Listen to MasterPork and rise your skill,
or go and take a cup of tea - you choose.
It will be useful to know:
EXP Increased: 1-19 Levels
Main game: 20-56 Levels
Hard Mode: 56+ Levels
Actual: D/C-Grade
Difficult: B-Grade
New: Subclass quest
It will be useful to know:
EXP Increased: 1-39 Levels
Main game: 40-59 Levels
Hard Mode: 60+ Levels
Actual: C/B-Grade
Difficult: A-Grade
New: Castles Siege
It will be useful to know:
Experience increased: levels 1-52
Main game: levels 52-63
Difficulty mode: 64+ levels
Actual: C grade, B grade, A grade
New: Grand Olympiad
Instance:
It will be useful to know:
Experience increased: levels 1-56
Main game: 56-67 levels
Difficulty mode: 68+ levels
Actual: B grade, A grade
Difficult:Best weapon of A grade
New:First Heroes
New: Cloud Mountain location
It will be useful to know:
Experience increased: levels 1-59
Main game: 60-69 levels
Difficult mode: 70+ levels
Actual: B grade, A
Olympiad: 2nd period
New: Noblesse quest
It will be useful to know:
Experience increased: 1-63 levels
Main game: 64-71 levels
Difficulty mode: 72+ levels
Actual: A grade
New: Top B equipment in a Luxury Shop
New: Epic Boss Baium
New Race: Kamael
The highlights of PvP are here:
Experience increased: 1-65 levels
Main game: 66-74 levels
Difficult mode: 75+ levels
Actual: A grade
Difficult: S grade
Olympiad: 3rd period
Would be useful to know:
Experience increased: levels 1-67
Main game: 68-75 levels
Difficult mode: 76+ levels
Actual: A grade, S grade
Battles: Territorial Wars
Battles: Castle Siege
New: Attribute attack
Special for you:
Experience increased: levels 1-69
Main game: levels 70-77
Difficult Mode: levels 78+
Actual: S grade
New: Access to level 78 skills
Instance: Twins and Bailor
New: Attribute equipment
Special for you:
Experience increased: levels 1-70
Main game: 71-78 levels
Difficult mode: 79+ levels
Actual: S grade
Difficult: return sober
Instance: Orfen and Core
New: Antharas and Valakas
New: Market
New: Territorial Wars
Reworked the first stages, increased the number of updates at the beginning of the season. Putting the Kamael race until New Year.
In three years of working on MasterWork we have moved to a smoother development of the server. At the beginning of the season, new patches will be released every week, closer to the middle - once every 2-3 weeks.
We move away from the notion of chronicles and rates, and develop the season with an eye to the optimal speed and comfort of development of players. It is never too late to start playing - with each patch, the early stages of development become more and more easy so that you can focus on a really interesting game.
No more "imba" classes. Play whoever you like. With each season, all classes become more comfortable for both single-player and group play.
There is no need to "nerf" the mages, we need to recycle and strengthen other classes. This is what we do from season to season, using real data rather than dry figures. Many classes got a chance to hit the meth and increase the number of profitable group options. We’ve dismantled every archetype just for you, read about all the changes to the classes below.
The phased development of the season when most players are in the same level range makes the market more active and saturated with goods. Grow up from Carmian Robe - sell it to newbies, get the maximum level and knock out your unnecessary Avadon boots - there’s a buyer at Giran.
A healthy economy is the key to a long server life. MasterWork gives rise to new trading and market relations with each patch. In this case, the old equipment can be enchanted and made rare to keep it up to date. Sooner or later, you’re gonna change that set, and there’s always a buyer for it.
The most important thing about MasterWork is that people play here. We have been building our community of players for years, and every year we have more people who want to play the game, not play it in a week. This is what creates the excitement at the start of the season and gives an incentive to return to the game even after a few months of hiatus when the seasonal server is merged with the Eternal server.
We try to maintain a friendly atmosphere and restrict access to the game to people who violate our rules. Masterwork is a community without toxic relationships, where the "enemy" is only a nickname icon in the game, not a personal attitude, where after long battles for location you joke together in the same chat room.
We respect the privacy and leisure of our players. To give you an opportunity to escape from the computer without compromising the game, we have added cycled macroses.
A few hours a day, you can leave the character to beat in the assist, give buffs to the group in time and not get lost from the lead player. But when the battle begins with other players, the cycled macros will be disabled - the fight must be fair for everyone.
Despite the huge difference between classes, there are a number of changes that unite them. Each class from the archetype Warrior has become relevant and universal, while retaining its authenticity - Tyrant has not turned into Gladiator, and Blacksmith into Warlord. It became easier for soldiers to survive in mass battles, catch up with opponents, find their place in the group. On MasterWork, these classes are useful in all aspects of the game, not just in certain situations where, for example, you need to kill a boss or craft some item.
Before MasterWork tanks were relevant only for the Grand Olympiad or in the later stages of the game, when the skill of the class "icon" was learned. However, we have reversed this sad situation. Tank on MasterWork - a full member of the group at any stage of the development of the season. The skills of the "icon" class are divided into levels and learned from level 60, but are not available for use at the Olympiad. There’s an original skill left for her, which is being taught at level 83. Due to the more effective Provocation (Agr) skill in a battle between players, a tank can block a couple of enemy damagers, giving its group an advantage. When hunting monsters, tanks also feel comfortable - Vanguard’s transformation skills now have the attribute of light/darkness.
Archers on MasterWork are not as demanding as in the classic version of the game. Boring exping became more dynamic due to the processing of skills - mass skills became more effective, many useful skills were divided into levels and began to be learned earlier, adjusted the speed of application and recovery of skills, Most combat skills have enchanting branch on the attribute and have increased damage in PvE. Archers fit well in groups with different composition due to useful counter-skills, the overall survival of the class has changed for the better due to underestimated evasion. Redesigned skills and new features from the sets make archetype archetypes more resilient and variable in PvP battles.
The MasterWork Assassins gained two massive skills that fundamentally altered the ability of this archetype class. It’s not fiction, it’s reality. New skills are also useful in massive PvP battles - they deal a lot of damage and are enhanced by various effects that affect critical damage and recovery speed. They are highly effective in the early stages of the game due to the lack of some high-level skills that are taught from level 56 onwards. Improved Ultimate Evasion (UE) and several new skills greatly increased survivability in mass battles, where previously killers but as units were useless.
Wizards are one of the strongest archetypes originally. We have tried to balance wizards not by weakening the archetype, but by increasing the efficiency of other classes, enabling them to resist magic. It was decided on a scandalous flash (Aura Flash). The meta archetype has been expanded through an attribute system, the mechanics of which allow mages to increase their damage to 20-40%. Last season, a new class was added - Geomancer, Earth Wizard. Gameplay for Dwarf Mage resembles Archmage or Mystic Muse. He is well protected and able to restore health, has a number of unique skills that weaken the opponent over time.
The Summoners are unusual in gameplay - they are extremely strong in some aspects of the game, and incredibly weak in others. They are top-notch fighters at the Olympiad, but in party games their usefulness is hardly noticeable. At MasterWork, each class of conscripts has a transformation that has the skills of an archer, assassin, or mage, as well as a unique strengthening skill. This allows the conscript to become a full-fledged additional damagger in the group without losing his unique ability.
MasterWork gives healers the ability to comfortably exp by solos and do extra damage in a group game. New attacking abilities make you feel like a real damager when fighting monsters, but deal 0 damage in PvP. A number of skills of the third profession are broken down by levels and learned much earlier, increasing the effectiveness of the healer in combat. Among others, the Bishop occupies a special place, possessing unique healing skills already at level 56. The Eva's Elders are still indispensable in the whole group. The Shilen's Elder are also useful in all types of groups due to the changes obtained in recent seasons. However, it is still the best support for the physical or incomplete group.
The Enchanters have retained their authenticity, but have received changes that make playing in the group easier. High-level skills have been divided into several levels and are now being learned earlier, expanding the group’s capabilities at early levels. Prophets can now have amplifying effects on the whole group at once. In addition, sorcerers can effectively develop solo using wolf or combat transformations. The class enhance the group’s overall viability through additional healing skills, new combined effects, and timely rebuff of PvP battle time. Some debilitating skills are actualized - Fear, Poisoning, Mana Storm, and others. Live magician is indispensable for the group, we recommend to get acquainted with all new skills on our Wikipedia.
Bard - the most interesting class on MasterWork. We not only made it current and strong, but also solved the perennial problem of finding a bard in the group. Dances and songs are now united in rhythms and are learned equally by both classes. This left a difference in key skills - Medusa Rhythm/Silence Rhythm and Berserker Dance/Song of Purification. The combined effects of the bards make it possible to take an additional damagger into the group, rather than searching indefinitely for the missing bard. In addition, both bards received a unique attribute that will turn the whole group into cute golden pigs and increase the speed of the characters by 20.
The Kamaels appear in the season in early December. They have received a minimal reduction in skill and retain their fighting ability. The Inspector can now become a full main class and participate in the Olympiad. This is a semi-suoport class that is universally suitable for any group composition. Inspector, Berserker and the Soul Breaker have found a new meta of the game through Basic Attack damage, now it makes sense to use not only the same skills, but also to try new tactics in combat. To increase the variety of gameplay, the male and female Soul Breaker class have a separate heroism for winning the Grand Olympiad.
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