The II Act

From BWpedia
Jump to: navigation, search
ACT II

Moving into Act II

You can advance to Act II once you:

  • Reach level 50
  • Complete all Act I Pilgrimages

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

Act II Quests

Just like Act I, 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 II only the Vicinity of the City quests can be completed in any sequence. Far Journeys and Pilgrimages to the Wastelands are done like Pilgrimages in Act I and have to be completed one after another.

Vicinity of the City

  • Maximum chance of success = 80%
  • 1 stat point = +3% success
  • 5 luck = +2% 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 on medium difficulty in Act I
  • Experience points is more than if on medium difficulty in Act I
  • Chance for prefix and/or suffix as well as "good" quality is the same as on medium difficulty in Act I
  • A very slight chance of finding a legendary item

Far Journeys

  • Maximum chance of success = 70%
  • 1 stat point = +1% success
  • 5 luck = +1% success
  • Duration = 600 seconds
    • 200 seconds with Shortening
      • 120 Seconds with Quest Delux
  • Quality of drops available are Normal, Good and Perfect
  • Number of dropped items is the same as on hard difficulty in Act I
  • Experience points is more than on hard difficulty in Act I
  • Chance for prefix and/or suffix as well as "good" and "perfect" quality is the same as on hard difficulty in Act I
  • 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 = +1% success
  • 5 luck = +1% 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 hard difficulty in Act I
  • Experience points is more than Act II Far Journey
  • Chance for prefix and/or suffix as well as "good" and "perfect" quality is the same as on hard difficulty in Act I
  • Chance of finding a legendary item is much higher than on easy and medium quests.
  • Pilgrimages in the Act II have an additional modifier which makes them more difficult than Far Journeys in A2

Sequence of Far Journeys

  • Knowledge
  • Reputation
  • Strength
  • Charisma
  • Perception
  • Toughness
  • Appearance
  • Agility
  • Intelligence

Sequence of Pilgrimages

  • Knowledge
  • Agility
  • Strength
  • Reputation
  • Appearance
  • Charisma
  • Intelligence
  • Perception
  • Toughness

Act II Expeditions

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

The chance of finding an item or stones is the same as in Act I. However, in Act II there is also a chance of finding legendary items and the chance of it happening is equal to half of the monster number rounded down. ( what does number stand for, order on the map? HP? number of mobs? )

On Necropolis, level 60+ Act II characters have the reduced experience restriction of being too low in level removed.

Attacks in Act II

You'll get 2 x more experience for defeating a player who is in Act II that a player who is from Act I, no matter what Act you are in.

Tasks in Act II

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



Legendary Items

In Act II you may find a new type of item, the Legendary Items. It's a kind of a prefix that sits infront of the item name e.g. Legendary Perfect Demonic Knife of Agility.

Legendary items may only be found and equipped by players in Act II.

On Underworld type realms legendary items cannot be placed into the the Clan Armoury.

Stats

Items with the sub-prefix legendary will have the following modifiers:

  • On Necropolis
    • Effects increased by 35% and requirements increased by 20%.
  • On Underworld
    • Requirements lowered by 20%,
    • 1h Guns - +30% Damage, +27% chance to hit
    • 2h Guns - +20% Damage, +1 attack per round,
    • 1h Melee - +10% chance for critical hit, +5% chance to dodge
    • 2h Melee - +25% chance for critical hit, +25% chance to hit
    • Light & Heavy Ranged - +15% Damage, +30% chance to hit, -45% chance for critical strike

The legendary percentage modifiers stack with other modifiers.

Drop and trade

Legendary items may be found on any type of quest in Act II. The chance of finding one depends of the difficulty of the quest. Legendary items can be traded however Legendary items can only be merged only with other legendary items.

Legendary items won't be duplicated in an auction.

Changes to Vampire Races


New Race - Cursed one

Race bonus:

  • +10% blood points
  • Chance to hit with all weapons +30

A race of vampires that originated from the Carpathian Mountains.

Legends has it that the founder of this bloodline was Vlad Drakos, a romanian reeve, who wanted to hide his hideous appearance by living in the wilderness where he was changed by one of the ancient vampires.

Every one of his offspring inherited the strange changes that transform them into abominable beasts.

Arcana specialization: Curses

  • Breath of Death
    • When your HP is below 35%: +5 damage % -3 agility per level, +3% (R1) +2%(R2)dodge, costs 40 blood points
  • Horror
    • Blocks the attack of an opponent in the first round of an ambush, Blocks the attacks of a random opponent in the second round of a siege or expedition, costs 225 blood points



Additional arcana for the other races


After advancing to the II Act vampires gain new magical abilities.
These arcana won't be available through any items sets!

Beastmaster

Shadow of the Beast - you gain an additional attack with every melee weapon.

  • maximum 1 level.

Cost - 225 bp.

Absorber

Power of Blood - increases luck and the chance for critical hit.

  • effect: +2 luck, +0,75% chance for critical hit / 1 level.

Cost - 25 bp / level.

Cultist

Searing blood - random opponent recieves damage in every round of combat, this attack ignores defense and

chance to hit. The damage is dealt in the moment when your char does the first attack in the round. Because of this if your attacks are blocked for example by the Punishment suffix you will not attack with Searing Blood this round.

  • effect: 10 damage / level.

Cost - 14 bp / level.

Thoughtcatcher

Majesty - overtakes the opponent's agent during an ambush, increases HP during a siege or expedition.

  • effect: in ambush takes over 1 agent / 1 level, in siege or expedition gives +5% HP and +1 weapon damage per level.

Cost - 40 bp / level..

















Easiness bonus

Every character in Act II level 60+ gains

  • 1% easiness for every 2 levels beyond 60 and 1% easiness for every 1 level beyond level 70
  • The maximum easiness is 50%