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wolfdragon99

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  1. Like
    wolfdragon99 got a reaction from BlackAdam22 in [2023.08.25] In development: Almahad, the Isle of Chainless League. Part II   
    Ok as it goes for knowledge, even with new characters going not even one town maybe two will cap knowledge, this is a serious disadvantage from the outset as most of us will just keep going instead of stopping.
     
    They need to seriously need to consider getting rid of knowledge cap when it comes to quests. It hurts all of us from new up to those of us playing for years. Gold requirements in at least first section up to the triple skill combination needs to be halved or significantly reduced.
     
    Newer players should be trying to find what to do with knowledge and older players shouldn't be stifled from growing once you reach a certain point.
     
    Elite kills knowledge is another that needs to go up, a cap for that is fine otherwise many would fight over areas for them, but a big increase needs to happen 5-10 times in non event situations would help greatly. 
     
    As I don't normally cap out yet when it comes to dungeons I'll let someone else go into that if it needs to be addressed.
  2. Like
    wolfdragon99 reacted to Oppenheimer32323 in [2023.08.25] In development: Almahad, the Isle of Chainless League. Part II   
    Its just non-stop grinding. They get the taste of talents. They are adding almost everytying related to talents. Horror talents, snow, spring, knowledge, new map talents…..
     
    For them talent= more money at this point.
     
    But i am starting to play less and less. Warspear became a full time job where you have to play everyday. Its repetitive, boring and not rewarding.
     
    Knowledge thing is already absurd system. I simply cant get the new mechanics of my hero. It offers wlde range of play styles, however if i dont play everyday i wont be able to open these since there is knowledge cap.
     
    And now they are adding even more grind….
     
    So what is the hype for. Probably i wont be experiencing anything related to new map….
     
     
     
     
  3. Confused
    wolfdragon99 got a reaction from Drakoslayd in [2023.08.25] In development: Almahad, the Isle of Chainless League. Part II   
    I agree a dual system would be good.
    The best way I can see that happening is they add a dueling pist to each town and that like exchange both sides confirm and are sent to a duel area like in arena, it would probably revitalize pvp and if they include it in arena subsection it can make battle pass easier for some.
  4. Like
    wolfdragon99 reacted to Oppenheimer32323 in [2023.08.25] In development: Almahad, the Isle of Chainless League. Part II   
    If they were keep in touch warspear community, they wouldnt even consider new map right now. Everybody wants to steady balance update, nerfs and buffs. We dont want to wait 1 year for somethings to change. 
     
    We just want to see improve existing events (horror spring winter) not same events every year.
    Or making pvp more fun. Bringing duel system, remove chaos potion and lets have fun with other players.
     
    But no they dont even consider this. Imagine 11 years of mmo doesnt have 1vs1 system where i just simply cant invite them to duel.
     
    Anyways, i am just mad at the wasted potential of the game. My expectations are very low of this new map. I cant stand another oxygen mechanic.
     
  5. Like
    wolfdragon99 reacted to Drakoslayd in [2023.08.25] In development: Almahad, the Isle of Chainless League. Part II   
    People already do that on every other mmo for essentially the same reason- 
    They like the play style of one class and character then focuses on it
  6. Like
    wolfdragon99 reacted to Higgings in [2023.08.25] In development: Almahad, the Isle of Chainless League. Part II   
    Then let's wait for more news. It's a month away, after all 
  7. Like
    wolfdragon99 reacted to Drakoslayd in [2023.08.25] In development: Almahad, the Isle of Chainless League. Part II   
    I honestly don't think your right. I'm pretty sure you can go to either side BUT you won't have access to say Tombs as a Assassin or a Outpost as a Adventurer. 
     
    I am certain you can enter them with a party member. 
     
    Plus you can seemingly swap between the npc guilds but you might loose rep for it
  8. Like
    wolfdragon99 reacted to LivingPoltergeist in [2023.08.25] In development: Almahad, the Isle of Chainless League. Part II   
    Something tells me this is one way to encourage further building multiple characters especially for the top and active guilds which means more spendings. Since it's an exclusive sector type of thing, the lack of players in a npguild would be problematic so you know where that's going. Not that it's bad, I just noticed it unless I'm wrong. I do like choices that doesn't lead to the same conclusion regardless of what you chose.
  9. Like
    wolfdragon99 reacted to Mateusz in [2023.08.25] In development: Almahad, the Isle of Chainless League. Part II   
    Is that only about enemy side players? Like mcs can kill and get "Information" from elf players only? Or mcs can fight mcs in that place too? 
     
    What do u think about to make it fight vs all except ur pt? Like mcs can fight mcs, elfs can fight elfs, mcs vs elfs too, be able to fight all except ur pt. It will also stop ppl from blocking area with whole guild, fights would be way more interesting cus it wont be just about how many ppl u can bring, but how good is ur pt or how ur pt can counter another pt. 
  10. Haha
  11. Like
  12. Wow
    wolfdragon99 reacted to LeeLoo in [2023.08.25] In development: Almahad, the Isle of Chainless League. Part II   
    Dear friends!
     
    First of all, we would like to thank the Warspear Online community for their interest and attention to the process of developing the new island! This time, we have decided to provide more details about the non-playable guilds of Almahad, which we briefly mentioned before. We recommend you to check out the first part of the diaries to fully understand the topic, and now, welcome to the continuation of the narrative!
     
    We would like to remind you that the project is still in development, which means that any elements may be subject to change by the time of release.
     
    What are non-playable guilds?
     
    After exploring the magnificent palaces and dilapidated slums of Er-Sahil, you will be just one step closer to unraveling the mystery of the Black Sun's rim. A fierce battle among the leading guilds of Almahad has unfolded for the right to possess this most powerful artifact on the island. This means that the only way to acquire the artifact is to infiltrate their ranks and gather information from within. But what are non-playable guilds?
     
    Non-playable guilds are special coalitions, interacting with which grants you access to unique gameplay mechanics and content, not available outside of membership in that guild. As we mentioned in the first part of the diaries, you can only be a member of one non-playable guild at a time. Additionally, on Almahad, rivals from different in-game guilds can be part of the same non-playable guild.
     
    You will be able to join a non-playable guild after completing the storyline in the city and the introductory quests related to the guild. You will have access to all existing introductory quests for non-playable guilds simultaneously – you can choose where to begin first.
     

     
    In the upcoming release, you will have the opportunity to get acquainted with two of the five non-playable guilds – Adventurers Guild and the Assassins Guild. Guild registrars, awaiting new recruits in their headquarters within the territory of Er-Sahil, are always ready to assign you a special initiation mission, and from there, the most exciting part begins!
     
    Adventurers and Assassins
     
    Getting acquainted with any of the non-playable guilds promises you truly captivating adventures outside the capital! As you already know from previous diaries, a significant part of the Almahad island is covered by a desert - vast, but not lifeless. The desert is divided into gameplay sectors, each with its own storyline and unique inhabitants, and each non-playable guild will have its own sector. Additionally, a substantial portion of activities will take place in the Golden Sands – an extensive common PvP territory.
     
    Completing tasks assigned to you by the representatives of the Adventurers Guild will lead you to the Mirage Desert - a magical habitat of genies, snakemen, and a true sanctuary of antiquities! Representatives of this guild are true explorers, as they gain access to the most hidden corners of Almahad!
     
     Adventurers Guild
    The Adventurers Guild, founded many centuries ago, sets its goal as the exploration of the mysterious island of Almahad and the search for its long-lost treasures. It is the Adventurers who guard the secrets of the hidden corners of the island, which they are willing to reveal only to the worthy. The guild members are brave, curious, and determined warriors ready to challenge both what is lost in the sands and what remains hidden in plain sight!
     

     
    And if you decide to join their rivals - the Assassins, then you will venture into the Scorpion Kingdom - a land of endless warfare, inhabited by half-humans, half-scorpions and Dog-Heads, ready to battle all who dare to challenge, to quench their thirst for combat. Even the Assassins themselves are ruthless and dangerous “headhunters”.
     
     Assassins Guild
    The Assassins Guild specializes in contract killings for hefty money. Guild members live in a world of shadows and deceptions, one they have largely constructed themselves. Each of them is a talented hunter, capable of tracking down and striking a target of any level, whether it's a common bandit or a highborn noble. Only those who prove their courage will have the gates of the Assassins Guild open to them; brothers and sisters will welcome them into their ranks to stand against the visible and the invisible together!
     

     
    After joining a non-playable guild, you gain access to daily and dynamic quests, dedicated dungeon and guild events, raid boss, and further progression in the storyline will unlock access to side storylines and missions in the gameplay sectors of other guilds. Additionally, you will have access to content unique to your non-playable guild (we will provide detailed information below).
     
    While exploring the island, do not forget about the harsh climate of Almahad - from time to time, powerful sandstorms occur on the island, which can confine you to the capital Er-Sahil for an extended period!
     
    Reputation with factions “Elders of Guild”
     
    As it's well known, every newcomer must first secure the support of the most respected members of the combat brotherhood. On Almahad, you will need to earn the recognition of the guild's elders by building your reputation with a specific guild faction. Familiarizing yourself with the faction will occur upon joining the guild. Reputation can be earned by completing daily and dynamic quests, as well as through various other activities, of which there will be no shortage. Please note that if you leave a non-playable guild, your current reputation with that guild's faction will be reset to zero!
     
    The accumulated reputation points can be spent on learning talents from the non-playable guilds, with each guild having a unique talent tree.
     
    Talents of non-playable guilds
     
    Striving to gain the upper hand in the fight for the artifact, representatives of the most powerful guilds of Almahad have created a special arsenal of skills and abilities within talent trees. And to make your journey through Almahad particularly memorable, each talent tree will be divided into segments of equal length, with special progress markers called “ranks”. A rank becomes active when you start learning all talents within the horizontal row it's connected to, and it remains active permanently. It's this active rank that allows you to retain the progress of learning talents at the same level and above the rank when leaving the non-playable guild. Upon rejoining the non-playable guild, the progress of learning talents will be restored to the level of the last active rank.
     
    Unique mechanics of non-playable guilds
     
    As we have mentioned before, each non-playable guild will have its own daily and dynamic quests, as well as other activities, bonuses, and enhancements, including the talent tree. Advancing through its study, you'll uncover a special talent that opens access to a unique guild mechanic. This mechanic becomes active and available to you as soon as you learn the relevant talent. Additionally, within the branches of the tree, you'll find talents that influence the functioning of this guild mechanic.
     
    To engage with this mechanic, you need to head to the PvP territory of the Golden Sands – that's where the real scorching heat awaits! Nevertheless, you can always rally the support of your allies from your game guild, who can also receive rewards for successfully completing the unique mechanic of your non-playable guild, even if they're not part of it.
     
    Mechanic of Adventurers - Tombs
     
    For the fearless and tireless adventurers, explorers of Almahad, access will be granted to ancient tombs holding rich rewards! Just keep in mind that in your quest to find the entrance to the underground treasuries, you'll need to race across the desert, and the route to the tomb's entrance will be unique for each adventurer!
     

     
    After the tomb entrance is discovered, the adventurer can invite their group to complete a mini-dungeon but remember, that the entrance action will be time-limited. The discovered dungeon is tied to the adventurer who found it: if they leave the group, the dungeon entrance disappears for all group members. However, if there are several adventurers in a group who have found tomb entrances, your group will have access to several tombs with active entrance timers. Moreover, visiting the tombs will not consume the seeker's stamina. The entry procedure for tombs, however, will remain identical to entering regular dungeons.
     

     
    Each tomb discovered by an adventurer will be unique, as the layout of the location, monsters, and dungeon boss will be generated randomly. Your task is to clear the corridors of the tomb from monsters within the given time, filling the progress bar at the top of the screen, defeating the dungeon boss, and remembering to collect rewards from chests! By the way, rewards in the tombs will be refreshed daily, and in a day, you can receive up to 5 rewards.
     
    Mechanic of Assassins - Outposts
     
    Assassins are true masters of stealth, capable of not only tracking their target but also swiftly eliminating it without unnecessary noise. The unique guild mechanics of assassins will allow you to apply these deadly skills in practice and infiltrate bandit camps in the Golden Sands territory!
     
    The ultimate goal of each assassin will be the bandit leaders - bosses with PvP-status. However, first, it's necessary to gather information about their location. Ordinary bandits - PvP-monsters, as well as other assassins who have already collected the information, hold the "Information" about the bosses. By defeating another player, an assassin will obtain a part of the "Information" they've gathered. In the case of group playing, this information will go to the assassin who deals the final blow. During a group battle with a monster, information will be given to each assassin in the group and located at the location at the time of the monster's death.
     
    Only the assassin can gather and accumulate information, but any group member can help him to deal with monsters and other assassins. Once the required amount of 'Information' is collected (the progress bar, unique to each assassin, will help track the result), the assassin will gain access to the dungeon entrance - the tent of the bandit leader. After that, the assassin can initiate the dungeon run and invite their group. However, keep in mind that the entrance action will be time limited.
     

     
    The group composition is locked in at the moment of dungeon activation, so the group can proceed through the dungeon even if the initiating assassin leaves the group. The entry sequence for outposts differs from the rules of entering a regular dungeon. First and foremost, group members may not be present at the moment the dungeon is launched on the location - the assassin can enter the dungeon directly to avoid enemy attacks, and group members can join later. Additionally, the assassin who opens the dungeon doesn't have to be the group leader, and group members can freely enter and exit the bandit outpost. Moreover, visiting the outposts will not consume the seeker's stamina.
     
    Inside the bandit outpost don't waste any time, as you'll need to eliminate the bandit leader (and sometimes there will be even several) within the allocated time! For this each player inside the dungeon will receive a guaranteed reward and gain access to a chest with random rewards. Rewards in the outposts will refresh daily, and in a day, you can receive up to 5 rewards.
     
    Competition among non-playable guilds on Almahad is just beginning to escalate... Perhaps you will be able to shift the balance and earn the greatest respect from the elders of non-playable guilds? We'll find out soon...
     
    The release of the new island is scheduled for the end of September 2023.
     
    See you in the vastness of Arinar!
    AIGRIND
  13. Thanks
    wolfdragon99 got a reaction from BlackAdam22 in Ask everyone about new knowledge   
    As another example while doing quests on 1st map with a character knowledge for quests capped out roughly 1 and 1/2 towns/ camps worth of quests if not less, so newer players already have a disadvantage in that regard as well as I was on and off a lot in one day for this. 
  14. Thanks
    wolfdragon99 reacted to SaltyCoffe in Ayvondil T5 Guide   
    Oh right i completely forgot , you can drop those from the chest
  15. Thanks
    wolfdragon99 reacted to SaltyCoffe in Ayvondil T5 Guide   
    You get some doublons with a 100% rate , usually u get from 200-500 of them.
     
    And then you have a chance to drop either :
    1) Blue sea weapons with fury enchant ( that is for more sea damage )
    2) Belts lvl 29 or 31 of all type
    3) If you really lucky you can drop 2 books : 
         a) Might of sea depths ( i think ) = that gives 5% more dmg underwater and 10% more move speed 
         b) Absolute strength = that when you are about to die from a critical damage dealt by a mob , the book absorb the                                                                           damage and you get 0 damage instead of dying
  16. Thanks
    wolfdragon99 reacted to Sai Chandra in Ayvondil T5 Guide   
    Ayvondil T5 Guide
     
     
     

    Before going to the contents, lets break some myths and get answers for some FAQs
     
    Q. Why do you need this guide?
    A. Many people don’t know the secrets, ambushes and treasures hidden in the latest update of Ayvondil chapter. This guide is one stop place for players who want to uncover the Pirates and underwater mysteries of Ayvondil T5.
     
    Q. Is Ayvondil T5 profitable?
    A. Yes absolutely, One can earn a lot through bars, spheres, craft items just by farming elite monsters which are available in abundance underwater. The mini bosses in the T5 ayvondil map can be farmed for better loot.
     
    Q. Do you need to buy a lot of oxygen tanks to quest underwater?
    A. You may need to buy a few oxygen tanks in the starting phase of getting used to the new town but later on you wont need to buy as the quests give you enough oxygen vials as reward which never finish. A great way to limit oxygen consumption underwater is using some special potions(available from ship graveyard chests) and scrolls(available from quests).
     
     
    I myself never exhausted the oxygen vials which i get from just mermen quests. 
     
     
    Q. Is there a difference between underwater and Ship graveyard?
    A. Yes there is difference. Underwater is only applicable to areas submerged in water of T5 sector. While Ship graveyard refers to both underwater and the land areas of T5 sector.
     
    Q. What is the difference between Pirate reputation and mermen reputation of T5? How to get them?
    A. Pirate Reputation is required to participate in Dungeon "Sea Tramp's Lair" available in the upper half of Ayvondil map. Mermen Reputation is like a currency required to level up talents and also determines player's speed in underwater. Pirate reputation can be achieved through yellow quests, blue quests of T5 and from Guild Event Assault of the Ship. Mermen Reputation can be achieved through blue quests from NPC on Trade Island( exact middle area of T5map) , GvG Invasion of Chaos Event , Guild Event Descent into a Grotto and from Sea Tramp's Lair Dungeon.
     
    Q. What is the right way to spend mermen reputation for talents?
    A. Efficient way to spend talents is to focus getting 15000 mermen reputation first to get 80% speed in underwater and then start spending extra reputation above 15000 on talents so that you can move at decent speed underwater all the time.
     
    Q. Do I need to max the present talent to move to next talent?
    A. No, You don’t have max the talent if u don’t want to. However to move to next talent and further requires unlocking the previous talent(making it level 1).
     
    Q. What are pirate doubloons? What is their use and how to get them?
    A. These are special currency that are available at T5 Ayvondil Sector that is used to buy items from an NPC at T5 town. They are used to buy special gears, weapons and some supplies that are required in smooth underwater adventure. Helmet reduces oxygen consumption, Boots increase the movement speed underwater and the weapons deal a lot more damage (due to fury of depth parameter) to the underwater monsters. The pirate doubloons can be obtained through guild events Assault of the Ship, Descent into a Grotto and Treasure chests in Sunken ships.

    Q. Do the doubloon weapons deal extra damage on land T5 sector monsters like in underwater?
    A. No, the doubloon weapons do not deal extra damage on land monsters. The reason being these weapons deal extra damage strictly to monsters only inside the underwater territory and not on land. For the same reason, they do not deal extra damage on the monsters in the Descent into a Grotto Event where the ads are currently spawning on land areas. 

    Quest- Monsters and Bosses location Guide

    Given Below is a Map of all the monsters and bosses with icons mapped on T5 Ayvondil map. To know what each icons mean, please refer to the legend below.
     

    Legend:
     
    Type-1 Monsters
    These are the collecting-quest(Stocking up) monsters which give pirate reputation. These are available on the upper half of map.
    Quest Reward: Chance to obtain Pirate key
    a.      Deepwater redfish  ①ⓐ
    b.      Shining dollarfish ①ⓑ
    c.      Sharp-toothed rattail  ①ⓒ
     
    Type-2 Monsters
    These are also collecting quests(Twilight Flith) monsters which give mermen reputation. These are available on the lower half of map.
    Quest Reward: Chance to obtain Pirate key
    a.      Snouty Snatchers   ②ⓐ
    b.      Beam-eyed Anglerfish  ②ⓑ
    c.      Clawcutter   ②ⓒ
    d.      Needletooth Drowner  ②ⓓ
     
    Type-3 Monsters
    These are minibosses with around 18k hp located on the bottom of map of Sea-Witch minion quests.
    Quest Reward: Chance to obtain Pirate key
    a.      Shaman of Depths  ③ⓐ
    b.      Sea Devil ③ⓑ
    c.      Bloody Priest  ③ⓒ
    d.      Nightmare Anglerfish  ③ⓓ
    e.      Relic Lobster  ③ⓔ
     
    Type-4 Monsters
    These are bosses located in the mid area of ayvondil T5 area. 
    a.      Larry Skull ④ⓐ
    b.      Dany Hook ④ⓑ
    c.      Drowned Admiral ④ⓒ
    d.      Old Inker ④ⓓ
    e.      Levadis Bloody ④ⓔ
     
    Raid Boss- Captain Giant Octopus  Ⓡ①
    Conditions to activate: 30 players required to stand on the plate before the boss. 

    Raid Boss- Orcinus Ⓡ②
    Conditions to activate :  Clear all the ads/mobs in the spawn point of Orcinus given on the map. 

    Guide of Symphony of Twilight Depth Quest:
    There are usually 4 ways in which this quest is given. The paths to follow( ①> ②> ③> ④> ⑤) to complete the quest in each pattern are given below:
     
    1. North to South:
     
     
    2. South to North: 
     

    3. Clockwise:
     

    4. Anticlockwise
     
     

    Sunken Ship Locations :

    These are the locations which contain sunken ships with treasure. However, the treasure chests inside the sunken ships require special pirate key to open them. These keys are available from T5 Ayvondil dungeons, some quests of T5, Ship graveyard chests from mcoin shop.

    The below map shows all the locations of sunken ship in the Ayvondil T5 territory.
     

     
    Guild Events :
     
    1. Assault Event: This Event is doable if you have atleast 20 players who have average of +8 gears and weapons. 25-30 people are recommended with average of +9 gears with T5 talents. This Event requires clearing the every ad in the area to proceed to the next level and defeat the last boss on stage 4 within the time limit.

     
    2. Grotto Event: This Event requires atleast 25 players with a tank to carry the torch and atleast 4-5 mages and 2-3 rangers to participate. The goal of the event is to carry the torch to the end of each stage and burn the vines on last area to enter the next level. The torch carrier has the job to carry the torch all the time while other members must protect the torch carrier from the ads that come to him.

     
    Guild vs Guild Events :

    1. Invasion of Chaos Event : The main goal of this event is to clear as many monsters as possible before other guilds, to reach a prize place. For each defeated spawn of chaos you will gain points, depending on the strength of the defeated creature. The points are collected by players and added to the guild total. Scouting of players in the GVG area is necessary to find out your enemies and allies
     
    2. Mermen Trials Event: The successful completion of this event gives access of 4 hours of Mermen Sanctuary Dungeon at the Doom Island. The guilds which are participating in this event are made into pool. From this pool, each guild is matched with another almost equally skilled guild (if there is any mis-match in the level occurs, the higher-level guild cannot use the skills that are higher than the lower-level guild level thus making it fair fight) and almost equal number of players participating in a guild. This event is similar to arena where group of players are matched with another group of players except that in this event, 1v1 guild vs guild match-up takes place in both stage 1 and stage 2. This event has two stages. Only guilds which win in the stage 1 are eligible to participate in the stage 2 of the event.

    Reminder: The active guild skills are reset at stage beginning thus giving full use of guild skills at each stage.

    Details of each event are given below:
     
    Stage 1 : Symbol of Celebration: The main objective of this stage is to capture the crown/regalia which is placed in one of the three mid-areas of the stage before the rival guild and bring back the crown at the spot provided for placement of crown near the spawn base. The points are majorly counted based on the captures of the crown, placement of crown at spawn base and the player kills of rival guilds. Some important tips/tricks to perform better in this stage are given below:
     
    a.      Players should level up as many underwater talents as possible by keeping in mind that they should always try to stay above 15k repu for decent movement speed in underwater. Keeping player repu at max 35k repu gives the full extent of movement speed possible through mermen repu.    
    b.     Players should get doubloon gears(movement speed boots), movement speed foods from the T5 NPC who provides items for doubloons and movement speed scrolls from ship graveyard chests from mcoin shop.           
    c.      Players can get the rare non-class expert skill book Might of Depth for extra movement speed underwater.
    d.     Players should use oxygen vial/tank before stage begins to get extra speed from the talent Swimming Technique.
    e.      Caution! This trick is should be used with lot of practice and ingenuity. Before the stage 1 begins, player can try to keep the oxygen level at minimum level i.e at 1 bar out of maximum oxygen bar to make full use of two talents which are High-Speed Ascent and Adaptability.
     
    Stage 2: Proclamation of War: Only the winners of stage 1 are eligible to participate in stage 2. This event is similar to the war in Map 2 i.e., Irselnot war with 3 pylons (instead of flags) and a final guild flag near each spawn base. The points in this stage are counted based on the rival guild pylons destroyed, rival player kills and the destruction of final rival guild flag. Initially, each guild can target any of the three pylons only. The access to attack final flag is achieved when all three pylons of rival guild are destroyed The event can end before the given time if the final flag of rival guild is destroyed.  


    Ship Graveyard- Underwater Talents Information: 
     
    “Underwater Talents” are split into several types, each of which contains specific abilities. These can be obtained by using mermen reputation as currency .You can improve your character’s performance under water, increase your defensive characteristics and resistance to negative effects, as well as gain a temporary advantage on the battlefield in the form of a passive growth of some characteristics. The talents are in game are shown in 3 columns.
    I have listed down all the talents column-wise and written the reputation required and Effect at each level in the following tables.
     
    The Reputation required at level up at each level is noted in the table.
    Example: The Calm Swimming Talent requires 1200 mermen reputation from Level 2 to Level 3. Therefore, the total reputation required to max Calm Swimming from Unlocking to Level 4 requires  400+800+1200+1600= 4000 repu.
     
     
     
     
    Note: 

    1. The effects listed in the tables are not to be taken directly as some talents require certain conditions to be met to get activated.  Example: Punch attack raises penetration% only when the player is in contact with 5 or more monsters. For detailed working of talents, one can go inside game and check the descriptions of each talent.
     
    2. Each talent unlocking or leveling up requires not only the mermen reputation but also gold. One can easily find out the gold required for leveling a talent by multiplying the reputation required by 2. Example : Calm Swimming talent requires 400 repu to get level 1, therefore necessary gold required is 2x400= 800g.

    3. Some talents work in underwater areas only and some talents work on both on land and underwater areas. How to know? Check the description of talent inside game. 
    a) If the talent description has Ship Graveyard term--it means the talent works in both underwater as well as on land areas of Ayvondil T5. 
    b) If the talent description has Underwater territory term--it means the talent works only in the underwater areas of Ayvondil T5. 
     
    Dangers to watch out while roaming inside underwater.
     
    1. Hydrophobia: This debuff is exclusively seen in the underwater territory. This is debuff applied by some underwater monsters, which blinds the player for a period of time and the player cannot use skills during the debuff.
     
    2. Red Shark Aggression to Bleeding: There is a fish called Red Shark which dwells in almost all the areas of underwater and it is highly sensitive to bleeding. It will get aggroed from even far distance if the player is under bleeding debuff(which are usually applied by some other fishes). The Red Shark deals one hit of high dmg under bleeding coupled with stunning and eventually causes hydrophobia to put the players in difficult situations.

    3. Fish Knight: This fish dwells in the lower half of ayvondil Sector. By any means, the player shouldn’t use control skills. If you use control skills on Fish Knight, it aggroes almost all the monsters in the area to you causing disaster. Player can defeat the fish by using auto-attacks to avoid aggression of other fishes in area.
     
    4. Eel Fish: This fish is not dangerous if you are alone in the underwater. But you must take precaution if your party member is in contact with this fish in the area. If you were to approach this fish near your party member, it will stun u infinitely and ultimately put you in stun cycle which might never end till the player is defeated. 
     
    5. Underwater Ambushes: This type of ambushes is slightly different from the bait quest from T4 sector. These are activated only if the player who has quest approaches the middle of area. They don’t disappear unless the leader monster is defeated. So, always watch out for the ambushes activated by players. 

    6. Jellyfish Dangers: There are 3 kinds of jellyfish that dwell in the underwater territory and each have their special abilities and are nimble. Players need to watch out for them and defeat them as soon as possible if sighted. I will now list down all the 3 kinds of jellyfish below:

     a. Pink Jellyfish-Sea Wasp: This has only 4k hp but it shouldn't be underestimated. It usually exists in same area as Red Shark. It can cause bleeding and hydrophobia debuff. If spotted , it must be defeat immediately or else it causes bleeding and thereby attracting Red Shark to the player.
       
    b. Green Jellyfish : This jellyfish has around 14k hp(abit tanky) and causes poisoning and hydrophobia debuff. If a player were to defeated by green jellyfish, it creates 3 more copies of itself making it difficult for other players to pass through.

    c. Blue jellyfish Cyanea :  This jellyfish has 10k hp. It can stun and also cause hydrophobia debuff to the player. This jellyfish is nimble and moves away from player if attacked by melee attacks.
     

    As you have seen lot of dangers lurking in the underwater territory of T5, player is advised to use atleast 2 pcs of resist armor and enchant resist runes on helmet and boots to resist all kinds of debuff and also level up talents to develop resistance against the dangers.


    I hope this guide will show the path for all the players and wish for all the players to master Ayvondil T5 Sector. 

    Map Credits : Warspear Database. Without which I couldn't get a decent map of Ayvondil T5 sector to plot all the required symbols and markers in the map. 

     
     
     
  17. Thanks
    wolfdragon99 reacted to Dr Strange in Death Knight: skills and talents Information   
    Thanks to your message we corrected an inaccuracy in the description of the talent (in the game will appear in the next update). 
     
     
    Yes, the talent adds a debuff, which increases the critical damage 
  18. Like
    wolfdragon99 reacted to Warspear Online in Death Knight: skills and talents Information   
    Class Passive Skills
     
     Devotion: Increases maximum health by 2%, and physical and magical strength by 4% for all characters of the selected faction.
     
     
    Basic Skills
     
     Thorn of Death: An attack that deals physical damage in the amount of P units and D% of the character's physical power to the opponent.
     

     Exhalation of Darkness: Applies the "Exhaling darkness" buff to a character for 10 sec. During the next successful attack on the enemy, the effect will cause magical damage in the amount of P units and D% of the character's magical power and will deal the "Stun" effect for R sec. The effect does not allow you to move, attack, or use skills.
     

     Provocation:Applies the "Aggression" debuff to the opponent for T sec. The effect causes monsters to attack the character, and players only lose the target of the attack. 
     

     Threads of Darkness: Instantly moves the chosen opponent towards the character and deals to them the "Immobilization" by T sec. and "Absorption by darkness" - by R sec. The "Immobilization" effect chains the opponent to the spot. The "Absorption by darkness" effect reduces all incoming damage by P%.
     

     Dark Shield: Applies Dark Shield to the character for T sec., granting a P% chance to reduce any incoming damage from auto-attacks and instant skills by D% of Physical Defense for monsters’ attacks, and by A% of Physical Defense for players’ attack. Additionally reduces any incoming damage over time by X% of Physical Defense for monsters’ attacks, and by Y% of Physical Defense for players’ attacks.
     
     
    Expert skills
     
     Death Call: Applies Aggression to enemies within 3 yards around the character for 6 sec. and Death Call to the character for 6 sec. Aggression taunts monsters to attack the character and distracts players from their current target. Death Call applies Stun every 1.5 sec. on enemies within 3 yards around the character for T sec. While Stunned, the target cannot move, attack, and use skills. Each applied Stun reduces cooldown for Secret Reserves by R sec.
     
     
     Steel Hurricane: Pulls enemies within 2 yards to the character, striking enemies within 1 yards with physical damage for P% of Physical Power, or with magical damage for D% of Magical Power. The damage type depends on prevalent Physical or Magical Power. Cannot affect more than Y players and X monsters.
     

     Saturation: Increases the character's Health Theft parameter by P% while the skill is active.
     

     Sharp Shadow: Attacks the enemy with magical damage for a total P% of character's Physical Power and M% of character's Magical Power, applying Stun to them for T sec. When affected by Saturation, the character additionally heals for H% of Maximum Health on use.
     
     
     Blow of the Silence: Deals the "Power of silence" buff to the character for T sec. The effect increases the physical and magical power of the character by P% until the next attack. An attack under the effect will also deal the "Mute" effect for R sec. to target and all opponents within a radius of 1 yards. Maximum number of player targets is Y, there is no limit on the number of monster targets.
     
     
     Secret Reserves: When health is reduced to H% from the max amount, it increases the character's Health Regeneration parameter by E% and the speed of health regeneration by S% for 13 sec. The effect is triggered only once every 90 sec. Reduces the damage received by the character from monsters by P% while the effect is on recharge.
     

     Aura of Hatred: Deals the "Aura of hatred" buff to the character for T sec. The effect increases physical and magical power by P%, physical and magical protection - by D%, and the "Accuracy" parameter by A%. 
     

     Blood Protection: Applies the "Blood protection" buff to the character or an ally for T sec. The effect reduces all incoming damage by P%.
     

     Knight's Curse: Applies the "Kiss of death" debuff to the opponent for T sec. This effect increases any incoming damage dealt to the enemy by P%. When the effect expires, a cursed zone is formed near the enemy for 15 sec. All opponents in the zone receive magical damage in the amount of D% of the character's magical power every 1.5 sec. Maximum number of player targets - Y, number of monster targets - X.
     
     
    Talents
    Small class talents
     
     Threads of Darkness +: Increases power of a skill effect by 1% / 2% / 3%.
     Dark Shield +: Increases the chance of applying the skill effect by 10%.
     
     Steel Hurricane +: Increases skill strength from character's physical strength by 5% and character's magical strength - by 10%.
     Blood Protection +: Increases the duration of the skill effect by 0.3 / 0.6 / 1 sec.
     
    Key class talents
     
     Bloody Barrier: Dark Shield skill adds an additional Bloody Barrier positive effect to the character for 20 sec. every time the character suffers total damage equal to 33% of their maximum health. The effect ignores the next incoming damage from an auto attack or opponent skill which causes instant damage. Maximum number of effects is 2.
     
     Enjoying Blood: In 2 sec after the "Steel Hurricane" skill is used, it is triggered once again. When triggered again, the skill deals 25% of the original damage and restores 60% health of the inflicted damage.
     Bounty of Death: The "Aura of Hate" skill additionally applies a positive effect to all group members within a radius of 7 yards. The effect strength has been reduced to 75%.
     A Dead Man's Howl: The "Death Call" skill additionally applies a debuff to all opponents for 8 sec. The effect increases the target's critical damage by 8%.
     
     
      Branch “Death face”
     
     Branch “Dark Fortitude”
     
     Branch “Vampire Essence”
     
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  20. Like
    wolfdragon99 reacted to Zurp in [2023.08.14] Game server reboot. New client version 11.4.3   
    Did more testing and now you can't get any skill buffs while in tree. For example you don't get stacks from Double Concentration while you are in tree. Not sure if this was the case also before update tho. @Dr Strange
  21. Thanks
    wolfdragon99 reacted to Dr Strange in [2023.08.14] Game server reboot. New client version 11.4.3   
    Dear players!
     
    Please note that tomorrow, 15.08.2023, at 09:00 CEST, the new client version 11.4.3 will be available. As a result of the reboot, the holiday content will be disabled, and the following changes will be implemented:
    holiday goods in the Miracle Shop will become unavailable;  holiday world and guild events will become unavailable; mandatory requirements for entering the Dungeons will return; standard cost of moving between islands will return; the holiday Gift Calendar will be disabled; the standard schedule of the guild event on the GvG-territory “Invasion of Chaos” (V sector of Ayvondil) will be returned;
      reworked the mechanics of the guild's active skill "Guild Blessing": now positive effects from active skills, including effects from permanent skills, will trigger when applied to oneself; fixed the bug due to which using permanent skills during the activation of the guild's active skill "Guild Blessing" may result in loss of connection to the game server; adjusted the mechanics of the Shaman's talent "Ancestral Charm," the Necromancer's talent "Liberated Power," and the Priest's talent "Uplift": now a negative value of the "Skills cooldown" parameter on the character will not affect the effectiveness of these talents; fixed the bug due to which the Warden's talent "Will to Live" overly reduced the received damage; fixed the bug due to which the “Burning” negative effect from the Chieftain's talent "Ignition" remained on the opponent after their death;
      fixed the bug due to which a player could not get Knowledges for killing unmoved elite monsters; fixed the bug due to which cursor when removing smileys automatically moved to the end of the line; fixed the bug due to which the costume switch buttons stopped functioning when switching costumes; now, when a character moves to a different location, the item disenchantment process will be automatically canceled. The game will be unavailable for approximately 3 hours.
     
    Keep in mind that all changes will only be available in the new client version 11.4.3, so don't forget to update in a timely manner! Remember, that the new client version for different platforms may come out with a delay.
     
    Also, do not forget that used elixirs and minions will be paused, and the seeker's stamina will be returned if the player is in the dungeon at the time of the restart.
     
    We kindly ask you not to plan anything important during this period, and we apologize for any inconvenience this may cause.
    AIGRIND
  22. Like
    wolfdragon99 got a reaction from Drakoslayd in [2022.07.29] In developing: Almahad, the Isle of Chainless League. Part I   
    That's a good question, if it's only available there hopefully it's not class specific or have one class specific that can go along with non class specific 
  23. Like
    wolfdragon99 reacted to Oppenheimer32323 in [2022.07.29] In developing: Almahad, the Isle of Chainless League. Part I   
    New skills mean new expert skills for each class or skills that only available in almahad ?
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    wolfdragon99 reacted to binecor in Ask everyone about new knowledge   
    Daily Knowledge Caps: It seems like you're suggesting that the daily knowledge caps should be increased permanently to accommodate players who are more active and complete multiple quests each day. This could indeed be beneficial for players who engage with the game frequently and want to make the most of their playtime. Gold Costs: Your point about the gold costs for progressing through the talent system is well-taken. Lowering the gold costs, especially for the first tier and leading up to the choice of combined skills, could make the system more appealing and accessible to a wider range of players. This might help reduce frustration and make players more eager to engage with the talent system. And there's also a lot to be found by playing online casions, by the way I first go to sites like https://casinosanalyzer.com/online-casinos/fortunecoins.com to check information about the casino I'm interested in. Branch Talents: Your anticipation and excitement about the upcoming branch talents show your enthusiasm for the game's evolving mechanics. Planning out different skill builds and tactics can be a major aspect of the fun in such games, and it's great to see that you're already thinking ahead.
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