MarcoReverie Posted February 14, 2025 Share Posted February 14, 2025 15 hours ago, Anis5240 said: How would you think on this 'simplified' version of the skill tree concept? Basically: Light - Either remove endothermic torch or torch toss. Medical - Combine the Adrenaline Shot, Plague Doctor Mask and Medical Pack as one skill. Alchemy - No changes but require the Mad Scientist Lab for better efficiency. (For example, Wilson will use the regular transmute exchange rate but if he did it at the Mad Scientist Lab station, he will only need ⅔ of the items needed.) Beard - Adding the Beard Whip (Tail o' Three Cats + 4 beard hairs). Damage: 51. Uses: 100. Increase the percentage of mobs panicking OR change the state of rabbits/pigs/bunnymen. Affinity - 1st slot is for Ancients' transmutations. (No changes.) Shadow (left-side) Tier 1 - The pure horror-dreadstone transmute. Tier 2 - The Shadow Golem. Lunar (right-sided) Tier 1 - The infused glass shards-pure brilliance transmute. Tier 2 - Explosionator/Photon Ray-Gun @mkemal23@MarcoReverie Well, you know we have some difference in our tree concept, but: Light: Remove torch toss since you enhance all light sources here. Medical: Combine slots 1 and 2. Make slot 2 100% chance of duplicate. With this you cover that 25% for the slot 1. Medical pack could not be useful since all that healing items are stackable. Alchemy: Sound interesting to use de mad lab. I like. Beard: I like the beard but even like that you lose your beard perks in summer. Thats why I go for the luxury comb. For shadow and Lunar, here some ideas, maybe you like. Feel free to use it or not. SHADOW COURTIER Current perks plus a new item. Alchemical Golem: Create an unanimated golem with two slots (head and chest). Stats: 3600 health, 90 planar damage, Movement speed 2 (walks like a Rock Lobster). Requires a Heart Motor for been animated and an Artificial Brain to follow orders (attack, follow, protect, turn off/on). When "dies" drop 2 Boards. Downsides: While animated drains sanity -25/min. Only one golem can be reanimated. Recipe: Meat Effigy x1, Pure Horror x4, Dreadstone x10. Additional craftable items: Artificial Brain: Alchemical Golem can follow orders. Without a Brain just walks and attacks every mob. Recipe: Silk x6, Frazzled Wires x6, Slurtle Slime x2. Heart Motor: A mechanical heart that lasts 16 min. Recipe: Electrical Doodat x1, Gears x1, Telltale Heart x1. LUNAR INNOVATOR Current perks plus a new item: Moonbeam blaster: Craft a portable lunar collider to create a moonbeam fired by a particle thrower. Range 5. Does 250 planar damage per use. Into the pack 1 main slot is to place the Lunar Collider (required for fire) and 7 slots to place Moon Shards (one per shoot). Can reload with Moon Shards. Downsides: Uses Body and Hand slots, reduce speed movement 10%. Recipe: Scrap x8, Piggyback x1, Morning Star x1. Additional craftable items: Lunar Collider: (Electrical Doodad x1, Pure Brillance x4, Frazzled wires x4). Cools down in 16 min. Link to comment https://forums.kleientertainment.com/forums/topic/162933-wilsons-skill-tree-concept-v3/page/3/#findComment-1797178 Share on other sites More sharing options...
Anis5240 Posted February 14, 2025 Author Share Posted February 14, 2025 23 minutes ago, MarcoReverie said: SHADOW COURTIER Current perks plus a new item. Alchemical Golem: Create an unanimated golem with two slots (head and chest). Stats: 3600 health, 90 planar damage, Movement speed 2 (walks like a Rock Lobster). Requires a Heart Motor for been animated and an Artificial Brain to follow orders (attack, follow, protect, turn off/on). When "dies" drop 2 Boards. Downsides: While animated drains sanity -25/min. Only one golem can be reanimated. Recipe: Meat Effigy x1, Pure Horror x4, Dreadstone x10. Additional craftable items: Artificial Brain: Alchemical Golem can follow orders. Without a Brain just walks and attacks every mob. Recipe: Silk x6, Frazzled Wires x6, Slurtle Slime x2. Heart Motor: A mechanical heart that lasts 16 min. Recipe: Electrical Doodad x1, Gears x1, Telltale Heart x1. Sounds cool. But, hmmmm, I wonder what you would think if we can use the Possessed Shadow Atrium to improve the Heart Motor so the golem would live indefinitely. Maybe with a bigger sanity drain of course, like -30 sanity/min. About the Artificial Brain, imagine if the golem can use some rudimentary words (since both the Shadow Reaper and Maul can talk - the former being notable since the crafting materials are just the pure horrors and dark tatters) when we put it inside the golem. But of course if it doesn't talk it's fine too lol. 23 minutes ago, MarcoReverie said: Lunar Collider: (Electrical Doodad x1, Pure Brillance x4, Frazzled wires x4). Cools down in 16 min. So every full 7 attacks requires a 2-day cooldown? Hmmm, kinda a bit extreme. Or was it like as long as you can refuel it, it doesn't go into cooldown? I'd like to know more in details. Link to comment https://forums.kleientertainment.com/forums/topic/162933-wilsons-skill-tree-concept-v3/page/3/#findComment-1797182 Share on other sites More sharing options...
Anis5240 Posted February 14, 2025 Author Share Posted February 14, 2025 6 hours ago, MarcoReverie said: Only one golem can be reanimated. Recipe: Meat Effigy x1, Pure Horror x4, Dreadstone x10. Oh, also I forgot that the Meat Effigy is a structure so you can't exactly use it as part of a new craft. But, maybe we can dismantle it (like how Winona can dismantle her catapults and generators and let her carry those anywhere) so the craft would work. Link to comment https://forums.kleientertainment.com/forums/topic/162933-wilsons-skill-tree-concept-v3/page/3/#findComment-1797256 Share on other sites More sharing options...
MarcoReverie Posted February 14, 2025 Share Posted February 14, 2025 7 hours ago, Anis5240 said: So every full 7 attacks requires a 2-day cooldown? Hmmm, kinda a bit extreme. Or was it like as long as you can refuel it, it doesn't go into cooldown? I'd like to know more in details. I'm glad you like the Golem brainless and heartless idea jaja. In both cases heart motor and lunar collider) I was not sure for the time or durability. Since they use a batery, could be at least 6 min, but if you have better number go and fix it please. Regarding the Moonbeam blaster, the lunar collider its just the motor and cools down when equiped. Then you need the moon shards for fire, i mean if you already have the lunar collider into the moonbeam blaster you can add 1 moon shard and fire. I hope I do explain myself lol. Plese feel free to modify mechanist or numbers, i dont have enogh exprience in all the game. I'm just a Wilson and science lover. Link to comment https://forums.kleientertainment.com/forums/topic/162933-wilsons-skill-tree-concept-v3/page/3/#findComment-1797301 Share on other sites More sharing options...
Anis5240 Posted February 14, 2025 Author Share Posted February 14, 2025 12 minutes ago, MarcoReverie said: for heart motor I was not sure for the time or durability I think maybe 12 minutes is enough if one will use it for regular boss fights, unless if it's fighting Bee Queen or Toadstool (and the Misery version). So it's like there will be choices either to use 2 Heart Motors or use the upgraded one via Possessed Shadow Atrium for those fights lol. Or maybe the Meat Effigy can be upgradable like how you need to make the Celestial Portal/completing Wagstaff's Lunar Siphonator/giving 5 dreadstone to Charlie to repair the Ancient Gateway, but that upgrade is only available via Wilson with said skill. So for other people, it will be the regular Meat Effigy, but Shadow Courtier Wilson can upgrade it into the golem. But I imagine that will rather hard to be coded so lmaooooooo 22 minutes ago, MarcoReverie said: I'm just a Wilson and science lover. Ah yes, such ways are for Wilson gamers Link to comment https://forums.kleientertainment.com/forums/topic/162933-wilsons-skill-tree-concept-v3/page/3/#findComment-1797312 Share on other sites More sharing options...
MarcoReverie Posted February 14, 2025 Share Posted February 14, 2025 8 hours ago, Anis5240 said: But, hmmmm, I wonder what you would think if we can use the Possessed Shadow Atrium to improve the Heart Motor so the golem would live indefinitely. Maybe with a bigger sanity drain of course, like -30 sanity/min. I almost forget this. Sound great to have a infinity energy source for the golem. Anyway it could "died" if its health or durability goes to 0. 31 minutes ago, Anis5240 said: But I imagine that will rather hard to be coded Hahaha, my day to day with my devs team. Me: -Hey, what about to add this to the app and then do that... imagine if you could do this and that... My devs: Link to comment https://forums.kleientertainment.com/forums/topic/162933-wilsons-skill-tree-concept-v3/page/3/#findComment-1797329 Share on other sites More sharing options...
Anis5240 Posted February 14, 2025 Author Share Posted February 14, 2025 3 minutes ago, MarcoReverie said: I almost forget this. Sound great to have a infinity energy source for the golem. Anyway it could "died" if its health or durability goes to 0. Oh yes of course, after all even the Maul loses all the power upgrades it had when broken. So for example if the Heart Motor's durability ran out, it will just become an immobile item, right? While if the Golem's HP ran out, it will leave 2 boards. Did I get that right? Link to comment https://forums.kleientertainment.com/forums/topic/162933-wilsons-skill-tree-concept-v3/page/3/#findComment-1797333 Share on other sites More sharing options...
Anis5240 Posted February 14, 2025 Author Share Posted February 14, 2025 10 hours ago, MarcoReverie said: Only one golem can be reanimated. Recipe: Meat Effigy x1, Pure Horror x4, Dreadstone x10. Oh, also, I assume the life attune onto the effigy won't work if we upgrade it? Link to comment https://forums.kleientertainment.com/forums/topic/162933-wilsons-skill-tree-concept-v3/page/3/#findComment-1797367 Share on other sites More sharing options...
MarcoReverie Posted February 14, 2025 Share Posted February 14, 2025 56 minutes ago, Anis5240 said: So for example if the Heart Motor's durability ran out, it will just become an immobile item, right? While if the Golem's HP ran out, it will leave 2 boards. Did I get that right? Yes 3 minutes ago, Anis5240 said: Oh, also, I assume the life attune onto the effigy won't work if we upgrade it? And yes Link to comment https://forums.kleientertainment.com/forums/topic/162933-wilsons-skill-tree-concept-v3/page/3/#findComment-1797371 Share on other sites More sharing options...
Anis5240 Posted February 14, 2025 Author Share Posted February 14, 2025 1 minute ago, MarcoReverie said: 5 minutes ago, Anis5240 said: Oh, also, I assume the life attune onto the effigy won't work if we upgrade it? And yes but y'know, when the effigy was placed, it'll automatically attune ourself to it. If one were to have both the effigy and the golem around, it'll be 2 effigies that have to be placed. And of course changing the life attune from one effigy to another also costs HP. But then again there's plenty of healing items/food (haha, see how good that Medical perk would come in hand? ) so it's like whatever lmaoooooo Link to comment https://forums.kleientertainment.com/forums/topic/162933-wilsons-skill-tree-concept-v3/page/3/#findComment-1797372 Share on other sites More sharing options...
MarcoReverie Posted February 14, 2025 Share Posted February 14, 2025 On 2/13/2025 at 7:40 AM, Anis5240 said: How would you think on this 'simplified' version of the skill tree concept? Basically: Light - Either remove endothermic torch or torch toss. Medical - Combine the Adrenaline Shot, Plague Doctor Mask and Medical Pack as one skill. Alchemy - No changes but require the Mad Scientist Lab for better efficiency. (For example, Wilson will use the regular transmute exchange rate but if he did it at the Mad Scientist Lab station, he will only need ⅔ of the items needed.) Beard - Adding the Beard Whip (Tail o' Three Cats + 4 beard hairs). Damage: 51. Uses: 100. Increase the percentage of mobs panicking OR change the state of rabbits/pigs/bunnymen. Affinity - 1st slot is for Ancients' transmutations. (No changes.) Shadow (left-side) Tier 1 - The pure horror-dreadstone transmute. Tier 2 - The Shadow Golem. Lunar (right-sided) Tier 1 - The infused glass shards-pure brilliance transmute. Tier 2 - Explosionator/Photon Ray-Gun @mkemal23@MarcoReverie Oh, where is your inventor branch? Consider (like or instead medical pack) a blueprint tube, cause they arent stackable. Link to comment https://forums.kleientertainment.com/forums/topic/162933-wilsons-skill-tree-concept-v3/page/3/#findComment-1797474 Share on other sites More sharing options...
Anis5240 Posted February 14, 2025 Author Share Posted February 14, 2025 2 hours ago, MarcoReverie said: Oh, where is your inventor branch? Consider (like or instead medical pack) a blueprint tube, cause they arent stackable. Oh, hmmm, I've been thinking that the 'duplicate blueprint' perk might not always be useful. Like, sure if playing in like Klei servers or other quick gaming sessions, but not long-term playing time. Maybe I should just make the perks in the Inventor section not connected lol. That said, yeeeeaaah I kinda hate the current system of bosses dropping sketches and blueprints after EVERY fight, I wish there's a setting to turn those off since it's such a hassle to bring them one by one to the cartographer's desk to be erased (and you can't even burn them with open fire). But y'know, if there were to be a blueprint storage tube kinda thing, I imagine it should at least have something else going on for it instead of just making blueprints/sketches stackable. Link to comment https://forums.kleientertainment.com/forums/topic/162933-wilsons-skill-tree-concept-v3/page/3/#findComment-1797529 Share on other sites More sharing options...
MarcoReverie Posted February 15, 2025 Share Posted February 15, 2025 1 hour ago, Anis5240 said: Oh, hmmm, I've been thinking that the 'duplicate blueprint' perk might not always be useful. Like, sure if playing in like Klei servers or other quick gaming sessions, but not long-term playing time. Maybe I should just make the perks in the Inventor section not connected lol. That said, yeeeeaaah I kinda hate the current system of bosses dropping sketches and blueprints after EVERY fight, I wish there's a setting to turn those off since it's such a hassle to bring them one by one to the cartographer's desk to be erased (and you can't even burn them with open fire). But y'know, if there were to be a blueprint storage tube kinda thing, I imagine it should at least have something else going on for it instead of just making blueprints/sketches stackable. Mmm, ya! You have a point. Maybe it is more useful to erase a blueprint with out using the Carto desk. Link to comment https://forums.kleientertainment.com/forums/topic/162933-wilsons-skill-tree-concept-v3/page/3/#findComment-1797552 Share on other sites More sharing options...
Anis5240 Posted February 15, 2025 Author Share Posted February 15, 2025 39 minutes ago, MarcoReverie said: Maybe it is more useful to erase a blueprint without using the Carto desk. Blueprint master: does anything with blueprints lmaooooo making blueprints/sketches stackable? need a copy? need to be erased (maybe bulk erasure)? everything he can! Link to comment https://forums.kleientertainment.com/forums/topic/162933-wilsons-skill-tree-concept-v3/page/3/#findComment-1797568 Share on other sites More sharing options...
MarcoReverie Posted February 18, 2025 Share Posted February 18, 2025 On 2/13/2025 at 6:35 PM, EatenCheetos said: I love this I really like your topic about the analysis on skill trees. Please, take a time and tell me what do you think about this tree, I really appreciate your thoughts. LIGHT TREE Torch Range. Torch provides maximum range of Light (5 units), as fuel is depleted the light radius gradually becomes smaller in four discrete steps. Torch Toss. Torch can be throw on the ground (can use for cook food) or onto Mob for attack (Deals 17 damage a set Mob on fire). Light Longevity. Increases durability by a total of 50% for all portable light items (Lantern, Miner Hat, Torch, Morning Star). LOCKED SKILLS (PREREQUISITES: UNLOCK AT LEAST 3 TORCH SKILLS) Shock spear (New item). A melee weapon with electrical damage and provides a light radius (2 unit). Deals 34 or 63 damage and it has 150 uses. Recipe: Spear x1, Electrical Doodad x2, Frazzled Wires x1. INSTEAD OF TURN MORNING STAR REFUELABLE (INFINITE). OR (VOTE) Ultimate Torch. (New item). A refuelable torch (portable fire pit). Add Nitre to create an Endothermic Fire that cools gradually by fuel from -40° to -10°. Setting a tree on cold fire will create an ice (instead of charcoal). Additional perk: Increases movement speed by 25% while equipped (olympic torch). Recipe: Scales x1, Gold Nugget x4, Red Gem x1. BEARD TREE Beard Insulation. Can use Beefalo wool to coat the beard (max. 3) for improved insulation. 1 wool increase 20% more insulation; 2 for 40% and; 3 for 70%. Shaving will only return Beard Hair. Losing all beard will lost the effect. Beard Storage. Allows food and non-stackable items to be stored in the beard 1/2/3 slots per stage. Beard Growth. Accelerates beard growth to 2/5/10 days. LOCKED SKILLS (PREREQUISITES: UNLOCK AT LEAST 3 BEARD SKILLS) Beard Armor. Beard provides damage protection of 2%, 5%, 10% per stage. Can use a Steel Wool to coat the beard (max 3) to add 10% extra protection. Shaving only return Beard Hair. Losing all beard will lost the effect. OR (VOTE) Frizzy Beard (New item). Beard Hair now has a static charge able to fuel Miner Hat or Lantern for 45 sec (9.5%). Craft a Luxury Comb that reset to 0 beard insulation for 6 min (20 uses). Recipe: Walrus Tusk x1, Blue Gem x1, Flint x1. ALCHEMY TREE NATURE BRANCH Transmute Nature I. Transform Log<->Twigs. Rocks<->Flint, Nitre<->Gold Nugget. Transmute Nature II. Cut Stone<->Marble, Marble<->Cut Stone. Marble to Moon Rock. Transmute Nature III. Thulecite fragments x6 to Thulecite. GEMS BRANCH Transmute Gems I. Transform Red Gems<->Blue Gems and to Purple Gems. Transmute Gems II. Transform Orange Gems, Yellow Gems, Green Gems (make equivalent in value / exchange rate between all of three). Transmute Gems III. Transform Iridescent Gem. ICKY BRANCH Transmute Icky I. Transform Meat-Morsel. Beard Hair-Beefalo Wool, Transmute Icky II. Transform Rot to Manure. Hound’s Teeth-Bone Shards. Transmute Icky III. New transform: Bone Shards x8 to Fossil Fragment x1 (one-sided). SCIENCE TREE (NEW) Blueprint (New item). Can craft a Blueprint tube able to stack 20 Blueprints, Recipe Cards, Sketches or Adverts. Recipe: Rope x2, Cut Reeds x4, Tentacle Spots x1. Can use the Cartographer’s desk to draw Blueprints from known recipies. Every first time crafting blueprint restores sanity (5). Recipe for Blueprint: Papyrus x1, Feather Pencil x1. CHEMISTRY BRANCH Super batery. Items that requires Electrical Doodad reduce to half. Can craft Frazzled Wires. Recipe: Gold Nugget x2, Beard Hair x2, Mosquito Sack x2. Red Sun (New item). A chemiluminescence experiment into a flask (based on phosphorus sun experiment). When equipped, reacts and provides a powerful light and a small amount of warmth for 2 min. After use, the residual (into the flask) can use to instantly drying a meat. Otherwise, can add Ice/water to create a throwable acid bomb causing acid damage or throw into ponds to create Nitre formation. Recipe: Blue Gem x1, Flint x4 (to create a flask), Bone shards x4 (a phosphorus source). Nitroglycerin (New item). Craft a throwable highly explosive substance into a flask (340 damage). Can explodes into the Backpack (or Beard) while moving. Recipe: Red Gem x1, Nitre x3, Flint x4 (create a flask). MEDICAL BRANCH Anatomy. Healing items that cost health will cost half. Telltale heart giving it to a Ghost by Wilson will not cause health penalty. Can craft Meat Effigy with out a prestihatitator. Plague doctor hat. (New item). While worn, crafting healing items will be duplicate. Immune to acid rain. Only lasts for 4 minutes and degrading while equipped (Sanity -10/minute). Recipe: Batilisk Wing x2, Straw Hat x1, Purple Gem x1. Adrenaline shot. (New item). Craft an injection that increase damage (20%), speed movement (20%) and speed actions (50%) while reduce sanity (10/min) and hunger (20/min) by 4 minutes. Stop frezzing / overheating and provides glow. Recipe: Stinger x1, Glow Berry x1, Bone Shards x4 (based on osteocalcin). SHADOW COURTIER Current Shadow Transmutation. Alchemical Golem: Recipe: Boards x4, Beard Hair x4, Dreadstone x10. Creates an unanimated Golem with two empty slots (Head and Chest). Requires a Heart Motor for been animated and one Artificial Brain to follow orders (Attack, Follow, Protect, Turn off/on). Stats: 3600 health, 90 planar damage, attack period 2, attack range 3, movement speed 2. Can be repair (healing) with Pure Horror (10% per one). When "dies" drop 2 Boards. Downsides: Only one Golem can be reanimated at a time. Drains sanity -25/min. ADDITIONAL CRAFTABLE ITEMS. Artificial Brain: Recipe: Silk x6, Frazzled Wires x6, Slurtle Slime x2. Alchemical Golem can follow orders. Without a Brain just walks and attacks every mob or players. Heart Motor: Recipe: Electrical Doodat x1, Gears x1, Telltale Heart x1. Lasts 9 min. LUNAR INNOVATOR Current Lunar Transmutation. Moonbeam Blaster: Recipe: Morning Star x1, Piggyback x1, Scrap x8. Craft a pack for a Portable Lunar Collider able to fire a moonbeam through a Blaster. The main slot into the pack is for place the Lunar Collider (required for fire) and 7 extra slots for place Moon Shards, one for a shoot). Does 250 planar damage per shoot, range 10. Can be reloaded with Moon Shards. Downsides: Uses body and hand slots and reduce speed movement 10%. It can be dismantle into a Blaster and a Portable Lunar Collider to store in the inventory. ADDITIONAL CRAFTABLE ITEMS. Lunar Collider: Recipe: Electrical Doodat x1, Pure Brillance x4, Frazzled Wires x4). Cools down in 9 min. 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Anis5240 Posted February 18, 2025 Author Share Posted February 18, 2025 4 hours ago, MarcoReverie said: Shock spear (New item). A melee weapon with electrical damage and provides a light radius (2 unit). Deals 34 or 63 damage and it has 150 uses. Recipe: Spear x1, Electrical Doodad x2, Frazzled Wires x1. Didn't morning star already do electric damage and gives light? Kinda feel redundant with that item here. If anything, the morning star used too much durability when used as a light source; that's why I choose to have it refuelable, so that nitre can be used more often other than just le funny gunpowder. I still think it's kinda stupid that Klei made cave ponds having nitre formations during acid rain yet nitre continued being relatively useless (especially when even Winona - the supposed heavy nitre consumer due to her generator - can now just use nightmare fuel onto it). Link to comment https://forums.kleientertainment.com/forums/topic/162933-wilsons-skill-tree-concept-v3/page/3/#findComment-1798964 Share on other sites More sharing options...
MarcoReverie Posted February 18, 2025 Share Posted February 18, 2025 1 hour ago, Anis5240 said: Didn't morning star already do electric damage and gives light? Kinda feel redundant with that item here. If anything, the morning star used too much durability when used as a light source; that's why I choose to have it refuelable, so that nitre can be used more often other than just le funny gunpowder. Yes, I know is redundant but I'm not sure about a infinite weapon, I mean, since you have nitre your morning star will never break. I know is a costly weapon but instead infinite, Wilson can extend his time life, by able to chance the batery pair 3 time. On the other hand, can change mornig glory to "use" mecanism instead of time durability. If you think closely, morning star is a LED (Wilson maybe deserves a Nobel into the Constant), so its durability must be better, efficiency, and long time. But, it will break if you used it has a weapon. With this weapon, the shock stick (morning star 2.0 and no animal cruelty) Wilson can share with other player that perk on his Light Tree, and also works like the battle spear. Think about it Link to comment https://forums.kleientertainment.com/forums/topic/162933-wilsons-skill-tree-concept-v3/page/3/#findComment-1799000 Share on other sites More sharing options...
Anis5240 Posted February 18, 2025 Author Share Posted February 18, 2025 12 minutes ago, MarcoReverie said: infinite weapon we already have "infinite" weapon and armor before rifts via Eye of Terror and Twins of Terror. Wigfrid can just use the Elding Spear's dash without consuming durability and can restore said item's durability when dashing thru mobs after upgrading it. She also can restore her Commander Helm's durability when at full HP (again, skill tree stuff). So it's not that out of line for Wilson to refuel the morning star with nitre, especially when the light only lasts 6 minutes. Trying to get the volt goat horn is much more work since the loot pool got nerfed hard. Yes, le funny goat farm is there but not until you have collected a decent amount of resources to pen them in, then gotta teleport at least one of them so that the herd continues to populate. 21 minutes ago, MarcoReverie said: On the other hand, can change mornig glory to "use" mecanism instead of time durability. If you think closely, morning star is a LED (Wilson maybe deserves a Nobel into the Constant), so its durability must be better, efficiency, and long time. But, it will break if you used it has a weapon. bleh, I don't really like it being so fragile. this ain't bug net where you can only attack 4 times using it before it broke. hambat lasts at least 10 days from fresh to spoiling, and that item just needs 2 meat, 1 pig skins, 2 sticks to do 59.5 damage after being created. Meanwhile morning star does 43.3 damage onto dry mobs. Link to comment https://forums.kleientertainment.com/forums/topic/162933-wilsons-skill-tree-concept-v3/page/3/#findComment-1799016 Share on other sites More sharing options...
EatenCheetos Posted February 18, 2025 Share Posted February 18, 2025 15 hours ago, MarcoReverie said: I really like your topic about the analysis on skill trees. Please, take a time and tell me what do you think about this tree, I really appreciate your thoughts. LIGHT TREE Torch Range. Torch provides maximum range of Light (5 units), as fuel is depleted the light radius gradually becomes smaller in four discrete steps. Torch Toss. Torch can be throw on the ground (can use for cook food) or onto Mob for attack (Deals 17 damage a set Mob on fire). Light Longevity. Increases durability by a total of 50% for all portable light items (Lantern, Miner Hat, Torch, Morning Star). LOCKED SKILLS (PREREQUISITES: UNLOCK AT LEAST 3 TORCH SKILLS) Shock spear (New item). A melee weapon with electrical damage and provides a light radius (2 unit). Deals 34 or 63 damage and it has 150 uses. Recipe: Spear x1, Electrical Doodad x2, Frazzled Wires x1. INSTEAD OF TURN MORNING STAR REFUELABLE (INFINITE). OR (VOTE) Ultimate Torch. (New item). A refuelable torch (portable fire pit). Add Nitre to create an Endothermic Fire that cools gradually by fuel from -40° to -10°. Setting a tree on cold fire will create an ice (instead of charcoal). Additional perk: Increases movement speed by 25% while equipped (olympic torch). Recipe: Scales x1, Gold Nugget x4, Red Gem x1. BEARD TREE Beard Insulation. Can use Beefalo wool to coat the beard (max. 3) for improved insulation. 1 wool increase 20% more insulation; 2 for 40% and; 3 for 70%. Shaving will only return Beard Hair. Losing all beard will lost the effect. Beard Storage. Allows food and non-stackable items to be stored in the beard 1/2/3 slots per stage. Beard Growth. Accelerates beard growth to 2/5/10 days. LOCKED SKILLS (PREREQUISITES: UNLOCK AT LEAST 3 BEARD SKILLS) Beard Armor. Beard provides damage protection of 2%, 5%, 10% per stage. Can use a Steel Wool to coat the beard (max 3) to add 10% extra protection. Shaving only return Beard Hair. Losing all beard will lost the effect. OR (VOTE) Frizzy Beard (New item). Beard Hair now has a static charge able to fuel Miner Hat or Lantern for 45 sec (9.5%). Craft a Luxury Comb that reset to 0 beard insulation for 6 min (20 uses). Recipe: Walrus Tusk x1, Blue Gem x1, Flint x1. ALCHEMY TREE NATURE BRANCH Transmute Nature I. Transform Log<->Twigs. Rocks<->Flint, Nitre<->Gold Nugget. Transmute Nature II. Cut Stone<->Marble, Marble<->Cut Stone. Marble to Moon Rock. Transmute Nature III. Thulecite fragments x6 to Thulecite. GEMS BRANCH Transmute Gems I. Transform Red Gems<->Blue Gems and to Purple Gems. Transmute Gems II. Transform Orange Gems, Yellow Gems, Green Gems (make equivalent in value / exchange rate between all of three). Transmute Gems III. Transform Iridescent Gem. ICKY BRANCH Transmute Icky I. Transform Meat-Morsel. Beard Hair-Beefalo Wool, Transmute Icky II. Transform Rot to Manure. Hound’s Teeth-Bone Shards. Transmute Icky III. New transform: Bone Shards x8 to Fossil Fragment x1 (one-sided). SCIENCE TREE (NEW) Blueprint (New item). Can craft a Blueprint tube able to stack 20 Blueprints, Recipe Cards, Sketches or Adverts. Recipe: Rope x2, Cut Reeds x4, Tentacle Spots x1. Can use the Cartographer’s desk to draw Blueprints from known recipies. Every first time crafting blueprint restores sanity (5). Recipe for Blueprint: Papyrus x1, Feather Pencil x1. CHEMISTRY BRANCH Super batery. Items that requires Electrical Doodad reduce to half. Can craft Frazzled Wires. Recipe: Gold Nugget x2, Beard Hair x2, Mosquito Sack x2. Red Sun (New item). A chemiluminescence experiment into a flask (based on phosphorus sun experiment). When equipped, reacts and provides a powerful light and a small amount of warmth for 2 min. After use, the residual (into the flask) can use to instantly drying a meat. Otherwise, can add Ice/water to create a throwable acid bomb causing acid damage or throw into ponds to create Nitre formation. Recipe: Blue Gem x1, Flint x4 (to create a flask), Bone shards x4 (a phosphorus source). Nitroglycerin (New item). Craft a throwable highly explosive substance into a flask (340 damage). Can explodes into the Backpack (or Beard) while moving. Recipe: Red Gem x1, Nitre x3, Flint x4 (create a flask). MEDICAL BRANCH Anatomy. Healing items that cost health will cost half. Telltale heart giving it to a Ghost by Wilson will not cause health penalty. Can craft Meat Effigy with out a prestihatitator. Plague doctor hat. (New item). While worn, crafting healing items will be duplicate. Immune to acid rain. Only lasts for 4 minutes and degrading while equipped (Sanity -10/minute). Recipe: Batilisk Wing x2, Straw Hat x1, Purple Gem x1. Adrenaline shot. (New item). Craft an injection that increase damage (20%), speed movement (20%) and speed actions (50%) while reduce sanity (10/min) and hunger (20/min) by 4 minutes. Stop frezzing / overheating and provides glow. Recipe: Stinger x1, Glow Berry x1, Bone Shards x4 (based on osteocalcin). SHADOW COURTIER Current Shadow Transmutation. Alchemical Golem: Recipe: Boards x4, Beard Hair x4, Dreadstone x10. Creates an unanimated Golem with two empty slots (Head and Chest). Requires a Heart Motor for been animated and one Artificial Brain to follow orders (Attack, Follow, Protect, Turn off/on). Stats: 3600 health, 90 planar damage, attack period 2, attack range 3, movement speed 2. Can be repair (healing) with Pure Horror (10% per one). When "dies" drop 2 Boards. Downsides: Only one Golem can be reanimated at a time. Drains sanity -25/min. ADDITIONAL CRAFTABLE ITEMS. Artificial Brain: Recipe: Silk x6, Frazzled Wires x6, Slurtle Slime x2. Alchemical Golem can follow orders. Without a Brain just walks and attacks every mob or players. Heart Motor: Recipe: Electrical Doodat x1, Gears x1, Telltale Heart x1. Lasts 9 min. LUNAR INNOVATOR Current Lunar Transmutation. Moonbeam Blaster: Recipe: Morning Star x1, Piggyback x1, Scrap x8. Craft a pack for a Portable Lunar Collider able to fire a moonbeam through a Blaster. The main slot into the pack is for place the Lunar Collider (required for fire) and 7 extra slots for place Moon Shards, one for a shoot). Does 250 planar damage per shoot, range 10. Can be reloaded with Moon Shards. Downsides: Uses body and hand slots and reduce speed movement 10%. It can be dismantle into a Blaster and a Portable Lunar Collider to store in the inventory. ADDITIONAL CRAFTABLE ITEMS. Lunar Collider: Recipe: Electrical Doodat x1, Pure Brillance x4, Frazzled Wires x4). Cools down in 9 min. Really cool stuff here, I appreciate the overall creativity. My favorite skills here are: * Ultimate Torch: I like the idea of an endothermic torch, especially if it can create something like ice (I also liked the idea of petrifying trees) * Frizzy Beard: This one is so creative, it's just perfect. It would help beginner and veteran players alike and it fits right in with the theme of the character. No more having to go on constant lightbulb runs. * The transmutation stuff, especially the gem conversion, is nice. It might be worth adding some additional functionality to the thulecite and fossil transmutation skills, as currently they seem a bit weak. * Blueprint: I applaud the creativity here, but in it's current state it's too expensive / weak. It's in character and has potential though, which is what matters to me most. * Red Sun: I like the idea of being able to create something that can instantly dry meat / turn ponds into nitre. The other parts of this I'm not as big of a fan of, since Wilson already has plenty of light skills, and the acid bomb seems overshadowed by the next fun perk. * Nitroglycerin: Haha, LOST reference I see. Love it, definitely in-character. * Anatomy: I like the idea of Wilson being the healer since he is the one most associated with the Meat Effigy and new players will definitely need those hearts. * Alchemical Golem: Really cool idea, I could see this being a lot of fun. * Moonbeam Blaster: Also a really fun idea, having a literal laser gun is pretty cool. Just because I didn't mention a skill, doesn't mean I didn't like it. Overall this is a really solid set of ideas, that fit the character and the playstyle of Wilson very well. I will say, I am a bit biased against having both affinities being combat-related, but you gave Wilson plenty of non-combat skills that it would be ok here. Points for creativity! I always like skill trees that add new aspects to a character. Link to comment https://forums.kleientertainment.com/forums/topic/162933-wilsons-skill-tree-concept-v3/page/3/#findComment-1799255 Share on other sites More sharing options...
fboy98 Posted February 19, 2025 Share Posted February 19, 2025 I want to propose my idea for the Wilson skill tree. Torch: Torch Longevity I - The gorenje of the torch is increased by 30%. Torch Longevity II - The burning time of the torch is increased by 60%. Torch Repair - You can fix the torch with twigs. Torch Range I - The illumination radius of the torch is slightly increased by 3.5 units. Torch Range II - The illumination radius of the torch is greatly increased by 5 units. Torchlight - In the light of the torch, Wilson and his allies increase their movement speed by 10%. Torch Toss - Almost nothing has changed, only now you can throw a torch without holding it in your hand, like the Wortex with its teleportation. My other ideas for the torch: Improving the torch with gems. Each gem inserted into the torch gives the torch a different effect (I haven't figured out which ones yet). Alchemy (I didn't come up with much, I'll write only the ones that I changed): Transmutation - Transform 3 Twigs into a Log. Transform a Log into 2 Twigs. Transform 2 Grass into a Reeds. Transform 2 Reeds into a Grass. Transmute Gems II - Transform 2 Purple Gems into an Orange Gem. Transform 2 Orange Gems into a Yellow Gem. Transmute Gems III - Transform 2 Yellow Gems into a Green Gem. Transform 6 Gems of different colors into an Iridescent Gem. Transmute Icky III - Transform Manure into 4 Rot. Transform 2 Hound's Teeth into a Bone Shards. Transform 2 Bone Shards into a Hound's Tooth. Beard: Beard Insulation I - Increases the thermal insulation of Wilson's beard by 35%. Beard Insulation II - Increases Wilson's beard's thermal insulation to a total of 70%. Shaved Well - Now, instead of 10 sanity after shaving, 30 sanity is given. Beard Growth I - Accelerates Wilson's beard growth to 3/6/13 days. Beard Growth II - Accelerates beard growth to 2/5/10 days. More Hair - Now, after shaving the beard, more beard hairs fall out, depending on the growth of the beard in the amount of 3/5/11. Beard Hair Storage (Not changed) Affinity (I haven't changed them yet) How do you like my ideas and what would you change in them? Link to comment https://forums.kleientertainment.com/forums/topic/162933-wilsons-skill-tree-concept-v3/page/3/#findComment-1799445 Share on other sites More sharing options...
Anis5240 Posted February 19, 2025 Author Share Posted February 19, 2025 1 hour ago, fboy98 said: Transform 2 Grass into a Reeds. Transform 2 Reeds into a Grass. kinda ok I guess but then no Wilson players would ever want to venture to the swamp that way. Link to comment https://forums.kleientertainment.com/forums/topic/162933-wilsons-skill-tree-concept-v3/page/3/#findComment-1799459 Share on other sites More sharing options...
Theukon-dos Posted February 19, 2025 Share Posted February 19, 2025 Light: No comments here. I like that it now buffs the lantern and I like the endothermic torch, especailly the part of it creating cold fire. I do have to ask though, does the cold fire spread? Becuase that would probably make Wilson the best character for farming stone. Beard: Most of it is fine, but I'm not a fan of Beard Shield. Personally I'd replace this with a perk that automatically feeds you with anything in the beard or a perk that lets you store anything in the beard like a mini-backpack. Doctoring: Ok this one feels weird for a lot of reasons. First: Why does the boost from healing items only apply to Wilson's self? It's not bad per se, but I don't see any reason for the restriction when DST is a multiplayer-focused game. Second, are there really enough healing items to justify the med-pack? The other portable storage options are for items that tend to clog your inventory, such as fishing tackle; Wigfrid's songs; or Walter's ammo. Not only are there only a handful of medical items, they're all pretty much identical in terms of functionality. So I don't see this seeing any inventory space unless you're so stretched for resources that you need to carry them all simultaniously. Third, the plague mask is also questionable. As I said, boosting the healing of others should just be part of the first perk. But more than that, how many recipes that lower HP even are there? Because I can only think of three. One of those is a backup Codex Umbra recipe for Maxwell. And the other is Living logs for Wormwood. So unless you're playing with a Wormwood, all this item does from what I can tell is make you immune to an end-game hazard and let you craft Tell-Tale Hearts for a lower price. I mean I guess it could also lower the HP cost of reviving a beef with the Gloombell? But the point remains that this thing has basically 0 practical uses. And Fourth, The Adrenaline shot feels a bit out of place. But the idea also feels like the best way to go about expanding this branch of the skill tree. Replace the Plague Mask and healing pouch with more drugs that Wilson can craft and administer for various buffs. Like extra insulation, or a numbing agent that makes any damage taken get applied over several seconds. Transmutation: No comments. It's just what he already has, but more. Inventor: Ahhh. Hmmm. Ok there's a bit to unpack here. First, extra sanity on prototypes is nice early game, but is going to fall off extremely hard once you have most of the items you use already unlocked. Second, Duplicating Blueprints I really only see being useful for boss blueprints like Bundling Wraps. But at the same time, duplicating those feels like a feature that shouldn't be character-exclusive. It's like Wormwood's plant crafting branch, where it's good to have when it's relevant, but the moments where it's relevent are so seldom that there's no reason to commit to them as part of your skill tree. Third, with the liquid gold- Well for starters just use Pearl's bottles. But I also don't really vibe with the idea of Wilson going full-metal Alchemist. Sure he has the transmutation perks already, but as a character, he's always struck me as someone who's just kind of bad at it. He likes the idea of science and being an inventor. But doesn't actually try to understand how things work and build off them. It just so happens that the constant is so damn weird that his stratagy of "Tying random junk together with rope and adding an on switch" happens to work astonishingly well. After all, his notable "inventions" include Injecting someone with raw Potassium Nitrate and bacterial waste to bolster their immune system, tying a bunch of boards and beard hair together to bring back the dead. And putting a pair of magnets on sticks to keep two boats relatively close together. You can't convince me that this guy has any idea what he's actually doing. Also this is the only new invention in the "inventions" branch of his skill tree and that's kind of just sad. And for the alignment perks, Shadow Courtier just kind of sucks. Ignoring how you don't specify what causes Shwilson to actually show up, it's also just not impressive? No indication of how good the shadow is at actually fighting, and the fact that it only shows up on low sanity makes a pretty tough sell if you ask me. And Lunar Innovator; while better; also just feels like something that exists purely so you can delete half of a boss's health bar the moment they spawn. Overall, definitly an improvement. But only really by virture of the fact that it would be hard not to improve Wilson's skill tree. Link to comment https://forums.kleientertainment.com/forums/topic/162933-wilsons-skill-tree-concept-v3/page/3/#findComment-1799523 Share on other sites More sharing options...
Anis5240 Posted February 19, 2025 Author Share Posted February 19, 2025 9 minutes ago, Theukon-dos said: I like the endothermic torch, especailly the part of it creating cold fire. I do have to ask though, does the cold fire spread? Becuase that would probably make Wilson the best character for farming stone. The idea is that, yeah. But mostly it's kinda catering to those who joined a world somewhat a bit late and all the flints and stuff had been robbed clean lmao been kinda thinking about the reversing the whole ore transmutes too (so like from gold you can slowly work your way down to getting flints) but bleh so that's that lol 12 minutes ago, Theukon-dos said: But at the same time, duplicating those feels like a feature that shouldn't be character-exclusive. Winaynay can already scan items for "an exclusive blueprint" for herself, ain't that of a stretch for duping it to others (certainly ain't gonna fit Wickerbottom). That said, been thinking to also let him erase those BPs without needing a cartographer's desk so 15 minutes ago, Theukon-dos said: Why does the boost from healing items only apply to Wilson's self? It's not bad per se, but I don't see any reason for the restriction when DST is a multiplayer-focused game. It's mostly about him "getting back to his medical roots slowly" aka not that confident to do it onto others yet but that's just semantics stuff so lmao again, this whole thing is obviously a concept; feel free to give ideas and such Link to comment https://forums.kleientertainment.com/forums/topic/162933-wilsons-skill-tree-concept-v3/page/3/#findComment-1799532 Share on other sites More sharing options...
MarcoReverie Posted February 20, 2025 Share Posted February 20, 2025 On 2/18/2025 at 3:10 PM, EatenCheetos said: Really cool stuff here, I appreciate the overall creativity. My favorite skills here are: * Ultimate Torch: I like the idea of an endothermic torch, especially if it can create something like ice (I also liked the idea of petrifying trees) * Frizzy Beard: This one is so creative, it's just perfect. It would help beginner and veteran players alike and it fits right in with the theme of the character. No more having to go on constant lightbulb runs. * The transmutation stuff, especially the gem conversion, is nice. It might be worth adding some additional functionality to the thulecite and fossil transmutation skills, as currently they seem a bit weak. * Blueprint: I applaud the creativity here, but in it's current state it's too expensive / weak. It's in character and has potential though, which is what matters to me most. * Red Sun: I like the idea of being able to create something that can instantly dry meat / turn ponds into nitre. The other parts of this I'm not as big of a fan of, since Wilson already has plenty of light skills, and the acid bomb seems overshadowed by the next fun perk. * Nitroglycerin: Haha, LOST reference I see. Love it, definitely in-character. * Anatomy: I like the idea of Wilson being the healer since he is the one most associated with the Meat Effigy and new players will definitely need those hearts. * Alchemical Golem: Really cool idea, I could see this being a lot of fun. * Moonbeam Blaster: Also a really fun idea, having a literal laser gun is pretty cool. Just because I didn't mention a skill, doesn't mean I didn't like it. Overall this is a really solid set of ideas, that fit the character and the playstyle of Wilson very well. I will say, I am a bit biased against having both affinities being combat-related, but you gave Wilson plenty of non-combat skills that it would be ok here. Points for creativity! I always like skill trees that add new aspects to a character. Oh, I'm really appreciate your words, super thanks. And you gave me a lot to think about some ideas. I hope one day someone from Klei could see all this interest and effort from Wilson fans. 13 hours ago, Anis5240 said: That said, been thinking to also let him erase those BPs without needing a cartographer's desk so I was thinking a lot about this, and I believe is the better and logical action related with that skill. Link to comment https://forums.kleientertainment.com/forums/topic/162933-wilsons-skill-tree-concept-v3/page/3/#findComment-1799763 Share on other sites More sharing options...
fboy98 Posted February 21, 2025 Share Posted February 21, 2025 I came up with ideas for Affinity perks. Now Wilson will not have if he chooses Shadow Courtier (Take -10% damage from Shadow Aligned creatures and deal +10% damage to Lunar Aligned creatures) and Lunar Innovator (Take -10% damage from Lunar Aligned creatures and deal +10% damage to Shadow Aligned creatures) instead, he will receive a new kind of torch depending on which perk you choose, the switching will remain the same. - Shadow Courtier You can craft a torch of horror (crafting didn't come up with it). All the perks of the Torch skill tree work for him too. It can be repaired using nightmare fuel and pure horror (If you have a perk for repairing with wands, then you can repair it with twigs, but the strength recovery of the torch of horror from this will be less than that of a regular torch). The features of the torch of horror are that its characteristics depend on sanity, the lower the sanity, the more damage and lighting the torch of horror has (it also deals more damage to Lunar Aligned creatures). Rain does not affect him in any way, but it lowers the sanity of the character. If you have the Torch Toss perk, then after you throw the torch of terror, a shadow Wilson will appear after a while, who will pick up the torch and follow you and light your way, if you kill him, the torch of terror will fall from him. The torch of terror breaks in the hands of shadow Wilson, you can give him things to fix it (there can only be one shadow Wilson, other abandoned torches of terror will not touch other shadow Wilsons standing on the ground). It scares away the Gestalt, but it makes the Greater Gestalt hostile to you. It cannot set things on fire or be attacked by enemies, and has more durability than a regular torch. - Lunar Innovator You can craft a torch enlightened torch (crafting didn't come up with it, but surely a cratered moonrock should be used). All the perks of the Torch skill tree work for him too. It can be repaired using infused moon shard and pure brilliance (If you have a perk for repairing with sticks, then you can repair it with twigs, but the strength recovery of the torch enlightened from this will be less than that of a regular torch). The special features of torch enlightened are that you can improve it thanks to an inserted gem, for example: A red gem changes the flame to a regular fire, now you can set things and enemies on fire again, and arson lasts much longer than a regular torch and it can keep you warm. The blue gem changes the flame to an endothermic fire, now you can turn trees into stone and contaminate enemies, and it can cool you down (similar to your endothermic torch). The purple gem leaves a moon flame (you can't set things and enemies on fire, and it also reduces damage to Shadow Aligned creatures), but it increases damage, and it also has mechanics like Ocuvigil. The orange gem leaves a moon flame, now it will accelerate you (the acceleration power depends on the strength of the torch enlightened), it will also automatically self-detonate if there are things in your inventory to fix (this happens when you hold the torch enlightened in your hand). The yellow gem leaves a moonlight flame, increases the illumination range and slightly increases the speed). The green gemstone leaves the moon flame and increases the strength of the torch enlightene, also enhances the restoration of vitality from objects. The torch enlightene has more illumination than the torch of terror, but the illumination will decrease depending on the strength of the torch enlightene. The rain has no effect on the moon flame. If you have the Torch Toss perk, then after you cast torch enlightene, if there is an enemy or horror next to torch enlightene, it periodically summons allied Gestalt that attacks enemies (the strength of torch enlightene will be lost with each allied Gestalt summoned). These new torches can only be used by Wilson, and even if you have a torch of terror, but you have the Lunar Innovator perk, it will not work. On 2/19/2025 at 9:07 PM, Anis5240 said: kinda ok I guess but then no Wilson players would ever want to venture to the swamp that way. You're right, I hadn't thought of that. Thanks for correcting me. Link to comment https://forums.kleientertainment.com/forums/topic/162933-wilsons-skill-tree-concept-v3/page/3/#findComment-1800259 Share on other sites More sharing options...
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