The new map is coming and with it a new update. As a suggestion I bring new additions to functions that already exist in the game. The first one is to be able to select and see how many chests you have (in the mail) of each specific an
And as the second option, the addition of the chest options in the main bag
and the button to collect everything from the Mail, thus not collecting one by one. Example of Mail from Genshin Impact, more like a comparison
The 15th anniversary of the confrontation between the forces of the Sentinels and the Legion is approaching! Over all these years, the rivalry between the Alliances and their incessant struggle for leadership has inevitably changed the amazing and diverse world created by the White Wanderer. Now, Arinar is on the verge of epochal events, and every warrior is capable of changing the course of history! On the eve of the upcoming trials, the sages are revealing new powers to the defenders of Arinar, enclosed in a tree of class talents. It's time to find out what secrets of power are hidden in the continuation of the tree!
Basic talents
The continuation of the talent tree will differ depending on the role of the class. In addition to bringing talents with new mechanics in the continuation of the tree, full study of all incoming talents will allow you to unlock access to three talent branches that are unique to each class (talent branches will be discussed in more details below). Moreover, some basic talents will be part of the talent branches and will be located uniquely for each branch of each class.
Fuse of Hatred
Increases the amount of aggression generated by the character when dealing damage by 5 \ 10%.
Predator's Rage: Rank I
Increases the character's damage against Normal, Strong and Elite class monsters by 1 \ 1.5 \ 2%.
Predator's Rage: Rank II
Increases the character's damage against mini-bosses, bosses and raid bosses by 1 \ 1.5 \ 2%.
Continuous Penetration
Increases the penetration of character skills that deal periodic damage by 0.25 \ 0.5 \ 0.75%.
Instant Penetration
Increases the penetration of character skills that deal instant damage by 0.25 \ 0.5 \ 0.75%.
Critical damage: Rank I
Increases the character's “Critical Damage Strength” parameter by 0.5 \ 0.75 \ 1 \ 1.25 \ 1.5%.
Critical damage: Rank II
Increases the character's “Critical Damage Strength” parameter by 0.75 \ 1 \ 1.25 \ 1.5 \ 1.75%.
Controlled Weakening
Increases the duration of negative effects, except for control effects, which are applied by the character to monsters by 1.5 \ 3 \ 4.5%.
Controlled Obedience
Increases the duration of control effects, which are applied by the character to monsters by 1.5 \ 3 \ 4.5%.
Broken Fortification
Each successful character's basic attack inflicts the “Broken Fortification” debuff on the enemy for 7 sec. The effect reduces the monster's physical and magical defense by 1.5 \ 3 \ 4.5%.
Increased Penetration
Increases the character's maximum “Penetration” parameter by 0.5 \ 1 \ 1.5%.
Increased Ferocity
Increases the character's maximum “Ferocity” parameter by 1 \ 1.5 \ 2%.
Strength Test
Increases the character's damage against monsters with a level of health above 70% of the maximum by 1.5 \ 3 \ 4.5%.
Killing Blows
Increases the character's damage against monsters with health below 30% of the maximum by 1.5 \ 3 \ 4.5%.
Critical Hit: Rank III
Increases the character’s “Critical Hit” parameter by 0.75 \ 1 \ 1.25%.
Accuracy: Rank III
Increases the character’s “Accuracy” parameter by 0.75 \ 1 \ 1.25%.
Attack Speed: Rank III
Increases the "Attack Speed" parameter for the character by 0.75 \ 1 \ 1.25 \ 1.5%.
Penetration: Rank III
Increases the "Penetration" parameter of the character by 0.75 \ 1%.
Skills Cooldown: Rank III
Increases the "Skills Cooldown" parameter for the character by 0.75 \ 1 \ 1.25 \ 1.5%.
Power Attack: Rank III
Increases character’s physical and magical power by 0.75 \ 1 \ 1.25%.
Defensive talents
Predatory Restraint: Rank I
Reduces incoming damage to the character from the skills of Normal, Strong and Elite class monsters by 1 \ 2 \ 3%.
Predatory Restraint: Rank II
Reduces incoming damage to the character from the skills of mini-bosses, bosses and raid-bosses by 1 \ 2 \ 3%.
Natural Stubbornness
Reduces the duration of negative effects, with the exception of control effects applied to the character, by 1 \ 2 \ 3%.
Natural Resistance
Reduces the duration of control effects, applied to the character by 1 \ 2 \ 3%.
Complicity
Increases the duration of buffs from skills applied to the character by 1 \ 2 \ 3%.
Blocking: Rank I
Increases the character's "Block" parameter by 0.25 \ 0.5 \ 0.75%.
Blocking: Rank II
Increases the character's "Block" parameter by 0.5 \ 0.75 \ 1%.
Parry: Rank I
Increases the character's “Parry” parameter by 0.25 \ 0.5 \ 0.75 \ 1%.
Parry: Rank II
Increases the character's “Parry” parameter by 0.5 \ 0.75 \ 1 \ 1.25%.
Temper Suppression
Each character's successful auto-attack against a monster inflicts the “Temper Suppression” debuff on it for 7 sec. The effect reduces the monster's physical and magical power by 1 \ 1.5 \ 2%.
Resistance: Rank I
Increases the character's “Resistance” parameter by 0.25 \ 0.5 \ 0.75%.
Resistance: Rank II
Increases the character's “Resistance” parameter by 0.5 \ 0.75 \ 1%.
Inconspicuous Attack
Reduces the amount of aggression generated by characters when dealing any damage by 5 \ 10%.
Inconspicuous Healing
Reduces the amount of aggression generated by the character when healing with skills by 5 \ 10%.
Self-Defense
Increases the character's physical defense in combat with monsters by 1.5 \ 3 \ 4.5%.
Increased Blocking
Increases the character's maximum allowed “Block” parameter by 0.5 \ 1%.
Increased Parry
Increases the character's maximum “Parry” parameter by 0.5 \ 1 \ 1.5%.
Increased Resilience
Increases the character's maximum “Resilience” parameter by 0.5 \ 1 \ 1.5%.
Increased Evasion
Increases the maximum value of the character's "Dodge" parameter by 1 \ 2 \ 3%.
Second wind
Restores 1 \ 2 \ 3% of the character's maximum health every 7 sec. if the character's health drops below 50% of the maximum health.
Revive the Spirit
Restores 2 \ 4 \ 6% of the maximum energy to the character every 7 sec. if the character's energy level drops below 50% of the maximum.
The power of healing
Increases healing power from character skills by 1 \ 2 \ 3%.
Stamina: Rank III
Increases maximum health of the character by 0.75 \ 1 \ 1.25 \ 1.5%.
Evasion: Rank III
Increases the “Dodge” parameter for a character by 0.75 \ 1 \ 1.25%.
Solidity: Rank III
Increases the character's "Solidity" parameter by 0.75 \ 1%.
Wisdom: Rank III
Increases maximum character energy by 1.5 \ 2 \ 2.5 \ 3%.
Energy regeneration: Rank II
Increases the character's “Energy Regeneration” parameter by 2 \ 3 \ 4 \ 5 pts.
Health Regeneration: Rank II
Increases the character's “Health Regeneration” parameter by 6 \ 9 \ 12 \ 15 pts.
Common
Stellar Blessing
Character receives an additional skill development point.
Talent branches
Talent branches are special sections within the talent tree that enhance certain class abilities. By choosing and developing one of the three available talent branches, you can not only strengthen your character and make it more effective in various game areas, but also adapt it to your chosen play style.
The study of talent branches becomes available as soon as all incoming talents are studied. You can activate one of the branches in the dialog box that appears after clicking on the branch icon. After confirmation of activation, the descending talents of the selected branch become available for research. At the same time, you can study and develop only one of the three talent branches, and you can change the talent branches in the inactive branch dialog box.
When changing the branch, all the talents learned in the deactivated branch will become inactive, but the progress of the learned talents will remain. In addition, to change the branch you will need a certain amount of knowledge. The specific cost of changing a branch is calculated depending on the cost of all the studied talents in the activated branch. The current status and condition of the branch will be indicated by the color indication of the frames of the icons of the branch and talents.
Chosen
Paladin
Branch “Retribution”
Paladins of “Retribution” branch are both a reliable support for their allies and a fighting force that strikes fear into the hearts of their enemies.
Lesser talents
Heavenly Light+
Increases skill power gain from character's magical damage by 2 \ 4 \ 6%.
Harad's Call+
Increases skill power gain from character's magical damage by 8%.
Purifying+
Increases the gain of the strength of the periodic damage from the character's magic damage by 1 \ 2 \ 3%.
Sun Seal+
Increases skill power gain from character's magical damage by 8%.
Key Class Talents
Inextinguishable candle
The "Light Aura" skill additionally restores health to the character and all party members every 2 sec. at a rate of 8% of the healing received by any member of the group under the effect during this time.
Faith reward
All character skills that deal damage have a 15% chance to additionally inflict the "Faith reward" debuff on the enemy for 8 sec. The effect deals magic damage equal to 20% of the character's magic power every 2 sec. The maximum number of effects from the talent on a single target is 5.
Branch “Holy Warrior”
Seeing the shine of the armor of the “Holy Warrior” Paladin, any enemy realizes that he is facing a dangerous opponent. Raising his banner, the Paladin proudly resists any onslaught.
Lesser talents
Paladin's Prayer+
Increases skill healing strength by 2 \ 4 \ 6%.
Repellent Strike+
Increases the effect duration of the skill by 0.5 sec.
Purifying+
Increases skill power gain from character's physical damage by 2.5 \ 5 \ 7.5%.
Inner Forces+
Increases skill effect strength by 0.2%.
Key Class Talents
Anger concentration
Now the maximum number of player targets and monster targets of the “Harad's Banner” skill is 1. Now the Banner deals physical damage depending on the character’s physical strength and is more likely to attack the same target as the character. Skill damage increased by 15%.
Sanctified armor
Increases the character's maximum health by 1% for every 600 pts. of physical protection.
Branch “Bastion of Faith”
Steadfastly enduring the burden of frontline battles, Paladins of the “Bastion of Faith” branch will not abandon a weakened ally and become a reliable cover for him.
Lesser talents
Heavenly Light+
Increases the skill power gain from the character's magical damage by 2 \ 4 \ 6%.
Sun Seal+
Increases the healing power of the skill by 2%.
Harad's Banner+
Increases skill effect strength by 1 \ 1.5 \ 2%.
Light Defense+
Increases skill effect strength by 4%.
Key Class Talents
Unbroken Spirit
The skill "Inner Forces" additionally increases the "Block" parameter by 5% and by 0.5%, depending on the missing health.
Intercession
Restores health to the character and an ally, primarily party members, within 5 yards equal to 100% of the character's magic power when blocking or parrying an attack, but no more than once every 1 sec.
Mage
Branch “Pyromancy”
By mastering the power of fire, “Pyromancy” Mages have become an unstoppable offensive force capable of crushing anyone.
Lesser talents
Fire Ball+
Increases skill power gain from character's magical damage by 3 \ 6 \ 9%.
Roaring Flame+
Increases skill effect strength by 2%.
Aura of Fire+
Increases skill power gain from character's magical damage by 1 \ 2 \ 3%.
Blazing Ground+
Increases skill power gain from character's magical damage by 2%.
Key class talents
Magma block
The “Frostbolt” skill now applies the “Incineration” debuff to the enemy instead of “Icing”. This effect reduces “Skill Cooldown” parameter by 35%. The skill now deals 15% increased damage against enemies affected by the “Blazing Ground” skill.
Pyromaniac
“Fire Ball”, “Blazing Ground”, “Roaring Flame”, “Aura of Fire”, and “Frostbolt” skills deal 50% increased critical damage and a guaranteed critical strike against targets at or above 90% health.
Branch “Secret Magic”
Mages of the “Secret Magic” branch change reality to achieve their goals. Entering into battle with them, you should not believe your eyes.
Lesser talents
Ethereal Barrier+
Increases the duration of the skill's effect by 0.1 sec.
Time Warp+
Increases skill power gain from character's magical damage by 2.5 \ 5 \ 7.5%.
Ennoblement+
Increases the duration of the skill's effect by 0.1 \ 0.2 \ 0.4 sec.
Illusory Chains+
Increases skill knockback range by 1 yard.
Key class talents
Accumulation
When using the “Time Warp” skill, it applies the effect of the “Ethereal Barrier” skill to the character. The duration of the action and its strength depend on the level of development of the skill "Ethereal Barrier".
Space manipulation
Apply the “Space Manipulation” buff on the character for 12 sec. when using “Time Warp”, “Illusory Chains”, “Ethereal Barrier”, “Dragon Eye”, “Ennoblement”, and “Magic Ban”. The effect increases the character's magical power by 6%. Every 3 sec. bonus to magic power is increased by 2%, up to a maximum of 18%. Getting the effect again refreshes its duration.
Branch “Geomancy”
Possessing a wide range of skills, the Mages of the “Geomancy” branch are universal combat units capable of both increasing their offensive potential and strengthening their defense.
Lesser talents
Sun Armor+
Increases skill effect strength by 2 \ 4 \ 6%.
Shattered Stone+
Increases skill power gain from character's magical damage by 7%.
Frostbolt+
Increases skill effect strength by 5%.
Fire Ball+
Increases skill power gain from character's magical damage by 3 \ 6 \ 9%.
Key class talents
Runic Boulder
The skill "Fire Ball" additionally inflicts the negative effect "Blunt Wounds" on the enemy for 16 sec. The effect reduces movement speed by 8% and physical and magical defense by 5%. When an enemy gains 3 stacks, the effects are combined into one powerful “Open Fracture” debuff for 16 sec. The effect reduces movement speed by 40% and physical and magical defense by 20%. An opponent affected by the “Open Fracture” effect cannot receive the “Blunt Wounds” effect.
The magic of nature
When using “Overload”, “Frostbolt”, “Fire Ball”, “Shattered Stone”, “Sun Armor” skills, the character will randomly gain the “Rose Lethality” buff, the “Sakura Flexibility” buff, or the “Lily's Innocence” buff by 12 sec. The “Lethality of the Rose” effect increases the damage of instant damage skills by 10%. The “Sakura Flexibility” increases “Skill Cooldown” parameter by 18%. The “Lily's Innocence” buff increases maximum health by 8%. Getting the effect again refreshes its duration.
Priest
Branch “Serving the Light”
Saving the lives of comrades is the main and only goal of the Priests of the “Service the Light” branch. Warriors who sacrifice themselves in battle can always be sure that the righteous light will illuminate their path forward.
Lesser talents
Healing Touch+
Increases skill power gain from character's magical damage by 2.5 \ 5 \ 7.5%.
Redemption+
Increases the amount of debuffs the skill removes from the character and allies by 1.
Punishment of the Light+
Increases the duration of the skill's effect by 0.2 \ 0.4 \ 0.6 sec.
Harad’s Tears+
Increases skill power gain from character's magical damage by 7.5%.
Key class talents
Confession
“Valor Aura” skill additionally removes a debuff from one party member every 5 sec. The effect's trigger frequency is reduced by 0.5 seconds. for each member of the group with the effect of the skill.
Make it Before Sundown
Increases the "Skill Cooldown" parameter by 15% and by another 1% for each 10% of the missing health of the maximum health of each of the party members who are in the same location with the character.
Branch “Inquisition”
Righteous punishment with burning light will overtake the enemy, which will stand in the way of the Priests of the “Inquisition” branch.
Lesser talents
Harad’s Tears+
Increases skill power gain from character's magical damage by 2.5 \ 5 \ 7.5%.
Payback+
Increases skill power gain from character's magical damage by 10%.
Gods' Help+
Increases the effect of a skill that increases the target's “Critical Damage” parameter by 1 \ 2 \ 3%.
Mystic Mark+
Increases skill power gain from character's magical damage by 9%.
Key class talents
Aegis of Sin
Now the skill "Mystic Mark" does not reduce the physical and magical defense of the target, but additionally deals damage when the effect is applied. Skill damage reduced by 25%.
Drunk with Light
Increases the damage of all instant damage skills by 15%. Apply the “Drunk with Light” buff on the character for 14 sec. when an enemy dodges an auto-attack or a skill attack that deals instant damage. The effect increases the "Accuracy" parameter by 12%.
Branch “Sacred Fury”
In addition to helping the wounded, “Sacred Fury” Priests are able to enchant the blades of their brothers-in-arms with the withering power of righteous anger.
Lesser talents
Harad’s Tears+
Increases skill power gain from character's magical damage by 2.5 \ 5 \ 7.5%.
Valor Aura+
Increases skill effect strength by 2%.
Armistice+
Increases skill effect strength by 1 \ 2 \ 3%.
Punishment of the Light+
Increases skill power gain from character's magical damage by 8%.
Key class talents
Punishment by Pain
While affected by “Valor Aura” skill, all party members have a 30% chance to deal an additional 20% of the character's magical strength when attacking or using an Instant Damage skill.
Uplift
Increases the character's magical strength by 15% for 6 sec., after which the bonus to magical strength decreases by 1.5% every 2 sec. When the bonus to magical strength reaches 0%, the maximum bonus is applied. The frequency of reduction of the bonus is reduced by the "Skill Cooldown" parameter.
Seeker
Branch “Steel Storm”
Like unstoppable wind flows, a flurry of cleaving blows from Seekers of the “Steel Storm” branch falls upon the enemy.
Lesser talents
Exacerbation+
Increases the effect of a skill that increases a character's “Attack Strength” parameter by 1%.
Inspiration+
Increases the effect of a skill that increases a character's “Attack Speed” parameter by 1 \ 1.5 \ 2%.
Sun Power+
Increases the effect of a skill that increases a character's “Critical Damage” parameter by 1 \ 2 \ 3%.
Inner Rage+
Increases skill effect strength by 2%.
Key class talents
Steel Slicer
The “Inspiration” skill additionally allows an auto-attack with a 10% chance to deal 15% more damage and ignore the enemy's physical and magical defense.
Battle potential
Every 6 non-critical auto-attack deals double damage. The number of noncritical attacks for double damage is reduced by 1 per active permanent skill, up to a maximum of 3.
Branch “Ruthlessness”
When fighting “Ruthless” Seekers, you need to be careful, otherwise you will get mortal wounds before you understand anything.
Lesser talents
Exacerbation+
Increases the effect of a skill that increases a character's physical strength by 2%.
Dangerous Blow+
Increases the gain of periodic damage from the skill from a character's physical damage by 1.5 \ 3 \ 4.5%.
Splitting Blow+
Increases skill power gain from character's physical damage by 1 \ 2 \ 3%.
Bloodthirst+
Increases skill healing strength by 2%.
Key class talents
Scarlet Blade
With a 20% chance the “Exacerbation” skill additionally applies the “Bleeding” debuff to the enemy for 8 sec. when auto-attacking or attacking with a skill that deals instant damage. The effect deals physical damage equal to 15% of the character's physical strength every 2 sec. The maximum number of effects from the talent on a single target is 5.
Blood Ablution
Reduces the duration of the DOT-damage effects from “Dangerous Blow”, “Splitting Blow”, and the “Scarlet Blade” talent by 25%, and increases the frequency of damage dealt by 40%.
Branch “Righteous Fury”
Seekers of the “Righteous Fury” specialization have high combat potential and excellent defense even when close to death.
Lesser talents
Inner Rage+
Increases skill effect strength by 1 \ 1.5 \ 2%.
Harad's Shield+
Increases the effect of a skill that reduces incoming damage against a character by 0.5%.
Disappearance+
Increases the duration of the “Stun” effect from a skill by 0.5 sec.
Splitting+
Increases skill power gain from character's physical damage by 3 \ 6 \ 9%.
Key class talents
Harad's Support
Increases the duration of the effect from the “Harad's Shield” skill, which reduces incoming damage against the character, by 1 sec. when the character receives a negative effect, but no more than 4 sec.
Inner Harmony
With a chance equal to the percentage of missing health from the maximum, reduces the energy cost of using the skill by 100% and applies the “Inner Harmony” buff to the character for 8 sec. Getting an effect again increases its power and refreshes its duration. This effect increases the “Skill Cooldown” parameter by 5% to a maximum of 30%.
Templar
Branch “Stronghold of faith”
Templars of the “Stronghold of Faith” specialization are not only able to survive in the harshest corners of Arinar, but also to repel the enemy.
Lesser talents
Whirlwind of Repentance+
Increases skill power gain from character's physical damage by 2 \ 4 \ 6%.
Harad's Teachings+
Increases skill power gain from character's physical damage by 5%.
Sucker Punch+
Increases the duration of the skill's effect by 0.5 sec.
Heaven's Power+
Increases the effect of a skill that increases a character's “Block” parameter by 0.5 \ 1 \ 1.5%.
Key class talents
Furious Protector
Now the damage of the monster summoned by the "Particle of Life" skill is calculated from the physical strength of the character, and the range of its attack is increased by 2 yards. Instant skill damage reduced by 50%.
Heavenly Anvil
Increases the character's “Accuracy” parameter by 60% of the character's “Block” parameter. When you block any attack, apply the “Sky anvil” buff to your character for 12 sec. This effect increases the “Block” parameter by 1.5%. Getting the effect again increases its power to a maximum of 7.5% and refreshes its duration.
Branch “Keeper of Oaths”
Experienced warriors say that they are alive only thanks to the Templars of the “Keeper of Oaths” specialization. They are able to heal even the most terrible wounds without losing combat effectiveness.
Lesser talents
Blame+
Increases skill power gain from character's magical damage by 3 \ 6 \ 9%.
Combat Support+
Increases skill effect strength by 25%.
Harad's Teachings+
Increases skill healing power by 1.5 \ 3 \ 4.5%.
Heaven's Power+
Increases the effect of a skill that increases a character's “Penetration” parameter by 1%.
Key class talents
Wisdom of overcoming
Now the healing from the skill "Harad's Teachings" works even if the "Stun" effect was ignored.
Divine Intent
The character is afflicted with the “Divine Intent” buff for 8 sec. when using any skill. This effect increases the “Skill Cooldown” parameter by 12%. Reapplying an effect increases its power to a maximum of 40% and refreshes its duration.
Branch “Tactician”
Templars of the “Tactician” specialization provide an unparalleled advantage on the battlefield, with skillful control of space and gravity.
Lesser talents
Deity Statue+
Increases the amount of damage taken by the statue placed by the skill by 1 \ 2 \ 3%.
Mantra of Healing+
Increases skill effect strength by 0.5%.
Touch of Truth+
Increases the duration of the effect from a skill by 0.2 \ 0.4 \ 0.7 sec.
Reverse Flow+
Increases the duration of the “Stun” effect from a skill by 0.2 sec.
Key class talents
Force Inversion
Now the effect of the skill "Reverse Flow" moves enemies to the center of the vortex zone. Periodicity of skill trigger increased by 15%.
Blessed Step
When the character is moved by a skill, or when a character moves an enemy with a skill, or an enemy moves a character with a skill, the character gains the “Illuminated Step” buff for 10 sec. Getting an effect again increases its power and refreshes its duration. This effect increases healing received by 3% to a maximum of 15% and “Penetration” parameter by 2% to a maximum of 10%.
Firstborn
Blade Dancer
Branch “Dancer on the Wind”
Like the claws of a wild beast, “Dancer on the Wind” Blade Dancers slashes through the armor and flesh of enemies in a ceaseless dance.
Lesser talents
Enlightenment+
Increases the effect of a skill that increases a character's “Penetration” parameter by 1%.
Strike Hurricane+
Increases the effect of a skill that increases a character's “Attack Speed” parameter by 1 \ 1.5 \ 2%.
Blades' Power+
Increases the effect of a skill that increases a character's “Attack Strength” parameter by 0.5 \ 1 \ 1.5% for each equipped dagger.
Mark of the Blade+
Increases skill healing power by 0.5%.
Key class talents
Sharpened Blades
The "Strike Hurricane" skill additionally increases the parameters "Critical Hit" by 6% and "Critical Damage" by 15%.
Blade Dance
Increases the critical damage of an auto-attack by the value of “Attack Strength” parameter at a chance equal to the value of the “Critical Hit” parameter. The effect does not trigger more than once every 2 attacks.
Branch “Unrestrained Onslaught”
The Blade Dancers of the “Unrestrained Onslaught” specialization cut through the enemy formation with perfected maneuvers, not allowing the enemy to come to their senses. The assault power of forest warriors is almost impossible to stop.
Lesser talents
Flash Strike+
Increases skill power gain from character's physical damage by 8%.
Enlightenment+
Increases the effect of a skill that increases a character's “Skill Cooldown” parameter by 1 \ 2 \ 3%.
Vortex Blade+
Increases skill power gain from character's physical damage by 2 \ 4 \ 6%.
Blades' Power+
Increases the strength of the effect of the skill that increases the character's physical strength for each one-handed sword and one-handed axe equipped by 1.25%.
Key class talents
Lightning Slice
The “Sonic Boom” skill applies an additional “Bleeding” effect to enemies. “Bleeding” effect duration reduced by 3 sec.
Strike Onslaught
Each skill on cooldown increases skill damage by 2.5% for each one-handed sword or one-handed axe equipped, but not more than 20%.
Branch “Featherlike Agility”
The reflexes of the Blade Dancers of the “Featherlike Agility” specialization trained over the years, made it possible to notice danger, and the skill of wielding blades to avoid it at any distance.
Lesser talents
Spirit of Resistance+
Increases the duration of the skill's effect by 0.5 \ 1 \ 1.5 sec.
Rush+
Increases the duration of the “Stun” effect from a skill by 0.4 sec.
Parry+
Increases skill effect strength by 1%.
Sonic Boom+
Increases skill power gain from character's physical damage by 1 \ 2 \ 3%.
Key class talents
Weakness Supression
With a 10% chance for each negative effect on the character, but not more than 50%, the effect of the “Spirit of Resistance” skill will not be removed from the character when ignoring control effects.
Virtuoso
Reduces damage taken from ranged basic attacks and ranged instant damage attacks by 40% with a chance equal to “Parry” parameter.
Ranger
Branch “Masterful Cannonade”
“Masterful Cannonade” Rangers' movements are so smooth and precise that their lightning-fast shots leave enemies with no choice but to die.
Lesser talents
Ranger's Blessing+
Increases the duration of the skill's effect by 1 \ 1.5 \ 2 sec.
Bitterness+
Increases the effect of a skill that increases a character's “Attack Speed” parameter by 0.4%.
Point Shooting+
Increases the effect of a skill that increases a character's physical strength by 1 \ 1.5 \ 2%.
Piercing anger+
Increases the effect of a skill that increases a character's “Critical Damage” parameter by 0.75%.
Key class talents
Flexible Bowstring
The “Ranger's Blessing” skill now only triggers on auto-attacks, and the chance to deal additional damage is increased to 100%. Skill damage reduced by 70% and increased by the value of the "Attack Strength" parameter.
Spearhead Onslaught
Apply to the character the “Peaked assault” buff on a successful auto-attack. The effect persists on the character for 12 sec. after leaving the combat. This effect increases “Attack Strength” parameter by 2% on each successful auto-attack, up to a maximum of 20%.
When using “Powerful Shot”, “Fire Arrows”, “Hail of Arrows”, “Bow Strike”, or “Vengeful Shot”, the effect is removed.
Branch “Massive Bombardment”
Rangers of the “Massive Bombardment” specialization rely on high-tech weapons in combat that can shoot far and quickly, dealing massive damage to enemies.
Lesser talents
Powerful Shot+
Increases skill power gain from character's physical damage by 2 \ 4 \ 6%.
Hail of Arrows+
Increases skill power gain from character's physical damage by 7.5%.
Point Shooting+
Increases the effect of a skill that increases a character's physical strength by 2%.
Vengeful Shot+
Increases the gain of periodic damage from the skill from a character's physical damage by 1 \ 2 \ 3%.
Key class talents
Bullseye
Increases the damage of “Powerful Shot” skill by 3% for every 10% of the target's current health from maximum.
Heavy Artillery
Reduces “Attack Speed” parameter by 50%, but in return increases “Skill Cooldown” parameter by 1.5% for each percentage of “Attack Speed” parameter lost. For every 5% “Attack speed” parameter lost, skill damage is increased by 3%.
Branch “Anomalous Elusiveness”
Unthinkable agility is in the hands of Rangers of the “Anomalous Elusiveness” specialization. The enemy does not really have time to aim and strike, as the agile elf is already standing behind him.
Lesser talents
Evasion+
Increases the duration of the skill's effect by 0.5 \ 1 \ 1.5 sec.
Bitterness+
Increases the effect of a skill that increases a character's “Dodge” parameter by 0.4%.
Scatter Shot+
Increases the duration of the skill's effect by 0.5 sec.
Ranger's Blessing+
Increases the duration of the skill's effect by 1 \ 1.5 \ 2 sec.
Key class talents
Quick Reaction
The effect of the "Evasion" skill additionally applies the "Quick Reaction" buff to the character after the character takes damage from 5 successful auto-attacks or attacks with skills, that deal instant damage. If the character's health level is below 50% of the maximum, then the number of attacks to apply the effect is reduced by 2.
Detoxication
Removes 1 negative effect from the character, except for control effects, when dodging any 4 enemy attacks. If the character's health level is below 50% of the maximum, then it removes a negative effect, including the control effect. Control effects are removed in priority. The effect does not trigger more than once every 4 sec.
Druid
Branch “Forest Generosity”
The elders of the Elven forests have strengthened the bonds of their people with the forests of Melvendil, deeply worshiping the power that dwells there. It was the Druids of the “Forest Generosity” specialization who had the honor of passing this power on to their brothers.
Lesser talents
Healing Dew+
Increases skill power gain from character's magical damage by 1 \ 2 \ 3%.
Invigorating Stream+
Increases the effect of a skill that increases “Skill Cooldown” parameter on character and allies by 2%.
Patronage of the Forest+
Increases skill healing strength by 1.5 \ 3 \ 4.5%.
Healing Barrier+
Increases skill effect strength by 6%.
Key class talents
Insight
Now the effect of the skill "Secret Link" does not restore health, and its duration is reduced by 6 sec. Now the bonus to the parameter "Penetration" does not decrease with each subsequent target.
Myriads of the Forest
Increases the physical and magical power of all party members by 1.5% for every 2 active buffs applied by the character on the party members.
Branch “Angered Spring”
Elven waters can both heal deadly diseases and be a formidable weapon in the hands of “Angered Spring” Druids.
Lesser talents
Elemental Support+
Increases the skill power of the character's magical strength by 5%.
Lightning Blot+
Increases skill power gain from character's magical damage by 2 \ 4 \ 6%.
Entangling Roots+
Increases the duration of the skill's effect by 0.5 sec.
Insect Swarm+
Increases skill power gain from character's magical damage by 1 \ 2 \ 3%.
Key class talents
Elemental Fury
The skill "Forest Song" no longer applies the "Sleep" debuff to enemies. Instead, it increases the “Attack Speed” parameter by 20% for 15 sec. from monsters summoned by the “Elemental Support” skill and the “Water Spirit” talent.
Water Spirit
Every 18 sec. summons the “Water Spirit” monster near the character. The monster's health is equal to 65% of the character's health. The monster's damage is equal to 120% of the character's magical strength. The monster follows the character and attacks the same target as the character. The maximum number of monsters in the location at the same time is 1.
Branch “Discharged sky”
Heaven is capable of both taking life away with raging hurricanes, and giving it away, washing the dry earth with moisture. Druids of the “Discharged Sky” specialization rule both states of the untamed firmament.
Lesser talents
Power of Water+
Increases the duration of the “Water Curse” effect from the skill by 0.7 sec.
Punitive Roots+
Increases skill power gain from character's magical damage by 1 \ 2 \ 3%.
Invigorating Stream+
Increases skill healing strength by 2%.
Healing Dew+
Increases skill power gain from character's magical damage by 1 \ 2 \ 3%.
Key class talents
Thunder Roar
The “Lightning Bolt” skill additionally hits 3 enemies within 2 yards. Skill damage reduced by 30%.
Life Source
Apply the “Life Source” buff on the character for 12 sec. when restoring health to a character or group members from skills. The effect increases “Critical Strike” parameter by 1%, up to a maximum of 15%, and “Skill Cooldown” parameter by 2%, up to a maximum of 30%, each time the character or party members are healed from skills. Critical healing increases parameters twice. Whenever health is restored to the character or party members from skills, the duration of the effect is updated.
Warden
Branch “Unbridled Will”
Wardens of the “Unbridled Will” specialization are ordered to move only forward, steadfastly take the blow and protect their brothers even under the threat of death.
Lesser talents
Fortification+
Increases skill effect strength by 1 \ 2 \ 3%.
Block Master+
Increases skill effect strength by 2%.
Warden's Protection+
Reduces the amount of damage a character takes from a skill by 10%.
Shield Throw+
Increases the duration of the skill's effect by 0.2 \ 0.4 \ 0.6 sec.
Key class talents
Will to Live
Increases the effect strength of the “Fortification” skill by 4% for every 5% of missing health from the maximum.
Relentlessness
Increases "Resistance" parameter by 3% for every 10% of your maximum missing health when a shield is equipped. If the shield is equipped and the level of health is less than 50% of the maximum, then the character will ignore the receipt of every 5 negative effects.
Branch “Guardian's Axe”
Wardens of the "Guardian's Axe" specialization have chosen the path of brute force, making it clear to the enemy that the elven measurement is easily replaced by a violent frenzy.
Lesser talents
Powerful Blow+
Increases skill power gain from character's physical damage by 2.5 \ 5 \ 7.5%.
Fortification+
Increases skill effect strength by 3%.
Stealing Power+
Increases the effect of a skill that increases a character's “Attack Speed” parameter by 1 \ 1.5 \ 2%.
Powerful Lunge+
Increases skill power gain from character's physical damage by 8%.
Key class talents
Merged Attack
Allows you to use the “Powerful Blow” skill without cooldown with a 30% chance on a successful auto-attack, but no more than once every 2 sec. Skill damage increased by 20%.
Resonating Technique
Every 5 sec. the character gains the “Resonating Technique” buff. The effect increases the character's physical strength by 25% until the next auto-attack, or attack with an instant damage skill. The maximum number of effects is 2. For every 3 sec. while in combat, the frequency of receiving the effect is reduced by 0.5 sec., but no more than 3 sec.
Branch “Scorching Fury”
What is the wrath of the forests of Melvendil will learn elven enemies when faced with the Wardens of the specialization "Scorching Fury".
Lesser talents
Punishment+
Increases skill effect strength by 1 \ 2 \ 3%.
Guard's Fury+
Increases the effect of a skill that reduces the physical and magical strength of enemies by 3%.
Block Master+
Increases skill effect strength by 2%.
Wave of Aggression+
Increases skill healing strength by 0.5 \ 1 \ 1.5%.
Key class talents
Constriction
The skill "Guard's Fury" additionally moves enemies to a random point within a radius of 1 yard from the character and applies the negative effect "Roots" on them for 3 sec. The effect prevents movement.
Combat Healing
Every 2 sec. deals physical damage to 3 enemies within 4 yards of the character in the amount of 25% of the health restored during this time from skills and the "Vampirism" parameter, but no more than 15% of the character's maximum health.
Beastmaster
Branch “Guardian Unity”
The spiritual balance between the elves and the forests of Melvendil was embodied in the harmony between the Beastmaster and the Moon, opening up new facets of the mastery of the “Unity of the Guardians" specialization.
Lesser talents
Order to Attack+
Increases the effect of the skill that increases the physical strength of the Moon monster by 1 \ 2 \ 3%.
Healing+
Increases skill power gain from character's magical damage by 3%.
Blessing of the Moon+
Increases the effect of a skill that increases the target's “Penetration” parameter by 1%.
Soul Connection+
Increases the effect of a skill that reduces incoming damage against a character by 0.1 \ 0.2 \ 0.3%.
Key class talents
Sabertooth
Now the skill "Animal Rampage" additionally restores health to the Moon monster. Health recovery from the skill is reduced by 40%.
Harmonious Power
Increases base physical strength by 2% and base magical strength by 3% for each cloth armor equipped. Increases basic magical strength by 2% and basic physical strength by 3% for each light armor equipped.
Branch “Dual Rage”
Not all Beastmasters use magic in battles with enemies, some of them are used to relying solely on brute force. The Beastmasters of “Dual Rage” specializations have devoted much of their time to melee battles and beast training, turning claws and blades into deadly weapons.
Lesser talents
Beast Awakening+
Increases the amount of physical strength of the monster, based on the character's physical strength by 1.5 \ 3 \ 4.5%.
Animal Rampage+
Increases the effect of a skill that increases Moon monster “Attack Speed” parameter by 2%.
Order to Attack+
Increases the effect of the skill that increases the physical strength of the Moon monster by 1 \ 2 \ 3%.
Blessing of the Moon+
Increases the effect of a skill that increases the target's “Critical Strike” parameter by 2%.
Key class talents
Deadly Dexterity
The “Double Concentration” skill now increases “Attack Speed” parameter instead of “Skill Cooldown” parameter. The number of increased parameter has been reduced by 60%.
Symbiosis
Apply the “Symbiosis” buff on your character for 8 sec. when the Moon monster makes a successful auto-attack. While affected, the character's next auto-attack deals additional damage equal to 10% of the damage of the auto-attack that applied the effect. Apply the “Symbiosis” buff on Moon monster for 8 sec. when the character makes a successful auto-attack. While affected, the Moon monster's next auto-attack deals additional damage equal to 10% of the attack that applied the effect. The amount of aggression generated by the Moon monster has been reduced by 40%.
Branch “Forest inspiration”
Incredible secrets are hidden in the most ordinary inhabitants of the forests. Thus, through the lotus flower under the moonlight and the flapping of the butterfly's wings, the most ancient wisdom is transmitted by the Beastmasters of the “Forest inspiration” specialization.
Lesser talents
Healing+
Increases skill power gain from character's magical damage by 1 \ 2 \ 3%.
Proximity to Nature+
Increases skill power gain from character's magical damage by 2%.
Moonlight+
Increases skill power gain from character's magical damage by 3 \ 6 \ 9%.
Beast Awakening+
Increases the amount of physical power of the monster, based on the character's magical power by 3%.
Key class talents
Grandeur of the Lotus
If the skill "Beast Awakening" is active, then the effect of the "Aura of the Forest" skill is additionally applied to the character. Skill damage reduced by 20%.
Healing Mastery
Apply the “Healing Mastery” buff for an extended duration when restoring 800 pts of health from skills. The effect increases incoming healing by 2%, up to a maximum of 30%, and maximum health by 1%, up to a maximum of 15%, while restoring 800 pts of health from skills. When restoring 800 pts of health from skills, the duration of the effect is refreshed.
Mountain Clans
Barbarian
Branch “Defense”
Barbarians of the "Defense" branch have increased even more steel layers on their uniforms, which are able to more confidently hold back the onslaught of opponents and take a hit on themselves.
Lesser talents
Roar+
Increases the effect of a skill that reduces the enemy's magic power by 6%.
Warcry+
Increases the strength of the skill's buff effect by 2 \ 4 \ 6%.
Last Wish+
Reduces the cooldown of the skill's effect by 12 sec.
Barbarian Nature+
Increases the duration of the skill's effect by 0.5 sec.
Key class talents
Consolidation
The "Taunt" skill additionally applies the "Fortify" buff to the character for 10 sec. The effect increases the "Block" parameter by 4% if a shield is equipped or the "Parry" parameter by 6% if another weapon is equipped.
Strong plates
Increases the character's maximum health by 3% and reduces incoming damage to the character by 1,5% for each heavy armor equipped.
Branch “Berserk”
When looking at Barbarians of the “Berserk” branch, you can only see bloodthirsty eyes and the gleam of a huge ax.You will not envy those who will meet with this fury in battle.
Lesser talents
Strong Blow+
Increases skill power gain from character's physical damage by 2 \ 4 \ 6%.
Berserker Power+
Increases the effect of a skill that increases a character's “Penetration” parameter by 1%.
Chop+
Increases skill power gain from character's physical damage by 1 \ 2 \ 3%.
Barbarian Nature+
Increases the duration of the skill's effect by 0.5 sec.
Key class talents
Execution
Increases additional damage from the “Defeat” skill against targets with the “Bleeding” effect by 5% per effect, up to a maximum of 20%. Guaranteed to inflict a critical hit with a skill if the target has 4 or more “Bleeding” effects, it is impossible to dodge, parry, or block the strike.
Bloodletting
Basic attacks and skills that deal instant damage have a 25% chance to inflict an additional Bleeding debuff on the enemy for 8 seconds. The effect deals physical damage equal to 20% of the character's physical strength every 2 seconds. The maximum number of effects from the talent on a single target is 4.
Branch “Reinforcement”
The “Reinforcement” Barbarian is ready to fight side by side with his brothers in arms, covering them with his shield. And the piercing battle cry will sow panic in the heart of any enemy.
Lesser talents
Roar+
Increases skill effect strength by 1 \ 2 \ 3%.
Shield Strike+
Increases the duration of the skill's effect by 0.5 sec.
Scream of Fury+
Increases the debuff effect of a skill by 0.5 \ 1 \ 1.5%.
Stone Skin+
Increases skill effect strength by 7%.
Key class talents
Demoralization
The duration of the effect of the “Scream of Fury” skill is increased by 15%. The effect of the “Scream of Fury” skill additionally extends the duration of current debuffs on the enemy by 15%.
Bastion
Gives the character and all party members within 5 yards of the character the “Bastion” buff. The effect reduces all incoming damage by 20% with a chance equal to the character's “Block” parameter.
Rogue
Branch “Versatility”
Rogues of the “Versatility” branch are able to be effective in any combat, using both basic attacks and deadly skills. It is the competent combination of all means of attack that allows you not to leave a chance to the enemy.
Lesser talents
Elusive Jump+
Increases skill power gain from character's physical damage by 2 \ 4 \ 6%.
Flurry of Steel+
Increases skill power gain from character's physical damage by 7%.
Frenzy+
Increases the effect of a skill that increases a character's “Critical Hit” parameter by 2%.
Extermination+
Increases the effect of a skill that increases a character's “Attack Speed” parameter by 0.3 \ 0.65 \ 1% for each one-handed sword equipped.
Key class talents
Blade Shard
“Flurry of Steel” skill additionally hits an additional target within 4 yards. Damage and duration of the “Stun” debuff reduced by 40%.
Blade echo
On a successful auto-attack apply a “Blade Echo” buff to the character for 8 sec. This effect increases the damage of skills that deal instant damage, by 10%. Using a skill that deals instant damage will remove the effects. The maximum number of effects is 2.
Branch “Lethality”
Enemies will face a relentless onslaught of fast attacks as they encounter “Lethality” Rogues on the battlefield. Few can resist a flurry of such dangerous blows.
Lesser talents
Extermination+
Increases the effect of a skill that increases a character's “Attack Speed” parameter for each dagger equipped by 0.5 \ 1 \ 1.5%.
Frenzy+
Increases the effect of a skill that increases a character's “Critical Damage” parameter by 3%.
Absolute Reflexes+
Increases the effect of a skill that increases a character's “Attack Speed” parameter by 2.5%.
Stealth+
Increases skill effect strength by 2 \ 4 \ 6%.
Key class talents
Cruelty
The "Frenzy" skill additionally increases the "Attack Strength" parameter by 12%.
Double threat
Noncritical auto-attacks have a 25% chance to deal double damage. The effect does not occur more than once every 2 sec.
Branch “Liquidation”
Destroy the enemy quickly - the main task of the "Liquidation" branch. Combinations of the most powerful skills allow to inflict colossal damage to any enemy in a few seconds.
Lesser talents
Merciless Strike+
Increases skill power gain from character's physical damage by 8%.
Dodging+
Increases skill effect strength by 1 \ 2 \ 3%.
Ricochet+
Increases skill power gain from character's physical damage by 5%.
Stealth+
Increases skill effect strength by 2 \ 4 \ 6%.
Key class talents
Elimination
The character is guaranteed to deal a critical hit when attacked while under the effect of the “Stealth” skill.
Series of tricks
Each use of an instant damage skill increases the damage of the next instant damage skill by 5%, up to a maximum of 20%. Using an instant damage skill with the maximum bonus or using any other skill resets the effect.
Shaman
Branch “Spiritual Patronage”
As the eldest ancestor, the Shaman of the "Spiritual patronage" branch is obliged to protect his brothers and pass on the secrets of amplifying magic to the next generation.
Lesser talents
Tribe's Ritual+
Increases the effect of a skill that increases the target's “Critical Damage” parameter by 3%.
Healing Spirit+
Increases skill power gain from character's magical damage by 1 \ 2 \ 3%.
Lightning Shield+
Increases skill power gain from character's magical damage by 2 \ 4 \ 6%.
Energy Field+
Increases the effect of a skill that increases “Skill Cooldown” to the character and allies, by 3%.
Key class talents
Ancestral generosity
The effect of the “Tribe's Ritual” skill is additionally applied to all party members within a radius of 7 yards around the target. Skill effect strength reduced by 30%.
Ancestral Charm
Apply the positive effect "Ancestral Charm" on the character and all members of the group who are in the same location with the character. The effect absorbs any damage if its value is greater than the current health, and restores health equal to 100% of the character’s magic power. The effect does not apply more than once every 60 sec. The frequency of application of the effect is reduced by the "Skill Cooldown" parameter. If the character dies, the effect is removed from all party members.
Branch “Fury of the Skies”
For thousands of years, the magicians of the clans took away all the sorrow and pain from the warriors, which no longer have a place in their hearts. Offenders will be struck with deafening thunder and lightning, feeling all the hatred of the Shamans of the “Fury of the Skies” branch.
Lesser talents
Tribe's Ritual+
Increases the effect of a skill that increases the target's “Attack Speed” parameter by 2%.
Ball Lightning+
Increases skill power gain from character's magical damage by 2 \ 4 \ 6%.
Lightning Shield+
Increases skill power gain from character's magical damage by 6%.
Earthquake+
Increases skill power gain from character's magical damage by 2.5 \ 5 \ 7.5%.
Key class talents
Electrifiсation
The "Ball Lightning" skill additionally applies the "Electrification" debuff to the enemy for 9 sec. The effect has a 15% chance to inflict magic damage equal to 30% of the character's magic power to the enemy when the enemy performs an auto-attack or uses an offensive skill. The effect does not occur more than once every 3 sec. Reapply the skill on the affected target will increase the chance to trigger the effect by 15%, up to a maximum of 45%.
Storm keeper
When using any skill, apply the “Storm keeper” buff to the character for 12 sec. Getting the effect again increases its strength and duration. This effect increases the “Attack Speed” parameter by 3% to a maximum of 18%.
Branch “Occultism”
The secret rites of “Occultism” Shamans have unlocked an ancient power that can cast spells on enemies and heal entire squads of allies.
Lesser talents
Totem of Weakness+
Increases the effect of a skill that reduces enemy “Penetration” parameter by 1%.
Lightning Blast+
Increases the duration of the skill's effect by 0.2 \ 0.4 \ 0.6 sec.
Shamanic Cleansing+
Increases skill effect strength by 5%.
Healing Spirit+
Increases skill power gain from character's magical damage by 1 \ 2 \ 3%.
Key class talents
Silence of the Grave
When an enemy is within the area of the “Totem of Weakness” skill effect for 7 sec., the negative effect "Mute" is additionally applied to him, until he leaves the area of the skill effect.
Healing rite
Increases the power of healing by 8% for each party member who is in the same location with the character, with a level of health less than 60% of the maximum.
Hunter
Branch “Skillful Shooting”
There is no hiding from the attacks of Hunters of the “Skillful Shooting” branch - they always reach the target. Even the strongest armor will be broken, because with each new attack, the Hunter hits the most vulnerable places more accurately.
Lesser talents
Combat Stance+
Increases the effect of a skill that increases a character's physical strength by 0.5 \ 1 \ 1.5%.
Mountain Instincts+
Increases the effect of a skill that increases a character's “Attack Speed” by 2%.
Hunters Mark+
Increases skill effect power by 0.5%.
Hunter's Agility+
Increases the duration of the skill's effect by 0.5 \ 1 \ 1.5 sec.
Key class talents
Sniper training
Now the skill "Hunters Mark" imposes a negative effect on the enemy only during auto-attacks, and critical auto-attacks apply two effects at once. The effect now increases the damage taken from the character's basic attacks. The maximum number of effects is 8.
Absolute Accuracy
Decreases the "Accuracy" character’s parameter by 40%. The character's auto-attacks cannot be dodged.
Branch “Self-propelled Artillery”
The improved design of ranged weapons allows Hunters of the “Self-Propelled artillery” branch to continuously bombard enemies with powerful attacks, without letting them take a breath.
Lesser talents
Fatal Shot+
Increases skill power gain from character's physical damage by 2 \ 4 \ 6%.
Pathfinder's Arrow+
Increases skill power gain from character's physical damage by 8%.
Poisoned Arrow+
Increases skill power gain from character's physical damage by 1 \ 2 \ 3%.
Blessing of the Mountains+
Increases the effect of a skill that reduces any incoming damage against a character by 1.5%.
Key class talents
Double Profit
Increases the strength of the “Sapping Shot” skill based on the character's physical strength by the value of the “Skill Cooldown” parameter.
Endless Salvo
Increases “Skill Cooldown” parameter by 6% for each skill on cooldown.
Branch “Spirit of ancestors”
For their long-standing adherence to the traditions of the ancient ancestors of the Mountain clans, warriors are rewarded with wisdom. Hunters of the "Spirit of ancestors" branch are capable of using ritual magic that purifies their body and suppresses the will to live in their enemies.
Lesser talents
Stunning Shot+
Increases the duration of the skill's effect by 0.5 sec.
Sapping Shot+
Increases skill power gain from character's physical damage by 3 \ 6 \ 9%.
Arrow of Silence+
Increases the duration of the skill's effect by 0.7 sec.
Blessing of the Mountains+
Increases the effect of a skill that increases a character's “Dodge” parameter by 1 \ 2 \ 3%.
Key class talents
Suppression
Increases the duration of all debuffs, including DOT-effects, from character skills by 25% when used on an enemy under the effect of “Arrow of Silence”.
Self-cleaning
With a 25% chance removes 1 debuff from the character when dodging an attack, but no more than once every 4 sec.
Chieftain
Branch “Rat Horde”
It took a lot of training to tame such cunning creatures. Now the Chieftains of the "Rat Horde" branch are able to unleash a ferocious fanged malice on enemies.
Lesser talents
Wolf’s Alacrity+
Increases skill power gain from character's physical damage by 2.5 \ 5 \ 7.5%.
Cat Reflexes+
Increases the effect of a skill that increases a character's “Critical Hit” parameter by 2%.
Clans' Help+
Increases the effect of a skill that increases a character's “Penetration” parameter by 1%.
Frenzy+
Increases skill power gain from character's physical damage by 1 \ 1.5 \ 2%.
Key class talents
Enragement
The “Bestial Wrath” skill now increases “Attack Speed” and “Penetration” parameters regardless of the weapon equipped.
Resonating hits
After 2 successful auto-attacks apply the “Resonating Hits” buff for 8 seconds. The effect increases physical and magical power by 15% until the next auto-attack or the use of “Blow of the Spirits”, “Bear's Stamina”, “Curse of the Plague”, “Swooping Army”, “Frenzy”, or “Wolf’s Alacrity”.
Branch “Eagle's Nature”
Like eagles soaring overhead, the “Eagle's Nature” Chieftains inspire hopelessness in the hearts of enemies. You can’t hide from them and you just have to wait until the red veil obscures your eyes.
Lesser talents
Cat Reflexes+
Increases the effect of a skill that increases a character's “Accuracy” parameter by 2%.
Bear's Stamina+
Increases skill power gain from character's magical damage by 2 \ 4 \ 6%.
Eagle's Eye+
Increases skill power gain from character's physical damage by 1 \ 2 \ 3%.
Rugged Hide+
Increases the effect of a skill that reduces any incoming damage to a target based on the target's missing health by 0.1%.
Key class talents
Bloody rain
The “Eagle's Eye” skill inflicts the “Bleeding” debuff on all enemies on first damage. Each time a character deals damage with a skill and does not apply the “Bleeding” effect, the chance of applying the “Bleeding” effect increases by 20%. Applying the "Bleeding" effect resets the bonus.
Consonance
Base physical strength is increased by 14% of basic magical strength. Base magical power is increased by 10% of basic physical power.
Branch “Puma Agility”
Even looking into the void, the enemy will always find the eyes of a predator there. Not fangs and claws, but the tip of the weapon will be the main danger to the enemy, which has become a target for the Chieftains of the “Puma agility” branch.
Lesser talents
Blow of the Spirits+
Increases skill power gain from character's magical damage by 3 \ 6 \ 9%.
Bear's Stamina+
Increases skill power gain from character's magical damage by 6%.
Thrashing+
Increases the duration of the skill's effect by 0.6 sec.
Swooping Army+
Increases skill power gain from character's magical damage by 1 \ 2 \ 3%.
Key class talents
Ignition
The “Swooping Army” skill has a 30% chance to additionally apply the “Burning” debuff to affected enemies for 12 sec. The effect deals magic damage equal to 25% of the character's magic power every 3 sec.
Elusiveness of the claws
Apply the “Elusiveness of the claws” buff to the character in combat. This effect increases the “Skill Cooldown” parameter by 5% every 4 sec., up to a maximum of 40%. The effect persists for 12 sec. after leaving the combat.
Forsaken
Death Knight
Branch “Death face”
Death Knights of the “Death face” branch have one single order - to burn to the ground all opponents of the Legion with a dark flame.
Lesser talents
Knight's Curse+
Increases skill power gain from character's magical damage by 1.5 \ 3 \ 4.5%.
Steel Hurricane+
Increases skill power gain from character's magical damage by 9%.
Aura of Hatred+
Increases the effect of a skill that increases a character's physical and magical power by 2%.
Exhalation of Darkness+
Increases skill power gain from character's magical damage by 2 \ 4 \ 6%.
Key class talents
Damned Echo
Increases the duration of the effect of “Knight's Curse” skill by 12 sec. Now, during the effect, near the enemy every 3 sec. creates a cursed area for 3 sec. When the “Kiss of Death” effect ends prematurely, a zone is formed near the enemy with the duration remaining from the effect.
Baptism of darkness
Increases the character's basic magical strength by 25% of the character's basic physical power.
Branch “Dark Fortitude”
Death knights of the "Dark Fortitude" branch are able to confidently hold back the onslaught of the enemy - the real advanced power of the dark forces.
Lesser talents
Blood Protection+
Increases skill effect strength by 2 \ 4 \ 6%.
Sharp Shadow+
Increases skill healing strength by 2%.
Secret Reserves+
Increases skill healing strength by 10 \ 20 \ 30%.
Aura of Hatred+
Increases the effect of a skill that increases a character's physical and magical defense by 1.5%, and the effect of a skill that increases character's "Accuracy" parameter by 1.5%.
Key class talents
Dark guardianship
Increases the duration of the buff effect from “Blood Protection” skill by 20%. Now, when using a skill on an ally, the character also receives the effect of the skill with 50% reduced strength.
Strength replenishment
Increases “Health Regeneration” parameter by 40% and speed of health regeneration by 150% when a shield is equipped.
Branch “Vampire Essence”
Death Knights of the “Vampiric Essence” branch gained power in absorbing the life force of the enemy. These warriors of the Legion are ready to arrange a bloody feast time after time.
Lesser talents
Saturation+
Increases skill effect strength by 1 \ 2 \ 3%.
Steel Hurricane+
Increases skill power gain from character's physical damage by 7% and from character's magic damage by 9%.
Thorn of Death+
Increases skill power gain from character's physical damage by 2.5 \ 5 \ 7.5%.
Blow of the Silence+
Increases the strength of the skill's buff effect by 2%.
Key class talents
Sacrificial contract
Increases the power of the effect from the “Saturation” skill by 5% for every 5% of the missing health from the maximum.
Blood smell
With a chance equal to the value of the "Critical Hit" parameter, the healing from the "Vampirism" parameter has a chance to become critical. When health is restored from the "Vampirism" parameter, the character gains the "Blood smell" buff for 12 sec. This effect increases the “Critical Hit” parameter by 1.5% for every 3% of maximum health recovered from the "Vampirism" parameter. The maximum bonus to the "Critical Hit" parameter is 15%.
Warlock
Branch “Occult Spell”
Countless rites and offerings to the dark forces opened up a new round of black magic for the Warlocks of the “Occult Spell” branch.
Lesser talents
Arrow of Darkness+
Increases skill power gain from character's magical damage by 2 \ 4 \ 6%.
Shadow Sphere+
Increases skill power gain from character's magical damage by 10%.
Pool of Darkness+
Increases skill power gain from character's magical damage by 1 \ 2 \ 3%.
Grimoire+
Increases the skill effect that increases incoming damage against an enemy by 1.5%.
Key class talents
Acid step
Reduces the base damage of “Pool of Darkness” skill by 35%. Now the damage of the skill increases depending on the maximum amount of energy of the character.
Dark alchemy
Increases the bonus from enchanting a cloak, helmet, and armor with a “Crystal of Wisdom” by 12 levels.
Branch “Inevitability of Darkness”
Above the heads of the Warlocks of the “Inevitable of Darkness” branch, the darkness thickens with renewed power, plunging the hearts of enemies into the inevitability of death.
Lesser talents
Dark Circle+
Increases the duration of the skill's effect by 0.5 sec.
Hex+
Increases the duration of the “Mute” skill's effect by 0.2 \ 0.4 \ 0.6 sec.
Fading+
Increases the duration of the “Stun” effect from a skill by 0.5 sec.
Stone Body+
Increases skill effect strength by 1 \ 1.5 \ 2%.
Key class talents
Overall nightmare
Additionally applies the effect of the “Dark Circle” skill to a random enemy within 5 yards with 40% reduced power.
Inevitability of death
All character skills that impose negative effects ignore 35% of the opponent's "Resistance" parameter.
Branch “Two-Faced Filth”
Warlocks of the "Two-Faced Filth" branch have fully mastered the power of chaos and learned how to use it both against enemies and for the benefit of the Legion army.
Lesser talents
Dark Circle+
Increases the duration of the skill's effect by 0.5 sec.
Pool of Darkness+
Increases skill power gain from character's magical damage by 1 \ 2 \ 3%.
Draining Life+
Increases skill power gain from character's magical damage by 1 \ 2 \ 3%.
Bloody Tribute+
Increases skill power gain from character's magical damage by 0.5%.
Key class talents
Hellfire
Reduced the effect of “Zone of Weakness” skill by 30%. The zone of weakness now deals magic damage equal to 25% of the character's magic power every 2 sec. The limit of PvE-targets is 14.
Shadow Pact
Each time you use 2 of any skills with a chance equal to the "Skill Cooldown" parameter, the character recovers 4% of maximum health and 6% of maximum energy.
Necromancer
Branch “Breathless patronage”
Necromancers of the "Breathless Patronage" branch have gained unprecedented magical power, which they use to increase the combat potential of the Legion's warriors.
Lesser talents
Poison Spittle+
Increases skill power gain from character's magical damage by 2.5 \ 5 \ 7.5%.
Dark Power+
Increases skill effect strength by 2%.
Infection+
Increases the debuff effect of a skill by 2%.
Poisonous Shield+
Increases skill power gain from character's magical damage by 1 \ 2 \ 3%.
Key class talents
Pleasure in pain
Under the effect of the "Dark Power" skill, all party members have a 30% chance to deal additional magic damage when auto-attacking or attacking with a skill that deals instant damage, in the amount of 20% of the character's magic power.
Unleashed Power
Increases the character's magic power by 1.5% every 2 sec. When the bonus of magic power reaches a maximum of 15%, after 6 sec. a minimum bonus is applied. The frequency of the increase in the bonus decreases from the "Skill Cooldown” parameter.
Branch “Life after death”
The earth-shaking tread of the inanimate Legion will unquestioningly destroy all enemies, because thanks to the Necromancers of the “Life After Death” branch, the fallen enemies will certainly serve the dark forces.
Lesser talents
Poison Spittle+
Increases skill power gain from character's magical damage by 2.5 \ 5 \ 7.5%.
Dead Soldier+
Increases the power of monsters summoned by the skill based on the character's magic power by 5%.
Mental Pit+
Increases the effect of a skill that reduces the enemy's physical and magical power by 5%.
Ancient Seal+
Increases skill power gain from character's magical damage by 2.5 \ 5 \ 7.5%.
Key class talents
Obedience to the undead
Makes all monsters in the location, summoned by the "Dead Soldier" skill and the "Unliving Army" talent, attack the target under the effect of the "Deathly Eye" skill, and also increases their damage against this target by 15%.
Lifeless army
Every 12 sec. summons a skeleton or skeleton-warrior near the character with a chance equal to the value of the "Critical Hit" parameter. Monsters follow the character and attack the same target as the character. The maximum number of monsters on the location at the same time is 3.
Branch “Frozen heart”
Powerful “Frozen Heart” Necromancers are capable of both awakening life and stopping it. No matter how strong the will, the cold enveloping the soul will not spare anyone.
Lesser talents
Ancient Seal+
Increases skill power gain from character's magical damage by 2.5 \ 5 \ 7.5%.
Fateful Connection+
Increases skill effect strength by 2%.
Acid Rain+
Increases skill power gain from character's magical damage by 1 \ 2 \ 3%.
Poisonous Shield+
Increases skill power gain from character's magical damage by 3%.
Key class talents
Soul Synergy
The skill "Ancient Seal" now additionally restores health to 2 allies within a 5 yard radius for 80% of the skill's healing. In case of a critical heal, the skill "Ancient Seal" additionally restores health to 3 allies within a 5 yard radius for 90% of the skill's healing. The additional healing is evenly distributed among the targets.
Enveloping Cold
Apply the “Enveloping Cold” debuff on all enemies within 4 yards of you and in combat with you. This effect reduces movement speed by 40% and “Attack Speed” by 25%. The maximum number of PvP-targets is 6.
Charmer
Branch “Triforce”
Demonic ties firmly bind the “Triforce” Charmer to his Dark Wolf and Night Bird subjects. Only side by side, these fiends of the underworld with their master will be able to unlock the potential of the dark magic of summoning.
Lesser talents
Weakness+
Increases skill effect strength by 2 \ 4 \ 6%.
Knowledge of the Dead Man+
Increases the duration of the “Stun” effect from a skill by 0.5 sec.
Demonic Pact+
Increases the effect of a skill that increases the duration of monster’s life by 2 \ 4 \ 6%.
Eye of Darkness+
Increases the effect of a skill that increases the target's “Accuracy” parameter by 2%.
Key class talents
High Call
“Summoner Skill” skill additionally applies the “High Call” buff to all monsters summoned by “Help of Chaos” skill for 18 sec. The effect increases “Attack Speed” parameter by 15% and “Penetration” parameter by 10%.
Demonic ties
Reduces incoming damage to the character by 3% for each summoned monster, using the "Call" and "Help of chaos" skills, located with the character in the same location.
Branch “Ferocious Horde”
“Ferocious Horde” Charmers prioritized the enraged strength of the pack of wolves, leaving behind only the gnawed remains of their fallen enemies.
Lesser talents
Call+
Increases skill power from character's physical strength by 2 \ 4 \ 6%.
Knowledge of the Dead Man+
Increases skill power gain from character's physical damage by 5%.
Summoner Skill+
Increases the effect of a skill that increases monster attack damage by 1 \ 2 \ 3%.
Otherworldly Blessing+
Increases the effect of a skill that increases a character's “Block” parameter by 1%.
Key class talents
Pack Invasion
Now the "Call" skill summons two monsters to the specified area, and the maximum number of monsters in the location is increased by 1. The lifetime of the summoned monsters is reduced by 40%. The maximum health of summoned monsters has been reduced by 15%.
The strength of the pack
Each summoned monster with the help of the "Call" skill increases physical strength by 3% and physical and magical defense by 5% of other summoned monsters.
Branch “Fiend of darkness”
Demonic knowledge and power over the most dangerous monsters of the underworld have opened a new path for Charmers of the "Fiend of darkness" branch. All this power will certainly be brought down on enemies.
Lesser talents
Dark Prism+
Increases skill power gain from character's magical damage by 2.5 \ 5 \ 7.5%.
Otherworldly Blessing+
Increases the effect of a skill that increases a character's “Critical Damage” and “Critical Healing” parameters by 2.5%.
Help of chaos+
Increases the duration of the monster summoned by this skill by 2 sec.
Combat Healing+
Increases skill power gain from character's magical damage by 1 \ 2 \ 3%.
Key class talents
Fiend of darkness
Now the skill "Help of Chaos" summons the monster "Fiend of darkness". The monster has an attack range of 2 yards, has high damage and increased survivability.
Demonic Knowledge
Applies the “Demonic Knowledge” buff to the character while in combat if the staff is equipped. The effect increases the “Skill Cooldown” parameter by the amount of “Penetration” parameter.
Reaper
Branch “Demonism”
The embodiment of a demonic essence is not always a complete transformation into a dangerous monster. “Demonism” Reapers draw a different kind of power from the sources of chaos, becoming no less dangerous to their enemies.
Lesser talents
Indulgence of Chaos+
Increases the effect of a skill that increases a character's “Attack Speed” parameter by 1 \ 1.5 \ 2%.
Exaltation+
Increases the effect of a skill that increases a character's “Penetration” parameter by 1%.
Approach of Madness+
Increases the amount of “Hate” generated by the skill by 1 pt.
Evisceration+
Increases skill power gain from character's physical damage by 2.5 \ 5 \ 7.5%.
Key class talents
Rending Anger
The effect of the "Indulgence of Chaos" skill additionally increases the parameter "Critical Damage" by 20%.
Partial metamorphosis
Now the skill "Demonic Appearance" does not turn the character into a demon. The skill now applies the “Partial Metamorphosis” buff to the character. The effect increases the “Attack Strength” parameter by 20%, and the character's auto-attacks under the effect have a 25% chance to deal damage twice, but no more than once every 2 sec.
Branch “Infernal Hunger”
The insane pursuit of victims will destroy everything in its path. After all, it is impossible for the Reapers of the “Infernal Hunger” branch to quench the thirst for hatred even with the suffering of thousands of souls.
Lesser talents
Approach of Madness+
Increases the effect of the skill that increases the amount of “Hate” accumulated by “Evisceration” skill by 1 pt.
Black Mark+
Increases the amount of “Hate” generated by the skill by 1 pt.
Annihilation+
Increases skill power gain from character's physical damage by 3 \ 6 \ 9%.
Evisceration+
Increases skill power gain from character's physical damage by 2.5 \ 5 \ 7.5%.
Key class talents
Rapacity
The “Approach of Madness” skill now generates 1 point of “Hate” every 2 sec., and the duration of the "Blood Madness" buff depends on the amount of accumulated “Hate”: the more accumulated “Hate”, the longer the effect lasts. The skill accumulates an additional 3 points more “Hate”.
Thirst for hate
The “Hate” consumption in demonic form increases by 1 pt every 8 sec. Now the “Hate”, “Evisceration”, and “Black Mark” skills allow to accumulate “Hate” in demonic form, and the “Approach of Madness” skill is available for use in demonic form.
Branch “Abyss Watch”
Higher demonic forces are not destined to set foot on the lands of Arinar, so they implement their plans through their adherents - Reapers of the “Abyss Watch” branch. All the forces of chaos will be directed to protect the adherents of the higher will.
Lesser talents
Delayed Death+
Increases the duration of the skill's effect by 0.5 \ 1 \ 1.5 sec.
Revenge+
Increases skill effect power by 7%.
Demonic Appearance+
Increases the power of healing and energy recovery from the skill by 0.5 \ 1 \ 1.5%.
Hand of the Underworld+
Increases the duration of the skill's effect by 0.5 sec.
Key class talents
Hard landing
The "Otherworldly Boost" skill additionally applies the "Stun" effect on all affected enemies for 2 sec. The effect prevents from moving, attacking, and using skills.
Demonic Charm
When the character's health level drops below 30% of the maximum, all negative effects are removed from him, the amount of “Hate” is increased to the maximum value, and the "Demonic Appearance" skill is automatically activated. The effect can only occur once every 60 sec. While the effect is on cooldown, the negative effect "Demonic Exhaustion" is applied to the character.
Update menu “Talents”
A full screen button will now appear in the "Talents" menu, which will allow you to expand the talent tree to full screen, as well as minimize it to windowed view mode if necessary. Now the study of the talent tree will become even more comfortable!
During the test server, with your help we will once again check the correctness of the work of all talents. Based on the results of testing, additional changes may be made based on the collected data. We will be grateful for the feedback and active participation in testing!
affirm that the connection of the servers it is bad , with the internet providers. It's been three days with this problem, I need a response from the admins @Holmes @Nolan
Olá pessoal, hoje na aba "Todos os atributos" na área "Estado" é exibido o quanto temos de Vigor do Explorador recarregado, mas só mostra quando teremos o próximo ou seu tempo de recarga quando está zerado (0/5) e tentamos iniciar outra masmorra, aí somos informados sobre quanto tempo falta para voltar mais um gratuito sem que precise usar o Elixir do Vigor, como abaixo;
Só quando está esgotado somos informados sobre quanto tempo falta para restaurar mais um, a ideia seria simples, juntamente na aba de "Todos Atributos" mostraria quanto tempo falta para restaurar mais um vigor, vejamos abaixo; (Imagem ilustrativa de como seria.)
Adicionando uma linha extra nesta aba de "Estado" para sabermos quanto tempo falta mesmo que o Vigor não esteja esgotado, seria a mesma mensagem de quando esgota e tentamos iniciar uma masmorra com ele 0/5, mas diretamente aqui em fácil acesso. Mudando o ícone para outro (Não soube criar um especifico para isto, peguei o acima para ilustração). São simples mas muitos jogadores gostariam de saber o tempo antes de iniciar um farm, para que não tenha perca de vigor faltando poucos minutos para voltar e acabar usando um Elixir, dando reset a este tempo.
Olá pessoal, trago aqui uma sugestão que poderia facilitar a vida de todos, principalmente as pessoas que estão iniciando no jogo agora, que seria antes de estudar cada nível de habilidade mostrar um preview do que irá melhorar nela, como exemplo mostrar o aumento no efeito dela e no consumo de energia em cores diferentes para destacar, já que o restante da descrição e seu tempo de recarga da habilidade permanecerá o mesmo.
(Ignorem a cor de fundo das edições, esse foi o melhor método que encontrei para ilustrar a ideia.)
º Vejamos um exemplo de como é atualmente;
E quando vamos para o estudo da habilidade é assim;
Não tem nada significativo, apenas para melhorar a habilidade, você só veria oque mudou se procurasse algum guia que descrevesse todos os níveis da habilidade ou melhorando a mesma.
A mudança seria nesta parte do estudo da habilidade, invés de aparecer somente as estrelas de acordo com o nível, aparecia a descrição da habilidade juntamente a isto mostrando oque iria mudar nela se for melhorada, em cores verde oque for melhorado no efeito da habilidade e em cores vermelha oque for aumentado no consumo de energia, seguimos com exemplos;
º Aqui seria a padrão da habilidade 1/5, basicamente não mudaria a descrição.
º Aqui com a habilidade 2/5 já começaria a mostrar oque poderia mudar antes que nós escolher melhorar ela, vejamos;
º Somente mais uma imagem;
Níveis onde a habilidade esteja com a Estrela dourada estas cores de destaque voltariam as cores padrão (igual na primeira imagem de demonstração) e só mudaria quando fosse pra Estrela Azul, que seria o nível que ainda não melhoramos e mostraria as mudanças que iriam acontecer na habilidade.
A well known tradition in gaming communities is Easter Egg hunting, i dont think i need say more details the title itself is enough
i suggest like a timer pops up 30minute maybe 1hour even where there is xx eggs hidden across Arinar on every map lets say for example:
map1 elf 2 eggs
map1 chosen 2 eggs
map1 mc 2 eggs
map1 forsaken 2 eggs
map2 sentinel side 2 eggs
map2 legion side 2 eggs
map2 neutral zones 1 egg
and so on....
eggs will be hidden in very good hiding spots not easy to spot and its randomly generated, when timer of event ends than the eggs will disappear
eggs can have like a random prize (new Easter special emojis or idk anything devs pick)
lets make warspear fun again tired of routine and boring same excepted things, even if new update coming, focus on fixing current things before adding more things, we never had a true Easter egg hunt event
They would not be rendered irrelevant at all , that player has already achieved all that , theres not a single reason why he would need to achieve it all again in the same server (if on the same account ofc). The only thing it does is make people way less prone to trying other classes.
Completionism is something of great relevance in every single MMORPG i have ever played , and so is on Warspear Online , and that is one of the reasons why people will literally keep playing a class that they do not enjoy anymore , for the sake of not losing progress , which is a counterproductive mechanic.
Again , Legendary achievements are achieved by the players , not by the character , if that player has achieved a Legendary Achievement in his past character , theres no reason for it to not be displayed on the character that he is playing atm, as it was ACHIEVED BY HIM.
Again , i don't see your point at all , its an MMORPG , its always creating new content , and new mechanics, there will always be more things to accomplish , more maps , more outfits , theres just no reason for a player to have to Achieve again something that he has already Achieved before.
Especially when some of the achievements take YEARS.
a very good idea. in addition, non-class books should go into a "personal account library" and be usable by all characters on the account.
there are a lot of rules about not selling accounts, not sharing but I think the company doesn't look for ways to make players feel inspired to have additional characters in the right way.
Bounding achievements to character and not Server has no Plus for the game's longevity.
Most MMOs , ARPGs and RPGs in general avoid as much as possible having anything that time gate players , for the simple reason that it discourages people to try new characters , and consequentialy it decreases the potential time/money people would spend playing the game.
Every character from the account , from the same server, should SHARE ACHIEVEMENTS.
For example :
World of Warcraft has Account Wide achievements , and in the last 2 expansions have started ending almost all time gate mechanics , because players were playing less and less , for the simple reason that they knew if they had to try another race/class , they would need to complete "Y" time gating systems before reaching the same spot their last character was in.
Guild Wars 2 has account wide achievements.
Elder Scrolls Online has account wide achievements.
Runescape has account wide achievements.
Diablo 3 has account wide achievements and Diablo 4 has already stated that almost every single mechanic in game is going to be account wide.
Because those companies want people to Play as much as possible , and not to feel as if trying a new class is a terrible idea.
It is common that after years of playing an MMO , you'll get tired of "X" class and will want to try something new , but when trying something new means having to leave behind all the Achievements you've attained over the years , and stop progressing , most people will give up, and keep playing a character that they do not enjoy anymore.
On my server BR-Tourmaline i personally know dozens of people on that exact situation. The game releases new classes , people want so badly to try them out , but they simply won't for that reason.
AIGRIND has to take into consideration that some achievements will take YEARS , not weeks to reach , and that theres literally no point in keeping them character bound.
Examples :
But what about the ranking system?
Have the last Lv28+ character logged before the reset appear in the ranking system.
What about legendary achievements?
Follow the same rule as above.
Achievements are achieved by THE PLAYER , not by the character.
Wouldn't that just make people keep jumping to the "meta class"?
People will still need to re-do talents , level up , buy new items , amp new items , buy new books. Which takes a lot of time , effort and money.
"Meta" is always changing in every MMO , by the time the player is done with half the class talents , meta will be completely different from what it was when he first started leveling it.
Largely agree with your suggestion. As long as you don't actually get the crafting levels on other characters but just the achievements then its fine. Having access to 9x8 slots per account if you have maxed crafts would be a bit much. Although crafting system in general needs a fix anyway so if it was changed it wouldn't even matter.
I'm on my last 100k crafting to fully maxed crafts and I think I've been crafting for a good 3 years now rarely having breaks. Mostly doing advanced mats with resource licenses to save on miracle coins and crafting the higher level gears with xp license instead. It's kind of ridiculous how long it takes.
Yes, I would like these achievements to be displayed on my chief. I would quickly complete the achievement for 500 kills in the castle and continue playing as a necromancer.
I completely agree with your suggestion. A lot of the game's systems and ideas are very outdated.
The achievement system is one of them, especially when the character gets deleted, the game just lets you lose all the achievements in a matter of seconds, after years of work.
The systems are designed in a wrong way and it's probably a big reason why people hesitate on creating new characters, that's probably the reason I have never touched any other class than Barbarian in 3 years and my only alternative is quitting, instead of grinding all over again on a 2nd character.
Not only that but many people do care about cosmetics, there are a lot of nice cosmetics from Battle Pass ( Haircuts / Costumes ), and if you want them on multiple characters you have to spend $ and skip the Battle Pass all the way down, there is no way you can grind the tasks on more characters on the same account before the 40 days are over.
After making a new character, will I get these? No. Same as the achievements, the systems are poorly designed, and players are forced to start from 0 and even miss the Grind from 1st character because the content doesn't exist anymore.
Therefore I agree with @Arthas , Achievements and anything Grind-based should be rethought and implemented differently like in any other MMO RPG, otherwise the Player base will only go down, and never up.
Bounding achievements to character and not Server has no Plus for the game's longevity.
Most MMOs , ARPGs and RPGs in general avoid as much as possible having anything that time gate players , for the simple reason that it discourages people to try new characters , and consequentialy it decreases the potential time/money people would spend playing the game.
Every character from the account , from the same server, should SHARE ACHIEVEMENTS.
For example :
World of Warcraft has Account Wide achievements , and in the last 2 expansions have started ending almost all time gate mechanics , because players were playing less and less , for the simple reason that they knew if they had to try another race/class , they would need to complete "Y" time gating systems before reaching the same spot their last character was in.
Guild Wars 2 has account wide achievements.
Elder Scrolls Online has account wide achievements.
Runescape has account wide achievements.
Diablo 3 has account wide achievements and Diablo 4 has already stated that almost every single mechanic in game is going to be account wide.
Because those companies want people to Play as much as possible , and not to feel as if trying a new class is a terrible idea.
It is common that after years of playing an MMO , you'll get tired of "X" class and will want to try something new , but when trying something new means having to leave behind all the Achievements you've attained over the years , and stop progressing , most people will give up, and keep playing a character that they do not enjoy anymore.
On my server BR-Tourmaline i personally know dozens of people on that exact situation. The game releases new classes , people want so badly to try them out , but they simply won't for that reason.
AIGRIND has to take into consideration that some achievements will take YEARS , not weeks to reach , and that theres literally no point in keeping them character bound.
Examples :
But what about the ranking system?
Have the last Lv28+ character logged before the reset appear in the ranking system.
What about legendary achievements?
Follow the same rule as above.
Achievements are achieved by THE PLAYER , not by the character.
Wouldn't that just make people keep jumping to the "meta class"?
People will still need to re-do talents , level up , buy new items , amp new items , buy new books. Which takes a lot of time , effort and money.
"Meta" is always changing in every MMO , by the time the player is done with half the class talents , meta will be completely different from what it was when he first started leveling it.
Bounding achievements to character and not Server has no Plus for the game's longevity.
Most MMOs , ARPGs and RPGs in general avoid as much as possible having anything that time gate players , for the simple reason that it discourages people to try new characters , and consequentialy it decreases the potential time/money people would spend playing the game.
Every character from the account , from the same server, should SHARE ACHIEVEMENTS.
For example :
World of Warcraft has Account Wide achievements , and in the last 2 expansions have started ending almost all time gate mechanics , because players were playing less and less , for the simple reason that they knew if they had to try another race/class , they would need to complete "Y" time gating systems before reaching the same spot their last character was in.
Guild Wars 2 has account wide achievements.
Elder Scrolls Online has account wide achievements.
Runescape has account wide achievements.
Diablo 3 has account wide achievements and Diablo 4 has already stated that almost every single mechanic in game is going to be account wide.
Because those companies want people to Play as much as possible , and not to feel as if trying a new class is a terrible idea.
It is common that after years of playing an MMO , you'll get tired of "X" class and will want to try something new , but when trying something new means having to leave behind all the Achievements you've attained over the years , and stop progressing , most people will give up, and keep playing a character that they do not enjoy anymore.
On my server BR-Tourmaline i personally know dozens of people on that exact situation. The game releases new classes , people want so badly to try them out , but they simply won't for that reason.
AIGRIND has to take into consideration that some achievements will take YEARS , not weeks to reach , and that theres literally no point in keeping them character bound.
Examples :
But what about the ranking system?
Have the last Lv28+ character logged before the reset appear in the ranking system.
What about legendary achievements?
Follow the same rule as above.
Achievements are achieved by THE PLAYER , not by the character.
Wouldn't that just make people keep jumping to the "meta class"?
People will still need to re-do talents , level up , buy new items , amp new items , buy new books. Which takes a lot of time , effort and money.
"Meta" is always changing in every MMO , by the time the player is done with half the class talents , meta will be completely different from what it was when he first started leveling it.
Bounding achievements to character and not Server has no Plus for the game's longevity.
Most MMOs , ARPGs and RPGs in general avoid as much as possible having anything that time gate players , for the simple reason that it discourages people to try new characters , and consequentialy it decreases the potential time/money people would spend playing the game.
Every character from the account , from the same server, should SHARE ACHIEVEMENTS.
For example :
World of Warcraft has Account Wide achievements , and in the last 2 expansions have started ending almost all time gate mechanics , because players were playing less and less , for the simple reason that they knew if they had to try another race/class , they would need to complete "Y" time gating systems before reaching the same spot their last character was in.
Guild Wars 2 has account wide achievements.
Elder Scrolls Online has account wide achievements.
Runescape has account wide achievements.
Diablo 3 has account wide achievements and Diablo 4 has already stated that almost every single mechanic in game is going to be account wide.
Because those companies want people to Play as much as possible , and not to feel as if trying a new class is a terrible idea.
It is common that after years of playing an MMO , you'll get tired of "X" class and will want to try something new , but when trying something new means having to leave behind all the Achievements you've attained over the years , and stop progressing , most people will give up, and keep playing a character that they do not enjoy anymore.
On my server BR-Tourmaline i personally know dozens of people on that exact situation. The game releases new classes , people want so badly to try them out , but they simply won't for that reason.
AIGRIND has to take into consideration that some achievements will take YEARS , not weeks to reach , and that theres literally no point in keeping them character bound.
Examples :
But what about the ranking system?
Have the last Lv28+ character logged before the reset appear in the ranking system.
What about legendary achievements?
Follow the same rule as above.
Achievements are achieved by THE PLAYER , not by the character.
Wouldn't that just make people keep jumping to the "meta class"?
People will still need to re-do talents , level up , buy new items , amp new items , buy new books. Which takes a lot of time , effort and money.
"Meta" is always changing in every MMO , by the time the player is done with half the class talents , meta will be completely different from what it was when he first started leveling it.
Bounding achievements to character and not Server has no Plus for the game's longevity.
Most MMOs , ARPGs and RPGs in general avoid as much as possible having anything that time gate players , for the simple reason that it discourages people to try new characters , and consequentialy it decreases the potential time/money people would spend playing the game.
Every character from the account , from the same server, should SHARE ACHIEVEMENTS.
For example :
World of Warcraft has Account Wide achievements , and in the last 2 expansions have started ending almost all time gate mechanics , because players were playing less and less , for the simple reason that they knew if they had to try another race/class , they would need to complete "Y" time gating systems before reaching the same spot their last character was in.
Guild Wars 2 has account wide achievements.
Elder Scrolls Online has account wide achievements.
Runescape has account wide achievements.
Diablo 3 has account wide achievements and Diablo 4 has already stated that almost every single mechanic in game is going to be account wide.
Because those companies want people to Play as much as possible , and not to feel as if trying a new class is a terrible idea.
It is common that after years of playing an MMO , you'll get tired of "X" class and will want to try something new , but when trying something new means having to leave behind all the Achievements you've attained over the years , and stop progressing , most people will give up, and keep playing a character that they do not enjoy anymore.
On my server BR-Tourmaline i personally know dozens of people on that exact situation. The game releases new classes , people want so badly to try them out , but they simply won't for that reason.
AIGRIND has to take into consideration that some achievements will take YEARS , not weeks to reach , and that theres literally no point in keeping them character bound.
Examples :
But what about the ranking system?
Have the last Lv28+ character logged before the reset appear in the ranking system.
What about legendary achievements?
Follow the same rule as above.
Achievements are achieved by THE PLAYER , not by the character.
Wouldn't that just make people keep jumping to the "meta class"?
People will still need to re-do talents , level up , buy new items , amp new items , buy new books. Which takes a lot of time , effort and money.
"Meta" is always changing in every MMO , by the time the player is done with half the class talents , meta will be completely different from what it was when he first started leveling it.
Bounding achievements to character and not Server has no Plus for the game's longevity.
Most MMOs , ARPGs and RPGs in general avoid as much as possible having anything that time gate players , for the simple reason that it discourages people to try new characters , and consequentialy it decreases the potential time/money people would spend playing the game.
Every character from the account , from the same server, should SHARE ACHIEVEMENTS.
For example :
World of Warcraft has Account Wide achievements , and in the last 2 expansions have started ending almost all time gate mechanics , because players were playing less and less , for the simple reason that they knew if they had to try another race/class , they would need to complete "Y" time gating systems before reaching the same spot their last character was in.
Guild Wars 2 has account wide achievements.
Elder Scrolls Online has account wide achievements.
Runescape has account wide achievements.
Diablo 3 has account wide achievements and Diablo 4 has already stated that almost every single mechanic in game is going to be account wide.
Because those companies want people to Play as much as possible , and not to feel as if trying a new class is a terrible idea.
It is common that after years of playing an MMO , you'll get tired of "X" class and will want to try something new , but when trying something new means having to leave behind all the Achievements you've attained over the years , and stop progressing , most people will give up, and keep playing a character that they do not enjoy anymore.
On my server BR-Tourmaline i personally know dozens of people on that exact situation. The game releases new classes , people want so badly to try them out , but they simply won't for that reason.
AIGRIND has to take into consideration that some achievements will take YEARS , not weeks to reach , and that theres literally no point in keeping them character bound.
Examples :
But what about the ranking system?
Have the last Lv28+ character logged before the reset appear in the ranking system.
What about legendary achievements?
Follow the same rule as above.
Achievements are achieved by THE PLAYER , not by the character.
Wouldn't that just make people keep jumping to the "meta class"?
People will still need to re-do talents , level up , buy new items , amp new items , buy new books. Which takes a lot of time , effort and money.
"Meta" is always changing in every MMO , by the time the player is done with half the class talents , meta will be completely different from what it was when he first started leveling it.
Bounding achievements to character and not Server has no Plus for the game's longevity.
Most MMOs , ARPGs and RPGs in general avoid as much as possible having anything that time gate players , for the simple reason that it discourages people to try new characters , and consequentialy it decreases the potential time/money people would spend playing the game.
Every character from the account , from the same server, should SHARE ACHIEVEMENTS.
For example :
World of Warcraft has Account Wide achievements , and in the last 2 expansions have started ending almost all time gate mechanics , because players were playing less and less , for the simple reason that they knew if they had to try another race/class , they would need to complete "Y" time gating systems before reaching the same spot their last character was in.
Guild Wars 2 has account wide achievements.
Elder Scrolls Online has account wide achievements.
Runescape has account wide achievements.
Diablo 3 has account wide achievements and Diablo 4 has already stated that almost every single mechanic in game is going to be account wide.
Because those companies want people to Play as much as possible , and not to feel as if trying a new class is a terrible idea.
It is common that after years of playing an MMO , you'll get tired of "X" class and will want to try something new , but when trying something new means having to leave behind all the Achievements you've attained over the years , and stop progressing , most people will give up, and keep playing a character that they do not enjoy anymore.
On my server BR-Tourmaline i personally know dozens of people on that exact situation. The game releases new classes , people want so badly to try them out , but they simply won't for that reason.
AIGRIND has to take into consideration that some achievements will take YEARS , not weeks to reach , and that theres literally no point in keeping them character bound.
Examples :
But what about the ranking system?
Have the last Lv28+ character logged before the reset appear in the ranking system.
What about legendary achievements?
Follow the same rule as above.
Achievements are achieved by THE PLAYER , not by the character.
Wouldn't that just make people keep jumping to the "meta class"?
People will still need to re-do talents , level up , buy new items , amp new items , buy new books. Which takes a lot of time , effort and money.
"Meta" is always changing in every MMO , by the time the player is done with half the class talents , meta will be completely different from what it was when he first started leveling it.
Bounding achievements to character and not Server has no Plus for the game's longevity.
Most MMOs , ARPGs and RPGs in general avoid as much as possible having anything that time gate players , for the simple reason that it discourages people to try new characters , and consequentialy it decreases the potential time/money people would spend playing the game.
Every character from the account , from the same server, should SHARE ACHIEVEMENTS.
For example :
World of Warcraft has Account Wide achievements , and in the last 2 expansions have started ending almost all time gate mechanics , because players were playing less and less , for the simple reason that they knew if they had to try another race/class , they would need to complete "Y" time gating systems before reaching the same spot their last character was in.
Guild Wars 2 has account wide achievements.
Elder Scrolls Online has account wide achievements.
Runescape has account wide achievements.
Diablo 3 has account wide achievements and Diablo 4 has already stated that almost every single mechanic in game is going to be account wide.
Because those companies want people to Play as much as possible , and not to feel as if trying a new class is a terrible idea.
It is common that after years of playing an MMO , you'll get tired of "X" class and will want to try something new , but when trying something new means having to leave behind all the Achievements you've attained over the years , and stop progressing , most people will give up, and keep playing a character that they do not enjoy anymore.
On my server BR-Tourmaline i personally know dozens of people on that exact situation. The game releases new classes , people want so badly to try them out , but they simply won't for that reason.
AIGRIND has to take into consideration that some achievements will take YEARS , not weeks to reach , and that theres literally no point in keeping them character bound.
Examples :
But what about the ranking system?
Have the last Lv28+ character logged before the reset appear in the ranking system.
What about legendary achievements?
Follow the same rule as above.
Achievements are achieved by THE PLAYER , not by the character.
Wouldn't that just make people keep jumping to the "meta class"?
People will still need to re-do talents , level up , buy new items , amp new items , buy new books. Which takes a lot of time , effort and money.
"Meta" is always changing in every MMO , by the time the player is done with half the class talents , meta will be completely different from what it was when he first started leveling it.
Bounding achievements to character and not Server has no Plus for the game's longevity.
Most MMOs , ARPGs and RPGs in general avoid as much as possible having anything that time gate players , for the simple reason that it discourages people to try new characters , and consequentialy it decreases the potential time/money people would spend playing the game.
Every character from the account , from the same server, should SHARE ACHIEVEMENTS.
For example :
World of Warcraft has Account Wide achievements , and in the last 2 expansions have started ending almost all time gate mechanics , because players were playing less and less , for the simple reason that they knew if they had to try another race/class , they would need to complete "Y" time gating systems before reaching the same spot their last character was in.
Guild Wars 2 has account wide achievements.
Elder Scrolls Online has account wide achievements.
Runescape has account wide achievements.
Diablo 3 has account wide achievements and Diablo 4 has already stated that almost every single mechanic in game is going to be account wide.
Because those companies want people to Play as much as possible , and not to feel as if trying a new class is a terrible idea.
It is common that after years of playing an MMO , you'll get tired of "X" class and will want to try something new , but when trying something new means having to leave behind all the Achievements you've attained over the years , and stop progressing , most people will give up, and keep playing a character that they do not enjoy anymore.
On my server BR-Tourmaline i personally know dozens of people on that exact situation. The game releases new classes , people want so badly to try them out , but they simply won't for that reason.
AIGRIND has to take into consideration that some achievements will take YEARS , not weeks to reach , and that theres literally no point in keeping them character bound.
Examples :
But what about the ranking system?
Have the last Lv28+ character logged before the reset appear in the ranking system.
What about legendary achievements?
Follow the same rule as above.
Achievements are achieved by THE PLAYER , not by the character.
Wouldn't that just make people keep jumping to the "meta class"?
People will still need to re-do talents , level up , buy new items , amp new items , buy new books. Which takes a lot of time , effort and money.
"Meta" is always changing in every MMO , by the time the player is done with half the class talents , meta will be completely different from what it was when he first started leveling it.
Bounding achievements to character and not Server has no Plus for the game's longevity.
Most MMOs , ARPGs and RPGs in general avoid as much as possible having anything that time gate players , for the simple reason that it discourages people to try new characters , and consequentialy it decreases the potential time/money people would spend playing the game.
Every character from the account , from the same server, should SHARE ACHIEVEMENTS.
For example :
World of Warcraft has Account Wide achievements , and in the last 2 expansions have started ending almost all time gate mechanics , because players were playing less and less , for the simple reason that they knew if they had to try another race/class , they would need to complete "Y" time gating systems before reaching the same spot their last character was in.
Guild Wars 2 has account wide achievements.
Elder Scrolls Online has account wide achievements.
Runescape has account wide achievements.
Diablo 3 has account wide achievements and Diablo 4 has already stated that almost every single mechanic in game is going to be account wide.
Because those companies want people to Play as much as possible , and not to feel as if trying a new class is a terrible idea.
It is common that after years of playing an MMO , you'll get tired of "X" class and will want to try something new , but when trying something new means having to leave behind all the Achievements you've attained over the years , and stop progressing , most people will give up, and keep playing a character that they do not enjoy anymore.
On my server BR-Tourmaline i personally know dozens of people on that exact situation. The game releases new classes , people want so badly to try them out , but they simply won't for that reason.
AIGRIND has to take into consideration that some achievements will take YEARS , not weeks to reach , and that theres literally no point in keeping them character bound.
Examples :
But what about the ranking system?
Have the last Lv28+ character logged before the reset appear in the ranking system.
What about legendary achievements?
Follow the same rule as above.
Achievements are achieved by THE PLAYER , not by the character.
Wouldn't that just make people keep jumping to the "meta class"?
People will still need to re-do talents , level up , buy new items , amp new items , buy new books. Which takes a lot of time , effort and money.
"Meta" is always changing in every MMO , by the time the player is done with half the class talents , meta will be completely different from what it was when he first started leveling it.