1. Prestige System[]
1a. How to Prestige[]
- Prestige Vendor - Silverbrook 5e
- 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 none 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.
- When you prestige for the first time it will cost 500,000 gold.
- When you prestige for the second time it will cost 1,000,000 gold.
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 | Thief |
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.
- Abilities can be found in Avalon, Heroic Caves, Tunnels of Death, Holy Caves and Dragon Pit.
1d. Prestige Abilities[]
- Bleed: the enemy bleeds and loses 15% hp end of the round, you have an n% chance per hit, to apply bleeding to the enemy, the enemy cannot heal while bleeding.
- Amour Ignore: Adds another 'element' to your attack causing massive damage, if it activates on a target below 25% health it executed them
- Cleave: NEEDS EXPLAINING
- Stun: n% chance to stun meaning they cannot counter attack
- Shield Bash: NEEDS EXPLAING
Ability Name | Ability Description | Ability Skill | Skill Level Required | Prestige Requirement |
---|---|---|---|---|
Sorcerer's Attunement | Additional Success Chance with Enchanting
189SDM No SA: 90/90/80/51/21/1 189SDM With SA: 90/90/90/80/51/21 |
— | 10 BP | 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 25% melee damage for (6 - 9 rounds) 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!
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