The Doors of Trithius

The Doors of Trithius

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Sineso  [developer] May 9, 2023 @ 9:36pm
Questions & Answers
For all you google searchers out there. Below you can find questions and answers taken from the Discord help channel and summarized using AI. Ctrl+F to find your question.

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Q: Will it be possible to set your own traps in the game?
A: Yes, it's likely that you'll be able to set traps if the addition of skills goes as planned.

Q: What is the difference between the Deadly Precision and Highly Lethal skills?
A: Deadly Precision increases your chance to land a critical hit, while Highly Lethal increases the damage bonus if you do land a critical hit. The effectiveness of these skills depends on your build and weapon choice.

Q: How do you load bolts into a crossbow?
A: Loading bolts into a crossbow is done through a "Reload" ability. When you equip a crossbow for the first time, you gain the ability automatically. First equip some bolts, then use the ability to reload.

Q: Do the maps in the wilderness remain persistent? For example, will destroyed huts stay destroyed?
A: Yes, map tiles you clear out stay cleared. However, only certain forts can spawn new huts. Also, plants in these areas will regrow.

Q: Is there any interaction between different creatures?
A: Yes, creatures can fight each other. Some creatures are neutral to each other, while others will attack immediately.

Q: Are there any upcoming changes to the game's map?
A: Yes, the world map is set to change, with a larger map and more biomes coming in a future update.

Q: Will there be any buildings the player can create, like an outpost with a bed and a chest to store things?
A: The game engine supports building creations. Currently you can place a campsite kit anywhere will allows you to sleep and store items. We are considering more options to allow players to live as outcasts, without using towns, which might include the ability to create buildings and other structures.

Q: How often are updates released?
A: Updates are typically released every 1-4 weeks, depending on the size of the update.

Q: Is the house in town with two beds and a chest a safe spot to stash loot?
A: In older versions of the game this was a safe spot. In the current version you can rent a room at the inn, buy a house, or place a campsite kit.

Q: Do the skulls on the map, indicating danger levels, change color or disappear when all enemies in that zone are eliminated?
A: Currently, the only way to affect danger level on the overworld is by clearing Gremlin or Bandit forts, which then disappear from the map. These forts generate faction influence, which partially contributes to the danger level of tiles. However, these forts will randomly respawn over time in areas with no influence.

Q: Will each update require starting a new character, or will this only be necessary with major updates?
A: We aim to minimize save-file breaking with our updates, especially once we reach v1.0. However, some updates, particularly those involving new world elements like dungeons, may require a new world generation. Non-world generation changes, like new Skills, should work fine between versions. Save compatibility is also mentioned in the patch notes for each update.

Q: Is it necessary or recommended to create a new character for each update to ensure proper game functionality?
A: If there's a version discrepancy, you change your version within the options in steam to continue your saved game using the old version. Right-click the game in your steam library, select betas, and then select the version from the drop down.

Q: What is the difference between danger level and difficulty level in the game? Do they correlate in any way?
A: Danger levels indicate how likely a map event is to be triggered, with different levels presenting a different percentage chance of an event occurring. Difficulty Level, on the other hand, is an estimation of how challenging a dungeon will be. It does not correlate to player level or any other numbers and is handpicked to provide an idea relative to other dungeons.

Q: What is the use of items like Rings, Necklaces, Parchment, Quill and Inkpot, Burned Books in the game?
A: Rings and Necklaces have specific uses in the game, which we encourage players to discover on their own. As for Parchment, Quill and Inkpot, Burned Books, currently they have no specific use apart from selling to the general store or for fetch/restock quests.

Q: How can I find which item is cursed in my inventory?
A: A cursed item will be labeled as such in your inventory. However, it doesn't necessarily have to be an equipped item; it could be any piece of gear in your bag or one of your rings.

Q: Is there a mechanic somewhere to remove curses?
A: Look for Leafborn Villages on the map. They have light green faction influence on the overworld map.

Q: How can I acquire the travel skill in the game?
A: You can obtain the travel skill through two methods. One is during character creation, and the other is by exploring a mountain biome, which will automatically discover the skill on entry.

Q: How many skills are there in total and how can they be unlocked?
A: As of now, there are 12 non-combat skills in total. Most of these can be unlocked by investigating or interacting with workbenches and other items. The remaining four skills (Chivalry, and Nature Magic) can only be unlocked during character creation or through discovery scrolls.

Q: Can the "Fayde" enemies that are immune to physical attacks be defeated in the game?
A: Yes, Fayde enemies can be defeated by using certain weapons or abilities. Even though they can curse your items, the game does have mechanisms to remove these curses. However, the strategy to defeat Faydes might not be immediately obvious and may require some experimentation.

Q: Is there any way to avoid being cursed by "Fayde" enemies?
A: Fayde enemies take time to curse you, and you usually get a warning when a Fayde is nearby. In such situations, it's advisable to either look for them and eliminate them or try to leave that area.

Q: Is there a mechanic in place to balance the occurrence of "Fayde" enemies in the game?
A: The spawning of Fayde enemies is currently being fine-tuned to ensure a balanced gameplay. One suggestion under consideration is to set a timer so that Faydes won't appear until a certain number of turns have passed. We acknowledge the need for better explanations of game mechanics to new players.

Q: Can "Fayde" enemies attack you through walls or without line of sight?
A: Fayde enemies can only curse you while they are in their visible state. When they enter a "skulking" state, they move further, are harder to see, but won't use abilities.

Q: Is the frequency of "Fayde" enemy appearances a bug or intentional game design?
A: The frequency of Fayde appearances is intentional, designed to challenge and potentially punish overly greedy players. However, feedback from players is being taken into account to further refine this mechanic.

Q: Will there be more powerful entities that slowly take over a castle?
A: Yes, there will be more of these powerful entities, and they will fight each other.

Q: In the release 1.0 version, will starting classes be relevant just for the beginning of the game or will there be class-specific skills?
A: We are planning class-specific skill trees to improve replayability and make starting classes more relevant beyond the game's beginning.

Q: Where can I find my character's hunger level?
A: Currently, there is no hunger bar. The hunger mechanic is in place to prevent players from continually healing by passing turns. Hunger increases very slow while at full health.

Q: Why do enemies only seem to set off traps in unexplored rooms?
A: The faction that owns a dungeon is aware of its traps and will usually avoid them, but they may still be forced onto a trap under certain circumstances.

Q: Is "Skin Cream" available in the game?
A: Yes, Skin Cream is one of the items sold by the Leafborn faction.

Q: How can I make gold early on in the game?
A: Check the job board in town. The "Gremlin Terror" quest, advertising quests, and delivery quests are all good sources of early-game income.

Q: Are there any plans to add player housing?
A: Player housing is currently in the game.

Q: How can I level survival skills without using level up points?
A: We are working on adding ways to upgrade every skill through actions.

Q: What is the early gameplay loop/start? How can I make money early on? Are there any repeatable dungeons? Do exploration areas respawn?
A: In the early game, it's suggested to stay in low danger exploration areas, complete easy quests from towns, and make sure to have basic supplies like bandages and antidotes. Explored areas that are not dungeons should reset each time you enter them. You can also make money by selling gear collected from low-level enemies.

Q: Will travel weariness decrease more slowly on roads?
A: Yes, currently roads provide a +25% resistance to travel weariness.

Q: Will there be potions to temporarily increase travel fortitude or decrease travel weariness?
A: None have been added yet, but since travel fortitude is now a stat, it could potentially be affected by items such as food, equipment, and enchantments.

Q: Are Travel Fortitude and Weariness Resistance different attributes?
A: "Weariness Resistance" is a name to group all the different bonuses and isn't itself a stat.

Q: How do I get to a certain chest that seems unreachable?
A: Specific skills might be required to reach some chests. There could also be cases where chests appear inaccessible due to the way they're generated.

Q: If a dungeon doesn’t reset, is it worth revisiting a cleared dungeon?
A: If you've thoroughly cleared the dungeon and hauled all the loot out, there's likely no reason to go back.

Q: What does the protection stat do exactly? How does it compare to tenacity and personal resist?
A: Each point of protection mitigates a point of damage from all incoming attacks. Physical Resist reduces the percentage of physical damage from incoming attacks after taking into account protection. Tenacity Resist is the chance that if a snare, slow, silence, knockback, or stun would be applied, it instead isn't. It stacks with other resistance types.

Q: Is dodge from equipment capped at 38%?
A: No, there is no cap on dodge from equipment.

Q: Will the game be translated into German or other languages?
A: The plan is to add other languages around the game's v1.0 release.

Q: How does crafting XP work? Do more ingredients mean more XP?
A: Yes, more ingredients in a recipe will result in more crafting XP.

Q: How long does it take for towns to restock?
A: The restock time for shops isn't straightforward as they have basic and rare loot tables which have different reset timers. It varies depending on the shop.

Q: How can I obtain Mystic Boots from the mushroom?
A: The mushroom is a random spawn in some lava caves and the effects or loot you receive from interacting with it are random.

Q: How do stun chance and stun resist work?
A: Stun resist is the chance that a stun, if it were to apply, doesn't. First, a roll is made to apply the stun, then a roll is made to resist it. This mechanic applies to other similar effects like bleed chance and bleed resist.

Q: Is there anything that increases trap avoidance besides the 25% passive you get in survival? Is there a way to disarm the traps?
A: There are a few ways to increase trap avoidance, including the "Vibrance" and "Ignorance" ancient enchantments, the "Trap Reflexes" trait, and the "Trap Reaction" passive in Athletics. Disarming traps is a feature we might add in the future.

Q: How do I unlock Athletics and Travel skills?
A: To discover Athletics, you need to use the Jump ability once while an enemy is in vision. The Travel skill can be discovered by visiting a mountain biome.

Q: How can I loot containers in keyboard-only mode?
A: Currently, full keyboard support is not yet implemented. We're planning to add more keyboard controls, including inventory navigation and ability targeting, closer to the game's version 1.0 release.

Q: How do you go about disenchanting items to learn the enchantment?
A: To disenchant items, you need to use an enchanting bench, which can be found in temples or occasionally in towns.

Q: Is resting when your character is sitting still not in combat?
A: Resting is when you press space to pass a turn. Resting in bed is a separate action for removing weariness.

Q: Is shadewood used for anything yet?
A: Yes, shadewood is used in weapon experiment quests and enchantment recipes.

Q: Does the game consider the athletics toggle ability Tumble dodging when it triggers allowing agile physique to trigger?
A: No, Tumble is a separate stat and doesn't trigger or count as dodge.

Q: Is it possible to show more than one hotbar at the same time?
A: This feature is currently on our roadmap.

Q: Can the scroll of discovery nature magic only be found in the Leafborn villages and not normal towns?
A: Yes, only Leafborn villages sell them.

Q: How does the game play on the Steam Deck?
A: We've had reports that the game plays fine on the Steam Deck.

Q: Is there any safe place to store items?
A: Yes, in every town you have a house with a bed and a chest which you can access. Items stored in a chest don't magically appear in other town's chests.

Q: Does repairing at Damaged have a higher material cost than repairing at Worn?
A: Worn, damaged, and broken items all have the same repair cost.

Q: Is there a limit on the number of quests you can have?
A: No, there's no limit on the number of quests you can have.

Q: Do I need to use magic in combat to train it?
A: Yes, you gain a small amount of XP for using skills in combat. Magic levels up pretty slow without skill investment.

Q: What game engine does Doors of Trithius use?
A: The game doesn't use an engine, it's written in pure Java.
Last edited by Sineso; May 9, 2023 @ 9:42pm
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Showing 1-15 of 53 comments
Sineso  [developer] May 9, 2023 @ 9:37pm 
Q: Does failing quests have any repercussions?
A: Failing a quest will result in loss of reputation.

Q: When it comes to leveling, is it better to use as many masteries as possible to generate wisdom, or to specialize?
A: Specializing is generally better. You can only equip one weapon at a time. Instead of having them all on level 5, it's better to have one on level 15.

Q: What's the stance on mods for the game once it develops more?
A: It's possible that mods could be added in the future, but we're unsure at this time. Our own content is designed as mods to the core game so in terms of code it's reasonable, but there's a question of if we can set it up and support it properly, and how it all works if we are continuing to develop the game at the same time.

Q: Is there other magic apart from the plant/druid stuff?
A: Currently, we only have nature magic implemented in the game. More diverse and intriguing magic systems are planned, you can find details on our roadmap.

Q: When might we expect more magic systems to be introduced?
A: Our current estimate based on current plans is that there's a 99.9% chance it will be introduced within 2023, an 80% chance within the next 3-6 months, and a 50% chance within the next 1-2 months (written 01/13/2023).

Q: Are there plans for more character avatars or custom-built characters/classes?
A: Yes, each character is going to get its own unique skill. For example, the Knight will have access to Chivalry, and the Brawler will have a new "Brawling" skill tree. We're working on all the new skills for these characters. Later on, we plan to add new characters, likely to go along with new magic schools.

Q: How do shields work with unarmed combat?
A: If you have anything equipped in your off-hand, including shields, you are no longer considered unarmed and can't perform unarmed abilities or gain unarmed damage.

Q: Are there any plans for allowing expansion/resizing of the ability bar?
A: Currently, we have an auto-swap option in the settings which automatically switches to your second hotbar when swapping to your alternate weapon slot. We understand the need for more space and are considering solutions.

Q: How do you survive as a druid at higher levels when summons don't appear to scale up?
A: We are planning to rework the nature magic skill tree. For now, a common strategy is to spawn plants and wolves until stronger enemies are defeated.

Q: What game engine is the game built on?
A: The game was built from scratch, we didn't use a pre-existing game engine like Unity.

Q: Is there an artificer playstyle with turrets, etc., planned or implemented in the game?
A: As of now, there is no turret or trap placement in the game.

Q: How does attack speed and movement speed work?
A: Attack Speed and Movement Speed bonuses are not flat, unlike other stats. They use a formula which prevents you from getting insane speed by stacking many buffs. The formula is = 200 - (BASE_SPEED * (1 + (BONUS/(BONUS+100)))). For example, a weapon with attack speed 100 and bonus speed of 35 from a Draught of Haste ends up giving you 25% reduction of time for attacking (from 100 to 75).

Q: Are there abilities that can only be learned from books?
A: Yes, there are several weapon abilities that can only be learned from books. In the future, trainers will also teach you new abilities.

Q: How does the game determine turn order for entities other than the player?
A: The turn order for entities other than the player is based on the order they are in the entity list, which is nearly random from the player's perspective. Entities more than 30 tiles away have time slowed down to prevent large maps from causing lag.

Q: What is decapitation? Does it mean that if enemy HP is 10, they will be killed instantly?
A: Decapitation in our game is a mechanic where if an enemy's remaining HP is less than or equal to your decapitation value, they will be killed instantly. For example, if an enemy has 40 health and you do 30 damage, they are down to 10 HP. If you have 10 decapitation, they are killed regardless.

Q: How Vengeful Defiance passive, work?
A: With Vengeful Defiance, every time an attack causes you to receive a wound, you gain +5 max damage, and +20% crit damage for 20 turns. It's a powerful passive against enemies with a high wound chance but low damage.

Q: Does the Curse Immunity enchant give curse immunity to every item on the player or is it only for the item that has that enchant?

A: Curse Immunity applies to every item on the player, not just the item with the enchant.

Q: Is there a wiki for the game yet?
A: We don't have a wiki for the game.

Q: Is the rogue's toxin buff permanent?
A: No, the rogue's toxin buff is not permanent. The poison lasts as long as it lasts on the weapon, with no countdown displayed.

Q: Where can Zebrunium be found?
A: Zebrunium can be found in heat caves, which have a difficulty level of 10.

Q: Have you considered creating a Patreon for those who want to provide monthly support?
A: We have considered this, but currently, we would prefer to deliver a v1.0 of the game without asking players for more money than the purchase price. Another option we're exploring is selling a founder's pack that comes with some increased value, such as the soundtrack, older versions of the game, and/or a unique item.

Q: How much do you draw from Dwarf Fortress in terms of world-building, monsters, items, and procedural generation? Can you "plug in" more content over time?

A: We're big fans of Dwarf Fortress and have designed our game to be highly modular. This means we can easily add new traps, enemies, rooms, abilities, and items, and they will seamlessly appear in the world. Our engine has been programmed with the long-term in mind, allowing us to add content over years without breaking anything, with the aim of expanding the world into something truly massive. Even player interactions with the world are not hardcoded in the engine, but are basically mod add-ons.

Q: Do unarmed and bow/crossbow count as "2h" for the purposes of the top line of Chivalry feats?
A: No, currently, the 2h designation is intended for two-handed melee weapons, such as swords, axes, and staves. We acknowledge there's a naming problem that has made this unclear, and we're discussing potential adjustments.

Q: Do twinned daggers count as 2h weapons?
A: Yes, twinned daggers are considered a 2h weapon.

Q: Have you considered using AI image generators to help make pictures for all the items?
A: Yes, we have used AI tools for certain parts of our game. For example, we used AI to generate location images and brainstorm item descriptions. However, AI isn't as effective in creating pixel art, which is a key visual element in our game.

Q: Will you add animation frames to the characters for actions such as walking and fighting?
A: We value fast-paced gameplay and instant response to player actions in our game. While we have small animations for most abilities, adding more extensive animations could slow down the gameplay. We might add more simple animations, especially for magic, to give a sense of impact without affecting the game's speed.

Q: Is there a cheat mode in the game?
A: Yes, there is a debug mode that can be turned on in settings. Pressing the tilde (~) key opens a command console where you can enter various commands.

Q: How do I make special bolts? Are there any recipes in the game?
A: Currently, special arrows can only be bought at shops or looted from the game world. We haven't included recipes for crafting special arrows yet.

Q: How can I open/force locked doors in the game?
A: At present, there is only one locked door in the game. To open it, you need to leave the starting castle and re-enter it from the world map.

Q: How does attack speed work?
A: Each action in the game consumes a certain amount of "time." The faster your attack speed, the less "time" you spend per attack. The formula to determine the time taken is 200 - (BASE_SPEED * (1 + (BONUS/(BONUS+100)))). The larger your attack speed number, the better, as it means less time is spent per action. Time also slows down for entities further away from the player to help with game performance.

Q: How do I exit towns, dungeons, etc.?
A: Press 'B' to escape from towns, dungeons, wilderness tiles, caves, and so on.

Q: I have an 'immune to fire' ring but am still getting fire wounds. Why is that?
A: The 'immune to fire' attribute currently only makes you immune to literal fire on the ground, not fire-based attacks. We acknowledge this can be confusing and are considering making the enchantment cover both fire and fire damage for clarity.

Q: How do you cure a skin rash?
A: You can use tea and wait for it to take effect or use it multiple times. Alternatively, heat and cold creams from the first aid kit can work too when applied multiple times.

Q: Is there a way to not be super encumbered?
A: You can use a house as a stash if you own it. Otherwise, you need to use a chest to store your items securely. Items dropped on the ground, even inside a house, will disappear after a while.

Q: Can we customize our character’s appearance or is it still random?
A: As of now, the character’s appearance is still random, but more customization options will be added in the future, including hair, beard, and starting weapon choices.

Q: Is there information about unique armor sets?
A: Unique armor sets are available in the game, and they can be quite hard to find. Gold chests are the best source of rare loot. Additionally, there's a traveling Armor merchant who sells many of the new items.
Q: Can you learn chivalry without a learning scroll?
A: Currently, there is no other way to learn chivalry except through a learning scroll. The skill will be moving to Squire-class only in a later update and doesn't have a discovery method like other skills.

Q: Is every class going to have their own skill?
A: Every class will have something unique, not always a skill. For example, the Chef class will get unique custom food recipes and poisons. We're considering ways to unlock unique skills from other classes, perhaps with a very high cost, so late-game players can still test various builds.

Q: Are there any other classes planned?
A: Yes, more classes are planned for the future, though these will depend heavily on some upcoming updates related to magic. The aim is to make magic special and involve interaction with the world. Current classes also need more polish to make each unique before adding more.
Last edited by Sineso; May 9, 2023 @ 9:38pm
Sineso  [developer] May 9, 2023 @ 9:38pm 
reserved for future FAQ content
Sineso  [developer] May 9, 2023 @ 9:38pm 
reserved for future FAQ content
Sineso  [developer] May 9, 2023 @ 9:38pm 
reserved for future FAQ content
Sineso  [developer] May 9, 2023 @ 9:39pm 
reserved for future FAQ content
loidtupo Jun 23, 2023 @ 5:30pm 
when update?
Sineso  [developer] Jun 23, 2023 @ 6:19pm 
Originally posted by loidtupo:
when update?
Uploading v0.5.0 right now (to the beta branch).
ThatGuyKhi Jun 30, 2023 @ 7:03pm 
May I have an "ELI5" breakdown of attack speed?

So my axe at 80 is slow and allows the enemies to act after me?
But if my atk speed is double that, does that mean I get multiple actions or strikes before the enemy?
Thanks :ErannorthRebornCampfire:
Sineso  [developer] Jun 30, 2023 @ 8:49pm 
Originally posted by ThatGuyKhi:
May I have an "ELI5" breakdown of attack speed?

So my axe at 80 is slow and allows the enemies to act after me?
But if my atk speed is double that, does that mean I get multiple actions or strikes before the enemy?
Thanks :ErannorthRebornCampfire:

Yes, you are understanding it correctly.

Whenever you take an action, time passes. What does this mean? It means all entities in your zone get that amount of time banked. Then, when they next take their turn, they keep taking actions until they've used up their banked time.

If you have a very fast weapon, you only give the enemy a tiny bit of time. If they lack the necessary time banked to take an action they will pass their turn, meaning you get to attack again without them doing anything.

50 is very slow
80 is slow
100 is standard, and is also the speed of resting, eating, and opening doors.
120 is fast
150 is very fast

A 100 speed weapon can attack about twice in the time it takes for a 50 speed weapon to attack.

We used to have it so abilities and items said exactly how much time would pass, but this was confusing to players since higher numbers usually means good. This is why we changed them to instead say "speed" and added a calculation to convert this to time.

Does this help? It's a bit hard to ELI5, but I did my best.
Last edited by Sineso; Jun 30, 2023 @ 8:54pm
ThatGuyKhi Jul 1, 2023 @ 5:19am 
Originally posted by Sineso:
Originally posted by ThatGuyKhi:
snip

Yes, you are understanding it correctly.

Whenever you take an action, time passes. What does this mean? It means all entities in your zone get that amount of time banked. Then, when they next take their turn, they keep taking actions until they've used up their banked time.

If you have a very fast weapon, you only give the enemy a tiny bit of time. If they lack the necessary time banked to take an action they will pass their turn, meaning you get to attack again without them doing anything.

50 is very slow
80 is slow
100 is standard, and is also the speed of resting, eating, and opening doors.
120 is fast
150 is very fast

A 100 speed weapon can attack about twice in the time it takes for a 50 speed weapon to attack.

We used to have it so abilities and items said exactly how much time would pass, but this was confusing to players since higher numbers usually means good. This is why we changed them to instead say "speed" and added a calculation to convert this to time.

Does this help? It's a bit hard to ELI5, but I did my best.
Yup that was very helpful.
Dester Jul 4, 2023 @ 10:23am 
Does this game have any plans to introduce multiplayer in the future?
Sineso  [developer] Jul 4, 2023 @ 7:36pm 
Originally posted by Dester:
Does this game have any plans to introduce multiplayer in the future?
No plans for multiplayer.
Darbie Jul 4, 2023 @ 8:43pm 
"Q: Do unarmed and bow/crossbow count as "2h" for the purposes of the top line of Chivalry feats?
A: No, currently, the 2h designation is intended for two-handed melee weapons, such as swords, axes, and staves. We acknowledge there's a naming problem that has made this unclear, and we're discussing potential adjustments."

Just designate "Two-Handed Melee weapons" in the skill if this is still a thing.

"Q: Is there an artificer playstyle with turrets, etc., planned or implemented in the game?
A: As of now, there is no turret or trap placement in the game."

Nature Magic plants are kind of this playstyle. If all you do is spend your Energy on plants, you can get quite a few out there.
Fireflie Jul 14, 2023 @ 2:36pm 
So, can you fully level up everything if you want to? Personally, that takes some fun out of the game. Everyone can make the most optimized character every time. Giving initial options to choose from is pointless if you can just go back later and get everything in the game. I'd love to see a charcter pick 1-2 major skills and 1 major weapon skill whose tree you can fully unlock, then 2-3 minor skills, that can you can unlock 90% of, and then everything else is capped at %50 of the skill tree. That would make picking/choosing traits and creating a character more challenging and therefore more meaningful.
Galaturc Jul 17, 2023 @ 3:04pm 
Originally posted by Fireflie:
So, can you fully level up everything if you want to? Personally, that takes some fun out of the game. Everyone can make the most optimized character every time. Giving initial options to choose from is pointless if you can just go back later and get everything in the game. I'd love to see a character pick 1-2 major skills and 1 major weapon skill whose tree you can fully unlock, then 2-3 minor skills, that can you can unlock 90% of, and then everything else is capped at %50 of the skill tree. That would make picking/choosing traits and creating a character more challenging and therefore more meaningful.

The current build allows the player to level everything at the moment. At around level 50+, I was able to master 90% of all skill trees. This is acceptable as I believe it allows players and devs to test all skills and report bugs more effectively.

I suspect that as we get closer to the release version, investing in focus points for each skill tree will require more wisdom points as the player advances higher in a given skill tree. For instance, if you are leveling from level 3 to 4 in enchanting, that will cost you 1 wisdom point, but if you're leveling from 9 to 10, that may cost you 2 wisdom points, and 13 to 14 may cost you 3 wisdom points.
Last edited by Galaturc; Jul 17, 2023 @ 3:04pm
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Date Posted: May 9, 2023 @ 9:36pm
Posts: 53