Emperium 1.2
Content in this patch includes;
- Domain of Zahak Super Boss
- Battle of Daybreak Dungeon
- Elemental Dungeon Updates
- Elemental Weapon Updates
- New Story Chapters
- Job Balance
- Adjustments & Misc Changes
- Bug Fixes
As always to begin the new story and get access to the new dungeon
select the new option in the Eternal Quest menu "Nightsworn Invasion"
Domain of Zahak Raid
Overview;
The Domain of Zahak is a extra difficult 2 boss raid where
you must fight the Lord of Dragons to prevent him from breaking free.
This new incredibly difficult raid dungeon drops unique item level 115 weapons that
grant players a brand new ability for their class. This ability is designed to be impactful
and most importantly fun to use. You will get 1 weapon for full clearing the raid and the raid is locked
to one clear per week.
A major goal with the bosses in this raid is a unique emphasis on inter-connectivity in the encounters. Things you do in the first boss will impact the second boss. This boss will also be balanced around the party having a full set of Clocktower Raid gear including the augmented weapon. In order to unlock this raid you must have completed the challenge modes for both Mt Invictus and Clocktower
Elemental Dungeon
Overview; The goal of the elemental dungeon updates this patch is to finish fleshing out the system
this include several updates and additions as well as a renaming of the system to the "Labyrinth of Elements".
To go hand in hand with updating the system a new Eternal Quest Chapter has been added that unlocks the Labyrinth, as well
as a new NPC that you can talk to in order to find the entrance to the Labyrinth on any given day of the week.
- Floors are now divided into sets of 10.
- Mobs now gain embolden stacks every 10 floors.
- Floors up to 100 now, with a secret final boss on floor 100.
- Tile set is now decided upon the start of a run instead of on the weekly reset
- Bosses are now static. The boss on the new floor 10 will now always been the floor 10 boss.
- Bosses no longer gain Embolden. They will be individually tuned, with the earlier bosses intended to be clearable with a party of 2 and later bosses being tightly tuned full party encounters.
- A tutorial will be added to explain the mechanics of the Elemental Dungeon
- New Tilesets have been added; Ice and Earth. This also means new skills for mobs
- 5 additonal bosses have been added and previous bosses have been revamped.
- A new emphasis will be placed on elemental resistances with bosses being the main "resistance check" these checks will become increasingly harsh the further you go.
These adjustments will make difficulty scale more evenly. On top of changes to difficulty curve
normal mobs and bosses will have additional skills and mechanics. Finally a new Floor Zero has been added to allow the player
time to set up their builds craft resistance gems, and look at what Attunement the labyrinth is set to.
Elemental Weapon
Overview; The elemental weapons are a system that was introduced in 1.0 and there hasn't been any updates to it since Mt Invictus originally launched. With the updates to the Elemental Labyrinth, Tier 4 and 5 of the Elemental weapons have been added. Both steps require you to enter the Labyrinth and farm the new bosses.
Secondly the process of building a weapon has been streamlined. Before each weapon type would give a unique currency when being sold. This unique currency restricted the process forcing you to keep building that single weapon type. This doesn't match up with what I believe is a core design principle of Emperium, which is the freedom to swap and change how you play whenever you want. This basically means there is only 1 currency now called "Legendary Essence" this replaces the Paladin legendary currency. All other legendary currencies have been turned into "Dull Essence" which can be sold to any NPC to convert into Legendary Essence at a ratio of 1:1.
Third, the "Abandon Weapon" option has been replaced with a "Forge New Dull Weapon" allowing you to obtain a new Tier 1 Weapon for 10k gold.
The tier 4 and 5 Elemental Weapons are;
- Refined; Item Level 50
- Energized; Item level 75, when equipped gives a new passive effect. At tier 5 Ninjas can pick from either a Dexterity Weapon or a Strength Weapon.
Job Balance
IMPORTANT
- Magic Points or MP has been standardized across all jobs. Every job will now have a base MP of 10,000. This can be modified through gear, infusions and gems.
- Spells and Abilities now cost a fixed amount of MP making MP gains on gear matter compared to when skills were based on a % of maxMP
- This change is applied to EVERY ability that had an MP cost. This is an extensive change that impacts every player ability,
- Damage overtime and Healing overtime abilities from the player are now calculated via a formula rather than flat percentages.
Trait Change
- Heightened Knowledge has been reverted; -Due to changes in how the MP stat is handled this trait will be reverted to its 1.0 version, increasing maximum MP.
- Second Chance has been Changed; -Additional Actions chance reduced from 5% to 2% Paladin
- Shield Toss has been Changed; No longer costs MP, now has a cooldown of 2 turns.
- Swift Blade has been Changed; Magic Defense Buff reduced from 75% to 10% Warrior
- Helm Splitter has been Changed; No longer costs MP now has a cooldown of 4 turns. White Mage
- Aero has been Changed; Wind Burn now deals a.mat * 2 damage per tick.
- Touch of the Goddess has been Changed; Strength of shield reduced from user.mat * 10 ---> user.mat * 3 Fortune Teller
- Blessing of Resolve has been Changed; Potency of defensive buff has been increased from 30% to 45% Tool tip has been updated to be more clear Black Mage
- Blizzard Changed; Umbral Heart Status no longer increases duration when boosted Umbral Heart Status duration increased from 2 turns to 3 Bard
- Heavy Shot has been Changed; Damage dealt increased; a.dex * 5 - b.def * 3 ---> a.dex * 8 - b.def * 3 Hunter's Mark status changed; duration is now 2 turns.
- Heavier Shot has been Changed; Damage dealt increased; a.dex * 8 - b.def * 2 ---> a.dex * 10 - b.def * 4
- Song of War Changed; Cooldown reduced from 8 turns to 6
- Wind's Bite has been changed; Damage over time effect changed; 2% of maxHP ---> a.dex * 2
- Storm Bite has been Changed; Damage over time effect increased; 2% of maxHP ---> a.dex * 3 Gunner
- Slug Shot has been Changed; Damage boosting from BP has been removed. Tooltip has been updated.
- Tactical Nuke has been changed; Damage dealt increased; a.dex * 5 - b.def * 3 ----> a.dex * 8 - b.def * 3
- Target Lock has been changed; Added tooltip to the buff for improved clarity. Ninja
- Backslash has been Changed; Damage dealt reduced; a.atk * 10 - b.def * 5 ----> a.atk * 8 - b.def * 3
Misc Additions and Adjustments
Aether Cube Standardization
Aether Cubes are now standardized into giving +10 primary stat and +15 secondary stat at +0. At +1 they will give +15 Primary, +20 Secondary.
Primary and secondary stats are defined as;
- Primary; -Strength -Intellect -Dexterity
- Secondary; -HP -MP -AGI
Any Aether Cubes that did not follow this before now adhere to these values.
- Aether Cube of Striking and Aether Cube of Striking +1 have been changed; Striking Type Aether Cubes now give Strength and Defense in accordance to the value established above.
- Gems have had their stat bonus values adjusted;
- Primary Stat gems now give +25 instead of +30.
- A new Dexterity Gem has been added.
- New Light and Darkness resistance Gems have been added.
- All resistance gems have had effectiveness reduced from 5% --> 2%
- Combat text has been changed. Number popups now have a small animation when they appear. Whenever buffs and debuffs are applied to enemies or allies floating text will appear showing the name of the buff. Having a visual representations will hopefully make combat more clear whenever things happen.
- The General Melee category of gear has been renamed to "General Physical"
- Additional Dialogue has been added to the final encounter of Clocktower Raid
- NPCs have been moved around in A'ri Wilds settlement to accommodate for a new location.
- A'ri Wilds map has been edited there is now a path
- Fixed a problem where teleporting out of a dungeon via the "F" menu did not properly update
- that you were out of a dungeon.
Bug Fixes
- Fixed an issue where a previous nerf to the trait "Second Chance" did not work properly.
- Fixed an issue where the Dungeon Refresher item wasn't working
- When starting certain chapters of the Main Story the text is incorrect and states the instance portal is in the Sundered Plains.
- This has been corrected
- Fixed placeholder dialogue on job trainers inside the inn of Agran City.
- Fixed an issue allowing the use of certain Gunner abilities without BP