![]() ![]() You cannot attack a Perceptor in a dungeon room if you logged in at that room, although you can still join the fight if another person starts it.When you lose a fight, you must wait 60 minutes before you can attack the same Perceptor. ![]() If you lose against a Perceptor you lose 3000 energy in addition to normal energy loss.If the Perceptor is killed, the battle ends immediately even if there are still defenders from the Guild left alive.Only one character per IP can join a Perceptor fight.The preparation phase is significantly longer than with other fights in order to allow for Guild members to join the Perceptor's side.Perceptor fights are similar to other forms of PvP, with a few differences: Once withdrawn (or defeated), a Perceptor cannot be placed on the same map by the same Guild for ( G u i l d l e v e l ) ∗ 10 m i n u t e s, so for a level 24 Guild, it would be 240 minutes, or 4 hours. Removing a Perceptor does not return the kamas spent to place it. As of 1.23, any of these exchanges also removes the Perceptor from the map. Guild members who have the right to remove items from a Perceptor may do so if they're on the same map. Low/Average Water damage, linear, 3 square linear AoE.Īverage to High Earth Damage, 2 squares circular AoE.įile:Perceptor Icon Spell Healing Word.pngįile:Perceptor Icon Spell Unbewitchment.pngįile:Perceptor Icon Spell Mass Compulsion.pngįile:Perceptor Icon Spell Destabilization.png Low/Average Air damage, No line of sight. In battles where many defenders are present, they often move away from enemies or end their turn without acting.įile:Perceptor Icon Spell Aqueous Armour.pngįile:Perceptor Icon Spell Glowing Armour.pngįile:Perceptor Icon Spell Earth Armour.pngįile:Perceptor Icon Spell Wind Armour.png Their spells range from Shields to Healing. In contrast to Characters who gain spells at level 1 and can use them without spending spell points, Perceptors begin with all spells at level 0 (and must raise them to level 1 to make them usable). Just like characters, Perceptors have spells. Perceptor spells and characteristics can be reset using a Perceptor Deleveling Potion. *See Spells section below for a more in depth description. These points can be spent to raise any of the following: Perceptors gain 5 stat points for each level their Guild gains. A Perceptor has 3000+(Guild level)*20 Vitality and 25% resistances to all elements (fixed). ![]() The spots and crown on a Perceptor are the guild colors.Īs a guild gains levels, their Perceptors become more powerful. ![]() Perceptors hold a banner with the guild's logo. The cost of placing a perceptor is 1000+(10*Guild Level)'. Places such as Class Temples, and non-subscriber zones no longer accept the placement of perceptors. Perceptors used to steal drops from other players, but Perceptors now have their own separate roll for drops, and, as they roll last, any drops they receive are simply extra drops, and not stolen from other players. The Perceptor will get drops and experience gained on the map as if it were a participant in all combats there, and will hold them until a guild member collects them or until they are killed by another adventurer (who would get all the dropped items, and if they're a member of a guild, all the guild XP gathered). Designated guild members may place a Perceptor on their current map for a fee. ![]()
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