Dungeon Group Buffs: Difference between revisions
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Dungeon Groups Buffs are special buffs that a party may purchase in exchange for Gold. After defeating the first boss of the Left Wing, an NPC will appear with three floating colored Orbs behind them, which are the three Buff options for the party to choose from. | Dungeon Groups Buffs are special buffs that a party may purchase in exchange for Gold. After defeating the first boss of the Left Wing, an NPC will appear with three floating colored Orbs behind them, which are the three Buff options for the party to choose from. | ||
When one player purchases a buff by clicking on the Orb and hitting "Yes" to the prompt, it applies to all members of the party, and the other two options vanish. | When one player purchases a buff by clicking on the Orb and hitting "Yes" to the prompt, it applies to all nearby members of the party, and the other two options vanish. | ||
These buffs are intended to | Groups will be able to purchase a buff once per wing. (These are optional, and Dungeon Balance is not adjusted with these buffs in mind.) | ||
These buffs are intended to serve as a helpful crutch for groups that may be struggling, or an extra edge for strong groups looking to clear a Dungeon quickly. | |||
== Buff Rarity == | == Buff Rarity == | ||
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== Types of Buffs == | == Types of Buffs == | ||
[[File:Buff options.png|thumb|Each time the vendor appears, three types of Buffs will appear as floating orbs. These are randomly selected once per wing, with the most powerful options only appearing rarely.]] | |||
There are various types of Buffs offered, but only 3 will be randomly selected each time the Vendor appears. The categories, and their power, are: | There are various types of Buffs offered, but only 3 will be randomly selected each time the Vendor appears. The categories, and their power, are: | ||
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*Moderate Damage Reduction: 3% Reduced Incoming Damage | *Moderate Damage Reduction: 3% Reduced Incoming Damage | ||
*Major Damage Reduction: 5% Reduced Incoming Damage | *Major Damage Reduction: 5% Reduced Incoming Damage | ||
[[File:Buff purchase.png|thumb|Right click the Orb you'd like to purchase to trigger a prompt that shows the specific bonus and Gold Cost. Hit yes to pay the gold and grant the 2-Hour buff to your party.]] | |||
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*AP Regen Increase: +1 AP Regen per second (5 Gold) | *AP Regen Increase: +1 AP Regen per second (5 Gold) | ||
*Cooldown Reduction: Ability Cooldowns reduced by 1 second (5 Gold) | *Cooldown Reduction: Ability Cooldowns reduced by 1 second (5 Gold) | ||
== Buff Duration == | |||
All Group Buffs purchased last for 2 Hours from the moment of purchase. | |||
Additionally, these buffs all have special requirements that watch to ensure that the player with them is indeed inside the Dungeon. | |||
You may crash and re-enter, or exit the Dungeon and re-enter it without losing the buff. The buff's effect simply won't activate unless you are in the designated zone. | |||
Latest revision as of 11:14, 14 November 2025
Dungeon Group Buffs are a special buff currently being trialed in Return of Reckoning.
These are first being tested in Mount Gunbad, and pending feedback, they may be expanded to additional Dungeons in the future.
What are Dungeon Group Buffs?
Dungeon Groups Buffs are special buffs that a party may purchase in exchange for Gold. After defeating the first boss of the Left Wing, an NPC will appear with three floating colored Orbs behind them, which are the three Buff options for the party to choose from.
When one player purchases a buff by clicking on the Orb and hitting "Yes" to the prompt, it applies to all nearby members of the party, and the other two options vanish.
Groups will be able to purchase a buff once per wing. (These are optional, and Dungeon Balance is not adjusted with these buffs in mind.)
These buffs are intended to serve as a helpful crutch for groups that may be struggling, or an extra edge for strong groups looking to clear a Dungeon quickly.
Buff Rarity
The type of boost offered by these buffs, as well as the power, is randomized. Most buffs have three possible levels of power, which are:
- Minor: Usually a 1% boost, and the most common
- Moderate: Usually a 3% boost, and less common
- Major: Usually a 5% boost, and the most rare
Types of Buffs
There are various types of Buffs offered, but only 3 will be randomly selected each time the Vendor appears. The categories, and their power, are:
- Minor Damage Increase: 1% Increase to all outgoing damage
- Moderate Damage Increase: 3% Increase to all outgoing damage
- Major Damage Increase: 5% Increase to all outgoing damage
- Minor Crit Increase: 1% Increased chance to critically hit
- Moderate Crit Increase: 2% Increased chance to critically hit
- Major Crit Increase: 3% Increased chance to critically hit
- Minor Healing Increase: 1% Increased Outgoing Healing
- Moderate Healing Increase: 3% Increased Outgoing Healing
- Major Healing Increase: 5% Increased Outgoing Healing
- Minor Damage Reduction: 1% Reduced Incoming Damage
- Moderate Damage Reduction: 3% Reduced Incoming Damage
- Major Damage Reduction: 5% Reduced Incoming Damage
Minor Boons usually cost 3 Gold, Moderate 5 Gold, and Major 10 Gold.
Bonus Boons:
Besides the four primary bonus types, there is also a chance of getting a Bonus boon which offers different benefits. Those are:
- Minor Speed Increase: 10% Increased Movement Speed (10 Gold)
- Moderate Speed Increase: 15% Increased Movement Speed (15 Gold)
- Major Speed Increase: 20% Increased Movement Speed (20 Gold)
- Morale Gain Increase: +2 Morale Gain per second (5 Gold)
- AP Regen Increase: +1 AP Regen per second (5 Gold)
- Cooldown Reduction: Ability Cooldowns reduced by 1 second (5 Gold)
Buff Duration
All Group Buffs purchased last for 2 Hours from the moment of purchase.
Additionally, these buffs all have special requirements that watch to ensure that the player with them is indeed inside the Dungeon.
You may crash and re-enter, or exit the Dungeon and re-enter it without losing the buff. The buff's effect simply won't activate unless you are in the designated zone.