
Hello everyone! We bring you news about the BETA version of the upcoming season of AO20. Before going into details, let's remember some important dates and technical aspects:
The BETA version will be available until September 06. During these weeks, we will be making changes to experience and in-game gold earning so that everyone can easily try out the new things we have implemented.
Here are the variations for each week:
- Week from 08/01 to Tuesday 08: Experience and gold multiplied by 5.
- Week from 08/08 to Tuesday 15: Experience and gold multiplied by 10.
- Week from 08/15 to Wednesday 06/09: Experience multiplied by 15.
It is essential for us to receive your queries and reports about any bugs or errors you find while playing the BETA version. With your feedback, we will be able to make any necessary adjustments to make the AO20 experience optimal.
On 09/07, active patrons will have the exclusive chance to create characters and start playing the final version 24 hours before the rest.
Finally, on 09/08, everyone must create new accounts and characters to access the final version of the new season of AO20.
We hope you enjoy this BETA and help us improve AO20 with your feedback! See you in the game!
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List of Changes:
Invisible Attack: Attacking while invisible will now turn you visible for a few seconds, adding a tactical element and balancing the use of this ability.
Wallet Changes: to ensure you don't lose the gold you carry with you. Now, the wallet has a capacity to cover up to 7.5k gold per level, which means that you will be able to protect a considerable amount of your earnings. If the gold in your wallet is covered by your level it will be painted yellow, otherwise it will be red and you can lose your gold if you are killed.
Changes in life: life is always maintained on average, respecting the stats of the race and class selected in the character.
Damage on Stab: The damage dealt by stab attacks has been halved to prevent instant kills and balance the impact of the new Assassin poisons. This measure also seeks to encourage the use of different variants of daggers.
Equipment and Training: These changes are intended to incentivize mages to better equip themselves to improve their performance in training and face stronger challenges.
Evasion and Hit Chance: Reduced the evasion of all classes equally to increase the chance to hit enemies overall. Chance to hit is now set to 50% as a baseline.
Summons: The power of summons will now depend on the mage's level. Additionally, the damage dealt by summons will be influenced by the staff the mage is holding at the time they are summoned.
Player Magic Resist: Players now have a new "Magic Resist" skill that will allow them to mitigate the effects of enemy spells.
Magic Resist for Creatures: Added the "Magic Resist" attribute to creatures. Players will need to take this factor into account when launching magical attacks against them. Damage dealt will be reduced by 2% for each point of difference between the player's magic ability and the creature's magic resist.
Factions and Points System: A new points-based faction system has been introduced. Players get points for killing other characters, but the number of points depends on the level difference between the attacker and the target. Assists also award points, but in smaller amounts. The last five players to have killed a character will not gain additional points for killing them again.
Targeting in Party Portraits: Re-enabled targeting in party portraits, making it easier to coordinate and track allies in combat.
Mage Rods and Spells: All mage rods will affect spell performance. It is no longer necessary to possess certain types of staff/staff/wand to cast spells. Additionally, all staves will now increase damage as described in their descriptions, removing the previous 30% penalty.
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New skills by Class
Pirate:
Firearms ignore enemies' armor.
Harpoon: Deals damage and applies a "slow" effect that slows the target for several seconds.
Pocket Cannon: Fires a cannonball that explodes upon hitting the target, dealing area damage. Damage decreases as you move away from the center of the explosion.
Cleric:
Restoration: Heals between 25-40 health every 1.5 seconds, casting a total of 8 heals.
Divine Protection: Grants a shield that absorbs up to 200 damage to the target. Lasts 30 seconds or until shield depletes.
Blessing: Removes a debuff from the target.
Penance: Mark the target; the next damage taken by the target does 120% damage.
Druid:
Restoration: Heals between 25-40 health every 1.5 seconds, casting a total of 8 heals.
Regrowth: The target receives extra healing from all sources (spells, potions, etc.). Requires the Forest Spirit form.
Rend: Applies a bleed that deals damage over time.
Fast Movement: Increases movement speed for a few seconds. Requires Wolf form.
Transformations:
Wolf: Increases evasion and chance to hit, but does not allow casting magic on other targets (only on itself).
Bear: Reduces damage taken by 20%, reduces damage dealt with magic by 30%, and increases chance to hit.
Forest Spirit: Increases magic damage by 5% and heals done by 10%. Consumes more mana while active and slows movement speed.
Bard:
Scores: Applies a buff to self and nearby party members.
Regeneration: Regenerates a percentage of mana per second.
Fast Echo: Increases movement speed.
Harmonic Accuracy: Increases the chance to hit.
Edge Serenade: Increases character's evasion.
Bandit:
Quick Hits: The next 3 hits deal 3 hits for 40% of the damage.
Steal Magic: Steals a buff from the target and applies it to himself.
Murderer:
Poisons: Applies a poison to the weapon that inflicts an effect on the target when hit.
Mana Poison: Applies a buff that drains a percentage of mana every second.
Stackable Poison: Applies a poison on each hit that does 15-25 damage per second. It can be applied multiple times, accumulating the damage dealt. Has a bonus chance to hit with daggers.
Warrior:
Viking Axe: You can hit in melee or throw it to cause a "stun" that lasts approximately 1 second.
Phalanx: Reduces damage taken by 50% and damage dealt by 25%.
Extended Cut: Allows you to hit multiple targets at once with reduced damage. Hits 75% of the target in front and 50% of those to the sides of it.
Taunt: Applies a buff to all enemies in the area, reducing their damage to other targets and prompting them to attack the warrior. Slows the warrior's movement speed and prevents him from turning invisible.
Hunter:
Charged Arrow: Deals a small amount of damage and pushes the target several tiles away.
Arrow Dance: Fires 5 arrows that spread out in a cone in the direction of the target, hitting whatever is in the way. Each arrow does 30% damage.
Traps: Allows you to leave up to 3 traps on the ground. Each lasts up to 2 minutes or until someone steps on them.
Root: Applies "Root" to the target.
Explosive: Explodes and deals damage to the target when activated.
Poison: Applies poison to the target upon stepping on it.
