Some new development changes have been added to V2. I want to make
sure things are solid and make sense in this system.
I'm adding a type 22 augment slot to all weapons and I have changed the weapon mastery stone to be named
combat mastery, and they fit inside the necklace slot now instead of the chest slot. The chest to necklace change
was made so that it made sense jewelry type items were holding these powerful enchantments. Weapon stones will
also come with aggro builder spell options for classes that want to tank and aren't the traditional tank classes. This
includes a spell that procs when casting spells, so a wizard kit can sit there and cast and pull aggro while using a
protection role if they wanted to.
CURRENT ITEM TYPES THAT WORK FOR THE STONES
Necklace, Bracer, Bracer, Ring, Ring, Earring, Earring, Weapon
NOTE: I'll be releasing some really cool info on the spell stone magic types later this week or next.
The old paths will really influence my design on these but things like the soulreaper won't be making the cut since
they are just ridiculously hard to get right. I will have things like blood ritual however instead of vampire. I'm going to
stay away from the word "vampire" if all possible. It's just heavily and ridiculously over-used in novels and fiction.
Also, don't forget that ALL classes will be able to harness the power of these spell stones instead of just one class,
so you could have a blood ritual rogue or even a blood ritual monk if you wanted to! I will also only release a handful
of these spell stones at launch and keep adding new ones into the game. This way there is a good amount of things
to choose from but you're left wanting more. Expect to see things like: Fire, Cold, Lightning, Arcane, Unholy, Holy,
Blood Ritual, Poison, Plague and Fighting as some of the starter stones to get things rolling.
More to come.