Note: Edited to work for Wynncraft 1.18 (Now Epic Levels are after 103, the new max level) TL;DR: Levels past level 103 for each 10mil xp, providing epic points that can be used on epic perks HOW IT WORKS (BASICS): Currently, the maximum level is level 103 (technically 104). It has been suggested in the past to increase this cap, to fit in more content. However, this comes with its own host of problems such as 'high level' mythics become worthless, questions on how to compensate people who reached level 104, etc. However, there is a simple way to add more endgame content without any of these other problems. What is this you ask? Why, Epic Levels, of course! This idea is implemented in some TRPGs like Dungeons and Dragons, and I find it would work in Wynn as well. Basically, for every 10 million(for the purposes of this suggestion, number should definitely be tweaked in the future) xp that you gain past level 103, you get an 'epic level'. Epic levels are not added to your normal level count, and can only be seen through your compass menu ingame and the online stats page. Each Epic Level grants an Epic Perk, which you can use in the epic level menu, which you can find in the compass menu situated directly beneath the skill points. The icon would be a retextured nether star and when you hover above it will say the following: EPIC LEVELS Your Epic Level: 1 Your Epic Points: 1 Epic Levels are levels that are gained past level 103. They can be used to get many different special perks. Click to access Epic Menu Note: If player is below level 103, 'click to access epic menu' will be replaced by 'You have not unlocked epic levels yet!' 2nd Note: The numbers for Epic Level and Epic Points are for example only, to be replaced by player's epic level and epic points in-game. Clicking on the icon will transport the player to the Epic Menu, a menu where they can see their current epic level, their remaining epic points, and all their epic perks. Now, you may have noticed me mention 'epic points' and 'epic perks'. Let's go more into detail with these: EPIC POINTS: Epic points are essentially a 'currency' to use on the special epic perks. They are gained through gaining epic levels. Each Epic Level grants 1 Epic Point. Epic points can then be spent to unlock different epic perks through the epic level menu. When a point is spent, you can only undo it by getting a Epic reset scroll from the Tower of Amnesia and resetting all your Epic Points. Epic Reset Scrolls would cost around 10-32EB. In-game Epic Points are abbreviated as 'EP' EPIC PERKS: Now here's the main purpose of all of this, Epic Perks. Epic Perks are unique perks acquired through the epic level menu, and are acquired using epic points. Perks can be all kinds of things, such as gaining two extra skill points or upgrading a spell. Some perks require having/not having another perk to use. Each perk has a set price of Epic Points, and usually has multiple tiers. Getting a new tier of a perk usually just adds the same bonus again. You can only have 4 different Epic Perks active at once. They are represented in the epic level menu by pieces of paper/books, and when hovered over provide a basic description of the perk: Skilled Soldier Tier 1/2 [+2 Skill Points] There is always room for improvement. Effect: +2 Skill Points Cost: 7 EP Some Epic Perks can cost up to 10 EP! That's 103 Million XP! Some of them are simple, like the 'Skilled Soldier' perk shown above, merely granting two extra skill points per tier. Others can be bigger, such as t4 'epic' upgrades to spells. The Epic Perks are meant to require many, MANY hours of gameplay to unlock them. So, clearly the epic perks are very expensive in terms of XP. Because of this, there will be some quests unlocked at level 103 that grant a lot of xp and/or some epic points to help players level up their epic levels. EPIC ABILITIES: Epic Abilities are basically extremely powerful spells, of which there are 5 to be unlocked. They are the same for every class. Only one of them may be active at a time, and it costs 10SP + 1LE to switch which one is active. They cost 20 mana to cast and take around 20 minutes to charge (charging speed around 1% per 12-15 seconds) before you can use them. They can be activated by pressing shift+control (Crouch+Sprint keys). The abilities each have 5 Tiers, and cost 10 EP to upgrade the ability's tier. How do they work? The most important thing about the Epic Abilities, which keeps them from breaking the game, is how difficult it is to unlock them. Instead of unlocking it as you level up, a player will only 'discover' a new Epic Ability at Epic Level 5, and then each new one will be discovered every 20 Epic Levels. When the first epic ability is discovered, a new option will appear in the player's Epic Levels menu - 'Epic Abilities'. Clicking on it will bring the player to a small selection of 5 paper icons, representing the Epic Abilities. They are usually named '???' and do nothing when they are clicked, but when a new ability is discovered one of the papers will switch to being named after that ability and will bring up a submenu to access information about that ability when clicked. When the paper is right clicked, the ability's tier is increased. The game will give a Yes/No option to make sure the player is sure they want to spend 10 EP to upgrade that ability. The Epic Abilities menu will also have 'selected ability' slot, which has a paper in it with an ability name and brief description when an ability is active and a red X when there are no abilities active. That icon can be clicked to change which ability is active. There will also be a 'back' option in the menu. An example of an epic ability in the Epic Ability Menu: MANASTORM [Tier 1/5] EPIC ABILITY Gives all nearby players +3 natural mana regen for 5 seconds. Next Upgrade: Duration increased by 5 seconds COST: 10EP Click to access ability menu, Right click to upgrade. When a player 'discovers' an ability, they get access to the submenu for that ability in the Epic Abilities menu. That submenu will have multiple options: Ability Description - Provides a brief description of the ability, its tiers, and how it works. Upgrade Ability - Click to upgrade the ability's tier by 1 (provides a yes/no option to make sure the player is sure they want to spend 10 EP on it) (Only available if that ability is fully unlocked) Learn Ability - Begins a mini-quest for the player to learn the ability and unlock it for use. Epic Ability Miniquests Learning Epic Abilities is extremely difficult. It is essentially a miniquest, requiring the player to find a semi-hidden dungeon type area, which they need to enter to begin their trials to unlock that ability. Each Epic Ability has a miniquest and a boss that must be fought to learn the ability and be able to use it. Each ability will have its own mini-quest to unlock it, themed around that ability. The quest will have the player complete a series of very difficult trials, including puzzles, parkour, fighting some mobs, and at the end will require them to defeat a boss which is itself using that ability. The bosses will be extremely difficult to defeat - they will be able to cast the Epic Ability the player is attempting to unlock once every 30 seconds, and will have specially designed arenas to increase the difficulty. The quests will be added over time as I add more Epic Abilities. When an Ability Quest is started, it appears in the questbook for easy access and stays there afterwards. It is not in the questbook before it is started. The quests are listed below: New! Spoiler: Mana Terrors (Manastorm Miniquest) The Starting NPC will be located HERE, just outside the fortress. The fortress will not be accessible before the quest is started. Min. Level: 103 (Requires having Discovered Manastorm) If the player has not discovered Manastorm yet: [1/1] Guard: Hey, what are you doing here? Get out! If the player has discovered Manastorm: [1/11] Guard: Hey, what are you doing here? Get out! [2/11] Guard: Oh, you heard there was something here? [3/11] Guard: Well, you do look like you could help us out a bit... [4/11] Guard: Okay, fine, I'll tell you. This place here is a small fort that was built by the Ragni army to keep a watch over the Fruma Gate many years ago. [5/11] Guard: I think it was, what, 100? 200? Around 200 years ago that this was built. Since then we've been living here, protecting this place, and spying on anything that goes on at the Fruma Gate. [6/11] Guard: But recently some mysterious creatures have started attacking and greatly damaging our fortress. They started coming a couple months ago, and they're unlike anything we've seen before. [7/11] Guard: They're.. different from most creatures of the corruption. In fact, I don't even know if they're from the corruption at all! They seem to be made entirely out of purple and blue crystals, with no faces or other distinguishable body parts. They're just floating crystal.. things. [8/11] Guard: They fight like nothing we've ever seen before. They stun anything that comes near them, as if there's some sort of shield on them. They shoot out beams of energy that explode on impact with anything. We've lost almost half our guard already to this. [9/11] Guard: The past few days it's gotten even worse, purple crystals have started growing out of the ground in the middle of our courtyard. Nothing we have can even scratch them. [10/11] Guard: So, do you think you're up to the challenge? [11/11] Guard: Yes? Great! Meet me in the planning room on the top floor. [Ability Quest Started: Mana Terrors] [Quest Book Updated: Meet the Guard in the Planning Room of the Fortress] Right clicking on the guard after this: [1/1] Guard: What are you waiting for? Meet me in the planning room! When you go into the fortress, you are teleported to an off-map area. When you enter the upstairs room this dialogue plays: [1/7] Guard: Welcome to our planning room, soldier. [2/7] Guard: I guess I'll just give you everything we know right now and we'll see if you can get anywhere from that. [3/7] Guard: First, these beasts always attack at night. In fact, they seem so intent on only attacking at night that when we tried locking them inside the courtyard until dawn, they immediately blasted through the wall and ran out to wherever they came from. [4/7] Guard: Second, they make really loud, mysterious noises. It almost sounds like people chanting something but none of the words make any sense. Because of this we can hear them coming from a very long distance, which is probably the only reason that we even had a chance against these things. [5/7] Guard: Third, they seem to be weak to earth-based weapons and extremely strong against water-based weapons. [6/7] Guard: And finally, they leave a VERY obvious trail of purple magic wherever they go. We would follow it, but we're under strict orders from Ragni to not leave the fortress until instructed. [7/7] Guard: Hmm... Why don't we have you follow the trail? Report back to me with what you find. [Quest Book Updated: Follow the Magic Trail] Right Clicking on the guard after this: [1/1] Guard: You should go and follow the trail now, soldier. When the player leaves the fortress, they will be teleported back into the normal Wynncraft map. There, they will find a trail of purple and magenta carpet leading down the mountainside and ending in the middle of the field around HERE. There, a new structure will be added - a small ruined Corkus-style tower. Outside the tower will be a Corkian Scout NPC. When the player reaches that area, a dialogue from the Corkian Scout is triggered. It will not be triggered unless the player has reached this stage of the quest, and right clicking the NPC before this stage of the quest will yield no results. The Dialogue: [1/1] Corkian Scout: Hey! Ya look pretty well armoured, yes? You say you're from the Wynn army? Great! Get over 'ere, I might need ya for someth'n. [Quest Book Updated: Talk to the Corkian Scout.] (The player needs 4 empty inventory slots to talk to the NPC) When the player talks to the Corkian Scout: [1/8] Corkian Scout: So what’re you doin’ here? [2/8] Corkian Scout: Follow’n the trail? I see. Well, it ends right 'ere. [3/8] Corkian Scout: I’ll help ya out a bit, but only if you agree to help me with someth’n. Deal? [4/8] Corkian Scout: Great! So here’s what’s goin’ on. [5/8] Corkian Scout: Ev’ry night for the past couple months, the ground would open up right o’er there, where the trail ends, and some purple crystal beasts come out. [6/8] Corkian Scout: They immedia’ly start attackin’ us here for about a minute or two, and then they run off the direction you were comin’ from. They come back at the end of the night to get back into their cave. [7/8] Corkian Scout: You can go into the cave when it opens again to’night, but I want you to help me out a bit first. [8/8] Corkian Scout: Most of our guard have been killed trying to defend this outpost, and we’re running low on supplies to defend. Tonight, could’ya help me build some defenses around this tower? [Quest Book Updated: Build Defenses around the Tower] The player is immediately teleported into a quest area, which looks identical to the normal area except that there’s a puzzle thing outside the tower. This is where the player gets a little interactive puzzle/strategy segment. The Corkian Guard NPC turns around and walks a bit further out of the tower and says the following lines of dialogue: [1/4] Corkian Scout: So here’s how this is goin’ to work. [2/4] Corkian Scout: These are all the supplies we have left. We’re gettin’ a new shipm’nt tomorrow, so we just need to survive tonight. [3/4] Corkian Scout: You can use these supplies to upgrade the different defenses that we have set up outside. Each defense needs some differ’nt materials to upgrade it. [4/4] Corkian Scout: We have a limit’d supply, so make good use of it. Come back and talk to me when you’re finish’d. Here, the player is given a small selection of items that are the ‘supplies’ that they need. All the supplies are Untradeable Items so that the player can still get rid of them if they have any left over after the conversation with the NPC. (If they redo this at any point, the NPC takes all supplies items from the player before giving them new ones to avoid the player cheating the system) Right clicking the NPC will not do anything for the next 10 seconds to avoid the player accidentally triggering the next part of the quest by trying to get through the dialogue in this part. The supplies are: Corkian Steel x20 Avos Wood x15 Electromagic Battery x2 Corkian String x10 Outside the tower, there are multiple defenses placed around. They act similarly to dungeon token collecting NPCs (1.18 update). The player can right click the defenses to upgrade their tier, at the cost of some supplies. Here is an example of how the the player would see it: [Type] Name [Tier x/y] Right-Click to Upgrade - a Resource Name - b Resource Name - c Resource Name - d Resource Name [Brief description of what upgrading it does] The defenses would all be fairly simple - some of them are turrets that attack and kill the mobs, some are traps that trap them, some are environemental ones that slow them down or deal damage over time, and some are simply bullet sponges. These are the defense types: Trap Barrier Turret Here is the full list of defenses the player will be able to upgrade, and how many of each there are. Traps [Trap] Pit Trap [Tier 0/3] Right-Click to Upgrade - 2 Avos Wood - 3 Corkian String [+ 1 Hold Capacity] [Traps mobs that stand on top of the pit.] [Trap] Spike Trap [Tier 0/2] Right-Click to Upgrade - 2 Corkian Steel - 3 Corkian String [+50% Damage] [Deals high damage to the first mob that steps on it] [Trap] Mine [Tier 0/2] Right-Click to Upgrade - 3 Corkian Steel - 2 Avos Wood [+ 1 Radius] [+50% Damage] [Explodes when a mob steps on it, dealing moderate AoE damage.] Barriers [Barrier] Barrels [Tier 0/2] Right-Click to Upgrade - 2 Avos Wood - 2 Corkian String [+50% Health] [A weak wood barrier, low damage resistance.] [Barrier] Steel Plates [Tier 0/3] Right-Click to Upgrade - 3 Corkian Steel [+33% Health] [A strong steel barrier, decent damage resistance.] [Barrier] Electromagic Shield [Tier 0/2] Right-Click to Upgrade - 4 Corkian Steel - 1 Electromagic Battery - 4 Avos Wood [+50% Health] [A powerful barrier with very high damage resistance.] Turrets [Turret] Gun Turret [Tier 0/4] Right-Click to Upgrade - 3 Corkian Steel - 1 Avos Wood [+25% Health] [+25% Damage] [A simple turret that deals low damage but has high health.] [Turret] Electromagic Turret [Tier 0/2] Right-Click to Upgrade - 4 Corkian Steel - 1 Electromagic Battery - 3 Avos Wood [+25% Health] [+25% Damage] [A powerful turret that deals high damage and has decent health.] [Turret] Slowing Turret [Tier 0/3] Right-Click to Upgrade - 1 Corkian Steel - 3 Avos Wood - 2 Corkian String [+33% Health] [+1 Lvl of Slowness] [A weak turret that instead of damaging enemies, slows them.] Note: ‘Level of Slowness’ means a level of the Slowness effect that will be inflicted on enemies. There will be a bunch of all of these NPCs around the area, 1 for each barrier, 3 for each trap, and 2 for each turret. All percentage upgrades are percentages of the maximum value that the stat could be. For example, if a barrel has 100 health, and a player has a tier 1 version which gives it 50% health, it will have 50 health. When the player finishes setting up their defenses and talks to the NPC, the following dialogue will play: [1/1] Corkian Scout: You’re finish’d? Okay then, let’s see how these defenses hold up. The player will then be teleported into a box of barrier blocks in the sky above the area they were just in. The defenses NPCs will be turned into their respective traps, turrets and barriers. Traps will be simple pressure plates that cause the mobs to take damage or open up a hole to trap them. Barriers will be mobs with an amount of health and resistance according to their type, and hostile mobs will attack them first before attacking anything else. Turrets will be blue-nametag mobs that attack hostile mobs and deal damage according to their type. Mobs will be drawn to attack them as well, but their health is not as high as the barriers. The Tower will have a mob placed inside titled ‘Tower Supports’ with an amount of health that would allow it to be killed by the Mana Beasts in approximately 10 seconds. When that mob is killed, an animation will play of the tower collapsing and the player will be told they failed the task, and will be teleported back to the tower entrance in the normal map. The player can redo this as many times as they need to, since during this entire puzzle there is only one quest book update at the very beginning, allowing the NPC to be wired to teleport the player whenever their quest book says to ‘Build Defenses around the Tower’. The player will see an animation of the hole in the ground opening up a bit further from the tower, and around 15 hostile level 150 ‘Mana Beast’ mobs will spawn at its edge. They will immediately begin heading toward the tower. There will be a 1.5 minute timer started, and the seconds left will be written in the action bar or on the bossbar area of the screen. When the timer finishes, the player succeeds and is teleported into an off-map ‘planning room’ in the tower. There they can speak to the Corkian Scout again. [Quest Book Updated: Talk to the Corkian Scout] (The rest is still unfinished, but tell me what you think so far! It will hopefully be finished by 2019 March 2019) Spoiler: Elemental Disruptions (Elemental Tempest Miniquest) Will be added in v1.4 Spoiler: Epic Ability #3 Miniquest Will be added in v1.4 Spoiler: Epic Ability #4 Miniquest Will be added in v1.4 Spoiler: Epic Ability #5 Miniquest Will be added in v1.4 Since this is a new idea, please provide criticism and suggestions for improvement! I always take any suggestions into consideration. Here's the old version of the Epic Abilities, please say if this is an improvement or if the new one is worse. Spoiler: Old Epic Abilities EPIC ABILITIES Epic Abilities are special abilities unlocked at Epic Level 5. The first one is unlocked then, and new ones are unlocked every 5-20 epic levels after that until the player has all 5 of them. They are the same for every class. They each have 5 tiers, and their tier can be increased by 1 by spending 10 Epic Points. Only one epic ability can be active at a time, and costs 10 soul points to swap which one is active. In the Epic level menu, there is an option to see unlocked Epic Abilities and select which one is currently active. The active Epic Ability can be used by pressing space+shift. These abilities do not use mana, but instead need to be charged before usage. The abilities are charged by 1% every 20 seconds, and can be used at 100% charge. That means it will take over 30 minutes to fully charge it.Some abilities have custom charging speeds. The amount your Epic Ability is charged is displayed on the right of your screen in a 'scoreboard' area. An example of an epic ability in the Epic Level Menu: MANASTORM [Tier 1/5] EPIC ABILITY Gives all nearby players +3 natural mana regen for 5 seconds. Next Upgrade: Duration increased by 5 seconds COST: 10EP FAQ (Frequently Asked Questions): Q: What about the level 104 players? How will this compensate them? A: Level 104 players will still have level 104 written beside their username ingame and will still technically have 104 levels, but getting level 104 will be impossible for anyone else. They will also be granted a free 13 Epic Levels so their xp isn't wasted. Q: Wouldn't this make players even more powerful than before, leading to power creep? A: No, it will not. Adding more levels normally would, however this is intentionally designed to not let that happen. While the abilities are really powerful, they also have major drawbacks to balance them. This is simply to greatly improve customization of builds and playstyles, and avoids giving players the ability to completely max out a character. Spoiler: More Detailed Explanation The point of this suggestion is to add more to the endgame, give people more things to do and something to achieve, while not coming with all the issues of adding normal levels. Of course, the perks make you more powerful. What I meant is that it’s not NEARLY as powerful as simply adding more levels. Adding more levels would add new items, which are strictly better than the existing ones. Then bosses that are difficult now would become ridiculously easy because people do so much more damage. Look at the gap between level 75 and 100 - what is difficult for a level 75 player is nothing for a level 100 player. Why? Because while at level 75 you might have 5-8k health and do around 400 damage with your basic attack, at level 100 you have 8-20k health and usually deal over 1000 damage with a melee attack. That is power creep - items slowly becoming strictly better with no proper downsides. With Epic Levels, while current bosses will be easier, they would still be challenging. These perks won’t be able to improve your health or damage by massive amounts, only by a bit. With all 4 of your epic perks fully upgraded, you might have maybe 13k hp and deal 1150 fire damage compared to 12k hp and 1000 fire damage. The difference is much, much smaller, and the downsides balance out the perks - compared to having stuff be strictly better as you level up. Q: Why did you call this 'Epic Levels'? That sounds pretty generic. A: I couldn't think of a better name, you are free to suggest one if you want. A LIST OF EPIC PERKS & ABILITIES: Epic Perks Spoiler: Skilled Soldier Skilled Soldier Tier 0/2 [+0 Skill Points] There is always room for improvement. Effect: +2 Skill Points Cost: 7 EP Spoiler: Quick Runner Quick Runner Tier 0/3 [+0% Walkspeed, -0 Defense] Faster is better. Effect: +5% Walkspeed, -3 Defense Cost: 5 EP Spoiler: Arcane Master Arcane Master Tier 0/3 [+0 Raw Spell Damage, -0 Raw Melee Damage] The Master of the Arcane Effect: +20 Raw Spell Damage, -25 Raw Melee Damage Cost: 5 EP Spoiler: Melee Master Melee Master Tier 0/3 [+0 Raw Melee Damage, -0 Raw Spell Damage] The Master of Melee Combat Effect: +20 Raw Melee Damage, -25 Raw Spell Damage Cost: 5 EP Spoiler: Master of Flames Master of Flames Tier 0/3 [+0% Fire Damage, +0 Fire Defense, -0% Water Damage] Requirements: No levels in 'Master of Waves' or 'Master of Wind' The flames obey you Effect: +5% Fire Damage, +20 Fire Defense, -10% Water Damage Cost: 7 EP Note: 'Master of Waves', 'Master of Winds', 'Master of Storms', 'Master of Earth' are the exact same as 'Master of Flames', but for different elements. Spoiler: Cleric Cleric Tier 0/2 [+0 Heal Pulses, +0% Meteor Delay] Requirements: Mage/Dark Wizard The Ultimate Healer Effect: +1 Heal Pulse when healing, +40% Meteor Delay Cost: 5 EP Spoiler: Rapidfire Rapidfire Tier 0/2 [+0% Arrows, -0% Arrow Bomb Damage] Requirements: Archer/Hunter MORE ARROWS Effect: +50% Arrows in Arrow Storm, -33% Arrow Bomb Damage Cost: 4 EP - Epic Abilities Spoiler: Manastorm MANASTORM [Tier 1/5] EPIC ABILITY Gives all nearby players +3 natural mana regen for 5 seconds. Next Upgrade: Duration increased by 5 seconds COST: 10EP Spoiler: Elemental Tempest ELEMENTAL TEMPEST [Tier 1/5] EPIC ABILITY Creates a tempest of elemental energy in a 10 block radius of you. Everything in this area is dealt your elemental damages once per second and all of your elemental defenses are increased by 100. You are grounded in place throughout the duration of this ability. Lasts 6 seconds. Next Upgrade: Tempest size increased by 2 blocks and duration by 1 seconds. COST: 10EP Add suggestions for more if you want!