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Offer distinct advantages and disadvantages

I would be enthusiastic about the inclusion of character-specific perks that offer distinct advantages and disadvantages, promoting specialization while trading off a degree of versatility. Each row could feature 3-6 perks, allowing players to equip only one or two per row, with the final row restricted to a single choice. To illustrate, I’ll use the Cleric as my main example.

1, Pacifist: Healing is increased by +3 when you do not have a mace/morning star equipped during the match.

2, No Rest for the Righteous: Healing damage dealt to undead enemies (PvE) is boosted by 10%. However, resting to heal or restore spells takes twice as long.

3, Never Too Late: Reviving is 25% faster, and the spell cost of Resurrection is reduced by 1. However, your heart cannot be used for resurrection.

4, Unwavering Belief: You heal others for 15% more, but you sustain damage equal to 15% of the healing done. (Reduced to 10% with Kindness equipped)

5, Wrath of the Holy: Gain +5 physical Power, but your healing abilities are 50% weaker.

6, Final Prayer (Last Row Perk): When your HP drops to zero, your team is granted a magical healing effect of 3 health per second for 10 seconds (buffed by your stats).

For the Archer/Ranger class, these are the corresponding perks:

1, Can’t Miss Ever Ding: Each successive arrow that hits the same target deals 5% more damage until you reload, swap weapons, miss, or hit another target. Reloading speed is significantly reduced.

2, Fletching: While resting, your quiver is slowly replenished automatically. However, fired arrows have a higher chance of breaking, rendering them irretrievable.

3, Environmental Knowledge: Drawing your bow near a torch applies a fire Damage Over Time effect of 3 damage per second for 5 seconds. The DOT does not stack. If you hold a lit arrow for at least 3 seconds, the DOT is applied upon firing.

4, Gladiatorial Conditioning (Last Row Perk): Equip a Pavise in one of your weapon slots to gain +10 Armor rating and +3 weapon damage. However, you cannot equip anything other than a Pavise as a secondary weapon.

For the Bard:

1, One Band Army: Spells on yourself last 25% longer, but their duration on allies is reduced by 50%.

2, A Nice Jester: Achieving a perfect score on the Song QTE grants +1 magical power for the current song. However, playing songs slows your movement.

3, Sea Shanties: Playing a song near resting allies provides them with gradual, unrecoverable health and spell regeneration, simulating the effects of a campfire, albeit slower. However, you don’t benefit from campfires.

4, True Musical Genius (Last Row Perk): Hitting a perfect on a song grants +1 will (up to 5). Failing to achieve perfection causes you to lose all granted will. Failing also temporarily slows your movement and song speed by 15% for 45 seconds.

And for the Wizard class:

1, Arcane Alchemist: Consuming potions yields enhanced effects (slightly extended healing times and shield durations). However, consuming more than 2 potions in 30 seconds results in sickness, causing distorted vision and decreased movement speed.

2, Fire Mastery: Fireball spells create lingering fire for 15% longer and are 15% larger. Casting time for all spells increases by 25%.

3, Ancient Magician (Last Row Perk): Resting accelerates spell regeneration. Other sources of spell regeneration become significantly weaker.

4, Dark Magician (Last Row Perk): Spell casting is 10% faster and deals 5% more damage. However, your spells deplete slowly over the course of the match.

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