seigen Mesaj tarihi: Şubat 23, 2011 Paylaş Mesaj tarihi: Şubat 23, 2011 Demo'nun ilk kısmında hikayeyi anlatan cüce olayları abartıyor da o yüzden öyle :D Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
Gangren Mesaj tarihi: Şubat 23, 2011 Paylaş Mesaj tarihi: Şubat 23, 2011 Abartıyor da, yüksek levela gelince combat aynen öyle olacak :p Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
HellHound Mesaj tarihi: Şubat 23, 2011 Konuyu açan Paylaş Mesaj tarihi: Şubat 23, 2011 demoda cogu gozukmedigi icin oyunun skill treeleri (npc ozel skill treeler ve specializationlar yok): Warrior WARRIOR (character is at level 1)WEAPON AND SHIELD 1. Shield Defense Requires: Level 3 Requires: Shield The warrior assumes a defensive stance, reducing damage taken from the front. However, the warrior inflects less damage against enemies and sacrifices the ability to make closing attacks. Damage: -25% Damage resistance +25% vs. frontal attacks Reserved: 15% of stamina Cooldown: 5s Type: Sustained mode 2. Shield Wall Requires: Level 8 Requires: Shield Defense Points required in Weapon and Shield: 4 Shield Defense now reduces the damage from all attacks, rather than just the front. Additionally, the warrior's shiield deflects some regular strikes, shrugging off most of the damage. Damage resistance: +50% vs. rear attacks Effect: 20% chance that normal hits against the warrior become glancing blows Type: Upgrade 3. Perception Requires: Level 4 Requires: Shield Defense Requires: Shield The warrior maintains constant awreness of the battlefield. So long as the warrior has a shield equipped, enemies receive no bonus for attacking from behind. Effect: Immune to flanking Type: Passive ability 4. Safeguard Requires: Level 7 Requires: Scatter Requires: Perception Points required in Weapon and Shield: 4 Requires: Shield While a shield is equipped, the warrior shrugs off the extra damage from critical hits. Effect: Immune to critical hits Type: Passive ability 5. Scatter Requires: Level 6 Requires: Shield Bash Requires: Shield Defense Points required in Weapon and Shield: 2 Requires: Shield The warrior clears a forward arc, throwing enemies back. Physical damage: 24 Physical force: 4x Cost: 30 stamina Cooldown: 25s Type: Activated ability 6. Disperse Requires: Level 10 Requires: Scatter Scatter now forces back even large creatures, and is particularly punishing against enemies whose defenses a rogue has lowered. Physical damage: +12 Physical damage: 300% vs DISORIENTED targets Physical force: +2x Type: Upgrade 7. Shield Bash Requires: Level 2 Requires Shield The warrior's shield arcs out, striking foes like a battering ram. Physical damage: 10 Physical force: 12x Cost: 10 stamina Cooldown: 15s Type: Activated ability 8. Pummel Requires: Level 6 Requires: Shield Bash Shield Bash can be used more frequently, and enemies slammed by the warrior's shield are STAGGERED. STAGGER chance: 100% Cooldown: -5s Type: Upgrade 9. Assault Requires: Level 5 Requires: Shield Bash Requires: Shield The warrior spins into a vicious assault that inflicts significant damage and often throws enemies back. Physical damage: 10 (x3 hits) Physical force: 2x (x3 hits) Cost: 20 stamina Cooldown: 20s Type: Activated ability 10. Battery Requires: Level 9 Requires: Assault Points required in Weapon and Shield: 3 Assault can now be used more frequently. Is is also much more effective, particularly against enemies a rogue has left in a vulnerable state. Physical damage: +5 (x3 hits) Physical damage: 400% vs. DISORIENTED targets on final hit Cooldown: -5s Type: UpgradeTWO-HANDED 1. Mighty Blow Requires: level 2 The warrior leaps into the air, crashing down on foes with tremendous force. Physical damage: 24 Physical force: 2x Cost: 20 stamina Cooldown:20s Type: Activated ability 2. Shattering Blow Requires: Level 8 Requires: Mighty Blow Points required in Two-Handed: 2 Mighty Blow now crushes enemies who a mage has made BRITTLE. Physical damage: 300% vs. BRITTLE targets Physical force: 200% vs. BRITTLE targets Cooldown: -5s Type: Upgrade 3. Killer Blow Requires: Level 6 Requires: Mighty Blow Mighty Blow becomes considerably more punishing. Physical damage: +12 Type: Upgrade 4. Scythe Requires: Level 5 Requires: Mighty Blow Points required in Two-Handed: 2 The warrior charges through enemy lines, felling combatants in the way. Physical damage: 18 Physical force: 2x Cost: 30 stamina Cooldown: 20s Type: Activated ability 5. Reaper Requires: Level 9 Requires: Scythe Scythe inflicts a great deal more pain, particularly against enemies a mage has made BRITTLE. Physical damage: +9 Physical damage: 200% vs. BRITTLE targets Physical force: +1x Physical force: 200% vs BRITTLE targets Type: Upgrade 6. Giant's Reach Requires: Level 3 Points required in Two-Handed: 1 The warrior's two-handed attack rip through the air with such power that each generates a shockwave past the point of impact, effectively extending the weapon's reach. The affects basic attacks, Whirlwind, Mighty BLow, and Scythe. Size: +1m for two-handed attacks Type: Passive ability 7. Whirlwind Requires: Level 7 Requires: Mighty Blow Requires: Giant's Reach Points required in Two-Handed: 3 The warrior cuts through foes, hitting all targets within melee range with a single sweeping arc. Physical damage: 18 Physical force: 2x Size: 6m Cost: 30 stamina Cooldown: 30s Type: Activated ability 8. Tornado Requires: Level 13 Requires: Whirlwind Points required in Two-Handed: 6 Whirlwind now lands a critical hit with nearly every swing. Critical chance: 100% Type: Upgrade 9. Cyclone Requires: level 11 Requires: Whirlwind Whirlwind becomes murderously effective and can be used more frequently Physical damage: +6 Cooldown: -5s Type: Upgrade 10. Sunder Requires: Level 4 Points required in Two-Handed: 1 The warrior's strikes carry such weight that critical hits gain a chance to STAGGER the victim. Critical chance: +10% STAGGER chance: 50% vs. normal enemies on a critical hit Type: Passive abilityVanguard 1. Control Requires: Level 3 The warrior fights with discipline, not anger, making every swing count. (This mode cannot be used at the same time as Might.) Attack: +10% Reserved: 15% of stamina Cooldown: 5s Type: Sustained mode 2. Command Requires: Level 7 Requires: Control Points required in Vanguard: 2 Control results in even more focused attacks. which increases the warrior's chance to land a critical hit. Critical chance: +10% Type: Upgrade 3. Destroyer Requires: Level 7 Requires: Control Points required in Vanguard: 3 The warrior is now an elite combatant, so experienced in battle that enemies suffer more pain when fighting the warrior than they would when fighting anyone else. Enemy damage resistance: 90% vs. warrior's basic attacks Enemy damage resistance: 50% vs. warrior's critical hits Type: Passive ability 4. Cleave Requires: Level 6 Requires: Control Requires: Might Points required in Vanguard: 2 For a short time, the warrior's damage output increases tremendously. Damage: +100% Duration: 10s Cost: 20stamina Cooldown: 20s Type: Activated ability 5. Claymore Requires: Level 10 Requires: Cleave Points required in Vanguard: 4 The warrior now retains the damge bonus from Cleave for longer and leaves some opponents off-balance, ready for further exploitation by a mage or rogue. STAGGER chance: 40% vs. normal enemies Stun chance: 100% vs. BRITTLE targets Duration: +5s Type: Upgrade 6. Massacre Requires: Level 12 Requires: Cleave Points required in Vanguard: 4 The warrior culls the weak. In most cases, when an enemy falls below a certain health threshold, the next hit is fatal. Effect: Deathblow vs. normal enemeis below 20% health Effect: Deathblow vs. lieutenants below 10% health Type: Passive ability 7. Might Requires: Level 3 The warrior focuses on heavy swings that cleave through foes. (This mode cannot be used at the same time as Control.) Damage: +10% Reserved: 20% of stamina Cooldown: 5s Type: Sustained mode 8. Muscle Requires: Level 7 Requires: Might Points required in Vanguard: 2 While Might is active, the warrior's critical hits are more likely to be fatal. Critical damage: +25% Type: Upgrade 9. Assail Requires: Level 5 Requires: Might Points required in Vanguard: 3 For a short time, the warrior throws more weight into each swing, significantly inceasing the force of any attack, as well as boosting the damage output. Damage: +10% Physical force: 3x Elemental force: 3x Duration: 15s Cost: 20 stamina Cooldown: 30s Type: Activated ability 10. Besiege Requires: Level 9 Requires: Assail Points required in Vanguard: 4 When the warrior is using Assail, every attack now slams into other foes near the intended target. Physical damage: 6 per hit vs. all nearby enemies Type: UpgradeDefender 1. Stonewall The warrior braces for impact, shrugging off damage for a brief moment and pushing back against any foe who attacks. Physical force: 2x vs. attacking enemies Damage resistance: +50% Duration: 5s Cost: 20 stamina Cooldown: 15s Type: Activated ability 2. Bulwark Requires: Level 3 Requires: Stonewall Stonewall now protects the warrior further, increasing the resistance to damage and making the warrior temporarily immune to the effects of force. The warrior's strikes against attacking foe now inflict damage as well. Damage resistance: +50% Knockback resistance: 100% Knockdown resistance: 100% Cooldown: -5s Type: Upgrade 3. Adamant Requires: Level 8 Requires: Stonewall Requires: Turn the Blade Points required in Defender: 3 The warrior's deep knowledge of the defensive arts grants a permanent resilience against damage of all type. Damage resistance: +5% Type: Passive ability 4. Turn the Blade Requires: Level 3 While many warriors choose to endure their foe's hits, some prefer to deflect the damage instead. (This mode cannot be used at the same time as Elemental Aegis.) Defense: +10% Reserved: 20% of stamina Cooldown: 5s Type: Sustained mode 5. Raise the Guard Requires: Level 9 Requires: Turn the Blade Points required in Defender: 2 Further training in defensive tactics increase the effectiveness of Turn the Blade. Defense: +5% Type: Upgrade 6. Steady the Foot Requires: Level 7 Requires: Turn the Blade The warrior holds ground, becoming remarkably resilient against forceful attacks. Fortitude: +20 Type: Upgrade 7. Resilience Requires: Level 5 Requires: Turn the Blade Requires: Elemental Aegis Points required in Defender: 2 Warriors trained in resilience have learned not to flinch from wounds, making it almost impossible to break their attacks, push them backwards, or distract them with elemental effects like mild immolation. The warrior will only be interrupted by attacks that deal so much force as to knock the warrior completely down or that cause lengthy elemental effects. Knockbackresistance: 100% Type: Passive ability 8. Elemental Aegis Requires: Level 3 The secret to warding off the elements is to rely on your armor, keeping it between you and the blast. The warrior has learned this lesson well, and can anticipate magical attacks. *This mode cannot be used at the same time as Turn the Blade.) Fire resistance: +40% Cold resistance: +40% Electricity resistance: +40% Nature resistance: +40% Spirit resistance: +40% Reserved: 15% of stamina Cooldown: 5s Type: Sustained mode 9. Elemental Shroud Requires: Level 7 Requires: Elemental Aegis Points required in Defender: 2 The warrior has grown increasingly adept at resisting elemental attacks. Fire resistance: +20% Cold resistance: +20% Electricity resistance: +20% Nature resistance: +20% Spirit resistance: +20% Type: Upgrade 10. Resolute Requires: Level 8 Requires: Elemental Aegis Points required in Defender: 4 The warrior has faced more mages in battle than most denizens of Thedas even see in a lifetime. This experience has built a mental fortitude that any templar would envy. Magic resistance: +10% Type: Passive abilityWarmonger 1. Pommel Strike Instead of leading with the fatal attack an enemy expects, the warrior strikes out with a weapon's blunt end to stun the opponent. Stun chance: 100% vs. normal enemies Duration: 5s Cost: 10 stamina Cooldown: 15s Type: Activated ability 2. Pommel Blow Requires: Level 3 PommelStrike now stuns enemies for longer and sends them reeling. STAGGER chance: 100% vs. stunned targets Duration: +3s Cooldown: -5s Type: Upgrade 3. Tremor Requires: Level 5 Push a warrior and prepare to be pushed back. Nearby enemies are knocked back as the warrior slams a weapon into the ground. Physical force: 8x Size: 6m Cost: 30 stamina Cooldown:20s Type: Activated ability 4. Quake Requires: Level 11 Requires: Tremor Points required in Warmonger: 3 The warrior can push back a larger crowd of enemies, and those thrown to the ground are now stunned. Stun chance: 100% vs. knocked-down targets Size 10m Type: Upgrade 5. Aftershock Requires: Level 9 Requires: Tremor Tremor can be used more frequently and now has a chance to send enemies reeling. STAGGER chance: 40% vs. normal enemies Cooldown: -5s Type: Upgrade 6. Taunt Requires: Level 3 A mocking cry catches the attention of nearby foes, causing them to immediately abandon attacks on other allies to concentrate on the warrior instead. Threat transfer: 100% from companions to warrior Size: 10m Cost: 30 stamina Cooldown: 20s Type: Activated ability 7. Below Requires: Level 7 Requires: Taunt Points required in Warmonger: 2 Taunt now effects enemies in a larger area, drawing them away from allies and to the warrior. Size: 16m Type: Upgrade 8. Bravery Requires: Level 6 Requires: Taunt The warrior's unwavering courage grants bonuses that increase proportionally to the number of enemies the warrior is engaging. (This mode cannot be used at the same time as Battle Synergy.) Attack: +10% per naerby enemy, after the first Critical chance: 3% per nearby enemy, after the first Size: 10m Reserved: 30% of stamina Cooldown: 10s Type: Sustained mode 9. Bravado Requires: Level 9 Requires: Bravery Bravery now draws more enemies toward the warrior, thus further increasing the mode's bonuses. Threat generation: +50% per nearby enemy, after the first Type: Upgrade 10. Bravura Requires: Level 9 Requires: Bravery Points required in Warmonger: 3 Every enemy who swarms the warrior while Bravery is active now increases the warrior's damage further. Damage: +5% per nearby enemy, after the first Type: UpgradeBattlemaster 1. Rally Requires: Level 4 The warrior rallies fellow combatants, briefly boosting other party members' mana or stamina regeneration rates and lending them the benefits of Might, Control, Turn the Blade, or Elemental Aegis if the warrior currently has one of those sustained modes active. Effect: Might, Control, Turn the Blade or Elemental Aegis apply to companions if active Mana/stamina regeneration rate: +200 for companions Duration: 10s Cost: 15 stamina Cooldown: 30s Type: Activated ability 2. Unite Requires: Level 8 Requires: Rally Point required in Battlemaster: 2 Other allies now gain the benefits of the upgrades to Might, Control, Turn the Blade, or Elemental Aegis if the warrior currently has one of those sustained modes active, and party members regenerate mana or stamina even more quickly. Effect: Upgrades for Might, Control, Turn the Blade or Elemental Aegis apply to companions if active Mana/stamina regeneration rate: +400 for companions Type: Upgrade 3. Battle Synergy Requires: Level 5 Requires: Rally While this mode is active, the warrior and other party members within range fight as a cohesive unit that is deadlier than the sum of its parts. (This mode cannot be used at the same time as Bravery.) Defense: +5% per companion, for all party members Damage reduction: +3% per companion, for all party members Size: 10m Reserved: 30% of stamina Cooldown: 10s Type: Sustained mode 4. Fearless Synergy Requires: Level 9 Requires: Battle Synergy Points required in Battlemaster: 2 The warrior now taunts nearby enemies while Battle Synergy is active, drawing the foes' attention away from party members. Threat transfer: +50% from companions to warrior Type: Upgrade 5. Hero's Synergy Requires: Level 11 Requires: Battle Synergy Points required in Battlemaster: 2 The warrior now makes sacrifices on behalf of other party members, voluntarily suffering damage that the allies would otherwise have suffered themselves. Damage transfer: +25% from companions to warrior Type: Upgrade 6. Bolster Requires: Level 3 Steeling for battle, the warrior takes a deep breath to regain some stamina. Stamina regeneration: 5% Type: Activated ability 7. Second Wind Requires: Level 8 Requires: Bolster Long years of training grant access to deep reserves of vigor, instantly restoring the warrior's stamina. Stamina regeneration: 100% Cooldown: 60s Type: Activated ability 8. Last Push Requires: Level 14 Requires: Second Wind The warrior quickly recuperates from recent exertion. Effect: Talents currently in cooldown become available more quickly Type: Upgrade 9. Deep Breath Requires: Level 12 Requires: Second Wind Second Wind can be used more frequently. Cooldown: -15s Type: Upgrade 10. Deep Reserves Requires: Level 6 Requires: Bolster The warrior's extensive combat experience grants great fortitude in battle. Mana/stamina regeneration rate: +10 Type: Passive ability Rogue Rogue (character is at level 1)Dual Weapon 1. Unforgiving Chain Requires: Level 3 For a short time, every basic melee attack the rogue executes in rapid succession increases the chance to score a critical hit. Activating any other talent cancels the effect, but Explosive Strike can exploit the chain for extra damage Critical chance: Stacking +2% per hit, up to 10 hits. Type: Passive ability 2. Explosive Strike Requires: Level 4 Requires: Unforgiving Chain The rogue completes the combo built up by Unforgiving Chain. Every basic melee attack that the rogue completed immediately prior to using Explosive Strike increases the damage inflicted by breaking the chain. Physical damage: 10 Physical damage: +50% per basic attack in previous chain, up to 10 hits Physical force: 2x Cost: 15 stamina Cooldown: 25s Type: Activated ability 3. Merciless Strike Requires: Level 4 Requires: Explosive Strike Points required in Dual Weapon: 3 Explosive Strike now guarantees a critical hit and inflicts significantly more damage against enemies who have been knocked off balance by a warrior. Physical damage: 400% vs STAGGERED targets Critical chance: 100% Type: Upgrade 4. Backstab Requires: Level 2 The lightning-quick rogue vanishes in a smoke screen and reappears behind the enemy with a fierce strike to the back. Physical damage: 25 Physical force: 2x Cost:20 stamina Cooldown: 15s Type: Activated ability 5. Murder Requires: Level 8 Requires: Backstab Points required in Dual Weapon: 3 The rogue now exploits weaknesses in an opponent's defenses when using Backstab to inflict extra damage. Critical chance: 100% Type: Upgrade 6. Perforate Requires: Level 6 Requires: Backstab Backstab now cools down more quickly, allowing the rogue to use it more frequently. Cooldown: -5s Type: Upgrade 7. Twin Fangs Requires: Level 6 Requires: Explosive Strike Requires: Backstab Points required in Dual Weapon: 4 The rogue slashes at a target with both weapons, dealing an automatic critical hit with each blade. Physical damage: 60 (x2 hits) Physical force: 2x (x2 hits) Critical chance: 100% Cost: 30 stamina Cooldown: 30s Type: Activated ability 8. Reversed Grip Required: Level 10 Twin Fangs can now be used more frequently, allowing the rogue to rapidly tear down any opponent. Cooldown: -10s Type: Upgrade 9. Lacerate Requires: Level 5 Requires: Backstab Points required in Dual Weapon: 2 While this mode is active, the rogue's deadly blades have a chance to inflict bleeding wounds that continue to cause damage for a short time. Chance: 10% Physical damage: 10 Reserved: 10% of stamina Cooldown: 10s Type: Sustained mode 10. Main Requires: Level 9 Requires: Lacerate Points required in Dual Weapon: 4 Lacerate now cuts deeper, inflicting serious damage. Chance: 100% vs. STAGGERED targets Physical damage: +5 Type: UpgradeArchery 1. Bursting Arrow Requires: Level 3 Requires: Bow This arrow explodes on impact showering the area in sharpnel and flame. Fire damage: 8 Elemental force: 2x Size: 5m Cost: 30 stamina Cooldown: 20s Type: Activated ability 2. Shattering Arrow Requires: Level 9 Requires: Bursting Arrow Points required in Archery: 2 Bursting Arrow is now more powerful and can be used more frequently. Fire damage: 600% vs. BRITTLE targets Elemental force: 400% vs. BRITTLE targets Cooldown: -5s Type: Upgrade 3. Smoking Arrow Requires: Level 7 Requires: Bursting Arrow Bursting Arrow now generates a cloud of smoke that veils allies from enemy attacks. Obscure chance: 100% for all party members Type: Upgrade 4. Hail of Arrows Requires: Level 5 Requires: Bursting Arrow Points required in Archery: 2 Requires: Bow The archer unleashes an entire quiver into the air. For a short time after, the missles rain down on enemy ranks. Physical damage: 3 every 1s Duration: 4s Size 10m Cost: 30 stamina Cooldown: 30s Type: Activated ability 5. Storm of Arrows Requires: Level 9 Requiers: Hail of Arrows Points required in Archery: 5 Hail of Arrows now sweeps across a greater area of the battlefield and slows most enemies to a crawl. Enemy atack speed: -50% Enemy movement speed: -50% Size: 15m Type: Upgrade 6. Archer's Lance Requires: Level 7 Requires: Pinning Shot Requires: Bursting Arrow Points required in Archery: 3 Requires: Bow This arrow carries such force that it tears through every enemy along its deadly path. Physical damage: 19 vs. all enemies along path Physical force: 2x vs. all enemies along path Critical chance: 100% vs. targeted enemy Cost: 40 stamina Cooldown: 30s Type: Activated ability 7. Punishing Lance Requires: level 11 Requires: Archer's Lance Points required in Archery: 6 Archer's Lance scythes through weaker opponents. Effect: Instantly kills weaker enemies Physical damage: +9 vs. all BRITTLE targets along path Physical force: 400% vs. all BRITTLE targets along path Type: Upgrade 8. Pinning Shot Requires: Level 2 Requires: Bow The archer looses an arrow that immobilizes a target for a short time. Physical damage: 19 Physical force: 2x Pinning chance: 80% vs. normal enemies Duration: 8s Cost: 20 stamina Cooldown: 20s Type: Activated ability 9. Improved Pinning Shot (Unconfirmed information, may not be 100% correct) The archer can now use Pinning Shot more often and it immobilize enemies longer. Duration: +2s Cooldown: -5s Type: Upgrade 10. Disorienting Shot Requires: Level 8 Requires: Pinning Shot Points required in Archery: 3 The damage inflicted by Pinning Shot becomes so severe that it oten leaves enemies unable to defend themselves. Physical damage: +9 DISORIENT chance: 100% vs. pinned enemies Type: UpgradeSabotage 1. Rush Requires: Level 3 The rogue rushes forward, attempting to knock down the target and all nearby enemies. Physical force: 16x Cost: 15 stamina Cooldown: 15s Type: Activated ability 2. Charge Requires: Level 7 Requires: Rush The rogue covers more ground with Rush, knocking enemies down along the path. Type: Upgrade 3. Blitz Requires: Level 9 Requires: Rush Points required in Sabotage: 2 The rogue bowls enemies over with a Rush attack that now inflicts damage. Physical damage: 11 Type: Upgrade 4. Fatiguing Fog Requires: Level 7 Requires: Rush Points required in Sabotage: 3 The rogue envelops enemies in a dense fog that slows them to a near crawl. Enemy attack speed: -50% Enemy movement speed: -50% Duration: 10s Size: 6m Cost: 20 stamina Cooldown: 20s Type: Activated ability 5. Overpowering Fog Requires: Level 13 Requires: Fatiguing Fog Points required in Sabotage: 5 Fatiguing Fog becomes so oppressive that it leaves most enemies DISORIENTED, reducing their defenses and make them vulnerable to follow-up attacks from a warrior or mage. DISORIENT chance: 100% vs. normal enemies Type: Upgrade 6. Impenetrable Fog Requires: Level 11 Requires: Fatiguing Fog Fatiguing Fog now lingers in teh air and veils allies from enemy attacks. Obscure chance: 100% for all party members Type: Upgrade 7. Miasmic Flask The rogue lobs an explosive flask into a group of enemies, briefly stunning them. Stun chance: 100% vs. normal enemies Duration: 4s Size: 5m Cost: 20 stamina Cooldown: 20s Type: Activated ability 8. Improved Formula Requires: Level 3 Miasmic Flasks are now available moer frequently, and the stun effect lasts longer. Duration: +2s Cooldown: -5s Type: upgrade 9. Confusion Requires: Level 5 Points required in Sabotage: 2 The rogue tricks nearby enemies, causing some to fight among themselves for a short time. Confuse chance: 50% vs. normal enemies Duration: 10s Size: 4m Cost: 30 stamina Cooldown: 30s Type: Activated ability 10. Chaos Requires: Level 9 Requires: Confusion Points required in Sabotage: 6 Confusion persists longer, and enemies who were attacking each other now leave their defenses open as well. DISORIENT chance: 100% vs. confused targets Duration: +10s Type: UpgradeSpecialist 1. Speed Requires: Level 4 While this mode is active, the rogue attacks with much greater speed. (This mode cannot be used at the same time as Precision or Power.) Attack speed: +10% Reserved: 20% of stamina Cooldown: 5s Type: Sustained mode 2. Lightning Speed Requires: Level 8 Requires: Speed Points required in Specialist: 3 While Speed is active, the rogue's attacks become even quicker. Attack speed: +5% Type: Upgrade 3. Energizing Speed Requires: Level 10 Requires: Speed Points required in Specialist: 5 While Speed is active, the cooldown time of each of the rogue's talent is now reduced. Cooldown: 90% for all talents Type: Upgrade 4. Precision Requires: Level 3 While this mode is active, the rogue focuses on accuracy in order to gain bonuses to critical hits and attack. (This mode cannot be used at the same time as Speed or Power.) Attack: +20% Critical chance: +10% Reserved: 15% of stamina Cooldown: 5s Type Sustained mode 5. Precise Attack Requires: Level 7 Requires: Precision Points required in Specialist: 2 While Precision is active, the rogue's attacks are now even more likely to hit enemies. Attack: +10% Type: Upgrade 6. Precise Criticals Requires: Level 9 Requires: Precision Points required in Specialist: 3 While Precision is active, the rogue now has an even greater chance of landing a critical hit. Critical chance: +5% Type: Upgrade 7. Harmony Requires: Level 6 Requires: Speed Requires: Precision Requires: Power Points required in Specialist: 3 While in any of the Power, Precision, or Speed modes, the rogue gains an additional bonus from the other two. Attack speed: +5% in Power or Precision Attack: +10% in Speed or Power Critical chance: +5% in Speed or Power Stun chance: 1% vs. normal enemies in Speed or Precision Type: Passive ability 8. Power Requires: Level 5 While this mode is active, the rogue throws more force into each shot or strike, hoping to stun enemies. Given the speed of the rogue's attack, the chance to stun is significant. (This mode cannot be used at the same time as Precision or Speed.) Stun chance: 3% vs. normal enemies Reserved: 20% of stamina Cooldown: 5s Type: Sustained mode 9. Stunning Power Requires: Level 11 Requires: Power Points required in Specialist: 5 While Power is active, the rogue becomes even more liekly to stun foes. Stun chance: +3% vs. normal enemies Type: Upgrade 10. Slashing Power Requires: Level 9 Requires: Power Points required in Specialist: 3 The rogue's attacks become so forceful that opponents who are stunned by Power begin to bleed, suffering addtional damage for a short time. Physical damage: 11 vs. stunned targets Type: UpgradeScoundrel 1. Blindside Requires: Level 5 The rogue beceoms capable of more potent attacks when engaging distracted opponents. Any target not actively engaging the rogue suffers increased damage from any of the rogue's attacks. Damage: 120% vs. enemies engaging other allies Type: Passive ability 2. Twist the Knife Requires: Level 5 Requires: Blindside Points required in Scoundrel: 2 The rogue is more concerned with victory than ensuring a fair fight. Against any stunned enemy, the rogue now inflicts automatic critical hits. Critical chance: 100% vs. stunned targets Type: Passive ability 3. Follow-Through Requires: Level 7 Requires: Back-to-Back Points required in Scoundrel: 2 The rogue thrives on continued momentum in combat, dashing from one attack to the next. The rogue now regains more stamina than normal from every basic attack. Stamina regeneration: +1% per basic attack Type: Passive ability 4. Back-to-Back Requires: Level 3 The rogue stealths and moves to a targeted ally's side, appearing an instant later, ready to render aid. Cost: 15 stamina Cooldown: 30s Type: Activated ability 5. Invisible Friend Requires: Level 7 Requires: Back-to-Back Points required in Scoundrel: 2 When using Back-to-Back, the rogue now remains stealthed for a short time. This effect occurs even if the rogue has not learned the Stealth talent. Stealth chance: 100% Duration: 10s Type: Upgrade 6. Armistice Requires: level 4 The rogue distracts all enemies surrounding a single party member, drawing them away from that ally and redirecting them toward whichever ally each considers the second-greatest threat on teh battlefield. Threat reduction: 100% Size: 10m Cost: 20 stamina Cooldown: 20s Type: Activated ability 7. Truce Requires: Level 8 Requires: Armistice Points required in Scoundrel: 3 The rogue can now use Armistice more frequently, granting respite for party members who inflict significant damage but who are unable to survive enemy onslaughts. Cooldown: -5s Type: Upgrade 8. Goad Requires: Level 6 Requires: Armistice The rogue incites all enemies in an area into attacking a chosen ally instead of their current targets. Besides simply direction foe to cluster around a particularly hardy party member, this effect complements spells or talents that provide bonuses based on the number of enemies surrounding a companion, like Bravery, Grave Robber, Savvy, or Wrath of the Elvhen. Threat redirection: 100% to targeted companion Size: 6m Cost: 20 stamina Cooldown: 20s Type: Activated ability 9. Corral Requires: Level 10 Requires: Armistice Points required in Scoundrel: 4 Goad now draws enemies from across a larger area toward the chosen companion. Size: 10m Type: Upgrade 10. Brand Requires: Level 6 Requires: Back-to-Back Rogue are collaborators and conspirators by nature, not solo powerhouses. After the rogue selects an enemy for allies to destory, any warriors or mages in the party become much more likely to land critical hits against the unfortunate designee. Critical chance: +10% vs. target for warriors and mages Cost: 20 stamina Cooldown: 30s Type: Activated abilitySubterfuge 1. Stealth Requires: Level 3 The rogue fades from view, stalking the battlefield. Enemies immediately cease attacking the stealthed rogue, although any action beyond movement will break the cover. Stealth chance: 100% Movement speed: 60% duration: 10s Cost: 20 stamina Cooldown: 30s Type: Activated ability 2. Silent Running Requires: Level 7 Requires: Stealth Points required in Subterfuge: 2 The rogue no longer suffers a movement penalty while stealthed. Movement speed: 100% type: Upgrade 3. Camouflage Requires: Level 9 Requires: Stealth Points required in Subterfuge: 3 The rogue now stays hidden for longer, and dropping into stealth is less tiring. Duration: +5s Cost: -10 stamina Type: Upgrade 4. Ambush Requires: Level 4 Requires: Stealth Points required in Subterfuge: 2 The rogue executes an automatic critical hit if striking from stealth. This ability also combines with other talents, such as Hail of Arrows or Backstab. Critical chance: 100% when stealthed Type: Passive ability 5. Lingering Shroud Requires: Level 6 Requires: Stealth Points required in Suberfuge: 2 The rogue is master of concealment. If the rogue is obscured and stealthed at the same time, the rogue is able to take a single action, like making an attack or using an item, while still maintaining stealth. Only the obscure effect is lost. The rogue's second action will still break stealth. When paired with other abilities that enhance stealth. When paried with other abilities that enhance stealth, like Ambush or Shadow Veil, this can be a powerful advantage. Type: Passive ability 6. Evade The rogue leaps backward. Enemies within melee range will often seek an easier target instead. Theat reduction: Based on enemy rank Size: 5m Cost: 15 stamina Cooldown: 10s Type: Activated ability 7. Tactical withdrawal Requires: Level 3 Requires: Evade The suddenness of the rogue's escape now frequently leaves enemies stunned. Stun chance: 100% vs. normal enemies Type: Upgrade 8. Chameleon's Breath Requires: Level 4 Requires: Evade The rogue tosses a flask that shatters in a haze of smoke, obscuring nearby allies for a short time, which means that enemy attacks are much more likely to miss them. Obscure chance: 100% for all party members Duration: 10s Size: 5m Cost: 20 stamina Cooldown: 30s Type: Activated ability 9. Chameleon's Cloud Requires: Level 8 Requires: Chameleon's Breath Points required in Subterfuge: 2 The rogue gains access to a more potent version of Cameleon's Breath that persists longer and can obscure a larger group of allies. Duration: +5s Size: 8m Type: Upgrade 10. Subtlety Requires: Level 6 Requires: Evade Points required in Subterfuge: 2 The rogue is adept at the art of subtlety and distraction, generating significantly less threat from all attacks and abilities. As a result, enemies are far less likely to turn on the rogue. Threat generation: -25% Type: Passive ability Mage Mage (The character is level 3, hence the much higher damage)Elemental 1. Winter's Grasp The mage summons a blast of cold that injures and slows a single enemy. Cold damage: 27 Elemental force: 2x Enemy attack speed: -50% Enemy movement speed: -50% Cost: 20 mana Cooldown: 20s Type: Activated ability 2. Winter's Blast Requires: Level 6 Requires: Winter's Grasp Points required in Elemental: 2 Winter's Grasp is now likely to freeze opponents, and may leave some in a BRITTLE state that warriors and rogues can exploit. Freeze chance: 100% vs. normal enemies BRITTLE chance: 40% vs. frozen targets Type: Upgrade 3. Cone of Cold Requires: Level 4 Requires: Winter's Grasp A cone of deadly ice shoots forth from the mage's hands to injure and slow opponents. Cold damage: 18 Elemental force: 2x Enemy attack speed: -75% Enemy movement speed: -75% Size: 12m Cost: 30mana Cooldown:30s Type: Activated ability 4. Deep Freeze Requires: Level 8 Requires: Cone of Cold Points required in Elemental: 3 The Cone of Cold freezes some enemies solid, and may even leave them BRITTLE, vulnerable to further attacks. Freeze chance: 60% vs. normal enemies BRITTLE chance: 20% vs. frozen targets Type: Upgrade 5. Fireball The mage unleashes a bolt of flame that explodes, scattering and scorching foes. Fire damage: 8 Elemental force: 2x Size: 5m Cost: 20 mana Cooldown: 20s Type: Activated ability 6. Searing Fireball Requires: Level 6 Requires: Fireball Points required in Elemental: 2 Fireball scorches a larger area and is more likely to send enemies flying. Elemental force: +2x Size: 10m Type: Upgrade 7. Pyromancer Requires: Fireball Long practice with wielding flame increases all fire damage that the mage inflicts, including baisc attacks from a fire staff. Fire damage: +25% Type: Passive ability 8. Firestorm Requires: Level 5 Requires: Fireball The mage calls forth a devastating shower of flame that blasts down on the targeted area. Fire damage: 8 every 1s Elemental force: 2x Duration: 10s Size: 10m Cost: 60 mana Cooldown: 30s Type: Activated ability 9. Apocalyptic Firestorm Requires: Level 9 Requires: Firestorm Points required in Elemental: 3 Firestorm now burns with greater intensity and scorches a larger area. Fire damage: +3 Size: 15m Type: Upgrade 10. Elemental Mastery Requires: Level 10 Requires: Cone of Cold Requires: Firestorm Points required in Elemental: 7 The mage learns to command nature's two brutal extremes, mastering the dreadful effects of both fire and ice. Fire damage: +25% Cold damage: +25% Mana/stamina regeneration rate: +10 BRITTLE chance: 100% vs. frozen targets Type: Passive abilityPrimal 1. Stonefist The mage hurls a stone projectile that strikes with massive force. Physical damage: 24 Physical force: 4x Cost: 20 mana Cooldown: 15s Type: Activated ability 2. Golem's Fist Requires: Level 6 Requires: Stonefist Points required in Primal: 2 The density of Stonefist increases. It now packs a tremendous wallop, particularly against enemies who a rogue has addled. Physical damage: +12 Physical damage: 200% vs. DISORIENTED targets Physical force: +2x Physical force: 200% vs. DISORIENTED targets Type: Upgrade 3. Petrify Requires: Level 4 Requires: Stonefist The mage entombs an enemy in stone, leaving the foe temporarily unable to move. However, the target becomes more resistant to damage for the duration of the spell. Paralyze chance: 100% vs. any enemy Enemy damage resistance: +50% Duration: 15s Cost: 30 mana Cooldown: 45s Type: Activated ability 4. Desiccate Requires: Level 8 Requires: Petrify Points required in Primal: 3 Petrify now leaves the foe more exposed, decreasing protection from attacks and turning most enemies BRITTLE. Enemy damage resistance: -30% BRITTLE chance: 100% vs. normal enemies Type: Upgrade 5. Rock Armor A layer of stone encases the mage in a shell that protects against damage for as long as this mode is active. Armor: +25% Reserved: 10% of mana Cooldown: 5s Type: Sustained mode 6. Chain Lightning The mage singles a target with lightning, and electrical arcs lance out to hit other nearby foes. Effect: Lightning arcs 2 times Electricity damage: 19 ELemental force: 2x Size: 2m Cost: 30 mana Cooldown: 20s Type: Activated ability 7. Chain Reaction Requires: Level 6 Requires: Chain Lightning Points required in Primal: 2 Chain Lightning now leaps between more enemies and strikes STAGGERED foes with further electricity damage. Effect: Lightning arc +2 times Electricity damage: 600% vs. STAGGERED targets Elemental force: 200% vs. STAGGERED targets Size: +2m Type: Upgrade 8. Tempest Requires: Level 5 Requires: Chain Lightning Magical bolts of lightning stab down into foes across a wide area of the battlefield. Electricity damage: 4 every 4s Elemental force: 2x Duration: 20s Size: 15m Cost: 50 mana Cooldown: 30s Type: Activated ability 9. Strikes Twice Requires: Level 9 Requires: Tempest Points required in Primal: 3 Tempest's fury increases substantially, striking the affected area much more frequently. Strike interval: -2s Type: Upgrade 10. Galvanism Requires: Level 7 Requires: Petrify Requires: Tempest Points required in Primal: 7 The mage masters the powers of earth and sky, inflicting greater electricity damage and learning moer effective forms of the stone-based spells in this school. Physical damage: 125% for Stonefist Armor: 125% for Rock Armor Duration: 125% for Petrify Electricity damage: +25% Mana/stamina regeneration rate: +10 Type: Passive abilitySpirit 1. Spirit Bolt The mage fires a bolt of energy that slams into target. Although other spells may be more powerful, the bolt can be cast with great frequency. Spirit damage: 16 Elemental force: 2x Cost: 20 mana Cooldown: 10s Type: Activated ability 2. Spirit Strike Requires: Level 6 Requires: Spirit Bolt Points required in Spirit: 2 Sprit Bolt now surges with more power and requires less mana. Spirit damage: +8 Spirit damage: 200% vs. DISORIENTED targets Elemental force: 200% vs. DISORIENTED targets Cost: -5 mana Type: Upgrade 3. Walking Bomb Requires: Level 4 Requires: Spirit Bolt The mage curses an enemy with an effect that turns the victim's own body into a weapon. If the enemy dies while the spell is still active, it explodes, harming all otehr foes nearby. Spirit damage: 100% of victim's maximum health vs. nearby targets upon explosion Physical force: 1x vs. nearby targets upon explosion Duration: 10s Cost: 30 mana Cooldown: 30s Type: Activated ability 4. Corrosive Walking Bomb Requires: Level 8 Requires: Walking Bomb Points required in Spirit: 3 Walking Bomb now includes a corrosive effect that inflicts continual spirit damage. If the enemy dies while the effect is active, it explodes, harming all foes nearby. Spirit damage: 16 vs. victim Spirit damage: 200% vs. victim If DISORIENTED Type: Upgrade 5. Virulent Walking Bomb Requires: Level 10 Requires: Walking Bomb Points required in Spirit: 4 When a victim of Walking Bomb explodes, it can now infect nearby enemies with the same effect. Spirit damage: 200% vs. vs. nearby targets upon explosion if victim is DISORIENTED Physical force: 200% vs. vs. nearby targets upon explosion if victim is DISORIENTED Walking Bomb infection chance: 20% vs. nearby targets Type: Upgrade 6. Dispel Magic The mage interrupts enemy spellcasting, removes hostile magical effects from the party, and disables sustained magical abilities from enemies across an area of the battlefield. Dispel chance: 100% Size: 5m Cost: 20 mana Cooldown: 15s Type: Activated ability 7. Transmutation Requires: Level 7 Requires: Dispel Magic Points required in Spirit: 2 Dispel Magic now inflicts spirit damage against any enemy using a sustained spell, and heals any party member from whom harmful effects are dispelled. Spirit damage: 16 vs. enemies using sustained spells Health regeneration: 20% for companions affected by hostile spells Type: Upgrade 8. Death Syphon Requires: Level 5 The mage replenishes vitality by consuming entropic energy from nearby corpses for as long as this mode is active. Mana regeneration: 5% per corpse Size: 10m Reserved: 20% of mana Cooldown: 5s Type: Sustained mode 9. Death Vortex Requires: Level 9 Requires: Death Syphon Points required in Spirit: 3 Death Syphon becomes a vortex that wrings nearby corpses dry, renewing the mage's health and restoring even more mana. Health regeneration: 5% per corpse Mana regeneration: +5% per corpse Type: Upgrade 10. Spirit Mastery Requires: Level 6 Requires: Walking Bomb Requires: Death Syphon Points required in Spirit: 7 Drawing from years of experience, the mage channels significant power from the Fade, inflicting greater spirit damage and regenerating mana more quickly. Spirit damage: +25% Critical chance: +5% Mana/stamina regeneration rate: +10 Type: Passive abilityArcane 1. Elemental Weapons Requires: Level 4 While this spell is active, the caster's staff channels its base elemental power across the entire party, enchanting the weaopns of allies to give them additional elemental damage. For example, a mage using a fire staff adds extra fire damage to attacks from all other party memebers. Effect: Elemental damage bonus on staff type for all party members Reserved: 10% of mana Cooldown: 5s Type: Sustained mode 2. Mind Blast The mage projects a wave of telekinetic force that knocks enemies back and diverts hostile attention. Physical force: 6x Threat reduction: Based on enemy rank Size: 5m Cost: 10 mana Cooldown: 10s Type: Activated ability 3. Stunning Blast Mind Blast becomes a sweeping torrent of energy that can stun opponents as well. Physical force: +12x Stun chance: 100% vs. normal enemies Size 8m Type: Upgrade 4. Barrier Requires: Level 5 The mage or ally is enveloped in a telekinetic field that repes significant damage. Damage resistance: +50% Duration: 6s Cost: 30 mana Cooldown: 45s Type: Activated ability 5. Arcane Fortress Requires: Level 9 Requires: Barrier Points required in Arcane: 4 Barrier now shields the target more effectively. Damage resistance: +50% Type: Upgrade 6. Arcane Shield The mage conjures a protective aura that deflects incoming attacks for as long as this mode is active. Defense: +20% Reserved: 20% of mana Cooldown: 5s Type: Sustained mode 7. Arcane Wall Requires: Level 9 Requires: Arcane Shield Points required in Arcane: 4 Arcane Shield's protection now envelops all party members. Type: Upgrade 8. Elemental Shield Requires: Level 7 Requires: Arcane Shield Points required in Arcane: 2 Arcane Shield now absorbs a portion of elemental attacks as well. Fire resistance: +20% Cold resistance: +20% Electricity resistance: +20% Nature resistance: +20% Spirit resistance: +20% Type: Upgrade 9. Crushing Prison Requires: Level 6 Points required in Arcane: 2 The mage traps a target in a collapsing cage of telekinetic force, inflicting a great deal of damage over a short time. Physical damage: 65 Enemy attack speed: -50% (40% chance vs. normal enemies) Enemy movement speed: -50% (40% chance vs. normal enemies) Duration: 10s Cost: 30 mana Cooldown: 30s Type: Activated ability 10. Paralyzing Prison Requires: Level 10 Requires: Crushing Prison Crushing Prison now inflicts more damage and paralyzes foes who were previously slowed. Physical damage: +22 Physcial damage: 200% vs. STAGGERED targets Paralyze chance: 40% vs. normal enemies Paralyze chance: 100% vs. STAGGERED targets Type: UpgradeEntropy 1. Hex of Torment Requires: Level 4 The mage curses the enemy, increasing damage from all sources for a short time. Enemy damage resistance: -25% Duration: 15s Cost: 20 mana Cooldown: 30s Type: Activated ability 2. Death Hex Requires: Level 4 Requires: Hex of Torment Points required in Entropy: 5 All successful strikes against the cursed target become automatic critical hits. Critical chance: 100% Type: Upgrade 3. Horror Terrifying visions rend an enemy's mind, leaving the target stunned. Stun chance: 100% vs. any enemy Duration: 10s Cost: 30 mana Cooldown: 25s Type: Activated ability 4. Despair Requires: Level 7 Requires: Horror Points required in Entropy: 2 Horror now inflicts recurring spirit damage for as long as the enemy remains stunned. Spirit damage: 27 every 1s (Typo on the Demo version, it's suppose to be 27 over 10 seconds says Peter) Type: Upgrade 5. Sleep Requires: Level 6 Requires: Horror Points required in Entropy: 3 The mage affects the minds of all enemies in an area, attempting to put them to sleep for a short duration. Attacking a sleeping target will wake it, however. Sleep chance: 50% vs. normal enemies Duration: 10s Size: 6m Cost: 40 mana Cooldown: 30s Type: Activated ability 6. Coma Requires: Level 10 Requires: Sleep Points required in Entropy: 5 Sleep now paralyzes enemies as well, leaving them vulnerable even if an attack wakes them. Paralyze chance: 100% vs. sleeping targets Type: Upgrade 7. Misdirection Hex Requires: Level 5 Requires: Hex of Torment Requires: Horror The mage casts a binding spell that makes an enemy likely to miss and prevents it from inflicting critical hits. Enemy attack: -50% Enemy critical chance: 0% Duration: 10s Cost: 25 mana Cooldown: 30s Type Activated Ability 8. Shackling Hex Requires: Level 9 Requires: Misdirection Hex Points required in Entropy: 3 Misdirection Hex now also beleaguers an enemy with fatigue, slowing the speed of attacks. Enemy attack speed: -75% Enemy movement speed: -75% Type: Upgrade 9. Entropic Cloud Requires: Level 8 Requires: Misdirection Hex Requires: Sleep Points required in Entropy: 4 The mage afflicts a foe with lesser forms of all entropic spells. This chaotic energy swirls into a cloud that also affects other enemies near the target. Enemy attack: -25% Enemy defense: -25% Sleep chance: 10% vs. normal enemies Stun chance: 25% vs. normal enemies Duration: 15s Cost: 35 mana Cooldown: 40s Type: Activated ability 10. Death Cloud Requires: Level 12 Requires: Entropic Cloud Points required in Entropy: 6 The cloud now inherits lesser forms of the upgrades to spells in this school, regardless of whether the mage has learned them. Spirit damage: 1 every 4s Enemy attack speed: -50% Enemy movement speed: -50% Enemy damage resistance: -25% Paralyze chance: 100% vs. sleeping targets Type: UpgradeCreation 1. Glyph of Paralysis Requires: Level 4 The mage inscribes a glyph on the ground that paralyzes most foes who cross its bounds. Enemies paralyzed: 2 Paralyze chance: 100% vs. normal enemies Paralyze duration: 4s Duration: 20s, or 1s after first paralysis Size: 6m Cost: 25 mana Cooldown: 30s Type: Activated ability 2. Glyph of Binding Requires: Level 8 Requires: Glyph of Paralysis Points required in Creation: 2 The Glyph of Paralysis now persists for longer after an enemy crosses it. Enemies paralyzed: +2 Paralyze duration: +6s Duration: +2s after first paralysis Type: Upgrade 3. Glyph of Repulsion Requires: Level 6 Requires: Glyph of Paralysis The mage inscribes the ground with a glyph that repels opponents with a strong wave of physical force. Physical force: 6x Duration: 10s Size: 6m Cost: 30 mana Cooldown: 30s Type: Activated ability 4. Glyph of Defiance Requires: Level 10 Requires: Glyph of Repulsion Points required in Creation: 3 Glyph of Repulsion now hits oppoents with a much stronger wave of physical force. Physical force: +12x Type: upgrade 5. Heal The mage imbues an ally with restorative energy, knitting flesh and mending bone. Health regeneration: 40% Cost: 30 mana Cooldown: 40s Type: Activated ability 6. Greater Heal Requires: Heal Heal becomes a tide of restorative energy. Health regeneration: +40% Type: Upgrade 7. Heroic Aura The mage enhances the party's aptitude in battle for as long as this mode is active. Attack: +15% for all party members Defense: +8% for all party members Reserved: 20% of mana Cooldown: 5s Type: Sustained mode 8. Valiant Aura Requires: Level 7 Requires: Heroic Aura Points required in Creation: 2 Heroic Aura becomes a beacon of destructive power as well as protection. Damage: +10% for all party members Critical chance: +10% for all party members Type: Upgrade 9. Haste Requires: Level 7 Requires: Heroic Aura Requires: Heal Points required in Creation: 3 The mage imbues the party with speed for a short time. Attack speed: +50% for all party members Duration: 10s Cost: 30 mana Cooldown: 60s Type: Activated ability 10. Greater Haste Requires: Level 11 Requires: Haste Haste now last significantly longer. Duration: +10s Type: Upgrade Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
Sylian Mesaj tarihi: Şubat 23, 2011 Paylaş Mesaj tarihi: Şubat 23, 2011 Dialoglar inanilmaz kotu, nasil bioware yazmis anlamis degilim. Kiz kardesleri olunce karakterlerin son derece tepkisiz olmasi sacma geldi bana. En az 20 senelik kiz kardesi yaninda oldurelen ana-karakter: -*duygusuz bir sekilde* bizim icin canini verdi kahramanca oldu. 15 yasindaki cocuk daha iyi dialog yazabilir daha guzel voice acting yapabilir. Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
Darksun Mesaj tarihi: Şubat 23, 2011 Paylaş Mesaj tarihi: Şubat 23, 2011 Daha iyisi var =P Adam en ciddi durumlarda bile salakçe espriler yapıyor heh dikkat etmedimde kesin o ölüm sahnesindede vardır. Birde Morrigan ile ilgili birşeyler varmı acaba, demoda alakalı birini görüyoruzda spoiler olmasın diye söylemedim =P Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
Norak Mesaj tarihi: Şubat 23, 2011 Paylaş Mesaj tarihi: Şubat 23, 2011 şu templar eleman çok komikti ama :p lan akın akın yaratık geliyor adam mobların arkasında dikiliyor öle ahah, yaralısın anladıkta öle ortada durulmazki yaw Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
Monthius Mesaj tarihi: Şubat 23, 2011 Paylaş Mesaj tarihi: Şubat 23, 2011 Sylian said: Dialoglar inanilmaz kotu, nasil bioware yazmis anlamis degilim. Kiz kardesleri olunce karakterlerin son derece tepkisiz olmasi sacma geldi bana. En az 20 senelik kiz kardesi yaninda oldurelen ana-karakter: -*duygusuz bir sekilde* bizim icin canini verdi kahramanca oldu. 15 yasindaki cocuk daha iyi dialog yazabilir daha guzel voice acting yapabilir. O muhtemelen "anlatan kişiden" kaynaklı bir olay. Çünkü Facebook'tan yayınlanan son fragmanda Bethany/Carver'ın ölüm sahnesi çok daha farklı şekilde gözüküyor -ki o trailerdaki Hawke hiç de tepkisiz değil hani. :P Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
Norak Mesaj tarihi: Şubat 24, 2011 Paylaş Mesaj tarihi: Şubat 24, 2011 http://www.facebook.com/video/video.php?v=1866912958361 Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
White Wolf Mesaj tarihi: Şubat 24, 2011 Paylaş Mesaj tarihi: Şubat 24, 2011 oyun çok kötü ya, umarım full versiyonunda fikrim değişir. Oyunda birşey eksik ama ne bulamıyorum, vurunca temassızlık mı kamera mı desem birşey eksik yani eskiden büyü attığında çarptığını hissederdin, veya bir pommel strike yaptığında darbenin sertliğini hisederdin ya bir hissizlik var biliyorum, bir ruhsuzluk var. biraz saçmaladım ama dragon age oynayan bazı insanlarda ne demek istediğimi eminim anlıyorlardır. Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
hamsilipilav Mesaj tarihi: Şubat 24, 2011 Paylaş Mesaj tarihi: Şubat 24, 2011 evet white wolf dediğin doğru bir eksiklik var ama bende anlamadım. alışırız heralde. birde voice acting ve diyalogları bende HİÇ beğenmedim. birde fast forward yaptık dimi demoda yani bi anda zart diye alakasız bi kısım çıktı çünkü zaten uykusuzdum beynim döndü. party memberlarda bilmiyorum da biraz zorlama durdu bana ama flemeth aşırı karizma süper olmuş Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
Darksun Mesaj tarihi: Şubat 24, 2011 Paylaş Mesaj tarihi: Şubat 24, 2011 Isabelle yeni morrigan olacak herhalde, milletin düdüklemeye çalışacağı ilk tercih belli oldu =P Şimdiden bir yığın post var bioware forumlarında. Bende eksik dediğiniz şey, bu oyunun çok hack slash tarzı olması, çok hızlı dövüşlerin bulunması. DA1 'de adam sindire sindire rakibin suratına kalkanı yapıştırıyordı, burada göz takip edemiyor resmen. Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
Innuendo Mesaj tarihi: Şubat 24, 2011 Paylaş Mesaj tarihi: Şubat 24, 2011 allah belani versin bioware, direk konsollastirmislar oyunu. hani mass effect nasil rpg'den "konulu shooter"a donduyse bu da rpg'den tps aksiyon'a donmus. sanmam oyun cok kotu olsun ama adam gibi rpg beklemeyin. tps aksiyon oyunlarini seviyorsaniz begenirsiniz. Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
HellHound Mesaj tarihi: Şubat 24, 2011 Konuyu açan Paylaş Mesaj tarihi: Şubat 24, 2011 aslinda combat genelinde gayet origins gibi ama animasyonlar "up to 11" oldugu icin, ekranda gorunen ile oyuna etkisi arasinda dengesizlik var. Zaten zorluk normale fix oldugu icin demo /faceroll. oyunu oynarken su olsa da rahatlasam diye hissediyorsun: Bu arada tumuyle alakasiz abartilan kisim ile normal kisimdaki su detaya deginmeden gecemeyecem: Ilk abartilan kisimda Bethany'nin gogusleri bariz daha buyuk normal kisimdan. Bravo Varric (tu) Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
White Wolf Mesaj tarihi: Şubat 24, 2011 Paylaş Mesaj tarihi: Şubat 24, 2011 niye abi niye yani savaşlara yavaş diyenler heralde neverwinter night yada drakensang oynamamışlar, abi güzellği ordaydı onun zaten bir frost grasp attığında attığında çıtır çıtır donuşunu görürdün, şimdi dondumu yandımı belli değil, oyunu takip edemiyorsun, ozellike o potion menüsü ne öyle ya, direk konsol oyunu gibi heal potion tuşuna bas dolsun mana tuşuna bas dolsun diablo bile o kadar hack slash değil gene potion çeşitleri var, sessiz kahramanı eleştiren vardı, ama o güzel textleri kafamızda seslendiriyorduk, şimdi ise birbirinden iğrenç cümleleler, off final fantasy böyle bitti, dragon age ide bitirdiler, yapımcılarınmı suç yoksa bu yeni neslin mi bilemiyorum. Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
HellHound Mesaj tarihi: Şubat 24, 2011 Konuyu açan Paylaş Mesaj tarihi: Şubat 24, 2011 potion kismi aslinda ilk oyunda feciydi, her potionin ayri cooldownu oldugu icin arka arkaya minor, normal, greater, potent icebiliyordun. simdi global cooldown'a baglayip spami engellemeye calismislar. Diger buff potionlari nasil olacak bilmem ama health/mana/stamina icin mantikli degisiklik Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
mono Mesaj tarihi: Şubat 24, 2011 Paylaş Mesaj tarihi: Şubat 24, 2011 izometrik kamera olmamasi zaten fena bir durum. e hadi onu gectim bari biraz daha zoom out ver be bioware.. yani elbet oynicaz tabi hosda, action isteseydim ben baska oyun oynardim ki? ne diyim ki, space ile pause etmeyi de kaldirsinlar bari..yada collectors editionda pc uyumlu konsol versinler. tamamen: "yagli parmakli kitlenin parasini mutlaka alalim ama hos guzel bir kitlemiz var onlarida kaybetmeyelim, eee patron bir orta yol buldum galiba!" mantigi.. ZOMG EPIX DLC CONTENT muhabbetide pek umrumda degil hatta uzgunum para veresim hic gelmedi demo dan sonra. ha evet bir yolunu bulup oynicam tabiki parami da deusex'e saklarim harahrhar. FAK YU BIYOVEYR KONSOLMATIK! Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
toggie Mesaj tarihi: Şubat 24, 2011 Paylaş Mesaj tarihi: Şubat 24, 2011 abi izometrik iyi de tamamen o sekilde olması lazım yani. hem izometrik goruntu, hem de 3rd person view oldu mu izometrik kameradan oynanmıyor oyun. ilk oyunu oynayamadım ben mesela. onumde ne var ne yok gormek istedigimden hep en uzagın bir yakını seklinde ayarladım kamerayı. Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
Suark Mesaj tarihi: Şubat 24, 2011 Paylaş Mesaj tarihi: Şubat 24, 2011 ya nomal dao da da playstation için izometrik görüntü yok diye biliyorum? Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
Sam Mesaj tarihi: Şubat 24, 2011 Paylaş Mesaj tarihi: Şubat 24, 2011 evet, sadece pc sürümünde vardı. Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
Suark Mesaj tarihi: Şubat 24, 2011 Paylaş Mesaj tarihi: Şubat 24, 2011 peki bu yenisinde değişecek miymiş? eğer öyleyse kötü yav, ben çok kullanıodum izometriki. Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
Sam Mesaj tarihi: Şubat 24, 2011 Paylaş Mesaj tarihi: Şubat 24, 2011 bilmiyorum, notebook'ta olduğum için demoları oynayamadım maalesef. Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
Luxor Mesaj tarihi: Şubat 24, 2011 Paylaş Mesaj tarihi: Şubat 24, 2011 Darksun said: Bende eksik dediğiniz şey, bu oyunun çok hack slash tarzı olması, çok hızlı dövüşlerin bulunması. DA1 'de adam sindire sindire rakibin suratına kalkanı yapıştırıyordı, burada göz takip edemiyor resmen. aynen dediğin gibi takip edemiyorsun ne olup bittiğini. eskisinde 4-5 tane rakip çıkardı kasardık, ona göre taktik yapardık falan. bunda çata çota ne varsa giriyon, kollar bacaklar anında dağılıyor, sağdan soldan bir tek alnında gel beni kes yazısı eksik olan tiplemeler geliyor. force unleashed 2 fiyaskosundan sonra bu da dragon age fiyaskosu olacak. nereden geliyor bu abartma hastalığı anlamadım gitti. chuck norris muhabbetine dönmüş oyun kısaca. sanırım yeni nesil bir nevi tanrı olmaya çalışıyor oynadığı her oyunun içinde. arz talep meselesi.. Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
White Wolf Mesaj tarihi: Şubat 24, 2011 Paylaş Mesaj tarihi: Şubat 24, 2011 Ben hiç bir rpg de friendly fire kapalı oynamamışımdır, bu yüzdende bu oyundada en zor seviyesinde oynayıp hem friendly fire açık hemde behavior ları kullanmayı düşünüyordumki demoyu görünce fikrimi değiştirdim, niyemi çünkü eskiden taş çatlatsa 5 tane yaratıkla dövüşürken şimdi 30 tane birden geliyor, ve mage tamamen area effect spell üzerine kurulu yani friendly fire da mage biter hacı çünkü oyun çok hızlı adamlar sürekli dibinde ne o fireballı atarsın ne o demodaki rain of fire mıdır (büyünün ismini hatırlayamdım) tepeden ateş topu yadırırsın yani mage bitti. eskiden oyun yavaştı giderden hedef alırsın spray büyülerini atardın (frost sprayler,fire spray büyüleri vardı ismini hatırlamıyorum) bu oyunda o büyüler varmı bilmiyorum ama bu tempoda işe yaramaz. Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
Bone Mesaj tarihi: Şubat 25, 2011 Paylaş Mesaj tarihi: Şubat 25, 2011 Luxor said: demo game play seyrettim, sadece combat hakkında yorum yapabileceğim: paso hack and slash olmuş. ilk oyunda 2 saatte savuramadığı two handed kılıcı çata çuta sallıyor. kime vursa parçalara ayrılıyor, fışır fışır kan fıskiye gibi. çok hızlı gidiyor combat. oynamadan sağlıklı bir yorum yapamam tabi ama şu haliyle görsellik olarak üst düzeyde dahi olsa çok ümit vermedi, umarım yanılıyorumdur. Sylian said: Dialoglar inanilmaz kotu, nasil bioware yazmis anlamis degilim. Kiz kardesleri olunce karakterlerin son derece tepkisiz olmasi sacma geldi bana. En az 20 senelik kiz kardesi yaninda oldurelen ana-karakter: -*duygusuz bir sekilde* bizim icin canini verdi kahramanca oldu. 15 yasindaki cocuk daha iyi dialog yazabilir daha guzel voice acting yapabilir. "White Wolf" said: oyun çok kötü ya, umarım full versiyonunda fikrim değişir. Oyunda birşey eksik ama ne bulamıyorum, vurunca temassızlık mı kamera mı desem birşey eksik yani eskiden büyü attığında çarptığını hissederdin, veya bir pommel strike yaptığında darbenin sertliğini hisederdin ya bir hissizlik var biliyorum, bir ruhsuzluk var. biraz saçmaladım ama dragon age oynayan bazı insanlarda ne demek istediğimi eminim anlıyorlardır. Innuendo said: allah belani versin bioware, direk konsollastirmislar oyunu. hani mass effect nasil rpg'den "konulu shooter"a donduyse bu da rpg'den tps aksiyon'a donmus. sanmam oyun cok kotu olsun ama adam gibi rpg beklemeyin. tps aksiyon oyunlarini seviyorsaniz begenirsiniz. hislerime tercüman olmuş bu postlar. beklediğimden de kötü çıktı oyun skill tree tasarımı çok kötü. yeni darkspawn tasarımı çok kötü. combat çok hack&slash olmuş. kılıcı çok hızlı savuruyorsunuz, yaratıklar gelip duruyor, kime saldırdığınız belli değil vs. dialoglar berbat. fallout 3'le dalga geçiyordunuz, bunun yanında planescape torment kalır o. oyunu çok abartı bir şekilde konsollaştırmışlar. sırf konsol oyunu yapsalarmış da olurmuş. Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
White Wolf Mesaj tarihi: Şubat 25, 2011 Paylaş Mesaj tarihi: Şubat 25, 2011 Yanlız oyun tutmazsa belki gothic arcadia gibi bu gothic 4 değildi beyler asıl gothic'i şimdi çıkarıyoruz diyip yırtabilirler dicem ama hiç sanmıyorum, bioware forumlarda bu demonun feedback i üzerine 309 sayfanın üzerinde tartışılmış bir 100 sayfasını okuduysam 200 kişiden belki 5'i baldurs gate son temsilcisinin içine etmişsiniz , rpg den geriye birşey kalmamış diyerek söyleniyor, diğerleri hasta olmuş. Birgün eski toprak olucağımı biliyordumda bu çok hızlı oldu be... Ha birde yok artık oha demodan nasıl anladın diceksiniz ama içime doğdu sanki bu oyunun uzunluğu dragon age yarısı kadar olucak gibi geliyor bana. Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
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