Mandragora: Whispers of the Witch Tree

Mandragora: Whispers of the Witch Tree

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How varied are the equipment loot rolls and skill tree?
For those who have the game, how varied are the equipment loot rolls and the skill tree? Does equipment or skill tree only increase stats? e..g. strength, constitution, etc.

Mainly I'm seeing if gear/skills can create specialized builds. Like a magic ability can cast 3 projectiles, but gear can give +1 projectile so you have 4 projectiles.
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Showing 1-5 of 5 comments
iWoF Apr 17 @ 12:54pm 
Gear as of right now does not modify skills like that. But you can modify the skills themselves to do what you said. ex: chain lightning starts at 1 enemy. getting the 2nd mod allows it to chain to +3 enemies instead.
Majber Apr 17 @ 10:14pm 
Originally posted by iWoF:
Gear as of right now does not modify skills like that. But you can modify the skills themselves to do what you said. ex: chain lightning starts at 1 enemy. getting the 2nd mod allows it to chain to +3 enemies instead.
how modify skills?
Geist Apr 17 @ 10:54pm 
From what I have seen so far it is better to craft your own gear most of the time.
Mike Apr 17 @ 11:00pm 
I have about 9hrs in the game so far but let me break it down the best I can.

GEAR/loot:
- Gear is not RNG based so don't expect diablo style loot.
- gear is closer to a souls game where each piece has predefined stats and the player mixes and matches them fit their build. Stats are much more interesting then the usual souls game so they do play a bigger role in putting together a build then most modern souls games where they are mostly for fashion
- You obtain gear bu killing certain enemies to get their weapons/armor, you can buy gear from vendors you find, and you can find crafting sets, which you can craft with materials you find.
- Weapons, Relics (used to cast spells), shields all have inherent skills attached to them.

Skill Tree:
- The best comparison I can make is a more simple POE style passive tree that is separated into 6 classes, where the small nodes are simple attribute nodes, there are medium size nodes that can give small stat bonuses like (cahnce to burn, bleed, armor,...etc), then there are the BIG build chancing passive nodes that will define your build.

- At level 25 all skill trees become usable so you can make a build out of multiple class trees.

Active Skills:
- Active skills are separated for each class so most of the time inorder to use them you need the corresponding relic, or weapon type.
- Active skills can be upgraded each with its own mini passive tree (usually 4-5 nodes). One example is the flame enchant skill can be upgraded to be use without a relic so you can fire buff two handed weapons.
- You can have 6 active skills on at any time which makes up to 8 usuable skills on a build if you included the skills built into certain weapons.
- melee skills are activated using adrenaline, which are built up using normal attacks, you can spec into nodes to allow for fast adrenaline gain.
- Spells all use mana, which can be refilled through mana potions or through passive nodes that grant mana regen in different ways.

Theory crafting/class synergies:
- The core mechanic that allows for very good build crafting is the ability to instantly switch to another weapon, and your another set of active skills. This is instant so you can literally do a great sword combo quick swap to your fire spells and cast some fire spells.
-------------------------------------------

Example of a early game build only 9hrs into the game:
My current build is a Vangard/Flamewaver Hybrid using a mace and shield combo.
- My passives are.....reduces all mana costs, converts 50% of my physical weapon damage to fire, causes an explosion on every 5th attack string, restored mana for each nearby burning enemy, killing enemies regens 20 adrenaline,
- My skills are Flame wall (free with mana regen), flame enchant to coat weapon in fire (more fire damage/chance to cause burn), shield charge, Charged heavy attack (passive allows for fast charge the more strength you have),..etc.
- Most of my gear is stacking burn chance to proc burn as much as possible, so at this point I have almost infinite mana regen because enemies are always burning generating me mana to use.

So my build is pretty much a hybrid melee/caster hybrid that uses flame wall to set enemies on fire, while they are on fire I quick swap to my shield and go on the offensive with melee triggering my explosions and building up my shield charge which can stun enemies, and while they are stunned I can cast more flame walls and they are just standing in fire lol.

This is just ONE example that is only a level 34 character and is only using SIX passives out of the total 102 main passive nodes across the 6 skill trees, so there is quite a bit of theory crafting and build diversity here.

Early game is kind of basic but it really starts to open up once you get to level 25 and have free reign to mix and match any passive you want. Also there is full respecing of the passive trees so you can try different things out to see what fits your build the best.
Blowfeld Apr 18 @ 1:14am 
Originally posted by Mike:
I have about 9hrs in the game so far but let me break it down the best I can.

GEAR/loot:
- Gear is not RNG based so don't expect diablo style loot.
- gear is closer to a souls game where each piece has predefined stats and the player mixes and matches them fit their build. Stats are much more interesting then the usual souls game so they do play a bigger role in putting together a build then most modern souls games where they are mostly for fashion
- You obtain gear bu killing certain enemies to get their weapons/armor, you can buy gear from vendors you find, and you can find crafting sets, which you can craft with materials you find.
- Weapons, Relics (used to cast spells), shields all have inherent skills attached to them.

Skill Tree:
- The best comparison I can make is a more simple POE style passive tree that is separated into 6 classes, where the small nodes are simple attribute nodes, there are medium size nodes that can give small stat bonuses like (cahnce to burn, bleed, armor,...etc), then there are the BIG build chancing passive nodes that will define your build.

- At level 25 all skill trees become usable so you can make a build out of multiple class trees.

Active Skills:
- Active skills are separated for each class so most of the time inorder to use them you need the corresponding relic, or weapon type.
- Active skills can be upgraded each with its own mini passive tree (usually 4-5 nodes). One example is the flame enchant skill can be upgraded to be use without a relic so you can fire buff two handed weapons.
- You can have 6 active skills on at any time which makes up to 8 usuable skills on a build if you included the skills built into certain weapons.
- melee skills are activated using adrenaline, which are built up using normal attacks, you can spec into nodes to allow for fast adrenaline gain.
- Spells all use mana, which can be refilled through mana potions or through passive nodes that grant mana regen in different ways.

Theory crafting/class synergies:
- The core mechanic that allows for very good build crafting is the ability to instantly switch to another weapon, and your another set of active skills. This is instant so you can literally do a great sword combo quick swap to your fire spells and cast some fire spells.
-------------------------------------------

Example of a early game build only 9hrs into the game:
My current build is a Vangard/Flamewaver Hybrid using a mace and shield combo.
- My passives are.....reduces all mana costs, converts 50% of my physical weapon damage to fire, causes an explosion on every 5th attack string, restored mana for each nearby burning enemy, killing enemies regens 20 adrenaline,
- My skills are Flame wall (free with mana regen), flame enchant to coat weapon in fire (more fire damage/chance to cause burn), shield charge, Charged heavy attack (passive allows for fast charge the more strength you have),..etc.
- Most of my gear is stacking burn chance to proc burn as much as possible, so at this point I have almost infinite mana regen because enemies are always burning generating me mana to use.

So my build is pretty much a hybrid melee/caster hybrid that uses flame wall to set enemies on fire, while they are on fire I quick swap to my shield and go on the offensive with melee triggering my explosions and building up my shield charge which can stun enemies, and while they are stunned I can cast more flame walls and they are just standing in fire lol.

This is just ONE example that is only a level 34 character and is only using SIX passives out of the total 102 main passive nodes across the 6 skill trees, so there is quite a bit of theory crafting and build diversity here.

Early game is kind of basic but it really starts to open up once you get to level 25 and have free reign to mix and match any passive you want. Also there is full respecing of the passive trees so you can try different things out to see what fits your build the best.
Fantastic summary, Mike. Thanks!
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