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giovedì 7 novembre 2013
martedì 5 novembre 2013
November events
The waiting is over (these are just a part of them)
Cloud City Chest Piece Exchange
Duration: 11/6 – 11/19 23:59:59
Cloud City Chest Piece x1 for 20,000 Gold
Cloud City Chest Piece x10 for Fate Stone x40
Cloud City Chest Piece x90 for Iris Seal (HN) x1
Cloud City Chest Piece x90 for Pan Seal (HN) x1
Cloud City Chest Piece x130 for Iris Seal (R) x1
Cloud City Chest Piece x130 for Pan Seal (R)x1
Cloud City Chest Piece x230 for Apollo Seal (R) x1
Cloud City Chest Piece x680 for Apollo Seal (HR)x1
City – Login Bonus
Duration: 11/6 – 11/10 23:59:59
Login everyday and receive great rewards as follows:
Non-VIP: Cloud City Chest x1, Extreme Stamina Potion
x1
VIP: Cloud City Chest x2, Extreme Stamina Potion x1,
VIP Token x10
Cloud City – Soul Meditation
Duration: 11/6 – 11/8 23:59:59
Engrave your soul to meet the following required amount will be rewarded.
Soul Engraving x25 times: 30,000 Gold, 3,000 Kyanite, Cloud City Chest Piece x1
Soul Engraving x100 times: 120,000 Gold, 12,000 Kyanite, Cloud City Chest Piece x2
Soul Engraving x500 times: 600,000 Gold, 60,000 Kyanite, Cloud City Chest Piece x3
Cloud City – Double EXP Party
Duration: 11/6 – 11/8 23:59:59
All dungeon experience has been Doubled! Now is the
time to party up with friends and challenge the various dungeons!
Cloud City – Fate Warrior
Duration: 11/6 – 11/10 23:59:59
Time to prove your strength and power in the
battleground, warriors! Defeat 3 players and receive splendid rewards as
follows:
Cloud City Chest Piece x2, 100,000 EXP,Insignia x50
Cloud City – Weeding
Duration: 11/6 – 11/10 23:59:59
Weeding any kind of your crops 10 times to earn
splendid rewards as follows:
Cloud City Chest Piece x1, 20000 EXP
Cloud City – Online Bonus
Duration: 11/6 – 11/10 23:59:59
Remain online for the required amount of time and be
rewarded.
1 Hour: Cloud City Chest Piece x1, Sylph Sepulcrum x1
2 Hour: Cloud City Chest Piece x1, Sylph Sepulcrum x1,
Iris Seal x1
3 Hour: Cloud City Chest Piece x2, Mount Training Whip
x5
5 Hour: Cloud City Chest Piece x3, Sylph Sepulcrum x1,
Skeleton Key x1
Cloud City – Bounty Quest Boost
Duration: 11/6 – 11/10 23:59:59
During the activity, Bounty Quest attempts will be
increased by 10.
Cloud City – Solo Spelunking
Duration: 11/11 – 11/17 23:59:59
Think you have what it takes to defeat the void?
Complete any solo dungeon 3 times (daily) and you will receive the following
rewards:
40,000 EXP, 50,000 Gold, Cloud City Chest Piece x1.
Cloud City – Let the Battles Begin!
Duration: 11/11 – 11/17 23:59:59
Think you have what it takes to defeat the void?
Complete any multi-player dungeon once (daily) and you will receive the
following rewards:
40,000 EXP, 50,000 Gold, Cloud City Chest Piece x1.
Cloud City – Bounty Quest Bonus
Duration: 11/11 – 11/17 23:59:59
Complete 10 Bounty Quests (daily) and you will be
rewarded with:
Cloud City Chest Piece x1, Runestone x1
Cloud City – Warrior’s Call (Once a day)
Duration: 11/11 – 11/17 23:59:59
Take part in the Arena 10 times and you will receive
the following rewards:
Cloud City Chest Piece x1.
Cloud City – Mystery Shopper
Duration: 11/6 – 11/19 23:59:59
Find rare items in the Mystery Shop! Reset the Mystery Shop three times to receive the following rewards:
Cloud City Chest Piece x1, 80,000 EXP.
Sylph Awakening
Duration: 11/6 – 11/10 23:59:59
Increases Sylph Awakening speed by 1000%
Sylph Level Up
Duration: 11/6 – 11/12 23:59:59
Sylphs who reache level 45 will receive the splendid
rewards:
Sylph Sepulcrum x20
Sylph EXP Scroll x20
Signet Training x3
Sylph Level Up
Duration: 11/6 – 11/12 23:59:59
Participate in the Sylph Arena 5 times to receive the
following rewards:
Sylph EXP Scroll x1, 10,000 Kyanite
Cloud City Chest
Duration: 11/6 – 11/17 23:59:59
As the path to the mysterious Cloud City has opened,
now you can seek these in this Castle which is burried deep in the cloud. Open
it for a chance to receive Apollo Seal and ONE of the following items:
Cloud City Chest Piece x1
10,000 Daru
20,000 Gold
20,000 Kyanite
Lvl. 1 – Lvl. 3 Gem Pack x1
Extreme Stamina Potion x2
Fate Stone x200
Apollo Seal (R) x1
Price: 39 Balens
Soul Crystal Pack
Duration: 11/6 – 11/8 23:59:59
Soul Crystal x10
Price: 49 Balens. Limit of 1000 per day.
Soul Crystal x100
Price: 419 Balens. Limit of 100 per day.
Soul Crystal x1000
Price: 3899 Balens. Limit of 50 per day.
Enhanced Bounty Scroll Pack
Duration: 11/6 – 11/8 23:59:59
Enhanced Bounty Scroll x2, Socketing Rod x1
Price: 199 Balens. Limit of 10 per day.
Enhanced Bounty Scroll x10, Socketing Rod x1
Price: 799 Balens. Limit of 2 per day.
Level Up Pack
Duration: 11/6 – 11/11 23:59:59
Extreme Stamina Potion x2, Lvl. 3 Bonus EXP Scroll x1
Price: 199 Balens. Limit of 2 per day.
Gem Pack
Duration: 11/6 – 11/8 23:59:59
Lvl. 2 Gem Pack x2, Lvl. 1-3 Gem Pack x1
Price: 149 Balens. Limit of 100 per day.
Lvl. 3 Gem Pack x1, Lvl. 1-5 Gem Pack x1
Price: 279 Balens. Limit of 80 per day.
Lvl. 4 Gem Pack x1, Lvl. 1-5 Gem Pack x1
Price: 999 Balens. Limit of 50 per day.
Farmer’s Seed Pack
Duration: 11/6 – 11/11 23:59:59
L3 Elite Leveler’s Seed
Price: 59 Balens. Limit of 2 per day.
L1 Ultra Leveler Seed
Price: 99 Balens. Limit of 1 per day.
Sepulcrum Chest
Price: 39 Balens
Duration: 11/9 – 11/10 23:59:59
Open to receive Sylph Sepulcrum and ONE of the
following items:
Sylph Sepulcrum x1
100,000 Gold
15,000 Kyanite
Insignia x30
Sylph Sepulcrum x5
Sylph Sepulcrum x50
Fate Stone Pack
Duration: 11/9 – 11/11 23:59:59
Fate Stone x10
Price: 198 Balens. Limit of 50 per day.
Fate Stone x100
Price: 1788 Balens. Limit of 10 per day.
Patch 2.1 Announcement
Wartune will be having its weekly Maintenance on Tuesday, November 5th at 9:00 PM EST, (6:00 PM PST, 2:00 AM GMT on Wednesday November 6th, and 10:00 AM GMT +8 on Wednesday November 6th). Maintenance is expected to take approximately 6 to 8 hours.
NOTE: Please be aware that Astrals Captured, but not claimed or sold will be lost during maintenance. If you have Astrals left unclaimed, please claim them before maintenance starts. Thank you.
The following 2.1 pre-release bugs have been fixed:
- Fixed an issue where the Astral icon disappeared for some people.
- Fixed an issue with recruiting lancers in the tutorial.
- Removed two unavailable quests: “Join Gold Rush” and “Open for Business”.
- Resolved the issue where Bound Balens were unusable in the Shop.Fixed various typographical errors.
- 300,000 Gold and Daru
- Runestone *3
- Insignia 100,
- Extreme Stamina Potion*
lunedì 4 novembre 2013
Iris and Pan.
It is very easy to have then both, it will cost you just a little bit of time to farm 60 essences in the cloud city, essence of water for Iris by killing little fairies flying around, essence of wind for Pan by killing a pair of ... horn flying around. The orb of Iris is a reward for login, so at the start just farm the essence for Pan. You will need a team of 3 sylph for the sylph arena.
Ultimately in the first day or so you can farm about 20 of them if you are dedicated. You can feed your main one with the newly created (for exp) or just sacrifice them (for sepulcrum). That is if nothing change in a week or so.
Try them both as your main one and decide for yourself which one you like, i saw some knight with Pan and other with Iris.
You attribute skills point gained by leveling them to strength, armor, intel or endurance. You can enchant them using sepulcrum obtained by sacrificing a sylph, by reward of the sylph arena or quest rewards. You level your main sylph (the one equipped) when your own toon is gaining exp (with MP, SP, bounty quest, quest, necro and cata) as he is gaining the same amount of exp.
Iris and Pan are rather weak, not sure at higher level but pretty sure some more powerful ones will be implemented later
As far as skills are concerned, the ones your pet gives you when equipped but not awaken (you are not transformed) are different from the skills they have when awaken.
Again, keep in mind that this is what we see/read but it is in test, so all could change or being incorrect
All are level 1
Pan not awaken:
Wind protection (passive) : increase player HP by 5%
Whistling blow : 300% +100 physical wind damage to a front row single target. Damage ignore defense and cannot be dodged
Cyclone : 280% + 125 physical wind damage to back row. Damage ignore defense and cannot be dodged
Iris not awaken:
Water restoration (passive) : Increase player MDEF by 3%
Borealis danse : 300% + 100 magic water damage to single front row. Damage ignore defense and cannot be dodged
Icicles storm : 190% + 80 water damage to all ennemies. Damage ignore defense and cannot be dodged
Pan awaken (when you transform)
Wind grace : cool down 30 sec. 145% + 200 physical wind damage to 2-4 ennemis . Ennemy defense reduced 50 pts for 3 rounds.
Delphic Apocalyptic hurricane : cool down 45 sec. 314 % + 350 physical damage to all ennemies
Gust strike : cooldown 1 sec. 136% + 180 physical damage to a single front row target
Iris Awaken (when you transform)
Warm spring : Heal 85% + 300 magic damage to teammate with lower HP ... i know it says it damage team mate but heh ... that's what i read lol
Deluge strike : Deal 165 % +180 magic water damage to a single target
Delphic - Acheron wave : 280 % + 350 magic damage to all ennemies
sabato 2 novembre 2013
Attributes and Stats.
These attributes contribute to the "real stats" or stats used in battle
Strength
(Also called Power) - Adds to your Physical Attack and Physical Defense
At level 9, each point of Strength adds 4 points of Physical Attack and 1 point of Physical Defense
Armor
(Also called Defense) - Adds to your Physical Defense and Magical Defense
At level 9, each point of Armor adds 4 points of Physical Defense and Magical Defense
Intellect
Adds to your Magical Attack and Magical Defense
At level 9, each point of Intellect adds 4 points of Magical Attack and 1 point of Magical Defense
Endurance
Adds to your maximum HP. Each point of Endurance adds 20 to your maximum HP.
Charisma
Directly increases your Troop Count at a 1:1 ratio
Physical Attack
Represents the damage you deal in battle with physical attacks (Knight and Archer)
Physical Defense
Subtracts 1 Damage per 2 Pdef points from the damage you take from physical attacks, down to a minimum of 10% of the Attackers Patk rating
Magical Attack
Represents the damage you deal in battle with magical attacks (Mage)
Magical Defense
Subtracts 1 Damage per 2 Mdef points from the damage you take from magical attacks, down to a minimum of 10% of the Attackers Matk rating.
Critical
Your chance of a critical hit (1.5x?) is based on your Critical statistic. It seems to be approximately 0.04% per point in critical; the formula might be (1-0.9995^critical score)*100%.
Block
Your chance of a dodge (damage reduced by some percentage) is based on your Block statistic. The formula is most likely the same as for Critical.
HP
Your character's health. When this reaches 0, you're out of the battle.
Besides Endurance bonuses and direct HP bonuses from equipment, there appears to be a base HP amount, possibly based on level and class:
Level 27 knight had 432 (360 before 20% bonus)
Level 28 knight had 444 (370 before 20% bonus)
Level 30 mage had 410
Level 31 archer had 480 (400 before 20% bonus)
Level 31 knight had 504 (420 before 20% bonus)
Level 32 mage had 530
Level 32 archer had 564 (470 before 20% bonus)
(Roughly 90+10*level?)
Troop Count
The maximum number of recruits you can bring with you into battle. This stat has no effect in multiplayer dungeons, since you can't bring recruits there.
The number of troops you have with you determines your troops' hitpoints. (Formula is: unit HP × your troop count / 200), so, for example, i have 751 knights (2906 × 751 / 200)=10912 HP. Troop count has no effect on the damage your troops deal.
Your battle rating is determined by adding all of your battle stats together, but with Magical Attack multiplied by 1.05 (and rounded down), and HP divided by 5 (and rounded down). This value is shown to other players, and is intended to give a rough idea of how powerful you are.
Equipment Rating
The equipment rating for a piece of equipment follows a simple equation:
Eq. Rating = Stat(s) modified rating + Bonus(es) rating
The stat(s) modified rating is the simplest part of this, and works as follows: 1 point for each ATK/DEF, and 1 point for every 5 HP. That means that an equipment which adds 100 ATK would have a base rating of 100, while an equipment which adds 100 HP would have a base rating of 20.
The bonus(es) works a bit differently. There are two types of equipment bonuses: attribute bonuses and battle stat bonuses. The former provides smaller numerical boosts than the latter. For the attribute bonuses, the bonus rating goes: 1:8 for Power, Intellect, and Armor; 1:4 for Endurance and Charisma. In other words, if an equipment provided +15 Power, +8 Armor, and +10 Endurance, the bonus rating would be 224 (15*8 + 8*8 + 10*4). Note that Armor is called Defense by these bonuses.
The battle stats bonus works in a similar manner, and will be presented in large numbers. For PATK/MATK/PDEF/MDEF/CRITICAL, the bonus works in a 1:2 ratio; that is to say, if a bonus gave +70 MATK, the battle stats rating would be 140. HP works in a 1:(1/5)*2 ratio, meaning the HP stat is first divided by 5, rounded down, and then multiplied by 2. If an equipment bonus gave +143 HP, the battle stats bonus would be 56 [ (143/5) = 28.6, rounded down to 28, and then 28*2 = 56) ]. Note that BLOCK gives zero equipment bonus rating.
Let's look at an example equipment rating. A piece of equipment modifies PATK by 165 and has the bonuses +13 POWER, +20 ENDURANCE, +83 PATK, +70 BLOCK, and +164 HP. It's equipment rating would be:
Stat modified: 165 PATK --> 165
Bonuses Rating: 13 POWER, 20 ENDURANCE, 83 PATK, 70 BLOCK, 164 HP -->
13 * 8 + 20 * 4 + 83 * 2 + 70 * 0 + floor(164/5) * 2 = 414
So the total equipment rating would be: 165 + 414 = 579
Note that gems are included with the enchanted equipement rating; this appears next to the equipment rating in parenthesis. The extra effect from soul engraving does not affect the equipment rating.
Strength
(Also called Power) - Adds to your Physical Attack and Physical Defense
At level 9, each point of Strength adds 4 points of Physical Attack and 1 point of Physical Defense
Armor
(Also called Defense) - Adds to your Physical Defense and Magical Defense
At level 9, each point of Armor adds 4 points of Physical Defense and Magical Defense
Intellect
Adds to your Magical Attack and Magical Defense
At level 9, each point of Intellect adds 4 points of Magical Attack and 1 point of Magical Defense
Endurance
Adds to your maximum HP. Each point of Endurance adds 20 to your maximum HP.
Charisma
Directly increases your Troop Count at a 1:1 ratio
Battle Stats
Physical Attack
Represents the damage you deal in battle with physical attacks (Knight and Archer)
Physical Defense
Subtracts 1 Damage per 2 Pdef points from the damage you take from physical attacks, down to a minimum of 10% of the Attackers Patk rating
Magical Attack
Represents the damage you deal in battle with magical attacks (Mage)
Magical Defense
Subtracts 1 Damage per 2 Mdef points from the damage you take from magical attacks, down to a minimum of 10% of the Attackers Matk rating.
Critical
Your chance of a critical hit (1.5x?) is based on your Critical statistic. It seems to be approximately 0.04% per point in critical; the formula might be (1-0.9995^critical score)*100%.
Block
Your chance of a dodge (damage reduced by some percentage) is based on your Block statistic. The formula is most likely the same as for Critical.
HP
Your character's health. When this reaches 0, you're out of the battle.
Besides Endurance bonuses and direct HP bonuses from equipment, there appears to be a base HP amount, possibly based on level and class:
Level 27 knight had 432 (360 before 20% bonus)
Level 28 knight had 444 (370 before 20% bonus)
Level 30 mage had 410
Level 31 archer had 480 (400 before 20% bonus)
Level 31 knight had 504 (420 before 20% bonus)
Level 32 mage had 530
Level 32 archer had 564 (470 before 20% bonus)
(Roughly 90+10*level?)
Troop Count
The maximum number of recruits you can bring with you into battle. This stat has no effect in multiplayer dungeons, since you can't bring recruits there.
The number of troops you have with you determines your troops' hitpoints. (Formula is: unit HP × your troop count / 200), so, for example, i have 751 knights (2906 × 751 / 200)=10912 HP. Troop count has no effect on the damage your troops deal.
Battle Rating
Equipment Rating
The equipment rating for a piece of equipment follows a simple equation:
Eq. Rating = Stat(s) modified rating + Bonus(es) rating
The stat(s) modified rating is the simplest part of this, and works as follows: 1 point for each ATK/DEF, and 1 point for every 5 HP. That means that an equipment which adds 100 ATK would have a base rating of 100, while an equipment which adds 100 HP would have a base rating of 20.
The bonus(es) works a bit differently. There are two types of equipment bonuses: attribute bonuses and battle stat bonuses. The former provides smaller numerical boosts than the latter. For the attribute bonuses, the bonus rating goes: 1:8 for Power, Intellect, and Armor; 1:4 for Endurance and Charisma. In other words, if an equipment provided +15 Power, +8 Armor, and +10 Endurance, the bonus rating would be 224 (15*8 + 8*8 + 10*4). Note that Armor is called Defense by these bonuses.
The battle stats bonus works in a similar manner, and will be presented in large numbers. For PATK/MATK/PDEF/MDEF/CRITICAL, the bonus works in a 1:2 ratio; that is to say, if a bonus gave +70 MATK, the battle stats rating would be 140. HP works in a 1:(1/5)*2 ratio, meaning the HP stat is first divided by 5, rounded down, and then multiplied by 2. If an equipment bonus gave +143 HP, the battle stats bonus would be 56 [ (143/5) = 28.6, rounded down to 28, and then 28*2 = 56) ]. Note that BLOCK gives zero equipment bonus rating.
Let's look at an example equipment rating. A piece of equipment modifies PATK by 165 and has the bonuses +13 POWER, +20 ENDURANCE, +83 PATK, +70 BLOCK, and +164 HP. It's equipment rating would be:
Stat modified: 165 PATK --> 165
Bonuses Rating: 13 POWER, 20 ENDURANCE, 83 PATK, 70 BLOCK, 164 HP -->
13 * 8 + 20 * 4 + 83 * 2 + 70 * 0 + floor(164/5) * 2 = 414
So the total equipment rating would be: 165 + 414 = 579
Note that gems are included with the enchanted equipement rating; this appears next to the equipment rating in parenthesis. The extra effect from soul engraving does not affect the equipment rating.
The Spire. (MDP, mage)
The Spire is a multiplayer and survival dungeon, accessed by the Hall of Heroes.
Level Requirements: 46+
When you enter you have the option to buy special buffs using balens, or to talk to the NPC and start the battle. Once the battle has started bosses keep spawning untill all of the player are defeated, there are no breaks in between.
Afterwards you get rewards based on your performance. Each boss killed will give 300,000 Experience and 1 Spire Chest. Sometimes a thief (golden goblin) appears with the boss. After his demise he gives you an additional buff at random.
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Boss 1: Karl, Spire Porter (Minotaur)
Very weak starter boss, does single target damage on tank. Also does an AoE attack on the front row every now and then. Mostly used as a rage builder.
Boss 2: Krowl, Blood Fiend (Lizard)
Again very weak. Spawns adds halfway through, but these do no noteworthy damage.
Boss 3: Muloch, Nightmare (Worm)
Spawns with 4 adds. These adds do a lot of damage, so it would be wise to AoE these asap. Once the boss reaches about half a bar, he will cast a damage debuff on all players. More on this debuff will be in the next section.
Boss 4: Garrol, The Flying Terror (Serpent)
Nothing noteworthy, casts the damage debuff upon reaching his final health bar.
He hits super damage every 2nd turn
Boss 5: Lorne, The Decapitator (Manticor)
Nothing noteworthy, casts the damage debuff upon reaching his final health bar.
Boss 6: Randol, The Flesh Tearer (Goblin)
Same as second boss in TL (Tarraton's Lair). Does extremely strong attack on the tank. He starts with a regular attack on the tank. On his second turn he does a huge attack on the tank. Then he does another normal attack, a very strong 2 player attack, 2 normal attacks, before doing the strong anti tank attack again. Huge Attack basically deals 20K+ for BR 50K knight
Boss 7: Pharrak, Dark Pharaoh (Mummy)
Just a regular boss. Does a few random attacks and AoE’s. From here on you’ll start sweating.
Hits a lot of MATK.
Boss 8: Alikar, Frostpawn (Warlock)
Does an extremely strong AoE on his second turn, and every 4th turn after this. From here on you’ll need to start using shields/heals to survive if you are around 45K BR.
Boss 9: Andela, Lavaspawn (Archer)
Does weaker attacks than boss 8, but does AoE more often. Also applies a 50% damage reflect. Can be removed, but will most commonly be recast after 2 or 3 turns.
Boss 10: Staphos, Doombringer (2 Headed-Warrior)
Same Boss as in area 2 boss of Badlands, and with 2 mobs that have damage reduction adn reflection skill.
Note: This boss will cast 10000 bleed attack. If you want to survive, purification is a must.
Boss 11: Bera, The Overseer (Monster's Eye)
Same Boss as lvl 100 Catacombs
Boss 12: Darnos, The Deatheater (Headless Knight)
Same Boss as in lvl7 Necropolis...attention on bleed 12000!
Boss 13: Maretti, Death's Servant (Sorcerer)
Lots of Magic Attacks elctric bolts and damination attack
Boss 14: Saende, Dragon Zombie (Dragon)
Same Boss as final boss of Terraton's Lair, Fire AOE 70K !Ultimate slasher 30-40k dmg
Boss 15: Alisa, Succubus Queen (Ancient Demonic Mage)
Female Boss with white hair and dragon wings. Single Magic Attack of 35-55 K.and Dark pulse attack can can easily be taken down by using rebound dmg against her but has an AOE 40-50k wich requires blessed light for healing that
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