So I've been mulling over ideas for skillsets, how they will work, various variables, etc, and I've talked to Eric a little about balance and simplicity vs complicating things just to be complicated, but I feel complication adds depth. In light of that, I wanted some input, because I believe that complication adds tremendous depth and replay value if its simple to the user. I have in mind a couple dozen skills, along with 8 trainable skill trees, with two separate types of level ups for all Elemental trees. Player would gain 3 points per level to use on the tree, this model assumes 17 playable areas (9 overworld, 8 first person) and a potential of 4 total level ups per area, so an assumed max level of 68 (game could be playable at final stages at much earlier levels for players who decide not to go over an area several times to gain exp) Skill Trees: [Elemental] Fire, Water, Earth, Wind, Lightning [Other] Population, Town, Dragon Insight leveling and combat leveling are combined to figure the total overall power, however mastering one skill may not be the most beneficial to the player, allowing for these two types provide the ability to specialize as well as keep the player balanced in other areas. [Insight Leveling] Skill points sent into the trees via leveling will increase overall abilities, and unlock more sub-skill sets, including the ability to combine skills for devastatingly powerful attacks. There will be enough of these to insure that spreading out points will not necessarily yield any advantage or disadvantage over dumping all points into a specific skill. [Combat Leveling] Combat leveling is gained via using Elemental skills. Combat leveling increases all attributes of all skills under its relative element, example: Max level for any element or skill is hard capped at 50 Fireball - Skill Name Fire - Skill Element ManaCost - CoolDown - Time in seconds between being able to use the skill Speed - Speed the physical attack moves from player to target BaseDamage - Damage DamageRadius - SplashDamage - Damage outside the normal damage radius SetOnFire - %Chance to set target on fire causing damage over time OnFire_Damage - Damage per second target takes OnFire_Duration - Time in seconds target will remain on fire FireResistance - %Resistance player gains from fire based damage [image: Capture.PNG] If more information is necessary on examples and how this type of leveling system will work, please feel free to ask, I have more notes, and am currently working on more material, but I don't want to get too involved with this method unless approved.