Now, before you bash me for making something entirely out of the blue, this was actually one of the more requested Skill Trees for a future version of ESO. For this expanded concept, I will be drawing ideas from
navystylz_ESO's Lich Concept, as well as from inspiration from the Skyrim Story Mod
Undeath and from WoW: Wrath of the Lich King with the Death Knight.
To begin, my version of the Lich draws from the idea of the Soul-Shriven, and the side effects of not having a soul. This form happens if you completely deny your right for a real soul, and have to feast on the souls of others to survive. This could show physically on the body, but I won't touch on that just yet. For now, let's focus on traits:
First off, the Lich is an alternate, undead state much like the Dragon Priest from Skyrim. Hence, they are highly magic based. They gain bonuses to Destruction and Restoration Staffs, like increased magicka regeneration (about 25%) and overall increased damage (about 5%). They also benefit from light armor, increasing the magnitude of all cloth appliances by 25%, and armor by 10%. That is a significant improvement, but only in full light armor. Any other armor types don't get this bonus, so a Lich would have full Cloth armor, ideally.
The downside is that, like all undead, they take increased fire damage (about the same as a Vampire, which is 50%), but they have a much higher poison and disease resistance (the latter being 100%), and have very high frost resistance (upwards of 50%). Another plus, they don't carry the Day/Night additions Vampires do.
Now that the gameplay traits are covered, let's cover the cosmetic ones:
I would have to give it to navystylz_ESO for this one, his cosmetic concept was really interesting. He created a cosmetic
stage system, similar to the Vampire, except it does nothing for gameplay.
To change that, I will follow navystylz_ESO's concept, but add my own twists to them. So, here we go:
- Stage One: This is the first stage. Nothing is out of the ordinary. No one can tell you are an Undead Lich. This is the default stage, showing high resemblance to the normal player model. In fact, that's all it really is, the normal model. The stages change depending on when Lich attributes are in effect. For example, taking fire damage puts more points towards the next stage than taking frost damage, and using Lich abilities will push more points for the next stage than the passives taking effect. Dying instantly triggers the next stage, no matter your progress. Stage One is the one stage where the advantages and disadvantages are at their lowest (The standard).
- Stage Two: Your mortal form is slowly shedding. You look a lot more like a soul-shriven than before, your skin looking more pale, and people who look at you straight in the eye swear that you are ill. Luckily, your not. Stage Two is the first stage towards your true form, a truly undead creature. Your magicka based powers are increased slightly, now, as your mortal shell is slowly fading, releasing magic trapped within. All attributes associated with the Lich are increased by +5% from Stage One. This means your magicka regen is increased by a total of 30% and the overall spell damage is increased to 10%.
- Stage Three: Your mortal form is falling apart. your skin is slowly peeling off, revealing the bone underneath. Your eyes glow a brilliant blue, and the skin on your head is taking the shape of a skull. You look paler than before, your skin turning light grey and the skin on your chest is loosing definition. People should stay away. To them, you might have the Knahaten Flu. Now, this is getting gross. You resemble more of a cross of a Draugr and a Soul Shriven in this form than previously. More so, your power has increased significantly, your Lich attributes increasing by +10% compared to Stage One. That's very significant, meaning you have 35% increased magicka regen and 15% increased overall spell damage. NOTE: The amount of points needed to move to the next stage grow exponentially. The time points needed to advance a stage increase by a magnitude of x3, meaning the points needed to advance to stage three are 3 times more than to advance to stage two, and so forth.
- Stage Four: Nothing remains of your humanity. You are a full Lich now, a creature beyond death. People should be worried: you are death incarnate. What remains of your mortal form is hanging on your rib cage, the flesh rotting on your bones. Your eyes seethe with blue fire, and your skull is exposed. This is your true form, a rotting visage of who you once were. Your power has capped, now freely flowing throughout your undead form. Your Lich attributes have reached a staggering +20% increase from stage one. This means your magicka regen has hit a staggering 45% increase, and your overall spell damage capping at a 25% increase. This is your ultimate form, and nothing is to get in your way!
Maintaining Lich Stages
Maintaining the stages of the Lich revolve around the leeching of souls from others. To do this absorb the souls of your victims by pressing
X, and you store the souls for later use (except under certain circumstances). Once enough souls are captured you can enter a meditative state where you regenerate your body back to mortal form. The time for the regeneration depends on what stage you are in when you enter. To return to Stage Three from Stage Four, it takes approximately 3 minutes, Stage Three to Stage Two takes 2 minutes, and Stage Two to Stage One only takes 30 seconds. You are probably asking, "Why would I want to revert stages?" Well, first, it allows you to receive more healing outside your abilities, making it so the healer in a group can heal you more easily. It also increases the effectiveness of potions after reverting back to stage one. Generally, as you progress the stages, the ability to heal yourself without Lich abilites drops, making you easier to kill. Your regeneration remains the same (and could possibly be increased), but the healing staff becomes less effective
on you at advanced stages. It becomes even more of a hindrance when magicka and stamina potions start failing at stage four (Pirates of the Caribbean comes to mind). Food and Drinks also fail you at stage four, although the numbers at stage three were very small to begin with.
I actually had to nerf the numbers to make the Lich more balanced, but it is still powerful. Now that the base numbers are set, it's time to look at abilites:
The abilities of the Lich revolve around the undead form, and are mostly magic based. They also revolve around your ability to collect souls and the ability to heal your immortal form. So, here's a starter:
- Soul Drain: This is the basic leech attack. It applies a drain life effect on the target, doing a medium amount of damage over 6 seconds and healing you in the process. It also slowly drains the soul of the victim, eventually completely consuming it when it is killed from the effect. If the Lich kills the victim who hasen't been killed by Soul Drain, but it was applied, it provides less points towards the revert, but the overall soul quality isn't sacrificed, because you were draining the victim in the first place (unless another Lich was draining the target as well). This effect also can be switched to fill Soul Gems, so it is another interesting way to fill Soul Gems besides the Soul Magic Skill Tree. One morph for Soul Drain could apply disorientation for 2 seconds upon cast, and another can increase the duration by 4 seconds. This ability has a low magicka cost.
- Raise Dead: An important part of the Lich according to the Theorycrafters, Raise Dead does exactly what it says: it raises the dead. I view this as a possible summon that functions much like the current sorcerer summons. It summons a permanent skeleton that serves you until it dies, then you can summon another. Morphs could include changing the skeleton into a sword-and-shield type, or an Archer type. This is an expensive spell.
- Grasp of Coldharbour: An AoE immobilize effect, Grasp of Coldharbour summons tendrils from the cold depths of Oblivion, immobilizing opponents for a ten second duration. The CC can be broken, and the target is immune to the effect for 12 seconds after the duration completes. A typical AoE stun that doesn't do any damage. One morph could apply a tiny damage effect, while another could increase the healing of allies within the area. This is a moderate-cost spell with a 7 meter radius.
- Soul Rift: This is a rather interesting spell inspired by the Vampire discussion I started awhile ago. Using the concept behind Vampiric Dodge, Soul Rift teleports you a short distance (farther than a typical roll), making you immune to damage for the one second duration. Just like Vampiric Dodge, it can be used in all directions, rather than just forward. The effect would make you dissipate into a cloud of smoke, and reassemble a short distance away. One morph could increase the distance traveled, while another could increase the damage immunity's duration after the ability. This would be a low cost spell.
- Soul Shift: Not to be confused with Soul Rift, Soul Shift is a damage shield, negating the fire weakness for the duration. This means you will have the same fire resistance as a normal player, along with the damage shield, which negates damage equal to 30% of your health for 20 seconds. One morph could apply a regeneration factor while the shield holds, and another could cause damage to nearby enemies.
That is a full bar of abilities right there, but there are two ultimates to cover:
- Soul Tear: This ultimate does a massive amount of damage to a single target over 3 seconds, tearing the soul from the victim (immobilizing him). When the effect completes, the target gains a 40% debuff to all stats permanently. Or, until it dies. If the target is a player, the debuff is removed upon death. This is a devastating ability, but also warrants a high ultimate cost. Also, this is to a single target, so groups of enemies are generally unaffected. One morph could spike the debuff and cause AoE damage upon completion, while another could fully heal the user upon completion, even from the brink of death.
- Soul Pit: Yet another devastating ability, this ability targets a whole group of enemies, dealing massive damage and immobilizing enemies in the large radius. Unlike Soul Tear, this ability doesn't apply a debuff, and the damage is spread among all enemies in the radius. This means that if there are a lot of enemies in the radius, the damage isn't as high. However, it's still frightening amounts. One morph could increase the radius and apply a healing debuff to the affected enemies, while another could increase the radius and give out healing to all allies in the radius. This ability warrants a high ultimate cost. NOTE: This effect not only does frightening amounts of damage, but it also is scary to see. The entire area is desecrated, looking like the deadland cause by the Breton in the ESO Trailer 2. And if you are in that area, you're likely toast.
As you can see from the list of abilities, the Lich is a devastating caster, but is rather frail in melee, so refrain from wielding swords or other weapons other than a bow or a staff.
Now for passives:
The passives for the Lich revolve around the your ability to maintain your immortal form, and for the weaving of souls. So, let's get started:
- Corpse Aura: This two-stage passive expands your overall magicka and stamina pools by a significant percentage. Nothing special.
- Soul Shot: This is a two-stage passive that increases the damage of your ranged attacks. The percentage is small, but it's better than nothing.
- Shriven Husk: This three-stage passive lightens the healing debuff of later stages, although the percent change is only significant once all points are spent.
- Meditative Haste: This passive reduces the time to revert stages in meditation by half. This is a great passive, but it comes very late in progression.
- Soul Essence: All targeted Lich abilities cause Soul Trap to the affected enemy(s). This is useful if you want to fill Soul Gems quickly, as filled Soul Gems can also be used in the Meditation if need be. Also, it enables Soul Trapped targets to be absorbed into the Lich if no Soul Gems are available. A must have passive for the Lich.
To top it all off, let's talk about how the skill can be acquired. As you probably could tell, I will refrain from using the usual "mob spawn" mechanic. To gain this skill, a book could be found in The Hallow City, detailing a strange force in a certain location (I don't really care where). This starts a quest to the location, which turns out to be a sanctum for Liches. Kill all of the Liches you come across (the sanctum is instanced to you), and you come across an alter in a big room. Once you read the tome on the alter, you can either choose to gather the ingredients required for the transformation to become a Lich, or to destroy the alter so the vile magic can never be used again. Simple quest, but it doesn't end there. You eventually start hallucinating at certain points in your progression, starting new quests and, ultimately, you must choose what to do with your undead aspect. And, yes, I will be forcing this with all alternate states.
Here are your two choices:
Soul Husk
This is basically a supped up Lich form. You will rely more on Souls than ever before, and you even gain the ability to convert souls directly into your resource pools (even health). Soul Husks are also adapt with illusion, and their abilities gain extra control effects. They even have the unique ability to create Soul Gems from nothing, drawing from souls collected by the Husk. This ability has a cooldown, unless the ability gives another player a Soul Gem, then they can't gain another for half-an-hour. This is only one Gem at a time, and it is leveled based on the soul used. Basically, Soul Husks are Soul Gem factories. That doesn't mean Soul Husks are useless in combat, thanks to their increased CC capacity. Otherwise, there really isn't anything special about the Soul Husk.
Soul Reaper
A Soul Reaper is any PvPer's nightmare. The power of these monstrosities is frightening, and have a nasty trick that separates them from the regular Lich: it doesn't matter if a Reaper is melee or ranged. The Soul Reaper is equally adapt in melee as it is at a range. Some of its abilities gain an extra bonus if used in melee, and it is also much more resilient to damage than their Husk counterpart, but that's because the Soul Husk is more focused on not letting an enemy get close, while the Reaper doesn't. The Reaper's passives focus on doing as much damage as possible, and a little less CC than the Husk. Again, like the Husk, this isn't anything special.
Looking at both forms, you might think there really isn't a huge difference between the two. Well, you may be right. One is Tankier than the other, so? Well, the Soul Husk is more focused at staying at a range, and the Reaper really doesn't care where he is. So, really, it's just preference.
Anyways, that is my interpretation on how the Lich could work. Feel free to leave feedback for this Threorycrafting, and definitely help fill any gaps I may have left in the thread. Every little bit helps!