Ascension Skill System: Difference between revisions
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The Ascension Skill System is a Post-Cap development, but it will not be restricted to level 100 characters. |
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The Ascension Skill System is a Post-Cap development, but it will not be restricted to level 100 characters. A lot of the exact details are still being worked out, such as the mechanism to earn points, so any or all of this could change. However, the current plan is for characters to earn experience through normal hunting grounds. That experience can then be diverted into a special pool for Ascension Training Points (ATPs) that that are then spent to unlock a number of passive and active abilities. It will function very similar to the Combat Maneuver List (CML) system. |
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Ascension is a new system that allows you to divert experience into an Ascension Training Point (ATP) pool, which can then be spent on Ascension Skills to further define your character. Ascension is focused on Post-Cap Development, but is not restricted to level 100 characters. Starting at level 20, you can divert up to your level as a percentage of your experience gain towards Ascension Experience (AEXP). Every 50,000 AEXP will net you 1 ATP, which may then be spent on Common, Elite, or Legendary skills. |
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This initial phase is limited to the Common tier, and more details on Elite/Legendary will be released at a later date. |
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Ascension Training Points (ATPs) are then spent to unlock a number of passive and active abilities. They function very similar to the Combat Maneuver List (CML) system. |
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There are 3 tiers of abilities: Common, Elite, and Legendary. The Common abilities are intended to be very generic and apply to things that most characters might be interested in. It includes things like boosts to stats, skills, resistances, etc. Just those 3 different areas represent 71 different abilities, since each stat/skill/damage type is a separate ability. Elite abilities are designed for certain builds and character types (such as Squares, Semis, Pures, archers, locksmiths, etc). It includes things like rapid health/mana/stamina/spirit regeneration, elemental arrows for archers, locksmiths detecting traps when being handed a box, etc. Finally, Legendary abilities are designed for specific abilities/spells and usually tailored to a specific profession. It includes things like Rangers being able to tame one of each animal companion type (and separate ability to temporarily summon them all in combat), Warriors being able to manually stop a Berserk, Bards being able to create higher enchant sonic armaments, double attacks/spells, etc. |
There are 3 tiers of abilities: Common, Elite, and Legendary. The Common abilities are intended to be very generic and apply to things that most characters might be interested in. It includes things like boosts to stats, skills, resistances, etc. Just those 3 different areas represent 71 different abilities, since each stat/skill/damage type is a separate ability. Elite abilities are designed for certain builds and character types (such as Squares, Semis, Pures, archers, locksmiths, etc). It includes things like rapid health/mana/stamina/spirit regeneration, elemental arrows for archers, locksmiths detecting traps when being handed a box, etc. Finally, Legendary abilities are designed for specific abilities/spells and usually tailored to a specific profession. It includes things like Rangers being able to tame one of each animal companion type (and separate ability to temporarily summon them all in combat), Warriors being able to manually stop a Berserk, Bards being able to create higher enchant sonic armaments, double attacks/spells, etc. |
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Characters will be required to invest a certain amount of points into the Common tier before they can access the Elite tier. They will then also be required to invest a certain amount of points into the Elite tier before they can access the Legendary tier. The abilities in each tier will get more expensive to unlock as the power those abilities represent grows. In addition, we intend to have a lot of chained abilities to promote certain builds. Some abilities may be exclusive of each other (so if you learn X, you can't learn Y). |
Characters will be required to invest a certain amount of points into the Common tier before they can access the Elite tier. They will then also be required to invest a certain amount of points into the Elite tier before they can access the Legendary tier. The abilities in each tier will get more expensive to unlock as the power those abilities represent grows. In addition, we intend to have a lot of chained abilities to promote certain builds. Some abilities may be exclusive of each other (so if you learn X, you can't learn Y). |
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Currently |
Currently, Ascension is now available in Platinum and will be headed to the other instances in the following days. Please see the various topics available on the official forums located [http://forums.play.net/forums/GemStone%20IV/Combat,%20Magic,%20and%20Character%20Mechanics/Ascension/view here]. |
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==Ascension Milestones== |
==Ascension Milestones== |
Revision as of 21:07, 14 September 2020
The Ascension Skill System is a Post-Cap development, but it will not be restricted to level 100 characters.
Ascension is a new system that allows you to divert experience into an Ascension Training Point (ATP) pool, which can then be spent on Ascension Skills to further define your character. Ascension is focused on Post-Cap Development, but is not restricted to level 100 characters. Starting at level 20, you can divert up to your level as a percentage of your experience gain towards Ascension Experience (AEXP). Every 50,000 AEXP will net you 1 ATP, which may then be spent on Common, Elite, or Legendary skills.
This initial phase is limited to the Common tier, and more details on Elite/Legendary will be released at a later date.
Ascension Training Points (ATPs) are then spent to unlock a number of passive and active abilities. They function very similar to the Combat Maneuver List (CML) system.
There are 3 tiers of abilities: Common, Elite, and Legendary. The Common abilities are intended to be very generic and apply to things that most characters might be interested in. It includes things like boosts to stats, skills, resistances, etc. Just those 3 different areas represent 71 different abilities, since each stat/skill/damage type is a separate ability. Elite abilities are designed for certain builds and character types (such as Squares, Semis, Pures, archers, locksmiths, etc). It includes things like rapid health/mana/stamina/spirit regeneration, elemental arrows for archers, locksmiths detecting traps when being handed a box, etc. Finally, Legendary abilities are designed for specific abilities/spells and usually tailored to a specific profession. It includes things like Rangers being able to tame one of each animal companion type (and separate ability to temporarily summon them all in combat), Warriors being able to manually stop a Berserk, Bards being able to create higher enchant sonic armaments, double attacks/spells, etc.
Characters will be required to invest a certain amount of points into the Common tier before they can access the Elite tier. They will then also be required to invest a certain amount of points into the Elite tier before they can access the Legendary tier. The abilities in each tier will get more expensive to unlock as the power those abilities represent grows. In addition, we intend to have a lot of chained abilities to promote certain builds. Some abilities may be exclusive of each other (so if you learn X, you can't learn Y).
Currently, Ascension is now available in Platinum and will be headed to the other instances in the following days. Please see the various topics available on the official forums located here.
Ascension Milestones
Number | Name | Details |
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1 | A Noble Effort | Reach level 20 |
2 | Great Expectations | Reach level 40 |
3 | Master of My Fate | Reach level 60 |
4 | High and Mighty | Reach level 80 |
5 | A Grand Triumph | Reach level 100 |
6 | Up to the Task | 1,000,000 Bounty Points |
7 | Class-specific | Differs by Class |
8 | Master of your Craft | Master an Artisan Skill |
9 | All the World's a Stage... | Acquire 10 Full RPAs |
10 | Big Game Hunter | Kill a Challenging Creature |
HELP
USAGE: ASCENSION [option] [args] Options: EXP - View your Ascension experience and ATP SET {#} - Set the percent of experience to absorb as Ascension experience LEARN {skill} - Trade in Ascension Training Points to unlock an skill UNLEARN {skill} - Trade in an Ascension skill for Ascension Training Points LIST {tier} - Lists Ascension skills by tier available for you to unlock INFO - Displays your current Ascension skills MILESTONES - View your Ascension Milestone progress HELP {skill} - Lists information about the selected skill Note: All {skill} references above require use of the skill mnemonic.
Resources
- Saved posts
- Ascension Skill System Official Forums - Official forums to discuss and brainstorm.