Difference between revisions of "User:Fleeting Whisper/Help Menu/Rewards"
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+ | == Hero (help.txt) == | ||
=== Enhancements === | === Enhancements === | ||
{{color|turquoise|Enhancements}} are items that boost one or more effects of a power (Range, Damage, etc.). | {{color|turquoise|Enhancements}} are items that boost one or more effects of a power (Range, Damage, etc.). | ||
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<br>2) {{color|turquoise|Dual Origin}} – These are more potent than {{color|turquoise|Training Enhancements}}. They can be used by only two origins. | <br>2) {{color|turquoise|Dual Origin}} – These are more potent than {{color|turquoise|Training Enhancements}}. They can be used by only two origins. | ||
<br>3) {{color|turquoise|Single Origin}} – These are the rarest and most powerful of {{color|turquoise|Enhancements}}. They can only be used by a single origin. | <br>3) {{color|turquoise|Single Origin}} – These are the rarest and most powerful of {{color|turquoise|Enhancements}}. They can only be used by a single origin. | ||
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{{color|turquoise|Enhancements}} have levels, just like heroes. A hero's {{color|turquoise|Enhancements}} need to be within a certain range of his own level to be effective. As an {{color|turquoise|Enhancement's}} level becomes farther from the hero's level, its effectiveness decreases. Once a player is 4 or more levels higher than his {{color|turquoise|Enhancement}}, it is no longer usable. A player can use {{color|turquoise|Enhancements}} up to 3 levels above his own. | {{color|turquoise|Enhancements}} have levels, just like heroes. A hero's {{color|turquoise|Enhancements}} need to be within a certain range of his own level to be effective. As an {{color|turquoise|Enhancement's}} level becomes farther from the hero's level, its effectiveness decreases. Once a player is 4 or more levels higher than his {{color|turquoise|Enhancement}}, it is no longer usable. A player can use {{color|turquoise|Enhancements}} up to 3 levels above his own. | ||
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A hero automatically becomes a more effective fighter after a level change. But he must see a {{color|turquoise|Trainer}} to earn any new powers, {{color|turquoise|Enhancement Slots}}, or {{color|turquoise|Titles}}. | A hero automatically becomes a more effective fighter after a level change. But he must see a {{color|turquoise|Trainer}} to earn any new powers, {{color|turquoise|Enhancement Slots}}, or {{color|turquoise|Titles}}. | ||
+ | |||
+ | == Villain (v_help.txt) == | ||
+ | === Enhancements === | ||
+ | * Change 'hero' to 'villain'. | ||
+ | |||
+ | === Enhancement Slots === | ||
+ | * Change 'Security Level' to 'Threat Level'. | ||
+ | |||
+ | === Enhancement Combination === | ||
+ | |||
+ | === Equipping Enhancements === | ||
+ | |||
+ | === Experience Points === | ||
+ | * Change 'Heroes' to 'Villains'. | ||
+ | * Change 'villains' to 'enemies'. | ||
+ | * Change 'new Security Level' to 'new Combat Level'. | ||
+ | * Change 'Security Level' to 'Threat Level'. | ||
+ | |||
+ | === Influence === | ||
+ | ''Change section name to Infamy'' | ||
+ | |||
+ | * Change 'Influence' to 'Infamy'. | ||
+ | * Change 'heroes' to 'villains'. | ||
+ | |||
+ | === Inspirations === | ||
+ | * Change 'hero' to 'villain'. | ||
+ | * Add '[[Image:Inspiration Damage Resistance Lvl 2.png]] {{color|turquoise|Damage Resistance Boost}}' after Defense Boost. | ||
+ | |||
+ | === Inspiration Tray === | ||
+ | |||
+ | === Titles === | ||
+ | * Change 'hero' to 'villain'. | ||
+ | * Change 'the press and the authorities tend' to 'the populace tends'. | ||
+ | * Change 'lavishing too much praise' to 'noting your formidable presence'. | ||
+ | * Change 'adulation' to 'notoriety'. | ||
+ | * Change 'honorific' to 'suitable'. | ||
+ | |||
+ | === Training === | ||
+ | The novice villains of the Rogue Isles require training from Arachnos in order to realize their untapped potential. These Arachnos Arbiters are found in central locations of various {{color|turquoise|City Zones}}. The {{color|turquoise|Trainers}} are as follows: | ||
+ | |||
+ | {{color|turquoise|Mercy Island}}: Arbiter Diaz - Fort Darwin | ||
+ | |||
+ | {{color|turquoise|Mercy Island}}: Arbiter Richard - Mercy City | ||
+ | |||
+ | {{color|turquoise|Port Oakes}}: Arbiter Unger - By the Arena | ||
+ | |||
+ | {{color|turquoise|Cap au Diable}}: Arbiter Howe - Aeon City, at the base of the statue in the center | ||
+ | |||
+ | {{color|turquoise|Sharkhead}}: Arbiter Friesen - | ||
+ | |||
+ | {{color|turquoise|Nerva Archipelago}}: Arbiter Leery - On beach north of Nerva Wreck site. | ||
+ | |||
+ | A villain automatically becomes a more effective fighter after a level change. But he must see a {{color|turquoise|Trainer}} to earn any new powers, {{color|turquoise|Enhancement Slots}}, or {{color|turquoise|Titles}}. |
Latest revision as of 17:20, 14 May 2009
Contents
Hero (help.txt)
Enhancements
Enhancements are items that boost one or more effects of a power (Range, Damage, etc.).
There are three types of Enhancements:
1) Training – These are the weakest form of Enhancement and are can be used by all origins.
2) Dual Origin – These are more potent than Training Enhancements. They can be used by only two origins.
3) Single Origin – These are the rarest and most powerful of Enhancements. They can only be used by a single origin.
Enhancements have levels, just like heroes. A hero's Enhancements need to be within a certain range of his own level to be effective. As an Enhancement's level becomes farther from the hero's level, its effectiveness decreases. Once a player is 4 or more levels higher than his Enhancement, it is no longer usable. A player can use Enhancements up to 3 levels above his own.
Provided that the Enhancement can be used, a Single Origin Enhancement is always better than a Dual Origin, and a Dual Origin is always better than a Training Enhancement. This is true regardless of the Enhancements' levels.
Enhancements are earned by defeating villains. They can also be purchased from stores or from Contacts.
Invented Enhancements – These are a new type of enhancements built by the player at workstations located in either a University or within a player's Supergroup base, if they have purchased a workstation. Invented Enhancements give a 'set bonus', which means that as the player fills the enhancements within the 'set', he receives additional bonuses. Once the entire set is complete, all the bonuses are in place and may be enjoyed along with the benefits from other 'sets'. These benefits are automatic as soon as the enhancement is slotted. Invented Enhancements cannot be combined with any other types of Enhancements Invented Enhancements do not expire.
Enhancement Slots
When a player reaches certain Security Levels, he assigns new Enhancement Slots to various powers. These slots allow him to equip more Enhancements to that power and make it more effective. Players should think carefully about where they put their Enhancement Slots.
Enhancement Combination
Enhancements can be combined in order to increase their level. To be combined, both Enhancements must be of the same type (Training, Dual Origin, or Single Origin). They must also modify the same element of a power, such as range or accuracy.
To combine Enhancements, a player first left clicks the Enhancements Button on his Power Tray Window. He equips one of the chosen Enhancements to a power, then left clicks that power's icon. The Combination Screen will appear. A player left clicks on the equipped Enhancement, then selects an appropriate Enhancement to combine it with. He can choose from the Enhancement Inventory, or from the Enhancements equipped to the same power.
If the combination is successful, the higher level Enhancement is boosted by one level. If the combination fails, the lower level Enhancement is permanently lost.
The likelihood of success depends upon the difference between the two Enhancements' levels. The greater the difference between the two, the lower the chance of success. The smaller the difference, the greater the chance.
Once an Enhancement is boosted two levels above its original level, it can only be used to improve higher level Enhancements.
Equipping Enhancements
In order to equip an Enhancement, a player must open the Enhancement Screen by clicking the Enhancements Button on the Power Tray. A player can select any Enhancement from the bottom of the screen, left click it, and drag it to any appropriate Enhancement Slot.
When a player left clicks an Enhancement, all appropriate Enhancement Slots turn green.
A warning reminds players that equipping is permanent.
Experience Points
Heroes earn Experience Points (XP) for defeating villains and completing tasks. When a player has earned enough Experience Points, he gains a new Security Level. His abilities become more effective immediately, but he won't gain access to new powers or Enhancement Slots until he has trained.
When two or more players defeat a foe together, the XP is divided according to the damage done by each person. If some of those players were on a team, while others were not, the teams act as a single entity for the purposes of XP division.
When a player teams up with other players, everyone receives a slight bonus to the XP they earn. Within a team, XP is divided according to Security Level. Higher level characters receive a larger share than lower level characters.
Experience Points cannot be lost or traded. The only penalty related to Experience Points is the XP Debt system (See Defeat, under Combat).
Influence
Influence is the commodity of heroes. The more a hero does in Paragon City, the more “pull” he's got with various people and organizations. Heroes may spend Influence as if it were currency. Influence is tradable and can be lost due to Defeat or Task failure. Influence can be used to purchase Inspirations and Enhancements from Contacts or Stores.
Inspirations
Inspirations are dramatic turns of events that boost a hero's performance for a short time. There are six kinds of Inspirations. Each has a characteristic color and symbol.
Accuracy Boost
Damage Boost
Defense Boost
Endurance Recovery
Hit Point Heal
Resistance to Sleep, Stun, Disorient attacks
Revives hero from Defeat
Each Inspiration has three levels of potency. Highly potent Inspirations have a much larger symbol than weaker Inspirations.
Inspiration Tray
Inspirations automatically go to a player's Inspiration Tray when they are earned or purchased. The columns in the Inspiration Tray are hotkeyed to the first five Function Keys. When a player presses one of these keys, he'll use the bottom Inspiration in that column. Then the Inspiration above it will slide down and take its place. Players will find it useful to organize the columns by Inspiration type, so they can be quickly used in combat.
Inspirations can be moved around in the Inspiration Tray by left clicking their icon and dragging it to a new slot. They can be removed by right clicking the icon and selecting 'Remove.'
The Inspiration Tray is opened and closed by left clicking the Inspiration Button on the Power Tray.
Titles
When a hero first arrives in Paragon City, the press and the authorities tend to take their time before lavishing too much praise. But at certain points, the public deems the hero worthy of adulation and places an honorific adjective in front of the hero's name. These are called Titles.
At first, a player has only two available Titles – 'The' and 'none.' At level 15, he can choose from a larger selection. At level 25, he can choose from a list of Titles specific to his origin. Whenever a player acquires a new title, he can change or remove earlier Titles, or he can use them all. To choose a Title, the hero must visit a trainer.
Training
The novice heroes of Paragon City require training from veteran heroes in order to realize their untapped potential. These veteran heroes are found in central locations of various City Zones. The Trainers are as follows:
Atlas Park: Ms. Liberty - In front of Atlas' statue
Galaxy City: Back Alley Brawler - Freedom Corp Building
Steel Canyon: Valkyrie - Blyde Square, at the foot of the central statue
Skyway City: Mynx - Aerie Plaza
Talos Island: Luminary - New Troy, at the monorail station
Independence Port: Aurora Borealis - Bell Medical Center
Founders' Falls: Infernal - Williams Square, in the plaza
Brickstown: Swan - Near entrance to Independence Port
A hero automatically becomes a more effective fighter after a level change. But he must see a Trainer to earn any new powers, Enhancement Slots, or Titles.
Villain (v_help.txt)
Enhancements
- Change 'hero' to 'villain'.
Enhancement Slots
- Change 'Security Level' to 'Threat Level'.
Enhancement Combination
Equipping Enhancements
Experience Points
- Change 'Heroes' to 'Villains'.
- Change 'villains' to 'enemies'.
- Change 'new Security Level' to 'new Combat Level'.
- Change 'Security Level' to 'Threat Level'.
Influence
Change section name to Infamy
- Change 'Influence' to 'Infamy'.
- Change 'heroes' to 'villains'.
Inspirations
Inspiration Tray
Titles
- Change 'hero' to 'villain'.
- Change 'the press and the authorities tend' to 'the populace tends'.
- Change 'lavishing too much praise' to 'noting your formidable presence'.
- Change 'adulation' to 'notoriety'.
- Change 'honorific' to 'suitable'.
Training
The novice villains of the Rogue Isles require training from Arachnos in order to realize their untapped potential. These Arachnos Arbiters are found in central locations of various City Zones. The Trainers are as follows:
Mercy Island: Arbiter Diaz - Fort Darwin
Mercy Island: Arbiter Richard - Mercy City
Port Oakes: Arbiter Unger - By the Arena
Cap au Diable: Arbiter Howe - Aeon City, at the base of the statue in the center
Sharkhead: Arbiter Friesen -
Nerva Archipelago: Arbiter Leery - On beach north of Nerva Wreck site.
A villain automatically becomes a more effective fighter after a level change. But he must see a Trainer to earn any new powers, Enhancement Slots, or Titles.