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
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)
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.
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
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.
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.
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
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
https://www.everquest2.com/news/imported-eq2-enus-198
wrong issue got referenced #258 is to close
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)
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```
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
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.
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.
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