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Wiki Fertigkeiten (Skills)

Senash Kasigal

Governor der Dracheninsel
Mitarbeiter
[Dracheninsel] Gildenleitung
#1
Fertigkeiten (Skills)

Fertigkeiten, Glyphen, Hotbar

Attunement

Summons, Tamed Creatures und Companions

Spezialisierungen

Grandmaster

Fertigkeiten zurücksetzen


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Senash Kasigal

Governor der Dracheninsel
Mitarbeiter
[Dracheninsel] Gildenleitung
#2
Ziemlich viel zu erklären. Vielleicht in mehere Seiten unterteilen?

Player Guide v R54

Skills
Press the K key to bring up the Skills menu. Skills are divided into Adventuring and Crafting tabs. The remaining pooled experience for that skill type is displayed in the bottom-right of the panel. Right now, some Crafting skills are less developed than Adventuring skills, but more are planned to be filled out in later releases.



Adventuring Skills are further divided into Combat, Magic, and Strategy Skills. Select the skill school icon to see the entire skill tree displayed. Each icon also displays the number of total levels you have in skills from that school.

Red skills are active offensive abilities used on enemies. Blue skills are short-term self buffs and are usually defensive in nature. Green skills heal or restore the target and can be used on yourself and allies. Yellow skills are crowd control and debuffs. Grey skills are innate upgrades that do not need to be used and are always in effect. Purple skills are miscellaneous abilities that don’t fit neatly into a specific category.

Skills that do not have an icon are not finished or useable.

Leveling up a skill makes it stronger and decreases Focus penalties for locking it as a Glyph. See “Locked Glyphs” below for more information.

Most skills cost an amount of Focus and require the correct equipment to use. For example, “Crushing Blow” requires a bashing weapon. Your equipped chest armor determines what armor skills can be used. Cloth and Leather clothing is light armor. Chainmail and Plate is heavy armor.

Heavier armor can cause spells to fizzle. Combat skills never fizzle.

Skills, Glyphs, and Hotbars
You can drag a skill into your hotbar from the Skills or Glyphs windows (accessible from the Window Selector), as well as from one hotbar slot to another. Glyphs are skills and objects that can be added to your hotbar. Specifically, any Glyph can be added to your Combat Hotbar but only utility, summoning, and healing skills (like Light and Healing Touch), as well as potions, can be added to your Utility Hotbar.

Each slot in a hotbar can only be occupied by one Glyph, but the Glyph in each slot is up to you. If the new Glyph came from the skills window, the original Glyph will be replaced. If the new Glyph came from another slot on the hotbar, the two Glyphs will swap places.

Attunement

As an Avatar becomes more proficient with a school of magic they become increasingly Attuned to that element. Higher Attunement makes spells from that school more powerful and grants the Avatar some resistance to negative effects from that element. High attunement to an element has no penalties.

Attunement to an element is based on the average total levels of your Active skills in a particular magical school.

You may view your attunement in all magical skills on the Skill screen by clicking on the meditation icon, to the upper-left of the Magic skill section. Attunement is also displayed at the top of each magic skill tree.

Summons, Tamed Creatures, and Companions
Avatars have several ways to obtain NPC companions and creatures that will accompany them in their travels and may even aid them in battle. Regardless of how the creature was obtained, an Avatar can only have a single NPC companion in play at a time. Calling or summoning a new companion replaces the current one.

Skilled mages can summon Elementals, Undead, and other creatures to assist them in combat. A summoned creature may be re-summoned immediately if dismissed or slain, provided the summoner has enough Focus. Summoning spells can be added to a deck, locked into a slot, and used from the Utility Hotbar.

The effort of maintaining control over a summoned creature (or tamed beast) occupies a certain amount of the Avatar’s Focus; the more powerful the creature, the more Focus is required. This Focus cannot be used to power other glyphs and will not recover through rest or potions until the creature is dismissed or slain. The exception to this rule are summoned undead, who suffer constant heath decay instead. Summoned creatures are fickle and will depart when you change scenes.

Avatars can also tame wild beasts to serve as pets and allies in battle. Taming a beast is a bit more complex than summoning a magical minion. First, basic training in the Tame Creature skill is required. The skill can be found at the top of the Taming tree in the Strategy skills menu.

Next, a prospective tamer must obtain the proper equipment: a Taming Collar (or several, to be safe) and a Summoning Whistle Necklace (which must be worn). These items can only be obtained through crafting and requires the services of a tailor, carpenter, and alchemist. Note that the “Animal Collar” and “Animal Whistle” items are components of the finished Taming items, not the finished items themselves. The Recipes for these items and their components can be obtained in the general store in Ardoris near Sequanna Square.

Once properly equipped and trained, the prospective tamer may locate a tameable beast and use the Tame Creature skill on them. Taming is not guaranteed to succeed and stronger or more willful beasts are more resistant to it. Stronger beasts are also more likely to consume a taming collar during an unsuccessful taming attempt. Each successful taming attempt always consumes a taming collar. Injured beasts are easier to tame, so it may be desirable to wear down an animal before attempting to tame it. If the process succeeds the beast will vanish and can be called to your side via the Summoning skill.

Note that a specific beast is tied to the exact Summoning Whistle Necklace you were wearing when you tamed it, and the name of the necklace will change to reflect the beast it calls. You must be wearing a necklace with an associated beast to to use the summoning skill. You can tame as many beasts as you have Summoning Whistle Necklaces, but remember you may only have a single beast called at a time.

Tamed beasts need time of their own to rest and hunt. After being called, there is a significant cooldown before a tamed beast can be called again, although increasing your Refresh skill will reduce this timeframe. Unlike summoned creatures, tamed beasts will follow you from scene to scene and across the overworld.

Tamed beasts will also not fight to the death, fleeing when badly injured. This is not without reason, as tamed beasts remain dead when slain and cannot be called again. If a tamed beast is slain this frees up it’s necklace to be used to tame another beast. Note that a slain tamed beast may be resurrected with an appropriate spell up to 5 minutes after their death, but afterwards they are beyond recovery. Slain beasts may not be resurrected, even by their master’s allies, while their master is slain.

Most natural beasts are tameable, even some exotic ones like the giant “corpions” of New Britannia. Many domesticated and “barnyard” animals can be tamed, although some creatures may not make effective combatants or have any fighting abilities at all. Horses can be tamed, but not used as mounts at this point in development. Skills that aid in the taming process and make tamed beasts stronger and more reliable can be found in the Taming tree, under the Strategy skill menu.

Tamed beasts can be assigned names through the right-click menu. These names will be remembered for the duration of their lives. Summoned elementals can be assigned names if you wish, but these chaotic and inconsistent creatures will have forgotten them by the next time they are summoned.

While playing in Offline mode, it is possible to recruit certain NPCs to serve as Companions. Some Companions are happy to accompany you if you ask, others may require you to complete a quest or offer some kind of payment first. Once recruited, a Companion will offer you an item that can be used to call them to your side. (If a companion dies during combat you can use the summoning whistle to bring them back to life.) See below for a list of Companions.
  • Ariel Rosehaven, one of Novia's most learned scholars, can be found in the Merchant Plaza in the city of Aerie.
  • Fiona Fitzowen the bard entertains herself and others in Peladjar's Tavern in the city of Ardoris.
  • Conrad Dupre, Knight of Norgard, stands guard outside the Hall of Valor in the fortified garrison of Resolute.
You may be accompanied by a Companion and a tamed or summoned creature at the same time. Companions are only available when playing in Offline mode.

Summons, pets, and companions will normally stay near you and assist in combat, but it is possible to give them more specific orders. Right-clicking on them will allow you to order them to stay put, adjust their aggression level, call them to your side, or dismiss them. These commands can also be issued by right-clicking on their nameplate, beneath your own on the left side of the screen. Right-clicking on an enemy allows you to direct your pet to attack that specific target.

Avatars (especially backers and patrons of the Add-On Store) may also come into possession of a specific class of pet called Decoration Pets. When dragged to your Utility Hotbar and then used from there these call a pet or servant to your side. These pets will follow you about and can be given limited commands by right-clicking on them or their nameplate, much like other summoned creatures. Decoration pets have no combat abilities and cannot assist you in battle.

Decoration pets may also be placed on any lot you own, counting against the NPC limit for that lot. Right-clicking on the placed pet allows you to set its behavior or recover it to your inventory. Decoration pets may be summoned an unlimited number of times without a cooldown, even if the creature is slain or becomes lost. This does not have a focus or reagent cost.

Skill Specialization
Each adventuring skill tree has one innate Specialization skill named after its tree. For example, the Bludgeon skill tree includes the Bludgeon Specialization skill.

Each Specialization skill requires you to be at least skill level 80 in its respective parent skill(s) to learn that Specialization.

You can learn all Specialization skills, but only one can be learned at a time. One Specialization skill can be set to Training, one can be set to Maintaining, and all others will be automatically set to Unlearning. The state of your Specialization skills is important, because only those set to Training or Maintaining will grant benefits to skills in their respective trees. Some notable benefits are listed below but specific skills could also gain could include attack bonuses, casting time reduction, increased duration, parry bonus, or other benefits.
  • Extra Glyphs: Upon reaching 80 Specialization in a skill tree, you receive one extra Glyph for every skill in that tree and the amount a skill can be charged will be increased.
  • Attunement: Every 10 levels in a magic skill tree will give you +2 attunement in that tree and -2 attunement to the opposing magic tree. Chaos magic is an exception: For every 50 levels in the Chaos magic tree, you'll gain chaos attunement and lose 1 point of magic resistance in all other schools.
  • Taming: Specialization in the Taming skill tree will dramatically increase the power of your pet.
Grandmastery
Achieving a level of 100 or more in a skill makes an Avatar a Grandmaster in that skill. Anyone in a party with a Grandmaster will advance in the skill(s) the Grandmaster has mastered much more quickly. The Grandmaster’s party members must still have learned the mastered skill and have set that skill to “Training” in the skills tab to gain any benefit.

Grandmasters display small yellow shields with little green triangles on them next to their nameplates. Hovering over this icon will display what skills they have Grandmastered.

Innate skills set to train benefit from Grandmastery automatically, but Active skills also only benefit when used. Adventuring in a party with a Fireball Grandmaster will only help advance your Fireball skill more quickly if you actually cast the spell. Note that Grandmastery does not affect how quickly you earn experience, just how quickly experience from the appropriate pool is consumed to advance the Grandmastered skill.

Resetting Skill Points
Players that wish to reset their skill points can purchase an Obsidian Item of Unlearning from Gold Crown merchants. This magical potion that can reduce a skill down to the minimum level and recover 90% of the experience points used to level it. These points are returned to your experience pool so they can be used to increase other skill levels.
 

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