Loadouts

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Overview

Loadouts were crucial to PvP until Gameplay Update 1.5.0, in which they were replaced with the new Talents system.

Loadouts were pre-set selections of certain stats that players used during player-versus-player, or PvP, combat. PvP should not be confused for PvE, which stands for player-versus-environment and refers to combat against mobs, where customisable gear is used. When duelling other players, Loadouts allowed for more even fighting odds than found when strictly using gear, as a player’s level had no effect on their Loadout stats. The only thing that affected the strength of a player’s spell is the Loadout they picked and where they had allocated their spell points in their Spell Tree to strengthen specific spells.


Equipping Loadouts

Loadouts were available in every area that a player could PvP in, except for at housings and in the 1v1 Arena found in /games. At the Duelling Halls, players could talk to the Arena Selector NPC and use the icon in the middle of the first row in the GUI titled “Loadout Selector” to pick their Loadout for their time in the Duelling Halls. In classes, and challenges and tournaments, players used the “Loadout Selection” NPC to pick their Loadout. Usually, the NPC was located in the stands of the arena near where players spawn. Additionally, players also used /loadouts to pick their loadout, wherever in the arena they were.


Sets

There were a total of 16 Loadouts that players could pick from, with three dedicated to each type of magic and one default Loadout. Any player was able to pick any Loadout, regardless of their level. This allowed players to pick whichever Loadout fit their duelling style and preferred spells the most.


Default Wizard

The Default Loadout was good for duellists who did not have a firm grasp on what their strengths were. It was a good all-rounder set to experiment with different spells and strategies.


Charms Loadouts

Charm spells have a mixture of area-of-effect, or AOE, and skill shot spells. However, most of the damage done is through AOE spells. Duellists that had a majority of their spell points on charms or would like to reduce charms cooldowns most likely picked a Charms Loadout. Players should be aware that Charms Loadouts generally had the least amount of health compared to the other categories. The three Loadouts encompassed in their category were Charms Master, Sorcerer, and Mage.


Jinx Loadouts

Jinxes tend to be skill shot spells and often do quite a bit of damage. Those who were confident in their aiming abilities or preferred jinx spells generally chose a Jinx Loadout. Due to the power of these spells, Jinx Loadouts tended to have lower overall damage than other Loadouts. The Jinx Loadouts include the Jinx Master, Alchemist, and Duelist Loadouts.


Curse Loadouts

Curses tend to do a lot of damage over time or place negative effects upon the opponent. Despite the amount of damage that they do, curses are very easily able to be countered. Due to this, those who used curses most likely wanted to find a Loadout that lowered their Curse cooldowns. The three Loadouts considered Curse Loadouts were Curse Master, Necromancer, and Warlock.


Transfiguration Loadouts

Transfiguration spells tend to be AOE spells, which can cause a lot of damage but may be problematic when duelling with a team. Those who liked to cause damage over a large area, rather than just hitting one person, may have favoured Transfiguration. The three Transfiguration Loadouts included Transfiguration Master, Warden, and Conjurer. 


Defensive Loadouts

Defensive spells tend to revolve around healing and protection, which can be useful in a team setting. Despite the high healing abilities that Defensive Loadouts had, the lack of damage that they did was a drawback. The Defensive Loadouts were Medicinal Master, Shaman, and Guardian.