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Izuru Kamukura

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  1. Cool Story
    Izuru Kamukura got a reaction from Akasha in Easter Eggs en Halloween 2022   
    En AIGRIND son todos unos loquillos, miren nomas los Easter eggs que me encontré en una de las zonas de misión principal. 
    Definitivamente épico  
     




  2. Haha
    Izuru Kamukura got a reaction from Railson Almeida in Easter Eggs en Halloween 2022   
    En AIGRIND son todos unos loquillos, miren nomas los Easter eggs que me encontré en una de las zonas de misión principal. 
    Definitivamente épico  
     




  3. Haha
    Izuru Kamukura got a reaction from Hiimuru in Easter Eggs en Halloween 2022   
    En AIGRIND son todos unos loquillos, miren nomas los Easter eggs que me encontré en una de las zonas de misión principal. 
    Definitivamente épico  
     




  4. Haha
    Izuru Kamukura reacted to Drakoslayd in Easter Eggs en Halloween 2022   
  5. Haha
    Izuru Kamukura got a reaction from Marcelo-TU in Easter Eggs en Halloween 2022   
    En AIGRIND son todos unos loquillos, miren nomas los Easter eggs que me encontré en una de las zonas de misión principal. 
    Definitivamente épico  
     




  6. Haha
    Izuru Kamukura got a reaction from Megirus in Easter Eggs en Halloween 2022   
    En AIGRIND son todos unos loquillos, miren nomas los Easter eggs que me encontré en una de las zonas de misión principal. 
    Definitivamente épico  
     




  7. Like
    Izuru Kamukura got a reaction from Eduro in Propuestas de mejoras y ajustes para el juego   
    Bueno traigo mas ideas:
    1-La opción de declarar la guerra a otros clanes, luego de que dicha guerra es aceptada se dará un tiempo para que los clanes puedan prepararse, al final de dicho tiempo todos los miembros activos serán tele transportados a un nuevo mapa donde se llevara a cabo dicha guerra(seria una buena manera de demostrar cual clan es el mas fuerte). 
    2- Un nuevo modo de arena en el cual antes de comenzar se otorgue 1 minuto para armar tu build con 5 habilidades de cualquier facción de tu bando las cuales utilizaras para derrotar a tu rival. 
    3-Añadir DGs en solitario.
    4-Un nuevo evento de gremio en el cual deberás matar a tantos jefes de todo Ayvondil como sea posible, la recompensa variara dependiendo de cuantos hayas logrado matar.
    5-Añadir una nueva facción de Dioses, donde cumpliendo cada una de las tareas que se te den, vayas ganando favor, cuando hayas completado dicha facción se te dará acceso a una habitación donde podrás canjear el favor por armas y armadura( la dificultad de las tareas de esta facción deberán de ser MUY elevadas).
    y eso seria todo gracias por su tiempo. 
  8. Like
    Izuru Kamukura got a reaction from Eduro in Propuestas de mejoras y ajustes para el juego   
    Yo digo que agreguen mas Disfraces a los Mercaderes de gremios. 
  9. Like
    Izuru Kamukura reacted to Peony in [2020.10.23] Update Warspear Online 9.1: Infected Grunland. Preview   
    Friends!
     
    Sam Hayne knows full well how eagerly the people of Arinar are waiting for his horror show. This year, he chose the beautiful island of Grunland, which has always been famous for noisy and fun celebrations, as a place to celebrate the Median night. But again, things didn't go according to plan...
     
    A messenger in a tall top hat demanded three gold pieces for delivering a strange-looking letter, which he called a "telegram." It reads:
     
    "Merry Median Night! Telegraphing you from the Grunland island. Come soon, tonight will be exciting. Terribly exciting! There is a Green Plague outbreak going on, more and more sick every day! The city is besieged by an army of the living dead, they tried to overtake the post, telegraph and bridges, but their attacks were repelled so far. The rumour is that the epidemic is caused by one Totenhof. This alchemist is genius but also obviously out of his mind. Trust me, over these years I’ve learned to get into insane villains’ heads. If he is not stopped, Arinar will quickly become a poisonous swamp inhabited by the undead! No joke! So come soon. Yours, Barker."
     
    The Prince of the Median night, of course, believes that the warriors of Arinar will manage to stop the terrible epidemic, and so the preparations for the celebration are well under way!  There you will find exciting rides, eerie dungeons, blood-curdling world and guild events in the open world, in dedicated and GvG-territories, terrifying tasks, bosses and, of course, unique rewards! But first things first.
     
    Holiday Quests
     
    Oh what an adventure awaits everyone on the island! Each of you will have to go through 4 stages of the Great Work to stop the disease that gripped Grunland and save the holiday. At the same time, try to avoid a fatal infection yourself, since things are very bad with the vaccine. In addition, be prepared for truly dangerous and scary plot twists, because on the way you will have an explosive mixture of science and black magic. The local burgermeister will tell you the details and explain how to find out about the weaknesses of the Totenhof, so be careful with any information.
     

     
    In addition to your main task of eliminating ailments, daily tasks for all tastes will be available on the festive island: battles with the living dead, helping alchemists create an antidote, killing Totenhof's minions and dangerous experiments in laboratories. Also, do not forget about the fun battles with the players of the opposing Alliance!
     
    Dungeons
     
    Somewhere in the deep labyrinths of the Gloomy Laboratory, one of the main figures of the Totenhof's army, General Joachim, is hiding. Your task will be to find the old soldier in order to weaken the forces of the dark alchemist, and also return to Sam Hein his scepter.
     
    After Totenhof escaped from Moraktar, the Unspoken One sent a detachment led by Sir Joachim after him. The death knight was ordered to overtake and capture the alchemist. But Totenhof was one step ahead of Joachim - the search has been taking too much time. When Joachim found traces of Totenhofin Grunland, the island was already covered by the Green Plague. Joachim's warriors and he himself fell victim to an insidious disease. Realizing, using the example of satellites who turned into mindless zombies, what a terrible end awaits him, Joachim made a desperate attempt to overtake Totenhof. But the death knight was too weakened by the disease. Crippled and broken, Joachim was taken to Totenhof. The alchemist showed compassion for the enemy - in his own understanding. Totenhof hastily healed the broken bones of the knight and did not allow the Green Sickness to finally kill the mind and flesh of Joachim. He promoted him to general of his unholy army, ordering him to make a gurney on wheels and a multi-barreled mortar for the knight. Having lost the remnants of his will, Sir Joachim became an obedient and the most formidable tool in the hands of Totenhof.
     

     
    To successfully complete the dungeon, you need to go through all the rooms, clearing them of infected zombies in order to get to the main enemy. However, be careful on the way: the undead can recuperate very quickly and you must finish off all the vile creatures for sure. And don't get fooled by the general's gray hair - this old man is still very strong!
     
    World Event "Liberation of Grunland"
     
    Remember your main task? There are more and more infected people every day, and there are still big problems with the vaccine. Gather all your strength to repel the creatures born of the disease as soon as possible and help with the production of the medicine.
     
    First stage "Trouble in the hospital"
    Patients with the Green Plague have turned into zombies and threaten to attack the nurses. Defeat the zombies, otherwise there will be no one to heal the sick!
     
    Second stage “Problems with pipes”
    In the pipes all over the island the poison is so concentrated that it can turn into pipe wraiths! Wraiths are serious opponents, but if you turn off the valves on the pipes, they will weaken, and it will not be difficult to defeat them! However, be careful, the Alchemist does not want anyone to approach the valves, he ordered his servants, acidic bloodsuckers, to protect them at the cost of their own lives!
     

     
    Third stage “Useful mechanism”
    The people of Grunland managed to get hold of one of the alchemical mechanisms. With his help, they began to produce drugs that weaken the course of the Green Sickness, but the Alchemist's soldiers are not asleep. The grenadiers are going to destroy the mechanism so that the disease spreads even faster! Protect the hope of the inhabitants of Grunland for salvation, dynamite will help you with this, but the detonator is guarded from it by the insidious ratmen, whom the Alchemist personally created for his dark deeds!
     
    Fourth stage “Plaguebearing Wyvern”
    The Green Plague spreads not only on the ground, but also through the air. The vapors that the plaguebearing wyvern breathes out infect everyone who inhales them! The time has come to put an end to the spread of the infection, crush the wyvern, but be careful, the Alchemist sent the Plaguebearers - this is the monster's favorite treat. If the Plaguebearer gets to the monster - the wyvern will regain its strength!
     
    Fifth stage "Decisive battle"
    The Officer of the Alchemist has gathered an army to once and for all crush the defenders of Grunland. He commanded his most devoted servants to spray the Green Plague around. Bodies of Arinar’s heroes will withstand the disease, but you still can’t underestimate its power. Beat the spreaders of the contagion and catch up to the Officer, it is time to end his evildoings!
     

     
    Sixth stage “Leader of the Guard”
    The Officer of the Alchemist's army, a victim of the Totenhof experiments, does not shine with intelligence, but he was awarded his title for his perseverance and incredible physical strength. It was to him that the Alchemist entrusted the command of his personal guard, so the battle with him will not be easy. Horrible poisonous darkness will envelop the edges of the battlefield, gods forbid you try and cross its border, and from the plague portals, until you destroy them, all zombie guards will keep coming - but do not lose heart, slay the Officer and the haze will dissipate. This will be a serious blow, and the Alchemist will not be quick to recover from it!
     
    Restart time: on schedule.
     
    Tournament guild event on the GvG territory "Contamination Zone"
     
    Each guild must prove the ability to resist disease. But stocking up on masks won't be enough for everyone - you need to capture the bunker! Therefore, when most of the territory is filled with dangerous fog, rush to the shelter and protect the entrance from all enemies of your union.
     
    Victory over the insidious Totenhof is impossible without cleansing the island from the pernicious influence of the Green Plague. This is only possible for those who are themselves able to withstand the terrible disease. The sages of the alliances decided to conduct a test, they selected a remote area of the island for him, where the bunkers of the Alchemist and his retinue were located. The pipes around the bunker are capable of spraying poison, which collects above the ground in toxic mists and spawns creepy zombies that thirst for blood. However, fogs are dangerous only on the surface, as soon as the opportunity presents itself - hurry to the bunkers, because those who stay there longer than others will be chosen by the sages! Remember that just entering the bunker is not enough to win, show the wise men your strength - smite rivals and henchmen of the Alchemist without a doubt, because only the best warriors will be awarded!
     

     
    The main task of your guild is to hold positions inside the bunker as long as possible, since per living participant inside, 2 points will be awarded every 4 seconds. Keep in mind that the more of you are there, the higher the place in the table will be. In addition, 10 points can be obtained for killing an enemy or a zombie emerging from the fog.
     
    The first 5 minutes at the locations will be relatively calm and you will be able to scout out the bunker where you will then take a defensive position. Just remember that you should be aware of other guilds, which will also be in search of shelter. Moreover, the situation will grow more dire at the 6 minute mark - the area begins to be affected by a dangerous fog that hides monsters. But you should beware the fog for other reasons too: caught on an infected location, your attack and cooldown speed will significantly decrease and your health will decay. Every minute 4 new locations will become infected, so in order to survive until the opening of the shelter, you will have to seek unaffected areas, of which there will be fewer and fewer. And when the entire surface is plunged into the poisonous fog, the long-awaited entrances to the bunkers will open. Keep in mind that they will no longer close, so you will have to hold the defense until the last second, because your enemies will also want to get to a place safe from infection.
     
    Restart time: on schedule.
     

     
    Guild event on a dedicated area "Creepy Cellars of the Meat Processing Plant"
     
    Are you ready for real hell? Then welcome to the intricate workshops of the Meat Processing Plant! Piles of living corpses, clashes with dead soldiers and many other infected creatures are waiting for you that want to share the virus with you. Arrange a real sweep, destroying everything in your path, and get to the nasty Meat Combiner to stop his crazy experiments!
     

     
    First stage "Creations of the Meat Combiner”
    Totenhof has unleashed a real war in Grunland - and war requires an army. Not all the victims of the Green Sickness are prepared to join the ranks of the elite troops of Totenhof,  most of the unfortunate ones turn into mindless zombies. But there is also a much more terrible fate - to become raw material for the unholy experiments of the Meat Combiner, who has equipped his workshops of horror in the basements of old slaughterhouses. The time has come to stop these inhuman experiments, but getting close to the monster is not easy, the path is blocked by countless numbers of its hideous creatures. Defeat them and be one step closer to victory!
     
    Second stage "Faithful Servants"
    The Necromatons are the Meat Processor's most advanced works. They help him spawn zombies, because, just like him, they are gifted with initial knowledge of necromancy and alchemy. If you defeat them, the monster will weaken and lose control of its catacombs.
     
    Third stage "Victory is near"
    Meat Combiner is one of those unsuccessful creations of Totenhof, which the alchemist, just for fun, endowed with a semblance of reason and an irrepressible desire to create more of his own kind, using primitive necromancy and an unlimited supply of dead flesh. No one has yet managed to get out of the cellars of this monster while preserving life or sanity. Now the Meat Plant is more vulnerable than ever, with most of its minions dead. However, don't underestimate its power, the Meat Processor is still strong and has something to surprise you with! To put an end to his atrocities forever, turn off the engines that power the terrible machines in his catacombs - the Meat Combiner will protect their controls especially zealously!
     
    Please note that at the end of the first stage, all the monsters will return to their places and among this crowd of rotten undead you will need to find 6 necromatons who support the forces of the Meat Combiner. After destroying them, you can find the most insane butcher in the basement. Just remember, to get out of the gloomy workshops, you must not only crush him, but also pull three special levers on the way to the exit. One by one, they will become available for activation as the power of the Meat Combiner is weakened. Feel free to join the battle, but do not forget about caution: the crazy villain will actively spawn new creatures right in front of your eyes if your attack turns out to be too powerful.
     

     
    In addition, at stages 1 and 2 of the event, you can take advantage of special buffs, which are issued for killing mini-bosses in the basement rooms. Taking out these monsters won't be easy, but it can make your main battle easier.
     
    Conditions of activation: complete 10 times any dungeon at the Horror Circus.
    Restart time: 12 hours after the event ends
     
    Open World Guild Event "Officers" 
     
    The situation on the island already resembles a real training ground. Totenhof decided to strengthen his forces and assembled a team of the best commanders in chief, who are gifted with all the qualities necessary to win this war. But the mad alchemist did not expect that Sam Hein would enlist the support of the warriors of Arinar, ready to stop the squad of undead.
     
    No army, not even an army of the dead, can do without commanders. Totenhof's zombie officers are the most hideous, frightening creatures he could create in his laboratory. They were all the defenders of Arinar once, but having fallen into the trap of the Alchemist, they turned into madmen, devoid of feelings and of free will monsters, whose only desire is to serve the alchemist and rise higher in the ranks of his terrible army. The officers are stationed in the Battle Casemates, they are always ready for battle, but if you defeat them all - the power of the Alchemist Totenhof will weaken!
     
    Conditions of activation: gather 5,000 Guild points.
    Restart time: 6 hours after the event ends.
     

     
    Corporal
    The corporal is one of the junior officers of the Totenhof's army. As punishment for his mistake, the alchemist burned his lungs with Green Mercury. Now the corporal's mouth and nose are always wrapped in dirty rags, and his eyes shine with a deathly mad fire.
     
    Chief corporal
    Chief corporal is another junior officer. One day Totenhof, for fun, locked him in a chamber filled with poisonous gas. The chief corporal survived only by a miracle, becoming a truly terrible enemy who hates all living things.
     
    Non-commissioned officer
    Even the rank and file of the Totenhof army are afraid of the non-commissioned officer. His veins are filled with Green Mercury from a tank strapped behind him - it also feeds the barrels of the NCO's formidable hand guns, from which he shoots enemies and deserters.
     
    Chief Officer
    The chief officer is one of the junior officers. In the tank behind him - poisonous acid, in which, according to rumors, he dissolves the corpses of any private that makes a mistake. By spraying acid around, the Chief Officer leaves behind only scorched earth.
     
    Captain
    The captain was a senior officer - one day he was unlucky enough to fall into a vat of acid. Totenhof rebuilt the captain's mutilated body, amputating his legs and replacing almost all living flesh with steel. Since then, the Steel Captain knows neither pain, nor fatigue, nor pity.
     
    Five officers, like real leaders, remain away from the main battle. Make your way into the battle casemates, where you can meet the commanders of the Totenhof army on three underground levels. In addition, do not forget about the possibility of weakening the forces of the alchemist at any time, since the bosses are ready to take the fight with brave warriors outside the event.
     
    Raid boss Alchemist Totenhof
     
    Totenhof is the greatest of Arinar's alchemists, as brilliant as he is insane. Having found a way to combine necromancy and mechanics, he went through all the stages of the alchemical Great Work and created the incurable Green Plague, with the help of which he wants to subjugate the whole world. No one knows for certain what other experiments he is doing deep inside of his sinister Leprosorium.
     
    Prior to his arrival on the island of Grunland, the Alchemist Totenhof was a promising necromancer who learned secret knowledge the Plague Rat Order. After all the orders were destroyed Unnamed, Totenhof fled from Moraktar. After wandering around Arinar, he came to the Flying Islands to find new ways to treat (and manage) disease. The alchemist could not make friends with the inhabitants, he only wandered around the islands, admiring the amazing mechanisms and artifacts. He was especially attracted by the works of the Engineer, in them he saw the ideal and beautiful unity of science and magic. However, the Engineer himself considered him an envoy of the enemy and ordered to seize Totenhof, and then personally subjected him to terrible experiments, during which the doctor’s mind was irrepairably damaged. He managed to escape, and to continue his experiments he chose Grunland - a remote but populous trading island, where it is easy to hide from prying eyes and to find new material for experiments.
     

     
    Warriors, you must stop the insane alchemist before he destroys all of Arinar! The road to him can be as difficult as the battle itself, be careful. In the laboratory in front of you there will be two paths: a short one, filled with strong monsters that guard the peace of Totenhof, or a long one, where you will meet very few creatures, but you can fall into a trap.
     
    Also, do not lose your vigilance in the battle with the alchemist himself, because the enemy is quite savvy and your attacks can heal him at first, instead of dealing damage. And only stealing health can help you weaken its powers. In addition, remember that Totenhof knows how to poison everything around, so you should keep moving so as not to get caught in an acid shower or to not end up in a poisonous zone that appears when any player that dealt damage dies. However, do not forget that any poison has an antidote, which means that Totenhof's powers are not endless!
     
    Rides
     
    It is, of course, impossible to imagine a Horror Circus without rides. And despite the difficult situation on the island, Sam Hayne came up with a way to save the amusement park. There are three exciting rides waiting for you, where all the necessary precautions are taken - so do not forget to stop by for some fun and earn Good Luck Tokens.
     
    AMoozing Grazing (solo, for all levels)
    The Green Plague affects not only humans, but also animals! Cows from the Grunland pastures are in the habit of attacking shepherds, and they are already afraid to go out into the field. The performers will generously shower with Good Luck Tokens to the one who can graze the mad cows the longest.
     

     
    Burn Bright! (solo and group, for all levels)
    Sam Hayne has already seen terrible epidemics that spread over cities and even entire continents. During his travels with the Horror Circus, he saw how in ancient times the dragon Valimir helped people cope with a terrible disease. At that time, plague worms crawled out of the earth, and both young and old fell ill from their bites. Then the dragon flew up into the skies, found the nest of these vile creatures and burned it down. And now, when a similar danger threatens Grunland, Sam Hein invites everyone to see how Valimir once defeated the source of a fatal disease. Turn into the dragon and burn the plague worms, set one on fire - the flames will go to the rest! The more worms die from the flames, the stronger the dragon will be able to burn the rest!
     

     
    Explosive fun (solo and group, for all levels)
    The Nandu birds of prey that the Alchemist bred in his eerie laboratories are terrorizing the surroundings! There are so many of them that the performers have to use special pumpkin bombs against them. Use this gift from Sam Hein too. Experienced bombers prefer to hunt pyromancer skeletons - they blow up with such force that nearby Nandu are also scattered to pieces.
     

     
    Holiday skills
     
    During the event each player will get 2 special holiday skills:
     
     Pumpkinman's help
    Do not underestimate the help of the Pumpkinman on the Horror Circus, because only one born of the Median Night knows what his master needs.
     
     Ratoborg’s help
    Ratoborg has endured abuse and being experiments on for too long - now he is ready to take revenge on all his enemies.
     
    Arena
     
    You didn’t think you'd be left without surprises for the Arena's anniversary season, right? Such an important event means the time has come for great changes!
     
    With the start of the new season an absolutely unique 3x3 mode will appear: the Crucible, where one of the main differences from the others will be the duration of the battle up to 10 enemy deaths. The battles will happen between two teams of 3 players on equal terms: the level of all participants will rise to the maximum in their category (up to level 17 or 32), similar to how it is implemented in the 5x5 mode that you already know. All the rules for increasing the parameters of characters are the same as in the 5x5 mode.
     

     
    The current number of kills is displayed in the counter at the top center of the screen. Each kill increases the team's current score by one. Blue is your team, red is the enemy.
     
    If you die, the resurrection will occur automatically 5 seconds after death at one of the respawn points of your team, and the "Revive" button will be unavailable for pressing. In addition, please note that participation in the group is prohibited, you can apply only on your own.
     

     
    With the new Arena mode, there will be another interesting change: Seasonal Maps. The Crucible will present the first 5 maps that will reflect this year's island. Further, both modes and maps for them will be updated each season.
     
    Note that Arena 3x3: Crucible will become available in the game only at the start of the Anniversary Season, so you should be a little patient.
     
    Music 
     
    Among other things, new musical themes are waiting for you at the Horror Circus. This will immerse you in the atmosphere of the gloomy island - so don't forget to turn up the sound!
     
    That's all for now, detailed information about rewards, gifts and holiday surprises will be available on the day of the release.
     
    See you in the game!
    AIGRIND
  10. Thanks
    Izuru Kamukura reacted to Akasha in Idea "Espíritu Familiar"   
    ¡Gracias por compartir! Esto ya ha sido sugerido y nuestros desarrolladores lo están considerando.😇
  11. Like
    Izuru Kamukura got a reaction from Akasha in Idea "Espíritu Familiar"   
    Aquí traigo una idea que, eh estado pensando durante un tiempo, ¡la idea de agregar Familiares en el juego !, Estos familiares actuarían como una Invocación, Pero que puedas mejorar y personalizar para hacer más poderosa, Pero antes de todo esto deberás Domarla en Una nueva zona de Ayvondil y cada tipo de variación familiar en rangos: Común, Normal, Épica, Mítica y Legendaria y depende del rango del familiar más bajo la probabilidad de domar. Otras ideas que tengo es que los familiares también son parte de un elemento: Agua, fuego, viento, tierra, etc. y que después de domarlas tengas que cuidarlo y alimentarlo (para que no muera claro). y eso seria toda mi idea gracias por leer y buenas noches.  

  12. Like
    Izuru Kamukura reacted to Stillron in The Battle for Territory   
    Character's name: Stillron
    Server: EU-Emerald
     
    Lorn held Ben's hand tight. A cold wind was blowing. A wind of death. As a skilled shaman, she could recognise the signs: a terrible war was coming, as bloody and violent as the legendary War of the Spear. During the seven years of war there had been many battles, but this one was going to be different. This time they wouldn’t fight for glory, they would fight for the life of every person in the clan. If they lost this battle then they also lost their territories, the lands that fed their people, their homes. Ben smiled at her reassuringly. 
    “You haven’t completed your training yet, it’s too dangerous”, she told him.
    “I have to fight, I can't stand by as the Sentinels take our lands. Besides, if I do get hurt, I know you'll save me. You're the best healer I've ever met”.
    A knight walked past them. A shiver ran down their spines. His armour was black and his face emotionless. 
    “He's one of them, isn't he?”, asked Ben.
    “Yes, he's a death knight”. 
    “That's the most heartless thing anyone could ever do. Taking a soul away from its resting place. I would rather die a million times than live for a second as that creature. I can't believe our faction is allowing this”. 
    “It's those necromancers, they're poisoning everyone's mind”. 
    “Have you seen their magic? It's not like yours, it's corrupted. No good can come of it”. 
    A horn was blown. The enemies were coming. Death was coming. 
    Lorn was looking for something to say to talk Ben out of it, but as soon as their eyes met she knew that no words could change his mind. All she could do was watch over him. 
    The commanders were screaming instructions. “DEFEND. STAND YOUR GROUND”, they screamed at the top of their lungs. 
    The soldiers, mostly barbarians, marched to meet the enemies at the border. Where were their new allies, the Forsaken? As much as it pained her to admit it, they needed their help. In all the chaos Lorn lost sight of Ben. Arrows started falling from the sky and in front of them was the biggest army they had ever seen. Screams of pain, courage and fear filled the wintery air. Lorn was casting powerful spells to hit enemies and heal allies, but at the same time her eyes were constantly looking for Ben. Suddenly she saw three arrows coming towards her. She raised her staff but she was exhausted: the bolt of lightning she summoned only stopped one and she couldn't cast fast enough to stop the other two. Her past life and the future she had imagined with Ben flashed in front of her eyes: she knew death was coming. Suddenly a shield appeared in front of her and stopped the arrow from hitting her. Someone had saved her, it was Ben! She opened her eyes but her relief soon turned into despair as she saw that the third arrow had hit her lover's heart. She started casting a healing spell at once, using all of her remaining energy in a vain attempt to save him, but there was no more life in his eyes. She didn't even have the strength to scream: exhausted, she rested her head on his chest and closed her eyes. 
    She woke up hours later. She looked around the battlefield: the snow that covered it was red as the blood that was shed that day. Her hands looked for Ben's body but it wasn't there, someone had taken him from her, again. She got up and started running towards the camp. There she saw Ben's body, a necromancer was standing over it whispering something. 
    “Stop!”, she screamed, horrified, but it was too late. Ben's body stood up and faced her. His blue eyes had turned black and his warm smile was replaced by a cold stare. She looked around and saw that they were doing the same thing to every soldier, they were resurrecting them, using their bodies as hosts of darkness. She finally understood: that's why the Forsaken disappeared right before the battle and didn't fight alongside the Mountain Clans, they wanted as many of them as possible to die so that they could turn them into death knights. 
    “We had to do this”, said a stony-faced necromancer. “We were never going to win, the forces of the Sentinels and the Mountain Clans are equal. We had to eliminate your weaknesses, to replace love with hatred, in order to turn the scale in our favor. With this new undead army we can finally take over Irselnort and end the War”. 
    Lorn's heart was beating fast, a million thoughts were going through her mind, among them Ben's last words. She couldn't let his body be used like that, she had to lay it to rest, that's what he would have wanted. She felt so sad and desperate, but above all she felt rage. The ground started shaking and the snow turned into rain. A deafening bolt of lightning hit Ben's body, which fell to the ground at once. The earthquake stopped and Lorn kneeled down to caress Ben's face. His eyes were blue again but his skin was cold and his heart completely still. She looked at the necromancer wrathfully and spoke: “Now that you have discovered how to cheat death, the War will never end. You have doomed the inhabitants of this island to an eternity of pain and fighting. You are responsible for the blood that was shed today as well as the blood that will be shed in countless future battles for territory. One day all of Arinar will know what you did today. As they march to meet their fate, waving bloody banners, scared of losing their lives and even more of losing their souls, they shall stop to curse you for robbing them of their future as you have robbed me of mine”. 
    Then she picked Ben's body up, holding it tight in her arms as she turned around and walked away to lay it to rest far away from that cursed land. No one tried to stop her, no one could. It is told that she returned to the snowy mountains of Godgorrath, patiently waiting for the day when she'll make good on her promise. 
  13. Thanks
    Izuru Kamukura reacted to Akasha in Propuestas de mejoras y ajustes para el juego   
    Gracias, sí, necesitamos esta información en el juego.
  14. Like
    Izuru Kamukura reacted to Akasha in [2020.06.08] Actualización Warspear Online 8.4.1: 12 años de confrontación. Sombras del pasado. Presentación   
    Cometí algunos errores, ahora puedes encontrar la información correcta ))
  15. Like
  16. Thanks
    Izuru Kamukura reacted to Akasha in [2020.06.08] Actualización Warspear Online 8.4.1: 12 años de confrontación. Sombras del pasado. Presentación   
    Guerreros!

    Otro año de la gran pelea está llegando a su fin. Durante este período, pasamos por feroces batallas, emocionantes aventuras, cazando jefes peligrosos y conocidos agradables con nuevos héroes. Mientras tanto, se están produciendo eventos increíbles en Arinar, donde puedes mirar hacia atrás y recordar cómo comenzó todo ...

    El comienzo del verano es el momento de guardar las armas y mirar hacia atrás. El Viajero Blanco, quien creó Arinar hace muchos milenios, una vez más envió las Piedras Blancas - portales a las eras pasadas. Los sabios dicen que este año el Ancestro planeó dejar que cada nación vea los puntos de inflexión en su historia, lo que llevó a la Guerra de la Lanza. ¿Qué lección deberían aprender los héroes de Arinar, volviendo a la antigüedad? Todos tendrán que responder por sí mismos.

    Evento mundial “Sombras del pasado”

    Es hora de recordar lo que fue al comienzo de la historia de Arinar y revivir los momentos más vívidos de la Guerra de Lanzas. Todos podrán profundizar en el pasado y ver lo que se ha guardado en las polvorientas páginas de las crónicas.
     

     
    Primera etapa “Fragmentos del pasado”
    Las Piedras Blancas cayeron nuevamente del cielo en Ayvondil. Cada uno de ellos es una puerta a los caminos oscuros del pasado que rodean los fragmentos de la antigüedad. Los Centinelas podrán volver a los días de la Guerra del Crepúsculo y ver la anexión de la última nación libre: Norlant. Los legionarios presenciarán la batalla con los guerreros del misterioso clan Rata y lucharán contra el mago Enfidakh.

    Segunda etapa “Confronto”
    ¡Las Piedras Blancas vuelven a llamar a los héroes! ¡Esta vez visitarás los tiempos de la Primera Guerra de la Lanza! Los Centinelas se unirán al ejército de la Reina Valaria. Los legionarios se unirán a las filas del ejército de Maradish, que se prepara para asediar a Maliat.

    Tercera etapa “Batalla bajo los muros de Maliat”
    Maradish trasladó sus fuerzas a los muros de la antigua ciudad. El suelo tembló bajo las botas de hierro y las hojas cayeron de los árboles cuando pasó Filth Golem. Los guerreros Centinela atacaron de repente y comenzó la batalla. El espíritu del bosque avanzó sobre su oponente. El gran golem colisionó y comenzó a negociar ataques poderosos. La energía mágica, hirviendo dentro de ellos, fue alimentada por la fuerza de los dos ejércitos de combate, razón por la cual cuando los Centinelas o los Legionarios avanzaron, ¡su gigante también se sintió más cerca de la victoria! Entonces, ¿cuál estaba destinado a ganar esta pelea? ¡Las anomalías temporales son inestables y han creado tótems temporales en el campo de batalla que revivirán a los muertos hasta que uno de los gigantes gane!

    Cuarta etapa “Batalla con los gigantes”
    La etapa final de la batalla es la lucha con los gigantes que se han ido a los extremos opuestos del campo de batalla. ¡El Espíritu del Bosque es un enemigo amenazante cuyo poder en estas tierras es grande, incluso la tierra misma se somete a su voluntad y se vuelve contra la Legión! Filth Golem fue creado para aplastar las paredes del castillo, el rayo de sus órbitas sin vida puede derretir piedras.
     


    Recuerde que en las dos primeras etapas, su Alianza deberá cumplir 2 condiciones. Y si, al principio, puede hacer esto en cualquier orden, ya que serán eventos de diferentes momentos en el pasado, en la segunda etapa, deberá seguir estrictamente las instrucciones de los líderes de las Alianzas, Valaria y Maradish.

    De esta manera, te prepararás para la pelea en la tercera etapa, donde los dos bandos se enfrentan en una batalla que te recordará el comienzo de la Guerra de la Lanza. En la última etapa, aumentarás tus armas contra el monstruo convocado por la fuerza enemiga. Pero recuerde que al ganador de la tercera etapa le resultará mucho más fácil derrotar a la monstruosidad de la Alianza enemiga.

    Tiempo de reinicio: 8 horas después del inicio de la primera etapa, según lo programado: 03:05, 11:05, 19:05 (CET)

    Evento de torneo de gremio en territorio GvG “La Venganza de Snorlar”

    ¡Uno de los villanos principales en toda la historia de Arinar no tuvo la oportunidad de aparecer de nuevo, para mostrar el poder de las almas inflamadas a los guerreros de Arinar!

    Snorlar era un estudiante de Volcano, sacrificado por su maestro en busca del poder. Pero Snorlar sobrevivió y su alma y su cuerpo se separaron. Quiere vengarse de Volcano y, por lo tanto, enfrenta a los gremios de héroes entre sí, seleccionando aquellos entre ellos cuyos cuerpos pueden contener las almas de criaturas poderosas: ¡Fire Wyvern, Spirit of the Flame y el propio Snorlar! Solo los comandantes del gremio tienen el poder apropiado, pero Snorlar ha prometido la recompensa solo a los mejores. Almas libres, derrotarlos y reclamar su poder. ¡El gremio que mantiene el poder del espíritu antiguo durante mucho tiempo y usa su poder para aplastar a todos los oponentes será considerado victorioso!

     
    Has pasado por muchas batallas GvG, pero ahora algo realmente nuevo te espera. Lea atentamente la mecánica del evento para planificar las tácticas de batalla y prepararse para el combate.

    Lo primero que debes entender es que el campamento ya no será tu salvación. Puede dejarlo a través de portales, cada uno de los cuales conduce a un punto cardinal diferente, pero no puede volver a él. La única forma de regresar es morir.

    El objetivo del torneo es el mismo: ganar más puntos y adelantarse a los otros gremios. ¿Pero para qué sirven los puntos? Por supuesto, matar a otros jugadores, pero esta es la forma más barata (solo 5 puntos cada uno), por lo que es mucho más efectivo matar monstruos y jefes. Sin embargo, justo después de llegar al evento, en los primeros cinco minutos, no encontrarás un solo monstruo. Solo después de que Snorlar se enoje y comience a maldecirlo, bajo el poder de su hechizo, aparecerán monstruos donde los jugadores serán asesinados. Te traerán 15 puntos cada uno.

    Pero para que la victoria sea ciertamente tuya, deberás alcanzar a los villanos principales, derrotando a los cuales recibirás 750 puntos cada uno. Solo habrá 3 de ellos en el evento, incluido el propio Snorlar. Los jefes derrotadores solo se pueden hacer una vez, sin reaparecer. Pero no es solo la muerte lo que importa, sino tu alma ardiente que cae de cada jefe. Es un artículo especial que solo puede ser mantenido por personas capaces de soportar el calor. Estos héroes serán comandantes de sus gremios, ya que interactúan con la fuerza de fuego para convertirse en jefes. ¡Y luego se les abrirá la caza! El Comandante traerá a tu gremio 20 puntos por cada 5 segundos en la forma del monstruo. Pero por matarlos, el gremio enemigo recibirá 350 puntos. Además, después de la derrota, el alma en llamas abandona su cuerpo y pasa a otro jugador, mientras que en el lugar de la muerte aparecerá un monstruo más poderoso que el normal, pero la recompensa también aumenta: 95 puntos.

    En otras palabras, su objetivo principal es capturar un alma ardiente y retenerla el mayor tiempo posible.

    Tiempo de reinicio: 3 veces por semana, según el cronograma.
     

     
    Además de participar en eventos, puedes reunir a tus aliados y oponerte a uno de los jefes que estarán presentes en el Avenger's Hall en Irselnort, solo durante las festividades. Hay tres de ellos y todos están familiarizados con ellos. Él es el vengador, así como un demonólogo y observador.
    Demonólogo
    La magia del demonólogo se elevó a un poder increíble, lo que le permitió regresar a Irselnort. Pero esta vez decidió acabar con los defensores de Arinar de una vez por todas.

    Observador
    ¡Gracias a los Poderes del Caos, el terrible espectador ha vuelto a Irselnort nuevamente! Pero esta vez no tiene la intención de esconderse en una cueva distante, sino que está listo para luchar contra los valientes héroes de Arinar, en el corazón del Santuario Secreto. ¿Estás listo para enfrentar la muerte misma?

    Vengador
    El odio del vengador es muy poderoso, por lo que su alma no puede descansar. ¡El dragón ha vuelto a la sala árida y anhela alimentarse de la sangre de los guerreros para aumentar su poder!

    ¡Importante! Aparecerán uno a la vez y completamente al azar, por lo que no hay forma de predecir cuál será el próximo.

    Además, cada villano tendrá su propia magia única, desbloqueando los secretos que aún tienen por delante. Pero las recompensas serán igualmente únicas: se discutirán en detalle en las notas de la versión.
     

     
    Mazmorras Míticas

    Además, aquellos que quieran un verdadero desafío recibirán una sorpresa sorprendente: nuevos niveles de dificultad mítica en las mazmorras al mismo tiempo.

    Mazmorra “Coliseo de los Campeones” (nivel recomendado - 28)

    Incluso después de completar los cuatro elementos de esta mazmorra, una vez más te encontrarás con los jefes de cada nivel anterior. Pero su objetivo principal será derrotar al jefe principal, todo elemental. Tengo que tener mucho cuidado con eso, ya que de vez en cuando puedo seleccionar un solo para un desafío especial. ¡Prepárate para una batalla muy complicada!

    Mazmorra “Madriguera de los Errantes del Mar” (nivel recomendado - 30)

    Entra en la guarida de Dagan, el mismo camino que la cueva anterior en esta mazmorra. Pero elija el camino correcto, pero el camino más largo solo puede conducir al camino. Y recuerda, el propio Dagan teme a la luz, así que dirijo su atención al hombre brillante que verá en el camino: puede ayudar en la batalla final.
     

     
    Misceláneo
     
    Esta actualización corrige algunos errores en la mecánica y en las descripciones de las habilidades especializadas introducidas en la actualización anterior, además de cambiar los gráficos de la habilidad "Trampa del guardabosques".

    Caballero de la Muerte
    Maldición del Caballero
    Se corrigió el error de que cuando el objetivo afectado muere, la zona no aparece.

    Mago
    Ban Mágico
    Se corrigió un problema por el cual la habilidad no eliminava los efectos positivos cortos de las habilidades activas de los jugadores.

    Estamos trabajando para que el juego sea interesante y atractivo para todas las clases y, al mismo tiempo, sin olvidar el equilibrio de las alianzas opuestas. Este es un proceso realmente difícil y complejo. Nuestro equipo está trabajando activamente y se implementarán nuevos ajustes de habilidades en las próximas actualizaciones.

    Eso es todo por ahora, ¡nos vemos en el servidor de pruebas!
    AIGRIND
  17. Like
    Izuru Kamukura reacted to Luan Borges in GAME DISCONNECTS MID WAR   
    Everytime theres a huge amount of people in 1 area, everyine just gets disconnected.
    Today the Legion lost the war on my server, because of that.
    We had a huge amount of players defending, but they all just disconnected the minute a guild teleported on top of us  with 60 players.
    And after that happened , the enemy wave arrived, and we lost , because everyone was just going off and on for atleast a minute.
     
    That is just absurd, people will obviously start making use of that error as a strategy.
     

  18. Thanks
    Izuru Kamukura reacted to David Rojas in Idea "Espíritu Familiar"   
    cute, yo apoyo esa idea, le vendría bien un soporte a mi DMG
     
  19. Like
    Izuru Kamukura got a reaction from drhand in Idea "Espíritu Familiar"   
    Aquí traigo una idea que, eh estado pensando durante un tiempo, ¡la idea de agregar Familiares en el juego !, Estos familiares actuarían como una Invocación, Pero que puedas mejorar y personalizar para hacer más poderosa, Pero antes de todo esto deberás Domarla en Una nueva zona de Ayvondil y cada tipo de variación familiar en rangos: Común, Normal, Épica, Mítica y Legendaria y depende del rango del familiar más bajo la probabilidad de domar. Otras ideas que tengo es que los familiares también son parte de un elemento: Agua, fuego, viento, tierra, etc. y que después de domarlas tengas que cuidarlo y alimentarlo (para que no muera claro). y eso seria toda mi idea gracias por leer y buenas noches.  

  20. Like
    Izuru Kamukura reacted to Peony in [2020.05.23] Warspear Online 8.4: Underwater adventures. Preview   
    Warriors!
     
    All of Arinar holds their breaths for the new underwater adventures that await all valiant heroes on the V sector of Ayvondil. The 8.4 update will unlock the most dangerous Dungeon of the Mermen, a new castle, unique armour, a powerful underwater raid-boss Orcinus, as well as new expert skills for all classes! Are you ready to learn all of the V sector’s secrets? Then let’s dive right in!
     
    Guild cup event “Trials of the Mermen”
     
    As you remember, the event consists of 2 stages and in each you will have to overcome the opponent selected for you by the system. The basic information and mechanics of the upcoming guild games is available in the developers’ diaries published before, so that you could devise proper fighting tactics. But aside from that, you will need to delve deep into its history, to uncover all mysteries of the guild games for your alliance.
     
    Lobby
     
    In order to participate the guild games, you will need to get to the Mermen Temple, to gather the guild in its lobby. There you can enjoy your time in the PvP locations and test your strength while awaiting the real battle. Keep in mind that you will not be able to enter the Temple after the first stage if no players from your guild registered it. So come ahead of time and don’t delay!
     
    First stage “Symbol of Celebration”
     
    Throughout all their history, mermen have competed for the right to enter the Mermen’s Sanctuary. The first contest is meant to discern the most agile of the contestants — you need to take hold of the Mermen’s Regalia. The participants strive to outrun each other, find the Regalia and put it atop the pedestal of their guild. Each regalia delivered into your camp and each defeated enemy increase the chances of your guild to triumph over the opponent! But you should be on your guard, this confrontation can only have one winner.
     
    Gather all your strength to capture the regalia of the Mermen and don’t let the opponent take it from you! Winners of the first stage are automatically taken to the camp for the next stage where, by the way, cooldown of all active skills will reset and even if you used those before, you will be able to do so again, to replenish your ranks before meeting the new opponent.
     
    On the map you will be able to see the possible location for a regalia not captured by either guild, but as soon as a player takes the crown, the situation will change: their opponent will no longer be able to see the position of the desired trophy. In the event of the crown being lost, its position will be displayed on the map again. Additionally, if the regalia belongs to your guild, you will still be able to see its position.
     
    Also keep in mind that the player with the crown will not be able to use even the consumables that replenish their strength. So try to keep the carrier of the regalia far away from harm until they bring it to the pedestal.
     

     
    Second stage “Proclamation of Valor”
     
    The second contest will determine the most valiant and well-knit teams — those that are worthy of entering the Sanctuary. The goal of the trial is to destroy the opponent’s banner, but it won't be that easy. Each banner is enchanted to be connected to three magical pylons that will not let you touch it. Destroy the pylons, then the enchantment will fall off, but remember that the opponents will be doing the very same thing!
     
    You can immediately begin the assault, but remember that the pylons for attack will only open after 40 seconds from the start of the stage. Use that time to develop defenses around your own towers and correctly start your attack on the enemy.
     
    The event will be held 2 times a week, so it is very important to prepare well to successfully complete  both stages and receive the “Mermen’s Blessing” buff that will give you temporary access to the main mystery of the V sector — the dedicated dungeon “Sanctuary of the Mermen”. 
     

     
    Dungeon “Sanctuary of the Mermen”
     
    Winning the guild games will be a necessary requirement to enter this dungeon. And this test is well justified — the Sanctuary will give you a completely unbelievable adventure, full of riddles and dangers, that will not be easy to survive.
     
    Making your way through the blockages of the destroyed temple, searching of the treasury, you will have to delve into the mysteries of the Sanctuary. And that could be some surprising plot twists, so be ready for absolutely anything!
     
    There were days when the underwater cities and temples could rival any land capitals with their beauty. At the apex of their power, Mermen have built a magnificent Sanctuary — the tangible manifestation of the might of their nation. It is said that the halls of this temple contain all treasures that could even be on land or underwater. But the days of glory turned to a decline and the Sanctuary was emptied. Now, its grandeur can only be seen by someone who passes through the depths not only of water, but of time itself...
     

     
    To remind you, the Dungeon only has one mythical difficulty level and monsters inside will definitely not let any weak or fearful warriors anywhere near the treasure. Display all your potential and strength to make it out there alive!
     
    In reward for completing this dungeon you will be able to get unique armour that contains ancient Mermen magic inside. Gathering a full set will unlock unique skills that will grant exceptional power, unattainable by anyone else in all of Arinar.
     
    Set skills
     
     Crushing Will (Cloth armor)
    Increases the character's Critical Hit parameter by 2%, value of critical damage and critical healing from the character's skills by 3% for 45 seconds each time you apply any skill to an ally or opponent. Maximum number of buffs: 10.
    Every time critical damage or healing is in use, it additionally increases the magic power of the character by 30% for 10 sec. The buff is triggered no more than 1 time in 15 seconds. Skill with constant energy consumption.
     
     Sneer of Fate (Cloth armor)
    Turns an enemy into a helpless monster for 8 sec. Enemy cannot attack or apply skills, damage on target removes the effect. During the effect, reduces the enemy's physical and magic defense to zero. If debuff is ignored, it summons the monster to the enemy by 10 sec. The monster deals magic damage to the enemy in the amount of 40% of the amount of the enemy’s physical and magical strength, but no more than 3000 units.
     
     Irreversible Anger (Lightweight armor)
    Increases the character's Accuracy and Penetration parameters by 2% for 30 seconds for each successful auto attack against the enemy. Maximum number of buffs: 10.
    Every fifth auto attack of the character additionally deals critical damage when in combat. Skill with constant energy consumption.
     
     Deadly Illusion (Lightweight armor)
    Creates three copies of the character for 15 seconds. The copies deal physical damage to the enemy in the amount of 30% of the physical strength of the character. When the damage is done, the copy disappears and deals 150% damage to the attacker, but no more than 5000 units.
     
     Thirst for Life (Heavy armor)
    Increases the maximum character health by 3%, reduces any incoming damage dealt to the character by monsters by 3% and by players - by 2% for 30 seconds every time the character is attacked. Maximum number of buffs: 10.
    Additionally removes one debuff from the character, including the control effect, every 5 seconds when the current health of the character is reduced to 50% of the maximum. Skill with constant energy consumption.
     
     Ancestors' Power (Heavy armor)
    Turns the character into a monster for 15 sec. While the effect is active, maximum health of the character increases by 50% numerical value of the physical and magical defense - by 80%, Attack Strength parameter - by 80% and Resistance parameter - 50%. Character cannot apply skills.
     
    New expert skills
     
    Underwater depths conceal not only new opportunities, but also new powers for your heroes. In update 8.4 every class will get a new unique skill that will help in future battles. Also keep in mind that a new expert skill slot for achievements will be added and the amount of Badges of Glory necessary to unlock each slot will be changed as well.
     
    Forsaken
     
    Death Knight
     Knight's Curse
    Applies the Kiss of Death debuff to the opponent for some time. This effect increases any incoming damage dealt to the enemy. When the effect expires, a cursed zone is formed near the enemy for a some time. All the opponents in the zone receive periodic magical damage.
     
    Charmer
     Summoner Skill
    Makes all monsters on the location that were summoned by the Call skill attack the selected target and increases their life time. If the enemy is under the effect of the Goading skill, it increases the incoming damage to the enemy from the attacking summoned monsters for the duration of this effect.
     
    Necromancer
     Dead Soldier
    Places the totem in the specified area for some time. If there is a dead monster or player within a few yards of the totem, the totem will every few seconds summon a skeleton for some time, which deals magical damage to the enemy, or a skeleton warrior with a chance equal to the value of the Critical Hit parameter of the character that deals increased magical damage to the enemy. One skeleton is summoned for each killed monster or player.
     
    Warlock
     Zone of Weakness
    Creates a zone of weakness in the specified area for some time. The zone reduces the numerical value of magical protection and blocks the ability to use skills for all opponents in the zone.
     
    Chosen
     
    Mage
     Magic Ban
    Applies the Time Absorption debuff to the opponent for some time. This effect removes from the opponent several buffs that were received from the skills and shortens the duration of all new skill buffs.
     
    Priest
     Punishment of the Light
    A magical attack that deals damage to the target and all the opponents within a yard of the target when successfully attacking it, and that with a certain chance prevents opponents from using skills for some time.
     
    Seeker
     Attack Instinct
    Each character's auto attack deals additional physical damage to all opponents within a yard of the target for some time.
     
    Paladin
     Inner Forces
    Increases the skill recharge rate and the Block parameter for the character when the current health level is reduced to a certain percentage of the maximum.
     
    Mountain Clans
     
    Barbarian
     Berserker Power
    Increases the Penetration parameter, as well as the attack speed if equipped with a one-handed weapon, and the physical power of the character if equipped with a two-handed weapon, for some time. During the effect, any incoming damage dealt to the character increases and the maximum amount of health decreases.
     
    Rogue
     Trickiest Technique
    A blow that deals physical damage to the enemy  and a negative "Stun" effect with a certain chance for some time. If the enemy is under the effect of the "Poisonous Blades" skill, the skill deals increased damage to the enemy and restores a certain percentage of the character's maximum health.
     
    Shaman
     Shamanic Cleansing
    Reduces any incoming damage dealt to the character or an ally for some time and removes all debuffs from the target, including control effects.
     
    Hunter
     Forester's Trap
    Places a trap that is invisible to opponents in the specified area for some time. The trap deals physical damage to the target and all the opponents within a one-yard radius of the target, and with a certain chance applies the Stun debuff to them for some time.
     
    Firstborn
     
    Blade Dancer
     Spirit of Resistance
    Applies several Resistance buffs to the character for some time. Each effect allows you to ignore the debuff received by the character, including the control effect. If any debuff is ignored, one Resistance buff is removed.
     
    Druid
     Patronage of the Forest
    Applies the Patronage buff to the character or an ally for some time. The effect absorbs any incoming damage dealt to the target if the damage value is greater than the current health, and restores health to a certain percentage of the target's maximum health if the current health level is less than a certain percentage of the maximum.
     
    Warden
     Stealing Power
    Reduces the physical and magical power of the enemy and increases the Attack Strength parameter of the character for some time.
     
    Ranger
     Vengeful Shot
    A shot that deals physical damage to the target and applies the Bleeding debuff to all the opponents one by one within a few yards of the target for some time. Opponents receive periodic physical damage. Additionally applies the Stun debuff to the target for some time if it is under the effect of the Hunter's Cage skill.
     
    Castle “Sea Turtle”
     
    The long-anticipated castle of the V sector finally opens its gates and the bouncer of the Fort is already awaiting the first guild that will become the owner of the “Sea Turtle". 
    As usual, the inner courtyard will have the Castle Steward and Architect, with whose help you can gain the most powerful buffs and unique goods during development and rebuilding of the castle.  
     
    The resources for development the Castle will be the Ideal essence of the abyss and Sea turtle symbol, that you can find on the territory of the Ship Graveyard. Guardians of the Abyss fiercely keep the Spheres that contain the resources you need. Additionally, Symbols will drop from the bosses of the “Sea Tramps’ Lair” on all levels. 
     

     
     Everlasting Journey
    Allows all members of the guild to visit the selected dungeon "Lair of the Sea Tramps" for free.
    Effect duration: 2 hours.
    Maximum number of buffs: 1.
     
     Spotless Reputation
    Increases the number of reputation points received by guild members with the Albatross Pirates and Thunderbird Pirates factions by 30%.
    Effect duration: 2 hours.
    Maximum number of buffs: 1.
     
     Reverence of Mermen
    Increases the number of reputation points received by guild members with the Mermen of the Depths faction by 30%.
    Effect duration: 2 hours.
    Maximum number of buffs: 1.
     
     Important Knowledge
    Increases the amount of experience guild members get for completing tasks in the Ship Graveyard by 50%.
    Effect duration: 3 hours.
    Maximum number of buffs: 1.
     
     Exceptional Attack
    Increases the attacking skill power of all guild members by 15%.
    Effect duration: 3 hours.
    Maximum number of buffs: 1. 
     
     Exceptional Healing
    Increases the healing skill power of all guild members by 30%.
    Effect duration: 3 hours.
    Maximum number of buffs: 1.
     
     Offense Instinct
    Increases the main attack stats (Critical hit, Accuracy, Attack speed, Penetration and Skills cooldown) by 1% and the physical and magic power by 1.5% of all guild members.
    Duration: 2 hours.
    Maximum number of buffs: 5.
     
     Defense Instinct
    Increases the main defense stats (Dodge, Parry, Block) by 1% and the physical and magic defense by 2% of all guild members.
    Duration: 2 hours.
    Maximum number of buffs: 5.
     
    In addition to the unique buffs that  you will get access when you own Castle, you can also construct special buildings that will produce special items:
    Workshop - production of scrolls of immortality, power and invincibility. Laboratory - production of potions and elixirs with unique bonuses. Tower of Magic - production of group relics. Raid boss Orcinus
     
    Your aptitude underwater has improved, so now you will be able to hunt this ancient monster that lives in a dreadful cave and only rarely crawls outside. So paint the water red with blood so that the smell of prey lures the beast out of its lair.
     
    The dark depths are inhabited by all kinds of monsters, but you probably would not find anyone scarier than Orcinus. Some say that this eerie creature is a relic of the primeval times, when the continents and islands were deserted and only the sea dwellers were making some attempts at crawling out to the land. But can a monster, even such a large one, live for so long? Only Orcinus knows and it doesn’t tell.
     
    Orcinus possesses special magic of the underwater world bound to its scale, which means that killing it will be maximally difficult. First try to get rid of its scales and then of the ghosts that restore its power back until you destroy every phantom. Then beating the main monster will be within your power!
     

     
    Daily quests for the bosses of the Ship Graveyard
     
    Don’t forget about the monsters that you could have already faced underwater. Especially since you will now receive daily quests to kill the Old Inker, Drowned Admiral, and Levadis Bloody bosses. This way you can significantly increase the amount of Pirate doubloons in your pockets, earn an additional Mermen of the Depths reputation, and replenish your gold reserves. In addition, for your courage and bravery you will also receive a random reward, where rare treasures can always be hidden!  
     
    Movement across the V sector
     
    Despite the dangerous reefs and tricky routes, the pirates are ready ot help you with moving across the Ship Graveyard’s islands for a nominal fee! With the update 8.4 you will be able to travel between the islands of the V sector with Pirate Doubloons, if you need to save time or if wading through the waters becomes too difficult of a trial for you. Directly from the port of your Alliance, the pilot will take you to your choice of the Waterstorm Island, Lonely Island, Madness Island, Doom Island or Turtle Fort. 
     

     
    Additional hotkeys panel
     
    In update 8.4 a panel for skills and items will be added, so you could react quickly and use more items in combat! More precisely, when you click on the quick access menu it will introduce 5 additional slots for skills and items that you need most often. And pay attention to the new skill of available items, because there will be all items and skills, including guild skills, that definitely can come quite useful in combat.
     

     
    Active widgets of groups and characters
     
    Additionally, group and character widgets will become active. In particular, you will be able to use skills, interacting directly with the name of the ally in he group block or your own in the block of your own character.  Of course a spell can only be aimed at the players that are online and on one location with you.
     
    In order to avoid any confusion, when you’ve pressed a skill, the players that are available for being targeted with it will be highlighted. At the same time, offline players will be displayed fully in grey (including the progress bar) while the names of players on other locations will be somewhat more transparent.
     
    In the game settings menu, you can always disable or re-enable this option if necessary.
     

     
    Displaying rewards at the entrance of a Dungeon
     
    In this update, the entrance of a Dungeon will contain all categories of rewards. If the player is ineligible for rewards, the entire block will be hidden.
     

     
    Scaling the interface and game
     
    In the 8.4 version of the client, you can adjust the interface for your device. That means that if the game is not quite displaying correctly, you will now be able to scale your screen to comfortably continue your adventures in Arinar. For that, just go to the screen settings menu and select the right scale that matches your device.
     

    That would be it for now, at the day of the update we will tell you more about the schedule, the conditions for participating and requirements, regarding all new additions as well as rewards.

    We’ll see you in the game!
    AIGRIND
  21. Like
    Izuru Kamukura got a reaction from Ogull in DeathKnight skill Guide - v9.3.0   
    Brutal 
  22. Like
    Izuru Kamukura reacted to Higgings in DeathKnight - From Zero to Hero! [Higgings - EU-EMERALD]   
    I bid you welcome, my dear guests, in this topic. Today I'm going to write something that many of our new members may have wondered about, which can be resumed in these few questions:
    1. Is deathknight a good class to start with?
    2. Can deathknight solo bosses/baits/raid bosses?
    3. How can I build my deathknight in order to be able to solo stuff?
    4. Is it cheap to build a deathknight?
    5. which skills should I buy first?
     
    Well, my dear fellows, in this guide I will try to answer step by step to any of these questions, explaining also pros, cons, builds, why of these builds, statistics which deathknight may love/dislike, skills he should buy asap and so on. It's definitely a full schedule, isn't it? so let's start with a quick analysis of this class. 
     
    1. Analysis of the DeathKnight
     

     
    The DeathKnight is an extremely versatile tank. It can reach enormous ammounts of damage and defence, it is able to ignore a large ammount of damage dealt and, most importanlty, it becomes stronger if he's surrounded by enemies. In order to realize about this last part, though, you'll need to play for a decent ammount of time and get used to its play style. As a tank, it benefits a lot from statistics like HPs and HP regen, but it requires a lot of Mana Reserve, since its skills litterally burn out your mana reserves (high cost in general and balanced in both attack and defence - that means you'll use a lot of such skills and as a conseguence you'll see your mana drop quite quickly). Once disliked enough not to let him even join parties for Normal Berengar's Tower, as time went on this class has gained a lot of respect, becoming (according to some experienced players) the best tank existing on MC side and the 2nd in game, after the Warden. More and more players have now got in touch with this class, creating everyday wonderful builds and making it suitable for basically any scenario. I'll proceed now with further infos, but let's start to talk about a delicate topic that I'd love to talk about, and this is the equipment [2]
     
    2. Equipment and Suggestions
     
    Before starting with this section, I'd like to clarify few points. The following equipments I'm going to disclose have a mere demonstrative purpose and were thought for players who cannot afford to buy miracle coins or they are at a point to decide whether to invest or not on the character. From a personal point of view, unless you're a low level arena player, I see little to zero reasons to invest on your character (to buy equipments at least) if you're not at least at lv18. If I had coins available, my humble conseil is to make gold with them instead of buying pieces of equipment that you'll eventually drop cause they're too outdated. But even here, don't worry! I have thought about our beloved coin-users as well! 😉
    This guide will start from the Lv13, because, due to the improvement the game has made on equipments on the first islands, it is enough to select every tank item you have the opportunity to choose, when completing the quest.
     
    A. Selection for lv13-19
     

     
     
    So [ this ] is what I believe it is something good to start with. In order to achieve something like this, I hereby invite you to keep every single gold coin you receive through your journey on the first island. As you can see, the thing I focused on mostly in this equip is the HP Regeneration. I decided to choose this because on native islands and/or Irselnort (or even swamp) you might start to get in touch with strong enemies. It is important for you not to spend gold in order to get consumable items, independently if you're in battle mode or you're just resting from a fight. This build will allow you to try to be as tanky as possible. You may want to update it from time to time, but my advice is not to spend too much gold for something that will add you few points only on your build. You may also notice that I haven't (nor I will) put magic damage items on the build - the main reason is because this class has got yes some magic-based skills, but none of them are actually worth good enough to create an apposite magic build for this purpose. 
     
    B. Selection for lv20-25
     

     
     
    Now that you've finally reached this point, I believe we may start with something like [ this ]. Main improvements made with this build is the introduction of particularly new statistics. The point of all of this is to start getting in touch with them, as well as to start to look for event items, which, as you'll see soon enough, will result as a very good selection for this class. These items, especially the event ones, might be yes rare, but they are usually cheap enough and good to start with. Your defence is improved as well and defensive statistics are balanced enough to start letting you being tough enough, at least for the first part of Ayvondil. You may also want to start to join even low level guilds, in order to get used with guild mechanisms. Lately, more than amps, people seek for people who are active enough to make some gps. The best period to join a guild, in my opinion, is from the beginning of Events (Halloween - World Creation - Spring, most importantly). Guilds can give you a lot of opportunities to become rich and to improve quickly. 
     
    C. Selection for lv26+ 
     

     
     
    [ This ] is where things start to get serious. Even here it is hereby advised to keep some gold in order to improve. If you followed the previous advices, getting these items won't be too hard, especially for the event items: low level ones are usually cheap and very useful. Here I focused a lot also on offensive statistics and even more on a new statistic that this class loves: Life Steal. If you decided that it is time to invest on your character, these are just few of the many builds you may create in order to improve your character: [ 1 ] [ 2 ] 
     
    3. Skill Build and Suggestions 
     
    Here we start with another very discussed point. As you may understand, a skill buid is very, very personal, but I will try to show you the ones which, in my opinion, deserve to be levelled and those who should not. 
     
     Thorn of Death: Our beloved primary damage skill. No more and no less! Useful everywhere because, who doesn't like having a bit more damage? The higher the level, the higher the damage. The nice power from this skill comes from the relics you can put on it. We will discuss about this later. Having it at 5/5 would make of that work at its maximum power, and I honestly don't dislike it
     
     Exhalation of Darkness: This is a mix of a Magic Attack combined with a Stun which lasts 1.5 s. The stunning ability is even more appreciated than the damage itself which, thanks to the latest class' update, lasts up to 4 seconds if maxed. If you love the stunning capabilities of this class, as well as magic damage, you might want to show this skill some love and level it up to 3/5 or even maxing it by removing the points from thorn and add them here (not advised unless PvP - the skill doesn't deal critical damage). The buff will not disappear if the attack gets parried/blocked/dodged; something you'd better keep in mind ^^ (UPD 9.3.0!)
     
     Provocation: It's the skill every tank class has got. It protects the healer from the rage of the enemy and the damager from the same reason. It has a low cool down - good reason to add in it some good relics, don't you think? On PvP, it makes the enemy lose the current target. Make sure, if you are PvE, to have this skill at level 3/5 at least
     
     Threads of Darkness: One of the most intriguing skills the DK posseses. It pulls the enemy close to the DK, in order to expose him to your party (or simply to an enraged DK). There are some more things this skill allows you to do: the enemy pulled in this way sees also the damage received increased and he won't be able to move for a short period of time. Increasing the level of this skill will allow you to increase the ammount of time the "Increased damage" debuff lasts and the ammount o time the enemy stands on the ground. Honestly, I believe that the very reason people use this skill for is the ability to pull a very far away enemy close to you, and not for the other two effects; due to this, I would recommend to keep this skill at 1/5 
     
     Dark Shield: The main defensive skill of this class. Very efficient skill considering that you only need to press it once in order to make it work. It is highly def-dependant, hence, in order to make it as strong as possible, you may want to keep this statistic as high as possible. A good combo with this skill is the use of Aura of Hatred and some relics which increase Dark Wing's effectiveness. Increasing its level will also increase the chances to work, the time it lasts. Having this skill at 5/5 is quite a must, if you ask me.
     
    And now about experts - this will be quite hard for me but I'll try as well. 
     
     Saturation: This is one of the key skills of this class. In exchange of a (quite too high currently - 10%) percentage of HPs, your Life Steal parameter will higly increase for a short ammount of time. Perhaps it was necessary to create specific life steal builds in order to use this skill but as for now, if you don't plan to have a lot of HPs, this skill can be a nice power up in order to survive by killing you enemies. It has a good synergy with Steel Hurricane and a LOT of mobs surrounding you. That was just a little hint, where the skill Threads of Darkness might result in a good way to make the enemy very close to you. The first disadvantage, maybe, relies indeed on the high ammount of Hps required to use this skill and the way too short ammount of time it lasts, even maxed, however, under a certain percentage of your maximum HPs, the skill won't require any sacrifice, depending on the level of the skill (UPD 9.3.0!).
     
     Steel Hurricane: It is a damage skill: it deals damage to every enemy surrounding the DK up to 1 yard from it. Levelling this skill up will increase the ammount of damage the skill deals but it won't increase the radius of the skill. It works well combined with Aura of Hatred which will increase the damage dealt even more. It won't be a bad idea to combine it also with Saturation. if you see yourself crowded by mobs... and to speed things up, it won't be a bad idea to pull an enemy closer to you with Threads of Darkness either ^^. It works pretty well in PvE, so I encourage the player to take it among the first experts selected. Having this skill at 3/4 or even maxed won't be a bad decision. Totally bad idea if you plan to go for PvP - there are better skills to max. It's a good alternative also for the every day more popular Magic Damage builds, as the type of damage dealt depends on the prevailing ammount of damage the class has got (e.g. you got more physical = it deals physical dmg; you got more magical dmg = it deals magical damage!) (UPD 9.3.0!)
     
     Death Call:. The AoE aggro skill. It spreads an aura which aggros every enemy close to the DK and deals Magic Damage for 4 times. The damage depends on the skill level as well as the ammount of magic damage the DK has got. Increasing its level will see a larger ammount of aggro given, increased aggro time and the damage dealt increases a bit more. Do not understimate this skill in PvP: making a crowd of players lose their target while it's fighting against another crowd of players is not something a player should understimate, especially in a scenario where you shall think and act fast. If you plan to be a PvE player, then this skill is one of the first ones you should get. For a maximized power, make it at least 3/4, but it will work perfectly fine even at 2/4
     
     Aura of Hatred: It's a buffing skill. Increases the DK's defensive and offensive numerical statistics for a certain period of time. Levelling it up will make the skill last longer and improves the effect of the buffs given, and it combines perfectly with Dark Shield - which will work better - and Steel Hurricane - which will deal more damage. It is a jack of all trades, but a long cool down, justified by the ammount of power this skill basically gifts. Maxing this skill out might result in a wise choice, but in that case, make sure to have got at least 15% of CoolDown parameter, so that you won't have to wait for too long in order to re-use it. 
     
     Sharp Shadow: Elusive skill: it works as a ranged skill and it is able to stun the enemy dealing him High Magic Damage. It might work combined with Saturation. and that will result in a sort of Healing if Saturation is actived, but the ammount of HPs you spend for that skill will not, unfortunately, be healed back by that combo. This skill is the best friend of PvP DKs and the worst enemy for Healers, alongside  Blow of the Silence: if you plan to PvP, make this skill 4/4, otherwise, don't buy it at all. 
     
     Secret Reserves: Very hated skill, once, but after the several adjustments it has received now it became quite balanced. It is a Passive Skill and, in order to work decently, requires to have a lot of HP Regeneration. Although it might seem a very bad skill, combined with Blood Protection might grant the Dk a chance to survive in critical moments and it's still used a lot on PvP on tough moments. I would still recommend it on PvP though (4/4) - with the right build -  especially against Damagers, which will basically need to kill you twice with that and,who knows, in the meanwhile it might be you the winner this time. From time to time, you may want to seek for a particular book that boosts decently the ammount of HP regen given as well as more HPs, which are always welcome in PvP: Power of Life 
     
     Blow of the Silence: Skill that denies the enemy from using his skills. Increasing its level will see the effectiveness increased (up to 8s, which is incredibly high). Increases also the Magic damage and the Physical damage deal on the next attack. It is a skill that might seem a must to max, but in a ManyVSMany scenario, I can personally guarantee that it works perfectly even at 1/4. If you face some tough guys though, you may want to make it maxed so that he'll need way more time to recover. 
     
     Blood Protection: understimated skill, due to the little ammount of time it lasts and for the very high cool down it has. However, in 1 vs many scenarios it reveals to be an extremely useful skill, especially if maxed, which will give time to your mates (or even to yourself) to heal up/use a potion. If you are on the first stage of the game and you want to learn stuff like Labyrinth, then I would recommend to at least make it 3/4 until you become confident enough to live without it. 
     
     Knight's Curse: Interesting skill, incredibly useful when in party or alone if you add a bit of magic damage on your equipment. It suits perfectly in both PvP and PvE scenarios, because it can be affected by buffing parameters (Rage/Fury of Dephts/Ferocity). On underwater territories it can deal massive damage if the Deathknight uses a Spear or Mace (make sure to pick up magic damage items though ^^). The only con I'd point out is the use of magic damage: if  you decided not to have such statistic in your build then this skill might not be that cool; buy this skill only if you are planning to add a bit of magic damage in your equipment. It can be perfectly combined with Blow of the Silence and through that you can mute your enemy from any distance (as long as 1 - there is fire on the ground and 2 - the enemy doesn't move from the zone; it can work anyway even if someone steps on the fire and you trigger Blow of the Silence)
     
     
    4. Statistics and Improvements you may want to read about
     
    This is the point that I'd like to show my ideas about which statistics you should base your character on. First on the list of course is:
    -Life Steal: it is useless to point out that this statistic is quite a must for a perfect DK. However, Life Steal runes (from which you get basically 16% of Life Steal) are quite expensive, and this is a reason of why I told you not to change too many items at the first stage of your jurney with this class. Nonetheless, if you manage to get a good ammount of such statistic, you may want to combine it with two more, and they respectively are Critical Hit and Accuracy. Critical hit will allow you to double your damage and from it you will also double the ammount of HP you heal from your enemies. Don't forget to make sure to aggro as much enemies as possible - even low level ones (actually, they're the best ones) - and to use Steel Hurricane to maximize the work. Accuracy is necessary because you won't heal from your enemies if you can't hit them.
    In order to maximize Life Steal you may also want to use some relics: Terrible relic of Steal Health (use it on Threads of Darkness), Terrible Relic of Vampirism (Use it on Provocation and eventually on Dark Shield too; If you have to choose, definitely Provocation) and Terrible Relic of Blood-Devourer (on Thorn of Death). These relics shall be used wisely: use Threads of Darkness in case you are facing a mob which will surely resist your skill - this shall grant you free Life Steal for some time. While recovering, you may want to use Blood Protection in order to reduce even more the damage received and to get the maximum ammount of life back - this is in case you're soloing bosses, or simply if you're on a hard time but you're too lazy to click on the potion. If you arrived to the point to be rich enough to buy the server, then you may want to consider to get these 3 books for you: Enhanced Steal Health , Secret Power of Vampirism , Distorsion of Life 
     

     
    In order to maximize Critical Hit i hereby recommend the use of the Icy relic of Rampage on Exhalation of Darkness - mind that you'll need the use of another statistic in order to trigger this relic, which is:
     
    -Rage: this statistic revealed to be handy in every situation, not only for the damage buff it gives, but also thanks to the second effect, which will increase your HPs if you kill an enemy (being under rage effect) with a level Higher or the Same as yours. This is why I strongly recommend to put this statistic somewhere on your equip - as weapon/shield or crystal on your equipment. This statistic also allows you to use one of the best relics DKs can use: Icy Relic of Intractability. Equipping it to Dark Shield. and using it while being on rage buff, this relic will increase the effectiveness of your skill by 40%, without further costs! This statistic is perfect for classes who have use of DoT skills and, thankfully, DKs have got Death Call.
     
    -CoolDown:. this statistic is quite good to have for our class. In case you realize to have something like 70/80 Energy Regen, then you may consider to replace an Energy Regen crystal with this one. I wouldn't recommend the use of Penetration; More damage means more life recovered through life steal, but remember that you'd have to replace a good crystal with this. It is not our job to deal damage: there are better classes for that ^^
     
    -Stun: It is a statistic that can help you to earn some time during hard situations like "Descent in the Grotto" event, although not useful anymore if combined with Death Call because, due to the recent update, the stun does not trigger with the damage dealt through this skill. If you realize to have a lot of accuracy, then you may want to replace an Accuracy Crystal with a Stun Crystal on on your shield (25% of accuracy is more than enough for a tank). Relics like Relic of Stun will be fine enough for the same use. 
     
    This is all. I realize that I perhaps could have written way more specific stuff, but I want this skill to cope with the comprehension of new people who decided to approach with this class for the first time or simply for the ones who would like to know something more about this class. Mind one little thing also: I tried as much as possible to avoid to put specific statistics such as the Cool Down time of every single skill or the precise time a skill lasts, because this is a kind of information a player can simply find in game. Every word given here comes from my game experience and on how i personally play this class. I hope not to have disappointed the expectations of the way more experienced players than me, praying also that from this guide may grow comments which might eventually improve the content of the topic itself. 
     
    I thank you all for your kind attenction and I bid everyone a Nice Day! 
     
  23. Like
    Izuru Kamukura reacted to drhand in Propuestas de mejoras y ajustes para el juego   
    poner como un casino donde se pueda hacer apuesta como, juegos de cartas, justas, carreras, etc.
  24. Like
    Izuru Kamukura got a reaction from drhand in Propuestas de mejoras y ajustes para el juego   
    Bueno traigo mas ideas:
    1-La opción de declarar la guerra a otros clanes, luego de que dicha guerra es aceptada se dará un tiempo para que los clanes puedan prepararse, al final de dicho tiempo todos los miembros activos serán tele transportados a un nuevo mapa donde se llevara a cabo dicha guerra(seria una buena manera de demostrar cual clan es el mas fuerte). 
    2- Un nuevo modo de arena en el cual antes de comenzar se otorgue 1 minuto para armar tu build con 5 habilidades de cualquier facción de tu bando las cuales utilizaras para derrotar a tu rival. 
    3-Añadir DGs en solitario.
    4-Un nuevo evento de gremio en el cual deberás matar a tantos jefes de todo Ayvondil como sea posible, la recompensa variara dependiendo de cuantos hayas logrado matar.
    5-Añadir una nueva facción de Dioses, donde cumpliendo cada una de las tareas que se te den, vayas ganando favor, cuando hayas completado dicha facción se te dará acceso a una habitación donde podrás canjear el favor por armas y armadura( la dificultad de las tareas de esta facción deberán de ser MUY elevadas).
    y eso seria todo gracias por su tiempo. 
  25. Like
    Izuru Kamukura reacted to Peony in [2020.03.13] Warspear Online 8.3: Hectic Semester. Preview   
    Warriors of Arinar!
     
    Very soon you will be able to embark to the Blissful Isle, where the Spring King keeps on talking about the grand opening of the School of Magic, that was closed for so long. Any day now, one of the oldest educational institutions is going to open its doors to a new generation of wizards! Tutelage under famous sorceress, mysteries of the wizarding world, solo Dungeons, secret coups in the School, world and guild dynamic events and many more extraordinary surprises await you! The local newspaper already features the most important news from the grand opening of the School of Magic, hurry to read this issue!
     
    HERALD OF THE BLISSFUL ISLE
    (special issue)
     
    THE SCHOOL OF MAGIC IS OPEN AGAIN!
    Yet again the Blissful Isle reminds us of a buzzing hive. The news that, after many years of being in a somber state of abandonment, the School of Magic will be reopened was met with glee by the Spring King’s subjects! To remind our readers of the main milestones of the history of the School. Founded by the decree of our beloved Spring King’s great great great great great grandfather, for several centuries it was considered the best educational institution in Arinar. After that, the School was closed under mysterious circumstances. But the new principal is full of contagious enthusiasm! He has already announced the start of student admissions. We will note that the admission committee was forced to stop its work in the very first day — because the clerks have run out of blank forms and ink. But the influx of volunteers is not even close to over! We will keep our readers in the loop.
     
    PERSON OF THE YEAR — PRINCIPAL SERPENTUS
    Principal Serpentus — that’s the true hero of the recent days! It was him who managed to convince our King to resume the work of the School of Magic, the closure of which became the subject of many grim legends. Today he is accepting congratulations from eminent citizens and colleagues. The principal has graciously agreed to answer a few questions of our reporter. The conversation was held in Serpentus’ private office — it is the first restored chamber of the School. The principal’s tastes can only be envied: ancient tomes next to mysterious artifacts and jars, the contents of which is, sadly, difficult to see clearly. “I have arrived to the Blissful Isle only recently, but I already love it with all of my heart!” - the principal smiles broadly, inviting to take one of the chairs. “Believe me when I say that a lot of things link me to your glorious country!” “The high quality of education”,  — the principal continues, while rubbing the knob of his cane, in the form of a snake’s head, — “is my absolute priority!”. “I am adamantly determined to raise a new generation of wizards with simply no equals in Arinar. I will personally pick the best of the best”, — Serpentus’ eyes light up with green fires for a moment. At this point, a tall servant in a stylish uniform of snake skin appeared in the doors, so no words were needed to understand that the interview is over.
     
    THE LATEST RUMOUR IN THE CAPITAL
    The guests, invited for the festivities dedicated to the opening of the School of Magic, keep on arriving to the capital. There will be no shortage of entertainment, as the Spring King has ordered to decorate the city and intends to host new attractions for the citizens every day. In turn, principal Serpentus, as if desiring to outdo the king, has announced preparations for a grandiose masquerade ball. It seems that truly fun times await us all! 
     
    Holiday quests
     
    Main quests consist of 4 courses in the School of Magic. So prepare to put an effort into studying to quickly finish classes and move on to well-deserved rest and fun on the Blissful Isle! 
     
    To successfully complete the quest chain, you will need to pass exams after each educational course. To gain admission to exams, you will need a certain amount of reputation with the magisters of the School of Magic. 
     

     
    The most diligent students will be able to quickly earn the respect of the teachers, because completing all daily quests will rapidly increase the amount of reputation. After each course, there will be more such homework, but completing it will become more and more risky and difficult.
     
    The first 2 courses will greet you with fairly simple tasks, connected to understanding the basics of wizardry, as well as household needs of the School. But after that you will have to fight magical beasts, to find your way through the dangerous dungeon of living mirrors and to destroy most horrible creations of the dark.
     

     
    Reputation
     
    As noted above, reputation grants you admission to exams, after which you can continue to the next course. And you will need to earn enough to get to the final test.
     
    Beside daily quests, reputation can be earned by killing raid bosses and completing Dungeons of the Blissful Island, but it should be kept in mind that there will be a limit on the amount of reputation gained this way per day. The maximum amount that can be earned is 15,000.
     
    First you work for your reputation, then your reputation works for you, because after the exam of the fourth course your magical glory doesn’t vanish. Moreover, it will probably be even more useful for you, because now it is your new currency. The most interesting thing is that you can with it you can purchase the most unique goods: character experience, reputation with any faction of Arinar and crafting experience. Just ask Magister Avaris at the capital and trade your reputation for things that used to be difficult to get.


     
    Education
     
    With the new course, learning the ancient wisdom of the magicians, your character will become even stronger, because after each exam you will receive a special passive skill corresponding to the educational discipline. All magic bonuses will be available only during the Celebration of the Spring King.
     
     I Course: Moon Magic
    Moon Magic is a great gift of Nuadu. It helps you see the true essence of things, speak secret languages, and find a guiding thread in the darkness of the night.
     
    Bonuses:
    allows you to open the Treasury of the Moon Magisters in a selected dungeon reduces the Seeker's Stamina recovery time by 1 hour  II Course: Sun Magic
    Sun Magic is the wisdom of such courageous and determined seekers like Harad. Grace streams through the sunlight, but it can also scorch you!
     
    Bonuses:
    allows you to open the Treasury of the Sun Magisters in a selected dungeon reduces the Seeker's Stamina recovery time by 1 hour opens access to Momba's Lair  III Course: Astral Magic
    Astral Magic was considered incomprehensible until Berengar made it the property of all the wizards of Arinar. The power of the Astral is spread on the border of thousands of worlds.
     
    Bonuses:
    allows you to open the Treasury of the Astral Magisters in a selected dungeon reduces the Seeker's Stamina recovery time by 1 hour  IV Course: Darkness Magic
    Darkness Magic is woven from the tenets of predestined darkness. Garaan is the flesh of Darkness. His whisper guides all those who dream of undivided power.
     
    Bonuses:
    allows you to open the Treasury of the Darkness Magisters in a selected dungeon reduces the Seeker's Stamina recovery time by 1 hour unlocks access to Serpentus' Office allows you to use the services of Magister Avaris It’s time to reveal the main purpose of status markers, the ability to disable which appeared in the game settings. The fact is that after each successfully completed course above the head of the character will appear the appropriate symbol. During the studying at the School each character will have 4 symbols of each course, but sometimes it may not be very convenient to see such symbols when you are bravely protecting the School or just walking around the Blissful Isle. Therefore, you can choose to leave these magic symbols or hide them. 
     

     
    Solo Dungeons
     
    Seven new single-player dungeons will be the platform for an Masquerade Ball, where all guests of Blissful Isle will be invited. Visit the school opening celebration and help Wickedora reveal the identity of the mysterious sorceress Amraphelia, who was brought to the ball by the principal himself.
     
    Under the mask you can hide not only your face but also your intentions. Is that why the masquerade ball, hosted by Serpentus, has attracted so many suspicious people, seemingly united by a dark past? What are they really whispering to each out in orangeries and pavilions of the Magic Rose Garden? What are they plotting under the guise of a merry masquerade? What is principal Serpentus hiding? There must be someone who will find all the answers and uncover the truth!
     

     
    Try to explore the entire territory to take a closer look at the guests, find hidden clues and special items, that will be useful in discovering proof of the school principal’s dark plans But be careful! The rose garden may have dangerous traps, set up by Serpentus’ helpers. That’s why you should keep in mind the special drinks, presented for the guests. Those can help you overcome different obstacles. But don’t drop your guard at the sight of every punch bowl — not every gulp of beverage is worth taking. Carefully read the contents of every treat!


     
     
    Keep in mind that there are no time limits, so you will definitely be able to fully enjoy the ball, fulfill an important mission for Wickedora, and having completed 4 educational courses, you will gain access to all treasuries that await you at the exit.
     
    World event “Defending the School of Magic”
     
    Who would have thought that Momba, Wickedora's stepmother, would show up again at the Blissful Isle and decide to take over the School that just opened. The new principal Serpentus is ready to use the most powerful magic to stop this formidable witch, but he still needs every student’s help. Get ready, warriors, time to fight back the old villain!
     
    First stage “Seal of Astral”
    The Principal Serpentus found out that Momba was planning to attack the School of Magic! Momba thinks that Blissful Isle is her rightful domain and will not tolerate powerful wizards around here. To protect the School from invasion, Serpentus intends to restore an ancient protective spell associated with the four seals. The first seal - the Astral one - is a magical symbol drawn on the ground using the golden essence. A large amount of essence is contained in the golden wyverns that live on the Blissful Isle. Light up the symbol by killing the golden wyverns within its borders, and the first seal will be applied!
     

     
    Second stage “Seal of Darkness”
    Over the years of desolation, the seal of Darkness has lost contact with the rest of the receptacles of energy. Now, instead of protecting the School, the seal of Darkness has returned the chess knights to this world - they can't wait to ravage the surrounding land. The power of chess pieces lies in strict subordination, but it is also their weakness, which can be turned to your advantage. Kill the junior pieces to gain an advantage against the senior ones. Destroy all the chess knights and restore the second seal!
     

     
    Third stage “Seal of Sun”
    Once the Seal of Sun was filled with the power of the flame of the five solar bowls, but the fire in them has long been extinguished. To restore the seal, you need to connect the bowls with the energy of the solar lights that come here every day!
     

     
    Fourth stage “Seal of Moon”
    The Seal of Moon was guarded from time immemorial by stone guards of the Firstborn, but now the ghouls chose the lands entrusted to them! The guards will help you restore the seal, but you need to banish the ghouls once and for all. Stone guards are sensitive to healing magic - if you heal their wounds, they will start killing enemies even with more rage than before.
     

     
    Fifth stage “Attack from Below”
    All seals are restored! But the insidious Momba has already sent her pupils, who dug tunnels directly into the classrooms of the School of Magic! Go there and repel the dastardly attack of the evil witch’s minions! Be careful, as Momba’s servants use ancient rune magic that protects them from all attacks. Only destroying all runes will bring the magical barriers down and defeat the invaders!
     

     
    Sixth stage “Dancing Whirlwind”
    The last battle is ahead of us! The main threat to the School is the old witch's personal familiar, Jezebel, nicknamed Dancing Whirlwind. After drinking the broth from Momba's cauldron, he gained unprecedented power. You must defeat him before it's too late!
     

     
    Restart time: 4 hours after the first stage starts on schedule.
     
    Guild event on a GvG-territory “Mirror Trap”
     
    Yet again guilds will be able to test their strength in a dynamic event on a shared GvG-territory. You will need to be one of the first to kill three powerful monsters hidden in the dungeon, which do not like uninvited guests in their caves. And don’t forget about the most important part — destroy the wretched mirror before it kills you! 
     
    Long ago, when the old School of Magic was abandoned, many magical artifacts remained in its catacombs. One of those was the magical mirror, created by a master glazier, hailing from the kin of cave trolls. For anyone looking into it, the mirror created  their own reality, where all desires and dreams were fulfilled, even the secret ones. But the illusion created by the mirror could not exist forever. Wishing for more and more, anyone who went through this looking glass became trapped and lost in this brittle world. They were left there forever, doomed to wander between the shards, as the master of the cave troll kin laughs hoarsely.
    Rebuilding the school, Serpentus has found the mirror. Only the principal knows what use to put the magical glass’ of the troll. But for that it is neccessary to destroy the mirror, alongside with any of its guards, spawned over the years of being forgotten. Only the most united guilds, arriving to the Blissful Isle, will manage that!
     

     
    Only by killing all the bosses your Guild will be able to successfully complete the event. In addition, you will need to be as fast as possible, because you just may not have time to get to each of bosses. And for easy moving through the maze some time after the start astral portals will be opened, with which you will be able to access specific places. 
     
    It will be difficult to stand your ground against more powerful enemies in this massive battle, but every guild will have access to special objects that will boost their strength or hide from their enemies. And the labyrinth itself has many passages where you can sneak past the most difficult battles. So don’t be afraid of anything and bravely charge into the fray!
     
    Restart time: on schedule


     
    Guild event on a dedicated territory “Chasing Snark”
     
    Snark has grown bold enough to leave his lair and spoil the festivities dedicated to the opening of the School of Magic. Well, warriors, you will have to raise your weapons and go down into the dangerous labyrinth of the dark burrows, where you will need to find the entire team of the Spring King, summoned to defeat the underground monster. The Royal Hunt begins! Skulk through these narrow passages into the darkest corners, because that’s where your allies may hide, surrounded by monsters.
     
    And pay attention to the portals you’ll find along the way — they will bring you to abandoned rooms, which should also be checked. But keep in mind that the position of these portals is always a mystery, so to quickly find it, destroy the Pixie flying around the labyrinth — their dust will increase your movement speed.
     

     
    First stage “Team of Brave Men”
    The principal of the School of Magic, the great Serpentus, and the All-Powerful ruler of the Blissful Isle are hunting after a creepy creature called Snark! This mysterious monster has not been spotted for a long time, but recently he insidiously attacked a wagon train with flowers that were supposed to be used to decorate city buildings. Dragging the flower baskets somewhere, the creature disappeared into the dungeons of the School of Magic! A team of brave men, led by captain Bellman, has already set out in search of Snark, armed with a map - coincidentally drawn up by Snark himself. However, Bellman's daredevils won't be able to cope alone - they will need the help of a tight-knit guild that will dare to challenge Snark!
     

     
    Gather the whole team of brave daredevils: Butcher, Boots, Broker, Banker, Billiard-Marker, Baker, Barrister and Beaver. And, of course, don’t forget Captain Bellman himself! Only together you will be able to reach Snark’s Lair, where you will need the help of your allies to lure the monster into a trap. But for everyone to continue forward, you will need to defeat some especially strong enemies — Jubjub and Jabberwocky. Keep in mind that the latter doesn’t at all like the sound of a bell.
     
    Second stage “Snark's Lair”
    This is it, Snark's lair! The monster is hiding in an abandoned part of the garden! Beaver and Butcher have already built a trap - now they are waiting for the brave heroes to lure Snark straight into their trap. The final stage of the hunt is near!
     

     
    Snark is not really that simple to give up right away. He is defended by two vile Whippety Whips, to which you have to get through neighboring locations. And only then it will be possible to attack the main monster, who will do dirty tricks and constantly slip away from under your nose. But when you will be near your team, you can successfully end the hunt and catch Snark with the help of a special trap.
     
    Conditions of activation: complete 15 times any dungeon on the Blissful Isle.
    Restart time: 12 hours after the event ends.
     
    Raid Bosses
     
    Momba
     
    The first raid boss will be available to everyone who finishes the second course of the School. You will again meet the devious Momba, who decided to remind us about herself and return to the Blissful Isle. She hides in one of the cellars of the school building, where she is brewing her most dangerous potion. Be on the lookout as this witch’s brew will become a real obstacle in fighting this fearsome witch!
     

    Serpentus
     
    The powerful wizard seemed very friendly when he arrived on the Blissful Isle. But Wickedora was right about his true plans. Well, warriors, after graduating from the Magic School, you must be ready to throw off the Serpentus mask and show the Spring King real face of this villian!
     
    Serpentus arrives to the Emerald Capital and quickly earns the Spring King’s admiration by solving a several issues (that, as it turns out, were created by Serpentus himself). In return, he receives the King’s permission to re-open the School of Magic after its mysterious closure several centuries ago. The king clearly favours Serpentus, who returns the favour by quckly gets down to business and recruits his accomplices as students, who will back him in the upcoming rebellion.
     

     
    The entrance to the principal's office will only be open to those who have completed all 4 courses of study. Be careful at the first sign of danger Serpentus will call to his aid the evil creatures, who will defend his master until death. And only after it you will meet the boss himself, but in a completely different guise. Calm Principal will turn into a real monster, and only the most courageous heroes will be able to slay!
     
    Holiday skills
    Only during the Honoring of the Spring King each player will have access to special holiday skills. Please note that these skills cannot be used in Arena battles!
     
     Norbert’s Help
    The famous jack of all trades, easily mastering any wisdom and any science. A talented scout and axe fencer. All of these traits make Norbert a fantastic ally for any adventurer. Beaver is a tough one and is able to turn the strength of the enemy against themselves, and his tongue is as sharp as his axe — no foe can ignore him!
     
     Barberas’ Help
    These fluffy inhabitants of the Blissful Isle’s dungeons were always easy to befriend by the surface-dwellers. Since the times of settling these territories, barberases readily joined anyone who asked for their help. To enlist a barberas is a great boon, as they emanate a magical glow that will boost your strength, and their appearance will make the enemies freeze in terror.
     
    P.S.
     
    Also, you will find several pleasant fixes that will be added with the start of the Honoring of the Spring King:
    tips on the map of Blissful Isle (markers) will be turning off during the quest, if they will no longer be needed you (after the holiday it will be entered in all game zones); the stack size for craft resources will be increased to 50. More information and news about rewards and gifts are waiting for you soon with the release!
     
    See you in the game!
    AIGRIND
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