Hello! We are starting a new public testing session today which will last until Monday (though we may have a few breaks for maintenance).
This new public testing session covers:
- The soon to release Bard class, featuring the new Lute ability.
- An in-development version of Oryx 3, also known as Oryx’s Sanctuary!
At the time of posting this, a livestream will be starting in 5-10 minutes! Join the design team and more in a preview of the dungeon, and get some early tips on mechanics and monsters!
Bard
The Bard is available to play throughout his public testing session! The class is built around a group range-boosting ability. Some of you may already be familiar with this class from previous sessions. However, as this is the first implementation of the class on the Unity client, it is worth still being aware of possible new bugs.
Class Stats:
- Max HP: 670
- Max MP: 385
- Attack: 50
- Defense: 25
- Speed: 55
- Dexterity: 70
- Vitality: 45
- Wisdom: 75
Ability Stats:
Tier | Inspired Mult | Inspired Duration | Energized Duration | Radius | MP Cost | Cooldown | Def Bonus | Fame Bonus |
---|---|---|---|---|---|---|---|---|
0 | 1.25 | 3 | 0 | 4.5 | 70 | 4 | 0 | 0 |
1 | 1.25 | 3.5 | 0 | 4.5 | 75 | 4.5 | 0 | 0 |
2 | 1.25 | 4 | 1.5 | 4.5 | 80 | 5 | 2 | 0 |
3 | 1.25 | 4.5 | 1.5 | 4.5 | 85 | 5.5 | 3 | 1 |
4 | 1.25 | 5 | 2.5 | 4.5 | 90 | 6 | 4 | 2 |
5 | 1.25 | 5.5 | 2.5 | 4.5 | 95 | 6.5 | 5 | 3 |
6 | 1.25 | 6 | 3 | 4.5 | 100 | 7 | 6 | 4 |
7 | 1.25 | 6.5 | 3 | 4.5 | 105 | 7.5 | 7 | 4 |
T6 +20HP +20MP
T7 +40HP +40MP
There are also a handful of in-development experimental UT lutes to try out, so give them a look too!
Oryx’s Sanctuary
At last we arrive at Oryx’s Sanctuary, home of Oryx 3! Normally you’d need three runes to access this dungeon over a defeated O2, but on testing you will be able to access portals generated in the nexus.
ART DISCLAIMER
The dungeon’s aesthetics are still a work in progress in multiple areas! This includes but is not limited to:
-
The Oryx Minister, Ambassador, and Judge monsters reusing the sprite of Archbishop Leucoryx.
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The portals created by the Oryx Minister and Ambassador being taken from the Untaris teleporters.
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Oryx 3 missing several intended animations where he will more distinctly telegraph attacks with special movements.
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The final room of the Gemsbok branch using old, simpler art that does not match the style of the rest of the environments.
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The lack of fully decorated environmental design, as most rooms are relatively blank.
Please keep this in mind as you test!
Dungeon Structure
Upon entering Oryx’s Sanctuary, you will be spawned into a branch linked to a specific miniboss (the ones that have been recently teased on our weekly blog posts). Although there are only three rooms between the spawning area and the miniboss, each one is large in size and cannot simply be ran through. You and your party will need to defeat the majority of the enemies found in each room. Depending on which miniboss branch you are on, a specific family of minions will be especially prominent.
Each branch ends at a miniboss room. Once defeated, the path will progress toward Oryx’s final boss room no matter which branch your group came from. Please note that although there are four branches and four minibosses, one of them is not currently available for this PT session. You will be able to experience the branches for Treasurer Gemsbok, Chancellor Dammah, and Archbishop Leucoryx.
Staggers and Counters
Oryx’s Sanctuary emphasizes a new design system known as staggering and countering. Both revolve around dealing a certain amount of damage in designated windows of opportunity. For example, skillfully managing to deal a good chunk of damage to Oryx 3 during a phase where he’s harder to hit will stagger him. This not only dynamically interrupts his attack, but also provides a few seconds where he will remain still and allow your group to pile on free damage.
Counters are the same in execution but opposite in effect. Dealing excessive damage at times when Oryx is on guard will result in him shielding himself for a brief moment. If damaged beyond this final warning, he will block further damage and release a counter onto the group in the form of a status effect based on the kind of counter triggered. For Oryx, these counters can come in the form of inescapable (unpurifiable) Weak, Quiet, Sick, and Exposed for a set period of time. A smart team will ultimately be better off if you’re wise enough to not throw on heaps of damage recklessly at ill-advised times.
Treasurer Gemsbok
At the end of the gilded branch is Treasurer Gemsbok, a crafty hoarder with the power of teleportation. You’ll have to be light on your feet to keep up with his erratic positioning, and it may be worth splitting your party up to guard each of his potential teleporting locations to maximize damage windows. With enough damage, you can even stagger him out of his teleportation for a big damage opportunity!
Gemsbok’s special move will cause him to create three coins in a triangle formation and direct one of them to blink. You’ll have to very carefully watch the blinking coin to track it as it shuffles around. Choosing the right one after the sequence concludes will cause a massive stagger on Gemsbok, allowing you to take off a huge chunk of his health and skip most of his next phase.
Chancellor Dammah
The arrogant Chancellor Dammah resides in his offices. So arrogant, in fact, that he’ll get mad if you don’t let him finish his self-aggrandizing speech at the start of the fight.
Dammah’s specialty is his use of portals as a weapon. He wields two types, both deadlier than they look, and may sometimes even summon sharp weapons when he’s feeling a bit more creative. With enough damage you can stagger the chancellor when he summons his giant portals. Dammah especially hates those who don’t respect him, he’ll counter you if you try to take him down too quickly!
Archbishop Leucoryx
In the recesses of his cathedral lurks Archbishop Leucoryx. Seeing himself as an authority over light and darkness, the Archbishop powers himself through the command of his orbs. If he is successfully able to summon energy orbs to power himself, his attacking style will evolve based on how many orbs he receives and which type they are.
Though Leucoryx is anything but mobile, his battle tasks you with many objectives to control and observe. His ability to summon holy beam strikes from above can create areas of denial, requiring tight maneuvering around other sources of projectiles.
Oryx the Mad God 3
Oryx is defended by three messengers, serving as the perfect shield for Oryx and rendering him forever Invulnerable. But if you were to damage each of them enough their power would weaken, leaving Oryx vulnerable to your attacks.
Oryx features both counters and staggers with their specific animations, so pay close attention to his stance when attacking him as it could be fatal.
The fight features several elements from his close partners. As the fight goes on, Oryx obtains the ability to summon portals like Dammah, beams from the sky like Leucoryx, or teleport around the room like Gemsbok.
Oryx’s special move involves beams falling from the sky constantly while his portals reduce your range of movement, during which he’ll fill the arena with incredibly deadly shots. He’ll use this move at least once during the fight, but then Oryx can start using it instead of one of his regular attacks so plan accordingly! It’s more than just a one-and-done rage phase!
That’s the gist of everything, but there’s still plenty you’ll just have to see for yourself! We hope you enjoy this in-development version of Oryx’s Sanctuary, and please leave all feedback and concerns in this thread!