Senin, 10 Maret 2014

0 Comments
Posted in Arrangement, Art, Business

Aura Kingdom Complete Stats Guide


This guide will focus on defining the different stats that can affect your game play. Please note that this is a generic guide that focus on discussing the stats and we will not go into specific class builds or which stats that your characters should place points into. If you have found these explanations helpful

Offensive Stats

DMG: This effects how much damage that you can do. By adding DMG stat, it will affect both your main and offhand weapon damage.
Adding 1 Damage Stat Point increases Damage Stat Bonus by 0.35%.
There is no hard cap on the amount of damage that you can achieve, however the damage dealt is offset by enemy’s defenses, meaning that your final damage output is lower than your damage amount depending on the enemy’s defense rating.
CRIT: The percentage of critical attack that you can do. Note that CRIT can affect both DoT attacks and active healing (Not Ballad).
The CRIT rate is capped at 100%.
However, some player choose to go above 100% to counter other player’s Crit deduction gears in PvP settings.
Adding 1 Crit Stat Point increases Crit Stat Bonus by 0.25%.
SPD: Affect the skill casting time and the cooldown time. Faster SPD can also affect the ticking rate of DoT and HoT attacks. The range is roughly as followed:
Adding 1 Speed Stat Point increases Speed Stat Bonus by 0.30%.
SPD rating is capped at 50%.
Below 10.00% Speed, the tick interval is 1.0 second.
From 10.00% to 29.99% Speed, the tick interval is 0.9 second.
Above 30.00% Speed, the tick interval is 0.8 second.
You should always try to aim for at least roughly 30% SPD on your character for the ability to tick your over time skills as well as faster casting time. However, once you hit the cap, do not put more points into SPD as it will be a waste of your stat points in majority of the situations. Do not put more points in SPD unless you wish to counter enemy’s speed Debuff.

Defensive Stats

HP and DEF is always debatable among the players. However, in general, HP and DEF is better for PvE settings. HP can defend yourself against monster’s DoT attacks, and DEF is better at tanking damage from more monsters. However, if you wish to spend real money into buying and fortifying your gears. HP plus overpowered gears can produce phenomenal results.
Evade is better in terms of PvP to dodge enemy’s attacks only. You would be betting to dodge incoming attacks while killing other players. Because most non-pvper usually stack their characters with Dmg gears for PvP, your Evade build would work greatly in the PvP setting. However, once enemy players start building out their ACC gears, it cancels out the benefit of having high evade.
Thus, in general HP or DEF is a better setting while EVA has an element of surprise if your enemies are not prepared. EVA is bad in PvE setting because any boss’s red carpet attack can easily wipe you out.
HP: The amount of Health that you have, the more HP that you have, the more hits that you can take.
Adding 1 HP Stat Point increases HP Stat Bonus by 0.58%.
Adding stat point into HP increases the Total Base HP Amount. Total Base HP includes Equipment HP. Increasing HP increases the out of combat HP Regen. There is no Hard Cap for HP.
DEF: The amount of damage that you can offset from enemies of the same level.
Adding 1 Defense Stat Point increases Defence Stat Bonus by 0.20%.
This is the first part of the damage calculation.
The DEF damage deduction is capped at 75%.
EVA: Increase chance to evade attacks from targets of the same level.
Adding 1 Evasion Stat Point increases Evasion Stat Bonus by 0.35%.
The Hard Cap for Evasion is 95.00%.

Derived Stats

CRIT DMG: Determines how much extra damage that you do when you land a critical hit. The default rate is 130% with single weapon and 130% and it can be increased mainly through secret stones and other gears.
CRIT DMG is capped at 300% of your normal damage.
ACC: A bonus to your ability to hit the target of the same level.
Accuracy rate is capped at 75%.
HEAL: Heal % affects all aspect of your healing skills including active heal and heal of time skill. However, it does not affect the amount of heal that you receive from healers.
There is no hard cap for the heal %.
MOVING SPEED: This stat determines how fast your character can move around.

Detailed Offensive Stats

Primary Weapon Damage Bonus: This gets carried over from your main stat as well, usually you can get additional Crit damage with your main weapon within your envoy’s path skill tree.
Primary Weapon Crit Rate: This gets carried over from your main stat.
Primary Weapon Crit Damage: This gets carried over from your main stat as well, usually you can get additional Crit damage with your main weapon within your envoy’s path skill tree like the additional primary weapon damage bonus.
Damage bonus against Bosses / Elites / Players: Additional damage against the specific type of enemies.
Crit rate bonus against Bosses / Elites / Players: Additional critical rate against specific type of enemies.
Crit damage bonus against Bosses / Elites / Players: Additional CRIT DMG against specific type of enemies.
Damage bonus against Storm / Flame / Lightning / Ice / Holy / Dark:
You can achieve additional damage bonus against monsters of specific attributes. Note that this can work against monsters, bosses, elites, and other players based on their armor amount. You will generally obtain damage bonus against attributes from secret stones and weapon bonus.

Detailed Defensive Stats

Damage Deduction for Boss / Elite / Player: These deductions are calculated after your main defense. You can offset more damage taken from these monsters.
Bonus to Healing Potency: The healing potency affects the amount of active skill heals that you do to others. It does NOT enhance heal over time skills.
Bonus to Received Healing: The Received healing affects all heals received. Each tick of Heal of time skill is counted as one heal.
Damage dealt absorbed as HP: When you take in damage, those damage becomes HP to be absorbed.
Damage taken reflected back: The damage that you take is reflected back as enemy’s damage. The reflection is capped at 95%
EXP bonus from defeating monsters: The EXP rate + boost your EXP earned through fighting monsters. This is important if you are at the stage where you have to grind dungeons for EXP to level up fasterThis does not affect the amount of EXP that you get from completing quests.
Drop Rate bonus: The Loot Drop Rate + stat can boost the amount and quality of loots that you obtain from mobs and bosses.


Full guide download

Guide
0 Comments
Posted in Arrangement, Art, Business

Aura Kingdom Choose Secondary Sub-Class Guide

 
AuraKingdom Secondary class

Choosing your sub class once you reach level 40 can be a big thing. Making the right choice can either bring up your character to a new level or a bad choice can hinder you. In this guide, we will go over the differences between the main class and subclass, and how you can make the most out of your choices.
Please continue to read our Aura Kingdom list of guides for more in game information.
Update: 2/27/14: Sub Katar information is added to reflect the latest class.

Generic Main / Sub Class Differences

The most generic between the main and sub class is the following:
The cooldown on the sub weapon skills are 3x of the main one.
The sub class skills are unlocked at later levels.
The secondary class are generally weaker than the primary because the lack of envoy skills.
Any DoT skills are overshadowed by the main classes if they are present in your party with the exception of Sub Duelist and Katar Because their main DoT do stack.

Quick Summary
Weakened Tank: Sub Guardian – Bad overall subclass
Support Heal: Sub Bard – Best for Solo Play
Support DoT: Sub Sorcerer – Great for Solo Play
Melee AoE: Sub Ravager
Melee Single Target: Sub Duelist
Melee AoE/Single Target: Sub Katar
Ranged Single Target: Sub Gunslinger
Ranged AoE: Sub Wizard
Ranged AoE: Sub Grenadier (SPD build).

(Food for Thought): Because half of the bard that you party with will go with Sorcerer as their sub-class. Thus, you should never pick Sub-Sorcerer as well because most of the Sorcerer’s damage output comes from its Damage over Time attacks.
Based on these explanations of the classes, we have come up with the best combinations of the main and sub classes for you:
Any Class can choose the following sub classes:
Solo Play: Sub-Bard (Heal) > Sub-Sorcerer (Weaker Heal)

Ranged Class: Wizard (AoE), Grenadier (AoE), Gunslinger (Single Target)
Melee Class: Ravager (AoE melee) > Duelist

Never choose this subclass:
Sub-Guardian

Main Guardian: Bard for additional Tankiness while alleviating some pressure on the party’s main healer or Ravager to be better at Crowd Control. Duelist to keep better Aggro,
Main Bard: Sorcerer for Party Play and PvP, Wizard if Solo Often
Main Wizard: Grenadier for more AoE attacks or Gunslinger for better single attack.
Main Sorcerer: Wizard or Grenadier to take advantage of Blood Seal + AoE attacks.
Main Ravager: Duelist for the single target attacks.
Main Duelist: Ravager for the AoE crowd control attacks.
Main Gunslinger: Wizard or Grenadier for better AoE attacks
Main Grenadier: Wizard for more AoE attacks or Gunslinger for better single attack.

Sub Guardian

Difference between main and sub due to Envoy:
HP +20%, DMG Received from Bosses -15%, Sword and Shield Skill Level +3

The main purpose of having a Guardian in your party is to tank the bosses. In general, you will still need a main Guardian and having a sub class guardian is redundant. The skills that you would have as a sub guardian would also suffer too much from the triple cool down cost.
Summary: Guardian is the worst subclass to take no matter what your classes are. Your party should have either a main Guardian or Bard as the tanker and you do not want to draw fire from the enemies. Most of the skills that Guardian has also have high taunt or threat, you will end up pulling the monsters away from your party’s main tank.

Sub Katar

It should be noted that Katar’s skill inner strength’s 20% damage does not apply when you use it as a secondary class. In addition, the main power and damage output comes from the “combo” aspect of the class. However, with high skill cool down, it is considerably harder for you to really get the DPS out of Katar sub classes.

Rabu, 05 Maret 2014

0 Comments
Posted in Arrangement, Art, Business

Aura Kingdom Complete Secret Stone Guide

Secret Stones are a great way to boost the power of your characters in the game. As you upgrade through the tiers of your gears, you can extract the secret stones and keep them for your next tiers of gears. This makes them really attractive investment even at the beginning stage of the game, as you will be using the same set over and over if you have picked the correct ones to use. In this guide, we will discuss everything that you need to know about using, getting, and setting up the perfect secret stone line up.


Obtaining the Secret Stones

The Aura Kingdom secret stones can be obtained via the following methods in the game.
Monster Drops
Secret stone Chest obtained via quests.
Auction House
NPC sellers include the Mastery Merchant
When you get them from the Monsters or purchase them from NPC’s, two random stats are given as explained below. This means that you can invest some chunk of gold and silver to obtain the secret stones with the stats that you desire.

Upgrading Secret Stones

The secret stones can be upgraded with all secret stone merchants found in all the towns. They can be upgraded with the other secret stones, however you will obtain more secret stone experience by using the secret stone drops that you obtain from enemies.
When you upgrade the Aura Kingdom secret stones, only it’s main stat for the particular skill damage is upgraded.
Lastly, the upgraded stones can be used to upgrade another secret stone. However, only little part of the existing EXP is transferred over to the new stone.

Upgrade Limit
The secret stone cannot be upgraded past your character’s level. However, the experience needed to upgrade the secret stone goes up tremendously as you progress in levels, thus it is best to grab secret stone that you need and will use for a long time right off the bat.

Slotting Secret Stones

From the secret stone merchant interface, you can slot in or extract stones from gears that have them. There is no cost associated with the slot or extraction so you can do it as many times as you would like.
Note that different secret stones have specific gears that you can be inserted into. Each of the armor types can only have one secret stone slotted into the gear.


Secret Stone Prefixes and Types

In short, the secret stones can be categorized into these categories. The best ones to have for your secret stone are the generic stats rather than the ones that specialize additional damage toward specific monsters, unless you are customizing an armor set to farm a specific type of monsters in the game.
The stats are randomly chosen from one of these groups, it is not possible to obtain stats from two of the same items within the same group. This means that you cannot have heal +1% and heal +2% at the same time.
Below are some of the choices for you to pick and optimize for different situations:
Generic Build: HP, Damage Taken -%
Monster Optimization: Sets of DMG % against mobs.
PvP: HP, Damage Taken -%, ACC
Heal %
Blessed: Heal +1%
Healing: Heal +2%~+3%
It should note that the heal % for this is only valid for self heals. Thus it is better for bards to get other stats on their secret stones setup.
ACC %
Precision: ACC +1%
Heartbreaker: ACC +2%
Godly: ACC +3%
CRIT DMG
Bursting: CRIT DMG +2%
Curse breaker: CRIT DMG +4%
Destroying: CRIT DMG +6%
Elemental Damage Boost
-Storm Attribute
Whirlwind: DMG +5% to target with Storm attr.
Wind breaker: DMG +6% to target with Storm attr.
Tempest: DMG +7% to target with Storm attr.
-Dark Attribute
Occult: DMG +5% to target w/ Dark attr.
Shadow breaker: DMG +6% to target w/ Dark attr.
Hungry night: DMG +7% to target w/ Dark attr.
-Frost Attribute
Ice bound: DMG +5% to target w/ Frost attr.
Ice breaking: DMG +6% to target w/ Frost attr.
Thawing: DMG +7% to target w/ Frost attr.
-Thunder Attribute
Lightning shrouded: DMG +5% to target w/ Thunder attr.
Thundering: DMG +6% to target w/ Thunder attr.
Thunderous: DMG +7% to target w/ Thunder attr.
-Flame Attribute
Flame bound: DMG +5% to target w/ Flame attr.
Blazing: DMG +6% to target w/ Flame attr.
Fury: DMG +7% to target w/ Flame attr.
-Holy Attribute
Luminescent: DMG +5% to target w/ Holy attr.
Light bound: DMG +6% to target w/ Holy attr.
Darkness: DMG +7% to target w/ Holy attr.
EVA +%
Agile: EVA + 1% (EVA chance + 1%)
Agility: EVA +2% (EVA chance + 2%)
Damage Taken -%
Unshakeable: Damage taken -1%
Dauntless: Damage taken -2%
HP +%
Resiliant: HP +1%
Determinator: HP +2%
SPD +%
Quicksilver: SPEED +1% (speed of normal attacks +1%)
Immaculate: SPEED +2% (speed of normal attacks +2%)

Complete Secret Stone Reference

In this section of our complete Aura Kingdom secret stone guide, we will list out the different secret stones, the skills that they buff, where they are slotted into, and lastly where you can obtain them via the monsters if you decide to farm for them.
Bard
Harp: Storm Song
Head: Ambient Drone
Armor:
Glove: Blissful Harmony
Waist: Healing Harmony
Shoes: Healing Tones
Guardian
Sword and Shield: Sword Slash
Head:
Armor: Windfury
Glove: Shield Bash
Waist:
Shoes: Thundercut
Duelist
Duel Blades: Slash Cut
Head: Deadly Wink
Armor:
Glove: Snowflower
Waist: Spinning Balisong
Shoes: Cross Slash
Ravager
Great Axe: Raging Slash
Head: Horizontal Slash
Armor: Mirroed Axe
Glove:
Waist: Flame Slash
Shoes: Aerial Slash
Gunslinger
Pistols: Aimed Shot
Head:
Armor: Bombardment
Glove:
Waist: Sonic Bomb
Shoes: Ultraviolet Catastrophe
Wizard
Staff: Fireball
Head: Icy Curse
Armor: Storm Curse
Glove: Flame Meteor
Waist:
Shoes: Ice Storm
Grenadier
Cannon: Cannon Salvo
Head: Plasma Artillery
Armor: Meteor Shot
Glove: Fiery Grenade
Waist:
Shoes: Icy Grenade
Sorcerer
Grimoire: Shadow Bolt
Head:
Armor: Flame Impact
Glove: Soul Draw
Waist: Demon Seal
Shoes:

Selasa, 04 Maret 2014

0 Comments
Posted in Arrangement, Art, Business

[Guide] How to Make Gold AuraKingdom

First of all, to be able to make a good amount of gold, you should be level 50 so you can do ALL the dungeons and not just some. It's quite easy to get to level 50 in game, it can take anywhere from a few days to one day depending on the exp boosts you have and how much you're online. Also the prices can go higher or lower so I won't list prices, people desperate for items are normally willing to pay higher than what they're worth. 



 Methods to Sell:
1. Auction House - This is one of the methods I prefer if the item isn't rare because you can set a price, and the item is in the auction house and no longer in your inventory so it clears space for more items, note it costs 10% profit to put it in the auction house for 24 hours. Also, if it does not get sold, it gets sent to your PM as an attachment when the 24 hours is up from when you originally put it in. You can only have so many items in the auction house at one time, will update the number when the server gets back up.

2. Stalls - You can set up a stall in Navea in the trade district and set prices for your items and there's no limit to how long you can be there, but that restricts you from doing other things. Also it can get very crowded as Navea only has one server.

3. Trade Chat Selling - This is where you would hold the item(s) in your inventory and shout on trade chat what you're selling and link the items, people mostly use this to take bids for rarer items.


Option 1: Aeria Points
This would be the most obvious option since it requires the least amount of effort and you can do it at any level. All you have to do is buy AP, and make sure its on your account then you can pick out items(not mystery boxes) from the item mall that are tradeable and just talk on trade chat and sell them or put them in the auction house for a certain price, or set a stall. Auction house is one of the more effective methods besides shouting on trade chat. Do NOT agree to sell non-tradeable items to people you do not trust as it may be a scam.
The average AP to gold ratio is 100 AP - 22 Gold. But this also requires real money.


Option 2: Dungeon Grinding
This is also the method most people prefer since you get exp by doing this as well. All you do is spam dungeons and you get silver for killing monsters, the more dungeons you do the more silver you get, and the higher level dungeon the more gold you get.
Recommended level is 50 to be able to do all the dungeons. NOTE: Skandia(Lv 50 party instance) Does NOT give silver or gold, but may give rare drops.


Option 3: Rare Equipment Selling
Dungeons This is the most profitable way to make gold besides spending AP. Recommended level is 55 to be able to do all the dungeons. You sell rare equips for 30g+ more or less depending on the item and the % the item is.
Good runs to get rare equips from are: Miner's Steppe Hard, Deep's Cavern Hard, Other World Skandia, Cameo Cavern Hard and Temple of Eidolins(Solo run).
Skandia, Deeps Cave Hard, & Cameo Cavern Hard drops unidentified cloaks, rings and necklaces. The daily eidolin guild spawns also do this(guild has to be lv 4).
The sets that drop from those dungeons(not temple of eidolins) are worth some money if they're from the other world dungeons. Also the treasure charms you can get with AP/Loyalty points in the item mall/loyalty shop give the bosses that drop the unidentified items give more items. There are 3 levels of treasure charms, basic, intermediate, and advanced, they raise the drops by 1, 2 & 3 items.
In Skandia & Helonia the Eidolin spawns drop the items, killing the excited bunnyhops have around a 15% chance to spawn an eidolin, you can also get one or more key fragments for that eidolin, collect 10 to get a new eidolin. It IS possible to get more than one eidolin to spawn per Skandia run.
Skandia & Helonia resets every 180 minutes(3 hours).
Deep's Cave Hard, Olymend Temple Hard, Ghostsweep Cave Hard, Wrathborne Temple Hard, the otherworld dungeons(Alabastren, Gydaie Gale & Miner's Steppe) and Cameo Cavern Hard reset every 120 minutes(2 hours). The silver chests at the end of the runs after you kill the final boss are what drop the items, you can also get non-trade purple gear(pvp).
Aria and Requiem set recipes sell for a some-what decent amount as well, you get those from level 50+ Hard runs from the silver chest/boss drops. Wrathborne Temple Hard can also drop Custom Forest Ambassador costume pieces from the silver chest which are also good money.

Dailies Another way to make money by rare equipment selling is doing the level 50-55 dailies in Oblitus Woods & Star Sand Desert, each daily you do(Mirabellie's bulliton board quests and gathering/kill quests, not the ones where you run dungeons and kill bosses)
give you a treasure chest as a reward, you have a chance to get a level 50 yellow weapon, the best kind of tradeable weapon, it can be anywhere from 100-140% the higher percent for it, the more people will pay for it. Anything under 120% normally doesn't sell well or fast so I recommended salvaging them for refinement fragments.
You can only do 5 Mirabellie quests a day. Recommended level is 45 as you can do these when you're under the level the quest says. But only 5 levels under max.


Option 4: Material Selling
The last way to make money is to grind dungeons, recommended level is 60 to be able to do all dungeons. People buy materials for alchemy. Level 40 materials can be found in the two level 40 instances(MS & GG). Level 50 materials can be found in the lv 45-50 dungeons(CC & DC, OT, WT & GC). Level 60 Materials can be found in the other world dungeons.
Loot charms and loot drop gear with % help with getting more materials because they drop from killing mobs in the runs. Also bosses do drop materials(Otherworld Dungeons) that go for about 5-10g a piece. If you're farming bosses use a treasure charm.
Bosses that drop useful materials are: Bosses in the otherworld and the instances in Star Sand Desert and Oblitus Woods.(lv 55-60 instances). The bosses also have a chance to drop rare recipes the level 60 ones go for a good amount each depending on what part. The silver chests in the otherworld dungeons have a chance to drop custom costumes.
Also if you have really good luck, you can do Skandia, Helonia, Guild Hall Eidolins, and the level 50 chest in the Temple of Eidolins for a chance to get custom frost wizard costume pieces(hat&armor) that go for quite a bit depending on the stats that are on it. Otherworld GG, AT & MS runs are good money because they drop level 60 crafted recipes from the bosses & a very small chance to drop a level 65 yellow weapon. The higher the % on the weapon the more it's worth, percents can go to 140. The bosses also have a chance to drop advanced ultimates(tactical, offensive, defensive) A chest spawns at the end of party and Hard runs which have a chance to drop custom costumes.


Option 5: Infernal Abyss Drop Selling
The dungeon itself having a level 55 requirement and you can only access the crystal to get into the dungeon on Tuesdays, Wednesdays, Saturdays and Sundays. This dungeon resets every 8 hours, it's recommended to have a good amount of hp and or defense, not evasion. You can farm the weapon drops, gear drops and purple gold ore(materials for making lv 60 weapons) to sell for decent amounts. The weapon materials and weapons only drop form the boss, Zaahir, also an eidolin you can get. He appears every 5 floors of the dungeon, there are 50 floors total, and you only have 20 minutes to complete the dungeon, all of the mobs and the boss itself are fire element, so its recommended to have fire gear to minimize the damage taken, also fire skills hit less, since they're fire. With the current level people are, it is currently is possible to finish the dungeon, Zaahir's level increases by five every time you challenge him.


Option 6: Sky Tower
This is the hardest option as the requirements are level 60+ and its a 40 person raid.
You can NOT summon eidolins in sky tower, its recommended to bring party buffs and defense food buffs even if you hit the defense cap because the bosses level raises a few every floor. Sky Tower is only open on Saturdays and Sundays at certain times which are: 10 am EST, 3 pm EST & 8 pm EST. There are 10 floors total, your goal is to finish as many floors in 2 hours as you can. You do NOT get experience from this, this is simply a loot dungeon. It's recommended to go with a pre-planned or pre-organized raidgroup to make things easier and also recommended to keep ranged dps and tank & melee dps parties separated to make it easier on the bards. You get 15 lives, if you die 15 times, you get kicked out and cannot re-enter till the next day its open. The bosses don't drop any loot, but a chest spawns after you clear the floor that has a chance to drop lv 60 crafted weapon recipes that aren't available anywhere else, and a very small chance to drop level 65 yellow weapons which are different from the other world ones, which also go up to 140%.
0 Comments
Posted in Arrangement, Art, Business

Aura Kingdom: Classes and Eidolons Recommendation

Eidolons in Aura Kingdom are not only lively and loyal companions, but also a guardian spirits to make sure your adventure safe. According to the complementarity and skill connection between different classes and Eidolons, I will recommend you some fabulous matching below. Bard has powerful healing skill but lack of attack force so that this class only needs an Eidolon with fatal and stable attack force. Guardian also needs an Eidolon with powerful attack force and even strong survival ability. Certainly, the matching above are based on different classes' orientation and specialty, if we take Eidolons' skills into account, even though Kotonoha(nine-tailed fox girl) is weak at attack, it will become perfect if she battle together with Guardian. 


  Class Single Dungeon Party Dungeon PvP
  Guardian Uzuriel/Aelius Kotonoha/Tsubaki Tigerius Caesar/Tsubaki
  Duelist Merrilee/Bel-Chandra Uzuriel/Bel-Chandra Tigerius Caesar/Sigrun
  Ravager Merrilee/Vayu Aelius/Yarnaros Tigerius Caesar/Vayu
  Wizard Merrilee/Vayu Uzuriel/Yarnaros Aelius/Yarnaros
 Sorcerer Gigas/Yarnaros Bel-Chandra/Sigrun Tigerius Caesar/Yarnaros
Bard Merrilee/Vayu Uzuriel/Aelius Tigerius Caesar/Yarnaros
  Grenadier Sigrun/Gigas Vayu/Yarnaros Tigerius CaesarAelius
 Gunslinger Gigas Kotonoha/Tsubaki Vayu/Kotonoha


0 Comments
Posted in Arrangement, Art, Business

Subclass

Subclasses are a secondary class that players can choose once they reach level 40. Note that they could only choose one subclass and have one main class that they already have at the beginning.
Subclasses go in the same way as your main class. You choose the other classes that you think bests fit you with your first class. Some players don't know what classes to choose for their main ones because they probably have two or three favorites. Having a subclass is a good chance for a player to experience the different skills and combos. 






While players will use their chosen class’ weapon (and the skills that come with it) for the beginning chapters of their journey, a whole new world of potential is unlocked at level 40. At this point you’ll be able to select a secondary weapon, normally wielded by one of the remaining classes. You can then train up your character with the secondary weapon the same way you did with your primary.
Choosing a subclass cannot be the same class as your main one! For instance, if your main weapon is a Sword and Shield, you have to pick one out of the other nine weapons. You can't pick sword and shield once again.
A player could learn a subclass skill (primary skill) of the secondary class. You could visit the Skills page for all types of skills. You could also make a combination of your first and second class together and learn new skills.
0 Comments
Posted in Arrangement, Art, Business

Aura Kingdom Guide

 Story Aura Kingdom


The World
Azuria, the Jewel of Gaia, is a world powerfully alive. Above, beyond the sky, is the Aura Kingdom, realm of light and spirit. Deep below the earth is the underworld, Pandemonium, realm of the dead and home to demons of destruction and decay. Between is Terra, the living land of Humanity and the other mortal peoples, where the energies of the realms above and below combine in beauty and strangeness.
The peoples of Terra are, above all, artists. Some weave magic from song, others craft cunning devices; even the pirates have flair. The Church in Navea has spent generations creating rituals and celebrations around the Cube of Gaia, the mortal world's link to the creative force of the universe.
Beyond the lands of Humanity, there are the lion-like warrior nomads of the Ventos Prairie, the robot-building Dwarves of the Cactakara Forest, the amphibious Sarpa of Candeo Marsh, and even stranger races besides. The world is old, and many civilizations have come and gone, leaving ruins and mysterious monuments for travelers to explore.
The Situation
As the Church in the great city of Navea provides moral order, the Church's Templars provide temporal order. When monsters, bandits, or weirder things threaten civilization, the Templars send knights to deal with it. The greatest of the Templars was Reinhardt, the Templar commander. For twenty years, he fought and bled to drive back those who threatened the peace.
When Reinhardt stepped back from command to marry Suna, the love of his life, the people celebrated. They had admired Reinhardt as a warrior, and saw his happiness as the just reward for a life of service. So, when Suna fell ill with a mysterious, deadly disease, the people mourned. Reinhardt once more donned his armor, questing farther and farther into the world to find a cure. He returned empty-handed and heartbroken, and has since disappeared.
Suna's illness and Reinhardt's disappearance seem to have been omens, announcing a dark time for the realm. Pirates and bandits threaten the villages, emboldened by the hero's absence. Hostile creatures disrupt the farms and stalk the forests. Rumors of monsters and evil ghosts and worse things are heard from the edges of civilization. Now a black-armored Knight has appeared, with death and demons following wherever he travels.
The Player
The power of Gaia still works in the world. In times of crisis, when the survival of the peoples of the realm is at stake, this power awakens spiritual gifts in certain individuals. Such a person becomes an Envoy of Gaia, and their actions will shape the fate of the world.
When the power awakens within the Envoy, a spirit of the Aura Kingdom is drawn to them. This spirit takes its shape and its personality from the hopes and fears of the Envoy. In this way, the spirit becomes an Eidolon, an outward image of the best of what's inside the Envoy's heart. Together, Envoy and Eidolon stand against those who would destroy Azuria. 

Link download game