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Some lapis also add large bonuses to resistance. Each point of resistance lowers magical damage by 2. The chance of evading an attack depends on dexterity of both the defending and the attacking character and on the skills that give bonus evasion defending character or bonus hit rate attacking character. It seems that the latter take priority over dexterity effect, aka.

There is NO formula to count evasion rate, which was proved through testing to work correctly. Magical Evasion: It have the same effect as physical evasion, but towards spells. Instead of dex, wis is used, and there are no skills that would give bonus magical evasion or magical hit rate. Critical Evasion: If attack hits, it may become critical. Critical evasion have the same effect as the two above, but miss means the attack is normal, while hit means the attack is critical. Currently the only effect additional to damage crits have, is lowering the endurance the weapon with which crit was dealt, and the armors of the person which was critically hit.

Aggro: Aggro is term used to describe aggression of mobs. Most mobs aggro on proximity, aka. Various mobs, have different ranges of vision in which they aggro. Any action taken against a mob builds up aggro, as long as it hits.

Actions not affecting mobs directly, like using buffs, does not generate aggro. Strength of aggro depends on characters defense rating.

Each action towards mobs seems to build up some aggro rating, which is stronger the higher the defense character have. Various attacks have various aggro bonuses. Mobs attack the player that generated the highest aggro.

Mobs lose all aggro, and return to their original spot if the person who have the highest aggro goes outside specific range from their starting point. This makes it impossible to aggro or attack the mob until it reaches that spot, at which point it becomes fully healed.

Mobs Attacks: All mobs use either physical melee attack most common or physical ranged attack uncommon. Special mobs and bosses may have more skills. Mobs have no MP or SP ratings. That means that their skills are not limited in resources, so skills that deplete MP or SP have no effect on use of them. All mob skills have recharge, even if they emulate class skill without one.

Mobs skills seem to have far greater accuracy than their normal attacks. Loot: Currently there are two loot systems, depending on whether the player is in party or solo. When solo player kills a mob, that mob may drop loot in either gold or items. The loot stays on ground for limited time, and only the player that killed the mob can pick it up. After some time have passed, any player can pick up the loot.

Moment later, the loot is permanently lost. Those rules also apply to items dropped by the player on ground. When player in a party kills a mob, the loot does not drop on ground. Instead, items are given one-by-one to the party members, in the order from the oldest member person on the top of party member tabs to the newest member the person on the bottom of the party tabs after which it cycles.

Gold instead is shared equally among party members. EP4 brings master looter system, that can be changed by party leader. Not sure, but I think it also brings random system as well. Quests, and kills. That said, quests always include killing and quite often for experienced players bring experience at slower pace, as well as they never give enough experience to level.

That gets worse with each level you gain. Important during the leveling is relative mob level. It is clearly visible by colors of their name, depending on their level.

White: Six or more levels lower. The mob gets extreme penalty to rates of attack and evasion. It gives no experience at all. Light Blue: Four or five levels lower. The mob gets large penalty to rates of attack and evasion.

The experience is minimal. Dark Blue: Two or three levels lower. The mob gets penalty to rates of attack and evasion. The experience is noticeably lowered. Experience is and strength is normal or very close to it.

Yellow: Two or three levels higher. The mob gets very slight bonus to most stats, and gives slightly more experience. Orange: Four or five levels higher. The mob gets large bonus to most stats, and gives slightly more experience than yellow.

Red: Six or seven levels higher. The mobs get very large bonus to most stats, and gives large experience. Purple: Eight or nine levels higher. Gray: Ten or more levels higher.

The mobs get immense bonus to most stats, and gives no experience. Unless the mob is a boss, there is no reason whatsoever to get close to it.

Leveling: Mobs: Each mob have hidden stats, including level. Unique mobs like bosses are stronger, and give slightly better experience.

Each mob have a base amount they always give, regardless of player or his party. Players get normal experience without bonuses or penalties only if their level is equal to the mobs level, and they are not in party.

Party does change experience gained. Quests: Each quest, when completed, gives gold and experience with exception of six per faction, which are called Favor quests and are repeatable. If the quest does have a time limit, the reward in experience and gold will increase, and chances are that additional reward will be given, that would normally not have place. To add stat points, open the status window.

Cancel returns all the points to the pool of unused stat points. They are changed only after OK was pushed. Hovering mouse over abbreviation of stat will give short description of what it does. To add skill points, open the skill tab. Clicking on one of those will show the corresponding tabs skills. On the right of the skill there is arrow up. Hovering over this part shows that levels skill description.

The icon can be dragged and dropped onto the hot-key bars. Chapter 3, Characters Properties:. In this chapter, I will talk about the characters, and what is relevant towards them. They may be mentioned in here as well, where applicable. The four modes differ in few ways, from Easy Mode being the lowest, while Ultimate mode is the highest, as far as this guide is concerned. The higher modes have more stat points and skill points than the lower ones. Exception is Easy Mode which have the same values as Normal Mode.

The higher the mode, the more skills, quests and mode-specific items are available. Easy and Normal modes can wear items up to Dread. Hard Mode can wear items up to Legend. Ultimate mode can use all items in game. The higher the mode, the more experience is needed to level. After EP4 releases soon, this is the case for all modes. Currently, Hard Mode have the same experience table as Ultimate Mode.

The higher the mode, the more bonus stat points are available from high PvP rank. Currently, until EP4, only UM mode can obtain status points from every rank. Ultimate Mode is permanently deleted if not resurrected in time. They still risk losing items in PvP and GvG situations. Other than those, race itself have no mechanical effect. They have both, the highest melee damager and the tank of the light side.

Generally human classess are party classess. All of them have their role in parties. Fighters deal AoE Area of Effect damage, defenders take all the beating from others usually mages and priests to them and withstands it usually while priests buff and heal the tank, so he can deal even more beating. Elfs- Elfs are fast dying, but also fast killing classess. They are terror on the battlefield. From the mage, wiping out whole hoards if first tanked, that is at once, through fast-hitting rangers to far-shooting archers.

Union of Fury, Races: Deatheaters- Those are the narrow, near-mindless brutes. All their classess are pretty straigthforward, and all are physically exceptional.

They have no magic class, nor are they agile enough to have assassins. They have both melee and range offense warrior and hunter respectively and the tank of fury guardian. Unlike humans, deatheaters have one of the highly soloing class, and unlike humans, they are vail-dependable for healer. Vail- The casters of fury, with addition of assassins as the only physical class. They have the lowest defense, but are essential for long-surviving parties thanks to their healer and the best AoE damage dealers.

All those classess are harder to use due to low defense and mechanical problems spell interruption or skill chains. Every class have one bonus stat point, which each level is added to that classess base stat. Classess are listed from the one with highest base growth, to the one with lowest base growth, to the best of my knowledge.

Higher modes have higher growths as well. Attacker: Strong on the offense, medium on defense. Very narrow minded all non-buffs are damage skills, usually weapon specific. Easy to play with appropriate build, and can make good duo with priest. Tank: Very bad on offence, the best on defense. Very party centered character. Have almost only debuffs, some with added damage potential. Is supposed to take groups of mobs on himself to allow other characters freely and safely AoE them to death.

Healer: Either very bad or very good on offense. Bad on defense good magical resistance. The only character who can heal. Mostly very party oriented. Have the best buffs in the game. Have the second best AoE potential unless built for being the healer. Nuker: Have the highest damage in the game, but as those are spells, they need some planning and time to cast.

Very low on defense. Narrow all non-buff skills are damaging or damaging with debuff. Highest AoE potential in game. Killer: Have the fastest attack in game, but the lowest base damage of all the physically oriented classess. Good evasion, great accurancy and universal, with debuffs.

Solo character that have very hard time finding parties. Hard to play due to chain limitation on skills. Absolutely no AoE potential. Ranged Attacker: High damage and quite low defense. Only character with non-spell long-range attacks. Have debuffs and damage skills. Is soloing class, and have hard time finding parties. Is, along with ranger, very hard to play, at least at the beginnings.

Not advised for NM. Each of those classess is build around a specific theme. Granted that, they have usually very limited builds that can draw their full potential. As modes go up, more builds become useful.

Below are advised builds for NM and advised status bonuses from weapons and lapis on which I will talk later. Attacker: 3str and 2dex! Tank: Originally it was full rec. Since EP5 updated skills, Tank needs dexterity to hit with most of his skills, so 3rec and 2dex would give him high chance to hit, while 4rec and 1dex would give him slightly higher defense but lower chance to hit.

Healer: 5wis! Nuker: 5int! Attacker: Craft str , Shrewd dex and Safe rec lapis. Bonus str, dex and rec. Tank: Safe rec lapis. Bonus rec. Bonus wis and int. Killer: Shrewd dex and Craft str lapis.

Bonus dex, str and luc. Bonus int and wis. Ranged Attacker: Fortune luc and Shrewd dex lapis. Bonus luc, dex and str. That is because, there simply is no all-purpose static build for that class in HM. If you want more information on this class, it is highly suggested to visit this guide for the build information.

Attacker: 5str and 2dex! Tank: 7rec! Healer: 7wis! Fire, water, earth and wind. Each element have one weakness and one strong point. Every mob that is of any of those elements is target of that element. It seems that all mobs attacks unless magic are non-elemental though. Players are non-elemental targets, and their attacks are non-elemental. There are lapis to change that state chapter X.

A pretty recent post did change the general opinion on those. Data from it is posted here. There are two general goals in this game. Being one of the best aka. Many of them need large, coordinated groups and possibly hours before they fall. Alliance of Light: Five Elemental Cave bossess — One of each of the four elements, along with one non-elemental. Their important loot consists of drop limited by time weapons. They are not worth much, nor do they need large groups of people.

Drops legend items of lvl, as well as drop limited by time weapons. Cloron the Dragon — 3day spawn boss, obviously in his cave. Drops unique and goddess weapons around 50lvl. After his death, around the cave, chests are spawned which after being destroyed may drop miscelaneous items not gotten anywhere else, as well as high level legend items or lvl6 debuff lapises.

Worthwile to kill, but needs coordinated, larger groups. Freezing Mirage — Spawned only after maintance weekly spawn in elf form, which changes into dragon after being killed. It drops lvl goddess armors and various high lvl legend armors. Needs large and well coordinated groups, as well as a long time to be killed. After dragon form Freezing Mirage is killed, it opens way to Crypticone Throne dungeon, to which portal is next to the lake.

Both: Kimuraku — 12h spawn boss of D2 dungeon in D-Water. Heavily camped, gives the most sought after item in the whole game. Two elemental lapis. One of them is for armor, and one is for weapon. Deinos the Dream — Spawned during maintance. Weakest boss of Crypticone Throne.

Drops lvl56 weapon. Nantarios — Spawned during maintance. Second boss of Crypticone throne. Drops lvl56 weapon and two lvl50 goddess armor pieces. Belisabeth Eathory — Spawned during maintance. Third boss of Crypticone throne.

Drops lvl56 weapon and two lvl51 goddess armor pieces. Parridalis — Spawned during maintance. Fourth boss of Crypticone throne. Drops lvl56 weapon and two lvl52 goddess armor pieces. Alcarian the Flame — Spawned during maintance. Fifth boss of Crypticone throne. Drops lvl56 weapon and two lvl53 goddess armor pieces.

Kirhiross — Spawned during maintance. Sixth boss of Crypticone throne. Drops lvl56 weapon and two lvl goddess armor pieces. Final boss of Crypticone throne, with two forms. Cryptic One demon form drops nothing, while Cryptic Immortal dragon form drops lvl59 items. This game is heavily stat based. Level have quite low effect to gear compared to other games. A player being many levels lower can easily kill higher leveled player.

That is due to slotted gears and lapis. When a person reaches the top level for his mode, the only ways of getting stronger is through getting higher and more slotted gear, along with better lapising…or getting PvP rank. Chestpieces can be dropped by Troll bossess in Stable Arde, boots can be dropped by Troll mobs in Stable Arde, bottom armor can be dropped by Scorpion bossess in Deep Desert 1 and gloves may be dropped by Scorpion mobs in Deep Desert 1.

HM: Lvl Legend Set is dropped by two bossess. Also, dragon boxes can give legend, high level armors. Lvl59 weapons are dropped by Cryptic Immortal dragon form of Cryptic One. Shaiya online gargoyl nerede bulunur. Shaiya online bronz golem nerede bulunur. Shaiya online lav golemnerede bulunur. Shaiya online pericik nerede bulunur. Shaiya online maitreyan rahibi nerede bulunur.

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