Wartune Goddess Blessing



Homework

Good Day Mate!

Illusion + Deflection + Goddess Blessing is better for survival. I used to have 3000 Block at level 65, but I swap it for Illusion, best choice I made. Currently have 980 Block, and it still block around the same amount as when I used to have 3000 Block. In addition, each Goddess has two skills; a Blessing Skill, which applies buffs to friendly units and debuffs to enemy units, and a Dynamic Skill, which is used when Faith reaches 100 during battle. The amount of faith obtained per action can be increasing by using Goddess Shards in Goddess Advancement. Kmplayer 32. Refined Goddess Blessing 5, Holy Fortitude 6. Holy Enshieldment 7. Holy Brilliance I'm going to make my suggestions based on Purples at the moment, we're going to pretend you haven't had much luck and not received oranges or reds yet. Once you obtain one of the above astrals, make them all level 4 as soon as possible. Refined Goddess Blessing 6. Holy Fortitude 7. Enhanced Illusion Ideally you want all orange and red astrals from the above list, however purple is fine.(Execpt Illusion; this is garbage if it's purple.) Once you obtain one of the above astrals, make them all level 4 as soon as possible.



When I first played Wartune I got confuse. So I come up with a list of what a beginner should do.


1st: Make sure what character you want to play with.
Meaning
Your choices are Male/Female:
*Knight
*Mage
*Archer

Info about Knight:Wartune Goddess Blessing

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.


Starting stats:
  • 5 Strength
  • 1 Armor
  • 1 Intellect
  • 5 Endurance
  • 100 Charisma
Stats gained on levelup:
  • +2 Strength
  • +1 Armor
  • +2 Endurance
  • +10 Charisma
Info about Mage
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.



Starting stats:
  • 1 Strength
  • 1 Armor
  • 5 Intellect
  • 5 Endurance
  • 100 Charisma
Stats gained on levelup:
  • +3 Intellect
  • +1 Armor
  • +1 Endurance
  • +10 Charisma
Info about Archers
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.



Quest

Starting stats:
  • 5 Strength
  • 1 Intellect
  • 5 Endurance
  • 100 Charisma
Stats gained on level up:
  • +3 Strength
  • +1 Armor
  • +1 Endurance
  • +10 Charisma
3rd: Astrals

Astral gathering is unlocked at Level 25. In astral gathering, you can spend an amount of gold to obtain one random astral. Each astral gathered may also unlock the next astro, allowing you to collect a better 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, synthesize, or collect it. If you choose to collect or synthesize it, you won't be able to sell it later (though you will be able to synthesize already collected astrals).


Equipping Astrals

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 (e.g. Aegis and Goddess Blessing, or two Mysticality).


Astral Value

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.

Wartune Goddess Blessing Prayer


Suggested astral for starter
Critical Type Archer
Level 25: physical attack, critical
Level 30: physical attack, critical, determination
Level 40: physical attack, critical, determination, optional

2. Crit mage
Level 25: magic attack, critical
Level 30: magic attack, critical, determination
Level 40: magic attack, critical, determination, optional

3. Crit knight
Level 25: physical attack, critical

Level 30: physical attack, critical, determination
Level 40: physical attack, critical, determination, optionalOptional: Goddess Blessed, Blessed Health, Illusion, Deflection, Regeneration, Guardian Angel, Ruthlessness, Fortitude/Willpower (can’t use defense combo just yet since you only have 4 slots at level 40)


Non-crit dealer
1. Mage
Level 25: magic attack, will destroyer
Level 30: magic attack, will destroyer, optional

2. Knight
Level 25: magic attack, will destroyer
Level 30: magic attack, will destroyer, optional
Optional: Aegis, Enshieldment, Goddess Blessed, Blessed Health, Illusion, Deflection, Regeneration, Guardian Angel, Ruthlessness, Fortitude/Willpower (can’t use def combo just yet since you only have 3 slots at level 30)


Read the description of each Astral you have so you will know what does it does on your character stats.

4th Choose your Guild

Wartune Goddess Blessing Images

A Guild is a group in every server. Choose carefully on what guild you will be at. You can check Guild list on you RANKINGS located on the upper right corner of you Wartune screen.

Its best if you can find a friendly guild that can help you to complete tasks and eventually become stronger.



Next Blog will be about Pets.
Pets are your 'Partner in Crime'.

Many things get time consuming or tricky in Wartune, but one area that you can easily improve on is Astrals. There are good guides in various places (Wartune Wiki and Kabam’s Wartune chatboard), and thanks to LadyDi, I will repeat some of the key parts below (I think the source is from the wiki). First I write a few words about some of the inner workings of the astrals ‘game’. There is a ‘clock’ in the game that will allow you to beat some of the odds. What some might think is 3 random variable (Advancement of the ‘stars’ on the bottom from the Magus star, type of astral gained, and quality of astral gained) only two of those may be random. The star advancement is predictable. If you start with a blank screen (no astrals collected) then you will notice that the constellations (groups of stars) will brighten and dim. I first noticed that if you watch closely, the ‘phase’ of the constellations will always be the same when the stars at the bottom advance from Magus> Cerus> Pallas> Saturn> Chiron. I am also not the only one who noticed something like this. There are almost as many systems people described on how to beat astrals as there are systems to beat blackjack in Las Vegas. And most of them are just as worthless. What I am going to describe is how I have approached this ‘scientifically’ and describe the results. How you approach it afterwards is up to you, but feel free to do something similar to what I have done. First, some have written that the star advances only at the constellations brightest (or dimmest). This is what I first noticed (brightest) but it is not quite true. I could get it to do this very reliably only when the first advance was at the brightest, and it fell apart it I sold any astrals. After trial and error, and selling more astrals, I would find I would be in sync again and could advance the stars again. Later I found that the initial phase could vary. Think of it like a clock that takes about 5 seconds for a hand to go around once. At the 12 oclock position the constellations are all dark, at 3 oclock it is brightening, 6 o’clock it has reached its brightest, 9 it is dimming and 12 it is dark again. For a time, the stars will advance only at 6oclock, but when you sell, it resets and it may only advance at 4 oclock. Reset and it may be at 10 oclock. I cannot predict where it will reset to, only that it will – trial and error to see when it advances will get you going again. The other thing which I have never seen anyone describe is that each constellation has a different time that it will brighten and dim. The best experiment I ran used a metronome (an audible tick tock) that I pulled up as a computer app. It has been too long since I ran the experiments, so I don’t remember the setting. But I think I ran about 110 to 120 beats a minute (about 2 per second) and some constellations to 11 beats to go a full cycle, others took 13. That throws a small hitch in to the works, but it can be overcome. I did find that running the metronome while playing, and watching the stars would work to advance things nicely. In the long run, I also found I did not have time to mess with it, so I just estimate it. I will lose some, but I do advance things better than randomly clicking. To have a chance at a red astral, you have to get to the chiron star, so you may want to learn and practice with this in mind, or use a metronome. Now for LadyDi’s contribution (some of the best bits are towards the bottom in the Hints section): Astral Guide Astral gathering is unlocked at Level 25. In astral gathering, you can spend an amount of gold to obtain one random astral. Each astral gathered may also unlock the next astro, allowing you to collect a better 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, synthesize, or collect it. If you choose to collect or synthesize it, you won’t be able to sell it later (though you will be able to synthesize already collected astrals). Equipping Astrals 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 (e.g. Aegis and Goddess Blessing, or two Mysticality). Astral Value 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. Astros Each astral gathered may also unlock the next astro, allowing you to collect one astral from it. Astro Cost (gold) Star Points Astral Types Magus Star 4,000 1 40% Gray, 60% Green. Ceres 5,000 2 30% Gray, 30% Green, 40% Blue. Pallas 6,000 3 Gray, 10% Green, 70% Blue, and <20% Purple. Satum 8,000 4 Gray, Green, Blue, Purple, and Orange. Chiron 10,000 5 5% Gray, 5% Green, 30% Blue, 30% Purple, 20% Orange, and 10% Red.Possible Astrals Misfortune Misfortune is a special astral, meant to signify a “bad result”. It can’t be collected, but can be sold for 1200 gold.Green Astrals These sell for 3600 gold if you choose not to collect them, and can be converted to 10 EXP for another astral. Name Description Brutality PATK +72/level Mysticality MATK +72/level Fortitude PDEF +72/level Willpower MDEF +72/level Sniper’s Edge Critical +72/level Enshieldment Block +72/level Brilliance HP +200/level Blue Astrals These sell for 6,000 gold if you choose not to collect them, and can be converted to 30 EXP for another astral. Name Description Enhanced Force PATK +108/level Enhanced Mysticality MATK +108/level Enhanced Fortitude PDEF +108/level Enhanced Willpower MDEF +108/level Enhanced Sniper’s Edge Critical +108/level Enhanced Enshieldment Block +108/level Enhanced Brilliance HP+300/level Charm Charisma +18/level Pristine Goddess Blessing Reduce all damage values 10/level Blessed Health 10% chance to gain 100 HP/level when attacking Purple Astrals (Pink) These sell for 8,400 gold if you choose not to collect them, and can be converted to 50 EXP for another astral. Name Description Refined Force PATK +144/level Refined Mysticality MATK +144/level Refined Fortitude PDEF +144/level Refined Willpower MDEF +144/level Refined Sniper’s Edge Critical +144/level Refined Enshieldment Block +144/level Refined Brilliance HP +400/level Refined Charm Charisma +24/level Will Destroyer Disables crit damage when attacking, but damage is increased by 2%/level Ruthlessness Floating damage expands by 3%/level Determination Crit base damage increased by 3%/level Deflection 10% chance to reflect 5%/level of damage received Goddess Blessing Reduce all damage by 2%/level Aegis Reduce all damage values 20/level Illusion Increases chance of dodging damage by 1%/level Guardian Angel Chance of receiving critical reduced by 3%/level Regeneration Regain HP equivalent to 5%/level of damage dealt, 10% trigger rate Enhanced Blessed Health 10% chance to gain 200 HP/level when attackingOrange Astrals These sell for 10800 gold if you choose not to collect them, and can be converted to 70 EXP for another astral. Obtaining an orange astral causes a system message to appear showing it to everyone currently online. Orange Astrals may be exchanged for 7000 Points. Name Description Pristine Force PATK +216/level Pristine Mysticality MATK +216/level Pristine Fortitude PDEF +216/level Pristine Willpower MDEF +216/level Pristine Sniper’s Edge Critical +216/level Pristine Enshieldment Block +216/level Pristine Brilliance HP +500/level Pristine Charm Charisma +36/level The following Orange Astrals at their highest level: Name Description Enhanced Will Destroyer Disables crit damage when attacking, but damage is increased by 5%/level Enhanced Ruthlessness Floating damage expands by 7%/level Enhanced Determination Crit base damage increased by 5%/level Enhanced Deflection 10% chance to reflect 10%/level of damage received Refined Goddess Blessing Reduce all damage by 3%/level Aegis Major Reduce all damage values by 40/level Enhanced Illusion Increases chance of dodging damage by 2%/level Enhanced Guardian Angel Chance of receiving crit damage reduced by 5%/level Enhanced Regeneration Regain HP equivalent to 10%/level of damage dealt, 10% trigger rate, max. 5,000 HP Refined Blessed Health 10% chance to gain 400 HP/level when attackingRed Astrals Red Astrals, though difficult to capture, offer the highest possible stat boosts. Red Astrals may be exchanged for 15,000 Points except for Energine, which costs 1000 Points. Obtaining an red astral causes a system message to appear showing it to everyone currently online. Name Description Energine a special red astral that worth 500 astral experience Holy Force PATK +288/level Holy Mysticality MATK +288/level Holy Fortitude PDEF +288/level Holy Willpower MDEF +288/level Holy Sniper’s Edge Critical +288/level Holy Enshieldment Block +288/level Holy Brilliance HP +750/level Holy Charm Charisma +48/level EXP TablesTotal EXP to reach a level Level Green Blue Purple Orange Red 2 50 70 100 150 220 3 250 570 700 1,150 1,930 4 850 1,970 3,700 8,350 13,450 5 2,050 4,770 9,700 22,750 36,490 6 4,450 10,370 21,700 51,550 82,570 7 9,250 21,570 45,700 109,150 174,730 8 18,850 43,970 93,700 224,350 359,050 9 38,050 88,770 189,700 454,750 727,690 10 76,450 178,370 381,700 915,550 1,464,970 Level By Level Experience Level Green Blue Purple Orange Red 2 50 70 100 150 220 3 200 500 600 1,000 1,710 4 600 1,400 3,000 7,200 11,520 5 1,200 2,800 6,000 14,400 23,040 6 2,400 5,600 12,000 28,800 46,080 7 4,800 11,200 24,000 57,600 92,160 8 9,600 22,400 48,000 115,200 184,320 9 19,200 44,800 96,000 230,400 368,640 10 38,400 89,600 192,000 460,800 737,280 Star Point Exchange Clicking the “Exchange” button on the astral collection screen brings up a shop where astrals can be bought with Star Points. The shop sells: Energine, a special red astral worth 500 astral experience for 1,000 Star Points All other red astrals for 15,000 Star Points each Every orange astral for 7,000 Star Points each Every purple astral for 2,000 Star Points each Hints: Sell or collect Green Astrals? If you’re trying to gain experience for your current astrals, then it makes no difference; 10 experience for an astral costs an average of 3600 golds whether you’re selling your green astrals or collecting them. You may as well collect them to save time. If you’re trying to obtain a strong astral to use,the green astral would not be useful so sell. The 10 experience you would have gotten will come back to you in the form of a few star points and a chance at a better astral. Also, selling green astrals will make a significant difference in how fast you rack up star points, so this is another aspect. If you want a better chance at gaining higher astrals and getting more bang for your buck so to speak then set up your astrals so that you sell everything blue or less. The reason for this is with any luck you will get a lot of blue and since blue is worth 30 exp and 6000 gold you will be making a profit and regain all or most that you have lost. On top of that you will have a much better chance at gaining orange and purple astrals which are worth 50 and 70 exp and you will gain a decent amount of star points boosting you up higher. Enhanced/Refined Blessed Health vs. (Enhanced) Regeneration If you want to choose Enhanced/Refined Blessed Health or (Enhanced) Regeneration, you should consider the average damage you do in your opponents. Usually, players with low Battle Rating will use Refined/Enhanced Blessed Health and players with high Battle Rating will use (Enhanced) Regeneration. If most of the time you do more or equal than 4,000 of damage, then you should use Enhanced Regeneration or Regeneration. If most of the time you do less than 4,000 of damage, then you should use Refined Blessed Health or Enhanced Blessed Health. Aegis (Major) vs. (Refined) Goddess Blessing If you want to choose Aegis (Major) or (Refined) Goddess Blessing, you should consider your average damage you receive from your opponents. If most of the time you receive more or equal than 1,333 of damage, then you should use Refined Goddess Blessing or Goddess Blessing. If most of the time you do Less than 1,333 of damage, then you should use Aegis Major or Aegis. (Enhanced) Will Destroyer vs. (Enhanced) Determination If your hero is an Archer, you should not use the Enhanced Will Destroyer/Will Destroyer because you will lose the benefit of class-specific abilities, such as receiving rage after each critical (Acumen passive skill) and boosting damage dealt by all teammates after a critical (Battle Prowess passive skill). If you are using a Knight or a Mage , you should prefer Enhanced Will Destroyer/Will Destroyer. Remember not to combine any of these 2 astrals with Critical Astrals; Determination or Sniper’s Edge.