Buy Now from Android Marketplace
Buy Now from Android Marketplace

postheadericon Skills and Abilities and Spells

Deadly Dungeons will feature a unique, classless leveling system.  The skills, abilities, and spells can be selected and combined to create custom characters.  At release, there will be 32 skills, abilities, and spells to level up your character with.  It is similar to a talent-based system, but talents are not exclusive to any predefined class.

At each level, the player will be able to allocate 5 points between the 4 attributes: strength, endurance, agility, and magic.  Then, they may allocate a single point in a skill, ability, or spell.  With the right build a person create a character that fits within the boundaries of a classic rpg class such as a barbarian, warrior, paladin, cleric, druid, mage, shaman, ranger, or spellsword.

This system is meant to be highly configurable and easy to extend.  If anyone has any ideas for extra talents, then by all means share them. Here is a listing of all the skills, abilities, and spells that will be available at release:

 

Weapons


Staff
Magic enhancements added per level
level 1 - Magic Stats * 1.5
level 2 - Magic Stats * 2
level 3 - Magic Stats * 2.5

Sword
Damage enhancements added per level
level 1 - Damage + 10%
level 2 - Damage + 20%
level 3 - Damage + 30%

Axe
Damage enhancements added per level
level 1 - Damage + 10%
level 2 - Damage + 20%
level 3 - Damage + 30%

Bow
Armor piercing enhancements added per level
level 1 - Pierce + 5%
level 2 - Pierce + 10%
level 3 - Pierce + 15%

Armor


Cloth
Magic enhancements added per level
level 1 - Magic Stats * 1.5
level 2 - Magic Stats * 2
level 3 - Magic Stats * 2.5

Leather
Agility enhancements added per level
level 1 - Agility Stats * 1.5
level 2 - Agility Stats * 2
level 3 - Agility Stats * 2.5

Scale
Magic Defense enhancements per level
level 1 - Magic Defense + 10%
level 2 - Magic Defense + 20%
level 3 - Magic Defense + 30%

Plate
Physical Defense enhancements per level
level 1 - Physical Defense + 10%
level 2 - Physical Defense + 20%
level 3 - Physical Defense + 30%

Fighting


Berserk
Increases physical damage but reduces health (Cost 5% health per second)
level 1 - 15% damage increase with melee
level 2 - 30% damage increase with melee
level 3 - 45% damage increase with melee

Holy Strike
Massive attack (Cost 100% mana, must be full)
level 1 - 50% damage increase with melee
level 2 - 100% damage increase with melee
level 3 - 150% damage increase with melee

Multi Shot
Shoot multiple arrows at once
level 1 - 2 arrows on a single target
level 2 - 2 arrows on target 1 arrow on other occupying tile
level 3 - 2 arrows on target 2 arrows on other occupying tile

Shield Wall
Increases Defense of Shields
level 1 - 50% shield defense increase
level 2 - 100% shield defense increase
level 3 - 150% shield defense increase

Health


Health Potion
Increase health potion effectiveness
level 1 - HP + 20%
level 2 - HP + 40%
level 3 - HP + 60%

Mana Potion
Increase mana potion effectiveness
level 1 - Mana + 20%
level 2 - Mana + 40%
level 3 - Mana + 60%

Health Regeneration
Natural health regeneration
level 1 - 1% per 2 sec
level 2 - 2% per 2 sec
level 3 - 3% per 2 sec

Mana Regeneration
Natural mana regeneration
level 1 - 1% Mana per 2 sec
level 2 - 2% Mana per 2 sec
level 3 - 3% Mana per 2 sec

Healing Spells


Lay Hands
One off healing that drains all mana (Must have at least 50% total mana)
level 1 - 25% of health restored
level 2 - 50% of health restored
level 3 - 75% of health restored

Mend Wounds
Healing spell (Cost = level * 4)
level 1 - level + 1 hp per magic stat
level 2 - level + 2 hp per magic stat
level 3 - level + 3 hp per magic stat

Growth
Regeneration spell (Cost = level * 4)
level 1 - 2 hp per magic over 10 sec
level 2 - 3 hp per magic over 10 sec
level 3 - 4 hp per magic over 10 sec

Miracle
Removes status effects (Cost = level * 4)
level 1 - 20% chance to remove
level 2 - 40% chance to remove
level 3 - 60% chance to remove

Fire Spells


Fire Arrow
Direct damage fire attack (Cost = level * 4)
level 1 - damage = magic
level 2 - damage = 1.5 * magic
level 3 - damage = 2.0 * magic

Fireball
Projectile damages all creatures in single tile (Cost = level * 6)
level 1 - damage = magic
level 2 - damage = 1.5 * magic
level 3 - damage = 2.0 * magic

Circle of Flame
Creatures in adjacent tiles take damage, active until canceled or out of mana (Cost = level per 3 sec)
level 1 - damage = magic * 0.25 every 3 sec
level 2 - damage = magic * 0.5 every 3 sec
level 3 - damage = magic * 0.75 every 3 sec

Blast
Creatures in adjacent tiles take damage, one hit spell (Cost = level * 4)
level 1 - damage = magic * 0.25
level 2 - damage = magic * 0.5
level 3 - damage = magic * 0.75

Ice Spells


Ice Bolt
Direct damage ice attack (Cost = level * 4)
level 1 - damage = magic * 0.5 + 10% chance to slow
level 2 - damage = magic + 20% chance to slow
level 3 - damage = magic * 1.5 + 30% chance to slow

Blizzard
Creatures in adjacent tiles take damage, active until canceled or out of mana (Cost = level per 3 sec)
level 1 - damage = magic * 0.25 every 5 sec + 5% chance to slow
level 2 - damage = magic * 0.5 every 5 sec + 10% chance to slow
level 3 - damage = magic * 0.75 every 5 sec + 15% chance to slow

Frozen Armor
Armor of ice that reduces damage and freezes enemies that attack near player (Cost = level per 5 sec)
level 1 - reduce damage by 10% + 2% chance to freeze
level 2 - reduce damage by 20% + 4% chance to freeze
level 3 - reduce damage by 30% + 8% chance to freeze

Frost
Slows adjacent creatures (Cost = level * 5)
level 1 - 25% chance to slow
level 2 - 50% chance to slow
level 3 - 75% chance to slow

Lightning Spells


Lightning Arc
Direct damage lightning attack (Cost = level * 5)
level 1 - damage = magic + 0.25 to enemy in same tile
level 2 - damage = magic * 1.5 + 0.25 to enemy in same tile
level 3 - damage = magic * 2.0 + 0.25 to enemy in same tile

Electrocute
Direct damage percentage lightning attack (Requires level * 8 mana and drains all mana)
level 1 - reduce creature to 90%
level 2 - reduce creature to 75%
level 3 - reduce creature to 60%

Charge
Next spell deals increased damage (Cost = level * 4)
level 1 - increase by 50%
level 2 - increase by 100%
level 3 - increase by 150%

Overload
Small area of effect damage with chance to stun (Cost = level * 4)
level 1 - damage = magic * 0.1 + 20% chance to stun
level 2 - damage = magic * 0.2 + 40% chance to stun
level 3 - damage = magic * 0.3 + 60% chance to stun