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Well, the Seeds of Destruction NDA has been lifted. Here's some information on the expansion.
Tradeskill goodies abound. The first question I'm sure everyone has is will the cap go up. The answer is . . . oh look a monkey! (bonus points for people who got that reference)
Every trade got something (some more than others of course). No trades were revamped. There are cultural weapons. They are quite nice. Through jewelcrafting, you can make a plethora (and I do mean that literally) of cultural symbol augments based on diety. However, they are not diety restricted. If you want to add a fire proc, then you could use an augment based on Ro. But you could add an ice proc, or a poison proc or a disease proc based on those dieties too. Very well done and very nice weapons (stat wise). Kudos to The Ogre.
Jewelcrafting has a new metal to work with, adds a new flavor to some old metals and makes the cultural symbols for the weapons. For some metals, you can now make them with a type 7 augment slot in addition to the 10 and 11s.
Pottery can make power sources. I didn't get the chance to play with this much though.
Baking: a new meat with the typical recipes that come with it.
Brewing: some very confusing (in names) brews, and a really nice recipe for a high end drink that has nice stats on it, but will be rather rare due to difficulty in getting ingredients.
Fletching, as Ngreth mentioned, plays a supporting part to the new weapons. No new bows this time around.
Tailoring: Most of the cultural weapons were smithed, but a few were tailored.
I believe there's new higher level potions, but I didn't get the chance to futz around with them either.
And of course, research has already been well discussed, so I don't have anything to add.
Save any Chronal Resonance Dust you get. You will need it a lot.
And for the question I alluded to above . . . . no, there's no raise in the cap.
I'm sure I didn't catch everything. Others please feel free to jump in as well.
Well, the Seeds of Destruction NDA has been lifted. Here's some information on the expansion.
Tradeskill goodies abound. The first question I'm sure everyone has is will the cap go up. The answer is . . . oh look a monkey! (bonus points for people who got that reference)
Every trade got something (some more than others of course). No trades were revamped. There are cultural weapons. They are quite nice. Through jewelcrafting, you can make a plethora (and I do mean that literally) of cultural symbol augments based on diety. However, they are not diety restricted. If you want to add a fire proc, then you could use an augment based on Ro. But you could add an ice proc, or a poison proc or a disease proc based on those dieties too. Very well done and very nice weapons (stat wise). Kudos to The Ogre.
Jewelcrafting has a new metal to work with, adds a new flavor to some old metals and makes the cultural symbols for the weapons. For some metals, you can now make them with a type 7 augment slot in addition to the 10 and 11s.
Pottery can make power sources. I didn't get the chance to play with this much though.
Baking: a new meat with the typical recipes that come with it.
Brewing: some very confusing (in names) brews, and a really nice recipe for a high end drink that has nice stats on it, but will be rather rare due to difficulty in getting ingredients.
Fletching, as Ngreth mentioned, plays a supporting part to the new weapons. No new bows this time around.
Tailoring: Most of the cultural weapons were smithed, but a few were tailored.
I believe there's new higher level potions, but I didn't get the chance to futz around with them either.
And of course, research has already been well discussed, so I don't have anything to add.
Save any Chronal Resonance Dust you get. You will need it a lot.
And for the question I alluded to above . . . . no, there's no raise in the cap.
I'm sure I didn't catch everything. Others please feel free to jump in as well.
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