New Enhancements
Module 2 will be introducing a number of new enhancements (purchased with action points) that will let players further customize and specialize your characters. Almost everyone will be getting some new enhancements to choose from; over the next few weeks we will be posting in-depth descriptions of what these new enhancements are and how they work.
New Enhancements for Spellcasters
We have several new lines of enhancements for arcane spellcasters, designed to help them specialize in specific types of spells. With these new enhancements, casters can score spell criticals on damaging spells, similar to the critical hits that the sword-swingers get when they get lucky on an attack. Each enhancement is specific to one energy type, and gives you a percentage chance to score a critical, and a multiplier to damage. For example, a sorcerer with the enhancement "Lineage of Force 3" has a 15% chance of scoring 50% extra damage on their magic missiles; if he prefers to use fireballs he could instead take "Lineage of Deadly Fire" which only has a 3% chance of scoring a crit, but will do triple damage when it does.
How They Work* Each energy type will have two lines of enhancements, one that increases the damage done as you take higher enhancements and one that increases the probability of a crit as you take higher enhancements.
* If you take both, you will get both the better probability and the better damage (i.e. if you have one enhancement that has a 3% probability of 3x damage on fire spells, and another that has a 15% probability of 1.5x damage on fire spells, you overall get a 15% probability of 3x damage).
* Area-effect and damage over time spells make a single roll for the spell, and either crit on everything or crit on nothing.
* Sorcerers and wizards will have enhancements for fire, acid, negative, force, cold, electric, and sonic damage, as well as repair; bards have enhancements for healing and sonic.
* Similar effects will be available from items; these will also stack with the enhancements by taking the best probability and the best damage multiplier.
* Spell crits will stack with other effects that cause your spells to do more damage.
* Negative damage (i.e., Chill Touch) will behave in the same manner as arcane damage spells.But wait! I'm already level 10!
In order to give players who are level 10 the opportunity to swap out their old enhancements in favor of the new enhancements (and remember - the enhancements listed here are just the first group! We will be introducing other groups of new enhancements over the next few weeks) we will be implementing a new experience system for level-capped players. Once a player achieves level 10 they will begin earning experience points towards an action point token. This token will give players the ability to visit a trainer and trade in one of their current enhancements for a new one. Every time a player gains 20,000 points worth of action point experience, they will gain a new token. It is important to note that the action point experience gives you the ability to trade in one of your four enhancements for a new one - it does not give you additional enhancements on top of the four, nor can you stockpile more than four action point tokens (just like regular action points).
What will happen when the level cap is raised?
The action point tokens will go away when you level up, just like normal action points. So, when the level cap goes up, spend your remaining action point token to rearrange your benefits, then simply gain 1XP and talk to a trainer to get to level 11.
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