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Hear me out, Wonkey Skill Tree


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I know Wonkey isn't a character you can pick on the start, and the process of becoming Wonkey is fairly involved, but I still think it would be a pretty cool (and at least entertaining) idea. Of course, it would be awesome to add him as a full character eventually (Or maybe bring Wilbur to DST).

Piracy Branch: Focusing on Negoations with the constant, and Moon Quay alliances

Parlay: Negotiations between Moon Quay and the rest of the constant are in effect. Pigmen, Bunnymen, and Merms (With a merm king present) are now neutral to Wonkey. This does not however allow for befriending, until the next skill is also learned.

 

Savvy Recruiter: Allows Wonkey to befriend all mobs that normal players would be able to befriend (at half duration however). In addition, Wonkey also gains the ability to recruit other Moon Quay monkeys to their side as crewmates. (Also applies to Splumonkeys, allowing for recruitment in caves). A special Moon Quay Embassy (built similarly to the Royal Tapestry for Wurt) Also becomes available for craft.

When the embassy built, and a powder monkey is manning it, monkey pirates to be rendered neutral, will not steal from players, and will wait before taking items from the ground (similarly to pigmen eating floor food [Bananas are still fair game though]). Regular Splumonkeys will still only be Neutral.

 

Moon Quay Captain: Whenever an Embassy is built, Wonkey becomes a Moon Quay Captain, and gain an all around stat boost (similar to Wurt). Also allows Custom Moon Quay pirate crafts, including a Moon Quay Galleon (Basically a larger, oblong boat), Moon Quay Flagship, Powder Monkey huts, and even Splumonkey Sharpshooter pods. Maybe even a coconut gun (It fires in spurts)

Splumonkey Sharpshooters are similar to Merm guards. Whenever an embassy is active, They have more health, and their ranged attack is replaced with rocks, dealing damage to to enemies, and their shadow forms turn neutral during the nightmare phase while hitting harder (in essence, they'd be similar to beardlings, as you can still recruit them). If above ground however, they become Were-Splumonkeys during the full moon, increasing health and damage, but also getting better drops. Without an embassy active, they will be weaker and slower than the average splumonkey. If regular powder monkeys are the melee combat crew, I feel Splumonkeys should be the ranged sharpshooters (especially since they already have a poop fling attack)

Affinity Branches: These skills are the Shadow and Lunar alignment skills, both of witch let you choose which curse form Wonkey would take.

Shadow: Allows you to access the Shadow Wonkey form, during a New moon, and during the nightmare phase in the caves. In this form, you gain access to perks such as increased speed, and nightvision (similar to moggles). Shadow alligned mobs will also be neutral to you in this form, however Lunar aligned will extra aggressive. Also gain a passive sanity gain if you're in the caves (Don't need to be shadow).

Lunar: Allows you to access the Were Wonkey form, during a full moon, or when eating 4 monster foods (Also, take no health damage in said form). In this form, your stats are all increased. You gain a 1.5 damage multiplier, and move faster as well. Lunar mobs are Neutral, but Shadows will be more aggressive, and spawn more when insane. Open to more ideas on what a Were-Monkey can do.

Other Ideas: I don't have ideas for Every skill for the skill tree.

Trinket Collector: Wonkey can craft Cursed Trinkets that aren't bound to players inventories. If a player picks up 10 of Wonkey's trinkets, they will turn into Wonkey for 1 full day, before returning back to normal (Also, Wonkey can't force trinkets onto others). Wonkey can also use them for special crafts. These include things like an Accursed Headpiece, that when worn will give Wonkey a Tophat Sanity buff, but Allow for other survivors to turn into Wonkey at will. The Accursed Whip would need Trinkets and nightmare fuel, but would be a whip Like weapon, similar to the alarming clock, but with less durability, and only Ham Bat level damage.

 

Any more ideas, or changes to these Ideas?

The idea of playing within a curse is so fun. What was their reason for removing Wonkey ghost anyway? Big fat boo to that.

Even better if there was a skilltree like this to eventually turn the tables on it, make it less of a punishment and more like an offshoot.

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