Mage warrior archer. Warriors and archers

Don't know where to put adamant? Then we go to you!

Hi all!

In the last article, we examined, but today we got to talents.

And here I will tell you - there is something to see and talk about ...


Prerequisites and old talents:

Let me remind you that you will have access to Knighthood talents only after you have fully upgraded the previous "regular" and "advanced" talents. And here an interesting paradox arises...

The fact is that you will lose access to old talents (of course, if you activate Knighthood). This is understandable, since most of them are tied to old skills - and if they are not, then talents are not needed.

But the old talents themselves do not disappear anywhere. The tab with them still exists, although it is not available.

And how, in this case, will things be, for example, with such talents of the same Warrior as the Iron Wall or the Steadfast?

Will they stack with new ones or just exist in their own parallel universe..?

Cost of new Knighthood talents:

Before proceeding to the description, it should be noted that the new talents for all classes are exactly the same. Whether you are a Mage, Warrior or Archer - there is no difference and never will be.

The problem here, in my opinion, is that you will have to choose which talent to download first. Why choose? It's simple - leveling talents in the Knight class is paid.

Cosmos from wartune.dolygames.com has calculated the cost to get all seven talents to level 10.

Hold on tight to the chairs and if you are holding breakable objects in your hands, then it is better to put them down. So... the price is 3,073,000. Three million adamant!

Even if we take into account the fact that both real and bonus adamants are accepted for payment, in my opinion this is already too much. By the way, in our version you can safely multiply this amount by 3 (do you think it will be less? Remember what I said about the price for the merger of the sylphs - our "Chinese" will not miss theirs).

Well, after such a long (but undoubtedly important) preface, it's time to finally move on to the talents themselves.

Description:

First, there are 3 talents for elemental protection and it immediately catches your eye that they are grouped in a strange way: Light + Water, Darkness + Fire and Electro + Wind.

Light & Water Resistance.

As the same Cosmos writes, 10% is added for each level, so I will give only levels 1 and 10.
At lvl 1 protection against Light and Water is increased by 10%. At lvl 10 by 100%.

/ Just in case, I’ll clarify that here, of course, I mean the bonus from your protection crystals. If you do not have crystals for Water, then the bonus from the talent will not give you anything./

Dark & ​​Fire Resistance.

Similarly to the previous one, it increases your defense against Darkness and Fire from 10% to 100%.

Electro&Wind Resistance.

Increases your protection against Electro and Wind from 10% to 100%.

To be honest, I don’t understand why such a division was made. Pairs of Fire + Electro, Light + Darkness and Wind + Water would look much more logical. The only explanation is to force to pump (read buy) all the talents in order to get the necessary protection.

Intensity & Crit.

Increases Crit. hit and Damage to players from 10% to 100%.

RES reduction.

Increases the bonus from your Will Crystals from 10% to 100%.

Influence & Penetration.

Increases the bonus from your Resolve and Penetration from 10% to 100%.

Tenacity & Block.

Increases your Damage against players and Block value from 10% to 100%.

Everything is simple and clear here - first of all, download RES Reduction, and the rest is optional.

What else can I say here... at first glance, it may seem that top players (donations) will benefit more from Knighthood's talents. After all, the higher the characteristics - the greater the bonus you get from% talent. But upon closer examination, it turns out not everything is so simple:

  • Damage from players and Damage to players. These indicators do not depend on the donation, but are exclusively bonuses from the PvP medal (although the pumping of a new medal is carried out practically with the help of one adamant).
  • Resolve and Penetration. Penetration, in my opinion, is a very dubious characteristic, and you can’t really “overclock” it, so the bonus from it will not be significant. Resolve... everything here largely depends on the events in which there will be rewards for leveling it.
  • Crete. and Blok. These two characteristics are also regulated almost by gems and astrals alone.
  • Well, it remains increased bonuses from will crystals(resistance reduction). It is likely that by the time this patch reaches us, the difference in crystals between "average" players and top players will not be too big. Although who knows...

Despite the fact that the above characteristics do not depend too much on the investment of adamant, but due to the clever move of the developers who guessed to break the talents into "uncomfortable" pairs, they all turn out to be mandatory for pumping. And, of course, price matters.

That's probably all I wanted to tell you about the new talents of the Knight class on Wartune. Write in the comments what you think about this.

I dashed off for almost 300 hours ... I tried everything like that, say "classes" .... To rock the strongest Persian, you first need to pump enchantment and blacksmithing ... everyone knows ... the rest I don't care ...

And now about who is stronger ... it's hard to say ... but if you choose a PURE class (the sky of skills is divided into classes by color, like skill stones, constellations or whatever, they are already divided into 3 separate classes at the beginning of the game). ..that is the coolest magician, of course ... (although the magic was not developed ... at least the power of destruction ... even the master's spells are rather weak at max complexity) ... there would be a warrior, but he lacks enchantment in the branch ... thanks to him, the magician comes forward ... blacksmithing is certainly good ... protection is great, but things with resistances do not come across often ... and it’s difficult to assemble a kit ...

A well-trained mage can enchant all things in any way, there are excellent spells as protection from damage ... a talisman, a dragon skin, and an expert spell that increases armor ... plus the summoning of two dremora lords, or 2 dead thralls of draug warlords ... they work - you are resting!!)) Also kill illusions... instill fear in the enemy and then finish them off... UNFORGETTABLE about one of the best spells - PARALYSIS... with it, all work becomes nowhere easier... massive for especially difficult cases ... in the game of a magician, the main thing is tactics ...

However, mages have a big minus ... this is a surprise ... attacking a magician sharply, the enemy is so-so ... playing for a warrior, he used such tactics ... it is best to pump endurance well, one-handed and block (shield). ... the joke is that when blocking with a shield, the resistance to electricity, fire and cold rises to 50% ... and the class itself ... when you see a magician ... you can close yourself with a shield and press sprint (a separate special skill) and then your the hero rushes forward like a tank (with increased speed), knocking everyone down like rag dolls... the magician flies out and there are 3-4 seconds to finish him off until he gets up.... of course, all this can be done if paralysis was not cast on you during a quick raid ... then everything is covered with a copper basin ...
Well, everything is clear about the thief ... there are few skills ... he will defeat everyone if he is not noticed ...

Who is more fun to play? Warriors get bored quickly ... you change weapons, armor ... the same tactics ... there are not very many finishing moves ... boring ... 50 hours ... a thief ... the same thing ... crept up, gasped with a brick on the topic... there's not even a drive... even more boring... Mage plus for the fact that there are a lot of spells and you can constantly change tactics, from traps and summoning, to total destruction and illusion... it's a pity that the thief was not allowed to pocket portable traps ...))

When it turns out that the forces of the first promotion are not enough, then there is a way out - to make another promotion, in which the skills and talents of you and your companions will change: sylphs and guards. The knight class will open up the opportunity to compete with the strength of the titans and gods.

Getting promoted

As with the first promotion, several conditions must be met to obtain a knight class:


Class Branch force Intelligence protection stamina
magician DD >=6000 >=1500 >=1500
Glanders >=3000 >=3000 >=3000
warrior DD >=6000 >=1500 >=1500
glanders >=3000 >=3000 >=3000
archer DD >=7000 >=1000 >=1000
Glanders >=4000 >=2500 >=2500

DD is a skill branch where the emphasis is on high damage, Sap is a branch containing skills to support yourself and the team. An ellipsis means that the value of the parameter is irrelevant. The table shows the minimum requirements that tattoo gains must meet. For example:

With these parameters, the archer can already advance to the knight class for the DD branch.

3. Approach NPC Brad in the sky city, from which the skill branch is actually selected.

After you have made the promotion to the knight class, the character's old skills and talents are no longer available to you (except for the active talent Sacred Seal). As you know, among these skills and talents there are those that increase basic characteristics such as defense durability and intelligence. After their disappearance, the base characteristics associated with them also decrease, which will inevitably be displayed on combat rating. But it is not all that bad. Each class has two skills that are present in each branch. each such skill, in addition to the active property, also has a passive one that increases basic characteristics. But this is not a problem, if for magicians and warriors after advancing BR remains approximately the same level or becomes even higher, then for archers BR drops due to the fact that less health is added by a new skill than before. But on the other hand, archers will have interesting damage skills.

Accumulating experience as for the past promotion does not make sense. At the time of promotion, it is all canceled and you will start with the lowest level of the knight class. Immediately you will have 10 points to distribute by skills and one more point in general skills (which are in both branches), and you will also receive one skill point every 4 levels. There are also 80 levels divided into 8 ranks with 10 steps:

  • Junior Warrior/Archer/Mage
  • Medium Warrior/Archer/Mage
  • High Warrior/Archer/Mage
  • Baron Warrior/Archer/Mage
  • Viscount Warrior/Archer/Mage
  • Count Warrior/Archer/Mage
  • Marquis Warrior/Archer/Mage
  • Warrior Duke/Archer/Mage

Opportunities after promotion

  • New skills and talents.
  • Holy Gifts are sylph weapons that allow you to significantly strengthen dual sylphs.
  • More powerful guardians - Guardian Spirits can be summoned (created).
  • The titan skill system becomes available.
  • In Outland on the island of titans, the following become available: the Temple of the Titans, the Gate of Time, the Abyssal Pool.
  • New events become available in the Hall of Heroes:
    Part 1: Swamp of epidemics, Black pit
    events: Abandoned ring, temple of holy gifts.
  • The ability to upgrade equipment to titled equipment.

In general, after advancing, it becomes possible to strengthen the properties of the character, sylph and guardian, and new ways open up for this.

The characters in Legend of Heroes are diverse. Guides for the characters of a warrior, shooter and magician are created by gamers themselves, having gained enough experience. A mage guide, a shooter guide, a warrior guide - all these are three different training episodes that help you look at the passage from different angles, using the unique skills of a particular class.

  • A mage is a wizard trained in the use of destructive magic. In battle, it can attack not only nearby, but also distant opponents, causing area damage. He is especially good in mass battles, breaking the outcome of the battle with powerful spells.
  • Warrior - This guy wears armor and only attacks the enemy on the adjacent square. Despite its sluggishness, it serves as an excellent shield for archers and magicians, who clearly lack armor. It is desirable to have several warriors in the squad so as not to turn less protected units into "meat".
  • Archer - his arrow pierces all the cells located in front of him. If you put an archer right behind the warrior, you can kill an opponent. The main thing is to correctly place units on the field, without exposing those who cannot withstand it to the blow.

Here are the guides written about these characters in the Legend of Heroes. And they will be needed, because fighting serious bosses without good preparation is suicide. Before starting testing high level, you must literally go through fire and water. Along the way, demons and angels will meet, a group of accomplices will be gathered, and the entrance to magical lands will open. At first, you will have to fight on your own, but by completing tasks, you can recruit as many as five allies. And not only magicians, warriors, but archers will get in the way - healers, barbarians, assassins, keepers of secrets, ninjas also willingly join the squad.

Little hint

Before the battle, you should place the soldiers on the field. This is the only way to influence the outcome of the battle. As soon as the carnage begins, there is nothing to be done - it remains to observe what is happening and hope that the right tactics have been chosen. The main task is to protect ranged units from direct hits. This is done by heroes with armor, this has already been mentioned.

Routine but important tasks

Well, after the battles, you will need to develop the castle, build mines, sawmills, farms, forges and other buildings traditional for fantasy RPGs in it. They are needed to create equipment, enhance the skills of heroes, and so on. By the way, there is a summoning statue that allows you to change the hero if you don’t like him.

Where without PvP

PvP battles are simple - just throw a team into the Arena and wait for them to bring gold or the chopped bodies of their comrades. Let it not be so interesting, but it is effective, because a pumped team will bring a lot of resources.