Difference between revisions of "Inspirations"
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A character starts with three inspiration slots at level one, and gradually increases to a maximum of 20 inspiration slots at level 40. The progression is below: | A character starts with three inspiration slots at level one, and gradually increases to a maximum of 20 inspiration slots at level 40. The progression is below: | ||
− | * Level 1: 3 slots (1 row of 3) | + | * Level 1: 3 slots (1 row of 3 columns) |
− | * Level 2: 4 slots (1 row of 4) | + | * Level 2: 4 slots (1 row of 4 columns) |
− | * Level 3: 8 slots (2 rows of 4) | + | * Level 3: 8 slots (2 rows of 4 columns) |
− | * Level 10: 10 slots (2 rows of 5) | + | * Level 10: 10 slots (2 rows of 5 columns) |
− | * Level 25: 15 slots (3 rows of 5) | + | * Level 25: 15 slots (3 rows of 5 columns) |
− | * Level 40: 20 slots (4 rows of 5) | + | * Level 40: 20 slots (4 rows of 5 columns) |
− | By default, the F1 through F5 keys on the keyboard are mapped to trigger the bottom inspirations in | + | By default, the F1 through F5 keys on the keyboard are mapped to trigger the bottom inspirations in columns one through five, respectively. It is common to keep similar inspiration types within the same column so that a needed inspiration of a specific type may be used quickly without adjusting the position of the mouse pointer. |
For example, a player may always place healing inspirations (Respite, Dramatic Improvement, and Resurgence) into the first row. In an intense battle, the player can then simply press F1 on his or her keyboard to use a healing inspiration instead of moving the mouse pointer away from the battle to the inspiration tray. If a player has more than one healing inspiration in the first row, he or she can quickly press F1 again to use another inspiration if needed. | For example, a player may always place healing inspirations (Respite, Dramatic Improvement, and Resurgence) into the first row. In an intense battle, the player can then simply press F1 on his or her keyboard to use a healing inspiration instead of moving the mouse pointer away from the battle to the inspiration tray. If a player has more than one healing inspiration in the first row, he or she can quickly press F1 again to use another inspiration if needed. |
Revision as of 10:33, 21 December 2005
Contents
Overview
Inspirations are single-use temporary boosts. There are several different enhancement types that provide various ability increases.
Inspiration Slots
A character starts with three inspiration slots at level one, and gradually increases to a maximum of 20 inspiration slots at level 40. The progression is below:
- Level 1: 3 slots (1 row of 3 columns)
- Level 2: 4 slots (1 row of 4 columns)
- Level 3: 8 slots (2 rows of 4 columns)
- Level 10: 10 slots (2 rows of 5 columns)
- Level 25: 15 slots (3 rows of 5 columns)
- Level 40: 20 slots (4 rows of 5 columns)
By default, the F1 through F5 keys on the keyboard are mapped to trigger the bottom inspirations in columns one through five, respectively. It is common to keep similar inspiration types within the same column so that a needed inspiration of a specific type may be used quickly without adjusting the position of the mouse pointer.
For example, a player may always place healing inspirations (Respite, Dramatic Improvement, and Resurgence) into the first row. In an intense battle, the player can then simply press F1 on his or her keyboard to use a healing inspiration instead of moving the mouse pointer away from the battle to the inspiration tray. If a player has more than one healing inspiration in the first row, he or she can quickly press F1 again to use another inspiration if needed.
Current Active Inspirations
Accuracy Inspirations
Insight: +25% Accuracy, +Perception
Makes your attacks 25% more accurate and increases your perception by 25% for 60 seconds.
Keen Insight: +33% Accuracy, +Perception
Makes your attacks 33% more accurate and increases your perception by 33% for 60 seconds.
Uncanny Insight: +50% Accuracy, +Perception
Makes your attacks 50% more accurate and increases your perception by 250% for 60 seconds.
Damage Inspirations
Enrage: +25% Damage
Increases all your damage by 25% for 60 seconds.
Focused Rage: +33% Damage
Increases all your damage by 33% for 60 seconds.
Righteous Rage: +50% Damage
Increases all your damage by 50% for 60 seconds.
Defense Inspirations
Luck: +25% Defense
Increases your defense by 25% for 60 seconds.
Good Luck: +33% Defense
Increases your defense by 33% for 60 seconds.
Phenominal Luck: +50% Defense
Increases your defense by 50% for 60 seconds.
Endurance Inspirations
Catch a Breath: +25% Endurance
Recovers 1/4 of your endurance.
Take a Breather: +33% Endurance
Recovers 1/3 of your endurance.
Second Wind: +50% Endurance
Recovers 1/2 of your endurance.
Healing Inspirations
Respite: +25% Hit Points
Recovers 1/4 of your hit points.
Dramatic Improvement: +33% Hit Points
Recovers 1/3 of your hit points.
Resurgence: +50% Hit Points
Recovers 1/2 of your hit points.
Resist Damage Inspirations
Sturdy: +5% Damage Resistance
Increases all your damage resistance by 5% for 60 seconds.
Rugged: +10% Damage Resistance
Increases all your damage resistance by 10% for 60 seconds.
Robust: +20% Damage Resistance
Increases all your damage resistance by 20% for 60 seconds.
Resist Effects Inspirations
Break Free: Resist Effects Frees you from many sleep, hold, immobilization, disorient, fear, confuse, and knockback effects and boosts your resistance to repel, taunt, and placate effects for 30 seconds. This inspiration can be used even while under such effects.
Emerge: Resist Effects Frees you from many sleep, hold, immobilization, disorient, fear, confuse, and knockback effects and boosts your resistance to repel, taunt, and placate effects for 60 seconds. This inspiration can be used even while under such effects.
Escape: Resist Effects Frees you from many sleep, hold, immobilization, disorient, fear, confuse, and knockback effects and boosts your resistance to repel, taunt, and placate effects for 90 seconds. This inspiration can be used even while under such effects.
Resurrection Inspirations
Awaken: Self Minor Resurrection, Disorient, -Recovery, +Experience Point Debt Protection If you are defeated, you can wake up with 1/4 of your hit points. You will, however, be disoriented, have no endurance, and unable to recover endurance for 20 seconds, but you will be protected from experience point debt for 10 seconds.
Bounce Back: Self Minor Resurrection, Disorient, -Recovery, +Experience Point Debt Protection If you are defeated, you can wake up with 1/2 of your hit points. You will, however, be disoriented, have no endurance, and unable to recover endurance for 10 seconds, but you will be protected from experience point debt for 15 seconds.
Restoration: Self Minor Resurrection, -Recovery, +Experience Point Debt Protection If you are defeated, you can wake up with 3/4 of your hit points. You will, however, have no endurance and unable to recover endurance for 10 seconds, but will not be disoriented, but you will be protected from experience point debt for 20 seconds.
Obselete Inspirations
These inspirations have been removed from the game and replaced by newer types.
Discipline: Resist Effects
Slightly boosts your resistance to immobilization, sleep, disorient and hold effects for 120 seconds. Must be used before you are slept, held or disoriented, but can be used after being immobilized. (Replaced by Resolve.)
Strength of Will: Resist Effects
Moderately boosts your resistance to immobilization, sleep, disorient and hold effects for 180 seconds. Must be used before you are slept, held or disoriented, but can be used after being immobilized. (Replaced by Determination.)
Iron Will: Resist Effects
Greatly boosts your resistance to immobilization, sleep, disorient and hold effects for 240 seconds. Must be used before you are slept, held or disoriented, but can be used after being immobilized. (Replaced by Sheer Willpower.)
Resolve Resist Effects
Frees you from some sleep, hold, immobilization, disorient, fear and confuse effects and slightly boosts your resistance to such effects for 30 seconds. This inspiration can be used even while under such effects. (Replaced by Break Free.)
Determination Resist Effects
Frees you from many sleep, hold, immobilization, disorient, fear and confuse effects and slightly boosts your resistance to such effects for 60 seconds. This inspiration can be used even while under such effects. (Replaced by Emerge.)
Sheer Willpower Resist Effects
Frees you from many sleep, hold, immobilization, disorient, fear and confuse effects and slightly boosts your resistance to such effects for 90 seconds. This inspiration can be used even while under such effects. (Replaced by Escape.)
Special Inspirations
These inspirations are available only during special events
Winter Event 2004 and Winter Event 2005
These "presents" were available during the Winter Event 2004 and the Winter Event 2005. The actual effect of using a present inspiration is not known until the present is actually used. At that point, one of the five actions listed below will happen.
Present Gift of Defense
You receive the Gift of Defense. Your Defense is now greatly increased.
Present Gift of Life
You received the Gift of Life and some of your health is restored.
Present Gift of Power
You received the Gift of Power and you now strike with a lot more damage.
Present Gift of Energy
You receive the Gift of Energy and gain a lot of Endurance.
Present Lump of Coal
You were bad this last year. You got a lump of coal and nothing else.
Other Inspirations
The following inspirations are defined, but at this time they are not implemented in the game.