SeroEna
Lt. Commander
- Registriert
- Mai 2012
- Beiträge
- 1.860
Zuerst einmal, soll sich das Spiel doch selbst vorstellen:
http://www.wildstar-online.com/uk/
http://www.youtube.com/watch?feature=player_embedded&v=x-NXdWk9sm8
http://www.youtube.com/watch?feature=player_embedded&v=_4_riSI7Ydg
Die beiden Fraktion:
Das Dominion:
http://www.youtube.com/watch?feature=player_embedded&v=2FhB3iYv4Ng
Die Ausgestoßenen:
http://www.youtube.com/watch?feature=player_embedded&v=fn8648VGMKM
Housing:
http://www.youtube.com/watch?feature=player_embedded&v=ScEliEh2_Xo
http://www.youtube.com/watch?feature=player_embedded&v=YlP8ShpFZII
Spielweisen aka Path:
http://www.youtube.com/watch?feature=player_embedded&v=lmCyPXv5APY
http://www.youtube.com/watch?feature=player_embedded&v=yJkfhxLEhEU
Thematik Movement & Fights:
http://www.youtube.com/watch?feature=player_embedded&v=-qo5nrkYYI0
Für alle die keine Videos mögen:
Wildstar folgend mit W* abgekürzt ist der nächste Schritt von NCSoft auf dem Weg in das MMO Gewerbe. Nach Guildwars 2 wird nun W* für ein Release Ende 2013/Anfang 2014 aufgebaut. Die Grafik geht mehr Richtung Comic und bietet daher auch auf älteren Maschinen relativ brauchbare Grafik.
Das Konzept:
Die Rasse der [Elder], die fortschrittlichste Rasse überhaupt, hat sich aus den Geschehnissen des Weltalls zurückgezogen und hinterlässt ein Macht-Vakuum. Das Dominion, eine Vereinigung der Rassen die von den Eldern geleitet wurden hat sich zusammengesellt um dieses Vakuum zu füllen. Die Menschen sehen sich seit dem ersten Kontakt mit den Elder als deren Lieblinge bilden das Zentrum. Die Methoden dieser Führungsriege anderen Rassen und Planeten gegenüber führte dazu das sich eine Splittergruppe innerhlab der Menschheit bildete. Nach politischen und militärischen Auseinandersetzungen flüchteten letzendlich diese Menschen auf der Suche nach neuen Verbündeten ins Exil. Sie trafen verschiedene andere Rassen und schlossen sich mit unterdrückten oder vom Dominion vertriebenen zusammen.
Beide Seiten treffen nun auf einem unbesiedelten und Ressourcenreichen, mit Ruinen und Technik der Elder übersehtem Planeten aufeinander.
Rassen des Verbannten:
Verbannte Menschen
Nachdem sie mit ihrer klapprigen Flotte mehrere Jahrhunderte in der Grenzzone umherirrten, sind die Menschen bereit, sich auf Nexus niederzulassen und dabei Mumm, Rückgrat und gutes, altmodisches Muskelschmalz einzusetzen. Und wenn die Mistkerle des Dominions auf einen Kampf aus sind? Dann sollen sie doch kommen!
Granok
Die Granok, die nach einem blutigen Krieg gegen das Dominion aus ihrer Heimatwelt vertrieben wurden, sind ein Volk hartgesottener, kampferprobter galaktischer Söldner, die zum Raufen und Biertrinken nach Nexus gekommen sind. Nicht unbedingt in dieser Reihenfolge.
Aurin
Die Aurin, ein Volk von Waldbewohnern, dessen Heimatwelt vom Dominion verwüstet wurde, sind klein aber rauflustig. Mag schon sein, dass sie Baumknutscher sind, sie sind aber auch jederzeit bereit, ihr neues Zuhause auf Nexus mit Zähnen und Klauen zu verteidigen.
Mordesh
Nachdem sie in die verbotenen Geheimnisse der Alchemie vorgedrungen sind und dafür mit einer degenerativen Krankheit bestraft wurden, kamen die Mordesh nach Nexus, um ein Heilmittel zu finden. Es ist nicht leicht ein Zombie im Weltall zu sein. Finstere und tödliche Disziplinen auf das Dominion zu entfesseln? Viel einfacher.
Rassen des Dominion:
Cassianer
Vor langer Zeit wurden die Cassianer von den Eldan auserwählt, das Dominion aufzubauen - und sie sorgen dafür, dass das erbärmliche Ungeziefer, das die Galaxie heimsucht, das auch nicht vergisst. Diese Bestimmung ist eine schwere Bürde, die die Cassianer mit Stil schultern.
Draken
Die Draken, aus der Hitze und dem Staub ihrer primitiven Heimatwelt entstanden, sind nach Nexus gekommen, um zu beweisen, dass sie die härtesten Krieger der Galaxie sind. Verstümmelungen, aufgeschlitzte Bäuche und abhackte Köpfe werden dabei garantiert.
Mechari
Die Mechari, von den Eldan persönlich entwickelt, sind ein Volk höchst effizienter Tötungsmaschinen, die es sich zur Aufgabe gemacht haben, Verräter und Spione auf Nexus zu eliminieren. Sinn für Humor? Nicht unbedingt eine ihrer Stärken.
Chua
Die Chua sind bösartige Erfinder, die fast so brillant wie durchgeknallt sind und fortgeschrittene Waffen und Technologien für das Dominion entwickeln. Mordsspaß mit Wissenschaft … für manche mehr Mord als Spaß.
Die Klassen:
Engineer
Role: Ranged DPS, Ranged Tank
Equipment: Heavy Gun
Armor Weight: Heavy Armor
Ability Resources: Volatility
Primary Attributes: Finesse (DPS), Tech (Tank)
Milestone Priority for Stats:
DPS: Finesse, Moxie, Brutality
Tanking: Tech, Grit, Insight
Esper sind hypnotische Meister der Illusion, die ihre Widersacher mit mächtigen übernatürlichen Waffen angreifen und inspirierende Visionen zur Heilung ihrer Freunde und Verbündeten projizieren. Ein Kampf gegen einen Esper ist ein tödlicher, illusorischer Tanz, der Feinde mit ihren finstersten Ängsten quält, bevor sie davon in den Wahnsinn getrieben werden.
Role: Ranged DPS, Healer
Equipment: Psyblade
Armor Weight: Light Armor
Ability Resources: Focus and Psi Point
Primary Attributes: Moxie (DPS), Insight (Healing)
Milestone Priority for Stats:
DPS: Moxie, Finesse, Brutality
Healing: Insight, Grit, Tech
Medic
Role: Ranged DPS, Healer
Equipment: Power Gloves
Armor Weight: Medium Armor
Ability Resources: Focus and Power Cores
Primary Attributes: Tech (DPS), Insight (Healing)
Milestone Priority for Stats:
DPS: Tech, Brutality & Moxie
Healing: Insight, Grit & Finesse
Der Arkanschütze ist ein kalkulierter, eiskalter Schütze, der seine Gegner mit tödlicher Präzision und akrobatischer Beweglichkeit zu Boden zwingt. Mit einer tödlichen Kombination aus Fadenkreuzpistolen und mächtiger Magie ist der Arkanschütze ein gefährlicher Widersacher, der Feinde mit einem unendlichen Kugelhagel bombardiert oder Runensiegel wirkt, die Vernichtung und Tod verursachen.
Role: Ranged DPS, Healer
Equipment: Dual Pistols
Armor Weight: Light Armor
Ability Resources: Spell Power and Focus
Primary Attributes: Finesses (DPS), Insight (Healing)
Milestone Priority for Stats:
DPS: Finesse, Moxie, Brutality
Healing: Insight, Grit, Tech
Meuchler sind stille und tödliche Killer, die ihre Gegner zersäbeln und haufenweise Leichen zurücklassen. Mit fortschrittlicher Tarntechnologie ausgerüstet, kann der Meuchler seinen Feinden mehrere Treffer zufügen, indem er eine tödliche Kombination aus messerscharfen Klauen und technologischer Hardware einsetzt, um die taktische Kontrolle über das Schlachtfeld zu übernehmen.
Role: Melee DPS, Tank
Equipment: Claws
Armor Weight: Medium Armor)
Ability Resources: Suit Power
Primary Attribute: Brutality (DPS), Tech (Tank)
Milestone Priority for Stats:
DPS: Brutality, Finesse, Moxie
Tanking: Tech, Grit, Insight
Krieger erledigen Dinge auf altmodische Weise mit brachialer Gewalt und tödlichen Waffen. Wenn es hart auf hart kommt, ist der Krieger eine unaufhaltsame Macht. Er mäht Feinde mit Schwertern und Schilden nieder oder reißt sie mit gewaltigen Kanonen-Armen in Stücke.
Role: Melee DPS, Tank
Equipment: Tech Sword
Armor Weight: Heavy Armor
Ability Resources: Kinetic Energy
Primary Attribute: Brutality (DPS), Tech (Tank)
Milestone Priority for Stats:
DPS: Brutality, Finesse, Moxie
Tanking: Tech, Grit, Insight
beliebig kombinierbar mit den folgenden 4 Pfaden:
Als Soldat ist es vorallem eure Aufgabe eure Gegner zu überwältigen. Massen an Gegner, am besten mit neuen Prototypen. Ihr erfüllt besondere Aufträge wie Begleitmissionen, Befreiungen, Verteidigung gegen Angreifen usw. Ihr macht alles mit solange ihr dabei kämpfen dürft.
Kundschafter haben es sich auf Ihre Flagge geschrieben zu versuchen jeden Berg zu erklimmen, unter jeden Stein zu schauen, Höhlen zu erkunden oder einfach nur die kürzesten Wege zwischen zwei Orten auszukundschaften. Nutürlich lautert unter manchen Steinen auch mal jemand der es garnicht mag gestört zu werden, aber so das nun mal. Auch das wollt ihr herausfinden.
Wissenschaftler setzten sich das Ziel zu verstehen wie die Welt funktioniert. Ihr untersucht alte Fabriken, Roboter, seltsame Pflanzen (die vielleicht auch garkeine Pflanzen sind.) Eurer treuer Wissenschaftsroboter sucht für euch die informationen und bringt gerne auch mal unlibesame gesellschaft mit. Das Ding ist halt einfach manchmal zuuuu neugierig.
Wenn ihr schon immer jemand wart der geren Ressourcen gesammelt hat um dann damit faszinierende Dinge zu bauen, ist der Siedler euer Pfad. Ob ihr nun eine Bar baut, ein Lagerfeuer aufstellt an dem eure Kollegen rasten können um einen Buff zu erhalten oder ein paar fette Motorräder baut damit das reisen schneller geht, das ist euer Job!
Guide to Attributes:
Your stats are broke down into different areas and have different effects upon your character. The categories are:
Bases Stats
Max Health – Your life force as represented by the total amount of damage you can receive before you die. You get a base health that goes up at as you level and can be increased by getting Gear that increases Base Health and or Grit.
Assault Power – This is your current total Assault Value from Attributes, Milestones, items, and buffs. Assault Power determines the effectiveness of certain abilities and is subject to diminishing returns. Each class starts with a Base Assault Power that increases as you level. Increasing your Primary Assault Attribute and Gear can increase this value.
Support Power - This is your current total Support Value from Attributes, Milestones, items, and buffs. Support Power determines the effectiveness of certain abilities and is subject to diminishing returns. Each class starts with a Base Support Power that increases as you level. Increasing your Primary Support Attribute and Gear can increase this value.
Primary Attributes
These are your 6 main stats; Brutality, Finesse, Moxie, Tech, Insight and Grit. Each class will start with two stats having a base value of 7 (Primary for the Role) and automatically increasing by 7 per level, two with a base value of 5 (Secondary for the Role) increasing automatically by 5 per level and finally two with a base value of 3 (Tertiary for the Role) increasing automatically by 3 per level.
One set of stats with a value of 7, 5, and 3 will support your Assault Based role and the other set of three will support your Support/Defense Role. You can tell this by viewing the base value of the Stat (with no gear on) and the Secondary Attributes associated with the Stat. there are two secondary attributes associated with each Stat except Grit which only provides Base Health.
At level 50 you will have a Base Primary stat of 350, a Secondary at 250 and a Tertiary of 150. The goal for you as you level is to decide how many points want out of your gear to unlock the Milestones that get unlocked the more points you have in the Stat, which we will discuss below.
Secondary Attributes
Strikethrough Chance – This is your chance to strike through an opponent’s shields or personal defenses, mitigating their ability to deflect attacks. It is countered by your opponent’s Deflect Chance.
Your current Strikethrough Chance assumes combat against an equal-level Challenger rank foe and is based on your Strikethrough Rating.
Critical Hit Chance – This is your chance to critically strike an opponent. It is countered by your opponent’s Deflect Critical Hit Chance.
Your current Critical Hit Chance assumes combat against an equal-level Challenger rank foe and is based on your
Critical Hit Severity – is a multiplier that determines the amount of bonus effect healing or damage, caused by a Critical Hit.
This value is calculated from your base Critical Severity and your Critical Severity Rating and is subject to diminishing returns.
Armor Pierce - All damage you deal ignores this percent of your target's Armor.
Shield Pierce - This percentage of all damage you deal will ignore your target's shield and apply directly to their health.
Life Steal - This percent of all damage you deal will be restored to you as health.
Haste - All class ability cooldowns are reduced by this percent.
Shield Regen Rate - This is the percentage of your Maximum Shield Capacity that will be restored each Shield Regeneration Interval.
Shield Reboot Time - This is the number of seconds that must elapse before your shield will begin to regenerate. Taking damage will reset the Shield Reboot Time.
Physical Resistance – All incoming Physical damage is reduced by this amount. This mitigation percentage assumes combat against an equal-level foe and is based on your Armor Value and your Physical Resistance Rating.
Technology Resistance – All incoming Technology damage is reduced by this amount. This mitigation percentage assumes combat against an equal-level foe and is based on your Armor Value and your Technology Resistance Rating.
Magic Resistance – All incoming Magic damage is reduced by this amount. This mitigation percentage assumes combat against an equal-level foe and is based on your Armor Value and your Magic Resistance Rating.
Deflect Chance – This is the chance that you will deflect an opponent’s incoming attack, and is partially dependent upon the rank and level of your opponent. It is countered by your opponent’s Strikethrough Chance.
Your current Deflect Chance assumes combat against an equal-level Challenger-rank foe and is based on your Deflect Rating.
Deflect Critical Hit Chance – This is your chance to deflect an opponent’s critical attack, and is partially dependent upon the rank and level of your opponent. It is countered by your opponent’s Critical Hit Chance.
Your current Deflect Critical Hit Chance assumes combat against an equal-level Challenger rank for and is based on your Deflect Critical Hit Rating.
Resilience - All crowd control effects applied to you will be reduced by this percent.
Focus Recovery Rate – is a measure of how much Focus you will recover every second while in combat.
This value is calculated from your base Focus Recovery rate and your Focus Recovery Rating of x.xx and may be subject to diminishing returns.
Focus Cost Reduction - The Focus cost of all your spells is reduced by this percent.
PvP Offense – All damage you deal to players ignores this percentage of the target’s PvP Defense. This value is calculated from your base PvP Offense and your PvP Offense acquired from items and is subject to diminishing returns.
PvP Defense – All incoming damage from players is reduced by this percentage. This value is calculated from your base PvP Defense and your PvP Defense acquired from items and is subject to diminishing returns.
Milestones
Milestone are points in which you have acquired enough points between your Base and values on you gear in a Primary Attribute. Upon reaching these Milestones, you get a bonus value to either a Base Stat or Secondary Attributes. See the Class descriptions below to see what Milestones are for each Primary Attribute per class.
Milestones unlock at 30, 75, 120, 180, 240, 300, 375, 450, 525, 600, 690, 780, 870, 960, 1050
AMPs
AMP’s is a system to buff your abilities by spending AMP points in AMP Grid beginning at level 6, which is made up three main or Pure Role Quadrants (Assault, Support and Utility) and three Diversity Quadrants (Hybrid, PvP Defense and PvP Offense). To access the Diversity Quadrants you need to spend the required points in each Pure Role Quadrant to each side of it. Thus to put points into Hybrid, you would need to speed points in Assault and Support.
Each Quadrant has three Tiers of AMP’s which require a specific amount of points spent in that Quadrant to unlock the next tier of AMP’s.
Many of your AMP’s are chained, meaning you have to buy the first in the chain to unlock the second and then the third. Currently all chained AMP’s are free. There are also a number of single nodes, these are usually purchased or may be available as loot drops. Once you learn the AMP Node and have the tier it is in unlock, then you can spent points to activate the AMP.
AMP’s can cost from 1 to 4 points to activate. At Level 50 you will have 45 points to spend.
The chart below shows the costs to unlock Tiers. Note that you will need to spend the full amount in each quadrant to unlock the next tier in that quadrant. So for example you spend 13 points in Assault, 15 Points in Support and 10 Points in Hybrid, you would not have spent enough in Assault, still needing 2 points to unlock Tier 3 of Hybrid.
Tier 2 5 Points spent in Tier 1
Tier 2 Hybrid Need 3 Point in Assault and Support
Tier 2 PvP Defense Need 3 Point in Support and Utility
Tier 2 PvP Offense Need 3 Point in Utility and Assault
Tier 3 10 Points spent in Tier 2
Tier 3 Hybrid 15 Total Points spent in Assault and Support (30 Total)
Tier 3 PvP Defense 15 Total Points spent in Support and Utility (30 Total)
Tier 3 PvP Offense 15 Total Points spent in Utility and Assault (30 Total)
Bases Stats
Max Health – Your life force as represented by the total amount of damage you can receive before you die. You get a base health that goes up at as you level and can be increased by getting Gear that increases Base Health and or Grit.
Assault Power – This is your current total Assault Value from Attributes, Milestones, items, and buffs. Assault Power determines the effectiveness of certain abilities and is subject to diminishing returns. Each class starts with a Base Assault Power that increases as you level. Increasing your Primary Assault Attribute and Gear can increase this value.
Support Power - This is your current total Support Value from Attributes, Milestones, items, and buffs. Support Power determines the effectiveness of certain abilities and is subject to diminishing returns. Each class starts with a Base Support Power that increases as you level. Increasing your Primary Support Attribute and Gear can increase this value.
Primary Attributes
These are your 6 main stats; Brutality, Finesse, Moxie, Tech, Insight and Grit. Each class will start with two stats having a base value of 7 (Primary for the Role) and automatically increasing by 7 per level, two with a base value of 5 (Secondary for the Role) increasing automatically by 5 per level and finally two with a base value of 3 (Tertiary for the Role) increasing automatically by 3 per level.
One set of stats with a value of 7, 5, and 3 will support your Assault Based role and the other set of three will support your Support/Defense Role. You can tell this by viewing the base value of the Stat (with no gear on) and the Secondary Attributes associated with the Stat. there are two secondary attributes associated with each Stat except Grit which only provides Base Health.
At level 50 you will have a Base Primary stat of 350, a Secondary at 250 and a Tertiary of 150. The goal for you as you level is to decide how many points want out of your gear to unlock the Milestones that get unlocked the more points you have in the Stat, which we will discuss below.
Secondary Attributes
Strikethrough Chance – This is your chance to strike through an opponent’s shields or personal defenses, mitigating their ability to deflect attacks. It is countered by your opponent’s Deflect Chance.
Your current Strikethrough Chance assumes combat against an equal-level Challenger rank foe and is based on your Strikethrough Rating.
Critical Hit Chance – This is your chance to critically strike an opponent. It is countered by your opponent’s Deflect Critical Hit Chance.
Your current Critical Hit Chance assumes combat against an equal-level Challenger rank foe and is based on your
Critical Hit Severity – is a multiplier that determines the amount of bonus effect healing or damage, caused by a Critical Hit.
This value is calculated from your base Critical Severity and your Critical Severity Rating and is subject to diminishing returns.
Armor Pierce - All damage you deal ignores this percent of your target's Armor.
Shield Pierce - This percentage of all damage you deal will ignore your target's shield and apply directly to their health.
Life Steal - This percent of all damage you deal will be restored to you as health.
Haste - All class ability cooldowns are reduced by this percent.
Shield Regen Rate - This is the percentage of your Maximum Shield Capacity that will be restored each Shield Regeneration Interval.
Shield Reboot Time - This is the number of seconds that must elapse before your shield will begin to regenerate. Taking damage will reset the Shield Reboot Time.
Physical Resistance – All incoming Physical damage is reduced by this amount. This mitigation percentage assumes combat against an equal-level foe and is based on your Armor Value and your Physical Resistance Rating.
Technology Resistance – All incoming Technology damage is reduced by this amount. This mitigation percentage assumes combat against an equal-level foe and is based on your Armor Value and your Technology Resistance Rating.
Magic Resistance – All incoming Magic damage is reduced by this amount. This mitigation percentage assumes combat against an equal-level foe and is based on your Armor Value and your Magic Resistance Rating.
Deflect Chance – This is the chance that you will deflect an opponent’s incoming attack, and is partially dependent upon the rank and level of your opponent. It is countered by your opponent’s Strikethrough Chance.
Your current Deflect Chance assumes combat against an equal-level Challenger-rank foe and is based on your Deflect Rating.
Deflect Critical Hit Chance – This is your chance to deflect an opponent’s critical attack, and is partially dependent upon the rank and level of your opponent. It is countered by your opponent’s Critical Hit Chance.
Your current Deflect Critical Hit Chance assumes combat against an equal-level Challenger rank for and is based on your Deflect Critical Hit Rating.
Resilience - All crowd control effects applied to you will be reduced by this percent.
Focus Recovery Rate – is a measure of how much Focus you will recover every second while in combat.
This value is calculated from your base Focus Recovery rate and your Focus Recovery Rating of x.xx and may be subject to diminishing returns.
Focus Cost Reduction - The Focus cost of all your spells is reduced by this percent.
PvP Offense – All damage you deal to players ignores this percentage of the target’s PvP Defense. This value is calculated from your base PvP Offense and your PvP Offense acquired from items and is subject to diminishing returns.
PvP Defense – All incoming damage from players is reduced by this percentage. This value is calculated from your base PvP Defense and your PvP Defense acquired from items and is subject to diminishing returns.
Milestones
Milestone are points in which you have acquired enough points between your Base and values on you gear in a Primary Attribute. Upon reaching these Milestones, you get a bonus value to either a Base Stat or Secondary Attributes. See the Class descriptions below to see what Milestones are for each Primary Attribute per class.
Milestones unlock at 30, 75, 120, 180, 240, 300, 375, 450, 525, 600, 690, 780, 870, 960, 1050
AMPs
AMP’s is a system to buff your abilities by spending AMP points in AMP Grid beginning at level 6, which is made up three main or Pure Role Quadrants (Assault, Support and Utility) and three Diversity Quadrants (Hybrid, PvP Defense and PvP Offense). To access the Diversity Quadrants you need to spend the required points in each Pure Role Quadrant to each side of it. Thus to put points into Hybrid, you would need to speed points in Assault and Support.
Each Quadrant has three Tiers of AMP’s which require a specific amount of points spent in that Quadrant to unlock the next tier of AMP’s.
Many of your AMP’s are chained, meaning you have to buy the first in the chain to unlock the second and then the third. Currently all chained AMP’s are free. There are also a number of single nodes, these are usually purchased or may be available as loot drops. Once you learn the AMP Node and have the tier it is in unlock, then you can spent points to activate the AMP.
AMP’s can cost from 1 to 4 points to activate. At Level 50 you will have 45 points to spend.
The chart below shows the costs to unlock Tiers. Note that you will need to spend the full amount in each quadrant to unlock the next tier in that quadrant. So for example you spend 13 points in Assault, 15 Points in Support and 10 Points in Hybrid, you would not have spent enough in Assault, still needing 2 points to unlock Tier 3 of Hybrid.
Tier 2 5 Points spent in Tier 1
Tier 2 Hybrid Need 3 Point in Assault and Support
Tier 2 PvP Defense Need 3 Point in Support and Utility
Tier 2 PvP Offense Need 3 Point in Utility and Assault
Tier 3 10 Points spent in Tier 2
Tier 3 Hybrid 15 Total Points spent in Assault and Support (30 Total)
Tier 3 PvP Defense 15 Total Points spent in Support and Utility (30 Total)
Tier 3 PvP Offense 15 Total Points spent in Utility and Assault (30 Total)
Berufe
Weaponsmith
Weaponsmithing is the art of forging weapons from metal and infusing them with eldan circuitry. This tradeskill is best paired with Mining.
Bring your crafting materials to a crafting table to make weapons. This is a circuit board. Drag the required items from your inventory or use the drop down menu next to the slot to complete the circuit to make a weapon. To improve, keep crafting weapons, complete work orders, tradeskill achievements, and learn new schematics.
Armorer
The Armorer forges heavy armor (Warrior and Engineer) from metal plates, then powers them with microchips and power amplifiers. This tradeskill is best paired with Mining.
Bring your crafting materials to a crafting table to make Armor. This is a circuit board. Drag the required items from your inventory or use the drop down menu next to the slot to complete the circuit to make Armor. To improve, keep crafting armor, complete work orders, tradeskill achievements, and learn new schematics.
Mining
The Miner excavates precious ores and crystals to be used by the Weaponsmith and Armorer from various mining nodes around the world. Attack the nodes (or use a Pickax) to get ore. Each type of mining node will yield a specific type of ore. If you are lucky, you can even find some rare crystals.
Beware, sometimes mining nodes turn out to be creatures and will try and run away from you or turn into a giant worm who will attack you. Stay alert and chase them down!
You can also find rare tunnels that will lead to an area rich with ore, but be quick as the tunnels collapse fairly quickly.
Outfitter
The Outfitter uses leather and bone to craft medium armor (Stalker and Medic). Power amplifiers and microchips allow the crafter to enhance the attributes on crafted items. This tradeskill is best paired with the Survivalist.
Bring your crafting materials to a crafting table to make Armor. This is a circuit board. Drag the required items from your inventory or use the drop down menu next to the slot to complete the circuit to make Armor. To improve, keep crafting armor, complete work orders, tradeskill achievements, and learn new schematics.
Survivalist
The Survivalist skins leather and cuts meat from creatures. It also chops wood more efficiently than most harvesters. Survivalists collect Lumber, Leather, and Meat from tree nodes and wild beasts around the world. While anyone can obtain Lumber from Trees (by attacking the tree) and Meat form beasts in the world. Survivalists can use a Chainsaw and have a higher chance of getting more per harvest.
Technologist
Combining mysterious omniplasm with local flora, the technologist is a master experimenter, creating powerful medical and attribute enhancing potions. This tradeskill is best paired with the Relic Hunter.
Technologists use omniplasm, herbs and relics to craft powerful gadgets, lifesaving medishots, and attribute increasing boosters. This is a coordinate craft.
Architect
Home – a place to put up your feet, a place to hang your hat. The Architect shapes these housing items so you can do just that. This tradeskill is best paired with the Survivalist.
Architects make Harvesters, Furniture, and housing improvements using leather, cloth, lumber, relics, and omniplasm. Bring you crafting materials to a crafting table to make something. To improve, keep crafting, complete work orders, tradeskill achievements, and learn new schematics.
Relic Hunter
The Relic Hunter scraps Eldan technology for parts and omniplasm. This tradeskill is best paired with the Technologist and is also good with the Tailor.
Relic Hunters collect Omniplasm and Relics from various relic nodes around the world. Attack the nodes (or use a Relic Blaster) to get Omniplasm or Relics. Each type of relic node will yield a specific type of Omniplasm or Relic.
Tailor
The Tailor uses cloth collected from humanoids to craft light armor (ESPer and Spellslinger). Microchips direct the flow of eldan energies to enhance the armor. This tradeskill has no preferred pairing.
Bring your crafting materials to a crafting table to make Armor. This is a circuit board. Drag the required items from your inventory or use the drop down menu next to the slot to complete the circuit to make Armor. To improve, keep crafting armor, complete work orders, tradeskill achievements, and learn new schematics.
Hobbies
Do not count against the Main Tradeskill limit, everyone can do them
Farming
Farmers collect Herbs, Produce, and Seeds from various plant nodes around the world. Attack the nodes to get Produce, Herbs, or Seeds. Herbs are used by the Technologist Profession. Produce can be used as a cooking ingredient. Seeds can be planted in a garden at your home.
Mushrooms can be collected in the world, or bought from Farmer’s Market vendors. Mushrooms can be planted in your garden. Depending on what kind of mushroom you plant, it will have a different effect on all nearby plants in your garden.
Cooking
Cooks take Produce and Meats to create delicious food. Take your ingrediants to a cooking table, and try whip up something tasty. Mix ingredients and experiment with recipes. Good meals have healthy benefits. You can check your known recipes as well as how to learn more in your Codex under the Tradeskill tab.
Fishing
Fisherman can find and catch fish. Equip your fishing tool, and approach a school of fish. Fishing is a future hobby, may or may not be in before launch.
Weaponsmithing is the art of forging weapons from metal and infusing them with eldan circuitry. This tradeskill is best paired with Mining.
Bring your crafting materials to a crafting table to make weapons. This is a circuit board. Drag the required items from your inventory or use the drop down menu next to the slot to complete the circuit to make a weapon. To improve, keep crafting weapons, complete work orders, tradeskill achievements, and learn new schematics.
Armorer
The Armorer forges heavy armor (Warrior and Engineer) from metal plates, then powers them with microchips and power amplifiers. This tradeskill is best paired with Mining.
Bring your crafting materials to a crafting table to make Armor. This is a circuit board. Drag the required items from your inventory or use the drop down menu next to the slot to complete the circuit to make Armor. To improve, keep crafting armor, complete work orders, tradeskill achievements, and learn new schematics.
Mining
The Miner excavates precious ores and crystals to be used by the Weaponsmith and Armorer from various mining nodes around the world. Attack the nodes (or use a Pickax) to get ore. Each type of mining node will yield a specific type of ore. If you are lucky, you can even find some rare crystals.
Beware, sometimes mining nodes turn out to be creatures and will try and run away from you or turn into a giant worm who will attack you. Stay alert and chase them down!
You can also find rare tunnels that will lead to an area rich with ore, but be quick as the tunnels collapse fairly quickly.
Outfitter
The Outfitter uses leather and bone to craft medium armor (Stalker and Medic). Power amplifiers and microchips allow the crafter to enhance the attributes on crafted items. This tradeskill is best paired with the Survivalist.
Bring your crafting materials to a crafting table to make Armor. This is a circuit board. Drag the required items from your inventory or use the drop down menu next to the slot to complete the circuit to make Armor. To improve, keep crafting armor, complete work orders, tradeskill achievements, and learn new schematics.
Survivalist
The Survivalist skins leather and cuts meat from creatures. It also chops wood more efficiently than most harvesters. Survivalists collect Lumber, Leather, and Meat from tree nodes and wild beasts around the world. While anyone can obtain Lumber from Trees (by attacking the tree) and Meat form beasts in the world. Survivalists can use a Chainsaw and have a higher chance of getting more per harvest.
Technologist
Combining mysterious omniplasm with local flora, the technologist is a master experimenter, creating powerful medical and attribute enhancing potions. This tradeskill is best paired with the Relic Hunter.
Technologists use omniplasm, herbs and relics to craft powerful gadgets, lifesaving medishots, and attribute increasing boosters. This is a coordinate craft.
Architect
Home – a place to put up your feet, a place to hang your hat. The Architect shapes these housing items so you can do just that. This tradeskill is best paired with the Survivalist.
Architects make Harvesters, Furniture, and housing improvements using leather, cloth, lumber, relics, and omniplasm. Bring you crafting materials to a crafting table to make something. To improve, keep crafting, complete work orders, tradeskill achievements, and learn new schematics.
Relic Hunter
The Relic Hunter scraps Eldan technology for parts and omniplasm. This tradeskill is best paired with the Technologist and is also good with the Tailor.
Relic Hunters collect Omniplasm and Relics from various relic nodes around the world. Attack the nodes (or use a Relic Blaster) to get Omniplasm or Relics. Each type of relic node will yield a specific type of Omniplasm or Relic.
Tailor
The Tailor uses cloth collected from humanoids to craft light armor (ESPer and Spellslinger). Microchips direct the flow of eldan energies to enhance the armor. This tradeskill has no preferred pairing.
Bring your crafting materials to a crafting table to make Armor. This is a circuit board. Drag the required items from your inventory or use the drop down menu next to the slot to complete the circuit to make Armor. To improve, keep crafting armor, complete work orders, tradeskill achievements, and learn new schematics.
Hobbies
Do not count against the Main Tradeskill limit, everyone can do them
Farming
Farmers collect Herbs, Produce, and Seeds from various plant nodes around the world. Attack the nodes to get Produce, Herbs, or Seeds. Herbs are used by the Technologist Profession. Produce can be used as a cooking ingredient. Seeds can be planted in a garden at your home.
Mushrooms can be collected in the world, or bought from Farmer’s Market vendors. Mushrooms can be planted in your garden. Depending on what kind of mushroom you plant, it will have a different effect on all nearby plants in your garden.
Cooking
Cooks take Produce and Meats to create delicious food. Take your ingrediants to a cooking table, and try whip up something tasty. Mix ingredients and experiment with recipes. Good meals have healthy benefits. You can check your known recipes as well as how to learn more in your Codex under the Tradeskill tab.
Fishing
Fisherman can find and catch fish. Equip your fishing tool, and approach a school of fish. Fishing is a future hobby, may or may not be in before launch.
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