1. #1
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    [GW] Guild Wars FAQ - HINTS - TIPS - LINKS

    Guild Wars FAQ (Frequently Asked Questions)

    Enkele Notes

    Waarom een FAQ, had Guild Wars geen manual?
    Deze FAQ is er in de eerste plaats om nieuwe spelers wegwijs te maken in de wereld van Guild Wars. Daar dezelfde vragen regelmatig opnieuw opduiken heb ik deze even gebundeld voor jullie. Ook vinden jullie hier handige links, tips, tricks en nog veel meer van dat lekkers.

    Ik wil graag wat adden aan deze FAQ of heb bemerkingen erover. Waar kan ik heen?
    Deze thread is inderdaad gesloten, dit om spam en andere vuiligheid buiten te houden. Heb je zelf iets wat hier zeker bij moet, of staan er grote fouten in deze FAQ, contact mij dan gerust hier. Abuse hiervan zal leiden tot een sanctie.

    Boeiende Links



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    De FAQ

    Wat voor game is Guild Wars precies?
    Guild Wars was de eerste game die de naam CMORPG opgekleefd kreeg. Dit staat voor Competitive Multiplayer Online Roleplaying Game. In mensentaal komt het er dus op neer dat Guild Wars zich vooral richt op het Player vs Player aspect. Dit wil niet zeggen dat Guild Wars louter PvP is! In Guild Wars zijn er tal van andere bezigheden, los van het hele PvP gebeuren.

    Welke systeemspecificaties heb ik nodig om vloeiend Guild Wars te kunnen spelen?
    Guild Wars is geen veeleisende game, en de meeste PC's zullen dus dit ook zonder enige problemen draaien. Wil je genieten van alle ingame Eye candy, zal je toch wel moeten beschikken over een iets meer mid tot high-range systeem.

    Minimum Systeemeisen:
    • Windows XP/2000/ME/98
    • Intel Pentium III 1.0 GHz of gelijkaardig
    • 512 MB RAM
    • CD-ROM/DVD-ROM Drive
    • 4 GB Vrije Schijfruimte
    • ATI Radeon 8500 of GeForce 3 Series Video Card met 64MB VRAM
    • 16-bit Geluidskaart
    • Internetconnectie
    • Toetsenbord en muis.
    • DirectX 8

    Aanbevolen Systeemeisen:
    • Windows XP/2000
    • Intel Pentium 4 2.0 GHz of gelijkaardig.
    • 1 GB RAM
    • CD-ROM/DVD-ROM Drive
    • 4 GB Vrije Schijfruimte
    • ATI Radeon 9600 of GeForce FX 5700 Series Video Card of hoger
    • Sound Blaster® X-FiTM series Geluidskaart
    • Internetconnectie
    • Toetsenbord en muis.
    • DirectX 9


    Ik wil graag Guild Wars aanschaffen, maar er liggen in de winkel verschillende versies. Welke koop ik het best?
    Guild Wars valt op te splitsen in 4 delen, namelijk:
    • Guild Wars (Prophecies)
    • Guild Wars: Factions
    • Guild Wars: Nightfall
    • Guild Wars: Eye of the North

    Alle delen van Guild Wars zijn stand-alone, behalve Eye of the North. Voor Eye of the North moet je op z'n minst beschikken over 1 andere Guild Wars game. Elk deel van Guild Wars bevat een nieuwe te verkennen wereld, Factions en Nightfall adden zelfs 2 extra classes. Van alle delen bestaat er ook een collectorseditie, deze biedt de speler enkele leuke extra's, maar is zeker niet vereist. Er is sinds kort ook een Volledige Collection editie welke alle delen bevat, en dit voor een zéér degelijke prijs.
    Meer info over de verschillende delen; leercurves; ...

    Hoe werken die verschillende games dan?
    De eerste keer je Guild Wars speelt, zal je CD-Key aan een account gekoppeld worden. Deze heeft als Username je e-mail adres. (Geef je login gegevens NOOIT aan iemand anders door, zelfs niet als hij beweert er goed mee te doen.) Deze account zal vanaf nu je basisaccount zijn. Mocht je in het bezit zijn van andere delen, hoef je alleen maar de nieuwe key te adden aan je basisaccount. Zo zal je met je characters ook de nieuwe werelddelen kunnen betreden.

    Ik wil graag meer weten over deze delen.
    Je kan altijd terecht op de Guild Wars website voor meer info over deze specifieke delen, of je kan gewoon eens een kijkje nemen in de overeenkomende manuals!

    Guild Wars website: GuildWars.com: Welcome to the Official Guild Wars Website
    Manuals: GuildWars.com: GamePlay: Game Manuals

    Guild Wars is een Online game waar je niet maandelijks voor hoeft te betalen?
    Klopt. ArenaNet heeft zijn uiterste best gedaan een game te creëren waarbij van de gebruiker niet verwacht wordt dat hij maandelijks met geld over de brug komt. Wil dit zeggen dat er minder updates/ingame events/opvolging is Guild Wars? Neen, helemaal niet. Guild Wars krijgt nu en dan z'n update, waarin bugs en skills gefixed worden. Ook zijn er geregeld events uiteenlopend van verhoogde dropkansen van speciale items tot samen kerstspelletjes spelen.

    Ik wil Guild Wars spelen maar heb geen CD/DVD!
    Om Guild Wars te spelen heb je geen CD of DVD nodig, alleen een CD-Key. Alles kan gedownload worden met een cliënt die terug te vinden is op de Guild Wars website. Deze zal al het nodige downloaden, zodat je meteen aan de slag kan. Elke maal je een nieuw gebied binnenstapt zal je dan deze content ook binnenhalen, zodat het downloaden wat gespreid blijft.

    Note: Als je beschikt over Guild Wars: Eye of the North zal het installeren van deze DVD volstaan om de volledige Guild Wars data op je harde schijf te krijgen!

    Welke class speel ik best?
    Er is niets zoals een "beste class". Elke class heeft z'n sterke/zwakke punten en door je speelstijl hieraan aan te passen kan je echt het onderste uit de kan halen. Probeer ook altijd je class te combineren met een waardige secondary, maar zorg ervoor dat je niet full secondary gaat!

    Ik heb een ranger character. Welk type bow gebruik ik het best?
    Als ranger kan je kiezen uit volgende typen: Flatbow, Hornbow, Shortbow, Longbow, Recurve bow. Als we het hebben over PvE dan gaat de keuze veeleer naar Long en Recurve bows. Deze hebben een relatief grote range en schieten ook accuraat. Short bow schiet zeer accuraat maar alleen op kortere afstand en wordt daarom beter vermeden. Flatbow heeft een zéér grote range, maar daar je pijlen met grote bogen geschoten worden durven ze al snel naast je target te belanden. Dit kan je verhelpen door gebruik te maken van 'Read the Wind' of 'Favorable Winds'. Hornbows zijn dan weer een geval appart. Deze hebben standaar 10% armor penetration maar schieten beduidend trager dan andere bows.
    Op vlak van pvp is het meestal Recurve Bow all the way, rangerspike teams kiezen soms nog voor horn bows, dus hou deze achter de hand.


    Voetnootje.
    Zoals je ziet is deze FAQ VER (!!) van af. Hij zal regelmatig aangevuld worden tot we aan een volwaardig en boeiend geheel komen. Vragen, hulp, toevoegingen zijn altijd welkom in mijn PM-Box.
    Last edited by Devastate; 13-10-2008 at 20:22.
    A "racist rapist" sounds worse than a regular rapist when u first hear it, but it's actually better 'cause less people get raped.
    no votes  

  2. #2
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    Guide into Advanced Flagrunning By moo ^_^

    http://img502.imageshack.us/img502/8009/gw2on9.jpg

    This guide is writen to give you a better insight in the job of a Flag Runner in Guild versus Guild. The whole guide is writen by using my personal Running experience and isn't only ment for people who wish to run flags themselves. Knowing what a flag runner does will give you a greater insight on the 'big picture' during gvg's so take a few minutes to read this. Before getting into all the nasty details of flagrunning, let's go over the basics, shall we?

    1) Flag....what?
    Flag running is the task of running a flag to a specified location (usually the flag stand) in a PvP situation.
    In GvG, this is done to help secure morale boosts for your team, while preventing the opposing team from gaining morale boosts in the process. Typically one player is dedicated to that role. Most flag runners carry speed boosts, which are used to both escape from enemies as well as running the flag faster as flags cause a 33% reduction in movement speed.
    -GuildWiki.

    When it comes to underestimation in Guild Wars, flagger is considered to be in the top 3. Altho it seems like a brainless point-to-point running to loads of pvpers, flagrunning and/or morale boost are seen as breakpoints during any close called GvG match or can even completly turn the tide in a lost situation. Thanks to Anet for updating the GW-Ladder (no more resets), a lot of top-teams as vD play a strategy called Powerplay, where they overrun the enemy completly, forcing them back into their base and holding them there. During such extensive pressure on the other team, it is very likely to lose some players. Where most teams try to avoid that, powerplay is considered to be the extreme opposite. Teams playing the powerplay strategy are not afraid of actually losing players reaching their ultimate goal (holding the enemy into their base, with or without any kind of pincermove). So, why are they not worried about losing players? Flagrunning. Teams who are able to push the enemy back into their base get a constant flow of morale boosts to cover up their loses. Being able to plant the flag against a team playing powerplay, can win you the match.

    2) Flag Running Components
    Please note that a flagrunner must not have all points listed below, but, the more you have, the more versatile and stronger you will be.

    • Long range defensive skills such as Extinguish, Heal Party, or Light of Deliverance.

    • Speed boosts. Storm Djinn's Haste is the current metagame's run buff of choice. Other interesting speed boosts are Flame Djinn's haste, Pious Haste (Enchant removal !), Armor of Mist, Windborne Speed, Dash.

    • Skills to shed conditions. Mending Touch is a good example. This is vital due to the extreme power of rangers applying conditions in 1v1 situations and does wonders against You're All Alone warriors. Other interesting condition removal: Mend Condition, Dismiss Condition, Purge Condition, Purge Signet, Mend Body and Soul, Weapon of Remedy, altho Mending Touch is a Must Have in most cases.

    • Self healing. Mainly used: Shield of Regeneration, Zealous Benediction, Weapon of Remedy, Word of Healing.

    • Ability to heal NPC's being targetted by enemy ganks.

    • Usefulness when with the rest of your team. This can be additional healing, damage or support.

    • A snare, knockdown, and/or blind for self-defense against a ganker. When not using any of those; a higher self defence can be gained by using dodge/block stances and/or enchants.

    • General utility in 1v1 situations. It's not the kill that matters, it's what the enemy can't kill.


    3) Flag Running Duties

    ** The most important duty of a flagrunner is to go back and forth, bringing the flag to the flagstand, capping and going and get the next one.
    When running the flag try to do this in the fastest and most effecient way possible. When trying to do this, this will require you to take certain risks while running. Taking risks is not a bad thing as long as you are aware of the dangers that taking those risks may involve. Informing the rest of the team of what you are planning to do will greatly increase the chance of you actually surviving while taking risks.
    Make sure you can handle any problems you may encounter while running and/or taking risks. Going in safe WILL save u. A good example of a common risk and/or danger while flagrunning can be found on Imperial Isle. Let's take a closer look.

    http://img292.imageshack.us/img292/820/gw1ch6.jpg

    As you can see in the picture above we are looking at the job of the red flagrunner. The red route from base - flag respawn point is the safest route you will be running this match. Call your girlfriend, chat up a little on MSN or Yahoo, there are no risks while taking this route. From the moment you pick up the flag, you will be faced with a dilemma. You can follow 3 paths to the flagstand to meet up with the rest of your team. I advise you on taking route 2 here. It's very clear that route 2 is a longer route then route 1, but take into consideration that the match just started and lots of teams tend to try and catch the flagger from the start using the teleports. Dying from the start would place you and your team in a very tight position so let's play safe, shall we?

    After capping the first flag you will be faced with the same dilemma again. Route one is considered to be the shortest route to run and will be used by most teams for the rest of the match. Tho, this route is by far the most dangerous. As a runner you are exposed to the other team while taking this route and mostly out of range of your backline monks while doing so. Inform your team before taking this route. By now you should have had enough time to analyse the other team. If the other team has a lethal spike or if they are able to chain a nasty snare you might want to consider taking route 2. Altho this route is longer, you are safe of enemy pressure, spike and snares and by doing so u may actually be able to run the flag faster, even when taking a longer route. To be complete, let's take a look at route 3. Route 3 is the most 'sexy' way of running the flag. By using the teleporters you might be able to escape the other team their spike and/or snares. Tho, don't bother trying this route over and over again, it will become a disadvantage when used too often.
    Note: When your team is able to play agressively and push your team's backline on the opposing side of the flagstand, always run route 1. But even then, always inform your team's monks when you move in to plant the flag.

    ** Inform the team of your presence at the flag stand, participate in spikes or other offensive endeavors, and help defend your backline (e.g. blind warriors).

    ** Safely pass off the flag to an ally for double running in situations where either the flag runner may not be able to safely run it in himself (e.g. if the runner has accumulated death penalty) or the team is behind on flags.
    Passing on the flag can save you and your team some precious time. When playing on Burning Isle, passing on your flag to a Melandru dervish works wonders. Also when playing VoD and the opposing team has their archers lined up at the flag stand, consider giving the flag to a higher armored target to make the actual cap. A melandru dervish is again the excellent man for this job.

    ** Counter the enemy's gank squad while making sure to inform your team of their progress.
    As a flagrunner your job is more then just run flags, you are also an explorer and constant flow of information to your team at the middle. When facing an enemy gank it is very likely for the flagrunner to stay back and keep as much as possible alive in the base. The choice for the flagrunner to stay back implies that:
    • Some else will have to take over the flag, and if needed the flag running and as a followup to that, the pressure of your team in the middle will decrease. A good call of the main strategy caller is needed here to counter mismatches caused by switching flagrunners.

    • As a flagrunner you might not be able to hold the gank off. Don't be a hero and call for help. It's better to let an NPC die, then to die yourself.


    ** Capture other map-related points (Health Shrines, Catapults and Repair Kits, and Additional Flag Stands).
    Capturing other map-related points can be quite an advantage for your team, tho you must always keep in mind that running the flag to the flagstand is the main priority. While trying to take another point on the map, you can either ask someone else to run the flag while u do so or wait untill u have a clear advantage to safely do this. When caping a health shrine try taking the thief with you. He will save you some precious seconds.

    ** Provide long-range support with whatever skills are on their bar. Using Heal Party and/or Extinguish is particularly important against pressure builds since these skills are very efficient at reducing pressure.

    ** Be able to fit in the main team and cooperate with them.
    Altho this will not seem to happen very often, when your team has a hard time giving head to enemy pressure, the strategycaller may want to decide to keep the flagrunner at the middle and giving someone else of the team his job. This is mostly done versus pressure teams. Make sure you are used to the life in the main team and be aware of problems the enemy team may cause to you and your team giving you the opportunity to play at the main team like you've been there from the start. Analysing the other team while running flags will greatly aid you and your team here.

    4) Flag Runner tips

    • Call out when you're approaching the stand with the flag. Your monks should cast Protection type skills on you so you don't get spiked. If the Tower Flag Stand is away from the center team, you might need to call for a teammate to escort you.

    • When calling out for help, being specific is usually the most efficient way to communicate things. Asking specific players to come to your aid ensures there is no confusion and keeps you moving faster.

    • Flag runners are commonly the victims of a body block to force a morale boost. Flag runners should always be mindful of the positioning of opponents and terrain obstacles before moving toward the flagstand. Be careful of running against or too close to walls.

    • Flag runners should be keenly aware of how pathing and character movement work so they do not regularly waste time or get body blocked. Knowing when to use the mouse and when to use the keyboard is important.

    • Remember to type /stuck to prevent desynch (also known as 'Rubberbanding')

    • Practicing routines on specific maps can lead to significant improvement; flag runners should be thoroughly familiar with the details of every map. For example, on maps such as Uncharted Isle, practicing an efficient routine can allow the flag runner to run back into the base, grab the flag, and get out before the gate closes, saving several seconds each run and giving him extra time at the stand to help with spikes.

    • Practicing one-on-one scenarios with your flag runner can significantly reduce the amount of attention and resources your team has to spend on them during actual matches. A common drill is to practice how long the flag runner can run in circles with the flag while a common ganking opponent (e.g. a warrior or assassin) is chasing them, which emphasizes the ability to stay cool under pressure for long periods and keep the flag moving.

    • Make sure you have bound the 'Pick up item'-key on a near, fast and easy to reach position on your keyboard or mouse. It will not only help you on picking up flags and selecting the flagstand, when used in combination with the 'Do it'-key Guild Wars will take the closest route for you to the flag/flagstand. Be cautious not to space out while doing this, you should use your free time to analyse the opposing team. Also note that this automatic route function still contains some bugs and makes you an easy bodyblock-target.


    And to end with something more light; a Healbot Blues Comic.

    http://img112.imageshack.us/img112/2...yrangerfx8.gif

    5) Licks and Thank You's.
    Thanks for taking the time to read this. I hope you actually learned some new stuff while doing so.
    Also thanks to Team 42 for giving me the trust to run their flags. (because they are all too lame to do it themselves).
    Always keep in mind that a Flagrunner works best if he plays by using his head and his experience. Communication with the rest of the team is the key to succes!
    Good Luck.

    Note: Shortly after writing this manual I took a break from GW; Now, I don't run for XLII anymore, as they went inactive, but run as Freelance flagger.

    Writen by moo. Main Flag Runner of The Answer is Forty Two GvG Guild [XLII]. Flag Running experience +-1 year.
    Writen: 03/09/07
    Contact: Ingame Name:
    Its Mr Moo For U
    Sources used:
    - GuildWiki: http://wiki.guildwars.com/wiki/
    - Guild WarsTM Game
    - Healbot Blues: http://www.crithitcomics.com/healmain.htm
    Last edited by Devastate; 21-01-2008 at 20:25.
    A "racist rapist" sounds worse than a regular rapist when u first hear it, but it's actually better 'cause less people get raped.
    no votes  

  3. #3
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    Fahranur The First City Run (HM)

    I'll keep this very short. In the picture below u can see the build, how to run and the rewards of one standard run (please note that there are almost no blue's or whites in there as i can't carry so much, so u'll have to leave some stuff behind). This run is also very nice for sunspear Point farming.
    The build is NOT the same as the one of tzeasta; there is no smite hex in there and the attributes are distributed different (see pic).
    Due to the SoJ nerf (farm nerf) large groups of mobs will run when their health drops arround 50%; by wanding them u will be able to keep them attacking u and so u can drop 'm pair by pair.

    img1

    img2


    NOTES:


    - Skaleback Lashers can interupt you; make sure they've used their interupt before u cast SoJ.
    - At some point u will find a warriorboss with a skree hatchling; groups with those hatchlings are not dropable with this build; tho, u can kill the hatchling by pulling him under the crusher a lil further past them (see picture).

    img3

    - In this run there can drop Dead Swords, Elite Warrior and Dervish tomes and other fancy stuff
    - Make sure to pack some Lockpicks as there normally are some Locked Chests allong the path.
    A "racist rapist" sounds worse than a regular rapist when u first hear it, but it's actually better 'cause less people get raped.
    no votes  

  4. #4
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    Corsair Farming!

    Zone: Zehlon Reach
    Starting Place: The Astralarium
    Character: Mo/D (105 hp)
    Skills: http://img162.imageshack.us/img162/8703/skillswm3.jpg
    Equipment: Totem Axe (or same stats caster weapon) with Shen's Censure. Kephet's Refuge works great too!
    Usage: Enter Zehlon Reach, cast Blessed Aura and Balthazars Spirit on yourself and maintain. Go to the left avoiding the first group. Precast PS, Mystic Regen and SH/SOA, ignore the termite group and go to the corsairs. While fighting, maintain PS and Mystic Regen, and alternate between SH and SoA as soon as one is flickering. Lure as many corsairs as possible and let the fun begin. Use your SoJ to dmg them to death. Now you're probably wondering what's with smite hex there? In case there are Corsairs Floggers (nercos), which use Reapers Mark. Whenever you see Reaper's Mark on yourself, just use Smite Hex to remove it, dealing dmg and taking off some pressure.
    Some drops: http://img186.imageshack.us/img186/5797/drop1jq1.jpg
    http://img186.imageshack.us/img186/6553/drop2af4.jpg
    http://img262.imageshack.us/img262/1391/drop3fp6.jpg

    and you get really lucky (like i did), you might get something like this:
    http://img254.imageshack.us/img254/4360/collosalmt0.jpg
    (yea, i bought us a merchant in our gh ).

    Have fun and get rich!
    A "racist rapist" sounds worse than a regular rapist when u first hear it, but it's actually better 'cause less people get raped.
    no votes  

  5. #5
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    Max Damages

    Melee Weapons

    Sword: 15 - 22 Dmg
    Axe: 6 - 28 Dmg
    Scythe: 9 - 41 Dmg
    Daggers: 7 - 17 Dmg
    Hammer: 19 - 35 Dmg

    Ranged Weapons

    Bow: 15 - 28 Dmg
    (= Flatbow, Recurve Bow, Longbow, Shortbow, Hornbow)
    Spear: 14 - 27 Dmg

    Caster Staves and Wands

    Wand: 11 - 22 Dmg
    Staves: 11 - 22 Dmg / Energy +10 / Halves Skill recharge of Spells (Chance: 20%)

    Offhands

    Focus: 12 Energy
    Shield: 16 Armor

    ===============================

    Perfect Mods



    Axe

    Axe Hafts (Prefix)
    Sundering: Armor Penetration +20% (Chance: 20%)
    Zealous: Energy Gain on Hit: 1 / Energy Regeneration -1
    Vampiric: Life Strealing 3 / Health Regeneration -1
    Barbed: Lengthens Bleeding duration on Foes by 33%
    Crippling: Lengthens Crippled duration on Foes by 33%
    Cruel: Lengthens Deep Wound duration on Foes by 33%
    Poisonous: Lengthens Poison duration on Foes by 33%
    Heavy: Lenghtens Weakness duration on Foes by 33%
    Furious: Double Adrenaline on hit (Chance: 10%)
    Icy: Cold Damage
    Ebon: Earth Damage
    Shocking: Lightning Damage
    Fiery: Fire Damage

    Axe Grips (Sufix)
    Fortitude: Health +30
    Defence: Armor +5
    Shelter: Armor +7 (vs. Physical Damage)
    Warding: Armor +7 (vs. Elemental Damage)
    Axe Mastery: Axe Mastery +1 (20% Chance when using Skills)
    Enchanting: Enchantments Last 20% Longer

    Axe Inscriptions
    Strenght And Honor: Damage +15% (While Health above 50%)
    Guided by Fate: Damage +15% (While Enchanted)
    Dance with Death: Damage +15% (While in a Stance)
    To the Pain: Damage +15% / Armor -10 (While Attacking)
    Brawn over Brains: Damage +15% / Energy -5
    Too Much Information: Damage +15% (vs. Hexed Foes)
    Vengeance is Mine: Damage +20% (While Health is below 50%)
    Don't Fear the Reaper: Damage +20% (While hexed)
    Don't Think Twice: Halves casting time of Spells (Chance: 10%)
    I Have the Power!: Energy +5
    Let the Memory Live Again: Halves skill recharge of spells (Chance: 10%)



    Sword

    Sword Hilts (Prefix)
    Sundering: Armor Penetration +20% (Chance: 20%)
    Zealous: Energy Gain on Hit: 1 / Energy Regeneration -1
    Vampiric: Life Strealing 3 / Health Regeneration -1
    Barbed: Lengthens Bleeding duration on Foes by 33%
    Crippling: Lengthens Crippled duration on Foes by 33%
    Cruel: Lengthens Deep Wound duration on Foes by 33%
    Poisonous: Lengthens Poison duration on Foes by 33%
    Furious: Double Adrenaline on hit (Chance: 10%)
    Icy: Cold Damage
    Ebon: Earth Damage
    Shocking: Lightning Damage
    Fiery: Fire Damage

    Sword Pommels (Sufix)
    Fortitude: Health +30
    Defence: Armor +5
    Shelter: Armor +7 (vs. Physical Damage)
    Warding: Armor +7 (vs. Elemental Damage)
    Swordmanship: Swordmanship +1 (20% Chance when using Skills)
    Enchanting: Enchantments Last 20% Longer

    Sword Inscriptions
    Strenght And Honor: Damage +15% (While Health above 50%)
    Guided by Fate: Damage +15% (While Enchanted)
    Dance with Death: Damage +15% (While in a Stance)
    To the Pain: Damage +15% / Armor -10 (While Attacking)
    Brawn over Brains: Damage +15% / Energy -5
    Too Much Information: Damage +15% (vs. Hexed Foes)
    Vengeance is Mine: Damage +20% (While Health is below 50%)
    Don't Fear the Reaper: Damage +20% (While hexed)
    Don't Think Twice: Halves casting time of Spells (Chance: 10%)
    I Have the Power!: Energy +5
    Let the Memory Live Again: Halves skill recharge of spells (Chance: 10%)



    Scythe

    Scythe Snathes (Prefix)
    Sundering: Armor Penetration +20% (Chance: 20%)
    Zealous: Energy Gain on Hit: 1 / Energy Regeneration -1
    Vampiric: Life Strealing 5 / Health Regeneration -1
    Barbed: Lengthens Bleeding duration on Foes by 33%
    Crippling: Lengthens Crippled duration on Foes by 33%
    Cruel: Lengthens Deep Wound duration on Foes by 33%
    Poisonous: Lengthens Poison duration on Foes by 33%
    Heavy: Lenghtens Weakness duration on Foes by 33%
    Furious: Double Adrenaline on hit (Chance: 10%)
    Icy: Cold Damage
    Ebon: Earth Damage
    Shocking: Lightning Damage
    Fiery: Fire Damage

    Scythe Grips (Sufix)
    Fortitude: Health +30
    Defence: Armor +5
    Shelter: Armor +7 (vs. Physical Damage)
    Warding: Armor +7 (vs. Elemental Damage)
    Scythe Mastery: Scythe Mastery +1 (20% Chance when using Skills)
    Enchanting: Enchantments Last 20% Longer

    Scythe Inscriptions
    Strenght And Honor: Damage +15% (While Health above 50%)
    Guided by Fate: Damage +15% (While Enchanted)
    Dance with Death: Damage +15% (While in a Stance)
    To the Pain: Damage +15% / Armor -10 (While Attacking)
    Brawn over Brains: Damage +15% / Energy -5
    Too Much Information: Damage +15% (vs. Hexed Foes)
    Vengeance is Mine: Damage +20% (While Health is below 50%)
    Don't Fear the Reaper: Damage +20% (While hexed)
    Don't Think Twice: Halves casting time of Spells (Chance: 10%)
    I Have the Power!: Energy +5
    Let the Memory Live Again: Halves skill recharge of spells (Chance: 10%)


    Daggers

    Dagger Tangs (Prefix)
    Sundering: Armor Penetration +20% (Chance: 20%)
    Zealous: Energy Gain on Hit: 1 / Energy Regeneration -1
    Vampiric: Life Strealing 3 / Health Regeneration -1
    Barbed: Lengthens Bleeding duration on Foes by 33%
    Crippling: Lengthens Crippled duration on Foes by 33%
    Poisonous: Lengthens Poison duration on Foes by 33%
    Silencing: Lengthens Dazed duration on Foes by 33%
    Cruel: Lengthens Deep Wound duration on Foes by 33%
    Icy: Cold Damage
    Ebon: Earth Damage
    Shocking: Lightning Damage
    Fiery: Fire Damage

    Dagger Handles (Sufix)
    Fortitude: Health +30
    Defence: Armor +5
    Shelter: Armor +7 (vs. Physical Damage)
    Warding: Armor +7 (vs. Elemental Damage)
    Dagger Mastery: Dagger Mastery +1 (20% Chance when using Skills)
    Enchanting: Enchantments Last 20% Longer

    Dagger Inscriptions
    Strenght And Honor: Damage +15% (While Health above 50%)
    Guided by Fate: Damage +15% (While Enchanted)
    Dance with Death: Damage +15% (While in a Stance)
    To the Pain: Damage +15% / Armor -10 (While Attacking)
    Brawn over Brains: Damage +15% / Energy -5
    Too Much Information: Damage +15% (vs. Hexed Foes)
    Vengeance is Mine: Damage +20% (While Health is below 50%)
    Don't Fear the Reaper: Damage +20% (While hexed)
    Don't Think Twice: Halves casting time of Spells (Chance: 10%)
    I Have the Power!: Energy +5
    Let the Memory Live Again: Halves skill recharge of spells (Chance: 10%)



    Hammer

    Hammer Hafts (Prefix)
    Sundering: Armor Penetration +20% (Chance: 20%)
    Zealous: Energy Gain on Hit: 1 / Energy Regeneration -1
    Vampiric: Life Strealing 5 / Health Regeneration -1
    Cruel: Lengthens Deep Wound duration on Foes by 33%
    Heavy: Lenghtens Weakness duration on Foes by 33%
    Furious: Double Adrenaline on hit (Chance: 10%)
    Icy: Cold Damage
    Ebon: Earth Damage
    Shocking: Lightning Damage
    Fiery: Fire Damage

    Hammer Grips (Sufix)
    Fortitude: Health +30
    Defence: Armor +5
    Shelter: Armor +7 (vs. Physical Damage)
    Warding: Armor +7 (vs. Elemental Damage)
    Hammer Mastery: Hammer Mastery +1 (20% Chance when using Skills)
    Enchanting: Enchantments Last 20% Longer

    Hammer Inscriptions
    Strenght And Honor: Damage +15% (While Health above 50%)
    Guided by Fate: Damage +15% (While Enchanted)
    Dance with Death: Damage +15% (While in a Stance)
    To the Pain: Damage +15% / Armor -10 (While Attacking)
    Brawn over Brains: Damage +15% / Energy -5
    Too Much Information: Damage +15% (vs. Hexed Foes)
    Vengeance is Mine: Damage +20% (While Health is below 50%)
    Don't Fear the Reaper: Damage +20% (While hexed)
    Don't Think Twice: Halves casting time of Spells (Chance: 10%)
    I Have the Power!: Energy +5
    Let the Memory Live Again: Halves skill recharge of spells (Chance: 10%)



    Bow

    BowStrings (Prefix)
    Sundering: Armor Penetration +20% (Chance: 20%)
    Zealous: Energy Gain on Hit: 1 / Energy Regeneration -1
    Vampiric: Life Strealing 5 / Health Regeneration -1
    Barbed: Lengthens Bleeding duration on Foes by 33%
    Crippling: Lengthens Crippled duration on Foes by 33%
    Poisonous: Lengthens Poison duration on Foes by 33%
    Silencing: Lengthens Dazed duration on Foes by 33%
    Icy: Cold Damage
    Ebon: Earth Damage
    Shocking: Lightning Damage
    Fiery: Fire Damage

    Bow Grips (Sufix)
    Fortitude: Health +30
    Defence: Armor +5
    Shelter: Armor +7 (vs. Physical Damage)
    Warding: Armor +7 (vs. Elemental Damage)
    Marksmanship: Marksmanship +1 (20% Chance when using Skills)
    Enchanting: Enchantments Last 20% Longer

    Bow Inscriptions
    Strenght And Honor: Damage +15% (While Health above 50%)
    Guided by Fate: Damage +15% (While Enchanted)
    Dance with Death: Damage +15% (While in a Stance)
    To the Pain: Damage +15% / Armor -10 (While Attacking)
    Brawn over Brains: Damage +15% / Energy -5
    Too Much Information: Damage +15% (vs. Hexed Foes)
    Vengeance is Mine: Damage +20% (While Health is below 50%)
    Don't Fear the Reaper: Damage +20% (While hexed)
    Don't Think Twice: Halves casting time of Spells (Chance: 10%)
    I Have the Power!: Energy +5
    Let the Memory Live Again: Halves skill recharge of spells (Chance: 10%)



    Spear

    Spearheads (Prefix)
    Sundering: Armor Penetration +20% (Chance: 20%)
    Zealous: Energy Gain on Hit: 1 / Energy Regeneration -1
    Vampiric: Life Strealing 3 / Health Regeneration -1
    Barbed: Lengthens Bleeding duration on Foes by 33%
    Crippling: Lengthens Crippled duration on Foes by 33%
    Poisonous: Lengthens Poison duration on Foes by 33%
    Silencing: Lengthens Dazed duration on Foes by 33%
    Heavy: Lengthens Weakness duration on Foes by 33%
    Cruel: Lengthens Deep Wound duration on Foes by 33%
    Icy: Cold Damage
    Ebon: Earth Damage
    Shocking: Lightning Damage
    Fiery: Fire Damage

    Spear Grips (Sufix)
    Fortitude: Health +30
    Defence: Armor +5
    Shelter: Armor +7 (vs. Physical Damage)
    Warding: Armor +7 (vs. Elemental Damage)
    Spear Mastery: Spear Mastery +1 (20% Chance when using Skills)
    Enchanting: Enchantments Last 20% Longer

    Spear Inscriptions
    Strenght And Honor: Damage +15% (While Health above 50%)
    Guided by Fate: Damage +15% (While Enchanted)
    Dance with Death: Damage +15% (While in a Stance)
    To the Pain: Damage +15% / Armor -10 (While Attacking)
    Brawn over Brains: Damage +15% / Energy -5
    Too Much Information: Damage +15% (vs. Hexed Foes)
    Vengeance is Mine: Damage +20% (While Health is below 50%)
    Don't Fear the Reaper: Damage +20% (While hexed)
    Don't Think Twice: Halves casting time of Spells (Chance: 10%)
    I Have the Power!: Energy +5
    Let the Memory Live Again: Halves skill recharge of spells (Chance: 10%)


    Wands

    Wand Wrappings (Sufix)
    Memory: Halves Skill recharge of Spells on Item's Attribute (Chance: 20%)
    Quickening: Halves skill recharge of spells (Chance 10%)

    Wand Inscriptions
    Strenght And Honor: Damage +15% (While Health above 50%)
    Guided by Fate: Damage +15% (While Enchanted)
    Dance with Death: Damage +15% (While in a Stance)
    To the Pain: Damage +15% / Armor -10 (While Attacking)
    Brawn over Brains: Damage +15% / Energy -5
    Too Much Information: Damage +15% (vs. Hexed Foes)
    Vengeance is Mine: Damage +20% (While Health is below 50%)
    Don't Fear the Reaper: Damage +20% (While hexed)
    Don't Think Twice: Halves casting time of Spells (Chance: 10%)
    Aptitude not Attitude: Halves Casting time on Spells of Item's Attribute (Chance: 20%)
    Seize the Day: Energy +15 / Energy Regeneration -1
    Hale and Hearty: Energy +5 (While health is above 50%)
    Have Faith: Energy +5 (While Enchanted)
    Don't Call it a Comeback: Energy +7 (While health is below 50%)
    I am Sorrow: Energy +7 (While Hexed)



    Staves

    Staff Heads (Prefix)
    Insightful: Energy +5
    Hale: Health +30
    Adept: Halves casting time on spells of item's attribute (Chance: 20%)
    Swift: Halves casting time of spells (Chance: 10%)
    Defensive: Armor +5

    Staff Wrappings (Sufix)
    Mastery: Item's Attribute +1 (Chance: 20%)
    Enchanting: Enchantments last 20% longer
    Fortitude: Health +30
    Devotion: Health +45 (While Enchanted)
    Endurance: Health +45 (While in a stance)
    Valor: Health +60 (While hexed)
    Defence: Armor +5
    Shelter: Armor +7 (vs. Physical Damage)
    Warding: Armor +7 (vs. Elemental Damage)

    Staff Inscriptions
    Strenght And Honor: Damage +15% (While Health above 50%)
    Guided by Fate: Damage +15% (While Enchanted)
    Dance with Death: Damage +15% (While in a Stance)
    To the Pain: Damage +15% / Armor -10 (While Attacking)
    Brawn over Brains: Damage +15% / Energy -5
    Too Much Information: Damage +15% (vs. Hexed Foes)
    Vengeance is Mine: Damage +20% (While Health is below 50%)
    Don't Fear the Reaper: Damage +20% (While hexed)
    Don't Think Twice: Halves casting time of Spells (Chance: 10%)
    Aptitude not Attitude: Halves Casting time on Spells of Item's Attribute (Chance: 20%)
    Seize the Day: Energy +15 / Energy Regeneration -1
    Hale and Hearty: Energy +5 (While health is above 50%)
    Have Faith: Energy +5 (While Enchanted)
    Don't Call it a Comeback: Energy +7 (While health is below 50%)
    I am Sorrow: Energy +7 (While Hexed)



    Focus

    Focus Cores (Sufix)
    Fortitude: Health +30
    Devotion: Health +45 (While enchanted)
    Endurance: Health +45 (While in a stance)
    Valor: Health +60 (While hexed)
    Swiftness: Halves Casting time of spells (Chance: 10%)
    Aptitude: Halves Casting time of spells of item's Attribute (Chance: 20%)

    Focus Inscriptions
    Serenity Now: Halves skill recharge of spells (Chance: 10%)
    Forget me Not: Halves skill recharge of spells of item's attribute (Chance: 20%)
    Live for Today: Energy +15 / Energy regeneration -1
    Faith is My Shield: Armor +5 (While enchanted)
    Ignorance is Bliss: Armor +5 / Energy -5
    Life is Pain: Armor +5 / Health -20
    Man for all Seasons: Armor +5 (vs. elemental damage)
    Survival of the Fittest: Armor +5 (vs. Physical damage)
    Might makes Right: Armor +5 (while attacking)
    Knowing is Half the Battle: Armor +5 (while casting)
    Down but Not out: Armor +10 (while health below 50%)
    Hail to the King: Armor +5 (while health above 50%)
    Be just and Fear not: Armor +10 (while hexed)
    Luck of the Draw: Recieved Physical Damage -5 (Chance: 20%)
    Sheltered by Faith: Recieved Physical damage -2 (While enchanted)
    Nothing to fear: Recieved damage -3 (while hexed)
    Run for your life!: Recieved damage -2 (while in a stance)
    Master of my domain: Item's attribute +1 (chance: 20%)
    Not the face!: Armor +10 (vs. blunt damage)
    Leaf on the wind: Armor +10 (vs. Cold damage)
    Like a rolling stone: Armor +10 (vs. Earth Damage)
    Riders on the storm: Armor +10 (vs. Lightning Damage)
    Sleep now in the fire: Armor +10 (vs. Fire damage)
    Through thick and thin: Armor +10 (vs. Piercing damage)
    The riddle of steel: Armor +10 (vs. Slashing damage)
    Fear cuts deeper: Reduced bleeding duration on you by 20%
    I can see clearly now: Reduced blind duration on you by 20%
    Swift as the wind: Reduced Crippled duration on you by 20%
    Strenght of Body: Reduced deep wound duration on you by 20%
    Cast out the unclean: Reduced disease duration on you by 20%
    Pure of heart: Reduced poison duration on you by 20%
    Soundness of Mind: Reduced Dazed duration on you by 20%
    Only the strong survive: Reduced Weakness duration on you by 20%



    Shields

    Shield Handles (Sufix)
    Fortitude: Health +30
    Devotion: Health +45 (While enchanted)
    Endurance: Health +45 (while in a stance)
    Valor: Health +60 (while hexed)

    Shield Inscriptions
    Luck of the Draw: Recieved Physical Damage -5 (Chance: 20%)
    Sheltered by Faith: Recieved Physical damage -2 (While enchanted)
    Nothing to fear: Recieved damage -3 (while hexed)
    Run for your life!: Recieved damage -2 (while in a stance)
    Master of my domain: Item's attribute +1 (chance: 20%)
    Not the face!: Armor +10 (vs. blunt damage)
    Leaf on the wind: Armor +10 (vs. Cold damage)
    Like a rolling stone: Armor +10 (vs. Earth Damage)
    Riders on the storm: Armor +10 (vs. Lightning Damage)
    Sleep now in the fire: Armor +10 (vs. Fire damage)
    Through thick and thin: Armor +10 (vs. Piercing damage)
    The riddle of steel: Armor +10 (vs. Slashing damage)
    Fear cuts deeper: Reduced bleeding duration on you by 20%
    I can see clearly now: Reduced blind duration on you by 20%
    Swift as the wind: Reduced Crippled duration on you by 20%
    Strenght of Body: Reduced deep wound duration on you by 20%
    Cast out the unclean: Reduced disease duration on you by 20%
    Pure of heart: Reduced poison duration on you by 20%
    Soundness of Mind: Reduced Dazed duration on you by 20%
    Only the strong survive: Reduced Weakness duration on you by 20%
    A "racist rapist" sounds worse than a regular rapist when u first hear it, but it's actually better 'cause less people get raped.
    no votes  

  6. #6
    Devastate's Avatar
    Registered
    15/01/06
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    Verschillende conditions en hun effect:

    Bleeding: zorgt voor 3 health degeneration
    Blind: zorgt ervoor dat je 90% kans hebt om te missen als je aanvalt met een wapen. Bovendien is de kans dat je pijl/speer/wand van zijn target afdwaalt groter.
    Burning: zorgt voor 7 health degeneration
    Cracked Armor: zorgt ervoor dat je armor met 20 wordt verlaagt (tot minimal 60)
    Crippled: zorgt ervoor dat je 50% trager beweegt.
    Dazed: het casten van spells duurt twee keer zo lang en alle spells die je cast zijn: easy interupted
    Deep wound: zorgt voor 20% vermindering van maximum health en je wanneer je wordt gehealed is dat minder effectief
    Disease: zorgt voor 4 health degeneration. Bovendien is het overdraagbaar naar andere wezens van zelfde type die in je buurt staan.
    Poison: zorgt voor 4 health degeneration
    Weakness: zorgt ervoor dat je met aanvallen minder damage doet en al uw attributen worden met 1 verminderd.
    Last edited by Devastate; 21-01-2008 at 21:27.
    A "racist rapist" sounds worse than a regular rapist when u first hear it, but it's actually better 'cause less people get raped.
    no votes  

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