Keplerth

Keplerth

Keplerth and Dragons 2
Viser 21-30 af 35 forekomster
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Opdatering: 13. nov. 2024 kl. 17:29

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Opdatering: 13. nov. 2024 kl. 0:12

Added: Phase Spider Nest, Owlbear Nest, Dead Adventurer, Dragon's Hoard, Ankheg Hive, Chimera Lair, Wyvern Nest

Some monster nests have extra loot, others provide an easier way to tame these creatures.

Opdatering: 12. nov. 2024 kl. 19:55

ANNOUNCING THE FIRST DUNGEON/BOSS! Maglubiyet, god of goblins, residing in his fortress of Grashmog, Hearth of Battle. He spawns only on floor 3 (same as Goblin Village), poke around and see if you find his fortress. He is harder than the Goblin King but has greater rewards!

Opdatering: 12. nov. 2024 kl. 13:12

Added ---- Gloves of Missile Snaring, Headband of Intellect, Mask of The Beast, Pearl of Power, Periapt of Health, Periapt of Wound Closure, Quiver of Ehlonna, Amulet of Health, Badge of The Watch, Belt of Dwarvenkind, Belt of Hill Giant Strength, Boots of Speed, Bracer's of Celerity, Bracers of Defense, Cloak of Displacement, Crown of The Wrath Bringer, Gauntlets of Flaming Fury, Gauntlets of Rage, Helm of Patron Saints, Rogue's Mantle, Amulet of Duplicity, Belt of Fire Giant Strength, Boots of Haste, Cloak of Arachnidia, Draconic Visage, Mindguard Crown, Pendant of Grave Regeneration, Storm Giant Belt, Gloves of Soul Catching, Jester's Mask, Scarab of Protection, Amulet of The Inferno, Eye and Hand of Vecna, Helm of Perfect Potential, Sword of The Paruns, Thunderbuss, Thunderous Greatclub, Azuredge, Blade of Forlorn Hope, Dragon Pike, Fane-Eater, Graz'tchar the Decadent End, Gurt's Greataxe, Hazirawn, Heretic, Ignacious The Sword of Burning Truth, Adze of Annam, Akmon Hammer of Purphoros, Blade of Avernus, Dekella Bident of Thassa, Ephixis Bow of Nylea, Krushor Spear of Heliod, Ranseur of Torture, Wand of Orcus

All enemies both VANILLA and MY MOD will drop magical items! Loot tables carefully refined to reward rift portal encounters and bosses more than normal mobs. The stronger, the better the drop rate.

Opdatering: 11. nov. 2024 kl. 1:06

Amber Runestone, Boots of Dancing, Boots of Elvenkind, Bracers of Archery, Brooch of Shielding, Circlet of Blasting, Gauntlets of Ogre Power added

Opdatering: 10. nov. 2024 kl. 19:05

Wand of Viscid Goo, Wand of Winter, Witchlight Scimitar, Baleful Talon, Blast Scepter, Bloodaxe, Bloodshed Greatsword, Comet Smasher Mace, Demonbone Halberd, Longsword of The Medusa, Duskcrusher, Fool's Shortsword, Lucent Destroyer, Staff of The Void added.

Opdatering: 10. nov. 2024 kl. 0:55

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Opdatering: 9. nov. 2024 kl. 22:25

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Opdatering: 9. nov. 2024 kl. 21:27

**Artificer** is the master of crafting, and unlocking the hidden power of ordinary objects. This is a half-caster class and has +100 energy as a result. They are pretty tanky having access to better equipment than other classes.

Artificers have 80 base health.

Classes are treated as level 20 characters because there is no experience or leveling system in this game. There is also no way to do subclasses currently, but I will figure it out as the editor gets updated.

Magical Tinkering: When crafting the Artificer has a 100% chance to get higher gear set bonus levels on crafted equipment, chance to obtain affixes when crafting, and chance for rare plating attributes when plating equipment. No one crafts better than the Artificer.

**Barbarians** are warriors of high risk and high reward. They get bonuses for having lower current health, but they are at risk to bursts of damage when that happens as well.

Barbarians have 120 base health.

Fast Movement: Barbarians get extra movement for health lost, up to 50% movement speed at 20% maximum hp.

Rage: Barbarians gain damage for health lost, up to 70% damage at 20% maximum hp.

Rage damage reduction: Babarians take less damage for health lost, gaining up to 50% defense at 20% maximum hp.

**Bards** are half casters and thus have +100 energy over non-caster classes. True casters get +200 energy. Bards natural community leaders and a people-person. No job is too strange for a bard.

Bards have 80 base health.

Bardic Inspiration: bards use their extensive lore to haggle better prices from merchants. They sell for 30% more and items cost 15% less!

Jack of All Trades: Bards get 50% additional resource drop rate over other classes!

**Cleric** is a half caster and receives +100 max energy. They focus on using divine powers to enhance their tankiness (boosts to Ion Skin).

While Ion Skin is above 20% they deal 20% more damage with their attacks. They have 50% more max Ion Skin and it recovers 50% faster than other classes.

**Druid** is a full caster and thus gain +200 energy.

Changed druids to gain permanent Poison Spore, Cecil (Firefly) and Immunity to Poison.

**Fighter** is the the bread and butter martial warrior. Resilient and fierce they will not leave you disappointed. Each class can only have three abilities which is fine, focus on their vibe!

Fighters have 100 base health.

Number of attacks: 4, this translates into 10% attack speed per extra attack for balance. Fighter's attack 30% faster as a result.

Second Wind: When hit, there is a 10% chance to take no damage and instead heal for the damage dealt.

Action Surge: There is a 10% chance to deal double deamage with an attack, as if you attacked once again.

**Monk** is an exceptionally fast combatants. They have higher movement speed than other classes (compartive with the Barbarian), and they are proficient with unarmed attacks. Eventually the unarmed potential will fall off, but early on its devastating. Also, they can chop trees with their bare hands at amazing speed, and smash walls/structures with their bare hands.

When attacking, monks deflect arrows and bullets away from them!

Monks cannot be stunned due to wholeness of body.

Monks cannot be effected by bleeding due to wholeness of body.

**Paladin**is a two-thirds-caster so they gain 50 extra energy. They emit light as their are divine champions. They are known to be tanky support characters.

They have a chance to smite foes, dealing double damage with a 10% chance.

Every 3 seconds the paladin generates a divine shield that protects against one attack.

They recover 1% of their max health for each succesful attack they make.

**Ranger** is the master of ranged weapons, and often is accompanied by an animal companion. They are two-thirds-casters and receive +50 energy.

Volley: projectiles fired by rangers bounce up three times between additional targets. The same target will not be hit more than once.

Beast Companion: rangers are 25% better at taming creatures that other classes. This will matter in deeper floors of Keplerth.

Deft Explorer: they are masters of terrain and scouting, thus they detect all minerals in thier vicinity regardless of line of sight.

**Rogue** is the master of evasion and underhanded tricks.

Trick Shot: when using ranged weapons, the damage of ranged weapons from a rogue increases as the distance decreases. An enemy directly in your face will take 50% more damage from ranged attacks.

Uncanny Dodge: when successfully evading an attack, rogues heal for 10 health. Favors high evasion builds.

Sneak Attack: all attacks have a 10% chance to deal double damage as a rogue.

**Sorcerer** is a full caster and thus receives a +200 energy bonus.

They also only have 60 hp, being glass cannons.

Maximized Spell Metamagic: deals 50% more damage to targets in a "controlled state".

Twinned Spell Metamagic: ammo will bounce once between enemy targets.

Sorcerous Restoration: 5% of ranged damage is converted to health for sorcerers.

**Warlock** is a half-caster and receives +100 energy.

Eldritch Blast: all ranged attacks from a warlock randomly do 1-3 instances of damage. All ranged attacks also deal 40% less damage to compensate for this. Ultimately you do 60-180% damage of what is normal.

Eldritch Spear: arrows and bullets have a 100% chance to pierce targets.

**Wizard** is a full caster, gaining +200 energy. Wizards are not naturally powerful, they spent decades learning the art of magic and thus they understand it better than any mere sorceror. While they can't put out the sheer output of magic that a sorceror can, they can make better use of it.

They have 60 health, so be careful with this glass cannon.

Evocation Savant: wizards ignore 50% of a target's defense, once every 3 seconds.

Arcane Ward: wizards gain a shield every 3 seconds that will prevent one attack from hitting the wizard.

Conjured Ammo: wizards do not consume ammo when firing ranged weapons.

Opdatering: 9. nov. 2024 kl. 0:58

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