(→Placing a Perc: "Perc" is an abbreviation.) |
(I'll finish later.) |
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==Characteristics== |
==Characteristics== |
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− | As a guild gains levels, their |
+ | As a guild gains levels, their Perceptors become more powerful. A Perceptor has '''(Guild level)*100''' [[Vitality]] and (Guildlevel)% resist to all elements (maximum of 50%). Perceptors gain 5 stat points for each level their Guild gains. These points can be spent to raise any of the following: |
{| {{prettytable}} |
{| {{prettytable}} |
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! Characteristic !! Base !! Max !! Cost |
! Characteristic !! Base !! Max !! Cost |
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− | | [[Prospecting]] || 100 || 500 || 1 per |
+ | | [[Prospecting]] || 100 || 500 || 1 per point |
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− | | [[Wisdom]] || 0 || 400 || 1 per |
+ | | [[Wisdom]] || 0 || 400 || 1 per point |
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|- |
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− | | [[Pods]] || 1000 || 5000 || 20 per |
+ | | [[Pods]] || 1000 || 5000 || 20 per point |
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| Number of Perceptors || 1 || 50 || 1 per 10 points |
| Number of Perceptors || 1 || 50 || 1 per 10 points |
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<nowiki>*</nowiki>See Spells section below for a more in depth description. |
<nowiki>*</nowiki>See Spells section below for a more in depth description. |
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− | + | Perceptor spells and characteristics can be reset using a [[Perceptor Deleveling Potion]]. |
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==Spells== |
==Spells== |
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− | Just like characters, |
+ | Just like characters, Perceptors have spells. In contrast to [[Character]]s who gain spells at level 1 and can use them without spending spell points, Perceptors begin with all spells at level 0 (and must raise them to level 1 to make them usable). Their spells range from Shields to Healing. Perceptor spell use is erratic. In battles where many defenders are present, they often move away from enemies or end their turn without acting. |
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{| {{prettytable}} |
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− | ==Collecting |
+ | ==Collecting Perceptors== |
− | Guild members who have the right to remove items from a |
+ | Guild members who have the right to remove items from a Perceptor may do so if they're on the same map. As of 1.23, any of these exchanges also removes the Perceptor from the map. Removing a Perceptor does not return the kamas spent to place it. |
− | Once withdrawn (or defeated), |
+ | Once withdrawn (or defeated), a Perceptor cannot be placed on the same map by the same Guild for <math>(Guild level) * 10 minutes</math>, so for a level 24 Guild, it would be 240 minutes, or 4 hours. |
− | == |
+ | ==Perceptor Fights== |
Whilst fighting a Perc is pretty similar to other forms of [[PvP]], there are a few differences: |
Whilst fighting a Perc is pretty similar to other forms of [[PvP]], there are a few differences: |
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* The preparation phase is significantly longer than with other fights. |
* The preparation phase is significantly longer than with other fights. |
Revision as of 17:46, 14 March 2013
Template:Monsterpic2 Perceptors (originally named Perceptors then renamed to Collectors, then changed back) are a kind of "Guild monster". Commonly called Percs, they can be placed by members of a Guild to gather XP and resources from fights occuring on the map.
Placing a Perceptor
Designated guild members may place a Perceptor on their current map for a fee. The Perceptor will get drops and experience gained on the map as if it were a participant in all combats there, and will hold them until a guild member collects them or until they are killed by another adventurer (who would get all the dropped items, and if they're a member of a guild, all the guild XP gathered).
Perceptors used to steal drops from other players, but Perceptors now have their own separate roll for drops, and, as they roll last, any drops they receive are simply extra drops, and not stolen from other players.
Not all maps accept perceptors. One such example is class temples.
The cost of placing a perceptor is 1000+(10*Guild Level)'.
Appearance
Perceptors hold a banner with the guild's logo. The spots and crown on a Perceptor are the guild colors.
Characteristics
As a guild gains levels, their Perceptors become more powerful. A Perceptor has (Guild level)*100 Vitality and (Guildlevel)% resist to all elements (maximum of 50%). Perceptors gain 5 stat points for each level their Guild gains. These points can be spent to raise any of the following:
Characteristic | Base | Max | Cost |
---|---|---|---|
Prospecting | 100 | 500 | 1 per point |
Wisdom | 0 | 400 | 1 per point |
Pods | 1000 | 5000 | 20 per point |
Number of Perceptors | 1 | 50 | 1 per 10 points |
Spells* | Level 0 | Level 5 | 1 per 5 points |
*See Spells section below for a more in depth description.
Perceptor spells and characteristics can be reset using a Perceptor Deleveling Potion.
Spells
Just like characters, Perceptors have spells. In contrast to Characters who gain spells at level 1 and can use them without spending spell points, Perceptors begin with all spells at level 0 (and must raise them to level 1 to make them usable). Their spells range from Shields to Healing. Perceptor spell use is erratic. In battles where many defenders are present, they often move away from enemies or end their turn without acting.
Icon | Name | Element | Short description |
---|---|---|---|
Aqueous Armour | Reduces Water damage. | ||
Glowing Armour | Reduces Fire damage. | ||
Earth Armour | Reduces Earth damage. | ||
Wind Armour | Reduces Air damage. | ||
Flame | Fire |
High Fire damage, linear. | |
Cyclone | Air |
Low/Average Air damage, No line of sight. | |
Wave | Water |
Low/Average Water damage, linear, 3 square linear AoE. | |
Rock | Earth |
Average to High Earth Damage, 2 squares circular AoE. | |
Healing Word | Heals target. | ||
Unbewitchment | Unbewitches target. | ||
Mass Compulsion | Increases allies damage in an AoE. | ||
Destabilization | +Critical Failures to target. |
Spell level | Points | Total points |
---|---|---|
1 | 5 | 5 |
2 | 5 | 10 |
3 | 5 | 15 |
4 | 5 | 20 |
5 | 5 | 25 |
Collecting Perceptors
Guild members who have the right to remove items from a Perceptor may do so if they're on the same map. As of 1.23, any of these exchanges also removes the Perceptor from the map. Removing a Perceptor does not return the kamas spent to place it.
Once withdrawn (or defeated), a Perceptor cannot be placed on the same map by the same Guild for , so for a level 24 Guild, it would be 240 minutes, or 4 hours.
Perceptor Fights
Whilst fighting a Perc is pretty similar to other forms of PvP, there are a few differences:
- The preparation phase is significantly longer than with other fights.
- Only one character per player can join a Perc fight.
- If the Perc is killed, the battle ends immediately even if there are still defenders from the Guild left alive.
- If you lose against a Perc you lose 3000 energy in addition to normal energy loss.
- You can only attack a Perc with one character per player.
- When you lose a fight, you must wait 60 minutes before you can attack the same perceptor.
- You cannot attack a Perc in a dungeon room if you logged in at that room, though you can still join the fight assuming another starts it.
Defending a Perc
When a Guild's Perc is attacked, all members will recieve a message in their Guild chat, along with a link your Perc's name and location. Clicking it will open the guild window. There you can see who's attacking by hovering over the progress bar in the "Att." column. To defend the perc, click one of the player slots on the right. You can join the fight to defend only if you are not in a fight or otherwise occupied. Don't close the guild window, or you will lose the chance to defend the Perc.'
As with Perc attacks, only one character can be used per player in a defence.
Winners of a perc battle are returned to where they were before the battle, while losers are returned to their last save point. Defenders of a perc do not lose energy nor do their pets lose health.
Events
During Kwismas 2010 and 2011 Perc's changed appearance from their normal centaur like appearance to that of a reindeer.