Due to a few moving parts, we have had to postpone our Q&A livestream.
We have answered as many questions as we could that were relevent to the Combat Rework, and the answers are below.
The Quartermaster storage spaces will be unrestricted and able to store all combat items. The reward from the Brannof Inheritance quest will expand the number of storage spaces.
Once the combat cape is the same length as an existing cape, the panels will slowly be replaced from the top down until you have an entirely new cape design.
The episodes that exist (except for free players where it is only the first two episodes).
The first skin of each monster is much easier than subsequent skins, making getting to the last launched episode much easier than getting to level 2000.
The first 200 levels are the same as other professions, however unlike other professions the next difficulty increase is at level 800 instead of level 200.
We will go into more detail on this when we are preparing to launch episode 6.
We are stretching the armor designs across the 2,500 combat levels of episodes 1 to 5.
The long term vision has not changed. We think the global combat profession provides some nice cohesion between the episodes, while still allowing each episode to have its own distinct theme and professions.
The XP penalty for easy battles still exists, but has been adjusted.
Maybe. We still haven't used the amulet slot yet.
From the feedback we received immediately after the early access launch, your Hopeport combat equipment being useless in Hopeforest was a reason many players stopped playing the game. We felt this was important to fix before we introduce more content, much of which features combat in one way or another.
No. You won't actually see the stripes in the game. It is presented as a single progression that happens to loop back round at certain points.
Yes.
The new global combat profession design is very much in line with our vision. We wanted to ensure that when a new episode is launched, everyone gets to experience all the new content at the correct difficulty, which the personalized striping achieves.
It is the level of skin 1 of the lowest level foe in the episode. So essentially the level of the first foe you will encounter in that episode.
New foes can actually be inserted into the middle of a stripe. The example was simplified to try and make it easier to understand.
Yes. Your new KP will be the sum of the KP assigned to each episodical combat profession.
No.
This update only addresses how you level up combat and the combat level of foes, it does not change the combat itself. We plan to change that in a future update.
No, that will come in the second part of the combat rework.
Maybe! Actually no.
It is unlikely we will change the combat leveling.
No.
We are stretching the armor designs across the 2,500 combat levels that make up episodes 1 to 5.
There is no such thing as episodical combat items under the new design.
We will go into more detail on this when we are preparing to launch episode 6.
Not at the moment.
Enchanting is now done at Obelisks.
Once you have completed your testing, please feedback to the team via email at ' ' with the subject 'Combat Rework Beta Feedback'.
Thanks for taking part. We hope you enjoy!
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