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Lineage 2 Kamael - PATCH NOTES

Jul 17th, 2019
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  1. LINEAGE 2 - KAMAEL - PATCH NOTES
  2.  
  3. 1. New Race
  4. Added new race - Kamael. The Kamael race characters begin the game on Isle of Souls, which is located west of Dark Elven Village. Tutorial for Kamael added to the game.
  5. Specifications
  6. • Kamael is a new dark race. Because of its dark nature, healing magic is less effective for Kamael.
  7. • Kamael needs souls to use most of the attacking skills. They automatically absorb souls, hunting monsters, each time they get a certain amount of experience. Kamael can also donate part of their HP or use skill to charge souls ..
  8. • Collected souls are displayed in the Buff / De-buff Status Bar and hold for 10 minutes from the moment the last soul was consumed.
  9. • Kamael can not take the subclass of classes of any other races, as well as other races can not take classes of Kamael.
  10. • When Kamael reaches level 75 on the first and second subclasses, the hidden third subclass will only be available for Kamael (Inspector and Judicator).
  11. • Information on Kamael subclasses can be obtained from Kamael Grandmaster NPC in Giran, Aden, Rune.
  12. Classes
  13. • Male kamael
  14. o Male Kamael Solder -> Trooper (1st) -> Berserker (2nd) -> Doombringer (3rd)
  15. o Male Kamael Solder -> Trooper (1st) -> Soul Breaker (2nd) -> Soul Hound (3rd)
  16. • Female kamael
  17. o Female Kamael Solder -> Warder (1st) -> Soul Breaker (2nd) -> Soul Hound (3rd)
  18. o Female Kamael Solder -> Warder (1st) -> Arbalester (2nd) -> Trickster (3rd)
  19. Kamael Special Weapon
  20. • Kamael can transform existing weapons into special Kamael weapons (Ancient Sword, Rapier and Crossbow) using a unique skill.
  21. • Special Kamael weapons can be created from D-Grade and higher weapons; these weapons can be sold or dropped.
  22. • Not all weapons can be turned; Only the following weapons can be turned into a special Kamael weapon:
  23. o Two-handed Sword <-> Ancient Sword
  24. o One-handed Sword <-> Rapier
  25. o Bow <-> Crossbow (Bow-gun)
  26. • Skill Kamael, which allows to transform weapons, becomes available after the first profession. This skill applies only to the weapons that the character is now equipped with.
  27. • After the transformation, the weapon retains all the improvement bonuses, the crystals and attributes of the elements remain the same. Augmentation weapons cannot be turned.
  28. • Converted weapons can be improved: sharpen, insert SA, augmentation or attributes of elements.
  29. • Kamael special weapons can be turned back to their original state if augmentation was not used. At the same time sharpening, SA and attributes remain.
  30. 2. Character Changes
  31. Character Characteristics
  32. • The following combat characteristics have been significantly increased for players whose level is 70 or higher:
  33. o Accuracy and Evasion
  34. o Critical rate
  35. o Magic resistance
  36. • These figures are increased even more for players level 78 and above.
  37. • Change CP in Dagger Classes
  38. o CP at Dagger-classes increased. These changes affected the following classes: Rogue, Elven Scout, Assassin, Treasure Hunter, Plainswalker and Abyss Walker.
  39. Fine on experience
  40. • If a player whose level is 78 or higher is hunting a monster that is more than 4 levels lower than the character’s level, an experience penalty will be applied. For players whose level is 77 or lower, the existing penalty by experience has remained unchanged.
  41. The distribution of experience in the party
  42. • A minimum level limit has been entered for a batch. The levels of characters in the party must be within 20 levels of each other. If the difference between the highest and the lowest level of the character in the game exceeds 20, the character (s) with the lowest level will not receive experience points.
  43. New player support
  44. • Earlier, characters up to 24 could get supporting buffs. Now players can receive them up to level 39. Players can get supporting buffs from the Newbie Guide NPC.
  45. 3. Transformation
  46. • Added special transformations. They change the appearance of the character and combat statistics.
  47. Types of Transformation
  48. Combat and non-combat transformations are available.
  49. • Combat transformation is divided into 2 types:
  50. o general transformation
  51. o transformation depending on the class.
  52. Transformation procedure
  53. • A player can transform using special transformation skills or by attaching a talisman to a bracelet. Special transformation scrolls are available through a new auction system, a special type of transformation, armor for which can be obtained at Hellbound.
  54. • If a player gets one of the damned swords (Demonic Sword Zariche and Blood Sword Akamanah), the transformation takes place automatically.
  55. Cancel Transformation
  56. • Transformation can be canceled using the skill “Undo Transformation”.
  57. • Transformation is canceled at death.
  58. • If the transformation is made possible by the subject, it is canceled when the subject is removed.
  59. • Transformation is canceled after a certain period of time.
  60. • Transformation is canceled in water (except cursed sword transformations).
  61. Getting the Transformation Skill
  62. • After the player completes the quest “ More Than Meets the Eye ” (level 50+ required), he will be able to learn the first transformation from the Wizard Avant-Garde on the second floor of the Ivory Tower.
  63. • Players need to get the First Transformation skill in order to gain other transformation skills.
  64. • To learn additional transformation skills, A Transform Sealbook is required.
  65. • Different volumes can be purchased from Guild Adventurer or Black Marketeer of Mammon:
  66. o Tome of Transformation - Onyx Beast: available from Avant-Garde for Adena
  67. o Tome of Transformation - Death Blader: Available from Black Marketeer of Mammon for Ancient Adena
  68. o Tome of Transformation - Apostle Grail: Available from Guild Adventurer at Gludin Village
  69. o Tome of Transformation - Unicorn: Available from Guild Adventurer at Oren Castle Village
  70. o Tome of Transformation - Lilim Knight: Available from Guild Adventurer at Oren Castle Village
  71. o Tome of Transformation - Golem Guardian: Available from Guild Adventurer at Schuttgart Castle Village
  72. o Tome of Transformation - Inferno Drake: Available from Guild Adventurer at Schuttgart Castle Village
  73. o Tome of Transformation - Dragon Bomber: Available from Guild Adventurer at Aden Castle Village
  74. • Crystal of Life and Adena are required to purchase Transform Sealbook from Guild Adventurer.
  75. • Non-combat transformation can be achieved by attaching a talisman to the bracelet.
  76. • Talismans for non-combat transformations can be obtained at Rainbow Clan Hall or Wild Beast Reserve.
  77. Transformation conditions
  78. • For the transformation, the player should not have a pet pet or servitor.
  79. • To transform a player must not be riding on Strider or Wyvern.
  80. • To transform a player, the Mystic Immunity skill must not be activated.
  81. • To transform the player must not be on a moving ship.
  82. • A player cannot use steam when transformed.
  83. • If a player has received a damned weapon at the time when it was transformed, it turns into a damned character.
  84. Transformation state
  85. • A player can only use transformation-specific skills when transformed.
  86. • Effects of buffs and debuffs persist after the player has transformed.
  87. • When a player is transformed, general skills, which are possible for transformed players, become available.
  88. • Players cannot challenge other players to a duel or team duel while they are transformed.
  89. • When a player is transformed with a cursed sword, the name of this sword will replace the character's name.
  90. • Also, the name of the sword will replace the character's name in the chat window, and a player with a cursed sword cannot use trading chat and shout. (The initial name is displayed in the chat clan, alliance and in private messages (whisper)).
  91. • Players can not switch or add a subclass, buchi transformed.
  92. • Players can not transform during the Olympics.
  93. 4. Attribute System
  94. • Added attribute system.
  95. Element attribute types and relationships
  96. • There are four types of attribute elements and two types of holy unholy attributes.
  97. • For each attribute, the following relationships exist:
  98. o Fire Attribute <-> Water Attribute
  99. o Earth Attribute <-> Wind Attribute
  100. o Darkness Attribute <-> Divinity Attribute
  101. • The damage dealt depends on the difference between the attack attribute and the protection attribute.
  102. Attribute enhancement
  103. • Only weapons and armor S-grade and above can add attributes.
  104. • Each item can add only one element attribute.
  105. • For items to which an attribute has already been added, you can add another attribute in return, but the new attribute will replace the previous one.
  106. • In order to add a new attribute to an item to which an attribute has already been added, the Attribute Master NPC in Aden or Rune must first cancel the previous attribute. * Once the attribute is canceled, you can add a new one.
  107. • You can add different attributes to each part of the reservation.
  108. • Indicators of character attack / defense after attribution can be viewed in the character window (Alt + T).
  109. • To add an attribute to an item, you need an Attribute Stone. It can be obtained in new locations for high-level players (Isle of Prayer and Hellbound).
  110. • An attribute inserted into a weapon increases the attack power of this attribute, on the other hand an attribute in armor increases protection against the elements that are opposite to the inserted stone. For example, if you insert a water stone into the armor, the fire resist will increase.
  111. • When you try to add an attribute to an item, there is a chance of failure (about 50%), but this does not lead to the crystallization of the weapon and does not cancel the previous attributes.
  112. • For weapons, the attribute attribute type and buff attribute can be combined. If the attribute type of the weapon and the buff are the same, then the weapon gets an even greater attack in its attribute. If the attribute type of the weapon and the buff is different, then only the attribute of the weapon is valid. For armor, all protective buffs attributes (protection from fire, wind, water) will be used regardless of the attribute of armor.
  113. • Maximum 150 attributes can be inserted into the weapon and 240 or 300 attributes into the armor set (depending on the number of parts of the armor 240 where there is a solid body, 300 where there is a top and a bottom). 150 attributes in the weapon adds + ~ 70% dmg in PvE and + 40% in PvP.
  114. • The first stone that is successfully inserted into the weapon adds 20 attributes. All subsequent to 5. Thus, in order to make 150 attributes, you will need 27 successful stones.
  115. • When you insert a stone in the armor, 6 attributes are added. In order to make 60 attribute in armor you need 10 lucky stones.
  116. Attribute potion
  117. • An attribute potion can be purchased from Attribute NPC in Aden or Rune. There are 6 types of potions, corresponding to 6 types of attributes.
  118. • Each drink increases the protective capacity of the corresponding element to 30 within 10 minutes.
  119. 5. New locations
  120. Isle of souls
  121. • West of Dark Elven Village added The Isle of Souls.
  122. • The Isle of Souls is the Kamael starting area, and a hunting zone for players of the 20th level and below.
  123. • A character of any other race can move to Isle of Souls using the Newbie Travel Token. Players can get Newbie Travel Token by completing the tutorial.
  124. • There are three Strongholds here. Players under level 20 can teleport to these locations for free using the Gatekeeper NPC at Kamael Village.
  125. • There are also two dungeons (Nornil's Garden and Nornil's Cave). A group of two or more people can enter Nornil's Garden, one of whom must be Kamael and have the quest “Into the Large Cavern”.
  126. Isle of prayer
  127. • To the east of the Innadril Territory and Alligator Island is added The Isle of Prayer.
  128. • Isle of Prayer - area for hunting characters level 78+. It is inhabited by various monsters with new attacking skills and abilities and greatly enhanced AI, which will be a test for even the most experienced player.
  129. • There are two instanced zones - “Dark Cloud Mansion” and “Crystal Caverns”.
  130. Dark cloud mansion
  131. • In Dark Cloud Mansion can enter a group of two or more characters. All characters in the group must be level 78+.
  132. • Information on Chromatic Caverns is available in the Dark Cloud Mansion.
  133. Crystal caverns
  134. • A group of two or more characters can enter Crystal Caverns. All characters in the group must be level 78+.
  135. • Crystal Caverns consist of three zones: Emerald Square, Steam Corridor and Coral Garden. A party can enter only one of these three areas at a time.
  136. Baylor
  137. • To meet Baylor, players must obtain three crystals from their raid bosses at Emerald Square, the Steam Corridor and the Coral Garden.
  138. • Entering into the lair of Baylor, one of the three crystals will be used randomly.
  139. • The “Seed of Evil - Shard” topics can be obtained by hunting mobs in the Isle of Prayer. These items can be traded into pieces and recipes for S 80 armor from the Blacksmith Ram inside Crystal Caverns.
  140. Hellbound
  141. • To the south of the Wastelands, next to Gludio Town was added Hellbound - Beleth's hidden place.
  142. • Hellbound Island is home to the highest level monsters in the game.
  143. • A map of the island can be found on the island itself.
  144. • Hellbound is blocked by Beleth's magic barrier.
  145. • Only after completing the quest with the Isle of Prayer, players can learn how to get to Hellbound from Galate to Heine Village.
  146. • Players must ignore the trust of the Hellbound residents to get into Iron Castle, the lair of Beleth.
  147. • Players can increase the level of local Aboriginal confidence by killing monsters or completing a quest.
  148. • The level of trust may increase or decrease depending on the actions of the players.
  149. • The more trust players earn, the more opportunities will be available.
  150. Instanced Dungeons
  151. • Added Instanced Dungeons system. This system allows several groups to play in independent (instanced) dungeons for a certain period of time.
  152. entrance
  153. • Each dungeon can be reached through the Entrance NPC. To enter the dungeons must be met certain requirements, such as the level and number of party members, a special object and (or) quest.
  154. • The request to enter the dungeon is made by the party leader.
  155. • There are also restrictions on the number of visits to the dungeons per day.
  156. • When players leave (or are moved) from the cave, they can re-enter the dungeon, if it still exists.
  157. • If a player leaves the dungeon by teleporting to the city after death or using the Scroll of Escape, he can return to the dungeon again as long as it exists.
  158. • If a player makes a relogin after entering a dungeon, he appears outside. After joining his party, he can enter again as long as the dungeon exists.
  159. • After entering the dungeon, the party leader cannot accept new members. Calling skills cannot be used inside dungeons, however a party member can be summoned from castles to castles and fortresses.
  160. Output
  161. • The player is automatically thrown from the dungeons in the following cases:
  162. o Completion of the mission: players who were in independent dungeons, are transferred beyond their boundaries after 5 minutes at the end of the mission. (This applies to areas in which there is no teleportation cube.)
  163. o The time limit is reached: if the time allotted for each dungeon is over, the group will be moved out.
  164. o Problems on the server: if a technical failure occurs on the server, for example, it is turned off, all players are transferred from independent dungeons to the outside. If a server crashes, all these dungeons disappear.
  165. Instanced Dungeons Reset
  166. • The reset of the Instanced Dugeon occurs after all party members who were inside leave the dungeon. Features of resetting dungeons:
  167. o Nornil's Garden and Dark Cloud Mansion are reset immediately.
  168. o Dungeons of castles and fortresses, as well as Crystal Caverns are reset after 20 minutes.
  169. • If the dungeon's task is completed, or the time allotted for the inst, ends, the remaining time is displayed.
  170. Time limits
  171. • For the passage of each dungeon is allocated a certain period of time.
  172. o Nornil's Garden - 70 minutes
  173. o Dark Cloud Mansion - 30 minutes
  174. o Crystal Caverns - 90 minutes
  175. o Castle Underground Dungeon - 60 minutes
  176. o Fortress Monster Prison - 60 minutes
  177. Dungeon Rollback Time
  178. • Again, in the same dungeon, you can only enter after a while.
  179. o Nornil's Garden - 2 hours
  180. o Dark Cloud Mansion - instantly
  181. o Crystal Cavern - 24 hours
  182. o Castle Underground Dugeion - 4 hours
  183. o Fortress Monster Prison - 4 hours
  184. New team
  185. • Added new / instancezone command. This command shows how much time is left before the dungeon is reused.
  186. Existing hunting lands
  187. • Changed monster levels in Temple of the Pagans, Monastery of Silence, Primeval Island and Forge of the Gods.
  188. 6. Change NPC
  189. • The characteristics of the bosses are somewhat increased:
  190. o Antharas, Baium and Frintezza have increased M.Def., P.Def., HP, HP regeneration rate.
  191. o Valakas increased M.Def., P.Def., And HP.
  192. • The levels of some raidboss are changed.
  193. • The speed of monsters in zones for beginners is reduced. Also, reduced the radius of aggression of these monsters.
  194. • In the arsenal of skills Queen Ant added an attack with poison.
  195. 7. Items
  196. Items for 80+ levels (S-80)
  197. • Added new S-Grade items (weapons / armor / accessories). These items can be used by level 80+ players.
  198. S-80 Weapon
  199. • Dynasty Rapier: Focus, Health, Light
  200. • Dynasty Ancient Sword: Focus, Health, Light
  201. • Dynasty Crossbow: Cheap Shot, Guidance, Focus
  202. • Dynasty Sword: Focus, Health, Light
  203. • Dynasty Blade: Focus, Health, Light
  204. • Dynasty Phantom: Acumen, Mana Up, Conversion
  205. • Dynasty Bow: Cheap Shot, Guidance, Focus
  206. • Dynasty Knife: Focus, Evasion, Crt. Damage
  207. • Dynasty Halberd: Anger, Critical Stun, Light
  208. • Dynasty Cudgel: Anger, Health, Rsk. Focus
  209. • Dynasty Mace: Mana Up, Conversion, Acumen
  210. • Dynasty Bagh-Nakh: Rsk. Evasion, Rsk. Haste
  211. • Dynasty Dual-Sword: when sharpened by +4 Max HP / Critical Rate increases
  212. S-80 Armor
  213. • Heavy armor (Dynasty Breast Plate, Dynasty Gaiter, Dynasty Helmet, Dynasty Gauntlet, Dynasty Boots, Dynasty Shield)
  214. • Unsealed Base Armor Stats:
  215. o Con-1, Str + 1, P. Def + 4.6%, MaxHP +418, Darkness Resistance +6 with Shield: the chance of protection against Poison and Bleed attacks increases
  216. • Light Armor (Dynasty Leather Armor, Dynasty Leather Leggings, Dynasty Leather Helmet, Dynasty Leather Gloves, Dynasty Leather Boots)
  217. • Unsealed Base Armor Stats:
  218. o Con-1, Dex + 1, Accuracy +1.72, Evasion +1.72, MaxHP +418, Darkness Resistance +6
  219. • Robe armor (Dynasty Tunic, Dynasty Stockings, Dynasty Circlet, Dynasty Gloves, Dynasty Shoes)
  220. • Unsealed Base Armor Stats:
  221. o Int-1, Men + 1, Casting Spd. + 12%, MaxMP +257, Darkness Resistance +6
  222. S-80 class armor
  223. • Class armor wakes up giving extra bonuses if it is printed.
  224. • Dynastic Essence and the corresponding upper armor are required to create S-80 class armor. Dynastic Essence is available on Hellbound Island.
  225. • Class S-80 armor can be made from the Legendary Blacksmith Shadai on Hellbound Island.
  226. Class-Specific Set Bonus
  227. Heavy armor:
  228. • Dynasty Breast Plate - [Bard]: Sword Muse, Spectral Dancer
  229. o Con-2, Str + 2, P. Def + 5.4%, MaxHP +492. Increase Darkness Resistance +8, decrease MP consumption, song skill, increase P. Atk.
  230. • Dynasty Breast Plate - [Force Master]: Duelist, Grand Khavatari
  231. o Con-2, Str + 2, P. Atk + 5.4%, MaxHP +492. Increase Darkness Resistance +8, decrease active skill MP consumption
  232. • Dynasty Breast Plate - [Shield Master]: Phoenix Knight, Hell Knight, Evas Templar, Shillien Templar
  233. o Str-2, Con + 2, P. Def + 5.4% MaxHP +492. Increase Darkness Resistance +8, M. Def, Sleep Resistance.
  234. • Dynasty Breast Plate - [Weapon Master]: Dreadnought, Titan, Fortune Seeker, Maestro
  235. o Con-2, Str + 2, P. Atk + 5.4%, MaxHP +492. Increase Darkness Resistance +8, Critical Damage Chance.
  236. Light Armor:
  237. • Dynasty Leather Armor - [Bow Master]: Sagittarius, Moonlight Sentinel, Ghost Sentinel, Trickster
  238. o Con-2, Dex + 2, Evasion +4.3, MaxHP +321. Increase Darkness Resistance +8, increase Atk Spd, increase MP recovery rate.
  239. • Dynasty Leather Armor - [Dagger Master]: Adventurer, Wind Rider, Ghost Hunter
  240. o Con-2, Dex + 2, Accuracy +4.3, MaxHP +492. Increase Darkness Resistance +8, increase hold resistance, increase atk spd.
  241. • Dynasty Leather Armor - [Enchanter]: Hierophant, Dominator, Doomcryer, Judicator
  242. o Int-2, Men + 2, Casting Spd. + 15%, Maximum MP +321. Increase Darkness Resistance +8, decrease MP consumption, decrease magic cancel rate.
  243. • Dynasty Leather Armor - [Force Master]: Duelist, Grand Khavatari
  244. o Con-2, Str + 2, P. Atk + 5.4%, MaxHP +492. Increase Darkness Resistance +8, decrease active skill MP consumption
  245. • Dynasty Leather Armor - [Weapon Master]: Doombringer, Soul Hound, Titan, Dreadnought, Fortune Seeker, Maestro
  246. o Con-2, Str + 2, P. Atk + 5.4%, MaxHP +492. Increase Darkness Resistance +8, Critical Damage Chance.
  247. Robe armor:
  248. • Dynasty Tunic - [Enchanter]: Hierophant, Dominator, Doomcryer
  249. o Int-2, Men + 2, Casting Spd. + 15%, Maximum MP +321. Increase Darkness Resistance +8, decrease MP consumption, decrease magic cancel rate.
  250. • Dynasty Tunic - [Healer]: Cardinal, Evas Saint, Shillien Saint
  251. o Int-2, Men + 2, Casting Spd. + 15%, Maximum MP +321. Increase Darkness Resistance +8, increase the amount of heal, increase magic cancel rate.
  252. • Dynasty Tunic - [Summoner]: Arcana Lord, Elemental Master, Spectral Master
  253. o Int-2, Men + 2, Casting Spd. + 15%, Maximum MP +321. Increase Darkness Resistance +8, increase P. Atk., P. Def.
  254. • Dynasty Tunic - [Wizard]: Archmage, Soultaker, Mystic Muse, Storm Screamer
  255. o Int + 1, Wit + 1, Men-2, Casting Spd. + 15%, Maximum MP +321. Increase Darkness Resistance +8, increase stun resistance, increase M. Atk.
  256. S-80 costume jewelry
  257. • The Blacksmith of Mammon can print S-80 jewelry. Only three types of Dynasty jewelry S-80:
  258. o Dynasty earrings
  259. o Dynasty Necklace
  260. o Dynasty Ring
  261. • Jewelry S-80 can be obtained from the boss on the Isle of Prayer.
  262. • Jewelry S-80, obtained from the boss in the Isle of Prayer, being printed, wakes up below M.Def than made (scrapped), but at the same time giving a very high resistance to Stun, Poison, Bleed, Sleep, Paralysis, Hold and Fear .
  263. Bracelets
  264. Bracelets - new items that enhance the abilities of players when they add talismans. Bracelet can not be transferred or lost. There are two types of bracelets:
  265. • Left Bracelet
  266. o Left bracelets can summon Agathion.
  267. o The left bracelet can be worn only by the leader of the clan that owns the castle or fortress or a member of the clan that owns the Rainbow Springs Chateau or the Wild Beast Reserve.
  268. • Right Bracelet
  269. o Right bracelets are available from Castle Court Magician or Fortress Support Leader. ** The right bracelet has 4 grades: C, B, A, and S. (If a character does not have the appropriate skill, the usual armor penalty applies)
  270. o The right bracelet can be crystallized, but it can not be sharpened.
  271. o The Talisman can be attached to the right bracelet. Talisman enhances certain characteristics.
  272. o The higher the grade of the right bracelet, the greater the number of Talismans that can be attached to it.
  273. o As with shadow weapons, Talismans have a time limit applied after equipping them.
  274. o Each Talisman has unique properties and can be obtained in the Castle or Fortress.
  275. Shirts
  276. • Shirts - new items that can enhance the basic protective characteristics of players.
  277. • Shirts can be of different grades, they can be crystallized and sharpened.
  278. • Non-grade and D-grade shirts can be purchased from an NPC merchant. C-grade shirts and above are only available at Castles and Fortresses.
  279. New accessories
  280. • Added special hair accessories for each race. They can be purchased from Castle Court Magician or Fortress Support Leader.
  281. • Added new hair accessories for each class. They can be purchased from Grand Olympiad Manager.
  282. Soul Crystal: Level 14
  283. • Soul Crystal has been added: Level 14. The new Soul Crystal is specifically designed for S-80 weapons.
  284. • Soul Crystal: Level 14 can be obtained from 13 crystal levels by killing Baylor in Crystal Caverns. After the upgrade (killing the boss), there is a chance that Soul Crystal will turn into a cursed Soul Crystal. Cursed Soul Crystals can be converted to normal Soul Crystal using Legendary Blacksmith Shadai on Hellbound Island.
  285. • Soul Crystals: Level 14 can also be obtained from 13 lvl Soul Crystal by killing epic bosses: Antharas, Valakas or Scarlet Van Halisha (Frintezza).
  286. Other changes
  287. • The epic costume jewelry bonuses were changed: the resistance to Stun, Bleed, Poison, Sleep, etc. was reduced by two, but a modifier was added that increases the chance of certain attacks to be triggered.
  288. Earring of Antharas:
  289. • Was: Resistance to Bleed: + 80%, Resistance to Stun / Silence: + 60%
  290. • It became: Resistance to Bleed: + 40%, Bleed Attack, chance of passing: + 40%, Resistance to Stun / Silence: + 30%, Stun / Silence Attack, chance of passing: + 30%
  291. Necklace of Valakas:
  292. • Was: Resistance to Sleep: + 80%
  293. • It became: Resistance to Sleep: + 40%, Sleep Attack, chance of passing: + 40%
  294. Ring of Baium:
  295. • Was: Resistance to Poison: + 80%, Resistance to Hold: + 60%
  296. • It became: Resistance to Poison: 40% Poison Attack, chance of passing: 40% Resistance to Hold: 30% Hold Attack, chance of passing: 30%
  297. Zaken's Earring:
  298. • Was: Resistance to Bleed: + 60%; Resistance to Shock / Abnormal Mental State: + 40%
  299. • It became: Resistance to Bleed: + 30% Bleed Attack, chance of passing: + 30% Resistance to Shock / Abnormal Mental State: + 20% Shock / Abnormal Mental State Attack, chance of passing: 20%
  300. Ring of Queen Ant:
  301. • Was: Resistance to Poison: + 60%, Resistance to Hold: + 40%
  302. • It became: Resistance to Poison: + 30%, Poison Attack, chance of passing: + 30%, Resistance to Hold: + 20%, Hold Attack, chance of passing: 20%
  303. Earring of Orfen:
  304. • Was: Resistance to Bleed: + 40%
  305. • It became: Resistance to Bleed: 20%, Bleed Attack, chance of passing: 20%
  306. Ring of Core:
  307. • Was: Resilience to Poison: + 40%
  308. • It became: Resistance to Poison: 20% Poison Attack, a chance of passing: 20%
  309. Frintezza's Necklace:
  310. • Was: Resistance to Sleep / Paralysis / Shock: 30%, Resistance to Poison: 50%
  311. • It became: Resistance to Sleep / Paralysis / Shock: 15%, Sleep / Paralysis / Shock Attack, chance of passing: 15%, Resistance to Poison: 25%, Poison Attack, chance of passing: 25%
  312. Charm of courage
  313. • Charm of Courage effect duration reduced from 2 hours to 20 minutes.
  314. • The effect of Charm of Courage continues after the death of the character.
  315. • The CharmofCourage effect is applicable during sieges of castles and fortresses.
  316. • The Charm of Courage effect applies only to a registered siege. For example, if a war has been registered on a siege at Gludio Castle, the charm is applied only if the character dies during this particular battle. If a player goes to another siege and dies, the charm is not applied, and the experience will decrease as in usual death.
  317. Crystal of life
  318. • Crystal of Life (Skull of the Dead, Heart of Dragon, Egg of Earth, False Nucleus of Life, and Soul of Angel) no longer have a grade. All three types (A, B, and C-Grade) were combined into one new type. Existing Crystal of Life (A, B, and C-Grade) can be exchanged for a raidless type by talking to the Adventure Guildsman.
  319. o 1 A-Grade Crystal of Life = 10 no-grade Crystals of Life
  320. o 1 B-Grade Crystal of Life = 4 no-grade Crystals of Life
  321. o 1 C-Grade Crystal of Life = 2 no-grade Crystals of Life
  322. Cursed weapon
  323. • Cursed weapons added new skills.
  324. Clan armor
  325. • Academy members can purchase the Oath Armor set from Blacksmith Pinter in Gludio.
  326. • Previously, players could buy sealed Appella set from ClanMerchant. Now you can buy printed.
  327. • Added Improved Appella Set. Improved Appella Set gives improved performance, compared with the usual Appella Set.
  328. • Books, scrolls of turning (weapons / armor), Life Stones are now stored together.
  329. Special items for sieges
  330. • Various siege items (elixirs, complex buff rolls, etc.) can be purchased from the Suspicious Merchant NPC near the entrance of each fortress. These items can only be used during a siege of a fortress or castle.
  331. 8. Auction
  332. • Introduced a new system for the sale of rare items (Auction).
  333. Selling items.
  334. • Auctions are held in Giran, Aden and Rune Town. Players can bet on rare items using the Auctioneer NPC (The maximum bet on an item is 2.1 billion adena).
  335. • A bet cannot be canceled unless someone else "interrupts" the original bet. A canceled bid can be returned using the Auctioneer NPC within a week, otherwise, after a week, the returned bid will be lost.
  336. • The highest bid icon will be displayed above the chat window. It will disappear if your bid is "slaughtered."
  337. • If a player makes a bid 10 minutes before the end of the auction, the auction time is automatically extended by 5 minutes. If two or more players make bets at this time, the duration of the auction will increase by 8 minutes.
  338. • If you won the auction, the won item automatically appears in your private Warehouse.
  339. 9. Siege
  340. Changes in siege rules
  341. • All attacking clans registered during the siege are in a temporary alliance. * During siege combat, players do not have the ability to attack friendly players and their flags.
  342. • If a character who does not belong to any of the parties dies in the siege zone, all ordinary (non-siege) penalties are applied to him.
  343. • If a character registered during this siege dies in the siege zone, he loses 1/4 of the experience lost in the event of ordinary death. If a character dies in a siege for which he was not registered, he loses the usual amount of experience.
  344. • Characters do not collide with each other (acts everywhere).
  345. NPC - Castle Defenders
  346. • Increased the level of NPC mercenaries and defenders of the castle.
  347. • Increased HP and P. Atk. NPC King and Knight.
  348. Political activism
  349. • Depending on the contract with the fortress (whether it is or not), the capabilities of the clan owning the castle may be limited, in particular, the strengthening of the defensive characteristics of the castle and the use of dungeons. The castle can use the dungeon and strengthen the defensive characteristics only when there is an alliance with the fortress.
  350. • A clan that owns a castle cannot register for an attack on a fortress that has sworn to it.
  351. • A clan that owns a castle can register a fortress siege that has not sworn to it. If the fortress wakes captured, it will pass into the possession of the NPC.
  352. • When a player whose clan is registered at the siege of a fortress dies, he loses 1/4 of his normal experience loss.
  353. • If the clan that owns the fortress, swore to the castle, then 12,500 aden castle as a tax is automatically donated. Every 6 hours, 2 CRP (Clan Reputation Point) are deducted from the clan owning the castle.
  354. • If the number of the CRP of the clan owning the castle drops to two, they will not be deducted anymore, no tax will be levied from the fortress; however, all the presiding fortresses will move to an independent position (Independent State).
  355. Awards
  356. • Each time a clan successfully defends a castle, it receives a Blood Alliance from the warehouse keeper of the castle.
  357. • Blood Alliance can be used to upgrade a clan. They can also be exchanged for CRP from the Clan Trader NPC.
  358. 10. Fortress
  359. Fortresses have been added to each territory of Aden and the surrounding lands. A total of 21 strongholds.
  360. About fortresses
  361. • The fortress has much in common with the halls of the clans. To seize the fortress, you must seize it. Depending on the location, there are two types of fortresses: border, territorial. Also fortresses are small and large.
  362. Small fortresses:
  363. • Aaru Fortress - Border
  364. • Archaic fortress
  365. • Demon Fortress - Border
  366. • Dragonspine Fortress - Border
  367. • Heve fortress
  368. • Ivory fortress
  369. • Monastic Fortress - Border
  370. • Narsell Fortress
  371. • Shanty fortress
  372. • Tanor Fortress - Border
  373. • White sands fortress
  374. Large fortresses:
  375. • Antharas' Fortress - Border
  376. • Bayou fortress
  377. • Borderland fortress
  378. • Cloud Mountain Fortress - Border
  379. • Floran Fortress - Border
  380. • Hunter's Fortress - Border
  381. • Marshland fortress
  382. • Southern fortress
  383. • Valley fortress
  384. • Western Fortress - Border
  385. On the territory of each castle is one or two fortresses. They can choose an alliance with locks or independence from the castle in this territory.
  386. Rules of ownership of the fortress
  387. • As well as Clanholla, fortresses are clan residences. A clan that owns a fortress can register for sieges of castles and other fortresses, and, having won them, become their owner. However, the previous fortress goes under the control of the NPC until a clan seizes it again.
  388. • The clan can own only one fortress or castle, while it remains the possibility of acquiring Clanhall.
  389. • A clan that owns a fortress can establish political ties with a clan that owns a castle in a given territory.
  390. • Blood Oath clan can be obtained by capturing the fortress. Blood Oath can raise the clan's reputation and level to 9.
  391. • As long as the clan's fortress is under siege, the clan loses the ability to seize other fortresses and castles.
  392. • Information about the fortresses can be viewed on the minimap (Alt + M). Border fortresses are marked with a red flag, territorial - blue.
  393. Siege fortress
  394. • The siege of the fortress lasts 1 hour and can occur every 4 hours around the clock.
  395. • If a flag of fight is raised on the flagpole, the siege of the fortress is over.
  396. • The siege of the fortress begins 1 hour after the first clan enrolled.
  397. The rules of the siege of the fortress
  398. • The general rules of the siege of the fortress are similar to the rules of the siege of the castle. Participants are divided into three groups: allies, opponents, neutral players.
  399. • Alliances and the attacker clan are allies. All other characters registered during the siege are neutral players.
  400. • After the beginning of the siege of the fortress, the defenders are indicated by a shield over their head, and the attackers by a sword.
  401. • Players can attack hostile and neutral characters without pressing the Ctrl key, however, they cannot attack their allies.
  402. Siege Registration
  403. • Registration for a fortress siege is similar to registration for a castle siege. Any clan, whose level is not lower than 4, can sign up for a siege at the Suspicious Merchant NPC, located next to the fortress.
  404. • The clan that has registered first will pay a fee of 250,000 adena. All other clans that register on this fortress, do not pay a fee.
  405. • After the first clan registers, the remaining clans have 50 minutes to join the capture. During this time, registration may be canceled.
  406. • After 50 minutes, the Suspicious Merchant disappears and the 10-minute siege preparation begins, followed by a battle.
  407. • If the clan owns the fortress, it automatically becomes a protector.
  408. The beginning of the siege
  409. • After the beginning of the siege, the area around the fortress is considered to be a siege territory.
  410. • Registered clans may establish Siege Headquarters in this territory.
  411. • As the capture begins, all entrances to the fortress are locked and NPC defenders appear on the walls.
  412. • If a clan manages a fortress, then the level of NPC guards and numerous protective functions depend on the level of Fortress Defense
  413. The siege process of the fortress
  414. • Inside the fortress there are from 3 to 5 camps (depending on the size of the fortress), and the command camp is located in the center.
  415. • If all camps are captured within 10 minutes after the capture of the first camp, then the door of the command camp opens automatically.
  416. • To capture the camp, you must kill the Commander NPC of each camp or turn off the power in the Control Room (in the fortress you must fulfill both conditions).
  417. • A clan can use Ballista Bombs to destroy a Ballista inside a fortress — this will give the clan some amount of reputation.
  418. • If 10 minutes after the destruction of the first camp, the players fail to destroy all the others, then the Commander NPC appears again, and all the camps have to be captured again.
  419. • If players capture all the camps in the allotted time, the doors of the command camp open, and inside it flags of the fortress appear.
  420. • If the besieged fortress is in the possession of the clan, then the Mercenary Captain must be kept alive until all the camps are captured - only in this case Combat Flags will appear inside the fortress.
  421. • When a player picks up one of the flags, he automatically takes it in hand. There are three flags of the fortress. If this player dies, the flag returns to its original place.
  422. • As soon as the player picked up the flag, two skills are added to him 1) Flag Equipment - reduces the player’s speed (passive); 2) Raise Flag - allows you to raise the flag on the flagpole (active).
  423. • The flagpole is located on the roof of the Command Camp (central building). If the clan manages to set the flag on the flagpole with the help of the skill Raise Flag, then he wins the siege and becomes the owner of the fortress.
  424. • As soon as the fortress is captured, the Ambassador NPC (Ambassador) from the castle, which owns the territory, which can be found inside the Command Camp, appears inside it.
  425. • Only one ambassador appears in a territorial fortress, and ambassadors from all adjacent regions appear in border fortresses.
  426. • The new owner of the territorial fortress can either swear allegiance to the castle of this territory, or remain independent.
  427. • Clans owning border fortresses can only declare independence.
  428. Control Room (Fortress Management Room)
  429. • In large fortresses, one of the camps is the Control Room. Her capture is different from the capture of other camps. In large fortresses, you must turn off the Office Room, defeat all the Captains and set the flag. Once this is done, the fortress will take over your possession.
  430. • Around the Control Room are Sub Power Systems (backup power system). After disconnecting all Sub Power Systems, an Access Card player can open the Control Room door.
  431. • The Access Card falls from the gnomes next to the Control Room (those with flamethrowers).
  432. • To turn off the Sub Power System, wait until her health drops.
  433. • In order to disable Sub Power System, you need Maestro or Warsmith.
  434. • To gain control of the Control Room, you must enter a three-digit password.
  435. • The password can enter any class, but Maestro or Warsmith will be able to find the password more quickly.
  436. • If the wrong password is entered a certain number of times, control will be blocked for a while.
  437. • As soon as all Sub Power Systems are turned off, the power supply to the Control Room will be cut off.
  438. • After that, the clan will have to defeat all the captains of the camps and set their own flag.
  439. Fortress features
  440. • Foreman NPC in the command camp makes it possible to reduce the loss of experience (as in Clanholls), use territorial teleports, buffs and Clan Warehouse.
  441. • Supply Captain NPC items can be obtained such as shirts and talismans. You can also buy Knight Unit and Guard Unit skills for reputation points.
  442. • For Knight's Epaulettes, you can buy shirts, bracelets and talismans from Fortress Manager NPC.
  443. • Regardless of political status, a clan that owns a fortress consistently receives a CRP every six hours.
  444. • If the fortress became dependent on the castle, then you can activate the Fortress Defense Functions by talking Guard Captain NPC, and you can also strengthen the guards and receive supplies that can be purchased from the Logistics Officer NPC.
  445. • Independent fortresses have the opportunity to get into the dungeon (instanced dungeon), for this you need to talk to the Detention Camp Warden NPC.
  446. Political activism
  447. Neutral position (Nonpartisan State)
  448. • After the capture of the fortress, an ambassador appears in it, who for an hour awaits the decision of the clan leader, which policy he will follow. At this hour, the fortress gets a neutral status.
  449. • If the fortress has an independent status, then you cannot use Fortress Defense Functions and the dungeon, however all other functions, including the increase of reputation points, remain available with Foreman NPC.
  450. Independent State
  451. • A fortress becomes independent, if so decided by the leader of the clan that owns this fortress, or if no decision was made within an hour after a successful capture.
  452. • If the fortress has declared independence, the clan that owns the castle located in the territory becomes able to register for the siege of this fortress.
  453. • Independent Fortresses cannot upgrade their defensive abilities with the Guard Captain NPC.
  454. • For independent fortresses, the ability to monitor protection status through the Logistics Officer NPC is limited.
  455. • The castle does not supply independent fortresses with its own goods.
  456. • The independent fortress has its own dungeon where players of the clan that owns it can go down. To do this, they need to talk to Detention Camp Warden.
  457. Contracted State
  458. • Fortresses conclude a contract with the castle in the case when the clan leader makes a similar choice in conversation with the ambassador.
  459. • If the clan has sworn allegiance to the lord of the castle, then it undertakes to pay a certain tax (12.5k aden) to this castle every six hours. This tax is automatically removed from Clan Warehouse.
  460. • If the money in the Clan Warehouse is not enough to pay the tax, the fortress automatically goes into the category of independent.
  461. • When the fortress is in a contractual position, all its functions are available for use, however, the entrance to the dungeon (instanced dungeon) will be prohibited.
  462. • When the fortress is in a contractual position, the clan can get supplies by talking to the Logistics Officer NPC. The level (quality) of supplies increases every 6 hours, when paying a tax to the lock.
  463. • The clan owning the castle loses 2 CRP with each delivery of goods for a fortress.
  464. • If the number of CRP of the clan controlling the castle becomes less than two, then the supply of goods to the fortress is stopped, and the leader of the clan owning the fortress receives a system notification of this.
  465. • The maximum level of the delivered goods is sixth.
  466. • If the clan that owns the fortress purchases goods from the Logistic Officer NPC, then the delivery level is reset to zero.
  467. • If a clan that owns a castle has a fortress on its territory that swears allegiance to it - the clan is given the opportunity to descend into the castle’s underground (instanced dungeon).
  468. Awards
  469. • Capturing a fortress, the clan gets 100 CRP. The loss of the fortress on the CRP clan does not affect.
  470. • After capturing the fortress, the clan's reputation level rises every six hours. Logistics Officer NPC is available from Blood Oath.
  471. • During the siege of the fortress from the Defender NPC or Commander NPC you can get Knight's Epaulette.
  472. • If you take the Blood Alliance, Blood Oath or Knights Epaulette to a Clan Merchant like Ilia or Hulia, then you can get a certain amount of CRP for them.
  473. Residential skill
  474. • A clan that owns a fortress automatically gains residential skills. These skills apply to all clan members, excluding the academy.
  475. • After capturing the fortress, the clan gains two, and for Western Fortress, three residential skills.
  476. • At loss of a fortress the clan loses all residential skills.
  477. Fortress Dungeon (Instanced Dungeon)
  478. • If the fortress is independent, the Warden NPC can give you access to the dungeon (Instanced Dungeon). Also, regardless of the political status of the fortress, he is able to give you a special quest related to the dungeon of the fortress.
  479. • The dungeon can be accessed by a group of two people or more. The request to visit the dungeon should be made by the leader of the group belonging to the clan that owns the fortress.
  480. • You can enter the dungeon once every four hours and only one group has the right to stay there.
  481. • If a character leaves the game during a visit to the dungeon, then at the time of his next entry into the game he will appear inside the fortress.
  482. • The raid bosses that are inside the dungeon disappear 10 minutes after the group enters, provided they are not attacked.
  483. • If the raid boss of this dungeon was defeated, the group that killed it is awarded Dungeon Leader Mark, which can then be exchanged for Knight's Epaulette.
  484. 11. Castles
  485. • Innovations have appeared in the castles.
  486. Production
  487. • At Court Magician NPC, you can buy hair ornaments, bracelets, shirts and talismans.
  488. • Appeared racial hair ornaments. They differ from Humans, Elves, Dark Elves, Orcs, Dwarves, and Kamael.
  489. • There are three types of bracelets: Iron Bracelet, Bronze Bracelet and Steel Bracelet.
  490. • Shirts have grade C, B and A
  491. • A variety of talismans are available for purchase, including Black Talisman.
  492. Additional properties
  493. • In the locks added additional properties of Clanhalls:
  494. • Recovery of HP / MP.
  495. • Recovery experience.
  496. • Teleports to the territory belonging to the castle.
  497. • Buffs.
  498. • Chamberlain NPC added additional ability to control the status of the fortress in this area. When players select "Receive a Report", they can determine the overall status of the fortress within the castle.
  499. • You can determine the overall status of the fortress and its position at the moment.
  500. Residential skill
  501. • The clan owning the castle automatically gains residential skills.
  502. • Three residential skills are available at the castle. They are displayed in the Clan Skill window.
  503. • If a castle is lost, the clan loses all residential skills.
  504. 12. Manor
  505. Manor changes in the castle of Aden
  506. • Due to the inclusion in the territory of Aden Isle of Souls, the following changes were made to Aden's manor:
  507. • Low-level seeds have been added to the Adena manor for use on the Isle of Souls.
  508. • Only 10 seeds were added, these are 5 ordinary and 5 modified types.
  509. • Due to the addition of new seeds, the maximum number of existing seeds for sale and purchase has been reduced.
  510. 13. Clanhalls
  511. • The combat characteristics of the following NPCs in Bandit Stronghold, Beast Reserve, and Fortress of Resistance have been increased:
  512. o Bloody Lord Nurka in Fortress of Resistance
  513. o Oel Mahum NPCs in Bandit Stronghold
  514. o Frenzied Beast NPCs to Beast Reserve
  515.  
  516. These NPCs will use the “Strong Resistance” skill if they are attacked by players who have a level higher by 9 levels compared to NPCs.
  517. 14. Clans
  518. Clan level
  519. • Clan level can be increased to level 10.
  520. • Requirements for level 9 - the reputation of the clan 40000, the number of members of the clan 120+, items: 150 Blood Oaths.
  521. • Level 10 requirements - clan reputation 40000, number of clan members 120+, items: 5 Blood Pledges.
  522. • BloodOath can be obtained by controlling the fortress or trading with the castle. Blood Pledge can be obtained by controlling the lock.
  523. • In clans of 9 and 10 levels in each knight order (Order of Knights) a maximum of 25 players can be accepted.
  524. Residential skill
  525. • Members of a clan that owns a castle or fortress automatically receive Residential Skills.
  526. • Members of a clan academy cannot receive Residential Skills.
  527. Sub-Unit Skill
  528. • Clan members can receive Sub-Unit Skills from Castle Court Magician NPC or Fortress Support Unit Captain NPC.
  529. • Sub-Unit Skills are used only for one unit (the main clan / Royal Guard / Order of Knights) as a selected clan leader or clan member with the privilege of running a clan.
  530. • For Sub-Unit Skills, Clan Reputation, Blood Oath, and Blood Pledge are required.
  531. 15. Dungeons (Residential Instanced Dungeons)
  532. • Added new dungeons available only to clans owning castles or fortresses.
  533. Dungeon types
  534. • Underground Dungeon: Only for clans owning a castle, with a fortress that swore allegiance.
  535. • Fortress Dungeon: Only for clans owning a fortress with independence status.
  536. entrance and exit
  537. • Underground Dungeon can be entered through the Warden NPC located inside the castle.
  538. • You can enter Fortress Dungeon through the Detention Camp Warden NPC.
  539. • Both dungeons cannot be entered during a siege.
  540. • Only one group can be in each dungeon.
  541. • The dungeon can be reached every 4 hours in an amount of not more than one group.
  542. • The entered group can be in the dungeon and leave it even if the owner of the castle or fortress has changed.
  543. • If you exit the game inside the dungeon, you will find yourself outside at the entrance NPC. You can enter the dungeon again when you join your group.
  544. • If, after dying in a dungeon, you choose To Nearby Village, you will be moved to the dungeon exit.
  545. • Five minutes after the death of the last boss, players will automatically be thrown into the dungeon.
  546. • After entering the dungeon, the group has only 60 minutes to complete. After 60 minutes, the group will automatically be thrown out of the dungeon.
  547. • All Raid Bosses disappear if they are not attacked within 10 minutes.
  548. • Raid Bosses in dungeons begin to apply powerful defensive skills if they are attacked by players who have a level higher by 9 compared to the level of Raid Boss.
  549. 16. Pet / Servitor
  550. • In order to more convenient management, improved pet system. Added new convertible pets.
  551. Great Wolf
  552. • After talking with PetManager, a player can turn a wolf with a level of 55+ into a Great Wolf.
  553. • To transform the pet must be called upon.
  554. • The transformed Great Wolf changes appearance and skills according to level (levels 60-> 65-> 70).
  555. • Great Wolf - combat pet, which can help the owner in the battle.
  556. Cultivation of pets
  557. • The weight of the pet and food for him is reduced to 10.
  558. • Previously, the experience of the pet depended on the degree of its participation in the battle. Now they get a certain percentage of their master's experience.
  559. • The percentage of experience taken by a pet depends on the type of pet.
  560. • If the host level exceeds the pet level by six, a penalty is added to the experience gained by the pet. In this case, the owner will receive less experience.
  561. • If the level of pet exceeds the level of the host by eleven, then the experience gained by the pet increases, and more experience is taken from the host.
  562. Servitor Skill Enchant
  563. • Servitor level can reach 85 through skill enchant.
  564. • With each skill enchant stats, Servitor changes, and Elemental defense increases.
  565. Servitor and experience
  566. • Significantly reduced the amount of experience taken by Servitor. Some Servitor no longer select experience at all.
  567. o Feline Queen, Unicorn Seraphim, Nightshade at levels 70+ do not take experience.
  568. o Kai the Cat, Merrow the Unicorn, Soulless at levels 70+ do not take experience.
  569. o Feline King, Magnus the Unicorn, Spectral Lord do not take away the experience.
  570. o Kat the Cat, Boxer the Unicorn, Shadow at levels 78+ take 18% of experience.
  571. Dice system
  572. • The cube is activated if its owner is in combat mode.
  573. • Life Cubic acts on pet and Servitor group members.
  574. • Hate, used by knight classes, now acts on the cubes.
  575. Other changes
  576. • P. Def.and M. Def. have Nightshade increased by 30%.
  577. • Type Magnus the Unicorn is changed from animal to spirit.
  578. 17. Quests
  579. • Total added 26 new quests.
  580. Quests updates
  581. Stolen dignity
  582. • With the advent of a new weapon, blanks on it have been added to the bonus quest sheet (a total of 11 parts)
  583. Rise and Fall of the Elroki Tribe
  584. • Added books and charms to the list of awards on Primeval Isle
  585. Mimir's Elixir
  586. • Kamael cannot complete the quest Mimir's Elixir. In order for Kamael to take a sub class, he (she) needs to complete the Seeds of Chaos quest.
  587. An Ice Merchant's Dream
  588. • You can choose the number of quest items you want to exchange for a reward.
  589. Tutorial
  590. • All races, except Kamael, can get on the Isle of Souls only at the end of the Tutorial Quest.
  591. Kamael: A Window to the Future
  592. • Removed quest "Kamael: A Window to the Future".
  593. Quest for Fishing Shot
  594. • Sweet Liquid can be obtained from certain mobs on the Isle of Souls.
  595. Enhance Your Weapon
  596. • Monsters have been added, with which you can get Soul Crystals: Level 14.
  597. 18. User Interface
  598. • User interface design and fonts changed.
  599. Party Information window
  600. • The status window of a party member can be changed by holding the Alt key.
  601. • Information about Pet / Servitor, including HP / MP / Buff / Debuff is displayed in the Party Member Window.
  602. Superior Radar
  603. • Radar shows information about the area.
  604. • The radar includes such functions as hiding the position of the player, the fixed position of the radar, the position of group members, monsters.
  605. Item Information Link
  606. • You can share information about your items with other players.
  607. • The information is automatically linked to the chat by clicking on the item with the Shift key held down.
  608. Skill window
  609. • Active skill info is now displayed as Normal, Buff, Debuff and Toggle in the skill window.
  610. Macro
  611. • The maximum number of macros increased to 48.
  612. Game option
  613. • In the Option Menu, you can change the shortcut keys.
  614. • Improved Shader function added to Option Menu.
  615. Inventory
  616. • The position of items in the inventory is remembered.
  617. • Inventory Auto Sort button has been added in the upper right corner of the inventory to automatically sort items.
  618. Other changes
  619. • If Dwarf or Artisan tries to remove items that can be crystallized, they will crystallize automatically.
  620. • Attribute information has been added to the character status window.
  621. • Improved Game Option information and in-game features.
  622. • If Enter Chat is selected in your settings, you can use buttons 1,2,3 and so on.
  623. 19. Skills
  624. New skills
  625. • Added a variety of new skills.
  626. Sword sword
  627. • Song of Elemental - Significantly increases the resistance of group members to four elements.
  628. Spectral dancer
  629. • Dance of Alignment - Significantly increases the resistance of members of the Darkness and Holiness group.
  630. Dagger classes
  631. • Critical Wound - Increases damage from damage inflicted on the target. Blow. Level 1.
  632. • Find Trap - Finds traps level 78 and weaker.
  633. • Remove Trap - Disables level 78 traps and weaker.
  634. Archer classes
  635. • Counter Chance - When a character is attacked, its casting speed and MP consumption are reduced by a certain amount. It takes a bow.
  636. • Counter Rapid Shot - When a character is attacked, the archery rate of the group members is increased by a certain amount. It takes a bow.
  637. • Counter Dash - When a character is attacked, the speed of the group members increases by a certain amount. It takes a bow.
  638. • Counter Mind - When a character is attacked, its MP is restored by a certain amount. It takes a bow.
  639. Titan
  640. • Over the Body - Releases morale, temporarily increasing body capacity.
  641. Fortune seeker
  642. • Spoil Bomb - Will spoil all enemies near the target, exploding and causing damage after a certain period of time.
  643. Archmage
  644. • Fire Vortex Buster - Blasts an enemy's Fire Vortex, causing serious damage.
  645. • Count of Fire - Uses the power of fire, causing burns to the target.
  646. Mystic muse
  647. • Ice Vortex Crusher - Brings down his own Ice Vortex on the enemy, causing serious damage.
  648. • Diamond Dust - Freezes targets at a distance, lowering their speed.
  649. • Throne of Ice - Using the power of ice, temporarily causes serious ice damage to the target.
  650. Storm screamer
  651. • Wind Vortex Slug - Crush enemies with the power of their own Air Vortex, causing serious damage.
  652. • Empower of Echo - Increases the consumption of mana and the power of magic.
  653. • Throne of Wind - Uses the power of the wind to continuously damage the target.
  654. Cardinal
  655. • Divine Power - Temporarily increases the power of your healing magic.
  656. Eva's Saint and Shillien Saint
  657. • Mana Gain - Temporarily increases Recharge efficiency.
  658. Doom cryer
  659. • Chant of Protection - Temporarily reduces the power of Crit. Atk., Received by members of the group.
  660. Overlord
  661. • Seal of Blockade - Instantly attacks the surrounding enemies with magic and blocks a normal attack.
  662. Knight classes
  663. • Iron Shield - increases the chance of protecting the shield when the character is attacked by the enemy.
  664. • Shield of Faith - significantly increases m.def and p.def. in group members and absorbs most of the damage they take.
  665. Sharpening skills
  666. Added various new ways to sharpen skills.
  667. Safe sharpening
  668. • Safe sharpening skills requires three times more SP and EXP than regular sharpening.
  669. • If the skill does not sharpen, then the level of its sharpening remains the same.
  670. • Special item required - Giant's Codex - Mastery
  671. Change sharpening skill
  672. • Now you can change the sharpening branch to another.
  673. • When changing directions, it is possible (rarely) to lose up to 3 levels of sharpening.
  674. • Each change in sharpening direction requires a special book: Giant's Codex - Discipline and some Exp and SP.
  675. Skill reset
  676. • This option allows you to reset the sharpening skill level. This returns 80% of the SP spent on a regular enchant to the level of sharpening that your skill had.
  677. • To zero one skill, one book is required: Giant's Codex - Oblivion.
  678. New sharpening branches
  679. • Active, passive and toggles may be sharpened.
  680. • Added various new sharpening branches.
  681. • Some skills can be sharpened with the attributes of elemental elements.
  682. Changes in existing skills
  683. • Changed the duration of the impact of debuffs.
  684. • The effects of DoT skills that deal damage over time are greatly enhanced.
  685. • The dodging effect of physical skills has been added to Ultimate Evasion.
  686. • Erase Skill cooldown increased.
  687. • Shield Mastery increases shield defense.
  688. • The effectiveness of the Bless Shield skill is greatly reduced.
  689. • When a player attacks with Shield Stun, the monster’s aggression level increases.
  690. • The effectiveness of the Advanced Block skill is greatly reduced.
  691. • Sonic Focus and Focused Force can accumulate power up to 8.
  692. • Critical Chance level increased (Plainswalker only).
  693. • Critical Power level increased (Abyss Walker only).
  694. • If Frenzy is applied when the HP level is above 30%, the attack power decreases slightly.
  695. • Aggression and Aura of Hate skills have been significantly increased, as well as rollback. Also, these skills have been changed in such a way that the attack speed buffs do not affect them.
  696. • The power of aggression for Vengeance is greatly increased.
  697. • Evasion effect (chance) of crit. Damage has been added to the Light Armor Mastery skill for the Rogue, Elven Scout, Assassin, and Monk classes.
  698. • The effect of reducing crit. damage has been added to the Heavy Armor Mastery skill for the * Knight, Elven Knight and Palus Knight classes.
  699. • Riposte Stance, Physical Mirror and Magical Mirror skills now reflect buffs / debuffs.
  700. • The ability Sword Symphony now acts on the players, also increase its strength and chance of passing.
  701. • The skills Mass Curse Fear and Wordof Fear now affect players, and the cooldown has also increased.
  702. • Skills with the effect of the vampire have been changed. Now these skills absorb a certain percentage of the remaining HP targets, and not a certain percentage of the damage done.
  703. • The effect of resetting the target for the skill Shock Blast is improved, the casting time is reduced.
  704. • Revival skill requirements changed from 5% to 10% HP.
  705. • Reduced rollback time for Lion Heart.
  706. • Skills previously applied to members of the alliance, now affect only clan members.
  707. • The effect of the skills Mana Burn and Mana Storm are reduced, their rollback time is increased.
  708. • Reduced the effects of skills Aura Sink and Seal of Gloom.
  709. • During the duel, you can use Heal and Recharge servitor.
  710. • The Holy Weapon effect applies to magic skills.
  711. • Changed the display of some debuffs (such as: ice, wind, fire, paralysis, petrification, MP-DoT)
  712. • The following statuses will not be displayed with the debuff icon: Ice, Wind, Fire, Paralysis, Petrifaction, DoT and MP.
  713. • Previously, a pike attack combined with a Vampiric buff transferred a certain amount of damage to HP. Now, if the number of targets increases, the recovery rate of HP decreases markedly. For example, if a player gets a certain amount of HP from the first goal, a smaller amount from the second, then very little is taken from the third.
  714. • Fixed a bug when layering happened when using spikes to attack multiple monsters.
  715. • You can use attack buffs with only one attribute. (You can use several buffs for protection.) For example, if an attacking buff with a water attribute is activated, while an attacking fire buff is applied, the fire effect will be canceled.
  716. 20. Other changes
  717. Olympiad
  718. • Reduced the size of the stadium for the Olympics.
  719. • When a character gets to the stadium for the Olympics, he / she can choose 5 buffs from the Olympiad Manager. Buffs are not automatically provided.
  720. • The game starts in a closed area. Doors open 10 seconds before the start of the game.
  721. • Indicators of the heroes of the Olympics can be viewed at Monument of Heroes.
  722. Teleports
  723. • Kamael Village has been added to the teleport lists of all primary villages, Gludio and Aden.
  724. • Ketra Orc / Varka Silenos has been added to the Schuttgart teleport list.
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