I probably don’t need to explain attribute points very much, except to say that you are free to spend them on any primary attribute of your choosing.Ībility points have a bit more depth to them and really allow you to customize your classes. Every level-up grants a character one attribute point and one ability point for you to spend. The other way for characters to progress is by leveling up. ![]() I’d also like to point out that this does not mean that a character is useless before and after their peak it’s best to think of their peak as an added attribute bonus like this: Conversely, finding a young mage might prove difficult, but the ones you do recruit would likely stick around well into their 70s. A rogue class could be recruited as young as 16 but may choose to retire before they hit 50. This also plays a small part in determining when your characters choose to retire. Every attribute in the game has an age bracket where it’s considered at its peak, and your character’s attributes will shift accordingly every time they grow a year older.įor example, a character’s Dexterity would peak somewhere around 25 years old, but their Wisdom attribute would not hit its peak until 60. But a character’s age is not just a number, and it actually has an influence on their primary attributes too. Since the game is open ended and multi-generational, your characters will grow older until they either retire or die. In part one, we’ll be going over some different ways for your characters to progress: aging, leveling up and ranking up. Now that we’ve discussed the main attributes that make up each character(if you haven't yet, go check out the earlier updates!), it’s time to cover character progression. To find out what you can do to help unlock the next reward, head to the Social Goals section on our main campaign page. Here’s a little preview of what that will look like! We hope you like his look, and of course if you have any thoughts or just want to discuss the class further, we encourage you to leave a comment! With that out of the way, we’re now only a few Social Goals away from unlocking the next reward which is alternate skins for each class. Any enemies caught in the knockback are displaced and suffer damage. Hurricane: The Grappler delivers a powerful roundhouse kick to the target, damaging and knocking them back 2 cells.If the target dies during the assault, the Grappler dashes to the nearest enemy within range and repeats the ability. Three-Fisted Fury: The Grappler dashes forward towards his target and lands 3 lightning quick strikes.Crippling Force: The Grappler cuts through the air with his fist and hurls a shockwave towards his target, damaging and stunning them for 1 round. ![]() Here are a few abilities that the Grappler possesses: While wearing only cloth armor can leave them somewhat vulnerable, they are masters at blocking and countering attacks, and when wounded can slip into a meditative trance to heal themselves. Grapplers thrive in close quarters combat where their fists, mind & reflexes are both a shield and a weapon. ![]() As mentioned on the weekend, you’ve unlocked the first Social Reward by reaching 4 Social Goals, so without further delay, we present to you the Grappler class: Hey everyone, hope you all had a great weekend! Yesterday we hit 75% funding and are 3/4 of the way there with more than half of the campaign still yet to come! Your support has been incredible, so thank you again.
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