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Lavrence

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Everything posted by Lavrence

  1. no more activity in this contest :/
  2. Wow 20 days longer. Must be a massive patch, huh.
  3. Welcome to Arinar! - The basic knowledge you need to know about Warspear - written by Lavrence In this guide you will find: ☻Introduction to the factions and each race; ☻The basics about each class; ☻Introduction to the world of Arinar; ☻Tips for having an easier life and a better time playing; 1.Factions & Races Hello, Traveler! I heard you wanted to experience an adventure. Well, you came to the right place! Behold - Arinar! The lands of the noble humans who call them selves the Chosen, the wise elfs of Melvendil - the Firstborn, the mighty people from the cold island of Godgorrath - the Mountain Clans and also the powerfull magicians of Moraktar - the Forsaken. However all is not as beautifull as it might seem. There is a war raging between these factions - the Forsaken and the Mountain Clans have formed a Legion against the powers of elves and humans. If you want to continue your adventure you will need to choose your side! 2.Classes But wait! You cant go to war like this, you need a weapon! Now choose which one suits you the most! The Firstborn Bladedancer - the master of dual wielding specalization, feared on the battlefield for his powerfull blows and the heavy armor. Flash Strike: An impetuous attack with a weapon, dealing heightened physical damage. The strength of the damage increases with skill progress. Energy expense: 13 points Aggression: Attracts target's attention and makes the enemy attack you. Enemy character only loseshis target. The time of the skill effect increases with its level. Energy expense: 9 points Sap: Sapped targets gets reduction in damage and attack speed. Energy expense: 17 points Hamstring: A crippling blow to the enemy, immobilizing him for some time.The enemy loses their ability to use skills. Energy expense: 16 points Parry: Chance to parry melee attacks increases. Energy expense: 20 points Ranger - one of the strongest killing machines you'll see, many have fallen from their arrows before they could land a finger on them. Powerful Shot: A shot which deals heightened physical damage to the target. The strength of damage increases with skill progress. Energy expense: 13 points Scatter Shot: A shot which disorientates the target, making him step back for some distance. Energy expense: 14 points Evasion: Increases the chance of avoiding any kind of attack. Energy expense: 18 points Ranger​ Blessing: Ranger gets a chance to deal additional damage after any attack. Energy expense: 17 points Beast Trap: Place a beast trap to immobilize the enemy for some time. Energy expense: 16 points Druid - the wise people who heal their team mates and lock down single targets. Lightning Bolt: Hits a target with a lightning bolt dealing moon magic. Energy expense: 14 points Healing Dew: Temporarily restores the health of the character, or his ally, using astral magic. Energy expense: 12 points Barkskin: The character's skin becomes tougher, reducing the damage taken from any attack. Energy expense: 24 points Entangling Roots: The plant roots entangle the opponent, holding him in place for some time. Energy expense: 20 points Insect Swarm: A swarm of insects is released. The insects deal damage to the enemy, reducing the enemy's speed for some time. ENergy expense: 15 points The Chosen Paladin - the strongest of them are said to be immortal - unkillable by anything that is not the hand of Harrad himself, Purifying: Causes increased physical damage to the target. If the target is under the "Fetters of Justice" spell, they get additional astral magic damage during this time. Energy expense: 14 points Fetters of Justice: Bind all the enemies, in a certain radius, around the paladin. They cannot move or use their skill, and their damage is reduced. Energy expense: 18 points Light Aura: Increases the healing effects from other skills. Affects all allies in a party, inside a certain radius. Energy expense: 9 points Persuasion: Attracts the target's attention, and makes the target attack you. The enemy only loses his target. The time of the skill effect increases with its level. Energy expense: 9 points Heavenly Light: Instantly restores some of the character's health points, or his ally's, using astral magic. Energy expense: 12 points Mage - don't blink or you will miss the fireworks that wipe out a whole squad, Fire Ball: Releases a fire ball, dealing increased sun magic damage to a target. Time Warp: The mage moves to a specified point, dealing damage to all the enemies inside this small area. Stone Shatters: Mage raises stone shatters into the air. The mage deals sun magic damage to all the enemies inside a certain radius surrounding him. Illusory Chains: The mage pushes all the enemies who surround him away in a small radius. The pushed away enemy is bound with illusory chains to the ground and can't move for some time. Sun Armor: Increases the character's resistance to any magical damage for some time. Priest - they are like the pillars that hold the whole army, untill they are dead no killing their comrades is impossible. Harad's Tears: Harad's fiery tears fall on the specified enemy, dealing sun magic damage. If the priest or his party members are attacked by enemies, there is a chance that Harad's tears will fall on them too. Word Power: Put a curse on a specific enemy. If the target uses a skill which requires energy consumption, then he will additionally lose a percentage of his maximum energy. The amount of energy lost by the enemy, and its duration, increases with skill progress. Armistice: Under this skill, the target enemy can't attack the priest, and the priest can't attack the target. However, the other target's opponents start to deal increased damage to it. Holy Shield: This shield provides a strong cover around the character, or the ally, which consumes a certain amount of damage. The consumed damage affected by the shield increases with skill level. Healing Touch: Instantly restores some amount of the character's, or the ally's, health points with the help of astral magic. The Mountain Clans Barbarian - the brute force of their sharp axes and swords will chop you piece by piece untill you take this muscle mountain down, Strong Blow: A strike that deals heightened damage to the enemy. The strength of damage increases with the skill progress. Causes physical damage. Energy expense: 13 points Roar: A frightening roar that reduces the power of incoming attacks. Energy expense: 18 points Taunt: Attracts the target's attention and makes the enemy attack the character. Enemy character will only lose his target. The time of this skill efftect increases with its level. Energy expense: 9 points Chop: Causes target to bleed, resulting in physical damage over time. Can be used multiple time against one enemy. Energy expense: 13 points Charge: Character instantly rushes to the enemy from a distance of more than two yards, and with a strong blow, may stun the target. The chances of stunning the target increases with skill progress. Energy expense: 20 points Rogue - told to be the greatest masters of their art - assassination - these guys will appear from nowhere and pick you off one by one, Kick in the back: Lowers Accuracy of enemy's attack for some following hits. Amount of the hits depends on the skill progress. Merciless Strike:Furious attack dealing heightened damage. The strength of damage increases with the skill progress. Dodging: Rogue gets increased chance of dodging any attack. Gouge: Incapcitates the opponent for some time. Any action towards the incapacitated target will stop this effect. In a fight with one opponent, while the effect lasts, the "Stealth" skill can be used. Stealth: Allows the character to move in quiet mode if not already in battle. Any attack made in stealth deals increased damage. Shamans - the elders of their tribes who know the secrets of manipulating nature her self to heal the wounds and abolish their enemies. Ball Lightning: Hits the target with a lightning ball dealing moon magic. Energy expense 14 points Healing Spirit: Temporarily restores the health of the character, or his ally, with astral magic. Energy expense: 12 points Earth Protection: Creates magic shield, increasing defence against any attack. Energy expense: 24 points Lightning Blast: This blinds the target for a while. The enemy can't attack and use skills,and will run for some time. Duration of blindness increases with skill. Energy expense: 20 points Earthquake: A small earthquake is created, reducing the enemies' attack speed within two yards aswell as inflicting damage to thier health. Enemies can't move during the spell. Energy expense: 15 points The Forsaken Death Knight - their favourite activity in the battle - soaking up the damage, Thorn of Death: This is a blow which deals increased physical damage. The strength of damage increases with skill progress. Energy expense: 12 points Exhalation of Darkness: This enchances the character's weapon in order to deal increased damage with dark magic during the next common attack. The target will be stunned for a few seconds. Energy expense: 15 points Provocation: Attracts the target's attention, making the target attack the character. The enemy character only loses his target. The time of the skill effect increases with its level. Energy expense: 9 points Threads of Darkness: This moves the chosen enemy close to the death knight. The enemy will be suppressed, suffering from increased damage from any attacks during this time. Energy expense: 15 points Dark Shield: With some chance, this allows the death knight to ignore some of the damage received in accordance with his armor. The chance of successful skill usage increases with its level. Energy expense: 18 points Warlock - they are trully stuning - literally - if you fall in their trap you can count the seconds left untill your doom, Arrow of Darkness: Warlock releases an arrow using black magic. The arrow strikes the target and deals dark magic damage. Energy expense: 13 points Life Exhaust: Extract life power from an enemy, dealing dark magic damage during over time. The warlock restores his health by a small percentage from the damage cause by the skill. The damage and health restoration increases with the skill progress. Energy expense: 15 points Dark Circle: With the help of black magic, this creates an impassable barrier around the targeted area. If the enemy happens to enter the area, he loses his senses and can't attack or move for some time. Energy expense: 13 points Plash of Darkness: Infects the ground with dark magic. All enemies within the afffected area recieve dark damage over time. Energy expense: 14 points Fear: Warlock frightens an enemy, making him run in fear for some time. Dealing damage to the target may stop the skill effect. Energy expense: 18 points Necromancer - much like priest, he holds his team mates alive while they crush the enemy. Poison Spittle: The character hits the target with a poisonous substance and deals dark magic damage. If target has already been under the Deathly Eye skill twice, his body will be poisoned and he will suffer from dark magic damage over time. Energy expense: 16 points Deathly Eye: Reduce the target's maximal health by a small percentage. The skill can be used twice on one target, during a moment of time. The percentage of reduced health increases with skill progress. Energy expense: 5 points. Nightmares: Lull the enemy to sleep for some time. While the target is having nightmares, it can't regenerate its health or energy. If the target gets damaged, it will wake up. Energy expense: 20 points Bone Shield: This provides a strong cover around the character, or an ally, and negates a certain amount of damage. Necromancer spends a percentage of his maximum health every time he uses the skill. The consumed damage affected by the shield increases with level. Energy expense: 20 points Ancient Seal: Instantly restores a certain amount of the character's, or ally's, health points with the help of astral magic. Necromancer spends a percentage from his maximum health every time he uses this skill. Energy expense: 7 points As you may have noticed each race has its own tank, damage dealler and support, but even if their roles are similar their playstyle is very different. 3.The World Each race has its own island in which there are 5 main cities/villages where you get the quests from. It may seem not dangerous on these islands from the first look, but don't fall for that - in deep caverns and cold dungeons lie horrible things that you can only slay with the help of your fellows! After you end your adventures on your homeland you'll be send to Irlesnort where you will face new obstacles and continue your path to becoming you factions hero. However you should avoid sailling to Norlant swamps untill you feel strong enough as it's the most dangerous place in Arinar, full of creatures you only read about in fairy tales. Irselnort : Norlant Swamps : Godgorrath : Moraktar : Melvendil : Langasard : 4.The end or the beggining? Now that you know what lies in the world of Arinar, grab your weapon, choose your side, invite your comrades and go slay some demons of stone and fire, dragons and giants! For the end I want you to give some tips, well two actually - first, playing with friends is always better AND easier and second somepeople are plain annoying but in that case you need to remember that there is this button -
  4. Lavrence

    Rogue stats xD

    So I'm building my rogue right now and was wondering if I should get Scout Kris or Scout Gladius?
  5. So, I just ended all the quests in the Irlesnort Island and I got up to lvl 15. So how do I lvl up to 20? Daily quests take so long and they dont give much exp and I cant go to Norlant (I'm a ranger, get insta killed). Any tips?
  6. Thank you for all the support, but the competition is so big, that I can only wish I could be in Top 3.
  7. While making this costume I was thinking about the consept that only one arm is armored leaving other parts of bodycapable of moving swiftly, that was actually first used if I'm correct) by the roman gladiators. And the robe is just a simple long robe, nothing much. That leaves it that the only thing similar to this Full Metal Alcheist guy is the color of the robe, well if you guys say so, then I'll change the color.
  8. This is the costume I have in mind.It would be a long robe with one arm fully covered in armor, there's also a neckles similar to the one's that bhudist monks wear. I left the head without any hat or helm, because I wanted that players could show their hairstyle, especially the ones who used barber set. Please tell me what you think about it! Also I added some variatons of the costume. Lavrence
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