Wartune it is a RPG and strategy games.In the RPG portion, players take the role of a Knight, Mage or Archer, and lead 2 legions of Mercenaries through a fantasy-based plotline with modern 7D graphics, winning battles and finding treasure to accumulate experience, gold, and various other resources (such as Daru and Kyanite). In the strategy portion, players upgrade Buildings (costs Gold and has cooldown timer), and collect resources.As an MMO, the game has several multiplayer activities, such as World Bosses(Lv 20), cooperative multiplayer adventuring(Lv20), PVP battles(Lv 13), small-scale battles over gold mines and minor looting attacks on other players' cities.When you play first time need to chose 1 character:Mages are magical attackers, and tend to have more magical defense than physical defense. They excel at multiple-target damage, and rely primarily on Magical Attack. Mages also have healing spells, which allow them to bolster the party's defense without being in the front row.
The three classes are roughly equal in overall power, so here's nothing wrong with choosing a class based on the look of the character. However, which class suits you best may depend on your playing style.
Male and female versions of the class have identical combat abilities; only their appearance is different.
Knights tend to be harder to kill than the other classes, and have skills that punish those who attack them. They hit a bit more weakly than the other classes, and mostly attack the front row, so they will tend to hit the toughest enemies first. Knights are most effective in the front row, where they can take hits for their teammates and use their defensive skills more often.
Archers deal very high single-target damage, which makes them the best class for damaging the World Boss. Most of their attacks hit random targets, and they have skills to target the front row or the back row as needed, making them good for picking off vulnerable enemies. However, archers lack any defensive skills.
Mages have easy access to skills that hit all enemies, making them the most deadly class against groups of 3 or more enemies (which are very common in regular dungeon raids). Mages also deal magic damage, making them particularly effective against other players, who usually opt for high physical defense rather than high magic defense. However, mages have difficulty getting a high physical defense themselves, and usually have to remain in the back row to avoid taking much damage.
Mages have access to healing skills, which can be useful from any position in a long battle. While the other classes also have access to healing, mages' healing is far more effective. Unlike many other games, healing skills are not needed for healing up after a battle; out-of-combat healing becomes readily available starting at level 11.
Stats gained on levelup:
Knights are physical attackers, and tend to have more physical defense than magical defense. They excel at enduring enemy attack, and have several ways to make enemy attacks less effective. Knights rely primarily on Physical Defense and HP.
Stats gained on levelup:
Archers are physical attackers, and tend to have about equal physical and magical defense. They excel at single-target damage, and rely primarily on Physical Attack.
Stats gained on level up:
As you explore dungeons, you'll come across various equipment, which will sometimes - but not always - be better than your current equipment. Exceptionally good equipment can be redeemed with rewards from the Arena or the Forgotten Catacombs, crafted from raw materials at the Blacksmith, or purchased with Balens.
Each piece of equipment gives a stat increase of a type that depends what slot it goes in:
Weapons give PATK (for Knights and Archers) or MATK (for Mages)
Armor gives PDEF and MDEF (more PDEF for knights, more MDEF for mages)
Helmets give PDEF and MDEF (in equal amounts for everyone)
Necklaces give HP
Rings give HP
Trinkets give PATK (for Knights and Archers) or MATK (for Mages)
Unless the equipment you've obtained is among the worst equipment for its level, it will also have some list of randomly generated bonuses:
Common equipment will have no bonuses
Green-bordered equipment will have 1 bonus
Blue-bordered equipment will have 3 bonuses
Purple-bordered or orange-bordered equipment will have 5 bonuses
If the random bonuses on an otherwise good item are particularly weak, they can be rerolled by refining.
Finally, higher-level equipment will have one or more slots for gems.
Old castoff armor and loot worse than your current armor can be recycled for the materials to refine other items.
Pick the equipment that has the highest base bonus (the number in white). Between equipment with the highest base bonus, pick the one with the most "good" bonuses below:
PATK: Good for knight, archer
MATK: Good for mage
Power: Good for knight, archer
Intellect: Good for mage
If fewer than half of the bonuses on the item you're using are good bonuses, you should probably refine it to improve that number.
Stats that appear in large numbers (more than the item level)
PATK: *2 if an archer, *1 if a knight, ignore if a mage
MATK: *2 if a mage, otherwise ignore
MDEF: /2 (This is very helpful against mages, but most of the time you won't be fighting mages)
Stats that appear in small numbers (less than the item level)
Power: *9 if an archer, *5 if a knight, *1 if a mage
Intellect: *9 if a mage, *1 otherwise
Charisma: Multiply by your troops x Their hp/200. Worth double if your troops are in front.
For example, a ring found as loot might have these stats:
HP +120 (Base effect)
Statistic Bonus Value to Archer Value to Knight Value to Mage
HP 120 24 24 24
PATK 30 60 30 0
PDEF 30 30 30 30
CRIT 50 25 25 25
INTELECT 5 5 5 45
CHARISMA 10 10 10 10
TOTALL 154 124 134
Talents are unlocked at level 50 and are a way of improving player’s battle skills.
To upgrade talents, players spend gold and experience upgrade their talent level. The higher the talent level the more talent points the player has which may then be put towards whichever talent the player wishes to improve on. In turn, your character’s battle proficiency will increase according to how talent points are spent.
Talent points may be reset at any time, however, gold and experience previously used will not be returned.
There are a total of 9 talents, the active talent know as holy seal and 8 passive talents which varies with the players class.
Holy seal is also the main talent, and has to be upgraded to a certain level to unlock the passive talents. The table below shows the level the holy seal must be to allow for passive talents to be upgraded.
Talent level Gold Experience Minimum character level
1 20,000 1,000,000 50
2 22,000 1,500,000 50
3 40,000 2,000,000 50
4 54,000 2,700,000 50
5 70,000 3,500,000 50
6 90,000 4,500,000 50
7 110,000 5,500,000 50
8 140,000 7,000,000 50
9 180,000 9,000,000 50
10 240,000 12,000,000 50
11 300,000 15,000,000 50
12 360,000 18,000,000 54
13 430,000 21,000,000 55
14 480,000 24,000,000 57
The hero must be level 12 to join a guild. Upon levelling, a tutorial will force the hero to apply to one or more guilds.
Players may apply to as many guilds as they wish, regardless of the guild's population, providing you are currently not in one. The officers and higher ranks will then decide to accept/reject the requests from the Levy button.
Hero must wait 24 hours after he/she left a guild to join another.
Leaving a guild will cause losing all contribution points and temporary losing the guild skills. When the player join another guild he/she will get the guild skills bonuses back, within the limits of the new guild's skill tower
Any guild leader may send invites to guild-less heroes, regardless of the guild's or use the recruitment link feature on the world chat max. 5times/day(It requires the usage of a Bullhorn(small).)
Guild wealth is the currency used by the Guild Master to upgrade various parts of the guild. Also it can be used on various buffs during the guild battles or for the future divine altar(freeze the invaders buff and the reparation of the divine altar)
Guild wealth mainly is increased when a heroes 'contributes' to the guild with gold. Every point of contribution is a point of guild wealth. So, the contribution points can be earned by:
Most commonly by contributing gold (1000 gold = 1 contribution)
Contributing balens (5 balens = 1 contribution)
Collecting mysterious resources during a guild tree summon.
Daily quests (currently, raiding another hero's city and entering the battlegrounds, 5 3vs3 arena battle and by shadow crystals quests)
The hero's contribution is stored as currency for the hero to spend on guild skills, at the guild shop or at the altar.
If the hero leaves or is kicked from the guild, all contribution will be lost.
Astral gathering is unlocked at Level 25. In astral gathering, you can pay an amount of gold to obtain one random astral. Each astral gathered may also unlock the next astro (the odds of this seem to be about 1 in 3), allowing you to collect one astral from it. Every astral gathered also grants one or more Star Points, which can be used to buy special astrals.
Once you gather an astral, you can choose to sell it or collect it. If you choose to collect, you won't be able to sell it later (though you will be able to convert it to experience for another astral).
You can't gather astrals if you have less than 20,000 gold remaining.
One Astral equip slot unlocks every 10 levels, so when astral gathering first unlocks, you can equip 2 astrals. The third slot unlocks at level 30, the fourth at 40, etc. However, you can't equip two Astrals that boost the same stat (i.e. Resielience and Star Shield, or two Soul of Thunder).
An astral's "value" is simply 1/10th of its total experience, including the experience needed to reach its current level and its experience value at level 1. The total value of all astrals you have equipped is displayed in the upper left-hand corner of the astral inventory screen. Astral value is conserved when astrals are converted into experience for other astrals, so the total value of all of your astrals will never go down.
Once your character advances to Level 40, you will have the ability to equip and ride a mount. While on a mount your character will gain additional stat bonuses of Strength, Intellect, Endurance and Armor. As you train and level them up, the bonuses will be even greater. Mounts also give improved running speeds while in Campaigns, Battlegrounds, World Map and Guild Battle. Every player will receive a "free" White Battle Steed once they reach Level 40 and have the ability to gain additional mounts by way of special events, quests and Balen purchases. The more mounts you own, the stronger you can become.
With the use of Mount Training Whips (aka Beast Souls), your mount's abilities can be upgraded to gain additional power. Each mount has specific stats that "stack" with other mounts owned. For example, if you own the White Battle Steed with a +5 strength bonus and the Shadow Steed with a +10 strength bonus, your total bonus would be +15 strength. When you are training your mount, you are only training the White Battle Steed and not each mount individually. The statistics from the White Battle Steed and the other mounts will stack so even if you equip another mount, the stats will be the same. In other words, all the Special mounts are basically “skins” that only change the appearance of what you are riding. Special mounts cannot be trained.
You can view which mount another player is currently riding by viewing their profile and clicking on the saddle icon. This will bring up a screen that shows the current mount they are using and the accumulated stat total.
Beast Soul Amount: Total number of mounts a player owns.
Beast Soul Point: Total point value of mounts owned, similar to character BR (battle rating).
Mount Training Whips: Required to level up Mounts. They can be found by doing altar blessings, completing daily devotion quest and other special events.
Mounts are classified as either Normal or Special Mounts.