Ability Mechanics Additions and Changes
- A usage exp tick is now set to the value of the stat used.
- Usage exp now auto-applies to attributes and affinities that boost affected stats.
- Condition stat exp only occurs if conditions are successfully applied.
- Item equipment proficiencies gain usage exp if the item’s abilities or character stats are leveraged.
- Evasion, critical difficulty, camouflage, detection, stealth can now gain usage exp.
- Maximum mana, stamina, health, and power now gain usage exp if depleted in any way.
- Stamina, health, mana regen also gain usage exp for each regen tick.
- Ability classes are now divided into ability power and ability effect. Each class, in turn, defines standard stats for things like damage, heals, buffs, and debuffs, as well as close quarters, ranged, and AoE, and costs. So, Fire Magic might have high base damage and no AoE falloff, but low heals and buffs.
- Power class still represents the source of the ability, and they can be matched with various effects. So, Water Magic could be used to do an Icicle attack that has a physical effect. That means Water stats are used to do physical damage.
- Condition classes also support different stat standards for damage, heal, buff, and debuff, as well as persistent buff/debuff. Again, Fire conditions might have high damage over time stats, but low heal over time.
- Food sold at the Cafeteria now uses character stats to alter the effect, so your Food proficiency makes a difference in buff strength.
- Rebalanced magic abilities to gain full power per level by default, instead of front-loading stats and having incremental boosts per level.
Character Additions and Changes
- Rebalanced monster stats to gain full power per level by default, instead of front-loading stats and having incremental boosts per level. This means each monster level represents a significant power increase.
Zone Additions and Changes
- Zone exploration now has a search profession for each base terrain type that uses the terrain skill as the search skill and Perception as search speed.
Interface Additions and Changes
- Added new information dialogs for ability power class, ability effect class, condition class, environment, condition, and zone exploration/search information.
- Added new information dialogs for action results for shopping, equipping, leveling, using storage, and using services.
- Added a tooltip dialog system for generic information; it’s accessed by clicking dialog titles.
Looking at Fire Magic power class data:

Checking into generic information about items:

