UPDATE: Mastery Powers (First Wave)
Posted: 04 Sep 2016, 22:41
9 mastery powers have been added to Path and Blood today. These are the first mastery powers in each respective path and human class. More will shortly follow, but the reason I decided to stagger their release was so that we can test each mastery power as we go, so that we can balance things better without constant nerfing and tons of bugs.
To gain mastery powers, simply take a mastery faeshard to Aeryn the Ritualist in the abandoned mansion (19, -2, Wilderness). These faeshards will cost you $2,000,000, and can be bought from magic shops. To work out which faeshard you need, go to your powers wheel and click on the arrow facing right from the path you wish to gain mastery over.
Each mastery power on your home path / class (the path you started on) will cost you 30 PXP. However, each mastery power on any other path / class will cost you 300 PXP per power.
Once all 3 mastery powers have been created for all 9 current paths / classes, then I'll allow everyone a chance to change their base path. Until then, feel free to get mastery powers, as you'll get all your PXP and shards back if you decide to switch to a different base path later.
The first wave of mastery powers are as follows:
To gain mastery powers, simply take a mastery faeshard to Aeryn the Ritualist in the abandoned mansion (19, -2, Wilderness). These faeshards will cost you $2,000,000, and can be bought from magic shops. To work out which faeshard you need, go to your powers wheel and click on the arrow facing right from the path you wish to gain mastery over.
Each mastery power on your home path / class (the path you started on) will cost you 30 PXP. However, each mastery power on any other path / class will cost you 300 PXP per power.
Once all 3 mastery powers have been created for all 9 current paths / classes, then I'll allow everyone a chance to change their base path. Until then, feel free to get mastery powers, as you'll get all your PXP and shards back if you decide to switch to a different base path later.
The first wave of mastery powers are as follows:
- Killer - Bullet Dodge - This power allows you to automatically dodge the next two firearms attacks (skirmish, battle, or turn-based). Active for up to 12 hours.
- Necromancer - Heal Undead - Heal any undead target (including yourself), curing 1 non-critical wound. Can be used during NPC battles. Increases your daily total allowable heals by 1.
- Shadow - Doppelganger - Summon a shadow form thrall of yourself, who inherits 1/3rd of your stats. Can use Hide in Shadows, and exchange places with their master at will.
- Mystic - Sunfire - Gives 1-5 willpower and 1-2 blood damage to every vampire in a square / battle. Never misses.
- Telepath - Exogenous Sight - Upon entering a new area, this power will reveal everything and everyone currently there. Also reveals all hidden walls. Lasts until day change.
- Allurist - Thrall Mastery - Allows you to dominate more than 1 thrall of the same type, charisma permitting (does not work for doppelgangers). Enemy thralls will also be unable to attack you.
- Blood Thief - Lifeforce Thievery - Steal powers upon touching vampires, without ever alerting them. Constantly active.
- Paladin - Guided Hand - Initiates a melee or firearms attack that has 100% chance to hit. Can sometimes cause critical wounds.
- Sorcerer - Lightning Bolt - Shoot lightning in any direction, which may hit everyone in its path. In battles to the death it uses only 1 anima per strike.