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Ideas for a rework of wurt’s skill tree


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I do like the current skill tree and I did leave some things from the current Wurt skill tree but I did add a few new skills to share my ideas.

Swampmaster:

Hardworking Merms 1:

Your befriended Normal Merms will now chop and mine more efficiently.

Hardworking Merms 2:

Your befriended Normal Merm will now be able to dig, till, and smash. But they won’t be very efficient at it

Hardworking Merms 3:

Your loyal Merm guards will now be able to dig, till, and smash. But now only normal Merms can dig, till, and smash effectively as well as help you refine materials such as wood and stone.

Merm Tribute 1:

Learn to craft a Mediocre Merm Tribute with 6 kelp, 3 reeds, and 1 fish. It would count as a trade and satisfy a Merm king which means it will no longer have to be fed for 1 day (it has a 1 day cooldown once the effects are over)

Merm Tribute 2: 

Your king will now occasionally request a new royal gear, find an item that matches his request and then he will request for the next item. Basically the current Merm king quest skills but now you have to get the items in order.

Merm Tribute 3: 

Learn to craft a Superior Merm Tribute with 12 kelp, 1 durian, 3 deep bass, and 2 wet goop. It will satisfy a Merm King for 5 days with a 1 day cooldown and counts as an ocean fish trade. During the effects of this Merm Tribute trades are buffed and new items are introduced depending on what your king is wearing. If they are wearing the marble suit you may get driftwood and marsh turf, if they are wearing the thulecite crown they have a low chance of giving a durian, and if they are holding a strident trident then if given ocean fish Merm king will have a chance at giving gnarwail horns, bull kelp stalks, or salt crystals but these are rare trades.

Loyal Merms 1:

Merms will now stay loyal to you a bit longer

Loyal Merms 2:

Merms will now stay loyal to you longer and will now follow your commands without you doing them

Loyal Merms 3:

Merms will now not lose focus at all during a battle unless told otherwise, and Loyal Merm Guards will now protect Wurt while Wurt is on low health unless told otherwise.

To unlock these other Merm skills  you need to unlock 3 of the skills above to continue the skills below

Spikes and Strikes:

learn to craft spiky traps using 1 spiky bush, 5 twigs, and 1 tentacle spike. you can place this down on marsh turf and while it’s on marsh turf it can activate. use a tentacle spike on a spiky trap to activate it. While activated anything that steps on it will receive 51 damage and then it will deactivate. While deactivated it will do 5 damage to anything that steps on it.

Thorns and Roars:

Any Spiky traps setup by a Wurt with this skill will activate when a roar, howl, or other loud sounds occurs nearby the spiky traps. If the sound is from a world event like hound waves or boss spawns then it will activate all spiky traps even if it’s on cooldown. If it is a hound howl or a deerclops roar that have already spawned, the range that it affects will be as loud as the mob’s howl or roar. And the spiky traps will only activate from a nearby roar/howl after a minute from being deactivated, but using the tentacle spike has no cooldown. You can also use beefalo horns or the one man band to activate them when they are off cooldown but it has to be loud so things like pan flutes won’t work.

Itchcraft 1: 

Learn to craft lil itchy and some mosquito based crafts such as the skeeter bomb, fertizzzzer, and bloodshot

Itchcraft 2:

Master the previous mosquito based crafts, learn to craft some new mosquito crafts such as mosquito eggs, a portable container for mosquitos, Zip Zop Pouch, and Red Mud. As well as letting you catch mosquitos from the air. The eggs can be planted in any pond and allows that pond to spawn mosquitos at dawn and night (this can be applied to cave ponds, and maybe hot springs, and maybe maybe the ponds in the lunar grotto but not at the big special ponds and they are removable by using either red mud or those lunar bath bombs), the portable mosquito container lets you put in catched mosquitos that can hold up to 12 mosquitos, mosquitos in these won’t die and will come out to fight when dropped on the ground and Wurt either attacks or is attacked, the Zip Zop Pouch lets you put in one fish that will not spoil but instead regenerate health if the sack is above 0% durability which is refillable with mosquito sacks, the Red mud can be used to throw at enemies for 20 damage and can be used on yourself to regain some sanity. The eggs cost 3 mosquito sacks, 2 mosquitos, and 1 wet goop. The container costs 3 mosquito sacks, 6 reeds, and 2 wet goop. The pouch costs 3 mosquito sacks, 2 ice, and 1 kelp. And the Red Mud costs 1 mosquito sack, 1 marsh turf, and 1 ice.

Spotcraft 1:

Learn to craft bottled marsh scent to make tentacles neutral to you as well as make some tentacle based crafts such as Spotted marsh turf, tenta-aid, and the octobomb. Bottled marsh scent costs 1 empty bottle, 1 tentacle spot, and 4 rot. It makes it so tentacles will become neutral but you are still able to attack them though doing so will cause it to attack back, and any non Wurt player will lose sanity while the effect is on, it lasts 1 day and uses 25% durability. The spotted marsh turf costs 1 tentacle spot and 4 marsh turf, acts the exact same as marsh turf however it does have higher turf priority and any tentacles on it will become neutral to all, all players will receive the speed boost, and it look more purple like the tentacle spot. The Tenta-aid costs 1 tentacle spot and 1 spider glands, when applied it will recover 1 health every second for a total of up to 30 health. The octobomb costs 2 tentacle spots, 1 tentacle spike, and 1 super growth formula use, it will have an octobomb attached to the spike handle, when thrown it will spawn 1 big tentacle and 2 baby tentacles that are passive to the players and attack anything hostile or neutral, once used the item must be wet for it to grow a new octobomb after a bit of time being wet.

Spotcraft 2:

Master the previous tentacle based crafts, unlock new tentacle based crafts, and be able to take tentacle spots from tentacles while under the effect of the marsh scent. You now gain a 35% speed boost while on spotted marsh turf, you now regain up to 40 health per a Tenta-aid, and octobombs will now spawn 2 big tentacles and 4 baby tentacles. You can now craft tentacle spawn, a marsher’s hat, a drifting kelp grow kit, and a tenta-lasher. Tentacle spawn costs 1 tentacle spot, and tentacle spike, and 2 monster meat. A marsher’s hat costs 2 tentacle spots, 5 reeds, and 6 ice, works basically the same as a Mellon hat. A drifting kelp grow kit cost 2 driftwood, 1 bull kelp stalk, 2 tentacle spots, and 2 uses of super growth formula, it can only be set up in the ocean, it will produce 3 kelp fronds per harvest as long as it’s in the ocean. The Tenta-lasher cost 1 tentacle spike, 3 tentacle spots, and 5 kelp fronds, it will spoil in 20 days and deals the same damage as the tentacle spike but it’s a long range weapon and loses spoilage similar to the bull kelp stalk when used.

Vegetable Enthusiasm:

VeggieEnthusiast 1:

Wurt will gain a small health, sanity, and extra hunger boost from fruits and vegetables .

Veggie Enthusiast 2:

Wurt will learn to sometime spit out the seeds of some fruits and vegetables (aka the farm crops).

Veggie Enthusiast 3:

Wurt will no longer lose health or sanity from any type of fruits or vegetables.

Amphibious:

idk how to order this so my ideas for this are the same amphibious skills plus the ability to make a contraption that can make a pond and that same contraption can fill it back up, you would either have to wait for it to rain ,add 15 ice, or water it 15 times. You could make frog treats using 2 carrots, 1 alive butterfly, and 2 kelp to feed to a frog to befriend it and relocate it to your Merm made pond to act as guards. You can also now sleep in ponds. Maybe a skill to protect your food from wetness.

Affinities:

Can’t think of any other ways and I like the mud slingers so same skills I guess but I would make it so the shadow mud slinger also gives shadow merm planar power and maybe the lunar mudslinger to make it so it spawns gestalts but maybe slightly weaker than the enlightened crown ones or at least matches the shadow tentacle damage.

 

As I said I do like the current Wurt skill tree and just wanted to share some ideas I had, but a few more things. While I did remove the merms running away skill I removed it cause I forgot it and I personally don’t like it as while I do see it’s use I would rather be able to do Merm wars for fish (and nightmare fuel from the shadow merms.) and if my merms die I bring more merms. Also in some boss fights I think it would be worse for your merms to stop attacking and go away to heal cause they might heal, be very close, or the boss finds a way to kill them another way. Also had a few other skill ideas but I didn’t add them on the skill tree. They’re swamp farmer (can grow swamp plants at any time), the ability to till with your bare hands, more efficient at berry picking, a lure plant food storage bin (to give a use to the lure plant to Wurt), and the ability to use your wetness to water the soil.

Also if you have any suggestions or ideas to add to this skill tree I would be glad to listen to them.

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