Attributes overhoul (+ magic, classes and religions)

First of all you don’t start with “mana” at the start of the game,
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Classes:
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Warrior: -has a pasif effect that they cant get staggerd (however knockdowns still works)
-and a pasif effect of health regeneration
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Rogue: -has a pasif effect of armor penetration
-and a pasif to take less damage during dodge ability’s
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Mage: -has pasif “mana” regeneration
-and pasif resistance for magic effects
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You choose your class at the beginning of the game
Classes adds perks specific to the role you play as
And to change class you need to do some kind of dungeon to unlock a potion recepi
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Types Of Magic:
What type of magic you can use will be based on the altar you choose to bind to.
or need to craft a scroll in the altar that unlocks an ability.
(you can still have all of the religions unlocked but only use the magic of the religion you are bound to)
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Mitra: Healing and Light (dealing damage)
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Set: Potion and Fire
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Ymir: Ice Magic (cripple ability and a high cost stun ability)
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Derketo: Corruption-damage and Stamina Regeneration ability’s
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Jhebbal Sag: Transform in to a Beast And Buff pets
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Yog: Drain Life Spells (heal on dealing damage) and Blood magic (Consume life to deal damage Spells)
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S-A-V-A-G-E-S
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Strength : increases melee damage
Agility : Reduces stamina costs
Vitality : increases max health
Accuracy : increases range damage
Grit : increases max stamina
Encumbrance : increases max carry capacity
Sorcery : decreases “mana” costs
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Strength:
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10: Thuggery - Every blow you strike with a truncheon deals 100% more concussive damage.
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20: Salting the Wound - You now deal 25% increased damage to enemies affected by negative status
effects.
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30: Slice and Dice - Each light attack you do inflicts 10% more damage.
(+ Rogue gets 50% bonus armor penetration)
(+ Warrior gets a charge attack (attack while sprinting) deals 50% more damage)
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40: Brutal Strikes - Each heavy attack now inflicts 25% more damage
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50: Survivalist - when below 150 health increase melee-damage by 50% and stamina regen with 100%
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Agility:
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10: Iron Endurance - Sprinting drains less stamina.
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20: Cat-like - Falling damage is halved.
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30: Effortless Leap - Jumping no longer costs stamina.
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40: Agile Combad - able to attack while airborne and increase airborne damage by 50%
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50: Extended Leap - Jump while in the air to do a second jump.
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Vitality:
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10: Deep Breath - Your breath timer is doubled.
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20: Iron-hard Muscles - You gain a natural resistance to damage.
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30: Deflection - You have a chance to ignore armor and shield durability loss when hit.
(+warrior gain a damage boost after taking damage)
(+mage gain resistance to staggers while casting (not against knockdowns)
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40: Sure-footed - Crippling effects are less severe.
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50: Tower Of Thorns - taking damage reflects some damage back to the attacker
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Accuracy:
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10: Trick Shot - Shots fired from your bow will ricochet if you miss your target.
(and regain trowing weapon and arrows)
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20: Steady Hands - All ranged and thrown weapons now do 10% more damage
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30: Crevice in the Armor - Increases the armor penetration of any weapon you wield by 50%.
(+rogue grants more armor penetration with ranged weapons)
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40: Eye for Injury - Crippling shots with a bow are more severe.
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50: Shafted - Every headshot deals 150% more damage.
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Grit:
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10: Strong Grip - You use 10% less stamina when you climb.
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20: Fluid Swings - Your basic attack cost less stamina.
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30: Barbaric Tenactity - You gain an additional 10% stamina per regeneration tick.
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40: Impervious - Natural Resistance against weather.
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50: Artful Dodger - Dodging costs less stamina.
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Encumbrance:
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10: Balance and Counterbalance - You deal 50% extra melee damage while over-encumbered
but swing using 10% less stamina when not over-encumbered.
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20: Pack Mule - Your max carry weight is increased by 15%.
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30: minor Momentum - When over-encumbered, you can move quicker. (but cant sprint / dodge)
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40: Hard Worker - You harvest resouce nodes twice as fast
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50: improved Momentum - When over-encumbered, you can move at full speed.
(attacks wont drain more stamina then when not over-encumbered)
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Sorcery:
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10: Deep Within - gain +100 max mana and the abillity to bind with altar’s
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20: Efficient Brewer - Gather rare (brewing) materials (for potions) more easy / in more quantety’s
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30: Arcane priest - gain +100%mana regeneration
(mages get +500 max mana)
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40: Antidote of One - Invulnerability to poisions and diseases. Strength detrimental status effects are
reduced by 20%.
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50: Arcane Mastery - Spells cast quicker and cost 50% less mana
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(idk about the numbers most are examples)
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thx for reading / reacting

1 Like

Ymir - Cryomancer

No to classes.

2 Likes

@Shadoza I agree.

sorcery is what i called magic in the attributes its currently survival

that way the attributes would still spell SAVAGES (Strength-Agility-Vitality-Accuracy-Grit-Encumbrance-Sorcery) in magic i described what kinda spells you get from what religion

(well the classes would not be a permanent choice but its more to balance out armor / damage so you wont have a Full tank with a ton of melee damage that use healing spells to keep him alive)

and nerfs and buffs to armors will happen a lot of time to balance things.

Also idk about “mana” but i used it to describe there magic pool
even if the corruption is the magic pool ppl who want it should get some of that without the lost of health from corruption. like you got 200 health (the mage class) will supply you with 300 health but 100 of it will ALWAYS be corrupted and cant be filled with health

I would like Conan Exiles to introduce magic (additional magic) beyond the obelisk portals and green walls.

My thoughts on it are pretty limited though. I think the “magic” should mostly be in the form of “buffs” for an individual. Aura effects from said buffs. And perhaps, simple combat spells, like fire blasts.

The game itself is not ready, or able to handle anything spectacular (I don’t think) and going too overboard could just throw a wrench in the engine.

I think thats why they have not yet introduced sorcery, they are unsure how to make it “work”.

My vote. Nobody can be a Merlin, everyone can mix some alchemical base with something and make a consumable powder that can also be easily ignited to go boom.

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