Go for it I actually plan on drawing my concept for vitality
Well, it will be long, luckly I have already wrote all of this somewhere else and now I don’t need to write all of this again.
Weapons that aren’t being held by the user, instead they float around him. They are different from normal weapons. They have pre-set skills like normal ones, with skills being unlocked with vitality points. Unlike normal weapons, spirit weapons’ skills are customisable via character tab. The player should create his weapon in this tab before being able to use it. After creating, he can change skills of weapon, this works not like spells or techniques but works like normal weapon skills, though they are customisable.
All players before their first awakening can only create one weapon, Wardens can have second weapon along with 10% dmg resistance as first awakening and third along with 10% dmg resistance as second awakening, Paladins and Juggernauts gain magic/fighting styles imbuement into spirit weapons as their first awakening and choice of getting second slot for magic/fighting style/spirit weapon with 10% dmg resistance as their second awakening, Knights’ first awakening stays the same but its buff works also on spirit weapons, and they get second spirit weapon slot along with 10% dmg resistance as second awakening, and finally Savants’ awakenings are changing in the same way but they won’t get dmg resistance.
Now about creating process. First, the user should choose weapon type. For example, spirit orb, spirit blade, spirit staff, spirit shield. Second, the user should customise skills for his weapon. Important note!!!: none of skills are moving the user. Also all of weapons can block without hp cost, but staffs’ block is weak, orbs’ block is strong, blades’ block is stronger and shield’s block is the strongest (no durability bar like normal shields). First skill: Strike: the weapon flies/shoots with high speed towards cursor (no hp drain). Orbs and shields just slam into surface or enemy they hit, Blades impale enemies or surfaces, Staffs shoot soul-like projectiles. This skill has properties like amount of hits, attack size, or ultimate art selection, however there are no imbodiment like in spells or techniques, making it closer to weapons. Second skill and all others are different for each weapon type.
Orb (a glowing orb that flies behind user and sometimes spins around as idle animation): Orbit spin: the orb spins around the user at high speeds, slowly draining user’s hp and energy, damaging everyone around and deflecting projectiles with a chance, with chance being higher if its bow’s arrow or slow magic attack/ shot technique, and being lower if its firearm’s bullet or fast magic attack/shot technique. In all, the speed of projectile affects deflection chance of this orb skill. The amount of spins and radius of orbit, along with orbit’s angle, are properties of this skill. Neutron star: the orb flies on top of user’s head/to the cursor and emits shockwave that does medium-small dmg but high knockback, with draining user’s hp and energy. Can be self or placed, also the amount and size of shockwaves can be chosen, along with type (pillar/shockwave/sphere).
Blade (sword that flies on the side of the user): Blade draw: Hurricane: the blade spins at high speeds in front of the user, slashing anyone in range, slowly draining user’s hp and energy and deflecting projectiles like orb’s Orbit spin, but unlike it, this skill should be held instead of chosen amount of spins, also the angle can’t be altered, the blade is spinning right in front of the user, but knockback of this attack can be only when key is released (higher dmg) or no knockback (lower dmg). Blade draw: Silent soul: the blade does Iai attack towards cursor, absorbing some of user’s health and energy, amount of slashes can be determined.
Staff (the only weapon that always stays near user and never move during skills): Dome protection: summons a dome that deflects projectiles and slowly drains user’s hp (amount of seconds the dome exists is chosen through customisation of skill). Also enemies will have dot dmg while standing inside the dome, and the user with his allies are gaining knockback resistance. Can be self or placed. Dome size is changeable. Spiritual cure: the staff emits a wave giving buffs to the user and his allies with draining the user’s hp. The list of buffs with only one being chosen by the user: healing (heals more hp than drains), damage reduction, damage boost, agility
and attack speed boost, attack destruction and attack size boost.
Shield (glowing shield that slowly spins around the user): Total protection: the shield becomes bigger, slowly draining user’s hp, covering almost 180° and deflecting projectiles with higher chance, the angle of protection and shield’s existing time can be chosen by the user. Does not affecting enemies but they can’t pass through the shield, even with skills. Spirit slam: the shield absorbs some of user’s hp, slams itself into the ground and flings anyone away, stunning them for a while. Can be self or placed.
When the user has more than one spirit weapon, he can still use all of them through a single item in their inventory, with the icon of it being a combination of spirit weapons’ icons what are being used. When this item is being wielded, the user goes into a pose (it can be chosen) and all of his weapons are appearing next to him. The spirit weapons’ attacks are not cut down when the user switchs to magic or something other, so its possible to activate some spirit weapons’s skills like staff’s Dome protection and start attacking with magic for example. All spirit weapons become weaker when high insanity and stronger when high warding.
Spirit Alignments or Paths:
Chosen from the beginning of the game, there are multiple paths you can choose from which have different skills and visuals. You can only switch your alignment by using a special item found only in the dark seas from ghost shipwrecks.
Alignments (just random ones to explain how it would work)
Vengeance: High damage, low aoe, high range. You soul has been affected by spirits of the past, stirring up your hunger for taking revenge on those who have wronged you. Color: red, visuals: twin daggers.
Prosperity: Medium damage, high dot, medium aoe, medium range. Your soul is accustomed to prosperous conditions, and you rely on slowly chipping your opponents HP while lounging around. color: white, visuals: spellbook
Destruction: Medium damage, high aoe, low range. You feel the urge of destruction, to destroy every tree, every rock to get what you want. color: dark purple, visuals: scythe
each path would have slightly different base abilities, the only difference being their stats. all paths would have a special skill that gives you more hp regen, but takes away hp to cast your spells alongside energy. this would also give a boost to your damage of everything you use.
hybrids: vitality hybrids, upon awakening, are able to align their paths with the other abilities they use, causing the skills to be the color of the alignment along with affecting the stats. the alignment skills would inflict statuses and would change slightly to the color of the abilities you use.
Spirit Skills
The vitality equivalent to spells techniques and weapons. These skills use health instead of energy.
There are different types of spirit arts similar to fighting styles. Different spirit arts have different stats and some have additional effects. Currently unsure how changing spirit arts would work.
Spirit Arts:
Basic Spirit
Vitality: 0
Size: 1x
Speed: 1x
Damage: 1x
Nimble Spirit
Vitality: 30
Size: 0.8x
Speed: 1.5x
Damage: 0.925x
Sturdy Spirit
Vitality: 50
Size: 1.3x
Speed: 0.6x
Damage: 1x
Burning Spirit
Vitality: 80
Size: 0.9x
Speed: 1.2x
Damage: 0.9x+0.315x=1.215x
Burns enemies
Frigid Spirit
Vitality: 80
Size: 1.1x
Speed: 0.8x
Damage: 0.975x
Freezes enemies
Peaceful Spirit
Vitality: 100
Size: 1x
Speed: 1x
Damage: 0.75x
This spirit art uses energy instead of health
Raging Spirit
Vitality: 100
Size: 0.9x/1.1x
Speed: 1.1x/1.3x
Damage: 0.925x/1x
Gains rage by destroying terrain. Once rage is full it drains and gives a temporary buff.
Strong Spirit
Vitality: 80
Strength: 80
Size: 1.2x
Speed: 0.7x
Damage: 0.95x
Applies dazed to enemies
Noble Spirit
Vitality: 80
Weapons: 80
Size: 1.1x
Speed: 0.8x
Damage: 0.9x+0.27x=1.17x
Causes enemies to bleed
Ominous Spirit
Lost Spirit Art
Vitality: 200
Size: 1.2x
Speed: 1.3x
Damage: 0.975x
Uses more health than other spirit arts and drains enemies
Skills:
Lvl 30: Burst- AOE attack like self explosion
Lvl 60: Bomb- projectile attack
Lvl 90: Charge- Teleport attack similar to flash strike
Lvl 120: Hook- Throws out a chain that grabs enemies and pulls them towards you
Lvl 150: Link- Link your soul to another person’s which causes damage to be split between you and the linked person for 30 seconds
Lvl 180: Bolt- Shot like ranged attack
Rare Skill
Lvl 160: Implosion- Very large AOE that pulls enemies towards you and then explodes
Upon awakening Wardens gain a second spirit art while paladins, juggernauts, and knights, would be able to imbue their spirit arts into their magics, fighting styles, and weapons respectively.
no heroic spirit?
Here
Heroic Spirit
Vitality: 150
Size: 1.1x-1.2x
Speed: 0.8x-1x
Damage: 0.9x-1x
Stats increase based on how much health you’ve lost
Thanks for the idea
What if spirit weapons just linked to the whole concept of spirits and beliefs more?
Like, there’s spirit weapons in the form of them being directly linked to your soul.
There’s spirit weapons in the form of them being linked to spirits, warding off spirits, etc…
and spirit weapons based on manifesting beliefs of the holders, cultural, religious, traditional.
Also vitality should increase stamina. The reason for it not doing so before was because fighting styles and weapons used to use it but now all moves use energy so it could happen now
i always imagined vitality purely being a supplement to other classes, instead of being its own thing
for example, paladins would essentially get 0.5 spirit points for every point they put in vitality, along with the regular +4 health per point
and for every magic skill, vitality would get an altered version with slightly higher requirements for spirit points than its magic equivalent
when the spirit points meet the requirement, you can create a special spirit alternative of the skill, costing health in exchange for a boost of some sort, and alternative visuals
for warden, you obtain 0.5 spirit points for the spirit equivallent of magic, weapons, and strength per stat
savant is basically the same as warden, except you gain 0.25 spirit points per stat point, and
every 5th spirit point also counts torwards regular magic, weapons and strength skill requirements, allowing you to slowly obtain lower requirement skills from stats you dont put points in
please pick apart my idea
There are page named “Player professions” on trello already, your ideas are simular to it but work only for vitality users
???
bro
what
choice done by player what affects his gameplay somehow, yes maybe only I can see your vitality suggestions and that player professions page as something simular
You know, your and my vitality concepts can be connected. I mentioned some kind of item in my thoughts what is used to control spirit weapons, what if this item is some kind of artifact with properties of your spirit alignments being chosen by player?
I remember trello page about magic users will get magic-casting weapons like wand, tome or crystal ball to cast magic with instead of by hands or legs, why not vitality users to have the same thing?
thats not what i mean its just a description, choice doesnt have any part in it
Agree its weird
And what about this great idea, hook and link skills can be connected to my idea by adding soul chain weapon, these skills would perfectly fit it, and rare spirit art scroll Implosion can be used to any weapon. What about spirit arts, they are more simular to some kind of ability high-level players of all builds (nearly lvl 600) would unlock in the storyline, simular to awakenings.
What i had in mind is for vitality users to have something mystique like deepwoken’s bell. But i like this one much better circleless magic for the win