Xul'viir

Unstructured ideas, requests and suggestions for the development of the game.
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fiernaq
Posts: 695
Joined: Fri Mar 16, 2012 3:49 pm
android_version: 2.3

Re: Xul'viir

Post by fiernaq » Tue Dec 31, 2013 12:58 pm

Dagger of the Shadow Priests. More info can be found here: link.
Level: 58, HP: 102, AC: 295%, AD: 46-56, AP: 2/12, BC: 35%, DR: 4
Gold: 75235 | RoLS: 0 RoL: 0 SRoV: 0 VSH: 0
Skills: IF1, Ev1, Ev2, Ev3, CE1, CS1, CS2, Re1, WA1, HH1, Cl1, HH2, DaggerPro1, LightArmorPro1, ShieldPro1, WA2, Cl2
Equipment: Enhanced Combat Helmet, Serpent's Hauberk, Marrowtaint, Quickstrike Dagger, Remgard Shield, Villain's Ring, Villain's Ring, Leather Gloves Of Attack, Enhanced Combat Boots
Last Updated: 02-Dec-2013

chanki
Posts: 15
Joined: Tue Dec 17, 2013 7:50 am
android_version: 2.3

Re: Xul'viir

Post by chanki » Tue Dec 31, 2013 1:44 pm

plz tell me where will i get those last 5 weapons...
i hv been 3verywher still not found them...
(sry for weak english)

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sorrow
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Location: the land of the devil dogs

Re: Xul'viir

Post by sorrow » Tue Dec 31, 2013 5:11 pm

What 3 weapons

Sorrow
Lvl:80 XP:9214038 Gold:1mil Hp:243 AC:301 Ad:28-49 Ch:21 Cm:2.0 Ecc:15 BC:148 Dr:3

skills:
WA:2. HH:2. CS:2. TH:2 QL:2 IF:2 REG:2 MF:5 DBS:1 2HSP:1 LAP:2 HAP:1 SREG:1
L/E
CHAR:1 ROLS:1 ELYR:1 GOLF:1 SHAF: 1

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Antison
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Re: Xul'viir

Post by Antison » Tue Dec 31, 2013 6:17 pm

chanki wrote:plz tell me where will i get those last 5 weapons...
i hv been 3verywher still not found them...
(sry for weak english)
sorrow wrote:What 3 weapons
Go here

Code: Select all

Lv  AP   HP  AC  AD    BC DR CHS CM ECC
134 3/12 215 285 65-75 201 9
58  4/14 131 241 30-43 186 3
52  3/12 150 261 33-42 81  4 59  3.0 29
52  4/12 163 334 30-47 77  3
49  3/12 99  347 40-46 171 1
49  6/12 131 263 35-80 107 3
48  2/12 121 267 34-43 103 5

chanki
Posts: 15
Joined: Tue Dec 17, 2013 7:50 am
android_version: 2.3

Re: Xul'viir

Post by chanki » Wed Jan 01, 2014 6:44 am

1. Rapier of
lifesteal
2. Elytharan
redeemer
3. Shadowfang
4. Chaosreaper
5. Sword of
Shadow's

these 5 wepons, where will i found them???

andorstrail.irkalla.cz/itemlist.php#dagger_shadow_priests

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sorrow
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Re: Xul'viir

Post by sorrow » Wed Jan 01, 2014 6:00 pm


Sorrow
Lvl:80 XP:9214038 Gold:1mil Hp:243 AC:301 Ad:28-49 Ch:21 Cm:2.0 Ecc:15 BC:148 Dr:3

skills:
WA:2. HH:2. CS:2. TH:2 QL:2 IF:2 REG:2 MF:5 DBS:1 2HSP:1 LAP:2 HAP:1 SREG:1
L/E
CHAR:1 ROLS:1 ELYR:1 GOLF:1 SHAF: 1

lagrassimio
Posts: 1
Joined: Fri Jan 03, 2014 10:51 pm
android_version: 4.1

Re: Xul'viir

Post by lagrassimio » Fri Jan 03, 2014 11:01 pm

Hi everybody,

I know this is an odd first post but about the sword in question - it may be overpowered now, but with every update the enemies get stronger and stronger. What if it was the case where the blacksmith in vileguard may have been able to repair the sword, but only to a physical degree. At some later time, in an area where the monsters aren't quite as weak, there was a way to restore the weapon to its former glory, much like when you perform the ritual on the dark protector.

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sorrow
Posts: 1898
Joined: Sun Apr 21, 2013 2:32 pm
android_version: 2.3
Location: the land of the devil dogs

Re: Xul'viir

Post by sorrow » Sat Jan 04, 2014 12:09 am

The xul'viir is fine the way it is. When we were testing this weapon (back in alpha 7.0 I believe) this weapon was way to over powered. And this game is some what designed for grinding and over come stronger monsters. As the gets more and more difficult you will learn of areas that you will die in and others were you overpower the monsters.

Sorrow
Lvl:80 XP:9214038 Gold:1mil Hp:243 AC:301 Ad:28-49 Ch:21 Cm:2.0 Ecc:15 BC:148 Dr:3

skills:
WA:2. HH:2. CS:2. TH:2 QL:2 IF:2 REG:2 MF:5 DBS:1 2HSP:1 LAP:2 HAP:1 SREG:1
L/E
CHAR:1 ROLS:1 ELYR:1 GOLF:1 SHAF: 1

r0tt3nj4ck
Posts: 69
Joined: Sun Jan 19, 2014 5:42 am
android_version: 4.3

Re: Xul'viir

Post by r0tt3nj4ck » Tue Jan 21, 2014 8:54 am

No I think the Dev team needs to listen to the players on this one. Effectually that weapon is inventory candy. It's not really over or under powered since it is not used at all by anyone. Which is the problem......
I would venture a guess to say that the xulvirr I'd the game designers funny joke. It certainly has all the hallmarks of a joke lol.
Click me for a look at my gift to the Andor's Trail Community...

Zukero
Lead Developer
Posts: 1500
Joined: Thu Jul 21, 2011 9:56 am
android_version: 7.1

Re: Xul'viir

Post by Zukero » Tue Jan 21, 2014 10:36 am

r0tt3nj4ck : some players have already reported using it, and loving it. It's just not made for all. Each build type can benefit from different gear. The Xul'viir is great for tanks that place more importance in "time to win" than "rounds to win". When you barely get hit, use the "instant" combat speed option, and want to grind quickly, the Xul'viir is a great weapon !

The dev team would never make such a joke on the players...
Thinking of it, I really can't imagine any published content creator thinking something like : "Hey ! Let's build this long quest, and in the end, the player must make a tough choice about keeping an evil item without knowing its stats, and if he chooses it, he realizes the item is worthless ! Hah ! The joke's on 'em !"
That's just not the way we do things. Easter eggs, or community-private jokes & references are a possibility, but not to the detriment of the players.
Lvl: 78, XP: 8622632, Gold: 271542, RoLS: 1, ElyR: -, RoL: -, ChaR: 1, GoLF: 1, ShaF: 1, SRoV: 1, VSH: 1, WMC: 1, GoW: 1
HP: 71, AC: 301%, AD: 38-47, AP: 3, ECC: 50%, CM: 3.75, BC: 101%, DR: 2

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