The III Act

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ACT III

Moving into Act III

You can advance to Act II once you:

  • Reach level 65
  • Complete all Act II Quests

 !! You cannot revert back to Act II once you move into Act III !!

Act III Quests

Just like Act II, after completing all the quests in one location you will be able to progress onto the quests further away from the city.
However in Act III all quests must be unlocked and work with the one after another format of the previous Acts before they can be done in random order.

Vicinity of the City

  • Maximum chance of success = 80%
  • 1 stat point = +X% success
  • 5 luck = +X% success
  • Duration = 300 seconds
    • 100 seconds with Shortening
      • 60 seconds with Quest Delux
  • Quality of drops available are Normal and Good
  • Number of dropped items is the same as _ _ _ _ _
  • Experience points is more than if on _ _ _ _ _
  • Chance for prefix and/or suffix as well as "good" quality is the same as on _ _ _ _
  • A very slight chance of finding a legendary item ???

Far Journeys

  • Maximum chance of success = 70%
  • 1 stat point = +X% success
  • 5 luck = +X% success
  • Duration = 600 seconds
    • 200 seconds with Shortening
      • 120 Seconds with Quest Delux
  • Quality of drops available are Normal and Good
  • Number of dropped items is the same as on _ _ _ _
  • Experience points is more than on _ _ _ _
  • Chance for prefix and/or suffix as well as "good" and "perfect" quality is the same as on _ _ _ _ _
  • A slightly better chance of finding a legendary item than on easy quests ???

Pilgrimages into the Wastelands

  • Maximum chance of success = 65%
  • 1 stat point = +X% success
  • 5 luck = +X% success
  • Duration = 1800 seconds
    • 600 seconds with Shortening
      • 180 Seconds with Quest Delux
  • Quality of drops available are Normal, Good and Perfect
  • Number of dropped items is more than on _ _ _ _
  • Experience points is more than _ _ _ _ _
  • Chance for prefix and/or suffix as well as "good" and "perfect" quality is the same as _ _ _ _
  • Chance of finding a legendary item is much higher than on easy and medium quests.

Sequence of Vicinity

  • 1st - Agility
  • 2nd - Toughness
  • 3rd - Charisma
  • 4th - Reputation
  • 5th - Appearance
  • 6th - Knowledge
  • 7th - Intelligence
  • 8th - Perception
  • 9th - Strength

Sequence of Far Journey

  • 1st - Perception
  • 2nd - Charisma
  • 3rd - Strength
  • 4th - Knowledge
  • 5th - Appearance
  • 6th - Reputation
  • 7th - Toughness
  • 8th - Intelligence
  • 9th - Agility

Sequence of Pilgrimages

  • 1st - Knowledge
  • 2nd - Strength
  • 3rd - Agility
  • 4th - Toughness
  • 5th - Reputation
  • 6th - Appearance
  • 7th - Perception
  • 8th - Intelligence
  • 9th - Charisma

Act III Expeditions

In Act III the enemies are much stronger but this also means that you will earn more experience from defeating them.
If Act III players join an Act I or Act II players expo increases the power of the opponents in proportion to the sum of the levels of the players from Act III. The weaker the monster, the greater the modifier.

The chance of finding an item or stones is the same as in Act II.

Attacks in Act III

You'll get X* more experience for defeating a player who is in Act III that a player who is from Act II, no matter what Act you are in.

Tasks in Act III

Tasks not completed in Act II roll over into Act III as well.




Clan Buildings

RUNE FORTRESS

The walls of this Hall are covered with runes connected with pylons of power hidden throughout the territory of your clan. The power of earth magic gives you advantages over attacking foes.


Effects: number of protected squares: 3, +1 to all stats per 26 lvl of difference, +15 HP per 16 lvl of difference, +1 damage +2% critical strike chance per 26 lvl of difference


Next level Effects: number of protected squares: 4, +1 to all stats per 24 lvl of difference, +15 HP per 14 lvl of difference, +1 damage +2% critical strike chance per 24 lvl of difference


Construction time: 20 day(s)

Required number of builders: 6

Required level of builders: 68


HALL OF GREATER RUNES

A place to conduct rituals creating the most powerful of artefacts. Items infused with demonic powers can only serve their owners.


Effects: allows you to begin King of the Hill expeditions, enchant items and unlocks location number 3.


Next level Effects: allows you to begin King of the Hill expeditions, enchant items and unlocks location number 4.


Construction time: 20 day(s)

Required number of builders: 13

Required level of builders: 68


BRIEFING ROOM

In this Hall the vampire lords gather their cohorts and make plans for the wars to come. In the middle of the Hall stands a tactical table infused with blood magic that lets you create any battlefield.


Available tactics.: Hill defence defenders: AGILITY -8, all weapons damage +12, PERCEPTION +5, HP +200 attackers: AGILITY -4, all weapons damage +2, chance for critical hit +10 %


Next level New tactics.: Ambush defenders: AGILITY -5, chance for critical hit -10 %, character defence +120 attackers: PERCEPTION -12, all weapons damage +15, chance to hit with all weapons +80


Construction time: 11 day(s)

Required number of builders: 11

Required level of builders: 66


SHOOTING RANGE

Scores of targets, trapdoors, posterns and obstacles. All that is needed to master ranged combat, in any conditions.


Next level New tactics.: Into the battle PERCEPTION -20, all weapons damage +10, chance for critical hit +10 %, requires RANGED WEAPON


Construction time: 5 day(s)

Required number of builders: 4

Required level of builders: 65

Required buildings: BRIEFING ROOM level 4



POWDER MAGAZINE

Weapon storage, laboratory, shooting range with moving targets and gunsmith. All that is needed to tailor firearms to the needs of any vampire.


Next level New tactics.: Law and order all weapons damage +20, PERCEPTION -30, AGILITY +60, chance for critical hit -25 %, dodge +10 %, requires GUNS (one- or two-handed)


Construction time: 5 day(s)

Required number of builders: 4

Required level of builders: 65

Required buildings: BRIEFING ROOM level 4


DOJO

An ordinary hall. Scores of training dummies line the walls, allowing any vampire to master even the most exotic melee weapons, next to each dummy stands a pedestal with ancient training guides. Here you will learn all that you need of melee weapons, basics and advanced techniques alike.


Next level New tactics.: Lone wolf HP +400, dodge +10 %, chance for critical hit -15 %, AGILITY -20, requires MELEE WEAPONS (one- or two-handed)


Construction time: 5 day(s)

Required number of builders: 4

Required level of builders: 65

Required buildings: BRIEFING ROOM level 4


SEWERS

The old sewers is interconnected with the ancient catacombs that stretch under the whole City.


Effects: you can use it once every 14 days, works only on squares in zones 1-3, ignores square protection period (after a finished siege and after a cancelled siege), allows you to besiege people on vacation mode, allows you to besiege banned players (if the ban lasts for more than a week), maximum number of attackers in a siege: 15, maximum number of defenders in a siege: 20


Next level Effects: you can use it once every 14 days, works only on squares in zones 1-3, ignores square protection period (after a finished siege and after a cancelled siege), allows you to besiege people on vacation mode, allows you to besiege banned players (if the ban lasts for more than a week), maximum number of attackers in a siege: 20, maximum number of defenders in a siege: 25


Construction time: 15 day(s)

Required number of builders: 8

Required level of builders: 72


CLAN ARCHIVES

All the deeds and possessions of each clanmember are recorded here. It is also a place for the clanmates to trade.


Effects: allows you to swap squares within the clan with no wait time; the squares cannot be under siege, siege protection period stays with the square, usable once every 24 hours (for both parties)


CHAPEL

No one knows why this place was called a chapel, but Cainites come here to pray, ask the gods for prosperity and make sacrifices.


Effects: increases the chance of successfully upgrading items by 20 % and items will never be destroyed. Works only for items level: Good +5, Perfect


Next level Effects: increases the chance of successfully upgrading items by 20 % and items will never be destroyed. Works only for items level: Good +5, Perfect, Perfect +1


Construction time: 21 day(s)

Required number of builders: 19

Required level of builders: 69


KENNELS

Only a few vampires are allowed to breed these bloodthirsty beasts. Fed with the blood of their master and led by a Hunter, the Hounds are a murderous weapon.


Next level New tactics.: Shield 1 random opponent misses the first attack in the first round of a siege Shriek 1 random opponent has 20% chance of missing on every attack in the first round of a siege Horror 1 random opponent will be critically hit by every attack in the first round of a siege


Construction time: 30 day(s)

Required number of builders: 10

Required level of builders: 65



Evolution

Wings

(Works during quests)

Effects :


Evolution level: 1

Effect: PERCEPTION +5 Required character level: 70 Training cost: 150 EVOLUTION PTS

Evolution level: 2

Effect: PERCEPTION +10 Required character level: 72 Training cost: 300 EVOLUTION PTS

Evolution level: 3

Effect: PERCEPTION +15 Required character level: 74 Training cost: 450 EVOLUTION PTS

Evolution level: 4

Effect: PERCEPTION +20, dodge melee +10 %, dodge ranged +7 % Required character level: 76 Training cost: 600 EVOLUTION PT

Carapace (none) Works during quests


The evolutions will be available when you advance to Act III.

Evolution level: 1 Effect: TOUGHNESS +10 Required character level: 75 Training cost: 150 EVOLUTION PTS Evolution level: 2 Effect: TOUGHNESS +20 Required character level: 77 Training cost: 300 EVOLUTION PTS Evolution level: 3 Effect: TOUGHNESS +30 Required character level: 79 Training cost: 450 EVOLUTION PTS Evolution level: 4 Effect: TOUGHNESS +40, HP +10 % Required character level: 81 Training cost: 600 EVOLUTION PTS

Claws/Fangs/Quills (none)


The evolutions will be available when you advance to Act III.

Evolution level: 1 Effect: one-handed melee weapons damage +5, two-handed melee weapons damage +3, one-handed guns damage +6, two-handed guns damage +3, ranged weapons damage +3 Required character level: 85 Training cost: 150 EVOLUTION PTS Evolution level: 2 Effect: one-handed melee weapons damage +10, two-handed melee weapons damage +6, one-handed guns damage +12, two-handed guns damage +6, ranged weapons damage +6 Required character level: 87 Training cost: 300 EVOLUTION PTS Evolution level: 3 Effect: one-handed melee weapons damage +15, two-handed melee weapons damage +9, one-handed guns damage +18, two-handed guns damage +9, ranged weapons damage +9 Required character level: 89 Training cost: 450 EVOLUTION PTS Evolution level: 4 Effect: one-handed melee weapons damage +20, two-handed melee weapons damage +12, one-handed guns damage +24, two-handed guns damage +12, ranged weapons damage +12, chance to hit with all weapons +35 Required character level: 91 Training cost: 600 EVOLUTION PTS

Venom glands (none)


The evolutions will be available when you advance to Act III.

COST: 150 EVOLUTION PTS Required character level: 80


Hardened tendons (none) Works during quests


The evolutions will be available when you advance to Act III.

COST: 150 EVOLUTION PTS Required character level: 70


Additional cavity (none) Aura - always works


The evolutions will be available when you advance to Act III.

COST: 150 EVOLUTION PTS Required character level: 80


Daemon blood (none) Aura - always works


The evolutions will be available when you advance to Act III.

COST: 150 EVOLUTION PTS Required character level: 85


Mutated DNA (none) Works during quests


The evolutions will be available when you advance to Act III.

COST: 150 EVOLUTION PTS Required character level: 75


Enlightened (none) Works during quests


The evolutions will be available when you advance to Act III.

COST: 150 EVOLUTION PTS Required character level: 70


Sixth sense (none) Works during quests


The evolutions will be available when you advance to Act III.

COST: 150 EVOLUTION PTS Required character level: 70


Absorption (none)


The evolutions will be available when you advance to Act III.

COST: 150 EVOLUTION PTS Required character level: 65


All information currently added by the community and is based on Act II information. Thus some data may be incomplete or wrong and is subject to change at a later date