Originally Posted by
Hightower
I haven't played since last summer, but I do keep an eye out every once and then for info on this game I've been playing off and on for literally decades now! This is pretty exciting. I have no idea how it's going to play out as it seems they've only announced the boring baseline stuff like stat boosts. But these so-called "legendary" skills? That's the big question!
How amazing do these skills have to be to be worth millions upon millions of experience? For instance, a persistent environmental effect that simply kills you if you don't have the "legendary" skill to defend against it would be an effective means of ensuring that players train the skill (assuming they wish to enter the new area). But that wouldn't be very "legendary", would it? What exactly would be? I'm not sure how to answer that. So, I am extremely curious to hear what ideas they have on that.
~Taverkin
They threw a few ideas out in the initial announcement. They're still brainstorming them.
http://forum.gsplayers.com/showthrea...cial-Ascension
Finally, Legendary abilities are designed for specific abilities/spells and usually tailored to a specific profession. It includes things like Rangers being able to tame one of each animal companion type (and separate ability to temporarily summon them all in combat), Warriors being able to manually stop a Berserk, Bards being able to create higher enchant sonic armaments, double attacks/spells, etc.
lol @ warriors stopping a berserk being legendary, but the rest sound interesting.
You had better pay your guild dues before you forget. You are 113 months behind.