I started writing a superlong article analyzing all 15 or so new posts at Massively concerning their trip to Mythic and quickly ran out of steam after about the fifth piece. I’m sorry, I know you all expect me to be superman, but I’m more like his dog (who could both fly AND lick his own genitals). So instead, here is a list of the 40 most interesting tidbits from all these posts! In no particular order!
- The Magus will get summonable demons (with limited movement).
- The possibility of us moving into open beta is set at a minimum of “one month”.
- The “Old World Armory” (items) is one of the last sections currently in development for the Tome of Knowledge.
- There will be Tome unlocks for having your city statue destroyed, completing a public quest without wearing armor, and for killing guild leaders.
- WAR is described by Mythic as “hardcore”, so they’re focusing hard on making it easily accessible to the casual player willing to learn.
- You can have only one gathering and one crafting skill; you can’t have two gathering or two crafting skills.
- Crafting can result in both criticals and “supercriticals” — ooh, I like the sound of that!
- Talismans are magical because your characters *believe* they are, not because they actually are.
- The contested city instance is 48 v 48 players for capital city warfare.
- There’s a suit of armor that you can earn only through doing PQs in an enemy city.
- Capital cities are laid out in a way that will allow designers to go back and add more to them later!
- You will be able to visit a capital city as early as level 7-8, but some sections of the city are closed off until you’re a higher level.
- In Altdorf, there’s a traveling troupe of actors that wander through the city and put on shows!
- Cities have programmable events/looks for certain occasions and seasons.
- There’s a PQ in a city that’s nothing more or less than a BAR BRAWL!
- Alliances are formed from up to 10 different guilds.
- There will most likely be an out-of-game guild component to keep guildies up to date on news and events.
- The icons available for guild heraldry number in the “hundreds”.
- Standards can only be wielded by select people in a guild.
- Mythic’s first office was actually two condos, one across the street from each other.
- Each career has its own unique UI design!
- Goblin shamans channel two types of Waaagh!: Mork and Gork (not Mork and Mindy?).
- Shamans have 28 spells and abilities to choose from (including masteries).
- The UI ring at your character’s feet always points to teammates and objectives.
- Items and gear can actually increase your spells and skills above level 40.
- Instead of cloaks, Engineers have backpacks and Black Orcs have backracks.
- The Engineer has at least three types of turrets to place, including machine gun and flame.
- Other Engineer tricks include healing ale, barbed wire and land mines.
- You can make your character dizzy if you spin the screen too much.
- Engineers can get a huge sniper shot skill at the end of one of their masteries.
- A Chaos Marauder’s mutations have different graphics for the same mutation.
- Marauders get — pretty much — a grappling hook ability to suck enemies right up to them.
- Squigs can fart!
- White lions can catch an enemy and toss them back to their master with a flip of the head.
- Rune Priests can bestow temporary abilities on classes that normally couldn’t use them (like tanks using healing skills).
- Chosen can have up to three dread auras up at a time.
- Everyone at the end of a PQ gets a roll for good loot, but those who participate more get roll modifiers.
- You also build up “influence” for PQs, which will eventually unlock good loot from nearby vendors.
- “Public Quests are raids without the bullcrap.”
- You can participate in scenarios even at level 1 — and be effective.