In the first pass of the bauble changes, we wanted to address the issue of "bauble stacking", or the use of all compatible baubles at once that caused a massive uptick in power of the player. While we enjoyed how effective of a consumable it was, it also made it very hard to gauge endgame balance between a normal player and one that could afford baubles for every big fight. While we know it was useful and fun for players who could afford baubles to stack them, we also didn’t want to create such a power gap between players.

This lack of conflict also prevented us from introducing any more variety, and left the bauble variations to sit as they were. Adding more in the prior system was effectively just increasing the potential power of a player, rather than giving them more choice and opportunity for their builds.

We admit that our initial wording caused a lot of confusion, as well. We wanted to introduce a form of choice into which baubles you used - after all, “use everything” was not much of a choice. Therefore, we limited the consumables into three categories, with the hopes that within each category, you would put thought into which baubles you wanted for your character, and which you would end up using per fight or action.

As of right now, we recognise that some baubles are clearly better than others, leaving no choice in some categories or a debate between two in others. We should have gone through and made sure each bauble was equal in power before introducing the limiting factors, for which we apologise.

In this next pass, we are hoping to add the promised variation and choice within the baubles. Here are our ideas thus far. These values are listed in Tier 6 and would be decreased to fit tiers below.

These values are under discussion and are subject to change.

Offensive
  • Alyssa's Energized State: 120% Outgoing Spell Damage
  • Brobbet's Hand of Justice: 120% Outgoing Melee Damage
  • Galderos’ Tactics: 120% Outgoing Ranged Damage
  • Fury of Daggarth: 110% All Damage
  • Istara's Guiding Hand: 75% Chance - Automatically Hits (Everything)


Damage Kicker
  • Spectral Touch: 50% Chance on Hit: 25-30 Spirit Damage
  • Flaming Touch: 50% Chance on Hit: 25-30 Flame Damage
  • Freezing Touch: 50% Chance on Hit: 25-30 Ice Damage
  • Electric Touch: 50% Chance on Hit: 25-30 Energy Damage


Defensive:
  • Holy Armament of Istara: Incoming attacks do 81% of normal damage
  • Mystical Ward: Incoming spells do 81% of normal damage
  • Divine Protection: Reflect 10% of damage to attacker
  • Istara's Breath: Heal for 5% of incoming attack damage


Utility:
  • Alyssa's Touch: Spell delay -30%
  • Alyssa's Caress: Melee Attacks delay -30%
  • Alyssa's Aim: Ranged Attacks delay -30%
  • Hastened: All delay -20%
  • Istara's Grace: 15% chance:Guaranteed evade of incoming attacks


Statistic:
  • Daggarth’s Blessing: +100 Strength
  • Alyssa’s Blessing: +100 Power
  • Drulkar’s Scales: +100 Health
  • Daggarth’s Shield: +100 Ethereal Armor


Crafting:
  • Bullheaded: +5% Physical Craft Skills
  • Quickwit: +5% Mental Craft Skills
  • Keen Eye: +15% Chance for Bonus Materials