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AC2:Announcements - 2003/03 - Revelations
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== The Treasure System == {{AC2 Article | Link = microsoftgamesinsider.com/AC2/Episodes/Episode4/ep4_treasure.htm?nc=1 | Title = March Episode - "Revelations" | Text = '''Treasure''' <br> For March, we are adding a number of new effects into the treasure system. This represents only the first step in a series of planned transformations that will take place over the next several months. * We've added a variety of new beneficial effects to treasure items. ** '''Shields''': *** '''Splendor'''—Lowers the min. level requirement by 1. *** '''Absorption'''—Absorbs a portion (3-12%) of damage 20% of the time. *** '''Bone Splitter'''—Adds +2 or +3 damage.<br><br> ** '''Weapons''': *** '''Grace'''—Lowers the min. level requirement by 1.<br><br> ** '''For all pieces of armor''': *** '''Grace'''—Lowers the min. level requirements by 1. *** '''Armor Increasing Effects'''—These effects increase the armor level of a piece of armor by the specified amount. ::{{{!}} {{!}} '''Effect Name''' {{!}}{{!}} '''Armor Increase''' {{!}}- {{!}} Durability {{!}}{{!}} 1 {{!}}- {{!}} Thickness {{!}}{{!}} 2 {{!}}- {{!}} Renitence {{!}}{{!}} 3 {{!}}- {{!}} Impenetrability {{!}}{{!}} 4-5 {{!}}- {{!}} Imperviousness {{!}}{{!}} 5-7 {{!}}} It should be noted that any armor found with "Impenetrability" can still have its armor level increased by the Human Enchanter "Impenetrability" spell. :* '''For breastplates and robes only''': :** '''Specialized Class Effects'''—These effects provide benefits useful to the specialized class. The effects also limit the piece of armor so that it can be used only by that class. The names of the effects, the classes to which they apply, and the bonuses they provide are as follows: ::{{{!}}width=100% border=1 {{!}}style="background: #000033; color: #FFFFFF"{{!}} '''Class''' {{!}}style="background: #000033; color: #FFFFFF"{{!}} '''Effect Name''' {{!}}- {{!}} Human Bounty Hunter {{!}}{{!}} Prowl {{!}}- {{!}} Human Defender {{!}}{{!}} Posturing {{!}}- {{!}} Human Alchemist {{!}}{{!}} Voltaic Energy {{!}}- {{!}} Human Ranger {{!}}{{!}} Promises {{!}}- {{!}} Lugian Berserker {{!}}{{!}} Rage {{!}}- {{!}} Lugian Juggernaut {{!}}{{!}} Brawn {{!}}- {{!}} Lugian Raider {{!}}{{!}} Strong Arms {{!}}- {{!}} Tumerok Feral Intendant {{!}}{{!}} Brute {{!}}- {{!}} Tumerok Zealot {{!}}{{!}} Devout {{!}}- {{!}} Tumerok Claw Bearer {{!}}{{!}} Dreamer {{!}}- {{!}} Tumerok Hivekeeper {{!}}{{!}} Hive {{!}}- {{!}}colspan=2{{!}} '''Effect Bonuses''': 1-10 point Adept skill increase; 1-12 point damage increase {{!}}- {{!}}colspan=2{{!}} {{!}}- {{!}}style="background: #000033; color: #FFFFFF"{{!}} '''Class''' {{!}}style="background: #000033; color: #FFFFFF"{{!}} '''Effect Name''' {{!}}- {{!}} NEW! Tumerok Invoker {{!}}{{!}} Spirit {{!}}- {{!}}colspan=2{{!}} '''Effect Bonuses''': 1-10 point Adept skill increase; 3-5% Vigor Regeneration bonus. {{!}}- {{!}}colspan=2{{!}} {{!}}- {{!}}style="background: #000033; color: #FFFFFF"{{!}} '''Class''' {{!}}style="background: #000033; color: #FFFFFF"{{!}} '''Effect Name''' {{!}}- {{!}} Human Enchanter {{!}}{{!}} Drawing {{!}}- {{!}} NEW! Human Sorcerer {{!}}{{!}} Thaumaturge {{!}}- {{!}} Lugian Elementalist {{!}}{{!}} Matterite {{!}}- {{!}} NEW! Lugian Sage {{!}}{{!}} Wisdom {{!}}- {{!}} NEW! Tumerok Healer {{!}}{{!}} Gift {{!}}- {{!}}colspan=2{{!}} '''Effect Bonuses''': 1-10 point Adept skill increase; 10-60 point reduction in Vigor Cost. {{!}}- {{!}}colspan=2{{!}} {{!}}- {{!}}style="background: #000033; color: #FFFFFF"{{!}} '''Class''' {{!}}style="background: #000033; color: #FFFFFF"{{!}} '''Effect Name''' {{!}}- {{!}} Lugian Tactician {{!}}{{!}} Scheming {{!}}- {{!}}colspan=2{{!}} '''Effect Bonuses''': 1-10 skill point increase to Armor Piercing, Double Shot, Fiery Obstruction, Grape Shot, Rapid Fire, Repair, Slough Field, or Wall of Ice. {{!}}} :* Jewelry: :** '''Life Balance'''—Adds 10 to 120 Health, Subtracts 5 to 62 Vigor. :** '''Spirit Balance'''—Adds 20 to 150 Vigor, Subtracts 10 to 75 Health. * The first types of helms are making their appearance in the treasure system in March. Humans and Lugians each have one style of helm, while Tumeroks have two styles from which to choose. Helms don't receive all of the same effects that other pieces of armor do, but can receive effects that increase their armor level or decrease the wield requirement level. * Combat Delay on all newly created treasure has been evened out across the level ranges; that is, all items have a potential Combat Delay that ranges from 5 to 20, regardless of the item's level. * We've added some different "decal" effects to newly generated weapons in the treasure system. For March, some of these decal effects (such as bloody, cracked, rusty, corroded, and mossy) have no correlation to the relative strength and quality of the weapon. Other decal effects depict the type of spell that's on the weapon (a flame decal for fire weapons, etc.). * A bug in the Combat Delay and Vigor Costs affected how they generated the prefix for the name of an item. Names associated with benefits to these stats were placed on items that had penalties, and vice-versa. For example, an Even <item name> is supposed to have a reduced Vigor Cost, but instead had an increased Vigor Cost. This has been fixed. * Any class that uses a specialized weapon is now able to use its auto attacks with zero Vigor, just like weapons used by the main skill trees. Prior to this, a bug caused characters to be unable to auto attack with these specialized weapons if the characters had no Vigor. }}
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