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  1. 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.
  2. A muito tempo ja venho me questionando sobre certos itens que são raramente vistos no jogo em ambas as facções. São níveis 20 porém não dropam na torre de Berengar, nem no labirinto astral, muito menos no pantano. Onde se consegue um deles? Através de pacto com Baphomet? • Acessórios do "Caos celestial" • Acessórios do "Apóstata" (Crueldade Apóstata, Chefe de guerra Apóstata, dentre outros) • Armas do "Peregrino Maldito" Cajados, adagas, espadas... Os únicos do peregrino maldito que atualmente são dropaveis são os cintos, que dropam na Torre de Berengar... Além disso, porque não aumentam a taxa de drop do traje [Princess Dress] nas cartas das missões de norlant? Se algum Mod ou Adm poder responder, agradeço.
  3. Hi, I just unblocked energy saturation talent, I did a test on the talent and result didn't satisfy me to be honest, disappointing Skill distribution:- Energy Saturation talent give Sheild equal 10% of HP when you use 600/400/200 mana under the water. I was wondering if the permanent skills counted toward the talnet as mana consumption so I did a test and discovered that it doesn't. I want to mention that In the past there was nothing called permanent skills, Aura skills used to consume mana like any other skill, so it used to be counted toward the saturation talent, but now it doesn't, i think this is huge difference because most of the characters have a permanent skill, it consume huge amount of mana + ( merman aura) this huge amount of mana is wasted and not counted toward this talent I hope you fix this and thanks for reading
  4. Ola a todos, gostaria de apenas mostrar minha visão como jogador ativo no jogo tanto no PvE quanto no PvP, mas minha sujestão hoje é apenas no PvE mesmo. Bem, supomos que proximamente virá uma nova atualização de uma expansão no jogo, na qual mudará o cenário do jogo em relação a última City (No caso hoje em dia é nosso querido setor 5 de Ayvondil), e que seria um novo mapa ou algo que mudaria o foco que é o Setor 5 de Ayvondil ou algo do tipo, bem não sei ao certo tentar decifrar o que estar por vir, mas oque me preocupa é pensar em algo que possa tirar nosso foco (hoje em dia e futuramente) do setor 5 de Ayvondil, pois se levarmos em consideração que leva um certo tempo para um jogador pegar Reputação "Homens peixes" e mais tempo ainda para upar toda a árvore de Talentos da T5 (que por sinal está muito empolgante quando se tem todos os talentos, o jogo realmente fica mais fácil), acho que deveria vir mais expansões nesse setor do jogo, pois há muitos talentos que facilitam andar pela T5, mas sinto que o setor estar um pouco fácil demais, com isso acho que o setor ainda "não deu o que tinha que dar", como está fácil, suponho que venha mais missões amarelas e missões azuis também, e claramente mais áreas no mapa para facilitar vir mais histórias legais e mais missões totalmente novas para fazermos, como exemplo bosses novos mesmo que entrem apenas com a missão, e bosses de dificuldade extrema, desafios aos jogadores causaria um interesse ainda mais no setor. Bem so uma opinião pessoal minha mesmo, resumindo em poucas palavras, acho que o setor 5 de Ayvondil ainda tem muito para desfrutarmos e ainda sim continuarmos precisando dos talentos do T5.
  5. Certo dia eu estava sem fazer nada e no tédio, então fui para o mapa 3 (norlant swamps), e passei cerca de uns 15 a 30 minutos andando por lá, passei em KottaRavva e até na hydra, e depois me perguntei o porque de ter poucos jogadores por lá. De todo o tempo que eu estava la, creio que havia topado com uns 10 jogadores aproximadamente e a maioria eram elfos. Aí fiz a missão Lapari mucus, e recebi um pergaminho na carta, e confesso que era a melhor recompensa, entre uma esfera de defesa, um pot que aumentava o hp, um zealote cansado e uma bota comum de 1 atributo apenas. Apos isto percebi que era um mapa bastante difícil que raramente dava recompensa pelo esforço, igual certos outros lugares... mas ficará para outro tópico esta discussão... A um tempo fiz um tópico aqui no fórum de como podia incrementar norlant de uma maneira razoável e que não precisasse mudar tanto o cenário, pois até que é legal o ambiente, porém creio eu que não fui muito notado pela turma de desenvolvimento... Hoje eu tive uma ideia que poderia servir para mudar e dar uma cara nova a norlant, já que ha um tempo atrás teve um melhoramento gráfico dos mapas iniciais e Irselnort. Atualmente há algumas facções de NPCS como, os elfos maliatos, Garu-Ahnzi (os lobisomens da T3 M4), Trolls de Langu (não lembro como se escreve mas é a T4 M4), os lagartos lá da T2, e os piratas com os homens peixe da T5. + Ao invés de adicionar mais uma cidade no mapa de Ayvondil, poderia utilizar esta mecânica do jogo de reputação nos pântanos de norlant, onde: apos completar as missões de história da T5 o jogador liberasse novas missões em norlant, semelhante as missões para se liberar as missões da torre de berengar. + Não dar apenas uma melhoria gráfica, e sim refazer o mapa. o mapa é grande, e são poucas áreas onde tem missões para completar. + Manter a ideia dos teleportes aleatórios para chegar na área isolada de Kotarrava, porém adicionar itens de qualidade superior e melhores, muitos itens de lá já estão ultrapassados. + Arrumar a missão cabeça de hydra, as vezes você mata e não vem o item para cumprir a missao, e você mesmo com isca não pode invocar denovo, precisa cancelar e pegar a missão de novo, as vezes você morre ou não chega mais no local para invocação da hydra. + Adicionar novos bosses, transformar a hydra em boss de raid, adicionar eventos como invasões piratas e invasões de frogois mortos vivos, eventos de guilda. + Adicionar itens de níveis superiores como lv20, 22, 24 ,26, 28, 30 ou até 32 de qualidade rara, única e heroica, sendo os de qualidade heroica tendo o primeiro bônus um aumento em % de vida e mana para todos os conjuntos (pesado, leve e tecido) e o segundo bônus variando como: Pesado: [Chamado Tribal] ataques inimigos bloqueados carregam acúmulos com o máximo de 5 a cada 15s, cada acúmulo reduz a chance de tomar acerto critico e reduz o acerto critico em determinada %, com o máximo de acúmulos o personagem emite uma rajada de fúria causando pouco dano a todos os inimigos que estejam até 1 metro e aumenta os pontos de agressão causado por 30s. Não podendo ser ativado mais de uma vez a cada 30s. Não afetado pelo tempo de recarga. Leve: [Fúria da Tribo] Ataques críticos bem sucedidos fazem com que o personagem fique ansioso pelo combate, fazendo com que eleve sua % de velocidade de ataque. E após certo tempo atacando, o personagem ganha bônus de penetração por alguns segundos e aumentando a taxa de cura pelo parâmetro roubo de vida pelo mesmo tempo. Tecido suporte: [Chamado ancestral] A cada determinado tempo que está em batalha adquire um acumulo, com o máximo de acúmulos ganha uma aura, a aura aumenta a taxa de regeneração de vida base e de regeneração de mana do grupo. Aumentando a robustez e a chance de evitar efeitos negativos do grupo. Tecido Dps: [Fúria dos ancestrais] A cada determinado tempo que está em batalham, adquire um acumulo, com o máximo de acumulos, aumenta a % de critico e precisão do grupo, e aumenta a penetração do personagem em quanto durar o combate. Caso a vida se encontre inferior a 25% recebe ajuda dos ancestrais, removendo 1 efeito negativo a cada determinado tempo, caso não haja efeito negativo a ser removido ganha um aumento de velocidade de ataque por algum tempo. + Usei como base para estas habilidades de conjunto as tribos de xamanismo e seus poderes vindo da ajuda dos seus ancestrais. + Como base para uma nova facção de NPCs para dividir o pântano de Norlant Swamps usei os incas também, porém nativos e Shamans também, e como nome Ténoch-clã (sim, vindo da cidade de Ténochtlan). Tentei fazer um desenho em pixel de como ficaria mais ou menos um npc, ou talvez um traje mas não consegui fazer em pixel, então fiz da maneira q eu consegui no Autodesk Scretchbook usando como base um personagem sem nada do próprio jogo. Usei fontes coloridas para dar uma ideia dos impactos que podem ter as minhas sugestões, vindo da minha opinião onde, verde e azul seriam razoáveis, roxas um pouco complexas e vermelhas onde são mais difíceis e com poucas chances dos devs levarem em consideração... Só para lembrar que os tempos de ativação e as % são apenas suposições, e quando em jogo poderiam ser roubadas de mais, necessitando de balanceamento antes.
  6. Para liberar o Mapa 4 - Ayvondyl, você precisa completar as quests amarelas no Mapa 2 - Irselnorth, além de alguns pré-requisitos. Você pode conferir o Guia para Liberar o Mapa 4 AQUI! Porém, durante o aniversário do jogo, como de costume, todas as proibições e restrições são retiradas! Portanto, agora, durante o evento, os requisitos de reputação obrigatórios para entrar nas masmorras dedicadas "Torre de Berengar", "Jardim Corrompido", "Cupinzeiro", "Árvore das Estações", "Tecnópolis" e "Toca dos Vagabundos do Mar" serão removidos! Isso significa que você não precisa preencher todos os pré-requisitos para liberar o Mapa 4, assim como para liberar as cidade no mapa. Torre de Berengar: você não vai precisar completar a Liga sem Correntes para completar as masmorras; Jardim Corrompido: você não vai precisar de reputação para completar as quests da masmorra para avançar no jogo; Cupinzeiro: você não vai precisar de reputação para completar as quests da masmorra para avançar no jogo; e assim por diante... Aproveitem para rushar e pular etapas, avançando mais rápido no jogo com essa facilidade durante o evento de aniversário do jogo! Dica simples, mas que ajuda! Bom up!
  7. Olá, Vim reportar um bug que está presente há um tempo na caverna do Boss Senhor Marizz, se alguém já reportou ou não, estou só remediando o caso. Enfim, tem uma invocação (Assistente do caos) na porta da cave que não desaparece, e se outro Charmer invocar outro no alvo dessa invocação, ele fica por algum tempo mas desaparece (que é o normal kkk), enfim, eu achei interessante, e bem incomum. Segue os prints no anexo, obrigado! By Hakkeshu - BR Tourmaline
  8. Today we tried with 20+ people to kill this shit boss and failed 2 times. When boss hp decreased to 200-300k hp it spams 10 mobs together with 3 wave that means atleast 30 mobs. Of course all the people died in that area but we did not give up and gather all people again to kill it. In the second try we killed that 30+ mobs first then boss hp decreased 400k and it happened again , wow 30 more mobs all together attacking and killing people 1 by 1 , if people in that area were not that much greedy we could kill the mobs and att boss and finish that achievment but all of them wanted the achi and forget to attacks mobs (IDIOT NOOBS) Now, I wanted to a good tactic to kill this boss. I write here what I know about this boss, you can help me to find more information and tactics about it. 1- Sometimes boss roots and attacks his own mobs. 2- Some mobs are not attack with others they attack alone , (I noticed some Blackthorns). 3- Different kind of mobs has different kind of buffs and debuffs. 4- Black elm cant be debuffed. 5- Black elm dont have basic attack. 6- Black elm creates red areas for debuff and attack to people. 7- The nearest area around black elm always get red area and root people so melee players must run away and come back otherwise almost constant root. Once Roland said 1 pt can kill this boss , so I want to know how to do that ?
  9. So, I killed this level 28 bd during the war and didn't advance in the quest Restless Sentinels (kill 20 Sents of lv 26 or higher). I still have 6/20, and it's been that way since last summer. Is this a bug or is there some hidden requirement I am not aware of?
  10. SakKiimil


    can't done this mission dont find the place for the ritual
  11. Hi, this is my first post. I was thinking you probably could allow to mc inv and elves in party and viceversa only in dungeon areas in Ayvondil. If that player leaves the dungeon area, automaticly leave party. In this area all clases can chat in area chat only in dungeon areas or party chat if theyre in the party. I tough is a good idea because is a common enemy from elves and mc. If you have anything to modify in my suggestion i'll be glad to heard it.
  12. HISTORIA/ STORY: Many warriors in Arinar know this legend, but no one know that it is real, i will tell you everything but you have to believe, so now is the moment, let me take you to a great adventure. Many years ago, during the huge war, an old man from the east was about to die and his son listened about a lake that could heal every injury, but this place was protected by a giant beast called IGNIS and many dangerous places in the way, the young warrior knew this, but was ready to save his father, the next day he began the travel to the lake, he was always a brave warrior, but this time he knew that he needs help, so he went with some partners and they walked a lot, when finally the dark sky began to appear, our warriors began to look for a place to sleep, but there was a problem, they were in a desert, so they had to sleep in the ground, the next day in the morning the young warrior dissapeared and all the others were looking for him because he was the guider and nobody else did know the way back. The young warrior did wake up in a strange cave and he tried to escape, but he could not, so he began to look into the cave, 2 hours later the warrior finded a beautifull lake surrounded by some trees, and when he tried to get closer, a huge beast appeared and the warrior protected himself, the beast tried to kill him but he did not give up, after 1 hour fighting the beast finally killed the young warrior. One hour later the partners finally finded the cave and inside there were the young warrior dead, so they took the map from his bag and they ran away back to the town. When they did come back to the town, the old man was dead and they told the truth to everyone. The big problem with IGNIS is that he is hidden in the darkness waiting to kill and many people say that IGNIS is the son of the evil and born from the pure magma but we will not know never. Muchos guerreros en Arinar saben esta leyenda, pero nadie sabe que es real, te diré todo pero tú tienes que creer, así que ahora es el momento, déjame llevarte a una gran aventura. Hace muchos años, durante la gran guerra, un viejo del este estaba a punto de morir y su hijo escuchó sobre un lago que podría curar cada herida, pero este lugar estaba protegido por una bestia gigante llamada IGNIS y muchos lugares peligrosos en el camino, el joven guerrero lo sabía, pero estaba dispuestos a salvar a su padre, al día siguiente empezó el viaje al lago , fue siempre un guerrero valiente, pero esta vez sabía que necesita ayuda, así que se fue con algunos socios y caminaron mucho, cuando finalmente el cielo oscuro comenzó a aparecer, nuestros guerreros comenzaron a buscar un lugar para dormir, pero había un problema, que estaban en un desierto, así que tuvieron que dormir en el suelo , al día siguiente por la mañana el joven guerrero desapareció y todos los demás lo buscaban porque él era el guiador y nadie sabía el camino de vuelta. El joven guerrero despertó en una extraña cueva y trató de escapar, pero no pudo así que comenzó a investigar la cueva, 2 horas más tarde el guerrero encontró un hermoso lago rodeado de algunos árboles, y cuando intentó acercarse, una gran bestia apareció y el Guerrero se protegió, la bestia intentó matarlo pero este no se rindió, después de 1 hora peleando la bestia finalmente mató al joven guerrero. Una hora más tarde los socios finalmente encontraron la cueva y dentro yacía el joven guerrero muerto, así que se llevaron el mapa de su bolsa y huyeron hacia la ciudad. Cuando volvieron a la ciudad, el viejo estaba muerto y contaron la verdad a todo el mundo. El gran problema con IGNIS es que esta siempre en la oscuridad esperando para matar y muchas personas dicen que IGNIS es el hijo del mal y nacido del magma puro pero no lo sabremos nunca. INFO: damage: 650 Lvl: 30 hp: 1500000 energy: 1000 DROPS: Dropea armas lvl25, traje, catalizadores, esenciales y esferas. It drops weapons lvl25, custom, catalysts, essentials, and espheres. COMPORTAMIENTO/ BEHAVIOR: IGNIS lay in a cave surrounded by 4 towers that deal damage (100) to everyone who use skills so ignis always stay in the middle of the towers and if ignis go out of the towers area he will try to scape coming back to the area. IGNIS se encuentra en una cueva rodeado por 4 pilares, a la hora de batallar ignis se mantiene dentro del radio de los 4 pilares, ya que si se utiliza un skill dentro del area de los pilares estos realizaran un daño de 100 cada uno al objetivo que utilizo el skill, si ignis sale del area de los cuatro pilares este intentara entrar otra vez intentando escapar. HABILIDADES/ SKILLS: Threads of darkness (Death knight). Shattered stone (Mage). Elusive jump (Rogue).
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