#528 AdvancementChoiceWindow needs implementation (DoF)

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opened 10 months ago by image · 8 comments
image commented 10 months ago

packet 0xFF is one I haven't worked on yet that needs to be implemented its the AdvancementChoiceWindow

Enemy Mastery, Specialized Training, Character Trait, Traditions

packet 0xFF is one I haven't worked on yet that needs to be implemented its the AdvancementChoiceWindow Enemy Mastery, Specialized Training, Character Trait, Traditions
image commented 10 months ago
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https://www.everquest2.com/news/imported-eq2-enus-198
image commented 3 weeks ago
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wrong issue got referenced #258 is to close

wrong issue got referenced #258 is to close
image commented 3 days ago
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Prima Guide seems to have a lot of info we need for this

Every other level, beginning at Level 8, you gain an additional advantage — a Personal Trait, an Enemy Tactic, a Racial Tradition or a Training ability. Each time you reach an even-numbered level, you can select another advantage from the appropriate list. You don’t have to select in order — you may take any of the avail- able choices.

Level Advantage

8 Personal Trait (1st)

10 Training (1st)

12 Enemy Tactic (1st)

14 Personal Trait (2nd)

16 Enemy Tactic (2nd)

18 Racial Tradition (1st)

20 Training (2nd)

22 Personal Trait (3rd)

24 Enemy Tactic (3rd)

26 Racial Tradition (2nd)

28 Personal Trait (4th)

30 Training (3rd)

32 Enemy Tactic (4th)

34 Racial Tradition (3rd)

36 Personal Trait (5th)

38 Enemy Tactic (5th)

40 Training (4th)

42 Personal Trait (6th)

44 Racial Tradition (4th)

46 Personal Trait (7th)

48 Personal Trait (8th)

50 Training (5th)

Prima Guide seems to have a lot of info we need for this Every other level, beginning at Level 8, you gain an additional advantage — a Personal Trait, an Enemy Tactic, a Racial Tradition or a Training ability. Each time you reach an even-numbered level, you can select another advantage from the appropriate list. You don’t have to select in order — you may take any of the avail- able choices. Level Advantage 8 Personal Trait (1st) 10 Training (1st) 12 Enemy Tactic (1st) 14 Personal Trait (2nd) 16 Enemy Tactic (2nd) 18 Racial Tradition (1st) 20 Training (2nd) 22 Personal Trait (3rd) 24 Enemy Tactic (3rd) 26 Racial Tradition (2nd) 28 Personal Trait (4th) 30 Training (3rd) 32 Enemy Tactic (4th) 34 Racial Tradition (3rd) 36 Personal Trait (5th) 38 Enemy Tactic (5th) 40 Training (4th) 42 Personal Trait (6th) 44 Racial Tradition (4th) 46 Personal Trait (7th) 48 Personal Trait (8th) 50 Training (5th)
image commented 3 days ago
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Personal Traits Are you brawny or nimble? Durable, insightful or clever? Pick one at Level 8, and improve the attribute of your choice. Whatever you choose, you’ve started dis- tinguishing yourself from the other char- acters of your Archetype and race. At Level 14, you can improve one of your resistances, and at Level 22, you improve your Hit Points or Power.

```Level 8 Brawny +4 Strength Nimble +4 Agility Durable +4 Stamina Insightful +4 Wisdom Clever +4 Intelligence

Level 14 Hardy +3% Poison Resist Cold Blooded +3% Heat Resist Warm Blooded +3% Cold Resist Hygenic +3% Disease Resist Intent +3% Mental Resist

Level 22 Sturdy +2.5% HP Focused +2.5% Power Healthy +5% HP regen Calm +5% Power regen

Level 28 Muscular +4 Strength Spry +4 Agility Enduring +4 Stamina Enlightened +4 Wisdom Savvy +4 Intelligence

Level 36 Resistant +3% Poison Resist Fireborn +3% Heat Resist Frostborn +3% Cold Resist Pristine +3% Disease Resist Willed +3% Mental Resist

Level 42 Stout +2.5% HP Centered +2.5% Power Stalwart +5% HP regen Lucid +5% Power regen

Level 46 Tough +3% Slash Resist Flexible +3% Crush Resist Resilient +3% Pierce Resist Recondite +3% Magic Resist Devout +3% Divine Resist

Level 48 Powerful +4 Strength Deft +4 Agility Resolute +4 Stamina Visionary +4 Wisdom Brilliant +4 Intelligence```

Personal Traits Are you brawny or nimble? Durable, insightful or clever? Pick one at Level 8, and improve the attribute of your choice. Whatever you choose, you’ve started dis- tinguishing yourself from the other char- acters of your Archetype and race. At Level 14, you can improve one of your resistances, and at Level 22, you improve your Hit Points or Power. ```Level 8 Brawny +4 Strength Nimble +4 Agility Durable +4 Stamina Insightful +4 Wisdom Clever +4 Intelligence Level 14 Hardy +3% Poison Resist Cold Blooded +3% Heat Resist Warm Blooded +3% Cold Resist Hygenic +3% Disease Resist Intent +3% Mental Resist Level 22 Sturdy +2.5% HP Focused +2.5% Power Healthy +5% HP regen Calm +5% Power regen Level 28 Muscular +4 Strength Spry +4 Agility Enduring +4 Stamina Enlightened +4 Wisdom Savvy +4 Intelligence Level 36 Resistant +3% Poison Resist Fireborn +3% Heat Resist Frostborn +3% Cold Resist Pristine +3% Disease Resist Willed +3% Mental Resist Level 42 Stout +2.5% HP Centered +2.5% Power Stalwart +5% HP regen Lucid +5% Power regen Level 46 Tough +3% Slash Resist Flexible +3% Crush Resist Resilient +3% Pierce Resist Recondite +3% Magic Resist Devout +3% Divine Resist Level 48 Powerful +4 Strength Deft +4 Agility Resolute +4 Stamina Visionary +4 Wisdom Brilliant +4 Intelligence```
image commented 3 days ago
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Enemy Tactics Once you’ve been around the block a couple of times — and down through Antonica and the Commonlands — you start to pick up a few tricks for killing spe- cific beasties. At Level 12 you gain your first Tactic, against gnolls or orcs — your choice. At Level 16, you choose another, against ghosts, skeletons or zombies, and so forth. What is the advantage? Depends on your Archetype.

Fighters get a chance to deal an extra attack for every attack landed against your chosen enemy. The effect lasts for 1 minute and can be re-used every 6 minutes. Mages get a high-powered, low-resist nuke against their chosen enemy. It can be re-used every minute.

Priests get an attack debuff against their chosen enemy that slows and reduces Stamina, Strength and Agility, while also inflicting a minor DD. It can be re-used every minute.

Scouts get a defensive debuff against their chosen enemy that significantly reduces AC, while reducing Stamina, Strength and Agility and inflicting minor damage. It can be re-used every minute.

Level Enemies to Choose From

12 Gnoll Orc

16 Ghost Skeleton Zombie

24 Centaur Giant Treant

32 Fairy Goblin Golem Bixie

38 Nightblood Elemental Lizardman Shadowman

Enemy Tactics Once you’ve been around the block a couple of times — and down through Antonica and the Commonlands — you start to pick up a few tricks for killing spe- cific beasties. At Level 12 you gain your first Tactic, against gnolls or orcs — your choice. At Level 16, you choose another, against ghosts, skeletons or zombies, and so forth. What is the advantage? Depends on your Archetype. Fighters get a chance to deal an extra attack for every attack landed against your chosen enemy. The effect lasts for 1 minute and can be re-used every 6 minutes. Mages get a high-powered, low-resist nuke against their chosen enemy. It can be re-used every minute. Priests get an attack debuff against their chosen enemy that slows and reduces Stamina, Strength and Agility, while also inflicting a minor DD. It can be re-used every minute. Scouts get a defensive debuff against their chosen enemy that significantly reduces AC, while reducing Stamina, Strength and Agility and inflicting minor damage. It can be re-used every minute. Level Enemies to Choose From 12 Gnoll Orc 16 Ghost Skeleton Zombie 24 Centaur Giant Treant 32 Fairy Goblin Golem Bixie 38 Nightblood Elemental Lizardman Shadowman
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Training Training allows further specialization in two or three areas every ten levels. Each time you gain a new Training technique, you can improve a previous specialization, or start a new one.

Training Training allows further specialization in two or three areas every ten levels. Each time you gain a new Training technique, you can improve a previous specialization, or start a new one.
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Racial Traditions It’s in your blood, so you might as well take advantage of it. There are ten Traditions for each race. You may select any of the ten each time you gain a new Tradition. They give you bonuses ranging from free food to higher Hit Points and Power. Where there is a duration, the effect lasts 3 minutes (except for Erudites’ Wisp, which is not subject to this duration). Special Damage (+ Dam) occurs on about 5% of your attacks during the 3 minutes it is active. It’s about 10% as powerful as a Mage’s nuke at your level. Special Defense (+ Def) is about 40% as effective as a Priest’s ward at your level. Most of these buffs are permanent, and don’t need to be triggered. However, note that the regen buffs (and associated stat buffs) must be activated and last 3 minutes.

Racial Traditions It’s in your blood, so you might as well take advantage of it. There are ten Traditions for each race. You may select any of the ten each time you gain a new Tradition. They give you bonuses ranging from free food to higher Hit Points and Power. Where there is a duration, the effect lasts 3 minutes (except for Erudites’ Wisp, which is not subject to this duration). Special Damage (+ Dam) occurs on about 5% of your attacks during the 3 minutes it is active. It’s about 10% as powerful as a Mage’s nuke at your level. Special Defense (+ Def) is about 40% as effective as a Priest’s ward at your level. Most of these buffs are permanent, and don’t need to be triggered. However, note that the regen buffs (and associated stat buffs) must be activated and last 3 minutes.
image commented 3 days ago
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pg 61 prima guide has all the racial traditions listed https://ia801206.us.archive.org/7/items/EverQuest_II_Prima_Official_eGuide/EverQuest_II_Prima_Official_eGuide.pdf
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