Developer's Guide: This is the single source of the game logic truth!

Started by Redbeard
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Redbeard (Staff)

Greetings,

Here we will outline the prestige system, affects, and spells. The goal is to make sure we have a well informed community that can help new players and returning old players make well informed decisions.

 

1. Prestige System

 

1a. How to Prestige
  • You can only prestige if you're a Noble Citizen.
  • You must be level 1,000 to prestige.
  • When you prestige you're reset to level 1.
  • When you prestige the first time your skills are all set to 5.
  • When you prestige non of your spells are lost, they stay with you every prestige.
  • When you prestige the first time half of your build points are turned into coppers.
  • Your build points are set to a flat 30 build points per prestige.

 

1b. Prestige Skills
  • With each prestige you'll unlock the next set of skills. e.g. Prestige 1 unlocks Veteran Skills (Skill 6)
  • Each skill has an associated profession, skills within your profession cost 10 build points, skills outside of your profession cost 15 build points. Adventurers skills cost a flat 10 build points.
Skill Name Skill Profession
Two-Handed Swords Warrior
Clubs Warrior
Mauls Warrior
Maces Warrior
Shield Warrior
Dagger Thief
Throwing Dagger Thief
Claw Thief
Critical Strike Thief
Dodge Thief
Sorcery Wizard
Elementalism Wizard
Thaumaturgy Wizard
Mysticism Wizard
Necromancy Wizard
Meditation Wizard

 

1c. Prestige Abilities
  • For each level of prestige you will be able to choose permanent abilities. There is no cost for most abilities, you'll need the required skill and prestige levels in order to learn the ability.
Ability Name Ability Description Ability Skill Skill Level Required Prestige Requirement
Sorcerer's Attunement Ability to achieve 204 SDM for Enchanting / Permanency with 6 Sorcery and 6 Meditation Sorcery 6 1
Melee Perfection Permanent +1 Attack 10 BP 1
Agile Perfection Permanent +1 Dodge 10 BP 1
Adventurer's Might Permanent Carry Bonus 10 BP 1
Stun Attack: Rank 1 5% chance to stun the enemy on successful hit. Two-Handed Weapon 6 1
Stun Attack: Rank 2 10% chance to stun the enemy on successful hit. Two-Handed Weapon 6 1
Stun Attack: Rank 3 15% chance to stun the enemy on successful hit. Two-Handed Weapon 6 1
Stun Attack: Rank 4 20% chance to stun the enemy on successful hit. Two-Handed Weapon 7 2
Stun Attack: Rank 5 25% chance to stun the enemy on successful hit. Two-Handed Weapon 7 2
Stun Attack: Rank 6 30% chance to stun the enemy on successful hit. Two-Handed Weapon 7 2
Stun Attack: Rank 7 35% chance to stun the enemy on successful hit. Two-Handed Weapon 8 3
Stun Attack: Rank 8 40% chance to stun the enemy on successful hit. Two-Handed Weapon 8 3
Stun Attack: Rank 9 45% chance to stun the enemy on successful hit. Two-Handed Weapon 9 4
Bleed Attack: Rank 1 5% chance to bleed to enemy for 15% of health on successful hit. Dagger / Claw 6 1
Bleed Attack: Rank 2 10% chance to bleed to enemy for 15% of health on successful hit. Dagger / Claw 6 1
Bleed Attack: Rank 3 15% chance to bleed to enemy for 15% of health on successful hit. Dagger / Claw 6 1
Bleed Attack: Rank 4 20% chance to bleed to enemy for 15% of health on successful hit. Dagger / Claw 7 2
Bleed Attack: Rank 5 25% chance to bleed to enemy for 15% of health on successful hit. Dagger / Claw 7 2
Bleed Attack: Rank 6 30% chance to bleed to enemy for 15% of health on successful hit. Dagger / Claw 7 2
Bleed Attack: Rank 7 35% chance to bleed to enemy for 15% of health on successful hit. Dagger / Claw 8 3
Bleed Attack: Rank 8 40% chance to bleed to enemy for 15% of health on successful hit. Dagger / Claw 8 3
Bleed Attack: Rank 9 45% chance to bleed to enemy for 15% of health on successful hit. Dagger / Claw 9 4
Armor Ignore: Rank 1 5% chance to ignore armor on successful hit. Long Sword 6 1
Armor Ignore: Rank 2 10% chance to ignore armor on successful hit. Long Sword 6 1
Armor Ignore: Rank 3 15% chance to ignore armor on successful hit. Long Sword 6 1
Armor Ignore: Rank 4 20% chance to ignore armor on successful hit. Long Sword 7 2
Armor Ignore: Rank 5 25% chance to ignore armor on successful hit. Long Sword 7 2
Armor Ignore: Rank 6 30% chance to ignore armor on successful hit. Long Sword 7 2
Armor Ignore: Rank 7 35% chance to ignore armor on successful hit. Long Sword 8 3
Armor Ignore: Rank 8 40% chance to ignore armor on successful hit. Long Sword 8 3
Armor Ignore: Rank 9 45% chance to ignore armor on successful hit. Long Sword 9 4
Shield Bash: Rank 1 5% chance to bash enemy with shield on successful block. Shield 6 1
Shield Bash: Rank 2 10% chance to bash enemy with shield on successful block. Shield 6 1
Shield Bash: Rank 3 15% chance to bash enemy with shield on successful block. Shield 6 1
Shield Bash: Rank 4 20% chance to bash enemy with shield on successful block. Shield 7 2
Shield Bash: Rank 5 25% chance to bash enemy with shield on successful block. Shield 7 2
Shield Bash: Rank 6 30% chance to bash enemy with shield on successful block. Shield 7 2
Shield Bash: Rank 7 35% chance to bash enemy with shield on successful block. Shield 8 3
Shield Bash: Rank 8 40% chance to bash enemy with shield on successful block. Shield 8 3
Shield Bash: Rank 9 45% chance to bash enemy with shield on successful block. Shield 9 4

 

1d. Prestige Spells
  • For each level of prestige we will introduce new spells. These spells will vary by spell circle, and profession. These spells do not cost build points as they are find only.
Spell Name Spell Description Spell Circle / Profession Skill Level Required Prestige Requirement
Summon Elemental Summons one elemental for your party Elementalism 6 1
Poison Barrage Hits every opponent with a poison bolt Necromancy 6 1
Mass Heal Heals every member of your party Thaumaturgy 6 1
Thief's Haste Increases targets movement by a factor of two Thief / Sorcery 6 1
Adventurer's Adornment Grant's every party member 5/10/15/20% melee damage based on skill. 6-9 Adventurer / Sorcery 6 - 9 1 - 4
Mind Rot Reduces mysticism resistance by 10/20/30/40% based on skill. 6-9 Wizard / Mysticism 6 - 9 1 - 4

 

2. Affects
Affect Name Affect
Defenselessness Reduces Armor by half

 

3. Combat Spells
Spell Name Spell Circle Base Damage Notes
Kill Star Sorcery 14 - 16
Multi-Blade Sorcery 20-28 numEnemies * 1.75 multiplier
Rust Sorcery Movement Rate / 2 (AR / 20) duration
Defenselessness Sorcery AR / 2
Mass Rust Sorcery Same as Rust
Elphame's Justice Sorcery Max Health / 6 - Max Health / 3 Requires Criminal Status
Flame Orb Elementalism 14 - 16
Ice Orb Elementalism 14 - 16
Incinerate Elementalism Chance to destroy items not fire protected
Gust of Wind Elementalism 14 - 20 Slows target / Target AoE
Immolation Elementalism Damages opponents that attack player
Sand Storm Elementalism 14 - 18 Target AoE
Spark Elementalism 20 Must be in touch range
Ice Storm Elementalism 20 - 22 Chance to freeze / Target AoE
Stoning Elementalism 20 - 22 Chance to Stun / Target AoE
Fireball Elementalism 20 - 22
Lightning Bolt Elementalism 14 - 22
Freeze Elementalism Freezes opponent for 'x' rounds or until damaged
Crushing Boulder Elementalism 14 - 22 Chance to stun target
Electric Fury Elementalism 12 - 22
Cold Snap Elementalism 12 - 20 Chance to freeze targets
Earthquake Elementalism 12 - 22
Despothes' Wrath Elementalism 14 - 16 Pulses all elements of damage to all targets
Psychic Orb Mysticism 16 1.5x damage to neutral targets
Warp Mind Mysticism 12 The higher the target's intelligence, the higher the damage
Light Dart Thaumaturgy 16 1.5x damage to evil targets
Poison Bolt Necromancy 14 - 18 Adds poison damage to target
Poison Barrage Necromancy 32 - 65 Adds poison damage to target
Drain Life Necromancy 14 - 18 Must be in touch range
Acid Rain Necromancy 20 - 22
Steal Life Necromancy 20 - 22 Must be in touch range, death magic protection reduces damage by 2x, heals caster for amount of damage done
Death Touch Necromancy 14 - 20 2x damage to good targets, death magic protection reduces damage by 2x
Duach Vengeance Necromancy 20 - 40 Chance to execute target when health is less than 25% of max HP
Death Wish Necromancy Can deal up to 75% of targets HP, but can also backfire dealing the same to caster
Mass Drain Necromancy 12 - 22 Death magic protection reduces damage by 2x, 1/4th of damage dealt heals caster

 

4. Mysticism

Free Will: will offer you a 50% chance to shrug the initial cast of a mysticism spell. It provides no benefits after you have been mysted
Myst Resistance: will reduce the duration of the affect, the shorter the duration the better chance to shrug it.

Amulet of Free Will: Provides both Free Will and Myst Resistance
Executioner's Axe: Provides only Free Will
Khan Helmet: Provides only Free Will

Does free will stack?: No. Free will is a single affect and wearing multiple items with free will does not improve you chance to shrug

 

5. Melee Damage

Armor Rating
AR is used to calculate the chance that an enemy strike hits your armor instead of you directly. An AR of 100 means 100% of the hits to you should be mitigated by armor. An AR of 50% means half of the attacks should be mitigated by armor.

Mitigation
Damage against you is reduced if an enemy strike hits your armor. The damage mitigation value depends on the type of armor you are wearing:

Cloth Leather Chain Plate
5% 15% 25% 35%

So, if I am struck by a melee attack and it hits my armor and I am wearing plate armor, 35% of the damage will be eaten up. That's a lot!

Shields
Shields are a special case. If your shield blocks an attack from an enemy, it will absorb a % of the damage equal to its armor rating. For example, if my shield has an AR of 10, then 10% of the damage will be mitigated. If the AR is 75%, then 75% of the damage will be mitigated!

 
Regards,
Development Team

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