I have created a Talent Tree system for use in Dark Souls. It's primarily intended for PVE, but if you want to stick to the rules of the system in PVP as well that's fine too.
Before getting to the talent trees themselves, I will first list the basic rules associated with them:
1. You get to pick one Talent for every tenth level. For the purposes of this system, level 10 counts as a tenth level regardless of starting level.
2. Classes also start with a number of Talents from the get go. (Except Deprived, who gets to freely pick up to five talents between the tiers of I and III)
3.Stat requirements for Talents do not apply to characters starting off with them. (Including the ones gained through special abilities.)
4. Special abilities, as detailed in the Starting Class Talents image, are forfeit if not used before or during your first visit to Firelink Shrine.
Starting Class Talents
Weapon Talent Trees:
- One-handed Swords
- Pole Weapons
- Axes
- Hammers
- Daggers
- Whips
- Fist Weapons
- Heavy Weapons
- Archery
Defensive Talent Trees:
- Armour
- Shields
Magic Talent Trees:
- Sorcery
- Pyromancy
- Miracles
- Dark Magic
- Sealer Magic
Notes:
- Sealer Magic exists because I needed a place to put some leftover spells. The extra miracles and Basic Miracles requirement are there for roleplaying reasons.
- Deprived characters are the only ones with access to Occult Weaponry. This is because I needed a place to put this leftover upgrade path, since there were no appropriate talents for it. The reasoning for giving them to Deprived characters? You find an Occult Club in Anor Londo, and I just like the idea of an "empty" character using heretical weaponry to steal divine power for himself.
Before getting to the talent trees themselves, I will first list the basic rules associated with them:
1. You get to pick one Talent for every tenth level. For the purposes of this system, level 10 counts as a tenth level regardless of starting level.
2. Classes also start with a number of Talents from the get go. (Except Deprived, who gets to freely pick up to five talents between the tiers of I and III)
3.Stat requirements for Talents do not apply to characters starting off with them. (Including the ones gained through special abilities.)
4. Special abilities, as detailed in the Starting Class Talents image, are forfeit if not used before or during your first visit to Firelink Shrine.
Starting Class Talents
Weapon Talent Trees:
- One-handed Swords
- Pole Weapons
- Axes
- Hammers
- Daggers
- Whips
- Fist Weapons
- Heavy Weapons
- Archery
Defensive Talent Trees:
- Armour
- Shields
Magic Talent Trees:
- Sorcery
- Pyromancy
- Miracles
- Dark Magic
- Sealer Magic
Notes:
- Sealer Magic exists because I needed a place to put some leftover spells. The extra miracles and Basic Miracles requirement are there for roleplaying reasons.
- Deprived characters are the only ones with access to Occult Weaponry. This is because I needed a place to put this leftover upgrade path, since there were no appropriate talents for it. The reasoning for giving them to Deprived characters? You find an Occult Club in Anor Londo, and I just like the idea of an "empty" character using heretical weaponry to steal divine power for himself.
Last edited by Rarayn on Sun Nov 25, 2012 8:13 pm; edited 13 times in total