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- The Construct's Armory
- Automaton Replacement Parts
- Automaton
- Added in the Valkyrie's Downfall patch alongside Gunner, Tinkerer, and Firearms.
- Players were disappointed to learn that base Automaton are effectively Metal Skeletal Undead
- They could, however, purchase Replacement Parts
- Tinkerers could also create these parts using Craft Skills.
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- Automaton must choose a Base Metal for their frame
- Changes to Resistances affect the Automaton's Listed default
- Brass (Free/Default)
- No changes.
- [H 50%/A -25%/S 25%/E -50%] are default Elemental Resistances
- Wrought Iron (Costs 10 Ygg)
- [H +25%]. Weight is double for size.
- Aluminum (Costs 20 Ygg)
- Immune to Rust. [H -25%/A +50%] Weight is average for size.
- Steel (Costs 40 Ygg)
- [H +25%] and high durability. Weight is double for size.
- Mythril (Costs 60 Ygg)
- Immune to Rust. [H +25%/A +75%] Weight is average for size.
- Adamantite (Costs 80 Ygg)
- Frame is indestructible. [H +25%/A +25%]
- Weight is triple for size. Cannot Swim.
- Prismatic (Costs a Caloric Stone)
- Frame is indestructible and Immune to Rust. [H +50%/A +75%]
- Weight is average for size. Have World Protection.
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- Automaton can Purchase up to 9 of the following Replacement Parts
- You get 3 replacement parts for every 5 Automaton Levels
- Artificial Skin (Costs 10 Ygg)
- Fake skin covers your frame. [E +25%] You are considered Humanoid to simple detection
- Armored Plating (Costs 15 Ygg)
- Sturdy armor plates reinforce your frame. They are as strong as Heavy Armor
- Auditory Receptors (Costs 25 Ygg)
- These receptors detect vibrations in the air around
- Can effectively see in a limited 360 degree FoV, granting Immunity to Critical Hits
- Reflective Lenses (Costs 10 Ygg)
- Glass eyes are replaced with luminescent quartz. You see normally in dim lighting
- Scope Lens (Costs 15 Ygg)
- One eye is replaced with a telescopic lens. It's to see incredible distances clearly,
- as if Wisdom is considered 2x higher, but only in Detecting hostile Targets
- It is recommended to cover it when not in use, however, as it could cause a headache
- Gustatory Implant (Costs 10 Ygg)
- Mouth and esophagus are semi-functional. You can now Drink Consumables.
- Deployable Climbing Claws (Costs 15 Ygg)
- Hands and feet gain a set of claws that allow you to Climb sheer surfaces
- They also double as weak Natural Weapons
- Retractable Limb Chords (Costs 25 Ygg)
- Limbs are always detachable, but now they can be pulled back on!
- Gold Nerves can run through the chords, allowing detached limbs to manifest Spells
- Forearm Tonfas (Costs 20 Ygg)
- Gain a set of Tonfas crafted from Base Metal, they are installed in the forearms
- They are always equipped, and are considered Natural Weapons
- Internal Database (Costs 15 Ygg)
- A ticking clockwork mechanism fills the skull. You can access Knowledge Skills at-will
- Ichor Transfusion System (Costs 15 Ygg)
- An artificial heart pumps repairing ichor. CON now regenerates Vitality.
- The tubing only fills the torso and wraps the spine. It can break if decapitated
- Gold Nerves (Costs 15 Ygg)
- Gold wiring runs from a soulstone to all limbs. This grants [CL +5]
- Attunement Matrix (Costs 25 Ygg)
- A simple mechanism absorbs either Positive OR Negative healing Spells cast upon you
- It converts Half into Vitality and the other Half is dispersed
- Rocket Boosters (Costs 50 Ygg)
- Installed in elbows and calves. Can spend stamina to launch limbs
- This can be manipulated to detach and fire limbs or to attempt Manned Space Flight
- Replacement Parts are not Equipment and Cannot Contain Data Levels
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- Radiants and Shadows
- Added to intensify the Light/Dark Schism through Pay-to-Win
- Investing Levels in these Classes allowed users to specialize in Light Energy & Dark Energy Spells
- This was a much-requested feature throughout Beta
- These Classes also granted access to a variety of extremely powerful Radiant and Shadow Spells
- These spells can only be Purchased by Bright/Dark Lord or Radiant/Shadow Adept players
- Radiant Energy worked off Light Resistance, and those with a Positive% were Immune
- However, it ignored Resistance granted by Equipment and Spells
- Shadow Energy worked off Dark Resistance, and those with a Positive% were Immune
- However, it ignored Resistance granted by Equipment and Spells
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- Lord Adepts have a few options, treat these as examples:
- Radiant Touch/ Shadow Touch [Evocation (Radiant/Shadow)]
- (Costs 5 Ygg)
- 1st Tier/ 1 Mana
- (Must have Attribute 11+ and a Caster Proficiency of 7+ to Cast)
- Damage scales slowly with Caster Proficiency
- Deal low Radiant or Shadow damage to a target through touch
- Radiant Burst/ Shadow Burst [Evocation (Radiant/Shadow)]
- (Costs 15 Ygg)
- 3rd Tier/ 3 Mana
- (Must have Attribute 13+ and a Caster Proficiency of 21+ to Cast)
- Damage and Range scales slowly with Caster Proficiency
- Deal low Radiant or Shadow damage to all targets within a 5 foot radius around you.
- Radiant Protection/ Shadow Protection [Abjuration (Radiant/Shadow)]
- (Costs 20 Ygg)
- 4th Tier/ 4 Mana
- (Must have Attribute 14+ and a Caster Proficiency of 28+ to Cast)
- Duration scales with Caster Proficiency
- Grant an ally temporary Immunity to the opposed Energy Type
- Only grants Light/Dark Resistance. Radiant and Shadow Energy bypass this protection
- Radiant Aura/ Shadow Aura [Enchantment (Radiant/Shadow)]
- (Costs 25 Ygg)
- 5th Tier/ 6 Mana
- (Must have Attribute 15+ and a Caster Proficiency of 35+ to Cast)
- Duration and Range scales with Caster Proficiency
- Emit an aura of Radiant or Shadow Energy that lowers the Attributes of targets
- Furthermore, it has a chance to inflict a weak Mental Status Effect
- Blade of Radiance/ Blade of Shadow [Transmutation (Radiant/Shadow)]
- (Costs 30 Ygg)
- 6th Tier/ 9 Mana
- (Must have Attribute 16+ and a Caster Proficiency of 42+ to Cast)
- Damage and Duration scales with Caster Proficiency
- Sheath your Primary Weapon with energy for 6 seconds, dealing Radiant or Shadow damage
- Can choose to deal low damage with each strike for the duration, or medium damage with a single strike
- Radiance/ Shade [Evocation (Radiant/Shadow)]
- (Costs 50 Ygg)
- 10th Tier/ 24 Mana
- (Must have Attribute 20+ and a Caster Proficiency of 70+ to Cast)
- Damage scales with Caster Proficiency
- Call down a strike of energy that deals High Radiant or Shadow Damage to a single target
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