Archive for the 'Sets' Category

Revolution Mini Set Released

Thursday, September 10th, 2009

As the battle begins in Phyrra, each side of the PvP event has brought their fashion to the Arena. The Revolution Mini Set is available the Game Store at this time!

The mini set is divided in to four sets, one for each High Path. Each outfit comes with a special legendary, available only as part of this Mini Set.

The Daemon Mage Gear Set features the infamous Daemon Hellcaller gear, along with the ghastly Staff of the Foul Baptism and the legendary Abominable Wand.

The Daemon Mage Gear Set includes the Fleshrender collection of armor, as well as  the Daemon Horn Clobberknocker and the legendary Fleshy Shiv.

The Aenok Warrior Gear Set features classic Aenok Paladin armor pieces, the Aenokic Defender and the legendary Sword of Shining Faith.

The Aenok Druid Gear Set includes the Aenok High Father armor, and the High Father Scepter and the legendary High Father Staff.

Mini Set Outfit Preview

http://www.duels.com

Shadowlands Spotlight - The Butcher’s Boteu

Tuesday, July 14th, 2009
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The Butcher’s Boteu

Power Rating: 764
Feet: Leather

374 Armor

+66 Speed
+84 Perception

+5% Critical

Shadowlands
Artifact

Nightmare Set Preview - Artifact Stats

Friday, March 20th, 2009

We are nearing the release of our second premium mini-set: Nightmare. The set art will give a small preview of what to expect from the Shadow Expansion this summer, as well as what might have been, had the Orzayans triumphed.

We will have additional previews in the coming week, but I thought I would start things off  with the artifact stats as they currently stand.

Nightmare is finishing where Noble Set V started. There are four Artifact weapon types that weren’t represented in that set: A fist weapon, a shield, a sword and a wand.

NOTE: All items are still in development and may change prior to release.

 

Swazahr’s Talons

Power Rating: 826

Main Hand: Fists

60-135 Damage

+75 Strength

+35 Speed

+30 Perception

-25 Stamina

-25 Resist

+10% Hit

Nightmare

Artifact

 

Swazahr’s Spine

Power Rating: 719

Off Hand: Shield

1260 Armor

+95 Stamina

+75 Resist

-30 Strength

-30 Speed

-30 Perception

+10% Dodge

+14% Block

Nightmare

Artifact

 

Swazahr’s Scimitar

Power Rating: 795

Main Hand: Sword

60-135 Damage

+90 Speed

+45 Perception

-20 Strength

-20 Stamina

-20 Resist

+10% Critical

Nightmare

Artifact

 

Swazahr’s Femur

Power Rating: 799

Off Hand: Wand

60-135 Damage

+80 Intelligence

-20 Stamina

-20 Speed

-20 Resist

+10% Critical

Nightmare

Artifact

Nightmare Mini Set Announced, Sneak Peek

Tuesday, March 10th, 2009

In today’s newest Duels Newsletter, (you can find your copy waiting in your email box, or check out the newsletter here!) we announced that a Shadow Mini-set is in the works. I’m a little impatient, and can’t wait to give out more details and sneak peeks of the set! See below for a look at two new headpieces currently being crafted by our Phyrran artisans, and scroll down further for some very important news- the launch date!

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These are two of the head pieces that will be released in the Mini Set.

The Shadow Mini Set, our next premium-style set, will be released on….
*drum roll please*

March 26th!

Stay tuned for more news, sneak peeks, and details as it gets closer to the launch date!

-StarryEyed

PS- If you’re on Twitter, you can now add Duels as a friend. Our Twitter feed keeps players current with updates, maintenance messages, new sets, and even more! Click here for some Twittery fun!

Noble Set V Preview: Three Tiers of Excellence & The Complete Revised Artifact Lineup

Wednesday, February 4th, 2009

Well, yesterday’s announcement of Artifact weapons was certainly the talk of the town. There was a lot of great feedback and we have been making revisions to the items.

So, to give players a clearer idea of what to expect, today’s preview is going compare three similar items of different tiers. This should give a clear idea of how Artifact weapons stand, in comparison to their Legendary and Epic brothers (or sisters).

First, we have three edged weapons designed with similar purpose, but of different tier:

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Razan’s Black Widowmaker

Power Rating: 983
Main Hand: Axe

45-135 Damage

+80 Strength
+30 Speed
+30 Perception

+10% Critical

Noble Set V
Artifact

“Though the generals in Artreus’ undead army were known for vile appetites, none had a taste for blood and suffering to rival Arch Duke Razan the Bloodletter. An avid antiquarian, his collection of armaments was extensive as it was horrifying.  The Widowmaker is said to have been taken from the infamous Vistav warlord Grooplix of the Shieldhides. Razan’s vampiric horde had come in the night to kill the Shieldhide men, feed on the women and drag the children away to serve as chattel in the Duke’s vast Flesh Farms. Grooplix, His village razed, people eradicated and wife consumed before his eyes, stood before the last of his children,  axe, passed down from father to son from time unrecorded or remembered, shone in the flickering light of burning huts.  Duke Razan approached, the very image of death on his skeletal war steed, and was touched by the scene before him. Such a beautiful blade in the hands of so foul a brute. A few minutes later, having exterminated the beast and its filthy litter, he returned to Castle Redskull, where he gave the poor, malnourished weapon a good hoom and plenty of lives to eat.”

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Razan’s Throat Opener

Power Rating: 975
One Hand: Sword

45-135 Damage

+70 Strength
+30 Speed
+30 Perception

+7% Critical

Noble Set V
Legendary

“Though the generals in Artreus’ undead army were known for vile appetites, none had a taste for blood and suffering to rival Arch Duke Razan the Bloodletter. An avid antiquarian, his collection of armaments was extensive as it was horrifying. Razan was a vampire. This sword was known as the ‘Throat Opener’. Further explanation would be gratuitous.”

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Wicked Witch Whacker

Power Rating: 846

One Hand: Axe

41-122 Damage

+60 Strength
+20 Speed
+20 Perception

+3% Critical

Noble Set V
Epic

“Standard issue for soldiers in the army of the Estlam Witch Hunters, a devout group dedicated to the irradication of the undead and what they refer to as ‘unnatural abminations’, a group that includes orcs, ogres, goblins Kahn and most other semi-humanoid races.”

And, since we have been paying almost sole attention to the edged weapons so far, here are the other three Artifact items:

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Razan’s Bloodletter

Power Rating: 988 Main Hand: Dagger

45-135 Damage

+85 Speed
+50 Perception

+10% Dodge

Noble Set V
Artifact

“Though the generals in Artreus’ undead army were known for vile appetites, none had a taste for blood and suffering to rival Arch Duke Razan the Bloodletter. An avid antiquarian, his collection of armaments was extensive as it was horrifying. The Duke’s namesake weapon was given as a gift from the Blood Children, a group of Gostic vampire worshippers. They would kidnap runaway children and small animals to offer in brutal sacrifice to, as they called them, ‘The Lords of Nocturne’. When word of the Children reached Razan, he was amused and wanted to meet them. He traveled via portal to the fortress that the Children used for their rituals. His worshippers presented the Duke with a lavish ceremony that culminated in a request for the Duke to infect them with vampirism or, ‘usher them into his kingdom of the damned’. Charmed by this display, Duke Razan agreed. But, as he took the first Child, the violence and savagery of the act frightened the rest and they ran, screaming in an attempt to leave the fortress. Now irritated with the whole situation, the Duke loosed his pet Razorhounds on the remaining Children and returned to his castle for a hot bath.”

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Razan’s Wheel of Misfortune

Power Rating: 983
Main Hand: Mace

45-135 Damage

+105 Strength
+35 Perception

+10% Critical

Noble Set V
Artifact

“Though the generals in Artreus’ undead army were known for vile appetites, none had a taste for blood and suffering to rival Arch Duke Razan the Bloodletter. An avid antiquarian, his collection of armaments was extensive as it was horrifying. The Duke was known for his sporting ways, loved a game of chance and realized that a chance for salvation made damnation all the sweeter.  Enter the Wheel of Misfortune. Captives of the Duke would be given a chance to gamble for their life. Razan would put a blade to their throat and present them with a choice: he could behead them where they stand, or they could spin the wheel, where they were presented with one chance of being set free, and nine hundred ninety nine deaths far more vile, painful and grotesque than a simple beheading. The odds would have been slim, even if the wheel wasn’t rigged.”

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Razan’s Dead World

Power Rating: 894
Main Hand: Staff

45-135 Damage

300 Armor

+105 Intelligence

+10% Crit

Noble Set V
Artifact

“Though the generals in Artreus’ undead army were known for vile appetites, none had a taste for blood and suffering to rival Arch Duke Razan the Bloodletter. An avid antiquarian, his collection of armaments was extensive as it was horrifying.  The name of the now-dead planet held on this staff is unknown. For centuries, the tiny world thrived, home to a microscopic race of devout souls who lived to glorify the gods. Said gods were a lineage of mages known as the Order of Worldtenders. The protection of this tiny planet was their sacred duty. Then Razan came, murdered the Worldtenders and took the staff. At first, the staff amused him greatly and he would laugh and cheer as the tiny people paid tribute to his magnificence. The Duke, however, was notoriously fickle and  grew bored with his tiny people. The poor souls soon found themselves beset by all manor of horrifying catastrophe, from vigorous shaking to attack by giant ants. Their inevitable genocide came when God was distracted by a traveling theater company and left their world out for the dogs to chew.”

In addition to these items, Noble Set V includes 3 Legendary Chest pieces, 1 Legendary Axe, 1 Legendary Mace, 1 Legendary Dagger, 1 Legendary Mace, 1 Legendary Shield, 2 Legednary Staffs and 2 Legendary Wands as well as the usual assortment of new Epic and Rare Items. More on those soon!

NOTE: All items are in development and subject to revision, prior to release.

Elemental Preview: Monos and Dextoros - The Hands of Fate

Saturday, December 27th, 2008

As the launch of The Elemental Age draws near, I will be stopping in to drop (at least) weekly previews of various items, features and art work.

Today, I have art and stats for the new Legendary Fists:

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Monos and Dextros - The Hands of Fate

Power Rating: 835
One Hand: Fists
45-135 Damage
+75 Strength
+10% Dodge
The Elemental Age
Legendary

The brothers Monos and Dextros could mean Strength and Dodge in their native language, as these fists provide a hefty dose of each. Their cousin High Damage and their sister, Reasonable Power Cost are also present.

Elemental Preview: Kalax - The Mindforge

Tuesday, December 23rd, 2008

As the launch of The Elemental Age draws near, I will be stopping in to drop (at least) weekly previews of various items, features and art work.

Today, I have art and stats for one of the new Legendary staffs:

Kalax - The Mindforge

Power Rating: 808
Main Hand: Staff
45-135 Damage
100 Armor
+75 Intelligence
+10% Hit
The Elemental Age
Legendary

Kalax is a meat and potatoes caster staff that packs a little armor, a hefty intelligence boost, the highest +Hit of any staff so far and, like the rest of this Elemental set, some of the dang purdiest art the game has ever seen.

I will be back again soon with more elemental goodness.  Hopefully I can slip a peek at the new races in…

Preview: The Elemental Age

Tuesday, December 16th, 2008

Duels: The Elemental Age is set to launch early 2009 and will include:

* 2 new races

* More than three hundred new items

* New elemental themed pets

* New, elemental themed Actions

* A new multi-week serial quest and PVP event that will challenge Duelists of all levels and introduce two all new expansion factions.

* Awesome additional features throughout the expansion!

Just a few months ago, the city of Phyrra found itself under siege. Brave Duelists fought back and with the aid of the reawakened elementals, repelled the Singlemind force. Victory, however,  was not without its price.

Much of the city had been turned into a battleground and large sections, including the House of Healing, the Green Scene and the fabled Hall of Gates now lay in ruin. At the behest of the city’s Archons, the elementals have agreed to stay on in Phyrra and assist in its rebuilding.

Phyrra, the city of Doors is being transformed into a wonderland of natural beauty and labor is required to see the project to completion. The elementals have summoned shamans and druids from across the world to the Elemental Plain and requested assistance in this massive undertaking.

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Prologue to ‘The Elemental Age’: Orcs Don’t Dream

Once again, Krunk wakes up to the sound of his own deep, terrified screaming. He is glad to be in the city. The thick stone walls block the sound and the other Flamehammer orcs are spared the shame of his weakness. How could his brethren sympathize with his plight? Orcs don’t dream. Or at least they’re not supposed to.

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Before coming to Phyrra, when he was still a Vistav orc, Krunk had feared nothing. Even under constant threat of Red Tide attack, hunting lands scorched and salted, women and children taken in the night rediscovered in the cold morning nothing but used up husks. Even as the specter of death had cast a long shadow over the Vistav Mountains, Krunk had not lived in fear. Rage and thirst for vengeance had been his response to the horrors of existence, fear and cowardice abstract insults with little practical truth.  That all changed the day Grol Flamehammer returned from the Elemental Plain.

The shaman stood before the collected Warlords of the Vistav tribes. He explained that had sought assistance from the elementals themselves. They agreed, but for a price. Far to the south, the elementals had assisted the civilized beings of Phyrra in the face of an unspeakable alien threat: the Singlemind. Though they were triumphant and the invaders repelled, much of the city was razed in the conflict. The elementals had a simple request. The Vistav were to come to Phyrra and assist in the rebuilding. In exchange, the elementals would bless the war effort. Their weapons would be granted the power of storm; the wind would carry their arrows true.

The deal was not well received. Many Vistav saw Phyrra as a decadent Hell, filled with the grotesque flotsam of a thousand diseased cultures. It was no better than slavery to serve those too weak to survive in the true world, outside of the swaddling embrace of stone walls and magic. Others, however, saw pride as a reasonable sacrifice for the final destruction of the Red Tide. Lines were drawn. Blood was spilled. In the end, Grol Flamehammer and his followers were banished. Now homeless, the newly christened Flamehammer orcs set out for Phyrra and their new elemental allies. The trek south was long and brutal. Cold and hunger claimed many lives. More were lost to beasts and each other’s rage. After thirty days, the remaining Flamehammer found themselves on the Emrian coast looking over the gleaming domes of the City of Duels.

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If their arrival in the famed metropolis was cause to celebrate, that cause was short lived. Upon arriving in Phyrra, the Flamehammer orcs dreamt for the first time. Or, more accurately, they had their first nightmares. Krunk was greeted that night by a dark reflection of the world he knew. In it he saw a shadow Phyrra: gateway to a thousand hellish worlds. Within its obsidian walls he was assaulted by visions of violence and debauchery so vile as to turn even his stout orcish stomach. The next morning, none of the Flamehammers mentioned the visions. With quiet resolve they set out to make good on their commitment to elementals and the slow restoration of the city.

Once again Krunk wakes up to the sound of his own deep, terrified screaming and, after a few moments of waking confusion, rises and makes his way to the Hall of Gates. The reconstruction zone is a buzzing hive of activity. What were once brown rock walls are being reshaped by great stone, tree and fire elementals, pulsing veins of multicolored magma flowing between thick branches, and encircling columns of solid flame. Were he not half-delirious from midnight escapades into the mouth of horror, Krunk would have been amazed at the lavish natural beauty he was helping to create.

As the sun sets over the domes of the Phyrran skyline, Krunk follows a group of his fellows to a dim underground tavern, formerly known as the Green Scene. It too was nearly destroyed in the Singlemind invasion, though restoration here has been far less impressive. The floor is still littered with debris and deep stains. The orcs sit in this morose pit, drinking silently, late into the night. Though none will express it, they are each loathe to return to their quarters and the dark incubus that awaits them. Too soon, however, Krunk is alone in his tiny stone nook and sleep takes him.

Krunk is harried once again by phantasms from the shadow world. He sees his dark twin, dining on a tiny carcass with a five fingered hand. His eyes go wide with terror, as his twin looks up and smiles, black teeth sticky with meat.
“Bring me more.”

Once again Krunk wakes up to the sound of his own deep terrified screaming. The vision of his own face, darkened and scarred fills his vision. As he rises and makes his way to the Hall, those mirror-familiar red eyes float before him. As he hefts runed blocks of warm, indestructible ice into a fiery scaffold, the glare hovers, boring its twisted desire into him. When he looks his brothers in the eye, he sees this same wary revulsion.

As night falls, the orcs return silently to their quarters. When sleep once again drags Krunk into the foul trench of Dark Phyrra, he is confronted with his savage self, standing in a mockery of the Hall of Gates. The dark Krunk is flanked by enormous black shapes, featureless but for paired white lights, searing his mind with their gaze, making him feel alternating waves of hate, greed, wrath and the need to destroy. Krunk’s dark half embraces him and whispers in his ear, the scent of dead things and dust heavy on its breath.
“Bring them to me.”

And when Krunk wakes, he is not screaming. In fact, a peaceful smile has spread across his tusky mouth. He knows how to make dreams stop now.

Noble Set IV - Coming October 30th, 2008

Tuesday, October 28th, 2008

Who wants a little taste?

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Noble Set III Preview

Friday, June 20th, 2008

As Summer turns to, well, hotter Summer, a young Duelist’s thoughts turn to… the imminent release of Noble Set III!  What better way to celebrate my inaugural Duels Blog post than a preview of the upcoming Noble Goodies:

soulrazer.jpgnethertrodders.jpgvoidclothmantle.jpggutfork.jpgChest Opener

These are, of course, just a few of the awesome items on their way.

You can find more info here.