Skills are definitely something I can help with. Question is, how are these spells learned? Are they level from books as well? Or better yet, learned when you reach certain level.
As for leveling of the spell, the spells should get experience when used or different way depending on the passive skills. All spells (Including ones you learned from books) should have a max level of 20. And there is a soft cap of levels based on character level to prevent a level 5 Rogue from having a level 20 dodge.
I changed the name of some of the spells you've listed, feel free to use it or not.
You will have spell books for multiplayer spells right? (Heal Other & Resurrect)
Here are 12 skills for each class.
Rogue Skills:
Multishot (Bow) - Fires multiple arrows, spread depends on how far the mouse pointer is from the character (Like D2, you should have it so that the closer the mouse, there's more spread, farther from the character causes the spread to be more narrow). Levels up from using it. As it levels, it gains more arrows per shot and very slight damage increase.
Immolation Arrow (Bow) - Fires an arrow that does 50% physical damage and fire damage (I guess we can go with your fire damage based on firebolt damage and fireball? Or are you actually going to have it be all fire spells?). Levels up from using it. As it levels, it eventually gains the ability to leave a pillar of fire of where the arrow hits. More levels increases the time the fire is left on the floor and the physical damage % from the arrow fired.
Magic Arrow (Bow) - Fires an arrow with similarity to Flaming Arrow except it does magical damage instead of fire (Magic damage based on Holy Bolt? and Blood Star? Or are you using all magic spells). Levels up from using it. As it levels, it eventually gains the ability of homing in on enemies that or selected, or if no selection, closest to the arrow. More levels increases the range it homes in on enemies and the physical damage from the arrow fired.
Dodge (Passive) - Gives you a chance to dodge physical and magical damage. Levels up by being hit by enemies. Greater levels provides increase chance of dodging.
Windwalker (Tale of the Hunter) - Gives movement speed buff in an area around the caster. Levels up from use. Levels increases the area of effect and the movement speed.
Spider's Web (Sticky Arrows) - Fires an arrow that explodes adhesive substance in an area from where the arrow hits (only damages the enemy hit by the arrow but area effect applies in AOE fashion). Damage starts at 105% of regular attack?. Levels up from using it. Levels increases the physical damage, area of effect and greater slow movement debuff.
Heavy Arrows (Bow) - High damage and ignores % of defense (start it at 40%?). Levels up from using it. Levels increases the physical damage and the % of defense it ignores (at level 20, it ignores all defense).
Electric Trap - 5 of any traps max. Creates traps that stuns and causes lightning damage with a small AOE. Levels up from using it. Lightning damage based on charged bolt and lightning?. Levels increases the chance of stunning, the time the traps last, and the time enemies are stunned for.
Explosive Trap - 5 of any traps max. Same as Electric trap (small AOE) except does 50% physical/50% fire damage and knocks-back instead of stuns. Trap sets enemies on fire which takes fire damage over time. Damage based on fire spell book and allocates 50% to physical. Levels up with use. Levels increases knock-back distance, increases trap's time, and has sets enemies on fire for a longer time.
Fan of Knives - Throw knives all around. Levels up from using it. Levels increases damage and the AOE by a little.
Piercing (Passive) - Gives all bow skills a chance to pierce the enemy allowing possibility of multiple hits. Levels up when using the bow to fire. Level increases the chance of piercing and the maximum piercing it can do (Example, at level 1, it can only pierce a maximum of 1 time IF it pierces).
Bow Proficiency (Passive) - Increases damage and hit rate of using bow. Levels up with the use of bows. Levels increases damage with bows and hit rate.
Warrior Skills:
Unnatural Selection (Passive) - Same. Being hit will level this up.
Rage (Bloodthirst) - Increases hit chance and attack speed (instead of lifesteal). Can stack up to 5 times. Levels up when attacking. Level increases attack speed, hit chance, chance to invoke Rage increases, and duration of Rage increases by .25 seconds.
Meteor Crash or Crush (up to you) (Leap) - Same as you said by leap with some physical damage and some fire damage (not magical, switched with Seismic Slam). Levels up with use. Fire damage increases by spell books and levels increases the physical damage, how far you can leap and AOE size.
Cleave (2-Handed) - Large Knock-back with damage using a 360 degrees swing. Levels up with use. Levels increases Knock-back distance and damage.
Bash (1-Handed) - (Don't think stun and knock-back works well together). Stuns enemies and damages them a little (stun is more important use of this skill). Levels up with use. Levels increases stun time and damage.
Shield Bash - don't quite understand the use of this skill so I'll leave this one up to you.
Battle Cry - (same as what you said). Levels increases duration and attack/defense buff?
Seismic Wave (Seismic Slam, I think wave sounds better) - Same as what you said except it deals magical damage. Levels up increases distance of the wave and physical damage? (magical damage is calculated from magic spells?)
Whirlwind - Is this spell where you stay still (from your description)??? I like the D2/D3 version better if that's the case. As you whirlwind, have it so that you reduced spell/physical damage by a %. Levels up increases distance you can whirlwind, damage (have the damage reduction be fixed by whatever % you see fit).
Two-handed Proficiency - Same as bow proficiency except for two-handed weapons
One-handed Proficiency - Same as bow proficiency except for one-handed weapons
Iron Skin - Increases armor rating. Levels up from being hit. Levels increases armor increase.
Mage Skills:
Fire Mastery (Stronger Arcane Fire) - Same (Firebolt, Inferno, Firewall, Elemental, Fireball, Flame Wave, Guardian)
Lightning Mastery (Stronger Arcane Lightning) - Same (Charged Bolt, Lightning, Chain Lightning, Nova)
Magic Mastery (Stronger Arcane Magic) - Same (this means, if you add Apocalypse, Apocalypse will be the only spell that doesn't get an increase damage from passive, which is fine. As I said, make Apocalypse a physical area nuke spell instead.) (Bone Spirit, Holy Bolt, Blood Star, Flash, Golem Damage (still physical, but this spell increases his physical damage), Telekenesis (if you plan on putting this spell in the game which I doubt)).
Spell Resistance (Passive) - Same.
Mana Spirit (Passive) - Mana regeneration/Same. I say same as Warrior at .2 per level instead of .1.
Arcane Shield (Buff) - party resistance/Same. Being hit will level this up.
Spell Proficiency - Increases hit rate of all spells. Using spells will level this up.
Summoning Mastery - Increases summoning time for Guardian and a lot of HP for Golem. Summoning will level this up.
Mana Pool (Passive) - Increases Maximum Mana. Being hit will level this up.
Staff Mastery (Passive) - Increase damage with staves and chance to not use up a charge when using staff charges. Levels increases staves damage and higher chance to not use up a charge on a staff.
Counter-spell (Passive) - When hit by magical damage, there's a chance to automatically cast a random learned spell towards the attacker. Levels up when hit by spell damage. Spell casted to counter does more damage than normal. Levels increases the counter-spell damage and the chance to counter-spell.
Counter - Same as counter-spell except works when hit by physical damage.
Post has been edited 1 time(s), last time on Feb 22 2012, 4:49 am by mrdorkus.
None.