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Then, by boosting Wisdom, they would gain access to Dragon Armour and the Highest-tier Staffs, and Primalist skills would still benefit from having maximum Wisdom. Having that attribute boosted will give players access to higher ranks of that armour or weapon type only.Īs a specific example, a player who wishes to play as a “Paladin-style” character could assign “Heavy Armour” and “Staff Weapons” to their Wisdom attribute. Each of the four attributes is assigned to 1 armour type and 1 weapon type of the player’s choice. The system allows for the players to set their own stat requirements on armour and weapons. Initially this will only be available for head and shoulder pieces, due to technical restrictions.Ĭhanging armour types will require the player to exit combat-mode (not receive or deal any negative or positive effects for 1 minute).Īs far as attribute requirements for equipment go, we are initially opting for a system that allows for a greater amount of customisation, but also requires the player to commit to certain choices. Increased Magnitude of All Skills, Including Default AttacksĪs you may have guessed from the above, armour mixing, between types, will be allowed.Increased Mana and Stamina Regeneration.All armour bonuses will stack based on the total number of pieces worn, and the ranks of those pieces. This ensures that all character builds start from an “equal footing”.Īll armour types have been given new “bonus properties”, as a counter-point to the increased protections that heavy-armour already received, and to make all armour types individually desirable to different builds and play-styles.
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Staff bolt is also being tweaked to make it more useful overall.Īll vital stat pools are being normalised with significantly more weight being placed on the base attribute instead of the booster. It will be based around Mana regeneration (not Mana pool-size). Intelligence is being re-worked to make it more useful, and more distinct from Wisdom. There remains the same 40 points to assign, in groups of 10, but a player can assign their 4 “+10” boosters to any attribute, in any combination. We will also include this NPC in clan holdings, but its function will be disabled when there is an active siege for the holding.īoosters can now be split by players as they see fit. To facilitate duels or times when players wish to try out several builds in rapid succession, we will add an NPC to starter cities that will reset build-change timers, and allow an immediate build change. As you may know, combat-mode ends when the player has not dealt or received any positive or negative effects for 1 minute. Players will be able to change their build any-time they have been out of “combat-mode” for 15 minutes or more. Changes to skill function will be made as necessary and new skills will be added to the game whenever we see a “gap” that can be filled (for example, counter-skills for identified over-powered skills). Players will be able to activate a total of 16 skills, common and school combined, for any set build.Īll skills in the game are being re-evaluated, on a skill-by-skill basis, to ensure that all skills are individually desirable. All “common skills” are available to all players. Using the new “character build” window, players can select any 9 “school skills”, only one of which can be the “ultimate skill” from any school. Skill selection is now entirely player choice. With the pre-amble out of the way, let’s move on to the details, of what we could call “v1.0”, of the system: And your feedback will be vital in the evolution and continued development of the system. This is not the end-point of the system, it is the beginning.
#DARKFALL UNHOLY WARS PVP BUILD 2015 FREE#
The details presented here, then, should be considered the first, and very important, step in creating the free and open system that fulfils our sand-box vision for Unholy Wars. Today, as promised, we would like to present to you our design for the custom roles mechanic that we are adding to Darkfall: Unholy Wars.Īs we’re sure you’re all aware, this system represents a core change to the mechanics of Unholy Wars, and as such, is a system that, going forward, we will monitor very closely, and will make changes wherever and whenever required.