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Erannorth is a Choose your own Adventure type of game, that incorporates RPG elements and takes place in an open ended world. Your character not only chooses how the adventure will turn out, but also which adventures they will play in the first place.

Below you can find the answers to the most frequent questions, I receive, as the lead programmer of the game.

If you have more questions, fill free to join the game forum, and ask away!

In the first part I covered some General Questions as well as Character Creation Topics. If you haven’t check this article you can read it here.

Gameplay – I – Navigation

What can I do in the Story Tab?

The Story tab is where the action happens. Its divided in 3 sections.

A. Top interface

The top interface displays:

  • Your character’s portrait

You can click your character portrait to set a new portrait, get some quick information about your character or find the manual.

  • The XP needed to level up
  • Hit Points (red Sphere)

Hit points (HP) are used in combat and determine your characters ability to withstand damage.

They start at 30 and increase by 30 every time your character level up.

They can be recharged over time +2 every 100secs or by using potions.

  • Action Points (blue Sphere)

Action points (AP) are used to perform quests and travel to different locations.

Each character starts at 10 Action Points and gets +10 every time they level up.

They can be recharged over time +1 every 100secs or by using potions.

  • Combat Points (purple Sphere)

Combat points are used in combat and determine your characters ability to use complicated spells and tactics.

Using spells and tactics drain Combat Points (CP).

They start at 40 and increase by 20 every time your character level up.

They can be recharged over time +1 every 100secs or by using potions.

  • Dominant Path

Dominant path is the path the character have the highest rank & determines the character chance to hit.

If no path is dominant, player is considered to be in the path of Balance. Unlike life in unfinished tales this isn’t good.

Balance eventually have the worst hit chance among all paths. (see table above)

  • Gold

You can use gold to buy items and potions for the various merchants as well as to perform actions in stories. Like pay a fine, or bribe a guard.

You can earn gold in quests, daily rewards, achievements or in special treasure chests.

  • Crystals

You can use crystals to buy items and potions from special merchants, or upgrade your VIP status in your profile. The finest and rarest items can only be acquired with crystals.

You can earn crystals in quests, daily rewards, achievements or in special treasure chests.

  • Your current location

Your current location is in fact a menu, where you can access the various stores that are available in this location.

B. Story Selection

The middle section contains the stories that are available in your location.
If your Hit points are above 0, and your Action Points (AP), above the specified number in red,
you can play that story.

Stories under the Main Quest section are unique. Meaning you can only play them once. They usually drop unique quest items,
that might unlock further hidden unique stories. But if you complete them (one way or another) they disappear forever.

While those in the Side Stories are repeatable. Meaning you can play them as many times as you like, as long as you meet the level requirements of that story.
For example if your level is too low or too high, you might not be able to see or play certain stories.

After you select a story, this section changes to present the interactive story.
Under the story appears the “Choices” section where you can choose how the story will progress.

Sometimes your choices simply arc the story, and you head towards a different direction, but some other times we check whether your character can actually do what you want to do.

For example a character with no cunning, agility or intellect might not be able to pick a lock. A character with no magic, can’t use magic to solve problems in stories etc…

So the success or failure of such choices depend on your paths, attribute, sometimes whether you have an item or not, and some other times on pure luck.
Sometimes choices might not be available at all depending the case.

Here are some of the major factors that can affect such choices outcome:

  • Path / Attribute at certain rank
  • Succeed or fail a ‘dice roll’ that checks your Path / Attribute vs a value depended on the max rank it can have.
    In other words, the higher the stat, the higher is the chance for this choice to succeed.
  • Have certain item, equipment, potion, spell etc in your inventory.
  • Be in a certain location, be a certain gender, the location have a certain environment etc
  • You influence with a certain faction or NPC
  • A completely random percentage to succeed or fail
  • And much more…

C. The Quick Belt & Tactics Bar

Finally at the bottom part of the story tab you can find the quick belt and the tactics bar.

The quick belt enables you to quickly drink a potion or use a consumable item, without going to your inventory.
If you have more than 7 consumables in your inventory only the first 7 will appear there.
But don’t worry you can also access your inventory any time you want without losing your progress in a story.

What can I do in the Overview Tab?

The overview contains a ragdoll, of your character and what they have equipped.
You can also see some other useful information like your Dodge, Absorb Damage, Absorb Spell, Damage, to Hit etc.

Below the ragdoll you can see your dominant path if you have one, your other paths and attributes.

Can you explain more the paths & attributes?

Many times in Unfinished Tales you will come into situations that you need to choose how to deal with them.

You choose how the story will process after all!

But keep in mind that the success of your choices depend almost always on your paths and attributes, on the same time those paths and attributes are build up with the said choices!

Attributes and Paths with positive values indicate your strengths whereas negative values indicate your weaknesses…

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That doesn’t mean you won’t be able to increase them. Just that you will do it slower than the ones you chose as your strengths…

You can improve your paths & attributes in all stories, as well as by playing the special “Recollection of your past Adventures” story on every 2 levels after the 3rd.

A. Attributes

There are 7 attributes in Unfinished Tales:

  • Strength: Gives a small bonus to Might and Faith Paths. Affects choice outcomes.
  • Intellect: Gives a small bonus to Magic and Cunning Paths. Affects choice outcomes.
  • Resilience: Gives a small bonus to Might and Nature Paths. Affects choice outcomes.
  • Agility: Gives a small bonus to Cunning and Nature Paths. Affects choice outcomes.
  • Willpower: Gives a small bonus to Magic and Faith Paths. Affects choice outcomes.
  • Charm: Charm affects social interactions within stories. It also affects merchant prices.
  • Karma Karma represents your character’s tendency towards good or evil. Affects choice outcomes.

B. Paths

  • Might: Might affects the chance to hit and the damage of might-based weapons.
    Magnifies tactics with the might focus. Affects choice outcomes.
    Opposed Paths: Cunning, Magic.
  • Magic: Magic affects the chance to hit and the damage of magic-based weapons.
    Magnifies fire,ice,earth,air and blood spells/tactics. Affects choice outcomes.
    Opposed Paths: Faith, Might.
  • Nature: Nature affects the chance to hit and the damage of nature-based weapons.
    Magnifies nature spells/tactics with the nature focus or nature element. Affects choice outcomes.
    Opposed Paths: Cunning, Faith.
  • Faith: Faith affects the chance to hit and the damage of faith-based weapons.
    Magnifies holy,unholy,life and death spells/tactics. Affects choice outcomes.
    Opposed Paths: Magic, Nature.
  • Cunning: Cunning affects the chance to hit and the damage of cunning-based weapons.
    Magnifies Tactics effects that have the cunning focus and spells with the shadow element.
    Affects choice outcomes. Opposed Paths: Might, Nature.

Can you explain more the dominant path?

If one of your paths are higher than all the rest, it’s your dominant path, and it determines your chance to hit an opponent in melee combat.
If two or more of your paths have the same value, you don’t have a dominant path and you considered to follow the path of ‘Balance’.

Can you explain more the Maximum Rank?

Paths and attributes have a maximum value which is depended upon the character’s level.

  • Level 1+ / Max Rank: 2
  • Level 4+ / Max Rank: 3
  • Level 7+ / Max Rank: 4
  • Level 10+ / Max Rank: 5
  • Level 13+ / Max Rank: 6
  • Level 16+ / Max Rank: 7
  • Level 20+ / Max Rank: 8
  • Level 27+ / Max Rank: 9
  • Level 36+ / Max Rank: 10

For example a character of level 12 cannot have any of their stats over 5.
And if they receive a reward or use a potion that would increase their stat above 5, nothing will happen.

So be careful when use such potions! They always display the max rank your character can have in their properties.

You can also see you characters current maximum rank, by clicking on the characters portrait while in the ‘Story’ tab.

What can I do in the Inventory Tab?

In the inventory tab you can equip weapons and armors, use potions, access your spell book, open chests, upgrade your equipment and more.

To see the available options for a certain item you can click it. Actions you can’t perform with this item are grayed out.

The ‘Sort by’ and rarity I,II,III,IV buttons are currently not working

  • Merchant: Shortcut to the ‘General Store’
  • Equip: Allows you to equip the item. If something else is equipped in that slot it will be replaced.
  • Upgrade: You can use materials and magic essence to upgrade your equipment and spells.
    If you have the necessary materials they will be consumed and the item will get upgraded,
    otherwise you will be notified how much materials you need for the upgrade.
  • Use: You can use the item. In example consume a potion or a food item to gain their benefits.
  • Open: You can open the item. In example open a treasure chest and claim it’s contents.
  • Destroy: You can destroy the item to gain materials and magic essence for upgrading other items.

How does Upgrade / Destroy works?

Upgrading your equipment and spells improves all their stats by +1. (Except: Persistent, Eviscerate, Mimicry & Shapeshift)

Let’s take for Example these Tier 1 Boots:

  • Dodge: 0
  • Absorb Damage: 0
  • Hit Points: +5
  • Action Points: +3

And Upgrade them once:

  • Dodge: +1
  • Absorb Damage: +1
  • Hit Points: +6
  • Action Points: +4

And then 5 more times:

  • Dodge: +6
  • Absorb Damage: +6
  • Hit Points: +11
  • Action Points: +9

Or the Vines Spell as cast by a Level 3 Char, with Agility/Resilience/Nature at 2 Rank:

  • Damage: +11
  • Persistent: +1
  • CP Cost: 9

And Update it 4 Times:

  • Damage: +15
  • Persistent: +1
  • CP Cost: 3

Sounds Cool right? Now in order to upgrade your equipment and spells you need Raw Materials & Magic Essence.

You can find those in quests or by destroying equipment and spells you don’t need.

What is the Cost to upgrade Items?

  • Weapons: Raw Materials: 8 x Tier + 5 x Current Upgrades. i.e a Tier 1 Weapon with 0 Upgrades needs 8 Raw Materials to upgrade once.
  • Armor: Raw Materials: 6 x Tier + 5 x Current Upgrades. i.e a Tier 3 Armor with 0 Upgrades needs 18 Raw Materials to upgrade once.
  • Boots: Raw Materials: 4 x Tier + 5 x Current Upgrades. i.e a Tier 1 Boots with 0 Upgrades to upgrade x6 times you need: 4 + 9 + 14 + 19 + 24 + 29 = 99 Total Raw Materials.
  • Leggings: Raw Materials: 4 x Tier + 5 x Current Upgrades.
  • Accessory: Raw Materials + Magic Essence: 3 x Tier + 5 x Current Upgrades. i.e Tier 2 Accessory with 0 Upgrades needs 3 Raw Materials + 3 Magic Essence to upgrade once.
  • Belt: Raw Materials: 4 x Tier + 5 x Current Upgrades.
  • Bracers: Raw Materials: 4 x Tier + 5 x Current Upgrades.
  • Helmet: Raw Materials: 4 x Tier + 5 x Current Upgrades.
  • Spell: Magic Essence: 4 x Tier + 5 x Current Upgrades. i.e Tier 10 spell with 2 Upgrades needs 50 Magic Essence to get upgraded a 3rd time.

How many materials I can receive by destroying an Item?

  • Weapons: Raw Materials: 2 x Tier. i.e. Destroying a Tier 3 Weapon yields 6 Raw Materials.
  • Armor: Raw Materials: 2 x Tier
  • Boots: Raw Materials: 1 x Tier
  • Leggings: Raw Materials: 1 x Tier
  • Accessory: Raw Materials: 1 x Tier + Magic Essence 1 x Tier. i.e Destroying a Tier 4 Accessory yields 4 Raw Materials & 4 Magic Essence.
  • Belt: Raw Materials: 1 x Tier
  • Bracers: Raw Materials: 1 x Tier
  • Helmet: Raw Materials: 1 x Tier
  • Spell: Magic Essence: 1 x Tier

Of course you don’t need to remember any of this. Trying to upgrade or destroy an item will get you a confirmation dialog where you can read exactly how much materials are required for the upgrade,
and how much materials you will gain if you destroy an item, and then decide whether you will proceed or not.

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How can I buy & sell Items?

You can access the general store by clicking the shortcut ‘Merchant’ button in the inventory.
Or from the Story Tab, by clicking the Location name, or From the Map Tab, by clicking the Location Icon.

You can buy and sell staff at the merchant using these interactions:

A. By Clicking items in your Inventory

  • Sell You can sell this item to the merchant and receive it’s price in gold.
  • Sell Bulk You can sell all the items in a stack except 1.
    For example if you have 4 items with price 50 Gold each, it will sell the 3 of them and you will receive 150 gold.
  • Inventory: Shortcut to your Inventory

B. By Clicking items in the Merchant’s Inventory

  • Buy: You can buy this item from the merchant and pay it’s price in gold or crystals
  • Buy x10: You can by 10 of this items from the merchant and pay it’s price in gold x 10 (or crystals x 10)
    (If you can’t afford all 10 items you will buy as much items as you can afford.)
  • Inventory: Shortcut to your Inventory

What can I do in the Map Tab?

From the Map tab you can travel to other locations in the world of Erannorth.

Travelling costs Action Points, and you can only travel to locations adjacent to each other.
You can also click the location you are currently in for more options about that location, like visiting the stores etc.

Note, that you can’t travel anywhere before you create your character and end up in one of the 3 starting locations (Hamor, Ponton, Madwood).

What can I do in the Profile Tab?

In the profile tab you can claim your achievements, check your influence with factions and NPCS, and see other useful information about your character.

A. Achievements

To claim an achievement simply click on it.

There are 9 Different types of achievements:
– Racial Template
– Racial Rank
– Regional
– Background
– Romantic Interest
– Faction
– Story
– Milestone
– Trait

Each having different gameplay effects. But as a rule of thumb achievements usually hide rewards, alter your character in some ways, hide rewards for you and can unlock/hide choices or entire story branches.

You usually receive Achievements as story rewards. But there are some achievements you receive automatically.

i.e Player receives a milestone achievement when they reach level 5,10,15,20,25,30,35

  • Level 5: Crystals: 250, Gold: 10.000, Ancient Elixir Green (25)
  • Level 10: Crystals: 500, Gold: 25.000, Ancient Elixir Purple (24)
  • Level 15: Crystals: 750, Gold: 50.000, Ancient Elixir Blue (23)
  • Level 20: Crystals: 1000, Gold: 100.000, Ancient Elixir Green (31)
  • Level 25: Crystals: 1250, Gold: 125.000, Ancient Elixir Purple (33)
  • Level 30: Crystals: 1500, Gold: 150.000, Ancient Elixir Blue (32)
  • Level 35: Crystals: 1750, Gold: 200.000, Ancient Elixir Gold (34)

B. Influence

Influence determines your relationship with a NPC or faction. They can affect choice outcomes and also unlock new quests and possibilities.

Players automatically also gain automatic faction loyalty achievements when they acquire 15,30,60,120 influence with a faction:

  • Loyalty 15: Rank I / Rewards 100 Crystals, 2 Mysterious Pouch
  • Loyalty 30: Rank II / Rewards 250 Crystals, 2 Mysterious Backpack
  • Loyalty 60: Rank III / Rewards 350 Crystals, 2 Mysterious Chest
  • Loyalty 120: Rank IV / Rewards 500 Crystals, 2 Mysterious Chest
  • Loyalty 240: Rank V / Rewards 750 Crystals, 2 Mysterious Chest
  • Loyalty 480: Rank VI / Rewards 950 Crystals, 3 Mysterious Chest
  • Loyalty 960: Rank VII / Rewards 1500 Crystals, 3 Mysterious Chest
  • Loyalty 1920: Rank VIII / Rewards 2000 Crystals, 3 Mysterious Chest

How can I reset my Account?

If you are no longer happy with your character you can choose “Reset Character” from the profile tab and start over.

All your progress, items, gold, crystals, achievements will be lost. The only thing you keep is your vip status.

How can I upgrade my VIP status

You can upgrade your VIP status from your profile and claim higher tier of rewards every day.

Gameplay – II – Spells & Tactics

How the Tactics/Spell Bar works?

Tactics and Spells can add unique strategies in Combat. You have 6 slots which you can fill with spells and tactics.

Each slot can have a different or the same spell/tactic, and they will be used in combat in the order they appear.
You can drag a tactic to a different location to use it before or after, and generally change the order as you please.
You can add and remove tactics by clicking the purple book next to them, or by going to your inventory and clicking the spellbook button.

Here are some example tactic bar setups:

Slot 1: Firebolt

Your character will cast Firebolt in every round till they run out of mana, in which case they will switch to their normal attack.

Slot 1: Pyroclasm, Slot 2: Firebolt, Slot 3: Firebolt, Slot 4: Ice Bolt

Your character will cast Pyroclasm in the first turn & Firebolt in the Second and Third Turns.
On the Fourth turn they will use Ice Bolt, and start over. Pyroclasm on the Fifth turn, on the Sixth Firebolt, and so on as long as the combat lasts and the
Character has sufficient mana to use those spells…
Firebolt, Ice Bolt, Firebolt etc…

Having no Tactics or Spells in the tactics bar, means that your attack will be your normal melee attack. You won’t spend any CP, but won’t get any special effects either.
If your CP are exhausted you will also switch to using your normal melee attack.

If you want to cast some spells but then in the next round just attack, and then cast a different spell or tactic, you can use the “Normal Attack” tactic.

For Example:

Slot 1: Ice Bolt, Slot 2: Normal Attack, Slot 3: Ice Bolt, Slot 4: Firebolt

Your Character will cast Ice Bolt in the first turn. Attack with their equipped weapon on Turn 2. Cast Ice Bolt on Turn 3 and then Firebolt on the 4th Turn.
They will then start over using the same tactics in the following rounds as long as the combat lasts or they have sufficient mana.
Using the Normal Attack as a tactic costs 0 CP.

What is the difference between Spells & Tactics?

Simply put, Tactics are always followed by a normal attack, while a single spell takes a full turn action.

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For Example:

Slot 1: Ice Bolt, Slot 2: Double Strike, Slot 3: Enrage

  • 1st Turn: Ice Bolt Spell is Cast.
  • 2nd Turn: Double Strike Tactic is Performed + Your Normal Attack
  • 3rd Turn: Enrage Tactic is Performed + Your Normal Attack
  • 4th Turn: Ice Bolt Spell is Cast. etc…

Exception to this rule are persistent spells. If a spell is persistent it will be re-cast for free, after another spell.

In this Example Vines is Persistent 1 and Earth Barrier is Persistent 2

Slot 1: Earth Barrier, Slot 2: Flame Dart, Slot 3: Flame Dart, Slot 4: Vines, Slot 5: Flame Dart, Slot 6: Vines

  • 1st Turn: Earth Barrier Spell is Cast.
  • 2nd Turn: Flame Dart Spell is Cast + Earth Barrier is Cast for free.
  • 3rd Turn: Flame Dart Spell is Cast + Earth Barrier is Cast for free.
  • 4th Turn: Vines Spell is Cast.
  • 5th Turn: Flame Dart Spell is Cast + Vines is Cast for free.
  • 6th Turn: Vines Spell is Cast.
  • 7th Turn: Earth Barrier Spell is Cast + Vines is Cast for free.
  • 8th Turn: Flame Dart is Cast + Earth Barrier is Cast for free.
  • etc…

But look what will happen if we had this setup:

Slot 1: Earth Barrier, Slot 2: Double Strike (Tactic), Slot 3: Normal Attack (‘Tactic’), Slot 4: Firebolt

  • 1st Turn: Earth Barrier Spell is Cast.
  • 2nd Turn: Double Strike Tactic is Performed + Your Normal Attack
  • 3rd Turn: Your Normal Attack
  • 4th Turn: Firebolt Spell is Cast + Earth Barrier is Cast for free.
  • 5th Turn: Earth Barrier Spell is Cast. + Earth Barrier is Cast for free.
  • 6th Turn: Double Strike Tactic is Performed + Your Normal Attack
  • etc…

What are the various Spell & Tactics Effects?

A. Element (Mainly appears on spells)

Magic
Fire: This spell effects are magnified by Magic Path,Intellect,Willpower. Damage Reduced by Fire Resistance & Absorb Spell.
Ice: This spell effects are magnified by Magic Path,Intellect,Willpower. Damage Reduced by Ice Resistance & Absorb Spell.
Air: This spell effects are magnified by Magic Path,Intellect,Willpower. Damage Reduced by Air Resistance & Absorb Spell.
Earth: This spell effects are magnified by Magic Path,Intellect,Willpower. Damage Reduced by Earth Resistance & Absorb Spell.
Blood: This spell effects are magnified by Magic Path,Intellect,Willpower,Negative Karma. Damage Reduced by Blood Resistance & Absorb Spell.

Faith
Life This spell effects are magnified by Faith Path,Strength,Willpower,Possitive Karma. Damage Reduced by Life Resistance & Absorb Spell.
Death This spell effects are magnified by Faith Path,Strength,Willpower,Negative Karma. Damage Reduced by Death Resistance & Absorb Spell.
Holy This spell effects are magnified by Faith Path,Strength,Willpower,Possitive Karma. Damage Reduced by Holy Resistance & Absorb Spell.
Unholy This spell effects are magnified by Faith Path,Strength,Willpower,Negative Karma. Damage Reduced by Unholy Resistance & Absorb Spell.

Nature
Nature: This spell effects are magnified by Nature Path,Resilience,Agility. Damage Reduced by Nature Resistance & Absorb Spell.

Cunning
Shadow: This spell effects are magnified by Cunning Path,Intellect,Agility. Damage Reduced by Absorb Spell.

B. Focus (Mainly appears on tactics)

  • Might: This tactic effects are magnified by Might Path,Strength,Resilience. Damage Reduced by Absorb Damage.
  • Magic: This tactic effects are magnified by Magic Path,Intellect,Willpower. Damage Reduced by Absorb Damage.
  • Faith: This tactic effects are magnified by Faith Path,Strength,Willpower. Damage Reduced by Absorb Damage.
  • Cunning: This tactic effects are magnified by Cunning Path,Intellect,Agility. Damage Reduced by Absorb Damage.
  • Nature: This tactic effects are magnified by Nature Path,Agility,Resilience. Damage Reduced by Absorb Damage.

C. Effects

  • Damage: X – Affects Opponent. Deals X damage to opponent.
  • Heal: X – Affects Caster. Adds X Temporary hit points (HP), or Heals X HP, or Removes X HP (in case X is negative)
  • Accuracy: X – Affects Caster. X Bonus (+X) or X Penalty (-X) to Hit Chance. if Combined with Damage (in Tactics), the damage isn’t dealt but instead added to weapon Damage.
  • Persistent: X – Affects Caster. The spell is re-cast for free, after each of your next X spells.
  • Replenish: X – Affects Caster. +X adds X to your Combat Points (CP) pool while -X removes X from your CP pool.
  • Exhaust: X – Affects Opponent. +X removes X from your opponent Combat Points (CP) pool, while -X adds X to your opponent CP pool.
  • Dodge: X – Affects Caster. Positive Dodge increases your chances to avoid getting hit in combat. Negative Dodge increases the chance to get hit.
  • Absorb Damage: X – Affects Caster. Positive Absorb Damage reduces the physical damage you receive when hit in combat by X, while a negative value means you receive additional damage.
  • Absorb Spell: X – Affects Caster. Positive Absorb Spell reduces the spell damage you receive in combat by X, while a negative value means you receive additional damage.
  • Mimicry: X – Affects Caster. You can use X of the opponents spells or tactics against them.
  • Shapeshift: Creature – Affects Caster. You transform into that creature. Your spells, tactics and attacks change to those of the creature.
  • Curse: X – Affects Opponent. Each time reduces opponents damage by X. Effect Stacks with any previous instances.
  • Cripple: X – Affects Opponent. Each time reduces opponents chance to Hit by X. Effect Stacks with any previous instances.
  • Pierce: X – Affects Opponent. Each time reduces opponents DR by X. Effect Stacks with any previous instances.
  • Nullify: X – Affects Opponent. Each time reduces opponents SR by X. Effect Stacks with any previous instances.
  • Bind/Hamstring: X – Affects Opponent. Each time reduces opponents AC by X. Effect Stacks with any previous instances.
  • Plague: X – Affects Opponent. Each time Reduces opponents HP by X, up to a minimum HP of X. Effect Stacks with any previous instances and cannot be avoided/reduced!
  • Bleed: X – Affects Opponent. Each time Reduces opponents HP by X, till the opponent dies. Effect Stacks with any previous instances and cannot be avoided/reduced!
  • Critical: X – Affects Caster. Your Critical Damage (if the hit is critical) is modified by +/-X.
  • Eviscerate: X – Affects Caster. Your Critical Damage Multiplier of (x2) is modified by +/-X. ie. Eviscerate: 3, will make your Critical Damage Multiplier 5.
  • CP: X – Affects Caster. How much CP you will spend to cast this spell or tactic.

All the above effects except Mimicry, Shapeshift, Eviscerate & Persistent, are magnified according the players level, path & attributes. CP Cost is adjusted accordingly.

Well that’s it! If you have more questions make sure to check out the game forum! See you in Erannorth.

 

 

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