Post by Emiliana on Apr 22, 2022 13:26:07 GMT 1
Nyx Round 3
For a thread on updated recipe, items, and runes properties: Click here
New Map!
We'll be launching a brand new map, and all players will be going in blind. Only Belouch, DSPE, and I have seen it. Unlike Dro, we'll be taking feedback on the maps moving forward, and improving it or entirely making a new one when we can to keep it fresh and play with different layouts, sizes, and so on. This map is technically larger than the Dro 1 map used in Round 1 and 2, though it doesn't exactly feel it in certain areas due to the layout and some other changes.
Lightfoot Tribe
Build Profile
The wonderfully roguish and backstabbing trader tribe is back! Like the other tribes, they do not have a "Rush" specific stat profile and purchases, and will use their Agonia purchases and movement. They remain very agile, medium health, and low strength fighters able to level main weapon quickly with their intelligence and small weapons, or level crafts quickly with their many general skill favors. Similar to giants, their weapon selection is limited in a rush environment, where you have a time limit to your progress on strength.
Swimming
The Lightfoot tribe and their ability to swim has always had an impact on PVP situations, and that rings true in Nyx as well. Instead of a spell, Lightfoot have native movement on water, which means they should be careful when fleeing and moving, especially near the coast. Unlike the spells, which are hardcoded to 200/282 movement per step, Lightfoot can now have 60/84 movement on water when it is applied natively to the tribe with no spell. While on Agonia's large map with large rivers, 200 movement can be an incredible timesaver, however the lakes and rivers on Nyx 3 are of course much smaller, so the cost needs to be smaller as well. The spell will cost 999 mana (disabling it) but it will remain as a backup in case we need to return to it, that way all Lightfoot are already born with it.
The penalties for being on a water tile remain (no turn regeneration, greatly slowed movement regeneration, and negative sight).
There are no monster encounters, or item explores on river and lakes.
There are deadly monster encounters on ocean tiles, the coast, and the surrounding small islands only reachable through the ocean.
Balance Caveat
We reserve the right to take any adjustments necessary against Lightfoot swimming. It may be changed in cost, entirely removed, it may be added to other tribes for a huge cost, items may wash ashore if waters are used to "delete" them in suicide runs, and so on. Lightfoot should have water shortcuts, and be a nuisance hiding out on water for a cost, however when it becomes an excessively used method to camp multiple fighters or a whole faction out of reach of counters, make items inaccessible/uncounterable, and other things, we need to dial it back a bit or add fairer counters.
Poisoncraft
The Order of Justice is a sleek and strictly controlled military faction, and the peaceful merchant Lightfoot were driven out long ago. All that remains are the scoundrel thief Lightfoot who excel in asssassination combat and dirty brawls. "Poisoncraft" is a spell that allows Lightfoot to transform a 'bottle of poison' into a fully fledged Poison Rune Level 1 ready to apply to the weapons of their allies, granting +2-3 poison damage for 40 runic cost. They have no effect on shields or helmets, but grant 12% poison resistance on body armors and talismans. This talent has impressed the Mythos, and temporarily secured their place in the combat focused Order, even if the materials for the deadly poison are somewhat rare.
Fist Weapons
Unlike real life, Agonians punch much harder in their dreams than they do awake! Fist weapons have been reworked into a real weapon type, mimicking the dagger profile but relying on Strength and supplying Blunt damage instead. As an exception, the Tier 4 Mole Mitts mimic the Sword profile instead, dealing slicing damage and hitting harder for less AP bonus.
Work Bands | 10 STR 5 AGI | 30 AP 8-13 Blunt, 0 Runes
Nailed Fist | 20 STR 7 AGI | 40 AP 11-16 Blunt, 1 Rune
Jawbreaker | 30 STR 9 AGI | 50 AP 13-20 Blunt, 2 Runes
Mole Mitts | 40 STR 11 AGI | 50 AP 17-25 Slicing, 3 Runes
Notably, Fist Weapons are the tribal favorite of the Giants, and this gives them a flavorful and unique new option not available to their tribe before, and slightly nerfs the best secondary training weapon for everyone else.
Sorcery
Sorcery is one of the most unique and fun game mechanics in Agonia, a powerful way to gain XP, an interesting collection minigame, and a pathway to valuable jewelry crafts for doing it. We've boosted the effect of stats like Will and Instinct on sorcery catching, so we can have players gain spirits more reliably with less investment than their evolution purchases and with more return from their gear. The total amount of spirits needed for each craft will also be lowered except for the very best items, most items only needing one single spirit, a faceted gem, and its metal ring or necklace.
Sorcery is also the other side of a Kiith's power of Necromancy, and fittingly sorcerers now have access to a tier 3 Enchanted Bone Armor craft, and an Enchanted Bone Helmet craft with runes customizing its protection values. However, because Sorcery levels so quickly, and its +Sorcery Skill item is more available, the requirements for Sorcery recipes will be slightly higher than their comparable crafts in other general skills, like in Agonia.
Gems
Gemstones for jewelry items will be purchasable from Riker, the Merchant, or obtained passively, and will not need cut. That means you will still not need a dedicated Stoneworker this round.
Misc. Changes
-Jewelry items have been overhauled slightly, no longer gaining them passively and no longer requiring Leadership skill, though we will likely bring back both later on! Similar to the sets we had before, there is now a new set of Gods-worthy pinnacle items to collect and use against your foes.
-Tier 3 armors now become available at 310 skill, not 325. While this means you can attempt them earlier, you will also have a +15% or higher success rate attempting them at the normal pacing.
-Weapon and Armor crafts retain their 30% reduction in turns used in-game, allowing a single crafter to do 42% more work per day.
-Alchemy has a very small rework, with new rare herbs added to each flora biome, removal of war potions, addition of Large Potion varieties for stats, and a very large Instinct boost potion.
-Rune slots on shields were lowered, now 1 slot on tier 3 shields, and 2 slots on tier 3.5 shields.
-Due to not crafting weapons, tailoring now crafts a tier 3.5 armor and shield, from rare materials, starting at 335 skill.
-Mountain sight was lowered by 1 (+1 and +2, instead of +2 and +3), and Water tile sight has been further lowered by 1. Capital tile sight has been raised from 0 to 2 (previously 6).
-Skeleton tribe native poison resistance raised to 75%.
-Skeleton tribe base sight range boosted from 9 to 10.
-Polearm strength requirement lowered, new values are: Tier 1: 8 Strength / 9 Agility, Tier 2: 16/18, Tier 3: 24/26, Tier 4: 32/34, and Tier 5: 40/42
-Quests involving "Fauna 1 and 2" monsters were shortened to avoid players getting stuck there overlong, due to outpacing the RNG of encounter finds with their bonus XP rates.
Runes
Runes in Nyx are a tricky thing, first I sent out far too many for Belouch's Skeleton tribe, then I dialed it back so much that they almost didn't exist, hurting shield training, available monster variety with regards to elemental resistances, and the fun of collecting, looting, and using them.
In Nyx 3, Fire, Lightning, and Cold runes are unchanged stats wise, though they will be a very slight bit more common than Round 2. With Quest Runic Lessons, players will reach 90 runic skill even with 6 intelligence. Acid runes have been added, providing a common but defensive rune type, allowing players to rune their shields and bodies to overcome challenging monsters or to train safer. Poison runes have also been added, providing a more rare but more damaging rune type, native to the Order faction but salvageable from their weapons should you best them in battle.
---
This is a brief overview of the changes coming to Nyx 3, as stated above for a on updated recipe, items stats, and runes properties: Click here.
We hope you enjoy Nyx 3!
---
Bel & Em & Dspe & Slord
For a thread on updated recipe, items, and runes properties: Click here
New Map!
We'll be launching a brand new map, and all players will be going in blind. Only Belouch, DSPE, and I have seen it. Unlike Dro, we'll be taking feedback on the maps moving forward, and improving it or entirely making a new one when we can to keep it fresh and play with different layouts, sizes, and so on. This map is technically larger than the Dro 1 map used in Round 1 and 2, though it doesn't exactly feel it in certain areas due to the layout and some other changes.
Lightfoot Tribe
Build Profile
The wonderfully roguish and backstabbing trader tribe is back! Like the other tribes, they do not have a "Rush" specific stat profile and purchases, and will use their Agonia purchases and movement. They remain very agile, medium health, and low strength fighters able to level main weapon quickly with their intelligence and small weapons, or level crafts quickly with their many general skill favors. Similar to giants, their weapon selection is limited in a rush environment, where you have a time limit to your progress on strength.
Swimming
The Lightfoot tribe and their ability to swim has always had an impact on PVP situations, and that rings true in Nyx as well. Instead of a spell, Lightfoot have native movement on water, which means they should be careful when fleeing and moving, especially near the coast. Unlike the spells, which are hardcoded to 200/282 movement per step, Lightfoot can now have 60/84 movement on water when it is applied natively to the tribe with no spell. While on Agonia's large map with large rivers, 200 movement can be an incredible timesaver, however the lakes and rivers on Nyx 3 are of course much smaller, so the cost needs to be smaller as well. The spell will cost 999 mana (disabling it) but it will remain as a backup in case we need to return to it, that way all Lightfoot are already born with it.
The penalties for being on a water tile remain (no turn regeneration, greatly slowed movement regeneration, and negative sight).
There are no monster encounters, or item explores on river and lakes.
There are deadly monster encounters on ocean tiles, the coast, and the surrounding small islands only reachable through the ocean.
Balance Caveat
We reserve the right to take any adjustments necessary against Lightfoot swimming. It may be changed in cost, entirely removed, it may be added to other tribes for a huge cost, items may wash ashore if waters are used to "delete" them in suicide runs, and so on. Lightfoot should have water shortcuts, and be a nuisance hiding out on water for a cost, however when it becomes an excessively used method to camp multiple fighters or a whole faction out of reach of counters, make items inaccessible/uncounterable, and other things, we need to dial it back a bit or add fairer counters.
Poisoncraft
The Order of Justice is a sleek and strictly controlled military faction, and the peaceful merchant Lightfoot were driven out long ago. All that remains are the scoundrel thief Lightfoot who excel in asssassination combat and dirty brawls. "Poisoncraft" is a spell that allows Lightfoot to transform a 'bottle of poison' into a fully fledged Poison Rune Level 1 ready to apply to the weapons of their allies, granting +2-3 poison damage for 40 runic cost. They have no effect on shields or helmets, but grant 12% poison resistance on body armors and talismans. This talent has impressed the Mythos, and temporarily secured their place in the combat focused Order, even if the materials for the deadly poison are somewhat rare.
Fist Weapons
Unlike real life, Agonians punch much harder in their dreams than they do awake! Fist weapons have been reworked into a real weapon type, mimicking the dagger profile but relying on Strength and supplying Blunt damage instead. As an exception, the Tier 4 Mole Mitts mimic the Sword profile instead, dealing slicing damage and hitting harder for less AP bonus.
Work Bands | 10 STR 5 AGI | 30 AP 8-13 Blunt, 0 Runes
Nailed Fist | 20 STR 7 AGI | 40 AP 11-16 Blunt, 1 Rune
Jawbreaker | 30 STR 9 AGI | 50 AP 13-20 Blunt, 2 Runes
Mole Mitts | 40 STR 11 AGI | 50 AP 17-25 Slicing, 3 Runes
Notably, Fist Weapons are the tribal favorite of the Giants, and this gives them a flavorful and unique new option not available to their tribe before, and slightly nerfs the best secondary training weapon for everyone else.
Sorcery
Sorcery is one of the most unique and fun game mechanics in Agonia, a powerful way to gain XP, an interesting collection minigame, and a pathway to valuable jewelry crafts for doing it. We've boosted the effect of stats like Will and Instinct on sorcery catching, so we can have players gain spirits more reliably with less investment than their evolution purchases and with more return from their gear. The total amount of spirits needed for each craft will also be lowered except for the very best items, most items only needing one single spirit, a faceted gem, and its metal ring or necklace.
Sorcery is also the other side of a Kiith's power of Necromancy, and fittingly sorcerers now have access to a tier 3 Enchanted Bone Armor craft, and an Enchanted Bone Helmet craft with runes customizing its protection values. However, because Sorcery levels so quickly, and its +Sorcery Skill item is more available, the requirements for Sorcery recipes will be slightly higher than their comparable crafts in other general skills, like in Agonia.
Gems
Gemstones for jewelry items will be purchasable from Riker, the Merchant, or obtained passively, and will not need cut. That means you will still not need a dedicated Stoneworker this round.
Misc. Changes
-Jewelry items have been overhauled slightly, no longer gaining them passively and no longer requiring Leadership skill, though we will likely bring back both later on! Similar to the sets we had before, there is now a new set of Gods-worthy pinnacle items to collect and use against your foes.
-Tier 3 armors now become available at 310 skill, not 325. While this means you can attempt them earlier, you will also have a +15% or higher success rate attempting them at the normal pacing.
-Weapon and Armor crafts retain their 30% reduction in turns used in-game, allowing a single crafter to do 42% more work per day.
-Alchemy has a very small rework, with new rare herbs added to each flora biome, removal of war potions, addition of Large Potion varieties for stats, and a very large Instinct boost potion.
-Rune slots on shields were lowered, now 1 slot on tier 3 shields, and 2 slots on tier 3.5 shields.
-Due to not crafting weapons, tailoring now crafts a tier 3.5 armor and shield, from rare materials, starting at 335 skill.
-Mountain sight was lowered by 1 (+1 and +2, instead of +2 and +3), and Water tile sight has been further lowered by 1. Capital tile sight has been raised from 0 to 2 (previously 6).
-Skeleton tribe native poison resistance raised to 75%.
-Skeleton tribe base sight range boosted from 9 to 10.
-Polearm strength requirement lowered, new values are: Tier 1: 8 Strength / 9 Agility, Tier 2: 16/18, Tier 3: 24/26, Tier 4: 32/34, and Tier 5: 40/42
-Quests involving "Fauna 1 and 2" monsters were shortened to avoid players getting stuck there overlong, due to outpacing the RNG of encounter finds with their bonus XP rates.
Runes
Runes in Nyx are a tricky thing, first I sent out far too many for Belouch's Skeleton tribe, then I dialed it back so much that they almost didn't exist, hurting shield training, available monster variety with regards to elemental resistances, and the fun of collecting, looting, and using them.
In Nyx 3, Fire, Lightning, and Cold runes are unchanged stats wise, though they will be a very slight bit more common than Round 2. With Quest Runic Lessons, players will reach 90 runic skill even with 6 intelligence. Acid runes have been added, providing a common but defensive rune type, allowing players to rune their shields and bodies to overcome challenging monsters or to train safer. Poison runes have also been added, providing a more rare but more damaging rune type, native to the Order faction but salvageable from their weapons should you best them in battle.
---
This is a brief overview of the changes coming to Nyx 3, as stated above for a on updated recipe, items stats, and runes properties: Click here.
We hope you enjoy Nyx 3!
---
Bel & Em & Dspe & Slord