Revenants are getting "the biggest nerf in the history of the game" (≥-25% acc and a bunch of damage)
Mostly coming off of SoD and Frenzy
Carbon Core is getting a "balls-aching nerf", in that YOU CANNOT BE HEALED, STATUS AILMENTS, HP, OR MP, WHILE WITHIN IT.
Bloodlust can now be activated/extended through a Blood Ice
Bloodlust also now has a 5 minute cap and costs MP per minute active
IB Skill: Child of Thloaghru (90CP from Infernal Frenzy)
Grant perfect regen per minute under bloodlust
Grants immunity to many debuffs
Namely: Poison, Weaken, Dark Heart, Life Vampire, Soul Vampire, Demoralize, and Agony Curse
Going into Bloodlust will cure said debuffs
Lich Skill: Servitor of the Grave (30CP)
Summons a corpse from elsewhere in the Nexus to the Lich's location
WM Skill: Favor of G'Nak (60CP from Summon Tentacle of G'Nak)
Tentacles can hit flying targets and cause them to lose flying status on a hit
Tentacles also can drain 1MP per hit
DO, WM, VW Skill: Stain (30CP)
Deinfuses territory cheaply
Lich Skill: Summon Wraith (90CP from Summon Ghoul)
Summons a Wraith, a pet that kicks ass, but can break free and kick yours as well
Wraiths can't be set to anything other than aggressive
Boxing will get a buff
Wizard Skillset: Staves
The skill tree goes like this:
* Staff of Power
30 CP
Wizard gains a ''Staff of Power'' item. It has 30 charges.
Wizard may recharge staff using Magic Points (1 AP, 1 Charge for 5 Magic Points)
Staff has two attacks:
Melee strike (5 dmg, Magical, 1 charge)
Ranged strike (6 dmg, Magical, 1 charge)
* Staff of Might
60 CP child of Staff of Power
Wizard's staff becomes more powerful. It now has 60 charges.
Staff regenerates 5 charges/day.
Staff has two attacks:
Melee strike (7 dmg, Magical, 1 charge)
Ranged strike (8 dmg, Magical, 1 charge)
* Staff of Wizardy
90 CP child of Staff of Might
Wizard's staff becomes more powerful. It now has 100 charges.
Staff regenerates 10 charges/day.
Staff has two attacks:
Melee strike (9 dmg, Magical, 1 charge)
Ranged strike (10 dmg, Magical, 1 charge)
* Wings of the Magus
60 CP child of Staff of Power
Wizard may now activate a temporary flight power
1 Charge per use; lasts 10 minutes.
* The Drawing of Power
60 CP child of Staff of Power
Wizard may now draw Magic Points from the staff - 15 Magic Points at a cost of 4 charges and 5 Action Points.
* Sphere of Destruction
60 CP child of Staff of Power
Staff gains an area of effect attack
Its ''per target'' damage value is equal to the character's level and its ''maximum damage'' is (character level * 10). It deals Electrical Damage.
Attack has a base chance to hit of 70%
Attack will not harm Faction members
* Sphere of Annihilation
90 CP child of Sphere of Destruction
Staff gains a new area of effect attack.
Its ''per target'' damage value is ((character level / 4) * 5) and its ''maximum damage'' is (character level * 12). It deals Magical Damage.
Attack has a base chance to hit of 70%
Attack will not harm Faction members
Attack deals 5 points of damage to affected target's Magic Point total
Staves use charges to use their effects.
You recharge the staff with MP
Even though they've been created, Elem. skills will not be introduced in Straylight
ES Skill: Master of the Martial Form (60CP from Way of the Whirlwind)
Cults are end-game content that has been worked on forever. They will be added in Straylight.
There are nine shrines around the Nexus, one for each Power.
One of these shrines is located in the Witch's Waste
If you meet the right criteria, you can pray at an altar and join that cult.
THIS IS PERMANENT.
You must be of the right alignment (not necc. morality) to join that cult (only Angels can join Namm, Barass, and Alonai, for example)
Namm cultists MUST have Hand of Zealotry
Alonai cultists MUST NOT have Hand of Zealotry
Favor is a new statistic once you join a cult that tracks how much that EP likes you
Increasing favor comes in many forms
In Tlacolotl's cult ONLY, gain favor by killing a fellow cultist with higher favor
Alonai likes it when you heal people
Everyone can sacrifice stuff to their respective shrine to gain favor
Everyone can kill opposing cultists to gain favor. This is a bounty system
See the Political Matrix for which EP hates which--this might help you identify bounties
As favor increases, you get bonuses, CP, and Gifts
Once you reach a favor benchmark, you get a badge granting you CP
This starts at +5 CP and increases by 5 thereafter to a max of +50 CP
You can gain up to 250 CP from Cults
One time CP grant only
Gifts are essentially skills tied to favor. Each cult gets 4.
You only have a Gift if you have favor greater than or equal to the favor benchmark
Known/Rumored Cult Gifts:
Agh-za-haru: Inflict Insanity
"shenanigans gift," touch-targeted status effect; if afflicted, target has like, a 75% chance to hit different targets than he aimed at and/or move to incorrect squares
Alonai: Immunity to Agony Curse
Barass: decreased AP cost for talking (?)
Barass: Free faction mail (?)
Barass: Can rejuvinate other peoples' pets (high favor)
Barass: Cultist gets full bonuses in allied territory
Goros: Secret Doorways: Gain access to portals only Goros cultists can use (high favor)
Hashaa: Grants MP if anyone dies in your square for any reason (high favor)
Hashaa: No toll needed to access Nifleheim
Hashaa: Cultist has some latitude in their respawning
Marquai: Grant AP to another player
Marquai: Additional AP to the cultist
Namm: Killing neutrals grants +MO
Namm: Immunity to MP drain
Thloaghru: Can steal MP from pets (high favor)
Thloaghru: Spell reflection
Tlacolotl: Increase damage bonuses as you lose HP
ALL the powers hate killing mortals.
If your favor with your power goes negative, bad things happen