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[2024.03.09] Warspear Online Update 12.3. Mirror World Shades. Announcement


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MAIN POSTER.png

 

Warriors!

 

The new academic year at the School of Magic is fast approaching, bringing back all the joyful bustle and tense cramming that you’ve missed! Although you may have averted a Technomagical disaster last year, the peace at Wickedora’s educational institution was brief and fragile… much like a mirror. The extraordinary happenings all around the School and throughout the isle have prompted no less than a special issue of the Herald of the Blissful Isle!

 

HERALD OF THE BLISSFUL ISLE

(special issue)

 

MIRROR TELEPORTERS – FASTER, FINER, FUNNIER

Whatever the rumors the ill-wishers and envy-mongers spread, the Magic and Wizardry Studies are forging ahead! As the new academic year is nearing, our publishing house has learned of a remarkable discovery by the renowned Professor Alois Foss. He has invented a technique to turn ordinary mirrors into mirror teleporters – proven to be just as good as conventional portals, but many times cheaper and apparently easier to use. The School of Magic has already installed the first set of mirror teleporters to aid students in their academic pursuits.

 

INTERVIEW WITH PROFESSOR FOSS

A special Herald reporter headed to the School of Magic to interview Professor Foss in person! The Professor may seem a bit absent-minded, but beyond doubt very busy. Hopefully, he spared some time in his hectic schedule for a couple of questions.

Reporter: Professor Foss, how do you think the mirror teleporters will change the School life?

Alois Foss: I believe my invention has already changed the School quite a bit! With students darting here and there, they’ve got so much more time for classes and conferences, and even their own errands!

Reporter: That sounds excellent! Our readers would also like to know if it is possible to make a mirror teleporter on your own for some home use, like, to instantly get from the bedroom to the kitchen or, uh, to the restroom?

Alois Foss: Technically that might be possible, but would require some substantial knowledge aside from rare chemicals, as my technique relies heavily on Light Magic and Reflection Magic, which used to be taught poorly at the School…

Reporter: Very exciting! One last question…

Alois Foss: I’m afraid I must interrupt the interview at this point. I still have lots of things to do!

Reporter: But what are you up to, Professor?

Alois Foss: (vanishes into the mirror teleporter)

 

SCHOOL LIFE

The mirrors are now the most trendy piece in the School! Senior students waste no time roaming the hallways and classes through the new teleporters, yet some of them seem to be developing ‘mirror sickness’ with symptoms including nausea and dizziness. The more diligent students, however, spend long hours studying the books on Light Magic and Reflection Magic. In the meantime, some recall ancient legends of mirrors – such as the old School fable of the Troll Mirror hidden in the dungeon, rumored to reveal one’s deepest desires… and beyond that. Still, in a place like the School of Magic, you never really know for sure what’s legend and what’s truth.

 

Holiday Quests

 

Senior students know quite well that at the School of Magic, theory never comes without practice! This year, you will investigate a series of weird occurrences at the School and study the new two-semester courses in Light and Reflection Magic. To prove mastery of each, you will need to pass the test and exam, allowing you to venture far beyond the School and unlock all-new abilities! But first off, you will need to build up some Reputation with the Magisters of Light and Reflection.

 

STORY QUEST.gif

 

Reputation: Magisters of Light and Reflection

 

Only the Arinar’s finest sorcerers can master the mysterious Light and Reflection Magic! Progress through the story and unlock unique abilities as you gain Reputation with the Magisters of Light and Reflection for completing solo Dungeons, daily and dynamic quests, and by defeating raid and GvG bosses! The Reputation gain is capped at 600 per day in Dungeons, with a total cap of 15,000 for each student.

 

Once you complete both courses, you will gain a skill granting you access to the influence shop to spend your Reputation! Magister Avaris at its head offers some unique goods such as Experience, Knowledge, Magic Grains, Craft Experience, and Reputation with every faction in Arinar!

 

Weekly Guild Tournament: Magister League

 

Inspired by the excellent records of the students at the School of Magic, the Magister League of the Blissful Isle has announced a Weekly Guild Tournament to reward the best and brightest! The Tournament is open to all Guilds level 2 upwards, split into divisions by level regardless of the Alliance to ensure fair competition.

 

Guild Distribution

 

EU-Emerald, US-Sapphire, BR-Tourmaline

Division А: Guilds from level 9-12

Division В: Guilds from level 6-8

Division С: Guilds from level 2-5

 

SEA-Pearl

Division А: Guilds from level 4-12

Division В: Guilds from level 2-3

 

RU-Amber

Division А: Guilds from level 10-12

Division В: Guilds from level 6-9

Division С: Guilds from level 2-5

 

RU-Topaz, RU-Ruby

Division А: Guilds from level 9-12

Division В: Guilds from level 6-8

Division С: Guilds from level 2-5

 

Gain Reputation to rank up your Guild and earn unique rewards at the end of the Tournament! Note that if a player joins and leaves a Guild during the same Tournament, their score will count against the Guild’s total. You can also track your guildmates’ records from the Activity Center via the Guild Statistics from the Guild Tournament tab.

 

Event Currency: Magic Grains

 

The essence of the Blissful Isle’s charm and beauty, Magic Grains will be available again! You can earn them for the following activities:

  • completing Story and Daily Quests (90 each, capped at 900 per day)
  • completing Dynamic Quests (60-75 each, uncapped)
  • completing Dungeons (120 each, capped at 1200 per day)
  • killing Raid Bosses (100 each, uncapped)

You will also earn Magic Grains in the Guild Tournament and Guild events on top of other rewards! Note that Magic Grains are capped at 35,000 per character!

 

Expanded Talent Tree: Spring King

 

Stock up on Magic Grains to unlock unique Spring Talents in the expanded Spring King talent tree, featuring both last year's revamped abilities and all-new talents! Once studied, each talent remains active at all times outside of the event!

 

TALENT BRANCH.jpg

 

Critical Slaughter Rank I.png Critical Slaughter: Rank I

Increases the character's auto-attack critical damage against Common monsters by 1 / 2 / 3% with a chance of Attack Strength.

 

Critical Slaughter Rank II.png Critical Slaughter: Rank II

Increases the character's auto-attack critical damage against Strong monsters by 1 / 2 / 3% with a chance of Attack Strength.

 

Critical Slaughter Rank III.png Critical Slaughter: Rank III

Increases the character's auto-attack critical damage against Elite monsters by 1 / 2 / 3% with a chance of Attack Strength.

 

Critical Slaughter Rank IV.png Critical Slaughter: Rank IV

Increases the character's auto-attack critical damage against Mini-Bosses, Bosses and Raid Bosses by 1 / 2 / 3% with a chance of Attack Strength.

 

Critical Slaughter Minions.png Critical Slaughter: Minions

Increases the character's auto-attack critical damage against enemy Minions by 1 / 2 / 3% with a chance of Attack Strength.

 

Tempered Ring of Slaughter.png Tempered Ring of Slaughter

Increases Attack Strength in equipped Rings by 0.1 / 0.2%.

 

Tempered Bracelet of Slaughter.png Tempered Bracelet of Slaughter

Increases Attack Strength in equipped Bracelets by 0.1 / 0.2%.

 

Tempered Amulet of Slaughter.png Tempered Amulet of Slaughter

Increases Attack Strength in equipped Amulets by 0.15 / 0.3%.

 

Tempered Cloak of Slaughter.png Tempered Cloak of Slaughter

Increases Attack Strength in equipped Cloaks by 0.15 / 0.3%.

 

Tempered Weapon of Slaughter.png Tempered Weapon of Slaughter

Increases Attack Strength in equipped one-handed Weapons by 0.1 / 0.2 / 0.3%, and in two-handed Weapons by 0.2 / 0.4 / 0.6%.

 

Chronicle of Slaughter.png Chronicle of Slaughter

Increases the Enhanced Attack Strength skill bonus by 0.75%.

 

Спойлер

Attack Strength Minions.png Attack Strength: Minions

Increases Attack Strength of the character’s Minions by 2 / 4%.

 

Charming Shoes of Slaughter.png Charming Shoes of Slaughter

Increases the charm bonus in Boots enchanted with the Crystal of Slaughter by 1 level.

 

Charming Amulet of Slaughter.png Charming Amulet of Slaughter

Increases the charm bonus in Amulets enchanted with the Crystal of Slaughter by 1 level.

 

Slaughter Extension.png Slaughter Extension

Increases the duration of control effects applied to enemies by 1.5 / 3 / 4.5% with a chance of Attack Strength.

 

Dexterous Maneuver Rank I.png Dexterous Maneuver: Rank I

Increases the chance to avoid critical damage from auto-attacks of Common monsters by 1 / 2 / 3% with a chance of Skill Cooldown.

 

Dexterous Maneuver Rank II.png Dexterous Maneuver: Rank II

Increases the chance to avoid critical damage from auto-attacks of Strong monsters by 1 / 2 / 3% with a chance of Skill Cooldown.

 

Dexterous Maneuver Rank III.png Dexterous Maneuver: Rank III

Increases the chance to avoid critical damage from auto-attacks of Elite monsters by 1 / 2 / 3% with a chance of Skill Cooldown.

 

Dexterous Maneuver Rank IV.png Dexterous Maneuver: Rank IV

Increases the chance to avoid critical damage from auto-attacks of Mini-Bosses, Bosses, and Raid Bosses by 1 / 2 / 3% with a chance of Skill Cooldown.

 

Dexterous Maneuver Minions.png Dexterous Maneuver: Minions

Increases the chance to avoid critical damage from auto-attacks of enemy Minions by 1 / 2 / 3% with a chance of Skill Cooldown.

 

Tempered Ring of Dexterity.png Tempered Ring of Dexterity

Increases Skill Cooldown in equipped Rings by 0.15 / 0.3%.

 

Tempered Bracelet of Dexterity.png Tempered Bracelet of Dexterity

Increases Skill Cooldown in equipped Bracelets by 0.15 / 0.3%.

 

Tempered Amulet of Dexterity.png Tempered Amulet of Dexterity

Increases Skill Cooldown in equipped Amulets by 0.2 / 0.4%.

 

Tempered Cloak of Dexterity.png Tempered Cloak of Dexterity

Increases Skill Cooldown in equipped Cloaks by 0.2 / 0.4%.

 

Tempered Weapon of Dexterity.png Tempered Weapon of Dexterity

Increases Skill Cooldown in equipped one-handed Weapons by 0.15 / 0.3 / 0.45%, and in two-handed Weapons by 0.3 / 0.6 / 0.9%.

 

Charming Bracelet of Dexterity.png Charming Bracelet of Dexterity

Increases the charm bonus in Bracelets enchanted with the Crystal of Agility by 1 level.

 

Chronicle of Dexterity.png Chronicle of Dexterity

Increases the Enhanced Skill Cooldown skill bonus by 1%.

 

Спойлер

Skill Cooldown Minions.png Skill Cooldown: Minions

Increases Skill Cooldown of the character’s minions by 2.5 / 5%.

 

Charming Helmet of Dexterity.png Charming Helmet of Dexterity

Increases the charm bonus in Helmets enchanted with the Crystal of Agility by 1 level.

 

Charming Boots of Dexterity.png Charming Boots of Dexterity

Increases the charm bonus in Boots enchanted with the Crystal of Agility by 1 level.

 

Charming Ring of Dexterity.png Charming Ring of Dexterity

Increases the charm bonus in Rings enchanted with the Crystal of Agility by 1 level.

 

Arcane Extension.png Arcane Extension

Increases the duration of debuffs (except for control effects) applied to enemies by 1.5 / 3 / 4.5% with a chance of Skill Cooldown.

 

Studies

 

Your diligence in studying will come worthy of reward! Each test and exam you pass will unlock exclusive bonus skills available only during the Spring King Celebration! Complete the School trials and master magical studies step by step (as you become an apprentice and expert) to unlock new abilities!

 

Light Magic Apprentice.png Light Magic: Apprentice (Passive Skill)

Subdue light and manipulate its flow at will.

 

Bonuses:

- allows opening Treasuries of Light Magic Apprentice in Dungeons;

- reduces the Seeker's Stamina refill rate by 1 hour.

 

Light Magic Expert.png Light Magic: Expert (Passive Skill)

Advanced level of Light Magic, enabling experiments with the very nature of light.

 

Bonuses:

- allows opening Treasuries of Light Magic Expert in Dungeons;

- reduces the Seeker's Stamina refill rate by 1 hour;

- grants access to the Reflected Library.

 

Reflection Magic Apprentice.png Reflection Magic: Apprentice (Passive Skill)

Trailblazing experimentation with light evolved in Reflection Magic, promising unprecedented heights!

 

Bonuses:

- allows opening Treasuries of Reflection Magic Apprentice in Dungeons;

- reduces the Seeker's Stamina refill rate by 1 hour.

 

Reflection Magic Expert.png Reflection Magic: Expert (Passive Skill)

None other than the keenest wizards can achieve such supreme skill in manipulating light and mirrors!

 

Bonuses:

- allows opening Treasuries of Reflection Magic Expert in Dungeons;

- reduces the Seeker's Stamina refill rate by 1 hour;

- grants access to the Mirror World Throne Hall;

- grants access to the services of Magister Avaris.

 

Portal Reflection.png Portal Reflection (Active Skill)

The art of reflecting light and harnessing its magical power will never come as a gift to a wizard. Only through diligence can one master teleportation across great distances and explore whole new worlds behind the mirror. Only available on the Blissful Isle.

 

Summon Twinling.png Summon Twinling (Active Skill)

The ultimate in Reflection Magic is to focus light energy in a way to shape the mage themselves! The doublet will aid its owner in their every endeavor. After all, it never hurts to have a couple extra hands. Only available on the Blissful Isle.

 

Portal Territory: Mirror World

 

Designed by a farsighted and inquisitive mind, the illusory Mirror World resembles much of the Spring King’s domain – except for many contrasts… Pass the exam in Light Magic to venture into the Mirror World and unveil all its secrets firsthand, with Portal Reflection allowing you to travel between the realms from anywhere on the Blissful Isle!

 

Remember that the Mirror World is unwelcoming to outsiders, so keep an eye on the timer at the top of your screen once you are inside! You can use the mirror teleporters on the outskirts of the Mirror World to return to the Blissful Isle before your time runs out. But be warned that the Mirror World is a stranger destination for Respawn Statues, while its distorted nature won’t allow you to use Guild Unity to call your guildmates if you find yourself in trouble.

 

Dynamic Quests

 

The Mirror World has become abode to dark sorcerers, wizards, and mirror monsters of all stripes. Your mission is to turn the tide! As you set off on your journey, bear in mind that the Mirror World is a level-locked territory, as indicated by the colored character level, an icon right to the character widget, and a hint as you first enter the territory.

 

DYNAMIC QUEST.gif

 

You can complete each dynamic quest once every 24 hours, so be sure to visit the Mirror World frequently to take on its twisted spawns! Disrupt mysterious rituals, free captive students, restore broken mirrors, and battle the monsters and bosses haunting the realm!

 

Summon Twinling

 

Some battles are best fought alone... or with your copy! Graduates of the School of Magic will gain the unique ability to summon a monster copy of themselves with Summon Twinling to aid them in the fiercest battles! The twinling shares its master’s health, energy, and attack type, but inherits only half of their Physical and Magical Power. Additionally, each copy gains unique abilities based on the summoner’s character class.

 

SUMMON TWINLING.gif

 

The skill is available in combat throughout the whole of Blissful Isle, except in the Arena. Each copy has a lifespan of 45 seconds only, so try to make the most of it in every fight!

 

Solo Dungeons: Bouncy Hut

 

Jumping Jindo’s Bouncy Huts caused enough trouble, so the Spring King’s court mages bound them with heavy hoops! To get to the boss lurking inside, you must pass through any four challenge rooms to activate the mirror teleporter in the starting chamber, taking you straight to the boss!

 

Jumping Jindo is the heir to an ancient mirror master troll family that designed the Troll Mirror centuries ago. It is behind this Mirror which reveals the deepest of desires where the mysterious Mirror World lies. Jindo practiced the Dark Arts for many years before arriving at the Blissful Isle with his own sole purpose... Jindo’s arrival shrouded in mystery, one thing is clear – a troll won’t do you any favor!

 

DUNGEON.gif

 

Your venture through the dungeon begins in the starting chamber lined with 10 mirror teleporters, only 5 of which are accessible in the inner circle upon entering. You must pass through rooms behind the teleporters in the inner circle to activate teleporters in the outer circle, but be careful! Jumping Jindo has packed all the hut rooms with the trickiest puzzles and deadliest monsters! Hopefully, even such a mighty troll isn’t nearly powerful enough to harness the magic of the Blissful Isle! The inner circle rooms will contain unique power-ups which will upgrade as you complete rooms from the outer circle.

 

Each dungeon has five different power-ups and five upgrades, granting both generic boosts and role-specific bonuses to enhance your tanking, damaging, or healing abilities. But note that all power-ups are only available until you leave the dungeon!

 

As you face off against Jumping Jindo, you should remember that this insidious troll has replicated both the real and mirrored worlds in his room, so you must adjust your tactics accordingly. You will also find four treasuries in the boss room, one for each semester of Light and Reflection Magic, becoming available as you complete each course. Event dungeons are available to explore without time limits, so go ahead and discover every secret of the Bouncy Hut!

 

World Event: Natural Revolt

 

The Blissful Isle has long boasted its lush and bountiful plantage... Little did anyone expect that the isle’s nature would become a great threat to its dwellers and newcomers! You will need to bring as many sorcerers as you can from all over Arinar to fight the blight!

 

Stage I: Garden Weeds

The stain of the Mirror World has spread far beyond the School of Magic, tarnishing the very fabric of nature! Living stems have sprouted all over the School and attack the students! These stems are tough to harm, but there is plenty of pollen in the School's supplies that can weaken the growths. But be quick, the pollen does not last long! Luckily, the School has enough of it, so the scared students will bring some more sacks!

 

Stage II: How Sweet?

Giant watermelons tainted by the Mirror World are approaching the School of Magic! We must repel the attack and find the root of the taint!

 

WORLD EVENT 2 STAGE.gif

 

Stage III: Catching Flyroaches

Mirrored nature strikes again! This time it is a new kind of insect that has already wounded plenty of students! These critters will not even fly away when approached! Hopefully some plants are still on our side, and the myconids have stepped forward to help. They will turn you into the toads, so you can catch the insects to study and brew a protective potion! Make haste before the beasties reach the Schoolyard!

 

Stage IV: Root of Evil

So much for why the School is under attack! The Mirror World has corrupted the mighty dryads, and turned them into evil monsters! Dryads are a formidable enemy and should never be underestimated! You will have to fight and uproot them to stop these attacks!

 

WORLD EVENT 4 STAGE.gif

 

Guild Event in GvG Territory: Mirror World Rift

 

Few have ever had the chance to travel between the worlds, but it is the Guilds of Arinar that will break through the Mirror World Rift to fight back against the terrifying monsters!

 

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

 

GVG MAP.png

 

Confusing as they are, the two maps promise no good. Prepare for a challenging battle in both worlds at once and plan your tactics in advance! As soon as your Guild enters the event area, you will find yourself in a war camp in either world, with all Guilds evenly split between the four camps. The battleground is teeming with strong and elite PvP monsters, but your primary target is the PvP bosses!

 

The three mighty Bulls ripe for battle lurk in their lairs throughout the map, but none of them are easy prey! To reach each boss, you must first chase down the lightning-fast Magic Chest to obtain the crystal it contains. Whichever Guild member picks up the crystal can then place it by the Statue to Reflection Magisters and open the entrance to the boss. But be mindful of time, as the entrance will close in 30 seconds once opened!

 

The divide between the worlds is particularly thin on the Blissful Isle this year. You will find three mirror teleporters scattered throughout the event area to travel between the two realms. To activate them, place two crystals by the Statue to Reflection Magisters adjacent to each portal. This will teleport you to the room with one of the three Bulls from the opposite world!

 

GVG.gif

 

But keep your main goal in mind as you travel between the realms! To win, you must earn 1,000 points for the following activities:

  • killing an elite PvP monster – 4 points
  • killing a Magic Chest – 35 points
  • killing a PvP boss on your territory – 300 points
  • killing a PvP boss on the opposite territory – 600 points

Remember that this is an elimination event, meaning that whichever Guild scores enough points will complete the event.

 

Guild Event in Dedicated Territory: Foxwoods

 

Since time immemorial, the denizens of the Blissful Isle woods have held the secrets of Savage Magic, such as the wondrous foxes. But the mirror anomalies have so tainted the woods that the foxes have cast a curse on all the other creatures across the isle they lived side by side ever before. The furious foxes are preparing an attack, and your role is to thwart their plan by taking the fox bosses by surprise deep in the woods! To complete the event, you must kill the bosses in both stages in time. But remember, this year’s event will be the ultimate trial of strength for each Guild, pitting you against two deadly and cunning enemies at once!

 

Stage I: Spring Fox

Insidious Vesperian appealed to the foxes' hatred and twisted their minds, ordering them to assault the Emerald Capital! The foxes have elected the great warriors to lead them into battle, and the Spring Fox came as the first of them. She is a deadly beast intent to lay the School of Magic to ashes, so you must stop her as quickly as possible!

 

The Spring Fox is adept at Fire Magic, so brace yourself to withstand the devastating power of flame bombs and fire waves! This savage warrior is also a master of flaming elementals wielding deadly charges to protect their mistress!

 

Stage II: White Fox

Next up is the White Fox, who was the first to accept Vesperian's help and mastered Reflection Magic himself. The White Fox is hiding in the Mirror World and plotting to attack the School, so you better hurry before it is too late!

 

GUILD BOSS.gif

 

Battling the White Fox should cool your ardor, as he will summon his copies one by one to avoid direct combat! Keep an eye out for the White Fox himself as you fight his copies, and try to rescue your allies from their icy captivity or you will be in trouble! The White Fox will also cast fierce whirlwinds to draw in nearby warriors, so stay alert at all times!

 

Raid Bosses

 

Whoever would have thought that the mirrored image of the finest student at the School of Magic could be this deadly! Therefore, you must first complete the course in Light Magic before attempting to take on this horrid raid boss, with each Alliance assigned its own battleground.

 

Gargoyle Reflection

A grim doppelgänger from the Mirror World who incarnates the dark side of Gargoyle’s gifted personality, the Gargoyle from the Mirror World is a cruel and wayward beast whose black wings and clawed paws promise a painful death upon any being.

 

RAID BOSS 1.gif

 

When facing the Gargoyle Reflection, be cautious of her ability to stun and petrify whoever dares to fight her! Smash the stone statues to release your allies, but watch out for yourself as stone shards will rain down on you!

 

During the battle, the Gargoyle’s light essence will occasionally prevail over its dark incarnation, turning the stone tiles beneath some warriors into blooming meadows. But you have to make it count! Keep an eye on the Gargoyle’s health and position to sway the magic in your favor!

 

Mirrored Vesperian

 

Here comes the final battle awaited by every master in Light and Reflection Magic! For many years through, Vesperian appeared to the students at the School of Magic as a disembodied spirit... This year, he seems to have finally taken on a physical form.

 

Having created his own kingdom in the Mirror World by sheer willforce, Vesperian became its sole ruler as his cruelty, lust for power, and guile embodied in the dreadful appearance of Mirrored Vesperian – a dark powerful lord, and a ruthless killer of any dissent.

 

RAID BOSS 2.gif

 

The Dark Mage has grown stronger over the years, so your attacks will have little effect on him early in the battle! Stay strong and keep fighting, but be wary of the deadly zones spawned by Vesperian that will deal magical damage over time. Stay sharp once Vesperian suddenly teleports straight to the middle of the battlefield and becomes completely invulnerable, as the room will soon fill with poisonous gas! But watch out for pylons and spheres that will appear to help you avoid the gas or dispel it altogether.

 

Fighting against Mirrored Vesperian will be as withering as dreadful. Many of your brothers-in-arms will turn to attack their allies against their will... But no challenge will ever overwhelm the warriors of Arinar!

 

Holiday Skill

 

A new holiday skill will be available to all players during the Spring King Celebration at all times except during Mirror World Rift and Mermen Trials events, Castle battles, and Arena fights.

 

Toadster's Aid.png Toadster's Aid (Active Skill)

The Toadsters are highly civilized swamp dwellers nearby the School of Magic. Disturbed by the mirrored anomalies all over the isle, the Toadsters will assist whoever helps clean up their home of illusions!

 

The 24th Activity Season

 

The Spring Activity Season comes in shortly after the update! Check out the Activity Center for daily and weekly missions with fine rewards, including the ability to travel across Arinar in the blink of an eye! Activate the Battle Pass to unlock a whole branch of extra rewards!

 

More than this, the Battle Pass features:

  • more daily and weekly missions;
  • extra bounties on top of in-season rewards;
  • quick access to the Personal and Guild Storages;
  • free hairstyle change via the Personal Hairdresser;
  • personal Knowledge Bank.

Achievements

 

None of your efforts at the School of Magic will go unnoticed! This year, the Spring King will reward the best students with 13 new individual achievements, including a legendary one! Earn Magical Grains, dash through mirror teleporters in Dungeons, beat other players in the Arena of Chaos, gain Reputation, participate in world and Guild events, and miss none other activity! Guilds will also have the chance to claim one of the four legendary Guild achievements to etch their names into the chronicles of the Blissful Isle!

 

Class Talent Management Tweaks

 

In the Update 12.2 Announcement, we mentioned upcoming changes to talent management, so here they come! As Update 12.3 goes live, you will have more control over your talents to adjust your character’s strengths depending on the situation!

 

Toggling Key Class Talents

 

You can now toggle your Key Talents at any time, except for clustered talents. To do this, go to the Talents menu and select a talent you have studied. An ON or OFF button will appear depending on its current state, allowing you to toggle it. You can also toggle any talent directly from the Talent Information tab.

 

OFF-ON TALENT.gif

 

Once you click the ON button, the talent will become active and its color indicator will turn green. Once you click OFF, the selected talent will become inactive and the indicator will fade. Note that you can only toggle mastered talents, whereas newly studied talents will be active by default.

 

Studying Talents in Inactive Branches

 

Choosing between the three talent branches may have been tricky before, but with Update 12.3 you can now study talents from inactive talent branches without switching between them! To do so, you must first select one of the three branches as active.

 

Studying an inactive talent branch follows the same rules as studying the active branch, except that no talent from an inactive branch will affect your character in any way until switched to. In addition, all elements in inactive branches will remain grayed out, even for talents that you have studied.

 

Skill and Talent Tweaks

 

General Tweaks

  • fixed a bug whereby Paladin’s Illumination, Barbarian’s Scream of Fury, Death Knight’s Steel Hurricane, and Warden’s Guard's Fury would pull the enemy affected by Templar’s Mantra of Healing or invulnerable after respawn in the Crucible.

Ranger.png Ranger

Beast Trap.png Beast Trap

  • fixed a bug whereby the trap wouldn’t trigger on targets immediately after their respawn.

Hunter.png Hunter

Forester's Trap.png Forester's Trap

  • fixed a bug whereby the trap wouldn’t inherit character’s Critical Damage Strength;
  • fixed a bug whereby the trap wouldn’t deal higher damage to the enemy affected by Hunter’s Mark and apply Hunter’s Mark whatsoever when triggered.

Charmer.png Charmer

Face of Death.png Face of Death

  • fixed a bug whereby the talent would lock Relics that should otherwise trigger when the enemy ignores Weakness.

 

Revision of Guild Skills in the Battle for Territories

 

Guild Blessing, Guild Unity, and Guild's Magic Orb will no longer be usable during the Battle for Territories at locations that house Alliance flags starting with Update 12.3. These skills will be available until 5 minutes before the event, and will become available again immediately after the event ends.

 

That’s it for now! Look for more information on rewards, gifts, and other changes closer to the update’s release date! We’ll also be releasing a series of posts detailing the long-awaited changes to the Arena! The first post will be released just before the new Arena Season kicks off, so stay tuned for lots of upcoming changes and updates!

 

See you at the open test!

The Warspear Online Team

 

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Interesting. War will now be much better now! 

 

Only if Life Scrolls worked the same during War. That would probably be a good change aswell! But I know alot of players would hate that

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19 hours ago, LeeLoo said:

Revision of Guild Skills in the Battle for Territories

 

Guild Blessing, Guild Unity, and Guild's Magic Orb will no longer be usable during the Battle for Territories at locations that house Alliance flags starting with Update 12.3. These skills will be available until 5 minutes before the event, and will become available again immediately after the event ends.

Life scroll should be banned as well.

A barb can just revive every 90 secs and hit the flag freely for 8 10 whatever seconds due to last wish + passive. This was to counter with globes, now the flag will just melt. Barb is taking 0 damage during all that phase, which allows them to do over 20k dmg by just one life scroll.

Change the skill or bann life scrolls during as well, cause this is unbalanced.


 

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3 minutes ago, Jaan said:

Life scroll should be banned as well.

A barb can just revive every 90 secs and hit the flag freely for 8 10 whatever seconds due to last wish + passive. This was to counter with globes, now the flag will just melt. Barb is taking 0 damage during all that phase, which allows them to do over 20k dmg by just one life scroll.

Change the skill or bann life scrolls during as well, cause this is unbalanced.


 

Delete all mc classes so u can win. 

I suggest u to start thinking instead of asking for nerfs everytime u lose. 

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20 hours ago, LeeLoo said:

Revision of Guild Skills in the Battle for Territories

 

Guild Blessing, Guild Unity, and Guild's Magic Orb will no longer be usable during the Battle for Territories at locations that house Alliance flags starting with Update 12.3. These skills will be available until 5 minutes before the event, and will become available again immediately after the event ends.

 

life scrolls should also be turned off during wars because now wars look like this, no one attacks each other, just a few rangera with life scrolls and potions go and destroy the flag by hitting, then using the card if they died and attacking again and so on

21 minutes ago, Mateusz said:

Delete all mc classes so u can win. 

I suggest u to start thinking instead of asking for nerfs everytime u lose. 

but winning by using life scrolls everytime doesnt sounds so good .. wars are boring now

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21 hours ago, LeeLoo said:

Toggling Key Class Talents

 

You can now toggle your Key Talents at any time, except for clustered talents. To do this, go to the Talents menu and select a talent you have studied. An ON or OFF button will appear depending on its current state, allowing you to toggle it. You can also toggle any talent directly from the Talent Information tab.

 

OFF-ON TALENT.gif

 

Once you click the ON button, the talent will become active and its color indicator will turn green. Once you click OFF, the selected talent will become inactive and the indicator will fade. Note that you can only toggle mastered talents, whereas newly studied talents will be active by default.

 

Studying Talents in Inactive Branches

 

Choosing between the three talent branches may have been tricky before, but with Update 12.3 you can now study talents from inactive talent branches without switching between them! To do so, you must first select one of the three branches as active.

 

Studying an inactive talent branch follows the same rules as studying the active branch, except that no talent from an inactive branch will affect your character in any way until switched to. In addition, all elements in inactive branches will remain grayed out, even for talents that you have studied.

Toggling talents and studying the inactive ones do not make a player flexible. I'd rather have the knowledge cost of switching in between studied talent branches be adjusted to 1 knowledge value instead. This allows players to be very flexible in any given situations to adjust builds for pvp and pve. The cost of switching in between studied talent branches is undesirably high valuing over 20k knowledge per switch. This makes players stick to 1 talent branch which is very restricted as daily activities in game involve both pve and pvp. For example, if a player is using the pve talent branch wants to enter arena matches and enter dungeons or raids on the same day, he/she can only stick to the current branch or switch to the other one without the ability to switch back to the previous selected branch since the cost is too high. Players can't find more than 20k knowledge in a day. 

 

21 hours ago, LeeLoo said:

Revision of Guild Skills in the Battle for Territories

 

Guild Blessing, Guild Unity, and Guild's Magic Orb will no longer be usable during the Battle for Territories at locations that house Alliance flags starting with Update 12.3. These skills will be available until 5 minutes before the event, and will become available again immediately after the event ends.

 

That’s it for now! Look for more information on rewards, gifts, and other changes closer to the update’s release date! We’ll also be releasing a series of posts detailing the long-awaited changes to the Arena! The first post will be released just before the new Arena Season kicks off, so stay tuned for lots of upcoming changes and updates!

 

See you at the open test!

The Warspear Online Team

 

This will become the Battle of Whoever the f Have More Life Scrolls Stocked. Well at the end of the day, more ls being bought from miracle coins shop is preferable for developers.

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1 hour ago, Mateusz said:

Delete all mc classes so u can win. 

I suggest u to start thinking instead of asking for nerfs everytime u lose. 

lol mad

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2 hours ago, Jaan said:

生命卷轴也应该被禁止。

A barb can just revive every 90 secs and hit the flag freely for 8 10 whatever seconds due to last wish + passive. This was to counter with globes, now the flag will just melt. Barb is taking 0 damage during all that phase, which allows them to do over 20k dmg by just one life scroll.

同时改变技能或bann生命卷轴,因为这是不平衡的。


 

You can directly request the deletion of MC

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19 minutes ago, fiss said:

You can directly request the deletion of MC

will do, now talk with common sense.

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22 hours ago, LeeLoo said:

Revision of Guild Skills in the Battle for Territories

 

Guild Blessing, Guild Unity, and Guild's Magic Orb will no longer be usable during the Battle for Territories at locations that house Alliance flags starting with Update 12.3. These skills will be available until 5 minutes before the event, and will become available again immediately after the event ends.

 

That’s it for now! Look for more information on rewards, gifts, and other changes closer to the update’s release date! We’ll also be releasing a series of posts detailing the long-awaited changes to the Arena! The first post will be released just before the new Arena Season kicks off, so stay tuned for lots of upcoming changes and updates!

So for what guild skills exist? Why not delete guild too for make sure Elf vs Mc? Lmfao

Better ban life scroll at war. If guild skill banned, u should ban it too for life scroll. If life scroll still can during war it will be pay for win lmao.

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On 3/8/2024 at 1:44 PM, LeeLoo said:

Toggling Key Class Talents

 

You can now toggle your Key Talents at any time

Awesome! The Paladin's magical branches (1st and 3rd) have officially lost all of the value that they had before.

 

Also, in the last big rebalance, we were promised this change along with a "big talent update". Is this it?

Edited by Gladiator
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2 hours ago, Gladiator said:

Awesome! The Paladin's magical branches (1st and 3rd) have officially lost all of the value that they had before.

Why is that ? This is just a feature for some classes who wants to not lose the original skill buffs 

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51 minutes ago, SaltyCoffe said:

Why is that ? This is just a feature for some classes who wants to not lose the original skill buffs 

 

Yea, I mean... not like you are going to use Talents which are exclusive to other branches if you can't see them being activated or am I missing anything? 

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27 minutes ago, BlackAdam22 said:

why would i toggle my branch talent ? Its going to be superior than basic skill in all circumstances 

for some classes it's useless for some it's op. example: bm will rather have cd than atack speed which mid branch changes so we can turn it off

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7 hours ago, SaltyCoffe said:

Why is that ? This is just a feature for some classes who wants to not lose the original skill buffs 

Because the 2nd branch makes Paladin very, very strong in physical damage for 1v1 and small fights, but weaker in AoE and support, which is a fair trade-off in my opinion. Other branches are magic based, either tank or damage focus, but very much lacking damage in 1v1, again, a fair trade-off. 

But now the middle branch doesn't have that down side, you can just toggle the talent off, and not miss out on its AoE damage for cases where you need it like dungeons and GvG, giving less reason to go for anything other than the 2nd branch.

Especially the 1st branch, which was underwhelming already, but at least was made for dungeons and mass battles. Now it doesn't really have that edge. It might have a bit more damage and support than a magical build with the 2nd branch, but it's not enough to not have the physical option. The same applies for the 3rd branch but in tankiness.

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54 minutes ago, Gladiator said:

Because the 2nd branch makes Paladin very, very strong in physical damage for 1v1 and small fights, but weaker in AoE and support, which is a fair trade-off in my opinion. Other branches are magic based, either tank or damage focus, but very much lacking damage in 1v1, again, a fair trade-off. 

But now the middle branch doesn't have that down side, you can just toggle the talent off, and not miss out on its AoE damage for cases where you need it like dungeons and GvG, giving less reason to go for anything other than the 2nd branch.

Especially the 1st branch, which was underwhelming already, but at least was made for dungeons and mass battles. Now it doesn't really have that edge. It might have a bit more damage and support than a magical build with the 2nd branch, but it's not enough to not have the physical option. The same applies for the 3rd branch but in tankiness.

Which branch for dk is good for tanking then?

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@Holmes, @Dr Strange

May I ask if it is possible for battle in irselnort.

Enemy guild use unity 1 map away from Legion, then use bless and come inside to the flag. Then after bless done there won't be a Globe for defence, so the flag HP will go down very quickly. And second/third flags are the same ways going down. If in any case those skills be free for the other maps, then it will just make it even worse for battles.

The solution would be the ban of all these skills, otherwise there won't be much tactic to go over.

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Will adjustments be made in the future based on the utilization rate of the branch?:search:

 

12 hours ago, fiss said:

Will adjustments be made in the future based on the utilization rate of the branch?:search:

I think some talents require a lot of knowledge but can only be closed, which is unfair. Perhaps closing them will have the reinforcement of less talents to compensate for it

 

14 hours ago, WantFairGame said:

@奇异博士在更新之前,我想谈谈术士。

1 )法力帽问题:
一年前,术士得到了巨大而不公平的“法力帽”削弱,主要是限制一个角色最大法力值的伤害增加。PvP接近300~,PvE接近500~。正如我所展示的一些来自山地氏族的职业的特点,尤其是在PvP方面,随着新“手镯”的加入,术士被削弱了很多,即使完全伤害分支天赋,也无法对敌人造成一些严重的伤害。

image.png.8f7eae0a6b557d253cab4d2b24dcac01.png image.png.b60880a704df8c9b365746b11d4dca0e.pngimage.png.51d90a0194bc80f63e7e22674b53b4b5.pngimage.png.8978e658f501b063be599c2a6ddbf5d6.png

 

例如,其他职业可以击中3k+的敌人与最强的技能,他们得到。然而,术士对最大敌人的命中超过2k是无效的。随着所有DPS角色的新伤害提升,游侠/猎人可以从即时伤害技能中获得4k伤害,并应用debuff。

我可能会得到一些答案,如“术士是一个伟大的群体敌人控制器职业,你不能否认这一点。”,确实是这样,但在战斗的顶级水平,它被视为一个笑话..。因为大多数顶级玩家都知道,并且有30%+的基本阻力参数,瞬间伤害很大。因此,术士应该依靠其他7/10的惊人机会,杀死一个强壮的玩家术士通常需要1.5-2的连击,这意味着使用6-7的晕眩技能。(7/10)^6=0.11。所以,要么依靠11%的几率在滥发大量晕眩后杀死敌人,要么被2-3个即时巨大的dmg技能杀死。

 

2)恐惧技能问题

我真的很想知道为什么一个控制技能是3码,而所有的控制技能通常是5码。我说的技能是“恐惧”。

image.png.578f5995a4d1ae45084b7025408d9e58.png

它看起来相当滑稽和无用。假设你正在和任何职业战斗,你计划一开始击晕他并使用“黑圈”技能,但不幸的是它被“抵抗”了,所以为了不让它击中你,第一个选择是使用恐惧并开始你的组合。(我们通常必须使用晕眩,因为正如我在1)部分所说的,几乎所有的伤害职业要么显示为低dmg特征,他们击中得更高更狠。)回到我们的主题,直到你已经接近敌人3码,它可以向你投掷所有技能,你已经死了。

 

3)缺乏防御技能或遗物

多年来,盗贼/猎人/游侠获得了一些防御技能,如“闪避”,以增加他们的生存能力。我不会提及坦克/治疗者是如何获得防御技能以在战斗中生存的。即使是法师,除了盾牌,他们也获得了一些治疗组合技能。

然而,当我们进入术士,没有有用的或被动的防御技能在战斗中工作。

我们得到的是一种石头技能。一个技能,禁用字符攻击敌人,并在出去后,字面上脆弱的任何未来。
image.png.a41af0bbaf8f65c4c321cb474b95874e.png

还没有完成,另一个技能,也是削弱,它带来的负担比它在战斗中的帮助更多,因为它只有在你“造成”伤害时才起作用。
image.png.38f203415ec8acf27cab0509a1ac908f.png

一种“防御性”技能,可以“抵抗”,在少数条件下只起一点点作用。

image.png.3e6482bebaf9f4e24adcaedd4a74efb8.png

 

4-)结论

术士已经失去了他们的受欢迎和效力,因为在过去的一年和之后的巨大削弱对他们。

>当涉及到伤害,它没有造成足够的伤害吓唬他的敌人,不坚持他的“思考”反击,而其他DPS职业击中真正高与他们的“ulti”技能。

>当涉及到支持/控制时,它与许多其他类没有太大的区别。大多数职业有目眩/沉默技能。
>当涉及到生存能力,没有太多的被动技能,可以帮助或防御遗物被激活,以增加术士的生存能力和追求战斗。

 

也许@贺宫migth想补充一点,但我怀疑他是否对mass fights和PvP感兴趣,而不是PvE:')

谢谢

No one cares about the sorcerer anymore, death is inevitable

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On 3/9/2024 at 4:26 PM, Jaan said:

Life scroll should be banned as well.

A barb can just revive every 90 secs and hit the flag freely for 8 10 whatever seconds due to last wish + passive. This was to counter with globes, now the flag will just melt. Barb is taking 0 damage during all that phase, which allows them to do over 20k dmg by just one life scroll.

Change the skill or bann life scrolls during as well, cause this is unbalanced.


 

life scroll should ban too!

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42 minutes ago, Shboui said:

life scroll should ban too!

Wont happen. These changes just increase ls spamming. Instead of making war fun for everyone, the devs just want more money from ppl buying ls:duc1ky:

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54 minutes ago, Zurp said:

Wont happen. These changes just increase ls spamming. Instead of making war fun for everyone, the devs just want more money from ppl buying ls:duc1ky:

I think so, too

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14 hours ago, WantFairGame said:

@Dr StrangeI want to talk a bit about Warlock before the update comes.

1 ) Mana CAP Problem:
Absolutely 1 year ago, Warlocks got huge and unfair nerf of "Mana cap", which mainly was about limiting the damage increase from the maximum mana a character has. It is nearly 300~ for PvP and 500~ PvE. As I have shown the characteristics of some of the classes from Mountain Clans, especially in terms of PvP, with the addition of new "Bracelets", Warlocks has been weakened so much that they can't deal some serious damage to their enemies even if they are fully damage branch talented.

image.png.8f7eae0a6b557d253cab4d2b24dcac01.png image.png.b60880a704df8c9b365746b11d4dca0e.pngimage.png.51d90a0194bc80f63e7e22674b53b4b5.pngimage.png.8978e658f501b063be599c2a6ddbf5d6.png

 

For instance, the other classes down there can hit 3k+ to enemies with the strongest skill of they got. However, it is not valid for a Warlock to hit more than 2k~ to a maxed enemy anymore. With the new damage boosts of all DPS characters, a ranger/hunter can get to 4k damage from an instant damage skill and which applies a debuff.

I may get some answers such as "Warlock is a great group enemy controller class, you can't deny that.", indeed it is, but in the top level of fighting, it is seen as a joke... Because most top level players are aware of and has 30%+ base resistance parameters with a great instants damages. Therefore, either warlocks should rely on the other 7/10 stunning chance and to kill a strong player warlock generally needs to make a 1.5-2 combo which means 6-7 stun skills used. (7/10)^6 = 0.11. So, either rely on 11% chance to kill an enemy after spamming numerous stuns, or get killed by 2-3 instant huge dmg skills. 

 

2) Fear Skill Problem

 I really want to know what is the reason of a control skill being 3 yards while all of them are generally 5 yards. The skill I am talking about is "Fear".

image.png.578f5995a4d1ae45084b7025408d9e58.png

It looks quite funny and useless. Imagine you are fighting against any class and you are planning to stun him at first and use "Dark Circle" skill, but sadly it got "Resisted", so to not let it to hit you, the first alternative is to use fear and start your combo. (We generally must use stuns because as I have said in the 1) section, almost all damage classes which are either shown as having lower dmg characteristics, they hit much higher and much harder. ) Back to our topic, till you get 3 yard closer to an enemy already, it can spam all the skills on you and you will be dead already.

 

3) The Lack of Defensive Skills or Relics

Through the years, rogues/hunters/rangers has earned some defensive abilities like "Dodge" to increase their survivability. I won't mention how tanks/healers got defensive skills to survive in a battle. Even mages, besides their shields they earned a little healing combo-skill. 

However, when we come into warlocks, there isn't either useful or passive defensive skills to work during combat. 

A.) What we got is a stone skill... A skill that disables the character to atk an enemy, and after going out, literally vulnerable of anything coming next.
image.png.a41af0bbaf8f65c4c321cb474b95874e.png

B.) Haven't finished yet, another skill which is also nerfed and it brings more burden than it helps in a battle cause it only works when you "Deal" damage. 
image.png.38f203415ec8acf27cab0509a1ac908f.png

C.) A "defensive" skill that can be "Resisted" and works just a little bit within few conditions managed.

image.png.3e6482bebaf9f4e24adcaedd4a74efb8.png

 

4-) Conclusion

Warlocks have lost their popularity and effectiveness since the huge nerfs on them in the past year and afterwards. 

> When it comes to damage, it doesn't deal sufficient damage to scare his enemy and not persist on him to "think" to counter, while other DPS classes hits really high with their "ulti" skills.

> When it comes to support/control, it has not much difference from many other classes anymore as an advantage. Most classes has aoe stun/silence skills.
> When it comes to Survivability, there is not much passive skills that can help or defensive relics to be actived to increase a Warlock's capability of staying alive and pursue fighting.

 

Maybe @Horimiyamigth want to add something about these, but I doubt if he is interested in mass figths and PvP, rather than PvE :')

Thanks

 

You might want to consider posting this in the Warlock's class discussion. 

 

I could do it for you if you desire. 

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On 3/8/2024 at 7:44 AM, LeeLoo said:

Revision of Guild Skills in the Battle for Territories

 

Guild Blessing, Guild Unity, and Guild's Magic Orb will no longer be usable during the Battle for Territories at locations that house Alliance flags starting with Update 12.3. These skills will be available until 5 minutes before the event, and will become available again immediately after the event ends.

Since guild skills have high cooldown, here the real problem are the life scrolls.

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2 hours ago, Theweasel said:

Since guild skills have high cooldown, here the real problem are the life scrolls.

I completely agree but these changes are nice and helps with strategy. 

 

Can't wait for Lifescrolls to be unusable in war 

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5 hours ago, Higgings said:

 

You might want to consider posting this in the Warlock's class discussion. 

 

I could do it for you if you desire. 

I would appreciate, I don't know much abt how to use the website efficiently, I just wanted to post here because the last nerf came on spring, so maybe a fix could come in spring again, atleast on fear skill for "3 yard" thing.

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12 hours ago, WantFairGame said:

I would appreciate, I don't know much abt how to use the website efficiently, I just wanted to post here because the last nerf came on spring, so maybe a fix could come in spring again, atleast on fear skill for "3 yard" thing.

You are going to wait another 1 year to get things fixed…. I appreciate your concern tho but its futile. They dont care

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17 hours ago, Drakoslayd said:

I completely agree but these changes are nice and helps with strategy. 

 

Can't wait for Lifescrolls to be unusable in war 

 

The optimism is remarkable. Yet, Life Scrolls are also one of the most used consumables during wars. I'm afraid you might take a while before seeing them being removed completely. 

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  • 4 weeks later...
On 3/9/2024 at 11:26 AM, Jaan said:

Life scroll should be banned as well.

A barb can just revive every 90 secs and hit the flag freely for 8 10 whatever seconds due to last wish + passive. This was to counter with globes, now the flag will just melt. Barb is taking 0 damage during all that phase, which allows them to do over 20k dmg by just one life scroll.

Change the skill or bann life scrolls during as well, cause this is unbalanced.


 

Who said a barbarian should wait 90 seconds ? After using a life scroll its ready to be activated again. 
this problem isn’t about battle for territories only , its about castles war too.

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