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My new Idea for a Wurt Skill tree!


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I feel like i have a decent idea of what to do for one so i will spray some ideas i have. Klei does not add feature suggestions so anything on here is just fun, or an example of what i would like the tree to aim for. My goal for this is to make the merm kingdom feel like an actual kingdom, with a few semi automation things included in a don't starve way and some direct Wurt perks related to the new merms. These are in no order or structure, just raw. 

General Changes

These are not part of the skill trees, but are listed here:

▪All Merm types can swim in water now (Except Wurt... but we get to that later)

▪Craftsmerm houses now have a 3x2 storage slot and visually have a small storage container, though items can not be put in it by players. (More on this later)

▪You can now take hats off merms.

▪Follower Gnarwhales will now give you live fish instead of dead ones. (Useful for a specific skill)

Skill Tree

 

Merms   (Plus Some direct Wurt perks)

Mermbrigade I: Wurt can make Fire Merm Stations who can put out dangerous fires using their pet spittle fish within a certain range of their houses and avoiding things like campfires. They will try to stay near their houses since they have an important area to protect. You may gift them a fish and they will now also Water farms and Plants to prevent withering to show their appreciation for the rest of the loyalty duration.  They do not become followers when given fish and still patrol their houses. 

Hut Cost: 4 Boards, 2 Spittle fish, 4 Charcoal  Each firemerm drops 1 Spittle fish, 1 frog leg.  400Hp with king, 300Hp without, they have fire immunity. They have a 5 day respawn to try make getting one house to farm spittle fish for others harder. I debated them not dropping spittle fish at all and still consider it.

Mermbrigade II : You have recieved training from the Fearless and Dedicated Fire Merms. Wurt can now equip a spittle fish and shoot aimed water blasts from them costing 7.5% freshness each shot.(like the fire pump) These can Water Plants, make you wet or put out fires. (Yes it works on enraged d fly just as waterbaloons do.)

Foreign Fishers I : Wurt can craft Fishermerm Docks. A fishermerm will sit in the dockhouse at a Window with a small tin-fishin bin that players can not put things inside of. You may give the fishermerm food(Only food), and it will go out to sea and despawn. In some time it will return with some fish it collected from sea, deposited in the tin. The rewards and time it takes depends on the hunger value of the food you gave it. Low hunger food = quick but very low reward, large hunger food = higher rewards, but longer. High hunger foods are overall better. Fishermerm Docks must be made near a water tile, and fish they catch is always minumun weight.

Hut Cost: 4 Driftwood, 2 Palmcone Scales, 1 lion fish. The merm king will speed up fishing speed.  They drop 1 random in season ocean fish from Shallow Oceans.

Foreign Fishers II : You have learned from the wise fishermerm of the Tropics about their new "armed" fishing. She can now fish from ponds using her claws at an increased speed at the cost of 15 wetness... the day of fish spears must be forgotten.

Scaly Scavenger I: Wurt can make a Scavenger hide out, with a limit of one per shard. The Scavenger, called Scaly Steve works very similary to fishermerms. You may give Steve a fish Specifically and the size and type of fish will determine if he will give quicker, small rewards or longer and larger rewards to deposit in the chest at his hideout. The rewards change depending on if Steve is made in the caves or not. He will gather things like boneshards, and basic foragables like berries, twigs, logs , ect, a bunch of potential stuff. If riffs are enabled, he may bring riff resources. He has a small chance of getting a seasonal boss drop if it is the right season, and a small chance of ruins resources in caves, increased by better fish. There is a chance he will spawn near a player and pass them, giving them a nice wave. I thought that would be cool for world building. Scaly Steve is immortal and knows how to escape any death scenario with smoke bombs.

The hideout also has a small shop at the side of it, watched over by Scaly Sam. There are 6 podiums, with 6 items you can buy. They will be random from a specific loot table. You may buy them for a specific fish, some more valuable items require heavier fish. You may give Sam a fish once every 2 days to refresh the shop.

Hut Cost: 10 Boards, 1 Dragon Fly Scale, 2 Eels (The Dragonfly Scale is "Essential" for his trophy room)

Scaly Scavenger II: Scaly Steve has relunctantly taught you the Secret to organised Scavenging... turns out nagging does work. Resources or mobs that you or your followers break, chop, dig, harvest or kill have their loot stacked neatly for faster picking. (Auto stacking mod basically)

 

Slick Slingers I: Wurt can now make Slick Slinger Sloops. They host Slick Slinger merms who are ranged combat followers who use seed shells to attack from a distance. The seed Shells do 23.4 damage with the same rather large aoe capable of stunning things such as birds and rabbits. Despite their Sly, formal appearance, they are very shy and somewhat cowardly. They try to stay away from enemies in combat, and when hurt they start to panic, as if they were frightened by a bee queen screech.

Hut Cost: 3 Cut stone, 3 Seed Shells, 2 Barnacles   They drop 1 seed shell and 1 frog leg upon death(Seed shell farm?) 

As for stats, they have 225Hp with the king, 150 without. Damage stays the same, but range becomes reduced without king.

Slick Slingers II: You have outrained the Slingers and got rid of their smug grin. Slick Slingers will give Wurt a Seed shell when given food or fish depending on the loyalty value with a max of 3 seed shells a day per merm. Wurt now has a 60% chance to not consume lobbed weapons or items. (E.g Brightshade Bombs, Seed shells, napsacks, fishfood)

 

Craft four Make one free! : Every 5th of the same Merm hut type you make is free! This works for all Merm House types.

 

Roleplaying:  Not fully my idea, the idea of giving merms jobs with hats was by @Gashzer

Wurt can give craftshouse merms hats, and they will follow the job of that corresponding hat.

▪Straw Hat: Automatically harvest Grass, Twigs, Reeds, Kelp, Berries or stone fruit that are nearby their house. They will deposit it in their house storage, which was mentioned before at the start. Keep in mind the Strawhats lose durability so this is semi automatic, and the Plants will still need fertalisation. They will also collect resources from the ground, like Rocks and Logs.

▪Gardeneer Hat: Same as the Straw hat but they collect farm crops once all nearbye Plants in radius have fully grown. This hat lasts forever since farm plots still needs good maintenence, the premiure gardeneer hat increases their harvesting speed. They will also collect food and seeds from the ground.

If you have a suggestion for other hats that could do something, feel free to suggest!

 

Fishing

Firm Grip: Fish can no longer break free from Wurt's line when fishing. The further away the hooked fish is from Wurt, the more tired it gets. (This is the starting fishing skill btw so you will need this for the rest)

Snapback I: When a fish initially bites Wurt's fishing line, it gets pulled a little bit towards her.

Snapback II: The fish gets pulled a moderate bit towards her, with a 10% chance of instantly catching it.

Snapback III: The fish gets pulled a good amount towards her, with a 25% chance of instantly catching it.

Scent of Destiny I: Fish spawn more around Wurt, as they find comfort around Merms knowing they will be in safe care.

Scent of Destiny II: Wurt is able to see heavy fish as being highlighted. 

Scent of Destiny III: Wurt can cover fish farms with Merm slime to make fish more attracted to them for a day. Fish are more attracted to Wurt's line when fishing.

Call to The Sea: Wurt can make a Conch using 4 shell shards, a tentacle spot and 4 kelp. She is able to blow it to summon a friendly gnarwhale with 1 day of loyalty aswell as three shoals of fish. It will scare away all sharks, skittersquids and water spider(Anything that eats fish other than gnarwhales). All other nearby gnarwhales will become a follower for 1 day. Keep in mind Follower gnarwhales now give live fish instead of dead ones.

3 uses

Fishy Back Ride: Wurt is now able to swim in shallow waters at half speed with only the harvest and pickup action available. Her Wetness will rise at a modest rate, and once it reaches 100 she sinks and washes up at shore. She may mount a follower merm in water to move at normal speed, and be able to swim in swell oceans too. Wetness will be gained 1.5x slower when swimming on a merm.

 

Merm Kingdom

Unlocking any Doctrine skill grants access to the Declarmermtion Structure. It is a craftable structure that can hold 1 doctrines at once. Only one can be active per shard. Each doctrine lasts 2 days when put in the structure and can not be taken out until it ruins out of durability. You can only unlock two Doctrine Kit Skills, and you do not need one to unlock the other. They only work while the king is alive, and you must have the skill to insert the coresponding doctrine.

Doctrine Kit 1: Unlock the Acid Fighter Doctrine.! Fire Fighter Merms now shoot single target acid squirts at enemies from their Spittle-Guns at a short distance as long as this is active. The acid has no initial damage but applies a stacking DOT, dealing 30 damage over 6 seconds with a decently fast attack rate. Fire Merms can not protect from fires during this time, but can become true followers and follow you anywhere you go. This also affects Wurt when using a Spittle fish, and makes her immune to all acid, including acid rain.

Doctrine cost: 3 Spittle fish, 4 Nitre, 2 pig skin  

Doctrine Kit 2: Unlock the Spreaded Seeds Doctrine. Slick Slingers now can toss 3 seed shells at once like a shot gun! However, they have a slightly slower fire rate, and they have short range and must go close to an enemie to attack, making them suspectable to being hurt and panicking. Wurt will toss two seed shells at a time, but with a slower attack range and speed aswell.

Doctrine Cost: 4 Seed Shells, 3 cut stone, 2 pig skin 

Doctrine Kit 3: Unlock the Force vs Force Doctrine. Loyal Merm Guards no longer kite and have 25% damage resistance! However, they deal 35 damage a hit (Keep in mind they will be able to hit enemies more often by tanking). Wurt will have a 10% damage resistance too.

Doctrine Cost: 2 tentacle Spots, 1 spear, 2 pig skin

Doctrine Kit 4: Unlock the Motivational Doctrine! All Merms including Wurt do any kind of work 50% faster. This shortens Fishermerm and Scavenger trips aswell.

Doctrine Cost: 3 Durians, 1 pitchfork, 2 pig skin

Faith of Law: While any doctrine is active, Wurt moves 15% faster, and deals +10 Planar damage each hit (You can select this as a bonus after getting selecting least 1 doctrine skill)

 

Alignments  (Unlocking these also unlocks the Declermermtion station, and you need the skill still to insert them, and still last 2 days)

 

Shadow Alignment

Shadow Stampede: The Shadow Queen rewards your determination and loyalty with the Shadow Stampede Doctrine. While active, all Merms and Wurt gain a special ability. When a non-shadow merm is killed, it will spawn an identical shadow version of itself. It does 3x the damage of it's base form, and can not die. But, they dissapear after 5 seconds. For Wurt, she works the same. She essentially cheats death for 5 seconds after reaching 0hp. Shadow merms have the shadow alignment tag just like Wurt will. Half of damage is converted to planar during shadow transformstion.

Doctrine cost: 3 Void Tatters, 4 Pure Horror, 2 pig skin

▪merms also gain new bonuses when wearing void cowls: They deal extra planar damage per hit (Less than the brightshade helm in the next skill), and also gain ramping damage like the void reaper. They also gain the shadow tag (Meaning they do more damage to lunar, take less from shadow)

Lunar Alignment

Moon Mauling: The Cryptic Founder awards your ambition with the Moon Mauling Doctrine. While active, all Merms and Wurt gain minor damage reflection and a special ability. When a Merm or Wurt is hurt, it summons glass spikes at the attacker. Similar to the shattered spiders, though less random and more on point with planar damage.

Doctrine Cost: 3 Pure Brilliance, 5 Moon Shards, 2 pig skin

▪Merms also gain new bonuses when wearing Brightshade Helmets: merm deal extra planar damage per hit and gain the lunar alignment tag

 

These are my ideas! I added alignments recently. Feed back and ideas would be cool! I wanted to keep up the setup of Wurt to make it feel like you are making an actual kingdom. I did add a skill to make it a little easier though, though the direct Wurt perks that come with it should help her stand well during, before or after your merm kingdom.

Yes it is too high expectations, though this is basically just a bunch of concepts thrown in a skill tree format.

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It wont let me make this image smaller.

 

 

 

 

 

 

1 hour ago, Jakepeng99 said:

I feel like i have a decent idea of what to do for one so i will spray some ideas i have. Klei does not add feature suggestions so anything on here is just fun, or an example of what i would like the tree to aim for. My goal for this is to make the merm kingdom feel like an actual kingdom, with a few semi automation things included in a don't starve way and some direct Wurt perks related to the new merms. These are in no order or structure, just raw. 

General Changes

These are not part of the skill trees, but are listed here:

▪All Merm types can swim in water now (Except Wurt... but we get to that later)

▪Craftsmerm houses now have a 3x2 storage slot and visually have a small storage container, though items can not be put in it by players. (More on this later)

▪You can now take hats off merms.

▪Follower Gnarwhales will now give you live fish instead of dead ones.

Skill Tree

 

Merms   (Plus Some direct Wurt perks)

Mermbrigade I: Wurt can make Fire Merm Huts who can put out dangerous fires using their pet spittle fish within a certain range of their houses and avoiding things like campfires. They will try to stay near their houses since they have an important area to protect. You may gift them a fish and they will now also Water farms and Plants to prevent withering to show their appreciation for the rest of the loyalty duration.  They do not become followers when given fish and still patrol their houses. 

Hut Cost: 4 Boards, 2 Spittle fish, 4 Charcoal  Each firemerm drops 1 Spittle fish, 1 frog leg and fire immunity  400Hp with king, 300 without

Mermbrigade II : You have recieved training from the Fearless and Dedicated Fire Merms. Wurt can now equip a spittle fish and shoot aimed water blasts from them costing 7.5% freshness each shot.(like the fire pump) These can Water Plants, make you wet or put out fires. (Yes it works on enraged d fly just as waterbaloons do.)

Foreign Fishers I : Wurt can craft Fishermerm Docks. A fishermerm will sit in the dockhouse at a Window with a small tin-fishin bin that players can not put things inside of. Uou may give the fishermerm food(Only food), and it will go out to sea and despawn. In some time it will return with some fish it collected from sea, deposited in the tin. The rewards and time it takes depends on the hunger value of the food you gave it. Low hunger food = quick but very low reward, large hunger food = higher rewards, but longer. High hunger foods are overall better. Fishermerm Docks must be made near a water tile.

Hut Cost: 4 Driftwood, 2 Palmcone Scales, 1 lion fish. The merm king will speed up fishing speed.  They drop 1 random in season ocean fish from Shallow Oceans.

Foreign Fishers II : You have learned from the wise fishermerm of the Tropics about their new "armed" fishing. She can now fish from ponds using her claws at an increased speed at the cost of 15 wetness... the day of fish spears must be forgotten.

Scaly Scavenger I: Wurt can make a Scavenger hide out, with a limit of one per shard. The Scavenger, called Scaly Steve works very similary to fishermerms. You may give Steve a fish Specifically and the size and type of fish will determine if he will give quicker, small rewards or longer and larger rewards to deposit in the chest at his hideout. The rewards change depending on if Steve is made in the caves or not. He will gather things like boneshards, and basic foragables like berries, twigs, logs , ect, a bunch of potential stuff. If riffs are enabled, he may bring riff resources. He has a small chance of getting a seasonal boss drop if it is the right season, and a small chance of ruins resources in caves, increased by better fish. There is a chance he will spawn near a player and pass them, giving them a nice wave. I thought that would be cool for world building. Scaly Steve is immortal and knows how to escape any death scenario with smoke bombs.

Hut Cost: 6 Boards, 1 Dragon Fly Scale, 2 Eels (The Dragonfly Scale is "Essential" for his trophy room)

Scaly Scavenger II: Scaly Steve has relunctantly taught you the Secret to organised Scavenging... turns out nagging does work. Resources or mobs that you or your followers break, chop, dig, harvest or kill have their loot stacked neatly for faster picking. (Auto stacking mod basically)

Slick Slingers I: Wurt can now make Slick Slinger Sloops. They host Slick Slinger merms who are ranged combat followers who use seed shells to attack from a distance. The seed Shells do 23.4 damage with the same rather large aoe capable of stunning things such as birds and rabbits. Despite their Sly, formal appearance, they are very shy and somewhat cowardly. They try to stay away from enemies in combat, and when hurt they start to panic, as if they were frightened by a bee queen screech.

Hut Cost: 3 Cut stone, 3 Seed Shells, 2 Barnacles   They drop 1 seed shell and 1 frog leg upon death(Seed shell farm?) 

As for stats, they have 225Hp with the king, 150 without. Damage stays the same, but range becomes reduced without king.

Slick Slingers II: You have outrained the Slingers and got rid of their smug grin. Slick Slingers will give Wurt a Seed shell when given food or fish depending on the loyalty value with a max of 3 seed shells a day per merm. Wurt now has a 60% chance to not consume lobbed weapons or items. (E.g Brightshade Bombs, Seed shells, napsacks, fishfood)

Craft four Make one free! : Every 5th of the same Merm hut type you make is free! This works for all Merm House types.

Roleplaying:  Not fully my idea, the idea of giving merms jobs with hats was by _____ (I will find who after i make this post)

Wurt can give craftshouse merms hats, and they will follow the job of that corresponding hat.

▪Straw Hat: Automatically harvest Grass, Twigs, Reeds, Kelp, Berries or stone fruit that are nearby their house. They will deposit it in their house storage, which was mentioned before at the start. Keep in mind the Strawhats lose durability so this is semi automatic, and the Plants will still need fertalisation. They will also collect resources from the ground, like Rocks and Logs.

▪Gardeneer Hat: Same as the Straw hat but they collect farm crops once all nearbye Plants in radius have fully grown. This hat lasts forever since farm plots still needs good maintenence, the premiure gardeneer hat increases their harvesting speed. They will also collect food and seeds from the ground.

 

Fishing

Firm Grip: Fish can no longer break free from Wurt's line when fishing. The further away the hooked fish is from Wurt, the more tired it gets. (This is the starting fishing skill btw so you will need this for the rest)

Snapback I: When a fish initially bites Wurt's fishing line, it gets pulled a little bit towards her.

Snapback II: The fish gets pulled a moderate bit towards her.

Snapback III: The fish gets pulled a good amount towards her.

Scent of Destiny I: Fish spawn more around Wurt, as they find comfort around Merms knowing they will be in safe care.

Scent of Destiny II: Wurt is able to see heavy fish as being highlighted. 

Scent of Destiny III: Wurt can cover fish farms with Merm slime to make fish more attracted to them for a day. Fish are more attracted to Wurt's line when fishing.

Call to The Sea: Wurt can make a Conch using 4 shell shards, a tentacle spot and 4 kelp. She is able to blow it to summon a friendly gnarwhale with 1 day of loyalty aswell as a shoal of fish. It will scare away all sharks, skittersquids and water spider(Anything that eats fish other than gnarwhales). All other nearby gnarwhales will become a follower for 1 day. Keep in mind Follower gnarwhales now give live fish instead of dead ones.

3 uses

Fishy Back Ride: Wurt is now able to swim in shallow waters at half speed with only the harvest action available. Her Wetness will rise at a modest rate, and once it reaches 100 she sinks and washes up at shore. She may mount a follower merm in water to move at normal speed, and be able to swim in swell oceans too. Wetness will be gained 1.5x slower when swimming on a merm.

 

Merm Kingdom

Unlocking any Doctrine skill grants access to the Declarmermtion Structure. It is a craftable structure that can hold 1 doctrines at once. Only one can be active per shard. Each doctrine lasts 2 days when put in the structure and can not be taken out until it ruins out of durability. You can only unlock two Doctrine Kit Skills, and you do not need one to unlock the other. They only work while the king is alive, and you must have the skill to insert the coresponding doctrine.

Doctrine Kit 1: Unlock the Acid Fighter Doctrine. Fire Fighter Merms now shoot acid at enemies from their Spittle-Guns at a short distance as long as this is active. The acid has no initial damage but applies a stacking DOT, dealing 30 damage over 6 seconds with a decently fast attack rate. Fire Merms can not protect from fires during this time, but can become true followers and follow you anywhere you go. This also affects Wurt when using a Spittle fish.

Doctrine cost: 3 Spittle fish, 4 Nitre, 2 pig skin

Doctrine Kit 2: Unlock the Spreaded Seeds Doctrine. Slick Slingers now can fire 3 seed shells at once like a shot gun! However, they have a slightly slower fire rate, and they have short range and must go close to an enemie to attack, making them suspectable to being hurt and panicking. 

Doctrine Cost: 4 Seed Shells, 3 cut stone, 2 pig skin

Doctrine Kit 3: Unlock the Force vs Force Doctrine. Loyal Merm Guards no longer kite and have 25% damage resistance! However, they deal 35 damage a hit. (Keep in mind they will be able to hit enemies more often by tanking)

Doctrine Cost: 2 tentacle Spots, 1 spear, 2 pig skin

Doctrine Kit 4: All Merms including Wurt do any kind of work 50% faster. This shortens Fishermerm and Scavenger trips aswell.

Doctrine Cost: 3 Durians, 1 pitchfork, 2 pig skin

Faith of Law: While any doctrine is active, Wurt moves 15% faster, and deals +10 Planar damage each hit (You can select this as a bonus after getting selecting least 1 doctrine skill)

 

I did not do alignments yet but i am not sure what to do for those yet so here are my current ideas. Feed back and ideas would be cool! I wanted to keep up the setup of Wurt to make it feel like you are making an actual kingdom. I did add a skill to make it a little easier though, though the direct Wurt perks that come with it should help her stand well during, before or after your merm kingdom.

 

 

 

 

 

 

Even if I know it likely wouldn't be likely this is my dream skill tree for Wurt it has all of my WANT!

Firemerms are such a creative idea tbh, would love to see em. 

Also, I think it would be cool if Fishermerms would automatically catch 2-3 fish a day from nearby ponds/lobster dens etc, and keep up to ~9-12 fish, giving you it in return for veggies/fruits, amount depending on the hunger value. 

39 minutes ago, skile said:

Firemerms are such a creative idea tbh, would love to see em. 

Also, I think it would be cool if Fishermerms would automatically catch 2-3 fish a day from nearby ponds/lobster dens etc, and keep up to ~9-12 fish, giving you it in return for veggies/fruits, amount depending on the hunger value. 

I see but i think it would make her Foreign fisher II skill in a weird spot since she becomes really good at pond fishing herself. It would make that skill alot less useful past early game.

1 hour ago, Mysterious box said:

Even if I know it likely wouldn't be likely this is my dream skill tree for Wurt it has all of my WANT!

Thank you!

There are a lot of good things here, but also a lot of things that can be rethought, for example, using frog legs in construction is strange because Wurt does not want to kill them, acidic mermaids, and fiery ones, as I remember, are a little strange and a little unsuitable. But in general, there are a lot of good ideas here

21 minutes ago, Creatorofswamps said:

There are a lot of good things here, but also a lot of things that can be rethought, for example, using frog legs in construction is strange because Wurt does not want to kill them, acidic mermaids, and fiery ones, as I remember, are a little strange and a little unsuitable. But in general, there are a lot of good ideas here

Nothing uses frog legs for crafting. I just mentioned that the mobs themselves drop frog legs. The acidic merms i thought were a cool variation of the fire fighter merms where they shoot acid from their spittle fish with good single target dps to vary combat and add value to the fire fighters though i can see what you may mean. Also there are no fire merms, just the fire fighters. Thank you for feedback.

21 hours ago, Jakepeng99 said:

Merms   (Plus Some direct Wurt perks)

Mermbrigade I: Wurt can make Fire Merm Huts who can put out dangerous fires using their pet spittle fish within a certain range of their houses and avoiding things like campfires. They will try to stay near their houses since they have an important area to protect. You may gift them a fish and they will now also Water farms and Plants to prevent withering to show their appreciation for the rest of the loyalty duration.  They do not become followers when given fish and still patrol their houses. 

Hut Cost: 4 Boards, 2 Spittle fish, 4 Charcoal  Each firemerm drops 1 Spittle fish, 1 frog leg and fire immunity  400Hp with king, 300 without

Mermbrigade II : You have recieved training from the Fearless and Dedicated Fire Merms. Wurt can now equip a spittle fish and shoot aimed water blasts from them costing 7.5% freshness each shot.(like the fire pump) These can Water Plants, make you wet or put out fires. (Yes it works on enraged d fly just as waterbaloons do.)

Foreign Fishers I : Wurt can craft Fishermerm Docks. A fishermerm will sit in the dockhouse at a Window with a small tin-fishin bin that players can not put things inside of. Uou may give the fishermerm food(Only food), and it will go out to sea and despawn. In some time it will return with some fish it collected from sea, deposited in the tin. The rewards and time it takes depends on the hunger value of the food you gave it. Low hunger food = quick but very low reward, large hunger food = higher rewards, but longer. High hunger foods are overall better. Fishermerm Docks must be made near a water tile.

Hut Cost: 4 Driftwood, 2 Palmcone Scales, 1 lion fish. The merm king will speed up fishing speed.  They drop 1 random in season ocean fish from Shallow Oceans.

Foreign Fishers II : You have learned from the wise fishermerm of the Tropics about their new "armed" fishing. She can now fish from ponds using her claws at an increased speed at the cost of 15 wetness... the day of fish spears must be forgotten.

Scaly Scavenger I: Wurt can make a Scavenger hide out, with a limit of one per shard. The Scavenger, called Scaly Steve works very similary to fishermerms. You may give Steve a fish Specifically and the size and type of fish will determine if he will give quicker, small rewards or longer and larger rewards to deposit in the chest at his hideout. The rewards change depending on if Steve is made in the caves or not. He will gather things like boneshards, and basic foragables like berries, twigs, logs , ect, a bunch of potential stuff. If riffs are enabled, he may bring riff resources. He has a small chance of getting a seasonal boss drop if it is the right season, and a small chance of ruins resources in caves, increased by better fish. There is a chance he will spawn near a player and pass them, giving them a nice wave. I thought that would be cool for world building. Scaly Steve is immortal and knows how to escape any death scenario with smoke bombs.

Hut Cost: 6 Boards, 1 Dragon Fly Scale, 2 Eels (The Dragonfly Scale is "Essential" for his trophy room)

Scaly Scavenger II: Scaly Steve has relunctantly taught you the Secret to organised Scavenging... turns out nagging does work. Resources or mobs that you or your followers break, chop, dig, harvest or kill have their loot stacked neatly for faster picking. (Auto stacking mod basically)

Slick Slingers I: Wurt can now make Slick Slinger Sloops. They host Slick Slinger merms who are ranged combat followers who use seed shells to attack from a distance. The seed Shells do 23.4 damage with the same rather large aoe capable of stunning things such as birds and rabbits. Despite their Sly, formal appearance, they are very shy and somewhat cowardly. They try to stay away from enemies in combat, and when hurt they start to panic, as if they were frightened by a bee queen screech.

Hut Cost: 3 Cut stone, 3 Seed Shells, 2 Barnacles   They drop 1 seed shell and 1 frog leg upon death(Seed shell farm?) 

As for stats, they have 225Hp with the king, 150 without. Damage stays the same, but range becomes reduced without king.

Slick Slingers II: You have outrained the Slingers and got rid of their smug grin. Slick Slingers will give Wurt a Seed shell when given food or fish depending on the loyalty value with a max of 3 seed shells a day per merm. Wurt now has a 60% chance to not consume lobbed weapons or items. (E.g Brightshade Bombs, Seed shells, napsacks, fishfood)

Craft four Make one free! : Every 5th of the same Merm hut type you make is free! This works for all Merm House types.

Roleplaying:  Not fully my idea, the idea of giving merms jobs with hats was by @Gashzer

Wurt can give craftshouse merms hats, and they will follow the job of that corresponding hat.

▪Straw Hat: Automatically harvest Grass, Twigs, Reeds, Kelp, Berries or stone fruit that are nearby their house. They will deposit it in their house storage, which was mentioned before at the start. Keep in mind the Strawhats lose durability so this is semi automatic, and the Plants will still need fertalisation. They will also collect resources from the ground, like Rocks and Logs.

▪Gardeneer Hat: Same as the Straw hat but they collect farm crops once all nearbye Plants in radius have fully grown. This hat lasts forever since farm plots still needs good maintenence, the premiure gardeneer hat increases their harvesting speed. They will also collect food and seeds from the ground.

This! This is all i want from a wurt skill tree!! Basically making a functional merm town/city!! i would even add market merms (with the same look as in the gorge with the little cart) that give out new item every 5 days that  you can buy with some special currency or with fish/vegetables.

18 minutes ago, masterjames18 said:

This! This is all i want from a wurt skill tree!! Basically making a functional merm town/city!! i would even add market merms (with the same look as in the gorge with the little cart) that give out new item every 5 days that  you can buy with some special currency or with fish/vegetables.

I was actually thinking of doing market merms, and some extra stuff, though i used 24 skills already which i think is the max. 26 is the max though the extra 2 are alignments which i still do not have much an idea how to execute it well as Wurt. It could be new doctrines or something, or maybe a lunar shop/shadow shop.

3 hours ago, masterjames18 said:

This! This is all i want from a wurt skill tree!! Basically making a functional merm town/city!! i would even add market merms (with the same look as in the gorge with the little cart) that give out new item every 5 days that  you can buy with some special currency or with fish/vegetables.

On 8/5/2023 at 7:06 AM, Jakepeng99 said:

Shadow Stampede: The Shadow Queen rewards your determination and loyalty with the Shadow Stampede Doctrine. While active, all Merms and Wurt gain a special ability. When a non-shadow merm is killed, it will spawn an identical shadow version of itself. It does 3x the damage of it's base form, and can not die. But, they dissapear after 5 seconds. For Wurt, she works the same. She essentially cheats death for 4 seconds after reaching 0hp. Shadow merms have the shadow alignment tag just like Wurt will. Half of damage is converted to planar during shadow transformstion.

Honestly at first I thought this was overpowered but I really stopped to think about it and it's actually more tame than it seems the only time a massive amount of merm guards are going to die at the same time is likely during a boss fight and even if you bring 30 merms that's only about 4,500 extra damage which is really tame when considering how high raid boss hp is.

On 8/5/2023 at 7:06 AM, Jakepeng99 said:

Moon Mauling: The Cryptic Founder awards your ambition with the Moon Mauling Doctrine. While active, all Merms and Wurt gain minor damage reflection and a special ability. When a Merm or Wurt is hurt, it summons glass spikes at the attacker. Similar to the shattered spiders, though less random and more on point with planar damage.

This contrasts well with the shadow alignment skill as well since it will likely see the most usage outside of boss fights where they aren't picked off as fast while making sure they last longer against planar enemies.

I felt like making some small tweaks since cotl reminded me of this. Doctrine 2 and 3 have a minor effect on Wurt, doctrine 1 gives Wurt acid rain immunity while active, Call to the sea makes 3 fish shoals instead of 1, made the merm market at the hideout have 6 podiums and i was thinking of changing the hideout to be like the merm king where you upgrade it but i am not sure. I also made fish caught by fishermerms always be minumun weight to encourage fishing still as Wurt for trading in the market.

On 11/7/2023 at 10:36 PM, GimplyGoose said:

I think Wurt should get a skill that lets her drop in a pond to fill her wetness meter

That shouldnt be a skill. It is not a skill to jump into a pond, and most the time it is a downside. It would be cool if all characters had the option to for fun.

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