Samera
06-27-2006, 10:33 AM
New Enhancements
Module 2 will be introducing a number of new enhancements (purchased with action points) that will let players further customize and specialize your characters. Almost everyone will be getting some new enhancements to choose from; this is the fourth in a four part series of articles featuring in-depth descriptions of what these new enhancements are and how they work.
Fighter Enhancements
The wise fighter knows that the deadliest blow is not necessarily the one that does the most damage, but rather the one that hinders your opponent the most. The new Strategy line of enhancements makes it more difficult for foes to resist feats which have saving throws: Trip/Improved Trip, Sunder/Improved Sunder, Hamstring, Stunning Blow, and Slicing Blow. The enhancements run from Fighter’s Strategy I at second level, giving a +1 to the DC check, up to Fighter’s Strategy V at tenth level, giving a +5 bonus to the DC check.
After you’ve tripped or stunned your opponent, you need to concentrate on pure damage. This is where the Critical Accuracy line of enhancements comes in, giving you a bonus to confirm critical hits. These enhancements range from Critical Accuracy I at second level, granting you a +2, up to Critical Accuracy V at tenth level, granting you a +10.
The more defensive-minded fighters learn how to take advantage of their dexterity to dodge blows even while wearing the heaviest of armors or shields; Armor Mastery I grants a third level fighter +1 to the max dex bonus on his armor, and by level 9 the fighter can get Armor Mastery 3, increasing the max dex bonus by +3; Tower Shield Mastery is the same benefits, but restricted to tower shields.
Fighter’s Strategy I; level 2, +1 to the DC of your combat feats
Fighter’s Strategy II; level 4, +2 to the DC of your combat feats
Fighter’s Strategy III; level 6, +3 to the DC of your combat feats
Fighter’s Strategy IV; level 8, +4 to the DC of your combat feats
Fighter’s Strategy V; level 10, +5 to the DC of your combat feats
Fighter’s Critical Accuracy I; level 2; +2 to confirm critical hits
Fighter’s Critical Accuracy II; level 4; +4 to confirm critical hits
Fighter’s Critical Accuracy III; level 6; +6 to confirm critical hits
Fighter’s Critical Accuracy IV; level 8; +8 to confirm critical hits
Fighter’s Critical Accuracy V; level 10; +10 to confirm critical hits
Fighter’s Armor Mastery I; level 3; +1 Max Dex Bonus from armor
Fighter’s Armor Mastery II; level 6; +2 Max Dex Bonus from armor
Fighter’s Armor Mastery III; level 9; +3 Max Dex Bonus from armor
Fighter’s Tower Shield Mastery I; level 3; +1 Max Dex Bonus from shields
Fighter’s Tower Shield Mastery II; level 6; +2 Max Dex Bonus from shields
Fighter’s Tower Shield Mastery III; level 9; +3 Max Dex Bonus from shields
Dwarven Enhancements:
Dwarven lore is full of tales of the great Dwarven warriors of old, legends passed down through the generation to educate the newest generations of dwarves in the arts of fighting. The Dwarven Tactics line of enhancements functions like the Fighter’s Strategy line (and stacks with it, for Dwarven Fighters who take both), and the Dwarven Armor Mastery line of enhancements functions like the Fighter’s Armor Mastery line (and stacks with it, for Dwarven Fighters who take both).
Dwarven Tactics I; level 1; +1 to the DC of your combat feats
Dwarven Tactics II; level 4; +2 to the DC of your combat feats
Dwarven Tactics III; level 8; +3 to the DC of your combat feats
Dwarven Armor Mastery I; level 4; +1 Max Dex Bonus from armor
Dwarven Armor Mastery II; level 8; +2 Max Dex Bonus from armor
Elven Enhancements
As the Dwarves have spent the ages studying the art of war, Elves have spent generations studying the flow of magic and the effects of the caster’s equipment on spellcasting. Elven and Drow arcane spellcasters can take the Arcane Fluidity enhancements, which lower the arcane spell failure chances from wearing armor.
Elven Arcane Fluidity I; level 3; Arcane Spell Failure chance from light armor reduced by 5%
Elven Arcane Fluidity II; level 6; Arcane Spell Failure chance from light and medium armor reduced by 5%
Elven Arcane Fluidity III; level 9; Arcane Spell Failure chance from light and medium armor reduced by 10%
But wait! I’m already level 10!
In order to give players who are level 10 the opportunity to swap out their old enhancements in favor of the new enhancements we will be implementing a new experience system for level-capped players. Once a player achieves level 10 they will begin earning experience points towards an action point token. This token will give players the ability to visit a trainer and trade in one of their current enhancements for a new one. Every time a player gains 20,000 points worth of action point experience, they will gain a new token. It is important to note that the action point experience gives you the ability to trade in one of your four enhancements for a new one - it does not give you additional enhancements on top of the four, nor can you stockpile more than four action point tokens (just like regular action points).
What will happen when the level cap is raised?
The action point tokens will go away when you level up, just like normal action points. So, when the level cap goes up, spend your remaining action point token to rearrange your benefits, then simply gain 1XP and talk to a trainer to get to level 11.
To discuss this article please visit this thread: http://www.ddo.com/forums/showthread.php?t=46185
Module 2 will be introducing a number of new enhancements (purchased with action points) that will let players further customize and specialize your characters. Almost everyone will be getting some new enhancements to choose from; this is the fourth in a four part series of articles featuring in-depth descriptions of what these new enhancements are and how they work.
Fighter Enhancements
The wise fighter knows that the deadliest blow is not necessarily the one that does the most damage, but rather the one that hinders your opponent the most. The new Strategy line of enhancements makes it more difficult for foes to resist feats which have saving throws: Trip/Improved Trip, Sunder/Improved Sunder, Hamstring, Stunning Blow, and Slicing Blow. The enhancements run from Fighter’s Strategy I at second level, giving a +1 to the DC check, up to Fighter’s Strategy V at tenth level, giving a +5 bonus to the DC check.
After you’ve tripped or stunned your opponent, you need to concentrate on pure damage. This is where the Critical Accuracy line of enhancements comes in, giving you a bonus to confirm critical hits. These enhancements range from Critical Accuracy I at second level, granting you a +2, up to Critical Accuracy V at tenth level, granting you a +10.
The more defensive-minded fighters learn how to take advantage of their dexterity to dodge blows even while wearing the heaviest of armors or shields; Armor Mastery I grants a third level fighter +1 to the max dex bonus on his armor, and by level 9 the fighter can get Armor Mastery 3, increasing the max dex bonus by +3; Tower Shield Mastery is the same benefits, but restricted to tower shields.
Fighter’s Strategy I; level 2, +1 to the DC of your combat feats
Fighter’s Strategy II; level 4, +2 to the DC of your combat feats
Fighter’s Strategy III; level 6, +3 to the DC of your combat feats
Fighter’s Strategy IV; level 8, +4 to the DC of your combat feats
Fighter’s Strategy V; level 10, +5 to the DC of your combat feats
Fighter’s Critical Accuracy I; level 2; +2 to confirm critical hits
Fighter’s Critical Accuracy II; level 4; +4 to confirm critical hits
Fighter’s Critical Accuracy III; level 6; +6 to confirm critical hits
Fighter’s Critical Accuracy IV; level 8; +8 to confirm critical hits
Fighter’s Critical Accuracy V; level 10; +10 to confirm critical hits
Fighter’s Armor Mastery I; level 3; +1 Max Dex Bonus from armor
Fighter’s Armor Mastery II; level 6; +2 Max Dex Bonus from armor
Fighter’s Armor Mastery III; level 9; +3 Max Dex Bonus from armor
Fighter’s Tower Shield Mastery I; level 3; +1 Max Dex Bonus from shields
Fighter’s Tower Shield Mastery II; level 6; +2 Max Dex Bonus from shields
Fighter’s Tower Shield Mastery III; level 9; +3 Max Dex Bonus from shields
Dwarven Enhancements:
Dwarven lore is full of tales of the great Dwarven warriors of old, legends passed down through the generation to educate the newest generations of dwarves in the arts of fighting. The Dwarven Tactics line of enhancements functions like the Fighter’s Strategy line (and stacks with it, for Dwarven Fighters who take both), and the Dwarven Armor Mastery line of enhancements functions like the Fighter’s Armor Mastery line (and stacks with it, for Dwarven Fighters who take both).
Dwarven Tactics I; level 1; +1 to the DC of your combat feats
Dwarven Tactics II; level 4; +2 to the DC of your combat feats
Dwarven Tactics III; level 8; +3 to the DC of your combat feats
Dwarven Armor Mastery I; level 4; +1 Max Dex Bonus from armor
Dwarven Armor Mastery II; level 8; +2 Max Dex Bonus from armor
Elven Enhancements
As the Dwarves have spent the ages studying the art of war, Elves have spent generations studying the flow of magic and the effects of the caster’s equipment on spellcasting. Elven and Drow arcane spellcasters can take the Arcane Fluidity enhancements, which lower the arcane spell failure chances from wearing armor.
Elven Arcane Fluidity I; level 3; Arcane Spell Failure chance from light armor reduced by 5%
Elven Arcane Fluidity II; level 6; Arcane Spell Failure chance from light and medium armor reduced by 5%
Elven Arcane Fluidity III; level 9; Arcane Spell Failure chance from light and medium armor reduced by 10%
But wait! I’m already level 10!
In order to give players who are level 10 the opportunity to swap out their old enhancements in favor of the new enhancements we will be implementing a new experience system for level-capped players. Once a player achieves level 10 they will begin earning experience points towards an action point token. This token will give players the ability to visit a trainer and trade in one of their current enhancements for a new one. Every time a player gains 20,000 points worth of action point experience, they will gain a new token. It is important to note that the action point experience gives you the ability to trade in one of your four enhancements for a new one - it does not give you additional enhancements on top of the four, nor can you stockpile more than four action point tokens (just like regular action points).
What will happen when the level cap is raised?
The action point tokens will go away when you level up, just like normal action points. So, when the level cap goes up, spend your remaining action point token to rearrange your benefits, then simply gain 1XP and talk to a trainer to get to level 11.
To discuss this article please visit this thread: http://www.ddo.com/forums/showthread.php?t=46185