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WolfNate's avatar
6 years ago

Skill Tree Theories

So let me reiterate that Casters have TWO skill trees in a sense.

One is the skill tree like Vampires and Fame Perks that you spend skill points on to craft your unique build.

The other is a spellbook that lists all the spells you've learned and all potions you know.

I am curious about what passives and interactions we can get from LS skill tree itself.

I'm not too sure what abilities and interactions be spells and perks but I'd think we get 25 which is amazing! 64 abilities counting all three? Holy Llama pants! This Caster Occult sounds like it'll be the most detailed and heavily resourced used GP ever

I have a few ideas but I can't really 'tier' them as I can't dictate what would be a Skill a Spell or even just an interaction all Casters get automatically. But a few ideas.

Interacting with Familiars maybe a skill to do more with them.

Mana bar drains at a slower rate.

Resaerch: Learn spells faster.

Alchemists: Learn potions faster.

Maybe a skill for Mischief, Untamed and Practical?

What are your ideas?

8 Replies

  • I think the perks will basically be how you described. Probably one "tree" for each type of magic, one for alchemy and one for familiars. I'm not expecting too much besides "practical spells require less mana" or "spell duration increased", perhaps the final tier of each tree might be a special spell.

    What I'm curious about is the curses. I really like this vampire weakness/fame quirk system and can't imagine what's to come.
  • @Wallsisms4ever

    Unlike Quirks or Weaknesses, we can dispel them seemingly
  • Hmm. Well we know abilities and Passives would go in Perks.
    Magic Points (MP)

    Pretend this is the Interface... I guess I should put a disclaimer and say keep in mind some of the things I'm about to write down have been confirmed and I'm just going to use my wishful thinking to fill the rest in. Okay

    Perk Tiers:

    Tier 5


    Tier 4


    Tier 3


    Tier 2


    Tier 1



    Spell Book... Spells, Potions and Curses will be chronicled in the Spellcaster's spell book...

    First we have to Determine Is the Spell Book Just Great List of Spells, Potions and Curses greyed out or locked and We Use Magic Points to Unlock it?

    Or is The Spell book essentially Blank pages and those pages get filled in as we discover and collect torn pages?

    Once we figure that out then we can continue.

    I think he Book will be greyed out, and perhaps we can use Magic Points to unlock those spells. but it's left up to us to decide which Perks we want. if we want Potions and curses we have to unlock the Alchemy Perk as an Ability to learn Potions and Curses.

    Practical Magic:
    Telekenisis
    Teleportation
    Levitation

    Untamed Magic:
    Could this be a passive or a Curse to your Spell caster and not a Skill? this would make more sense if this was a passive and your spell caster can condition themselves to be in control of their emotions do get a certain spell reaction... although that would be tamed magic wouldn't it?

    Mischievous Magic:
    Just spells to mess with others... but don't all spells do that?

    Light Magic:
    Light Aura Blast - Release waves of Light Energy, dealing Positive effects harmful to Darkness
    Enduring Rays - Illumates the area in a nearly blinding light, pushing back the Darkness

    Dark Magic:
    Dark Aura Blast Release waves of Dark energy, dealing negative effects, harmful to light
    Shrouding Dark Cloud - Shrouds the area in a dark plume of Smoke, snuffing out the light

    Elemental Magic:
    - Fire Ball
    - Lightning Strike
    - Splash
    - Ice Blast
    - Meteor
    - Wind Strike

    Alchemy:


    Summoning:
    Summon familiars and friends to your side. Or bring enemies to their knees and to your feet.

    Enchantments:
    - Upgrading objects
    - Fix Objects
    - Enchant Objects to Fly or Clean.
    - Glamour Spells - Create illusions to Change your appearance slightly, or drastically. Masquerade as other sims.

    Forbidden Magic: Still hopeful... but I know it's not happening... but here's more chances and Mods if anyone is willing to take on the task!

    - Necromancy - Vampiric Curse - turn a sim into a vampire rather than a zombie

    - Heart extraction - It's like plucking an apple from a tree. Plunge you hand into the chest of your victim and tear out there heart, and behold you now hold the hearts of your victims. You control their actions and their emotions as long as you hold their heart.
    "Feel..." Anger, happiness, sadness, flirty... etc.
    "Command..." (similar to how vampires can command)
    "Speak..." use your voice and speak from the heart, if a the victim will say what ever your want, with conviction.
    "Crush Heart" - find out what happens, when you crush this heart into a fine powder. The Victim will become forever heartless, unable to feel emotions ever again.

    - Time Magic - Aging Stops for the spell caster when doing time magic, doesn't effect builds or sim creation if you go back prior to their existence. they will pop back into existence when time catches up to them. but if you stop a "try for Baby" then that baby won't exist if they were born before you went back in time.
    Stop - Stops the clock for everyone, but the spell caster can continue to move outside of time.
    Undo I, II, III- rewind the clock back. careful with going back forward in time, anything you do differently.
    Go I, II, III fast forwards time around the spell caster.

    That's how I would go about setting it up.

    First of all I want to mention this little side note, what I just wrote, this is only technically 22 Spells. So My expectations weren't really that high! if we Have 25 Spells, and I just dished out 22 spells!!!

    My next hope is that spells can be leveled up. or made stronger as sims exercise them more.
  • So spells and skills are different concepts? Didn’t know that. I expected the 24 skills to be spells distributed over the 3 specialties (8 for each).

    Not complaining, though! The more, the better!
  • Although 64 would be cool, I doubt it's the case. I believe it's just 24 spells, as mentioned by Simgurus, divided by 3 paths, and 16 potions for last alchemy path. I wouldn't get your hopes up for any cool and exotic or in depth spells, because quite frankly we have been shown again and again how shallow the packs are developed. Although I'm a die hard supernatural sim lifestates fan, of all 4 sims games, I'm very skeptical and quite deflated. These packs have so much potential, but its never realized the way we want them to be, perhaps only 30% of what we wish. So, I'm not day dreaming anymore... Just wait for straight facts they present and build their dream upon that.
  • "Angellulu;c-17216254" wrote:
    Although 64 would be cool, I doubt it's the case. I believe it's just 24 spells, as mentioned by Simgurus, divided by 3 paths, and 16 potions for last alchemy path. I wouldn't get your hopes up for any cool and exotic or in depth spells, because quite frankly we have been shown again and again how shallow the packs are developed. Although I'm a die hard supernatural sim lifestates fan, of all 4 sims games, I'm very skeptical and quite deflated. These packs have so much potential, but its never realized the way we want them to be, perhaps only 30% of what we wish. So, I'm not day dreaming anymore... Just wait for straight facts they present and build their dream upon that.


    They said there will be a skill tree and we get 24 Spells and 15 potions and a skill tree as a Caster like Vampires or Fame Perks.
  • "WolfNate;c-17216345" wrote:
    "Angellulu;c-17216254" wrote:
    Although 64 would be cool, I doubt it's the case. I believe it's just 24 spells, as mentioned by Simgurus, divided by 3 paths, and 16 potions for last alchemy path. I wouldn't get your hopes up for any cool and exotic or in depth spells, because quite frankly we have been shown again and again how shallow the packs are developed. Although I'm a die hard supernatural sim lifestates fan, of all 4 sims games, I'm very skeptical and quite deflated. These packs have so much potential, but its never realized the way we want them to be, perhaps only 30% of what we wish. So, I'm not day dreaming anymore... Just wait for straight facts they present and build their dream upon that.


    They said there will be a skill tree and we get 24 Spells and 15 potions and a skill tree as a Caster like Vampires or Fame Perks.


    An additional tree? Hmmm... so it may mean more spells? I'm all up for more spells! That'd be sweet.
  • "Angellulu;c-17216661" wrote:


    An additional tree? Hmmm... so it may mean more spells? I'm all up for more spells! That'd be sweet.


    You misunderstand.. There will be a 'life state skill tree' like Vampires and then there will be a list of potions and spells we can learn. Basically two different trees of magic to learn.

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