Duel Academy
Would you like to react to this message? Create an account in a few clicks or log in to continue.

Duel Academy Log in

Get your game on!


descriptionDice Jar Legacies: Level 5 Patch EmptyDice Jar Legacies: Level 5 Patch

more_horiz
Dice Jar Legacies: Legacy of the Dice Jar: A Dice Jar RPG Patch Notes 1.1


Changelog:

-Level cap moved to 10.
-Levels 5-10 have their own rules.
-Added subclasses.
-Luck element removed in favour of skill.
-New quests revealed.
-Old quests revealed.
-Buffed Jerry Beans Man.


Levelling changes
So what happens at level 5, you ask? Why was this the level cap? What's changing? Good questions, and it's taken a while to answer them, but here it is; the level 5 update.

First up, your old experience is only valid for subclassing up to level 5- remember, your subclass level must always be lower than your main level, so before you can subclass to level 5 you need to hit level 6 in your main class. Now, we're dealing with a new kind of experience- let's call it Mega-Experience, or MExperience. You get MExp for fighting against monsters, as before, except this time there's a few differences- first up, you only get MExp by fighting the '[DE] Pegasus' dice instead of the regular old dice encounters. The next change is to the levelling system. Before, you levelled up on 1000 experience. Now, each level adds 1000 MExp to the total required for the next level, starting with 2000 experience. So, while levelling up to level 6 will take you 2000 MExp, it will take 3000 to level 7, 4000 to level 8, and so on.


Subclasses
At level 5, you get to pick a subclass. This also applies to your multiclass when you hit level 5, giving you a submulticlass.This gives you a bonus of some nature that should give you an edge against the tougher monsters you'll now be fighting.

Sorcerer:
-Warlock: Instead of predicting and rolling 5 cards, instead roll 8. You do not take damage if the final 3 cards are predicted incorrectly. The previous critical effect of guessing all cards correctly only requires the first 5 cards to be guessed correctly, but would also triple the damage from any correctly guessed among the final 3.

-Druid: Roll 6 cards, but guess 5 cards as normal. The 6th card is known as the wild card, which you can swap for any other card you rolled. If you decide to swap, take half your enemy's damage.


Wizard:
-Frost Wizard: Whenever you roll exactly 3 traps, deal 3 times the damage. Whenever you roll exactly 3 spells, heal 3 times the damage.

-Fire Wizard: You now roll 6 cards instead of 5. Every second trap deals double damage.


Acolyte:
-Zealot: You now deal twice the damage if the first dice is a 6. This stacks with the previous critical bonus for a four times bonus on rolls of 6:1.

-Martyr: Whenever you deal damage, additionally deal twice your damage. (This is not recursive.)


Paladin:
-Crusader: Add 1 to all total rolls.

-Templar: On rolls of 2, 6, 7, 8 and 12, heal a target for 2 times your damage.


Beastmaster:
-Monster Tamer: The first damage you deal in a running streak now deals twice your damage, the second deals 3 times your damage, and so on. This replaces the previous streak bonus.

-Summoner: Whenever you successfully roll a trio, also deal damage based on the trio rolled.
Gaia: 230, Stardust: 250, Red-Eyes: 240, Jinzo: 240.


Bard:
-Composer: Before rolling, predict the cards in the order they are going to come up, similar to the sorcerer but with card names rather than types. Each correct guess deals your damage.

-Trickster: When you would take damage as part of your own roll, if the following card is Dice Try, you dodge and reduce the total damage taken by your enemy's damage. If lethal damage is taken on the last roll, but would not be lethal if dodged, roll an additional 5 cards as though you have not yet taken the damage in case you manage to survive. If the following card is Dice Re-Roll, deal double your damage instead of the normal amount.



Quests!
There are some new quests, in addition to incomplete old quests.

-Challenge and defeat the Blue-Eyes Ultimate Dragon. (When you make a thread, instead of rolling, declare your challenge and use the stats from Blue-Eyes White Dragon).
-Reach Level 10.
-Fight 3 Pegasus monsters at once (alone).
-Wager and win an item in PVP combat.
-Challenge and defeat Skull Archfiend of Lightning. (When you make a thread, instead of rolling, declare your challenge and use the stats from Skull Archfiend of Lightning. Also, along with any attack rolls you make, you must also roll a single six-sided die. On a result of 1, 3 or 6, discount the entire roll and take 2500 damage.)


Also, I am going to reveal the old class-specific hidden quests, as they have become a burden to check for. Tell me if you have already got them and I've missed it!

-Sorcerer: Correctly guess your entire roll for a critical.
-Wizard: Roll 5 monsters in one roll.
-Acolyte: Roll 2 critical strikes in a row.
-Paladin: Smite an enemy with a single critical strike.
-Beastmaster: Roll all 4 evolutionary trios over the course of a single running streak.
-Bard: Kill yourself.


Have fun! Pegasus dice are hard! Oh, on an added note, any monster with a defense stat of 0 is treated as having 1 life point.


Last edited by jjh927 on Sat Feb 25, 2017 11:24 pm; edited 5 times in total

descriptionDice Jar Legacies: Level 5 Patch EmptyRe: Dice Jar Legacies: Level 5 Patch

more_horiz
http://www.duelacademy.net/t49284-user-s-re-spawned-djl-3

descriptionDice Jar Legacies: Level 5 Patch EmptyRe: Dice Jar Legacies: Level 5 Patch

more_horiz
Oh, guess I missed another one. Well, have a thing! Check the thread again in a few minutes.

descriptionDice Jar Legacies: Level 5 Patch EmptyRe: Dice Jar Legacies: Level 5 Patch

more_horiz
privacy_tip Permissions in this forum:
You cannot reply to topics in this forum
power_settings_newLogin to reply