Fantasy Wars Review It may be old-school, but Fantasy Wars isn't behind the times when it comes to providing satisfying, albeit spectacularly tough, turn-based strategy gameplay. Fantasy wars review 2017. Summary: Fantasy Wars is a turn-based strategy game set in a fantasy world. Combining both classic strategy gameplay and sophisticated 3D graphics players can experience epic battles like never before. Fantasy Wars is a turn-based strategy game set in a fantasy world.
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Beastmaster Spirit GuideHi, this'll be my first guide. So please be gentle with me.Intro:R2C2Rob: Beastmasters are wandering nature lovers who over the years have managed to tap into the spirit world and acquire powers long forgotten to many. With the ability to harness nature, this new brand of warriors can summon familiars to fight alongside them and cause earthly destruction to any who would get in their way. All familiars come with their own set of stats that scale with their beastmaster's. They also have their own unique skills and abilities too!-.My say:Beastmaster are classes who can summon familiars to aid them in battle. Their main attributes are STR and END, so they're much like knights when it comes to their stats. But unlike knights, they are a range class, so they have a bit of an advantage there.But their primary advantage are their familiars.
Well, basically they're your 2nd pet to tag along with your character. But the thing about them is that they have their own independent hp/mp. Pets absorbs damage when your characters are hit, while the familiar gets damage if they are hit, so basically they are TANK for your beastmaster.-.Stats:3 STR (Highly advisable)2 STR + 1 END or 1 STR + 2 END (If you want to have a bit of tanker BM)To take advantage of your familiar, it is advisable to go all 3 STR, instead of putting any other stats. You may also put some for END if you feel like your DEF/HP is lacking but imo, it won't with the 1st buff skill the BM has. Putting on INT, I've yet to find out. The familiars takes on the percentage of the BMs stats so perhaps magical-damage familiars benefit from this but since our basic damage is physical attack, it won't benefit much from this. Though I've seen BMs who instead of raising their INT, they socketted TOPAZ MATK gems on their equipments to make up for their familiar's MATK.-Update-3 AGI (I'm on Scion plane now and I've heard someone in the server speak of this, so I'm trying this out.
I do not know if s/he said it out of jest but IMO s/he has point in saying this. BUT this stat build should only be used at a higher plane and with better equipments/tenets/soul and whatsoever. To explain, AGI gives accuracy + inceases crit effectiveness, the different systems as well as equipments will make up for the damages and the defences your BM will need.) CONS: It doesn't affect much of your familiars stats/skill, the heal factor of support familiars comes from your damage and your damage would be low if you hadn't have the proper equipment/upgrades to par up your fighting capability.
PROS: More designed for PVP as long as the upgrades and equipment are very high. And if your skill is more on skills rather than familiar build-up this is a go for. If you haven't met the requirement then you should touch this statsTAKE NOTE: ADDING INT WON'T DO ANYTHING TO THE HEAL AMOUNT IT CAN DO. BUT ADDING STR WILL INCREASE THE HEAL. PRETTY WEIRD BUT ITS TRUE, SO IN RELATION MATK WILL NOT DO ANYTHING. I noticed this when i made a new bm and tried adding int, nothing happened to my familiar fox heal ability. Though i don't know if adding heal/EMERALD gems will work, gonna update once i try it.-.Equipments:My BM started out with pristine dreamwalker set, because of the decent HP/Def it gives then I later went and change it to Savage Set for the damage as well as HP/Def.
These two stats are essential in increasing the effectiveness of your familiars, especially Spirit Familiars. Basically the spirit familiars are inclined more on backing up your BM instead of protecting you. Basically the support spirit familiars are, as the name says, supports the BM: they heal you and buff you (the heal atm i haven't yet tested, with regards socketing MATK gems to my weapon/gloves). And quite contrary to increasing your BM's MATK, the offense spirit familiar do not actually need attack damage because their attacks are HP% damage. Meaning however strong their targets are, they will chip away at the HP of your target regardless of how high their defences/health points are.But I highly recommend having Epic Ethereal Set for lvl 30 (and upgrade to higher level of epic set later on), it gives way better defense and a decent damage.Actually, because of the defense buff BM has as well as their familiar to aid them, BMs can have the cheapest set of equipment and can still come out of the top.As for the weapon, its none other than fragarach weapon. BTW fragarach weapon of BM have a low lvl requirement of LVL 30.-.How to level up:1. Do quests, all of it: Main Quest, optional quest and side quest (daily hunts, daily sg exam/day in vidilia, guild quests and what so ever NPC that has a giant yellow exclamation mark on their head)2.
Always afk on mobs that are 3 levels above you, but be sure you can easily kill them. IMO, it is faster to kill mobs that have lower health and defense of same or a few 2 level than a mob that have higher health and defense of 3 levels above.3. Do daily bath, training and ladder. Note, spirit BM can do solo bath at lvl 30, i think?4. It would also help if you do dungeon runs, though leveling is certainly not one of this tip but the items acquired in dungeons are helpful in your progress-.Skills:Like any other class, BMs have 2 skill tree: The Feral and The Spirit.Tips solo Battling World Bosses/Zodiac Bosses:Here's what I do:1 Summon a support familiar, Spirit Elk and have it on attack mode so it will give me a 10 minutes Buff2 Self Defense Buff Barkskin3 Summon a damager familiar, Ghoul and then proceed to AFK battle boss.This way I fully utilized my familiars' skills.
I have more buffs with me and my famiiar is dealing a decent amount of damage to the BossBe sure to notice as well if your familiar is attacking, because sometimes they don't. Familiars can't attack if they're position on a terrain that players can't get to. Edge of the map or certain areas you'd have to run around instead of moving through-.Solo Bath:I don't know how people does it but here's what I do.1 BEFORE entering the blessed bath have Spirit Fox Summoned then have it on attack mode2 once in the bath go to coordinates: x:43 y:33 and x:42 y:33, then link them in my party chat for easy 1 click access3 This is the tricky part: Have your familiar positioned on either on the middle of the bridge or on the other side of the bridge. You could do this by going back and forth. Also click on the 2 easy coordinate I'd say to make sure that when you move 1 cell, the familiar won't change and stay in 1 place.
Does using feral passive skills affect spiritual familiars? Or viseversa?Yup, both basic passive skills (e.g. Feral Toughness, Symbioses etc) will appear on both familiars either they be Feral or Spirit. What will not be in affect to both is the Familiar Mastery Skills, one that say 'Feral/ Spiritual Training' or something like that. This skill will be specific only on their own respective side of the skill tree.Note that if you have your familiar with you and you upgrade a basic passive skill, you will need to summon it again to update its set of skill so that the passive skill will appear.Scion Skill Build - this is in response to a current thread asking for a rebirth skill guide and I don't want to make a new thread so I'll post it here. Post #6Set 1 (This is my skill build atm, please be gentle with me, feedback will be much appreciated) SP = Skill Point, i know you already know thatLvl 1 to 20 (12 from rebirth + 10 from level = 22 SP) 7 SP left, 15 SP usedFeral Tab (2)1 Ethereal Blow I (pre-requisite)1 Stormstrike I (mob/crowd control)Note: Why you need these?
Well basically the Ethereal blow is pretty useless, what you need is the Stormstrike I. It is a better AoE skill compared to the Spirit Nova for 3 reasons: (1) Stormstrike has no cast time, while Spirit Nova as 1 or less seconds cast time, (2) It is range, you can cast it at far away mobs not just your surrounding and (3) better AFK skill compared to Spirit Nova, Stormstrike will surely hit a mob while Spirit Nova will sometimes just cast it around yourself when it targets a far off enemy, making you waste a seconds of cooldown and a little bit of mana. Anyway That's just my opinionSpirit Tab:1 Fixed Strike I5 Spirit Fox Lvl 55 Barkskin (most important skill for me) Lvl 51 Symbiosis1 Fatal Plague (Awakening). Before continuing, the two scion skills of Beastmasters are:Feral Tab:Nature's Wrath (Awakening I) Lvl 1 - Enemies withith 350 range suffer damage over time, last 5 seconds.
Attack increased by: 124% + 1545, HP reduced by: 1%, HP reduction limit: 1000Lvl 2 Attack increased by: 127% + 1648, HP reduced by: 1%, HP reduction limit: 2000Spirit Tab:Fatal Plague (Awakening I) Lvl 1 Does physical damage and weakens enemines in target area, last 5 seconds. Attack is increased by: 132% + 1193, Attributes reduced by: 4%Lvl 2 Attacked is increased by: 135% + 1271, Attributes reduced by: 8%Overall damage considering the damage of your BM is a solid 100-100:Nature's Wrath: I conclude its DoT is 1/sec, will be:((124%+1545)x5)+(1000x5)= 13,345 for the whole 5 seconds durationFatal Plague:135%+1271= 1406Pretty onesided if you base it on the damage but the thing which considered me to choose fatal plague was the damage limitation of Nature's wrath. Correct me if I'm wrong, but if the damage limit will only be 1000, that is for lvl 1, it will be same damage no matter how high the HP of my targets are.
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1% of 1,000,000 is 10,000, but the reduction limit is just 1000. So the most damage i can do to a target with a million HP won't be higher unless my damage is higher. Unless I am mistaken I'll re-think this decision.