Well so as I mentioned in a previous post there have been too many changes in Av3 from Av2 to list them all, but I thought I would highlight a few of them.
New areas, and more updated areas.
Increased exp cap.
Increased QP shard drop rate.
Shard exchanger to trade 2 of one type for one of another.
Low level forge, and ability to get custom high level items with QP.
Numerous use per day abilities/feats have been increased.
Upped item guidelines, including allowing different high DR armor rules.
Tons more spells have been modified.
Devestating critical- We have a unique custom modification of this that has the original DC calc, but adds devastating magical damage to your existing crit (and planar rift) damage. The damage calc is weapon size x multiplier x str mod x base weapon damage.
Stealthers- We changed the on spawn script that was giving all spawns true seeing to see invis. Some still have TS from items, but stealth and HIPs are quite usefull now.
SD- Shadow evade greatly increased.
Sneak attackers- In addition to the normal sneak attack damage, sneak attack also now gets post 40 which is applied with in the planar rift post 40 damage. This occurs on all attacks that hit, not just ones eligible for sneak attack.
Defensive stance- An item can be acquired for DD’s which allows them to use a defensive stance use for the day to gain 1% immune to all damage types per 2 DD levels and a HP boost.
Barb rages- The standard and greater rages were changed so that instead of getting ability stats (which are easily maxed out from items) they give a boost to the barbs HP, damage, attack, and saves. Greater rage also doubles the barbs DR, and boosts it’s mele factor by .25 which increases the barbs standard post 40 damage. Mighty rage increases by .5. Thundering rage adds xDy electrical damage to the barbs weapon(s) which increase post 40, and terrifying has been doubled and uncapped.
Bards- Have access to items which give them 4 different versions of their songs that essentially cast nature’s balance, mass charm, horid wilting, and Wail. The dc is boosted by perform skill
Shifters have alternate abilities, increased stats to get planar rift, and all items merge. Same with druid elder elementals.
Turn undead has been boosted so that it is more useful early on, and the casters turn level still increases post 40
Numerous weapon buffs like holy sword, divine might, blade thirst, bless weapon, dark fire, flame weapon, also get xDy damage which increases post 40. (e.g. lvl 200ish pure pally gets 20d20 divine damage from holy sword where as a lvl 50 pure pally prolly only gets 3d20.)
Arcane archers also get a similar buff to their arrows from imbue arrows, and amo stacks up to 999, along with other mods.
A non-hak based subrace system.
Post Epic Level (PEL) ability point bonuses.
An experience bank.
And so much more, checking the book of Aventia has a ton of information in it…
Modifié par Lazarus Magni, 05 novembre 2011 - 07:22 .