Wartune 2 (Not 2.0) (USA Release – Late June/Early July 2014) Advanced Career Paths – Player must be level 80 and have a certain Honor Level (Hard to tell which). Aegis Major: Reduce all damage values by 40 (Hit points) Ok im going to list what astral DONT work when there together Astral X What they cancel Out Will destroy X Pristine Snipers Edge, Enhanced Determination. What Astral cant be put on at the same time Goddess Blessing X Aegis Major.
Wartune Astrals Comprehensive Guide by jns2
This guide assumes basic knowledge of the the astral system.
The Astral System Guide is a good starting point if you need a quick refresher.
- Goddess Blessing astral, on the other hand, replaces Aegis on higher level characters as it subtracts a percentage, so for example when people are hitting 10,000 damage then it is silly to talk about subtracting 100, but it is very nice to talk about subtracting 10%, i.e.
- 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.
- Aegis reduces damage done to you by an absolute value of 40 / lvl, whereas Goddess reduces by 3% / lvl. As we can see, this is straightforward, the break even point happens at 1333 damage done to.
To give credit where it’s due, all astral stats used in my calculation are obtained from the Wartune Wiki, which itself is an excellent resource on the game mechanism.
Is it better to sell all (including unused Oranges), to keep all non-grey, or somewhere in between?
Astral Color | Exp gained | Sells for | Gold/exp |
Green | 10 | 3600 | 360 |
Blue | 30 | 6000 | 200 |
Purple | 50 | 8400 | 168 |
Orange | 70 | 10800 | 154 |
Red | 90 | 13200 | 147 |
What this table shows is that it costs a lot more gold to gain exp from green astrals than from blue ones. Every 1 exp point you get from a green astral costs you 360 gold, wheres a red one only costs you 147 gold per exp point.
Therefore, if you are just starting out, it may be better to sell all until you find (or exchange for) the astral type and color that you desire. Once you have decent starting astrals, you will be better off selling Green ones as they are not cost-effective to engulf. Whether to engulf or sell blue ones really depend on your individual situation, e.g. how much gold you’re making, how much gold you project to need in the near future, and so on.
Wartune Aegis Major League
Is there a method to increase chance of getting orange/red astrals?
One trick that I hear many people swear by is clicking the respective Astro when the corresponding constellation lights up.
Another is to always leave an Astral Star trail, meaning if the fourth one (Saturn) is enabled, you do not click that right away, but click from the start again (Magus) until you get the third (Pallus) enabled; the thought is that if Saturn fails, you can restart from Pallus and not from Magus.
Third one that I hear is to hold your mouse button after you click a Star, count “one-Mississippi”, and let go. Count up to “five-Mississippi” for fifth Star (Chiron).
You may have heard other tricks besides those I mentioned. Whatever the trick you employ, I do not believe it will give you a better chance than mindless clicking. Though if you believe a certain method always works for you, I will not discourage you from continuing to do so.
What astrals are best for me at my level?
Most of the time you can’t go wrong with the 3 “core” astrals: 1 atk and 2 def.
From here the path varies depending on your individual build and situation. There is no universal recommendation that works for everyone all the time.
Ideally, you’d want to use different astrals for the different situation in the game. For example, Sniper’s Edge and Determination for WB; Aegis for Catacomb, Guardian Angel when facing an archer, and so on.
Let’s start with comparison similar astrals. I am using Orange astrals as the basis for all comparisons, and when not specified otherwise I assume 5000 damage done to you, and 5000 damage dealt by you.
Aegis Major vs Goddess Blessings
Aegis reduces damage done to you by an absolute value of 40 / lvl, whereas Goddess reduces by 3% / lvl.
As we can see, this is straightforward, the break even point happens at 1333 damage done to you (1333 x 3% = 40). Therefore, at lower level, Aegis is the better option, and you should switch to Goddess at a level where you receive more than 1333 damage.
Note that you cannot equip both of these Astrals.
Blessed Health vs Regeneration
Another easy one. Blessed heals 400 health / lvl, and Regen heals 10% / lvl of your damage dealt. Each has 10% chance to trigger.
The break even point is then 4000 damage dealt. If you deal higher damage than that, go with Regen, otherwise Blessed.
Enshieldment vs Illusion
Enshieldment adds 216 block points every level. According to Wartune Wiki, each point in block adds approximately 0.04% chance to block an attack.
Assuming no other source of blocks, a level 10 Enshieldment gives you 2160 points or 66% chance to block an attack.
By observation from WB damage, blocked attack reduces damage received by approximately 40%.
Correspondingly, a lvl 10 Illusion gives 18% chance to dodge an attack.
Dodged attack reduces damage received to 1.
This is where the comparison gets tricky.
Illusion treats each part of a multi-attack (such as Mage’s RoF, Knight’s Delphic, Archer’s Multi) as an independent attack. Therefore if a Mage does RoF to you, you could dodge one but not the other.
Block treats all component of multi-attack as one, you either block all or block none.
Illusion reduces all damage done to you to 1, regardless of the type of damage, it could be a critical, normal, or a blocked one.
By observation, a critical hit cannot be simultaneously a blocked one, vice versa. It is not known (at least not to me), whether the game calculates critical first or block first. To move forward, let’s assume for now that block is calculated first before critical (except for archer’s multi-shot where it is always critical).
Going back to our assumption of 5000 damage done to you, you have an expected damage reduction of 1321 (66% x 5000 x 40%) with lvl 10 Enshieldment, and 900 damage reduction with lvl 10 Illusion (18% x 5000). Though of course when it triggers, Illusion will reduce it by a straight amount of 5000, whereas Enshieldment only reduces it by 2000. Though Illusion triggers approximately 10 times out of every 100 attacks, and Enshieldment 66 times out every 100 attacks.
The probability favors Enshieldment even more when a multi-attack is considered. For example, with a mage’s RoF that deals 2500 each attack, Enshieldment still gives 66% chance to block the entire 5000 worth of damage. However, with Illusion, the chance to dodge both attacks is 3% (18% x 18%).
Enshieldment is the clear winner here. Please provide a counter example, with mathematical justification, if you can think of a case where Illusion is better.
Fortunately, you don’t have to pick if you don’t want to. You can equip both Enshieldment and Illusion.
Will Destroyer vs Sniper’s Edge
Sniper is almost always paired with Determination, but let’s look at the 1-to-1 comparison first.
Will increases damage dealt by 5% / lvl, Sniper adds 216 points to Critical points, which is approximately 10.2% chance to land a critical hit.
Comparing these 2 astrals is not as straight forward as the first three. All the comparisons up to now are of the “same nature”, x% chance vs x% chance, where x is always the same number of the two astrals being compared.
In this case, however, Will has 100% chance of increasing your damage dealt by 5% / lvl, whereas Sniper increases your chance to land a critical with a diminishing rate as your astral’s level goes up.
Let’s start with a straight calculation.
With lvl 1 Sniper which gives 10% chance to do critical (which is 1.5x normal damage?), and 5000 base damage, you can expect to deal 7500 damage once out of every 10 attacks.
With lvl 1 Will, you deal 250 more damage each attack, and in 10 attacks that equals to 2500 more damage.
Exactly the same!
The result changes as the astral level goes up however, because of the diminishing rate Sniper gives.
With lvl 10 Sniper, we get 66% chance to do critical. Thus we can expect to deal 7500 damage 66 times out of every 100 attacks, for a total damage of 5000 x 34 + 7500 x 66 = 665,000.
With lvl 10 Will, we get 50% additional damage each attack, for a total damage of 5000 x 100 x 1.5 = 750,000
Wartune Aegis Major
This calculation is different when it concerns an Archer since Eye of Eagle and Battle Prowess change the critical chance and damage dealt respectively. These 2 archer passive skills alter the equation significantly enough that it may tilt the favor toward Sniper when you’re an archer. Especially when combined with Determination.
Determination vs the rest
Determination increases crit base damage by 5% / lvl.
If you don’t equip Sniper, it is generally not recommended to equip this astral. On the flip side of the coin, equipping this astral automatically takes up 2 astral spaces since the other slot is taken by Sniper.
The question then is, what other option do we have at these 2 Astral spaces if we don’t use Sniper/Determination combo? This question does not pertain an archer in most cases.
Unfortunately this is as far as my definitive guide goes. Everything beyond this depends greatly on your build and even party. Though hopefully I have helped to eliminate 2-5 options, making it easier for you to choose from the remaining.
Part 2 below offers one suggestion on astral choices. I try to be as objective as I can, but in some cases it is not possible to be completely objective, it varies greatly depending on your individual situation.
Part 2. Astral Choices
For the purpose of this guide, I will group all the astrals into 4 categories:
- Core: astrals: Force, Fortitude, Mysticality, and Willpower
- Special occasions: Aegis, Charm, Guardian Angel, and Ruthlessness
- Defensive: astrals: Blessed Health, Brilliance, Enshieldment, Goddess Blessings, Illusion, and Regeneration
- Offensive: Deflection, Will Destroyer, Sniper’s Edge, and Determination (I’d classify Sniper/Determination as core for archers)
Core astrals are must haves.
Special occasions are nice to haves, depending on what you’re currently doing, for example Guardian Angel when you know for certain you’re facing a high crit opponent.
Defensive and offensive are what you need to choose to fill in your slots after you’ve equipped all your core astrals.
With the game’s primary focus being PvP, and PvP fights are generally shorter, my recommendation would be to choose “certain” astrals over “chance” astrals. This thought is driven by the same mathematical principle that guides financial investment strategy. At young age, you put more eggs in stocks (“chance astrals”), as you get older, you switch more and more eggs toward bonds and even cash (“certain astrals”).
Therefore, between choosing Regeneration and Brilliance, for example; even if you do an average of 6000 damage (expected heal value of 600 with Regeneration, vs a certain one-time 500 higher hp), I would still go with Brilliance.
Level 30
As mentioned, the 3 core astrals are most common, and most recommended, choices when you are under level 40. There is generally no different choices here regardless of what class you are, except for the matk vs patk.
Level 40
The path starts to diverge among the 3 classes and the individual build. One thing is true, this level is low enough that none of the “chance” astrals will not be useful yet. Therefore, I am eliminating Deflection, Regeneration, and Blessed Health.
Knight
Viable options for knights include Will Destroyer, Enshieldment, Goddess, or Brilliance.
With already naturally high HP, Brilliance will not add much (percentage-wise), that its benefit is likely to be smaller compared to other percentage-based Astrals.
I also leave Illusion out at this level since you only have 1 slot and Enshieldment is mathematically better than Illusion.
As to which one exactly you should pick depends on you skill allocation and stats. Will Destroyer depends on your average damage you dish out, while Enshieldment and Goddess depend on average damage you receive.
Let’s look at Enshieldment and Goddess. We’re interested in column 4 (average expected damage reduction from Enshieldment) and column 6 (damage reduction from Goddess) in below table.
Again, this is based on 5000 damage done to you, and no other source of +block. I also assume dodged attack reduces its damage by 40%.
Level | +Block | Chance | exp. dmg. reduction | + %reduction | dmg. reduction |
1 | 216 | 10% | 205 | 3% | 150 |
2 | 432 | 19% | 389 | 6% | 300 |
3 | 648 | 28% | 554 | 9% | 450 |
4 | 864 | 35% | 702 | 12% | 600 |
5 | 1080 | 42% | 835 | 15% | 750 |
6 | 1296 | 48% | 954 | 18% | 900 |
7 | 1512 | 53% | 1061 | 21% | 1050 |
8 | 1728 | 58% | 1157 | 24% | 1200 |
9 | 1944 | 62% | 1244 | 27% | 1350 |
10 | 2160 | 66% | 1321 | 30% | 1500 |
Enshieldment seems to be the clear winner here. Especially when the passive skill Enhanced Block is considered, which heals 4% of your HP. Even at lvl 10 where Goddess provides more damage reduction, with Enhanced Block, you only need to have a HP of more than 4500 (=(1500-1320)/4%) for Enshieldment to outperform Goddess.
However, it must also be noted that Enshieldment does not always trigger on each attack, whereas Goddess does. So you must still decide, based on your current Enshieldment level (block chance), whether you want to gamble for the much higher payouts or for the much lower, but confirmed, payouts.
You now just need to calculate your damage increase with Will Destroyer to make your decision on your fourth astral.
In general, if your pAtk is higher than your def, then go for Will Destroyer, otherwise go for either one of these damage reduction astrals.
Archer
Easy one. Sniper’s Edge. One of the 3 core astrals if you had already equipped Sniper since lvl 30.
Mage
The choices are similar to a Knight. The same analysis in the Knight’s section regarding Goddess and Enshieldment also applies here.
Unique for a Mage, Brilliance now also pushes its way into conversation, because this astral also affects Suntoria’s heal amount.
Let’s look at Goddess vs Brilliance with a level 3 Suntoria.
Goddess reduces damage by 3% / lvl.
Brilliance increases hp by 400 / lvl.
Suntoria heals 6% per turn, thus Brilliance “heals” 24 health per turn, plus the lump sum amount of 400 health.
Without the lump sum 400 health bonus, Goddess only needs 800 damage to counter to benefit offered by Suntoria’ed Brilliance. In other words, if your opponent does more than 800 damage per turn to you, then you’re better off with Goddess. However the 400 health lump sum changes the equation to favor Brilliance. 800 damage is just enough to counter the 24 “heal from Brilliance”.
How much more damage is needed to counter the 400 health depends on the average duration of each fight.
Suppose each fight lasts for 7 turns on average, then for Goddess to outshine Suntoria’ed Brilliance, your opponent would have to deal at least an average damage of 2700 (=(400×0.06 + (400/7) / 0.03)
The damage received needs to be higher for shorter fights.
Level 50
This is often the crucial turning point in a toon’s life. Many toons entering this stage while they should have stayed a bit longer in the 45-49 phase. This sometimes result in people getting frustrated and leaving the game, or making others frustrated by their complaints.
Choosing the right astral goes a long way toward making or breaking your toon. The choices now also depend not only on your class, but also your overall build. What stats your items have, what kind of gems you put into their sockets, what skills you choose, all affect how you should choose your astrals.
Brilliance becomes a more viable option too since by this time you generate enough gold to level this astral up to a “usable” level.
Knight
I have mathematically shown in the first part of this guide that going for Critical build is not as effective as going for the Will Destroyer path. You could, of course, compensate for the baseline inefficiency by pumping $$ into higher level Crit gems, for example.
Therefore, the choices here are the same as lvl40, pick whatever you left off at level 40. 2 of Will Destroyer, Enshieldment, or Goddess Blessing. Though I’d say that Illusion can re-enter the picture as a potential for your fifth slot.
Archer
Another easy one. Determination, to go along with the Sniper that you’ve picked up at level 40.
Mage
Similar to a Knight’s choices, pick what you left off as viable options at level 40.
Wartune Aegis Major Battle
Level 60+
One thing left to compare is the “chance” astrals. Technically, Enshieldment and Sniper also belong in the “chance” astral group. However, since Enshieldment has been discussed to death, you can always refer to earlier analysis to compare that with other “chance” astrals discussed here. For what it’s worth, Sniper has the same calculation as Enshieldment.
Deflection reflects damage received by 10% / level. While Regeneration heals 10% / level of damage dealt. Each has a 10% trigger rate.
This 10% trigger rate is the deal breaker for these 2 chance astrals. While it may be ok (and in fact could be great) for PvE, PvP fights are too short for this to trigger. This only happens 1 out of every 10 attacks. If a fight lasts for 5 rounds (which is a typical length of Group Arena), you can expect either of these astrals to trigger every other fight. In other words, you go without astral during one out of every two fights.
Choose from the remaining viable astrals instead, Will Destroyer, Enshieldment, Illusion, Goddess Blessing.
Conclusion
In summary, this then is my highly subjective suggestion of astral choices at different levels.
/ indicates choose one of
, indicates choose all
Wartune Aegis Major Triad
Level | Knight | Archer | Mage |
30 | Force, Fortitude, Willpower | Force, Fortitude, Willpower | Mysticality, Fortitude, Willpower |
40 | Enshieldment | Sniper’s Edge | Brilliance / Will Destroyer |
50 | Will Destroyer | Determination | Will Destroyer / Brilliance |
60 | Goddess Blessing | Enshieldment / Goddess | Enshieldment / Goddess |
70 | Illusion | Goddess / Enshieldment | Goddess / Enshieldment |
Wartune Aegis Major Arcana
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.