![]() ![]() A full deck will have your Power Orb filling up at 100% efficiency. However, in PvP the rate will also be dependent on how full your deck is. Archmastery will start to generate on its own as early as level 50. In PvE, your archmastery stat is the only contributing factor to how fast your Power Orb will fill. If your Power Orb gets to 3 points, it will also start converting white pips into power pips! If you have no more power pips to convert, your Power Orb will store and hold up to 7 points for a future turn. Whenever your Power Orb fills up, one power pip is converted into a school pip. The higher your Archmastery stat is, the faster your Power Orb will fill up. The stat is functionally similar to Shadow pip rating. These new pips can be used for anything a power pip can be used on with the additional benefit of being usable on spells of that school! For example, the green pips in the image above can be used on storm spells, as he is a storm wizard, but also maybe used on life spells without the need for a life mastery! Power OrbĪrchmastery as a stat controls the rate at which your “Power Orb” fills, which will in turn convert power pips into school pips. This is what will give us these new School Pips. I present to you our newest stat, Archmastery!Īrchmastery is a new stat for our wizards to chase on our gear. This new combat feature will change up the way we view the entire library of spells as well as the way we play the game. Novus is here, and with it comes one of the biggest changes to Wizard101 combat since Shadow rating. ![]()
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