Incarnate System
Overview
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The Incarnate System is the name of the end game content, first unveiled in Issue 19: Alpha Strike.
The system features new content, abilities, and rewards for level 50 characters. As player characters work through the content, they will be given rewards to unlock special Incarnate slots and special salvage to craft boosts and powers that will increase the capabilities of Level 50 characters. In turn, these characters will need the added abilities in order to work through subsequent and more difficult content.
A VIP subscription is required for players to access the Incarnate System. Players that alternate between VIP and Premium status will be unable to access Incarnate content, Incarnate powers (including crafting), and Incarnate vendors while Premium.
Incarnate System Mechanics
- The effects of the Incarnate System Abilities function exemplared down to Level 45. Under that level, they stop working. At level 45 and higher, they work for all game content, not just Incarnate content.
Ability List
All Incarnate Abilities can be seen in the Incarnate Abilities window, though their effects and names could change before their release. In order by tier, the abilities are:
Incarnate Ability Tree | ||
---|---|---|
Tier | Psychic Branch | Physical Branch |
Basic Tiers | ||
Tier One | ![]() | |
Tier Two | ![]() |
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Tier Three | ![]() |
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Advanced Tiers | ||
Tier Four | ![]() |
Genesis: Nothing is known about this Incarnate Ability. |
Tier Five | Mind: Nothing is known about this Incarnate Ability. | Vitae: Nothing is known about this Incarnate Ability. |
Tier Six | Omega: Nothing is known about this Incarnate Ability. |
Slot Details
Alpha Slot
The Alpha Slot can be unlocked by defeating foes at level 50. It used to be normally unlocked by completing Mender Ramiel's arc, which is still interesting since it introduces players to the Incarnate System by advancing the in-game story-line and lore, and explaining the mechanics of how the Incarnate System works.
A character can access their Incarnate Abilities Window even before any Incarnate Slots are unlocked, where they can manage all their Incarnate abilities.
Once the Alpha Slot is unlocked, the character:
- can fill the Alpha Slot with an Alpha Slot Ability which can grant universal power aspect enhancements, a level shift, and bonuses to certain in-game tasks.
- starts getting Incarnate Shards as a drop from defeating foes.
- starts getting Incarnate Components or Incarnate Shards as a reward for certain Raids and Task Forces.
- can access a third build.
- can join activities restricted to Incarnates. This includes the Tin Mage and Apex Task Forces.
- can receive the Notice of the Well Incarnate Component from the Weekly Strike Target.
More details can be found on the Alpha Slot Abilities page.
Judgement Slot
The Judgement Slot is unlocked by accumulating Psychic Incarnate Experience by defeating foes after the Alpha Slot is unlocked.
Once the Judgement Slot is unlocked, the character can fill the Judgement Slot with a Judgement Slot Ability which unlocks new area attack powers.
More details can be found on the Judgement Slot Abilities page.
Interface Slot
The Interface Slot is unlocked by accumulating Physical Incarnate Experience by defeating foes once the Alpha Slot is unlocked.
Once the Interface Slot is unlocked, the character can fill the Interface Slot with a Interface Slot Ability which grant different enemy debuffing effects.
More details can be found on the Interface Slot Abilities page.
Lore Slot
The Lore Slot is unlocked by accumulating Psychic Incarnate Experience once the Judgement Slot is unlocked.
Once the Lore Slot is unlocked, the character can fill the Lore Slot with a Lore Slot Ability which summon essences from the Well of the Furies in the form of vanquished foes to battle by your side. These pets are controllable using the Mastermind interface, even to non-Mastermind characters. They spawn at -1 to the character's level, but inherit any Level Shift or Incarnate Shift the character possesses.
More details can be found on the Lore Slot Abilities page.
Destiny Slot
The Destiny Slot is unlocked by accumulating Physical Incarnate Experience by defeating foes once the Interface Slot is unlocked.
Once the Destiny Slot is unlocked, the character can fill the Destiny Slot with a Destiny Slot Ability which grant large-scale buffs and heals to players.
More details can be found on the Destiny Slot Abilities page.
Hybrid Slot
The Hybrid Slot is unlocked by defeating foes once the Lore and Destiny Slots are unlocked.
Once the Hybrid Slot is unlocked, the character can fill the Hybrid Slot with a Hybrid Slot Ability which unlocks various ways to either shore up a character's weaknesses or make their strengths even stronger, via four trees: Assault, Control, Melee, and Support.
More details can be found on the Hybrid Slot Abilities page.
Incarnate Abilities Window
The Incarnate Abilities Window can be found by clicking on Powers over the Power Tray to open up the Powerlist Window. At the top of the Powerlist Window, click on Incarnate Abilities to open the Incarnate Window. Or, use the command /toggle incarnate to open and close the Incarnate Window.
A character can access their Incarnate Abilities Window even before any Incarnate Slots are unlocked, where they can manage all their Incarnate abilities.
Historical
Development and Release
- Initially, the first Incarnate level (called the Alpha Slot) was to be available with implementation of the Going Rogue expansion, but due to feedback from Beta Testers that unlocking the slot without new content made the system feel incomplete, it was pushed back[1].
- Issue 19 introduced the Alpha Slot and the Common and Uncommon Alpha Abilities, in addition to the Tin Mage Mark II Task Force and Apex Task Force, which are restricted to characters who have unlocked the Alpha Slot.
- The original abilities for the Alpha Slot were Cardiac, Musculature, Nerve, and Spiritual.
- Issue 19.5 introduced the Weekly Strike Target and the Rare and Very Rare Alpha Abilities.
- Issue 20 introduced Leagues, the Behavioral Adjustment Facility and Lambda Sector Incarnate Trials, Incarnate Merits, the Destiny, Interface, Lore, and Judgement Slots, and all four tiers of the Destiny, Interface, Lore, and Judgement Slot Abilities.
- The original abilities for the Destiny Slot were Ageless, Barrier, Clarion, and Rebirth.
- The original abilities for the Interface Slot were Diamagnetic, Gravitic, Paralytic, and Reactive.
- The original abilities for the Lore Slot were Clockwork, IDF, Seers, and Warworks.
- The original abilities for the Judgement Slot were Cryonic, Ion, Pyronic, and Void.
- Issue 20.5 introduced Incarnate Merit Vendors, the Keyes Island Reactor Incarnate Trial, and the following Ability options for the Lore Slot:
- Issue 21 introduced The Underground Incarnate Trial.
- Issue 21.5 introduced the TPN Campus and Minds of Mayhem Incarnate Trials and the following Ability options:
- Issue 22 introduced the newly revamped Dark Astoria Incarnate Zone and the Dilemma Diabolique Incarnate Trial.
- Issue 23 introduced the Magisterium Incarnate Trial, the Hybrid Slot, and all four tiers of Hybrid Slot Abilities.
Developer Commentary
- On 2011-03-04, Black Scorpion posted the following information on the official Issue 20 Beta Forum regarding the mechanical interaction between the Alpha Slot Abilities and the Incarnate Slots being introduced in Issue 20:
- "We're tightly controlling what enhancements and buffs affect the Incarnate powers because their base effects tend to be much higher than standard.
- Here's how the rules break down currently:
- None of the Incarnate powers are affected by recharge reductions of any type currently available in game - including the Spiritual Alphas.
- Judgement and Lore are affected by non-recharge "global enhancements" - this currently only includes Alpha slot and Interface slot powers. Regular buffs should not apply.
- Nothing affects Destiny or Interface. For Interface the tech just isn't equipped to handle that aspect of it. For Destiny the base effects are so strong that if we allowed enhancements to apply we'd probably have to tone down the base effect for balance. And we'd prefer to leave it strong by default."