On MasterWork, rates are dynamic and based on the season stage. After each update, levelling up at the initial levels becomes easier. That allows you to start at any time and play at any pace - you will quickly reach the current level and join the big game.
The mission system will help you develop throughout the season and always show you the proper path. Complete game activities and get extra experience, game currency and other valuable rewards. There is always something to do at MasterWork.
Updated locations on MasterWork are intended for full groups, and an expanded list of RB will allow all groups to test their power. Fight monsters and other groups to get a lot of experience, resources and equipment.
Every year, the developers slightly change the game, which provides a significant increase in performance. The server can withstand battles of several thousand players in one small location, and the client maintains a high FPS rate.
Two game worlds are available At the start of the season, with their histories written. In the middle of the season, players will encounter a merge of game worlds for a battle between players from different servers. The next stage is merging with the Eternal server and confronting players from previous seasons.
Despite the huge differences between the classes, some changes unite them. Each class from the Warrior archetype is relevant and universal while keeping its authenticity — the Tyrant did not turn into a Gladiator, and the Blacksmith into a Warlord.
It became easier for Warriors to survive mass battles, catch the opponent, and find a place in the group. On MasterWork, these classes are strong in all game aspects, not just in certain situations, when, for example, you want to kill a boss or craft an item.
Before MasterWork, tanks were only good at the Grand Olympiad or in the later stages after learning the "icon" class skill. However, we have changed this sad situation.
A tank on MasterWork is an active and useful group member at any stage of the season. The "icon" skills are divided into levels and studied starting from level 60 but are unavailable at the Olympiad. The original skill, learned at level 83, remains. Due to the enemy's control skills, the tank can protect group and give it an advantage. Tanks are also suitable for farming - the Vanguard transformation skills now have a light/dark attribute.
Archers on MasterWork are not as demanding as in the classic version of the game. Monotonous levelling has become more dynamic due to the skills rework AoE became more effective, and many useful skills are divided into levels and learned earlier. The casting speed and cooldown were adjusted, and most combat skills received an attribute enchanting branch and now have increased PvE damage.
Archers fit well into groups with different compositions due to useful counter-skills. The overall survivability of the class became better due to evasion, including from skills. Reworked skills and new bonuses from sets make the archer archetype more tenacious and variable in PvP battles.
Assassins on MasterWork received two mass skills that fundamentally changed the possibilities of levelling classes of this archetype. AoE farming for a dagger is not fiction but reality.
New skills are also useful in mass PvP battles - they deal a lot of damage and are enhanced by effects that increase critical damage and recovery speed. They are highly effective in the early game stages due to the lack of high-level skills studied from level 56. Improved Ultimate Evasion (UE) and several new skills increased survivability in mass battles, where previously assassins, as combat units, were useless.
Wizards are initially one of the strongest archetypes. Mages have elemental abilities that fit the element of the class. The attribute system allows mages to increase elemental damage up to 40% in the late game.
Mages received general improvements, such as plenty of small changes in the skill enchant trees, but primarily due to changes to the support classes that will be in the party with the mage.
A new class Geomancer, the Earth mage. The gameplay for the dwarven mage is similar to Archmage or Mystic Muse. It has good defence and can restore health. Also, it has several unique abilities that weaken the enemy over time. As part of the 5th season, the most unpopular class of the archetype - the Spellhowler - was also boosted.
Summoners have an unusual gameplay. They are extremely strong in some aspects of the game and incredibly weak in others. They are top-notch fighters in the Olympiad, but in a party game, their impact is barely noticeable.
On MasterWork, each summoner class received transformations with the skills of an archer, assassin, knight or mage and a unique buff. That allows the summoner to become a full-fledged party member without losing uniqueness. At high levels, the transformation does not recall the summoned servant.
Kai the Cat, Merrow the Unicorn and Soulless received the ability to deal damage with auto attacks to several enemies at once.
The combined changes increase the combat potential of summoners and open up new build options.
On MasterWork, healers received the ability to comfortably level up alone and deal additional damage in a group. New attack skills allow you to fight monsters effectively but do not deal damage in PvP.
Some skills of the third profession are divided into levels and learned much earlier, increasing the healer's effectiveness in battle. Among all the others, the Bishop occupies a special place, learning unique cleanse and restoration skills already at level 56. Elven Elders are still irreplaceable in a full group. Shillien Elders are useful in all groups due to the changes received over the past seasons but show best in a physical or incomplete group.
Buffers have retained their authenticity but received changes that simplify the game in a group. High-level skills are divided into levels and learned earlier, expanding the group capabilities at lower levels. Prophets can impose strengthening effects on the entire group at once. In addition, buffers can effectively level solo, using a wolf or combat transformations.
Buffers increase the overall viability of the group due to additional healing skills, new combined effects and timely rebuffs during PvP battles. Some weakening skills were updated - Fear, Poison, Mana Storm and others. A live buffer is indispensable for a group, so we recommend checking all the new skills on our Wikipedia.
Bard is the most interesting class on MasterWork. We made them relevant and strong and solved the eternal problem of finding a bard in a group.
Dances and songs are now combined into rhythms and available to both classes. At the same time, the difference in key skills remains - Rhythm of Medusa/Rhythm of Silence and Dance of the Berserker/Song of Purification. The combined effects allow you to take an additional damage dealer rather than endlessly search for the missing bard.
Bards on MasterWork can play the role of an additional tank or a universal damage dealer. The versatility of the class makes Bards an excellent choice for solo and group playing.
The Inspector can now become a full-fledged main class and participate in the Olympiad. This is a semi-support class that is fits for any group composition.
Rapier-related skills developed, which allows you to implement the "Soul Breaker-Warrior". The Steal Divinity skill is weaker by default but grows as the character develops. Male and female Soul Breakers have separate classes in the Grand Olympiad.
Berserker skills have a chance to do critical damage, while normal attack and survivability have become better.
The Inspector, Berserker and Soul Breaker have acquired a new metagame through auto-attacks. Now, it makes sense to use not only the same type of skills but also to try new tactics.
Register now, old players only must confirm email