User:Immortalbob/Guides/Returning Players Guide
Returning player's guide to new general game play, and game mechanics from the Throne of Destiny patch forward.
This guide will be an abridged version of the main guides on each of these topics. Please follow the links to the main guides for each topic for more information.
See the Patches page for more in depth information about new quests and items.
Combat
New creature slaying weapons
There have been many new slayer style weapons over the years. Listed below are the most prominently used slayers and quests associated with them.
- Ghost - Jester's Lost Marbles
- Mukkir - Mukkir Aspect of Grael Quest
- Olthoi - Aerbax's Prodigal Olthoi
- Shadow - Shadowfire Stone Quest
- Skeleton - Spectral Skull
- Undead - Search for Lunnum
Crafting
- Beer - Alchemy Grenades - golems
Geography
- Halaetan Isles - Vissidal Island - Freebooter Island - Moarsman City - Iceland - Bur - Gear Knight Camps - Paradox Valley - Graveyard - Crystalline Crag - Colosseum - Dark Isle - Olthoi Isle
New Races
- Gearknights: you will notice this right away. GearKnights look pretty darn awesome, as do shadows. Undead are kinda annoying, but the devs plan to have more visual options, including turning off the flaming head of doom. - Empyreans: have racial Spec Lore, which is more then a bit unballancing. Undead have racial alchemy, which is kinda neat because Alchemy lets you hurl scarab grenades that cast hard-to-resist vulns on monsters. - Shadows - All races now have a sister race, which they can swap racial skills with. First swap is free, after that it costs 50 MMDs I think (and I think there's a timer). - Olthoi
New Skills
Two Handed Combat - new melee skill, pretty awesome. - VERY good damage, but no shield and no aegis (magic absorbing) options. - 2H weapons cleave (hit two targets) unless you choose to attack with 2H spears.
Void Magic - new magic school, focuses on "type-less" nether damage that doesn't need vulns, and damage over time (DoT) - pretty darn cool while still making War an attractive choice.
Gearcrafting - Trinkets - Skill Based Buff Items
Progression
Aetheria - you can quest to open up 3 new inventory slots (level-reqs of 75/150/225) - each slot can take magical symbols you find. blue=75, yellow=150, red=225. - each symbol has a sigil (full-time stackable bonus) and a surge (random proc that typically only lasts 10 seconds or so). - Aetheria needs to be leveled up (gains free xp as long as they are equiped), and good level 3's take a little effort to collect. Level 4s are pretty darn rare... and I *think* level 5's have been confirmed to exist.
Level Cap - 275
Luminance - Explanation of Rating and Auras
New top-tier loot - MFK loot (Mana-Forge-Key) can be found in MFK chests with various ways to get keys. High-level hunting areas also drop a little MFK loot on mosters. - this loot has level wield reqs +150 or +180. They can spawn with Epics (+20 cantrips), and the +180 stuff has one of various Set attributes (armor only). Armor bits of the same set give additional bonuses, i.e Wise Set boosts mage stats. - Epics - Sets
Level 8 Spells
Augs - Augmentations from tod - Augmentations from 10th Anniversary forward - armor and weapon augmentations
Rares
- Explanation
Societies
- 3 to choose from, quest for access to some new areas, and access to MFK-like specialized armor pulls (society armor). - factions - Land Control
Tailoring
- a great system that is much more flexible then simply dying your armor. Tailoring lets you swap looks from any similar peice of armor (same body coverage). - Tailoring also has a high-cost kit for reducing the coverage slots on armor, allowing you to have a 9-slot suit if you are willing to pay the cost. It also allows for alot of flexibility with your suit's look while keeping it 9-slot. But there are some not-so-obvious restrictions.
UI enhancements
- Chat - Quest Journal - New Character Slots