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Category: Dragonflight

Primalist Raid Tier Concept Art, FAQ on Talent System, Dragonflight M+ Season 1 and loot

Blizzard has clarified which tier sets of the Primalist raid tier concept art belong to which classes, check them out below! Additionally they’ve released a big FAQ to answer some questions players have had on the new talent system and Ion has posted some thoughts regarding the dungeon itemization for the first Mythic+ season.

Rogue, Druid, Shaman

Monk, Paladin Warrior

Evoker, Priest, Warlock, Demon Hunter

Death Knight, Mage, Hunter

FAQ on Talent System

Quote from: Blizzard

Hello! We have seen a lot of questions about the talent system preview, here and in other feedback, and want to start answering what we can. Note that it’s still too early for a lot of specifics (including, we can’t post complete trees yet for people to peruse). There is still a lot to discuss about our approach and goals for the system.

Primarily the latter. We’re still experimenting quite a bit with drafting trees, but currently the majority of nodes are 1 point, with some 2-3. It turns out that the game has a lot more custom abilities and bonuses to potentially award in a tree, than it did many years ago. Multi-point passives still exist, although even there, most are more class-specific than simply giving stats. Think of the sorts of passive bonuses that have existed in systems like Conduits, Artifacts, or Azerite. More complex than a plain stat bonus, but simpler than the sort of thing that would currently be a level 50 passive talent or a Legendary. 3-point passives can still have important purposes for doing things like balancing different paths.

Very, very roughly speaking: think something like 2/3. In general it is fine for people to have quite a lot of “stuff”, especially considering that the tree contains many different kinds of things. Some are comparatively basic abilities/bonuses that many players of a given spec will have, some are the more advanced optional bonuses that currently live in systems like Legendaries, as well as optional utility of various kinds. Players need to be able to spend enough points to have some things from all of these categories—having a class/spec that is complete in the way that a current live class is, albeit much more customized. At the same time, enough of the tree has to be left unselected at max level to make the choices between different paths matter, where the points you’re leaving out still include some potentially high-value options. Usual design maxim here: if you feel torn because your last point is leaving out something you’d want, no matter what you do, we’ve probably done it right.

This is a feature we currently have listed as something we’d like to do, though it’s still too early to say anything mor

Quote from: Blizzard

In addition to Sigma’s thoughts above, We have gathered several questions (mostly from players on Twitter asking Desvin). Here are our answers to those:

When do talents become available?

  • The talent system becomes available at level 10 when you choose your Specialization for your class. For the Evoker, because they are starting at a higher level, the talent tree will be made available at some point during their starting experience.

How many talent points do you get, and how do you get them?

  • Talent points are obtained by gaining character levels. You gain one point every level, alternating between a talent point for your class tree, and your spec tree. In the pre-patch, at level 60, you will have a total of 51 talent points to spend, with 26 in your class, and 25 in your spec tree. When you reach the maximum level of 70 in Dragonflight, you will have 61 total talent points to spend, with 31 in your class tree and 30 in your spec tree.

Can I get all of the talents in the class and spec tree?

  • No, you will not be able to obtain every talent in these trees. Similar to the current system, max-level builds will have to make decisions about what to include and exclude.

Can I spend points in a spec tree that is different from my current spec?

  • No, you will not be able to spend points in a spec tree different from your own. If you put points into the Restoration Druid tree, and swap to Balance Druid, the effects from the Restoration tree will no longer apply to you. You will have new points to spend in the Balance tree!

How does spending points in the talent tree work?

  • You must obtain talents in the top row of a tree first. Then, after obtaining all ranks in any talent, you may spend points in subsequent talents in the tree (indicated by an arrow). If a talent has multiple arrows leading to it, you may obtain it after fully buying at least one of the prerequisites.
  • Your class tree may grant you 1 or 2 starting talents automatically before you have to start spending points, based on what specialization you are. These do not cost any talent points and are free.
  • Certain rows don’t allow to you progress beyond them until you have spent a certain number of points in talents you have access to.

What do the shapes of the talent points mean?

  • Squares are active abilities. Circles are passive effects. Octagons are choice nodes, where you get to pick one of multiple options in that talent node.

What are the diamond shaped abilities on the sides of the tree?

  • Those are a mechanic that, as of this writing, we are not planning to include. We will give further updates as needed, as we continue making changes to the set of features and mechanics in the system.

What are those talents with a small arrow on both sides of it?

  • Those are talent selection nodes where when you hover over that node, it will present multiple options for you to select one of. These choices can be either a new active ability or a passive benefit.

How do talents with multiple ranks work?

  • Talents that have multiple ranks will require additional points to be spent per rank of the talent. Currently we don’t have any active abilities with multiple ranks, only passive effects. The value of these passive effects may not linearly scale with points invested. You must purchase all available talent ranks of a multi-rank talent to progress further down the tree from this node.

Will some talents be in more than one specialization talent tree?

  • Where this makes sense, yes. For example, both Feral and Guardian might have the Berserk talent in their talent tree, while Restoration and Balance will not.
  • Note: We know that Berserk is not exactly the same for Feral and Guardian, but want to be clear that talents do not have to be exclusive to one spec tree or another because it is in the spec tree, and not the class tree.

Will the class talent tree change at all when changing specs?

  • With very few exceptions, nothing will change in the class tree when changing your specialization. One such exception might be Counter Shot, which will change to Muzzle if you choose Survival. They are both the interrupt button, but are themed differently and have different cooldowns. Keeping that distinction is important.

Is the class tree just utility and the spec tree is where all of the throughput is?

  • No, there can definitely be some throughput-increasing talents in the class tree, but the spec tree likely has the majority of them. One of the main purposes of the class tree is to give you a place to explore parts of your class that are not focused on your main role’s throughput (such as utility, or abilities that are more closely connected to other specializations), so we limit the pressure to make throughput optimizations in the class tree.

Are all talent points new abilities?

  • No, most of them are existing things from the current or past game, but there are also new active and passive abilities in the new class and spec trees.

What about the abilities you gain when you level up in the new player experience on Exile’s Reach?

  • Exile’s Reach is remaining unchanged for the most part, you will still obtain many fundamental class abilities from completing the quests and this content. Your interaction with the new talent system will begin after you reach level 10.

What about some abilities that are super important for gameplay, such as interrupt abilities, that you don’t gain from the starting experience?

  • We are currently trying to focus as many combat-altering abilities as possible into the new talent trees. This can include things such as movement abilities, interrupts, dispels, hybrid healing options, defensive abilities, etc. Our goal is to set up the trees and paths so that there opportunities to choose between different types of utility, but not to, for example, abandon all utility choices entirely in order to maximize your DPS. If you choose not to have an interrupt, it is likely because you traded it out for some other type of utility or CC that you believed would be more useful in the situation. The inverse is also true—specializations that do not have a certain capability in Shadowlands (such as an interrupt) may be able to obtain it by giving up something they currently do have.

Will there be some sort of talent loadouts or preset trees we can swap between?

  • Yes! This is an important tool for you to have when dealing with a more advanced talent tree system. You will be able to save and name many different talent loadouts and swap between them with ease.

Won’t people just go to a website and find a build and just use that instead of experimenting with the talent trees?

  • We’re sure that this will happen. We’re also sure that people will make fun and distinct builds that work for their own style of playing the game.

This talent tree looks very complicated and overwhelming to me compared to the current version of talents in Shadowlands.

  • This is a frequent topic of discussion for us. This new system is definitely more complicated, but also allows for significantly more freedom in you choosing what is important to the activities you are doing while playing the game. There is a cost to this new complexity and depth, but we feel that the benefits of the new talent system are strong enough that it is worth the cost here. We are trying to make sure that new players face a more limited number of choices in the early rows, so that you don’t have to wrap your head around the whole tree until you have spent some time leveling a class. In addition, the easy ability to respec in town means that you don’t have to analyze the entire tree in order to make immediate decisions, as you can simply reallocate the points later if you decide you’d rather be on a different path.

How much of my class is going to be in this talent tree compared to other add-on/extra systems like legendaries, covenants, conduits, soulbinds, etc?

  • We’re trying to put as much class related stuff as we can into this new talent system as a singular place to manage your character. There will still be some abilities that are granted to players from leveling up, but significantly fewer. We recognize that abilities such as Eyes of the Beast, or Astral Recall, or Teleport: Moonglade, aren’t combat altering choices you’re making, and you would be hard pressed to spend a talent point to obtain this ability again. Those abilities are not going away, they are not going to go in the talent tree, they will just be a bonus spell you get while leveling up. Other than that, we’re trying to put as many combat related abilities in the tree as we can, which does mean you are going to have to invest talent points into the system to get your current abilities back.

With the above statement that we have to spend talent points to get our current abilities back, does that mean there is nothing new?

  • Absolutely not! There will be new some new abilities to Dragonflight, as well as returning Artifact traits, set bonuses, legendary effects, etc. The new system also opens up some opportunities for you to get some abilities that were otherwise locked behind a spec choice, or to possibly have combinations that were impossible in Shadowlands, such as multiple talents from the same row at the same time.

Does this mean that I can get talents from any spec on my class with this new system?

  • No, there will still be plenty of things in the spec-specific talent trees. Guardian druids will still see plenty of tanking related things in their spec tree that a Restoration druid cannot obtain, and vise-versa. A Restoration druid can invest more points in the Bear related abilities on the class talent tree for more defensive options just as much as a Guardian druid can invest points into more healing options from the class tree. The new spec talent trees will be heavily focused on your combat role of healer, tank, or DPS.

If a Shadowlands covenant or legendary ability is in the talent tree, and I also have that covenant ability or legendary equipped, what happens?

  • The plan currently is that these nodes will still exist in the talent tree and you can obtain them, but your Shadowlands covenant or legendary ability will override it. You won’t have multiple versions of the same spell to cast, or double stacked legendary effects or anything of the sort. Not every Shadowlands covenant ability, legendary, soulbind, or conduit effect will be staying in the talent tree.

How does respeccing work?

  • Respeccing should work relatively similar to how it currently does in Shadowlands with you being able to swap talent builds around. As far as removing a few nodes and spending them elsewhere, we’re still working on that flow, but want to make it as simple and easy as we can.

What about PvP talents?

  • PvP talents will continue to work the way they do now, there will be PvP talent choice nodes on the new talent UI frame where you choose extra effects while in PvP situations.

What about the API for talents?

  • This is a great question that I’m sure our UI team will work out. You are not forgotten, addon authors or users!

Will (my class) be getting (ability) in the new talent trees??

  • Maybe. There’s a lot of work to be done still, and we need to be careful about how much stuff we’re adding to these trees. If we just put all 21 talents from Shadowlands into the tree, that’s a huge amount of extra stuff your character can get

Dragonflight M+ Season 1 and loot

Quote from: Blizzard

Thanks for raising the concern! Itemization is definitely a big piece of how this will all need to fit together in order to work, and the goal would be for each season’s dungeon pool to provide deep and varied loot options. In some cases, that may mean modifying or supplementing loot from older expansions’ dungeons. If we were to mix in M+ versions of Mists of Pandaria dungeons alongside new Dragonflight dungeons, for example, we’d make sure that the resulting seasonal pool provides full itemization coverage for all specs. It’s likely that we’d also take a close look at trinkets in particular from Mists dungeons, which weren’t necessarily created or tuned with cutting-edge performance in mind (since back then dungeon difficulty capped out at Heroic; Challenge Mode only gave cosmetic rewards).

If we ended up landing in a situation where a specific item from the prior season’s dungeons was beating higher item level alternatives from the following season, we’d make tuning adjustments to correct that. You shouldn’t need to worry about “missable BiS” being a thing. But on the other hand, we’ve heard tons of feedback about how re-farming Soulletting Ruby, IQD, etc., every season hasn’t exactly felt like a compelling progression experience, so we’re excited at the chance to shake things up there.

Aside from a complete itemization refresh from season to season, our hope is for the dungeon gameplay itself to feel fresher, and like a new set of puzzles for the community to solve each season. We’ve seen really mixed (often negative) experiences in the past when we add brand new dungeons into an existing pool of dungeons that the community has already mastered, and try to set them up as equivalent in terms of difficulty and rewards. And while the hardcore M+ community may not experience this issue firsthand, it’s hard to overstate how daunting it can be for someone to try to get into M+ PUGs or try a new role like tanking for the first time deep in an expansion, when the established community is largely focused on routing micro-optimizations and time-saving tech, and groups likely assume complete baseline knowledge of all boss mechanics, positioning, target priority, and so forth.

We’re well aware of the risk that it might be disappointing to not get to experience M+ versions of all eight new Dragonflight dungeons during the first season, but our hope is that mixing in some dungeons that have never before had an M+ component (e.g. Shado-Pan Monastery) will make for a fun new experience there, and that in the long run the complete rotation will make for a much healthier and more dynamic Mythic+ experience over the course of the expansion as a whole.

A New Class Means a New Class Color!

Blizzard has posted a forum post detailing the new class color that will be used for Evokers, Teal!

Quote from: Blizzard

For the history of World of Warcraft, different classes have been visually distinguishable in various UI elements by the usage of a specific color that is unique to each class. For example, three different WoW classes can be identified by just glancing at the three following images:




(Mage, Paladin, and Rogue)


Yesterday, we announced the next class that will become a part of the visual feast of WoW classes, the Evoker, and we’ve defined a unique color for Evokers:

#33937F

It looks like this:


And in raid frames alongside the other classes, it looks like this:


We’re looking forward to incorporating the new Evoker class color into every place in World of Warcraft: Dragonflight where it belongs.

World of Warcraft: Dragonflight – Interview Roundup

Yesterday we got the official expansion reveal for Dragonflight (DF), for which you can see the individual reveal subjects here:
World of Warcraft: Dragonflight – First Dungeons and Raid Name revealed
World of Warcraft: Dragonflight – Professions Revamp
World of Warcraft: Dragonflight – Talent Tree System Revamp and User Interface Updates
World of Warcraft: Dragonflight – Dracthyr Evoker & Dragonriding
World of Warcraft: Dragonflight – Dragon Isles Zones Deep Dive
World of Warcraft: Dragonflight Announced!

A whole round of interviews was released afterwards so I’ve summarized the new bits of information in one list. The links to the full interviews are listed down at the bottom of this page.

  • Renown will be returning in some form for each of the 4 planned reputations. However unlike Shadowlands, you will be able to work on all 4 at once. This renown can unlock things such as cosmetics, quest lines and new gameplay. (Ausgamers)
  • They are looking at alt friendliness for this renown but currently have nothing to share yet. (Ausgamers)
  • Our goals are maximum flexibility and customisation and really return to some of the things we’ve lost, like being able to be a hybrid. For example you’re a ret paladin. Are you a ret/prot or a ret/holy paladin? (IGN)
  • Narratively the Horde and Alliance have a truce and are cooperating with each other. Given that it’s an expansion of exploration, the Alliance is sending the League of Explorers to lead the way and the Horde is sending the Reliquary. Together they’ll form the Dragonscale Expedition but there will still be a rivalry between the two groups. (IGN)
  • They have nothing to announce yet on Master Loot potentially returning but they agree that Personal Loot is not working out in all the ways they would want it to in an organized setting. (IGN)
  • Overall they are happy with the Great Vault, they will continue to iterate on it. (IGN)
  • Dragon Riding does not require a Pathfinder achievement. (Gamespot)
  • Open world endgame gameplay will have systems with a depth to it similar to what is present in Zereth Mortis. (Gamespot)
  • The focus is on core gameplay systems that will be used for years to come. Not borrowed power systems. (Gamespot)
  • You will earn a talent point each time you level up. (Gamespot)
  • Dragonflight does not have a targeted release date. They’re taking the “it’s ready when it’s ready” approach. (Gamespot)
  • PvP Gearing will work like in Warlords of Draenor where an item will have both a PvE ilvl and a PvP ilvl. (Bajheera)
  • The trinket set bonus will stick around but there will not be a separate pvp set bonus like tier sets. (Bajheera)
  • The 10.0 prepatch will last for only 2 weeks and will include a revamp of the Uldaman dungeon for level 60 players (A new wing of Uldaman is a planned dungeon for Dragonflight). Additionally during prepatch you will be able to play the new Evoker class. (Judgehype)
  • They might expand Dragon Riding to other continents as well but for now it will only be available on the Dragon Isles. (Judgehype)
  • Initially there won’t be a big bad when the expansion launches, but one will eventually show itself. Just like with Mists of Pandaria we start out exploring first. (Judgehype)
  • Kadghar and Wrathion will be important characters and we will be seeing other returning characters including Tyrande. (Judgehype)
  • Some small changes will be made to the existing Azeroth but the main focus of the xpansion is the Dragon Isles. (Judgehype)
  • No overhaul of Archeology is planned for now. It is something they eventually want to get to but it’s unlikely to be part of the expansion launch. (Judgehype)
  • No Azerite system or Artifact Power will be in Dragonflight. A progression system is still likely, but based on the feedback of the last 2 expansions. (Judgehype)
  • Mythic+ season 1 will feature 4 dungeons from the Dragon Isles and 4 old dungeons. In season 2 there will be a rotation where 4 other dungeons from the Dragon Isles will be used and another 4 old dungeons. Shadowlands is too recent so those will not be used. (Judgehype)

Full interviews:
Ausgamers
IGN
Gamerbraves
Gamespot
Ungeek
Judgehype
Bajheera

World of Warcraft: Dragonflight – First Dungeons and Raid Name revealed

Over on the Dragonflight website the first dungeon and raid names have been revealed!

  • Fight to reclaim Neltharus, stronghold of the black dragonflight (Dungeon)
  • Explore previously unknown chambers of Uldaman (Dungeon)
  • Defend the Life Pools of the red dragonflight (Dungeon)
  • Venture into the ancient prison of the Primal Incarnates before their malevolent power can be unleashed against the Dragon Aspects. (Raid)

World of Warcraft: Dragonflight – Professions Revamp

Quote from: Blizzard

Profession Revamp

Professions have been a staple of World of Warcraft since its initial launch and while there have been incremental updates over time, we wanted to do something a bit different in Dragonflight. We wanted take time to rethink them and figure out how to make them a part of player identity—at the player’s choice, of course.

First up, we’re introducing something we’re calling Crafting Orders. Crafting Orders allow you to request for another player to craft something for you even if you don’t have the skill or have the right profession to do it yourself. You’ll be able to browse through any recipes that can be crafted, pick the one you want for yourself, and then include some or all the reagents needed for the recipe—including ones only you can get your hands on. You can either find someone in person who craft right in front of you, or you can go to an NPC, which uses an Auction House-like interface and send the order out.

You’ll be able to specify if the order is open to the public for any crafter to pick up, only send it to your guild, or to a specific player you know who has the ability to craft the item for you.

One of the other things worth noting is that the item you have crafted can also be Soulbound. In the past the only way to get access to a crafted Soulbound item was to have the profession yourself. Now anyone can have them crafted for them which really expands the number of items that we can provide to anyone.

There are some additional updates of note as well. The biggest is the introduction of quality of both your crafted items and gathered reagents. Quality is pretty straightforward. If you craft something that is higher quality, it’s just going to be better. For pieces of gear, which may mean a higher item level. If it’s a potion, it may be a more powerful effect at a higher quality.

The crafting UI also introduces stats specifically to your professions for both crafting and gathering.

The biggest source of your ability to craft items at higher quality is through crafting specializations. While there have been specializations in the past, in Dragonflight, you’ll be able to go out and earn specialization points in a multiple ways. You may find an old book on a bookshelf in a ruin somewhere. You could meet up with a hermit in a cave who can teach more about your profession. In the end, you’ll be able to choose as a Blackmith, for example, to become an Armorsmith and you’ll be able to put points into that skill to become better at crafting all armor. This opens opportunities for players within the same guild to specialize in varying aspects of a profession to add value to the guild.

We’ll also be adding crafting tables for all professions within the new city hub of Valdrakken. It’s a great way for crafters to meet up in the city or for other players to find a crafter if they want to meet face to face.

Crafters will also be getting new types of gear for their profession which you will automatically swap into when doing something like tapping a mining node. This gear won’t need to take any space in your backpack and will have special stats on them that will aid you in getting better in your profession.

By specializing and honing your craft, you could build your own clientele and build your reputation for high-quality items. How far you take it is up to you.

World of Warcraft: Dragonflight – Talent Tree System Revamp and User Interface Updates

Quote from: Blizzard

System Updates

HUD and UI

It’s been some time since we’ve updated our UI and technology has advanced since we first developed it in 2004. Players now have larger monitors, and the development team has better tools to look at revamping the UI to accommodate the times.

With the update in Dragonflight, we wanted to create a layout that would allow players to customize and move elements of the UI around their screen to better fit their needs. We recognize that add-ons today provide many opportunities for players to customize their experience, but not all players use them. With the help of our user research team, we are working to meet the goals our community needs and add those elements to the base UI. This allows us to add new functionality, improve accessibility, and make aesthetic updates to the art.

A key component to our changes is maintaining the charm and personality of the UI that players have been using for the past eighteen years while still presenting a more modern take. You’ll see with these changes the minimap and health bar appear larger, we’ve removed some of the clutter to provide more visibility to your gameplay as well. As a part of maintaining the charm of the design, we’ve also taken the time to update the gryphons and wyverns on the action bar at the bottom of the screen.

Not only will you be able to move various elements of the HUD around the screen, but each component has various sets of options that you’ll be able to work with. You’ll be able to save, edit, copy, and name it. It will also remember which specialization you’re in so when you switch between then, it will remember the HUD layout that you have for that specific spec.

As with anything in development, it’s still a work in progress. We look forward to getting more feedback from the community as they experience these changes and more.


Talent Updates

Another UI intensive project we’ve been working on is an update to the Talent system. We wanted to look at it once more and find ways to provide players with more choice in shaping their character’s abilities. Currently, as you level up, you receive new spells and skills, but that progression and ordering is entirely predetermined. So, we started looking at creating a system that would provide players with a wider set of options.

One of these ideas that we returned to was that of trees. In this case, it’s actually two trees. One tree focuses on class utility while the other focuses on specialization and the expression of your role whether that’s doing damage, tanking, or healing. We want choosing your specialization to be important and want to make sure that when you choose it, it affects the tree in some way.

When you look at the new tree, you’ll notice the class side will have some abilities filled out for free to get you started off in the spec you’ve chosen, but then you’ll have your first point to spend in the class tree which could be something related to that spec or it could be something from elsewhere in the class.

We wanted to make sure that the new system allows players to take combinations of spells and abilities that may not have been possible in the game before. This opportunity also allowed us to inject more art and fantasy into the actual Talent UI itself.

We want players to be able to tinker with the trees and make a lot of changes while not necessarily feeling like you must fully commit. The power really is coming back to the player. It’s not something we want people to feel locked into and so one of the things we’ll be preserving is the ability to change talents at the same kind of frequency as they do now. Players should easily be able to go from their raid night to playing arena matches by taking advantage of a new feature that allows them to save and load their build. They’ll be able to name it, save it, then load it up very quickly.

Talents really are about having a breadth of options and we wanted to give players the ability to hold the building blocks of what make up their class and spec and put them together in a way that works for them.

This is only a first preview of what we are working on, and we are looking forward to hearing more about your thoughts.

World of Warcraft: Dragonflight – Dracthyr Evoker & Dragonriding

Quote from: Blizzard

Meet the Dracthyr Evoker

Dragonflight introduces a new race and class in one known as the dracthyr Evoker, allowing players to play as a dragon (one that can still fit in a raid without crushing your allies.) This hero class begins at level 58 and will have its own starting zone. Players will be able to choose their alignment with the Horde or Alliance at character creation and will be able to take advantage of a slew of new customizations that allow them to match their dragon form closely with their humanoid visage.

Dracthyr Evokers were created by Neltharion to wield the magic of all five dragonflights providing a very distinctive style of spell casting. You’ll be able to see the coalescence of these powers each time you cast. Evokers also have two distinctive specializations which take advantage of these magic types. Devastation is a DPS-focused specialization that utilizes the fast explosive power of the red dragonflight and the more focused and overwhelming magic of the blue dragonflight. Preservation serves as a healing specialization and utilizes the healing power of the green dragonflight and its more nurturing spells, while also using the power of the bronze dragonflight to manipulate time to accomplish feats such as healing wounds faster.

We’re also introducing a new type of spell called Empower. Players will be able to hold down a button on their keyboard to power up a spell. The longer you charge the spell, the more damage it could do or the more targets the spell could hit.


Taking to Dragonriding

As players make their way through each of the areas of the Dragon Isles, they’ll partner up with the dragonflights to move through the air as they’ve never done before. They’ll learn the Dragonriding skill which they can level up over time. Unlike what players know of flying, you’ll instead hone your Dragonriding ability and learn to defy gravity while using your momentum and skills to soar to higher heights and explore the Isles.

Players will also be able to customize their new drake mounts with a variety of new options including snout, horns, tails, armor, and more.