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AC2:Announcements - 2005/05 - Legions
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== Letter to the Players #7 == {{AC2 Article | Link = <nowiki>http://forums.ac2.turbinegames.com/showthread.php?t=15108</nowiki> | Title = Legions Letter #1: Empyrean Melee and The Templar | Text = {{big|Hero 2.0}} <br><br> In the September 2003 update we released the original Heroes of Dereth system. We’ve played a lot of AC2 since then, and have found many places we wanted to improve the system. And now, finally, we are ready to reveal our vision for a better post-50 game. Let’s talk about the changes, why we made them, and what the ramifications are. <br><br> But first, note that this is the letter that explains the vast details. It’s for players who want to know all the nitty gritty parts, and it’s very, very long. If you’re looking for an overview, see here: <br><br> http://forums.ac2.turbinegames.com/...ead.php?t=13790 <br><br> To help you find your way through this very long letter, we’ve broken it up into sections. Each section discusses an issue we had with the original system, and then presents our solution to that problem. <br><br> {{big|Issue 1: Archetypes Growing Ever Further Apart}} <br><br> The original Hero system is not especially solo-friendly. This is not surprising based on how the game developed up to that point -- the content in the 30s and 40s was intended to wean players away from the solo-oriented gameplay and into grouping gameplay. This is a classic problem with many MMOs, old and new. Changing the gameplay mid-stream causes player unhappiness, whether it’s a soloing game that turns into a grouping game, a grouping game that turns into a raiding game, or a PvE game that turns into a PvP game. Some players will come along for the new ride, but others will not. In our case, we seemed split pretty evenly between soloers and those who enjoyed grouping. So a while ago we took a step back and attempted to infuse the game with a more even blend of solo and group content, and that’s what we’re doing to this day. AC2: Legions has a great mixture of solo and group content, and the bimonthly updates will follow this trend of providing lots of solo content along with exciting group content. We can have the best of both worlds. <br><br> But the original Heroes of Dereth system is not intended to encourage soloing. In fact, quite the opposite. The Hero 1 game systems reinforce grouping to ever greater amounts as you level up. One way it does this is by overpowering different archetypes towards their intended grouping behavior. The effect isn’t terribly noticeable in the 50s, but becomes much more pronounced as you ascend in level. A tank at level 50 is very hard to kill, but that’s nothing compared to a level 80 tank, who is nearly impossible to kill. However, tanks at level 80 have a hard time killing anything themselves… they’re expected to have a damage-dealer along. And in the opposite extreme, damage-dealers become ever better at hurting creatures, yet ever more frail and killable. The intention here was to reinforce the need for a tank and a healer. This extremist view of classes doesn’t allow for much soloing content at the very high levels. The only classes that can solo well at those levels are damage dealers, because they are able to deal enough damage to kill the solo creature before it kills them. We needed to address the issue before the majority of players reached this level range. <br><br> In Hero 2.0, we’ve kept the different class roles alive and well, but not to the same extremes as in the old system. The different class archetypes are quite alive and well, but not to such extents that they are unable to solo. <br><br> {{big|New Passives}} <br><br> The main reason that the different class archetypes grew further and further out of control was because of the passive skills such as Major Bonus Damage and Major Max Health Increase. These skills have been changed, and sometimes removed. <br><br> We also noted that when we presented sub-par options to players (such as offering the weaker Damage Boost passive to tanks), we weren’t really giving them a viable option. The weaker versions of the passives were generally too weak to be worth spending XP on. So we’ve removed the weaker versions of passives. Instead, we simply GIVE players the effects of these weaker passives automatically. The passive descriptions will give more details. <br><br> We also redid the XP curves for the altered passives. In general, they are significantly cheaper than in the Hero 1 system. For instance, it is possible to buy 10-15 points of Health Increase for the same cost as 7-8 points in the old system. <br><br> '''Health Increase:''' this passive is available only to tank classes. It increases health by 3 per point. This passive is cheaper than the old Health Passive, so you can buy more points of it with the same amount of XP. In addition, ALL players automatically gain 30 health every level above 50, whether they are a tank class or not. <br><br> '''Vigor Increase:''' this passive is available only to healers and sages. It increases vigor by 3 per point. This passive is cheaper than the old Health Passive, so you can buy more points of it with the same amount of XP. In addition, ALL players automatically gain 10 vigor every level above 50, whether they are a healer class or not. <br><br> '''Damage Pool:''' this is the default passive, given to all classes who don’t get Health Increase or Vigor Increase. Tanks and Healers do NOT get this passive. <br><br> The Damage Pool is a new game mechanic. For each point of skill purchased, the Damage Pool increases by 1. The Damage Pool has a percentage chance to be added to an attack. Different attacks have a different percentage chance to apply the Damage Pool, but they generally follow this system: <br><br> <br>Auto-attacks: 10% chance to add the Damage Pool to their damage. <br>Weak attacks (which do 75 damage at level 50): 40% chance to add the Damage Pool to their damage. <br>Medium attacks (which do 200 damage at level 50): 60% chance to add the Damage Pool to their damage. <br>Strong attacks (which do 260 damage at level 50): 80% chance to add the Damage Pool to their damage. <br>Hero attacks (which do 340 damage at level 50): 90% chance to add the Damage Pool to their damage. (More on Hero Skills later in this document.) <br><br> Other skills which fall in between these numbers have appropriate percentage chances. For instance, the Berserker skill Avalanche, which does 100 damage at level 50, has a 45% chance to add the Damage Pool to its damage. <br><br> Note that the Damage Pool only gets added once per attack. So a multi-hit attack will only add the Damage Pool to at most one of the hits. However, if the first hit in a multi-hit attack doesn’t add the Damage Pool, each subsequent hit has a chance to add the Damage Pool, until one of the hits succeeds in adding the Damage Pool. <br><br> Damage Pool is cheaper than Major Damage Boost was, so you can buy more points of it with the same amount of XP. <br><br> Let’s look at an example. Say a Zealot raises their Damage Pool passive to 100. Now if he uses Shred Hope, the first attack has a 40% chance to add 100 extra damage to the roll. (This is done before the weapon’s variance is taken into account, much like the old Bonus Damage passive was, so in effect the result is likely to be less than 100 exactly.) Now, because Shred Hope has two swings, if the first swing doesn’t get the Damage Pool added to it, the second attack also has a 40% chance to get the 100 extra damage. <br><br> Damage Pool is not as potent as the old Major Damage Boost passive. However, passives are not the only way to increase your damage output. It is now more profitable to raise individual skills past 50. (This applies to all skills that scale past 50, including the skills of tanks and damage dealers.) In general, skills scaled like so: <br><br> Old Damage at level 150: New Damage at level 150: <br>300 500 <br>600 1000 <br>780 1300 <br><br> '''Arcane Lore:''' this passive is unchanged. It costs the same as before and has the same effectiveness. <br><br> '''Heroic Mastery:''' this new passive allows you to increase your accuracy and evasion. Each point purchases improves accuracy and evasion by 1 point. It covers all three damage types (melee, missile, and magic). All classes have this passive. <br><br> Note that you NO LONGER receive automatic accuracy and evasion points just by leveling up. The only accuracy and evasion points you receive are from the Heroic Mastery passive. Monsters have been reduced so that they receive fewer points per level. The result is that players can still hit things their level by the same amount (assuming they buy the appropriate amount of Heroic Mastery), but because the difference in evasion scores between levels has decreased, it is now easier for players to hit monsters that are higher level than they are. This change also has positive results for PvP, because it reduces somewhat the importance of level when two players are fighting. <br><br> Heroic Mastery is the cheapest of the passive skills; keeping your accuracy at the same level as it was in the old Hero system is easy, and it is not difficult to increase it much higher than before. <br><br> We expect players to purchase at least 10 to 15 points of Heroic Mastery per level. Players will be able to get a feel for how effective this passive is because the game now displays your percentage chance to hit a given target in the examination panel. <br><br> '''Max Focus:''' The passive that granted Focus has been removed. It is no longer possible to increase your maximum Focus, except through Perks. (See below.) <br><br> The changes to the passives dramatically alter how the game is played at higher levels. Because all players now receive additional health, vigor, and damage (by raising skills) at higher levels, classes are less divergent. This is further compounded because the passives that allow specialization are less potent than in Hero 1. In the end, we still have strongly defined classes: tanks are still near-unkillable, damage-dealers are whirling death, etc., but these class specializations are no longer taken to excesses that limit soloability. <br><br> {{big|Monster Changes}} <br><br> Of course, players were not the only ones who changed in Hero 2. Monsters have been rebalanced and adjusted as well. <br><br> Solo monsters have changed the most. Instead of having one-size-fits-all solo monsters, there are now several types of creatures. So-called “Protector” monsters are heavily armored but weak-hitting, while “Conqueror” monsters have very little armor, but deal high damage. There are also various creatures in between these ranges, as well. <br><br> Several AI bugs and glitches were fixed, and many monsters have new powers, plus better logic that lets them use their powers at the right moment. <br><br> In addition, all monsters affected are now worth more XP – at least 10% more, and often much more than that. <br><br> These changes affect monsters on Linvak, Arramora, and Knorr. Monsters on Osteth and Omishan have not been changed (except for some bug fixes). <br><br> All classes can now solo high-level creatures of at least their level (and usually at least 3 levels above them). However, you have to pick your battles a bit more carefully, especially when fighting monsters far above your level. Since there are now more differences between monsters, there are certain creatures that will be easy for a given template, while other creatures of the same level might be much harder for the same template. <br><br> One other change is worth noting – all monster debuffs now use Magic Accuracy, even if they are melee or missile-oriented creatures. This means that mage classes have a better chance to avoid these debuffs compared to other classes. <br><br> {{big|Issue 2: Focus System Not Exciting}} <br><br> In the original Hero system, the Focus bar suffered from several problems. Most hero skills were not worth spending Focus on, so players tended to collect a vast amount of Focus and only use it occasionally (such as in PvP). On the other hand, a few classes had skills that were extremely powerful and also very cheap, so that Focus management was rarely an issue – they could essentially use their skills whenever they wanted. In either case, it was very rare to even look at your Focus bar before entering a fight. Focus was a very minor bookkeeping issue as opposed to a key gameplay factor. We wanted to dramatically increase the importance of Focus. <br><br> {{big|New Focus}} <br><br> The Focus bar now has a maximum size of 100, rather than 1000. This change helps to underscore that the new Focus rules are very different than the old ones! Easy come, easy go: that’s the motto for the new Focus bar. Because it only goes to 100, it’s very easy to fill up on Focus, and any additional Focus you gain is lost. So naturally, this means you will want to use your Hero Skills more often. <br><br> Focus is easier to find than ever before. All solo monsters that are no more than 4 levels below your level will give 20 Focus on death, while group monsters no more than 4 levels below your level will give 100 Focus (divided amongst the fellowship). You can also regain your Focus just by logging off for the night: you regain a point of Focus for every ten minutes of time spent offline. This lets you log in ready-to-go each game session. <br><br> The Focus costs for Hero Skills have been adjusted dramatically downward. Hero Attacks tend to cost 25 to 40 Focus per use, meaning that you can use them every couple of fights. Hero Buffs tend to cost 50 to 80 Focus, meaning you can use them every three or four fights. <br><br> {{big|Issue 3: Lack of Choices for Development}} <br><br> One of the major motivators for writing Hero 2.0 was to offer more than the cookie-cutter options available to players in the original system. Because skills were given to players automatically, every player of an individual class was essentially the same, with only minor variations in Arcane Lore or other passives. Cookie-cutter classes aren’t fun. Worse, the original system had too few skills to look forward to. We needed a system that provided additional options for growth. <br><br> {{big|Hero Credits}} <br><br> In order to provide Heroes with additional options for advancement, we needed a new currency for buy skills. Thus was born the Hero Credit. Unlike regular Skill Credits, Hero Credits are used in bulk. A typical hero active skill costs 300 or 400 hero credits! You earn 100 Hero Credits per level that you are eligible to be a hero. So you earn 100 hero credits at level 45, another 100 at level 46, and so on. If you become a hero later in life (say at level 50), you retroactively earn all the hero credits you would have earned in the earlier levels. <br><br> But there is another way to earn Hero Credits, too. Monsters now occasionally drop Tesserae, tradable objects that grant a Hero Credit when used. Tesserae can increase your Hero Credit count, up to a certain limit based on your level. For instance, at level 50, a player will have automatically earned 600 hero credits, but they may have earned up to 150 more by using Tesserae. (If a player reaches the maximum number of Hero Credits, and they find another Tessera, they can either hold on to the Tessera until they level up, or they can trade or sell it to others.) <br><br> The following table shows how many credits you are given automatically, plus the maximum number of theoretical Tessserae you could find at your level. However, this is a very fanciful number, at least for the lower levels – because Tesserae are hard to come by, it is very difficult for a level 50 player to have found 150 Tesserae (though they may be able to purchase that many from others…). It is also extremely unlikely that a level 60 player will have found 650 Tesserae through the course of playing. (Though again, perhaps they are given extra Tesserae from vassals and friends…) In general, it is only very late in the game, say level 100+, when levels take much longer to complete, that the cap on max. Tesserae per level might come into play. <br><br> Code: <pre> Player Total Automatic Max Possible Max THEORETICAL Level Hero Credits Tesserae Used Possible Hero Credits 45 100 25 125 46 200 50 250 47 300 75 375 48 400 100 500 49 500 125 625 50 600 150 750 51 700 200 900 52 800 250 1050 53 900 300 1200 54 1000 350 1350 55 1100 400 1500 56 1200 450 1650 57 1300 500 1800 58 1400 550 1950 59 1500 600 2100 60 1600 650 2250 61 1700 725 2425 62 1800 800 2600 63 1900 875 2775 64 2000 950 2950 65 2100 1025 3125 66 2200 1100 3300 67 2300 1175 3475 68 2400 1250 3650 69 2500 1325 3825 70 2600 1400 4000 71 2700 1500 4200 72 2800 1600 4400 73 2900 1700 4600 74 3000 1800 4800 75 3100 1900 5000 76 3200 2000 5200 77 3300 2100 5400 78 3400 2200 5600 79 3500 2300 5800 80 3600 2400 6000 81 3700 2500 6200 82 3800 2600 6400 83 3900 2700 6600 84 4000 2800 6800 85 4100 2900 7000 86 4200 3000 7200 87 4300 3100 7400 88 4400 3200 7600 89 4500 3300 7800 90 4600 3400 8000 91 4700 3525 8225 92 4800 3650 8450 93 4900 3775 8675 94 5000 3900 8900 95 5100 4025 9125 96 5200 4150 9350 97 5300 4275 9575 98 5400 4400 9800 99 5500 4525 10025 100 5600 4650 10250 101 5700 4775 10475 102 5800 4900 10700 103 5900 5025 10925 104 6000 5150 11150 105 6100 5275 11375 106 6200 5400 11600 107 6300 5525 11825 108 6400 5650 12050 109 6500 5775 12275 110 6600 5900 12500 111 6700 6050 12750 112 6800 6200 13000 113 6900 6350 13250 114 7000 6500 13500 115 7100 6650 13750 116 7200 6800 14000 117 7300 6950 14250 118 7400 7100 14500 119 7500 7250 14750 120 7600 7400 15000 121 7700 7550 15250 122 7800 7700 15500 123 7900 7850 15750 124 8000 8000 16000 125 8100 8150 16250 126 8200 8300 16500 127 8300 8450 16750 128 8400 8600 17000 129 8500 8750 17250 130 8600 8900 17500 131 8700 9075 17775 132 8800 9250 18050 133 8900 9425 18325 134 9000 9600 18600 135 9100 9775 18875 136 9200 9950 19150 137 9300 10125 19425 138 9400 10300 19700 139 9500 10475 19975 140 9600 10650 20250 141 9700 10825 20525 142 9800 11000 20800 143 9900 11175 21075 144 10000 11350 21350 145 10100 11525 21625 146 10200 11725 21925 147 10300 11925 22225 148 10400 12125 22525 149 10500 12325 22825 150 10600 13400 24000 </pre> <br><br> Again, it’s important to reiterate that you should not expect to find 25 Tesserae during the course of hunting at level 45. They appear on corpses about as often as Lodestones do now. There are additional ways to earn them, however -- you can receive them as rewards from quests, though the Tesserae earned from questing cannot be traded. And it is even possible to find Tesserae while mining, though the chances are slim, and they can only be found by players who are level 45 or higher. <br><br> Tesserae are a bonus reward mechanism. They are NEVER mandatory. The Hero Credits that you earn automatically by leveling will be enough to keep your character viable and interesting. The credits you are granted by level 50 will give your character power similar to what they had in the previous system, and by level 60, the automatic hero credits will make your character much more powerful than existing level 60 characters. Tesserae can make your character even more powerful over time. <br><br> So… what can you spend your Hero Credits on? <br><br> EDIT: The passive skills listed above cost Hero Credits now... but only 75 hero credits each. The vast majority of your Hero Credits will go towards active skills and perks, as described below. <br><br> EDIT: The original Tesserae cap chart was wrong. The chart above is correct, and has also been expanded to go all the way to 150. <br><br> {{big|Class-Unique Active Skills}} <br><br> First off, there are skills unique to each class. These are the skills from Hero 1, with some alterations and additions. These Hero Skills are still more powerful than regular skills, but they are less powerful than their old forms. This keeps them from being game-breaking (especially in PvP), but allows them to be used much more often. <br><br> Another change worth noting: the Vigor costs of hero skills are very low. The average Hero Skill now costs 80 Vigor to cast. Let’s look at the skills in detail next. <br><br> '''Juggernaut:''' <br><br> '''Catastrophe''' <br>A self-centered area-of-effect attack that lowers all targets' attack skills. <br>Hero Credit Cost: 400 <br>Minimum Level: 45 <br>Credit Cost: 25 (L1) to 30 (L150) <br>Vigor Cost: 80 <br>Reset Time: 10sec <br>Range: 30m self-centered <br>Damage: 12 (L1) to 260 (L50) to 1300 (L150) Effect: reduces melee, magic, and missile attack by 10 (L1) to 200 (L50+) for 30 (L1) to 60 (L150) seconds. <br><br> '''Devastating Arc''' <br>Juggernaut throws his weapon and hits the enemy, possibly for percentage damage. <br>Hero Credit Cost: 400 <br>Minimum Level: 60 <br>Credit Cost: 25 (L1) to 35 (L150) <br>Vigor Cost: 160 <br>Reset Time: 5sec <br>Range: 60m single target projectile Damage: 30 (L1) to 320 (L50) to 1600 (L150) plus chance of doing percentage <br>Damage: 20% chance of doing 8% (L1) to 12% (L150) of the monster's health. (The percentage attack is capped by skill level, much like the spec tree skill Decapitate.) <br><br> '''Sunder''' <br>An attack that reduces the target's armor. <br>Hero Credit Cost: 400 <br>Minimum Level: 70 <br>Credit Cost: 25 (L1) - 35 (L150) <br>Vigor Cost: 80 <br>Reset Time: 60sec <br>Range: melee single target <br>Damage: 30 (L1) to 320 (L50) to 1600 (L150) Armor Reduction: target's armor is reduced by 15 (L1) to 150 (L50) to 250 (L150) for 30 seconds. <br><br> '''Lugian Berserker:''' <br><br> <br>Wrathful Perseverance <br>Max health is increased. <br>Hero Credit Cost: 400 <br>Minimum Level: 45 <br>Credit Cost: 50 (L1) to 60 (L100) <br>Vigor Cost: 80 <br>Reset Time: 120sec <br>Range: self <br>Duration: 60 seconds Effect: Berserker's max health increases by 100 (L1) to 500 (L50) to 1500 (L100); Berserker also gains 100 (L1) to 500 (L50) to 1500 (L100) health immediately. <br><br> '''Raging Charge''' <br>The Berserker runs at extreme speeds, and has Damage Absorption. <br>Hero Credit Cost: 400 <br>Minimum Level: 60 <br>Credit Cost: 50 (L1) to 70 (L100) <br>Vigor Cost: 80 <br>Reset Time: 120 seconds <br>Range: self <br>Effect: Berserker runs at 1.5x (L1) to 3.0x (L100) normal speed, and absorbs 1% (L1) to 25% (L100) of incoming damage. Duration is 30 seconds. The run speed effect stacks with other run speed increases. The damage absorption does NOT stack with other damage absorption effects. <br><br> '''Torrent of Destruction''' <br>Only usable after Avalanche or Vortex of Pain. This single-target attack sends the Berserker into a flurry of attacks, hitting the target eight or more times (determined randomly). <br>Hero Credit Cost: 400 <br>Minimum Level: 70 <br>Credit Cost: 25 (L1) to 40 (L150) <br>Vigor Cost: 80 <br>Reset Time: 20 seconds <br>Range: melee single target <br>Damage: 10 (L1) - 80 (L50) - 200 (L150) per hit <br><br> '''Lugian Tactician:''' <br><br> '''Siege Cannon''' <br>A spinning cannon appears on the Tactician's arm for a moment; it fires a powerful line-of-sight energy bolt that bypasses some armor, and then disappears. <br>Hero Credit Cost: 400 <br>Minimum Level: 45 <br>Credit Cost: 25 (L1) to 30 (L150) <br>Vigor Cost: 80 <br>Reset Time: 5sec <br>Range: 60m Damage: 30 (L1) to 320 (L50) to 1600 (L150), bypasses 25% of armor. <br><br> '''Crystal Wall''' <br>Creates a Crystal Wall. This wall doesn't have a strong attack, but it has inherent damage reflection built into it. <br>Hero Credit Cost: 400 <br>Minimum Level: 60 <br>Credit Cost: 25 (L1) to 35 (L150) <br>Vigor Cost: 80 <br>Reset Time: 60seconds Range: self <br><br> '''Overdrive Turret''' <br>The Tactician imbues a turret with their most volatile of engineering knowledge, bestowing it with the ability to fire a super charged bolt. <br>Hero Credit Cost: 400 <br>Minimum Level: 70 <br>Credit Cost: 25 (L1) to 30 (L150) <br>Vigor Cost: 80 <br>Reset Time: 7 seconds <br>Range: 40 m (targeted turret); 60 m (turret can overdrive 60m) Turret <br>Damage: 50 (L1) to 750 (L50) to 2500 (L150) <br><br> '''Lugian Raider:''' <br><br> '''Living Rock''' <br>The Raider throws a rock as normal, but when if it hits, it subsequently becomes a living pet. The pet rock can be controlled as an ordinary pet monster. The pet rock has a moderate heal that it can bestow upon its master. <br>Hero Credit Cost: 400 <br>Minimum Level: 45 <br>Credit Cost: 25 (L1) to 35 (L150) <br>Vigor Cost: 80 <br>Reset Time: 10seconds <br>Range: 80m Damage: 30 (L1) to 320 (L50) to 1600 (L150) <br><br> '''Hollow Boulder''' <br>This attack bypasses ALL of the target's armor. <br>Hero Credit Cost: 400 <br>Minimum Level: 60 <br>Credit Cost: 25 (L1) to 35 (L150) <br>Minimum Level: 60 <br>Vigor Cost: 80 <br>Reset Time: 10sec <br>Range: 70m Damage: 12 (L1) to 260 (L50) to 1200 (L150). Bypasses 100% of armor. <br><br> '''Bring Down the Mountain''' <br>The Raider throws a slew of boulders at the target. This is a multi-hit attack. <br>Hero Credit Cost: 400 <br>Minimum Level: 70 <br>Credit Cost: 25 (L1) to 35 (L150) <br>Vigor Cost: 160 <br>Reset Time: 30seconds <br>Range: 70m Damage: 5 hits at 10 (L1) - 120 (L50) - 600 (L150). <br><br> '''Lugian Elementalist:''' <br><br> '''Tidal Wave''' <br>A large area-effect water attack. All enemies in the area take damage and have their attack speed reduced. <br>Hero Credit Cost: 400 <br>Minimum Level: 45 <br>Credit Cost: 30 (L1) to 40 (L150) <br>Vigor Cost: 80 <br>Reset Time: 10sec <br>Range: 20m AoE, 40m ranged LOS attack <br>Damage: 12 (L1) to 260 (L50) to 1300 (L150) Effect: slows combat speed by 1% (L1) to 30% (L50+) for 30 seconds <br><br> '''Sand Goliath''' <br>Summons a Sand Goliath. This pet does NOT count towards the maximum of two Elementalist sand pets. <br>Hero Credit Cost: 400 <br>Minimum Level: 60 <br>Credit Cost: 60 (L1) to 80 (L150) <br>Vigor Cost: 300 <br>Reset Time: 300 sec Range: self <br><br> '''Pyroclastic Flow''' <br>A moving wall of superheated rock and gas. This is a five-hit projectile attack. <br>Hero Credit Cost: 400 <br>Minimum Level: 70 <br>Credit Cost: 25 (L1) to 35 (L150) <br>Vigor Cost: 160 <br>Reset Time: 30sec <br>Range: 40m Damage: 5 hits at 10 (L1) - 120 (L50) - 600 (L150) <br><br> '''Lugian Sage:''' <br><br> '''Breath of Life''' <br>People who have died recently and are still at the "You have died, press Resurrect to resurrect" screen can be recovered. The Sage can cast this spell on their corpse and they will reappear before the Sage. Note that this skill’s Focus cost goes DOWN as experience is spent on it. <br>Hero Credit Cost: 400 <br>Minimum Level: 45 <br>Credit Cost: 80 (L1) to 40 (L100) <br>Vigor Cost: 300 <br>Reset Time: 10 seconds <br>Range: 40m Focus Retained: Normally a player is dropped to 10% of their max focus on death (in Hero 2). When resurrected, however, they are capped at a higher number: 1% (L1) - 20% (L100) higher, to be exact. Thus, when someone is resurrected by a L100 resurrect, they are reduced to 30% of their max Focus. <br><br> '''Sanctuary of the Mind''' <br>The target's skills cost abundantly more, but they gain a strong HoT for the duration, plus an immediate heal. This can be cast on fellowship members or the Sage. <br>Hero Credit Cost: 400 <br>Minimum Level: 60 <br>Credit Cost: 25 (L1) to 30 (L100) <br>Vigor Cost: 80 <br>Reset Time: 15 sec <br>Range: 40m <br>Duration: 15sec Effect: Heals 10 (L1) to 350 (L50) 700 (L100). Health over time healing of 1 (L1) to 100 (L100) per second. Vigor cost of target’s skills increase by 300. <br><br> '''Psyche Twist''' <The target's mind is clouded with pain. It takes damage and becomes unable to move for a short while. <br>Hero Credit Cost: 400 <br>Minimum Level: 70 <br>Credit Cost: 25 (L1) to 35 (L150) <br>Vigor Cost: 80 <br>Reset Time: 60 seconds <br>Range: 40 meters <br>Damage: 40 (L1) to 400 (L50) to 2000 (L150) Effect: root for 10 (L1) to 30 (L150) seconds <br><br> '''Feral Intendant:''' <br><br> '''Feral Rage''' The Feral Intendant gains extra speed and extra armor. <br>Hero Credit Cost: 400 <br>Minimum Level: 45 <br>Credit Cost: 55 (L1) to 65 (L100) <br>Vigor Cost: 80 <br>Reset Time: 300 seconds <br>Range: self <br>Duration: 60 seconds Effect: 1% - 30% - 50% combat-speed increase, 10 - 50 - 120 armor increase. These effects stack with existing spec tree skills. <br><br> '''Primal Howl''' <br>The Tumerok lets loose a terrible howl which hurts and weakens all around it in a 20m radius. <br>Hero Credit Cost: 400 <br>Minimum Level: 60 <br>Credit Cost: 25 (L1) to 35 (L150) <br>Vigor Cost: 80 <br>Reset Time: 10seconds <br>Range: 20m self-targeted <br>Damage: 30 (L1) to 320 (L50) to 1600 (L150) Effect: reduce nearby enemy's damage by 10 to 100 to 300 for each attack the enemy makes in the next 30 seconds. <br><br> '''Evolution''' <br>The Feral Intendant's pet becomes deadlier and more indestructible. <br>Hero Credit Cost: 400 <br>Minimum Level: 70 <br>Credit Cost: 22 (all levels) - skill goes to 100 <br>Vigor Cost: 80 <br>Reset Time: 120 seconds <br>Range: 40meters <br>Duration: 30 seconds (L1) to 60 seconds (L50) Effect: Pet armor is increased by 10 (L1) to 500 (L100). Pet damage increased by 1 (L1) to 100 (L100). <br><br> '''Zealot:''' <br><br> '''Defile The Unbeliever''' <br>A six-hit melee attack. There is also a small chance that an additional bloodletting attack will be automatically applied to the target. <br>Hero Credit Cost: 400 <br>Minimum Level: 45 <br>Credit Cost: 25 (L1) to 40 (L150) <br>Vigor Cost: 80 <br>Reset Time: 10sec <br>Range: melee <br>Damage: 6 hits, each hit 10 (L1) to 80 (L50) to 200 (L150) Effect: chance of applying a percentage bleed effect; chance is 1% (L1) to 40% (L150). Bleed is identical to other Zealot bleeds. <br><br> '''Arrow Breaker''' The Zealot becomes so attuned to his surroundings that he can evade attacks more sucessfully. <br>Hero Credit Cost: 400 <br>Minimum Level: 60 <br>Credit Cost: 55 (all levels) <br>Vigor Cost: 80 <br>Reset Time: 120 seconds <br>Range: self Effect: for 7 (L1) to 60 (L100) seconds, Zealot gains a 150 point bonus to evasion vs. missile, magic, and melee attacks. <br><br> '''Fanaticism''' <br>The Zealot's auto-attacks become stronger for a time. <br>Hero Credit Cost: 400 <br>Minimum Level: 70 <br>Credit Cost: 55 (L1) to 65 (L100) <br>Vigor Cost: 80 <br>Reset Time: 300 seconds <br>Range: self <br>Duration: 60 seconds Effect: Zealot's hands glow. Auto-attacks do an additional 7 (L1) to 100 (L50) to 200 (L100) damage. <br><br> '''Tumerok Clawbearer:''' <br><br> '''Tar Mines''' <br>The Clawbearer flings a bunch of bombs at a target; the projectiles land around the target. Some will go off instantly; the others will go off if the target or another enemy moves nearby. <br>Hero Credit Cost: 400 <br>Minimum Level: 45 <br>Credit Cost: 25 (L1) to 35 (L150) <br>Vigor Cost: 80 <br>Reset Time: 14 seconds <br>Range: 70m <br>Damage: 30 (L1) to 320 (L50) to 1600 (L150) Effect: on successful hit, creates 4 tar grenades around the target. Tar grenades root with an AoE effect for ten seconds and does minor damage. <br><br> '''Sandstorm''' <br>The Clawbearer scoops up sand and forms a huge cloud around them. This is a self-targeted AoE defense debuff. <br>Hero Credit Cost: 400 <br>Minimum Level: 60 <br>Credit Cost: 35 (L1) to 50 (L150) <br>Vigor Cost: 160 <br>Reset Time: 14sec <br>Range: 40m self-targeted AoE <br>Damage: 30 (L1) to 320 (L50) to 1600 (L150) <br>Effect: reduces missile, magic, and melee defenses by 10 (L1) to 200 (L150). Duration: 60 seconds. <br><br> '''Fatal Flaw''' <br>An attack that causes the target to become vulnerable. <br>Hero Credit Cost: 400 <br>Minimum Level: 70 <br>Credit Cost: 22 (any level) <br>Vigor Cost: 80 <br>Reset Time: 60sec <br>Range: 60m <br>Damage: 40 (L1) to 400 (L50) to 2000 (L150) Effect: target begins to glow with "vulnerability particles." The next skill that indicates it does more damage to vulnerable targets will do an additional 500 armor-bypassing damage to the target. This Fatal Flaw lasts on the target until someone uses a vuln skill on them, or 12 seconds, whichever comes first. <br><br> '''Tumerok Hivekeeper:''' <br><br> '''The Queen's Defender''' Creates a very large, very nasty wasp which attacks the selected target. The wasp disappears when killed or when it kills the target, whichever comes first. <br>Hero Credit Cost: 400 <br>Minimum Level: 45 <br>Credit Cost: 25 (L1) to 35 (L150) <br>Vigor Cost: 80 <br>Reset Time: 30sec <br>Range: 60m Damage: 30 (L1) to 320 (L50) to 1600 (L150) <br><br> '''Master Hive''' <br>A large nest appears on the ground and summons wasps on all nearby targets. The Master Hive lasts for 5 minutes or until it is destroyed. <br>Hero Credit Cost: 400 <br>Minimum Level: 60 <br>Credit Cost: 40 (L1) to 60 (L150) <br>Vigor Cost: 160 <br>Reset Time: 300seconds Range: self <br><br> '''Tormenting Swarms''' <br>The Hivekeeper summons a swarm of stinging insects for each member of the fellowship. Each fellowship member can control their swarm as a pet. <br>Hero Credit Cost: 400 <br>Minimum Level: 70 <br>Credit Cost: 40 (L1) - 60 (L150) <br>Vigor Cost: 160 Reset Time: 300 seconds <br><br> '''Tumerok Invoker:''' <br><br> '''Ancestral Fury''' <br>A line-of-sight attack that causes three spirits to fly up from underneath the target's feet, covering them in spirits for a moment. <br>Hero Credit Cost: 400 <br>Minimum Level: 45 <br>Credit Cost: 25 (L1) to 35 (L150) <br>Vigor Cost: 80 <br>Reset Time: 12 sec <br>Range: 40m Damage: 3 hits, each for 7 (L1) to 200 (L50) to 1000 (L150) <br><br> '''The Pure Spirit''' <br>Summons an erobal pet. This pet does not count against the max number of Invoker pets a player can have. The pure spirit disappears on its own after 20 minutes if it has not been killed by that time. <br>Hero Credit Cost: 400 <br>Minimum Level: 60 <br>Credit Cost: 60 (L1) to 80 (L150) <br>Vigor Cost: 300 <br>Reset Time: 300seconds Range: self <br><br> '''Spectral Form''' <br>The Invoker becomes transparent and ghost like. In this state, a percentage of incoming attacks do no damage. <br>Hero Credit Cost: 400 <br>Minimum Level: 70 <br>Credit Cost: 22 (any level) <br>Vigor Cost: 80 <br>Reset Time: 300 seconds <br>Range: self <br>Duration: 10 (L1) - 120 (L100) seconds Effect: the Invoker takes no damage from attacks 20% of the time <br><br> '''Tumerok Healer:''' <br><br> '''Tanua's Gift''' <br>People who have died recently and are still at the "You have died, press Resurrect to resurrect" screen can be recoverable. The Healer can cast Tanua’s Gift on their corpse and they will reappear before the Healer. Note that this skill’s Focus cost goes DOWN as experience is spent on it. <br>Hero Credit Cost: 400 <br>Minimum Level: 45 <br>Credit Cost: 80 (L1) to 40 (L100) <br>Vigor Cost: 300 <br>Reset Time: 10 seconds <br>Range: 40m Focus Retained: Normally a player is dropped to 10% of their max focus on death. When resurrected, they are capped at a higher number: 1% (L1) - 20% (L100) higher, to be exact. Thus, when someone is resurrected by a L100 resurrect, they are reduced to 30% of their max Focus. <br><br> '''Curse of Peace''' <br>The target's skills cost abundantly more, but they gain a strong HoT for the duration. This can be cast on fellowship members or the healer. <br>Hero Credit Cost: 400 <br>Minimum Level: 60 <br>Credit Cost: 25 (L1) to 30 (L100) <br>Vigor Cost: 80 <br>Reset Time: 15 sec <br>Range: 40m <br>Duration: 15sec Effect: Heals 10 (L1) to 350 (L50) 700 (L100). Health over time healing of 1 (L1) to 100 (L100) per second. Vigor cost of target’s skills increase by 300. <br><br> '''Drums of Immunity''' <br>The Healer casts a powerful ward on himself and all of his nearby fellows that negates many attacks. <br>Hero Credit Cost: 400 <br>Minimum Level: 70 <br>Credit Cost: 35 (L1) to 50 (L100) Power Up Time: 3 seconds <br>Vigor Cost: 300 <br>Reset Time: 900 seconds <br>Range: 20m self-centered <br>Duration: 15 sec (L1) to 45 sec (L100) Effect: All fellowship members get an effect similar to the Zealot skill Screen. Any incoming negative effect has a 30% (L1) to 70% (L100) chance of being cancelled and not applying to the target. <br><br> '''Human Bounty Hunter:''' <br><br> '''Assassin's Strike''' <br>An attack that does extra damage if done from behind the target. <br>Hero Credit Cost: 400 <br>Minimum Level: 45 <br>Credit Cost: 25 (L1) to 35 (L150) <br>Vigor Cost: 80 <br>Reset Time: 8 sec <br>Range: melee <br>Damage: 30 (L1) to 320 (L50) to 1600 (L150) Effect: attacks from behind deal 50% extra damage. <br><br> '''Treacherous Blades''' A nasty 4-strike attack; each attack has an increased chance to perform a critical hit. (Usable only while the Bounty Hunter is dual-wielding.) <br>Hero Credit Cost: 400 <br>Minimum Level: 60 <br>Credit Cost: 25 (L1) to 35 (L150) <br>Vigor Cost: 160 <br>Reset Time: 12sec <br>Range: melee Damage: each attack does 10 (L1) to 120 (L50) to 600 (L150) with 20% chance to crit for 200% damage. <br><br> '''Wisdom of the Land''' <br>The Bounty Hunter offers his insights to nearby fellows, causing them to critically hit more often and be more lucky at avoiding death. <br>Hero Credit Cost: 400 <br>Minimum Level: 70 <br>Credit Cost: 55 (any level) <br>Vigor Cost: 160 <br>Reset Time: 300 seconds <br>Range: self <br>Duration: 30 (L1) to 120 (L150) seconds Effect: affected fellows gain +1% (L1) to +5% (L50+) chance to critically hit, and the equivalent of Fate’s Forgiveness (when a normal attack hook would kill them, it has a chance of doing 0 damage instead). <br><br> '''Human Defender:''' <br><br> '''Cragstone's Rebuke''' Defender tosses his shield 40m; target is stunned and severely taunted. Has improved chance to critically hit. <br>Hero Credit Cost: 400 <br>Minimum Level: 45 <br>Credit Cost: 25 (L1) to 35 (L150) <br>Vigor Cost: 80 <br>Reset Time: 12sec <br>Range: 40m <br>Damage: 30 (L1) to 320 (L50) to 1600 (L150). <br>Effect: Target is stunned for 8 (L1) - 10 (L150) seconds. (obeys normal stun immunity rules - that is, can't be stunned more than once per minute). Also, taunts monster equivalent to 25% (L1) to 100% (L150) of the monster's health. This skill has a 20% chance to critical-hit for double damage. <br><br> '''Aegis''' <br>A floating reflective shield appears in front of everyone in the fellowship; a percentage of all incoming damage is reflected back to the attacker. <br>Hero Credit Cost: 400 <br>Minimum Level: 60 <br>Credit Cost: 45 (L1) to 55 (L100) <br>Vigor Cost: 160 <br>Reset Time: 60 sec <br>Range: 20m self-centered fellowship propagated <br>Duration: 30sec (L1) to 60sec (L100) Effect: incoming attacks are reflected back at the attacker; they do 10% (L1) to 50% (L100) of the damage to the attacker. In addition, a portion of the damage is absorbed and does not harm the target. 1% (L1) to 15% (L100) of the incoming damage is not applied to the target. <br><br> '''Reprisal''' <br>The Defender performs a shield attack on the target and at the same time casts a group heal on nearby fellowship members (including himself). <br>Hero Credit Cost: 400 <br>Minimum Level: 70 <br>Credit Cost: 30 (L1) to 40 (L150) <br>Vigor Cost: 160 <br>Reset Time: 15sec <br>Range: melee <br>Damage: 30 (L1) to 320 (L50) to 1600 (L150) <br>Effect: casts a healing spell at same time; heals for 100 (L1) to 250 (L50) to 750 (L150) <br><br> '''Human Ranger:''' <br><br> '''Rain of Arrows''' <br>A simple, elegant, and deadly five-arrow attack on a single target. <br>Hero Credit Cost: 400 <br>Minimum Level: 45 <br>Credit Cost: 35 (L1) to 45 (L150) <br>Vigor Cost: 160 <br>Reset Time: 9 sec <br>Range: 80m <br>Damage: each arrow, 10 (L1) to 120 (L50) to 600 (L150) <br><br> '''Bird of Prey''' <br>The Ranger points at a target. This is a line-of-sight attack. If it hits, a falcon swoops down and attacks the target. It continues to attack the target for the duration, at intervals. It is not a pet, but rather a damage-over-time effect. <br>Hero Credit Cost: 400 <br>Minimum Level: 60 <br>Credit Cost: 25 (L1) to 35 (L150) <br>Vigor Cost: 80 <br>Reset Time: 10 seconds <br>Range: 80m <br>Damage: 40 (L1) to 400 (L50) to 2000 (L150) <br>Effect: Falcon-over-time bleed, 20 (L1) to 60 (L150) damage for 30 seconds <br><br> '''Firebirds''' <br>The Ranger points at a target. This is a line-of-sight attack. If it hits, the ranger summons a flock of Firebirds to attack all monsters within the radius of the target. These are not pets, but rather damage-over-time effects on the targets. <br>Hero Credit Cost: 400 <br>Minimum Level: 70 <br>Credit Cost: 25 (L1) to 35 (L150) <br>Vigor Cost: 160 <br>Reset Time: 12 seconds <br>Range: 80m, 20m AoE <br>Damage: AoE: 12 (L1) to 260 (L50) to 1300 (L150) <br>Effect: Flaming-Falcon-over-time bleed, 10 (L1) to 40 (L150) damage for 30 seconds <br><br> '''Human Alchemist:''' <br><br> '''Elixir of Life''' <br>People who have died recently and are still at the "You have died, press Resurrect to resurrect" screen can be recovered. The Alchemist can use this skill on their corpse and they will reappear before the Alchemist. Note that this skill’s Focus cost goes DOWN as experience is spent on it. <br>Hero Credit Cost: 400 <br>Minimum Level: 45 <br>Credit Cost: 80 (L1) to 40 (L100) <br>Vigor Cost: 300 <br>Reset Time: 10 seconds <br>Range: 40m Focus Retained: Normally a player is dropped to 10% of their max focus on death. When resurrected, they are capped at a higher number: 1% (L1) - 20% (L100) higher, to be exact. Thus, when someone is resurrected by a L100 resurrect, they are reduced to 30% of their max Focus. <br><br> '''Caustic Breath''' <br>The Alchemist spits acid on the target. This is a melee-range attack. This effect works in both human mode and Darkside mode. <br>Hero Credit Cost: 400 <br>Minimum Level: 60 <br>Credit Cost: 25 (L1) to 35 (L150) <br>Vigor Cost: 80 <br>Reset Time: 7sec <br>Range: melee <br>Damage: 40 (L1) to 400 (L50) to 2000 (L150) <br>Effect: acid damage, does 10 (L1) to 20 (L150) health and vigor damage per second for 30 (L1) to 45 (L100) seconds. <br><br> '''Immolation''' <br>The Alchemist is set brightly ablaze. His auto-attacks become flamethrower-like fire bursts. In addition, the Alchemist is immune to fire attacks for the duration of the skill. In Darkside mode, the attacks are melee range; in normal mode, the attacks have a twenty meter range. <br>Hero Credit Cost: 400 <br>Minimum Level: 70 <br>Credit Cost: 55 (L1) to 65 (L100) <br>Vigor Cost: 80 <br>Reset Time: 300seconds <br>Range: self <br>Duration: 30 (L1) to 90 (L100) seconds <br>Effect: Alchemist's auto-attacks do an additional 10 (L1) to 80 (L50) to 160 (L100) damage plus apply a fire effect of 8 dmg (L1) to 20 dmg (L100) per sec for 15 seconds. <br>Alchemist is immune to fire damage while Immolated. <br><br> '''Human Enchanter:''' <br><br> '''Execution''' <br>A giant sword falls on a target chosen by the Enchanter. <br>Hero Credit Cost: 400 <br>Minimum Level: 45 <br>Credit Cost: 25 (L1) to 35 (L150) <br>Vigor Cost: 80 <br>Reset Time: 12 <br>Range: 40m <br>Damage: 40 (L1) to 400 (L50) to 2000 (L150) <br>Effect: bleed damage, 10 (L1) to 30 (L150) for 30 seconds <br><br> '''Living Armor''' <br>A suit of armor builds itself into the shape of a person. It attacks the target. This is a pet that follows pet orders. It has a weak punch attack, but it has very strong armor and a potent taunt. Living Armor lasts for 20 minutes or until it is killed. <br>Hero Credit Cost: 400 <br>Minimum Level: 60 <br>Credit Cost: 55 (L1) to 65 (L150) <br>Vigor Cost: 300 <br>Reset Time: 300 seconds <br>Range: self <br><br> '''Enchanted Arms''' <br>The Enchanter summons a deadly blade that fights alongside the caster. This is a pet that follows pet orders. It is relative easy to kill but has strong damage attacks. The sword pet cannot be used at the same time as the Living Armor pet. <br>Hero Credit Cost: 400 <br>Minimum Level: 70 <br>Credit Cost: 22 (all levels) - to 150 <br>Vigor Cost: 300 <br>Reset Time: 300 seconds <br>Range: self <br><br> '''Human Sorcerer:''' <br><br> '''Geomantic Alignment''' <br>The Sorcerer harnesses the power of the ley lines of Dereth to tap into extra vigor. <br>Hero Credit Cost: 400 <br>Minimum Level: 45 <br>Credit Cost: 55 (L1) to 65 (L100) <br>Vigor Cost: 80 <br>Reset Time: 300 seconds <br>Range: self only <br>Duration: 60 (L1) to 120 (L100) seconds <br>Effect: For the duration, all of the Sorcerer's spells cost 1 (L1) to 80 (L50) to 150 (L100) less vigor to cast. This effect follows the normal 50% rule: skills that would be reduced more than 50% by this effect are instead reduced to exactly 50% of their normal cost. This effect does stack with Esprit. Also, for the duration, the Sorcerer's in-combat vigor regeneration is increased by 1% (L1) - 35% (L100). <br><br> '''Blighting Gaze''' <br>A deadly attack that causes the target to be less receptive to heals. <br>Hero Credit Cost: 400 <br>Minimum Level: 60 <br>Credit Cost: 25 (L1) to 35 (L150) <br>Vigor Cost: 80 <br>Reset Time: 8 <br>Range: 40m <br>Damage: 40 (L1) to 400 (L50) to 2000 (L150) <br>Effect: reduces the power of healing effects by 10% (L1) to 50% (L150). This affects healing spells, health-over-time effects, reaps, and potions. Does NOT affect health regeneration. <br>Duration: 60 seconds <br><br> '''Rez'arel's Ruin''' <br>Shards of the ruined moon rain down upon the target. <br>Hero Credit Cost: 400 <br>Minimum Level: 70 <br>Credit Cost: 30 (L1) to 40 (L150) <br>Vigor Cost: 160 <br>Reset Time: 12 <br>Range: 60m <br>Damage: 7 (L1) to 200 (L50) to 1000 (L150), three hits <br>Effect: bleed damage of 1 (L1) to 30 (L150) for 30 seconds <br><br> '''Empyrean Hieromancer:''' <br><br> '''Mortal Coil''' <br>A deadly burst of energy encompasses the target. <br>Hero Credit Cost: 400 <br>Minimum Level: 45 <br>Credit Cost: 25 (L1) to 35 (L150) <br>Vigor Cost: 80 <br>Reset Time: 12sec <br>Damage: two hits, each 12 (L1) to 260 (L50) to 1300 (L150) <br><br> '''Symbol of Eternity''' <br>The caster avoids death when they would otherwise die, and instead gains health. <br>Hero Credit Cost: 400 <br>Minimum Level: 60 <br>Credit Cost: 55 (L1) to 65 (L100) <br>Vigor Cost: 80 <br>Reset Time: 300sec <br>Effect: Upon a hit or effect that would otherwise kill you, you instead live, and are given 100 (L1) to 500 (L50) to 1250 (L100) health. Effect lasts for 120 seconds or until used. <br><br> '''Gesture of Frailty''' <br>A gesture that damages the target and lowers their ability to inflict damage. <br>Hero Credit Cost: 400 <br>Minimum Level: 70 <br>Credit Cost: 25 (L1) to 35 (L150) <br>Vigor Cost: 80 <br>Reset Time: 60sec <br>Damage: 30 (L1) - 320 (L50) - 1600 (L150) <br>Effect: Decreases the targets damage output by 10 (L1) - 100 (L50) - 250 (L150) <br>Duration: 30 seconds <br><br> '''Empyrean Mentalist:''' <br><br> '''Phantasm''' <br>A dangerous mind-game that causes great pain to the target, and has a chance to perform a percentage-damage bleed. <br>Hero Credit Cost: 400 <br>Minimum Level: 45 <br>Credit Cost: 25 (L1) to 35 (L150) <br>Vigor Cost: 160 <br>Reset Time: 12seconds <br>Range: 40m <br>Damage: 30 (L1) to 320 (L50) to 1600 (L150) <br>Effect: bleed damage of 1% (L1) to 10% (L150) over 30 seconds. Chance of firing is 17% (L1) to 40 (L150) <br><br> '''Mental Breakdown''' <br>Usable only after Mental Onslaught or Volatility, this is a five-hit attack. <br>Hero Credit Cost: 400 <br>Minimum Level: 60 <br>Credit Cost: 25 (L1) to 35 (L150) <br>Vigor Cost: 80 <br>Reset Time: 12seconds <br>Range: 40m <br>Damage: 10 (L1) to 120 (L50) to 600 (L150), five hits <br><br> '''Temporal Distortion''' <br>Summoning all their mental powers, the Mentalist damages the timeline of enemies in the near area. This is a self-centered 20m AoE that does damage and inflicts a runspeed/combat speed slow on all enemies. <br>Hero Credit Cost: 400 <br>Minimum Level: 70 <br>Credit Cost: 25 (L1) to 35 (L150) <br>Vigor Cost: 80 <br>Reset Time: 12seconds <br>Range: 40m <br>Damage: 12 (L1) to 260 (L50) to 1300 (L150). <br>Effect: run speed reduced by 10% (L1) to 30% (L50) to 50% (L150). Combat speed reduced 10% (L1) to 35% (L50) to 60% (L150). <br>Duration: 30 seconds. <br><br> '''Empyrean Templar:''' <br><br> '''Call to Duty''' <br>The Templar bestows protective and offensive energies upon himself and the rest of the fellowship. <br>Hero Credit Cost: 400 <br>Minimum Level: 45 <br>Credit Cost: 25 (L1) to 35 (L100) <br>Vigor Cost: 160 <br>Reset Time: 120 seconds <br>Range: self <br>Effect: 1% (L1) - 10% (L50) - 30% (L100) damage buff, 10 - 50 - 200 armor increase. STACKS with existing spec tree skills. Duration is 30 seconds. <br><br> '''Gaze of Oblivion''' <br>The Templar’s stoic gaze pierces the heart of the enemy. This skill does more damage if the target can see the Templar when cast. <br>Hero Credit Cost: 400 <br>Minimum Level: 60 <br>Credit Cost: 25 (L1) to 35 (L150) <br>Vigor Cost: 80 <br>Reset Time: 12 seconds <br>Range: 40m <br>Damage: 30 (L1) - 320 (L50) - 1600 (L150) bonus damage. Damage is multiplied by x1.5 if the monster is facing the Templar when spell is cast. (within a 180 degree arc) <br><br> '''Courage in Arms''' <br>The Templar’s auto-attacks do a small amount of additional damage. They also perform a taunt on each successful hit. <br>Hero Credit Cost: 400 <br>Minimum Level: 70 <br>Credit Cost: 45 (L1) to 55 (L100) <br>Vigor Cost: 80 <br>Reset Time: 300 seconds <br>Range: self <br>Effect: auto-attacks gain extra damage of 4 (L1) to 50 (L50) to 100 (L100). Each hit also taunts the monster for 5x the amount of damage done. <br>Duration: 60 seconds <br><br> '''Drudge:''' <br><br> '''Vengeful Assault''' <br>A five-hit attack. <br>Hero Credit Cost: 400 <br>Minimum Level: 45 <br>Credit Cost: 25 (L1) to 35 (L100) <br>Vigor Cost: 80 <br>Reset Time: 20 seconds <br>Range: melee <br>Damage: each of 5 hits, 10 (L1) - 120 (L50) - 600 (L150) <br><br> '''Bigger Board with Nail''' <br>A Drudge enchantment that enhances a weapon’s damage. <br>Hero Credit Cost: 400 <br>Minimum Level: 60 <br>Credit Cost: 55 (L1) to 65 (L100) <br>Vigor Cost: 160 <br>Reset Time: 60 seconds <br>Range: any selected weapon <br>Effect: raises weapon damage by 10 (L1) - 100 (L50) - 200 (L150). <br>Duration: 60 seconds <br><br> '''Feast of Flesh''' <br>The Drudge calls upon his brothers for aid against a single target. Summons five Drudge Assassins. The Drudges attack one target until either it or they die. <br>Hero Credit Cost: 400 <br>Minimum Level: 70 <br>Credit Cost: 35 (L1) to 45 (L150) <br>Vigor Cost: 160 <br>Reset Time: 30 seconds <br>Range: 40m <br><br> {{big|More Hero Skills}} <br><br> In addition to the skills which are unique to each individual class, there are also skills which are available to any class. These skills scale from 0 to 10 by spending XP on them. This unusual level cap was chosen so that each level of skill would be very significant. When you buy these skills, they start at 0 -- meaning they can't be used at all until you spend XP in them. This is a measure intended to prevent min/maxing behavior. <br><br> Because these skills are intended to be useful at all play levels above 50, the higher points of the 10-point curve cost a LOT of XP. In general, it is only practical to buy one or two points of each skill for every ten levels above 50. <br><br> These skills appear on the main Hero Skills Page for each class (we’ve separated the Hero Skills from the regular class skills, for cleanliness). Let’s go over each skill: <br><br> '''Hero Portal Recall''' <br>This is like the common skill “Portal Recall,” except it costs Hero Credits instead of regular credits to buy, and uses Focus to cast. The Focus cost decreases as the level of the skill is raised. <br>Minimum Level: 45 <br>Hero Credit Cost: 300 <br>Credit Cost: 70 (L1) - 1 (L10) <br><br> '''Hero Summon Lifestone''' <br>This is like the common skill “Summon Lifestone,” except it costs Hero Credits instead of regular credits to buy, and uses Focus to cast. The Focus cost decreases as the level of the skill is raised. <br>Minimum Level: 60 <br>Hero Credit Cost: 400 <br>Credit Cost: 70 (L1) - 1 (L10) <br><br> '''Hero Summon Portal''' <br>This is like the common skill “Summon Portal,” except it costs Hero Credits instead of regular credits to buy, and uses Focus to cast. The Focus cost decreases as the level of the skill is raised. <br>Minimum Level: 60 <br>Hero Credit Cost: 400 <br>Credit Cost: 70 (L1) - 1 (L10) <br><br> '''Health Burst''' <br>An emergency burst of health is bestowed on the caster. This skill has a very long reset timer. <br>Minimum Level: 45 <br>Hero Credit Cost: 200 <br>Reset Time: 15 minutes (900 secs) <br>Credit Cost: 15 (L1) - 20 (L10) <br>Health Restored: 500 (L1) - 1500 (L10) <br><br> '''Vigor Burst''' An emergency burst of vigor is bestowed on the caster. This skill has a very long reset timer. <br>Minimum Level: 45 <br>Hero Credit Cost: 200 <br>Reset Time: 15 minutes (900 secs) <br>Credit Cost: 15 (L1) - 20 (L10) Health Restored: 500 (L1) - 1500 (L10) <br><br> '''Health Chant''' <br>Grants health over time to the fellowship for as long as it is active. This is a toggle-skill, meaning it can be turned on and off by the caster. Unlike other toggle-skills, however, it costs Focus to keep active. If the user runs out of Focus the skill automatically turns off. <br><br> The user can only use a single Chant skill at a time. However, other fellowship members can use the other Chant skill, allowing the fellowship to have the effects of both Health and Vigor Chant active at once. Chants follow normal stacking rules (i.e. a level 4 Health Chant will overwrite a level 2 Health Chant, not stack with it). This effect stacks with different kinds of health-over-time skills, such as Benevolent Leader. <br>Minimum Level: 60 <br>Hero Credit Cost: 200 <br>Credit Cost: 10 focus to start, plus 1 (L1) to 3 (L10) focus/sec Health Restored: 12 health/sec (L1) - 58 health/sec (L10) <br><br> '''Vigor Chant''' <br>Grants vigor over time to the fellowship for as long as it is active. This is a toggle-skill, meaning it can be turned on and off by the caster. Unlike other toggle-skills, however, it costs Focus to keep active. If the user runs out of Focus the skill automatically turns off. <br><br> The user can only use a single Chant skill at a time. However, other fellowship members can use the other Chant skill, allowing the fellowship to have the effects of both Health and Vigor Chant active at once. Chants follow normal stacking rules (i.e. a level 4 Vigor Chant will overwrite a level 2 Vigor Chant, not stack with it). This effect stacks with different kinds of vigor-over-time skills, such as Recoup. <br>Minimum Level: 60 <br>Hero Credit Cost: 250 <br>Credit Cost: 10 focus to start, plus 1 focus/sec (L1) to 3 focus/sec (L10) Vigor Restored: 8 vigor/sec (L1) - 33 vigor/sec (L10) <br><br> '''Armor Force''' <br>Grants additional armor to the caster. This is a toggle-skill, meaning it can be turned on and off by the caster. Unlike other toggle-skills, however, the player loses Focus whenever they are hit while this skill is enabled. If the user runs out of Focus the skill automatically turns off. The user can only have one Force on at a time. <br>Minimum Level: 70 <br>Hero Credit Cost: 400 <br>Credit Cost: 10 focus to start, plus 2 (L1) - 10 (L10) focus/attack incoming Armor Added: 10 (L1) - 100 (L10) <br><br> '''Reflection Force''' <br>While this skill is active, a portion of incoming damage is reflected back at the attacker. This is a toggle-skill, meaning it can be turned on and off by the caster. Unlike other toggle-skills, however, the player loses Focus whenever they are hit while this skill is enabled. If the user runs out of Focus the skill automatically turns off. The user can only have one Force on at a time. <br>Minimum Level: 70 <br>Hero Credit Cost: 400 <br>Credit Cost: 10 focus to start, plus 1 (L1) - 5 (L10) focus/attack incoming Damage Reflected: 8% (L1) - 40% (L10) <br><br> '''Taunting Force''' <br>While this skill is active, each incoming monster attack causes the monster to be automatically taunted by the user. This is a toggle-skill, meaning it can be turned on and off by the caster. Unlike other toggle-skills, however, the player loses Focus whenever they are hit while this skill is enabled. If the user runs out of Focus the skill automatically turns off. The user can only have one Force on at a time. <br>Minimum Level: 70 <br>Hero Credit Cost: 400 <br>Credit Cost: 10 focus to start, plus 1 (L1) - 5 (L10) focus/attack incoming Taunt Given: 1% of monster's max health (L1) - 5% of max health (L10) <br><br> '''Fickle Fate''' When the user spends Focus on this skill, a potent effect is added to them (and their fellowship) at random. The vast majority of the skill’s effects are beneficial, though there are occasional negative effects. As the skill is raised in level, the potency of the beneficial effects goes up, while the potency of the negative effects goes down. <br>Minimum Level: 70 <br>Hero Credit Cost: 400 <br>Credit Cost: 35 (L1) - 45 (L10) <br>Duration: 5 Minutes (Negative Effects), 15 Minutes (Positive Effects) <br>Effect: a random effect, such as a damage boost, increase to earned XP, max. health boost, etc. <br><br> '''Hero Skill Tree''' This is what the Hero page of each classes skill tree looks like. The T1, T2, and T3 Hero Skills are placeholders for the individual classes’ unique hero skills. Note that most of the skills in the tree do not have parent skills. This means you can simply buy them when you are the appropriate level; for instance, you do not have to buy the T1 Hero Skill before you can buy the T2 Hero Skill. <br><br> Code: <pre> Armor Reflection Taunting Fickle T3 Hero L70 Force Force Force Fate Skill Summon Summon Health Vigor T2 Hero L60 Portal Lifestone Chant Chant Skill | _/ | | Portal ________/ Health Vigor T1 Hero L45 Recall Burst Burst Skill </pre> Edit: code font isn't working with the new board skin just yet... should be fixed soon. Last edited by Citan : 04-20-2005 at 02:36 PM. <br><br> {{big|Perks}} <br><br> In addition to the new skills listed above, there are also Perks. These hero skills cost Hero Credits to purchase, but you do not spend XP on them. (They are always at skill level “1.”) Their effects are always on – they grant a small permanent benefit to the hero. By purchasing different perks to suit your play style and your avatar’s personality, you can create a truly unique character. <br><br> Each perk’s effect is noticeable, but small. However, many perks have several levels of skill, so that you can buy multiple similar perks to increase their effects. <br><br> Unlike normal skills, you can only untrain one perk per week. (After you have untrained a perk, you will not be able to untrain another until a week has elapsed.) However, perks are shared between classes. This means that you do not have to untrain all your Perks in order to switch classes. <br><br> Perks have no level requirement –a hero of any level can buy any perk. <br><br> When there are several related perks, such as the “Pack Rat” perks numbered 1 through 6, each higher numbered perk is parented to the next lower numbered perk. This means that you cannot buy higher-numbered perks without first buying the lower-numbered perks. (The lowest-level perk of any type, in this case “'''Pack Rat 1”, does not have any parent.) <br><br> Perks of the same number never stack with each other – that is, '''Pack Rat 2 overrides '''Pack Rat 1, so that owning both perks earns you a total of two slots, not three. <br><br> Let’s look at the perks in detail. <br><br> {{big|Perk Details}} <br><br> '''Nocturnal Blood''' <br>During the evening hours, health and vigor are regained at an increased rate. Cannot have the perk if Diurnal Blood is already owned. <br>Amount: 30% <br>Cost: 100 <br><br> '''Diurnal Blood''' <br>During the daytime hours, health and vigor are regained at an increased rate. Cannot have the perk if Nocturnal Blood is already owned. <br>Amount: 30% <br>Cost: 100 <br><br> '''Night Stalker 1''' <br>During the evening hours, accuracy is increased slightly. Cannot have this perk if any of the Day Stalker perks are already owned. <br>Amount: 15 <br>Cost: 100 <br><br> '''Night Stalker 2''' <br>During the evening hours, accuracy is increased slightly. Cannot have this perk if any of the Day Stalker perks are already owned. <br>Amount: 30 <br>Cost: 150 <br><br> '''Night Stalker 3''' <br>During the evening hours, accuracy is increased. Cannot have this perk if any of the Day Stalker perks are already owned. <br>Amount: 50 <br>Cost: 200 <br><br> '''Day Stalker 1''' <br>During the daytime hours, accuracy is increased slightly. Cannot have this perk if any of the Night Stalker perks are already owned. <br>Amount: 15 <br>Cost: 100 <br><br> '''Day Stalker 2''' <br>During the daytime hours, accuracy is increased slightly. Cannot have this perk if any of the Night Stalker perks are already owned. <br>Amount: 30 <br>Cost: 150 <br><br> '''Day Stalker 3''' <br>During the daytime hours, accuracy is increased. Cannot have this perk if any of the Night Stalker perks are already owned. <br>Amount: 50 <br>Cost: 200 <br><br> '''Hunter: Nature 1''' <br>Increased accuracy versus monsters of the Nature category. Cannot have this perk if any of the other Hunter perks are already owned. <br>Amount: 15 <br>Cost: 100 <br><br> '''Hunter: Nature 2''' <br>Increased accuracy versus monsters of the Nature category. Cannot have this perk if any of the other Hunter perks are already owned. <br>Amount: 30 <br>Cost: 150 <br><br> '''Hunter: Nature 3''' <br>Increased accuracy versus monsters of the Nature category. Cannot have this perk if any of the other Hunter perks are already owned. <br>Amount: 50 <br>Cost: 200 <br><br> '''Hunter: Martial 1''' <br>Increased accuracy versus monsters of the Martial category. Cannot have this perk if any of the other Hunter perks are already owned. <br>Amount: 15 <br>Cost: 100 <br><br> '''Hunter: Martial 2''' <br>Increased accuracy versus monsters of the Martial category. Cannot have this perk if any of the other Hunter perks are already owned. <br>Amount: 30 <br>Cost: 150 <br><br> '''Hunter: Martial 3''' <br>Increased accuracy versus monsters of the Martial category. Cannot have this perk if any of the other Hunter perks are already owned. <br>Amount: 50 <br>Cost: 200 <br><br> '''Hunter: Decay 1''' <br>Increased accuracy versus monsters of the Decay category. Cannot have this perk if any of the other Hunter perks are already owned. <br>Amount: 15 <br>Cost: 100 <br><br> '''Hunter: Decay 2''' <br>Increased accuracy versus monsters of the Decay category. Cannot have this perk if any of the other Hunter perks are already owned. <br>Amount: 30 <br>Cost: 150 <br><br> '''Hunter: Decay 3''' <br>Increased accuracy versus monsters of the Decay category. Cannot have this perk if any of the other Hunter perks are already owned. <br>Amount: 50 <br>Cost: 200 <br><br> '''Hunter: Arcanists 1''' <br>Increased accuracy versus monsters of the Arcane category. Cannot have this perk if any of the other Hunter perks are already owned. <br>Amount: 15 <br>Cost: 100 <br><br> '''Hunter: Arcanists 2''' <br>Increased accuracy versus monsters of the Arcane category. Cannot have this perk if any of the other Hunter perks are already owned. <br>Amount: 30 <br>Cost: 150 <br><br> '''Hunter: Arcanists 3''' <br>Increased accuracy versus monsters of the Arcane category. Cannot have this perk if any of the other Hunter perks are already owned. <br>Amount: 50 <br>Cost: 200 <br><br> '''Defense Against Nature 1''' <br>Increased evasion versus monsters of the Nature category. Cannot have this perk if any of the other Defense perks are already owned. <br>Amount: 15 <br>Cost: 100 <br><br> '''Defense Against Nature 2''' <br>Increased evasion versus monsters of the Nature category. Cannot have this perk if any of the other Defense perks are already owned. <br>Amount: 30 <br>Cost: 150 <br><br> '''Defense Against Nature 3''' <br>Increased evasion versus monsters of the Nature category. Cannot have this perk if any of the other Defense perks are already owned. <br>Amount: 50 <br>Cost: 200 <br><br> '''Defense Against Decay 1''' <br>Increased evasion versus monsters of the Decay category. Cannot have this perk if any of the other Defense perks are already owned.. <br>Amount: 15 <br>Cost: 100 <br><br> '''Defense Against Decay 2''' <br>Increased evasion versus monsters of the Decay category. Cannot have this perk if any of the other Defense perks are already owned. <br>Amount: 30 <br>Cost: 150 <br><br> '''Defense Against Decay 3''' <br>Increased evasion versus monsters of the Decay category. Cannot have this perk if any of the other Defense perks are already owned. <br>Amount: 50 <br>Cost: 200 <br><br> '''Defense Against Arcane 1''' <br>Increased evasion versus monsters of the Arcane category. Cannot have this perk if any of the other Defense perks are already owned. <br>Amount: 15 <br>Cost: 100 <br><br> '''Defense Against Arcane 2''' <br>Increased evasion versus monsters of the Arcane category. Cannot have this perk if any of the other Defense perks are already owned. <br>Amount: 30 <br>Cost: 150 <br><br> '''Defense Against Arcane 3''' <br>Increased evasion versus monsters of the Arcane category. Cannot have this perk if any of the other Defense perks are already owned. <br>Amount: 50 <br>Cost: 200 <br><br> '''Defense Against Martial 1''' <br>Increased evasion versus monsters of the Martial category. Cannot have this perk if any of the other Defense perks are already owned. <br>Amount: 15 <br>Cost: 100 <br><br> '''Defense Against Martial 2''' <br>Increased evasion versus monsters of the Martial category. Cannot have this perk if any of the other Defense perks are already owned. <br>Amount: 30 <br>Cost: 150 <br><br> '''Defense Against Martial 3''' <br>Increased evasion versus monsters of the Martial category. Cannot have this perk if any of the other Defense perks are already owned. <br>Amount: 50 <br>Cost: 200 <br><br> '''Commanding Presence 1''' <br>Increases the range of pet commands. <br>Amount: 5 meters <br>Cost: 200 <br><br> '''Commanding Presence 2''' <br>Increases the range of pet commands. <br>Amount: 10 meters <br>Cost: 200 <br><br> '''Commanding Presence 3''' <br>Increases the range of pet commands. <br>Amount: 15 meters <br>Cost: 250 <br><br> '''Commanding Presence 4''' <br>Increases the range of pet commands. <br>Amount: 20 meters <br>Cost: 250 <br><br> '''Commanding Presence 5''' <br>Increases the range of pet commands. <br>Amount: 25 meters <br>Cost: 250 <br><br> '''Commanding Presence 6''' <br>Increases the range of pet commands. <br>Amount: 30 meters <br>Cost: 250 <br><br> '''Aggressive Demeanor 1''' <br>Pets do more base damage. <br>Amount: 2% <br>Cost: 100 <br><br> '''Aggressive Demeanor 2''' <br>Pets do more base damage. <br>Amount: 4% <br>Cost: 150 <br><br> '''Aggressive Demeanor 3''' <br>Pets do more base damage. <br>Amount: 6% <br>Cost: 150 <br><br> '''Aggressive Demeanor 4''' <br>Pets do more base damage. <br>Amount: 8% <br>Cost: 150 <br><br> '''Aggressive Demeanor 5''' <br>Pets do more base damage. <br>Amount: 10% <br>Cost: 200 <br><br> '''Aggressive Demeanor 6''' <br>Pets do more base damage. <br>Amount: 12% <br>Cost: 200 <br><br> '''Nurturing Demeanor 1''' <br>Pets have more health. <br>Amount: 2% <br>Cost: 100 <br><br> '''Nurturing Demeanor 2''' <br>Pets have more health. <br>Amount: 4% <br>Cost: 150 <br><br> '''Nurturing Demeanor 3''' <br>Pets have more health. <br>Amount: 6% <br>Cost: 150 <br><br> '''Nurturing Demeanor 4''' <br>Pets have more health. <br>Amount: 8% <br>Cost: 150 <br><br> '''Nurturing Demeanor 5''' <br>Pets have more health. <br>Amount: 10% <br>Cost: 200 <br><br> '''Nurturing Demeanor 6''' <br>Pets have more health. <br>Amount: 12% <br>Cost: 200 <br><br> '''Death Hardiness 1''' <br>Gives a chance to not lose vitae on death. <br>Amount: 20% <br>Cost: 50 <br><br> '''Death Hardiness 2''' <br>Gives a chance to not lose vitae on death. <br>Amount: 40% <br>Cost: 100 <br><br> '''Death Hardiness 3''' <br>Gives a chance to not lose vitae on death. <br>Amount: 60% <br>Cost: 150 <br><br> '''Swimming Mastery 1''' <br>Less health and vigor is lost when swimming. <br>Amount: 25% <br>Cost: 50 <br><br> '''Swimming Mastery 2''' <br>Less health and vigor is lost when swimming. <br>Amount: 50% <br>Cost: 100 <br><br> '''Pack Rat 1''' <br>Grants one additional pack slot. <br>Cost: 100 <br><br> '''Pack Rat 2''' <br>Grants two additional pack slots. <br>Cost: 100 <br><br> '''Pack Rat 3''' <br>Grants three additional pack slots. <br>Cost: 100 <br><br> '''Pack Rat 4''' <br>Grants four additional pack slots. <br>Cost: 150 <br><br> '''Pack Rat 5''' <br>Grants five additional pack slots. <br>Cost: 150 <br><br> '''Pack Rat 6''' <br>Grants six additional pack slots. <br>Cost: 150 <br><br> '''Transmutation Master 1''' <br>Items give extra gold when transmuted. <br>Amount: 3% more gold <br>Cost: 100 <br><br> '''Transmutation Master 2''' <br>Items give extra gold when transmuted. <br>Amount: 6% more gold <br>Cost: 100 <br><br> '''Transmutation Master 3''' <br>Items give extra gold when transmuted. <br>Amount: 9% more gold <br>Cost: 150 <br><br> '''Transmutation Master 4''' <br>Items give extra gold when transmuted. <br>Amount: 12% more gold <br>Cost: 150 <br><br> '''Transmutation Master 5''' <br>Items give extra gold when transmuted. <br>Amount: 15% more gold <br>Cost: 200 <br><br> '''Transmutation Master 6''' <br>Items give extra gold when transmuted. <br>Amount: 18% more gold <br>Cost: 200 <br><br> '''Fast Learner 1''' <br>Slightly more experience is granted per monster killed. <br>Amount: 1% <br>Cost: 350 <br><br> '''Fast Learner 2''' <br>Slightly more experience is granted per monster killed. <br>Amount: 2% <br>Cost: 350 <br><br> '''Fast Learner 3''' <br>Slightly more experience is granted per monster killed. <br>Amount: 3% <br>Cost: 350 <br><br> '''Fast Learner 4''' <br>Slightly more experience is granted per monster killed. <br>Amount: 4% <br>Cost: 350 <br><br> '''Fast Learner 5''' <br>Slightly more experience is granted per monster killed. <br>Amount: 5% <br>Cost: 350 <br><br> '''Fast Learner 6''' <br>Slightly more experience is granted per monster killed. <br>Amount: 6% <br>Cost: 350 <br><br> '''Kingdom Soldier 1''' <br>More damage is dealt when attacking monsters or players from other kingdoms. Has no effect if you are neutral. <br>Amount: 1% <br>Cost: 200 <br><br> '''Kingdom Soldier 2''' <br>More damage is dealt when attacking monsters or players from other kingdoms. Has no effect if you are neutral. <br>Amount: 2% <br>Cost: 200 <br><br> '''Kingdom Soldier 3''' <br>More damage is dealt when attacking monsters or players from other kingdoms. Has no effect if you are neutral. <br>Amount: 3% <br>Cost: 200 <br><br> '''Kingdom Guard 1''' <br>Less damage is taken when defending against monsters or players from other kingdoms. Has no effect if you are neutral. <br>Amount: 2% <br>Cost: 200 <br><br> '''Kingdom Guard 2''' <br>Less damage is taken when defending against monsters or players from other kingdoms. Has no effect if you are neutral. <br>Amount: 4% <br>Cost: 200 <br><br> '''Kingdom Guard 3''' <br>Less damage is taken when defending against monsters or players from other kingdoms. Has no effect if you are neutral. <br>Amount: 6% <br>Cost: 200 <br><br> '''Deadly Precision 1''' <br>Grants a greater likelihood of making a critical hit. <br>Amount: +0.5% to critical chance <br>Cost: 350 <br><br> '''Deadly Precision 2''' <br>Grants a greater likelihood of making a critical hit. <br>Amount: +1% to critical chance <br>Cost: 350 <br><br> '''Deadly Precision 3''' <br>Grants a greater likelihood of making a critical hit. <br>Amount: +1.5% to critical chance <br>Cost: 350 <br><br> '''Fortitude 1''' <br>Increases the effectiveness of incoming heals. <br>Amount: 4% more health <br>Cost: 100 <br><br> '''Fortitude 2''' <br>Increases the effectiveness of incoming heals. <br>Amount: 8% more health <br>Cost: 150 <br><br> '''Fortitude 3''' <br>Increases the effectiveness of incoming heals. <br>Amount: 12% more health <br>Cost: 150 <br><br> '''Fortitude 4''' <br>Increases the effectiveness of incoming heals. <br>Amount: 16% more health <br>Cost: 200 <br><br> '''Fortitude 5''' <br>Increases the effectiveness of incoming heals. <br>Amount: 20% more health <br>Cost: 200 <br><br> '''Fortitude 6''' <br>Increases the effectiveness of incoming heals. <br>Amount: 24% more health <br>Cost: 250 <br><br> '''Imposing Facade 1''' <br>Monsters will take more notice to damage dealt to them. <br>Amount: 3% more damage is noticed <br>Cost: 200 <br><br> '''Imposing Facade 2''' <br>Monsters will take more notice to damage dealt to them. <br>Amount: 6% more damage is noticed <br>Cost: 200 <br><br> '''Imposing Facade 3''' <br>Monsters will take more notice to damage dealt to them. <br>Amount: 9% more damage is noticed <br>Cost: 200 <br><br> '''Imposing Facade 4''' <br>Monsters will take more notice to damage dealt to them. <br>Amount: 12% more damage is noticed <br>Cost: 200 <br><br> '''Imposing Facade 5''' <br>Monsters will take more notice to damage dealt to them. <br>Amount: 15% more damage is noticed <br>Cost: 200 <br><br> '''Imposing Facade 6''' <br>Monsters will take more notice to damage dealt to them. <br>Amount: 18% more damage is noticed <br>Cost: 200 <br><br> '''Unimposing Facade 1''' <br>Monsters will take less notice to damage dealt to them. <br>Amount: 3% less damage is noticed <br>Cost: 200 <br><br> '''Unimposing Facade 2''' <br>Monsters will take less notice to damage dealt to them. <br>Amount: 6% less damage is noticed <br>Cost: 200 <br><br> '''Unimposing Facade 3''' <br>Monsters will take less notice to damage dealt to them. <br>Amount: 9% less damage is noticed <br>Cost: 200 <br><br> '''Unimposing Facade 4''' <br>Monsters will take less notice to damage dealt to them. <br>Amount: 12% less damage is noticed <br>Cost: 250 <br><br> '''Unimposing Facade 5''' <br>Monsters will take less notice to damage dealt to them. <br>Amount: 15% less damage is noticed <br>Cost: 250 <br><br> '''Unimposing Facade 6''' <br>Monsters will take less notice to damage dealt to them. <br>Amount: 18% less damage is noticed <br>Cost: 250 <br><br> '''Mining Master 1''' <br>Increases the amount of mined trait gained per swing. <br>Amount: 2 <br>Cost: 50 <br><br> '''Mining Master 2''' <br>Increases the amount of mined trait gained per swing. <br>Amount: 4 <br>Cost: 100 <br><br> '''Mining Master 3''' <br>Increases the amount of mined trait gained per swing. <br>Amount: 6 <br>Cost: 100 <br><br> '''Mining Master 4''' <br>Increases the amount of mined trait gained per swing. <br>Amount: 8 <br>Cost: 150 <br><br> '''Mining Master 5''' <br>Increases the amount of mined trait gained per swing. <br>Amount: 10 <br>Cost: 150 <br><br> '''Mining Master 6''' <br>Increases the amount of mined trait gained per swing. <br>Amount: 12 <br>Cost: 200 <br><br> '''Scholar's Craft 1''' <br>Increases the chance for critical success when crafting weapons, armor, and tools. <br>Amount: +0.5% chance <br>Cost: 200 <br><br> '''Scholar's Craft 2''' <br>Increases the chance for critical success when crafting weapons, armor, and tools. <br>Amount: +1% chance <br>Cost: 300 <br><br> '''Scholar's Craft 3''' <br>Increases the chance for critical success when crafting weapons, armor, and tools. <br>Amount: +1.5% chance <br>Cost: 400 <br><br> '''Prospector 1''' <br>Increases the chance of making a critical success while mining. <br>Amount: +5% chance <br>Cost: 300 <br><br> '''Prospector 2''' <br>Increases the chance of making a critical success while mining. <br>Amount: +10% chance <br>Cost: 300 <br><br> '''Dungeon Crawler 1''' <br>Increases evasion while indoors. Cannot be purchased if Plains Walker is already owned. <br>Amount: 20 <br>Cost: 200 <br><br> '''Dungeon Crawler 2''' <br>Increases evasion while indoors. Cannot be purchased if Plains Walker is already owned. <br>Amount: 35 <br>Cost: 250 <br><br> '''Dungeon Crawler 3''' <br>Increases evasion while indoors. Cannot be purchased if Plains Walker is already owned. <br>Amount: 50 <br>Cost: 300 <br><br> '''Plains Walker 1''' <br>Increases evasion while outdoors. Cannot be purchased if Dungeon Crawler is already owned. <br>Amount: 20 <br>Cost: 200 <br><br> '''Plains Walker 2''' <br>Increases evasion while outdoors. Cannot be purchased if Dungeon Crawler is already owned. <br>Amount: 35 <br>Cost: 250 <br><br> '''Plains Walker 3''' <br>Increases evasion while outdoors. Cannot be purchased if Dungeon Crawler is already owned. <br>Amount: 50 <br>Cost: 300 <br><br> '''Anatomy: Humans 1''' <br>Increases damage done when attacking Human players. <br>Amount: 1% <br>Cost: 100 <br><br> '''Anatomy: Humans 2''' <br>Increases damage done when attacking Human players. <br>Amount: 2% <br>Cost: 100 <br><br> '''Anatomy: Humans 3''' <br>Increases damage done when attacking Human players. <br>Amount: 3% <br>Cost: 100 <br><br> '''Anatomy: Lugians 1''' <br>Increases damage done when attacking Lugian players. <br>Amount: 1% <br>Cost: 100 <br><br> '''Anatomy: Lugians 2''' <br>Increases damage done when attacking Lugian players. <br>Amount: 2% <br>Cost: 100 <br><br> '''Anatomy: Lugians 3''' <br>Increases damage done when attacking Lugian players. <br>Amount: 3% <br>Cost: 100 <br><br> '''Anatomy: Tumeroks 1''' <br>Increases damage done when attacking Tumerok players. <br>Amount: 1% <br>Cost: 100 <br><br> '''Anatomy: Tumeroks 2''' <br>Increases damage done when attacking Tumerok players. <br>Amount: 2% <br>Cost: 100 <br><br> '''Anatomy: Tumeroks 3''' <br>Increases damage done when attacking Tumerok players. <br>Amount: 3% <br>Cost: 100 <br><br> '''Anatomy: Drudges 1''' <br>Increases damage done when attacking Drudge players. <br>Amount: 1% <br>Cost: 100 <br><br> '''Anatomy: Drudges 2''' <br>Increases damage done when attacking Drudge players. <br>Amount: 2% <br>Cost: 100 <br><br> '''Anatomy: Drudges 3''' <br>Increases damage done when attacking Drudge players. <br>Amount: 3% <br>Cost: 100 <br><br> '''Anatomy: Empyreans 1''' <br>Increases damage done when attacking Empyrean players. <br>Amount: 1% <br>Cost: 100 <br><br> '''Anatomy: Empyreans 2''' <br>Increases damage done when attacking Empyrean players. <br>Amount: 2% <br>Cost: 100 <br><br> '''Anatomy: Empyreans 3''' <br>Increases damage done when attacking Empyrean players. <br>Amount: 3% <br>Cost: 100 <br><br> '''Treasure Hunter 1''' <br>Grants a chance to find higher quality loot. <br>Amount: 2% <br>Cost: 200 <br><br> '''Treasure Hunter 2''' <br>Grants a chance to find higher quality loot. <br>Amount: 4% <br>Cost: 200 <br><br> '''Treasure Hunter 3''' <br>Grants a chance to find higher quality loot. <br>Amount: 6% <br>Cost: 200 <br><br> '''Wild Magic 1''' Makes you susceptible to unpredictable magic effects. These effects occur randomly and without warning. <br>Cost: 400 <br><br> '''Wild Magic 2''' <br>Increases your susceptibility to unpredictable magic effects. These effects occur randomly and without warning <br>Cost: 100 <br><br> '''Wild Magic 3''' <br>Increases your susceptibility to unpredictable magic effects. These effects occur randomly and without warning. <br>Cost: 100 <br><br> '''Wild Magic 4''' <br>Increases your susceptibility to unpredictable magic effects. These effects occur randomly and without warning. <br>Cost: 100 <br><br> '''Wild Magic 5''' <br>Increases your susceptibility to unpredictable magic effects. These effects occur randomly and without warning. <br>Cost: 100 <br><br> '''Wild Magic 6''' <br>Increases your susceptibility to unpredictable magic effects. These effects occur randomly and without warning. <br>Cost: 100 <br><br> '''Intelligence 1''' <br>Increases your maximum vigor capacity. <br>Amount: 50 <br>Cost: 200 <br><br> '''Intelligence 2''' <br>Increases your maximum vigor capacity. <br>Amount: 100 <br>Cost: 200 <br><br> '''Intelligence 3''' <br>Increases your maximum vigor capacity. <br>Amount: 150 <br>Cost: 200 <br><br> '''Intelligence 4''' <br>Increases your maximum vigor capacity. <br>Amount: 200 <br>Cost: 200 <br><br> '''Intelligence 5''' <br>Increases your maximum vigor capacity. <br>Amount: 250 <br>Cost: 200 <br><br> '''Intelligence 6''' <br>Increases your maximum vigor capacity. <br>Amount: 300 <br>Cost: 200 <br><br> '''Intelligence 7''' <br>Increases your maximum vigor capacity. <br>Amount: 350 <br>Cost: 200 <br><br> '''Intelligence 8''' <br>Increases your maximum vigor capacity. <br>Amount: 400 <br>Cost: 200 <br><br> '''Intelligence 9''' <br>Increases your maximum vigor capacity. <br>Amount: 450 <br>Cost: 200 <br><br> '''Intelligence 10''' <br>Increases your maximum vigor capacity. <br>Amount: 500 <br>Cost: 200 <br><br> '''Vitality 1''' <br>Increases your maximum health capacity. <br>Amount: 50 <br>Cost: 200 <br><br> '''Vitality 2''' <br>Increases your maximum health capacity. <br>Amount: 100 <br>Cost: 200 <br><br> '''Vitality 3''' <br>Increases your maximum health capacity. <br>Amount: 150 <br>Cost: 200 <br><br> '''Vitality 4''' <br>Increases your maximum health capacity. <br>Amount: 200 <br>Cost: 200 <br><br> '''Vitality 5 <br>Increases your maximum health capacity. <br>Amount: 250 <br>Cost: 200 <br><br> '''Vitality 6''' <br>Increases your maximum health capacity. <br>Amount: 300 <br>Cost: 200 <br><br> '''Vitality 7''' <br>Increases your maximum health capacity. <br>Amount: 350 <br>Cost: 200 <br><br> '''Vitality 8''' <br>Increases your maximum health capacity. <br>Amount: 400 <br>Cost: 200 <br><br> '''Vitality 9''' <br>Increases your maximum health capacity. <br>Amount: 450 <br>Cost: 200 <br><br> '''Vitality 10''' <br>Increases your maximum health capacity. <br>Amount: 500 <br>Cost: 200 <br><br> '''Heroism 1''' <br>Increases your maximum focus capacity. <br>Amount: 10 <br>Cost: 50 <br><br> '''Heroism 2''' <br>Increases your maximum focus capacity. <br>Amount: 20 <br>Cost: 50 <br><br> '''Heroism 3''' <br>Increases your maximum focus capacity. <br>Amount: 30 <br>Cost: 100 <br><br> '''Heroism 4''' <br>Increases your maximum focus capacity. <br>Amount: 40 <br>Cost: 100 <br><br> '''Heroism 5''' <br>Increases your maximum focus capacity. <br>Amount: 50 <br>Cost: 150 <br><br> '''Heroism 6''' <br>Increases your maximum focus capacity. <br>Amount: 60 Cost: 150 <br><br> {{big|Issue 4: Group combat not exciting/rewarding enough}} <br><br> As we slowly developed more solo content, we found that the group content became less appealing. This is unfortunate, because our desire is to find the perfect balance between solo and group play. The monster changes discussed earlier help a lot, because now monsters have more tricks up their sleeves, and are worth more XP, making group hunting more fun. <br><br> In addition, we have added a new system that rewards organized groups. <br><br> {{big|Chain Combos}} <br><br> Chain combos are a system whereby three players working together can increase their effectiveness. Each player uses a particular skill, one after the other, and the result is a special attack on the current monster they are fighting. <br><br> There are many dozens of Chain Combos, but we aren’t going to provide a list of them to you. You will have to figure them out on your own! (You can tell when you have discovered part of a Chain Combo because the target monster will become “energized” – they will have a unique graphical effect on them.) <br><br> However, as an example, let’s reveal one of the Chain Combos: Subjugate+ Ritual of the Heavens+Queen’s Defender=Scorching Storm. So how do you pull this combo off? Each member uses their skill in order on the same target. First the Lugian uses Subjugate, then the Hieromancer uses Ritual of the Heavens, and finally the Hivekeeper uses Queen’s Defender. If done correctly, you will hear the game’s announcer say “Scorching Storm!” and the enemy will be hit with a whirlwind of fiery energy. <br><br> So what do the chain combos do? Well, different combos do different things, such as vigor draining or direct damage. But all combos have an additional <br>Effect: they stun the target very briefly (for about 2 seconds). This stun works even if the target has already been stunned in the past minute – it is an unavoidable stun. While the creature is stunned, it’s time for everybody in the fellowship to pile on all the damage they can, because if the creature dies while affected by this special stun, it will be worth 25% additional XP! <br><br> Most chain combos work on players in PvP as well as they do on monsters. (Though of course players are not worth any XP when killed, so the 25% XP bonus doesn’t apply.) <br><br> As we’ve said, we won’t be listing the individual chain combos, but here are some hints for you to find them: - all chain combos consist of three skills; - all chain combos require three different people (so it’s never possible for just two players to cast all three skills); - all chain combos end with a Hero Skill; - not every skill is applied to the enemy… sometimes you have to apply a skill to another player instead; - you will see a graphical effect when you’ve completed the first two steps in the chain. <br><br> {{big|Conclusion}} <br><br> As you can see, Hero 2.0 is composed of a lot of pieces. (You’ve already seen some of the pieces in the game already: the Damage Type system used by Harmonic Weapons was designed for Hero 2.0.) Taken separately, each system provides improved gameplay for high-level players. But it’s when all the parts of Hero 2.0 are taken together that it really shines. We’re very proud of this endeavor, and we are excited to see you try it out! <br><br> I would like to thank the Vanguard team and the Preview testers for providing ample feedback and suggesting major improvements to this system. For instance, it was a Preview tester who suggested that Focus should regenerate while offline, and it was a Vanguard tester who suggested that there should be a chance to earn Tesserae while mining. And preview testers’ balance feedback was crucial to making this system fun. Thanks to all of you! (You know who you are!) }} [[Category:AC2]] [[Category:AC2 Patch Announcements]]
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