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Wurt skilltree pipe dream


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Hey, a wurt skilltree, with some visuals.

= Unchanged Branches =

First off, the merm king quest branch. It makes Merm guards and Wurt true warriors, very nice.

Secondly, the affinities. They are respectively great early and lategame, perfect for either playstyle Wurt can use.

Third, the merm king hunger branch. It's fine for scaling how fast he starves, especially since it's not attached to cooler skills.

Fourth, the armermy. Even if has a significantly less useful 1st tier, it's still a very good building.

= Change 1: Amphibian =

Basically a mass rework of it.

1st skill: Thick fat - Wurt gains mild winter and water coldness resistance.

2nd skill: Arctic waters - Wurt no longer freezes from wetness.

3rd skill: Slippery blubber - Wurt heals depending on wetness.

4th skill option 1: Oceanic merms - Wurt can craft the ocean merm hut, which may be placed on coastal water. Houses an oceanic merm. Ocean merms are only tameable with this skill.
 

= Oceanic merms =

image.png.564eb5662627b6b8939f36d27e498545.png

STATS:

HP: 250 (300 MK), takes 25% more damage on land.

ATK: 35 in the ocean, 5 on land (45 MK ocean, 10 MK land)

SPD: 10 in the ocean, 2 on land.

Labor: 1,25x efficiency in water, 0,25x efficiency on land.

USE: Able to swim, has a secondary ability of fishing.

- Fishing -

Every 8 minutes, the ocean merm will check in a 10 tile radius for fish in the ocean. If a fish is detected then it will swim after it and put it into it's inventory. May only carry 1 fish at a time (Will just toss away an old fish if it's going after a new one)

Ocean merms will have a 4 minute wait period before going fishing again, letting Wurt tame them. Wurt may give them 35 hunger's worth of food to recieve any fish they may have caught.

4th skill option 2: Doggy paddle - Wurt gains the ability to swim, draining 1 hunger a second, cannot eat or do labor while swimming, may only pick up items and move. Wurt will drown if she falls below 20 hunger (This way the merm king stat boost would actually do something good for her.)

= Change 2: Mosquito =

MOSTLY Purged, removed, decimated.

1st skill: Mercury blood - Wurt and her tamed merms are friendly toward mosquitoes.

2nd skill: Zip it - Wurt can use bloomfin tuna to seal ponds, making them grow lilypads. Lilypad ponds can be walked on and will not spawn mosquitoes or frogs. May be burned to be removed.

3rd skill: The hell box - Wurt can craft a Mosquito bee box, which produces 16 hp every day. Must be placed on a sealed or unsealed mosquito pond. Wurt or other players can interact with it to recieve said hp. Doesn't function during winter for obvious reasons.

= Change 4: Merm sisturn branch =

Merms respawn ridiculously fast, this is useless.

Instead, i'll introduce a new branch by sacrificing the tier I and II of the sisturn and tier I of the tool shed.

1st skill: Greenclaw - Wurt can craft a merm dish, which will automatically feed the merm king with kelp when nearby.

2nd skill: Farmerm - Wurt may now craft farmerm huts, which houses 1 farmerm.

= Farmerms =

image.png.40b7071d507f712602536a7918d49774.png

STATS:

HP: 100 (101 MK)

ATK: Cannot fight

SPD: 3

Labor: Farming

USE: Is able to farm for food, can passively collect resources.

- Farming -

You can find a hut in their chest, which you can put seeds into. Farmerms will pick up said seeds and go plant them near any farm plot. The chest may only be restocked if you have the skill unlocked.

1 Farmerm will plant a maximum of 6 plants and water them. After they are done growing they will harvest the crop themselves. They have a maximum veggie inventory of 6.

Any seeds the crop may have dropped will be put into a seperate seed inventory with 6 slots, excessive seeds will simply be eaten. Stealing crops grown by farmerms will make all of merm kind hate you for 2 days.

Giving them fish will cause them to drop 3 of the random veggies they may have grown. Farmerms cannot be tamed. Nearby combatant merms will defend growing crops from enemies. Farmerms will not eat anything on the floor.

3rd skill: Passive income - Wurt can start construction on a farmerm hut to upgrade it.

The upgrade will let Wurt place 1 specific non random seed in one of the two slots in the farmerm chest, which the farmerm will prioritize.

In addition to that, the farmerm will now passively collect from nearby grass tufts and saplings. (Must pay them in fish for 5 twigs and grass, have a maximum inventory of 40 of either resource.)

= Change 5: Misc skills =

The merm retreat and survivor speed skills.

Replacement skill 1: Rallying - Wurt can craft a tentacle spot flag, which will make nearby merms retreat from battle. 5 uses.

Replacement skill 2: Bonding - Survivors near Wurt will see tentacles, gain a speed boost, dont attract mosquitoes (With the appropriate skill) and be able to tame guard merms.

 

While this has a miniscule chance of becoming real, a wurt can dream.

Let me know what you think!

BONUS:

Pure horror boosted merm guard!

merms.png.98486524ce1c5d877400f7f76c462a05.png

Pardon my confusion but i don't see the.. appeal of a fishermerm for a merm society. for merms fish are just pets, they don't eat em. The best thing you can do with fish is sanity for Wurt, recruitment or gold for Merm king and to have a hut exclusively for this in a more logical sense doesn't really strike me as something that makes sense? it's a cool idea. Although it's better for the actual survivors to have this, however again merms do not eat the fish and canonically Wurt certainly wouldn't trade em for the likes of food to the other survivors.

it's an illogical inclusion to merms (and i honestly never figured out why they do it in SW to begin with considering they do jack all with fish).

And merms also drop 2 fish when they die, so if you ever have a lot of em dying that's a bunch of fish right there as well which kinda just makes it easier to get.

I don't wanna sound like i'm shutting the idea down, but i would like to see the reasons as to why this should exist.
The art is lovely btw.

16 minutes ago, PunkShark said:

I don't wanna sound like i'm shutting the idea down, but i would like to see the reasons as to why this should exist.

i had an idea for like 2 skills in the amphibian branch that would make wurt be able to use any ocean fish for some kinda buff or as an item in her inventory (but klei prob wouldnt go that far). so its more of a leftover of that idea, being that ocean merms would bring you toys to play with essentially.

also why i made the farmers only accept fish at payment, but if a third one were to be added it could use it too.

the merm king could also accept trades related to ocean fish, though with a menu similar to pearl.

heres the leftover of the fish ideas:

- Fish abilities -

(Trying to keep the theme that wurt sees them as pets, but some fish aren't made equal.)

Skill 1 - Marine biologist: Wurt gains secret intel from the government on how to use 6 fish to their fullest capabilities!

All fish abilities may stack once.

POPper fish - Essentially a throwable grenade that deals 80 damage to replace the mosquito bomb.

Fallounder - Single use panflute, think of bending a leaf to play a horrible tune on it. Instantly rots when used.

Bloom fin tuna - Use it to put lily pads into ponds, which makes them walkable and reduces mosquito spawns.

Eel - 1,10x electric damage, 1,30x to wet enemies

NEEDLEnosed squirt - Single use sewing kit.

Skill 2: Bob le ponge - Wurt gains hidden intel from Klei on how to use 6 more fish to their fullest!

LUNAR wobster - Sanity creatures target wurt less, doesn't work for ruins nightmares.

Black CATfish - Fish faster in ponds, increased fish interest when in inventory.

Bitty BAITfish - May be used as bait to attract gnarwhails and rockjaws.

Spittle fish - May be used to put out fires in inventory.

Mud fish - Gain 5 wetness/min.

RUNty guppy - 10% speed boost.

2 hours ago, marshyds said:

if they give her trident abilities it should be craftable relatively early on, instead of post CK.

If we're making Trident have unique abilities with Wurt and making it an actually powerful weapon, I think post CK would be fine. Another powerful weapon with unique abilities, like Wigfrid's Charged Elding Spear, is post CK as well. He's also a lot easier now to fight.

Mainly it would depend on what the Trident would even do, though I like the idea of Wurt leading an army of merms into battle with her trusty trident!

9 hours ago, Sir Noel said:

If we're making Trident have unique abilities with Wurt and making it an actually powerful weapon, I think post CK would be fine. Another powerful weapon with unique abilities, like Wigfrid's Charged Elding Spear, is post CK as well. He's also a lot easier now to fight.

I think a somewhat nice ability would be being able to conjure up like 5 guard merms out of thin air to serve you (with 5 or so uses)

20 hours ago, PunkShark said:

don't wanna sound like i'm shutting the idea down, but i would like to see the reasons as to why this should exist.

Its probably too late for fishermerms because they would have to have a mini fish ecomony or something in her tree to justify it.

This is perfect!!! and tbh i had exactly the same ideas for the 2 new merms, but i did have another merm idea!!

= Adventurmerms =

STATS:

HP: 200 (250 MK)

ATK: 30 ATK

SPD: 3

Labor: Expeditions

USE: can be send on expeditions by wurt or players wearing the merm disguise

CANNOT be recruited like other merms

- Expeditions -

The adventurmerms can be send on 4 different expeditions types around the constant to collect materials. For each type of expedition you will be able to equip the adventurmerms with 3 items:
Tools: will increase the chance of bringing back more and better loot after each expedition.
Hats/Helmets: will increase the chance of the expedition being successful.
Foods: will decrease the time it takes for the Adventurmerms to come back from an expedition.

- 4 Types of Expeditions -

After each expeditions the Adventurmerms will be on a 2 day cooldown before he can be send back on another expedition. Each type of expeditions will also require different tool and hats/helmets to be more succesfull. There are 3 tiers of item for both tools and hats/helmets and each tier increase their effects respectively.

Nothing: 0% Tier 1: 25% Tier 2: 75% Tier 3: 200%

Overworld: 8 Days

  1. Tools: Tier 1: Axe Tier 2: Golden Axe Tier 3: Thulecite Pick/Axe,
  2. Hats/Helmets: Tier 1: Straw Hat Tier 2: Beefalo Hat Tier 3: Eyebrella

Caves: 8 days

  1. Tools: Tier 1: Pickaxe Tier 2: Golden Pickaxe Tier 3: Thulecite Pick/Axe,
  2. Hats/Helmets: Tier 1: Miner Hat Tier 2: Moggles Tier 3: Funcap

Oceans: 8 days

  1. Tools: Tier 1: Fishing Rod Tier 2: Sea Fishing Rod Tier 3: Strident Trident 
  2. Hats/Helmets: Tier 1: Pirate's Bandana Tier 2: Captain's Tricorn Tier 3: Polly Roger's Hat

Lunar Island/monkey Island: 12 days

  1. Tools: Tier 1: Spear/battle Spear Tier 2: Hambat, Bat bat Tier 3: Dark Sword / Glass Cutter / Brightshade Sword / Shadow Reaper 
  2. Hats/Helmets: Tier 1: Hardwood Hat / Cookie Cutter Cap Tier 2: Football helmet / Battle helm Tier 3: Thulecite Crown / DreadStone Helm / Brightshade Helm / Void Cowl 

After each expedition the durability of each item given to the Adventuremerm will be decreased by 10%, while a failed expedition will decrease the durabiltiy of the items by 75% while not bringing anything.

On 6/9/2024 at 3:49 PM, marshyds said:

Hey, a wurt skilltree, with some visuals.

= Unchanged Branches =

First off, the merm king quest branch. It makes Merm guards and Wurt true warriors, very nice.

Secondly, the affinities. They are respectively great early and lategame, perfect for either playstyle Wurt can use.

Third, the merm king hunger branch. It's fine for scaling how fast he starves, especially since it's not attached to cooler skills.

Fourth, the armermy. Even if has a significantly less useful 1st tier, it's still a very good building.

= Change 1: Amphibian =

Basically a mass rework of it.

1st skill: Thick fat - Wurt gains mild winter and water coldness resistance.

2nd skill: Arctic waters - Wurt no longer freezes from wetness.

3rd skill: Slippery blubber - Wurt heals depending on wetness.

4th skill option 1: Oceanic merms - Wurt can craft the ocean merm hut, which may be placed on coastal water. Houses an oceanic merm. Ocean merms are only tameable with this skill.
 

= Oceanic merms =

image.png.564eb5662627b6b8939f36d27e498545.png

STATS:

HP: 250 (300 MK), takes 25% more damage on land.

ATK: 35 in the ocean, 5 on land (45 MK ocean, 10 MK land)

SPD: 10 in the ocean, 2 on land.

Labor: 1,25x efficiency in water, 0,25x efficiency on land.

USE: Able to swim, has a secondary ability of fishing.

- Fishing -

Every 8 minutes, the ocean merm will check in a 10 tile radius for fish in the ocean. If a fish is detected then it will swim after it and put it into it's inventory. May only carry 1 fish at a time (Will just toss away an old fish if it's going after a new one)

Ocean merms will have a 4 minute wait period before going fishing again, letting Wurt tame them. Wurt may give them 35 hunger's worth of food to recieve any fish they may have caught.

4th skill option 2: Doggy paddle - Wurt gains the ability to swim, draining 1 hunger a second, cannot eat or do labor while swimming, may only pick up items and move. Wurt will drown if she falls below 20 hunger (This way the merm king stat boost would actually do something good for her.)

= Change 2: Mosquito =

MOSTLY Purged, removed, decimated.

1st skill: Mercury blood - Wurt and her tamed merms are friendly toward mosquitoes.

2nd skill: Zip it - Wurt can use bloomfin tuna to seal ponds, making them grow lilypads. Lilypad ponds can be walked on and will not spawn mosquitoes or frogs. May be burned to be removed.

3rd skill: The hell box - Wurt can craft a Mosquito bee box, which produces 16 hp every day. Must be placed on a sealed or unsealed mosquito pond. Wurt or other players can interact with it to recieve said hp. Doesn't function during winter for obvious reasons.

= Change 4: Merm sisturn branch =

Merms respawn ridiculously fast, this is useless.

Instead, i'll introduce a new branch by sacrificing the tier I and II of the sisturn and tier I of the tool shed.

1st skill: Greenclaw - Wurt can craft a merm dish, which will automatically feed the merm king with kelp when nearby.

2nd skill: Farmerm - Wurt may now craft farmerm huts, which houses 1 farmerm.

= Farmerms =

image.png.40b7071d507f712602536a7918d49774.png

STATS:

HP: 100 (101 MK)

ATK: Cannot fight

SPD: 3

Labor: Farming

USE: Is able to farm for food, can passively collect resources.

- Farming -

You can find a hut in their chest, which you can put seeds into. Farmerms will pick up said seeds and go plant them near any farm plot. The chest may only be restocked if you have the skill unlocked.

1 Farmerm will plant a maximum of 6 plants and water them. After they are done growing they will harvest the crop themselves. They have a maximum veggie inventory of 6.

Any seeds the crop may have dropped will be put into a seperate seed inventory with 6 slots, excessive seeds will simply be eaten. Stealing crops grown by farmerms will make all of merm kind hate you for 2 days.

Giving them fish will cause them to drop 3 of the random veggies they may have grown. Farmerms cannot be tamed. Nearby combatant merms will defend growing crops from enemies. Farmerms will not eat anything on the floor.

3rd skill: Passive income - Wurt can start construction on a farmerm hut to upgrade it.

The upgrade will let Wurt place 1 specific non random seed in one of the two slots in the farmerm chest, which the farmerm will prioritize.

In addition to that, the farmerm will now passively collect from nearby grass tufts and saplings. (Must pay them in fish for 5 twigs and grass, have a maximum inventory of 40 of either resource.)

= Change 5: Misc skills =

The merm retreat and survivor speed skills.

Replacement skill 1: Rallying - Wurt can craft a tentacle spot flag, which will make nearby merms retreat from battle. 5 uses.

Replacement skill 2: Bonding - Survivors near Wurt will see tentacles, gain a speed boost, dont attract mosquitoes (With the appropriate skill) and be able to tame guard merms.

 

While this has a miniscule chance of becoming real, a wurt can dream.

Let me know what you think!

 

Awesome idea, i had an idea for a 3rd merm too but i felt like that would be pushing it.

shepherd.png.c2184f2af3600d010f96c08bd0e5a02f.png

THE SHEPHERD MERM

STATS:

HP: 350

ATK: Cannot directly fight

SPD: 7

USE: Raises 2 domesticated frogs, which spawn from it's hut.

The merm has 2 frogs always following it around. If threatened, said frogs will attack any enemy.

If tamed, the merm will follow you with it's 2 frogs. Frogs are able to pick resources like grass and twigs with their toungues, which will be picked up by the merm and given to wurt (Recycled this idea into the farmerm).

With the lunar affinity, Wurt can give moonglass to the merm, which will be fed to the frogs to turn them into their lunar variants.

 

24 minutes ago, masterjames18 said:

This is perfect!!! and tbh i had exactly the same ideas for the 2 new merms, but i did have another merm idea!!

= Adventurmerms =

STATS:

HP: 200 (250 MK)

ATK: 30 ATK

SPD: 3

Labor: Expeditions

USE: can be send on expeditions by wurt or players wearing the merm disguise

CANNOT be recruited like other merms

- Expeditions -

The adventurmerms can be send on 4 different expeditions types around the constant to collect materials. For each type of expedition you will be able to equip the adventurmerms with 3 items:
Tools: will increase the chance of bringing back more and better loot after each expedition.
Hats/Helmets: will increase the chance of the expedition being successful.
Foods: will decrease the time it takes for the Adventurmerms to come back from an expedition.

- 4 Types of Expeditions -

After each expeditions the Adventurmerms will be on a 2 day cooldown before he can be send back on another expedition. Each type of expeditions will also require different tool and hats/helmets to be more succesfull. There are 3 tiers of item for both tools and hats/helmets and each tier increase their effects respectively.

Nothing: 0% Tier 1: 25% Tier 2: 75% Tier 3: 200%

Overworld: 8 Days

  1. Tools: Tier 1: Axe Tier 2: Golden Axe Tier 3: Thulecite Pick/Axe,
  2. Hats/Helmets: Tier 1: Straw Hat Tier 2: Beefalo Hat Tier 3: Eyebrella

Caves: 8 days

  1. Tools: Tier 1: Pickaxe Tier 2: Golden Pickaxe Tier 3: Thulecite Pick/Axe,
  2. Hats/Helmets: Tier 1: Miner Hat Tier 2: Moggles Tier 3: Funcap

Oceans: 8 days

  1. Tools: Tier 1: Fishing Rod Tier 2: Sea Fishing Rod Tier 3: Strident Trident 
  2. Hats/Helmets: Tier 1: Pirate's Bandana Tier 2: Captain's Tricorn Tier 3: Polly Roger's Hat

Lunar Island/monkey Island: 12 days

  1. Tools: Tier 1: Spear/battle Spear Tier 2: Hambat, Bat bat Tier 3: Dark Sword / Glass Cutter / Brightshade Sword / Shadow Reaper 
  2. Hats/Helmets: Tier 1: Hardwood Hat / Cookie Cutter Cap Tier 2: Football helmet / Battle helm Tier 3: Thulecite Crown / DreadStone Helm / Brightshade Helm / Void Cowl 

After each expedition the durability of each item given to the Adventuremerm will be decreased by 10%, while a failed expedition will decrease the durabiltiy of the items by 75% while not bringing anything.

 

23 minutes ago, marshyds said:

Awesome idea, i had an idea for a 3rd merm too but i felt like that would be pushing it.

shepherd.png.c2184f2af3600d010f96c08bd0e5a02f.png

THE SHEPHERD MERM

STATS:

HP: 350

ATK: Cannot directly fight

SPD: 7

USE: Raises 2 domesticated frogs, which spawn from it's hut.

The merm has 2 frogs always following it around. If threatened, said frogs will attack any enemy.

If tamed, the merm will follow you with it's 2 frogs. Frogs are able to pick resources like grass and twigs with their toungues, which will be picked up by the merm and given to wurt (Recycled this idea into the farmerm).

With the lunar affinity, Wurt can give moonglass to the merm, which will be fed to the frogs to turn them into their lunar variants.

 

This could absolutely be the design for the adventurmerm lol, rugged and half blind from his adventure ahahahhaa

14 hours ago, Jakepeng99 said:

Its probably too late for fishermerms because they would have to have a mini fish ecomony or something in her tree to justify it.

which most likely means more merms, which means more art and animations... and i think that might be pushing it since we didint even get 1 utility merm in the skilltree

a fish economy could work if merms that provided resources other than fish ONLY accepted fish.

or you could trade ocean fish to the merm king similar to pearl for some kinda resources, so new art isint required.

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