A Guide To Wars (Full Version)

All Forums >> [Artix Entertainment Games] >> [DragonFable] >> DragonFable Guides >> Pending Guides



Message


crabpeople -> A Guide To Wars (7/16/2015 3:56:45)

A Guide To Wars

Insert awesome banner here




Index
[WAR1] Introduction
[WAR2] Warmongers
[WAR3] Spoils of War
[WAR4] General Warring Tips
[WAR5] Warring Modes Analysis
[WAR6] Warmonger Friendly Classes Strategies
[WAR7] Warmonger Friendly Classes Performance Analysis
[WAR8] A Short History of Wars
[WAR9] War Threads
[WAR10] Warmongers Legacy
[WAR11] War Statistics
[WAR12] Happy Warmonger Q&A
[WAR13] Acknowledgements

Glossary
Wave: A wave is the unit that measures the progress through wars. All the wars have a set amount of waves that must be completed in order to achieve victory.
WPM: Waves per Minute.
WPH: Waves Per Hour.
DM: Defender's medal.
[SO]: Special Offer item.
[DC]: Dragon Coin item.
HWC: Hourly Wave Count. These are posted by forum users on War Threads each hour and report the progress done by the community during last hour.
Raid: Periods where one or several warmongers stop all other activities they may be doing, isolate themselves and solely defeat waves until the raiding time they set for themselves is up.
Counterbreak: Players counterbreak when they achieve 1001 waves during one war. At this number, their Character Page stops counting waves (but the waves done after that still count towards the war meter itself!).
Nuke: It's the strongest or one of the strongest skills that your class has. Almost all the classes have at least 1 nuke skill.




[WAR1]

Introduction


Wars are events released by the DF staff. In wars the community fights against a threat in form of an army. The player's jolly cooperation and efforts is what decides the outcome of a war.

There are many kinds of wars: Storyline related wars, secondary storyline wars, joke wars, competition wars, Friday the 13th wars...

The duration of the event and waves required depends of the type of war. The consequences of losing a war also depends of its type.
For example:
-At competition wars one side achieves something for winning while the other doesn't.
-At friday the 13th something bad happens if you don't defeat the forces of evil in time.
-At story/side story related quests something bad happens regarding that storyline (and other possible consequences).

But hey enough grim talk! Wars are not meant to be lost (else they wouldn't be called wars in the first place). Victory is what matters! Not only for the rewards you may get but for the sake of DF story variety and depth.

The purpose of this guide is to provide you useful information about wars and a plenty of useful tips in order to war efficiently (complete the highest amount of waves in the shortest time as possible).




[WAR2]

Warmongers by Azan


When evil lurks in the shadow
When hope is swallowed in war
When the senses are shaken
And the soul is driven to madness


Who can stand?

When the whirlwind of fury comes from the enemy
And legions stand with oblivion in their eyes
When souls are torn to everlasting fire
And fiends of Hell rejoice upon the slain


Who can stand?

As the sky is filled with
Fire and smoke
Blades drawn and spells casted
Enemies crushed to ashes

Unbowed, Unbent, Unbroken we are
As time passes we grow stronger
Ours is the most righteous fury
Because never shall we sow


We are the Warmongers of Lore
We can stand.

A warmonger is a player who actively participates in wars. A warmonger's implication can take multiple forms, but the most frequent one is farming waves. Warmongers who dedicate in farming waves usually try to achieve counterbreak (see glossary). Some of the most dedicated ones can defeat waves ranging from several hundreds to several thousands or even tenth thousands for the longer wars. Warmongers have multiple reasons to war: some do it for the massive experience and gold they get from this sort of farming, some do it for the Defender's Medals they can later use to get some of the top gear in the game and some do it to contribute to the community's victory and to advance the story.

What do you need to become a warmonger? There are multiple visions of what a good warmonger is. Some are very active on war threads where they give encouragements and kind words while some are exclusively active on the battlefield where they farm crazy amounts of waves. What all warmongers have in common is their desire to help during wars and their positive activity towards the warring community's victory!




[WAR3]

Spoils of War


There are lots of benefits in the war practice. Amongst them we have:

Gold
You! Guess what? Gold is important! If you don't have it your weapons will rust and you can't fight without your weapons!
Ok joking aside, wars are a really good source of gold! Especially the Footwaves. In what can you spend your gold? In lots of stuff. To name some:
-Purchase doom weapons.
-Grow your dragon and unlock extra DragonLord armors.
-Purchase and use of the Orb of Saving.
-Retraining stats.
-Shopping around Lore! Especially buying new weapons.
-Having cash for event shops.

For more info about the best ways of farming gold, check the: A Comprehensive Guide to Farming: Gold

Experience
You! Guess what? Experience is important!
Ok I cut it off. Wars are also an excellent exp farming source! The Footwaves are the best exp farming source too! (gold and exp in 1 quest? Sign me in!). So yeah mash those waves with all your force until the " Error Saving Exp 500.83" knocks you back into real life :P

For more info about the best ways of farming experience, check the: A Comprehensive Guide to Farming: Experience

Defender's medals
If gold and experience isn't enough for you, there's more! The biggest deal of helping in wars, the Defender's Medals!
This item stacks to 5000 units and you'll get there eventually trust me. So in what can you expend these shiny medals? The Defender's Medal shop is the answer! (There are other small war related DM shops scattered around lore) To name some big stuff you can aim for we have:

Defender's / Defender's dragon Necklance! DM needed for final upgrade: 2640.
Defender's/ Defender's Dragon Ring DM needed for final upgrade: 2340.
Defender's/ Defender's Dragon Belt DM needed for final upgrade: 1700.
Elemental Unity Defender [SO] DM needed for final upgrade: 6500.
Defender Cannon Mk. DM needed for final upgrade: 9500.

So there's no excuses! Get back to work! Those precious medals can be your and only yours. My precious!

Other rewards
What you don't have enough with the 3 previous points? You greedy people... A part of Defender's medals, some wars have unique rewards in form of resources or rare drop items. To name some examples we have:
Talk Like a Pirate Day 2014 (TLPD): Wicked Scimitar (Rare)
F13th: Advance on the Castle! Pure Shard of the Dawn/ Primal Corrupt Essence

Victory rewards and war challenges
But wait! There's more! The desserts are here! If the DF community manages to win a war they'll get a reward once they reach the 100% or beat the war's boss. In addition sometimes the staff throws challenges that consist of reaching a certain % of the war in a time limit. If the community manages to beat the challenge, they'll unlock a reward shop with permanent or rare items.
Example of a War reward: Carved Tooth Blade
Example of a permanent war challenge reward: Obsidian Dragon Helm
Example of a rare war challenge reward: Unlucky 13th Staff




[WAR4]

General Warring Tips


In this section I'll explain you some general tips that will always be useful for any war related quest.

Stats
Damage, damage and damage! Yes, wars are all short quests with weak monsters in general. So the faster you complete a wave, the sooner you'll start another. Don't worry about hp or mana, when you finish a wave you can press the heal button. If there's no heal button, you can open the Book of Lore and click the "heal & potions" option.
Now speaking of stats... All your points should go to LUK and STR/DEX/INT according to the weapons you use:
STR: Swords, maces, axes and scythes.
DEX: Daggers and scythes.
INT: Staves, wands and scythes.
About priorities... Go for LUK and once your LUK is maxed go for STR/DEX/INT. The reasoning behind this is the extra critical rate from LUK (you'll also be able to use any weapon). Depending on the class you're using you'll have more than enough power to deal with single enemies but during multiple target battles you'll be left with your faith in critical hits in order to clear the battle in 1 or 2 turns.

For lv80 players: If you want to make the best out of your 395 points in STR/DEX/INT/LUK. Equip your best equipment with the highest amount of the mentioned stats. Once done train your stats in a way that your STR/DEX/INT is a multiple of 10 and LUK a multiple of 20. For more information feel free to check the Version 14.0.1 info

Guests
Guests increase the total hp of your enemies. The amount increased is more or less the following:
1 Guest -> ≈52% max hp increase
2 Guests -> ≈128% max hp increase

In conclusion it's a bad idea to bring guests because they'll delay you by making the fights last longer. Even in the best cases where you can get rid of your foe between your turn and your guest turn, you still need 2 turns instead of just 1 from the hero being alone.

Pets
Pets don't have the hp increase drawback like guests. Still you have an ally that wastes your time doing little damage. The best situation where pets are useful is when they finish your enemies if they happen to survive. If you follow the advices from this guide, this issue shouldn't happen to you so in conclusion it's not recommended to use pets no matter how strong they are.

Settings
Right below your item bag you have a button with some gears icon that says "options". Click it and once inside turn off the Hard mode in case you're playing Hard mode. About the graphics, I recommend playing on "Medium". The graphical quality is acceptable and you won't lag from some flashy skills like Ascendant's Ascension. If your class has no flashy stuff then "High" graphics are fine.

About the full screen or windowed, use the one that you like the most but if you experience lag then go for the windowed mode.

To DA players: Remember that you have at your disposal a DF server free of advertisements. I recommend using it as your default DF browser.

Classes
There're lots of good classes for warmongering. The key factors for a good warmonger class are:
1-Fast animations. The faster the sooner you'll end your battles.
2-A powerful nuke. A move that 1 shots all single target battles. Having 2 nukes is even better in case you happen to miss or one has a faster animation than the other. In those cases use the weak and fast nuke on weak targets and use the stronger but slower one for tank targets in order to go even faster.
3-A very powerful multiple target skill or a spamable multiple target skill. Those will help you a lot at multiple target battles which are the battles that take the longest amount of time. Classes with 2 multiple target skills are good too.

Weapon Elements
Some wars have enemies with elemental weaknesses. In case your weapons are close in power, always and I repeat always take advantage of the elemental weaknesses. It will make your life easier. Even if you don't have a weapon element for your foes weakness, it's worth spending some time getting one and going back to war. Even if it's just a silly -10 to "X" element, if your weapons are close in power it's worth exploiting that -10.

Proficiency
This one is completely dependent to the player's experience. The more you play though the different warring modes and DF classes, the more efficient you'll get clearing waves. You'll reach the point where your mind is set into a preventive state where you'll point your mouse where it has to be before it's needed to be there (Example: Placing your mouse at where a certain skill button should be before the battle even starting in order to use it right away when the battle starts).
This guide will help you to accelerating your learning curve. So you'll get real value from the time you're spending reading at this.




[WAR5]

Warring Modes Analysis (ongoing)


All methods count as 1 wave when completed.

Footwaves (To Battle!)
Description/Objective
Strategy
Review
Example Video
Warring Speed: 1.5 to 3 WPM


Supply grab
Description/Objective
Strategy
Example video
Review
Warring Speed: 4 to 5 WPM

[image]http://media.artix.com/encyc/df/tags/DA.png[/image]Bombing Run
Description/Objective
Strategy
Example video
Review
Warring Speed: ≈2 WPM

Catapult
Description/Objective
Strategy
Example video
Review
Warring Speed: 5 to 7 WPM

Stolen catapult
Description/Objective
Strategy
Example video
Review
Warring Speed: ≈2 WPM




[WAR6]

Warmonger Friendly Classes Strategies (ongoing)


Tier 1

Mage
Strategy:
Vs Weak:
Vs Normal:
Vs Tanky:
Vs 2:
Vs 3:
Finishing moves:
Strategy level range:
Crit reliant strategy?
The strat benefits from crits?
Class performs better at:
Review:
Alternative Strategy:

Rogue
Strategy:
Vs Weak:
Vs Normal:
Vs Tanky:
Vs 2:
Vs 3:
Finishing moves:
Strategy level range:
Crit reliant strategy?
The strat benefits from crits?
Class performs better at:
Review:
Alternative Strategy:

Warrior
Strategy:
Vs Weak:
Vs Normal:
Vs Tanky:
Vs 2:
Vs 3:
Finishing moves:
Strategy level range:
Crit reliant strategy?
The strat benefits from crits?
Class performs better at:
Review:
Alternative Strategy:

Tier 2

Pirate
Strategy:
Vs Weak: Help from the Locker
Vs Normal: Help from the Locker
Vs Tanky: Dirty Trick->Help from the Locker/Flintlock/Quick Shot (depending on remaining hp)
Vs 2: Help from the Locker->Fire the Broadsides!
Vs 3: Quick Shot->Flintlock (main target)->Quick Shot
Finishing moves: Quick Shot
Strategy level range:
Crit reliant strategy? No
The strat benefits from crits? Yes
Class performs better at: Solo battles
Review:
Alternative Strategy:

Ninja
Strategy:
Vs Weak: Massive Strike
Vs Normal: Massive Strike
Vs Tanky: Furious Assault->Massive Strike/Rapid Attack (depending on remaining hp)
Vs 2: Massive Strike->Rapid Attack->Attack
Vs 3: Hidden Strike->Rapid Attack (main target)->Hidden Strike
Finishing moves: Rapid Attack
Strategy level range:
Crit reliant strategy? Yes (at vs 2) (recommended crit: )
The strat benefits from crits? Yes
Class performs better at: Solo battles
Review:
Alternative Strategy:

DragonSlayer
Strategy:
Vs Weak: Slayer's Keen Eye
Vs Normal: Slayer's Keen Eye
Vs Tanky: Slayer's Keen Eye
Vs 2: Slayer's Keen Eye->Draconic Strike->Attack
Vs 3: Ire of Scales->Slayer's Keen Eye/Draconic Strike/Scale Rot (depending on target/s remaining hp)
Finishing moves: Attack
Strategy level range:
Crit reliant strategy? Yes (at vs 2 and vs 3) (recommended crit: )
The strat benefits from crits? Yes
Class performs better at: Solo battles
Review:
Alternative Strategy:

Evolved ChickenCow
Strategy:
Vs Weak: Eggteor Shower
Vs Normal: Eggteor Shower
Vs Tanky: Eggteor Shower
Vs 2: Eggteor Shower->BBQ Chicken Epic Attack
Vs 3: Eggteor Shower->BBQ Chicken Epic Attack->Hot Wings
Finishing moves: Egg Beater
Strategy level range:
Crit reliant strategy? Yes (at vs tanky) (recommended crit: )
The strat benefits from crits? Yes
Class performs better at: Solo battles
Review:
Alternative Strategy:

Frost Moglin Armor
Strategy:
Vs Weak: Fruitcake Brick
Vs Normal: Fruitcake Brick
Vs Tanky: Spirit of Giving
Vs 2: Fruitcake Brick->Warmth
Vs 3: Yule Tide->Missle Toe->Fruitcake Brick
Finishing moves: Fruitcake Brick. Else Blind.
Strategy level range:
Crit reliant strategy? Yes (at vs tanky) (recommended crit: )
The strat benefits from crits? Yes
Class performs better at: Solo battles
Review:
Alternative Strategy:

Guardian
Strategy:
Vs Weak: Keen Edge
Vs Normal: Keen Edge
Vs Tanky: Keen Edge
Vs 2: Keen Edge->Guardian Rage
Vs 3: Vortex->Mega Shock->Attack
Finishing moves: Attack
Strategy level range:
Crit reliant strategy? No
The strat benefits from crits? Yes
Class performs better at: Solo battles
Review:
Alternative Strategy:

Tier 3

RiftWalker
Strategy:
Vs Weak:
Vs Normal:
Vs Tanky:
Vs 2:
Vs 3:
Finishing moves:
Strategy level range:
Crit reliant strategy?
The strat benefits from crits?
Class performs better at: solo/mult battles
Review:
Alternative Strategy:

Cryptic
Strategy:
Vs Weak: Throw
Vs Normal: Throw
Vs Tanky: Throw->Rapid Attack
Vs 2: Throw (aux target)->Rapid Attack (main target)
Vs 3: Wild Daggers->Throw->Rapid Attack->Wild Daggers
Finishing moves: Throw. Else Aimed.
Strategy level range:
Crit reliant strategy? Yes (at vs tanky and vs 3) (recommended crit: )
The strat benefits from crits? Yes
Class performs better at: Solo battles
Review:
Alternative Strategy:

Ascendant
Strategy:
Vs Weak: Ascension
Vs Normal: Ascension
Vs Tanky: Ascension
Vs 2: Ageisk's Fury Spam
Vs 3: Ageisk's Fury Spam
Finishing moves: The Staff
Strategy level range:
Crit reliant strategy? No
The strat benefits from crits? Yes
Class performs better at: Mult battles
Review:
Alternative Strategy:

DeathKnight
Strategy:
Vs Weak: Obliterate
Vs Normal: Obliterate
Vs Tanky: Obliterate
Vs 2: Obliterate->Dreadblade
Vs 3: Obliterate (main target)->Dreadblade->Summon Minion
Finishing moves: Attack
Strategy level range:
Crit reliant strategy? No
The strat benefits from crits? No
Class performs better at: Solo battles
Review:
Alternative Strategy:

Ascended ChickenCow
Strategy:
Vs Weak: Chicken Blasters
Vs Normal: Wrath of the ChickenCow
Vs Tanky: Wrath of the ChickenCow
Vs 2: Eggteor Barrage->Egg of Mystery
Vs 3: Eggteor Barrage->Egg of Mystery
Finishing moves: Egg of Mystery. Else Blueberry Cowpie.
Strategy level range:
Crit reliant strategy? Yes (at vs tanky) (recommended crit: )
The strat benefits from crits? Yes
Class performs better at: Mult battles
Review:
Alternative Strategy:

Evolved PumpkinLord Armor
Strategy:
Vs Weak: Cleaving Thorn
Vs Normal: Cleaving Thorn
Vs Tanky: Cleaving Thorn
Vs 2: Thorn Cyclone->Sling Thorns
Vs 3: Thorn Cyclone->Sling Thorns
Finishing moves: Vine Whip
Strategy level range:
Crit reliant strategy? No
The strat benefits from crits? Yes
Class performs better at: Mult battles
Review:
Alternative Strategy:

Icebound Revenant
Strategy:
Vs Weak: Razor Ice
Vs Normal: Razor Ice
Vs Tanky: Razor Ice
Vs 2: Razor Ice->Reaver's desire
Vs 3: Razor Ice (main target)->Reaver's desire->Will of the fallen
Finishing moves: Long Winter
Strategy level range:
Crit reliant strategy? No
The strat benefits from crits? No
Class performs better at: Solo battles
Review:
Alternative Strategy:

Kathool Adept Armor
Strategy:
Vs Weak: Mad
Vs Normal: Red Tide
Vs Tanky: Red Tide
Vs 2: Tidal->Attack
Vs 3: Tidal->Attack
Finishing moves: Attack
Strategy level range:
Crit reliant strategy? No
The strat benefits from crits? Yes
Class performs better at: Mult battles
Review:
Alternative Strategy:

Ancient Exosuit
Strategy:
Vs Weak: Overload Matrix
Vs Normal: Overload Matrix
Vs Tanky: Overload Matrix
Vs 2: Enhancement Systems (main target)->Wave Form Generator
Vs 3: Enhancement Systems-(main target)>Wave Form Generator
Finishing moves: Damage Limiter Protocol
Strategy level range:
Crit reliant strategy? Yes (at vs 2 and vs 3) (recommended crit: )
The strat benefits from crits? Yes
Class performs better at: Solo battles
Review:
Alternative Strategy:

Chronomancer
Strategy:
Vs Weak:
Vs Normal:
Vs Tanky:
Vs 2:
Vs 3:
Finishing moves:
Strategy level range:
Crit reliant strategy?
The strat benefits from crits?
Class performs better at: solo/mult battles
Review:
Alternative Strategy:

Chronocorrupter
Strategy:
Vs Weak:
Vs Normal:
Vs Tanky:
Vs 2:
Vs 3:
Finishing moves:
Strategy level range:
Crit reliant strategy?
The strat benefits from crits?
Class performs better at: solo/mult battles
Review:
Alternative Strategy:

ChronoZ
Strategy:
Vs Weak:
Vs Normal:
Vs Tanky:
Vs 2:
Vs 3:
Finishing moves:
Strategy level range:
Crit reliant strategy?
The strat benefits from crits?
Class performs better at: solo/mult battles
Review:
Alternative Strategy:

Avatar of Time
Strategy:
Vs Weak: Time Storm
Vs Normal: Time Storm
Vs Tanky: Time Storm
Vs 2: Fragments of Eternity->Reflections of Nothing
Vs 3: Fragments of Eternity->Reflections of Nothing
Finishing moves: Reflections of Nothing. Else Attack.
Strategy level range:
Crit reliant strategy? Yes (at vs 2 and vs 3) (recommended crit: )
The strat benefits from crits? Yes
Class performs better at: Mult battles
Review:
Alternative Strategy:

Tier 4

DoomKnight
Strategy:
Vs Weak:
Vs Normal:
Vs Tanky:
Vs 2:
Vs 3:
Finishing moves:
Strategy level range:
Crit reliant strategy?
The strat benefits from crits?
Class performs better at: solo/mult battles
Review:
Alternative Strategy:




[WAR7]

Warmonger Friendly Classes Performance Analysis (ongoing)


Introduction

Testing conditions (for Max Lv Tier)
->Stats: Offensive build -> 200 STR/DEX/INT 120 LUK -> 20+6 = 26 extra damage; Ultra Offensive Build -> 260 STR/DEX/INT 240 LUK -> 26+12 = 38 extra damage.
->Weapon: Highest minimum damage as possible and available to all lv 80 players = 85 damage.
-> Crit rate: 35% + 12% from LUK = 47%.
->Warring mode selected: Footwaves, Supply Grab and Stolen Catapult
->Time measurement basis: The time needed to perform 50 waves in a row. The timer will start once the quest button has been pressed and end once the "close" button of the 50th wave has been pressed.
For stolen catapult only 1 run will be done for a total of 5 times.

The loading screens time will remain constant and negligible.
->HP estimations in % weapon damage:
% weapon damage calculation:
Offensive build
At lv80-> enemy hp*100/ (85 minimum weapon damage + 26 LUK/STR/DEX/INT weapon damage) = (enemy hp/ 111)*100
Ultra offensive build (UOB)
At lv80-> enemy hp*100/ (85 minimum weapon damage + 38 LUK/STR/DEX/INT weapon damage) = (enemy hp/ 123)*100

Footwaves
Weak target: ≈228%; UOB: ≈207%
Normal target: ≈305%; UOB: ≈275%
Tanky target: ≈381%; UOB: ≈344%
Multiple target battle main target: ≈305%; UOB: ≈275%; auxiliary target/s: ≈191%; UOB: ≈173%

Supply Grab
Normal target: ≈609% ; UOB: ≈550%

Stolen Catapult
Normal target: ≈ 571%; UOB: ≈515%
Tanky target: ≈ 761%; UOB: ≈687%

Contenders for Footwaves:
Tier 2: DragonSlayer, Ninja, Pirate, Frost Moglin Armor,
Evolved ChickenCow Armor, Guardian.
Tier 3: Ascendant, Cryptic, Riftwalker, DeathKnight, Ascended ChickenCow, Avatar of Time, Chronocorrupter, Chronomancer, ChronoZ, Evolved PumpkinLord, Icebound Revenant, Ancient Exosuit, Kathool Adept
Tier 4: DoomKnight
Non-DA players: DeathKnight, Ninja, Pirate

Contenders for Supply Grab/Stolen Catapult:
Tier 2: Togslayer, Soulweaver+ Baltael's Aventail
Tier 3: Evolved PumpkinLord, Riftwalker
Tier 4: DoomKnight
Non-DA players: Togslayer

Results:

Footwaves

Max Lv Tier (lv 80)
15th: Avatar of Time: 32:43.84->1963.84 seconds -> 1,528 WPM
14th: Ninja: 29:42.21 -> 1782.21 seconds -> 1.683 WPM
13th: Pirate: 29:28.66->1768.66 seconds -> 1.696 WPM
12th: Guardian: 29:00.76->1740.76 seconds -> 1.723 WPM
11th: Evolved ChickenCow Armor: 28:55.28->1735.28 seconds -> 1.729 WPM
10th: DragonSlayer: 28:08.99->1688.99 seconds -> 1.776 WPM
9th: Icebound Revenant: 26:56.83->1616.83 seconds -> 1.855 WPM
8th: Ascendant: 26:42.09->1602.09 seconds -> 1.872 WPM
7th: DeathKnight: 26:04.86->1564.86 seconds -> 1.917 WPM
6th: Ascended ChickenCow: 25:52.65->1552.65 seconds -> 1.932 WPM
5th: Ancient Exosuit: 25:51.56->1551.56 seconds -> 1.933 WPM
4th: Frost Moglin Armor: 25:34.00->1534.00 seconds -> 1.956 WPM
3rd: Kathool Adept: 24:55.03->1495.03 seconds -> 2.006 WPM
2nd: Evolved PumpkinLord: 23:08.45->1388.45 seconds -> 2.161 WPM
1st: Cryptic: 20:21.03->1221.03 seconds -> 2.457 WPM

Missing: Riftwalker,Chronomancer,ChronoCorrupter,ChronoZ,DoomKnight

Supply Grab

1st: Togslayer; Average time=32,0 seconds; Warring speed= 5,62 WPM
2nd: Riftwalker; Average time=33,0 seconds; Warring speed= 5,45 WPM
3rd: Evolved PumpkinLord; Average time=37,9 seconds; Warring speed= 4,75 WPM
4th: Soulweaver + Baltael's Aventail; Average time=39,0 seconds; Warring speed= 4,61 WPM

Missing: DoomKnight

Stolen Catapult

1st: Togslayer; Average time=23,0 seconds; Warring speed= 2,61 WPM
2nd: Evolved PumpkinLord; Average time=26,4 seconds; Warring speed= 2,27 WPM
3rd: Soulweaver + Baltael's Aventail; Average time=29,2 seconds; Warring speed= 2,05 WPM
4th: Riftwalker; Average time=30,0 seconds; Warring speed= 2,00 WPM

Missing: DoomKnight

Differences from theory to practice:

Elemental weaknesses
Weapon range
Crits
Others: Pets/Weapon specials

Conclusions:





[WAR8]

A Short History of Wars by Azan


The first war of DragonFable, the Undead Assault, is released in May 2006. It contains 100 000 waves. It also marks the release of Defender's Medals. The first war boss, Gorgok the Stone Dragon, appears in DragonFable's second war ever, Dragon Attack on Willowshire. The first Friday the 13th war takes place in October 2006. It became an Artix Entertainment tradition to release wars every Friday the 13th. So far, in DragonFable, there were 17 Friday the 13th wars.

The Wrath of Xan invasion happens during March 2007. During that war, Falconreach is completely destroyed by Fire monsters. The boss from that war, Xan himself, is meant to be unbeatable. In these Design Notes from the Artix website, game dev Cysero says:

quote:


The players lost that war and Falconreach was burned down to the ground. Only one board remained but the hero gave a very rousing speech saying that as long as one board remained, that Falconreach had not truly fallen (I wrote that war and I'm still pretty pleased with that speech).

That war gave us the opportunity to rebuild Falconreach using new art but that was just a happy side effect. The players really could have won that war but they didn't pull it off and that became part of history in DF.


After this, the wars get bigger and draw more motivation from the community. Over time, warmonger clans form, such as Cysero's Defenders and the Beacons of Hope. Wars get increasingly immersive and detailed. Two-sided wars start to appear, like the First Pirate vs. Ninjas War in September 2007 and the Monkee War in August 2008. In the Battle for Moonridge War, in April 2008, a new method for warring appears: the Bombing Run for DragonLords. In the Lucky Day 2010 - Gild the World Gold War, the Catapult minigame is released as another warring method. Today, the Catapult is still recognized as one of the fastest - if not the fastest - warring method in all of Artix Entertainment's games. The Storm War, in January 2009, has 10 ways of fighting waves!

We jump ahead to DragonFable's hugest war: the Final 13th, the war against Sepulchure's army. Starting in May 2011, it extended to... July 2011! The war started with 4 million waves, but Sepulchure appeared on the battlefield and gave you a good beating, then threw 16 million more waves for a total of 20 million waves of undead creatures!

Book 2, Elemental Dissonance, starts with two Friday the 13th wars: Rift War (8 million waves) and Rising Fire (5 million waves), opposing you and the mysterious alien beings known as Atealans to the fiery infernal armies of a world-destroying being named Wargoth. Near the end of Book 2, another war takes place, Wrath of Wargoth (15 million waves). The boss, Wargoth himself, is meant to be unbeatable.

In Book 3, the Dragonrider War, taking place in January 2015, makes you fight as your toddler dragon while your character is away in an infiltration mission. At this time, the thread Issues with wars and how to improve them? is created. This thread eventually leads to the idea of having the wars be "losable" and having punishments for it. The next war, Friday the 13th in February 2015, is known as the "war of shame": even if it is just 1 million waves, the warring community loses this one due to a number of factors. The next Friday the 13th war, Serenity Before the Storm, takes place one month after, in March 2015. Baron Jaysun Valtrith kidnaps the innkeeper, Serenity, into his castle in Doomwood and the warmongers go on the offensive to rescue her. It consists in 4 million waves. This war brings a lot of novelty: the war meter is not in the form of a percentage, but in the form of a map that shows the progress made in towards the castle. The warring methods also change: at a certain point during the war, the Catapult is stolen and becomes impossible to use. As the war keeps advancing, the Bombing Run becomes unavailable too. At the end, the warring community defeats 94% of the war, but does not achieve victory. As a result, Serenity is killed in a brutal way. There were talks of implanting a curse that reduces the players' Bonus to Hit as a result of failing, but such a thing was impossible due to coding issues, as explained in these Design Notes.

The next war will take place in November 2015. For the first time in the history of DragonFable, two consecutive wars have been lost. Third time's the charm? That depends on everyone's participation in the upcoming war!




[WAR9]

War Threads by Azan


On the DragonFable General Discussion, when wars occur, war threads are posted. These threads are the place for players to discuss the war in all of its aspects. On war threads, you will find forum users reporting the amount of waves they did, encouraging others, posting Hourly Wave Counts, discussing the lore of the war, analyzing strategies to defeat waves faster or to beat the boss, sharing music suggestions, rejoicing when another percent of the war has been beaten, calling raids, doing some roleplaying and shouting warcries. The roleplaying found in the war threads usually involves handing out coffee, cookies and muffins and/or loading other players on the catapult and throwing them into the battlefield. The war threads are always lively and full of positivism. They are the perfect place if you need encouragement to defeat more waves, or just enjoy chatting about the war while killing monsters!




[WAR10]

Warmongers Legacy


This is the section made by warmongers for warmongers. Here you'll be able to share war related content with everyone else. That includes music, fan art/edited pictures and stories.

Warmongers Jukebox

Want to share an epic war soundtrack? Then keep reading.
Only 2 submissions per forum member are allowed. Links must be quieted!
Example: quietube7.com/v.php/"paste link URL here"

Submission format:
[link] Soundtrack title [/link] [i] Suggested by "forum username"[/i]


Up to date list
Soul Nomad: Rock'n Rocks Suggested by crabpeople
Catlevania SOTN: The Tragic Prince Suggested by crabpeople

Warmongers Fan Art

Did you draw something so awesome that it can't be witnessed only by you? Or a really hilarious edited picture about a certain moment? Then this is your section.
There is no limit to these kind of submissions.

Up to date list

Submission format :
War name that makes reference to this picture [link] Art title[/link] Short description (optional) [i] by "forum username"[/i]


Warmongers Tales and stories

Story telling time? Sign me in!
There is no limit to these kind of submissions. To avoid an excessive cluttering, it's convenient to share these texts as links. Those links can be either a screenshot of the text or a permanent thread where you have them posted.

Submission format:
War name that makes reference to this text (optional) [link] Story title[/link] Short description (optional) [i] by "forum username"[/i]


Up to date list




[WAR11]

War Statistics


Introduction
Table Recording: Sample here
Performance graphic




[WAR12]

Happy Warmonger Q&A

"Questions and answers make good warriers! ... what? What do you mean warrier is not a word?"

1-Can low-leveled characters still make as much as a difference in wars than high-leveled ones?
Yes, certainly! The trick is to exploit the best solution available. The Catapult minigame does not depend on your level, so it's just as fast if you are level 1 or 80. If you can avoid all the monsters on the path, the Supply Grab and Stolen Catapult quests will contain only one monster you have to beat, so low-levels won't have that much of a disadvantage. Do keep in mind, however, that if you want Gold and Experience, the best warring type for it is Footwaves, in which the low-leveled characters will admittedly perform more slowly. It's up to you to decide whether you want to kill waves fast, contribute more to the war and get more Defender's Medals or kill waves more slowly and get a whole lot more Gold and Experience.

2-Is a Beastmaster build viable in wars?
It's not optimal. While in the rest of the game, it may shine, in wars you must kill things fast, hopefully in one turn. One pet and one or two guests represent up to three additional turns, which slows the waves down and has an impact on your performance. Plus, guests improve the mobs' HP by a good margin, meaning they make them harder to kill. In wars, it is best to invest in STR/DEX/INT and LUK than in CHA.

3-What are rare waves?
Rare waves, also called Joke waves, are waves in a war that usually consist of one monster only. When you click "To Battle!", you either have a 1% or 10% chance to find a rare wave - the rate depends on the war, but in most wars it's 1%. Rare waves do not give any bonus in wars except being faster than ordinary waves - rare waves don't count for more than one wave towards the wave counter, nor do they give more DMs or special items.

4-Can I find rare waves outside of footwaves?
No. There are no rare catapult waves, nor rare supply grab waves, nor rare bombing run waves, nor rare stolen catapult waves... to find a rare wave, you really have to fight footwaves.

5-How can you lose a war?
The DragonFable Team set a definite amount of waves in a definite amount of times (example: 3,500,000 waves in 7 days). If, in the time allowed, the wave requirement is not met, the war is considered lost.

6-Where can I find Defender's Medals outside of wars? I want to upgrade my Defender's gear.
The only quest outside of wars that give Defender's Medals is Fires Over Oaklore. It is a bombing minigame that takes a lot of time to complete: that is intentional. The goal of Defender's Medals is to make people fight in wars, so they will not drop outside of them. The goal of the Fires Over Oaklore quest is so Guardians can gather 10 Defender's Medals for their armor training even if there's no ongoing war. It is not meant as a farming spot.

7-On the war threads, I have seen people claim they made several thousands of waves! How is that even possible?
That is entirely possible ; I assure you these players are not cheaters! Some people can defeat 5000, 9000, 10000 waves and even more. Their secret? Dedication and speed! Each second of free time they have during the warring period, they hop on their device and defeat a few waves. These most dedicated warmongers also know how to optimize the time they have and use the best warring classes and know exactly where each button is located on their skillset. Some of the players who do an insane number of waves are also mostly using the Catapult, since it can be up to seven times faster than Footwaves.

8-I reached 1001 waves on one character, and now my counter just won't go up when I defeat more waves! Is this a bug?
First, congratulations for reaching the iconic 1001 waves! This situation is not a bug. The state you are in is called counterbreak. The game was originally coded so when you reached 1001 waves, your counter would show "1000+". For some reason the intended "1000+" shows as "1001". Any wave you do after your 1001th will not show on your Character Page or on the "Your Waves" in-game counter, but they still count for the War Counter itself! Any wave you do after 1001 is still just as helpful to the war.

9-I defeated over 1000 waves, but I didn't unlock the Warmonger badge. Why?
The Warmonger badge are labelled "Coming Soon". We don't know when they will arrive since they're not priority for the DF Staff right now.

10-In what should I spend my defender medals first?

DA Players
1-Trinkets: Elemental Unity Defender [DM] [Offer], Defender Cannon Mk. [DM] [DA]
Your first option should be the trinket. Just because those 2 are the best overall trinkets you can get. Elemental Unity is recommended for balanced and defensive builds because it provides a nice deal of stats and has a decent damage + blind efect skill. Defender cannon is better for offensive builds due to it's higher crit bonus and the 400% damage skill.
2-Accessories: Defender's Dragon Belt/ Neklace/ Ring
Your next stop should be these accessories. They rival with the DK accessories and a few more so they are better with some item/stat builds.
3-Utility: Escelense Dragon Defender Blade/ Daggers/ Staff [DA] [DM]
Finally if you want, you can get one of the escelense weapons. They have a special that does extra damage to elemenal enemies.

Non-DA Players
1-Trinkets Elemental Unity Defender [DM] [Offer]
In case you bought the 1k dc pack. This is the only trinket you'll have as a non-DA player. So it's your top priority in case you have it.
2-Ancient Defender Set: Ancient Defender Edge/ Mask/ Wings [DM]
This is a really good set. The weapon is one of the best you can get as a non-DA player and the helm and cape provide good stats. On top of that you can keep upgrading them as long as you have DM's.
3-Accessories: Defender's Belt/ Necklace/ Ring [DM]
Finally you can obtain the ring,neck and belt. It's in last priority because of their cost and because it's not in top of their category (like their DA counterparts). Just situationally better.


11-Are there any helpful weapon specials?
Utility Fidelitas/ Ferocitas/ Decus [Seasonal], Brave Blade/ Bright Star Staff/ Star Spangled Sword [Seasonal], Liberty/ Freedom/ Independence [Seasonal] [DA]
These weapons are just good in case your foe happens to survive with really low hp and your weapon happens to trigger its special from the last hit/s you landed. If that happens, you get a victory in 1 turn instead of 2.
Goblinkind Luckrist [Rare] [DC]
Doing more damage means either warring faster or using weaker but faster classes.
Humans Fallen Ice Dragon Sword/ Staff/ Edge [Rare] [Offer]
Same reasoning but with human type targets.
Elementals Escelense Dragon Defender Blade/ Daggers/ Staff [DA] [DM], Escelense Defender Blade/ Daggers/ Staff [DM], Sun God Scythe [Offer]
Both escelense and sun god work vs elementals. Sun god is better though.
Dragons DragonKnight Relics [DC], DragonBlaser [Seasonal], Dragon Blade [DA]
The dragonslaying weapons. In terms of power the dragonknight set comes first, then the dragonblaser and finally the dragon blade.
Undead Light of Destiny [DA]
While this special doesn't give extra damage, it gives extra crit rate so it's somewhat useful.
Plant/Fungus/Beast/Bug/Giantkind Grove Tender Set [Offer]
Weakness seeking, extra damage, extra crit rate... Lots of good effects you can get from this set vs a bunch of types.

12-In case there's no exploitable elemental weakness, what weapons do you recommend?
Stable weapons Pandora/ Dark Pandora [Rare], Guardian/ Ornate Guardian Blade [Guardian]
These weapons are really good for footwaves. Specially at high levels. Their high minimun damage provides lots of control in order to guarantee 1 turn victories.
In addition Pandora is probably the best weapon a non-DA player can get.
High DPT weapons Grand Master Sword/ Staff/ Dagger, Necrotic Sword of Doom [Offer] [DA], Any DC weapon used on it's lv tier.
These are good options due to their high average damage and crit rate. They are recommended for high levels and lv80 aswell.
Destiny series Twin Blades of Destiny/ Blinding Light of Destiny/ DragonStaff of Destiny [DA]
Destiny series are the most powerful weapons you can get at low-mid levels. They are like 20 levels ahead in terms of damage vs other DA weapons and provide a good amount of stats. The Lv 50 versions can carry you till the lv70. Once there they stop being competitive.
Doom series Twin Blades of Doom/ ShadowReaper of Doom/ SkullStaff of Doom [DA]
The doom series are also the most powerful weapons you can get. But those are relevant at all levels and they can carry you as long as you upgrade them. They have worse stats than their destiny counterparts but they upgrade to further levels. At lv66 they're more powerful than most conventional lv80 DA weapons.

13-Are trinket skills viable for wave clearing?
They are viable... Just not efficient. The main drawback is their long animations. That being said these 2 trinkets are really useful for war waves.
Runestone/ Defender Cannon Mk. [DM]
The single target damage those trinkets provide makes some classes viable for wars. To name some we have: Technomancer, Master SoulWeaver and ShadowHunter.

14-Is untraining my stats worth for just a war?
It depends.
-It's not worth if you're doing waves though the Catapult and Bombing Run methods because those do not rely on your character stats/equipment/class.
-It's not worth if you already have offensive stats and you're not going to do many Footwaves (less than 500).
-It's definitely worth if you're aiming at least for the counterbreak doing Footwaves only because the gold that you'll earn from those waves will pay the stats training investment.
-It's also worth for those who choose supply grab runs over catapults because the monsters in that mode are tankier than the ones found at the Footwaves.

15-Why so much efforts on the Footwaves part when Catapults is the most efficient way?
There are 3 reasons behind this:
1- Catapults are a privilege not a right. Some wars may have the catapults option while others don't.
2- Catapults have to be unlocked at wars where they appear. This can go from an early access (25%) to a really late access (75%). Footwaves instead are available the whole time.
3- Catapults are boring for some people and they give no experience.
A conclusion we can get from this is that DF warring options are there to complement each other rather than overshadowing between them.

16-I reached the exp cap (Error Saving Exp 500.83) but I still want to help. What can I do? (TBD)
So we are at the very early stages of a war. You reached the exp cap with your main character and you want help even more? You're crazy... I like it.
If you have an alt go ahead and use it using one of the classes recommended by this guide. Now if you have to create a new character, it depends:
If the created alt is a non-DA character, there's very little you can do. But if it is a new DA character you have a handful of shenanigans you can profit in order to war fast at low levels.
Your very first step is start with the rogue class. Once done you should get the Cryptic class as soon as possible. At lv8 you obtain the throw skill which is really fast and at lv11 you obtain the mult skill.
About weapons you can buy and sell several weapons with your 200 DC at Cysero's shop to keep relevant in terms of power.
Finally stat wise it's convenient to have 40 WIS to cover your mana needs and then putting the rest to DEX (or LUK in case you're not using daggers/scythes).




[WAR13]

Acknowledgements

Thanks to Azan for Section suggestions,Glossary entries, corrections, Classes analysis and Warmongers/A Short History of Wars/War Threads/Happy Warmonger Q&A sections
Thanks to Hopeful Guy for A Comprehensive Guide to Farming guide/Classes analysis tests/helpful comments
Thanks to Sakurai the Cursed for Classes analysis tests and helpful comments
Thanks to Ash for the 14.0.1 version changes
Thanks to Caststarter for information in A short History of Wars
Thanks to the ArchKnight team for accessories, weapons, stackable items and classes pedia entries
Thanks to megakyle777 for the Issues with wars and how to improve them? thread
Thanks to RyuMandruleanu for the Best Accessories for your Level, Class, and Style and Weapons Sorted by Power pedia entries
Thanks to niki for the DF Non-Bugs and Known Bugs
Thanks to Stephen Nix for weapons/shops pedia entries
Thanks to Baron Dante for weapons/accessories pedia entries
Thanks to King Desoato for classes pedia entries
Thanks to Silver for weapons pedia entries
Thanks to kurremurre for weapons pedia entries
Thanks to poopsie130 for weapons pedia entries
Thanks to wolfman_naruto for weapons pedia entries
Thanks to Krazy_Kakadu for weapons pedia entries
Thanks to roibup for weapons pedia entries
Thanks to Rinn_Darkdragon for accessories pedia entries
Thanks to ikachan for accessories pedia entries
Thanks to Z999z3mystorys for accessories pedia entries
Thanks to leo1024 for the defender's medal entry
Thanks to FishFrost for the Orb of Saving pedia entry
Thanks to Mysterious Player for the Defender's Medal Shop pedia entry
Thanks to latedog for the Fires Over Oaklore quest pedia entry



Estimated release time: Before November the 13th.
Guide progress: ±60%




Content outside the guide
This content will be either deleted or included somewhere once the guide is close to completion.

1st: Cryptic; Average time= 63,1 seconds; Warrign speed= 2,85 WPM Note: Added 2 seconds to the avg. due to the calibration results.
2nd: DoomKnight; Average time= 65,7 seconds; Warrign speed= 2,74 WPM Note: Added 2 seconds to the avg. due to the calibration results.
3rd: DeathKnight; Average time= 79,8 seconds; Warring speed= 2,25 WPM
4th: Icebound Revenant; Average time= 80,5 seconds; Warring speed= 2,24 WPM
5th: Evolved PumpkinLord; Average time=81,9 seconds; Warring speed= 2,2 WPM
6th: Guardian; Average time=82,4 seconds; Warring speed= 2,18 WPM
7th: Ascended ChickenCow; Average time=83,7 seconds; Warring speed= 2,15 WPM
8th: Chronomancer; Average time=84,4 seconds; Warring speed= 2,13 WPM Note: Added 2 seconds to the avg. due to the calibration results.
9th: Frost Moglin; Average time=85,3 seconds; Warring speed= 2,11 WPM
10th: Kathool Adept; Average time=85,5 seconds; Warring speed= 2,10 WPM
11th: Pirate; Average time=87,0 seconds; Warring speed= 2,07 WPM
12th: Ninja; Average time=91,5 seconds; Warring speed= 1,97 WPM
13th: Riftwalker; Average time=92,0 seconds; Warring speed= 1,96 WPM
14th: DragonSlayer; Average time=93,6 seconds; Warring speed= 1,92 WPM
15th: Zardbie; Average time=98,2 seconds; Warring speed= 1,83 WPM
16th: Avatar of Time; Average time=101,1 seconds; Warring speed= 1,78 WPM
17th: ChronoCorruptor; Average time=101,1 seconds; Warring speed= 1,78 WPM
18th: Ascendant; Average time=107,8 seconds; Warring speed= 1,67 WPM
19th: Necromancer; Average time=115,8 seconds; Warring speed= 1,55 WPM
20th: Paladin; Average time=132,0 seconds; Warring speed= 1,36 WPM



Testing Rules (lv80):
1-You must complete all your tests at the "F13th Full Moon" war.
2-Ultra Offensive Build. That's +38 damage from stats. (untrain and retrain stats if needed).
3-45 crit or higher but not the crit cap please.
4-You must use any of these weapons: Pandora/dark Pandora or Guardian blade/Ornate Guardian blade. The G. blades are the stable versions of course.
5-No guests and pets allowed.
6-No weapon specials. Any kind. No extra damage vs "X" type... dot specials... boost specials... Nothing.
7-No trinket specials. You can equip trinkets for the stats but don't use their skill if they have any.
8-You must play on the graphics settings that provides you the best fps performance (medium,low...).
9-The timer starts when you click the war mode (footwaves,s.run,catapult...) and stops when you press the "close" button when you finish the 50th wave. Only stop the timer once. And that is during the final run. So 1 start 1 finish for 50 waves.
10-Rare waves count as waves by themselves. That being said, please note somewhere the amount of rare waves you got in those 50 waves.
11-The way to deal with vs2 and vs3 battles varies deppending on the class you're using. That being said, the priorities will be the following:
-Vs 2: Clear the battle in 2 turns. That implies 2 nukes, a very stong mult (KAA,ACC) and a normal attack or Mult skill spam if you can ensure the win in 2 turns. Classes that cannot achieve 2 turn victories in a reliable way, will have to gamble with the mult skill doing crits.
-VS 3: Clear the battle in 3 turns. That's 3 nukes (a 180% move can be considered a nuke here), a very strong mult (KAA,ACC) and a normal attack for a 2t win, Mult skill spam if you can ensure the win in 3 turns or less. Classes that cannot achieve the 3 turn victory like the ones with only 1 nuke (the crit skill) have to rely on the mult skill crit gamble.

12-If your internet connection is going slowpoke mode increasing your loading times to 1 second or higher, please refrain from testing and try later.
13- Play your class at it's best. That means using the most efficient skills outside the crit and mult. Like the fastest skill (it might be the attack button) for the almost defeated mooks and a faster skill than the crit for the weakest ones (if the class has any of these).
Example: Using cyptic throw skill (the 275% move) for weak moobs and using mental assassination for the tanky ones.

-Supply grab/stolen catapult only rule: Avoid battles. Only 1 battle per wave. If you fail reset and try again.

Tips:
Please do some waves (3 or 4) before going into testing. Reasons are:
1-You'll know where are the "key" skills that you'll use.
2-You'll know where the UI buttons are. Like the close when u win a battle, the position of the warring mode you're going to do etc.
3-You will be able to test the other class skills.

How the testing goes:

Footwaves: 50 waves in a row.
Supply grab: 3 waves in a row. Repeat 4 more times for a total of 5.
Stolen catapult: 1 wave only per run. Repeat 4 more times for a total of 5.

Tests needed to complete
Footwaves:
Tier 2: N/A
Tier3: RW, Chronomancer, Chronocorrupter, ChronoZ
Tier4: DMK
Supply grab: DMK
Stolen Catapult: DMK



Expected hp of foes deoending on level range (in wepaon damage %).
I'm going to do these calculations on the pessimistic side using equipment that is 9lvs behind (or more). The avg weapon range will be rounded down.

About stats: A base WIS of 40 will be considered to afford waves complenion with no mana issues.
About trinkets: Summon Honda for low levels, gauntlet series for mid-high lvs.
About accs: Accessories picked are the ones stated at Best Accessories for your Level, Class, and Style. Offensive and overall specifically.
Note: The estimated crit rate includes the LUK stat
About weapons: For DA: Zorbak staff (because ebil reasons) Non DA: Ancient defender Edge (because ancient reasons :P)
About weapon range: The resulting weapon % to kill are based on an average weapon range so 50% of the time you'll kill with said weapon range while 50% of the time your target will survive by little (I might do a weighted average later).
Weighted down average (WDA): (3Xmin damage + 1Xmax damage) /4 Note: stat bonusses are added after the result (which is rounded up).
Ultra offensive build (UOB): All stats to damage and LUK and using a weapon closest to your level or with high min damage. Examples: lv 68,78 wep/ pandora

VS LV29
Weak Hp: 147
Normal Hp: 196
Tanky Hp: 245
Auxiliary Hp: 123
DA players
Available stat points: 140
Average damage of lv 20 weapon: 42, stat +2
Average damage of lv 27 doom weapon: 69, stat +5, LUK -5
Average damage of lv 28 destiny weapon: 70,stat +5, LUK +5
Damage bonus from lv20 accs + weapon:+2,+2,+6,+2= 12+2=14 stat (normal) -> 12+5=17 stat (doom/dest)
Avg weapon damage: 10+42+1=53 -> 10+69+1=80 (doom) -> 10+70+1=81 (dest)
WDA: 39+10+1=50 -> 61+10+1=72 (doom) -> 63+10+1=74 (dest)
Estimated crit rate: 13% (normal) -> 14% (doom/dest)
Resulting weapon damage per bracket:
Normal
Weak: 277%/WDA: 294%
Normal: 370%/WDA: 392%
Tanky: 462%/WDA: 490%
Auxiliary: 232%/WDA: 246%

Doom
Weak: 184%/WDA: 204%
Normal: 245%/WDA: 272%
Tanky: 306%/WDA: 340%
Auxiliary: 154%/WDA: 171%

Destiny
Weak: 181%/WDA: 198%
Normal: 242%/WDA: 265%
Tanky: 302%/WDA: 331%
Auxiliary: 152%/WDA: 166%

Non-DA players
Available stat points: 140
Average damage of lv 20 weapon: 41, stat +1
Average damage of lv 8 doom weapon: 52
Damage bonus from lv20 accs + weapon: +2, +2, +6= 10+1=11 (normal) -> 10 (doom)
Avg weapon damage: 10+41+1=52 -> 10+52+1= 63 (doom)
WDA: 35+10+1=46 -> 44+1+10=55
Estimated crit rate: 12% (normal) -> 11% (doom)
Resulting weapon damage per bracket:
Normal
Weak: 282%/WDA: 320%
Normal: 377%/WDA: 426%
Tanky: 471%/WDA: 533%
Auxiliary: 236%/WDA: 267%

Doom
Weak: 233%/WDA: 267%
Normal: 311%/WDA: 356%
Tanky: 388%/WDA: 445%
Auxiliary: 195%/WDA: 224%

VS LV39
Weak Hp: 173
Normal Hp: 230
Tanky Hp: 287
Auxiliary Hp: 144
DA players
Available stat points: 190
Average damage of lv 30 weapon: 52, stat +3
Average damage of lv 35 doom weapon: 72, stat +6, LUK-6
Average damage of lv 36 destiny weapon: 73, stat +5 LUK+6
Damage bonus from lv30 accs + weapon: +4, +2, +6, +2= 14+3=10 stat (normal) -> 14+6=20 stat (doom) ->14+5=19 stat (dest)
Avg weapon damage: 15+52+1=68 -> 15+72+2= 89 (doom) -> 15+73+1=89 (dest)
Estimated crit rate: 16% (normal) -> 17% (doom/dest)
WDA: 15+49+1=65 -> 15+64+2= 81 (doom) -> 15+66+1=82 (dest)
Resulting weapon damage per bracket:
Normal
Weak: 254%/WDA: 266%
Normal: 338%/WDA: 354%
Tanky: 422%/WDA: 441%
Auxiliary: 211%/WDA: 221%

Doom
Weak: 194%/WDA: 213%
Normal: 258%/WDA: 284%
Tanky: 322%/WDA: 354%
Auxiliary: 162%/WDA: 177%

Destiny
Weak: 194%/WDA: 211%
Normal: 258%/WDA: 280%
Tanky: 322%/WDA: 350%
Auxiliary: 162%/WDA: 176%

Non-DA players
Available stat points: 190
Average damage of lv 30 weapon: 50, stat +3 LUK+2
Damage bonus from lv30 accs + weapon: +2, +6 = 8+3=11 stat
Avg weapon damage: 15+50+1=66
WDA: 15+45+1=61
Estimated crit rate: 16%
Resulting weapon damage per bracket:
Weak: 262%/WDA: 284%
Normal: 348%/WDA: 377%
Tanky: 435%/WDA: 470%
Auxiliary: 218%/WDA: 236%

VS LV49
Weak Hp: 195
Normal Hp: 260
Tanky HP: 325
Auxiliary Hp: 163
DA players
Available stat points: 240
Average damage of lv 40 weapon: 61, stat +4
Average damage of lv 48 doom weapon: 78, stat +7 LUK -6
Average damage of lv 47 destiny weapon: 79, stat +9 LUK +9
Damage bonus from lv40 accs + weapon: +2, +5, +3, +5, +2, +2= 19+4=23 (normal) -> 19+7=26 (doom) -> 19+9= 28 (dest)
Avg weapon damage: 20+61+2=83 -> 20+78+2=100 (doom) -> 20+79+2=101 (dest)
WDA: 20+57+2=79 -> 20+70+2=92 (doom) -> 20+72+2=94 (dest)
Estimated crit rate: 22% (normal)-> 22% (doom) -> 24% (dest)
Resulting weapon damage per bracket:
Normal
Weak: 235%/WDA: 247%
Normal: 313%/WDA: 329%
Tanky: 391%/WDA: 411%
Auxiliary: 196%/WDA: 206%

Doom
Weak: 195%/WDA: 212%
Normal: 260%/WDA: 283%
Tanky: 325%/WDA: 353%
Auxiliary: 163%/WDA: 177%

Destiny
Weak: 193%/WDA: 207%
Normal: 257%/WDA: 276%
Tanky: 322%/WDA: 346%
Auxiliary: 161%/WDA: 173%

Non-DA players
Available stat points: 240
Average damage of lv 40 weapon: 59, stat +3 LUK +4
Damage bonus from lv40 accs + weapon: +2, +5, +3, +6, +2= 18+3=21
Avg weapon damage: 20+59+2=81
WDA: 20+54+2=76
Estimated crit rate: 18%
Resulting weapon damage per bracket:
Weak: 240%/WDA: 257%
Normal: 321%/WDA: 342%
Tanky: 401%/WDA: 427%
Auxiliary: 201%/WDA: 214%

VS LV59
Weak Hp: 216
Normal Hp: 288
Tanky Hp: 360
Auxiliary Hp: 180
DA players
Available stat points: 290
Average damage of lv 50 weapon: 68, stat+6
Average damage of lv 56 doom weapon: 83, stat+8 LUK-6
Average damage of lv 50 destiny weapon: 81, stat+10 LUK+10
Damage bonus from lv50 accs + weapon: +3, +6, +4, +6, +3, +2= 24+6=30 (normal) -> 24+8=32 (doom) -> 24+10= 34 (dest) LUK:+5+8+2=15 (normal) -> 15-6=9 (doom) -> 15+10=25 (dest)
Avg weapon damage: 20+3+68+3=94 -> 20+2+83+3=108 (doom) -> 20+3+81+3=107 (dest)
WDA: 20+3+64+3=90 -> 20+2+74+3=99 (doom) -> 20+3+74+3=100 (dest)
Estimated crit rate: 27% (normal) ->27% (doom) ->29% (dest)
Resulting weapon damage per bracket:
Normal
Weak: 230%/WDA: 240%
Normal: 306%/WDA: 320%
Tanky: 383%/WDA: 400%
Auxiliary: 191%/WDA: 200%

Doom
Weak: 200%/WDA: 218%
Normal: 266%/WDA: 291%
Tanky: 333%/WDA: 363%
Auxiliary: 166%/WDA: 182%

Destiny
Weak: 202%/WDA: 216%
Normal: 269%/WDA: 288%
Tanky: 336%/WDA: 360%
Auxiliary: 168%/WDA: 180%

Non-DA players
Available stat points: 290
Average damage of lv 50 weapon: 66, stat+6 LUK+4
Damage bonus from lv50 accs + weapon: +3, +6, +4, +6, +4= 23+6=29 LUK: +5+4=9
Avg weapon damage: 20+2+66+2=90
WDA: 20+2+62+2=86
Estimated crit rate: 23%
Resulting weapon damage per bracket:
Weak: 240%/WDA: 251%
Normal: 320%/WDA: 335%
Tanky: 400%/WDA: 418%
Auxiliary: 200%/WDA: 209%

VS LV69
Weak Hp: 235
Normal Hp: 313
Tanky Hp: 392
Auxiliary Hp: 196
DA players
Available stat points: 340
Average damage of lv 60 weapon: 75, stat+8
Average damage of lv 66 doom weapon: 92, stat+12 LUK-12
Average damage of lv 50 destiny weapon: 81, stat+10 LUK+10
Damage bonus from lv60 accs + weapon: +3, +7, +6, +4, +5, +3= 28+8=36 (normal) -> 28+12=40 (doom) -> 28+10=38 (dest) LUK: +7 +7 -3 = 11 (normal) -> 11 - 12 = -1 (doom) -> 11+10=21 (dest)
Avg weapon damage: 20+5+75+3=103 -> 20+4+92+4=120 (doom) -> 20+6+81+3=110 (dest)
WDA: 20+5+72+3=100 -> 20+4+84+4=108 (doom) -> 20+6+74+3=103 (dest)
UOB: 20+7+81+3=111 37% crit
Estimated crit rate: 34% (normal) ->35% (doom) ->38% (dest)
Resulting weapon damage per bracket:
Normal
Weak: 228%/WDA: 235%/UOB: 212%
Normal: 304%/WDA: 313%/UOB: 282%
Tanky: 380%/WDA: 392%/UOB: 353%
Auxiliary: 190%/WDA: 196%/UOB: 176%

Doom
Weak: 196%/WDA: 217%
Normal: 261%/WDA: 290%
Tanky: 327%/WDA: 363%
Auxiliary: 163%/WDA: 181%

Destiny
Weak: 214%/WDA: 228%
Normal: 284%/WDA: 304%
Tanky: 356%/WDA: 380%
Auxiliary: 178%/WDA: 190%

Non-DA players
Available stat points: 340
Average damage of lv 60 weapon: 74, stat+8 LUK+5
Damage bonus from lv60 accs + weapon: +7, +4, +4, +4= 19+8=27 LUK: +7 +7 +6 +3= 23+5 = 28
Avg weapon damage: 20+6+74+2=102
WDA: 20+6+68+2=96
UOB: 20+8+78+2=108 crit 35%
Estimated crit rate: 33%
Resulting weapon damage per bracket:
Weak: 230%/WDA: 245%/UOB: 218%
Normal: 307%/WDA: 326%/UOB: 290%
Tanky: 384%/WDA: 408%/UOB: 363%
Auxiliary: 192%/WDA: 204%/UOB: 181%

VS LV79
Weak Hp: 252
Normal Hp: 336
Tanky Hp: 420
Auxiliary Hp: 210
DA players
Available stat points: 390
Average damage of lv 70 weapon: 82 Stat+10
Average damage of lv 66 doom weapon: 92, stat+12 LUK-12
Damage bonus from lv70 accs + weapon: +5, +8, +8, +9, +5, +3= 38+10=48 (normal) -> 38+12=50 (doom) LUK: +10 +10 -3 +10 +2 -3 = 26 (normal) -> 26 - 12 = 14 (doom)
Avg weapon damage: 20+8+82+4=114 ->20+8+92+5=125 (doom)
WDA: 20+8+78+4=110 ->20+8+84+5=117 (doom)
UOB: 20+11+87+4=122 crit 47%
Estimated crit rate: 43% ->44% (doom)
Resulting weapon damage per bracket:
Normal
Weak: 221%/WDA: 229%/UOB: 206%
Normal: 295%/WDA: 323%/UOB: 275%
Tanky: 368%/WDA: 382%/UOB: 344%
Auxiliary: 184%/WDA: 191%/UOB: 172%

Doom
Weak: 202%/WDA: 215%
Normal: 269%/WDA: 287%
Tanky: 336%/WDA: 359%
Auxiliary: 168%/WDA: 179%

Non-DA players
Available stat points: 390
Average damage of lv 70 weapon: 80, stat+9 LUK+6
Damage bonus from lv70 accs + weapon: +7, +6, +4, +6= 23+9=32 LUK: +7 +4 +7 -2 +6= 22+6 = 28
Avg weapon damage: 20+8+80+3=111
WDA: 20+8+76+3=107
UOB: 20+10+83+3=116 crit 37%
Estimated crit rate: 35%
Resulting weapon damage per bracket:
Weak: 227%/WDA: 235%/UOB: 217%
Normal: 303%/WDA: 314%/UOB: 290%
Tanky: 378%/WDA: 392%/UOB: 362%
Auxiliary: 189%/WDA: 196%/UOB: 181%



Suitable classes for:

LV 20 to 29
DA: Pirate,Ninja,RW,Cryptic,Ascendant,DK,IBR,DMK
Doom/Dest DA: Pirate,Ninja,DS,FMA,Guardian,RW,Cryptic,Ascendant,DK,ACC,EPKL,IBR,AExo,DMK
Non-DA: Mage/Rogue/Warrior,Pirate,Ninja,DK

Lv 30 to 39
DA: Pirate,Ninja,RW,Cryptic,Ascendant,DK,IBR,DMK
Doom/Dest DA: Pirate,Ninja,DS,ECC,FMA,Guardian,RW,Cryptic,Ascendant,DK,ACC,EPKL,IBR,AExo,DMK
Non-DA: Mage/Rogue/Warrior,Pirate,Ninja,DK

Lv 40 to 49
DA: Pirate,Ninja,FMA,RW,Cryptic,Ascendant,DK,EPKL,IBR,DMK
Doom/Dest DA: Pirate,Ninja,DS,ECC,FMA,Guardian,RW,Cryptic,Ascendant,DK,ACC,EPKL,IBR,AExo,DMK
Non-DA: Mage/Rogue/Warrior,Pirate,Ninja,DK

Lv 50 to 59
DA: Pirate,Ninja,FMA,RW,Cryptic,Ascendant,DK,EPKL,IBR,DMK
Doom/Dest DA: Pirate,Ninja,DS,ECC,FMA,Guardian,RW,Cryptic,Ascendant,DK,ACC,EPKL,IBR,AExo,AoT,DMK
Non-DA: Mage/Rogue/Warrior,Pirate,Ninja,DK

Lv 60 to 69
DA: Pirate,Ninja,ECC,FMA,RW,Cryptic,Ascendant,DK,EPKL,IBR,AExo,DMK
Doom/Dest DA: Pirate,Ninja,DS,ECC,FMA,Guardian,RW,Cryptic,Ascendant,DK,ACC,EPKL,IBR,AExo,AoT,DMK
Non-DA: Mage/Rogue/Warrior,Pirate,Ninja,DK

Lv 70 to 79
DA: Pirate,Ninja,DS,ECC,FMA,Guardian,RW,Cryptic,Ascendant,DK,ACC,EPKL,IBR,KAA,AExo,AoT,DMK
Non-DA: Mage/Rogue/Warrior,Pirate,Ninja,DK

Missing: Cmancer,Ccorrupter,CZ



VS 3 battles: Chances to crit with 1 hit type mult with:

1 hit crit kill chance with strong mult: 3/3
20% crit->1 crit->20% 3 tries: 1-(0,8^3)*100=48,8% (3 turn win)
2 crits->4% 3 attempts: 4%*3/2=6% (2 turn win)
3 crits->0,8% (1 turn win)
25% crit->1 crit->25% 3 tries: 1-(0,75^3)*100=57,81% (3 turn win)
2 crits->6,25% 3 attempts: 6,25%*3/2=9,375% (2 turn win)
3 crits->1,5625% (1 turn win)
30% crit->1 crit->30% 3 tries: 1-(0,7^3)*100=65,7% (3 turn win)
2 crits->9% 3 attempts: 9%*3/2=13,5% (2 turn win)
3 crits->2,7% (1 turn win)
35% crit->1 crit->35% 3 tries: 1-(0,65^3)*100=72,5375% (3 turn win)
2 crits->12,25% 3 attempts: 12,25%*3/2=18,375% (2 turn win)
3 crits->4,2875% (1 turn win)
40% crit->1 crit->40% 3 tries: 1-(0,6^3)*100=78,4% (3 turn win)
2 crits->16% 3 attempts: 16%*3/2=24% (2 turn win)
3 crits->6,4% (1 turn win)
45% crit->1 crit->45% 3 tries: 1-(0,55^3)*100=83,36% (3 turn win)
2 crits->20,25% 3 attempts: 20,25%*3/2=30,375% (2 turn win)
3 crits->9,1125% (1 turn win)
50% crit->1 crit->50% 3 tries: 1-(0,5^3)*100=87,5% (3 turn win)
2 crits->25% 3 attempts: 25%*3/2=37,5% (2 turn win)
3 crits->12,5% (1 turn win)

1 hit crit kill chance with weak mult: 2/3
20% crit->1 crit->20%*2/3=13,3% 3 tries: 1-(0,8^3)*100*2/3=32,53% (3 turn win)
2 crits->2,6%*1/2=1,3% 6%*2/3*1/2=2% (2 turn win)
3 crits->0,8% (2 turn win)
25% crit->1 crit->25%*2/3=16,6% 3 tries: 1-(0,75^3)*100*2/3=38,54% (3 turn win)
2 crits->4,16%*1/2=2,08% 9,375%*2/3*1/2=3,125% (2 turn win)
3 crits->1,5625% (2 turn win)
30% crit->1 crit->30%*2/3=20% 3 tries: 1-(0,70^3)*100*2/3=43,8% (3 turn win)
2 crits->6%*1/2=3% 13,5%*2/3*1/2=4,5% (2 turn win)
3 crits->2,7% (2 turn win)
35% crit->1 crit->35%*2/3=23,3%3 tries: 1-(0,65^3)*100*2/3=48,35% (3 turn win)
2 crits->8,16%*1/2=4,08% 18,375%*2/3*1/2=6,125% (2 turn win)
3 crits->4,2875% (2 turn win)
40% crit->1 crit->40%*2/3=26,6% 3 tries: 1-(0,6^3)*100*2/3=52,26% (3 turn win)
2 crits->10,66%*1/2=5,33% 24%*2/3*1/2=8% (2 turn win)
3 crits->6,4% (2 turn win)
45% crit->1 crit->45%*2/3=30% 3 tries: 1-(0,55^3)*100*2/3=55,57% (3 turn win)
2 crits->13,5%*1/2=6,75% 30,375%*2/3*1/2=10,125% (2 turn win)
3 crits->9,1125% (2 turn win)
50% crit->1 crit->50%*2/3=33,3% 3 tries: 1-(0,5^3)*100*2/3=58,3% (3 turn win)
2 crits->16,6%*1/2=8,33% 37,5%*2/3*1/2=12,5% (2 turn win)
3 crits->12,5% (2 turn win)

Criticals classification (on an offensive build based on main stat >LUK)
Low: 15% to 30%: DA level range: 30 to 50 -> Non-DA level range: 30 to 60
Normal: 30% to 40%: DA level range: 50 to 70 -> Non-DA level range: 60 to 80
High: 40% to 50% DA level range: lv70+



Hp scaling formulas
Note: These formulas are valid only for lv30 and beyond. For lv1 to 30 I'll show a table with the values below.
Note 2: The error from the calculation vs the real values is 1% or less (otherwise tell me and I'll check the formula again).
Note 3: "Hp" is the resulting calculated hp and "Lv" is your characters lv (must be 30 or higher).

Weak
Hp=-0.01*(Lv-29)^2+2.5804*(Lv-29)+147.76
Normal
Hp=-0.0125*(Lv-29)^2+3.4023*(Lv-29)+197.11
Tanky
Hp=-0.0166*(Lv-29)^2+4.3029*(Lv-29)+245.99
Auxiliary
Hp=-0.0079*(Lv-29)^2+2.1301*(Lv-29)+123.44

LV1-30 Table (some lv's are missing)

Thanks to: Azan,Space Robin,Brasca123,W.A.R.Z,,Roxas45,Chaoshaper for making it possible

Guide making crew

[image]http://i1119.photobucket.com/albums/k634/crabpeople92/muskeeters_zpsnwncvoas.png[/image]




Azan -> RE: All you need to know about Wars (7/16/2015 12:14:12)

Sections as promised!




Warmongers


A warmonger is a player who actively participates in wars. A warmonger's implication can take multiple forms, but the most frequent one is farming waves. Warmongers who dedicate in farming waves usually try to achieve counterbreak (see glossary). Some of the most dedicated ones can defeat waves ranging from several hundreds to several thousands or even tenth thousands for the longer wars. Warmongers have multiple reasons to war: some do it for the massive experience and gold they get from this sort of farming, some do it for the Defender's Medals they can later use to get some of the top gear in the game and some do it to contribute to the community's victory and to advance the story.

What do you need to become a warmonger? There are multiple visions of what a good warmonger is. Some are very active on war threads where they give encouragements and kind words while some are exclusively active on the battlefield where they farm crazy amounts of waves. What all warmongers have in common is their desire to help during wars and their positive activity towards the warring community's victory!


Feel free to change anything you like.




War Threads


On the DragonFable General Discussion, when wars occur, war threads are posted. These threads are the place for players to discuss the war in all of its aspects. On war threads, you will find forum users reporting the amount of waves they did, encouraging others, posting Hourly Wave Counts, discussing the lore of the war, analyzing strategies to defeat waves faster or to beat the boss, sharing music suggestions, rejoicing when another percent of the war has been beaten, calling raids, doing some roleplaying and shouting warcries. The roleplaying found in the war threads usually involves handing out coffee, cookies and muffins and/or loading other players on the catapult and throwing them into the battlefield. The war threads are always lively and full of positivism. They are the perfect place if you need encouragement to defeat more waves, or just enjoy chatting about the war while killing monsters!


Feel free to change anything you like.




A Short History of Wars


The first war of DragonFable, the Undead Assault, is released in May 2006. It contains 100 000 waves. It also marks the release of Defender's Medals. The first war boss, Gorgok the Stone Dragon, appears in DragonFable's second war ever, Dragon Attack on Willowshire. The first Friday the 13th war takes place in October 2006. It became an Artix Entertainment tradition to release wars every Friday the 13th. So far, in DragonFable, there were 17 Friday the 13th wars.

The Wrath of Xan invasion happens during March 2007. During that war, Falconreach is completely destroyed by Fire monsters. The boss from that war, Xan himself, is meant to be unbeatable. In these Design Notes from the Artix website, game dev Cysero says:
quote:

The players lost that war and Falconreach was burned down to the ground. Only one board remained but the hero gave a very rousing speech saying that as long as one board remained, that Falconreach had not truly fallen (I wrote that war and I'm still pretty pleased with that speech).

That war gave us the opportunity to rebuild Falconreach using new art but that was just a happy side effect. The players really could have won that war but they didn't pull it off and that became part of history in DF.

After this, the wars get bigger and draw more motivation from the community. Over time, warmonger clans form, such as Cysero's Defenders and the Beacons of Hope. Wars get increasingly immersive and detailed. Two-sided wars start to appear, like the First Pirate vs. Ninjas War in September 2007 and the Monkee War in August 2008. In the Battle for Moonridge War, in April 2008, a new method for warring appears: the Bombing Run for DragonLords. In the Lucky Day 2010 - Gild the World Gold War, the Catapult minigame is released as another warring method. Today, the Catapult is still recognized as one of the fastest - if not the fastest - warring method in all of Artix Entertainment's games. The Storm War, in January 2009, has 10 ways of fighting waves!

We jump ahead to DragonFable's hugest war: the Final 13th, the war against Sepulchure's army. Starting in May 2011, it extended to... July 2011! The war started with 4 million waves, but Sepulchure appeared on the battlefield and gave you a good beating, then threw 16 million more waves for a total of 20 million waves of undead creatures!

Book 2, Elemental Dissonance, starts with two Friday the 13th wars: Rift War (8 million waves) and Rising Fire (5 million waves), opposing you and the mysterious alien beings known as Atealans to the fiery infernal armies of a world-destroying being named Wargoth. Near the end of Book 2, another war takes place, Wrath of Wargoth (15 million waves). The boss, Wargoth himself, is meant to be unbeatable.

In Book 3, the Dragonrider War, taking place in January 2015, makes you fight as your toddler dragon while your character is away in an infiltration mission. At this time, the thread Issues with wars and how to improve them? is created. This thread eventually leads to the idea of having the wars be "losable" and having punishments for it. The next war, Friday the 13th in February 2015, is known as the "war of shame": even if it is just 1 million waves, the warring community loses this one due to a number of factors. The next Friday the 13th war, Serenity Before the Storm, takes place one month after, in March 2015. Baron Jaysun Valtrith kidnaps the innkeeper, Serenity, into his castle in Doomwood and the warmongers go on the offensive to rescue her. It consists in 4 million waves. This war brings a lot of novelty: the war meter is not in the form of a percentage, but in the form of a map that shows the progress made in towards the castle. The warring methods also change: at a certain point during the war, the Catapult is stolen and becomes impossible to use. As the war keeps advancing, the Bombing Run becomes unavailable too. At the end, the warring community defeats 94% of the war, but does not achieve victory. As a result, Serenity is killed in a brutal way. There were talks of implanting a curse that reduces the players' Bonus to Hit as a result of failing, but such a thing was impossible due to coding issues, as explained in these Design Notes.

The next war will take place in November 2015. For the first time in the history of DragonFable, two consecutive wars have been lost. Third time's the charm? That depends on everyone's participation in the upcoming war!

Feel free to change anything you like.

Caststarter should be in the acknowledgements for giving me precious informations.




Things that could be added to the glossary:

WPH: Waves Per Hour.
HWC: Hourly Wave Count. These are posted by forum users on War Threads each hour and report the progress done by the community during last hour.
Raid: Periods where one or several warmongers stop all other activities they may be doing, isolate themselves and solely defeat waves until the raiding time they set for themselves is up.
Counterbreak: Players counterbreak when they achieve 1001 waves during one war. At this number, their Character Page stops counting waves (but the waves done after that still count towards the war meter itself!).




crabpeople -> RE: All you need to know about Wars (7/16/2015 12:39:40)

Wow Azan you're on fire [:D].

Nah the warmonger definition is fine. Although I'm not really fond of bolding key words (my opinion can change as we progress though the guide though).

Now the warmonger speech is missing (inspiration is a capricious thing). A short text or a poem is fine. Something that mentiont the will to fight no matter how dire the situation is... And the rise of new warmongers where others have fallen (have left the game).




Hopeful Guy -> RE: All you need to know about Wars (7/16/2015 12:43:48)

The title should be changed, because 'All you need to know about X' is exclusively intended for class guides, as a method to keep them all in one place. I will leave it up to you to decide on an alternate title.

I will also quote a relevant section of Guidelines to Guides (I already mentioned this to crabpeople, but I will post here for the benefit of anyone else working on this guide):

quote:

1. Guides to Activities
Guides to activities are any guides that attempt to cover an activity, such as a chain of quests or a skill/class chain (like Blacksmithing). These topics are often difficult because so much of the information needed for the guide is already contained within the DragonFable Encyclopedia. These guides need a high level of original analysis and insight in order to be viable--that is, it’s totally unnecessary for you to just repeat what is in the 'Pedia entry.


Wars can overlap with that in some parts. Your guide could also potentially end up about the forums rather than the game, and that shouldn't happen. Good luck with the guide!





crabpeople -> RE: All you need to know about Wars (7/16/2015 12:51:26)

Mmm... I'm between: A guide to wars or The DF Wars Handbook
Any ideas?

quote:

potentially end up about the forums rather than the game


Yeh we'll try to be careful on this one. Depending of how the guide goes, there might be some content not being developed at all.




Azan -> Another section for the warring guide! (7/16/2015 14:02:17)

quote:

Now the warmonger speech is missing (inspiration is a capricious thing). A short text or a poem is fine. Something that mentiont the will to fight no matter how dire the situation is... And the rise of new warmongers where others have fallen (have left the game).

Hmm... I may have an idea about that one.
quote:

Your guide could also potentially end up about the forums rather than the game, and that shouldn't happen. Good luck with the guide!

Got it. The "War Threads" section is intended to be kept short, as it's not the focus of the guide. It exists because it is, after all, a facet of the war.

Edit: Edited the section "War Threads" into my first post. Let me know if anything needs to be changed!

Edit 2: Edited the section "A short History of Wars" into my first post. Let me know if anything needs to be changed!




crabpeople -> RE: Another section for the warring guide! (7/17/2015 5:33:51)

War threads is fine. I'll consider later on if I delete that section and put it inside another section (due to it's extention). But right now it will stay as it is.

"A short History of Wars": Nice summary. There's not all the wars like the first dragon rose war or the ravenloss wars (or the amityvale war) but it's fine this way.

quote:

At the end, the warring community defeats 94% of the war, but does not achieve victory.


I'm pretty sure we lost around the 96-98% I think it was 97,X%. the 1m shameful war was around the 70-80%

quote:

Caststarter should be in the acknowledgements for giving me precious informations.


Sure no problem but could you give me more details? Cuz thanks caststarter for precious information is weird [:D]

What I'll do today:

1-Add Azan stuff to the guide. done (I'm searching the lost war %). War threads are not there anymore. But I think you're actually right because I remember the count being something like 220k waves short. On a 4m war that's 5,5% -> 94 ish %
2-Change the guide title to another provisional or maybe definitive name. done
3-Write something at the Introdutcion and Wars and you (might combine both sections depending on the extentsion of both parts). not done (It will be done tomorrow probably. because reasons).
4-Warmogners legacy introduction and format so we can accept feedback of that section. done




Azan -> RE: A Guide To Wars (7/17/2015 8:48:44)

quote:

"A short History of Wars": Nice summary. There's not all the wars like the first dragon rose war or the ravenloss wars (or the amityvale war) but it's fine this way.

Yep. That section could have been a whole guide in itself, so I avoided talking about the wars that do not bring novelty in the warring system/history, as awesome as they may have been, to focus on ones like Wrath of Xan, Final 13th and Serenity before the Storm.
quote:

I'm pretty sure we lost around the 96-98% I think it was 97,X%. the 1m shameful war was around the 70-80%

Oh? Well, that's entirely possible.
quote:

Sure no problem but could you give me more details? Cuz thanks caststarter for precious information is weird

Yup. Well, she gave me the infos for the Catapult and Bombing Run minigames (the first war they've been in), so "thanks to Caststarter for information in A short History of Wars" would be good IMO.




Edit: First (and modest) typo-hunting run:

quote:

progress though wars

through (from Glossary/wave)


quote:

atleast 1 nuke skill.

at least (from Glossary/nuke)


quote:

% wepaon damage calculation:

weapon (from Warmonger friendly classes analysis/Testing conditions)


quote:

it's convenient to share these text as links

texts (from Warmongers Legacy/Warmongers Tales and stories)


quote:

a permanent thread were you have them posted.

where (from Warmongers Legacy/Warmongers Tales and stories)


Also, in your Warmongers Legacy section, the submission format you put would be better if coded than being in caps like it is. Like this:
Submission format: [link] Soundtrack title [/link] [i] Suggested by "forum username"[/i] 

I say this because it's the usual submission format used in the forums. Not a major problem though, of course![:)]




crabpeople -> RE: A Guide To Wars (7/17/2015 13:28:21)

quote:

First (and modest) typo-hunting run:
Here we go again [:D].

thanks for the code tip. I didn't know about that (that's why I used the capital letters).

I was going to do the intro thing but then I got distracted by the numbers (testing the % weapon damage needed to 1 shot stuff). Everything was fine Till I decided to mess around with guests. Then this happens [:D].

I'm reporting the bug right now btw. Done

Anyways we're advancing really fast. Seriously, at this rate we're done in about 2 weeks.




crabpeople -> RE: A Guide To Wars (7/18/2015 10:51:14)

I guess I'll be working today on the first 2 sections. (I've been testing some stuff with classes). yeh yeh the number part is what entertains me the most [:D].

I realized that guests don't increase the max hp of the enemies at the Supply Grab quests. Interesting... If it's intentded I will add it somewhere as a "trick". Less work for me then [:D]

Note: Avoid searching for typos at section: WAR7 ty




Ash -> RE: A Guide To Wars (7/18/2015 10:52:20)

That's something that'll get fixed. The quests are using the old battle system which is being updated to take scaling from guests in 14.1 so it's even across the entire game.




crabpeople -> RE: A Guide To Wars (7/18/2015 13:42:32)

Ok introduction is pretty much done. Feel free to add any missing information that you feel it belongs or any change suggestions of the already written part.

I deleted the wars and you part cuz the content of that section was so small that it wasn't even worth a spot for it's own.

I guess the next section will be the spoilers of War.

Meanwhile I'll need the help of any volunteers regarding classes efficiency. I'll need a lv80: RiftWalker, Cryptic, Doomknight, Chronomancer, Chronocorrupter. If they are lv70+ it's fine.

If you want to help please reply to this thread and I'll tell what you have to do (If the testing goes as intended it will take about 30 mins of you time).





Azan -> RE: A Guide To Wars (7/18/2015 18:00:14)

I can do both RiftWalker and Doomknight (though I'm not 100% sure I have the time in a short delay. Starting from tomorrow, repairs will shut down my wi-fi for 2 weeks...)! My Cryptic alt is level 55 though, so that won't work, and I don't have Chronomancer or Chronocorrupter.

A few more typos I've stumbled upon:
quote:

There are lots of beneffits

benefits (from Spoils of war)


quote:

Highest minimun damage

minimum (from Warmonger friendly classes analysis/Testing conditions)


quote:

Offensive build
At lv80-> enemy hp*100/ (85 minimun weapon damage + 26 LUK/STR/DEX/INT weapon damage) = (enemy hp/ 111)*100
Ultra offensive build (UOB)
At lv80-> enemy hp*100/ (85 minimun weapon damage + 38 LUK/STR/DEX/INT weapon damage) = (enemy hp/ 123)*100

minimum (from Warmonger friendly classes analysis/Testing conditions)



The following is not a typo, but I've noticed you use class abbreviations and acronyms instead of their real name in Warmonger friendly classes analysis. With the Abbreviations and Acronyms guide up to date, yes, one who does not know what these refer to may go take a look, but it would be easier for players not familiar with classes abbreviations and acronyms if you put the complete class names, as in the following:
quote:

Contenders for footwaves:
Tier 2: DragonSlayer, Paladin, Ninja, Pirate, TogSlayer, Frost Moglin Armor, Guardian
Tier 3: Ascendant, Cryptic, RiftWalker, DeathKnight, Avara of Time, Chronocorrupter, Chronomancer, Evolved PumpkinLord, Icebound Revenant, Kathool Adept Armor
Tier 4: Doomknight
Non-DA players: DeathKnight, Ninja, Pirate

Contenders for Supply Grab/Stolen Catapult:
Tier 2: TogSlayer, SoulWeaver+Artifact
Tier 3: Evolved PumpkinLord, RiftWalker
Tier 4: Doomknight
Non-DA players: TogSlayer




Other than that, I can say it's advancing veeery fast so far. Nice job crabpeople![:D]




Hopeful Guy -> RE: A Guide To Wars (7/18/2015 18:17:01)

I have Chronomancer, Doomknight and Cryptic on my level 80 main, so I can help you with that. Which only leaves Chronocorruptor...




Sakurai the Cursed -> RE: A Guide To Wars (7/19/2015 3:24:02)

I've got ChronoCorruptor.




crabpeople -> RE: A Guide To Wars (7/19/2015 13:59:08)

@Azan:
quote:

Note: Avoid searching for typos at section: WAR7 ty

Bad bad Azan! (actually is WAR6 but whatever). I was aware of possible typos of that section.

quote:

The following is not a typo, but I've noticed you use class abbreviations and acronyms instead of their real name in Warmonger friendly classes analysis. With the Abbreviations and Acronyms guide up to date, yes, one who does not know what these refer to may go take a look, but it would be easier for players not familiar with classes abbreviations and acronyms if you put the complete class names, as in the following:

I was aware of that too. I just noted the classes in a fast way so I don't forget later on. They got the full names now. I'll use the short names at the results part though.

Changing the subject:

Oh so I got all the test subjects I needed in 1 day? wow that was fast. Excellent

Note that I won't require your services till next weekend probably (still I have to work on other sections and run the first tests on my own) so Azan's internet issue won't be a problem after all.

What I would like to know right now is if you can reach the ultra offensive build standards. That means being lv80 with 395 points between STR/DEX/INT/LUK (don't change your stats... yet :P) and having the lv80 Pandora weapon equipped. With all of this... can your offensive accessories get you to the +38 damage? If the answer is NO tell me your limit (33,34,35...).

Things to remember for future stuff: DA tags to DA only quests.





Sakurai the Cursed -> RE: A Guide To Wars (7/20/2015 8:00:36)

My current accessories give me +37, because only 222 Luk. If you tell me what accessories to use though I'd be fine with getting them.




crabpeople -> RE: A Guide To Wars (7/20/2015 10:46:09)

Sure thing:

Weapon: Pandora
Cape: Puzzling cards
Ring: Defender's Dragon Ring XXIX (Hard to get)
Helm: Doomknight Helm (Special Offer)
Neck: Defender's Dragon Necklace XXXII (Hard to get)
Belt: Unhallowed Deathknight Belt
Trinket: Elemental Unity Defender XIII (Hard to get + SO)

All of that + all STR/DEX/INT/LUK in stats give +38. And I think you can get to the +39 or +40.
It might be too high though so I don't mind lowering it to +35 (the key is that the mult. auxiliary targets are lower than 180% so they can be 1 shoted by ACC,KAA)




Sakurai the Cursed -> RE: A Guide To Wars (7/20/2015 12:45:57)

I actually had all of those already, so it's all good. But, that setup only seems to be 258 Str/Dex/Int at most, with 248 Luk at 195 base, so it's not at +38...? Anyway, looking through my bank I can get to +39 for sure, maybe +40 if I do some ninja min-maxing.




crabpeople -> RE: A Guide To Wars (7/20/2015 13:01:17)

Woopsie! U got me there. I was using the DMK help when I came up with the +38 thing. (it's corrected now).

The objective is to get to a high amount not the max possible to make it possible for a decent amount of players. Just like the crit % once the testing beggins, it will be high (over 40%) but definately not the crit cap.

That's why I might reduce the +38 to +37 probably. The offensive one is fine as it is, so players with offensive builds get more than enough room wihtout messing around with stats. Even players with no LUK in stats can archieve the +26 with 200 STR/DEX/INT and items (let's say +1 from LUK and +5 damage stat from items).

Changing the subject:the Spoils of war section (WAR3) is finished. Next part is General Warring tips.

Any suggestions or corrections are welcome.

Below:

quote:

Note that I won't require your services till next weekend probably (still I have to work on other sections and run the first tests on my own)

quote:

(don't change your stats... yet :P)

The answer is yes but not now. In some days I'll tell you what you have to do and then to retain your stats. But still I have to work on the other sections and do a couple of armor tests on my own to see how it goes.

Edit: 145 WIS? you hate your dragon or something? [:D]




Hopeful Guy -> RE: A Guide To Wars (7/20/2015 13:41:40)

Do I need to retrain my stats? I currently have a build which is specifically for boss fights- 50 DEX, 200 LUK, 145 WIS. If you want, I can retrain it.




crabpeople -> RE: A Guide To Wars (7/20/2015 16:47:58)

ok the "General warring tips" is almost finished. I'll have it done by tomorrow. So refrain from correcting typos and other stuff till it's finished.

So far 1/3 has been done in less than 1 week. Wow the cookiemancer and ebilmancer combo is definately OP.
Now the warring modes and classes is going to be like 50% of the guide [:D].

@ Hopeful Guy: you have an edit of my previous post to answer your question.

Edit: Does anyone want to work for the guide's banner? I'm thinking about some 300 movie style art but any theme that is related to wars is fine so I won't be picky in that regard.




crabpeople -> RE: A Guide To Wars (7/21/2015 7:57:13)

Ok today:

-Added Zarbie class to t2 contenders (forgot about it. Literally the forever alone class [:D]).
-More FAQ questions added.

Stuff I'll do today:

-Finish the general warring tips. done
-Start the Warring modes analysis (maybe).

Ohh wait... Does anyone has SnugglePanda? I think I'll just skip this class.



Testing: I've been testing my catapult speed. I've used the shameful 1m war as the practice zone to avoid item drops. I've been doing 10 catapults waves in a row tests. Starting the count when the "catapult" button was pressed and stopping when the "close" button was pressed (the 10th wave of course). I did it a total of 4 times. Results are:
T1:93,4 T2:94,9 T3:97,7 T4:88,71 unit: seconds

That's an average speed of 6,4 waves/min. The loading screen times have been less than 1 second (all of them).
The only flaw I find in my strategy is that sometimes a mob takes a few shots in order to be eliminated (explaining the difference between t3 and t4). If you find a way to clear catapult waves preventing this problem then you'll get a higher speed (and I would like you to share it :P).


About bombing run: War selected: Storm the castle. 4 waves in a row 3 times.
Loading screens less than 1 second. Got no item drops. Starting the count when the "play" button is pressed and stopping when the "close" button was pressed (4th wave).
Results are:

T1:109,1 T2:113 T3: 112,4 unit: seconds

That's an average speed of 2,15 waves/min. There's no strategy in this one so there's no need to discuss anything about this method.




crabpeople -> RE: A Guide To Wars (7/22/2015 16:25:27)

I was planning on doing the warring modes analysis but I'm not in the mood for it. Instead I've been running the first wave speed tests. I'll leave the final results in the guide in a "ranking" stating the average time and the resulting average WPM. What I'll leave here are the detailed tests with a small review (the format is "minutes":"seconds","decimal seconds"). This detailed info won't appear in the guide that's why I leave it here.

The setup is at the war section but I'll repeat it again here. Damage is 85 minimal + 38 from stats and critical rate is 47%. Yes that means UOB (ultra offensive build). It's the one that benefits tier 2 classes the most. The war selected is storm the castle -> to battle! The tests are 3 waves in a row (doing more might result in mana issues for some classes) 5 times.

Footwaves
Tier 2

DS
T1: 1:24,8 T2: 1:26,9 T3: 1:37,7 T4: 1:31,4 T5: 1:47,1 -> AVG: 1:33,6
Review: It's an ok class. The only drawbacks are the lacking power of the crit and the dire situation of losing a lot of time if the crit skills fails due to the lack of no secondary nuke.
Necro
T1: 1:57,7 T2: 1:53,5 T3: 1:55,2 T4: 1:43,3 T5: 2:09,5 -> AVG: 1:55,8
Review: Chamìon has a long animation (the summons in general). The passive is a nuisance at mult battles.
Pally
T1: 2:07,1 T2: 1:57,8 T3: 2:19,8 T4: 1:48,6 T5: 2:46,4 -> AVG: 2:12,0
Review: The passive is a nuisance in case they survive... and Wrath takes forever. Even using phoenix song for the weaklings to save time... It's just bad for wars.
Ninja
T1: 1:35,4 T2: 1:30,3 T3: 1:31,0 T4: 1:27,4 T5: 1:33,1 -> AVG: 1:31,5
Review: Well ninjas are quick what did you expect? The only drawback is the lack of power of the crit. And the dire situation of having the crit skill missing like dragonslayer.
Pirate
T1: 1:21,3 T2: 1:20,2 T3: 1:29,2 T4: 1:21,1 T5: 1:43,1 -> AVG: 1:27,0
Review: The only drawback is the lack of power of the crit but the rest... wow! I think pirate's mult might be the fastest skill in the game when used against a solo target.
Soulweaver + Artifact
T1: 1:58,0 T2: 2:02,6 T3: 2:45,9 T4: 1:56,5 T5: 1:51,2 -> AVG: 2:07,6
Review: I though this was going to be the worst t2 class for wars but apparently it did better than pally... Fair enough. Well all the animations are pretty long. And using something like slash vs weaklings is unreliable even with an UOB build.
FMA
T1: 1:10,0 T2: 1:38,2 T3: 1:34,4 T4: 1:38,6 T5: 1:05,3 -> AVG: 1:25,3
Review: Well This is why I used this t2 class a lot at previous wars. It's fast... Like really fast. And has 2 nukes. The crit can be used for weak and normal enemies. The only drawback is that the present avalanche and the 2 mults have a small delay once the skill animation finishes.
Zarbie
T1: 1:57,0 T2: 1:21,6 T3: 1:49,6 T4: 1:21,43 T5: 1:41,4 -> AVG: 1:38,2
Review: Impressive. I didn't expect the "forever alone" class doing that good. It suffers in mult battles and the outbreak animation is average. So it stays in the middle at the t2 ranking.
Guardian
T1: 1:24,1 T2: 1:14,2 T3: 1:21,4 T4: 1:15,3 T5: 1:37,1 -> AVG: 1:22,4
Review: Mind = blown. This class... It's insanely good for wars. If only the crit skill animation was slightly faster and did something like 10% extra weapon damage... It would be arguably the best warring class. Seriously I still have to check the t3 classes but I'm definately playing guardian during the next war.
I thought guardian class got slower after the revamp but it's not true. Just lower the graphics to middle and you'll see that rage is as fast as the old guardian rage.

Tier 3

Ascendant
T1: 1:55,8 T2: 1:39,5 T3: 1:46,3 T4: 1:43,4 T5: 1:54,0 -> AVG: 1:47,8
Review: Well ascendant does good in mult battles and "the staff" is a fast finisher but it relies too much on ascension for solo kills. And that skill takes a while. Also If you ever miss the crit you're in a dire situation.
DK
T1: 1:22,9 T2: 1:09,2 T3: 1:24,9 T4: 1:16,3 T5: 1:25,6 -> AVG: 1:19,8
Review: Men I knew DK was fast but this fast? Truth be told I got really lucky with the crits during mult fights. The only drawback this class has is the passive delay and the multi skill delay once the anmation is finished (same as FMA mults).
ACC
T1: 1:28,0 T2: 1:22,9 T3: 1:20,6 T4: 1:29,7 T5: 1:17,0 -> AVG: 1:23,7
Review: Unlike the rest of the classes. ACC does great at mult battles but underperforms vs normal/tanky monsters. Just because wrath takes longer. Still a good warring class.
AoT
T1: 1:31,7 T2: 1:38,0 T3: 1:33,6 T4: 1:46,3 T5: 1:56,0 -> AVG: 1:41,1
Review: Well I expected mr flashy class to do worse... Instead it does ok even with the animation delays of some skills.
EPKL
T1: 1:32,6 T2: 1:24,4 T3: 1:19,3 T4: 1:16,6 T5: 1:16,5 -> AVG: 1:21,9
Review: A really fast class. Does better in mult battles than DK but the crit is slower in solo battles. The vine smack skill might be the second fastest skill in the game after pirate solo target mult.
IBR
T1: 1:07,0 T2: 1:26,8 T3: 1:29,7 T4: 1:21,6 T5: 1:17,6 -> AVG: 1:20,5
Review: Here's the deal. IBR should be slightly faster than DK due to the no passive and faster finishers (long winter,chains of ice). Instead it got slightly worse results due to a higher frequency of mult battles and less luck with the crits. I might consider doing extra tests for all the classes but we'll see.
KAA
T1: 1:20,0 T2:1:32,7 T3: 1:19,0 T4: 1:31,9 T5: 1:23,6 -> AVG: 1:25,5
Review: This is the perfect example of what a "unlimited" power class with normal animations can do. The good thing about KAA is that it's a quite stable warring class. Does worse than other classes in solo battles but makes up for it at mult battles.


RW
T1: T2: T3: T4: T5: -> AVG:
Cryptic
T1: T2: T3: T4: T5: -> AVG:
Chronomancer
T1: T2: T3: T4: T5: -> AVG:
Chronocorrupter
T1: T2: T3: T4: T5: -> AVG:
DMK
T1: T2: T3: T4: T5: -> AVG:



Supply Grab
3 runs in a row 5 times (same as footwaves).

TS
T1: 0:33,3 T2: 0:31,3 T3: 0:31,5 T4: 0:31,2 T5: 0:32,5 -> AVG: 0:32,0
SW + Artifact
T1: 0:36,9 T2: 0:41,8 T3: 0:39,1 T4: 0:39,2 T5: 0:38,2 -> AVG: 0:39,0
EPKL
T1: 0:39,6 T2: 0:34,3 T3: 0:38,4 T4: 0:41,3 T5: 0:36,0 -> AVG: 0:37,9

RW
T1: T2: T3: T4: T5: -> AVG:
DMK
T1: T2: T3: T4: T5: -> AVG:



Stolen Catapult
1 wave 5 times (I don't want to defy rng :P)

TS
T1: 0:23,9 T2: 0:23,3 T3: 0:23,2 T4: 0:23,3 T5: 0:22,4 -> AVG: 0:23,0
SW + Artifact
T1: 0:36,2 T2: 0:26,1 T3: 0:25,4 T4: 0:32,4 T5: 0:25,7 -> AVG: 0:29,2
EPKL
T1: 0:26,8 T2: 0:28,4 T3: 0:26,4 T4: 0:26,3 T5: 0:24,0 -> AVG: 0:26,4

RW
T1: T2: T3: T4: T5: -> AVG:
DMK
T1: T2: T3: T4: T5: -> AVG:




When the time comes I'll post the "rules" that you must follow in order to run the tests. that implies equipment, settings, misses allowed, what to do at rare waves, what to do with drops, no weapon specials allowed, no trinket skills, no pets/guests...

Coming up tomorrow firday [:D]

I'll also update the guide with this info tomorrow but I can safely say that 50% of the guide is done so far.

Right now the best warring class is DK/IBR. I knew they were fast but not that much [:-]

Tog slayer + Supply grab gets close to the 6 WPM rivaling the catapults. Sad thing that failing penalizes way more than catapults (eating 2 or 3 battles in a row).



@Below (Azan)

If you're saying that beacuse of your +-10 days without internet. It's fine. I'm not going to finish the guide in that time [:D]. I can leave the DMK to someone else but you'll do the RW part. Btw you still working on the warmonger speech?




Azan -> RE: A Guide To Wars (7/22/2015 19:59:10)

(late reply...) Well, I did avoid searching for typos in WAR7 as mentioned, not in WAR6. [;)]

By the way, anybody else can Take RW and DmK.




Page: [1] 2 3   next >   >>

Valid CSS!




Forum Software © ASPPlayground.NET Advanced Edition
0.28125