Author Topic: Perks  (Read 13198 times)

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Re: Perks
« Reply #15 on: April 16, 2012, 07:22:37 AM »
Great ideas Mateusz! Some are harder than others to implement, but I can definitely see some of them making it into the game once I start implementing perks.


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Re: Perks
« Reply #16 on: January 16, 2013, 07:20:16 PM »
personally i'd like to see devoloping perks instead of stable ones (and therefore also not on x lvls) that would level with another resource (just like the coins would be stored in the inv, gaining 1 per lvl till lvl 10, 2 from 20-30, 3 from 30-40... so on) and costing 1,2,3 and so on up to 5 lvl each skill level, gaining the skills from a new npc at entrance (I know probably this would make it harder :S) placing here suggestions to all i noticed:

Observant: Increased chance to find hidden traps and doors by x% [10;20;30;40;70]
Recovery: Increased effectiveness of healing by x% [10;20;30;50;70]
Pack mule: Increased carrying capacity by x(fixed values) [5,10, 20, 40, 60]
Piety: Increased healing by your god (don't really get this one so no suggestion)
Sewer child: Increased poison resistance to x% [10,20,40,60, like the rat hunter cloack]
Barter: Merchant buy price increased and sell prices decreased by (both increased and decreased from total) [5,10,20,30,40]
Light Step: Reduced chance to trigger unseen trap or waking up monsters by x% [5,10,15,20,30]
Greed: Player gains x% more gold in dungeon [5,10,20,30,50]
Treasure Hunter: Increased chance of finding magic items by x% [5,10,20,30,50]
Dodge: X% chance to ignore an attack that would otherwise hit [2,3,5,8,13]

Magic device: Can use magic (in description, would remove it from perk)
Magic insulation: Increased chance to resist magic attacks by x%[2,3,5,8,13]
Conserve magic: Wands gain x% more charges when colected for the 1st time [10, 20, 40, 60, 100]
Faster channeling: Decreases the cast time of all spells by X% [5,10,20,30,50]
Retaliation: Being hit by enemy spell increases your spell damage by X% for the next turn [5,10,20,30,50]
Wild Magic: Player's spells have a x% chance to trigger and additional effect varing per lvl [5/poison, 20/poison, 20/burn, 30/burn, 30/disarm or slow]

Three is a crowd: No penalty in melee if surrounded/fighting X enemies [3,4,5,6,8]
Heavy Weapons: Can use heavy weapons (in description, would remove it from perk)
Heavy Armor: Can use heavy armor (in description, would remove it from perk)
Shield wall: Increased chance to parry if wielding a shield by x%  [2,3,5,8,13]
Silent Death: Increased damage against sleeping monsters by x%[5,10,18,25,40]
Unstoppable: Increases Slow resistance by x% [10;20;30;40;70]
Crushing blow: Attacks with heavy weapons have additional chance of x% to stun the target [2,3,5,8,13]
Vicious Slash: Attacks with edged weapons have a X% chance to strike enemies on all 3 tiles in front of the Warrior [5,10,18,25,40]
Dual wield: use two weapons instead of one, limited by weight(lvl 1-3) [4,8,12] allowing you to hit twice but having a penalty to damge of (all lvls, 4,5) [50,60,80]

Archery: Can use ranged weapons (in description, would remove it from perk)
Marksman: Reduced penalty for missile attacks at a large distance by x% [10,30,50,100,150 (yes deal more dmg on long range, requiring therefore that you keep looking at your surroundings]
Eagle eyes: Increased sight radius by x squares (note 1st on linear from middle 2nd on sides of tht middle and 3rd lvl on corner) [1,1,1,2,2]
Steady hands: Reduced chance of triggering traps when disarming them by x% [2,3,5,8,13]
Lockpick: Automatically pick locks Chance to retain your lockpick after using it of x% [5,10,20,30,50]
Silent Death: Increased damage against sleeping monsters of x%[3,5,8,13,21] (this would have t be weaker for a ranger than warrior since warrior has much harder time getting close than ranger who can just shoot an arrow)
Animal Afinity: Sewer Rats, Vampire Bats and Worgs are initially neutral towards the player [place a new mob per lvl having 1st 2 levels without any mob therefore making this a real "work towards it" perk]
Fletcher: Creates a random enchanted arrow every X turns (this would be too easy to just keep walking at entrance and get lots of them) at chance when hitting an opponent, chance of x% [2,3,5,8,13]
Deadly Focus: For every turn spent idle increase the damage of next attack by X%, stacks up to 3 times (too overpowered by itself)
point blank:  reduced penalty for using ranged weapons on adjacent opponent by [5, 10, 30, 50, 100]

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Re: Perks
« Reply #17 on: January 20, 2013, 10:39:12 PM »
I'm eager to start adding perks soon. I'll revisit all the suggestions made in this thread as soon as I start the work.


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Re: Perks
« Reply #18 on: January 27, 2013, 03:14:55 PM »
A new idea:the ability for warrior to be able to break doors without heavy weapons if their attack is 35 or more