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Drakoslayd

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  1. Like
    I still like the general idea of adding more objectives instead of having every fight revolve around the same choke points. Side objectives that temporarily weaken a faction or force players to split up would probably create more interesting battles than simply increasing rewards.
    The only thing I'd be careful with is classless combat skills. Looking back, those could have been very difficult to balance, especially if every class gained access to the same utility. Objective-based mechanics like destroying siege weapons or escorting supply caravans seem like they would have added more depth without affecting PvP balance quite as much.
  2. Haha
    Drakoslayd got a reaction from hentbank in Limits on summoning monsters   
    Give necromancer 100 skeletons and say nothing 
  3. Sad
    Drakoslayd reacted to Higgings in Union the servers   
    This is also technically impossible I'm afraid, due to technical limits the game would face. It has been suggested countless times already
  4. Sad
    Drakoslayd reacted to SymbX in Mind of Warspear [Knowledge Base]   
    My server was migrated by the provider, but during the boot process something went wrong, and several services did not start properly.
  5. Sad
    Drakoslayd got a reaction from Baryon in Mind of Warspear [Knowledge Base]   
    Site down
  6. Thanks
    All dungeons as the description states
  7. Haha
    Beast Awakening
    Simultaneous monster limit changed to 4 at all skill levels (was 1).
  8. Haha
    By playing the class 
  9. Like
    Quick update / summary on Rogue in 2026 for a fellow few people that are interested in Rogue / are owning one or are thinking about making one (please dont).
     
    Last rebalance brought most interesting changes to rogue during last 5 years but unfortunately none of them solves the problem that this class have and its a survivability.
     
    Having whole defensive mechanism being built ONLY around DODGE stat itself doesn't work at all due multiple reasons:
    Classes have already by default good / high amount of accuracy which makes Dodge useless (and if they dont, then there is a skill that increases accuracy so your max capped Dodge goes to ##### anyway). Classes are given Talents and Skills that either Ignore / bypass or reduce Dodge. If you are lucky enough to dodge 2 attacks in a fight (with maxed dodge 60% or 63%) there comes another problem and thats getting CC'd. Game has a lot of stuns so you will find yourself being trapped there endlessly as class also doesn't have any talent or skill that would provide resistance. 
     
    As a light user (as rogue cannot use heavy armor to compensate for lack of defensive Skills / talents with a higher def. stat), class is extremely "paper", you will get Either CC'd to death or absolutely molested by any other damage class thats over there.
    Maybe in another 5 years developers will add some sort of Damage reduction ability so we wont act as Dummy and taking full damage and dying in 3seconds (Okay, lets say 5 seconds because of that 1 proc of reflexes)
     
    Damage in PvE got slightly buffed
    Damage in PvP got slightly buffed as well but its more of a situational thing which works 50 / 50.
     
    In the end: If you are thinking about making Rogue, dont do it. Class wont really change or became OP after spending a fortune in it. You can pick any other damage dealing class (if you are looking for DMG class) and it will be more enjoyable and will do the job (dealing damage) way better than Rogue.
     
    So this guide is still up to date.
     
  10. Wow
    Warriors!
     
    The Warspear Online anniversary is fast approaching, and a new chapter of adventure is about to unfold for the warriors of Arinar! Ancient bosses awaken from the depths of ages past, while the fires of war burn brighter than ever before! But with the return of long-forgotten legends come new deadly foes threatening Arinar... And as the storm of battle draws near, the fate of both Alliances will rest in the hands of their heroes!
     
    Weekly Guild Tournament: Ancient Chronicles
     
    The traditional weekly guild tournament in honor of the Warspear Online anniversary is about to begin! All guilds level 2 and above are invited to compete for supremacy. At the start of each tournament week, every guild is placed into a division based solely on its level, regardless of Alliance affiliation. From there, you'll compete within your division to earn the highest amount of Knowledge.
     
    Guild Breakdown

    EU-Emerald, US-Sapphire, BR-Tourmaline
    Division A: Guilds Level 10-12
    Division B: Guilds Level 6-9
    Division C: Guilds Level 2-5
     
    SEA-Pearl
    Division A: Guilds Level 5-12
    Division B: Guilds Level 2-4
     
    RU-Amber, RU-Topaz, RU-Ruby
    Division A: Guilds Level 10-12
    Division B: Guilds Level 6-9
    Division C: Guilds Level 2-5
     
    Gain Knowledge through various in-game activities to help your guild come out on top and earn unique personal rewards at the end of the week! Each weekly event brings exclusive tournament rewards tailored to the week's special theme.

    Remember, if a player joins and leaves a guild during the same tournament week, all points earned by that player will be deducted from the guild's total score. To see how your guild is performing, go to the Activity Center and click the Guild Statistics button under the Guild Tournament menu.
     
    World Event: Storm of Bones
     
    Driven by a thirst for power, Tasa'akh the Unbound ventured into the Valley of Bones in search of an ancient artifact – only to lose his mind. Now, the rogue mage lurks on Irselnort, twisting the island into a realm of nightmares. Heroes from both Alliances must rise against the maddened sorcerer before his corruption spreads across all of Arinar!
     
    Stage I: Blazing Fury
    The Mage's Guild of Almahad treasures its ancient relics, but not all mages honor the old ways. Once one of their own, Tasa'akh the Unbound has stolen a unique artifact – the Oracle's Staff – which carries a formidable power, whispering to its bearer. For the strong-willed, its murmurs bring prophecy, but for Tasa'akh, the voices brought madness. Now under the staff's influence, he has fled to Irselnort, spreading chaos in his wake. His escape from Nadir-Sard has disturbed the local elementals, igniting them into a frenzy of flame. Extinguish the uprising before the city is reduced to ash!
     
    Stage II: Sandsnare
    The Oracle's Staff continues to cloud Tasa'akh's mind with even darker thoughts, pushing him deeper into insanity. As he flees, he leaves behind deadly traps powered by runic stones scattered across the land. To survive the raging sandstorm, you must destroy the elemental energy locked within these stones. Fight off the furious wild boars – they're none too pleased with this unnatural weather!
     

     
    Stage III: True Companion
    The crazed sorcerer has vanished without a trace – but hope is not lost. The Mage's Guild has sent its finest tracker to hunt down Tasa'akh, a gifted hound with a nose for the scent of relics and curses. Protect the dog as it follows Tasa'akh's fading trail!
     
    Stage IV: Tasa'akh the Unbound
    The Oracle's Staff has fully consumed Tasa'akh, turning him from a man into a wild beast! Prepare to face the ultimate threat and defend Irselnort from total destruction!
     

     
    Tournament Guild Event in a GvG Area: Treasures of the Archipelago
     
    The blazing Lava Archipelago awakens once more, beckoning a new wave of adventurers to its shores! Will the warriors of Arinar claim the treasures hidden among the islands, crush their rivals, and survive the wrath of ancient horrors? The battle for fame and fortune begins now!
     
    The mighty Snorlar calls on brave heroes once again for a guild competition! This time, adventurers must scour the islands for treasures and deliver them to the archipelago antiquarians in exchange for tournament points. But the path to victory is far from safe! Rare chests and ancient relics are guarded by the monstrous offspring of Volcano, and anyone who seizes these coveted treasures becomes marked by dangerous magic. Carry your spoils carefully – enemy players can ambush you at any moment and steal everything you've earned!
     
    The only way to reach the archipelago is through the docks within the military camps, where ships set sail toward danger, treasure, and perilous battles. Passage requires a fee: a gold coin from a sack that can be found right there in the camp.
     

     
    The islands of the archipelago are connected by a maze of narrow bridges and hide untold riches: sacks of gold, treasure-filled chests guarded by monsters, and powerful relics dropped by defeating bosses. Every trophy earned brings glory and strengthens your guild's standing in the tournament – but the most valuable prizes can quickly turn the hunter into the hunted!
     
    At the beginning of the battle, guilds will face Snorlar himself! Defeating the lord of the archipelago grants a huge number of points and awakens three deadly bosses across the islands: the Spirit of Magma, Baldrazar, and Gorefiend. Although defeating Snorlar does not reward a relic, victory over him temporarily empowers the entire guild with extraordinary strength! Only the Guild Commander can activate this powerful blessing.
     

     
    The Spirit of Magma, Baldrazar, and Gorefiend each carry a special relic. Once obtained, the Guild Commander must then deliver the relic to the archipelago antiquarians waiting on wooden platforms between the islands to claim valuable points. However, relics can only be sold on the opposite side of the map. If the Commander falls in battle, the relic passes into enemy hands!
     
    Near the volcano's mouth lie the shards of Snorlar's fury, relics imbued with cursed power. Only the hand of a Commander can awaken their strength. While these relics grant no additional points, they affect the entire guild, providing powerful bonuses at the cost of constant damage. Their power is fleeting, so use Snorlar's gift wisely!
     
    Claim victory by outscoring rival guilds and earning points through various activities:
    Kill an Archipelago Martyr – 1 point
    Kill an enemy player – 2 points
    Kill a Volcano Spawn – 3 points
    Kill a Molten Guardian – 5 points
    Kill a Cursed Executioner – 10 points
    Collect a sack of gold – 15 points
    Loot a treasure chest – 50 points
    Sell a relic – 250 points
    Kill the Spirit of Magma – 300 points
    Kill Gorefiend – 300 points
    Kill Baldrazar – 300 points
    Kill Snorlar – 750 points
    Rotating Competitive Guild Raid: Shadow Beneath the Dunes
     
    Disaster has swept across Almahad, plunging even the fiercest desert tribes into fear and despair. In their search for salvation, the nomads of the Golden Sands turned to an ancient horror – the bloodthirsty Jarak. Rumors of the sinister cult surrounding the creature have already spread far beyond Almahad's shores! Will the heroes of Arinar have the courage to face this monster in a new competitive raid?
     
    Jarak is a beast that should have been destroyed long ago. Instead, the nomads of the Golden Sands chose to worship it like a living god. Countless warriors have fallen victim to their senseless superstitions, unknowingly offering themselves as sacrifices. Some were devoured by the creature, while others were twisted into parasitic creatures that now swarm among the remains of Jarak's feasts. To this day, no one has dared stop this horrific ritual or stop the spreading plague...
     
    From the moment the battle begins, Jarak will emerge before the warriors of Arinar in all his terrifying glory. Strike the monster without hesitation – once weakened, the beast will burrow beneath the sands, opening portals to the trembling basin. There, raiders must face Jarak's massive limbs, each possessing its own deadly powers. Only by destroying enough of these appendages will you force Jarak back onto the battlefield. But beware – as the monster weakens further the portals will reopen once more, and Jarak's enraged limbs will return stronger than before!
     
    Prepare your raid party carefully: higher difficulty levels increase both the number of active portals and the number of limbs your team must destroy!
     

     
    Against Jarak, even the desert itself becomes your enemy. Starting at difficulty level 6, heroes will encounter quicksand that drains Mobility over time. As your Mobility steadily decreases during combat, your character suffers increasing penalties: each missing point reduces movement speed by 0.5%, Attack Speed by 0.4%, and Skill Cooldown rate by 0.8%.
     
    The only way to preserve your strength is to keep moving! Traversing the scorching sands restores Mobility, allowing heroes to resist the desert's draining effects. Additionally, destroying certain limbs can weaken the quicksand's effects! Each raid participant can keep track of their current Mobility level using a special bar at the top of the screen.
     
    Jarak grows stronger with every difficulty level, and only true heroes will be able to defeat the beast and put an end to the bloody cult! And remember: all mechanics from the Golden Sands of Almahad are fully active during the raid.
     
    Open-World Guild Events
     
    As the celebration draws near, the dark legends of Arinar's past rise once more. Only the bravest heroes will be able to stand against the encroaching darkness before it consumes the world! Complete the requirements to unlock each event and prepare to battle fearsome bosses!
     
    Flame of Wrath
    An ancient dragon that once guarded the Spear of War now bears the mantle of the Avenger. It bestowed its great fury and wisdom upon Berengar before taking eternal rest in the Hidden Sanctuary – but its enmity for Garahan was so deep that it found no solace in death and rose from the ashes as a fearsome bone beast. Lay this creature to rest in battle to restore peace to the Ashen Coast.
     
    Deadly Stare
    A spawn of Chaos, the Beholder was once held captive by Berengar himself. With his disappearance, the Beholder was freed and now lurks deep within the caverns of Irselnort, poised to wreak havoc on the island. Calling upon his kin in the Abyss, the Beholder has unleashed an invasion of Chaos upon the lands of Irselnort! The only way to silence his malevolent summons is to face the Beholder and kill him!
     

     
    Lost Soul
    In a time long past, the Demonologist's pursuit of forbidden knowledge drove him to the brink of madness, forfeiting his soul in exchange for immeasurable power. He joined forces with Sam Hain, but was ultimately defeated and forced to flee to the one place no one would dare follow – beyond the Shadow Gates. With the threat fading, he has reappeared on Irselnort, taking refuge in a newly unearthed dungeon. Only by meeting his end can the Demonologist's thirst for vengeance be quenched!
     
    And remember, you don't have to wait for the event to face them – the druid bosses are always ready for a fight!
     
    Holiday Achievements
     
    The Warspear Online anniversary is your chance to etch your guild's name into the history of Arinar! Be the first on your realm to defeat every boss and dominate the Treasures of the Archipelago guild tournament event to claim brand-new legendary achievements!
     
    Activity Season 42
     
    Shortly after the anniversary update goes live, a brand-new Activity Season will begin in Arinar! This is your opportunity to earn a wide range of rewards, including powerful buffs and valuable resources for character progression, a unique anniversary skill, and exclusive costumes! The Activity Center will once again feature daily and weekly missions, allowing you to track your progress throughout the season. As always, Battle Pass holders will gain access to an additional reward track packed with even more unique prizes!
     
    Battle Pass Benefits:
    Extra daily and weekly mission slots
    An additional reward slot after completing all seasonal rewards
    Quick access to the Personal and Guild Storage
    Free hairstyle changes from your Personal Hairdresser
    A personal Knowledge Bank
    Expanded Inherited Attributes for Summoned Monsters
     
    With the release of Update 13.4, PvP summoned monsters will now inherit 100% of the following character bonuses and attributes:
    All healing bonuses granted to the character
    Strength of the Ancients (Battle Pass buff)
    Ward of the Ancients (Battle Pass buff)
    Increased Critical Hit (Talent)
    Increased Penetration (Talent)
    Increased Ferocity (Talent)
    Increased Dodge (Talent)
    Increased Resilience (Talent)
    Bestial Rage: Ranks I-IV (Talents)
    Animal Rage: Ranks I-IV (Talents)
    Bestial Meekness: Ranks I-IV (Talents)
    Animal Fortitude: Ranks I-IV (Talents)
    Predatory Restraint: Ranks I-II (Talents)
    Skill Power (Attribute)
    Tenacity (Attribute)
    Facilitation (Attribute)
    Subjugation (Attribute)
    Totem Target Limit Adjustments
     
    Starting with Update 13.4, the PvE and PvP target separation system will be extended to all totem installation artifacts. Artifact descriptions will now clearly specify the types of targets their effects apply to.
     
    Control Effect Priority Adjustments
     
    The interaction rules for control effects have been adjusted to eliminate conflicts caused by multiple control effects activating simultaneously. Control effects are now divided into three priority categories: high, medium, and low. If a character is affected by multiple control effects at the same time, only the effect with the highest priority will remain active.
     
    Effect priorities:
    High: Stun, Sleep, Paralysis
    Medium: Coercion
    Low: Fear, Hypnosis, Blindness, Disorientation
    Harmful Effect Resistance Adjustments
     
    Additionally, a bug has been fixed that prevented the RESIST notification from appearing when harmful effects from certain skills and talents were successfully resisted. Due to this bug, some mechanics that should activate upon resistance also failed to work correctly. The fix applies to the following skills and talents: 
    Truce (Priest's skill)
    Relentlessness (Warden's talent, Unbridled Will branch)
    Vampire Purge (Median Night branch)
    Stunning Purge (Median Night branch)
    Skill and Talent Updates
     
     Thirst for Life
    Fixed a bug where the skill would not reduce damage received from monsters summoned by skills or talents.
     Deadly Illusion
    The summoned monster now inherits 100% of the character's Physical and Magic Defense.
     Sneer of Fate
    Summoned monster's auto-attack interval changed to 2.5 sec (was 2 sec).
    Monster's maximum damage changed to 4,000 (was 3,000).
    Monster's damage scaling changed to 100% of the target's total Physical and Magic Power (was 40%).
    The summoned monster now inherits 130% of the character's Physical and Magic Defense.
     Arcane Breach
    Fixed a bug where the skill's effect could occasionally fail to apply if the target resisted harmful effects.
    The effect now also bypasses Resistance and Tenacity for harmful effects applied by PvP summoned creatures.
    The skill's effect can now also occur when an enemy resists movement effects.
     War-Forged Blade
    Now fully interacts with the Moon Monster summoned by the Beastmaster's Beast Awakening skill:
    Attacks and kills performed by the Moon Monster can now activate the skill's effects on both the character and the Moon Monster.
    While the effects are active, the Moon Monster's attacks partially bypass enemy Resilience and skill-based damage reduction.
     Guillotine
    Fixed a bug where the skill's attack could be parried while using ranged weapons.
     Rotbound
    Fixed a bug where the skill's effect could occasionally fail to reapply if the target resisted Rotbound.
     Battle Fury (Adventurer's Guild of Almahad) 
    Fixed a bug that caused the talent to increase the character's movement speed after killing PvE monsters.
     Stunning Purge (Median Night branch)
    The talent can now also ignore movement effects.
     Magic Relic of Reaction
    Fixed a bug where the relic's effect would not apply if the skill's effect was resisted through the Magic Relic of Reaction.
    The relic can now also ignore movement effects.
     Lesser Relic of Curse Removal
    Great Relic of Curse Removal
    The relics will no longer remove damage over time effects from the character.
     Magic Relic of Physical Blocking
     Magic Relic of Magical Blocking
    Fixed a bug where the relic effects would not absorb damage dealt to shields.
     Magic Relic of Deceptive Control
    The relic's effect will no longer disable the target's health and energy regeneration.
     Icy Relic of Cruelty
    Mechanics reworked: While affected by Rage, the character's non-critical skill attacks become critical, but their critical damage is reduced by 50%.
     Mage

     Arcane Phantom (Mage's Guild of Almahad)
    Fixed a bug where the Phantom was not treated as a PvP summoned monster.
     Priest
     
     Truce
    The skill can now also ignore movement effects.
     Barrier of Faith
    Fixed a bug where the talent's effect would not occur separately for each shield applied by the skill.
     Templar

     Solar Mark
    Enemies can no longer ignore Stigma.
     Whirlwind of Repentance
    Fixed a bug where the skill dealt magic damage instead of physical damage (this did not affect the final damage value).
    Fixed incorrect animation playback when damaging immobilized targets.
     Forbidden Trick
    Fixed a bug where the skill's movement effect could occasionally not be resisted, especially when used against monsters.
     Particle of Life
    Summoned monster's auto-attack interval changed to 2.5 sec (was 2 sec).
    Summoned monster's damage scaling changed to 85 / 100 / 120 / 140% and 80 / 90 / 105 / 120% (PvP) of the character's Magic Power (was 75 / 85 / 100 / 120% and 65 / 75 / 85 / 100% (PvP)).
    The summoned monster now inherits 100% of the character's Physical and Magic Defense.
    Simultaneous monster limit added: 3. 
     Deity Statue
    The summoned monster now inherits 130% of the character's Physical and Magic Defense.
     Skullcrusher (Mage's Guild of Almahad)
    Fixed a bug where the talent would not activate when enemies resisted movement effects from the character's skills.
     Relentless Defender (Stronghold of Faith branch)
    Summoned monster's auto-attack interval changed to 2.5 sec (was 2 sec).
    The summoned monster now inherits 100% of the character's Physical and Magic Defense.
     Druid

     Patronage of the Forest
    Fixed a bug where the skill could remove damage over time effects from the target.
     Elemental Support
    Monster limit per location changed to 3 (was 2).
    The summoned monster now inherits 100% of the character's Physical and Magic Defense.
     Healing Barrier
    Fixed a bug that prevented the Terrible Relic of Apathy from reducing healing from the skill.
     Forest Song
    The skill's effect will no longer disable health and energy regeneration.
     Emerald Scales
    Activation logic reworked: The activation interval and lost health calculations are now tracked separately for each party member.
    If multiple Druids with this talent are in the same party, only one instance of the talent will function.
     Water Spirit (Raging Spring branch)
    The monster now also uses Lightning Bolt against the enemy every 8 sec.
    The summoned monster now inherits 100% of the character's Physical and Magic Defense.
     Warden
     
     Switcheroo
    All harmful effects from the skill are now applied regardless of whether the target can be moved.
    The skill can no longer be used while the character is immobilized.
     Beastmaster
     
     Forest Aura
    Damage type changed from instant damage to damage over time.
     Beast Awakening
    PvE target limit added for the Moon Monster's area attacks: 5 / 5 / 6 / 8 / 10 targets.
     Symbiosis (Dual Rage branch)
    Now deals pure damage, meaning it is no longer modified by the character's offensive attributes or the target's defensive attributes.
     Rogue
     
     Assassin's Mark
    Now causes the character to lose their current target when used during Stealth invisibility.
     Hunter
     
     Hunter's Mark
    Fixed a bug where Hunter's Mark could occasionally be resisted by enemies.
     Death Knight

     Bounty of Death
    The skill can no longer be used while the character is immobilized.
     Necromancer

     Nightmares
    Fixed a bug where enemies would take more damage than intended after the effect expired.
     Dead Soldier
    Summoned monster's auto-attack interval changed to 2.5 sec (was 3 sec) for Skeletons and to 2.5 sec (was 2 sec) for Skeleton Warriors.
    Skeleton's damage scaling changed to 30 / 35 / 40 / 50% and 25 / 30 / 35 / 40% (PvP) of the character's Magic Power (was 40 / 45 / 50 / 60% and 30 / 35 / 50 / 50% (PvP)).
    Skeleton Warrior's damage scaling changed to 45 / 50 / 60 / 70% и 40 / 45 / 50 / 60% (PvP) of the character's Magic Power (was 55 / 60 / 70 / 80% and 45 / 50 / 60 / 70% (PvP)).
    Skeleton Warrior's base Block chance changed to 20% (was 0%).
    The summoned monster now inherits 100% of the character's Physical and Magic Defense.
     Bone Mastery
    Fixed a bug where the talent's effect would not occur separately for each shield applied by the skill.
     Undying Wrath (Life After Death branch)
    Fixed a bug where the talent effect could not be removed.
     Undead Army (Life After Death branch)
    Summoned creatures replaced with Skeleton Archers and Cursed Skeleton Archers.
    Skeleton Archer's damage scaling changed to 70% and 60% (PvP) of the character's Magic Power (was 60% and 50% (PvP)).
    Cursed Skeleton Archer's damage scaling changed to 90% and 80% (PvP) of the character's Magic Power (was 80% and 70% (PvP)).
    The summoned monster now inherits 80% of the character's Physical and Magic Defense.
     Engulfing Cold (Ice Heart branch)
    Fixed a bug where the talent's effect would continuously attempt to reapply itself even after being resisted. The effect will now only attempt to reapply if the target leaves the talent's area of effect and enters it again.
     Charmer
     
     Chaotic Assistance
    Summoned monster's auto-attack interval changed to 3.5 sec (was 4.5 sec).
    The summoned monster now inherits 70% of the character's Physical and Magic Defense.
     Call
    Cooldown time changed to 18 sec (was 22 sec).
    Summoned monster's lifespan changed to 11 / 13 / 15 / 18 / 21 sec (was 12 / 15 / 18 / 22 / 26 sec).
    The summoned monster now inherits 100% of the character's Physical and Magic Defense.
     Summoner Skill
    Skill range increased to 5 yards (was 4 yards).
    Area damage mechanics of summoned creatures changed to around the target (was around the monster).
     Spawn of Gloom (Spawn of Gloom branch)
    Summoned monster's auto-attack interval changed to 3 sec (was 2 sec).
    Summoned monster's attack range changed to 3 yards (was 2 yards).
    Monster's damage penalty changed to 20% (was 40%).
    The summoned monster now inherits 90% of the character's Physical and Magic Defense.
    Now also increases the monster's Attack Strength by 60% of the character's Skill Power.
     Swarm Invasion (Fearsome Horde branch)
    The cooldown of Call is now increased by 4 sec while the talent is active.
    Summoned monster's lifespan penalty changed to 55% (was 40%).
     Pack Power (Fearsome Horde branch)
    Summoned monster defense bonus changed to 7% (was 12%).
    Fixed a bug that caused the talent's defense bonus to function incorrectly.
     
    Interface Improvements
     
    With Update 13.4, we're starting a major overhaul of the quick action bar, quick menu, and radial menu interfaces. The first stage of improvements brings refreshed visuals and new customization features designed to make the interface more flexible and allow players to tailor it to their preferences.
     
    Quick Action Bar Update
     
    After carefully reviewing feedback from players who participated in the focus group testing, we're ready to introduce the first wave of updates to the quick action bar!
     
    Most importantly, you can now customize the layout of the Quick Action Bar to better match your preferences and screen size. A new display mode selector has been added under Settings → Screen → Quick Action Bar:
    Adaptive: Automatically switches between one-row and two-row layouts depending on screen width.
    Two rows: Always displays the quick action bar in two rows regardless of screen size.
    Single row: Always displays the bar in a single row. If all slots don't fit, a toggle button will appear allowing you to switch between rows. 
    Спойлер
     
    Interface Scaling Improvements
    Interface scaling has also been updated and now features five preset scaling options that automatically adapt to the current screen resolution. These settings are available under Settings → Screen → Interface Scale and include:
    Smoother scaling behavior
    More consistent and predictable interface resizing
    Proper aspect ratio preservation on PC
    The Compact UI option has been removed from the screen settings. Players who previously used this option will now have the lowest available UI scale set.
     
    Спойлер
     
    Quick Menu Improvements
    Updated the design of the quick menu buttons.
    Added text labels for buttons in the quick menu panels.
     
    Radial Menu Design Improvements
     
    Alongside the overall visual refresh, we are updating how the Opaque Menus option under Settings → Screen interacts with the radial menu interface. These buttons will now always remain fully opaque, while the setting itself will continue to work normally for all other interface elements.
     
    Additionally, radial menu buttons now properly scale according to the selected interface scaling settings.
     
    Other Changes
    Adjusted the attributes of Dummy monsters located on the faction islands, Irselnort, Ayvondil, and Almahad: their maximum health has been increased and now scales with the zone in which they are located, while defensive attributes have been removed.
    Active game account links will now appear at the top of the list of available authorization methods in the Account menu.
    Added the NPC Sage Al-Mu'alim to the Catacombs lobby, offering an ability shop that accepts Crimson Corundum.
    Fixed a bug where the Study button appeared for talents within unavailable talent clusters.
     
    That's all for now – but stay tuned for more details on rewards, gifts, and more changes on release day!
     
    See you at the open test!
    The Warspear Online Team
  11. Like
    Drakoslayd reacted to kash 1 in SERIOUS CHANGES IN THE WIZARD!   
    Warlock arrow have a way better scale than Mage's fireball, something between 30%+ dmg, if they "buffed" it and removed the mana scale you wouldn't be happy
     
    The decrease on energy was cuz some players were hitting 6k damage on the sphere years ago (when everyone had 5-6k hp) it don't need to be buffed lmao, nowadays on my server some wlock hits 5k on me if properly buffed, the thing is that none wlock want to buff offensively, if you don't have AT LEAST 51,5% pen, don't even bother in causing magical damage 
     
    The mana formula works to be "capped at 300", giving the skill ≈60% damage boost and scale sloww after that, it is one of the strongest damage amplifications of the game
     
    I'm confused with what is "wizard" and "warlock"
     
    but is the exact same for everyone
     
    The relics are selected based on the skill type, Swamp is a damage type skill and will not enable apathy (the wizard is the ONLY character of the game that doesn't equip apathy on his cc skill btw)
     
     
    Apathy is hella strong, having 2 skills with that is already a W, idk why you're complaining lol, most of heals are continue also
     
    Warlock reduction damage on the key talents is stronger than mage's etherial barrier, if lock had this instead, the character would be GARBAGE, you are picking the worst things on the mage and comparing it bro
     
    And the damage amp aren't on the talents, like, you have 20% always active, this one is the strongest damage amp skill between all Ap characters
     
     ─────── 🔹 ───────
     
    For me Warlock problem is other, the characters shouldn't be a "CC machine" anymore, this type of gameplay is frustrating, boring, 0% interactive with others characters, warlock mechanic for it entirety isn't even a litte bit interactive, that makes the char unfun, even who plays with it don't like it, the character don't want to trade damage, or trade negative effects, it just goes imune and try to get you stopped from the VERY START until the end of the fight 
  12. Wow
    Drakoslayd reacted to Brutalist in Infinite Darkness - Gallery   
    Memento Tenebris
     

  13. Like
    This would just make it easier to sell accounts
     
    also AI
  14. Like
    Drakoslayd reacted to Laevateinn in Barbarian: Skills & Talents 13.4   
    Wow, thanks for the 13.2 update. However, it seems the Roar nerf hasn't been applied.
      
     
  15. Like
    The changes to the quest log is wonderful. It will be so much easier to check now
  16. Sad
    That issue has already been resolved. However, before it was fixed, the battle pass displayed adventurer reputation, so my friend, who is in the mage guild, chose knowledge. As a result, due to the developer’s mistake, he obtained useless knowledge and lost 15,000 mage reputation.
  17. Like
    It would cause too much cluttering in mass battles like in guild raids where you couldnt tell which health bar is the boss health and which bars are other enemies
  18. Like
    When a rogue enters stealth and approaches within a certain range of an enemy, a danger alert appears above the enemy's head, allowing the enemy to anticipate the approaching stealth unit.
  19. Haha
    Drakoslayd got a reaction from Koya Wheel in [2025.12.12] Warspear Online Update 13.2. Announcement. Part I   
    I am extremely confused about this update 
  20. Like
    Replaced by
    Bounty of Death
    Now interacts with Threads of Darkness. Mechanics reworked: Threads of Darkness no longer draws the enemy to the character. Instead, the character now moves to the target and applies Stun to them and all enemies within 1 yard for 3 sec. While stunned, targets cannot move, attack, or use skills. Affects up to 4 player targets and 6 monster targets.
  21. Haha
    Will you optimize the latency issue for Chinese players on the br server?
  22. Like
    Drakoslayd reacted to Hells in Is there a way to turn off all chat?   
    My young child wants to play this but I don’t want him to chat or see chats from other people. Is there a way to turn off all chat functions, including general chat that appears on the main screen?
  23. Like
    Drakoslayd reacted to nth in Is there a way to turn off all chat?   
    Menu -> Settings and Log Out -> Settings -> Chat

    And here you can turn off all chats

     
  24. Thanks
    Drakoslayd got a reaction from Gasta in Kick in the back + poison blades   
    I personally think that Rogue should have a guaranteed dodge skill. 
  25. Like
    Drakoslayd reacted to Gasta in BUFF ROGUE   
    Rogue – Balance and Gameplay Improvement Suggestions
    Hello developers,
    I would like to share some ideas to improve the Rogue’s performance, survivability, and group synergy. These suggestions aim to make the class more consistent in both PvP and PvE without making it overpowered.
    1. Poison
    Add a slowing effect when Poison hits multiple enemies.
    This would greatly help with target control, making the skill more valuable in group fights and even when escaping from enemies. 2. Leap
    Allow Leap to be used while invisible, selecting any area within 4 meters. Invisibility is only removed if Leap hits a target and deals damage. Leap now deals area damage. 3. Stealth
    Provide a brief resistance buff when leaving Stealth to prevent immediate crowd control. Increase attack speed by 5% / 25% upon exiting Stealth. 4. Extermination & Stab
    Stab’s duration is too short, even at 5/5, causing enemies to escape before the Rogue can finish the combo.
    Suggestions: Increase the duration of Stab, or Make Extermination a passive ability. 5. Furiousness. 
     The chance of a critical hit will now make sense in PvP Increased Accuracy Increased Critical Healing
    This creates better synergy with the next ability. 6. Complicated Technique
    Now benefits from critical healing, improving synergy with Furiousness. Cannot be resisted — no dodging, parrying, blocking, or avoiding the effect. 7. Steel Flurry
    Increase its range by 5 meters. 8. Absolute Reflexes
    Currently, the skill activates enemy relics and works as a disadvantage instead of a defensive skill.
    Suggested redesign:
    Envelop the Rogue in Veil Power, absorbing all received damage. Reflect part of the absorbed damage back to the enemy in the next: 3 auto-attacks, and 1 instant-damage attack Veil Power activates upon taking 12% of max HP in damage within X seconds. 9. Ricochet
    Two improvement options:
    Increase its range by 4 meters;
    or Allow Ricochet to originate directly from the Rogue when activating the ability, hitting enemies within 4 meters. 10. Back Kick
    This skill needs a rework. Suggested version:
    Applies a smoke screen around a 3-meter radius. Reduces enemy: Penetration by 2%–10% Accuracy by 10%–35% Grants the Rogue 15% mobility while the effect lasts. Upgrading the skill increases duration only, not the effect strength.
    Useful for Rogues of all levels, even with limited skill points. 11. Dodge
    Increase the duration. Add a second dodge check for better survivability. Final Note
    I understand that not all suggestions may be implemented, but I hope at least one of them will be considered. Thank you for your time and attention.

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