Reputation Activity
-
-
Makyro reacted to mty in Bless (BR - Tourmaline) / Gérmen Ígneo da Estação VivaQuando a neve recua e a terra de Arinar começa a respirar
novamente, nem toda vida nasce suave ou colorida.
Nas profundezas do solo aquecido pelo sol primaveril, antigos
espíritos despertam — não como flores, mas
como chamas que anunciam o renascimento.
O Gérmen Ígneo da Estação Viva é a manifestação desse despertar.
Forjado a partir do fogo que aquece as
raízes do mundo, o traje pertence àqueles que compreendem que a primavera
não é apenas beleza, mas também ruptura, força e transformação.
Dizem que suas chamas surgem quando a estação começa a reclamar seu espaço,
queimando o que é velho para que o novo possa florescer. Cada fragmento incandescente
que cai de seu corpo representa um ciclo encerrado — e outro prestes a nascer.
Aqueles que vestem o Coração Ardente caminham como presságios:
onde passam, o inverno jamais retorna da mesma forma.
-
Makyro reacted to Elcouto in [2023.12.25] Reinicialização dos servidores de jogo. Mudanças importantes!E o nerf no Cavaleiro da Morte nada ainda né, a classe é full stun e ainda agr a Skill chamado qnd é ativada impede os player e usar skill, as skill fica sendo cancelada pelo chamado da morte fora os Atordoar, classe tanka demais da dano demais e stun demais
-
Makyro reacted to Gladiator in Хотелось бы услышать комментарии разработчиков по ребалансу паладина и обратить внимание на явные несостыковки.I asked for the same in the international forum. I want to understand their vision for the magic Paladin.
My main concern is still an explanation for making Illumination completely irrelevant in PvE. Enabling critical damage on Prayer is a nice compensation for the lost damage, and I welcome the significant increase in the magical damage output for small-scale fights. But all of that does not change or justify the fact that Illumination has no value now, suddenly it is back to its release state, and it became the worst AoE agro skill in the game.
But at this point, I'm more concerned with their lack of interest in listening to any form of feedback from both sections of the forums...
-
Makyro reacted to Shanalotta in ПаладинУ левой ветки все гораздо хуже, у нее только урон снизился и все и вообще агра считай не стало. 3 ветка самая наименее покалеченная после правок первого этапа тестирования, у 2 ветки физ забрали единственный хил не считая комбы и не дали считай ничего, ибо моль работает от маг дд, а у первой ветки забрали нормальный массовый навык мгновенного урона и взамен дали баф на автоатаку. Если все так и останется, то тут только пересаживаться на 3 ветку, или на другой класс, или на другую игру. Ну или еще годик наблюдать за этим театром абсурда, в надежде что в следующем будет нормальный ребаланс и что-то изменится, но это бессмысленное занятие для новичков, олды знают что ничего не изменится и нормального ребаланса не будет.
-
-
Makyro reacted to Ploxish in Храмовник в посох (Ploxish Ru-Topaz)Приветствую всех кто читает эту тему!
Играете за храмовника?
Хотите сделать храмовника в палку?
Тогда это тема будет для вас полезной и я постараюсь максимально кратко и понятно все рассказать.
Храмовник в посох
(Мое личное мнение о персонаже)
До того как добавили в игру храмовника я играл за стража и мага, я был довольным этими персонажами. Когда я впервые увидел храмовника я чувствовал что это тот самый персонаж, объединение мага и стража, танк и дамагер. Однако к сожелению после выхода персонажа повсюду начали появляться гайды на сборку щита и все взяли в руку щит. Мне это не нравился, не смотря ни на что я решил взять в руку посох и показать что храмовник с посохом не хуже щитовика!
Превосходство этой сборки — это большое количество урона в одну цель, то есть персонаж опирается на нанесение урона по боссам имея большое количество пробива и магической силы.
Дальная атака!
В нашей игре дальная атака лучше чем ближняя, дальники хорошо себя показывают в пвп и пве. Почему? Пока ближники успеют добежать до цели дальники уже успеют сделать свои сильные атаки по цели, пока ближники застревают в станах в толпе на гвг дальники с расстояния аккуратно зачищают по одному. А что касается храма то для меня как дальник он отлично подходит во всем. Как мы знаем задача храма как и чернокнижник контролировать противника раскидывав и держав их в контроле не давая им пройти дальше. Давайте попорядку пройдемся по основным, необходимым навыкам храмовника в посох
Боевая поддержка
"Боевая поддержка " это барьер храмовника, очень полезный навык который обеспечивает защитой не только себя, но и союзника. При правильной сборке сила барьера может сильно повысится и быть на ровне с сакральным щитом паладина(Если вы используете сборку с щитом, то с реликвиями при 1400 физ и 200 маг силы щит выдерживает примерно 6000 урона, а у сборки с посохом при 1200 маг. силы сила барьера может достигать до 4200).
Обратный поток
"Обратный поток" это навык массового контроля, вихревая зона, так же основной отхиливающий навык храмовника.
Его так же в игре называют "Купол храма". Купол это и есть тот навык за что ценят храмовника в игре. Так же его называют грозой аренного режима "Храм печати" Имея большое количество времени действия купола ушиные аренеры ценят его в этом режиме. Купол так же очень помогает при прохождение сюжетных заданий и подземелий в начальных островах Ирсельнорта и Айвондила со своим отхиливающим пассивным навыком.
Частица жизни
- Почему ты пришел один?
- Кто сказал что я один?
"Частица жизни" основной атакующий навык храмовника в посох. Храмовник призывает монстра который имеет такие же атакующие характеристики как у самого храмовника. Если храмовник бьет 1к или же критует 3к то монстр бьет так же. Храмовник сможет призвать до двух петов, что делает его очень полезным в бою с боссами.
Порицание и бафающие навыки
"Порицание" это самый мощный навык, который усиливается при помощи реликвий. Навык наносит огромный урон в одну цель и способен даже оглушить при одновременном использование с навыком "Касание истины"
Бафающие навыки у храмовника два: "Благодать" и "Сила небес". Первый увеличивает маг. и физ. силу храмовника, а второй увеличивает количество здоровья, пробивную и блокирующую способность в зависимости какое оружия вы используете. Это были все необходимы навыки для храмовника в посох которые мы будем использовать.
Прокачка навыков
Шмотки
Реликвии
Советы
Фишки храмовника
Краткий обучающий видео урок
Проект_03-25_SD 360p_MEDIUM_FR60.mp4 Проект_03-25(1)_SD 360p_MEDIUM_FR60_(1).mp4
Тренер по подготовке высоклассовых храмовников Ploxish, Ru-Topaz
-
Makyro reacted to michzask in Alterações no primeiro bloco de talentosOlá, proponho alterações na mecânica do primeiro bloco de talentos.
Queimadura Leve- "A habilidade "Marcado pelo sol" agora consome 1 marca do efeito "Estigma" dos inimigos afetados a cada 2 segundos por 8 segundos. Cura reduzida em 25%"
Frequentemente, em certas batalhas contra chefes que tem mobs ao seu redor, o efeito Estigma só será retirado do boss, pois o objetivo é derrotá-lo. Com esta mudança, o efeito da marca Estigma será mais eficaz.
Poder da Fé – A habilidade “Estátua da Deity” também absorve parte do dano das habilidades instantâneas. Uma vez lançada, ela pode ser teletransportada para você 10 segundos após sair da área de efeito. Duração da habilidade reduzida em 30%, bem como redução de dano absorvido em 10%."
Atualmente existe um grande problema que é a estátua ser estática. "Mas ela é uma estátua, deveria estar parada mesmo", Em muitas ocasiões, a batalha não será em apenas um local, assim deixando a habilidade um pouco obsoleta. Com essa mudança, a habilidade será mais útil em todas as situações, já que quase sempre estará presente absorvendo o dano da equipe. Isto será semelhante ao primeiro talento do Invocador das Feras.
Discernimento para a Verdade – “O efeito da habilidade "Toque da Verdade" é aplicado instantaneamente. Se um inimigo for silenciado e atingido pela habilidade "Culpa", ele receberá 55% do poder mágico do personagem. A duração do debuff Silêncio foi reduzida em 1,5 segundos."
Graças a esta mudança , o Templário será capaz de causar um pouco mais de dano no quesito mágico, e também será compensado pela redução do Silence em 1,5 segundos
-
Makyro reacted to Nolan in [2023.09.23] Atualização do Warspear Online 12.0: Ascensão de Almahad. PréviaAmigos!
Em apenas alguns dias você respirará o ar quente de Almahad e verá com seus próprios olhos estranhos milagres e raridades antigas, dos quais você só tinha ouvido falar nas lendas! O que esconde a parte mais inexplorada de Arinar e quais segredos estão escondidos com segurança pelas areias infinitas da ilha da Liga Sem-Correntes? Em breve você receberá respostas para todas as suas dúvidas, mas por enquanto vamos nos preparar para a viagem!
Depois de completar as missões da história das Ilhas Flutuantes de Ayvondil, seu caminho segue direto para Irselnort, porque a busca pelo artefato salvador ainda não acabou! Kelen-Dir e Dismard lhe contarão um segredo - você pode obter o artefato na Ilha da Liga Sem-Correntes, mas esta não será a tarefa mais fácil! Ao encontrar o comerciante Danair em Nadir-Sard, você receberá um lugar no navio... e uma tarefa especial. O navio do Capitão Rasul está atracado aqui no porto de Nadir Sarda, então pegue a estrada sem demora! Além disso, os capitães do porto de Maliata também poderão entregá-lo a Almahad.
Ano 399 da fundação de Er-Sahil. Ano do 23º reinado do sábio califa Ziryab Sahim.
Há quase quatro séculos que Er-Sahil, a populosa capital da Liga Sem-Correntes, cuja glória ressoa nas terras ultramarinas, tem vindo a expandir-se e a fortalecer-se. Não há artesanato ou arte que não tenha lugar nesta cidade. O fluxo de mercadorias que aqui chegam nos porões dos navios vindos de todo o Ultramar não seca. A riqueza do nosso capital está a crescer através da eficiência dos comerciantes, da diligência dos artesãos e da sabedoria dos astrólogos.
É verdadeiramente dito nos livros antigos: desde o início dos tempos, Almahad estava destinado a se tornar o coração do mundo habitado. Não é porque aqui surgiu a própria vida, e depois dela os primeiros reinos, que logo ficaram apertados em seu berço? Deixe a glória desses reinos desaparecer nos tempos antigos e os nomes dos seus reis serão agora esquecidos. Mas a sabedoria legada pelos Deuses Antigos, adormecidos nas suas pirâmides cobertas de areia, ainda ajuda os filhos e filhas de Almahad. Os governantes graciosamente compartilham essa sabedoria com as guildas, que servem como apoio ao poder de cada califa.
E foi dito na profecia que o ano quatrocentos seria um ano de grande transformação para Er-Sahil, que elevaria a glória da Liga Sem-Correntes e do Califa acima dos telhados e cúpulas, acima das pirâmides, acima das estrelas de paraíso. Mas ninguém sabe o que causará esta transformação. Diz-se apenas que um dos motivos surgirá do outro lado do mar, e o segundo renascerá entre as areias e as pirâmides cinzentas. E deixe esta crônica se tornar uma evidência confiável disso.
(de “Almonomicon” - Livro de Almahad)
Missões de história
Bem-vindo ao Er Sahil! Você já sabe pelos diários de desenvolvimento o quão diversa e pitoresca é a capital Almahad, então conheça bem a cidade primeiro. Para isso, você precisa completar a primeira parte das missões, durante as quais você encontrará moradores do subúrbio, caçadores de antiguidades e guardas da cidade, e também será recebido no palácio do Califa. Depois de completar essas missões de história, missões para conhecer guildas de NPC estarão disponíveis para você. A guilda com a qual começar depende de você, mas lembre-se que o avanço na trama só é possível após ingressar em uma das guildas.
Ao completar as missões da cidade da guilda de NPC de sua escolha e, assim, provar seu direito de ser um Aventureiro ou Assassino, você receberá não apenas uma nova tarefa - desta vez no Deserto das Miragens ou no Reino Escorpião, mas também acesso para ganhar reputação, desenvolvendo talentos, movendo-se com a ajuda de caravanas e acesso a uma masmorra dedicada. Completar missões de história no setor de jogo e aumentar o nível dos talentos necessários abrirá acesso a tarefas diárias e dinâmicas, histórias paralelas e missões em outras partes do deserto, pois em busca de um artefato você terá que explorar todos os setores do jogo!
Entrando em uma guilda
Falamos detalhadamente sobre as guildas não-jogadoras de Aventureiros e Assassinos, que estarão disponíveis com o lançamento da atualização 12.0, na segunda parte dos diários de desenvolvimento. Agora é hora de analisar o procedimento para ingressar na guilda. Você pode ingressar em uma guilda através de um diálogo com o NPC “Gerente de Guilda”, que você encontrará na sede de cada guilda em Er-Sahil. Na primeira interação com o gerente, aparecerá uma janela para ingressar em uma guilda de NPC, que conterá uma descrição da guilda, o nome da facção, informações sobre a habilidade especial da guilda, bem como os requisitos para ingressar.
Depois de ingressar em uma guilda de NPC, você receberá um marcador de guilda especial que estará localizado à direita do nome do seu personagem. O mesmo marcador aparecerá na janela de informações do personagem no menu “Equipamento” e na janela “Minha Guilda”. Você também pode sair de uma guilda de NPC através de um diálogo com o gerente, mas por 24 horas você não poderá ingressar em outra guilda de NPC.
Missões diárias
É hora de conhecer as facções que habitam os setores de jogos do deserto e dar sua própria contribuição para o confronto entre guildas de NPC em Almahad! Complete missões diárias para Djinn ou Escorpiões, Aventureiros ou Assassinos, e lide com os chefes únicos do Deserto das Miragens ou do Reino do Escorpião! No calor da batalha, não se esqueça de visitar Er-Sahil todos os dias, porque lá também esperam por você missões especiais e, durante a temporada de tempestades de areia, tarefas adicionais estarão disponíveis na capital da ilha. Além disso, completar certos níveis de dificuldade de uma masmorra dedicada irá desbloquear novas missões diárias para você! O número máximo de missões diárias aceitas será aumentado para 75.
Trabalhos dinâmicos
Depois de completar parte do enredo nos setores do deserto, você terá acesso a tarefas dinâmicas exclusivas para cada guilda de NPC. A execução das missões dinâmicas restantes exigirá progresso no aprendizado dos talentos da guilda de NPC e uma determinada classificação.
Todas as tarefas dinâmicas acontecerão no território do seu setor de jogo no deserto, então você terá que explorar minuciosamente o Deserto das Miragens ou o Reino Escorpião! Além disso, as tarefas dinâmicas têm seu próprio tempo de espera curto e serão ativadas por um cronômetro ou pelas ações do jogador no local.
Reputação com facções “Anciãos da Guilda de Almahad”
Como você pode imaginar, Almahad é um lugar onde sua reputação terá muita importância! Você pode ganhar valiosos pontos de reputação em masmorras, ao completar histórias, tarefas diárias e dinâmicas, completar mecânicas exclusivas de guildas de NPC, bem como por matar um chefe de ataque e por participar de eventos de guilda. A reputação máxima que um Aventureiro ou Assassino pode ter é de 35.000 pontos.
Moeda “Dirhams de Prata”
Os comerciantes da Liga Sem-Correntes ficarão felizes em compartilhar produtos exclusivos que estão disponíveis apenas no Almahad. Tenha em mente que os comerciantes da ilha usam “Dirhams de Prata” especiais. Você pode obter essa moeda completando tarefas dinâmicas e completando Tumbas e Postos Avançados. Além disso, você pode obter dirhams de prata como recompensa pela participação em eventos de guilda, bem como em baús tribais especiais! A quantidade máxima da moeda nova que você pode armazenar na sua bolsa é 50.000! Você pode acompanhar o progresso do recebimento de dirhams de prata na seção “Moedas” do menu principal.
Ganhe dinheiro e faça compras na loja de rotas! Um guia útil irá transportá-lo instantaneamente para os chefes dos territórios Deserto das Miragens e Reino Escorpião. E em lançamentos futuros, os comerciantes da Liga Sem-Correntes oferecerão ainda mais produtos exclusivos por dirhams de prata!
Além disso, Coríndon Carmesim também será procurado em Almahad, para o qual os heróis de Arinar poderão adquirir habilidades temporárias especiais.
Talentos de guildas de NPC
Chegou a hora dos heróis de Arinar conhecerem os talentos das guildas de NPC de Almahad e absorverem a sabedoria dos guerreiros que habitam a ilha desde tempos imemoriais! Na versão 12.0, cada ramo contará com 25 talentos – 16 comuns e 9 exclusivos para cada guilda de NPC. Corra para dominar as habilidades de combate únicas de Aventureiros e Assassinos para resistir ao ataque de monstros e chefes de Almahad, obtenha acesso a mecânicas de guilda exclusivas e também receba power-ups especiais que tornarão suas aventuras nas Areias Douradas ainda mais emocionantes!
Você pode consolidar o progresso no estudo de talentos e salvá-lo mesmo ao sair de uma guilda de NPC, graças a duas marcas - classificações, que estão localizadas na mesma linha horizontal dos talentos. Lembre-se de que o título ficará ativo quando você começar a aprender todos os talentos da linha horizontal!
Talentos comuns para guildas de aventureiros e assassinos
Adaptabilidade
Com uma chance de 2\4\6%, o efeito negativo "Toxina" aplicado a um personagem por monstros Almahad irá restaurar a saúde do personagem em vez de causar danos.
Catálise
Reduz o dano recebido da habilidade "Explosão Venenosa" e o efeito negativo "Toxina" aplicado ao personagem por monstros Almahad em 0,5\1\1,5% para cada 10% da saúde disponível do personagem do máximo.
Desintoxicação
Remove 4 efeitos negativos "Veneno de Cadáver" e Toxina "aplicados ao personagem por monstros Almahad, quando a saúde do personagem é reduzida a 30% do máximo. O efeito ocorre no máximo uma vez a cada 30 s.
Cobertura de Areias
Com 8% de chance, o efeito negativo "Sangue Amaldiçoado" aplicado a um personagem por monstros Almahad pode aplicar o efeito positivo "Sudário de Areias" ao personagem quando danificado por 3 segundos. O efeito reduz o dano recebido ao personagem por monstros Almahad em 10\20\30%.
Metabolismo
Reduz o dano recebido da habilidade "Ferida Amaldiçoada" e o efeito negativo "Sangue Amaldiçoado" aplicado ao personagem por monstros Almahad em 0,5\1\1,5% para cada 10% da saúde perdida do personagem do máximo.
Livrar-se de lesões
Remove o efeito negativo "Ferida Amaldiçoada" e reduz em 50% a duração do efeito negativo "Sangue Amaldiçoado" aplicado ao personagem pelos monstros Almahad quando o nível de saúde do personagem está acima de 80% do máximo.
O efeito não é acionado mais do que uma vez a cada 30 segundos.
Síntese imunológica
Reduz o dano recebido dos efeitos negativos "Toxina" e "Sangue Amaldiçoado" aplicados ao personagem por monstros Almahad em 2\4\6% se ambos os efeitos estiverem no personagem ao mesmo tempo.
Regressão
Reduz a força dos efeitos negativos "Ferida Amaldiçoada" e "Veneno de Cadáver" aplicados ao personagem por monstros Almahad em 4\8\12% se ambos os efeitos estiverem no personagem ao mesmo tempo.
Força mental
Ignora o recebimento de cada 7 efeitos negativos de "Hipnose" aplicados ao personagem por monstros Almahad, e aplica o efeito positivo "Força Mental" ao personagem por 7 s. O efeito aumenta a força física e mágica do personagem em 10%.
Vingança
Após o efeito negativo “Paralisia” aplicado ao personagem pelos monstros Almahad terminar, o efeito positivo “Sede de Vingança” é aplicado ao personagem por 10 s. O efeito aumenta o dano do próximo ataque instantâneo do personagem contra monstros Almahad em 10%. Se o nível de saúde do personagem estiver abaixo de 50% do máximo, o efeito restaurará a saúde do personagem em 25% do dano causado.
Ataque de Areia
Aumenta o dano das habilidades do personagem contra monstros Almahad em 1\2\3%.
Ataque de areia
Aumenta o dano do ataque automático de um personagem contra monstros Almahad em 1\2\3%.
Cura com Areia
Aumenta a força do efeito das habilidades de cura do personagem quando o personagem está em batalha com monstros Almahad em 1\2\3%.
Defesa de areia
Reduz o dano causado a um personagem por monstros Almahad em 1\2\3%.
Extermínio de areia
Aumenta o parâmetro "Calor Exaustivo" do personagem em 1,5\3\4,5%.
Barreira de areia
Permite ao personagem ignorar o parâmetro “Ferocidade” dos ataques de monstros no território das Areias Douradas em 1,5\3\4,5%.
Talentos exclusivos da Guilda de Aventureiros
Escavação de tumbas
O personagem ganha acesso às Escavações da Tumba no território das Areias Douradas.
Livrar-se da hipnose
Com chance de 1\2\3%, remove o efeito negativo "Hipnose" imposto ao personagem pelos monstros Almahad. A chance de remover o efeito aumenta em 1\2\3% para cada segundo gasto sob a influência do efeito, mas não mais do que 9\12\15%.
Fortaleza
Após o efeito negativo “Paralisia” aplicado ao personagem pelos monstros Almahad terminar, ele aplica o efeito positivo “Fortitude” ao personagem por 7 s. O efeito reduz o dano recebido ao personagem por monstros Almahad em 1\2\3% para cada segundo gasto sob a influência do efeito negativo "Paralisia", mas não mais que 8\10\12%.
Caminho secreto
Com 15% de chance, ele abre um portal para o local de escavação da tumba mais próximo no território das Areias Douradas quando uma entrada falsa na tumba é detectada.
Inspiração do fracasso
Aumenta a velocidade de movimento do personagem no território das Areias Douradas em 15% por 5\10\15 s. quando uma entrada falsa para a tumba é descoberta.
Ataque
Aumenta a velocidade de movimento do personagem no território das Areias Douradas em 10% por 5\10\15 s. ao matar 4 monstros em 10 segundos. no território dasAreias Douradas.
Tomb Raider
Aumenta o dano do personagem a monstros em tumbas em 2\4\6%.
Caçador de antiguidades
Aumenta a velocidade de movimento do personagem nas tumbas em 2\4\6%.
Intocabilidade
Mantém o efeito positivo do Desbravador aplicado ao personagem por 5 s. depois que o personagem começa a se mover no território de Areias Douradas. O efeito permite que o personagem permaneça invulnerável a monstros agressivos; qualquer ação que não seja movimento remove o efeito.
Talentos únicos da Guilda dos Assassinos
Procure um posto avançado
O personagem ganha acesso à Busca por um posto avançado no território das Areias Douradas.
Proteção dos Sonhos
Após o efeito negativo de “Hipnose” aplicado a um personagem pelos monstros Almahad terminar, ele aplica o efeito positivo de “Barreira dos Sonhos” ao personagem por 7 s. O efeito absorve qualquer dano recebido no valor de 5\10\15% da saúde máxima do personagem. A força do efeito aumenta 3% para cada segundo gasto sob a influência do efeito negativo "Hipnose".
Livrar-se da paralisia
Com chance de 1\2\3%, remove o efeito negativo "Paralisia" imposto ao personagem por monstros Almahad quando o personagem recebe dano instantâneo de monstros Almahad.
Bolso interno
O personagem perde 2\4\6% menos informações quando morto por um Assassino de uma aliança inimiga no território das Areias Douradas.
Guardando o segredo
Com 15% de chance, um personagem não perde informações ao ser morto por um Assassino de uma aliança inimiga no território das Areias Douradas, se no momento da morte o personagem tivesse mais de 50% da quantidade máxima de informações.
Persuasão pela força
Com chance de 1\2\3%, o personagem recebe o dobro da quantidade de informações ao matar monstros no território das Areias Douradas para cada 10% de informações faltantes da quantidade máxima.
Retirada tática
Aumenta a velocidade de movimento do personagem em 15% se houver mais de 3 Assassinos da aliança inimiga no local com o personagem no território das Areias Douradas e o personagem tiver mais de 75% da quantidade máxima de informações.
Lâmina Vigilante
Aumenta em 1\2\3% o parâmetro "Habilidade de penetração" do personagem ao atacar um Assassino de uma aliança inimiga no território das Areias Douradas, caso ele possua mais de 50% da quantidade máxima de informações.
Sede de lucro
Coloca o efeito positivo “Sede de Lucro” no personagem e nos membros do grupo localizados no local com o personagem, se o personagem estiver no local com entrada do posto avançado e a quantidade máxima de informações tiver sido coletada do personagem. O efeito aumenta os parâmetros de Resistência em 15% e Resiliência em 10%.
Falamos detalhadamente sobre a mecânica exclusiva das guildas de NPC que estará disponível com o lançamento da atualização 12.0 na segunda parte dos diários de desenvolvimento. A seguir descreveremos o que não foi incluído nos diários. Lembramos que a mecânica única de Aventureiros e Assassinos fica disponível após o estudo dos talentos correspondentes e só é eficaz se esses talentos estiverem ativos (ou seja, o personagem for membro de uma determinada guilda de NPC).
Mecânica do Aventureiro – Tumbas
Como você já sabe, a mecânica dos Aventureiros inclui procurar e passar por Tumbas, enquanto cada Aventureiro executa a mecânica de encontrar entradas de forma independente, e você pode passar pela Tumba sozinho ou em grupo. Possíveis entradas para a tumba são visíveis apenas para o Aventureiro, e a entrada ativa encontrada é visível para todos os membros do grupo.
Caso um Aventureiro com entrada ativa se junte ao grupo, a mecânica de busca de entradas para o restante dos Aventureiros do grupo é pausada e reinicia após a conclusão da Tumba, retornando os Aventureiros à superfície e na ausência de outras entradas ativas. Se houver vários Aventureiros no grupo que conseguiram encontrar as entradas das tumbas, então o grupo terá acesso a diversas tumbas com temporizadores de entrada ativos. Nos raros casos em que há dois Aventureiros em um grupo com entradas ativas localizadas no mesmo local, a Tumba com o tempo mais curto estará disponível primeiro.
Quem não aderiu a nenhuma das guildas de NPC não poderá entrar nas Tumbas, por isso aconselhamos que escolha o seu lado no confronto em Almahad! A duração da entrada ativa, bem como o tempo para completar a Tumba, é limitada, então tente lidar com os monstros, preenchendo a barra de progresso, e o chefe da masmorra no tempo previsto, antes que a Tumba desmorone!
Após completar com sucesso a Tumba, você poderá receber uma recompensa pessoal garantida, que será indicada por um marcador no minimapa, coletar uma recompensa aleatória e então sair da Tumba. Você pode coletar recompensas em 60 segundos a partir do momento em que completar as condições para completar a masmorra; para fazer isso, você deve estar online dentro da Tumba.
Mecânica Assassina – Postos Avançados
A mecânica dos Assassinos é baseada na coleta de informações sobre a localização dos Postos Avançados de bandidos, matando monstros PvP no deserto Areias Douradas ou outros Assassinos, e infiltrando-se nos Postos Avançados. Apenas um Assassino pode coletar e acumular informações, e matar monstros, mini-chefes ou outros Assassinos preencherá automaticamente a barra de progresso na parte superior da tela. Se um Assassino morrer, ele perde algumas das informações que coletou, e se for morto por outro Assassino, o vencedor recebe essas informações.
Após preencher a barra de progresso, o Assassino verá a entrada do posto avançado, marcada no mapa com um marcador especial. Se no caminho para o posto avançado o Assassino perder pelo menos parte das informações coletadas, a entrada do covil dos bandidos desaparecerá! O Assassino deve chegar ao posto avançado e ativá-lo dentro do tempo estipulado, após o qual a entrada fica visível para os membros do grupo. Outros Assassinos do grupo podem continuar coletando informações, preenchendo sua barra de progresso pessoal, ou correr para atacar o posto avançado, e o Assassino que ativou a entrada pode reabastecer a barra de progresso depois que a masmorra aberta for concluída por qualquer jogador (ou cronometrado).
Ao contrário das Tumbas, o Posto Avançado pode ser ativado sozinho e os membros do grupo podem entrar e sair livremente da masmorra. Lide com o líder dos bandidos dentro do tempo estipulado e, em seguida, pegue a recompensa garantida e uma recompensa aleatória do baú! Você pode coletar a recompensa em até 60 segundos a partir do momento em que as condições para completar a masmorra forem atendidas; para fazer isso, você deve estar online dentro do Posto Avançado.
Observe que em Tumbas e Postos Avançados você não poderá usar a habilidade “Unidade da Guilda”.
Masmorra Dedicada “Templo do Deus Antigo”
Outra missão especial espera por você em Er-Sahil... O mago da corte convoca os guerreiros mais fortes para penetrar no templo e evitar que a alma sombria de Alvaasr, aprisionada em um cristal, chegue à superfície da ilha!
Observe que para acessar a masmorra, você deve ser membro de uma guilda de NPC, bem como ganhar uma certa reputação com os anciões de qualquer guilda de NPC, e a quantidade de reputação obtida durante todo o tempo será ser levado em conta, e não o atual.
O Templo do Deus Antigo é a maior das maravilhas do Almahad. Neste santuário, muito mais antigo que Er-Sahil, um cristal mágico foi guardado durante séculos. Alvaasr, um dos Deuses Antigos que governou Almahad nos tempos antigos, está aprisionado no cristal. Grandes feiticeiros colocaram selos mágicos no cristal que impedem a libertação de Alvaasr. Mas os selos enfraquecem a cada dia: é por isso que uma vez por ano o Mago da Suprema Corte reúne os melhores guerreiros das guildas para renovar os antigos encantamentos.
A sujeira venenosa e demoníaca de Alvaasr permeou todos os 5 andares do santuário, incorporada em muitos habitantes nojentos e assustadores e aumenta com o nível de dificuldade da masmorra! Um desafio único espera por você em cada andar do templo, mas não se esqueça da sua tarefa principal: restaurar os selos e matar o chefe. O nível de dificuldade fácil do santuário estará repleto de parasitas venenosos, e a ativação do selo dará vida a novos monstros perigosos! Em salas de nível de dificuldade normal, monstros acorrentados aguardam os heróis de Arinar, e você pode chegar ao selo usando espelhos mágicos em duas rotas - quanto mais curto for o caminho, mais perigoso!
Em um alto nível de dificuldade da masmorra, sua tarefa será limpar o cristal das colmeias crescidas, lutando contra vespas carnívoras, mutucas e vespas, e lidar com seu governante. O veneno de insetos permeou todas as salas da masmorra, mas em alguns locais você pode encontrar o antídoto! No nível heróico, o selo está preso por correntes demoníacas, então seu objetivo é quebrar os obeliscos acorrentados e então destruir as correntes do selo e derrotar o chefe. Tenha em mente que a maldição colocada nas correntes pode fortalecer e enfraquecer!
O nível de dificuldade Mythic será o verdadeiro clímax, pois você enfrentará uma batalha de vários estágios com o próprio Alvaasr, enquanto o chefe enfraquecido adquirirá uma aparência cada vez mais aterrorizante e habilidades poderosas! Para finalmente quebrar o chefe, você precisará repetir o procedimento de restauração dos selos dos cristais refletidos pelos mágicos da corte. Tente restaurar todos os quatro selos, pois neste caso seu grupo poderá receber habilidades aumentadas de fragmentos especiais. Lide com Alvaasr o mais rápido possível, caso contrário, o culto místico do Sol Negro reinará no coração da capital Almahad!
Evento de guilda na área designada "Em Busca de Almonomicon"
Ao explorar a ilha, você provavelmente desejará descobrir quais tesouros estão escondidos na biblioteca dos antigos reis de Er-Sahil... Reúna todas as forças de sua guilda, pois você terá que ajudar os representantes da guilda dos Bibliotecários a realizar o ritual mais antigo e perigoso.
Estágio I “Portão de Cristal”
Nas catacumbas sob a Grande Biblioteca encontra-se um antigo artefato - o Livro do Almahad Almonomicon. Todos os anos, o Conselho dos Cinturões Dourados seleciona os mais dignos representantes da pequena guilda dos Bibliotecários, que têm a honra de virar a página do tomo. Agora, quando a presença do mal é maior do que nunca, os escolhidos serão acompanhados pelas guildas mais fortes de Arinar! Vá fundo nas masmorras da Grande Biblioteca e proteja os representantes eleitos do Conselho. Você terá que passar por muitos testes, o primeiro deles é o Crystal Gate.
Lazim, o Honorável, Indrasim, o Fiel, Ifir, o Forte e Al-Maulim, o Rápido, não foram escolhidos pelos governantes da cidade por acaso, pois sem eles não será possível passar nas provas e completar o ritual! Além disso, eles podem aprimorar várias habilidades do personagem. Sua tarefa em cada uma das 4 etapas do evento é liderar um grupo de quatro NPCs da sala inicial até a sala de teste, protegendo-os do ataque de monstros. E não se esqueça de monitorar a saúde dos bibliotecários, pois NPCs enfraquecidos não conseguirão avançar mais e ajudá-lo na batalha! A sala de desafios de cada fase será única, e algumas delas só poderão ser concluídas com a ajuda de NPCs.
Estágio II “Portão das Tábuas”
O Livro de Almahad foi encontrado em uma das tumbas dos Deuses Antigos. Todos os anos uma nova página é acrescentada ao tomo e, enquanto isso acontece, a história da ilha continua. O segundo obstáculo no caminho para Almonomicon será o Portão das Tábuas. Para quebrar uma pedra especialmente fortificada com inscrições em uma língua antediluviana, será necessário um golpe verdadeiramente poderoso!
Os Portões das Tábuas parecem intransponíveis, mas podem ser destruídos lidando com bombardeiros alquímicos bem no portão! Basta lembrar que os danos da explosão serão perigosos não apenas para a barreira de pedra.
Estágio III “Portão Bloqueado”
Chegar ao Livro de Almahad não é uma tarefa fácil, pois as forças do mal querem devolver o tomo para si e tentarão interferir nos representantes eleitos do Conselho! O caminho está bloqueado por um portão bloqueado por uma laje de pedra, para movimentar a laje será necessário carregar o cesto com pedras. Assim que o peso da cesta aumentar, o guincho moverá a laje de pedra e a passagem ficará ainda mais aberta!
Para chegar ao Almonomicon é preciso encher a cesta com pedras que você encontra nas localidades vizinhas, mas nem tudo é tão simples! Proteja seus camaradas que estão sobrecarregados com um fardo pesado, porque eles serão alvos especialmente desejáveis para monstros!
IV etapa “Nova página”
Então, o último teste no caminho para a meta foi aprovado! A página do livro de Almahad foi virada! No entanto, resta conter as forças do mal, perturbadas pelo poder do tomo. Ajude os escolhidos a realizar rituais de proteção, protegendo-os dos monstros das sombras subterrâneas!
A última etapa do evento será decisiva, pois os representantes da Guilda dos Bibliotecários terão que mostrar suas habilidades em locais individuais, e a tarefa da sua guilda é proteger Indrasim, o Fiel, curar Ifir, o Forte e ajudar Al-Maulim, o Rápido! O teste será concluído assim que cada NPC permanecer vivo no local por 60 segundos.
Lembre-se que na sala de teste os NPCs podem morrer devido a ataques de monstros e renascerão somente após 30 segundos, após os quais o teste deverá ser concluído novamente.
Condição de ativação: complete a masmorra dedicada “Templo do Deus Antigo” 10 vezes em qualquer nível de dificuldade.
Horário de reinício do evento: 16 horas após o término do evento.
Evento de guilda em mundo aberto “Terrores das Dunas”
O abafado deserto das Areias Douradas é um dos lugares mais perigosos de Almahad, porque aqui está o último refúgio para quem quer semear morte e destruição! Será que os monstros antigos, escondidos nas dunas, resistirão ao ataque das guildas mais fortes de Arinar?
Estágio de Areias Mortais
Chegou a hora de limpar o deserto dos monstros, mas chegar perto dos Dune Horrors não é tão fácil; primeiro você precisa matar os líderes dos nômades que adoram os monstros como seus deuses!
Nesta fase, o objetivo da sua guilda são os monstros de elite, os líderes das tribos nômades de Blooming Kermek, Black Sun e Crooked Blade, que não permitirão que estranhos dominem seu território. Todos os monstros na área do evento terão status PvP, o que significa que levarão em consideração as características PvP do jogador.
Palco “Monstros das Areias Douradas”
Metade do caminho já foi concluído, mas o mais difícil está pela frente: derrotar Ashshfarnis, o Tentador, e Balvisar, o Narrador! Essas criaturas sobreviveram no deserto durante séculos e lutarão por suas vidas até o fim! Apresse-se e os governantes de Er-Sahil irão recompensá-lo generosamente!
Cuidado com o veneno de Ashshfarnis, o Tentador, que pode não apenas envenená-lo com suas toxinas por um longo tempo, mas também dificultar a cura! Além disso, de vez em quando o chefe atacará repentinamente um personagem individual, infligindo paralisia a todos que cruzarem seu caminho. Ao lutar contra Balvisar, o Narrador, lembre-se que os ecos revividos dos contos de fadas, convocados pelo chefe, estão prontos para esmagar a todos, sem exceção! E não se deixe enganar pela imobilidade de Balvisar, pois o chefe enfraquecido é capaz de ataques rápidos!
Condição de ativação: mate 50 monstros ou jogadores no território das Areias Douradas.
Horário de reinício: 16 horas após o término do evento.
Características dos monstros e chefes de Almahad
Na vastidão de Almahad, você enfrentará monstros perigosos e sem precedentes! O Deserto das Miragens tornou-se um refúgio não apenas para gênios, mas também para uma antiga raça de pessoas cobras. Além do povo escorpião, nas areias encharcadas de raiva do Reino Escorpião, também existem cabeças de cachorro cruéis. Mas um verdadeiro teste de força espera por você no deserto de Areias Douradas, porque os nômades do deserto das tribos de Kermek florescendo, Sol Negro e Lâmina Torta estão prontos para lidar impiedosamente com todos que pisarem em suas terras.
Os monstros na ilha da Liga Sem-Correntes aumentaram os indicadores de saúde, aumentaram as características de ataque e defesa, e todos os monstros no deserto Areias Douradas têm status PvP. Mas isso não é tudo! Os monstros e chefes de Almahad possuem habilidades especiais, como você não encontrará em outras partes de Arinar. Alguns deles são capazes de envenená-lo por um longo tempo com seus venenos, outros podem colocá-lo em hipnose assassina ou paralisá-lo e feri-lo gravemente. Diferentes tipos de monstros usarão certas habilidades com mais frequência do que outras: no Deserto das Miragens você encontrará hipnose com mais frequência, e no Reino Escorpião você encontrará paralisia, enquanto em diferentes modos de jogo você encontrará ambas as habilidades.
Nas batalhas com monstros na ilha da Liga Sem-Correntes, você não deve confiar apenas na sua experiência de combate existente e não deve ir para a batalha sozinho! Irmãos de armas confiáveis e a sabedoria das guildas de NPC, que você aprenderá com talentos únicos, o ajudarão a sobreviver e ter sucesso em qualquer batalha em Almahad.
Chefes do Deserto das Miragens
Síbaris, o Destruidor
Sybaris, a Destruidora, é metade mulher, metade cobra. O povo cobra a adora como uma divindade - o sangue antigo realmente flui em suas veias, o que dá a Sybaride um poder mortal. Poucos sobreviveram depois de conhecê-la, e ninguém conseguiu derrotá-la...
Shhal'khazi Ironscale
Shhal'khazi, apelidado de Ironscale, é o senhor da guerra invencível do povo serpente. O próprio Shhal'khazi vale um exército inteiro. O sabre o atinge sem perder o ritmo, e as escamas esmeraldas de Shhal'khazi são realmente mais fortes do que qualquer metal.
Akhanu-amut Três Sóis
Ahkhanu-amut, apelidado de Três Sóis, é amante de uma antiga família de gênios. Quando a guerra começou, ela recusou-se a juntar-se a qualquer um dos lados. Ahkhan-amut está sujeita a três pequenos luminares, e a partir de seus raios ela tece miragens destrutivas. A Luz dos Três Sóis é a luz da morte!
Chefes do Reino Escorpião
Orh’aru Chainer
Orkh'aru, o Acorrentador, é um devorador sanguinário da família com cabeça de cachorro. Os parentes temem e amaldiçoam Orkh'aru, e os escorpiões há muito tentam rastrear e derrotar a cabeça do cachorro, mas até agora em vão.
Abisai Rotwing
Abisai Rotwing é um lutador incomparável que matou centenas de escorpiões durante batalhas rituais. Abisai deleita-se com a morte de outros. Suas asas com garras exalam um fedor de decomposição, e sob uma máscara ele esconde seu rosto - terrível, como a própria morte.
Aneput Pastor dos Mortos
Aneput, chamado de Pastor dos Mortos, é uma antiga divindade que acompanha os que partiram ao reino dos mortos. Aneput corta os corpos com sua lâmina afiada para libertá-los das entranhas e esfrega-os com um bálsamo que os protege da decomposição. Depois de cair nas mãos dele, você não sairá vivo!
Chefes das Areias Douradas
Ashshfarnis, o Tentador
Ashshfarnis, o Tentador, é uma criação de pesadelo de uma cobra e uma aranha, antiga como o próprio deserto. Seu hálito pútrido está cheio de veneno, matando todos os seres vivos em quilômetros de distância.
Balvisar, o Contador de Histórias
Balvisar, o Narrador, é uma esfinge astuta e sábia, sob cuja máscara dourada se esconde o olhar azul da morte. As terríveis histórias do Narrador ganham corpo, transformando-se em gênios e carniçais, múmias e escorpiões...
Chefe de ataque “Demônio das Areias Douradas”
Nas ruas de Er-Sahil você ainda pode encontrar adivinhos que falam de um demônio do deserto que vive em ruínas no deserto Areias Douradas... Parece que será você quem terá que enfrentar este pesadelo vivo de os habitantes da ilha da Liga Sem-Correntes!
O Demônio das Areias Douradas é a personificação da gula bestial e da crueldade desumana. Sua comida vem de viajantes solitários, que ele atrai para seu covil no coração do deserto. Não existe e não existirá criatura mais terrível e mais feia nas Areias Douradas!
Quatro torres de areia protegem de forma confiável a paz do demônio, então primeiro você precisa esmagá-las todas sem deixar vestígios! Depois disso, você poderá atacar o chefe do ataque, mas lembre-se que o Demônio das Areias Douradas mudará suas táticas de batalha dependendo do seu nível de saúde. Além disso, dezenas de criaturas terríveis do deserto correrão para proteger o demônio enfraquecido, então esteja pronto para lutar!
Caravanistas
Existem cinco portões que levam ao deserto de Er-Sahil, de onde o NPC “Lideres de Caravana” o levará ao Deserto das Miragens ou ao Reino Escorpião em um instante. A localização das caravanas na cidade e nos setores de jogo é marcada no mapa com marcadores especiais. Ao viajar do deserto para a cidade, você pode escolher qualquer um dos cinco destinos disponíveis.
Conquistas
Existem 36 novas conquistas esperando por você no Almahad, 4 das quais serão lendárias! Aprenda talentos e ganhe reputação, lide com jogadores inimigos, derrote chefes, gaste dirhams de prata, explore tumbas e postos avançados, complete masmorras e realize outras atividades!
Música
Novos temas musicais tornarão a sua viagem pelo Almahad ainda mais atmosférica, então aumente o volume!
20ª Temporada de atividades
Logo após o lançamento da atualização, o jogo começará sua 20ª Temporada de Atividades! Explore Arinar completando missões diárias e semanais para ganhar recompensas especiais, incluindo uma nova forma de viajar!
E o Passe de Batalha irá ajudá-lo a experimentar plenamente o espírito de aventura com um ramo adicional de recompensas exclusivas, incluindo um novo traje!
Além disso, o seguinte está disponível para proprietários do Passe de Batalha:
slots adicionais com missões diárias e semanais;
uma célula adicional com recompensa ao completar todos os níveis;
acesso a armazéns pessoais e de guilda no menu de acesso rápido;
uma agradável oportunidade de mudar gratuitamente o seu penteado no seu cabeleireiro pessoal;
banco de conhecimento pessoal.
Aumentando o nível máximo do personagem
Com a descoberta das terras desconhecidas de Almahad, surgirá uma nova oportunidade para o desenvolvimento do seu herói! Com o lançamento da atualização 12.0, o nível máximo do personagem será aumentado para 34. Os requisitos para obter a conquista “Caminho do Herói IV” também serão atualizados, e os guerreiros mais indomáveis que atingirem o nível de personagem 34 primeiro poderão receber novos conquistas de classe lendárias!
Com o aumento do nível máximo do personagem, as seguintes categorias de níveis nos modos Arena foram expandidas para o nível 34:
níveis de categoria 29-32 nos modos 2x2, 3x3 e Templo dos selos 3x3;
níveis de categoria 18-32 nos modos 5x5, Crisol 3x3 e Crisol 4x4;
níveis de categoria 26-32 no modo Templo dos selos 4x4.
Para personagens nos níveis 33 e 34, as recompensas foram atualizadas em todos os modos Arena.
Ayvondil. Mudanças
Agora será mais fácil desenvolver as terras dos setores I e II de Ayvondil! Com a atualização 12.0, as missões para completar as masmorras “Jardim Corrompido” e “Cupinzeiro” não são mais necessárias para progredir no enredo.
Novo tipo de acessórios - Braceletes
Entre as inúmeras riquezas de Almahad você pode encontrar barceletes habilmente confeccionadas - acessórios com bônus e melhorias poderosas, cuja existência até agora estava escondida dos habitantes de outras ilhas... Com o lançamento da atualização 12.0, um novo tipo de acessório estará disponível em todo Arinar!
Além disso, uma nova profissão de artesanato, “Braceletes”, aparecerá no jogo, e dois novos slots para tarefas de artesanato estarão disponíveis - após atingir o nível 25 em qualquer profissão de artesanato, bem como em três profissões de artesanato.
Mas isso não é tudo! Junto com o lançamento da produção de um novo tipo de acessórios, os artesãos de Arinar terão a oportunidade de receber uma conquista regular e lendária por aprenderem a profissão “Braceletes” até o nível 26.
Atualizando a janela “Equipamento”
A janela “Equipamentos” do menu “Personagem” também sofrerá alterações. Em primeiro lugar, uma linha adicional de slots será adicionada - 2 slots para um novo tipo de acessório e 1 slot para um lacaio do personagem.
O slot “Lacaio” terá um estado ativo se você já tiver convocado um lacaio. Neste caso, o ícone do slot padrão será substituído por um ícone de lacaio, e clicar no slot abrirá uma janela de informações sobre ele. Se você não tiver um lacaio, clicar em um slot inativo permitirá que você convoque um assistente digno de sua bolsa ou diretamente da Loja de Milagres.
O bloco com informações sobre o personagem também foi redesenhado - um ícone de classe foi adicionado ao título da janela, e o nome da facção e da classe agora é exibido apenas em formato de texto e está localizado na parte superior da janela.
Com a atualização 12.0, o evento de guilda no território GvG “Invasão do Caos” no setor V de Ayvondil será temporariamente desativado e retornará posteriormente com mecânicas e recompensas atualizadas!
Por enquanto é tudo, e informações detalhadas sobre recompensas, presentes e outras mudanças estarão disponíveis no dia do lançamento.
Vejo você no teste aberto!
AGRINDO
-
Makyro reacted to Shboui in Guys lets see abt pala powerLink of YouTube
-
Makyro reacted to Nolan in [2023.08.25] Em desenvolvimento: Almahad, a Ilha da Liga Sem Corrente. parte IICaros amigos!
Primeiramente, gostaríamos de agradecer à comunidade Warspear Online pelo interesse e atenção ao processo de desenvolvimento da nova ilha! Desta vez, decidimos fornecer mais detalhes sobre as guildas não jogáveis de Almahad, que mencionamos brevemente antes. Recomendamos que você confira a primeira parte dos diários para entender completamente o tema, e agora, seja bem-vindo à continuação da narrativa!
Gostaríamos de lembrar que o projeto ainda está em desenvolvimento, o que significa que quaisquer elementos poderão estar sujeitos a alterações até o momento do lançamento.
O que são guildas não jogáveis?
Depois de explorar os magníficos palácios e as favelas dilapidadas de Er-Sahil, você estará apenas um passo mais perto de desvendar o mistério da borda do Sol Negro. Uma batalha feroz entre as principais guildas de Almahad se desenrolou pelo direito de possuir este artefato mais poderoso da ilha. Isso significa que a única maneira de adquirir o artefato é infiltrar-se em suas fileiras e coletar informações internas. Mas o que são guildas não jogáveis?
Guildas não jogáveis são coalizões especiais, cuja interação concede a você acesso a mecânicas e conteúdos de jogo exclusivos, não disponíveis fora da associação a essa guilda. Como mencionamos na primeira parte dos diários, você só pode ser membro de uma guilda não jogável por vez. Além disso, em Almahad, rivais de diferentes guildas do jogo podem fazer parte da mesma guilda não jogável.
Você poderá ingressar em uma guilda não jogável após completar o enredo da cidade e as missões introdutórias relacionadas à guilda. Você terá acesso a todas as missões introdutórias existentes para guildas não jogáveis simultaneamente – você pode escolher por onde começar primeiro.
No próximo lançamento, você terá a oportunidade de conhecer duas das cinco guildas não jogáveis – Guilda dos Aventureiros e Guilda dos Assassinos. Os registradores da guilda, aguardando novos recrutas em seus quartéis-generais no território de Er-Sahil, estão sempre prontos para atribuir a você uma missão especial de iniciação e, a partir daí, começa a parte mais emocionante!
Aventureiros e Assassinos
Conhecer qualquer uma das guildas não jogáveis promete aventuras verdadeiramente cativantes fora da capital! Como já sabem pelos diários anteriores, uma parte significativa da ilha de Almahad é coberta por um deserto - vasto, mas não sem vida. O deserto é dividido em setores de jogo, cada um com seu próprio enredo e habitantes únicos, e cada guilda não jogável terá seu próprio setor. Além disso, uma parte substancial das atividades acontecerá nas Areias Douradas – um extenso território PvP.
Completar as tarefas atribuídas a você pelos representantes da Guilda dos Aventureiros o levará ao Deserto Miragem - um habitat mágico de gênios, homens-cobra e um verdadeiro santuário de antiguidades! Os representantes desta guilda são verdadeiros exploradores, pois ganham acesso aos cantos mais escondidos de Almahad!
Guilda dos Aventureiros
A Guilda dos Aventureiros, fundada há muitos séculos, tem como objetivo a exploração da misteriosa ilha de Almahad e a busca por seus tesouros há muito perdidos. São os Aventureiros que guardam os segredos dos recantos escondidos da ilha, que estão dispostos a revelar apenas aos dignos. Os membros da guilda são guerreiros corajosos, curiosos e determinados, prontos para desafiar tanto o que está perdido nas areias quanto o que permanece escondido à vista de todos!
E se você decidir se juntar aos seus rivais - os Assassinos, então você se aventurará no Reino do Escorpião - uma terra de guerras sem fim, habitada por meio-humanos, meio-escorpiões e Cabeças de Cão, prontos para lutar contra todos que se atreverem a desafiar, para saciar sua sede de combate. Até os próprios Assassinos são “caçadores de cabeças” implacáveis e perigosos.
Guilda dos Assassinos
A Guilda dos Assassinos é especializada em assassinatos por encomenda por muito dinheiro. Os membros da guilda vivem em um mundo de sombras e enganos, um mundo que eles próprios construíram em grande parte. Cada um deles é um caçador talentoso, capaz de rastrear e atingir um alvo de qualquer nível, seja um bandido comum ou um nobre nobre. Somente aqueles que provarem sua coragem terão os portões da Guilda dos Assassinos abertos para eles; irmãos e irmãs irão recebê-los em suas fileiras para enfrentarem juntos o visível e o invisível!
Depois de ingressar em uma guilda não jogável, você ganha acesso a missões diárias e dinâmicas, masmorras dedicadas e eventos de guilda, chefe de ataque e progressão adicional no enredo desbloqueará acesso a histórias paralelas e missões nos setores de jogo de outras guildas. Além disso, você terá acesso a conteúdo exclusivo da sua guilda não jogável (forneceremos informações detalhadas abaixo).
Ao explorar a ilha, não se esqueça do clima rigoroso de Almahad - de vez em quando ocorrem poderosas tempestades de areia na ilha, que podem confiná-lo à capital Er-Sahil por um longo período!
Reputação com facções “Anciãos da Guilda”
Como se sabe, cada recém-chegado deve primeiro garantir o apoio dos membros mais respeitados da irmandade de combate. Em Almahad, você precisará ganhar o reconhecimento dos anciões da guilda construindo sua reputação com uma facção específica da guilda. A familiarização com a facção ocorrerá ao ingressar na guilda. A reputação pode ser conquistada completando missões diárias e dinâmicas, bem como através de diversas outras atividades, que não faltarão. Observe que se você sair de uma guilda não jogável, sua reputação atual com a facção dessa guilda será zerada!
Os pontos de reputação acumulados podem ser gastos no aprendizado de talentos das guildas não jogáveis, com cada guilda tendo uma árvore de talentos única.
Talentos de guildas não jogáveis
Esforçando-se para ganhar vantagem na luta pelo artefato, representantes das guildas mais poderosas de Almahad criaram um arsenal especial de habilidades e habilidades dentro de árvores de talentos. E para tornar a sua jornada por Almahad particularmente memorável, cada árvore de talentos será dividida em segmentos de mesmo tamanho, com marcadores de progresso especiais chamados “ranks”. Um rank se torna ativo quando você começa a aprender todos os talentos na linha horizontal à qual está conectada e permanece ativa permanentemente. É este rank ativo que permite manter o progresso do aprendizado de talentos no mesmo nível e acima do rank ao sair da guilda não jogável. Ao retornar à guilda não jogável, o progresso do aprendizado de talentos será restaurado ao nível do último rank ativo.
Mecânica única de guildas não jogáveis
Como mencionamos anteriormente, cada guilda não jogável terá suas próprias missões diárias e dinâmicas, além de outras atividades, bônus e melhorias, incluindo a árvore de talentos. Avançando em seu estudo, você descobrirá um talento especial que abre acesso a uma mecânica de guilda única. Esta mecânica se torna ativa e disponível para você assim que você aprende o talento relevante. Além disso, nos galhos da árvore você encontrará talentos que influenciam o funcionamento desta mecânica de guilda.
Para interagir com esta mecânica, você precisa ir para o território PvP de Areias Douradas – é onde o verdadeiro calor escaldante o aguarda! No entanto, você sempre pode reunir o apoio de seus aliados da sua guilda de jogo, que também podem receber recompensas por completar com sucesso a mecânica única da sua guilda não jogável, mesmo que não façam parte dela.
Mecânica dos Aventureiros – Tumbas
Para os aventureiros destemidos e incansáveis, exploradores de Almahad, o acesso será concedido a tumbas antigas contendo ricas recompensas! Apenas tenha em mente que em sua busca para encontrar a entrada para os tesouros subterrâneos, você precisará correr pelo deserto, e a rota para a entrada da tumba será única para cada aventureiro!
Após a descoberta da entrada da tumba, o aventureiro pode convidar seu grupo para completar uma mini-masmorra, mas lembre-se que a ação de entrada será por tempo limitado. A masmorra descoberta está vinculada ao aventureiro que a encontrou: se ele sair do grupo, a entrada da masmorra desaparece para todos os membros do grupo. No entanto, se houver vários aventureiros em um grupo que encontraram entradas de tumbas, seu grupo terá acesso a diversas tumbas com temporizadores de entrada ativos. Além disso, visitar as tumbas não consumirá a resistência do buscador. O procedimento de entrada nas tumbas, no entanto, permanecerá idêntico ao da entrada nas masmorras normais.
Cada tumba descoberta por um aventureiro será única, pois a formação do local, os monstros e o chefe da masmorra serão gerados aleatoriamente. Sua tarefa é limpar os corredores da tumba dos monstros dentro do tempo determinado, preenchendo a barra de progresso no topo da tela, derrotando o chefe da masmorra e lembrando-se de coletar as recompensas dos baús! A propósito, as recompensas nas tumbas serão atualizadas diariamente e, em um dia, você poderá receber até 5 recompensas.
Mecânica dos Assassinos - Postos Avançados
Os assassinos são verdadeiros mestres da furtividade, capazes não apenas de rastrear seu alvo, mas também de eliminá-lo rapidamente, sem ruídos desnecessários. A mecânica única da guilda dos assassinos permitirá que você aplique essas habilidades mortais na prática e se infiltre nos campos de bandidos no território de Areias Douradas!
O objetivo final de cada assassino serão os líderes dos bandidos - chefes com status PvP. Porém, primeiro é necessário coletar informações sobre sua localização. Bandidos comuns - monstros PvP, assim como outros assassinos que já coletaram as informações, detêm as "Informações" sobre os chefes. Ao derrotar outro jogador, um assassino obterá uma parte das “Informações” que reuniu. No caso de jogo em grupo, esta informação irá para o assassino que desferir o golpe final. Durante uma batalha em grupo com um monstro, as informações serão fornecidas a cada assassino do grupo e localizadas no local no momento da morte do monstro.
Somente o assassino pode coletar e acumular informações, mas qualquer membro do grupo pode ajudá-lo a lidar com monstros e outros assassinos. Assim que a quantidade necessária de 'Informações' for coletada (a barra de progresso, exclusiva de cada assassino, ajudará a rastrear o resultado), o assassino terá acesso à entrada da masmorra - a tenda do líder dos bandidos. Depois disso, o assassino pode iniciar a corrida na masmorra e convidar seu grupo. No entanto, lembre-se de que a ação de entrada será limitada no tempo.
A composição do grupo é fixada no momento da ativação da masmorra, para que o grupo possa prosseguir pela masmorra mesmo que o assassino iniciador deixe o grupo. A sequência de entrada para postos avançados difere das regras de entrada em uma masmorra normal. Em primeiro lugar, os membros do grupo podem não estar presentes no momento em que a masmorra é lançada no local – o assassino pode entrar diretamente na masmorra para evitar ataques inimigos, e os membros do grupo podem juntar-se mais tarde. Além disso, o assassino que abre a masmorra não precisa ser o líder do grupo, e os membros do grupo podem entrar e sair livremente do posto avançado dos bandidos. Além disso, visitar os postos avançados não consumirá o vigor do explorador.
Dentro do posto avançado dos bandidos não perca tempo, pois você precisará eliminar o líder dos bandidos (e às vezes até vários) dentro do tempo alocado! Para isso cada jogador dentro da masmorra receberá uma recompensa garantida e terá acesso a um baú com recompensas aleatórias. As recompensas nos postos avançados serão atualizadas diariamente e, em um dia, você pode receber até 5 recompensas.
A competição entre guildas não jogáveis em Almahad está apenas começando a aumentar... Talvez você consiga mudar o equilíbrio e ganhar o maior respeito dos anciões das guildas não jogáveis? Descobriremos em breve...
O lançamento da nova ilha está previsto para o final de setembro de 2023.
Vejo você na vastidão de Arinar!
AGRINDO
-
-
Makyro reacted to Bladesharp in [2023.06.23] 15 interesting facts about the Arinar Universe in 15 years of Warspear Online history!The rarest items were the friends we met along the way
-
Makyro reacted to Strymor in Farm placesCurrently the game does not have quiet farming points for high levels such as an average level 20, it can farm gold in will-o'-the-wisp, level 32 does not have monsters with that quality that drop a slightly higher amount. Many will say that the farming is the bosses, but in the end it is a lie, most of these map 4 bosses are besieged because they are the object of missions, whether they are from the pass or from the same city, and bosses like Dany hook are occupied either by +10 people from the same faction or by +10 enemies, it is very difficult to progress when there is no peaceful place where people can farm even with limited time. With some friends we talked the other day about how it would be good to have a dungeon or a tower where only you could enter and you will find certain bosses that only you could kill, a certain number of times per day, and that no one else could enter or if you could in a group , but in the event that it was a place where you could farm your gold and objects quietly, let's remember that not everyone has the willingness to be stuck all day waiting for a boss or mini-boss to be free. AIGRIND we want more places for high lv to farm, and more bosses to farm, boss tower, or boss dungeon where the enemy faction can not go to bother and so there are more opportunities to make gold, there are many ideas and things to do the game is less monotonous and much better, which in itself is already an excellent game, but the heavy environment is lived by the players, there are people who get frustrated because they are not taken to the dungeons or they are not given a guild because they do not make arena but They don't have gold to buy tickets. Help us create a peaceful high level farming place Thank you
-
Makyro reacted to Immortal in [2023.06.03] Update Warspear Online 11.4: 15 years of adventures. Announcement. Part 2Nice remake but when can we get 60 fps ? I think it's time
-
I would like to make one genuine request to the Devs. Please make knowledge grinding easier:
Perhaps raising the limit of daily knowledge from quests and dungeons permanently. Maybe it is also time to remove the daily quest stack limit of 50, not infinite but possibly reasonable number like 75-100. Maybe add more daily quests (return of some of the removed ones, and some original new ones?)
For all players:
-
More and more talents will ruin the game, there will be fewer and fewer new players, and old players will gradually leave. No one likes to spend a lot of time collecting a lot of knowledge points. Why don't you develop some simple gameplay, why don't you make changes in the gameplay? What's the point of always increasing the value of character attributes?
-
Dear friends!
The 15th anniversary of the confrontation between the forces of the Sentinels and the Legion is approaching! Over all these years, the rivalry between the Alliances and their incessant struggle for leadership has inevitably changed the amazing and diverse world created by the White Wanderer. Now, Arinar is on the verge of epochal events, and every warrior is capable of changing the course of history! On the eve of the upcoming trials, the sages are revealing new powers to the defenders of Arinar, enclosed in a tree of class talents. It's time to find out what secrets of power are hidden in the continuation of the tree!
Basic talents
The continuation of the talent tree will differ depending on the role of the class. In addition to bringing talents with new mechanics in the continuation of the tree, full study of all incoming talents will allow you to unlock access to three talent branches that are unique to each class (talent branches will be discussed in more details below). Moreover, some basic talents will be part of the talent branches and will be located uniquely for each branch of each class.
Damage dealing
Classes: Ranger, Blade Dancer, Seeker, Mage, Warlock, Reaper, Rogue, Hunter, Chieftain, Beastmaster
Tanking
Classes: Paladin, Warden, Death Knight, Barbarian
Hybrid tanking
Classes: Templar, Charmer
Supporting
Classes: Priest, Necromancer, Shaman, Druid
Offensive talents
Fuse of Hatred
Increases the amount of aggression generated by the character when dealing damage by 5 \ 10%.
Predator's Rage: Rank I
Increases the character's damage against Normal, Strong and Elite class monsters by 1 \ 1.5 \ 2%.
Predator's Rage: Rank II
Increases the character's damage against mini-bosses, bosses and raid bosses by 1 \ 1.5 \ 2%.
Continuous Penetration
Increases the penetration of character skills that deal periodic damage by 0.25 \ 0.5 \ 0.75%.
Instant Penetration
Increases the penetration of character skills that deal instant damage by 0.25 \ 0.5 \ 0.75%.
Critical damage: Rank I
Increases the character's “Critical Damage Strength” parameter by 0.5 \ 0.75 \ 1 \ 1.25 \ 1.5%.
Critical damage: Rank II
Increases the character's “Critical Damage Strength” parameter by 0.75 \ 1 \ 1.25 \ 1.5 \ 1.75%.
Controlled Weakening
Increases the duration of negative effects, except for control effects, which are applied by the character to monsters by 1.5 \ 3 \ 4.5%.
Controlled Obedience
Increases the duration of control effects, which are applied by the character to monsters by 1.5 \ 3 \ 4.5%.
Broken Fortification
Each successful character's basic attack inflicts the “Broken Fortification” debuff on the enemy for 7 sec. The effect reduces the monster's physical and magical defense by 1.5 \ 3 \ 4.5%.
Increased Penetration
Increases the character's maximum “Penetration” parameter by 0.5 \ 1 \ 1.5%.
Increased Ferocity
Increases the character's maximum “Ferocity” parameter by 1 \ 1.5 \ 2%.
Strength Test
Increases the character's damage against monsters with a level of health above 70% of the maximum by 1.5 \ 3 \ 4.5%.
Killing Blows
Increases the character's damage against monsters with health below 30% of the maximum by 1.5 \ 3 \ 4.5%.
Critical Hit: Rank III
Increases the character’s “Critical Hit” parameter by 0.75 \ 1 \ 1.25%.
Accuracy: Rank III
Increases the character’s “Accuracy” parameter by 0.75 \ 1 \ 1.25%.
Attack Speed: Rank III
Increases the "Attack Speed" parameter for the character by 0.75 \ 1 \ 1.25 \ 1.5%.
Penetration: Rank III
Increases the "Penetration" parameter of the character by 0.75 \ 1%.
Skills Cooldown: Rank III
Increases the "Skills Cooldown" parameter for the character by 0.75 \ 1 \ 1.25 \ 1.5%.
Power Attack: Rank III
Increases character’s physical and magical power by 0.75 \ 1 \ 1.25%.
Defensive talents
Predatory Restraint: Rank I
Reduces incoming damage to the character from the skills of Normal, Strong and Elite class monsters by 1 \ 2 \ 3%.
Predatory Restraint: Rank II
Reduces incoming damage to the character from the skills of mini-bosses, bosses and raid-bosses by 1 \ 2 \ 3%.
Natural Stubbornness
Reduces the duration of negative effects, with the exception of control effects applied to the character, by 1 \ 2 \ 3%.
Natural Resistance
Reduces the duration of control effects, applied to the character by 1 \ 2 \ 3%.
Complicity
Increases the duration of buffs from skills applied to the character by 1 \ 2 \ 3%.
Blocking: Rank I
Increases the character's "Block" parameter by 0.25 \ 0.5 \ 0.75%.
Blocking: Rank II
Increases the character's "Block" parameter by 0.5 \ 0.75 \ 1%.
Parry: Rank I
Increases the character's “Parry” parameter by 0.25 \ 0.5 \ 0.75 \ 1%.
Parry: Rank II
Increases the character's “Parry” parameter by 0.5 \ 0.75 \ 1 \ 1.25%.
Temper Suppression
Each character's successful auto-attack against a monster inflicts the “Temper Suppression” debuff on it for 7 sec. The effect reduces the monster's physical and magical power by 1 \ 1.5 \ 2%.
Resistance: Rank I
Increases the character's “Resistance” parameter by 0.25 \ 0.5 \ 0.75%.
Resistance: Rank II
Increases the character's “Resistance” parameter by 0.5 \ 0.75 \ 1%.
Inconspicuous Attack
Reduces the amount of aggression generated by characters when dealing any damage by 5 \ 10%.
Inconspicuous Healing
Reduces the amount of aggression generated by the character when healing with skills by 5 \ 10%.
Self-Defense
Increases the character's physical defense in combat with monsters by 1.5 \ 3 \ 4.5%.
Increased Blocking
Increases the character's maximum allowed “Block” parameter by 0.5 \ 1%.
Increased Parry
Increases the character's maximum “Parry” parameter by 0.5 \ 1 \ 1.5%.
Increased Resilience
Increases the character's maximum “Resilience” parameter by 0.5 \ 1 \ 1.5%.
Increased Evasion
Increases the maximum value of the character's "Dodge" parameter by 1 \ 2 \ 3%.
Second wind
Restores 1 \ 2 \ 3% of the character's maximum health every 7 sec. if the character's health drops below 50% of the maximum health.
Revive the Spirit
Restores 2 \ 4 \ 6% of the maximum energy to the character every 7 sec. if the character's energy level drops below 50% of the maximum.
The power of healing
Increases healing power from character skills by 1 \ 2 \ 3%.
Stamina: Rank III
Increases maximum health of the character by 0.75 \ 1 \ 1.25 \ 1.5%.
Evasion: Rank III
Increases the “Dodge” parameter for a character by 0.75 \ 1 \ 1.25%.
Solidity: Rank III
Increases the character's "Solidity" parameter by 0.75 \ 1%.
Wisdom: Rank III
Increases maximum character energy by 1.5 \ 2 \ 2.5 \ 3%.
Energy regeneration: Rank II
Increases the character's “Energy Regeneration” parameter by 2 \ 3 \ 4 \ 5 pts.
Health Regeneration: Rank II
Increases the character's “Health Regeneration” parameter by 6 \ 9 \ 12 \ 15 pts.
Common
Stellar Blessing
Character receives an additional skill development point.
Talent branches
Talent branches are special sections within the talent tree that enhance certain class abilities. By choosing and developing one of the three available talent branches, you can not only strengthen your character and make it more effective in various game areas, but also adapt it to your chosen play style.
The study of talent branches becomes available as soon as all incoming talents are studied. You can activate one of the branches in the dialog box that appears after clicking on the branch icon. After confirmation of activation, the descending talents of the selected branch become available for research. At the same time, you can study and develop only one of the three talent branches, and you can change the talent branches in the inactive branch dialog box.
When changing the branch, all the talents learned in the deactivated branch will become inactive, but the progress of the learned talents will remain. In addition, to change the branch you will need a certain amount of knowledge. The specific cost of changing a branch is calculated depending on the cost of all the studied talents in the activated branch. The current status and condition of the branch will be indicated by the color indication of the frames of the icons of the branch and talents.
Chosen
Paladin
Branch “Retribution”
Paladins of “Retribution” branch are both a reliable support for their allies and a fighting force that strikes fear into the hearts of their enemies.
Lesser talents
Heavenly Light+
Increases skill power gain from character's magical damage by 2 \ 4 \ 6%.
Harad's Call+
Increases skill power gain from character's magical damage by 8%.
Purifying+
Increases the gain of the strength of the periodic damage from the character's magic damage by 1 \ 2 \ 3%.
Sun Seal+
Increases skill power gain from character's magical damage by 8%.
Key Class Talents
Inextinguishable candle
The "Light Aura" skill additionally restores health to the character and all party members every 2 sec. at a rate of 8% of the healing received by any member of the group under the effect during this time.
Faith reward
All character skills that deal damage have a 15% chance to additionally inflict the "Faith reward" debuff on the enemy for 8 sec. The effect deals magic damage equal to 20% of the character's magic power every 2 sec. The maximum number of effects from the talent on a single target is 5.
Branch “Holy Warrior”
Seeing the shine of the armor of the “Holy Warrior” Paladin, any enemy realizes that he is facing a dangerous opponent. Raising his banner, the Paladin proudly resists any onslaught.
Lesser talents
Paladin's Prayer+
Increases skill healing strength by 2 \ 4 \ 6%.
Repellent Strike+
Increases the effect duration of the skill by 0.5 sec.
Purifying+
Increases skill power gain from character's physical damage by 2.5 \ 5 \ 7.5%.
Inner Forces+
Increases skill effect strength by 0.2%.
Key Class Talents
Anger concentration
Now the maximum number of player targets and monster targets of the “Harad's Banner” skill is 1. Now the Banner deals physical damage depending on the character’s physical strength and is more likely to attack the same target as the character. Skill damage increased by 15%.
Sanctified armor
Increases the character's maximum health by 1% for every 600 pts. of physical protection.
Branch “Bastion of Faith”
Steadfastly enduring the burden of frontline battles, Paladins of the “Bastion of Faith” branch will not abandon a weakened ally and become a reliable cover for him.
Lesser talents
Heavenly Light+
Increases the skill power gain from the character's magical damage by 2 \ 4 \ 6%.
Sun Seal+
Increases the healing power of the skill by 2%.
Harad's Banner+
Increases skill effect strength by 1 \ 1.5 \ 2%.
Light Defense+
Increases skill effect strength by 4%.
Key Class Talents
Unbroken Spirit
The skill "Inner Forces" additionally increases the "Block" parameter by 5% and by 0.5%, depending on the missing health.
Intercession
Restores health to the character and an ally, primarily party members, within 5 yards equal to 100% of the character's magic power when blocking or parrying an attack, but no more than once every 1 sec.
Mage
Branch “Pyromancy”
By mastering the power of fire, “Pyromancy” Mages have become an unstoppable offensive force capable of crushing anyone.
Lesser talents
Fire Ball+
Increases skill power gain from character's magical damage by 3 \ 6 \ 9%.
Roaring Flame+
Increases skill effect strength by 2%.
Aura of Fire+
Increases skill power gain from character's magical damage by 1 \ 2 \ 3%.
Blazing Ground+
Increases skill power gain from character's magical damage by 2%.
Key class talents
Magma block
The “Frostbolt” skill now applies the “Incineration” debuff to the enemy instead of “Icing”. This effect reduces “Skill Cooldown” parameter by 35%. The skill now deals 15% increased damage against enemies affected by the “Blazing Ground” skill.
Pyromaniac
“Fire Ball”, “Blazing Ground”, “Roaring Flame”, “Aura of Fire”, and “Frostbolt” skills deal 50% increased critical damage and a guaranteed critical strike against targets at or above 90% health.
Branch “Secret Magic”
Mages of the “Secret Magic” branch change reality to achieve their goals. Entering into battle with them, you should not believe your eyes.
Lesser talents
Ethereal Barrier+
Increases the duration of the skill's effect by 0.1 sec.
Time Warp+
Increases skill power gain from character's magical damage by 2.5 \ 5 \ 7.5%.
Ennoblement+
Increases the duration of the skill's effect by 0.1 \ 0.2 \ 0.4 sec.
Illusory Chains+
Increases skill knockback range by 1 yard.
Key class talents
Accumulation
When using the “Time Warp” skill, it applies the effect of the “Ethereal Barrier” skill to the character. The duration of the action and its strength depend on the level of development of the skill "Ethereal Barrier".
Space manipulation
Apply the “Space Manipulation” buff on the character for 12 sec. when using “Time Warp”, “Illusory Chains”, “Ethereal Barrier”, “Dragon Eye”, “Ennoblement”, and “Magic Ban”. The effect increases the character's magical power by 6%. Every 3 sec. bonus to magic power is increased by 2%, up to a maximum of 18%. Getting the effect again refreshes its duration.
Branch “Geomancy”
Possessing a wide range of skills, the Mages of the “Geomancy” branch are universal combat units capable of both increasing their offensive potential and strengthening their defense.
Lesser talents
Sun Armor+
Increases skill effect strength by 2 \ 4 \ 6%.
Shattered Stone+
Increases skill power gain from character's magical damage by 7%.
Frostbolt+
Increases skill effect strength by 5%.
Fire Ball+
Increases skill power gain from character's magical damage by 3 \ 6 \ 9%.
Key class talents
Runic Boulder
The skill "Fire Ball" additionally inflicts the negative effect "Blunt Wounds" on the enemy for 16 sec. The effect reduces movement speed by 8% and physical and magical defense by 5%. When an enemy gains 3 stacks, the effects are combined into one powerful “Open Fracture” debuff for 16 sec. The effect reduces movement speed by 40% and physical and magical defense by 20%. An opponent affected by the “Open Fracture” effect cannot receive the “Blunt Wounds” effect.
The magic of nature
When using “Overload”, “Frostbolt”, “Fire Ball”, “Shattered Stone”, “Sun Armor” skills, the character will randomly gain the “Rose Lethality” buff, the “Sakura Flexibility” buff, or the “Lily's Innocence” buff by 12 sec. The “Lethality of the Rose” effect increases the damage of instant damage skills by 10%. The “Sakura Flexibility” increases “Skill Cooldown” parameter by 18%. The “Lily's Innocence” buff increases maximum health by 8%. Getting the effect again refreshes its duration.
Priest
Branch “Serving the Light”
Saving the lives of comrades is the main and only goal of the Priests of the “Service the Light” branch. Warriors who sacrifice themselves in battle can always be sure that the righteous light will illuminate their path forward.
Lesser talents
Healing Touch+
Increases skill power gain from character's magical damage by 2.5 \ 5 \ 7.5%.
Redemption+
Increases the amount of debuffs the skill removes from the character and allies by 1.
Punishment of the Light+
Increases the duration of the skill's effect by 0.2 \ 0.4 \ 0.6 sec.
Harad’s Tears+
Increases skill power gain from character's magical damage by 7.5%.
Key class talents
Confession
“Valor Aura” skill additionally removes a debuff from one party member every 5 sec. The effect's trigger frequency is reduced by 0.5 seconds. for each member of the group with the effect of the skill.
Make it Before Sundown
Increases the "Skill Cooldown" parameter by 15% and by another 1% for each 10% of the missing health of the maximum health of each of the party members who are in the same location with the character.
Branch “Inquisition”
Righteous punishment with burning light will overtake the enemy, which will stand in the way of the Priests of the “Inquisition” branch.
Lesser talents
Harad’s Tears+
Increases skill power gain from character's magical damage by 2.5 \ 5 \ 7.5%.
Payback+
Increases skill power gain from character's magical damage by 10%.
Gods' Help+
Increases the effect of a skill that increases the target's “Critical Damage” parameter by 1 \ 2 \ 3%.
Mystic Mark+
Increases skill power gain from character's magical damage by 9%.
Key class talents
Aegis of Sin
Now the skill "Mystic Mark" does not reduce the physical and magical defense of the target, but additionally deals damage when the effect is applied. Skill damage reduced by 25%.
Drunk with Light
Increases the damage of all instant damage skills by 15%. Apply the “Drunk with Light” buff on the character for 14 sec. when an enemy dodges an auto-attack or a skill attack that deals instant damage. The effect increases the "Accuracy" parameter by 12%.
Branch “Sacred Fury”
In addition to helping the wounded, “Sacred Fury” Priests are able to enchant the blades of their brothers-in-arms with the withering power of righteous anger.
Lesser talents
Harad’s Tears+
Increases skill power gain from character's magical damage by 2.5 \ 5 \ 7.5%.
Valor Aura+
Increases skill effect strength by 2%.
Armistice+
Increases skill effect strength by 1 \ 2 \ 3%.
Punishment of the Light+
Increases skill power gain from character's magical damage by 8%.
Key class talents
Punishment by Pain
While affected by “Valor Aura” skill, all party members have a 30% chance to deal an additional 20% of the character's magical strength when attacking or using an Instant Damage skill.
Uplift
Increases the character's magical strength by 15% for 6 sec., after which the bonus to magical strength decreases by 1.5% every 2 sec. When the bonus to magical strength reaches 0%, the maximum bonus is applied. The frequency of reduction of the bonus is reduced by the "Skill Cooldown" parameter.
Seeker
Branch “Steel Storm”
Like unstoppable wind flows, a flurry of cleaving blows from Seekers of the “Steel Storm” branch falls upon the enemy.
Lesser talents
Exacerbation+
Increases the effect of a skill that increases a character's “Attack Strength” parameter by 1%.
Inspiration+
Increases the effect of a skill that increases a character's “Attack Speed” parameter by 1 \ 1.5 \ 2%.
Sun Power+
Increases the effect of a skill that increases a character's “Critical Damage” parameter by 1 \ 2 \ 3%.
Inner Rage+
Increases skill effect strength by 2%.
Key class talents
Steel Slicer
The “Inspiration” skill additionally allows an auto-attack with a 10% chance to deal 15% more damage and ignore the enemy's physical and magical defense.
Battle potential
Every 6 non-critical auto-attack deals double damage. The number of noncritical attacks for double damage is reduced by 1 per active permanent skill, up to a maximum of 3.
Branch “Ruthlessness”
When fighting “Ruthless” Seekers, you need to be careful, otherwise you will get mortal wounds before you understand anything.
Lesser talents
Exacerbation+
Increases the effect of a skill that increases a character's physical strength by 2%.
Dangerous Blow+
Increases the gain of periodic damage from the skill from a character's physical damage by 1.5 \ 3 \ 4.5%.
Splitting Blow+
Increases skill power gain from character's physical damage by 1 \ 2 \ 3%.
Bloodthirst+
Increases skill healing strength by 2%.
Key class talents
Scarlet Blade
With a 20% chance the “Exacerbation” skill additionally applies the “Bleeding” debuff to the enemy for 8 sec. when auto-attacking or attacking with a skill that deals instant damage. The effect deals physical damage equal to 15% of the character's physical strength every 2 sec. The maximum number of effects from the talent on a single target is 5.
Blood Ablution
Reduces the duration of the DOT-damage effects from “Dangerous Blow”, “Splitting Blow”, and the “Scarlet Blade” talent by 25%, and increases the frequency of damage dealt by 40%.
Branch “Righteous Fury”
Seekers of the “Righteous Fury” specialization have high combat potential and excellent defense even when close to death.
Lesser talents
Inner Rage+
Increases skill effect strength by 1 \ 1.5 \ 2%.
Harad's Shield+
Increases the effect of a skill that reduces incoming damage against a character by 0.5%.
Disappearance+
Increases the duration of the “Stun” effect from a skill by 0.5 sec.
Splitting+
Increases skill power gain from character's physical damage by 3 \ 6 \ 9%.
Key class talents
Harad's Support
Increases the duration of the effect from the “Harad's Shield” skill, which reduces incoming damage against the character, by 1 sec. when the character receives a negative effect, but no more than 4 sec.
Inner Harmony
With a chance equal to the percentage of missing health from the maximum, reduces the energy cost of using the skill by 100% and applies the “Inner Harmony” buff to the character for 8 sec. Getting an effect again increases its power and refreshes its duration. This effect increases the “Skill Cooldown” parameter by 5% to a maximum of 30%.
Templar
Branch “Stronghold of faith”
Templars of the “Stronghold of Faith” specialization are not only able to survive in the harshest corners of Arinar, but also to repel the enemy.
Lesser talents
Whirlwind of Repentance+
Increases skill power gain from character's physical damage by 2 \ 4 \ 6%.
Harad's Teachings+
Increases skill power gain from character's physical damage by 5%.
Sucker Punch+
Increases the duration of the skill's effect by 0.5 sec.
Heaven's Power+
Increases the effect of a skill that increases a character's “Block” parameter by 0.5 \ 1 \ 1.5%.
Key class talents
Furious Protector
Now the damage of the monster summoned by the "Particle of Life" skill is calculated from the physical strength of the character, and the range of its attack is increased by 2 yards. Instant skill damage reduced by 50%.
Heavenly Anvil
Increases the character's “Accuracy” parameter by 60% of the character's “Block” parameter. When you block any attack, apply the “Sky anvil” buff to your character for 12 sec. This effect increases the “Block” parameter by 1.5%. Getting the effect again increases its power to a maximum of 7.5% and refreshes its duration.
Branch “Keeper of Oaths”
Experienced warriors say that they are alive only thanks to the Templars of the “Keeper of Oaths” specialization. They are able to heal even the most terrible wounds without losing combat effectiveness.
Lesser talents
Blame+
Increases skill power gain from character's magical damage by 3 \ 6 \ 9%.
Combat Support+
Increases skill effect strength by 25%.
Harad's Teachings+
Increases skill healing power by 1.5 \ 3 \ 4.5%.
Heaven's Power+
Increases the effect of a skill that increases a character's “Penetration” parameter by 1%.
Key class talents
Wisdom of overcoming
Now the healing from the skill "Harad's Teachings" works even if the "Stun" effect was ignored.
Divine Intent
The character is afflicted with the “Divine Intent” buff for 8 sec. when using any skill. This effect increases the “Skill Cooldown” parameter by 12%. Reapplying an effect increases its power to a maximum of 40% and refreshes its duration.
Branch “Tactician”
Templars of the “Tactician” specialization provide an unparalleled advantage on the battlefield, with skillful control of space and gravity.
Lesser talents
Deity Statue+
Increases the amount of damage taken by the statue placed by the skill by 1 \ 2 \ 3%.
Mantra of Healing+
Increases skill effect strength by 0.5%.
Touch of Truth+
Increases the duration of the effect from a skill by 0.2 \ 0.4 \ 0.7 sec.
Reverse Flow+
Increases the duration of the “Stun” effect from a skill by 0.2 sec.
Key class talents
Force Inversion
Now the effect of the skill "Reverse Flow" moves enemies to the center of the vortex zone. Periodicity of skill trigger increased by 15%.
Blessed Step
When the character is moved by a skill, or when a character moves an enemy with a skill, or an enemy moves a character with a skill, the character gains the “Illuminated Step” buff for 10 sec. Getting an effect again increases its power and refreshes its duration. This effect increases healing received by 3% to a maximum of 15% and “Penetration” parameter by 2% to a maximum of 10%.
Firstborn
Blade Dancer
Branch “Dancer on the Wind”
Like the claws of a wild beast, “Dancer on the Wind” Blade Dancers slashes through the armor and flesh of enemies in a ceaseless dance.
Lesser talents
Enlightenment+
Increases the effect of a skill that increases a character's “Penetration” parameter by 1%.
Strike Hurricane+
Increases the effect of a skill that increases a character's “Attack Speed” parameter by 1 \ 1.5 \ 2%.
Blades' Power+
Increases the effect of a skill that increases a character's “Attack Strength” parameter by 0.5 \ 1 \ 1.5% for each equipped dagger.
Mark of the Blade+
Increases skill healing power by 0.5%.
Key class talents
Sharpened Blades
The "Strike Hurricane" skill additionally increases the parameters "Critical Hit" by 6% and "Critical Damage" by 15%.
Blade Dance
Increases the critical damage of an auto-attack by the value of “Attack Strength” parameter at a chance equal to the value of the “Critical Hit” parameter. The effect does not trigger more than once every 2 attacks.
Branch “Unrestrained Onslaught”
The Blade Dancers of the “Unrestrained Onslaught” specialization cut through the enemy formation with perfected maneuvers, not allowing the enemy to come to their senses. The assault power of forest warriors is almost impossible to stop.
Lesser talents
Flash Strike+
Increases skill power gain from character's physical damage by 8%.
Enlightenment+
Increases the effect of a skill that increases a character's “Skill Cooldown” parameter by 1 \ 2 \ 3%.
Vortex Blade+
Increases skill power gain from character's physical damage by 2 \ 4 \ 6%.
Blades' Power+
Increases the strength of the effect of the skill that increases the character's physical strength for each one-handed sword and one-handed axe equipped by 1.25%.
Key class talents
Lightning Slice
The “Sonic Boom” skill applies an additional “Bleeding” effect to enemies. “Bleeding” effect duration reduced by 3 sec.
Strike Onslaught
Each skill on cooldown increases skill damage by 2.5% for each one-handed sword or one-handed axe equipped, but not more than 20%.
Branch “Featherlike Agility”
The reflexes of the Blade Dancers of the “Featherlike Agility” specialization trained over the years, made it possible to notice danger, and the skill of wielding blades to avoid it at any distance.
Lesser talents
Spirit of Resistance+
Increases the duration of the skill's effect by 0.5 \ 1 \ 1.5 sec.
Rush+
Increases the duration of the “Stun” effect from a skill by 0.4 sec.
Parry+
Increases skill effect strength by 1%.
Sonic Boom+
Increases skill power gain from character's physical damage by 1 \ 2 \ 3%.
Key class talents
Weakness Supression
With a 10% chance for each negative effect on the character, but not more than 50%, the effect of the “Spirit of Resistance” skill will not be removed from the character when ignoring control effects.
Virtuoso
Reduces damage taken from ranged basic attacks and ranged instant damage attacks by 40% with a chance equal to “Parry” parameter.
Ranger
Branch “Masterful Cannonade”
“Masterful Cannonade” Rangers' movements are so smooth and precise that their lightning-fast shots leave enemies with no choice but to die.
Lesser talents
Ranger's Blessing+
Increases the duration of the skill's effect by 1 \ 1.5 \ 2 sec.
Bitterness+
Increases the effect of a skill that increases a character's “Attack Speed” parameter by 0.4%.
Point Shooting+
Increases the effect of a skill that increases a character's physical strength by 1 \ 1.5 \ 2%.
Piercing anger+
Increases the effect of a skill that increases a character's “Critical Damage” parameter by 0.75%.
Key class talents
Flexible Bowstring
The “Ranger's Blessing” skill now only triggers on auto-attacks, and the chance to deal additional damage is increased to 100%. Skill damage reduced by 70% and increased by the value of the "Attack Strength" parameter.
Spearhead Onslaught
Apply to the character the “Peaked assault” buff on a successful auto-attack. The effect persists on the character for 12 sec. after leaving the combat. This effect increases “Attack Strength” parameter by 2% on each successful auto-attack, up to a maximum of 20%.
When using “Powerful Shot”, “Fire Arrows”, “Hail of Arrows”, “Bow Strike”, or “Vengeful Shot”, the effect is removed.
Branch “Massive Bombardment”
Rangers of the “Massive Bombardment” specialization rely on high-tech weapons in combat that can shoot far and quickly, dealing massive damage to enemies.
Lesser talents
Powerful Shot+
Increases skill power gain from character's physical damage by 2 \ 4 \ 6%.
Hail of Arrows+
Increases skill power gain from character's physical damage by 7.5%.
Point Shooting+
Increases the effect of a skill that increases a character's physical strength by 2%.
Vengeful Shot+
Increases the gain of periodic damage from the skill from a character's physical damage by 1 \ 2 \ 3%.
Key class talents
Bullseye
Increases the damage of “Powerful Shot” skill by 3% for every 10% of the target's current health from maximum.
Heavy Artillery
Reduces “Attack Speed” parameter by 50%, but in return increases “Skill Cooldown” parameter by 1.5% for each percentage of “Attack Speed” parameter lost. For every 5% “Attack speed” parameter lost, skill damage is increased by 3%.
Branch “Anomalous Elusiveness”
Unthinkable agility is in the hands of Rangers of the “Anomalous Elusiveness” specialization. The enemy does not really have time to aim and strike, as the agile elf is already standing behind him.
Lesser talents
Evasion+
Increases the duration of the skill's effect by 0.5 \ 1 \ 1.5 sec.
Bitterness+
Increases the effect of a skill that increases a character's “Dodge” parameter by 0.4%.
Scatter Shot+
Increases the duration of the skill's effect by 0.5 sec.
Ranger's Blessing+
Increases the duration of the skill's effect by 1 \ 1.5 \ 2 sec.
Key class talents
Quick Reaction
The effect of the "Evasion" skill additionally applies the "Quick Reaction" buff to the character after the character takes damage from 5 successful auto-attacks or attacks with skills, that deal instant damage. If the character's health level is below 50% of the maximum, then the number of attacks to apply the effect is reduced by 2.
Detoxication
Removes 1 negative effect from the character, except for control effects, when dodging any 4 enemy attacks. If the character's health level is below 50% of the maximum, then it removes a negative effect, including the control effect. Control effects are removed in priority. The effect does not trigger more than once every 4 sec.
Druid
Branch “Forest Generosity”
The elders of the Elven forests have strengthened the bonds of their people with the forests of Melvendil, deeply worshiping the power that dwells there. It was the Druids of the “Forest Generosity” specialization who had the honor of passing this power on to their brothers.
Lesser talents
Healing Dew+
Increases skill power gain from character's magical damage by 1 \ 2 \ 3%.
Invigorating Stream+
Increases the effect of a skill that increases “Skill Cooldown” parameter on character and allies by 2%.
Patronage of the Forest+
Increases skill healing strength by 1.5 \ 3 \ 4.5%.
Healing Barrier+
Increases skill effect strength by 6%.
Key class talents
Insight
Now the effect of the skill "Secret Link" does not restore health, and its duration is reduced by 6 sec. Now the bonus to the parameter "Penetration" does not decrease with each subsequent target.
Myriads of the Forest
Increases the physical and magical power of all party members by 1.5% for every 2 active buffs applied by the character on the party members.
Branch “Angered Spring”
Elven waters can both heal deadly diseases and be a formidable weapon in the hands of “Angered Spring” Druids.
Lesser talents
Elemental Support+
Increases the skill power of the character's magical strength by 5%.
Lightning Blot+
Increases skill power gain from character's magical damage by 2 \ 4 \ 6%.
Entangling Roots+
Increases the duration of the skill's effect by 0.5 sec.
Insect Swarm+
Increases skill power gain from character's magical damage by 1 \ 2 \ 3%.
Key class talents
Elemental Fury
The skill "Forest Song" no longer applies the "Sleep" debuff to enemies. Instead, it increases the “Attack Speed” parameter by 20% for 15 sec. from monsters summoned by the “Elemental Support” skill and the “Water Spirit” talent.
Water Spirit
Every 18 sec. summons the “Water Spirit” monster near the character. The monster's health is equal to 65% of the character's health. The monster's damage is equal to 120% of the character's magical strength. The monster follows the character and attacks the same target as the character. The maximum number of monsters in the location at the same time is 1.
Branch “Discharged sky”
Heaven is capable of both taking life away with raging hurricanes, and giving it away, washing the dry earth with moisture. Druids of the “Discharged Sky” specialization rule both states of the untamed firmament.
Lesser talents
Power of Water+
Increases the duration of the “Water Curse” effect from the skill by 0.7 sec.
Punitive Roots+
Increases skill power gain from character's magical damage by 1 \ 2 \ 3%.
Invigorating Stream+
Increases skill healing strength by 2%.
Healing Dew+
Increases skill power gain from character's magical damage by 1 \ 2 \ 3%.
Key class talents
Thunder Roar
The “Lightning Bolt” skill additionally hits 3 enemies within 2 yards. Skill damage reduced by 30%.
Life Source
Apply the “Life Source” buff on the character for 12 sec. when restoring health to a character or group members from skills. The effect increases “Critical Strike” parameter by 1%, up to a maximum of 15%, and “Skill Cooldown” parameter by 2%, up to a maximum of 30%, each time the character or party members are healed from skills. Critical healing increases parameters twice. Whenever health is restored to the character or party members from skills, the duration of the effect is updated.
Warden
Branch “Unbridled Will”
Wardens of the “Unbridled Will” specialization are ordered to move only forward, steadfastly take the blow and protect their brothers even under the threat of death.
Lesser talents
Fortification+
Increases skill effect strength by 1 \ 2 \ 3%.
Block Master+
Increases skill effect strength by 2%.
Warden's Protection+
Reduces the amount of damage a character takes from a skill by 10%.
Shield Throw+
Increases the duration of the skill's effect by 0.2 \ 0.4 \ 0.6 sec.
Key class talents
Will to Live
Increases the effect strength of the “Fortification” skill by 4% for every 5% of missing health from the maximum.
Relentlessness
Increases "Resistance" parameter by 3% for every 10% of your maximum missing health when a shield is equipped. If the shield is equipped and the level of health is less than 50% of the maximum, then the character will ignore the receipt of every 5 negative effects.
Branch “Guardian's Axe”
Wardens of the "Guardian's Axe" specialization have chosen the path of brute force, making it clear to the enemy that the elven measurement is easily replaced by a violent frenzy.
Lesser talents
Powerful Blow+
Increases skill power gain from character's physical damage by 2.5 \ 5 \ 7.5%.
Fortification+
Increases skill effect strength by 3%.
Stealing Power+
Increases the effect of a skill that increases a character's “Attack Speed” parameter by 1 \ 1.5 \ 2%.
Powerful Lunge+
Increases skill power gain from character's physical damage by 8%.
Key class talents
Merged Attack
Allows you to use the “Powerful Blow” skill without cooldown with a 30% chance on a successful auto-attack, but no more than once every 2 sec. Skill damage increased by 20%.
Resonating Technique
Every 5 sec. the character gains the “Resonating Technique” buff. The effect increases the character's physical strength by 25% until the next auto-attack, or attack with an instant damage skill. The maximum number of effects is 2. For every 3 sec. while in combat, the frequency of receiving the effect is reduced by 0.5 sec., but no more than 3 sec.
Branch “Scorching Fury”
What is the wrath of the forests of Melvendil will learn elven enemies when faced with the Wardens of the specialization "Scorching Fury".
Lesser talents
Punishment+
Increases skill effect strength by 1 \ 2 \ 3%.
Guard's Fury+
Increases the effect of a skill that reduces the physical and magical strength of enemies by 3%.
Block Master+
Increases skill effect strength by 2%.
Wave of Aggression+
Increases skill healing strength by 0.5 \ 1 \ 1.5%.
Key class talents
Constriction
The skill "Guard's Fury" additionally moves enemies to a random point within a radius of 1 yard from the character and applies the negative effect "Roots" on them for 3 sec. The effect prevents movement.
Combat Healing
Every 2 sec. deals physical damage to 3 enemies within 4 yards of the character in the amount of 25% of the health restored during this time from skills and the "Vampirism" parameter, but no more than 15% of the character's maximum health.
Beastmaster
Branch “Guardian Unity”
The spiritual balance between the elves and the forests of Melvendil was embodied in the harmony between the Beastmaster and the Moon, opening up new facets of the mastery of the “Unity of the Guardians" specialization.
Lesser talents
Order to Attack+
Increases the effect of the skill that increases the physical strength of the Moon monster by 1 \ 2 \ 3%.
Healing+
Increases skill power gain from character's magical damage by 3%.
Blessing of the Moon+
Increases the effect of a skill that increases the target's “Penetration” parameter by 1%.
Soul Connection+
Increases the effect of a skill that reduces incoming damage against a character by 0.1 \ 0.2 \ 0.3%.
Key class talents
Sabertooth
Now the skill "Animal Rampage" additionally restores health to the Moon monster. Health recovery from the skill is reduced by 40%.
Harmonious Power
Increases base physical strength by 2% and base magical strength by 3% for each cloth armor equipped. Increases basic magical strength by 2% and basic physical strength by 3% for each light armor equipped.
Branch “Dual Rage”
Not all Beastmasters use magic in battles with enemies, some of them are used to relying solely on brute force. The Beastmasters of “Dual Rage” specializations have devoted much of their time to melee battles and beast training, turning claws and blades into deadly weapons.
Lesser talents
Beast Awakening+
Increases the amount of physical strength of the monster, based on the character's physical strength by 1.5 \ 3 \ 4.5%.
Animal Rampage+
Increases the effect of a skill that increases Moon monster “Attack Speed” parameter by 2%.
Order to Attack+
Increases the effect of the skill that increases the physical strength of the Moon monster by 1 \ 2 \ 3%.
Blessing of the Moon+
Increases the effect of a skill that increases the target's “Critical Strike” parameter by 2%.
Key class talents
Deadly Dexterity
The “Double Concentration” skill now increases “Attack Speed” parameter instead of “Skill Cooldown” parameter. The number of increased parameter has been reduced by 60%.
Symbiosis
Apply the “Symbiosis” buff on your character for 8 sec. when the Moon monster makes a successful auto-attack. While affected, the character's next auto-attack deals additional damage equal to 10% of the damage of the auto-attack that applied the effect. Apply the “Symbiosis” buff on Moon monster for 8 sec. when the character makes a successful auto-attack. While affected, the Moon monster's next auto-attack deals additional damage equal to 10% of the attack that applied the effect. The amount of aggression generated by the Moon monster has been reduced by 40%.
Branch “Forest inspiration”
Incredible secrets are hidden in the most ordinary inhabitants of the forests. Thus, through the lotus flower under the moonlight and the flapping of the butterfly's wings, the most ancient wisdom is transmitted by the Beastmasters of the “Forest inspiration” specialization.
Lesser talents
Healing+
Increases skill power gain from character's magical damage by 1 \ 2 \ 3%.
Proximity to Nature+
Increases skill power gain from character's magical damage by 2%.
Moonlight+
Increases skill power gain from character's magical damage by 3 \ 6 \ 9%.
Beast Awakening+
Increases the amount of physical power of the monster, based on the character's magical power by 3%.
Key class talents
Grandeur of the Lotus
If the skill "Beast Awakening" is active, then the effect of the "Aura of the Forest" skill is additionally applied to the character. Skill damage reduced by 20%.
Healing Mastery
Apply the “Healing Mastery” buff for an extended duration when restoring 800 pts of health from skills. The effect increases incoming healing by 2%, up to a maximum of 30%, and maximum health by 1%, up to a maximum of 15%, while restoring 800 pts of health from skills. When restoring 800 pts of health from skills, the duration of the effect is refreshed.
Mountain Clans
Barbarian
Branch “Defense”
Barbarians of the "Defense" branch have increased even more steel layers on their uniforms, which are able to more confidently hold back the onslaught of opponents and take a hit on themselves.
Lesser talents
Roar+
Increases the effect of a skill that reduces the enemy's magic power by 6%.
Warcry+
Increases the strength of the skill's buff effect by 2 \ 4 \ 6%.
Last Wish+
Reduces the cooldown of the skill's effect by 12 sec.
Barbarian Nature+
Increases the duration of the skill's effect by 0.5 sec.
Key class talents
Consolidation
The "Taunt" skill additionally applies the "Fortify" buff to the character for 10 sec. The effect increases the "Block" parameter by 4% if a shield is equipped or the "Parry" parameter by 6% if another weapon is equipped.
Strong plates
Increases the character's maximum health by 3% and reduces incoming damage to the character by 1,5% for each heavy armor equipped.
Branch “Berserk”
When looking at Barbarians of the “Berserk” branch, you can only see bloodthirsty eyes and the gleam of a huge ax.You will not envy those who will meet with this fury in battle.
Lesser talents
Strong Blow+
Increases skill power gain from character's physical damage by 2 \ 4 \ 6%.
Berserker Power+
Increases the effect of a skill that increases a character's “Penetration” parameter by 1%.
Chop+
Increases skill power gain from character's physical damage by 1 \ 2 \ 3%.
Barbarian Nature+
Increases the duration of the skill's effect by 0.5 sec.
Key class talents
Execution
Increases additional damage from the “Defeat” skill against targets with the “Bleeding” effect by 5% per effect, up to a maximum of 20%. Guaranteed to inflict a critical hit with a skill if the target has 4 or more “Bleeding” effects, it is impossible to dodge, parry, or block the strike.
Bloodletting
Basic attacks and skills that deal instant damage have a 25% chance to inflict an additional Bleeding debuff on the enemy for 8 seconds. The effect deals physical damage equal to 20% of the character's physical strength every 2 seconds. The maximum number of effects from the talent on a single target is 4.
Branch “Reinforcement”
The “Reinforcement” Barbarian is ready to fight side by side with his brothers in arms, covering them with his shield. And the piercing battle cry will sow panic in the heart of any enemy.
Lesser talents
Roar+
Increases skill effect strength by 1 \ 2 \ 3%.
Shield Strike+
Increases the duration of the skill's effect by 0.5 sec.
Scream of Fury+
Increases the debuff effect of a skill by 0.5 \ 1 \ 1.5%.
Stone Skin+
Increases skill effect strength by 7%.
Key class talents
Demoralization
The duration of the effect of the “Scream of Fury” skill is increased by 15%. The effect of the “Scream of Fury” skill additionally extends the duration of current debuffs on the enemy by 15%.
Bastion
Gives the character and all party members within 5 yards of the character the “Bastion” buff. The effect reduces all incoming damage by 20% with a chance equal to the character's “Block” parameter.
Rogue
Branch “Versatility”
Rogues of the “Versatility” branch are able to be effective in any combat, using both basic attacks and deadly skills. It is the competent combination of all means of attack that allows you not to leave a chance to the enemy.
Lesser talents
Elusive Jump+
Increases skill power gain from character's physical damage by 2 \ 4 \ 6%.
Flurry of Steel+
Increases skill power gain from character's physical damage by 7%.
Frenzy+
Increases the effect of a skill that increases a character's “Critical Hit” parameter by 2%.
Extermination+
Increases the effect of a skill that increases a character's “Attack Speed” parameter by 0.3 \ 0.65 \ 1% for each one-handed sword equipped.
Key class talents
Blade Shard
“Flurry of Steel” skill additionally hits an additional target within 4 yards. Damage and duration of the “Stun” debuff reduced by 40%.
Blade echo
On a successful auto-attack apply a “Blade Echo” buff to the character for 8 sec. This effect increases the damage of skills that deal instant damage, by 10%. Using a skill that deals instant damage will remove the effects. The maximum number of effects is 2.
Branch “Lethality”
Enemies will face a relentless onslaught of fast attacks as they encounter “Lethality” Rogues on the battlefield. Few can resist a flurry of such dangerous blows.
Lesser talents
Extermination+
Increases the effect of a skill that increases a character's “Attack Speed” parameter for each dagger equipped by 0.5 \ 1 \ 1.5%.
Frenzy+
Increases the effect of a skill that increases a character's “Critical Damage” parameter by 3%.
Absolute Reflexes+
Increases the effect of a skill that increases a character's “Attack Speed” parameter by 2.5%.
Stealth+
Increases skill effect strength by 2 \ 4 \ 6%.
Key class talents
Cruelty
The "Frenzy" skill additionally increases the "Attack Strength" parameter by 12%.
Double threat
Noncritical auto-attacks have a 25% chance to deal double damage. The effect does not occur more than once every 2 sec.
Branch “Liquidation”
Destroy the enemy quickly - the main task of the "Liquidation" branch. Combinations of the most powerful skills allow to inflict colossal damage to any enemy in a few seconds.
Lesser talents
Merciless Strike+
Increases skill power gain from character's physical damage by 8%.
Dodging+
Increases skill effect strength by 1 \ 2 \ 3%.
Ricochet+
Increases skill power gain from character's physical damage by 5%.
Stealth+
Increases skill effect strength by 2 \ 4 \ 6%.
Key class talents
Elimination
The character is guaranteed to deal a critical hit when attacked while under the effect of the “Stealth” skill.
Series of tricks
Each use of an instant damage skill increases the damage of the next instant damage skill by 5%, up to a maximum of 20%. Using an instant damage skill with the maximum bonus or using any other skill resets the effect.
Shaman
Branch “Spiritual Patronage”
As the eldest ancestor, the Shaman of the "Spiritual patronage" branch is obliged to protect his brothers and pass on the secrets of amplifying magic to the next generation.
Lesser talents
Tribe's Ritual+
Increases the effect of a skill that increases the target's “Critical Damage” parameter by 3%.
Healing Spirit+
Increases skill power gain from character's magical damage by 1 \ 2 \ 3%.
Lightning Shield+
Increases skill power gain from character's magical damage by 2 \ 4 \ 6%.
Energy Field+
Increases the effect of a skill that increases “Skill Cooldown” to the character and allies, by 3%.
Key class talents
Ancestral generosity
The effect of the “Tribe's Ritual” skill is additionally applied to all party members within a radius of 7 yards around the target. Skill effect strength reduced by 30%.
Ancestral Charm
Apply the positive effect "Ancestral Charm" on the character and all members of the group who are in the same location with the character. The effect absorbs any damage if its value is greater than the current health, and restores health equal to 100% of the character’s magic power. The effect does not apply more than once every 60 sec. The frequency of application of the effect is reduced by the "Skill Cooldown" parameter. If the character dies, the effect is removed from all party members.
Branch “Fury of the Skies”
For thousands of years, the magicians of the clans took away all the sorrow and pain from the warriors, which no longer have a place in their hearts. Offenders will be struck with deafening thunder and lightning, feeling all the hatred of the Shamans of the “Fury of the Skies” branch.
Lesser talents
Tribe's Ritual+
Increases the effect of a skill that increases the target's “Attack Speed” parameter by 2%.
Ball Lightning+
Increases skill power gain from character's magical damage by 2 \ 4 \ 6%.
Lightning Shield+
Increases skill power gain from character's magical damage by 6%.
Earthquake+
Increases skill power gain from character's magical damage by 2.5 \ 5 \ 7.5%.
Key class talents
Electrifiсation
The "Ball Lightning" skill additionally applies the "Electrification" debuff to the enemy for 9 sec. The effect has a 15% chance to inflict magic damage equal to 30% of the character's magic power to the enemy when the enemy performs an auto-attack or uses an offensive skill. The effect does not occur more than once every 3 sec. Reapply the skill on the affected target will increase the chance to trigger the effect by 15%, up to a maximum of 45%.
Storm keeper
When using any skill, apply the “Storm keeper” buff to the character for 12 sec. Getting the effect again increases its strength and duration. This effect increases the “Attack Speed” parameter by 3% to a maximum of 18%.
Branch “Occultism”
The secret rites of “Occultism” Shamans have unlocked an ancient power that can cast spells on enemies and heal entire squads of allies.
Lesser talents
Totem of Weakness+
Increases the effect of a skill that reduces enemy “Penetration” parameter by 1%.
Lightning Blast+
Increases the duration of the skill's effect by 0.2 \ 0.4 \ 0.6 sec.
Shamanic Cleansing+
Increases skill effect strength by 5%.
Healing Spirit+
Increases skill power gain from character's magical damage by 1 \ 2 \ 3%.
Key class talents
Silence of the Grave
When an enemy is within the area of the “Totem of Weakness” skill effect for 7 sec., the negative effect "Mute" is additionally applied to him, until he leaves the area of the skill effect.
Healing rite
Increases the power of healing by 8% for each party member who is in the same location with the character, with a level of health less than 60% of the maximum.
Hunter
Branch “Skillful Shooting”
There is no hiding from the attacks of Hunters of the “Skillful Shooting” branch - they always reach the target. Even the strongest armor will be broken, because with each new attack, the Hunter hits the most vulnerable places more accurately.
Lesser talents
Combat Stance+
Increases the effect of a skill that increases a character's physical strength by 0.5 \ 1 \ 1.5%.
Mountain Instincts+
Increases the effect of a skill that increases a character's “Attack Speed” by 2%.
Hunters Mark+
Increases skill effect power by 0.5%.
Hunter's Agility+
Increases the duration of the skill's effect by 0.5 \ 1 \ 1.5 sec.
Key class talents
Sniper training
Now the skill "Hunters Mark" imposes a negative effect on the enemy only during auto-attacks, and critical auto-attacks apply two effects at once. The effect now increases the damage taken from the character's basic attacks. The maximum number of effects is 8.
Absolute Accuracy
Decreases the "Accuracy" character’s parameter by 40%. The character's auto-attacks cannot be dodged.
Branch “Self-propelled Artillery”
The improved design of ranged weapons allows Hunters of the “Self-Propelled artillery” branch to continuously bombard enemies with powerful attacks, without letting them take a breath.
Lesser talents
Fatal Shot+
Increases skill power gain from character's physical damage by 2 \ 4 \ 6%.
Pathfinder's Arrow+
Increases skill power gain from character's physical damage by 8%.
Poisoned Arrow+
Increases skill power gain from character's physical damage by 1 \ 2 \ 3%.
Blessing of the Mountains+
Increases the effect of a skill that reduces any incoming damage against a character by 1.5%.
Key class talents
Double Profit
Increases the strength of the “Sapping Shot” skill based on the character's physical strength by the value of the “Skill Cooldown” parameter.
Endless Salvo
Increases “Skill Cooldown” parameter by 6% for each skill on cooldown.
Branch “Spirit of ancestors”
For their long-standing adherence to the traditions of the ancient ancestors of the Mountain clans, warriors are rewarded with wisdom. Hunters of the "Spirit of ancestors" branch are capable of using ritual magic that purifies their body and suppresses the will to live in their enemies.
Lesser talents
Stunning Shot+
Increases the duration of the skill's effect by 0.5 sec.
Sapping Shot+
Increases skill power gain from character's physical damage by 3 \ 6 \ 9%.
Arrow of Silence+
Increases the duration of the skill's effect by 0.7 sec.
Blessing of the Mountains+
Increases the effect of a skill that increases a character's “Dodge” parameter by 1 \ 2 \ 3%.
Key class talents
Suppression
Increases the duration of all debuffs, including DOT-effects, from character skills by 25% when used on an enemy under the effect of “Arrow of Silence”.
Self-cleaning
With a 25% chance removes 1 debuff from the character when dodging an attack, but no more than once every 4 sec.
Chieftain
Branch “Rat Horde”
It took a lot of training to tame such cunning creatures. Now the Chieftains of the "Rat Horde" branch are able to unleash a ferocious fanged malice on enemies.
Lesser talents
Wolf’s Alacrity+
Increases skill power gain from character's physical damage by 2.5 \ 5 \ 7.5%.
Cat Reflexes+
Increases the effect of a skill that increases a character's “Critical Hit” parameter by 2%.
Clans' Help+
Increases the effect of a skill that increases a character's “Penetration” parameter by 1%.
Frenzy+
Increases skill power gain from character's physical damage by 1 \ 1.5 \ 2%.
Key class talents
Enragement
The “Bestial Wrath” skill now increases “Attack Speed” and “Penetration” parameters regardless of the weapon equipped.
Resonating hits
After 2 successful auto-attacks apply the “Resonating Hits” buff for 8 seconds. The effect increases physical and magical power by 15% until the next auto-attack or the use of “Blow of the Spirits”, “Bear's Stamina”, “Curse of the Plague”, “Swooping Army”, “Frenzy”, or “Wolf’s Alacrity”.
Branch “Eagle's Nature”
Like eagles soaring overhead, the “Eagle's Nature” Chieftains inspire hopelessness in the hearts of enemies. You can’t hide from them and you just have to wait until the red veil obscures your eyes.
Lesser talents
Cat Reflexes+
Increases the effect of a skill that increases a character's “Accuracy” parameter by 2%.
Bear's Stamina+
Increases skill power gain from character's magical damage by 2 \ 4 \ 6%.
Eagle's Eye+
Increases skill power gain from character's physical damage by 1 \ 2 \ 3%.
Rugged Hide+
Increases the effect of a skill that reduces any incoming damage to a target based on the target's missing health by 0.1%.
Key class talents
Bloody rain
The “Eagle's Eye” skill inflicts the “Bleeding” debuff on all enemies on first damage. Each time a character deals damage with a skill and does not apply the “Bleeding” effect, the chance of applying the “Bleeding” effect increases by 20%. Applying the "Bleeding" effect resets the bonus.
Consonance
Base physical strength is increased by 14% of basic magical strength. Base magical power is increased by 10% of basic physical power.
Branch “Puma Agility”
Even looking into the void, the enemy will always find the eyes of a predator there. Not fangs and claws, but the tip of the weapon will be the main danger to the enemy, which has become a target for the Chieftains of the “Puma agility” branch.
Lesser talents
Blow of the Spirits+
Increases skill power gain from character's magical damage by 3 \ 6 \ 9%.
Bear's Stamina+
Increases skill power gain from character's magical damage by 6%.
Thrashing+
Increases the duration of the skill's effect by 0.6 sec.
Swooping Army+
Increases skill power gain from character's magical damage by 1 \ 2 \ 3%.
Key class talents
Ignition
The “Swooping Army” skill has a 30% chance to additionally apply the “Burning” debuff to affected enemies for 12 sec. The effect deals magic damage equal to 25% of the character's magic power every 3 sec.
Elusiveness of the claws
Apply the “Elusiveness of the claws” buff to the character in combat. This effect increases the “Skill Cooldown” parameter by 5% every 4 sec., up to a maximum of 40%. The effect persists for 12 sec. after leaving the combat.
Forsaken
Death Knight
Branch “Death face”
Death Knights of the “Death face” branch have one single order - to burn to the ground all opponents of the Legion with a dark flame.
Lesser talents
Knight's Curse+
Increases skill power gain from character's magical damage by 1.5 \ 3 \ 4.5%.
Steel Hurricane+
Increases skill power gain from character's magical damage by 9%.
Aura of Hatred+
Increases the effect of a skill that increases a character's physical and magical power by 2%.
Exhalation of Darkness+
Increases skill power gain from character's magical damage by 2 \ 4 \ 6%.
Key class talents
Damned Echo
Increases the duration of the effect of “Knight's Curse” skill by 12 sec. Now, during the effect, near the enemy every 3 sec. creates a cursed area for 3 sec. When the “Kiss of Death” effect ends prematurely, a zone is formed near the enemy with the duration remaining from the effect.
Baptism of darkness
Increases the character's basic magical strength by 25% of the character's basic physical power.
Branch “Dark Fortitude”
Death knights of the "Dark Fortitude" branch are able to confidently hold back the onslaught of the enemy - the real advanced power of the dark forces.
Lesser talents
Blood Protection+
Increases skill effect strength by 2 \ 4 \ 6%.
Sharp Shadow+
Increases skill healing strength by 2%.
Secret Reserves+
Increases skill healing strength by 10 \ 20 \ 30%.
Aura of Hatred+
Increases the effect of a skill that increases a character's physical and magical defense by 1.5%, and the effect of a skill that increases character's "Accuracy" parameter by 1.5%.
Key class talents
Dark guardianship
Increases the duration of the buff effect from “Blood Protection” skill by 20%. Now, when using a skill on an ally, the character also receives the effect of the skill with 50% reduced strength.
Strength replenishment
Increases “Health Regeneration” parameter by 40% and speed of health regeneration by 150% when a shield is equipped.
Branch “Vampire Essence”
Death Knights of the “Vampiric Essence” branch gained power in absorbing the life force of the enemy. These warriors of the Legion are ready to arrange a bloody feast time after time.
Lesser talents
Saturation+
Increases skill effect strength by 1 \ 2 \ 3%.
Steel Hurricane+
Increases skill power gain from character's physical damage by 7% and from character's magic damage by 9%.
Thorn of Death+
Increases skill power gain from character's physical damage by 2.5 \ 5 \ 7.5%.
Blow of the Silence+
Increases the strength of the skill's buff effect by 2%.
Key class talents
Sacrificial contract
Increases the power of the effect from the “Saturation” skill by 5% for every 5% of the missing health from the maximum.
Blood smell
With a chance equal to the value of the "Critical Hit" parameter, the healing from the "Vampirism" parameter has a chance to become critical. When health is restored from the "Vampirism" parameter, the character gains the "Blood smell" buff for 12 sec. This effect increases the “Critical Hit” parameter by 1.5% for every 3% of maximum health recovered from the "Vampirism" parameter. The maximum bonus to the "Critical Hit" parameter is 15%.
Warlock
Branch “Occult Spell”
Countless rites and offerings to the dark forces opened up a new round of black magic for the Warlocks of the “Occult Spell” branch.
Lesser talents
Arrow of Darkness+
Increases skill power gain from character's magical damage by 2 \ 4 \ 6%.
Shadow Sphere+
Increases skill power gain from character's magical damage by 10%.
Pool of Darkness+
Increases skill power gain from character's magical damage by 1 \ 2 \ 3%.
Grimoire+
Increases the skill effect that increases incoming damage against an enemy by 1.5%.
Key class talents
Acid step
Reduces the base damage of “Pool of Darkness” skill by 35%. Now the damage of the skill increases depending on the maximum amount of energy of the character.
Dark alchemy
Increases the bonus from enchanting a cloak, helmet, and armor with a “Crystal of Wisdom” by 12 levels.
Branch “Inevitability of Darkness”
Above the heads of the Warlocks of the “Inevitable of Darkness” branch, the darkness thickens with renewed power, plunging the hearts of enemies into the inevitability of death.
Lesser talents
Dark Circle+
Increases the duration of the skill's effect by 0.5 sec.
Hex+
Increases the duration of the “Mute” skill's effect by 0.2 \ 0.4 \ 0.6 sec.
Fading+
Increases the duration of the “Stun” effect from a skill by 0.5 sec.
Stone Body+
Increases skill effect strength by 1 \ 1.5 \ 2%.
Key class talents
Overall nightmare
Additionally applies the effect of the “Dark Circle” skill to a random enemy within 5 yards with 40% reduced power.
Inevitability of death
All character skills that impose negative effects ignore 35% of the opponent's "Resistance" parameter.
Branch “Two-Faced Filth”
Warlocks of the "Two-Faced Filth" branch have fully mastered the power of chaos and learned how to use it both against enemies and for the benefit of the Legion army.
Lesser talents
Dark Circle+
Increases the duration of the skill's effect by 0.5 sec.
Pool of Darkness+
Increases skill power gain from character's magical damage by 1 \ 2 \ 3%.
Draining Life+
Increases skill power gain from character's magical damage by 1 \ 2 \ 3%.
Bloody Tribute+
Increases skill power gain from character's magical damage by 0.5%.
Key class talents
Hellfire
Reduced the effect of “Zone of Weakness” skill by 30%. The zone of weakness now deals magic damage equal to 25% of the character's magic power every 2 sec. The limit of PvE-targets is 14.
Shadow Pact
Each time you use 2 of any skills with a chance equal to the "Skill Cooldown" parameter, the character recovers 4% of maximum health and 6% of maximum energy.
Necromancer
Branch “Breathless patronage”
Necromancers of the "Breathless Patronage" branch have gained unprecedented magical power, which they use to increase the combat potential of the Legion's warriors.
Lesser talents
Poison Spittle+
Increases skill power gain from character's magical damage by 2.5 \ 5 \ 7.5%.
Dark Power+
Increases skill effect strength by 2%.
Infection+
Increases the debuff effect of a skill by 2%.
Poisonous Shield+
Increases skill power gain from character's magical damage by 1 \ 2 \ 3%.
Key class talents
Pleasure in pain
Under the effect of the "Dark Power" skill, all party members have a 30% chance to deal additional magic damage when auto-attacking or attacking with a skill that deals instant damage, in the amount of 20% of the character's magic power.
Unleashed Power
Increases the character's magic power by 1.5% every 2 sec. When the bonus of magic power reaches a maximum of 15%, after 6 sec. a minimum bonus is applied. The frequency of the increase in the bonus decreases from the "Skill Cooldown” parameter.
Branch “Life after death”
The earth-shaking tread of the inanimate Legion will unquestioningly destroy all enemies, because thanks to the Necromancers of the “Life After Death” branch, the fallen enemies will certainly serve the dark forces.
Lesser talents
Poison Spittle+
Increases skill power gain from character's magical damage by 2.5 \ 5 \ 7.5%.
Dead Soldier+
Increases the power of monsters summoned by the skill based on the character's magic power by 5%.
Mental Pit+
Increases the effect of a skill that reduces the enemy's physical and magical power by 5%.
Ancient Seal+
Increases skill power gain from character's magical damage by 2.5 \ 5 \ 7.5%.
Key class talents
Obedience to the undead
Makes all monsters in the location, summoned by the "Dead Soldier" skill and the "Unliving Army" talent, attack the target under the effect of the "Deathly Eye" skill, and also increases their damage against this target by 15%.
Lifeless army
Every 12 sec. summons a skeleton or skeleton-warrior near the character with a chance equal to the value of the "Critical Hit" parameter. Monsters follow the character and attack the same target as the character. The maximum number of monsters on the location at the same time is 3.
Branch “Frozen heart”
Powerful “Frozen Heart” Necromancers are capable of both awakening life and stopping it. No matter how strong the will, the cold enveloping the soul will not spare anyone.
Lesser talents
Ancient Seal+
Increases skill power gain from character's magical damage by 2.5 \ 5 \ 7.5%.
Fateful Connection+
Increases skill effect strength by 2%.
Acid Rain+
Increases skill power gain from character's magical damage by 1 \ 2 \ 3%.
Poisonous Shield+
Increases skill power gain from character's magical damage by 3%.
Key class talents
Soul Synergy
The skill "Ancient Seal" now additionally restores health to 2 allies within a 5 yard radius for 80% of the skill's healing. In case of a critical heal, the skill "Ancient Seal" additionally restores health to 3 allies within a 5 yard radius for 90% of the skill's healing. The additional healing is evenly distributed among the targets.
Enveloping Cold
Apply the “Enveloping Cold” debuff on all enemies within 4 yards of you and in combat with you. This effect reduces movement speed by 40% and “Attack Speed” by 25%. The maximum number of PvP-targets is 6.
Charmer
Branch “Triforce”
Demonic ties firmly bind the “Triforce” Charmer to his Dark Wolf and Night Bird subjects. Only side by side, these fiends of the underworld with their master will be able to unlock the potential of the dark magic of summoning.
Lesser talents
Weakness+
Increases skill effect strength by 2 \ 4 \ 6%.
Knowledge of the Dead Man+
Increases the duration of the “Stun” effect from a skill by 0.5 sec.
Demonic Pact+
Increases the effect of a skill that increases the duration of monster’s life by 2 \ 4 \ 6%.
Eye of Darkness+
Increases the effect of a skill that increases the target's “Accuracy” parameter by 2%.
Key class talents
High Call
“Summoner Skill” skill additionally applies the “High Call” buff to all monsters summoned by “Help of Chaos” skill for 18 sec. The effect increases “Attack Speed” parameter by 15% and “Penetration” parameter by 10%.
Demonic ties
Reduces incoming damage to the character by 3% for each summoned monster, using the "Call" and "Help of chaos" skills, located with the character in the same location.
Branch “Ferocious Horde”
“Ferocious Horde” Charmers prioritized the enraged strength of the pack of wolves, leaving behind only the gnawed remains of their fallen enemies.
Lesser talents
Call+
Increases skill power from character's physical strength by 2 \ 4 \ 6%.
Knowledge of the Dead Man+
Increases skill power gain from character's physical damage by 5%.
Summoner Skill+
Increases the effect of a skill that increases monster attack damage by 1 \ 2 \ 3%.
Otherworldly Blessing+
Increases the effect of a skill that increases a character's “Block” parameter by 1%.
Key class talents
Pack Invasion
Now the "Call" skill summons two monsters to the specified area, and the maximum number of monsters in the location is increased by 1. The lifetime of the summoned monsters is reduced by 40%. The maximum health of summoned monsters has been reduced by 15%.
The strength of the pack
Each summoned monster with the help of the "Call" skill increases physical strength by 3% and physical and magical defense by 5% of other summoned monsters.
Branch “Fiend of darkness”
Demonic knowledge and power over the most dangerous monsters of the underworld have opened a new path for Charmers of the "Fiend of darkness" branch. All this power will certainly be brought down on enemies.
Lesser talents
Dark Prism+
Increases skill power gain from character's magical damage by 2.5 \ 5 \ 7.5%.
Otherworldly Blessing+
Increases the effect of a skill that increases a character's “Critical Damage” and “Critical Healing” parameters by 2.5%.
Help of chaos+
Increases the duration of the monster summoned by this skill by 2 sec.
Combat Healing+
Increases skill power gain from character's magical damage by 1 \ 2 \ 3%.
Key class talents
Fiend of darkness
Now the skill "Help of Chaos" summons the monster "Fiend of darkness". The monster has an attack range of 2 yards, has high damage and increased survivability.
Demonic Knowledge
Applies the “Demonic Knowledge” buff to the character while in combat if the staff is equipped. The effect increases the “Skill Cooldown” parameter by the amount of “Penetration” parameter.
Reaper
Branch “Demonism”
The embodiment of a demonic essence is not always a complete transformation into a dangerous monster. “Demonism” Reapers draw a different kind of power from the sources of chaos, becoming no less dangerous to their enemies.
Lesser talents
Indulgence of Chaos+
Increases the effect of a skill that increases a character's “Attack Speed” parameter by 1 \ 1.5 \ 2%.
Exaltation+
Increases the effect of a skill that increases a character's “Penetration” parameter by 1%.
Approach of Madness+
Increases the amount of “Hate” generated by the skill by 1 pt.
Evisceration+
Increases skill power gain from character's physical damage by 2.5 \ 5 \ 7.5%.
Key class talents
Rending Anger
The effect of the "Indulgence of Chaos" skill additionally increases the parameter "Critical Damage" by 20%.
Partial metamorphosis
Now the skill "Demonic Appearance" does not turn the character into a demon. The skill now applies the “Partial Metamorphosis” buff to the character. The effect increases the “Attack Strength” parameter by 20%, and the character's auto-attacks under the effect have a 25% chance to deal damage twice, but no more than once every 2 sec.
Branch “Infernal Hunger”
The insane pursuit of victims will destroy everything in its path. After all, it is impossible for the Reapers of the “Infernal Hunger” branch to quench the thirst for hatred even with the suffering of thousands of souls.
Lesser talents
Approach of Madness+
Increases the effect of the skill that increases the amount of “Hate” accumulated by “Evisceration” skill by 1 pt.
Black Mark+
Increases the amount of “Hate” generated by the skill by 1 pt.
Annihilation+
Increases skill power gain from character's physical damage by 3 \ 6 \ 9%.
Evisceration+
Increases skill power gain from character's physical damage by 2.5 \ 5 \ 7.5%.
Key class talents
Rapacity
The “Approach of Madness” skill now generates 1 point of “Hate” every 2 sec., and the duration of the "Blood Madness" buff depends on the amount of accumulated “Hate”: the more accumulated “Hate”, the longer the effect lasts. The skill accumulates an additional 3 points more “Hate”.
Thirst for hate
The “Hate” consumption in demonic form increases by 1 pt every 8 sec. Now the “Hate”, “Evisceration”, and “Black Mark” skills allow to accumulate “Hate” in demonic form, and the “Approach of Madness” skill is available for use in demonic form.
Branch “Abyss Watch”
Higher demonic forces are not destined to set foot on the lands of Arinar, so they implement their plans through their adherents - Reapers of the “Abyss Watch” branch. All the forces of chaos will be directed to protect the adherents of the higher will.
Lesser talents
Delayed Death+
Increases the duration of the skill's effect by 0.5 \ 1 \ 1.5 sec.
Revenge+
Increases skill effect power by 7%.
Demonic Appearance+
Increases the power of healing and energy recovery from the skill by 0.5 \ 1 \ 1.5%.
Hand of the Underworld+
Increases the duration of the skill's effect by 0.5 sec.
Key class talents
Hard landing
The "Otherworldly Boost" skill additionally applies the "Stun" effect on all affected enemies for 2 sec. The effect prevents from moving, attacking, and using skills.
Demonic Charm
When the character's health level drops below 30% of the maximum, all negative effects are removed from him, the amount of “Hate” is increased to the maximum value, and the "Demonic Appearance" skill is automatically activated. The effect can only occur once every 60 sec. While the effect is on cooldown, the negative effect "Demonic Exhaustion" is applied to the character.
Update menu “Talents”
A full screen button will now appear in the "Talents" menu, which will allow you to expand the talent tree to full screen, as well as minimize it to windowed view mode if necessary. Now the study of the talent tree will become even more comfortable!
During the test server, with your help we will once again check the correctness of the work of all talents. Based on the results of testing, additional changes may be made based on the collected data. We will be grateful for the feedback and active participation in testing!
See you!
AIGRIND
-
Makyro reacted to Gladiator in (Advanced) Analysis of Paladin's Defensive SkillsIntroduction
As an extension to my Comprehensive Paladin Guide, in this topic, I'll be comparing Paladin's defensive skills and their pros and cons for each situation. The goal is give an idea on how effective each of those skills and which ones are the best, if you had to choose to level one or two of them, since there is not enough skill points to level all of them. And everything is backed with evidence and numbers!
We're talking about the skills Sacred Shield, Light Defense, and Inner Forces.
For a while I disregarded Light Defense as a mostly useless skill that is only useful in larger fights like 5v5 arena or GvG/wars. Most Paladins prefer Sacred Shield and Inner Forces when they want to be tankier, Light Defense isn't usually the first choice when it comes to using skill points. Now, let me get it out of the way and say that Sacred Shield IS the best defensive skill for Paladins, hands down, I don't need to make an analysis for that. But in this topic I'll be rather comparing Light Defense and Inner Forces in reference to Sacred Shield.
Methods
It's a little hard to exactly quantify the efficacy of Light Defense and Inner Forces, as opposed to Sacred Shield. Sacred Shield gives you a fixed amount of damage absorption per usage and a defined CD, it will always be 80% (talent - 86%) of your max HP per X seconds (Cooldown), hence why it's also easy to use Sacred Shield as a reference point.
For example, your Sacred Shield has a CD of 25 seconds, each time it protects, let's say 5k damage, that simply equals to 5k damage reduction per 25 seconds or per 1 usage, and that's always gonna be the case, as long as your HP and Cooldown are constant.
But how do we quantify Inner Forces when it's passive and the reduction is based off your HP lost? And how do we quantify Light Defense when it's also basically passive due to the usage duration being basically permanent?
I'll be presenting 2 basic methods that can approximately gives us an idea about the average efficacy of each skill. The first method is going to represent damage reduction over a defined period of time as a variable in a completely hypothetical scenario based purely on math. And the second method is based on numbers collected from an in game test, where the Paladin receives damage over time till death, and the average damage reduction is calculated.
Method 1: Pure Math
To simulate the damage received, I used a self-made calculator that is pretty accurate to real in-game values with very minimal deviations (0.001% - 0.005%)
Figure 1: These parameters are the same as the ones that were in use for the in-game tests (Method 2), where the damage received was 1124.
When applying Light Defense, I only need to just the defense value and get the new damage received.
Figure 2: This is with 4/4 Light Defense, increasing defense from 5971 to 8048.
However, it's tricky to apply Inner Forces (IF), since the value of reduction varies depending on the HP lost, so we have to either take different HP points and compare it to Light Defense (LD) at each point or take an average of 50% HP and see how much reduction that gives us, or both!
As for calculating with IF (Same goes for Mermen damage reduction), all we need to input is the amount of damage reduction in %. The way to calculate it for IF is the following: Say we want to figure out IF's power at 60% HP and lvl 4/4, we'd need to calculate how many 6%'s are there in the remaining 40% HP. That is 40 / 6 = 6.67, but the game doesn't count the numbers after the decimals so we have 6 "ticks of 6% HP lost", each 6% gives us 2% damage reduction, this means IF would reduce a total of 12% of the incoming damage at 60% HP, 16% at 50% HP, and so on...
Figure 3: This shows the damage received with x5 mermen buffs and HP level between 16.01%* - 22% HP with maxed out IF.
*At 16% HP exactly, IF becomes 28% strong
Now that we have a working damage simulator, all we need are variables such as time, amount of hits, or number of skill usages.
The best way to evaluate the effective duration of a passive (i.e. IF) or a quasi passive (i.e. LD) skill is to calculate efficiency over a given period of time. But we also need to think about how much damage would we receive in that amount of time, this could very well vary from 0 damage per second to 2000 damage per second or even more! This is why a damage simulator comes in handy, this way, we can multiple the damage by a given amount of hits that we could arbitrarily assume would be dealt during that time.
For example, we want to see how much damage reduction does LD gives us in 1 minute when we are being hit 1 time per second, that is basically 60 hits * amount of damage that we calculated once with and once without applying the bonus from LD.
Method 2: In-Game Test
In this method, a Bladedancer with 1749 phyiscal damage, 48.9% Ferocity, 21.3% Penetration, and 2% Attack Strength was used to attack an idle Paladin with 47.8% Defense and 42.4% Resilience with only auto-attacks until the Paladin was dead. The damage values on each hit were recorded for each condition. The following conditions were applied:
- Inner Forces level 1/4, and Light Defense level 4/4 (With and without Mermen)
- Only Inner Forces (With and without Mermen)
Inner Forces level 4/4, and Light Defense level 1/4 was not evaluated because I felt that lvl1 LD is not something that most Paladins go out of their way to activate and keep active, especially if not using the respective talent. And with maxed out IF, its talent "External Influence" is more likely to be used. Additionally, in an intense battle, there are higher priorities than to keep a buff of 10% defense active!
The evaluation after that is pretty simple, the total damage received was added, from that, the damage reduced in proportion was calculated.
Results
Method 1: Pure Math
Light Defense
First of all, let's take a look at Light Defense at work on its own.
Since, the amount of defense in the calculator needs to be in %, we first need to know how much defense we need to input. If you don't have the defense values in game. You can use this calculator by mixing gears to figure out the % for your desired defense value.
Figure 4: This shows the amount of damage reduced when applying the damage amounts acquired from figures 1 and 2.
Here we see that a 4/4 LD reduces the incoming damage from 1125 to 1010, which is approximately 10% damage reduction.
To see how much damage exactly was reduced, we just multiply the damage by a number of hits. This 20 hits could be done in 30 seconds (750 damage per second)
As a comparison, the efficacy of LD was also evaluated using mace + shield, and as you can see from figure 7, LD becomes less effective with higher defense, this is obviously due to the fact that defense % damage protection decreases with increased defense value.
Figure 5: Damage received with 7769 defense mace/shield
Figure 6: Damage received with 4/4 LD applied to get 10160 Defense
Figure 7: Light Defense damage reduction
It's worth mentioning that, changing around certain values (Resilience, Ferocity, Attack Strength, Phyiscal Damage) except Penetration did not affect the % damage reduction (Data not shown).
Light Defense vs Sacred Shield
To figure out the relative defensive power of LD, Sacred Shield's (SS) power was used to compare the two.
In order to simply do that, the following hypothetical scenario was set:
- Battle lasts 1 minute (t = 60 s)
- Incoming damage is represented as 1 attack per second
- Opponent has a Phyiscal power of 1749, Penetration of 21,3%, Ferocity of 48,9%, and Attack Strength of 2%
- Paladin is being healed
- Sacred Shield was able to be used as soon as it is available with 25 seconds CD (40% Cooldown), thus SS was used 3 times during battle. (Time points t = 0s, t = 25s, and t = 50s)
- Case 1 - No Mermen: Paladin has an HP of 7004 (86% -> Shield power = 6023), Defense of 5971 (47,8%), and Resilience of 42,4%
- Case 2 - Mermen: Paladin gets an HP of 8236 (86% -> 7083 shield power); For simplicity's sake, the battle starts with x5 Mermen buffs
First we need to figure out how much damage the shield is receiving per hit, since we know that shields don't take Defense, Ferocity, and Resilience into consideration:
Figure 8: Damage received by Sacred Shield
Case 1:
Figure 9: Comparison between LD and SS without Mermen
The % damage reduction for Sacred Shield was calculated from the total damage reduced highlighted in yellow (11394) divided by the total damage received without Light Defense (67500). Without LD, because we are comparing Sacred Shield vs LD on their own!
Case 2:
Figure 10: Comparison between LD and SS with x5 Mermen buffs
LD has around 10% damage reduction in both cases, while SS has more 50% more damage reduction. Additionally, SS becomes more effective (almost x2 stronger than LD) with Mermen due to the max. HP increase, however, Mermen doesn't seem to affect LD significantly.
From these numbers, it might be surprising that SS is only twice as strong as LD. The reason for the total % damage reduction being so close, however, is that as you can see, SS absorbs the damage from only 10-12 hits in the entire 60 seconds, thus, there is a lot of down-time where SS has no effect, where LD provides a small reduction over the entirety of the 60 seconds.
However, it is important to highlight that this simplistic hypothetical scenario disregards many things, such as controls. It's not very realistic, especially that receiving around 1000 damage per second isn't sustainable without external help and/or Paladin controlling the enemy, which would help avoid damage during the shield's downtime.
This scenario could simulate a strong boss fight, where the Paladin is the main tank.
But thanks to this calculator, we can just change the 2 inputs (amount of hits for LD, and amount of usages for SS), and see how the difference in effect between the 2 skills change for different scenarios:
A) B) C)
Figure 11: Comparisons with variating damage per seconds received: A) 1125 DPS . B) 750 DPS. C) 2250 DPS
As you can notice, LD has a constant % of damage reduction of around 10% in all situations. However, Sacred Shield, while having a constant damage reduction (3798 per shield), its % efficacy depends on how the maximum damage received in each scenario.
Light Defense vs Inner Forces vs Sacred Shield
Now let's add Inner Forces (IF) into the mix and compare each skill individually.
For IF, it gets a bit complicated, since we have to set an HP value for Paladin each time.
The same conditions as before apply, but additionally, we will account for Paladin at 90% HP, 75% HP, 50% HP, 35% HP, and 20% HP.
For 4/4 IF this means: 2% - 8% - 16% - 20% - 26% damage reduction, respectively.
There really should be no surprises here, IFs % damage reduction is already known - it's already predetermined by the Paladin's HP loss! This calculator translates the efficacy of LD and SS from defense increase and shield power into % damage reduction, and IF already is displayed in that way.
A) B)
Figure 12: Damage reduction % comparisons of LD, SS, and IF without (A) and with (B) Mermen gear.
One Information we can acquire through this comparison is at what HP level does IF become stronger than other skills! In this case, IF is the strongest defensive skill at when the Paladin is below 50% HP (A) or below 35% HP (B).
Keep in mind, all of these numbers consider the fact that each one of these skills is applied individually. This is important for SS and IF interaction. Because with IF, the incoming damage reduction with decreased HP will affect Sacred Shields effective power. For instance, in A, the total damage received is 67500, but if the Paladin stayed at 50% HP, the total damage would be 56700, increasing the relative power of SS.
Conclusion
In summary, Light Defense and Inner Forces provides a constant % damage reduction regardless of the total damage received. Sacred Shield gets relatively weaker, the higher the maximum damage received, and vice versa, because it holds a constant power (% of the Paladin's HP). Depending on different situations each one of these skills could be the strongest defensive skill:
Short battles or intermitted damage - Sacred Shield (Most common case)
Long battles with constant and high damage to the entire party - Light Defense (Rare - 5v5 or wars)
If the Paladin constantly drops HP - Inner Forces (mainly PvP or boss tanking)
Method 2: In-Game Test
Since IF and LD are similar in their effect, which is a (passive) damage reduction, I decided to look further into them in the hopes of seeing which one would be better to max out. So in this part, I'll be presenting results for an in-game test, that could help us assess the effectivity of each of these skills at 1/4 and 4/4.
Inner Force vs Light Defense Without Mermen
Figure 13: Damage received data collected from in-game test, comparing the damage received with 4/4 Inner Force (orange) and 4/4 Light Defense and a passive 1/4 Inner Forces (yellow). On the left side (red), we see the number of hits. To the right, the HP value is being calculated ( = Max HP of 7004 - the damage received with each skill). Additionally, and on the left hand side, the % HP was calculated to indicate the amount of damage reduction applied on the next hit from Inner Forces (Green).
* Deviations emerged towards the end of the test presumably due to the innate HP regeneration per 5 seconds (HP values were calculated, not measured from the game)
We can see that Light Defense helps us receive less damage from the get-go. The line (below hit 5) determines the cut-off point, where the damage received with maxed IF becomes stronger than LD 4/4 and 1/4 IF. This means that the combination of LD 4/4 - IF 1/4 is in fact, better than 4/4 IF up until the Paladin is at 29% HP! (When IF provides 22% damage reduction, which is between 28.01% - 34% HP)
This information only tells us at which HP level do we receive less damage is it with maxed LD or maxed IF? To get an idea on the total reduction through all HP levels, we need to determine an average level of damage reduction:
Figure 14: Skill evaluation without Mermen gear: Orange - Inner Force 4/4, Yellow - Light Defense 4/4. "dmg received" = sum of damage of all hits. "dmg total" = damage with 0 reductions (i.e. 1124 x the total number of hits). "dmg reduced" = dmg total - dmg received. "average reduction %" = dmg reduced / dmg total * 100%).
We can see that, it total, the average damage reduction of a maxed LD is higher when accounting to all HP levels. The word "Average" is important here. For example, even though IF has a higher damage reduction on a fewer amounts of hits (only 5th - 7th hits), the reduction at that level is stronger than that of LD (up to 26% on the 7th hit!).
Keep in mind, that with IF 4/4 we are not considering using 1/4 LD, since according to my experience, it is impractical to keep using LD and keep it active since there is a lot more going on that needs to be focused on. But for the sake of completeness, I also collected data with 1/4 LD and the cut-off point becomes around 40% HP:
Inner Force vs Light Defense With Mermen
Figure 15: Damage received data collected from in-game test, comparing the damage received with 4/4 Inner Force (orange) and 4/4 Light Defense and a passive 1/4 Inner Forces (yellow). On the left side (red), we see the number of hits with the damage reduction buffs from Mermen for each hit. To the right, the HP value is being calculated ( = Max HP of 7004 - the damage received with each skill). Additionally, and on the left hand side, the % HP was calculated to indicate the amount of damage reduction applied to the next hit from Inner Forces (Green). Regarding the max HP with Mermen, the values for calculating the % HP is shown at the bottom for each tick of Mermen buff.
* Deviations emerged towards the end of the test presumably due to the innate HP regeneration per 5 seconds (Since HP values were calculated, not measured from the game)
With Mermen, the cut-off point, where IF provides a better damage reduction increases to 38%, where IF provides 20% damage reduction (that is between 34.01% - 40% HP)
As for the average damage reduction with Mermen:
Figure 16: Skill evaluation with Mermen gear: Orange - Inner Force 4/4, Yellow - Light Defense 4/4. "dmg received" = sum of damage of all hits. "dmg total" = damage with 0 reductions (i.e. 1124 x the total number of hits). "dmg reduced" = dmg total - dmg received. "average reduction %" = dmg reduced / dmg total * 100%).
As we can see, with Mermen gear, both skills have an almost equal damage reduction of 25%, where IF is slightly stronger (25,4% IF, and 24,9% LD). It shouldn't be a surprise that with the help of Mermen gear, IF becomes more effective, since the maximum HP increase helps IF trigger faster.
Conclusion
This method helps us better determine which skill combination is better for an overall damage protection. As you can see, there is no definitive answer. While LD provides a better damage reduction from the beginning of the fight, that is constant till the end of it, IF starts becoming stronger only starting from 40% HP (Mermen) and 34% HP (Without Mermen).
On first sight, LD might be the better choice since it provides a better initial protection, but protection at high level of HP isn't as necessary as at low HP, where you can profit the most out of Mermen gear and relics that work better with low HP. It's also worth mentioning that IF is completely passive, while LD is a buff that could be removed by opponents! On the other hand, LD and its strong talent buff the entire party, while IF and its talent only benefit the Paladin.
Discussion
In this topic, I discussed the power of each of the defensive skills of Paladin individually and in combination, in addition their power with or without Mermen, in the hopes of helping lower budget Paladin decide which skills are the best to make them defensively stronger.
It is very important to recognize the differences in each skill besides the fact that they provide "damage reduction".
For example, even though Light Defense is seemingly the weakest defensive skill when it is judged based on improving a single players survivability. Light Defense's talent Patronage of Light provides a very useful mana regen buff. Additionally the damage reduction applies to the entire party, this could make it the strongest skill in 5v5 arena, and GvG/War battles if the Paladin is in the party. But even on a level of a single Paladin, LD is more effective than IF till 40% HP.
In addition to that, leveling up LD makes it easier to keep the skill active if you're or your party are relying on the talent "Patronage of Light" for your mana regen.
Inner Forces makes you stronger when you're low HP, it can absorb up to 30% damage (10% HP), it definitely can be a life saver, it is the weakest at high HP, but at that point, we don't need it do we? Additionally, it synergizes very well with Mermen gear, keeping HP level below 50% provides the Paladin with a debuff cleanse every 6.5 seconds, and, below 50% HP, IF provides at least 16% damage protection in addition to the 15% from MM. Increasing the max. HP through mermen makes it easy to stay around 50% HP without the fear of dying fast (50% would be something like 4k-5k HP!)
Sacred Shield provides the strongest instant protection, but with a considerable down-time, but its long duration combined with the talent Sacred Teaching, can make a great damage booster for Raid Boss battles and dungeons. It's also the most effective defensively in smaller battles (2v2 or 3v3 Arena), since you can apply 2 shields at once. SS also synergizes with MM due to the max. HP increase.
There are obviously several limitations to the methods applied here, these methods are very oversimplified in comparison to a "real-life" battle, where there are many variables that could affect a skill's efficacy
Additionally, a comparison between the efficacies of LD and IF was not performed for levels between 1 and 4, it would be helpful to know if there is a "best combination" for maximum damage reduction using 2/4 and 3/4 on each of the two skills. Considering the accuracy of the damage simulator, this could be done purely computationally, as to not waste any in-game resources.
Summary
Skill
Pros
Cons
Sacred Shield
- Strongest instant damage reduction
- Most effective in most situations (1v1, 2v2, 3v3, dungeon mobs, short boss fights)
- Constant damage absorption; depends on Paladin's HP
- Strong synergy with Mermen gear (increased HP)
- Has a relatively long down-time (Cooldown)
- Can be removed by opponents skills/relics
- Relative strength is lower with higher/increased total damage received
Inner Forces
- Strongest passive damage reduction at low HP (below 30%)
- Very strong in 1v1 situations and high damage boss tanking
- Strong synergy with Mermen gear
- Passive; cannot be removed/deactivated
- Only applies to Paladin; no support value
- Weakest skill at higher HP levels (above 40%) and only stronger below that.
Light Defense
- Relatively more effective without Mermen gear
- Best effect with a full party
- Constant protection across all HP levels; stronger than Inner Forces when above 40% HP
- Constant relative protection regardless of total damage received
- Long duration; effectively a passive
- Can be removed by opponents' skills/relics
- Rare situations where it's most effective: Long fights with high damage on multiple allies (5v5 or Wars)
- Gets weaker with increased defense (Defense curve)
References
https://wsdb.xyz/en/calculator
Advanced Paladin Calculator.xlsx
-
2023-02-18_1676746619998.mp4
The Legend of the Templar of the Black Cloak
01 The origin
This story is from a long time ago, and nobody knows if what happened was really true!! A long time ago, some small villages suffered from legion attacks, but one village in particular caught attention, perhaps because of its mining area, a messenger arrived desperate and began to report the current situation, troops from the enemy kingdom were marching towards you
02 The despair
The whole village was in despair. The call for reinforcements from the capital would take 1 day to be received, and it would take another 2 days for the reinforcement troops to arrive! With that the villagers were losing hope
03 The Salvation
The leader of the village and his guards were trying to calm the people in front of his mansion, so that's when he appeared, a man with a black robe and armor that covered his right arm, all he carried was a staff and a grimoire. sacred, he simply stopped in front of the village leader and said "don't worry!! I'll hold off the enemies until reinforcements arrive" initially no one believed him, maybe it was because it was something totally impossible or because he came out of a tavern and apparently he was drunk, so he walked to the central region of the village and began to prescribe an enchantment, people simply ignored him, but for a short time, his staff began to glow and a golden barrier began to rise, covering the entire village, as it could just one person to raise such a huge magical barrier? That's what they thought, the enemy troops arrived and started attacking the barrier and nothing happened, not even a scratch and so they tried and tried and continued like this for a long 3 days during which time everyone in the village started to help the mysterious man with food, water, their concentration is unparalleled, on the third day reinforcements arrived and after a fierce battle the soldiers of the capital won, but after that the barrier began to give way and briefly disappeared and along with it, the mysterious man, leaving behind bring only your robes, your staff and your grimoire
To this day, no one can explain what really happened, some say he sacrificed himself to create that barrier. Others say he was taken by the gods But it's just speculation
I chose to create a suit that doesn't cover the character's face
Here's an image that helps explain the features of the costume.
4 frame breathing animation
breathing animation sprites.rar
-
Makyro reacted to Nehantist in Illumination reworkAs the name suggests we can understand that it is something about the blinding effects of light.
Illumination:
Original effects + reduces the enemies’ “Accuracy” parameter by 100% for a few seconds.
Since the AoE of illumination is small, this effect is greatly limited in PvP, but very good in PvE.
OR
Illumination:
Original effects + makes the paladin invulnerable to damage for a few seconds.
This one is less RNG dependent and also does not rely on the AoE of illumination.
-
Makyro reacted to Fynn in Adjust paladin's amount of healingHis heal was alrdy nerfed past rebalance......
Also my chieft can recover full health..... And is supposed to be a dmg class.
( I compared these two because, they have the same conditions in terms of physical and magical damage.)
I do not want to sound rough, but I am not interested in what happens in other people's servers, I am also not asking that it stay as it is, I don't care, instead of asking NERF to other classes, ask buff to yours.
This type of nerf, always affect the pve area of those who are just beginning to play
-
Makyro reacted to Raislin in Adjust paladin's amount of healingPaladins as they are currently are expensive to build distractions as things stand currently. If you are prioritizing a target that's barely a threat in pvp its on you and no one else.
Paladins might have good magic damage but that's only numbers, which doesn't actually translate to damage done. Both Magical and physical paladins are extremely bad at doing damage in comparison to other tanks at the moment. Even magical deathknight is better right now in that department and those builds are usually an afterthought for most dks. Paladin the class is entirely carried by a few skills that are situational and range from being mediocre to "I wish I had a minion with that skill" in usefulness.
-
Makyro reacted to Agonize in Ressurreição - Sugestão ReajusteA habilidade funciona muito bem no nível 1 e acredito que seja consenso da maioria que não compensa melhorar a mais do que isso. Vi em um tópico russo sugestão de aumentar o número de alvos que podem ser ressuscitados conforme evolução da habilidade.
Eu já penso que poderia ser feito diferente, como uma redução considerável na recarga da habilidade, algum buff adicional de dano ou de cura recebida por um curto período de acordo com nível de melhoramento da habilidade.
-
Makyro reacted to Kyrai in Counterpart CharactersWarspear Online finally reached 20 different classes!
Five classes per each of the four existent factions of the game.
Each class have their essence inside this game, where you can be Healer, Damage, Tank or including Hybrid classes.
Also we look of every MMORPG game, many similar things of the classes depending of their skills or gear building, this is the counterpart the most similar oponent.
\\\ Paladin 🆚 Death Knight ///
Priest / Necromancer
Mage / Chieftain
Seeker / Rogue
Templar / Charmer
Warden / Barbarian
Blade Dancer / Reaper
Druid / Shaman
Ranger / Hunter
Beastmaster / Warlock
Categories
Semi-Hybrid (SH)
Semi-Tank (ST)
Semi-Damage (SD)
Hybrid
I go explain this with time so updates coming soon.
Because exist classes with other counterpart classes.