Advertisement
Guest User

Untitled

a guest
Sep 3rd, 2019
1,935
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 41.62 KB | None | 0 0
  1. The challenge season is a great opportunity to start again under the new system. All old characters and items will be kept in standard and expert mode, but we encourage you to join the new season, complete the challenge and prove that you are the true master of Exile Road!
  2. In the "Parasitic Bacterium" season, the singular plague ravages everywhere in Valklas, infecting all the creatures that come across and manipulating their minds. A new NPC named Sister Cassia tried to stop the outbreak of the plague, but she needed your help.
  3. Cassia can build a defensive tower, they can spur flames for you, drop lightning, and wind the wind. You need these powerful defensive towers to help you defend against a wave of enslaved monsters and find latent sclerotia. Once you successfully resist the monster tide, you will get a generous reward.
  4. Among the spoils that fall from the plague, there is a holy oil. This is a new item. Casia can use two kinds of holy oil to anoint the ring and enhance the ability of the tower. She can also use three kinds of holy oil to anoint the necklace, giving you a core talent ability, making the angle of building the character unprecedented!
  5. You can then find a map of the Phytophthora, which is completely compromised and all the creatures are controlled by the Phytophthora. These final plague encounters will test your tower defense technology.
  6. There are 40 new challenges in Parasitic Bacteria. Once you have completed 12 of them, you will get the appearance of the head: a quarantine helmet; when you complete 24, you will get a halo effect: plague. Once you have completed 36 challenges, you will get a backing: Wings of the Blight. This is an in-app purchase bonus that was only awarded for the season. Starting with the 19th challenge, each time you complete three challenges, you will get a plague totem pole to decorate your hiding place. The totem pole is permanent and shows how many plague challenges you have completed during the season.
  7. Major new content and new features
  8. New skill gem
  9. - Added agile skill stone - Plague Apostle: Get a gain effect and store the damage you have dealt. Reusing this ability will release the stored damage and cause chaos damage to your area. Damage adjustments cannot be applied to this chaotic damage.
  10. - Added agile/wisdom skill stone - Withering step: Get lost and dexterous, the latter is a gain effect that decays over time, increases the speed of movement (replaces any other dexterity), and gives you range The enemies inside exert a wilt effect. Casting any skill will remove the fascination and dexterity. Share cooldowns with other flash skills.
  11. - Added a kind of agile/wisdom skill stone - Viper whiplash: casts a poisonous projectile and strikes the enemy in a chain. A dagger or a claw is required to start.
  12. - Added agile/wisdom skill stone - plague: Smash the enemy, poison it and apply a debuff effect for a while. If the enemy is defeated during the debuffing effect, the remaining total poison damage will spread to all enemies in its range, causing a temporary sustained damage. A dagger or a claw is required to start.
  13. - Added a kind of agile/wisdom skill stone - a poisonous whirlwind: throwing a circling poisonous projectile. It can be stored after returning and has a limit. Once the swirling blade is used, all stored projectiles are released, and at this point the projectile is spirally launched and no longer returns. A dagger or a claw is required to start.
  14. - Added a Wisdom Skills Stone - Summon Corrupted Golem: Summon a Corrupted Golem to add physical damage to a non-magic summon creature. This kind of magic image can be used to smash the smashing spurs with increasing damage. Every non-magic summoning creature near it can cause more damage.
  15. - Added a smart/agile skill stone - thunderstorm mine: This mine has a halo after it is placed, increasing the damage of nearby enemies, up to 150%. Detonation causes lightning damage to the surroundings.
  16. - Added a Wisdom/Agile skill stone - Summon Flyer: Summon two structures that will detonate mines, trigger traps, and provide bonuses to traps and mines. They all have a halo, one of which can sense the enemy and the other to freeze the enemy.
  17. - Added agile/wisdom-assisted gemstones - Swift Assist: Allows three traps of assisted traps and abilities to throw additional traps or mines, up to an additional six.
  18. - Added agile/wisdom-assisted gem - Night Blade Assist: Enables the assisted attack ability to gain dexterity when crit, and in the dexterous state, causes higher crit damage and more frequent crit .
  19. - Added a Wisdom Assist Gem - Shield Shield: A creature that is summoned by the Assisted ability has a chance to sneer at the enemy when hit, and the damage is reduced and the behavior is more conservative. Creatures that are summoned by assisted abilities increase the damage done to enemies around you.
  20. - Added a Wisdom Assist Gem - Death Assist: Get the Death Sweep ability, so that the creatures that are summoned by the Assisted Skills focus on the target to which the mark is applied. Creatures that are summoned by assisted spells deal more damage and deal damage to the target of the Dead.
  21. - Added a Wisdom Assist Gem - Madness Assist: Makes creatures summoned by assisted abilities more active, and has a chance to give you a mad gain when hit. This gain makes your summon creature more damage.
  22. - Added a Wisdom/Power-Assisted Gem - Inflammatory Aid: Allows creatures summoned by assisted spells to inflict a continuous fire damage to enemies around them based on their maximum life.
  23. - Added a Wisdom/Agile Auxiliary Gems - High Explosive Mine Assist: Can only assist spells or bow and scepter attacks. Replace the assisted skill with a throwing mine and use that skill to detonate. Mines cannot use continuous singing skills. The assisted ability has a chance to deal double damage when hitting an enemy based on the number of mines around the enemy.
  24. - Added a Wisdom/Agile Auxiliary Gems - Charged Mines Assist: Each Furious Ball increases the speed of the Thunder thrown by the assisted ability, and each critical hit increases the critical hit rate. There is also a chance to get a rage or crit when the auxiliary skill is detonated with the enemy.
  25. - Added 16 legendary items.
  26. - Added 18 fate cards.
  27. - Added a basic staff type designed for high-level summoners, which can be found in the Alien Book.
  28. - Added a basic ring type that can be found in the Alien Book.
  29. - Added an item: holy oil. It can enchant rings and necklaces.
  30. - Completely redo mines, summoner character prototypes, poisonous character prototypes, and fully adjust their balance.
  31. -Improved the Alien Illustrated Task System
  32. Minor new content and new features
  33. - Added a set of key combinations, you need to hold down Ctrl (default, you can change in the settings).
  34. - Updated the original painting of the medicine. There is no reuse of the original medicine.
  35. - Now you can use up to two head beautification effects at the same time.
  36. - Added affixes for pharmacy, which are specially prepared for magic potions.
  37. - Added two new marshals in the Marshal Pool.
  38. - Heavy Shield Charge now uses the equipped shield, including the landscaping. Only the "Focus" shield exception (it is a pure wisdom shield).
  39. - Added a lot of labyrinth enchants to new skills, as well as leg gear.
  40. - Adjusted the visual effect of the smash, now closer to the original size of the smashing enemy.
  41. - Added voice prompts to a large number of activities, including (but not limited to) confirming or revoking transactions, identification failures leading to reel locks, and corruption of caves.
  42. - Improved the ability to create characters, log out to menus, select characters, and sound effects.
  43. - Continue to optimize sound, art, effects and environment.
  44. Alien illustration task change
  45. - The way to handle daily alienation tasks has been redone.
  46. - Once you unlock the Alien Book, you can pick up a task from each master every day. They are not assigned to specific maps and are only assigned to specific map level colors (white, red or yellow), you must log into the game to accept these tasks.
  47. - These tasks can be accumulated and viewed in the tracker to the right of the Alien Profile interface.
  48. - Complete the map to get more tasks. Whenever you complete a map (usually to defeat the map leader), you have a chance to get an out-of-bounds mission. The chances of getting a mission have been greatly improved.
  49. - The chance of encountering a master randomly on the map is reduced because the chance has been integrated into the new push map mechanism.
  50. - To use the accumulated Alien Illustrated task, you only need to talk to the relevant master in the hiding place, select the Alien Illustrator task option, and put the map you want to perform the task into the open map device interface. You can also choose the map of the Zana affix to perform the task.
  51. - There is no upper limit on the number of accumulated alien banner tasks, so there is no longer any pressure on the Alien Illustrator task. Play with your own rhythm!
  52. - Now as soon as you enter the map, the Alien Illustrator task will appear on the Task Tracker.
  53. The mechanism of war chaos is incorporated into the game ontology
  54. - Since "The War of Chaos" has been well received, we have included "The War of Chaos" into the game. Now you can find the content of the war in the following ways:
  55. - At the end of the Azoat Temple, there may be a war between the crossings, each level will increase its probability of appearing.
  56. - The geocentric expedition will have a rare encounter with the war.
  57. - The Alien Illustrator will have a random battle of war (10% chance for each map).
  58. - In addition to the above-mentioned ways of encountering the Legion's stone tablets, you can also find the legendary items of the war and the limited items of the war.
  59. - Vaan will now reward a large number of Legion-related items in the Chamber of the Betrayer. He will provide legion lobes in the secret room of the Ministry of Transport, provide breeding stones in the research department, provide the army armor beetle in the mediation department, and provide the treasure chest that will appear in the battle of the war in the Ministry of Defense.
  60. - In 3.7.0, the legendary items that are limited to the battle of war and chaos can only be acquired in the battle of war and the above means.
  61. Modification of the war mechanism
  62. - We made the following balance changes to align the battle with the game's ontology:
  63. - Item rewards for the Battle of the War will decay over time and the experience will not be affected.
  64. - The amount of imprints required for the War of the Battle of the War of the Battle of the Wars has been compressed. The reward quality of the 2 imprints of the encounter is now equal to the past five.
  65. - It is the corps monsters that are frozen in time are now affected by the igniting of the spread, and like the delay effect, they will not be removed after being released.
  66. - There is now a wider range of items that are rewarded with the same kind of stone.
  67. Summon balance changes
  68. - We have adjusted the balance of all aspects to match the traditional summoner gameplay. We use a lot of gain effects and many new features to help the summoner not fall behind. Most of the changes involve specific items and skills, and the following are some of the changes.
  69. - Many of the means to increase the maximum number of summoned creatures are integrated into the skill stone, and the summoner no longer relies specifically on specific legendary weapons. Most summoned creature skill stones receive an additional summoned creature amount after the level has been increased.
  70. - The base hits of all summoned creatures have been greatly increased, and it has become easier to hit monsters.
  71. - We have enhanced many summoning creature talents in the talent tree.
  72. - We also added a lot of skills to let summoners better manage their summoning army
  73. - We also made a lot of changes to the Summoner's legendary items, rare items, essences, skills, and auxiliary gemstones.
  74. Mine balance change
  75. - We have completely rediscovered the mine system in this update. Its purpose is to make mines more interesting and distinct from the trap mechanism.
  76. - Mines can now be thrown out instead of placed. The affixes that previously affected the speed at which mines were placed now change to affect the speed at which mines are thrown.
  77. - The first mine can be detonated immediately.
  78. - When multiple mines are detonated, they detonate based on the distance of the first detonation and the exploding sequence that accelerates over time.
  79. - Now in addition to the skills assisted by the chain-exploding mines, all mine skills are activated when placed, but have not been detonated, have a halo effect, and can be finitely superimposed and affected by halo affixes.
  80. - Each time a mine is thrown, some magic is retained, based on the magical power of the skill itself (and therefore also affected by the auxiliary gem).
  81. - Rediscovered flame new star mines, frozen mines, remote mine assistance, mine network assistance. Please see their overview in the Skills Stones and Auxiliary Gems Redo section.
  82. - We have added some talent trees to make the new mine system work well.
  83. Magic balance change
  84. - We now look at the magic system of Exile Road in a broader perspective, and have made a number of balance adjustments to fill the gap between low-magic input and high-powered characters.
  85. - We also removed (at least temporarily) the last trace of the spellcaster's use of magic. We hope that for the caster, the magic and the hit are equal, and only a small amount of investment is needed to solve the "feel" of the character.
  86. - We also adjusted the balance of magic potions throughout the game, providing more magic and magical means on many items, and adjusting the balance of many magical means of acquisition on the talent tree. Please see the paragraph below to understand.
  87. Role balance
  88. - "Non-abnormal sustained damage bonus" for all damage types is replaced by "Continuous Damage Bonus", which also affects the damage of the anomalous effect. Therefore, we have changed the values ​​of some items and talents, please see their overview in the following paragraphs.
  89. - Added a new affix that provides an additional level for all specific types of skill stones to match the affixes that fit into the skill stone of a particular item. As long as you own one of these items (such as a weapon), you can get bonuses as long as the skill stone meets the condition, regardless of whether it has been inserted into a piece of equipment (such as your body equipment). The suffix appears mainly on the caster and summoner items, as well as on some legendary items.
  90. - Now you can have up to 15 mines at a time (the default is 5).
  91. - All mine placement speeds have been changed to mine throwing speeds.
  92. Skill redo
  93. Frozen mines (now renamed ice cone mines)
  94. - Thoroughly redone, now a minimum of 12 levels of blue skill stone.
  95. - Now add 16 to 24 Frost damage at level 1 and up to 514 to 771 Frost damage at level 20.
  96. - The base detonation time is 0.3 seconds.
  97. - Now launch 4 additional projectiles at level 1 and up to 6 at level 20.
  98. - Each mine has a 10% increase in the critical hit rate of nearby enemies, up to 500%.
  99. - An additional projectile is fired every two mines before the detonation sequence.
  100. - All existing frozen mines are turned into ice cone mines. However, please note that due to changes in level and attribute requirements, item slots with frozen mines on the character may not be available. Need to remove the inserted cone cone mine skill stone to fix.
  101. Flame Nova Landmine (now renamed Fire Particle Mine)
  102. - Thoroughly redone, now a minimum of 28 levels of blue skill stone.
  103. - Now add 26 to 39 Fire damage to the level and up to 240 to 361 Fire damage at level 20.
  104. - The base detonation time is 0.35 seconds.
  105. - 2 additional projectiles are launched at all levels.
  106. - An additional projectile is fired every two mines before the detonation sequence.
  107. At -1 level, each mine applies 1 to 2 Fire damage to nearby nearby enemies, up to 64 to 96 Fire damage. At 20th level, each mine applies 12 to 18 Fire damage to nearby nearby enemies, up to 801 to 901 Fire damage.
  108. - All existing Flame Nova Landmine skill stones become firedust skill stones. However, please note that due to changes in level and attribute requirements, item slots with Flame Nova Landmines may not be available. Need to remove the inserted flame Nova Landmine skill stone to fix.
  109. Skill balance
  110. - All of the aura skills (Thunder, Hatred, etc.) that are cast now have a base range of 40 (up from 36), which is used to make up for the modifications made to the aura range on the talent tree. Similarly, flesh and rock now have a base range of 28 (up from 24). The base of the flag and the flag of horror is 46 (up from 40), and the quality of all auras that improve the aura range has doubled (from 2% to 4% per 1%).
  111. - Some of the skills that only cause constant damage, such as the fire of justice, the plague, and the aura of death caused by the death oath can now destroy barrels around the world.
  112. Skill details
  113. Spiritual transformation
  114. - It is no longer necessary to use the Lingshu, but the Swallowing Lingshu can be greatly increased.
  115. - The base range is halved.
  116. - At level 1 now, the cast consumes 8 points of magic (up from 7 points), and up to level 20, consumes up to 23 points of magic (up from 20 points).
  117. - Sometimes the cast time is now 0.7 seconds (up from 0.6 seconds).
  118. - The base crit rate is now 6% (up from 5%).
  119. - Now 1 level, dealing 3 to 5 Fire damage (down from 12 to 19 points), and level 20, dealing 154 to 231 Fire damage (from 501 to 752).
  120. - The engulfing of the spiritual pivot now increases the range effect by 300%.
  121. - The damage caused by the Lingshu explosion is now equal to the maximum life of the hexagram (up from 4%).
  122. - Additional damage effectiveness changed to 70% (down from 100%).
  123. Bones
  124. - The base duration is now 5 seconds (up from 3 seconds), and each additional linger is extended by an additional 1 second (up from 0.5 seconds), consuming up to 4 pivots (from 8 down).
  125. - There will be a visual effect above the player after launching.
  126. Chaos Golem
  127. - Spike skills now turn 100% physical damage into chaotic damage and have a larger range effect.
  128. - Sandstorm deals more damage at the advanced level and gains the bonus of the the the the the the the the the the the the
  129. Clear
  130. - Now you and your teammates get extra magical replies, level 1 has not changed, and up to 33 points per second (up from 17.2) at 20th level.
  131. plague
  132. - No additional range is now available with level upgrades (previous level 20 + 4 range).
  133. Call
  134. - The cooling time is now 3 seconds (down from 4 seconds).
  135. - Now the maximum life of the summoned creature is returned by percentage instead of a smooth value. 0.7% at level 1 and up to 1.65% at level 20.
  136. Whirlwind
  137. - Whirlwinds have an advantage in 3.7.0, and they are far more likely to choose players than other melee skills. In this update, we intend to reduce the scope of the whirlwind and further weaken the range of whirlwinds used by one-handed weapons.
  138. - Now the base range is 11, no longer based on weapon type.
  139. - No additional scope based on melee range.
  140. - Now the range of melee per 1 point increases the range effect by 8%.
  141. - Now add 5 to 8 points of physical damage (down from 10 to 15 points) at level 1 and 28 to 42 points of physical damage at level 20 (down from 56 to 85 points).
  142. - Now every +1 range (no longer + 1 melee range per level).
  143. - Now increase the first order every 0.2 seconds, not based on attack time.
  144. - Now loses 1st order every 0.3 seconds (up from 0.2 seconds) when it is not continuously humming.
  145. 亵渎
  146. - Now the Lingshu is limited to 10 (down from 15).
  147. - The cast time is now 0.6 seconds (up from 0.8 seconds).
  148. - The current base duration is 4 seconds (down from 5 seconds).
  149. - There is no longer any cooling time.
  150. Domineering
  151. - Now when you hit a legendary enemy, there is a 25% chance to summon a Dominant Sentry (from 10%).
  152. - Sentinel now summoned can use jihad slams regardless of the sublimation. Only the guardian core talent can be used before.
  153. Explosion trap
  154. - Now causes more damage after the upgrade, no change at level 1 and up to 309 to 464 physical damage (up from 280 to 420) at level 20.
  155. - Now the gem will be upgraded to an additional range, up to +6 (up from +4) at 20th level.
  156. Flame trap
  157. - Now deals 1 to 17 Fire damage (up from 10 to 15 points) at level 1 and up to 644 to 966 points of fire damage (up from 575 to 862 points) at level 20.
  158. - Now 1 level causes 32.5 points of base damage per second (up from 29 points), and at level 20 causes up to 1832.8 points of chaotic damage per second (up from 1635.4 points).
  159. - Deals 4 to 5 Fire damage (up to 3 to 5 points) at level 1 and up to 201 to 302 points (up from 180 to 269 points) at level 20.
  160. - Now the upgrade will get an extra range, up to +8 at 20th level (up from +6).
  161. Flame sprint
  162. - Now deals 7 to 11 Fire damage (up from 6 to 9 points) at level 1 and up to 479 to 718 points of fire damage (up from 319 to 479 points) at level 20.
  163. - Now 1 level causes 19 points of base fire damage per second (up from 10.9 points) and 2222.7 points per second damage (up from 599 points) at level 20.
  164. Flesh and blood
  165. - Now the base duration is 5 seconds (up from 3 seconds), and each time you swallow a pivot, it is extended by an additional 1 second (up from 0.5 seconds), and up to 4 pivots (from 8 down).
  166. - There will be a visual effect above the player after launching.
  167. Flesh and rock
  168. - There are now 20 levels (up from 6).
  169. - No longer reduces all damage from non-blind enemies, instead reduces attack damage from non-visual enemies.
  170. - At 1st level, the total attack damage caused by non-visual enemies is reduced by an additional 9% (down from 10%) and by up to 11% at 20th level (same as the previous highest level).
  171. - Now the physical damage taken by the enemy of this skill is increased by 13% (up from 14%) at the 1st level and up to 16% at the 20th level (same as the previous highest level).
  172. - Gem upgrades now increase the cooldown recovery rate, up to 50% at 20th level (13% at the previous highest level).
  173. Pure jiejie
  174. - Sentinel now summoned can use jihad slams regardless of the sublimation. Only the guardian core talent can be used before.
  175. Frost shooting
  176. - Now 2 levels of Frost damage added to level 1 and up to 75 to 113 points of Frost damage at level 20 (none before).
  177. Frozen trap
  178. - The base range of all levels has been increased, with the main ring range +3, the middle ring range +2, and the small ring range +1.
  179. Lightning arrow
  180. - Now 1 level attack increases 1 to 13 points of lightning damage, and at level 20 up to 9 to 179 points of lightning damage (none before).
  181. - Now 1% chance of every 1% gem quality affects enemies (0.5 chance to increase from 1% quality).
  182. Thunderbolt
  183. - All levels of Lightning Projector damage increased by approximately 40%.
  184. - All levels of arc skill damage increased by approximately 20%.
  185. Summon Spirit
  186. - The summoning spirit is now based on rank, not on the level of the pivot of the summonable spirit.
  187. - Now level 1 gives the summoned creature an additional 150 hit points (up from 142) and up to 1109 at level 20 (up from 824).
  188. - It is no longer possible to adjust the life, energy shield and damage of summoned creatures.
  189. - Now you can summon additional spirits after the upgrade, and up to 2 at level 20 (the higher level can also summon more).
  190. Magic revival
  191. - Now upgrades can increase the total life of summoned creatures, up to 38% at level 20 (previously none).
  192. - Now the upgrade will increase the cooldown of the Guardian's critical hits, up to 76% at the 20th level (not before).
  193. - Now you can summon an additional Guardian after the upgrade, and up to 7 at the 20th level (3 before all levels).
  194. Liquidation
  195. - At 1st level, the base damage is 115% (down from 91%) and up to 175% (up from 140%) at 20th level.
  196. - Now 1 level damage adds 2 to 3 points of physical damage (down from 6 to 10 points), and level 20 maximum 56 to 85 points of physical damage (down from 169 to 254 points).
  197. Fire of justice
  198. - Now 35.6 points of base damage per second at level 1 and 1541.8 points per second at level 20 (no previous base damage per second).
  199. - Now all levels burn enemies, dealing 20% ​​of your maximum health and energy shields per second (down from 40%).
  200. - Now every 1% gem quality increases burn damage by 1% (in the past, 1% quality increased spell damage by 1%).
  201. Blade
  202. - At 1st level, the base damage is 160% (down from 135.3%) and up to 230% (up from 186%) at 20th level.
  203. - Now 1 level damage adds 2 to 3 points of physical damage (down from 6 to 10 points), and level 20 maximum 56 to 85 points of physical damage (down from 169 to 254 points).
  204. Boulders
  205. - The swipe now has a 4 second cooldown (down from 6 seconds) and the total damage dealt by all levels is increased by an additional 33%.
  206. - hot light
  207. - Now 1 level causes 11.7 base fire damage per second (down from 13 points), and at level 20 causes up to 439.4 points of chaos damage per second (down from 488.2 points).
  208. Scourge arrow
  209. - Clarified the puncture behavior on the skill stone.
  210. Searing connection
  211. - The affix effect of spell damage is also applied to the continuous damage of this ability.
  212. Punish
  213. - Now the gem will be upgraded to an additional range, up to +6 (up from +4) at 20th level.
  214. Smoke mine
  215. - The mine now has a duration of 8 seconds (down from 16 seconds).
  216. - Now the movement speed is increased by 20% at level 1 and 29% at level 20.
  217. - There is now 2.5 seconds of cooldown and 3 simultaneous use
  218. - Now with the increase in skill level, the cooling time will be gradually reduced, and the cooling time will be reduced to 57% when the skill reaches level 20.
  219. - Now with the increase of skill level, the range of skills will also increase. When the skill reaches level 20, the range will increase by 76%.
  220. - The effect of the extension and shortening of the duration of the mine also applies to the duration of the moving speed gain effect of the skill.
  221. Spirit shield throw
  222. - The projectile produced by the shield explosion now has the behavioral properties of the original shield projectile. This is important for skills such as dim teeth or zero shots, related to the number of linkages and the distance traveled by the projectile.
  223. Soul dedication
  224. - Now the base duration is 5 seconds (up from 3 seconds), and each time you swallow a pivot, it is extended by an additional 1 second (up from 0.5 seconds), and up to 4 pivots (from 8 down).
  225. - There will be a visual effect above the player after launching.
  226. Split arrow
  227. - Now 100% base damage (up from 90%) at level 1 and up to 119% (up from 109%) at level 20.
  228. - Additional arrows can now be fired after the upgrade, up to an additional 8 (up from 6) at 20th level.
  229. Summon angry spirits
  230. - Now summon creatures to the target you choose when they are summoned.
  231. Summon
  232. - Now summon 2 magicians each time (from 1 up).
  233. - Now you can summon extra singers each time you upgrade, up to 3 at 20th level.
  234. - Now you can increase the maximum number of magicians after upgrading, up to 8 in 20 levels.
  235. revenge
  236. - Now 170% base damage (up from 135%) and level 2 up to 255% (up from 203%).
  237. - Now 1 level attack adds 8 to 12 points of physical damage (down from 25 to 37 points), and level 20 maximum 56 to 85 points of physical damage (down from 169 to 254 points).
  238. Viper blow
  239. - Now 90% base damage (up from 80%) at level 1 and up to 135% (up from 130%) at level 20.
  240. - Now when you double-arm, you will use two weapons to attack at the same time, but the total attack speed is reduced by an additional 30%.
  241. - Each weapon is counted separately when the weapon is double-armed, and the total damage is reduced by 20%.
  242. Val skill balance
  243. Adjusting the affixes consumed by Valle now works just like the suffixes consumed by the magic. That is to say, the total amount of consumption reduction is calculated first, and then rounded to the Wal skill. Previously, it was the value of the new consumption of the calculation skill, and then rounded off, which led to the situation that the Val skill does not consume the soul.
  244. Valentina
  245. - The current range is 24 (up from 13).
  246. - No additional scope based on melee range.
  247. - Now the range of melee per 1 point increases the range effect by 8%.
  248. - Now 1 level attack adds 5 to 8 points of physical damage (down from 10 to 15 points), and level 20 maximum 28 to 42 points of physical damage (from 56 to 85 points down).
  249. Auxiliary gemstone redo
  250. Remote mine assistance (now renamed as chain explosion mine assist)
  251. - At the 1st level, the total damage caused by the assisted skill is additionally reduced by 35%, and at the 20th level, the minimum is 25%.
  252. - The mine now has a duration of 5 seconds (down from 16 seconds).
  253. - The base detonation time for assisted skills is 0.25 seconds.
  254. - Each of the previously detonated mines in the detonation sequence now increases the total damage of the assisted spell by an additional 5%.
  255. Mine network assistance
  256. - Up to 4 additional remote mines can be placed simultaneously with assistive skills.
  257. - Throw up to 4 additional mines by assistive skills.
  258. - At the 1st level, the total mine throwing speed of the assisted skill is reduced by an additional 65%, and at the 20th level, the minimum is 60%.
  259. Summon creature and totem element resistance aid (now called Elemental Aid)
  260. - No longer assist in totems.
  261. - Now has 130% mana cost
  262. - At level 1 now, creatures summoned by assisted abilities are +19% of all elemental resistance, up to +29% at level 20.
  263. - The creature now summoned by the assisted skill hits the exposure, -10% elemental resistance, and the category is the same as the highest damage type caused by the enemy.
  264. - At level 1 now, the total elemental damage dealt by creatures assisted by the summoned ability increases by an additional 20% and up to 29% at level 20.
  265. - Now the gem will be upgraded with the extra maximum element resistance, up to +2% at 20th level.
  266. - 0.1% extra maximum elemental resistance is now available for every 1% gem quality.
  267. Magic Relief Assist (now called Enlightenment)
  268. - In addition to the previous reduction in magic consumption, it has other features:
  269. - Now you can get an enlightenment ball (up to 5) when you use the auxiliary skills to consume magic.
  270. - At the 1st level, a total of 122 points of magic consumed by the assisted skill will lose all enlightenment balls, which is 800 at 20th level.
  271. At -1 level, each enlightenment ball increases the total elemental damage dealt by the assisted skill by an additional 5% and reaches a maximum of 8% at level 20.
  272. At -1 level, each enlightenment ball increases the hit rate of assisted skill by 7% and reaches 10% at 20th level.
  273. - "Now 1% of the gem quality can increase the duration of charge by 1%.
  274. Auxiliary gemstone balance
  275. Ancestral call
  276. - At the 1st level, the total damage caused by assistive skills is reduced by an additional 19% (from 25%) and at 20th level (16% before).
  277. Charge trap
  278. - When using a trap now, each crit can be increased by +15% critical damage bonus (from +12%).
  279. - Now each Furious Ball increases the throw speed of assisted spells by 10%.
  280. Body care
  281. - Now the assisted ability has more damage to the abnormal state caused by melee hits (previously only bleeding and poisoning).
  282. Magic stealing
  283. - Now only the assisted attack can steal magic.
  284. Summon creature life
  285. - The magic consumption rate is now 130% (down from 140%).
  286. Summon creature speed
  287. - At the 1st level, the assisted ability increases the casting speed of the summoned creature by 25%, and the level of the level of the level of the level of the level of
  288. - At level 1 now, the assisted ability increases the attack speed of the summoned creature by 25% and the level of the level by up to 34% (up from 19%).
  289. - The magic consumption rate is now 130% (down from 140%).
  290. Multiple strike assist
  291. - At 1st level, the total damage dealt by the assisted skill is reduced by an additional 20%, and by 20% by 10% (in the past all grades were reduced by 30%).
  292. - Now all levels increase the total damage dealt by the first repeated assisted spell by an additional 22% (in the past, the total damage increased by 40% at level 1 and by 50% at level 20).
  293. - All levels now increase the total damage dealt by the second repeat of the assisted spell by an additional 44% (in the past, the total damage increased by 80% at level 1 and by 99% at level 20).
  294. - The magic consumption rate is now 160% (down from 180%).
  295. Poisoning aid
  296. - At the 1st level, the total damage caused by the Auxiliary Skills is increased by 20% (in the past, no bonus), and at the 20th level, the maximum increase is 39% (up from 28%).
  297. Crush assist
  298. - At the 1st level, the range effect of the assisted skill is increased by 25% (no longer the extra range effect of the multiplication), reaching a maximum of 34% at the 20th level.
  299. - Now level 1 increases the total range damage of assisted spells by an additional 40% (up from 30%) and up to 59% at level 20 (up from 45%).
  300. Trap assist
  301. - Now the trap throw speed reaches up to 19% at 20th level (up from 10%).
  302. - Now upgrades can increase the trap damage of assisted spells, up to 38% at level 20 (previously none).
  303. Abnormal burst assistance
  304. - At 1st level, the duration of the abnormal state imposed by the assisted skill on the enemy is increased by 35% (up from 25%) and at the 20th level by up to 54% (up from 44%).
  305. - At 1st level, the effect of the non-harmful abnormal state imposed by the assisted skill on the enemy is increased by 25% (up from 20%) and at the 20th level by up to 34% (up from 30%).
  306. - At the 1st level, the total damage of the abnormal state caused by the assisted skill is increased by an additional 25% (up from 20%) and at the 20th level by up to 34% (up from 30%).
  307. Corrosion arrow assist
  308. - At the 1st level, the total chaotic damage of the assisted ability is increased by an additional 40% (up from 30%) and at the 20th level by up to 59% (up from 49%).
  309. - Now level 1 increases the total physical damage of the assisted spell by an additional 40% (up from 30%) and up to 59% at level 20 (up from 49%).
  310. - Now level 1 increases the total projectile attack damage of the assisted spell by an additional 40% (up from 30%) and up to 59% (up from 49%) at level 20.
  311. Talent tree balance
  312. As with 3.7.0, we have added many new talents to this patch. Similarly, we did not list all the new talents one by one, but listed the talent group and core talents below. We also modified a lot of talents, including mine talent, continuous damage talent, magic talent and summoning talent.
  313. - Added talent group and core talents: forbidden disciples, golem commanders, perfect, secret barriers, searing, cursing, unbeaten, persistent connections, essence extraction, swarming, continuous detonation, terror torture Water-soluble, horrible power, arcane recharge, impact ripple, soul ally, and efficient explosion.
  314. - [Death conviction] Now only non-flag aura, non-mine skills do not retain magic.
  315. - [Perfect Pain] The crit damage bonus provided is changed to increase the sustained damage bonus when the critical strike causes an abnormal state, equal to 50% of its value, instead of the previous 30%. It can now be superimposed with other means of providing continuous damage bonus.
  316. - The abnormal state caused by [Element Overload] is no longer considered to be from a crit (the damage bonus cannot be obtained when the critical strike caused an abnormal state)
  317. - [Decisive Battle Guru], [羁縻], [Breaking] and [Axe] Each now offers a range of +2 melee and freehand weapons (previously +1).
  318. - [劈劈], [Peeling Blade] and [Strong Claw] now each offer a range of +1 melee and freehand weapons.
  319. - [Leadership] now increases the range effect by 30% (down from 50%).
  320. - [Origin] now extends the range effect by 12% (down from 20%).
  321. - All of the small talents that previously increased the range effect by 20% now turn the range effect by 12%.
  322. - [The ultimate power] talent group moved south, now located next to the [bloodless body] talent group.
  323. - [Ultimate Wisdom] The talent group moved eastward and is now in the original position of [Arcane Expansion].
  324. - Added 13 new core talents that only appear when you anoint your items.
  325. Item balance
  326. - Some daggers are now classified as rune daggers. In addition to the rune daggers, other daggers no longer have cast-related attributes.
  327. - Some of the long sticks are now classified as battle sticks. After the distinction is made with the long stick, the battle stick will no longer attach the cast related attributes.
  328. - The short stick is now classified as a sub-class of one-handed hammers.
  329. - The plastics and ripper hand equipment no longer attach +1 trap throws or +1 landmine affixes.
  330. - The affixes that increase the maximum magic have been improved. Especially the long sticks, they can now add a lot of maximum magic. Existing items can be upgraded to new values ​​with the Holy Stone (except for the long stick).
  331. - Staff, short wand, long stick, rune dagger and claws now attached affixes can affect all levels of skill stone, not just slots. They are no longer able to attach affixes that only affect the level of gem inserted.
  332. - Staff, short rods, long sticks, and jewels can now be attached to the spell of the spell of the the the the the the the
  333. - Non-abnormal chaos continuous damage bonus is now unified into chaotic continuous damage bonus. It affects all items that have this affix.
  334. - The dagger and the rune dagger can now attach a chaotic continuous damage bonus affix.
  335. - Jewelry can now attach physical continuation damage bonus affixes.
  336. - Waist equipment can now be attached to the magic prefix.
  337. - The Searing Ring now has 20 to 30 magic points on the base (previously 20 to 25).
  338. - Items with Matatar prefix are now applied to the Mine Skill Stone in addition to +1 all trap skill stone levels. The affix is ​​no longer attached to a one-handed weapon.
  339. - All levels of magic potions have been rebalanced. Overall, they are now shorter than they were before, and the replies are more magical and more useful.
  340. - At the merchant's level, the +1 Lightning, Fire, and Frost skill stone modifiers are replaced with the damage of the corresponding element when the weapon is cast. The version with additional chaos damage is removed. The value of the affix depends on the rarity of the ring. This recipe can now also be used for rune daggers.
  341. - The labyrinth of the labyrinth before the enchantment is reduced by the cooldown of the spell, now replaced by increasing the duration of the spell, the value is the same as before. Existing items that have been attached to the enchantment will become the new version.
  342. - Maze feet are enchanted before defeating the enemy in the near future to gain life and magic stealing, now replaced with only life stealing.
  343. - The maze foot is enchanted before being hit in the near future to get a life and magic reply, now replaced with only a life reply.
  344. - An additional second projectile is attached to the labyrinth of the tornado before the enchantment, and is now only available for the ultimate emperor maze, and only a second projectile can be attached. Existing items that have been attached to the enchantment will not be converted to a new version.
  345. - Added a new set of labyrinth foot enchants to increase the speed of magic recovery after the cast in the near future.
  346. - Fossils can now be stacked. Rare fossils can be stacked in 10, and other types can be stacked in 20. Fossils can stack up to 5,000 in the currency warehouse page.
  347. - The basic type of glass swatch can no longer attach caster attributes.
  348. - Some affixes that give hits to summon creatures now join the affixed pool, which can be attached to abyss and regular jewels.
  349. - The prefix "Stop" of the additional lightning damage is now renamed "Vaporization" because we have added a lot of new properties in 3.6.0, one of which has been called "sudden stop", and this name is more suitable for the newly added one. It is not easy to give an affixed name.
  350. - Added a new set of affixes to smart body equipment that can be attached to energy shields and magic.
  351. - The use of tied fossils to make the foot equipment no longer limits the number of spirits to +1, instead succumbing to the summoning skill level +1. Existing foot gear that already has this affix will become the new version.
  352. - Passionate Essence is now used to increase the trap and mine throwing speed when used in the waist.
  353. - The "Avenger" pharmacy prefix now gets 5 recharges (from 3 times) for critical strikes.
  354. - The "craving" and "gluttony" affixes can no longer apply the drug.
  355. - Magical affixes on jewels can now increase magic by 9% to 11% (from 6% to 8%).
  356. - On the essence of fear, all levels of summoning creature damage affixes are greatly increased. Existing items can be upgraded to the new version with Holy Stone.
  357. - The essence of anger, resentment and sorrow no longer provide an extra level for the inserted skill stone, instead the resistance penetration of the corresponding element.
  358. Process modification
  359. - Added a process option for the Fire Continuous Damage bonus, which unlocks when the Frost continues damage bonus is unlocked.
  360. - Encrypted drug affixes can now be created only after decryption.
  361. - Immortal Syndicate specific member recipes now only need to decrypt the original half to unlock.
  362. - The affixes that create traps and mine throwing speeds now increase the value and are distinguished from the two-handed weapon version, which has a higher value.
  363. - The process attribute that reduces the magical consumption (or "El Ryan") is now divided into two separate affixes. Reduce the magical consumption of continuous humming and non-continuous singing skills, respectively. They all have three levels.
  364. - It is no longer possible to attach a suffix that reduces the magical cost to the ring that reduces the magic consumption.
  365. - The craft attributes of mixed life and magic are now divided into two, namely life and magical replies, as well as magic and magical replies.
  366. - The craft attribute of re-attaching the energy shield to the ring and necklace is now mysteriously gone.
  367. Note: This is a preview of some changes, the rest will be updated as soon as possible, please be patient.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement