

Essence of Life: Adds +50 hp, +2x previous bonus per point. Costs 100(x3) per point

Essence of energy: adds +30 mana, +2.5x previous bonus per point. Costs 100(x3) per point

Essence of Regeneration: adds +1 regen, +2x previous bonus per point. Costs 200(x2) per point

Essence of renewing: Adds +.2 mana regen, +2.5x previous bonus per point. Costs 200(x2)per point

Combat

Essence of Strength: adds +4 physical power, +2x previous bonus per point. Costs 400(x2) per point

Essence of Power: Adds +2 ability power, +2x per point. Costs 400(x2) per point

Essence of alacrity: Adds +5% attack speed, +5% per point. Costs 100(x1.5) per point

Defense

Essence of protection: Adds +2 armor, +2 per point. Costs 250 per point

Essence of Resistance: Adds +3% resistance, +3% per point. costs 200 per point

Misc:

Essence of swiftness: adds +.2 movement speed. +.2 per point. Costs 500(x1.1) per point

Tier 2:

Vitals:

Quick Recovery(0/3): +2 regen, +.5 mana regen. +2x per point. Costs 1400(2x) per point

Requires: Essence of regeneration 1, Essence of renewal 1

Bounteous Form(0/3): +100 hp, +60 mana. +2x per point. Costs 1000(2x) per point

Requires: Essence of Life 1, Essence of Energy 1

Psychic Mastery(0/3): +6 ability power, +100 mana. +1x per point. Costs 1750(x1.1) per point

Requires: Essence of Power 1, Essence of Energy 1

Combat

Frenzied Warrior(0/3): +15% attack speed, +5% movement speed. +0.5x per point. Costs 800 per point.

Requires Essence of Alacrity 1, Essence of swiftness 1

Heavy Strikes(0/3): +10 physical power, +1x per point. Costs 1200(x1.1) per point.

Requires Essence of Strength 2

Defense:

Adamantium Will(0/3): +10% resistance. +10% per point. Costs 1000(x2) per point

Requires essence of resistance 1

Misc(0/4):

Essence of the Leech: Gives +10% life steal. +.75x per point. Costs 1000 per point.

Tier 3:

Combat

Stunning Blows(0/2): Enemies are stunned for 1 second after they've taken 800 damage from you. reduces required damage by 300 per point . Costs 1000(x1.25) per point.

Requires Essence of Strength 4, Heavy Strikes 1

Berzerker(0/2): Reduce all damage by 1% of the damage dealt in the past 5 seconds. Increases damage percentage by 1 per point. Costs 1000 per point.

Requires frenzied warrior 2, Heavy Strikes 1

Precise Hunter: 10% chance to deal 2x damage. +10% chance per point. Costs 1000(1.5x)

Requires Essence of Strength 2

Warp Conduit(0/2): Upon damaging an enemy, they take additional 5 damage per second for 5 seconds. +2x per point. Costs 900(x2) per point

Requires Psychic Mastery

misc:

Essence of Endurance(0/4): gain +1 toughness. +1 per point. Costs 1750(x1.1) per point

Requires: Essence of Life 2, Essence of regeneration 1

Essence of Agility(0/4): gain +1 initiative. +1 per point. Costs 1750(x1.1) per point

Requires: Essence of Swiftness 3

Essence of Thought(0/4): gain +1 intellect. +1 per point. Costs 1750(x1.1) per point

Requires: Essence of energy 1, Essence of renewal 1, Essence of power 1

Tier 4

Daemonic Vessel: Using an ability adds +15 ability power, +20% attack speed, and +10% move speed for 5 seconds. Costs 1650.

Requires: Warp Conduit, Essence of Swiftness 2, Essence of Alacrity 2, Essence of Power 2

Superior Marksman(0/2): Gives a 15% chance per attack to deal 2.5x damage and slow by 20% for 3 seconds. +15% per point. Costs 1300 (x1.5) per point

Requires Precise hunter 1, Heavy Strikes 1

Unrelenting Hunter(0/2): Causes all attacks to slow their target by 10%. +1x per point. Costs 600(x2) per point. Requires Precise Hunter 1, Essence of Swiftness 1

Warp Jump Generator: Gain the warping movement type (travel instantly up to 5 distance towards the target point every 9 seconds). Costs 2100

Requires Essence of Swiftness 3, Essence of Power 3

Tier 5

Force: Adds ability power to attacks. Costs 2500.

Requires Psychic Mastery 3, Essence of Power 4

The Phoenix Gem: When killed, after 3 seconds, deals 15% of max life to all units within 3 range. 1% of all damage dealt is returned to you as health, and you do not die. Costs 2500

Requires: Bounteous Form 3, Essence of Power 4, Quick Recovery 3

Spirit Stone of Annath'lan: Reduces the manacost of all abilities by 20%, Gives +2 intellect. Costs 2500.

Requires Essence of Renewal 4, Psychic Mastery 3.

Mantle of the Laughing God: 30% evasion, 50% transparency +15% move speed. Cost 2800.

Requires Essence of Swiftness 4, Essence of Alacrity 4, Essence of Armor 4

Faolchù's Wing: (allows a movement to anywhere on the map w/ 60s cool down, -or- removes the requisition cost and location requirements for Drop Pod Insertion). (potential: grants flying movement). Costs 2500

Requires Essence of Swiftness 4

Wraithforge Stone: Grants a +10 armour and +5 regeneration aura. Costs 2000

Requires essence of regeneration 4, Essence of Armor 4

Onagar Power Systems: (every 5 attacks, 20% chance on attack) The target will be stunned for 1.5 seconds and all enemies within 2 range will take 250 damage. Costs 2650

Requires Heavy Stikes 3, Stunning Blows 2

Command and Control Node: While not attacking, Nearby allies gain +20% damage (may drop the not attacking part). Costs 2250.

Requires Essence of Strength 4, Precise Hunter 3

Multi-Spectrum Sensor Suite. Gives flying vision, true sight, and all allies within 6 range ignore evasion. Costs 2800.

Requires Precise Hunter 3, Essence of Power 4

- Spoiler:
- no names yet, but it shouldn't be that hard

atributes/stats:

150g - +60 hp

450g - +120 hp

1000g - +180 hp

150g - +40 mana

450g - +80 mana

1000g - +120 mana

2200g - +1 toughness

2200g - +1 initiative

2200g - +1 intellect

combat

500 - +2 PP

1200 - +4 PP

1800 - +6 PP

500 - +2 AP

1200 - +4 AP

1800 - +6 AP

500 - +5 armor

1000 - +10 armor

1500 - +15 armor

600 - +15% resistance

misc/utility

400g - +2 regen

1000g - +4 regen

400g - +1 mana regen

1000 - +2 mana regen

500 - + 0.2 movespeed

Last edited by Grass Hopper on Wed May 07, 2014 4:42 pm; edited 9 times in total

**Grass Hopper**- Admin
- Posts : 3839

Join date : 2009-03-30

## Re: Talent Preliminaries

if we want, i can do something like this:

3000g -20 damage

4000g - 20 PP

4000g - 20 AP

4500g - +1 all stats

and then we can make recipes or uprades from the basic items

3000g -20 damage

4000g - 20 PP

4000g - 20 AP

4500g - +1 all stats

and then we can make recipes or uprades from the basic items

_________________

*warning!*very-stubborn, sarcastic, self-important, argumentative developer detected!

And unto the masses, He doth spoke:

*"Behold The Stuff! It Is Good!"*

And the Stuff was good.

Heroes:

Commander Farsight (colab - implemented) - Ku'gaath Plaguefather(incomplete) - Ilyana Arienal(incomplete) - Harlequin Shadowseer(incomplete) - Modular Tau Battlesuit(sandbox)

**Grass Hopper**- Admin
- Posts : 3839

Join date : 2009-03-30

## Re: Talent Preliminaries

force weapon types should add damage based on AP

_________________

*warning!*very-stubborn, sarcastic, self-important, argumentative developer detected!

And unto the masses, He doth spoke:

*"Behold The Stuff! It Is Good!"*

And the Stuff was good.

Heroes:

Commander Farsight (colab - implemented) - Ku'gaath Plaguefather(incomplete) - Ilyana Arienal(incomplete) - Harlequin Shadowseer(incomplete) - Modular Tau Battlesuit(sandbox)

**Grass Hopper**- Admin
- Posts : 3839

Join date : 2009-03-30

## Re: Talent Preliminaries

So we're apparently moving into a talent or something system. There are a number of talents available at the start, and a hero can know a certain number of talents based on its level. As you purchase points in lower tiers talents, higher tiers become available (also require a certain amount of requisition). The higher tiered talents would have prerequisites of a certain number of points in lower talents.

As I understand it

Example:

Frenzied fighter: +10% attack speed, +3% per point. Cost: 500

Heavy strikes: +2 physical power, +1 per point. Cost: 650

Berserker: reduces all damage by 1% of the damage dealt jn the last 10 seconds, +.5% per point. Cost: 950

Requires 3 points in frenzied warrior and 2 points in heavy strikes.

Favored by khorne: heals for 2% of killed units' life. +1% per point.

Requires 4 points in berserker

[forces of chaos only]

Then a hero would have 1 talent slot for each 3 levels they have. Ie: 1 at level 1 and 7 at level 21

Or start with 3 and gain 1 every 7 levels.

Then buying points in a talent allows you to use that talent.

As I understand it

Example:

Frenzied fighter: +10% attack speed, +3% per point. Cost: 500

Heavy strikes: +2 physical power, +1 per point. Cost: 650

Berserker: reduces all damage by 1% of the damage dealt jn the last 10 seconds, +.5% per point. Cost: 950

Requires 3 points in frenzied warrior and 2 points in heavy strikes.

Favored by khorne: heals for 2% of killed units' life. +1% per point.

Requires 4 points in berserker

[forces of chaos only]

Then a hero would have 1 talent slot for each 3 levels they have. Ie: 1 at level 1 and 7 at level 21

Or start with 3 and gain 1 every 7 levels.

Then buying points in a talent allows you to use that talent.

_________________

*warning!*very-stubborn, sarcastic, self-important, argumentative developer detected!

And unto the masses, He doth spoke:

*"Behold The Stuff! It Is Good!"*

And the Stuff was good.

Heroes:

Commander Farsight (colab - implemented) - Ku'gaath Plaguefather(incomplete) - Ilyana Arienal(incomplete) - Harlequin Shadowseer(incomplete) - Modular Tau Battlesuit(sandbox)

**Grass Hopper**- Admin
- Posts : 3839

Join date : 2009-03-30

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