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    Turbine, Inc. Samera's Avatar
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    Default In Development: New Enhancements for Module 2, Part 3 of 4

    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 third in a four part series of articles featuring in-depth descriptions of what these new enhancements are and how they work.

    New Energy Resistance Enhancements

    After extended periods of exposure to the elements, or after hours of dedicated practice, some characters have begun developing limited resistances to elemental damage. Rogues, through study of the traps they may face, can learn to blunt the effects of fire, acid, cold, sonic, and electric damage; rangers and barbarians can draw on their knowledge of wilderness lore to gain resistances to fire, cold, or acid; dwarves can get in touch with their inner rock, becoming resistant to sonic and fire damage.

    These benefits will stack with other sources of energy resistance, such as items of fire resistance and the resist energy spell, and with each other if you have several of them (so a dwarven rogue/ranger/barbarian could stack four different fire damage resistances if he cared). They otherwise work just like energy resistances from items or spells.

    For Barbarians:
    • Barbarian Desert Lore I: 5 versus fire – level 4
    • Barbarian Tundra Lore I: 5 versus cold – level 4
    • Barbarian Swamp Lore I: 5 versus acid – level 4
    • Barbarian Desert Lore II: 10 versus fire – level 8
    • Barbarian Tundra Lore II: 10 versus cold – level 8
    • Barbarian Swamp Lore II: 10 versus acid – level 8

    For Rangers:
    • Ranger Desert Lore I: 5 versus fire – level 3
    • Ranger Tundra Lore I: 5 versus cold – level 3
    • Ranger Swamp Lore I: 5 versus acid – level 3
    • Ranger Desert Lore II: 10 versus fire – level 7
    • Ranger Tundra Lore II: 10 versus cold – level 7
    • Ranger Swamp Lore II: 10 versus acid – level 7

    For Rogues:
    • Fire Trap Lore I: 5 versus fire – level 4
    • Cold Trap Lore I: 5 versus cold – level 4
    • Acid Trap Lore I: 5 versus acid – level 4
    • Sonic Trap Lore I: 5 versus sonic – level 4
    • Electric Trap Lore I: 5 versus electric – level 4
    • Fire Trap Lore II: 10 versus fire – level 8
    • Cold Trap Lore II: 10 versus cold – level 8
    • Acid Trap Lore II: 10 versus acid – level 8
    • Sonic Trap Lore II: 10 versus sonic – level 8
    • Electric Trap Lore II: 10 versus electric – level 8

    For Dwarves:
    • Strength of Stone I: 3 versus fire and sonic – level 3
    • Strength of Stone II: 6 versus fire and sonic – level 6
    • Strength of Stone III: 10 versus fire and sonic – level 9

    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.


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    Last edited by Samera; 06-16-2006 at 03:18 PM.

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