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Old 07-13-2014, 01:11 AM
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Coenxai
Hill Giant
 
Join Date: Dec 2013
Posts: 151
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While maintaining the general essence of EverQuest, (you'll notice a lot of similarities in spell lines.) ALL of the spells are entirely custom. That may sound scary at first, but it's very intuitive and reminiscent. Also, spells feel very responsive with a lower recovery time.

Classes now possess more influence over threatening situations with various spells and abilities; A shaman might use Last Wish--which cannibalizes some of his hitpoints to quickly pick a target up. Or, a Shadowknight might use Grave Call, which summons an increasingly intimidating companion that aids the Shadowknight and increases his mitigation.


Intelligence: Increases spell damage.
Strength: Increases physical damage.
Agility: Increases your chance to avoid damage. (Block & Shield Block don't apply.)
Charisma: Increases/Decreases threat generation based on class.
Dexterity: Increases chance to hit with physical damage & weapon proc rate.
Stamina: Related to endurance (not implemented yet)
Wisdom: Increases healing amount (not implemented yet)

Statistic points were normalized across the board in character creation. There's no worrying about down the road how you wish you'd have spent all your points in stamina.
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