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Higgings

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    Higgings reacted to Warspear Online in [2024.04.19] Origins of Arinar   
    I. DAWN OF ARINAR
    Neither knows for certain when Arinar originated. The elders hold that it was the Forefather, or White Wanderer, who created Arinar – an omnipotent entity beyond the comprehension of reason. Once tired from his incessant journey through the stars, the Forefather took his load off to behold the boundless Ocean and the Darkness that covered the infinite waters, resembling the skies in eternal stillness. It was then that the White Wanderer drew a piece of solid earth right from the bottom of the Ocean, naming the piece Arinar and resolving to find recumbency there. However, the newborn world seemed lacking in charm to the White Wanderer, prompting him to bring it to life. He sculpted mountains and forests, oceans and rivers, and filled them with diverse creatures such as animals, birds, and fish. Placing his Spear at the heart of Arinar, he established the Celestial Axis, a source of great power that would keep Arinar balanced and safe, while the Morning Star atop the Spear bathed the world in light. Along with this, the White Wanderer created dragons – wise and majestic beings bequeathed to guard the God's Grove, home to the Spear, and secure lasting harmony throughout Arinar. With Arinar thus settled, the White Wanderer finally took a rest.
     

     
    Though we shall never know if it was part of his grand design, the White Wanderer's wisdom, strength, and will personified as three Gods of Arinar: Nuadu, Harad, and Garahan. None of them possessed stable physical forms, so they took on shapes of their own liking. Thus, Nuadu favored a silver deer, Harad appeared as a huge gold-maned lion, while Garahan soared gracefully through the skies as a black dragon. The Gods could sense the unseen presence of the White Wanderer in Arinar and forged a close bond with each other, assuming the common destiny of Arinar's mighty guardians. With naught of a thought, they stepped forward to unfold the charm of Arinar ever more. So far, the Dawn of Arinar was its finest era, lasting for many millennia and unmatched by any era to come.
     
    As the ages passed by, Garahan grew weary of securing world balance and aspired to become an architect to match the White Wanderer himself. Driven by this impulse, he designed the Jakkars under the seal of secrecy, granting them free will and the ability to take whatever shell – much like the Gods themselves. However, the Jakkars were quite a brief joy for Garahan, and he soon yearned to create a world of his own and guide it discreetly. Over time, Garahan's cravings took over his mind and he devised an insane plan to seize the Spear of the White Wanderer to gain greater power. So Garahan rallied the Jakkars and led them to the God's Grove.
     

     
    Garahan spoke before the dragons guarding the Grove and won some of them over to his side, while those loyal to the White Wanderer and his covenant called out to Nuadu and Harad. The two Gods beheld their sworn brother succumbed to a lust for power that threatened Arinar's balance. Having no other choice, Nuadu and Harad had to answer this threat with force, but they were too late to prevent Garahan's daring attempt to extract the Spear. Though Garahan's divine power was barely enough to dislodge even a fragment of the White Wanderer's mighty weapon rooted deep within Arinar. Yet while the Spear itself stood upright, the Morning Star broke from its tip and set Arinar ablaze in its descent. As this happened, Harad and Nuadu – and the remnants of the loyal dragons – charged at Garahan, who was clinging fiercely to the Spear. Witnessed by the sweeping conflagration, this was the First Battle of Arinar, which saw the two Celestial Brothers gaining the upper hand over the fallen one, ultimately crushed, chained, and imprisoned deep beneath the ground. With the fall of their mighty lord, the traitorous dragons took refuge in the far reaches of Arinar, while the Jakkars fled far and wide in terror.
     
    Neither Nuadu nor Harad celebrated their triumph, but their hearts were heavy as they acknowledged the White Wanderer's departure from the troubled world, despairing over the seeds of discord sown by his children and the fall of the Morning Star. These were the final moments of the blessed Dawn of Arinar. Nuadu and Harad grieved to witness the crippled, darkling world, its balance forever disturbed, and swore an oath to never again descend to Arinar, so as to preserve what remained of it… To replace the lost Morning Star, they created the Moon and the Sun, alternating to illuminate the now-darkened Arinar from above, harnessed by the Gods.
     
    Sitting at the doorstep of his poor hut, the blind old man burst into a coughing fit. Afterward, he continued his story of the days leading up to the Twilight of Arinar.
     
     

     
    II. DISCORDANT BROTHERS
     
    Restoring balance to Arinar was a lasting concern for Nuadu; yet, he gave much thought to following Garahan's plan and creating his own living beings to protect the world. Having gathered a handful of starlight, Nuadu took hold of his divine breath and created the elves, the Firstborn. These marvelous creatures were not subject to the rules of time, their lives spanning centuries. Thus, Nuadu entrusted his children with guarding the Spear and enhancing Arinar's splendor. After settling the forests right up their alley, the elves mastered all kinds of arts and crafts in a blink of an eye. It was due to their natural gift, as well as their lord's aid, that they owed their remarkable records.
     
    However, the Gods were wrapped up too much in their designs to keep an eye on their rebellious brother. Imprisoned deep underground, Garahan endured great pain as his blood flowed from wounds suffered in the First Battle. Though more than sheer blood, it was Garahan's anguish and resentment that manifested and gave rise to a dark spirit, Titorion, a demon fueled by the rage and despair that tore Garahan. Ethereal at first, Titorion found his way out of the underworld, his body forming from the dirt and mud he dug through. Resembling Garahan himself and infused with will to live and reign inherited with his blood, Titorion sought out the remnants of the Jakkars in distant lands, who caught a sense of their master's blood in the demon and accepted him as their new lord.
     
    Over centuries, Titorion amassed a formidable army to free Garahan.  As envisioned by Nuadu and Harad, both the Sun and Moon's light were deadly to the Jakkars, so Titorion protected his forces beneath his expansive wings. The Jakkar assault caught the Firstborn off guard, as the elves were unprepared to counter such a formidable enemy – and suffered even greater losses as they retreated into their forests. The Jakkars finally met their match when the skillful and brave commander Alestin led the elven army to turn the tide and defeat the invaders, putting them to flight. The Firstborn won the war, but their victory came at a high cost.
     
    Meanwhile, Nuadu and Harad kept a close eye on the events unfolding in Arinar, both growing enraged by the sight of the Jakkars' ruthless and atrocious acts. The notion of exterminating Garahan's creatures even crossed Harad's mind, but Nuadu calmed his brother's wrath by reminding him that the Jakkars were children of Arinar – much like all the other beings there. Nuadu was disheartened to see his own children unable to repel the enemy in their darkest hour, recognizing that even great wisdom was insufficient for the elves to fulfill their role as the true guardians of Arinar. Thus, it became clear to the Gods that the Firstborn would need companions to fight alongside them, both distinct and alike. When golden-haired Harad heard his brother's proposal, he burst into laughter and scattered a handful of bright sparks into Arinar, which descended from the sky for seven days and nights. When they touched the ground, these sparks turned into humans. Their lives were brief, much like coals in a flame, but just as hot and bright. They encompassed both good and evil, akin to fire – yet in their own discretion. So the humans joined their Firstborn brethren as the Sentinels of Arinar.
     
    The elves were benevolent to the humans arriving in Arinar, treating them as younger siblings. Meanwhile, the Firstborn knew very well that the human race would never measure up to the elves, who would always be three steps ahead of Harad’s mortal children. Thereby, the elves revealed to the humans the wisdom of hunting and fishing, agriculture and architecture – while Harad's children proved to be quick and eager learners. With lives too short to grasp the elves' wisdom, the humans passed on their learning to further generations. Over the centuries, human clans settled vast lands, draining swamps and clearing forests, thus encroaching upon the Firstborn's lands and stirring resentment amongst Nuadu's progeny – unpleasant rumors circulated that Arinar had been a better place before the humans arrived. Alas, neither did the humans take the elves kindly, regarding them as arrogant and aloof. The memory of the once-strong friendship between the two races soon faded, with even the slightest provocation threatening to spark a great conflagration.
     
    The fragile peace crumbled once Berengar's beautiful daughter – the offspring of a mighty human leader and sorcerer – slipped away from home to follow the Firstborn she fell in love with. Consumed by rage, Berengar rallied his forces to march against the elves, garnering support from many leaders of other clans who also harbored animosity towards the Firstborn. This marked the onset of the War of the Moon and the Sun. Although the elves were outnumbered and outmatched by Harad's offspring, they eventually emerged victorious as they were superior in all other respects. They persuaded several human leaders, disillusioned with the prospect of defeating Nuadu's offspring, to defect to their side. Overwhelmed, Berengar and his allies had no choice but to curse their traitorous kin and the elves, and to seek a new homeland. So they exiled to the far northern lands and settled in the snow-capped mountains – thus beginning a new chapter of hardship and self-sufficiency. Ever since, the Mountain Clans have fostered a legacy of enmity towards the humans and the elves in all their descendants. Once the human race split into two, the War of the Moon and the Sun drew to a close.
     
    So spoke the blind old man, whose insatiable lust for power had once thrust the world into disasters and wars, pushing Arinar on the edge of doom…
     
     


    III. ORIN'S TEMPTATION
     
    Having witnessed the reckless nature of Harad's children, the elves grew cautious of the humans following the War of the Moon and the Sun, and chose a different manner to keep terms with the humans through the wisest among them. The elves and humans established the Eternal Peace, which allowed the Firstborn to impart their ancient wisdom to a select few humans, in the hope that the humans would eventually overcome their savage nature and never betray their mentors again. The Firstborn were wise and devoted mentors, for their guidance ensured that Harad's children made great strides in their studies, mastering arts and crafts never known to them before.
     
    Once the humans embraced the once-superior wisdom of the elves, they began to dream of a mighty leader who would unite all Harad's children into a single prosperous kingdom. So it was – one of many human rulers, Oldris resolved to subjugate all neighboring lands and dedicated most of his life to uniting the vast territories claimed by his kin. After a series of internecine wars, Oldris finally triumphed as the sole ruler of a huge human kingdom – alas, destined to enjoy his great power for mere years, as he passed away shortly after his grand victory. The king was rumored to have been poisoned, which was quite a satisfying plot for many, as Prince Orin was the only heir to Oldris, lacking neither the lust for power nor the cruelty of his father. The death of his august parent left Orin as the only ruler of a mighty state, who laid a new capital named Kronun, sparing no expense on its splendor to assert his power.
     
    As Orin dreamed of expanding his kingdom, he devised a plan to conquer the elven lands. But he was under no illusion that victory over the Firstborn could be achieved with mere swords and spears – or even with the aid of the human mages. The king sought a powerful ally to ensure a victory as grand as certain – so one night, Orin heard an insinuating voice in his dream, coaxing him to seek out the deepest of caves and descend into it. At the very bottom, the voice assured, he would find an ally to guarantee success in the upcoming war. The voice never left Orin alone thereafter, but grew more distinctive and even mysteriously real.
     
    The other day, Orin set out from the capital on a whim, impelled by the call. He was not alone on his journey, as snakes crawled out from under rotting logs along the road, accompanying him. Once Orin found the cave entrance from where the voice called to him, the snakes slithered inside, now followed by the king. For days, Orin wandered through the pitch darkness, as if drawn by the voice, accompanied only by the snakes rustling and hissing around him. At long last, Orin stepped into a vast cavern and beheld a giant black dragon in chains – none other than Garahan himself. As he spotted the king, Garahan spoke to Orin, “At last, mortal, you have heeded my summons! You and your kin are destined to fulfill what I could not millennia ago! Head north to the God's Grove and obliterate any obstacle with your fist of steel! Show no mercy to the old world! I bestow upon you immense power to be the sole claimant of the Spear of the White Wanderer. Retrieve the Spear and bring it to me, so that your people may transcend their corrupted flesh and witness the dawn of a new world!” With those words, Garahan breathed upon Orin, thus engendering the first Forsaken in Arinar.
     
    The king recoiled and fled in terror, feeling his heartbeat grow ever fainter by the minute, his body turning colder, his blood ceasing to flow, and his breath coming to a halt. As he made his way out of the dark cavern, Orin felt no joy in his cold heart. The grass beneath his feet turned to lifeless ashes, and whatever his hands touched died at once. Orin's path back to Kronun lay like a dark furrow of death. The gates of his grand capital crumbled to rusty rubble as the king stood before them. The walls of Kronun blackened, and the roofs collapsed, as life fled the once-glorious city. Garahan's breath scorched the souls of the people, leaving their bodies eternally cold, devoid of will, love, and any sensation but blind obedience to Garahan's command to reach the God's Grove at any cost. Arinar trembled beneath the heavy footsteps of the Legion born from Garahan's will.
     
    So spoke the blind old man who beheld the wrath of the Gods and the fury of mortals, cognized the grandeur of life, the void of death, and the bitterness of reckoning…
     
     


    IV. WAR OF THE SPEAR
     
    The Cursed King's relentless steel army headed northward, impervious to arms and death itself – for what is dead may never die. Wherever the Legion marched, it swelled in size with hollow-hearted beasts and nameless monsters joining its ranks as the dark army became the epitome of terror. After Orin had ravaged the northern parts of his own kingdom, he divided the Legion into two. The Firstborn marshaled all their forces as they realized their enemy was spawned from Garahan's will, and that the elven lands were the target of the first undead army. Alas, the children of Nuadu lost their ground, and the undead stormed into the Eternal Forest of Ayvondil, which had sheltered the elves for centuries. Having lost many battles, the Firstborn were heartsick to abandon their homes to the Forsaken, too weakened to fight back any longer. Desecrated, the Eternal Forest was still too resilient for the undead to obliterate, as the Tree of Life towering over the heart of Ayvondil withstood the barrage of spells cast by the undead warlocks.
     
    Meanwhile, the second Legion army swept northeast in pursuit of Duke Almis, who had taken leadership of the humans unaffected by Garahan's dark breath. Harassing the people who had fled in terror from their former king, the undead army marched into the harsh highlands of the Mountain Clans, perilous to any outsider. Orin soon realized that combating the Highlanders on their own turf would be a nearly hopeless endeavor even for the Legion's countless forces. Thus, the Cursed King appealed to the Highlanders' disdain for the humans and elves to forge an alliance with Berengar's heir, who agreed to dispatch his finest warriors to the war. In this way, the Mountain Clans joined forces with the Forsaken as part of the Legion.
     
    The Cursed King seemed unstoppable. As they retreated into the Midnight Lands to the north, the orphaned humans and the remaining Firstborn knew they were on their own. The Sentinels rallied anyone who could wield a blade or a bow under their banner, with their field forges clanging day and night. The elves called upon spirits from all corners of Arinar's woods, valleys, rivers, and lakes. Recently sworn enemies, the humans and elves now stood shoulder to shoulder to face the greatest threat the world had ever seen. It was a matter of course that if the North fell, so would Arinar, so both humans and elves were determined to prevail – or share a dire non-existence with the Forsaken if defeated. Seven harrowing years had passed since the War of the Spear began.
     

     
    The two great armies fought their Last Battle at the God's Grove, by the foot of the White Wanderer's Spear. The late autumn of the Midnight Lands sprinkled the warriors with snow grains, so the humans and elves ached for a battle to warm their blood. When the Sentinels and the Legion clashed, a light-tight, acrid smoke filled the sky, enveloping the battlefield in darkness and halting the march of time – the battle blent into an eyeblink, and an eyeblink seemed eternal. Swords and spears rose and fell, arrows sang through the air, and supreme magic engulfed the field of death… The synergy of the spells cast by both armies was so powerful that it dislodged the Spear – and with it, the entirety of Arinar. One by one, the invisible magical bonds that had held the world together for centuries began to break, releasing the chains of Garahan, who began to thrash and twist the entire realm in his rejoice of impending freedom. As formidable as it was, not even the Gods' chain was invulnerable, and it tore at long last.
     
    Released after ages in his prison, Garahan spread his black wings and headed for the Midnight Lands, where the Last Battle was still raging. The dragons loyal to the rebel God after millennia joined him high in the skies as he flew across Arinar. Upon reaching the God's Grove, Garahan scattered all the dragon guards, seized the Spear, and plucked it from the ground. The warriors felt Arinar shudder as it lost its Axis, as if the world were about to collapse under the strain of the forces unleashed. Yet only a few caught a glimpse of the Sun and Moon vanishing from the sky, as Harad and Nuadu broke their oaths and descended into Arinar to save the dying world.
     

     
    Both armies trembled as Garahan and the Celestial Brothers clashed above the battlefield. Wielding the White Wanderer's Spear, Garahan struck his brothers with immense force, each hit echoing in the farthest reaches of Arinar. However, Harad and Nuadu were more precise and stronger compared to Garahan, weakened by millennia of imprisonment. Over and over, Garahan countered the mighty strikes of his brothers with the Spear – until it cracked, shattering with a deafening roar and scattering across Arinar in myriad shards. Disarmed, Garahan plummeted, while the last magical bond laid by the White Wanderer snapped under the tremendous strain. Arinar shuddered once more and began to fracture, its mountains and valleys yielding to water, rivers shifting flows, volcanoes erupting. The wrath of the elements gave birth to a new world in the place of the once united landmass – and such was the price of victory. With a shudder, the Legion fell apart as the remnants of the Forsaken and the Mountain Clans fled the battlefield. As the battle waned, the living fell to the ground beside the dead as witnesses to the Great Rift that marked the end of the War of the Spear.
     
    So spoke the blind old man who remembered every day of the War of the Spear he fought through…
     
     


    V. NEW DAWN
     
    Once the Last Battle was over, Harad sought to end Garahan's life at a sweep, only to be reminded by Nuadu that just as there is no light without shadow, so Arinar cannot exist without any of its Gods. The Celestial Brothers combined their powers to cast a spell of eternal slumber upon Garahan, erasing all traces of his influence on Arinar as he shut his eyelids. Harad and Nuadu assigned the finest human and elven warriors to stand immortal guard over the Fallen God, their immortality coming at the cost of all former ties and affections. The guards were commanded to watch Garahan at all times of day and night, and let none into his prison, whether friend or foe. To this day, the Immortal Guards, oblivious to their kin and names, keep their watch over Garahan's hold by where the Last Battle broke out…
     
    Meanwhile, King Orin stood motionless on the battlefield, as if unaware that his army had long since vanished, when Nuadu approached him and said, “I will restore what you have lost. Henceforth, you alone have power over your fate and can decide it as you see fit. It is your fault that doomed hundreds of thousands of lives, and it is at their expense that I am extending your life to an almost immortal term. I will bestow upon you the revelation of the world's past and future, but you will no longer have the right to influence its destiny. I will also take your sight, for you and Garahan are now bound together, and even as he slumbers, he can still observe Arinar through your eyes. Now go, and seek your own path.” And so he did, now blind but immensely wise. Near the site of the Last Battle, he built the Forge of the Gods, where the great hero could one day forge the Spear anew from the shards scattered across the world. To this day, Orin remains by the Forge as he envisions the future of Arinar…
     
    The Great Rift wrought havoc and sorrow to the entire world. The domain of the Mountain Clans shook with earthquakes for weeks until the raging sea gave way to overwhelm the mountains and separated Godgorrath from the rest of Arinar, leaving the rugged island isolated. The few highlanders who returned to their home after the Last Battle shared with their kin all they had witnessed, and many nights since have echoed with legends of the great battle and the mighty Spear that will bring former foes to justice.
     
    As most of the Legion perished in the Great Rift, the remnants of the Forsaken army fled southward until they reached Moraktar, lying as a separate island southeast of the desecrated Kronun. It is there, amidst the dark woods and poisonous swamps, that the Forsaken erected their citadel and began to rekindle the Legion. Even as the centuries passed, the undead remained loyal to their eternal bond with the defeated Garahan – and the Spear.
     
    Tainted by the Legion's pervasive corruption, the Eternal Forest was irreversibly scarred during the Great Rift and severed from its roots on an isolated island. This calamity rendered any hopes of restoration a distant dream. In search of refuge, the elves ventured northward and settled for new dwellings in the pristine woods of Melvendil, untouched by the Forsaken hordes. Nuadu, for his part, bestowed upon his children saplings of six White Trees, to remind the elves of the Tree of Life and to harbor within their mighty bodies the life forces of the Firstborn. As they settled in Melvendil, the elves re-established the Council of Twelve, consisting of the most illustrious heroes of the Last Battle, who would wisely rule their kin for millennia. With each passing day, the elves honored the Last Battle that spared Arinar from destruction at the dreadful cost of the Great Rift, holding onto the hope that the newly forged Spear would restore the fractured world to harmony.
     
    The humans implored Harad to stay in Arinar, but he was adamant, declaring, “You cannot eradicate evil from this world; not even we Gods can do that. You have triumphed, but no battle secures eternal peace. Therefore, you, my children, must forever remain vigilant against evil. All who fought in the Last Battle, I name you the Chosen and bestow upon you a portion of my power. With any fortune, find the Spear's shards before the forces of evil do, for this weapon is the very essence of Arinar's life – or its demise!” The Chosen did not return to their homeland, ravaged by the Cursed King, but set sail to one of the many islands that emerged during the Great Rift – naming it Langasard and founding the splendid city of Altgard at its heart. Duke Almis, who had survived the Great Battle, became the first Chosen Emperor, ruling long and justly. He established the Order of Divine Light to safeguard the kingdom, ratified the Eternal Peace with the Firstborn, and founded the Magical Academy. The majestic cathedrals he erected in Harad's honor bore witness to the Chosen's commitment to their God's edict to forge the Spear anew and brandish it against evil in Arinar.
     
    The forefathers said that a lean peace is better than a glorious war. After the War of the Spear concluded, the Firstborn and the Chosen harbored hopes for an era of peace to grace Arinar – hopes that were soon challenged. Before long, the Mountain Clans honed the art of navigation and began to raid the shores of Melvendil and Langasard, while a ghostly threat loomed in the south where the Forsaken lurked. Shortly thereafter, the four races would align under two banners once more in a fierce battle to decide the destiny of the Spear – and of Arinar itself.
     
    So spoke the blind man – Orin, the Cursed King, who nearly caused Arinar's ruin, and the only mortal privy to the world's past and future…
  2. Sad
    Higgings reacted to hugomedeiroswg in Last one to leave close the door.   
    Hello Warspear Online community!
    I started my story here in 2016, with a lot of enthusiasm and perspective. Between stops and returns, 8 years passed.
    On my journey I made many friends and adversaries, a lot of emotions, a lot of time spent and a lot of learning.
    I identified myself on the legion side and was a member of the largest guild (KINGDOM). There were many legendary achievements obtained during these years.
    Lately there have been some bugs, and Aigrind's attitude in resolving them has led to some criticism and controversy, such as gold. There was also a bug with the guilds' spring points, where after the "solution" of the bug some guilds had more points than they should have, and this harmed some players who played the game competitively.
    Finally, with the end of the KINGDOM - TU guild, several players stopped playing warspear online permanently, and one of them was me.
    I hope to have contributed to the game at some point, and I hope the administration improves.
    This is not a see you later, it is a GOODBYE.



  3. Like
  4. Like
    Higgings reacted to Pillow in New war mechanics   
    War used to be a bit more interesting ~5-6 years ago, when we had lower levels and players overall being on Irsenolt much more. Certain points were actually possible to defend at that time. Nowadays it's just an endless ls spam, pretty much the winner is the side who is willing to spend more. And additionally, it's almost guaranteed that whoever won the war will win the GvG on the following day.
     
    Technically that isn't the real issue, but it's actually starting to become boring and repetitive. How do you feel about introducing a new twist, and adding some actual tactics?
    Let's say we create a new map, just like for GvG's with 3-7 defense points(maybe make this dependant on server player count), and add some different *drawing* mechanics for leaders. Would be kinda cool to let's say vote for an alliance leader ~1h before war, and allow that person to draw on the map so every alliance player can see. In this case I'd also allow guild leaders/commanders to draw as well for their guild. 
     
    We could also add buffs/debuffs to one side depending on how many players of certain levels are online.
    Also, new map could have several paths with different environments, e.g. an underwater path, a sand path, the shortest path filled with debuffs and a safe but very long path(compared to others). Honestly, I really love that the game added stuff like sea/sand, imo this would also be a nice way to include it for everyone.
     
    There's many things that could be added/removed/suggested here, but I don't feel like writing any more when knowing it might not be heard or even wanted, so this above pretty much sums it up.
    P.S., I'm not really a forum person, it might take a while for me to check up on this, but I'm just leaving it out here since it'd be really nice for something to change.
    P.P.S. I know ls brings revenue to the game, but some new (and hopefully a bit cheaper) items could be introduced here too.
  5. Like
    Higgings reacted to Gladiator in [2024.03.20] In Development: Arena Update. Part I   
    Let me be more fair, I guess...
    On paper the new matchmaking and league systems sound good but they require a large active player base that does not exist at the moment.
    Without addressing that, this sneak peak provides nothing promising.
     
    Ideas to drive up arena activity:
    Make fighting in the arena free, i.e. remove tickets. But matches would give only rating points. Remove "demand all modes" button. Purchasable items "(Great) Gladiator Elixir" with increased prices will increase the rating points by a specified percentage and additionally give arena points in the value of 100%-150% of rating points. Rating points count towards rankings, technically you should be able to climb to the top league ranks for free! Well, time and probably a whole lot of top-tier buffs make it not so free... Depending on how players spread in the new leagues, top 50% or so of active players ranks will also get a chunk of arena points at the end of the season. Could be a certain % of the rating points, depending on their league. Arena points/shop:
    Arena shop items that are more frequently updated with items that are relevant not only for arena but also for mass fights, items such as anti-control foods or anti-resistance buffs for example, or special minions with AoE effects. As far as I know, most if not all AoE skills from minions were removed at one point, so they would be very expensive, but also unique. This is important for end-game players of the top guilds fighting in raid boss wars and such, it will keep arena relevant for them forever basically. For newer players, get rid of the chests, add the costumes to be directly purchasable, and the books too but make them cost something crazy like 500k AP or something. People Like to work and grind towards a set-in-stone goal in MMOs... Add more books too, why not. Rewards for new league rankings can be whatever but ideally, the top league would give seasonal buffs that contribute to mass battles.
  6. Like
    Higgings reacted to Heat - EU in Shared Equipments Between Account Characters   
    Hii @Higgings
     
    Well you can't use 2 characters of the same account at the same time and we already got a shared personal warehouse for each account right?
     
    Simply we get allowed to deposit our personal stuff in that storage and withdraw from other characters of the account.
     
    I believe even coding wise it shouldn't be that difficult, also why would you buy the same armor or weapon over and over again for each character that you own, while u got it already inside your account but in other character's storage and don't forget the enchantments and amplifications for each gear over and over again the real never ending suffering.
     
    This way would make it easier for the players to try different characters from the same side like this feature would probably be implemented between the characters of the Elf side of your account and same goes for the MC side characters of the account.
  7. Like
    Higgings got a reaction from Shimarin in [2024.03.29] Welcome the new administrator - Shimarin!   
    A pleasure to make your acquaintance! May our collaboration last for as long as possible! 
  8. Thanks
    Higgings got a reaction from fiss in Warlock's POV: here some suggestions.   
    @fiss
     
    If you desire to add, remove or change completely the content of your post, you may want to use the "Edit" button. This way, we will prevent the topic from being flooded and it will result more comfortable to read. 
  9. Wow
    Higgings reacted to Dr Strange in [2024.04.01] Warspear Online Update 12.3.104. Celebration of Balance. Announcement.   
    Warriors!

    The never-ending clash of heroes from every faction and class of Arinar rages on, and we’re committed to making your adventures across the realm even more balanced!

    Today, on April 1, we’re excited to announce an unscheduled rebalancing update that will unleash your combat prowess and redefine the way each class is meant to be played! This update is all about fine-tuning – from tweaking character skills, to overhauling the way you gain Experience, Knowledge, and Reputation, right down to the core combat mechanics.
     
    Instant Leveling: A New Era in MMORPG
    Our team believes that the traditional level grinding in MMORPGs is a thing of the past, so we’ve cranked up the speed and made things a whole lot easier! Say farewell to Reputation – get everything you need from Magister Avaris all for a grand total of zero!
     


    With this tweak, you can now level up your character at once and enjoy every aspect of the game without ever feeling limited!

    Overhauling the Core Mechanics
    After in-depth research and numerous experiments, we concluded that ranged classes have long been at an unfair advantage in drawing double shots before a melee fighter could even swing.
     

     
    So, we’re leveling the battlefield to provide equal opportunity – all attack types are history. Now it’s a fair game for everyone, with no attacks whatsoever, ensuring a square fight for every player!

    The Ultimate Class Balance
    We strive to maintain gameplay that is fair, enjoyable, and fresh for all. We’ve listened to your feedback and found that many of you are concerned about class balance. So we went back to the drawing board and realized that an excess of skills makes the game too confusing to enjoy!
     

     
    It’s time to turn the tide and take decisive action – we’re removing all skills for all classes! Warspear Online is going back to basics, where every character stands on equal footing, and the gameplay is transparent for everyone.

    Warriors, this update is set to change Warspear Online forever! Brace yourselves for amazing changes and an exciting journey into a brave new world of equality and endless opportunities!

    See you on the battlefield – and a quick look at your calendar might be in order!
     
    Happy April Fools’ Day!
    The Warspear Online Team
  10. Like
    Higgings reacted to Dr Strange in [2024.03.29] Welcome the new administrator - Shimarin!   
    Hello, Friends!
    Do you hear that?
     


    It’s @Shimarin! Today, this seasoned traveler is joining the Administrator Team!
     
    Surely, many of you have crossed paths with our kind-hearted friend. For several years, she’s been the guardian angel of the community, always there with a helpful tip, ready to answer your questions, fight pesky bugs, and share her tasty recipes. A curious soul, Shimarin never misses a chance to explore the countless new sights in the vast world of Arinar. 
     
    Gear up! We are in for an adventure
     
    P.S. For a little extra fun, everyone is welcome to join the Little Chefs Club! For our first meeting, we’ll fry the Big-Eyed Tuna over a campfire.
     
  11. Wow
    Higgings got a reaction from Dr Strange in [2024.03.20] In Development: Arena Update. Part I   
    Hey. That was a different sorcerer! 
  12. Cool Story
    Higgings reacted to Paritus in [2024.03.20] In Development: Arena Update. Part I   
    Do you want more people in pvp? It should be free, delete tickets, make pvp to award ppl for doing dmg or kills, afk players gets nothing.
  13. Wow
    Higgings reacted to Dr Strange in [2024.03.20] In Development: Arena Update. Part I   
    Gladiators!
     
    As we gear up for the upcoming Arena Season, we're excited to start a series of Developer Diaries to give you a sneak peek at the much-anticipated changes! This time, we’ll be highlighting the new matchmaking system for select modes that is rolling out this Season – as well as some of the exciting new features that gladiators will enjoy in the near-future updates. 
     
    Long ago, the sage gods Harad and Nuadu saw the need for a place in Arinar where conflicts could be resolved without endangering the world. So they created the Arena, a hallowed battleground for warriors from all over the realm to prove their mettle, bravery, and power. Ever since, the Arena has echoed with the clash of swords, the whistle of arrows, and the thunder of staves – a testament to the relentless pursuit of glory and greatness by the heroes of both Alliances... Though time hasn’t spared the legacy of the Gods, the Arena remains the stage for the most thrilling fights. Now it's time to breathe new life into this Temple of Battle!
     
    Performance-Based Matchmaking
     
    We’ve revamped the matchmaking system across several modes including Arena 5x5, Temple of Seals 4x4, and both Crucible 3x3 and 4x4. By integrating the new behind-the-scenes performance metrics, we want to make sure that your every contribution to victory is rated and rewarded!
     
    The new performance rating system aims to improve team selection. Those of you who join each fight with a win-or-bust attitude will now have a better chance of joining a team that shares your spirit. After all, the most exciting battles are fought alongside fellow warriors who mean business!
     
    Get ready to experience this feature in the upcoming XCIV Arena Season starting on March 22. So take your chance to prove your fervor!
     
     
    Now, let's dive into some exciting changes coming to the Arena with the next updates!
     
    Smoother Start for Rookies
     
    The Arena has always been a magnet for aspiring gladiators eager to push their luck. Their road to glory is filled with trials, especially when crossing swords with veterans who guard their ranks fiercely. But fear not, as fresh faces will soon have their chance to gear up for an unpredictable fight!
     
    Among other things, we seek to streamline the Arena experience for new players. We're in the process of creating a series of quests that will teach rookies the combat basics, equip them with starter PvP gear, and help them stock up on essential PvP consumables. These updates will make it much easier for fresh gladiators to prepare for their first fight!

    What's more, new daily PvP quests tailored to the storyline progress will bolster both novice and seasoned fighters alike, offering the chance to earn heaps of valuable rewards. And as you level up, the challenges – and the loot – will get even better!
     
    New Ranked Mode
     
    A new chapter of glory is about to unfold in the hallowed Temple of Battle where gladiators fight tooth and nail for glory, adding another layer to the competitive spirit! Fighters will have to rise through many ranks to prove their worth as the best gladiators in Arinar!
     
    On top of other changes, the Arena update introduces a much-awaited tiered ranked league system, designed to ensure fairer match selection based on your personal rating! Win to climb the ranks and watch your rating soar, or face the slide with each defeat. Each league ascended will bring greater rewards and recognition!
     
    Refreshed Categories & Modes
     
    This global update is also fine-tuning existing categories and modes for a sharper, more engaging experience! We’re recalibrating the fight formats to make the action more dynamic and the competition more exciting.
     
    In this entry, we’ve given you a sneak peek at the upcoming Arena’s transformation. Keep in mind, this changelog isn't set in stone – we've got a bunch of new features in the pipeline that you'll be the first to learn about!
     
    See you in the Arena!
    The Warspear Online Team
  14. Like
    Higgings got a reaction from WantFairGame in Warlock's POV: here some suggestions.   
    @WantFairGame
     
    Here. Enjoy! 
  15. Like
    Higgings reacted to LeeLoo in [2024.03.14] Warspear Online Update 12.3. Mirror World Shades. Release   
    Sorcerers of Arinar!
     
    Update 12.3 is coming soon to your Android, iOS, Windows, MacOS, and Linux devices, bringing Spring Heralds to all of Arinar's major towns, ready to guide you to the enchanting Blissful Isle! Following the unveiling of Light and Reflection Magic in the Announcement, it’s time to learn more about the rewards and gifts awaiting students at the School of Magic!
     
    Please note that some platforms may experience delays in receiving updates.
     
    Holiday Quests
     
    Designed by the cunning mind of a Dark Mage, the Mirror World is a deadly destination for a novice student at the School of Magic! Study hard to better prepare for your journey behind the mirror and unlock unique passive and active skills as you progress through each semester! Moreover, completing the story quests will reward you with exclusive smileys – Lord of the Flies & Big Hug!
     
    Keep up with the daily quests too! Send love letters, swap books, hand out candy, complete quests in the Mirror World, defeat the Dungeon Troll, and participate in other daily activities to earn random rewards from the Spring King!
     
    To move forward through the story and pass tests and exams, you will need to gain enough Reputation with the Magisters of Light and Reflection!
     
    Test in Light Magic: 2,500 Reputation with the Magisters of Light and Reflection
    Exam in Light Magic: 5,000 Reputation with the Magisters of Light and Reflection
    Test in Reflection Magic: 10,000 Reputation with the Magisters of Light and Reflection
    Exam in Reflection Magic: 15,000 Reputation with the Magisters of Light and Reflection
     
    You can gain Reputation by completing daily and dynamic quests, running solo Dungeons, and defeating raid and GvG bosses – to spend it in the Influence Shop once you have completed all four semesters at the School of Magic!
     

     
    Reputation Influence Shop
     
    Once you have completed your studies in Light Magic and Reflection Magic, you will unlock Magister Avaris's shop in the capital of the Blissful Isle. Here, you can trade in your hard-earned Reputation for unique effects – without having to fret over your spendings, as you can always earn more Reputation!
    Experience x50 – 250 Reputation Knowledge x250 – 400 Reputation Magic Grains x250 – 500 Reputation Craft Experience x1,000: any craftwork, including Bracelets – 350 Reputation Reputation x100: Maliat Elves and Tlalocs – 375 Reputation Reputation x100: Shadders of Mara'kosh / Garou Anzu-ihri, Fauns of Pelion / Trolls of Tom-Lugu, Albatross Pirates / Thunderbird Pirates – 500 Reputation Reputation x200: Mermen of the Depths – 400 Reputation Reputation x200: Elders of the Adventurers Guild / Elders of the Assassins Guild – 500 Reputation  
    Weekly Guild Tournament: Magister League
     
    The Magisters of the School of Magic are calling on the Guilds of Arinar to unite and claim the top spot for their Guild, with a great reward in store for every warrior! To qualify for the reward, each member must work hard to earn Reputation and remain loyal to their Guild until the end of the Weekly Tournament.
     
    Rank 1:
    Buff – Spring Hurry Chest of the Magisters of Magic x15 Magic Grains x2,000 Rank 2:
    Buff – Spring Hurry Chest of the Magisters of Magic x12 Magic Grains x1,500 Rank 3:
    Buff – Spring Hurry Chest of the Magisters of Magic x10 Magic Grains x1,200 Rank 4:
    Buff – Spring Hurry Chest of the Magisters of Magic x9 Magic Grains x1,000 Rank 5:
    Buff – Spring Hurry Chest of the Magisters of Magic x8 Magic Grains x900 Rank 6:
    Buff – Spring Hurry Chest of the Magisters of Magic x7 Magic Grains x800 Rank 7:
    Buff – Spring Hurry Chest of the Magisters of Magic x6 Magic Grains x700 Rank 8:
    Buff – Spring Hurry Chest of the Magisters of Magic x5 Magic Grains x600 Rank 9:
    Buff – Spring Hurry Chest of the Magisters of Magic x4 Magic Grains x500 Rank 10:
    Buff – Spring Hurry Chest of the Magisters of Magic x3 Magic Grains x400 Ranks 11-15:
    Chest of the Magisters of Magic x2 Magic Grains x300 Ranks 16-20:
    Chest of the Magisters of Magic x1 Magic Grains x200 Buff: Spring Hurry
    Increases the character's movement speed in the Mirror World Rift event and the Blissful Isle Dungeons by 15% (does not stack).
     
    The Chest of the Magisters of Magic may contain the following rewards:
    Book of Combat Agility Event Relic – Magic Relic of Resilience Unique Empowering Relics Seeker's Stamina Elixirs Unity Signs Holiday Minions Great Gladiator’s, Unity, and Experience Elixirs Holiday Potions and Scrolls Precious Bars Book of Combat Agility
    Increases character's Skill Cooldown by 10% when in combat with three or more enemies.
     
    Tournament time & duration: weekly (23:00 CET Sunday to 23:00 CET Sunday), starting on March 18.
     
    Dynamic Quests in Portal Territory: Mirror World
     
    Many ancient beliefs surround mirrors, but little do people know of the amazing rewards awaiting those who dare to step into the mysterious Mirror World! Complete dynamic quests behind the mirror to earn rewards for each activity!
     
    Basic Quests:
    Reputation x40: Magisters of Light and Reflectio Magic Grains x60 Knowledge x75 Guild Points x75 Boss Quests:
    Reputation x50: Magisters of Light and Reflection Magic Grains x75 Crimson Corundum x15 Knowledge x75 Guild Points x75 Solo Dungeons: Bouncy Hut
     
    Jumping Jindo, a descendant of a lineage of mirror master trolls, devised a plan to hinder the students at the School of Magic in their studies. Hopefully his plan didn't go exactly as he had anticipated! The seven Bouncy Huts spread across the Blissful Isle are teeming with dangerous monsters, but also contain special bonuses in each room. For each Dungeon completed, you will earn 60 Reputation with the Magisters of Light and Reflection (up to 600 per day) and 120 Magic Grains (up to 1,200 per day) alongside other valuable rewards!
     

     
    Bouncy Hut I (recommended level – 6):
    - unique level 6 Accessories (rings, bracelets, amulets, and cloaks) with Physical/Magical Power, Skill Cooldown, and Attack Strength bonuses
    - unique level 6 Weapons with the Attack Strength bonus
    - rare level 6 Weapons with doubled bonuses
     
    Bouncy Hut II (recommended level – 12):
    - unique level 10 & 12 Accessories (rings, bracelets, amulets, and cloaks) with Physical/Magical Power, Skill Cooldown, and Attack Strength bonuses
    - unique level 10 & 12 Weapons with the Attack Strength bonus
    - rare level 10 & 12 Weapons with doubled bonuses
     
    Bouncy Hut III (recommended level – 16):
    - unique level 14 & 16 Accessories (rings, bracelets, amulets, and cloaks) with Physical/Magical Power, Skill Cooldown, and Attack Strength bonuses
    - unique level 14 & 16 Weapons with the Attack Strength bonus
    - rare level 14 & 16 Weapons with doubled bonuses
     
    Bouncy Hut IV (recommended level – 20):
    - unique level 18 & 20 Accessories (rings, bracelets, amulets, and cloaks) with Physical/Magical Power, Skill Cooldown, and Attack Strength bonuses
    - unique level 18 & 20 Weapons with the Attack Strength bonus
    - rare level 18 & 20 Weapons with doubled bonuses
     
    Bouncy Hut V (recommended level – 24):
    - unique level 22 & 24 Accessories (rings, bracelets, amulets, and cloaks) with Physical/Magical Power, Skill Cooldown, and Attack Strength bonuses
    - unique level 22 & 24 Weapons with the Attack Strength bonus
    - rare level 22 & 24 Weapons with doubled bonuses
     
    Bouncy Hut VI (recommended level – 28):
    - unique level 26 & 28 Accessories (rings, bracelets, amulets, and cloaks) with Physical/Magical Power, Skill Cooldown, and Attack Strength bonuses
    - unique level 26 & 28 Weapons with the Attack Strength bonus
    - rare level 26 & 28 Weapons with doubled bonuses
     
    Bouncy Hut VII (recommended level – 32):
    - unique level 30 & 32 Accessories (rings, bracelets, amulets, and cloaks) with Physical/Magical Power, Skill Cooldown, and Attack Strength bonuses
    - unique level 30 & 32 Weapons with the Attack Strength bonus
    - rare level 30 & 32 Weapons with doubled bonuses
     
    Additionally, all the Dungeons may hide:
    Unique Empowering Relics Costume – Tree of Life Guard Catalysts, Essences, and Substances Spheres of Damage and Defense Enhancement Powerful Potions and Scrolls Precious Bars On top of that, don’t forget about the Magisters’ Treasuries that will unlock for students for each semester completed at the School of Magic!
     
    Treasury of Light Magic Apprentice
    Costumes – Light Sorcerer and Light Sorceress Treasury of Light Magic Expert
    Costumes – Light Sorcerer and Light Sorceress Treasury of Reflection Magic Apprentice
    Costumes – Reflection Sorcerer and Reflection Sorceress Treasury of Reflection Magic Expert
    Costumes – Reflection Sorcerer and Reflection Sorceress and also:
    Common Empowering Relics Decorative Skins – Forest Faun (complete set) Holiday Minions Catalysts, Essences, and Substances Combat Scrolls Precious Bars Dungeon reward drop: recommended level +1 (and below), +2 in the level 32 Dungeon.
     
    World Event: Natural Revolt
     
    It's disheartening to see the once peaceful plantage of the Blissful Isle turned into bloodthirsty monsters and a threat to other creatures around! To pacify these enraged plants, you will need to complete all four stages of the world event! Upon completion of each stage, characters level 2 upwards who spend at least 30 seconds in a stage location will receive the following rewards:
     
    Stage I
    Dryad's Jewelry Box I Extraordinary Resilience: a buff reducing incoming damage to the character from monsters by 3% (stacks up to 3 times, for a maximum of 9%) Knowledge x50 Stage II
    Dryad's Jewelry Box II Otherworldly Power: a buff increasing the character's damage to monsters by 2.5% (stacks up to 3 times, for a maximum of 7.5%) Knowledge x50
     
    Stage III
    Dryad's Jewelry Box III Sharp Attack: a buff increasing character's Attack Strength by 2% (stacks up to 3 times, for a maximum of 6%) Knowledge x50 Stage IV (if Stage III is successful)
    Dryad's Jewelry Box IV Incredible Dexterity: a buff increasing character's Skill Cooldown by 2.5% (stacks up to 3 times, for a maximum of 7.5%) Favored by Magisters: a buff increasing Reputation gained by the character with the Magisters of Light and Reflection by 15% (does not stack) Knowledge x50
     
    Each Dryad’s Jewelry Box contains a variety of exclusive smileys with mirrors, mechanical moles, hilarious hippogriffs, funny chimeras, cute foxes, cool parrots, mysterious Cheshire, along with: 
    Common Empowering Relics Signs of Imperishability Seeker’s Stamina Elixirs Holiday Minions Lesser Gladiator’s, Unity and Experience Elixirs Potions and Scrolls Precious Bars On top of that, the Dryad's Jewelry Box IV can drop a unique Twisted Dryad costume!
     
    Event restart time – within hours: 02:05, 10:05, 18:05 CET
     
    Guild Event in GvG Territory: Mirror World Rift
     
    Navigating between the two worlds while taking on mighty bosses is no easy feat, but the Guilds of Arinar are not ones to shy away from such a challenge! Remember, your time behind the mirror is limited, so make every second count! Regardless of the outcome, all Guild members level 10 upwards who spend at least 30 seconds in the event area will be rewarded.
     
    Main Reward:
    Buff – Spring Adventure Treasury of Dark Forces x1 Magic Grains x500 Minor Reward:
    Jewelry Box of Dark Forces x1 Magic Grains x100 Buff: Spring Adventure
    Allows to access the Blissful Isle Dungeons for free (does not stack).
     

     
    The Treasury of Dark Forces may contain the following rewards:
    Book of Enhanced Attack Strength Costume – Mirror Bull Costume – Mirrored Minotaur Event Relic – Magic Relic of Resilience Unique Empowering Relics Seeker's Stamina Elixirs Unity Signs Holiday Minions Great Gladiator’s, Unity, and Experience Elixirs Holiday Potions and Scrolls Precious Bars Book of Enhanced Attack Strength
    Increases character's Attack Strength by 4%.
     
    The Jewelry Box of Dark Forces may contain the following rewards:
    Costume – Mirror Bull Costume – Mirrored Minotaur Event Relic – Magic Relic of Resilience Unique Empowering Relics Seeker's Stamina Elixirs Unity Signs Holiday Minions Lesser Gladiator’s, Unity, and Experience Elixirs Holiday Potions and Scrolls Precious Bars Moreover, killing any of the three bosses in the opposite territory will earn each Guild member 225 Reputation with the Magisters of Light and Reflection! In contrast, defeating a boss in your own territory will yield 75 Reputation – but note that each boss killed on your premises will reduce the reward for the bosses in the opposite territory by 75 points! Whichever way you choose, the maximum Reputation you can earn during the event is capped at 225 points.
     
    Restart time: three times a week within hours. You can track the event from the Events tab.
     
    Guild Event in Dedicated Territory: Foxwoods
     
    Put your Guild to the test as you face off against magical foxes to seize the fabulous treasures concealed by these savage creatures! Upon completion of each stage, Guild members level 10 upwards who spend at least 30 seconds in a stage location will receive the following rewards:
     
    Stage I: Spring Fox
    Fox Tribe's Jewelry Box x1 Magic Grains x100 Knowledge x100 Stage II: White Fox
    Fox Tribe's Jewelry Box x2 Magic Grains x150 Knowledge x150 The Fox Tribe's Jewelry Box may contain the following rewards:
    Book of Rampant Attack Costume – White Fox Event Relic – Magic Relic of Resilience Unique Empowering Relics Seeker's Stamina Elixirs Unity Signs Holiday Minions Lesser Gladiator’s, Unity, and Experience Elixirs Holiday Potions and Scrolls Precious Bars Book of Rampant Attack
    Increases character’s Attack Strength by 10% when in combat with three or more enemies.
     
    Activation requirement: complete any Blissful Isle Dungeons 15 times
    Restart time: 16 hours after the event ends
     
    Raid Bosses
     
    After completing the Light Magic course, you will face off against the dark incarnation of the Gargoyle in battle – followed by a showdown with Mirrored Vesperian at the end of the Reflection Magic course. While only the strongest students at the School of Magic will be rewarded for overcoming the bosses, all participants in these epic battles will earn valuable Reputation – x90 for fighting the Gargoyle Reflection and x120 for defeating Mirrored Vesperian. Additionally, each victory will reward all warriors with Magic Grains x100 and Knowledge x100.
     
    Gargoyle Reflection
     
    A random player in the party who defeats the raid boss is guaranteed to receive a unique level 30 Accessory (ring, bracelet, amulet, or cloak).
     
    Meanwhile, all other party members can earn:
    Book of Magical Toughening Costume – Alois Foss Unique Empowering Relics Unity Signs Holiday Minions Catalysts, Essences, and Substances Spheres of Damage and Defense Enhancement Precious Bars Book of Magical Toughening
    Increases character’s Magical Defense by 20% and reduces incoming auto-attack magical damage by 10% once their health drops below 30%.
     

     
    Mirrored Vesperian
     
    A random player in the party who defeats the raid boss is guaranteed to receive a unique level 32 Accessory (ring, bracelet, amulet, or cloak).
     
    Meanwhile, all other party members can earn:
    Book of Physical Toughening Costume – Mirrored Vesperian Unique Empowering Relics Unity Signs Holiday Minions Catalysts, Essences, and Substances Spheres of Damage and Defense Enhancement Precious Bars Book of Physical Toughening
    Increases character’s Physical Defense by 20% and reduces incoming auto-attack physical damage by 10% once their health drops below 30%.
     
    Raid bosses respawn time: 8 hours.
     
    You can track the raid bosses respawn timers in the Guild Menu under the Raid Bosses tab.
     

     
    The 24th Activity Season
     
    The new Activity Season starts on March 17, 23:00 CET, and lasts through April 28, 23:00 CET. Check out the Activity Center for level-adjusted daily and weekly missions with valuable trophies!
     
    Activate the Battle Pass to earn even more rewards, gifts, and benefits, including:
    more daily and weekly missions; extra bounties on top of in-season rewards; quick access to the Personal and Guild Storages; free hairstyle change via the Personal Hairdresser; personal Knowledge Bank. Plus, you can gift the Battle Pass to any character level 6 upwards within your Alliance and game server!
     
    Achievements
     
    This year, the Magic School has introduced 12 new achievements for its top students to earn, rewarded with exclusive smileys – Little Panic and Gnome Insight! On top of these are also 5 legendary achievements, including one individual and four Guild achievements up for grabs!
     
    Craft
     
    The Spring King Celebration introduces a variety of rare crafts, allowing you to forge unique melee and ranged weapons ranging from level 10 to 32, including weapons with the Doubled Skill Cooldown equipment bonus. Moreover, the number of rare crafts available for the Melee Weapons craftwork will increase to four, and to three for Ranged Weapons! It's a call to arms for Arinar’s weaponsmiths to get to work!
     
    Dressmakers
     
    Prepare for the upcoming school year by heading to the Dressmakers to exchange your Crimson Corundum for enchanting wizard and witch mantles! Alternatively, you can trade in your valuable coins for the Arcane Magisterium's Chest filled with a variety of new marvels:
    Book of Immense Agility Costumes – Toadster, Norbert, Exoskeleton Minion – Summon Toadmage Unity Signs Courage Scrolls Combat Scrolls Marvelous Potions Book of Immense Agility
    Increases Skill Cooldown of the character and party members in the same location by 2% (up to 12%) for every 10% of the party’s total missing health.
     
    Summon Toadmage (Support)
    Instantly heals the character for 400% of minion’s Magical Power (active skill); Increases character's Skill Cooldown by 15% for 15 seconds (active skill); Increases character’s Attack Strength by 10% for 15 seconds (active skill); Reduces enemy's Physical and Magical Defense by 25% for 10 seconds (active skill). Exclusive Offers in the Miracle Shop
     
    Legendary Chest of the Spring King
     
    Inside this chest are costumes designed from the winning sketches for Best Costume – 2024, including pieces from previous winners and a delightful assortment of other outfits!
     
    Costumes
    Dasharo Waddles Schwinus Schwalby Vivid Fire Armor Belial's Minion Forest Keeper Light Seeker Rooted Shadow Lady Flora Fluffy Magister Magicka Visionary Charming Rogue Phantasm Garaan's Wrath Cursed Armor Night Raven Marshal of Dark Forces Prince Frog Decorative Skins
    Dagger of Sun Valley Gladius of Sun Valley Claymore of Sun Valley Morgenstern of Sun Valley Scepter of Sun Valley Staff of Sun Valley Bow of Sun Valley Arbalest of Sun Valley Shield of Sun Valley Silent Scream Siren Song Black Widow Last Dawn Mirror World Cache
     
    New Book
    Book of Immense Agility 42 Costumes
    Emerald Wanderer Nimble Wizard Shadow Magister Cursed Prince Dreammistress Creepy Deceiver Dreamer Ester Illusionist Basilisk Fairy Tail Salamander Ravenous Angel Demon of Twilight Marshes Prince of Sun Midnight Shooter Gatekeeper Empyrean Cursed Cardinal Apocalypse Herald Sacred Valley Shaman Fluffy Majesty Sun Queen Hopelessly Naughty Girl Warrior Cat Sun Order Assassin Grand Mystic Dark Kingdom Sorcerer Forest Nymph Fearless Adventuress Tin Man Emerald Sorceress Old Boatswain Goldmaned King Faceless Hero Shepherd Righteous Woman Lord of the Shadow Realm Mistress of the Shadow Realm Ruler of Heaven's Harbor Lady of Heaven's Harbor Rag King Scarlet Dragon Priestess Decorative Skins
     
    Royal Set
    Dark Kingdom Waraxe Dark Kingdom Staff Dark Kingdom Crossbow Dark Kingdom Magical Shield Dark Kingdom Dagger Dark Kingdom Saber Dark Kingdom Yatagan Dark Kingdom War Hammer Dark Kingdom Baton Dark Kingdom Scepter Dark Kingdom Bow Dark Kingdom Bombard Dark Kingdom Shield Music Set
    Spring Orchestra Trumpet Spring Orchestra Violin Spring Orchestra Saxophone Spring Orchestra Guitar Spring Orchestra Trombone Spring Orchestra Electric Guitar Spring Orchestra Berimbau Spring Orchestra French Horn Spring Orchestra Harp Flower Set
    Flower Chevalier's Hamaxe Flower Chevalier's Staff Flower Chevalier's Kris Flower Chevalier's Bill Flower Chevalier's Claymore Flower Chevalier's Guisarme Flower Chevalier's Scepter Flower Chevalier's Bow Flower Chevalier's Arrow Shoot Flower Chevalier's Shield Deadly Unique Relics
    Magic Relic of Unstable Curse Magic Relic of Deceptive Control Magic Relic of Killing Health Magic Relic of Physical Blocking Magic Relic of Magical Blocking Magic Relic of Oppression Magic Relic of Cruelty Magic Relic of Reaction Rarest Runes & Crystals
    Crystal of Slaughter Crystal of Agility Rune of Vampirism Great Elixirs
    Gladiator's Great Elixir Great Elixir of Unity Great Elixir of Experience Holiday Minions
    Summon Flying Monkey Summon Poisonous Toad Summon Pixie and also Powerful Potions, Scrolls, and Precious Bars!
     
    Blissful Isle Vintage Chest
     
    An exclusive chest comes at the Miracle Shop, packed with the charming smiles of moles, hippogriffs, chimeras, foxes, parrots, and Cheshires! Seize the opportunity to add them all to your collection!
     
    Unique Minion
     
    One of the strongest minions will make a special appearance at the Miracle Shop only for the Spring King Celebration!
     
    Summon Medusa (Support)
    Instantly heals the character for 320% of minion’s Magical Power (active skill); Increases damage dealt by party members by 20% for 30 seconds (active skill); Reduces enemy’s Skill Cooldown by 40% and dealt damage by 20% for 10 seconds (active skill); Increases character's Skill Cooldown by 15% while the minion is alive (passive skill). Smileys
    Duck Tales Smileys Toads Smileys Pirate Gang Smileys Holiday Daily Gifts
     
    Update 12.3 brings in exclusive daily rewards to celebrate the new academic year at the School of Magic! Make sure to pick up all the gifts in time!
     
    Alliance Flags: Parameter Adjustments
     
    In Update 12.3, Alliance Flags in the Battle for Territories will increase their defensive parameters with improvements in Resilience (40%), Physical Defense (40%), and Magical Defense (40%).
     
    Other Changes
    added an option to save hotkeys via Settings > Game, enabled by default. You can toggle the option from the Settings before entering the game to keep different hotkeys on different devices; added a chat notification when a Guild member puts Gold in the Castle Storage; increased the transparency of the location name strip on the Map; non-class Skill Books will now refer to specific values in their descriptions before applied to the character; when revived by the Water Elemental and Voodoo Doll, the character will now receive the same effects as if they had been revived using Miracle Coins or a Life Scroll; fixed a bug whereby the damage dealt with Beastmaster’s Harmonious Power would display incorrectly if the character equipped the Spear of the Golden Belts; fixed a bug whereby the game would crash on some Android devices when automatically switching to night mode or changing the device theme; fixed a bug whereby the character would automatically revive at the Respawn Statue if they died while entering the Tomb; fixed a bug whereby H’Ton in the Champions Colosseum would use his skills on a monster summoned by the character in a solo fight; fixed a bug whereby Gladiator's Aura would duplicate in the Effects tab; fixed a bug whereby duplicate and expired effects would display in the Effects tab. See you on the Blissful Isle!
    The Warspear Online Team
  16. Like
    Higgings reacted to WantFairGame in [2024.03.09] Warspear Online Update 12.3. Mirror World Shades. Announcement   
    I would appreciate, I don't know much abt how to use the website efficiently, I just wanted to post here because the last nerf came on spring, so maybe a fix could come in spring again, atleast on fear skill for "3 yard" thing.
  17. Like
    Higgings got a reaction from fiss in [2024.03.09] Warspear Online Update 12.3. Mirror World Shades. Announcement   
    You might want to consider posting this in the Warlock's class discussion. 
     
    I could do it for you if you desire. 
  18. Confused
    Higgings got a reaction from SaltyCoffe in [2024.03.09] Warspear Online Update 12.3. Mirror World Shades. Announcement   
    Yea, I mean... not like you are going to use Talents which are exclusive to other branches if you can't see them being activated or am I missing anything? 
  19. Like
    Higgings reacted to LeeLoo in [2024.03.09] Warspear Online Update 12.3. Mirror World Shades. Announcement   
    Warriors!
     
    The new academic year at the School of Magic is fast approaching, bringing back all the joyful bustle and tense cramming that you’ve missed! Although you may have averted a Technomagical disaster last year, the peace at Wickedora’s educational institution was brief and fragile… much like a mirror. The extraordinary happenings all around the School and throughout the isle have prompted no less than a special issue of the Herald of the Blissful Isle!
     
    HERALD OF THE BLISSFUL ISLE
    (special issue)
     
    MIRROR TELEPORTERS – FASTER, FINER, FUNNIER
    Whatever the rumors the ill-wishers and envy-mongers spread, the Magic and Wizardry Studies are forging ahead! As the new academic year is nearing, our publishing house has learned of a remarkable discovery by the renowned Professor Alois Foss. He has invented a technique to turn ordinary mirrors into mirror teleporters – proven to be just as good as conventional portals, but many times cheaper and apparently easier to use. The School of Magic has already installed the first set of mirror teleporters to aid students in their academic pursuits.
     
    INTERVIEW WITH PROFESSOR FOSS
    A special Herald reporter headed to the School of Magic to interview Professor Foss in person! The Professor may seem a bit absent-minded, but beyond doubt very busy. Hopefully, he spared some time in his hectic schedule for a couple of questions.
    Reporter: Professor Foss, how do you think the mirror teleporters will change the School life?
    Alois Foss: I believe my invention has already changed the School quite a bit! With students darting here and there, they’ve got so much more time for classes and conferences, and even their own errands!
    Reporter: That sounds excellent! Our readers would also like to know if it is possible to make a mirror teleporter on your own for some home use, like, to instantly get from the bedroom to the kitchen or, uh, to the restroom?
    Alois Foss: Technically that might be possible, but would require some substantial knowledge aside from rare chemicals, as my technique relies heavily on Light Magic and Reflection Magic, which used to be taught poorly at the School…
    Reporter: Very exciting! One last question…
    Alois Foss: I’m afraid I must interrupt the interview at this point. I still have lots of things to do!
    Reporter: But what are you up to, Professor?
    Alois Foss: (vanishes into the mirror teleporter)
     
    SCHOOL LIFE
    The mirrors are now the most trendy piece in the School! Senior students waste no time roaming the hallways and classes through the new teleporters, yet some of them seem to be developing ‘mirror sickness’ with symptoms including nausea and dizziness. The more diligent students, however, spend long hours studying the books on Light Magic and Reflection Magic. In the meantime, some recall ancient legends of mirrors – such as the old School fable of the Troll Mirror hidden in the dungeon, rumored to reveal one’s deepest desires… and beyond that. Still, in a place like the School of Magic, you never really know for sure what’s legend and what’s truth.
     
    Holiday Quests
     
    Senior students know quite well that at the School of Magic, theory never comes without practice! This year, you will investigate a series of weird occurrences at the School and study the new two-semester courses in Light and Reflection Magic. To prove mastery of each, you will need to pass the test and exam, allowing you to venture far beyond the School and unlock all-new abilities! But first off, you will need to build up some Reputation with the Magisters of Light and Reflection.
     

     
    Reputation: Magisters of Light and Reflection
     
    Only the Arinar’s finest sorcerers can master the mysterious Light and Reflection Magic! Progress through the story and unlock unique abilities as you gain Reputation with the Magisters of Light and Reflection for completing solo Dungeons, daily and dynamic quests, and by defeating raid and GvG bosses! The Reputation gain is capped at 600 per day in Dungeons, with a total cap of 15,000 for each student.
     
    Once you complete both courses, you will gain a skill granting you access to the influence shop to spend your Reputation! Magister Avaris at its head offers some unique goods such as Experience, Knowledge, Magic Grains, Craft Experience, and Reputation with every faction in Arinar!
     
    Weekly Guild Tournament: Magister League
     
    Inspired by the excellent records of the students at the School of Magic, the Magister League of the Blissful Isle has announced a Weekly Guild Tournament to reward the best and brightest! The Tournament is open to all Guilds level 2 upwards, split into divisions by level regardless of the Alliance to ensure fair competition.
     
    Guild Distribution
     
    EU-Emerald, US-Sapphire, BR-Tourmaline
    Division А: Guilds from level 9-12
    Division В: Guilds from level 6-8
    Division С: Guilds from level 2-5
     
    SEA-Pearl
    Division А: Guilds from level 4-12
    Division В: Guilds from level 2-3
     
    RU-Amber
    Division А: Guilds from level 10-12
    Division В: Guilds from level 6-9
    Division С: Guilds from level 2-5
     
    RU-Topaz, RU-Ruby
    Division А: Guilds from level 9-12
    Division В: Guilds from level 6-8
    Division С: Guilds from level 2-5
     
    Gain Reputation to rank up your Guild and earn unique rewards at the end of the Tournament! Note that if a player joins and leaves a Guild during the same Tournament, their score will count against the Guild’s total. You can also track your guildmates’ records from the Activity Center via the Guild Statistics from the Guild Tournament tab.
     
    Event Currency: Magic Grains
     
    The essence of the Blissful Isle’s charm and beauty, Magic Grains will be available again! You can earn them for the following activities:
    completing Story and Daily Quests (90 each, capped at 900 per day) completing Dynamic Quests (60-75 each, uncapped) completing Dungeons (120 each, capped at 1200 per day) killing Raid Bosses (100 each, uncapped) You will also earn Magic Grains in the Guild Tournament and Guild events on top of other rewards! Note that Magic Grains are capped at 35,000 per character!
     
    Expanded Talent Tree: Spring King
     
    Stock up on Magic Grains to unlock unique Spring Talents in the expanded Spring King talent tree, featuring both last year's revamped abilities and all-new talents! Once studied, each talent remains active at all times outside of the event!
     

     
     Critical Slaughter: Rank I
    Increases the character's auto-attack critical damage against Common monsters by 1 / 2 / 3% with a chance of Attack Strength.
     
     Critical Slaughter: Rank II
    Increases the character's auto-attack critical damage against Strong monsters by 1 / 2 / 3% with a chance of Attack Strength.
     
     Critical Slaughter: Rank III
    Increases the character's auto-attack critical damage against Elite monsters by 1 / 2 / 3% with a chance of Attack Strength.
     
     Critical Slaughter: Rank IV
    Increases the character's auto-attack critical damage against Mini-Bosses, Bosses and Raid Bosses by 1 / 2 / 3% with a chance of Attack Strength.
     
     Critical Slaughter: Minions
    Increases the character's auto-attack critical damage against enemy Minions by 1 / 2 / 3% with a chance of Attack Strength.
     
     Tempered Ring of Slaughter
    Increases Attack Strength in equipped Rings by 0.1 / 0.2%.
     
     Tempered Bracelet of Slaughter
    Increases Attack Strength in equipped Bracelets by 0.1 / 0.2%.
     
     Tempered Amulet of Slaughter
    Increases Attack Strength in equipped Amulets by 0.15 / 0.3%.
     
     Tempered Cloak of Slaughter
    Increases Attack Strength in equipped Cloaks by 0.15 / 0.3%.
     
     Tempered Weapon of Slaughter
    Increases Attack Strength in equipped one-handed Weapons by 0.1 / 0.2 / 0.3%, and in two-handed Weapons by 0.2 / 0.4 / 0.6%.
     
     Chronicle of Slaughter
    Increases the Enhanced Attack Strength skill bonus by 0.75%.
     
     
     Dexterous Maneuver: Rank I
    Increases the chance to avoid critical damage from auto-attacks of Common monsters by 1 / 2 / 3% with a chance of Skill Cooldown.
     
     Dexterous Maneuver: Rank II
    Increases the chance to avoid critical damage from auto-attacks of Strong monsters by 1 / 2 / 3% with a chance of Skill Cooldown.
     
     Dexterous Maneuver: Rank III
    Increases the chance to avoid critical damage from auto-attacks of Elite monsters by 1 / 2 / 3% with a chance of Skill Cooldown.
     
     Dexterous Maneuver: Rank IV
    Increases the chance to avoid critical damage from auto-attacks of Mini-Bosses, Bosses, and Raid Bosses by 1 / 2 / 3% with a chance of Skill Cooldown.
     
     Dexterous Maneuver: Minions
    Increases the chance to avoid critical damage from auto-attacks of enemy Minions by 1 / 2 / 3% with a chance of Skill Cooldown.
     
     Tempered Ring of Dexterity
    Increases Skill Cooldown in equipped Rings by 0.15 / 0.3%.
     
     Tempered Bracelet of Dexterity
    Increases Skill Cooldown in equipped Bracelets by 0.15 / 0.3%.
     
     Tempered Amulet of Dexterity
    Increases Skill Cooldown in equipped Amulets by 0.2 / 0.4%.
     
     Tempered Cloak of Dexterity
    Increases Skill Cooldown in equipped Cloaks by 0.2 / 0.4%.
     
     Tempered Weapon of Dexterity
    Increases Skill Cooldown in equipped one-handed Weapons by 0.15 / 0.3 / 0.45%, and in two-handed Weapons by 0.3 / 0.6 / 0.9%.
     
     Charming Bracelet of Dexterity
    Increases the charm bonus in Bracelets enchanted with the Crystal of Agility by 1 level.
     
     Chronicle of Dexterity
    Increases the Enhanced Skill Cooldown skill bonus by 1%.
     
     
    Studies
     
    Your diligence in studying will come worthy of reward! Each test and exam you pass will unlock exclusive bonus skills available only during the Spring King Celebration! Complete the School trials and master magical studies step by step (as you become an apprentice and expert) to unlock new abilities!
     
     Light Magic: Apprentice (Passive Skill)
    Subdue light and manipulate its flow at will.
     
    Bonuses:
    - allows opening Treasuries of Light Magic Apprentice in Dungeons;
    - reduces the Seeker's Stamina refill rate by 1 hour.
     
     Light Magic: Expert (Passive Skill)
    Advanced level of Light Magic, enabling experiments with the very nature of light.
     
    Bonuses:
    - allows opening Treasuries of Light Magic Expert in Dungeons;
    - reduces the Seeker's Stamina refill rate by 1 hour;
    - grants access to the Reflected Library.
     
     Reflection Magic: Apprentice (Passive Skill)
    Trailblazing experimentation with light evolved in Reflection Magic, promising unprecedented heights!
     
    Bonuses:
    - allows opening Treasuries of Reflection Magic Apprentice in Dungeons;
    - reduces the Seeker's Stamina refill rate by 1 hour.
     
     Reflection Magic: Expert (Passive Skill)
    None other than the keenest wizards can achieve such supreme skill in manipulating light and mirrors!
     
    Bonuses:
    - allows opening Treasuries of Reflection Magic Expert in Dungeons;
    - reduces the Seeker's Stamina refill rate by 1 hour;
    - grants access to the Mirror World Throne Hall;
    - grants access to the services of Magister Avaris.
     
     Portal Reflection (Active Skill)
    The art of reflecting light and harnessing its magical power will never come as a gift to a wizard. Only through diligence can one master teleportation across great distances and explore whole new worlds behind the mirror. Only available on the Blissful Isle.
     
     Summon Twinling (Active Skill)
    The ultimate in Reflection Magic is to focus light energy in a way to shape the mage themselves! The doublet will aid its owner in their every endeavor. After all, it never hurts to have a couple extra hands. Only available on the Blissful Isle.
     
    Portal Territory: Mirror World
     
    Designed by a farsighted and inquisitive mind, the illusory Mirror World resembles much of the Spring King’s domain – except for many contrasts… Pass the exam in Light Magic to venture into the Mirror World and unveil all its secrets firsthand, with Portal Reflection allowing you to travel between the realms from anywhere on the Blissful Isle!
     
    Remember that the Mirror World is unwelcoming to outsiders, so keep an eye on the timer at the top of your screen once you are inside! You can use the mirror teleporters on the outskirts of the Mirror World to return to the Blissful Isle before your time runs out. But be warned that the Mirror World is a stranger destination for Respawn Statues, while its distorted nature won’t allow you to use Guild Unity to call your guildmates if you find yourself in trouble.
     
    Dynamic Quests
     
    The Mirror World has become abode to dark sorcerers, wizards, and mirror monsters of all stripes. Your mission is to turn the tide! As you set off on your journey, bear in mind that the Mirror World is a level-locked territory, as indicated by the colored character level, an icon right to the character widget, and a hint as you first enter the territory.
     

     
    You can complete each dynamic quest once every 24 hours, so be sure to visit the Mirror World frequently to take on its twisted spawns! Disrupt mysterious rituals, free captive students, restore broken mirrors, and battle the monsters and bosses haunting the realm!
     
    Summon Twinling
     
    Some battles are best fought alone... or with your copy! Graduates of the School of Magic will gain the unique ability to summon a monster copy of themselves with Summon Twinling to aid them in the fiercest battles! The twinling shares its master’s health, energy, and attack type, but inherits only half of their Physical and Magical Power. Additionally, each copy gains unique abilities based on the summoner’s character class.
     

     
    The skill is available in combat throughout the whole of Blissful Isle, except in the Arena. Each copy has a lifespan of 45 seconds only, so try to make the most of it in every fight!
     
    Solo Dungeons: Bouncy Hut
     
    Jumping Jindo’s Bouncy Huts caused enough trouble, so the Spring King’s court mages bound them with heavy hoops! To get to the boss lurking inside, you must pass through any four challenge rooms to activate the mirror teleporter in the starting chamber, taking you straight to the boss!
     
    Jumping Jindo is the heir to an ancient mirror master troll family that designed the Troll Mirror centuries ago. It is behind this Mirror which reveals the deepest of desires where the mysterious Mirror World lies. Jindo practiced the Dark Arts for many years before arriving at the Blissful Isle with his own sole purpose... Jindo’s arrival shrouded in mystery, one thing is clear – a troll won’t do you any favor!
     

     
    Your venture through the dungeon begins in the starting chamber lined with 10 mirror teleporters, only 5 of which are accessible in the inner circle upon entering. You must pass through rooms behind the teleporters in the inner circle to activate teleporters in the outer circle, but be careful! Jumping Jindo has packed all the hut rooms with the trickiest puzzles and deadliest monsters! Hopefully, even such a mighty troll isn’t nearly powerful enough to harness the magic of the Blissful Isle! The inner circle rooms will contain unique power-ups which will upgrade as you complete rooms from the outer circle.
     
    Each dungeon has five different power-ups and five upgrades, granting both generic boosts and role-specific bonuses to enhance your tanking, damaging, or healing abilities. But note that all power-ups are only available until you leave the dungeon!
     
    As you face off against Jumping Jindo, you should remember that this insidious troll has replicated both the real and mirrored worlds in his room, so you must adjust your tactics accordingly. You will also find four treasuries in the boss room, one for each semester of Light and Reflection Magic, becoming available as you complete each course. Event dungeons are available to explore without time limits, so go ahead and discover every secret of the Bouncy Hut!
     
    World Event: Natural Revolt
     
    The Blissful Isle has long boasted its lush and bountiful plantage... Little did anyone expect that the isle’s nature would become a great threat to its dwellers and newcomers! You will need to bring as many sorcerers as you can from all over Arinar to fight the blight!
     
    Stage I: Garden Weeds
    The stain of the Mirror World has spread far beyond the School of Magic, tarnishing the very fabric of nature! Living stems have sprouted all over the School and attack the students! These stems are tough to harm, but there is plenty of pollen in the School's supplies that can weaken the growths. But be quick, the pollen does not last long! Luckily, the School has enough of it, so the scared students will bring some more sacks!
     
    Stage II: How Sweet?
    Giant watermelons tainted by the Mirror World are approaching the School of Magic! We must repel the attack and find the root of the taint!
     

     
    Stage III: Catching Flyroaches
    Mirrored nature strikes again! This time it is a new kind of insect that has already wounded plenty of students! These critters will not even fly away when approached! Hopefully some plants are still on our side, and the myconids have stepped forward to help. They will turn you into the toads, so you can catch the insects to study and brew a protective potion! Make haste before the beasties reach the Schoolyard!
     
    Stage IV: Root of Evil
    So much for why the School is under attack! The Mirror World has corrupted the mighty dryads, and turned them into evil monsters! Dryads are a formidable enemy and should never be underestimated! You will have to fight and uproot them to stop these attacks!
     

     
    Guild Event in GvG Territory: Mirror World Rift
     
    Few have ever had the chance to travel between the worlds, but it is the Guilds of Arinar that will break through the Mirror World Rift to fight back against the terrifying monsters!
     
    The Mirror World conjured by Vesperian is a deadly young realm, tightly bound to the real world. It is this bond that allows Vesperian to affect Arinar and turn its dwellers into black-willed beasts. Some of these beasts have already infiltrated the real world, such as members of the Bull Tribe who have sworn allegiance to Vesperian. Arinar's strongest Guild must fight back against the dark minions to prove themselves as the first among equals! Victory will come at a high price, as the dark forces are plotting an attack from both worlds at once! So may the battle crown the worthiest!
     

     
    Confusing as they are, the two maps promise no good. Prepare for a challenging battle in both worlds at once and plan your tactics in advance! As soon as your Guild enters the event area, you will find yourself in a war camp in either world, with all Guilds evenly split between the four camps. The battleground is teeming with strong and elite PvP monsters, but your primary target is the PvP bosses!
     
    The three mighty Bulls ripe for battle lurk in their lairs throughout the map, but none of them are easy prey! To reach each boss, you must first chase down the lightning-fast Magic Chest to obtain the crystal it contains. Whichever Guild member picks up the crystal can then place it by the Statue to Reflection Magisters and open the entrance to the boss. But be mindful of time, as the entrance will close in 30 seconds once opened!
     
    The divide between the worlds is particularly thin on the Blissful Isle this year. You will find three mirror teleporters scattered throughout the event area to travel between the two realms. To activate them, place two crystals by the Statue to Reflection Magisters adjacent to each portal. This will teleport you to the room with one of the three Bulls from the opposite world!
     

     
    But keep your main goal in mind as you travel between the realms! To win, you must earn 1,000 points for the following activities:
    killing an elite PvP monster – 4 points killing a Magic Chest – 35 points killing a PvP boss on your territory – 300 points killing a PvP boss on the opposite territory – 600 points Remember that this is an elimination event, meaning that whichever Guild scores enough points will complete the event.
     
    Guild Event in Dedicated Territory: Foxwoods
     
    Since time immemorial, the denizens of the Blissful Isle woods have held the secrets of Savage Magic, such as the wondrous foxes. But the mirror anomalies have so tainted the woods that the foxes have cast a curse on all the other creatures across the isle they lived side by side ever before. The furious foxes are preparing an attack, and your role is to thwart their plan by taking the fox bosses by surprise deep in the woods! To complete the event, you must kill the bosses in both stages in time. But remember, this year’s event will be the ultimate trial of strength for each Guild, pitting you against two deadly and cunning enemies at once!
     
    Stage I: Spring Fox
    Insidious Vesperian appealed to the foxes' hatred and twisted their minds, ordering them to assault the Emerald Capital! The foxes have elected the great warriors to lead them into battle, and the Spring Fox came as the first of them. She is a deadly beast intent to lay the School of Magic to ashes, so you must stop her as quickly as possible!
     
    The Spring Fox is adept at Fire Magic, so brace yourself to withstand the devastating power of flame bombs and fire waves! This savage warrior is also a master of flaming elementals wielding deadly charges to protect their mistress!
     
    Stage II: White Fox
    Next up is the White Fox, who was the first to accept Vesperian's help and mastered Reflection Magic himself. The White Fox is hiding in the Mirror World and plotting to attack the School, so you better hurry before it is too late!
     

     
    Battling the White Fox should cool your ardor, as he will summon his copies one by one to avoid direct combat! Keep an eye out for the White Fox himself as you fight his copies, and try to rescue your allies from their icy captivity or you will be in trouble! The White Fox will also cast fierce whirlwinds to draw in nearby warriors, so stay alert at all times!
     
    Raid Bosses
     
    Whoever would have thought that the mirrored image of the finest student at the School of Magic could be this deadly! Therefore, you must first complete the course in Light Magic before attempting to take on this horrid raid boss, with each Alliance assigned its own battleground.
     
    Gargoyle Reflection
    A grim doppelgänger from the Mirror World who incarnates the dark side of Gargoyle’s gifted personality, the Gargoyle from the Mirror World is a cruel and wayward beast whose black wings and clawed paws promise a painful death upon any being.
     

     
    When facing the Gargoyle Reflection, be cautious of her ability to stun and petrify whoever dares to fight her! Smash the stone statues to release your allies, but watch out for yourself as stone shards will rain down on you!
     
    During the battle, the Gargoyle’s light essence will occasionally prevail over its dark incarnation, turning the stone tiles beneath some warriors into blooming meadows. But you have to make it count! Keep an eye on the Gargoyle’s health and position to sway the magic in your favor!
     
    Mirrored Vesperian
     
    Here comes the final battle awaited by every master in Light and Reflection Magic! For many years through, Vesperian appeared to the students at the School of Magic as a disembodied spirit... This year, he seems to have finally taken on a physical form.
     
    Having created his own kingdom in the Mirror World by sheer willforce, Vesperian became its sole ruler as his cruelty, lust for power, and guile embodied in the dreadful appearance of Mirrored Vesperian – a dark powerful lord, and a ruthless killer of any dissent.
     

     
    The Dark Mage has grown stronger over the years, so your attacks will have little effect on him early in the battle! Stay strong and keep fighting, but be wary of the deadly zones spawned by Vesperian that will deal magical damage over time. Stay sharp once Vesperian suddenly teleports straight to the middle of the battlefield and becomes completely invulnerable, as the room will soon fill with poisonous gas! But watch out for pylons and spheres that will appear to help you avoid the gas or dispel it altogether.
     
    Fighting against Mirrored Vesperian will be as withering as dreadful. Many of your brothers-in-arms will turn to attack their allies against their will... But no challenge will ever overwhelm the warriors of Arinar!
     
    Holiday Skill
     
    A new holiday skill will be available to all players during the Spring King Celebration at all times except during Mirror World Rift and Mermen Trials events, Castle battles, and Arena fights.
     
     Toadster's Aid (Active Skill)
    The Toadsters are highly civilized swamp dwellers nearby the School of Magic. Disturbed by the mirrored anomalies all over the isle, the Toadsters will assist whoever helps clean up their home of illusions!
     
    The 24th Activity Season
     
    The Spring Activity Season comes in shortly after the update! Check out the Activity Center for daily and weekly missions with fine rewards, including the ability to travel across Arinar in the blink of an eye! Activate the Battle Pass to unlock a whole branch of extra rewards!
     
    More than this, the Battle Pass features:
    more daily and weekly missions; extra bounties on top of in-season rewards; quick access to the Personal and Guild Storages; free hairstyle change via the Personal Hairdresser; personal Knowledge Bank. Achievements
     
    None of your efforts at the School of Magic will go unnoticed! This year, the Spring King will reward the best students with 13 new individual achievements, including a legendary one! Earn Magical Grains, dash through mirror teleporters in Dungeons, beat other players in the Arena of Chaos, gain Reputation, participate in world and Guild events, and miss none other activity! Guilds will also have the chance to claim one of the four legendary Guild achievements to etch their names into the chronicles of the Blissful Isle!
     
    Class Talent Management Tweaks
     
    In the Update 12.2 Announcement, we mentioned upcoming changes to talent management, so here they come! As Update 12.3 goes live, you will have more control over your talents to adjust your character’s strengths depending on the situation!
     
    Toggling Key Class Talents
     
    You can now toggle your Key Talents at any time, except for clustered talents. To do this, go to the Talents menu and select a talent you have studied. An ON or OFF button will appear depending on its current state, allowing you to toggle it. You can also toggle any talent directly from the Talent Information tab.
     

     
    Once you click the ON button, the talent will become active and its color indicator will turn green. Once you click OFF, the selected talent will become inactive and the indicator will fade. Note that you can only toggle mastered talents, whereas newly studied talents will be active by default.
     
    Studying Talents in Inactive Branches
     
    Choosing between the three talent branches may have been tricky before, but with Update 12.3 you can now study talents from inactive talent branches without switching between them! To do so, you must first select one of the three branches as active.
     
    Studying an inactive talent branch follows the same rules as studying the active branch, except that no talent from an inactive branch will affect your character in any way until switched to. In addition, all elements in inactive branches will remain grayed out, even for talents that you have studied.
     
    Skill and Talent Tweaks
     
    General Tweaks
    fixed a bug whereby Paladin’s Illumination, Barbarian’s Scream of Fury, Death Knight’s Steel Hurricane, and Warden’s Guard's Fury would pull the enemy affected by Templar’s Mantra of Healing or invulnerable after respawn in the Crucible.  Ranger
     Beast Trap
    fixed a bug whereby the trap wouldn’t trigger on targets immediately after their respawn.  Hunter
     Forester's Trap
    fixed a bug whereby the trap wouldn’t inherit character’s Critical Damage Strength; fixed a bug whereby the trap wouldn’t deal higher damage to the enemy affected by Hunter’s Mark and apply Hunter’s Mark whatsoever when triggered.  Charmer
     Face of Death
    fixed a bug whereby the talent would lock Relics that should otherwise trigger when the enemy ignores Weakness.  
    Revision of Guild Skills in the Battle for Territories
     
    Guild Blessing, Guild Unity, and Guild's Magic Orb will no longer be usable during the Battle for Territories at locations that house Alliance flags starting with Update 12.3. These skills will be available until 5 minutes before the event, and will become available again immediately after the event ends.
     
    That’s it for now! Look for more information on rewards, gifts, and other changes closer to the update’s release date! We’ll also be releasing a series of posts detailing the long-awaited changes to the Arena! The first post will be released just before the new Arena Season kicks off, so stay tuned for lots of upcoming changes and updates!
     
    See you at the open test!
    The Warspear Online Team
     
  20. Thanks
    Higgings got a reaction from Filipe Ramon in Why you should delete your char and make a reaper   
    I'd be worried if they couldn't achieve that. 
  21. Thanks
    Higgings got a reaction from Filipe Ramon in Why you should delete your char and make a reaper   
    This doesn't make sense whatsoever.
     
    For the rest of the topic, I've seen more tremendous numbers coming from classes which are not supposed to deal such damage (first of all because they're not damagers) and guess what: they are all from the elf side. 
  22. Like
    Higgings got a reaction from Drakoslayd in Nolan - A flight to new horizons   
    Meeting you has been a honour, friend. May our paths cross once again in the future.  
  23. Like
    Higgings reacted to Dr Strange in Nolan - A flight to new horizons   
    Have a good flight, friend!
     
     
  24. Thanks
    Higgings reacted to Nolan in Nolan - A flight to new horizons   
    Dear Warspear Online community,
     
    It is with wings heavy with nostalgia, but with a heart light with gratitude, that I decided to soar towards new horizons.
     
    For almost 4 years, as guardian of this community, I saw many heroes born, battles won and bonds of friendship formed under my vigilant flight. Each of you, with your own stories and achievements, contributed to the splendor of Arinar, which we defend so much together.
     
    However, the adventure continues. I will still be nearby, flying over the skies of Arinar, ready to dive into new battles alongside you, now as an ally, no longer as your guardian.
     
    I thank each one of you for your trust, for the challenges faced side by side and for all your support. Our community is a vast and rich territory, full of possibilities. I look forward to seeing how you expand and protect it, with the same fervor and passion that has always brought us together.
     
    See you soon, warriors of Arinar. May our wings carry us to new heights and our journeys always be epic.
     
    With affection and gratitude,
    Always yours,
    Nolan!
  25. Like
    Higgings reacted to Dr Strange in [2024.02.29] Contest "Best Costume - 2024". Results!   
    Warriors!
    Dozens of your excellent entries have truly sparked some heated debates among the jury! But now that the whole week is behind, we’re finally ready to announce the winners of the Best Costume Contest 2024!
     
    In addition to the three main prizes, it was decided to award additional prizes to the authors of incredible works that deserve your attention, they will receive 5000 Miracle Coins:
    Capybara Sonolenta by @Wwkk
    Guerreiro do Barril by @SoRcaRtoA
    Jubileu by @Biscatinha
    Inquisitor of Chaos by @Godless
    Oropher by @Oropher
    Hell's Gate Guardian by @Sigma
    Time Traveler by @MagicSpace
    Guerreiro Amazonense by @Zheret
    Ancient Dragon Hunter by @Disgusted
     
    We are also glad to reward the works of the authors, who undoubtedly set the tone for the contest, they will be sent 10000 Miracle Coins:
    Night Vigilant Costume by @Shax
    The Sealed Demon by @Arinar
    Estudante da Primavera by @oiguigui
    Protector by @Jaguard
    Elemental Energy by @Smiley
    Pyrostegia by @YaraM
    Illusions Garden Deceiver by @100xp
     
    And, of course, there are three winners!
     
    3rd place: 
    Kung-Fu Rooster by @Ahmedic

    2nd place:
    Azemon by @Ricardo Neto

     
    1st place:
    Waddles by @Zurp

     
     
    As a sign of gratitude, the rest of the participants, whose works comply with the conditions of participation, will receive an incentive prize - 10 Dazzling Carnival Caches!
     
    Thank you for participating and see you in new contests!
    The Warspear Online Team
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